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Eloms elom
On the frigid desert world of Elom, there evolved two sentient species, the Eloms and the Elomin. The Elomin evolved a technologically advanced society, forming nations and causing the geographically-centered population to spread to previously unknown regions of the planet.

When the Empire came to power, the Elomin were turned into slaves and the Eloms' land rights were ignored. The quiet cave-dwellers found their world ripped apart.

Currently, the Eloms have retreated into darker, deeper caves, not yet ready to resist the Empire. The young Eloms, who have grown tired of fleeing, have staged a number of "mining accidents" where they freed Elomin slaves and led them into their caves. This movement is frowned upon by the Elom elders, but it remain to be seen how efffective a rag-tag group of saboteurs can be.

The Empire has hired a number of independent contractors to transport unrefined lommite off the planet; several of the unscrupulous and few of the altruistic contractors have taken Eloms with them. These Eloms, for some as yet unknown reason, have shown criminal tendencies - a departure from the peaceful, docile nature of those in the cave. These criminal Eloms have hyperaccelerated activy and sociopathic tendencies.

Eloms are generally peaceful and quiet, although members of their youth have shown more of a desire to confront the Empire. Elom criminals tend to be just the opposite, with loud, boisterous personalities.


Attribute Dice: 11D
Attribute Minimums / Maximums:
DEXTERITY: 1D / 3D+2
KNOWLEDGE: 1D / 3D+1
MECHANICAL: 1D / 3D
PERCEPTION: 1D / 3D+1
STRENGTH: 2D / 4D
TECHNICAL: 1D / 2D+2
Size: 1.3 - 1.6 meters tall
Move: 7 / 9 (walking), 5 / 8 (climbing)
Homeworld: Elom
Source: Galaxy Guide #12: Aliens: Enemies and Allies p.36-39


Special Abilities:
Digging Claws: Eloms use their powerful claws to dig through soil and soft rock, but rarely, if ever, use them in combat. They add +1D to climbingand diggingrolls. They add +1D to damage, but increase the difficulty by one level if used in combat.
Low-Light Vision: Elom gain +2D to searchin dark conditions, but suffer 2D-4D stun damage if exposed to bright light.
Moisture Storage: When in a situation when water supplies are critical, Elom characters should generate a staminatotal. This number represents how long, in days, an Elom can go without wtaer. For every hour of exhaustive physical activity the Elom participates in, subtract one day from the total.

Special Skills:
Cave Navigation: Time to use: one round. The Eloms use this skill to determine where they are within a cave network.
Digging: Time to use: one round or longer. This skill allows the Eloms to use their claws to dig through soil. As a guideline, digging a hole takes a time (in minutes) equal to the difficulty number.


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