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== OTHER NOTES == === Dathomir Data File === [[File:SWD5.Dathomir.jpg | 500px]] The heroes can access the following data from the Republic Survey Guild and Holonet information... '''Astrographical information'''</br> '''Region''': Outer Rim Territories</br> '''Sector''': Quelli sector</br> '''System''': Dathomir system</br> '''Suns''': 1- Domir (Red Giant)</br> '''Moons''': 4</br> '''Trade routes''': None</br> '''Rotation period''': 24 hours</br> '''Orbital period''': 491 days</br> '''Planetary Data'''</br> '''Diameter''': 10,460 kilometers</br> '''Atmosphere''': Standard Breathable</br> '''Climate''': Temperate comfortable throughout most of the planet. Colder near the poles.</br> '''Gravity''': Slightly below Standard</br> '''Primary terrain''': Jungle, with many canyons and valleys, massive caves, cliffs, forests, hills, mountains, rivers, swamps, tar-pits, and a few ice caps.</br> '''Points of interest''': Dreaming River (said to cause various halluinations from those that drink from it. The Czerka has banned anyone of their employees from during so but the effects seem fairly mild and non-addicitve), Grey Wound (a very large canyon that cuts through much of the southern hemesphere), Howling Mountain (where most of Czerka is conducting their mining operations at. Gets it name from the strange howling like sounds that echo through the mountains), Red Cliffs (south of the Howling Mountains and very distrintive colored rocks here that almost appear to be blood), the Swamplands (farther south of the Red Cliff, a very extensive and massive salt water swamp that extended to the sea serveral hundred miles southward).</br> '''Unusal Features''': Much of the world's land masses and seas are covered by a thick reddist tinted mist perpetually, even during heavy storms. The coloration is caused by the Red Gaint Sun of the system. Most of the planet has not mapped or properly surveyed due to this phenomenon.</br> '''Flora''' (known): Brula fruit, Bleeding Gut, Blue coral, Fire lichen, Grave Thorn, Hydraatis, Mushling, various unidentified fungus and mulusks.</br> '''Fauna''' (known): Bane back spider (a fairly large spider like creature that can spray a deadly toxin as a defense against predators), Belonuk (a four legged saurian apex predator with very sharp teeth and claws, with a sharp boney head that it can ram prey with to stun or knock prone), Burra fish (edible amd tasty fresh water creature that can grow to be several meters in length), Nydak and Nydak Alphas (another species of semi-bipedal apex predators found mostly in the Red Hills region and Southern Singing Mountains. Their long fore-arms are heavily clawed and their brown hide is covered in sharp spikes. The alphas are even larger then the normal and weigh upwards of two tons), Regs (large lizard breats that walk on four legs. While they were tried to be used as beasts of burder by Czerka early on they proved to wild and stupid to functions as good ones. They can weigh serval tons), Veeka (red-plummed lizard-birds that are also edible but friendly and keep as pets by a few of the miners), and numberous unidentified snakes and lizards like creatures both large and small. </br> '''Government''': Corporate or Tribal</br> '''Population''': Czerka corporation personal 2,635. Unknown others. Native Kwi believed to be serveral million worldwide. Primitive Human population in the southern Hemesphere believed by to around 100,000. </br> '''Major cities''': Footfall (only major city and location of space port)</br> '''Major exports''': Ore</br> '''Major Imports''': Food, machinary for mining, etc.</br> Dathomir is a remote and obscure planet in the Quelli sector of the Outer Rim Territories. Czerka Mining and Industrial has a contract with the Republic to mine the planet for various rare and profitable ores found here. It is the home of the Kwi a cobalt blue saurian bipelled species. Due to their semi-upright movement patterns and near untranslatable speak patterns they had originally thought to be non-sentient but recently the Republic Survey Guild has translated their tongue and realized they are in fact sentient, just primitive. There are two main land-masses surrounded by multiple small ones and multiple island chains within its shallow seas. The northern hemisphere holds one of the larger land-masses and is where Czerka