Cerberus Sector

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Several diverse alien species are unique to the Cerberus Sector. Most of these species are unknown outside the sector's borders, though a few individuals have likely branched out into other areas of space. Even so, there are still uncharted areas of the sector that may yet harbor intelligent life that has been heretofore unseen. Here we detail those species that are known, and that play an important role in the sector.

Near-Human: Kaeron (Standard)
Average Kaeron.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet
: Varies
Attribute Dice
: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/3D+2
TECHNICAL 2D/3D+2
Special Abilities:
Affinity for Business: At the time of character creation only, Etti/Kaeron characters receive 2D for every 1D of skill dice they allocate to Bureaucracy, Business, Bargaining, or Value.
Street Savvy: Due to the Kaeron family's propensity for crime, Kaeron characters gain a permanent +1D bonus to their Streetwise skill.
Move: 8/10
Size: 1.7-2.2 meters tall

Near-Human: Nilea Kaeron
Average Nilea Kaeron.
Dexterity 2D, Knowledge 2D+1, Mechanical 1D+2, Perception 2D, Strength 1D+2, Technical 2D+1.
Home Planet
: Nilea
Attribute Dice
: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D+2/3D+1
PERCEPTION 2D/4D
STRENGTH 1D+2/3D+1
TECHNICAL 2D/4D+1
Special Abilities:
Affinity for Medicine: At the time of character creation only, Nilea Kaeron characters receive 2D for every 1D of skill dice they allocate to Alien Species, Scholar: Biology, First Aid, or Medicine.
Move: 8/10
Size: 1.7-2.2 meters tall

Near Human: Toscano Kaeron
Home Planet
: Toscano
Average Toscano Kaeron.
Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D+1
STRENGTH 1D+2/3D+1
TECHNICAL 2D/3D+2
Special Abilities:
Born Lucky: Toscano Kaeron characters gain a permanent +1D bonus to their Gambling skill.
Affinity for Business: At the time of character creation only, Toscano Kaeron characters receive 2D for every 1D of skill dice they allocate to Bureaucracy, Business, Bargain, or Value.
Move: 8/10
Size: 1.7-2.2 meters tall

Near-Human: Xalandra Kaeron
Home Planet
: Xalandra IX
Average Xalandra Kaeron.
Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 1D+2, Strength 1D+2, Technical 2D+1.
Attribute Dice
: 12D
DEXTERITY 2D/3D+2
KNOWLEDGE 2D/4D+1
MECHANICAL 2D/4D
PERCEPTION 1D+2/3D+1
STRENGTH 1D+2/3D+1
TECHNICAL 2D/5D
Special Abilities:
Affinity for Computers: At the time of character creation only, Xalandra Kaeron characters receive 2D for every 1D of skill dice they allocate to Computer Programming/Repair, Droid Programming, Droid Repair, or Sensors.
Story Factors:
Cybernetics: Of all the Kaeron, those from Xalandra are the most likely to opt for the installation of elective cybernetic enhancements.
Socially Awkward: Outside of their interaction with one another, the Xalandra Kaeron are at a complete loss. When dealing with anyone not of their family, they receive a -1D penalty to all Con and Persuasion skill checks.
Move: 8/10
Size: 1.7-2.2 meters tall

Haodith
Description
: The Haodith are a race of bipedal sentients with facial features similar to hairless simians. Having evolved from quadruped predators, their rear legs are digitigrade, and they walk on their toes. Large hook-like claws extend from their insteps, and these are often kept capped with decorative sheaths called gharrikh. They have thick hides that range in color from dusky to brown and tan, and they employ full-body tattoos that indicate social status, caste, and lineage. Their two large eyes are slit horizontally, and typically match the color of their skins. What little body hair they do have is sparse, and it is common practice for Haodith to shave themselves as the hair is thought of as unclean.
        Haodith society is feudal in nature, with individual families paying homage to those of higher station. When Kaeron colonists first descended upon Roweleni II in their space transports, the Haodith had been celebrating an age of unequaled peace and prosperity, under the rule of the Council of Barons. The arrival of the new colonists caused quite a stir, but in exchange for the knowledge and technology of the Kaeron, the Haodith swore to uphold a compact naming the newcomers as equals within their society. Because Haodith culture is based around family units, it was a simple matter for them to accept the Kaeron family on equal footing.
Some of the Haodith have come to serve the Kaeron family. They make formidable negotiators, which is due in part to their sense of honor, their impressive ability to beat around the bush, and their dedication to their families and allies.
Home Planet
: Roweleni II
Average Haodith. Dexterity 1D+2, Knowledge 1D+2, Mechanical 1D+2, Perception 2D+2, Strength 2D+1, Technical 1D.
Attribute Dice
: 11D
DEXTERITY 1D+2/3D+2
KNOWLEDGE 1D+2/3D+2
MECHANICAL 1D+2/3D+2
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D+1
TECHNICAL 1D/2D+2
Click for a full-size portrait of a Haodith
Special Abilities:
Claws: Haodith have two large curved claws that grow from the insteps of their feet. These claws are normally capped, but when used in combat they cause horrible wounds. These claws, when uncapped, add an addition +1D to a Haodith character's kick damage.
Thick Skin: The Haodith are covered with a thick, rhinoceros-like hide, which grants them a +1D bonus when resisting damage from physical attacks.
Story Factors:
Honorable: Haodith are taught from birth to honor their society, their families, and themselves. As such, a Haodith will never give his word lightly, and once given he will never willingly break it. Direct deception, though not unknown, is an unthinkable option amongst the Haodith. This leads less scrupulous societies to view the Haodith as naïve, since a Haodith will accept anything said to him as the truth. When the teller is proven to be a liar, the Haodith will never again trust them, and he may even vow vengeance in order to set the insult to rights. Instead of lying about something, a Haodith is likely to omit certain facts. This isn't seen as being dishonest amongst the Haodith, but sensible. Haodith reckon that if someone wants to know something, then they should ask.
Move: 10/13
Size: 1.6 meters tall

