Ho'Din
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 2D/4D
PERCEPTION: 2D/4D
STRENGTH: 2D+2/4D+2
KNOWLEDGE: 2D/4D
MECHANICAL: 1D/3D
TECHNICAL: 1D+1/3D+1
Size: 2.5 - 3 meters
Move: 10/13
Homeworld: Moltok
Description:
Ho'Din are found in many parts of the galaxy, although, when traveling to other worlds, they will usually take an oxygen supply
(although some individuals can adapt to atmospheres less oxygen-rich than their own), and some of the more adventurous Ho'Din
take up residence on other planets. Their great beauty (appreciated by many, though not by all, species) often leads to successful
careers in modeling or entertainment.
However, most Ho'Din that are encountered will be interested in botany, and Ho'Din botanists are considerably scouring the galaxy,
looking for plants that may be useful in their research.
Special Abilities:
(A) Medicine: Ho'Din Herbal Medicines.: Must have first aid 5D. Time to use: at least one
hour. This specialization can only be aquired by characters (normally only Ho'Dins) who have spent at least 10 years on Moltok.
This specialization covers the ability to use Moltok's various medicinal plants for healing and disease control. To determine the
difficulty to make the correct medicines, the gamemaster should determine the difficulty. For example, healing a broken leg or arm
would be an Easy to Difficult difficulty, curing a rash would be Very Easy, stopping a diease native to Moltok could range from
Very Easy to Heroic, curing a disease not known on Moltok will probably be Heroic. The character then makes the skill roll to
determine if the medicine is made properly - the effects of the medicine depend upon the situation. For example, the medicine may
cure the diease, allow the patient extra healing rolls, and/ or give bonus dice to future healing rolls.
Ecology: Moltok: Time to use: at least one hour. This specialization can only be aquired by
characters (normally only Ho'Dins) who have spent at least 10 years onMoltok. This is the ability to recognize and identify the
countless plants on Moltok.
Story Factors:
Nature Worship: The Ho'Din will go to great lengths to ensure the survival of a plant,
considering the existence of plants to be more important than the existence of animal organisms.
Gamemaster Notes:
Because of the ecological damage that has been done on most technologically advanced planets, the Ho'Din will almost constantly
be in a state of righteoues indignation. Most Ho'Dins in the galaxy will either be guileless botanist, completely wrapped up in
their research, or incredibly vain "artistes," who are wrapped up in themselves.