has set up mining operations but only in one small area. Most of their mines are within 600 kilometers (400 miles) of Footfall, their space port and corporate headquarters. The northern land-mass has not been extensively explored past here and the lands of the southern hemisphere are even less well known. A few minor survey exploration did discover the Human tribes that live there on the largest of the southern land-masses. The group believes that these Humans might have belong to a long forgotten colony that was established here in a distant past but that they fell into barbarianism. There are no records of this colony in the Republic archies so it is only a idea of what might have happened. With so little exploration or the planet most of it is a mystory along with most of the animal and plant life that might be found here. === Other Species of the Old Republic and Beyond=== '''ARDENNIAN SPECIES TRAITS'''[https://www.pinterest.com/pin/822540319417884728/]</br> '''Ability Score Modifier''': +2 to Dexterity, +1 to Wisdom</br> '''Small Sized and Speed''': base 25 feet. As a small sized creature, Ardennian gain a +3 size bonus to Stealth. However, their lifting and carrying limits is Strength x5lbs for basic encumbrance.</br> '''Darkvision''': Ardennian has darkvision out to 60 feet.</br> '''Expert Climbers''': Due to using all four of their flexible arms and their manipulative feet, the Ardennian have advantage on Strength (Athletic) checks when climbing. Furthermore, if any of these skill checks is a 9 or less, the Ardennian treats these rolls at if they rolled if was a 10. Climbing does not count as double movement for their Speed nor does it provide others with advantage against them. </br> '''Four Armed and Hand-like Feet''': Ardennian have an additional set of arms and they can use their feet can act as additional hands when not moving. They may interact with an additional object or feature of the environment for free during your turn. They can carry an additional one-handed weapon using each of these extra arms, but cannot use the Versatile property of weapons carried in these extra arms. They gain +2 with grapple tests due to their extra arms. Their hands can be used for other tasks, such as opening doors, carrying lamps or comlinks, using tools, etc. without difficulty when they are not holding weapons. If not moving (Speed 0) and when not carrying any additional items the Ardennian gains +2 bonus to any skill that the GM deems would benefit from multi-limbs. Example could include Computer Use, Drive, Mechanic, Pilot, etc.</br> ''Languages'': you can speak, read and write in Basic and Ardennesse</br> '''ARKANIAN SPECIES TRAITS'''[https://swrpggm.com/arkanian/]</br> '''Ability Score Modifiers''': +2 to Intelligence, -2 to Charima and +1 to Two other Attributes of the player's choice, due to extensive genetic manipulations. Seeing themselves and the pinical of evolution and treating all other species as lesser beings makes them rather unpersonable. Alternatively those that reject this manipulation they gain +2 to Intelligence only.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': hailing from the frozen planet of Arkania the Arkanians have natural resistance from extreme colds. They have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision''': Arkanian can see in total darkness out to 60 feet</br> '''Upgraded Enhancements''': as it is not unusual for an Arkanian to enhance themselves with internal and/or external cybernetics, they can start with up to 2 points of Strain in Cybernetics at no cost in credits. Those that reject this aspect of their species instead gain a bonus Feat of their choice so long as they qualify for it.</br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''ARKANIAN OFFSHOOT SPECIES TRAITS'''[https://www.pinterest.com/pin/844002786409078385/]</br> '''Ability Score Modifers''': +2 to any one Attribute of choice and +1 to one additional Attribute of player's choice.</br> '''Medium Sized and Speed''': base 30 feet</br> '''Cold Resistance''': also from the frozen planet of Arkania the Offshoots have natural resistance from extreme colds. As Arkanian, their offshoots have Resistance (PHB pg. 194) verses any cold damage and attack rolls with the cold descriptor are at disadvantage. Their skin counts as Winter Clothing for cold environmental conditions.