| Casisomans |
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| Attribute Dice: |
12D |
| Attribute Minimums / Maximums: |
| DEXTERITY: |
2D / 4D |
| KNOWLEDGE: |
1D / 3D |
| MECHANICAL: |
1D / 3D |
| PERCEPTION: |
2D / 4D |
| STRENGTH: |
3D / 4D+2 |
| TECHNICAL: |
3D / 4D+2 |
| Size: |
0.5-1.2 meters tall |
| Move: |
8/10; swimming: 12/14 |
| Homeworld: |
Casiphyt |
| Source: |
Richard Greenleaf |
Special Abilities: |
| Tail Rudder: |
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When swimming, Casisomans use their tail as a rudder to help manuver. When attempting to manuver while swimming, a Casisoman adds the following bonuses based on the difficulty of the manuever being attempted.
| Difficulty |
Bonus |
| Very Easy | +2D |
| Easy | +1D+2 |
| Moderate | +1D+1 |
| Difficult | +1D |
| Very Difficult | +2 |
| Heroic | +1 |
Difficulty is determined by the conditions of the water the Casisoman is swimming in. If they are swimming in calm waters, then the difficulty is going to be Very Easy, where as if they are swimming against a strong current and dodging boulders while doing so, then the difficulty could be Difficult or greater.
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| Technical Ability: |
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At the time the character is created, ad +2D for every 1D placed in any repair and/or programming skills the character may have. |
Special Skills: |
| Swimming: |
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Time Taken: One round.
When a character fails a swimming check, he begins to drown. Roll 2D at the begining of each round; if the total is less than the number of rounds that the character has been drowning, the character drowns and dies. Characters can attempt other actions while drowning at a -3D penalty. Characters who are drowning may attempt to save themselves once per round. they must make a swimming total at one difficulty higher than the one in which they failed their swimming roll (the character doesn't suffer the -3D penalty when making this roll). |
Appearance and Biology: |
| The Casisomans eveloved from prehistoric amphibians on their home planet. These amphibians had possesed a long wedge shaped snout with nasal pits located above their mouths, dark eyes located on the side of a high brow ridge, four legs, a tail, crested audial pits, a dorsal crest running from the top of their heads to the base of their tails, and webbed feet with five clawed toes each. Modern speculation has it that these amphibians were able furl the crests at their audial pits to amplify sound and pick up even the slightest noise. It is known from fossils and mummified remains of these amphibians that the males had larger dorsal crests, leading scientists to theorize that the size of the males dorsal crests were used to attract potential mates. It has been shown from both the fossil a mummified remains that both males and females used their dorsal crests to regulate body their body temperature. They used their claws to dig dens in which to dig and lay their eggs in while their tails were used both to help with digging their dens and as rudders when swimming.
As time went on the amphibians evolved. They lost their snouts and brow ridges as their heads became more rounded, their eyes moving forward and their nasal pits becoming an actual nose. The crests on their audial pits and the pits themselves actually became pointy ridged ears. Rather than walk on all four, they became bipeds. For reasons no one understands, their new hands, former fore feet, retained five digits while their feet lost two toes each. Both hands and feet lost the webbing between the fingers and toes, though both hands and feet broadened to compenstae for the lack. While the females lost thier dorsal crest all together, the males dorsal crest became smaller and located only on their heads, running from their forehead to where their head meets their neck. Though a bit of the head crest hangs down below their shoulders on some of the more virile males. The also lost their digging claws. Thus the modern Casisomans came into being.
Coloration of the Casisomans depends largely on the habitat they were raised in, though the coloroation of their parents will have an affect on the offsprings color. Colors range from browns to greens to shades of blue-green, to even blues. The have patches that are a lighter shade of the same color as their main body color. The females are typically duller colors than the males. |
Average: |
| Dexterity 2D+2, Knowledge 2D+2, Mechanical 1D, Perception 2D, Strength 3D+1, swimming 3D+2, Technical 3D+2. Move: 8; swimming: 12. |
in the Galaxy: |
| Casisomans are known as some of the best technicians and computer and drod programmers in the galaxy. They are a common site in many repair facilities and computer and droid factories. They are also known as a species which produce a large number of slicers. |
Notes: |
| Career Tech Skills: When the character is created, the player needs to decide what their career will be, and what Technical skills will be needed for that career. Once that is decided, the character can never learn any new Technical skills that would be unlikely to be of use in that field. For example, if the character is to become a doctor, then skills such as first aid and medicine would be the only skills they can learn, they can never learn skills such as space transport repair. |
Personality Notes: |
| Casisomans come across as rather gruff, but friendly, individuals who are not prone to violent outbursts. They are typically all buisness, having little time for any plesantries. They may go out of their way to help someone they know, yet are not always intrested in helping someone they may have just met or don't even know. |
Suggested Skills: |
| Casisomans often work as weapons repairbeings, armor reprair beings, vehicle and starship mechanics, slicers, and droid and computer programmers. Repair and programming skills are a good idea to give a Casisoman, though they should be given skills that better fit their choosen field. For instance, if the Casisoman is a starship mechanic working with light frieghters, then they would be likely to have space transport repair, computer programming/repair, and starship weapons repair and not skills such as armor repair, droid programming, or capital starship repair. |
Technology Level: |
| A Space Age people, the Casisomans rely on their technology less to make their lives easier but more to help them accomplish any task set before them. Whenever possible, they will always seek to accomplish a task without turning to modern technology, except when it comes to programming and repair jobs. For these Casisomans rely on a vast array of devices they have designed to analyze a piece of armor or some type of technology and reveal what needs to be repaired or reprogrammed. It then delivers not only exacting specifications for the repair or program but also a variety of possible improvements that could make the armor or technology more effecient. |
Temperament: |
| The Casisomans are a determined people who have little time for lesiure activities. Once they set their minds to a task they rarely give up on it even if it takes them years to complete the task.
It is extremely difficult to make a Casisoman angry, they simply see being angry as a waste of their time and effort. This is not to say that Casisomans can not be upset by the things that happen to them. They simply view becoming upset and becoming angry as two very seperate emotions that have nothing in common. When upset they very often seek to avenge themselves on those who upset them, approaching such vengences with the same quiet determination they face the rest of their lives with. |
Trade and Technology: |
| The Casisomans reached the space age about five thousand years after the formation of the Old Republic, that is to say they reached it 20,000 years before the Battle of Yavin. They are considered by many in the modern galaxy to be some of the best technicans to be found around the galaxy when it comes to constrictuion and repair of modern technology. |
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