Ozrahdi
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 2D+2/4D+2
PERCEPTION: 2D/4D
STRENGTH: 2D/4D
KNOWLEDGE: 2D+2/4D+2
MECHANICAL: 2D/4D
TECHNICAL: 2D/4D
Size: 1.8 - 2.3 meters
Move: 10/12
Homeworld: Sha'Nakkale
Description:
The Ozrahdi are an ancient star-faring race hailing from the planet Sha'Nakkale believed to be somewhere deep in the Uncharted
Territories. Initially, the Ozrahdi appear to be a near-Human species, but upon closer inspection, they are proven to be quite
different. With black-hued skin and upswept, pointed ears, they have shark-like teeth and a disturbing, subsonic voice, which
marks them even further apart from baseline humans. Their eyes are reverse-colored, with a white iris and pupil. Hair is generally
metallic colors, and the Ozrahdi have six digits on both hands and feet. Due to their extremely rigid biochemistry, non-Ozrahdi
have a difficult time telling members of the same sex apart. They tend to be less powerfully built than baseline Humans, but
otherwise exhibit the same variances that exist between humanoid species. They stand between 1.7 and 2.2 meters in height.
Their homeworld is a cold, desert-like world with a slightly greater gravity than galactic standard. The Ozrahdi are a very
religious people who devoutly believe that it is their divine destiny to one day rule the galaxy; they believe in God as a race
of ancients known as the Precursors. It is this "Divine Destiny" that has turned into a drive toward colonial expansion that has
been met and opposed by an organization known as the Confederation of Allied Systems. The Ozrahdi have a rigid caste system which
divides members of their harsh system into five castes: Nobles, Religious Leaders, Warriors, Workers, & Slaves. Although it is
occasionally argued that the Noble Caste provides nothing for their race but leadership, most of the lower-caste members see
their leaders with a reverent awe that is carefully maintained. Nobles never allow members of other castes to see them tired; in
all things, the Ozrahdi nobles strive to appear perfect.
A Triumvirate of Princes called the Soni'et rules their Empire of 50 worlds; these three families are hereditary rulers. They
extensively use subjugated races in their expansive bureaucracy.
When dealing with non-Ozrahdi and other potential enemies, an Ozrahdi seems arrogant and will refuse to speak any tongue other
than their native language; most understand Basic but refuse to acknowledge this fact. Their native language is sub-sonic in
nature and difficult to master for non-Ozrahdi (the skill Speak Ozrahdi costs triple the usual number of character points for any
non-Ozrahdi and cannot be learned without an actual Ozrahdi instructor.)
Special Abilities:
Silicon-based: Ozrahdi are a silicon-based species and gain all of the benefits and
drawbacks associated with that. This species has dark green blood and sweats a fine-grain sand. Any non Silicon-based species
around an open wound (bleeding) must make a Moderate Strength check to avoid becoming stunned from the fumes.
Dark Vision: see perfectly in the dark even if there is no light source at all.
Light Sensitivity: -2 to all attack rolls when in bright sunlight.
Keen Senses: +1D to all Perception checks that rely on physical senses.
Force Resistance: +1D to resist all Force powers that rely on mental effects.
Advanced Technology: All equipment is slightly better than galactic norm. Weapons gain an
additional die of damage; hull and shield points are increased by at least 1D, etc. GM is final arbiter on bonuses.
Caste System: Ozrahdi have a rigid caste system that characters must originate from. Each
member of the caste receives a bonus feat according to this caste. Further, while within the extremely structured Ozrahdi system,
characters are limited in the choice of classes they may enter depending upon their caste.
NOBLE CASTE: +1D to Willpower at character creation. Further, they are forbidden from gaining any additional expertise in Repair
skills.
RELIGIOUS CASTE: +1D to their Con skill at character creation.
WARRIOR CASTE: +1D to Perception for the purpose of determining Initiative only.
WORKER CASTE: +1D to any single Repair skill of their choosing at character creation.
SLAVE CASTE: Slaves can be of any race and are rarely Ozrahdi; in the event of an actual Ozrahd being a slave, the player must
develop a particularly solid backstory as to how he/she fell from grace - most Ozrahdi would rather be killed than become a slave.
Additionally, this character must have been from one of the other castes (noble, religious, etc.) They gain no additional bonuses
but receive a -2D penalty to all social-related skills when dealing with a member of another caste.