Aliens of Selani Sector
Selani Sector is home to many alien species of the Republic.
The most commonly encountered species are:
Brugg +Devanorian Colonies at Acelia, Barajen, Paradeen* +Drall Colony at Barajen +Duros Colonies at Argys, Delthyr*, Fraljir, Jaryn-Halba, Selani, Vycafia Fithp +Gotal Colony at Fraljir* +Gran Colony at Bidiar*, Carathen, Dijiphead, Yular +Human Colonies at Acelia, Argys, Betorok, Carathen, Dijiphead, Jaryn-Halba, Muzara, Paradeen, Selani, Thalomar Hutt Izu Mrlssi Muzara Muzra (N) Rodian +Rybet Colony at Vycafia Sluissi Thalonian Thalomar (N) Twi’lek +Verpine Colonies at Argys, Chare, Fraljir, Paradeen Woostroid Zabrak
FITHP
The Fithp are a pachidyrmoid species from the sector named after them. They are generally amicable to trade and mixture, though practice a rare form of cultural elitism based around their herd mentality, extending that mentality to their relations with other species.
Fithp are quadripeds. They have thick greyish hides and are sometimes furred. They have large floppy ears and binocular vision. Their thick legs end in clawed club-like feet. Their most notable feature is their bifurcated trunk extending where the nose is on most species. The trunk has two main branches (called "snafp" which then divide themselves into two branches each, each of which themselves divide into two more branches (dubbed "fi" with the plural being fithp).
Fithp Attribute Dice: 12D DEX 1D/3D KNO 2D/4D MEC 1D/3D PER 2D/4D STR 3D/5D TEC 2D/4D -Thick hide: +1D Physical, +1 Energy -Lack of dexterity in digits –1D to tasks requiring fine manipulation or in using non-Fithp equipment *Story Factors: -Herd society: Without the companionship of a herd around them, they become rogue and “insane” Move: 11/14 Size: 1.8-2.1 meters long.
Fithp Space
Fithp, being the dominant species on their world, have spread to influence in most of the surrounding sector. Their basic herd nature has prevailed through civilization and technological advancement. Generally, a herd has about 5,000 adult Fithp with about 1/3 of these non-combatants (mostly elderly, but some females). Herds are typically self sufficient, with the Herd-master creating “sub-herds” from his herd to take up some specific profession or task (from agriculture and farming to basic civil service to military and police duties) for the advancement of the entire herd.
Herds generally ally with other herds of similar descent and sub-species. Since reaching information and then space-faring technologies, the herds have tended towards specialized fields themselves, relying on currency and the productivity of other herds and the creation of a more understandable (to non-herd aliens) economy and society. These “allied-herds” are commonly referred to as “over-herds” though allegiance to one’s own herd is paramount and to others is only by command from an individual herd-master. Over-herds are directed by representatives appointed by their herd-masters, who in counsel direct their herd’s concerns to the others to possible actions to be taken by all of the allied herds.
The Fithp homeworld is balkanized mostly on the matter of race, or sub-species. The Fithp of the North-East land-mass are furred and with larger claws and tusks than those of the rival Southern land-masses. Fithp of the North-West land-mass lack tusks and hair while those of the small Central-Western land mass lack claws except for the barest nubs, tusks, and hair and are barely sentient. Beyond the general land-masses, though, and where they meet specific herd territories are a confusing mix and one can barely know which herd they need to liaison with.
The territoriality of these herds against each other often results in confrontation. The common means of dispute is for the herds to have a proxy brawl by champion sub-herds, almost always to injury instead of death, as the primeval Fithp would have done. Full scale conflicts are not uncommon themselves, and can often resemble the conventional warfare common to non-Fithp. Defeated herds are absorbed into the herd of the victor. Such absorptions are common, though almost unheard of between sub-races of Fithp.