</br> '''Darkvision and Low-Light Vision''': Arkanian Offshoots can see in total darkness out to 60 feet and ignore Dim light penalties.</br> '''Genetic Manipulation''': As the Arkanian Offshoots have been specifically created to serve various roles within Arkanian society (as slaves of course) they gain a bonus Feat of their choice for free to somewhat reflect this roll. </br> ''Languages'': you can speak, read and write in Basic and Arkanesse</br> '''FEEORIN SPECIES TRAITS'''[https://www.pinterest.co.uk/pin/564849978238621370/]</br> '''Ability Score Modifiers''': +4 to Strength, -1 to Dexterity, -1 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet</br> '''Continue to Grow all their Lives''': The Feeorin have the unusal biology of growing stronger even while their bodies age up until their deaths. They suffer no ill effects from age to their strength. They also have advantage with Strength saving throws ''and'' Strength (Athletic) skill checks. </br> '''Great Fortitude''': Feeorin gain +2 with Constitution saves.</br> '''Survivorist''': Feeorin have learned how to survive almost anywhere after being forced off their homeworld thousands of years ago when it was destroyed. They gain proficiency with the Wisdom (Survival) skill and also have Advantage with it when making skill checks of it. </br> ''Languages'': you can speak, read and write in Basic and Feeorinesse</br> '''KHIL SPECIES TRAITS'''[https://www.pinterest.com/pin/396527942177735686/]</br> '''Ability Score Modifiers''': +1 to Intelligence, +2 to Charisma</br> '''Medium Size and Speed''': base move of 30 feet</br> '''Bonus Skill''': start with proficiency in any Skill of choice for free. The Khil are a dedicated and ambitious people, with little tolerance for laziness or time-wasting. </br> '''Hullepi Feeders''': the Khil can draw part of their nutrional needs through the air and thus only require a fourth of the food and water required to survive and maintain health.</br> '''Natural Musicians''': As the Khil breath through their hullepi tentacles that hang from their mouths they can produces increadible sounds and music from them. They have advantage with Charisma (Performce) skill checks.</br> '''Strong Willed''': Khil gain +2 to their Wisdom saving throws. </br> ''Languages'': you can speak, read and write in Basic and Khilese.</br> '''SELKATH SPECIES TRAITS'''[https://www.pinterest.com/pin/725572189935905827/]</br> '''Ability Score Modifiers''': +2 to Wisdom</br> '''Medium Sized and Speed''': base 30 feet. They also have a Swim speed of 30 feet.</br> '''Breathe Underwater''': as amphibious creatures, Selkath cannot drown in water.</br> '''Diplomates''': due to the presence of the kolto on their homeworld of Manaan (in the Old Republic this is the only source), traders and diplomats flocked to their world. As such all Selkath learn how to deal with others from a very young age. They have proficiency in Charisma (Persuasion) for free.</br> '''Expert Swimmers''': a Selkathi has advantage when using Strength (Athletics) checks when swimming. Furthermore, if this skill check is a 9 or less, the Selkath treats these rolls at if they rolled a 10.</br> '''Low-Light Vision''': Selkath can see perfectly fine in Dim light conditions.</br> '''Natural Healers''': Selkath gain advantage whenever they are making a Wisdom (Medicine) skill check. </br> ''Languages'': you can speak, read and write in Basic and Selkath</br> === Hyperspace Travel Notes for the Old Republic Era === During this time period of the Old Republic most hyperspace travel is conduced along trade routes that have numbers hyperspace bouys that help assist starship to travel through hypersoace. The more dangerous way is using advanced Navcomputers (for the time) to help establish routes. These routes don't last long as astrological bodies more and hyperspace anomalies form and fade. This is why the hyperspace bouys are so important and need constant upgrades for safe travel. Starfighters of this era do not posses hyperspace engines but still include a combat-mech droid to assist the pilot during combat, etc. Astromech droids of the time and advanced Navcomputers can hold one to two navigation plots for non-hyperspace point between two points along a nonbouy route but there is still a danger to travel on them. These system can also help plot normal routes via the bouy systems.
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