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Statistics and meaning of name Jarael

Mizar , May 18, One of my favorites: Tied with Rodrick the Reader for sanest Ironborn. Zam , Dovahkiin and Damar like this. Last edited: May 18, Scorpius , May 18, Here's my input: Hayao Miyazaki's Nausicaa of the Valley of Wind - never a "heroine," more than a "hero," like Shiva, of destruction and transformation.

Why have I seen no mention of Toph Beifong yet? This is unacceptable. Boanerger , May 18, Non-Human species on the planet Taris, for instance, are not welcome in the Upper City during certain periods of this era. Characters might find their efforts and adventures hampered by such attitudes, but players might find such conflicts useful points for their character backgrounds. Any of the common species available during the Rise of the Empire era are suitable for a Knights of the Old Republic campaign.

However, primitive species such as Gungans and Ewoks leave their homeworlds only in rare and unusual circumstances. Abilixy Aduusxmemxs Find your character's species on the table below and apply the adjustments indicated to your character's ability scores. Use the last two tables to help determine age, height, weight, and any related adjustments to your character. See the Saga Edition core rulebook for additional information. Other languages might be more common in specific regions of the galaxy.

For instance, the Mandalorians bring Mando'a to the worlds they conquer. Except for the earliest period of the original Sith Empire, the Sith of this era rely on Basic and their own native languages rather than any common Sith tongue. At different times in its history, Arkania has belonged to both the Republic and the Sith Empire and played important roles in each. It is therefore not surprising that Arkania would become a main repository of the history of the Sith Empire, as well as home to vast libraries of information from across the galaxy.

Arkanians are not afraid to profit from their research and high intelligence. Arkanian corporations amass wealth by bringing key medical treatments and technology to the market at opportune times. Many in the galaxy find the Arkanians arrogant and aloof. They are horrified by the direction of some Arkanian research, particularly their work in genetic engineering. Indeed, the Arkanians are known to have transformed entire species over the course of generations, often to the detriment of the species. Even the Arkanian species itself has not been off-limits to research and genetic engi- neering.

Specific subspecies, such as Arkanian Offshoots, were engineered for specific tasks. However, the Offshoots are less hardy and shorter lived than the original Arka- nians-a trait not helped by occasional attempts by racist Purebloods to wipe them out. They also differ in physical appearance, typically in skin tone, eyes, and ears. Reactions to Offshoots vary within Arkanian society.

Much to the horror of the occasional outsiders who visit Offshoot communities, some Arkanians regard them as merely tools or as a slave species. However, such feelings are not universal. Many regard the Offshoots as an example of the cruel consequences of Arkanian corporate greed. Personality: Arkanians are arrogant and regard themselves superior to all other species. Even those with a more moderate viewpoint still believe themselves to be among the more intelligent beings in the galaxy.

As such, they prefer the company of fellow Arkanians. Arkanian Offshoots do not share this arrogant attitude. They are highly confident in their own abilities, nonetheless. Physical Description: Both Arkanians and Offshoots are bipedal human- oids with near Human appearance. Arkanian eyes have no visible iris or pupil, a trait not shared by the Offshoots. The Offshoots have pure white skin and might display other lesser genetic anomalies.

The Arkanians also have only four clawed digits, whereas the Offshoots' hands have five fingers. Offshoots who have left Arkania are scattered across the galaxy, hiding in the lower reaches of society. Languages: Arkanians speak their native tongue of Arkanian, as well as Basic. Offshoots speak Basic and a slightly different Arkanian dialect based on an older version of the language. Adventurers: Arkanian heroes are typically nobles, scouts, or scoundrels. Many attempt to counter the reputation that all Arkanians are greedy, out-of- control scientists out to change the galaxy to benefit Arkanian corporations.

Even Jedi Arkanians meet with skepticism and distrust, despite their position. Arkanian Offshoots are typically any non-Jedi class that complements the task they were engineered for. However, most offworld Offshoots soon gain levels in scoundrel, just to survive. Medium Size: As medium creatures, Arkanians have no special bonuses or penalties due to their size.

Speed: Arkanian base speed is 6 squares. Darkvision: Arkanians ignore concealment including total concealment from darkness. However, they cannot perceive colors in total darkness. Intellectual Reputation: Arkanian prominence in the galaxy makes many individuals more willing to go along with their ideas. An Arkanian can use his or her Intelligence modifier in place of the Charisma modifier on Persuasion checks.

Flash of Genius: Arkanians have moments of brilliance. Automatic Languages: Arkanian and Basic. Medium Size: As Medium creatures, Arkanian Offshoots have no special bonuses or penalties due to their size. Speed: Arkanian Offshoot base speed is 6 squares. Conditional Bonus Feat: Arkanian Offshoots are typically engineered for specific industrial tasks. Determination: Arkanian Offshoots are particularly determined and driven. Once per encounter, they can reroll one failed skill check with a trained skill.