Fithp space is even more confusing than the disputed territories of their homeworld and is a mix of herd loyalties and possessions, many of which are constantly changing pathp. Their moons are both controlled by the five strongest herd-alliances: one by 3 of southern herds and 2 from the north-eastern herds and the other entirely by the southern herds. Their system is not controlled by any small number of herd-alliances. The systems and worlds beyond hold little allegiance to the home system herd-alliances, except for those that wish to visit the home-world for some reason (usually psuedo-religious). Worlds themselves are usually controlled by a single herd until the population density of an area becomes too large and a herd is tired of tirelessly defending it, where that herd will then restrict their extreme territoriality to a region of that world, and other herds are allowed to settle, after joining in a herd-alliance.
In space, dispute is usually determined by ritual “trampling.” The ships make use of their formidable concussion shielding and bump off of each other along with token weapon fire mostly aimed at disabling the maneuverability of the ship and/or destroying digit-ships. When one herd yields to the other, they present their ventral side (“roll over” or surrendering) to the victor who will do a final ceremonial skim and following the ground based custom, then absorb the defeated herd into their own, assuming control of their ship.
So far, all Fithp herds and worlds have declined membership in the “over-herd” of the Galactic Republic, confused over the nature of the mechanism and operation of the numerous non-herd societies, most of whom by Fithp standards are quite insane.
Fithp Ships
Fithp ships tend to be both very large and fairly generalized in design, without the specialization common to most of the star-faring ships that are common through the galaxy. Their herd nature makes them uncomfortable in enclosed spaces and requires the companionship of at least a portion, if not the entirety, of their herd. As a result their ships are quite spacious on the interior and large in general size.
Due to carrying large numbers of non-combatants, Fithp ships are built for physical endurance with thick armoring and a reinforced hull structure and a multiple system redundancy. They can take fully twice the number of hits per Hull die code before accumulating to the next level of damage. The herd-ships are all designed with the idea to incorporate their Digit-ships as both raw additional thrust and maneuvering elements. When some digit-ships are deployed, the herd-ship loses first the full effect (with anything up to ½ of the digit-ships deployed/damaged/destroyed) of their presence, and then all effect (with more than ½).
Giant Herd-ship
Fleet Carrier (Republic Fleet category 5 - 1km), Flattened sphere Space 5/4/3/2, Hyperspace x 20, Man 1D/+1/0D/-1D, Hull 6D, Shields 6Dp, 4De 8 x heavy laser batteries (4f, 2p/a, 2s/a) – 6De Damage, 2D FC 4 x “Foot” (tractor-beam batteries – 1f, 1p, 1s, 1a) – 5Dp Damage, 3D FC 32 x SF-scale mass driver cannons (8f, 8p, 8s, 8a) – 5Dp SF-scale Damage, 2D FC, A200 32 x digit-ships Crew: Large Herd (6144: 3584 adult Fithp, ~1536 passengers, 1024 digit-ship)Large Herd-ship
Heavy Cruiser (Republic Fleet category 4 - 750m), Saucer-shaped (“large saucer”) Space 5/4/4/3, Hyperspace x 17, Man 1D+2/1D+1/1D/0D, Hull 5D, Shields 6Dp, 3D+1e 4 x heavy laser batteries (2f, 1p/a, 1s/a) – 6De Damage, 2D FC 3 x “Foot” (tractor-beam batteries – 1f, 1f/p/s, 1p/s/a) – 5Dp Damage, 3D FC 16 x SF-scale mass driver cannons (4f, 4p, 4s, 4a) – 5Dp SF-scale Damage, 2D FC, A100 16 x digit-ships Crew: Small Herd (3072: 1792 adult Fithp, ~768 passengers, 512 digit-shipMedium Herd-ship
