Vurk
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 2D/4D
PERCEPTION: 2D/4D+2
STRENGTH: 2D/5D
KNOWLEDGE: 2D/4D
MECHANICAL: 1D/3D
TECHNICAL: 1D/3D
Size: 1.6 - 2.0 meters
Move: 10/12
Homeworld: Sembla
Description:
Vurks are the predominant sentient species of the planet of Sembla. They are tall, amphibious, reptomammalian humanoids with
bulbous eyes and sweeping head crests. Their hands and feet have three digits each, one of which is opposable. They have
distinguishable gray-green, leathery skin.
Biology and Appearance:
Being able to breathe both water and air, they were perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic
islands. They shared a strong nomadic instinct with their amphibious ancestors. Because their way of living resulted in virtually
no sizeable permanent settlement whatsoever, Vurks were generally considered primitive by the rest of the galaxy; however, that
was not true. They were very intelligent and believed in a highly developed philosophical tradition that emphasized personal
integrity and individual freedom and encouraged personal honesty. Their compassionate and calm manner made them more than
average diplomats.
This may cause one to think they would not defend themselves; however, they considered defending themselves part of personal
integrity, and could be formidable opponents.
History:
One of the most famous members of the species was Jedi Master Coleman Trebor, who fought and died during the Battle of Geonosis.
Another Vurk, Senator Sweitt Concorkill, accompanied Supreme Chancellor Palpatine to a performance of Squid Lake at the Galaxies
Opera House during the Clone Wars.
Special Abilities:
Amphibious: Vurks can survive underwater for up to 8 hours without needing to breathe
normal air.
Adaptable: As nomads, the Vurk learn to adapt to a variety of environments quickly and
efficiently. At the time of character creation only, the Vurk gets 2D for every 1D he places in the survival skill and its
specializations.
360 Degree Vision: Vurks have the ability to see everything around them due to the
placement and rotation of their eyes. This gives them an edge in combat in that they are not easily surprised nor blindsided.
They gain a +2D bonus to their initiative rolls when being attacked by surprise.