This reroll can be declared after the success or failure of the roll is known. The Arkanian offshoot must take the result of the second roll. A skill check is considered a failure only when the check fails to meet the minimum DC for any kind of success. Cathar The Cathar are a proud, passionate, and loyal species of bipedal feline humanoids, well known for their long-standing friendships and ferocity in battle.

The planet Cathar is a wild place, with many ecological niches and huge insect predators. The Cathar easily hold their own, aided by their natural claws and passionate combat ability. Physically, the Cathar vary greatly in size and features. Some are muscular, with pronounced manes and beards, but others have Humanlike proportions, with fine, short hair covering their bodies.

Cathar have high moral values, learned from family and society. As such. Force-sensitive Cathar often become Jedi, though they know the Jedi way to be in direct opposition to their natural instincts. Cathar know all too well the story of Crado's fall to the dark side under Exar Kun. However they might find strength in fact that Crado's mate was able to turn away from the dark path and regain the Jedi way.

How Cathar are viewed in the galaxy depends on the exact time frame of the game. A nonaligned Rimworld, Cathar is devastated in the Mandalorian Wars prior to the Mandalorian invasion of the Republic. Remnants of the species flee offworld to survive. The extent of the massacre on this remote world remains unknown to the Republic until an expedition led by Revan brings the atrocity to the attention of the galaxy at large, winning him the support of many Jedi.

The Cathar begin resettling their planet after the Mandalorian Wars, working to rebuild their society. Cathar survivors find sympathy on Republic worlds after Revan's discovery, but many are too proud to use defeat to their advantage. Prior to the battle, the Cathar are treated as any other species in the galaxy. Personality: Cathar are moral and passionate crea- tures with strong ties to tra- dition and family.

They have great passion in all emotions, with love and hate holding equal strength. Despite their reputation, Cathar are even- tempered, but do not hesitate to act when needed. Physical Description: Cathar have leonine features, the distinctiveness of which varies by individual. Males have large manes, short beards, and tusks jutting from the lower jaw. Females have smaller manes but impressive fangs along the upper jaw. Cathar coloration ranges from light yellow to dark beige, sometimes accented with dark stripes. Homeworld: Prior to the Battle of Cathar, most hail from their Cathar itself.

After the battle, Cathar find refuge on most any Republic world. Languages: Cathar speak Catharese and Basic, using low growls and similar sounds to emphasize their point. Adventurers: Cathar adventures can be of any heroic class. Force- sensitive Cathar often become Jedi. Cathar scoundrels are relatively rare, for even they cannot escape their own instinctive morals. Such scoundrels create their own rules to live by. Medium Size: As Medium creatures, Cathar have no special bonuses or penalties due to their size.

Speed: Cathar base speed is 8 squares. Natural Weapons: A Cathar has natural weapons, in the form of razor- sharp claws. When a Cathar makes an unarmed attack, it may choose to use its natural weapons, dealing ld6 points of slashing damage with that attack instead of normal unarmed damage. Cathar are always considered armed with their natural weapons. Reactive Claw: Once per encounter when a Cathar damages an opponent with a melee attack, the Cathar can make a single melee attack with its natural weapons against that target as a swift action.

The Cathar must have one hand free at the time to make this attack and thus cannot be wielding a weapon two-handed. Cathar Instincts: Climb and Stealth are class skills for Cathar. Automatic Languages: Catharese and Basic. Draexhos Draethos are long-lived humanoids from a little known, largely secret world in the Outer Rim.

When on their homeworld, Draethos are fierce and unrepen- tant warriors. They are ruled by haughty, spoiled aristocrats more interested in local affairs than galactic politics. The warriors spend their time perfecting their skills and hunting fierce predators on their homeworld of Thosa. Draethos residing offworld are usually exiles who chose not to become warriors, each for his or her own reason. Thus, they are highly intelligent and pacifistic.

Exiled Draethos become enthralled with learning as much as they can, though they might never practically apply their detailed knowl- edge of a given subject. They dislike debate-even on subjects they know extremely well-because Draethos fear overlooking details or being unable to adequately explain what they have learned.

Older Drae- thos eventually overcome this barrier. Partly due to their long lives, Draethos society is slow to evolve and relies heavily on tradition. Attitudes developed before the Knights of the Old Republic erd remain central to Draethos society thousands of years later. The stabil- ity of the Draethos culture cause exiled Draethos to have trouble understanding the complex and relatively rapid changes in alien societies.

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Personality: The typical personalities of the Draethos vary greatly between offworld residents and those remaining on Thosa. Exiles are highly intelligent, but socially inept. They avoid conflict whenever possible. Draethos living on their homeworld live up to their fierce and aggressive reputations. Physical Description: A Draethos's most prominent feature is a lipless mouth, which creates the illusion of a large overbite.

