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Kamarians kamarian
Kamar is a harsh world beyond the borders of the Corporate Sector. The galaxy has proven that life has an amazing tenacity and the Kamarians are yet another example of a species that thrives in extreme conditions.

Kamarians are territorial people, known for conflict. They often live in small groups called "tk'skqua." The most numerous Kamarian tk'kquas live in the mountain cave structures. They have a feudal society with primitve technology: they are on the verge of developing "clean fusion" and have nuclear-capable weapons.

Of special note are the "Badlanders": a distinct culture that survives in the brutal deserts of Kamar. The Badlanders are typically a few centimeters shorter than their mountain-dwelling cousins. Their coloring is also different, featuring light-browns and tans to blend in with the desert terrain of the Badlands. They seem to have a decreased metabolism, with a considerably lower food-to-water ratio, yet Badlanders live longer than their brethren (averaging 127 local years, compared to 123 for the mountain-dwellers).

Unlike their more advanced cousins in their mountain castles and towers, the Badlanders have a low technology level, relying on spears and simple mechanical devices. The Badlanders are nomadic, traveling in small groups and surviving on the few plants and animals of the region. They are considerably more superstitious than other Kamarians and have a fanatic reverence for water.


Attribute Dice: 10D
Attribute Minimums / Maximums:
DEXTERITY: 1D+1 / 4D
KNOWLEDGE: 1D / 3D+1
MECHANICAL: 1D / 4D+2
PERCEPTION: 1D+1 / 5D
STRENGTH: 2D / 4D+2
TECHNICAL: 1D / 3D+2
Size: 1.3 - 1.7 meters tall; Badlanders are 1.1 - 1.4 meters tall.
Move: 11 / 15
Homeworld: Kamar
Source: Alien Encounters p.79-80


Special Abilities:
High Stamina: Kamarians can go for weeks without water. Kamarians need not worry about dehydration until they have gone 25 days without water. After 25 days, they need to make an Easy staminaroll to avoid dehydration; they must roll once every additional four days, increasing the difficulty one level until they get water. Beginning Kamarian characters automatically get +1D to survival: desert(specialization only) as a free bonus (does not count toward beginning skill dice and Kamarian characters can add another +2D to survivalor survival: desertat the time of character creation).
High-Temperature Environments: Badlanders can endure hot, arid climates. They suffer no ill effects from high temperatures (until they reach 85 degrees Celsius).
Isolated Culture: Kamarians have limited technology and almost no contact with galactic civilization. They may only place beginning skill dice in the following skills: Dexterity: archaic guns, bows, brawling parry, firearms, grenade, melee combat, melee parry, missile weapons, pick pocket, running, thrown weapons, Knowledge: cultures, intimidation, languages, survival, willpower, Mechanical: beast riding, ground vehicle operation, hover vehicle operation, Perception: bargain, command, con, gambling, hide persuasion, search, sneak,all Strengthskills, Technical: computer programming/ repair, demolition, first aid, ground vehicle repair, hover vehicle repair, security.


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