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krieks
Krieks
Kriekaal is a larger-than-average world that boasts a heavy duranium core, giving the planet increased gravitational pull. While Kriekaal was once a collection of metallic oceans like its sister planet, Ahug, the top layers cooled over many centuries, forming a thick "skin." Still moved by the restless metal oceans underneath, proto-continents broke apart and haphazardly floated over the stretches of molten duranium. The planet is still cooling today, albeit rather slowly, and it will be many thousands of years before the molten oceans and floating continents solidify completely.

Despite the intensely hostile conditions, life made its way onto Kriekaal in the form of low-order lichens and reptilian creatures, well-adapted to the planet's toxic atmosphere and intense heat. Only one form of life - reptilian sentients called the Krieks - has developed any kind of civilization.

Kriek culture revolves around the veneration of the goddess Br'lai- who oversees the fiery oceans - and of T'kor- the god of the heat storms that sweep the planet. Small sacrifices of lichens are made before attempting to cross the molten oceans, or in the wake of a heat storm. Wandering Kriek kulai,or shamans, accept a life outside the tribe in exchange for closer communication with the gods. They are known to act as advisors to the tribes, although their advice tends to be very naturalistic and direct. They are respectful and slightly feared by most Kriek - one of the greatest offenses in their society is refusing to offer a kulai hospitality or aid.


Attribute Dice: 12D
Attribute Minimums / Maximums:
DEXTERITY: 2D / 3D+1
KNOWLEDGE: 2D / 4D
MECHANICAL: 1D / 2D
PERCEPTION: 2D / 5D
STRENGTH: 2D / 4D
TECHNICAL: 1D / 2D+2
Size: 1.2 - 1.5 meters tall, 3 meters long
Move: 6 / 8
Homeworld: Kriekaal
Source: Alien Encounters p.85-87


Special Abilities:
Infrared Vision: Krieks can see into the infrared spectrum, giving them the ability to see in complete darkness if there are heat sources to navigate by.
Natural Body Armor: A Kriek's strong shell provides +1D against both physical and energy attacks.
Sense Vibration: Krieks are attuned to movements and vibrations and can sense approaching objects in contact with the ground up to 60 meters away on their homeworld. Using this ability a Very Easy Perceptionroll. If a Kriek is removed from his natural environment this sense still functions, but requires a Perception roll with a difficulty based upon the amount of ground vibrations present in the area (i.e., Moderate for an average city street, Heroic for an area near starship take-offs).
Toxic Atmosphere: Krieks live in an atmosphere with amounts of metals and gases considered toxic by most species, and cannot survive without assistance in atmospheres other than Type IV.
Voice Box: Due to their unusual voice apparatus, Krieks are unable to pronounce Basic, although they can understand it perfectly well.

Story Factors:
Pacifism: Despite the existence of a warrior class of Krieks, their duties are mostly ceremonial, as the Krieks in general are a very quiet, gentle people. When faced with combat situations, most Kriek withdraw into their shells to wait out the danger.
Primitive: Krieks are capable of fairly complex metalworks, but are still at a tribal stage of society and have not developed the higher learning necessary to achieve many of the "modern" galactic skills. Krieks cannot start with any skills representing anything beyond their homeworld's tech level except for languages and alien species, which they are rapidly learning.


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