Their tightly muscled humanoid bodies are covered in a scaly skin ranging from violet to mauve to gray. Their hands are clawlike, contributing to the Draethos's skeletal appearance. Homeworld: Few offworlders know the exact location of the Outer Rim world Thosa, the Draethos homeworld. It features jagged, windswept mountains and deep, sprawling cave systems. Languages: Draethos is an erratic-sounding language full of harsh clicks and sighs.

Exiled Draethos also quickly learn Basic and any other languages common to the region. Adventurers: Draethos on Thosa are primarily soldiers, with a few noble leaders. Force-users follow ancient and mysterious Draethos force traditions. Exiled Draethos can belong to any class, and a few have gone on to join the ranks of the Jedi. Medium Size: As medium creatures, Draethos have no special bonuses or penalties due to their size. Speed: Draethos base speed is 6 squares. Bonus Feat: Draethos gain Weapon Proficiency advanced melee weap- ons as a bonus feat.

Low-Light Vision: Draethos ignore concealment from darkness but not total concealment. Automatic Languages: Draethos. Exiled Draethos also gain Basic for free. Little else is known about the world, given the closed nature of Feeorin society. Few Feeorin venture from their homeworld, and those few outsiders who have survived a visit there tell of a world well suited for the Feeorin but nobody else. Feeorin are massive humanoids whose aging pro- cess allows them to grow stronger and more powerful until they die, dropping dead suddenly of old age.

Because they are long-lived, they have ample time to gather and use their strength. Feeorin who travel offworld typically select careers compatible with their self-serving and aggressive nature. Feeorin encountered on their homeworld display a greater range of personality and motivation. In either case, Feeorin do not seek out acquaintance with members of other species. Personality: Feeorin are reputed to be brutal and dangerous. While this is not entirely the case, they are quick to anger and highly impersonal.

They typically place their own affairs above others, causing other species to regard them as selfish. Physical Description: Feeorin are massive, highly muscled humanoids standing over 2 meters tall. Their skin tones vary wildly, from coal black to pale white but are more commonly green, yellow, or blue. Half-meter-long tendrils hang from the sides and backs of their head. They also have bright red eyes.

Homeworld: The harsh Outer Rim world of Odryn, but this knowledge is lost by the classic era. Languages: Feeorin speak and read their own language, as well as Basic. Adventurers: Feeorin adventurers are typically soldiers or scoundrels. Force-users are uncommon, though some have become Jedi Knights and Masters. Medium Size: As Medium creatures, Feeorin have no special bonuses or penalties due to their size.

Speed: Feeorin base speed is 6 squares. Brutal: Feeorin are vicious combatants who do not hesitate to strike vulnerable areas or fight dirty. Once per encounter, after making a successful melee attack, a Feeorin may treat its opponents damage threshold as though It were 5 points lower when determining the result of the attack. Inborn Resilience: Feeorin are highly resilient to physical attack. A Feeorin can use Second Wind even when unconscious no action required, but the Second Wind can only be taken when the Feeorin would normally get a turn.

Low-Light Vision: Feeorin ignore concealment from darkness but not total concealment. Feeorin do not increase their Intelligence, Wisdom or Charisma or decrease their Strength, Dexterity or Constitution as they age. Automatic Languages: Feeorin and Basic. They are avid travelers and set- tlers, spreading colonies and settlements throughout the galaxy. During this era, the Khil are particularly active colonizers. They respect planets already inhabited by native sapient species or other colonists, preferring to use worlds without significant major threats, be they intel- ligent or highly predatory.

However, once a colony Is established, the Khil become fully dedicated to its suc- cess. They are a peace-loving species, but they are also highly driven and can become vindictive when impeded or crossed by an enemy. The Khil are technologi- cally advanced. Their cosmo- politan cities attest to their willingness to live in harmony with other peaceful species. They are enthusiastic sup- porters of the Republic and the peaceful order it repre- sents. Unfortunately, in these days of interstellar warfare, the Khil find they cannot follow their peaceful ideals.

While they greatly prefer a political solution when possible, they recognize that the Mandalorians and the Sith are unlikely to be swayed by negotiation. Khil deviousness and vindictive- ness become especially apparent when they defend their homeworld and colonies. They have no desire to see their hard work destroyed, especially by a war-loving enemy. Personality: Khil are highly intelligent and dedicated to their tasks, hating to leave projects unfinished. They become especially frustrated with those who would impede their progress, regardless of whether an individual or government blocks their way.

Their vindictive side surprises many who know them only as peaceful creatures. They view music as high art; it pervades their culture and society. Physical Description: To Humans, Khil faces are ghastly. Their skin is a sickly green, and they have fleshy strands hullepi hanging were one would expect a mouth.

