Jokhalli
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 3D/5D
PERCEPTION: 2D+1/4D+1
STRENGTH: 2D/4D
KNOWLEDGE: 2D+1/4D+1
MECHANICAL: 1D+2/3D+2
TECHNICAL: 1D+1/3D+1
Size: 1.2 - 1.9 meters
Move: 10/12
Homeworld: Blimph 3 in the Blimph System
Description:
Jokhalli are sapients indigenous to Blimph 3. They have four arms with long snouts and antennas. Their skin tends to have a green
look to it, though their leaders tend to have a brighter shade. The species is known to speak Baragwinian and are also fond of
trading and gambling. Jokhalli thought themselves to be the best die casters in the game of divot, their favorite form of
gambling. Some Jokhalli tend to have xenophobic tendencies, evidenced by their dislike of foreigners to their home planet and air
of superiority in issues related to trade and gambling. However, it deserves to be noted that Jokhalli are familiar with the
trade-dialect of the Baragwin, and so must be familiar, if not comfortable, with offworlders.
History
Some time after the Battle of Hoth, Quaffug the Hutt had taken over Blimph 3 as the headquarters for his crime syndicate. Quaffug
had negotiated with the Jokhalli to handle their trade practices in exchange for access to the moon. Lando Calrissian was sent to
Blimph 3 to negotiate a truce with the Hutt, but was quickly imprisoned and forced to become the prey in an elaborate hunt. The
hunt eventually found Calrissian in the hands of the Jokhalli, who had become very territorial after the occupation of their moon.
Calrissian was eventually able to win his freedom from the Jokhalli after trumping them in divot. Calrissian then negotiated with
the Jokhalli leader, Utrop, telling him that he could negotiate a much fairer trade agreement than the Hutt had been offering them.
With the Jokhalli on his side, Calrissian led the group in overthrowing Quaffug, but then he insisted on keeping Quaffug alive.
The Jokhalli were not ready to let Quaffug get away without a fight, and Utrop insisted on an honor duel to decide Quaffug's fate.
Calrissian bested the Jokhalli warrior and saved Quaffug's life. The Jokhalli later retook control of the moon and set themselves
up with a new trade partner.
Special Abilities:
Ambidexterity: No Dexterity penalty for two actions every round.
Infrared Vision: Jokhalli can see infrared radiation, giving them the ability to see in
complete darkness, provided there are heat differentials in the environment.