As always, tell me what you think, I need feedback on these sorts of things, or I get angry and bitter. And insecure.
-Everybody's 2nd favorite protocol droid
have a nice day! _mcmike_ overbom@stolaf.edu
Dexterity: 2d+2 / 4d+1
Knowledge: 1d+2 / 3d
Mechanical: 1d / 4d
Perception: 2d / 5d
Strength: 1d+2 / 4d
Technical: 1d / 4d
Move: 11 / 14
Notes:
Due to the heavy training that young Dzhoor go through, the Dzhoor receive one extra pip for every die they put into Dex: Melee Combat or Dex: Melee Parry, at character Inception only.
The academic study of the Dzhoor is rather limited in its use. All knowledge skills cost 2CPs extra per pip, regardless of skill level. The exceptions of this rule are Kno: Cultures, Kno: Bureaucracy, and Kno: Languages, which advance at 2CPs less per pip, due to the heavy schooling Dzhoor go through in these areas.
The physiological nature of the Dzhoor is very simple and efficient. Due to this fact, they require only four hours of downtime per standard day.
Description:
The Dzhoor are taller and quicker than humans. Rather slender. Dzhoor are hairless, and their skin is not unlike a soft leather, with coloration varying from yellows to browns to oranges. Their eyes are usually one color, either white or in the same color scheme as their skin. Their head is hairless, slightly conical, and they do not have apparent ears or noses. Their mouth is rather small. They are omnivorous in nature.
Story Factors:
The Dzhoor are very ancient. By all means, they ought to be technologically primitive, but but since they've had so long to advance in the sciences and cultures, are about at the level of humankind. In regard to the arts and cultures of other species, they excel. The Dzhoor have a very rich and formal culture, which is feudal in nature. Their society has a structured but flexible caste system; it is possible for people to move between castes.
They are very self-aware, but they aren't very introspective. They don't question the way things are, but that doesn't mean that they don't know the way things are... there's a certain adherence to Taoism in how they act.
Melee Blade
Cost: 250 credits
Notes: Damage Str+2d+1, max 7d
Dzhoor swords are usually light, sharp to the point that it's hard to keep
them in sheaths, and extremely useful in hand-to-hand combat.
The Dzhoor Mark IV Starfighter
The Dzhoor M-IV SF is a hyperspace capable performance starfighter. It
sports the speed of an interceptor, but the weaponry of a b-wing.
Tandis Carrier
The TC carries 16 origins, and 6 starfighters, and can provide missile
cover. It provides maintenance crew for all starfighters, to the extent
that over 75% of the ships can fly missions without straining the Tech
crew.
Tandis Dreadnaught
The TD is their big gun. The TD is roughly akin to a battle cruiser, and
is ahead of the Nebulon-B Frigate in weaponry; carries 16 snubfighters to
complement its armament.
Craft : Dzhoor Origin-class Snubfighter
Type : Performance Snub Fighter
Scale : Starfighter
Length : 5 meters
Skill : Starfighter Piloting: Origin
Crew : 1
Crew Skill : varies
Cargo Cap : 20 kg
Consumables : 1 day
Maneuverable : 4d
Space : 8
Atmosphere :
Hull : 2d+2
Shields : 1d
Sensors:
The Dzhoor Origin-class Snubfighter Illustrated
Cockpit Engines / \ _____ ___ =|' |__\, /\_/\ `\_____,=' `_o_' - concussion missile tubes | / | | | | | | .|_/_ + + - cannons \ RepulsorsCraft : Dzhoor Mark IV Starfighter
The Dzhoor Mark IV Starfighter Illustrated
Engines | cockpit Intakes | | | .__ | __ =)_ `-.__ \/oo\/ - Atmospheric Stabilizers =)| ____ ""--._,xx. |.xx.| \_| /___________) \__/ _'_,--'\ "--=' \/ ^^ \/ \__,--'' \ \ / -Repulsors, AS. Weapons Array