Homeworld:The Colonies world of Belnar features dank, marshy environ- ments with wide open spaces. Khil can also come from one of their many colonies, or live in most any civilized area of the galaxy. Languages: Khilese is a melodious language, pleasing to other species. They "speak" or sing the language by breathing through their hullepi, which are of different lengths, and therefore produce different tones. It is impos- sible for other species to speak Khilese, though they can learn to understand it.

Not surprisingly, their written language is also ornate and resembles poetic prose. Adventurers: Though they are avid colonizers, they are not willing explor- ers.

Khil prefer to follow in the tracks of others, when possible. However, their compulsive nature drives them in unusual directions. Khil adventurers can be of any class, and a few Khil become Jedi. Medium Size: As Medium creatures, Khil have no special bonuses or penalties due to their size. Speed: Khil base speed is 6 squares. Dependable Worker: Khil reliably achieve good results. Once per encounter, a Khil can treat one skill check with certain skills detailed below as though he or she had taken 10, even after the roll has been made but before the result of the check is known.

The Khil may only use this ability on checks with one of the following skills: Climb, Endurance, Gather Informa- tion, Jump, Knowledge any. Cooperative Spirit: Khil work with others easily. They can aid another on skill checks made by adjacent allies as a swift action, and others can likewise aid Khil on skill checks as swift actions when adjacent to the Khil, with the fol- lowing skills: Climb, Endurance, Gather Information, Jump, Knowledge any. Hullepi: Khil are able to absorb nutrition through the tentacles on their faces, called hullepi, drawing nourishment from almost any environment.

Khil do not suffer the effect of starvation, except in sterile environments. Automatic Languages: Khilese and Basic. The Kissai are the priests and spiritual leaders who indoctrinate their comrades in the teachings of the Sith. The Massassi are ferocious, selfless soldiers led by the great Sith Lords. When the Sith Empire goes to war with the Republic for the first time, the Massassi fill the ranks of the Sith armies and starfleets.

The Massassi are fearsome, ruthless and efficient soldiers. They use traditional Sith weapons and armor-primarily the lanvarok and alchemically hardened armor. They also prefer to use simple martial weapons. In addition to theirfocus on war and fighting, the Massassi are also loyal and organized. Even though they are not extremely intelligent, they can be trained well enough to carry out complex battle plans and maintain their equipment, starships, and weaponry.

The Kissai are just as ruthless as the Massassi, but they are more intelligent and observant. Their strict cultural standards demand that they serve their masters well, a trait instilled in them by the Dark Jedi who first enslave their species. When the Massassi and Kissai flee Korriban well before the arrival of the even- tual Sith Lords to resettle on Ziost, the Kissai oversee the rebuilding efforts. The Kissai are largely left on Ziost as the servants of other Sith Lords, but Sadow uses Sith alchemy to transform the Massassi into his hulking, brutish soldiers.

His Massassi crews labor under his com- mand on Yavin 4, building temples and providing the means for him to hide his ship and practice his dark arts. After Sadow's death, they become a primitive, tribal society worshiping one of Sadow's creations as a dark god. A thousand years after Sadow and the Massassi arrive on Yavin 4, Exar Kun discovers the ancient Sith secrets in the temples. He uses the Massassi to fight the Jedi across the galaxy. Eventually, Kun consumes the life force of every Massassi on Yavin 4 in his transformation into a dark side spirit.

A few Massassi are taken offworld prior to Kun's final decimation of their society. Some remain loyal and find their way back to the new Sith Empire, but a few resentful individuals drift into the darker fringes of society, looking to live their own lives or seeking revenge against the Sith.

Personality: Massassi are fearsome, loyal, and formidable fighters. They live to serve their Sith masters. On their own, Massassi dedicate themselves strongly to whatever life they choose. Kissai are loyal and capable allies who prefer to work with others, making them excellent aides and assistants. They respond well to instruction and are adaptable despite great adversity. Physical Description: Massassi and Kissai have glowing yellow eyes and crimson hides.

They are humanoid with distinctly sharp, predatory features. The Massassi are large, hulking beings who appear brutish— a trait that disguises their intelligence. Homeworld: Korriban, later Ziost. Languages: Massassi and Kissai speak the Sith language. Kissai also speak Basic. Adventurers: Massassi adventurers are rare in the Republic, even during the fall of the Sith Empire. Most beings in the galaxy would not recognize a Massassi or a Kissai on first glance, even though adventurers from these subspecies draw attention to themselves.

Massassi and Kissai do not become Jedi during this time, but one might have received formal Force training at the hands of a Sith Master. Such training is forbidden, though, even among the Sith. Kissai are nobles and scoundrels, and Massassi prefer the soldier and scout classes. Medium Size: As Medium creatures, Kissai have no special bonuses or penalties due to their size. Speed: Kissai base speed is 6 squares.