Light Cruiser (Republic Fleet category 3 - 500m ), Disc-shaped (“small saucer”) Space 6/5/4/3, Hyperspace x 15, Man 2D/1D+2/1D+1/1D, Hull 4D+2, Shields 5D+1p, 3De 3 x heavy laser batteries (2f/p/s, 1p/s/a) – 6De Damage, 2D FC 2 x “Foot” (tractor-beam battery – 1 f/p/s, 1 p/s/a) – 5Dp Damage, 3D FC 12 x SF-scale mass driver cannons (3f, 3p, 3s, 3a) – 5Dp SF-scale Damage, 2D FC, A100 8 x digit-ships Crew: Large sub-herd: (1536: 896 adult Fithp, ~384 passengers, 256 digit-ship)Small Herd-ship
Frigate (Republic Fleet category 2 - 300m), Oblong Flattened Ovoid ("flattened egg") Space 6/5/5/4, Hyperspace x 14, Man 2D+2/2D/1D+2/1D+1, Hull 4D, Shields 5Dp, 2D+1e 2 x heavy laser batteries (1f/p/s, 1p/s/a) – 6De Damage, 2D FC 1 x “Foot” (tractor-beam batteries – 1f) – 5Dp Damage, 3D FC 12 x SF-scale mass driver cannons (3f, 3p, 3s, 3a) – 5Dp SF-scale Damage, 2D FC, A100 4 x digit-ships Crew: Small sub-herd (768: 512 adult Fithp, ~128 passengers, 128 digit-ship)Digit-ship
Corvette (Republic Fleet category 1 - 150m), Cigar-shaped Space 6, Hyperspace x 12, Man 3D, Hull 3D+1, Shields 4Dp, 2De 1 x heavy laser cannon (1f) – 4De Damage, 2D FC Tractor beam (1f) – 3Dp Damage, 3D FC 8 x SF-scale mass driver cannons (2f, 2p, 2s, 2a) – 5Dp SF-scale Damage, 2D FC, A50 Crew: 32 adult Fithp, 64 Troop (Passenger) Capacity
Fithp Droids
Due to their inherent phobia of confined spaces, Fithp have become quite adept (especially at their technological level) in the engineering and production of droids to carry out specialized tasks. For most Fithp, these are often spherical or cylindrical making use of either sphere-shaped rollers or repulsorlift technology, but the Southern land-mass Fithp almost always use spider-like droids, of varying sizes for different tasks. Most common are their small repair and task oriented models, though their large (2m diameter) combat models fill out the infantry role common where the other Fithp use other Fithp.
IZU
The Izu are a spacefaring species from Izu Sector, adjacent to nearby Theaerrius Sector. Due to astrography, the only known hyperspace routes go through Thaerrius, and most contact with the species is through the Thaerryn. First contact was made by the Sixth Alderaanian Rim Expedition and was generally peaceable, though the Izu themselves have always held to a mixture of xenophobia and cultural isolationism.
Izu are quite alien in appearance. They are bipedal hominids but have a stooped posture and walk on digitigrade reverse-joined legs. They have a small flattened tubular shaped head that extends from their neck to their hardened brow-ridge above their faces, which dangle with tendrils. In place of arms, they have a large tentacle, which splits into 2 more tentacles from each of which extends 2 clawed prehensile fingers.
Izu Attribute Dice: 12D DEX 3D/5D KNO 2D+2/4D+2 MEC 1D/3D PER 1D/3D STR 2D+1/4D+1 TEC 1D/3D - Tunnel vision: Due to structure of skull and eyes, -1D to PER and tasks relying on vision. - Biotech society: +2D for every 1D spent during character generation only *Story Factors: -Intolerant: Due to inherent prejudice against aliens, suffer +1D DN for all skills relying on interaction. Move: 12/15 Size: 1.4-1.7 meters tall. Bipedal humanoid with digitigrade posture and knobby reverse joint knees 2 semi-tentacle arms that each split into 2 branches, with 2 clawed fingers per branch (4 per arm). Small flat head with face tendrils and sharp, haired, brow ridge. Green complexion with blue to purple eyes 3 sexes: male (aggressive), female (calculating), parent (nurturing)
- ‘Gnaeu
- Darkest complexion (olive).
- Light/medium hair
- Prominent shoulders
- Widely-set light eyes
- ‘Narau
- Dark complexion (dark green).
- Medium hair.
