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Callerds
18 February 2003
Author: Kanner Ra'an
Source: Original
The Callerd are a belligerent race that originated on the planet Cadel Prime in the Deep Core. The main feature of the Callerd is their incredibly long lifespan. In fact, it is unknown if they die of natural causes at all. Aside from their aging process, the species is often associated with their attempt to invade the galaxy millenia before even the Republic was formed. How it was stopped has long been lost to history. The Callerd do still control some worlds in the Deep Core but most of these are just mining colonies and supply bases. Cadel prime itself is a world of plains and rolling hills. The Callerd Sovereignty Defense Force, or Home Guard in the NJO era, defends the world. As a race, all Callerd are very tough. It is said by some that they are next to impossible to kill. Many Callerd become mercenaries or assassins.

Personality: Callerd are belligerent and hostile. They view people who talk things out as weak and have an extreme hatred for politicians and bureaucrats. Callerd have strong self-preservation instincts. This doesn’t mean they are cowards, it’s that they just are the last ones to volunteer for near suicidal or hopeless missions. Callerd view concepts such as diplomacy and economics as foreign.

Physical description: All Callerd are big and muscular. On average they stand between 1.7 and 2.2 meters tall. All Callerd have a row of four to eight claws that are seven to ten centimeters long. A large, blunt, blister-like, bone pushes through on the upper part of the arm. On the forehead and nose is a V pronunciation that dominates the face and makes them always look angry.

Homeworld: The deep core world Cadel Prime.

Language: Callerd speak read/write Basic, Geren, and Callerd Battle language.

Names: Dynn Raday. Gyre Tann. Herg Renner.

Adventurers: Callerd who leave the homeworld often become mercenaries or assassins. They usually don’t believe in causes so very few joined the Rebellion. Many Callerd work for weapons manufacturers like BlasTech
Callerds - D6 Stats
d6 stats by Penangallan

Average Callerd. Dexterity 2D, Knowledge 1D+2, Mechanical 2D, Perception 1D+1, Strength 3D, Technical 2D.

Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 2D+1/5D
TECHNICAL 1D+1/4D
Special Abilities:

-Forearm Claws: The Callerd possess between four and eight claws that sprout from their forearms. If used in hand-to-hand combat, these claws inflict Strength +1 damage.
-Hard to Kill: If mortally wounded, a Callerd character rolls 3D (instead of 2D) every round to determine whether or not he dies.
-Tough: If a Callerd character who is wounded twice is wounded again, he is not considered incapacitated. Instead, all Callerd characters have an extra box on their Wound Status chart that counts as "Wounded Thrice," which applies. A Callerd character who is wounded thrice falls prone and can take no actions for the rest of the round. The character suffers a –3D penalty to all skill and attribute rolls until he is healed. A wounded thrice character who is wounded again is incapacitated.
Story Factors:Belligerent: Callerd, as a species, have never been inclined towards diplomacy. Because of this, Callerd characters suffer a –1D penalty to all Bargain and Persuasion skill rolls. They also find the ideas of money and economics foreign and suffer a further –1D penalty to all Business and Value skills rolls, as well.
Move: 10/12
Size: 1.7 to 2.2 meters tall

Callerds - d20 Stats
d20 stats by Kanner Ra'an

•+4 Con, -2 Wis, -4 Cha. Callerds are extraordinarily resillient but their belligerent nature radically affects their outlook.
•Medium-Size. As Medium-size creatures, Callerds have no special bonuses or penalties due to their size.
•Base speed 10 meters
•Claws: A Callerd with the martial artist feat gets a +1 to damage.
•Bonus Feat: Callerd receive the bonus feat Toughness twice at the first level.
•Automatic languages: Speak read/write Basic, Geren, Callerd Battle language
Era: Old Republic
Type: Alien Species
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Post Comment - view all comments (2 comments)
These are the last three comments in this thread. To view all of the comments on this entry, please click "view comments" above.
Kanner Ra'anThanks Jim. I wanted them to be hard to kill. A nice challenge for a GM to throw against their PC's.
Jim WilliamsI like it. A little powerful, okay, actually, very powerful, but what the heck. They should snuggle up with my Iagons (not a shameless plug). That WIS and CHA penalty is going to hurt a lot of skil [ . . . ]

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