Inspired: Kissai make the best of any inspiration or information provided to them. Whenever a Kissai receives a morale or insight bonus from any source, the bonus increases by 1. Warrior's Awareness: Kissai grow up in a violent and warlike society, so they constantly watch for threats. Once per encounter as a reaction a Kissai can gain the benefit of the Uncanny Dodge I and Uncanny Dodge II talents see page 49 of the Saga Edition core rulebook until the beginning of the Kissai's next turn.

Weapon Familiarity: Kissai treat the lanvarok as a simple weapon instead of an exotic weapon. Automatic Languages: Basic and Sith. Medium Size: As Medium creatures, Massassi have no special bonuses or penalties due to their size. Speed: Massassi base speed is 6 squares. Conditional Bonus Feat: Massassi are skilled trackers. Duty Bound: Once per encounter when the Massassi receives a morale bonus of any kind from any source, the Massassi gains bonus hit points equal to 4 X the Massassi's level until the end of the encounter.

Primitive: Massassi do not gain Weapon Proficiency pistols, rifles, or heavy weapons as starting feats at 1st level, even if their class normally grants them. Warrior's Awareness: Massassi grow up in a violent and warlike society, so they constantly watch for threats. Weapon Familiarity: Massassi treat the lanvarok as a simple weapon instead of an exotic weapon. Automatic Languages: Sith. Borsiue Mix Roimxb Bonus hit points can come from a variety of sources, like the Massassi's duty bound species trait or the noble's Bolster Ally talent.

When a crea- ture gains bonus hit points, they gain a temporary pool of hit points that acts as a short-term damage buffer for that creature. Damage is subtracted from bonus hit points first, and any bonus hit points remain- ing at the end of an encounter go away. If a creature gains bonus hit points from multiple sources, the creature uses only the larger amount of bonus hit points from the two sources.

For example, if a creature has 10 bonus hit points and another ability gives it 15 bonus hit points, that creature then has 15 bonus hit points. If the new ability would only give the creature 5 bonus hit points, it keeps the 10 bonus hit points it has instead. UKA Miraluka are remarkably similar to Humans, except for two important and distinctive differences.

Miraluka have no eyes, but they have a natural abil- ity to "see" by using the Force. Since they appear Human-including their speech and mannerisms-Miraluka attempt to blend with Humans when traveling throughout the galaxy. Thus, estimating how often they travel or how many live off their home planet of Alpheridies is difficult, but the number is relatively low. Currently, no major centers of Miraluka life exist outside their homeworld and colonies, though individuals might be encountered anywhere in the galaxy.

It is highly unusual for an entire sapient species to be Force-sensitive. Given their connection to the Force, it is common for Miraluka to join the Jedi Order. In fact, sev- eral Miraluka become central figures in shaping the Jedi traditions during this era. The strength of a Miralu- kan's connection to the Force varies by individual.

Miraluka who are not powerful enough to become full-fledged Jedi serve the order in supporting roles. Most live lives similar to that of a normal Human. A rare exception is Krynda, daughter of a Miralukan father and Human mother. She was born with both Force Sight and functioning Human eyes. Personality: Miraluka are a thoughtful, cautious, and deliberative spe- cies. They have little interest in personal gain or glory. Some have a strong desire to follow their own path, because of their connection to the Force.

They remain committed once a course of action is selected. Physical Description: Miraluka are similar to Humans. They cover their featureless eye sockets with cloth or visors, especially when traveling. Languages: Miraluka speak Miralukese and Basic. Adventurers: Miraluka adventurers are almost always Force-sensitive. They can be of any class, but are often Jedi.

Sharpe's Sword. Bernard Cornwell

Miraluka have keen minds, but their reliance on the Force to perceive their surroundings prevents them from reacting quickly. Medium Size: As Medium creatures, Miraluka have no special bonuses or penalties due to their size. Speed: Miraluka base speed is 6 squares. Force Sight: Although blind, Miraluka can "see" by using the Force. They act normally without taking any penalties for blindness when in the pres- ence of living creatures or life of any kind.

This trait enables them to make Perception checks, and read and write as a sighted person. They can ignore the effect of darkness as if they had darkvision. Miraluka cannot, however, detect creatures that are "invisible" to the Force such as the Yuuzhan Vong and the ysalamiri. These creatures have total concealment from Miraluka, as do creatures in areas that dampen or suppress the Force. Additionally, the Miraluka ignores all penalties to Perception checks from cover and conceal- ment but not total cover or total concealment.

Automatic Languages: Basic and Miralukese. They called it the Infinite Empire. At the height of their civilization, they built a massive space station fac- tory called the Star Forge that enabled them to create the machinery and ships needed to manage their massive, interstellar empire. The Force powered their technology, and they relied on their connec- tion to the Force to control it. For unknown reasons, the Rakata eventually lost their ability to use the Force.

As their grasp over their machin- ery and technology weakened, so did their control over their subjugated worlds. The native species managed to throw off their masters and regain control of their own destinies. However, the impact of Rakata technology would be felt by some of these worlds for thousands of years to come. The Rakata and their planet became lost to history, perhaps purpose- fully erased by the newly freed societies.

