d20 Dark Quest Cyclopedia Galactica Alien Races Grallik.pdf
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ALIEN RACES:
GRALLIK
Author/
David Woodrum
Artist/
David Hamilton
Graphic Artist/
Deborah Balsam
WWW.DARKQUEST.COM
OPEN GAME CONTENT & COPYRIGHT INFORMATION
Alien Races: Grallik is © 2005 Dark Quest, LLC. All rights reserved. Reproduction of the product
without permission of the publisher is expressely forbidden. Alien Races: Grallik is presented un-
der the d20 Licence. All textual material is designated as Open Game Content. All artwork herein
is copyrighted Dark Quest, LLC. “d20 System” and the d20 System Logo are trademarks owned by
Wizards of the Coast and are used under the terms of the d20 license.
GRALLIK
The grallik are a crafty race of green, leathery-
skinned humanoids. As with most sentient crea-
tures, a grallik is capable of being honest and
straightforward, or deceiving and shadowy. A
stereotypical standard for a grallik, however, is a
painted picture of crime, deception, and oppor-
tunist cravings.
ronments. As with humans and other mammal
species, however, a grallik will complain about
temperatures that are both scorching hot and bit-
ter cold.
The grallik are omnivores and enjoy a broad, di-
verse diet. On the grallik’s home world there are a
wide variety of both edible meat and plants, and
grallik cuisine tends to be as sophisticated as the
gourmet offerings of any other developed race.
If the grallik are discovered in a campaign where
the early exploration of space travel is an issue,
the grallik will be friendly enough as long as the
leaders of the species feel that they are getting
the better end of a bargain by doing so. If en-
countered in a campaign where colonization is
already heavily established, the grallik will make
up a notable portion of the galaxy’s population of
shady gamblers, smugglers, bounty hunters, and
thieves.
BREATHING:
The grallik’s native homeworld environment has
an atmosphere much like that of Earth, with nitro-
gen making up the greatest portion of what the
grallik refer to as their “air , followed by oxygen.
Argon, however, makes up a more signifi cant pro-
portion of the additional trace elements. This can
cause the grallik to suffer from argon defi ciencies
when exposed to the air of human (and similar
breathing species) operated spaceports and in-
habited planets. In order to counteract such de-
fi ciencies most grallik take an argon booster cap-
sule.
PHYSICAL APPEARANCE:
The grallik are rather unusual looking humanoids
with Kelly green to yellowish colored skin that is
leathery in texture. Their slanted, bestial shaped
heads have large, mouse-like ears, bulbous round
eyes much like an insectoid, featureless pits for
nostrils, and a tiny mouth that is not unlike that of
a tapir. Surrounding the tapir-like mouth are four
tiny tendrils, which are much like the feelers of a
catfi sh. The grallik physique tends to be lean yet
muscular, and the long, dexterous hands of these
creatures are tipped with stiff, black, claw-like nails.
Most grallik tend to dress for adventure, and favor
form fi tting, padded, outfi ts. Leather and stretchy
polymer cloths are amongst the common fabrics
that make up a typical grallik outfi t. Active trav-
elers of the stars, the grallik’s clothing are usually
completed with a form of utility belt and durable,
yet comfortable boots.
REPRODUCTION/AGING:
Though their green, leather skin often causes the
grallik to be confused as a reptilian species, these
creatures are mammals. The female carries a sin-
gle infant or twin developing infants for a period
of 5 months before giving birth. From this point,
the grallik infants develop at about the same rate
as a human, reaching young biological adulthood
at the age of 15 years. The adult grallik’s lifespan
and aging process is quite comparable to that of
a human being.
SPECIES SPECIFIC ALLERGY/TOXIN
PRECAUTIONS:
The grallik have a biological makeup that is quite
similar to that of a human, giving the grallik more
or less the same reaction to toxic and non-toxic
substances. They can easily handle a greater
amount of argon in atmospheric conditions, how-
ever, and require argon capsules in normal nitro-
gen and oxygen environments in order to avoid a
defi ciency.
The grallik are rather lean, and of medium height.
The typical male grallik weighs between 100 to
150lbs. and stands between 5’ 5” and 5’ 11 . Female
grallik are usually an average of 20lbs. lighter and
stand an average of 5 inches shorter.
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Being temperate weather-loving mammals, gral-
liks are capable of dwelling in a range of envi-
SOCIETY AND CULTURE:
The grallik are reasonably well developed in a so-
cial and cultural sense, and have impressive forms
of art, drama, music, and literature. Dancing and
acrobatics are also quite well developed within
the grallik culture, and it is not too surprising to
fi nd a traveling grallik talent troupe offering such
performing arts to patrons throughout the galaxy.