Yycan
Description
: Yycan are an intelligent, slug-like invertebrate species native to Vale. They travel the surface of Vale in large family units, foraging for food. Their primary source of food is the much coveted Valean "truffle," a pink-orange fungus that grows wild across the planetary surface. An adult Yycan is about three meters long, and about a meter and a half tall at what might be considered its "shoulder." Each has four tentacle-like arms, as well as four eye stalks that are constantly in motion. They are very agile for their size, however, and can squeeze into places that are much smaller than themselves. They are capable of a very moist-sounding speech, though few have bothered to learn Basic.
Home Planet
: Vale
Average Yycan. Dexterity 2D+2, Knowledge 2D, Mechanical 1D+2, Perception 2D+1, Strength 2D+1, Technical 1D.
Attribute Dice: 12D
DEXTERITY 2D+2/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 1D+2/3D
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+1
TECHNICAL 1D/2D+1
Special Abilities:
Click for a full-size portrait of a Yycan
Extra Limbs: Yycan have four tentacular "arms" with which they interact with the world around them. Each arm can operate independently of the rest, and Yycan never suffer an off-hand penalty. In conjunction with their extra eyes, they can utilize their tentacles to perform multiple actions. Yycan can make two appropriate actions per turn with their limbs with no penalties (ie, two attacks). If a third action and/or attack is attempted, it incurs the standard -1D penalty for multiple actions.
Extra Eyes: In addition to their four tentacles, Yycan have four eye stalks. Each eyestalk is topped by a single black eye. These eyes can look around corners, and are constantly scanning, effectively giving the Valean all-around vision. As such, Yycan get +1D to all Perception checks relating to sight.
Story Factors:
Dependent on Valean "Truffles": The narcotic "truffles" found on Vale are the primary source of sustenance for Yycan. If unable to ingest several kilograms per day, Yycan will suffer a -1D penalty to all skills and attributes. If they are unable to feed for a week, they waste away and die. Truffles have no narcotic effect on Yycan.
Bad Reputation: Yycan dependence on "truffles" has led to several violent encounters between Yycan and other sapients who harvest the narcotic fungus. Shortages of the substance have caused several thousand Valean deaths, as entire communities die of starvation after their traditional feeding grounds have been cleaned out by off-worlders looking to make a quick credit in the spice trade. Several of the less-scrupulous truffle farmers have instituted a shoot-on-sight policy in regards to Yycan, which has done little to stop the violence.
Stone Age Culture: Though sentient, Yycan have only recently been exposed to the rest of the galaxy. Few of their kind are particularly comfortable with space-age gear and equipment, and will likely shun the use of energy weapons or other forms of technology that they consider flashy.
Move: 9/11
Size: 3 meters long

Zurds
Description
: Very few people know what the Zurds call themselves. Xalandran colonists, however, have been referring to them as Zurds since the first survey ship touched down several hundred years ago. Zurds are tall, thin humanoids, and their hollow bones are very prominent beneath their tight, leathery hides. They have unusually short legs in comparison with their elongated arms. Their heads are long and angular, and they have down-turned "beaks." Males range in coloration from deep charcoal black, to dark green and blue, while females are typically a dark shade of brown. The species is gifted with thick folds of skin beneath their arms, which connects to their short legs to form wings. These pterodactyl-like wings allow true flight, though Zurds are more likely to use them for gliding on Xalandra's thermals. They are a highly intelligent species, and many of them have learned to speak Basic. When speaking, they sound somewhat like parrots do, and accent their speech with sharp clicks and pops.
Home Planet
: Xalandra IX
Average Zurd. Dexterity 2D+1, Knowledge 2D, Mechanical 1D+2, Perception 2D+1, Strength 2D, Technical 1D+2.
Attribute Dice: 12D
DEXTERITY 2D+1/4D+1
KNOWLEDGE 2D/4D
MECHANICAL 1D+2/3D+1
PERCEPTION 2D+1/4D+1
STRENGTH 1D+2/3D+1
TECHNICAL 1D+2/3D+2
Special Abilities:
Flight: Zurds have pterodactyl-like wings, and can fly with a Move score of 20.
Story Factors:
Tribal Culture: Zurds live in tight-knit tribes, and look out for one another. Zurds who find themselves alone in the galaxy will often extend this mentality to their friends and co-workers.
Move: 11/13 (ground), 20 (flight)
Size: 2.2-2.8 meters tall

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