Their former subjects eliminated their former masters, or forced them to leave. Rakata civilization on their homeworld of Lehon deteriorated until all that remained were small, primitive tribes. Eventually, the Rakata are rediscovered by Darth Revan, who learns the secret of the Star Forge and uses it to build a massive military force to attack the Republic. He and the Republic are also responsible for the destruc- tion of the Star Forge. After the battle to destroy the Star Forge, the Rakata join the Republic. Some leave their homeworld to rejoin a technologically advanced society.

Though they spread stories of their ancient society, few believe or take notice. The Rakata that remain on Lehon eventually die out because they are too few to maintain the species. Personality: Rakata are primitive, and are driven by a great desire to restore their species to its former, powerful glory. They know they were once much more powerful. Some Rakata obsess over discovering new ways to try to reconnect to the Force. Other tribes disregard their past, allowing their society to become even more primitive. Physical Description: The Rakata resemble humanoids with tall, cone- like heads.

Their eyes are located on the sides of their head, attached by a short eye stalk. Their clawlike hands have only three digits. Their skin is gray or gray-brown. Homeworld : Lehon, also known as Rakata Prime, is a temperate terrestrial world in the Unknown Regions. Languages: Rakata speak their own language, also called Rakata. After the end of the Jedi Civil War, the Rakata become curious about life away from Lehon, and a few explore the galaxy.

Players wishing to play a Rakata prior to these events might create heroes who grew up in a remote, abandoned Rakata colony in the Unknown Regions, far from Lehon but still isolated to the point of being completely unknown. Though at a distinct disadvantage because of their primitive upbringing, Rakata are intelligent and can learn to use advanced technology. Medium Size: As Medium creatures, Rakata have no special bonuses or penalties due to their size. Speed: Rakata base speed is 6 squares. Ancient Knowledge: Rakata retain many of the qualities that led their ancestors to create great technological works in the distant past.

Rakata reduce the penalty for not being proficient in a weapon from -5 to -2 and reduce the armor check penalty for armor they are not proficient in by one step -5 for heavy armor, -2 for medium armor, and no penalty for light armor All other penalties for not being proficient still apply. Additionally, once per encounter the Rakata can use a trained-only application of the Mechanics, Pilot, Treat injury or Use Computer skill even if untrained in that skill. Conditional Bonus Feat: Rakata with Weapon Proficiency simple weap- ons or proficient in an Exotic melee weapon gain the Weapon Focus feat for simple weapons or a chosen Exotic melee weapon as a bonus feat.

Force Blind: For reasons unknown, the Rakata have lost their connection to the Force. Rakata cannot take the Force Sensitivity feat. Primitive: Rakata do not gain Weapon Proficiency pistols, rifles, or heavy weapons as starting feats at 1st level, even if their class normally grants them.

Rage: Once per day, a Rakata can fly into a rage as a swift action. At the end of its rage, a Rakata moves -1 persistent step along the condition track see Conditions, page The penalties imposed by this condition persist until the Rakata takes at least 10 minutes to recuperate, during which time the Rakata can't engage in any strenuous activity. Automatic Languages: Rakata. During the era of the Knights of the Old Republic, Manaan is one of the most important planets in the galaxy. As the sole source of kolto a naturally occurring healing agent much more effective than bacta , Manaan is able to retain its neutrality by supply- ing all sides of a conflict with this vital substance.

The Selkath leaders might favor one side over another if it is in the long- term interests of the planet. Flowever, Selkath closely guard their neutrality, lest they fall prey to powerful corporations or oppressive invaders. Few Selkath travel offworld, preferring the habitat of their homeworld. They have never joined the Republic or any other Galactic organization, so most have little reason to leave. They enjoy the technology and wealth pro- duced by the sale of kolto.

All contact with offworlders occurs in Ahto; the Selkath live in underwater cities and settlements scattered around the planet. As amphibious creatures, they are equally at home in either locale. Flowever, those areas closer to Ahto are home to more sophisticated and technologi- cally advanced Selkath settlements. Flistorically, Selkath settlements were divided by clan affiliation. Flowever, these affiliations have become less pronounced due to the importance of kolto production. Personality: Selkath prefer negotiation and diplomacy to direct, possibly rash actions, especially where influential governments are concerned.

They are not pacifists so much as pragmatists, being less reserved when dealing with other Selkath. Physical Description: Selkath are amphibious humanoids, with large eyes on each side of their wide, flat heads. They have concealed gill slits that work equally well in air or water. They have natural poisoned retractable claws, but it is socially unacceptable and illegal on Manaan to use them against an opponent. Nevertheless, highly enraged Selkath occasionally disregard this restriction. Homeworld: Manaan is a temperate ocean world in the Mid Rim.