Despite the stereotype that gralliks are shady crim-
inals with no love for anyone other than their own
selves, these creatures have strong family ties; for
a grallik to kill one’s own brother, sister, or family
member is considered the most offensive of crimes
and evils. As such, gralliks traveling with other ex-
plorers tend to adopt much of the same philoso-
phy towards their crewmates that
are his or her acquisition. It is often said however,
that one should carefully watch out for the friend-
liness of a grallik as the stereotypes portray these
individuals as constantly seeking to get the better
of an unsuspecting victim. This, as with all stereo-
types, is generally untrue, unless the grallik hap-
pens to be a loan shark, gambler, or smuggler.
ADVANCEMENTS AND
UNDERDEVELOPMENTS:
Grallik technology is reasonably well advanced,
though, interestingly enough, the gralliks have
the
grallik does with their family mem-
bers. While their fellow crewmates
may never quite trust the grallik
not to steal their petty personal be-
longings, they can be assured that
the grallik would never do anything
that would cause intentional harm to a
crewmember.
RELATIONS:
Though they have strong family bonds, the
grallik are not exactly a reclusive species, and
they hold strong relations with members of oth-
er species. If discovered in a campaign where ex-
ploration of the stars is in a pioneering stage, the
grallik will most likely be initially friendly, espe-
cially if they are unsure of the exact power and
might of a visiting species or feel that such crea-
tures may have something to offer the grallik
species as a whole. If the grallik fi nd themselves
being exploited, however, they are capable of
quickly uniting against a common enemy. While
these creatures often try to kill each other off in
commerce or criminal related battles, the gral-
lik are capable of putting personal differences
aside long enough to band together against a
greater common foe.
Gralliks that are encountered in areas of space
where star travel has long been established are
usually friendly and social unless, of course, the
grallik in question is a bounty hunter and you
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never managed to make a strong military pres-
ence within their own star cluster. Much of this
has to do with the grallik philosophy. Gralliks
naturally form family governed units but are less
capable at handling fair, diplomatic relations on
a large national, global, or galactic scale. Much of
this is due to a mentality of the common grallik
that is somewhat akin to organized crime. More
often than not gralliks seem to either be a criminal
themselves, or seek to catch a criminal in the role
of a bounty hunter. While this mentality is
more subtle in their relations
on their home world, a gral-
lik most often chooses such
endeavors once they reach
the social environments of
crowded, seedy, space ports
and large urban environ-
ments on foreign worlds.
SPECIES TRAITS:
The grallik have the following species traits:
Type:
Humanoid
Size:
Medium
Ability Modifi ers:
None.
Speed:
30 feet.
Argon Dependency:
In atmospheres that hu-
mans would typically accept as being “perfect air ,
the grallik begins to develop a physical defi ciency
for argon. This can be corrected with a regular in-
gestion of argon boosting capsules. The reg-
ular intake of such capsules is
equal to 1 capsule per 1 Earth
day (24 hour period). If such
capsules are not available,
and the grallik cannot other-
wise obtain a boost of argon
for their bodies, then the gral-
lik begins to suffer a danger-
ous defi ciency. After going
without a boost of argon for
a total of 15 Earth days, the
grallik must succeed a For-
titude save (DC 14) each
following day or lose 1d2
points of Constitution tem-
porarily. Until a daily boost
of argon is restored, the
grallik will be unable to “heal”
these lost Constitution points.
Should the grallik’s Constitu-
tion reach 0 then the grallik will
fall into a comatose state and die within
1d4+1 hours unless emergency argon is provided
and the grallik revived (Heal check, DC 16). Upon
being administered successful emergency argon
treatments, the grallik’s Constitution score will re-
turn to 1 pt. and the grallik will be able to heal the
remaining Constitution loss normally provided
that argon booster capsules are provided once
per Earth day. Administration of emergency argon
treatment requires an argon treatment kit con-
sisting of a regulated breather mask and a tank
of mixed argon, oxygen, and nitrogen gasses. Full
administration of the emergency treatment takes
around 5 to 10 minutes time. Once used, the treat-
ment kit must be refi lled.
On the grallik’s home world,
many lesser national gov-
ernments tend to refl ect a
mafi a-style viewpoint and
establishment, offering a
strange sense of combined
tyrannical dictatorship and
capitalism. Often leader
changes are both preceded
and followed by bloodshed,
as the new rising ruler kills
off any opposition to gain power
and then kills off any competitors. Most
of the larger nations, however, have adopted a
greater sense of diplomacy and fairness towards
capitalism. Corruption still widely exists in these
nations, but the bloodshed is usually caused by
the covert, illegal operations of competing cor-
porations and not by the leaders of the govern-
ment.
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