- Narrow shoulders
- Dark eyes (puples)
- ‘Kaleau
- Light complexion +2D DN to relations with aliens
- Dark hair 2D+2/4D+2 STR
- ‘Beziu
- Lightest complexion (lime) +2D/1D spent on KNO skills in character generation
- Light hair
- Narrow shoulders
- Light eyes (lavender and violet)
Subspecies
Izu Ships
S’iz-k’in (Gnaeu, Kaleau) Cruiser (Republic Fleet category 3), Starfish shaped (8 small flanges) Space 3, Hyperspace x 15, Man 1D+2, Hull 4D, Shields 2D+2, 2D+1 4 x heavy laser batteries (2f, 1p, 1s) – 5D Damage, 3D FC 8 x SF-scale laser cannons (2f/p, 2f/s, 2p/a, 2 s/a) – 4D Damage, 3D FC 4 x shuttle, 8 x starfighters (space) Nlak’ru (Gnaeu) Carrier (RF Cat 3), Ovoid (4 large flanges) Space 3, Hyperspace 15, Man 1D+1, Hull 3D+2, Shields 2D+1, 2D 2 x heavy laser batteries (all arcs * D3 turns to change single arc), 5D Damage, 3D FC 12 x SF-scale laser cannons (3f/p, 3f/s, 3p/a, 3 s/a) – 4D Damage, 3D FC 3 x shuttle, 32 starfighters (24 space, 8 aero) K’ra-Gl’a (Kaleau) Carrier (RF Cat 3), Diamond (no flanges) Space 2/3, Hyperspace 15, Man 1D, Hull 3D+1, Shields 2D, 2D 16 x SF-scale laser cannons (4f, 4p, 4s, 4a) – 4D Damage, 3D FC 6 x shuttle, 48 x starfighters (32 space, 16 aero) Z’et’keau (Kaleau) Destroyer (RF Cat 2), Stubby 5-knobbed Diamond Space 3, Hyperspace 14, Man 2D, Hull 3D, Shields 2D, 1D+2 7 x heavy laser cannons (3f, 1p, 1s, 2a) 8 x SF-scale laser cannons (2f, 2p, 2s, 2a) – 4D Damage, 3D FC 2 x shuttles K’al’kiu (Gnaeu) Frigate (RF Cat 2), Sleek 3-ridged Ovoid Space 4, Hyperspace 12, Man 2D+1, Hull 3D, Shields 1D+2, 1D+2 4 x heavy laser cannons (3f, 1p, 1s) 8 x SF-scale laser cannons (2f, 2p, 2s, 2a) – 4D Damage, 3D FC 3 x shuttles S’uul-Hqa (Gnaeu, Kaleau) Corvette (RF Cat 1), Angular 4-flanged cone Space 5, Hyperspace 11, Man 2D+1, Hull 3D, Shields 1D+2, 1D+2 1 x heavy laser cannons (1f) 5 x SF-scale laser cannons (2f, 1p, 1s, 1a) – 4D Damage, 3D FC 2 x shuttles Space-fighter Space 6, Man 4D (Atm 1D), Hull 3D, shields 2D, 1D+1 Laser cannon 3D+2e (Atm 2D+1) 8 x KE missiles 7Dp, Space 10, Man 5D, GC 5D 4 x Fusion torpedoes 6De, Space 7, Man 2D, GC 4D Aerospace Fighter Space 4, Man 1D+2 (Atm 4D+1), Hull 2D+2, shields 1D+2, 1D+2 Autocannon 4Dp 8 x KE missiles 7Dp, Space 10, Man 5D, GC 5D AND 4 x Fusion torpedoes 6De, Space 7, Atm Man 1D, GC 4D OR 4 x 512kg Guided bomb 8Dp, Atm Man 3D, GC 5D
Thalonians
Thalonians Attribute Dice: 12D DEX 2D/4D KNO 2D/4D MEC 2D/4D PER 2D/5D STR 2D/4D TEC 2D/4D -Aquatic: Require water to breathe. They suffocate in pure oxygen environments, though they can "hold their breath" for a period of several minutes. +1D per 1D spent on Swimming/aquatic skills. several minutes -Perceptive: Taste, smell, and hearing are enhanced while eyesight is limited. +1D to non visual perceptive tasks. *Story Factors: -Xenophobic society: Thalonians are uncomfortable around aliens and -Slight Claustrophobia: Most Thalonians are disturbed by closed in spaces Move: 6/12 (land), 15/20 (water) Size: 1.5-2.0 meters long.
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