Languages: Selkath speak their own language, also called Selkath. Adventurers: Selkath adventurers are normally scouts or nobles. Few Selkath are known to have joined the Jedi Order, though some are Force- sensitive. Medium Size: As Medium creatures, Selkath have no special bonuses or penalties due to their size.

Speed: Selkath base speed is 6 squares. Their swim speed is 4 squares. Breathe Underwater: As amphibious creatures, Selkath cannot drown in water. Expert Swimmer: A Selkath can choose to reroll any swim check, but the result of the reroll must be accepted even if it is worse. In addition, Selkath can choose to take 10 on swim checks even when distracted or threatened. Able Healer: Whenever a Selkath restores hit points to another character by any means, or aids another who is doing so, the target regains an additional 5 hit points.

Automatic Languages: Selkath. The Snivvian homeworld has extremely cold temperatures and long winters, forcing the Snivvians to live long periods of time in subterranean caverns. During those long days, Sniv- vians develop their artistic talents and sensibilities. Although technology would eventually lessen the need for this form of hibernation, Snivvians still feel the need-biologically and culturally-to continue the tradition.

Historically, Snivvians have withstood numerous hardships that they channel into their impressive artis- tic works. After gaining the ability to travel between the stars, the Snivvians attracted the attention of the brutal Thalassian slavers. Snivvian culture was nearly destroyed before the Republic discovered the practice and stepped in to protect the Snivvians. This protection has been reduced during this era of warfare, but combined Republic and Sniv- vian forces remain sufficient to hold off lesser threats. During this era, the Snivvians are still rebuilding the damage done to their society by the slavers and other threats.

They proceed with the intent to colonize other worlds. Many Snivvians travel throughout the galaxy attempt- ing to live the lives of the subjects of their future artistic works, even when it is dangerous. Snivvian enclaves made up of escaped slaves and refugees are scattered through the systems near their homeworld. Personality: Snivvians are insightful and gentle. They contemplate and seek out life lessons to incorporate into their art. However, not all follow artistic pursuits, though the exceptions are occasionally dangerous to Sniv- vian society.

Physical Description: The short Snivvians have tough skin and sparse hair. They have a large, short snout and large canines protruding from their lower jaw. Their thick skin protects them from harsh winters and also aids them in warmer climates. It is a cold planet with many subterranean caverns.

Languages: Snivvians speak their own language, also called Snivvian. Adventurers: Snivvian adventurers are often scoundrels, but can be of any class. They often multiclass to broaden their experiences and knowledge. However, their lifting and carrying limits are three-quarters of those of medium characters. Speed: Snivvian base speed is 4 squares. Observant: Snivvians are highly aware of their surroundings, giving them an advantage when dealing with others.

Once per encounter, a Snivvian can use the Perception skill modifier in place of the Deception or Persuasion skill modifier. Cold Resistance: The Snivvians' thick skin provides protection from extreme cold. Automatic Languages: Snivvian. The Knights of the Old Republic era provides exciting story opportunities for all character types, especially Jedi and other Force-users.

This chapter contains information for creating heroes tailored to this era, including story considerations, new ideas and talents for the standard classes, plus new feats and expanded skills usable by all classes. These volatile times-when it is difficult to distinguish friend from foe-also call for new heroes to fulfill their destinies. In the Knights of the Old Republic Campaign Guide, characters are assumed to be good, fighting against the forces of evil. It is a time of wide- ranging open warfare, with shifting fronts and loyalties. Heroes can face off against Mandalorian or Sith invaders.

Other enemies might not be so clear-cut, especially if the campaign takes place during the Jedi Civil War. Although it is possible to play darker characters using these rules, the forces of good remain the focus of this book. IC In a Knightsofthe Old Republic campaign, exciting character and plot devel- opment are integral to creating the feel of an era previously establVi.. Much as a classic-era campaign strives to re-create the feel of the movies, a Knights of the Old Republic campaign should capture the atmosphere of its earlier incarnations. Your campaign will feel more authentic if the Gamemaster and players give their characters rich backstories that develop over the course of the game.

Gamemasters should see later chapters for suggestions on attaining the right plot and feel.

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This section focuses on character creation and development. You can spend as much or as little time as you wish on your character's background, but answering the following questions will give you a sound foundation to build upon. What is your view of the Republic? The Republic of this era is not an all-powerful bureaucratic machine.

It does not dominate the galaxy. You might be a citizen of the Republic, but if you are not, where do you come from? You might regard the Republic as static and ineffectual in the face of dire enemies, or you might view it as the galaxy's best hope for victory, regardless of its flaws. You might take pride in fighting for the Republic, or resent its ineffectual responses. The answer to this question should impact how you relate to your fellow heroes, as well as Gamemaster characters such as government officials, Jedi Knights, or the many invaders of the era. How do you feel about current events?

In times of war, you must decide which side to support. Supporting the Republic might seem natural. However, you might be operating in regions outside of their sphere of influence, and it might be more practical or beneficial to support another side. Your answer might depend on your view of the Republic, as above, or on the results of a specific battle or other major event. Given that the Jedi Order is more fragmented in philosophy and organization, its influence over all Jedi is weaker than in later eras.

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This is especially true if your campaign takes place when the Jedi Council is withholding support from the Republic war effort. Jedi characters should decide whether to support the Jedi Coun- cil's positions or to strike out on their own. This affects how they deal with other Jedi and with the Council itself. If you are playing during the Jedi Civil War, you will need to decide how you feel about Revan and Malak's break with the Council. How do the recent wars affect your species? Were they devastated by a Mandalorian invasion? Did Sith governance alter their society?

Did the Republic safeguard them, or were they forced to fend for themselves? Plus, unlike the latter days of the Republic, not all species are looked upon as equals on all worlds. Chapter 1 : Species and Chapter 8: Galactic Gazet- teer later in this book provide additional clues and hooks you can use to help answer these questions. How strong are your loyalties to your current affiliation?

Are you a fanatical supporter? Do you question their authority? Are you disillusioned with your leadership? How likely are you to switch sides? What would happen if your government abandoned you, or if your leaders completely failed you? Alternatively, what would happen if you are saved by one side or another?

How likely are you to swear loyalty to one side or another? What is your tolerance of the dark side? Will the dark side tempt you? Do you want its power? Is it a threat to be wary of, or a tool to be used? In the Knights of the Old Rcpublicyldto games, every decision pushes you closer to the light side or the dark side. Your tolerance of the dark side can influence your relationship with your fellow party members.

Unlike later eras, you will likely battle directly against Sith with the full power of the dark side at their disposal. They are not hidden away, or dismissed as myth. They are real; they are here, and they are a threat to the Republic. However, you might not see this as black and white, especially because many Republic citizens do not discern a great difference between the Sith and the Jedi, in many cases.

How does your character class fit into this era? Look for ways to tie your class and character into the organizations and events unique to this era. Instead of being a simple smuggler, specialize in smuggling between the Republic and Sith Empire. A scout might be a clandestine Mandalorian advance reconnaissance scout, traveling incognito. A noble might work directly for the Czerka Corporation. Look for ideas in the different organizations discussed throughout this book. You might be a member of one of the groups, or you might turn out to be an enemy instead.

What is your relationship with the other characters? Character con- nections are important in a Knights of the Old Republic game, perhaps more than in a typical Star Wars campaign. These relationships might change as each of you makes decisions based on the answers to the questions above. That is not to say that characters with diametrically opposed views on certain subjects cannot get along; it just might take more compromises or a concerted effort to agree on a course of action.

Additionally, characters might have feats or abilities that influence your character through their actions. Since having two or more characters who argue all the time becomes uninteresting or disruptive to the game, you are encouraged to have the characters change their stance over time. After all, character development and evolution can make for dramatic moments in a campaign. One option is to create the characters as a group, with a specific concept in mind. Most gaming groups already create parties with characters that complement each other's abilities.

By taking that one step farther, you can strengthen the party and the game by incorporating character interaction into the common group concept. Group concepts can include the crew of a single starship, friends or associates from a specific homeworld, members of a military team, or any other strong reason for a group to work and remain together through tough times.

If you want to raise the stakes even further, and your Gamemaster approves, consider creating characters with large amounts of political, military, or other power. That is possible in this game as well. You might find it easier to restrict this concept to a single star system, planet, or corporation. The characters' positions of power will make their decisions more dramatic over the course of the game.

For instance, consider a party with the following characters: a Republic Senator, an elected planetary leader, a couple of Jedi Knights, a general of the Republic military forces, and the vice president of a interstellar corpora- tion. Placed against the backdrop of an impending Mandalorian invasion, the decisions of such a party will have far-reaching consequences for themselves and thousands of others, producing a high degree of drama. There should also be plenty of action, especially if the Mandalorian forces penetrate the Republic defenses, putting the heroes' lives in direct danger.

Regardless of your answers to these questions, you should also reference the class updates below. Samrub Orour Comcerxs Below are some examples of the kinds of heroes you will find in a Knights of the Old Republic campaign. Each of these examples is centered around a theme that can be used to create a cohesive party with existing connections between the heroes. Corporate Investigations Team Specialist investigators can deal with corporate issues such as fraud, theft, kidnappings, and other threats to a major company.

This team should be noble-heavy and supported by scouts and soldiers. Jedi are unlikely to be involved. Corporate Security Team Corporate muscle can be used on demand to intervene and combat piracy, large-scale theft, rioting laborers, or even invading forces such as a Man- dalorian strike team.

This team relies on soldiers and scouts, perhaps with a noble commander. Gladiator Team A gladiator team might fight as professionals out to make some credits, or the team might be forced to fight together, such as captives held in an Outer Rim gladiatorial pit.