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Glottalphibs
7 August 2003
Author: Jim Williams
Glottalphibs, or ‘Phibs, are an amphibious species native to Glottal. Throughout the history of civilization in the galaxy, Glottalphibs have maintained a fierce independence and kept themselves separated from the galactic society. Some determined individuals leave Glottal to strike their fortune, but this is not the norm for the species.

Many visitors that travel to Glottal without reason find themselves quite alone in rather inhospitable terrain. The native life of Glottal, and the Glottals themselves, do not take kindly to visitors. The Empire chose not to maintain a garrison on the forbidding planet due to the futility, danger, and lack of exploitable resources. Both the Old Republic and New Republic post Glottal with a strict “travel advisory warning”.
To the brave and well-armed few that make the journey, creatures for hunting, lush fauna, vast underwater cities, and all manner of black market opportunites await. Glottalphibs respect strength, but have little respect for strength earned through the end of a blaster barrel.

Personality: Persistant. Ironically, they emulate Humans remarkably. They also have a love for shiny objects and eating watumba bats. Unfortunately, watumba bats can eat fire and are able to kill a ‘Phib very quickly.

Physical Description: Glottalphibs have scaly, yellow-green skin and long snouts filled with sharp teeth. They also have gills so they can survive as amphibians. Glottalphibs radiate no discernible body heat. The average adult stands 2 to 2.3 meters tall. Glottalphibs reproduce asexually.

Homeworld: Glottal, a hot, humid world covered with vast swamps and bodies of water. Massive rain forests dominate the equatorial region and like the Gungans, Glotalphibs have built extensive underwater cities. However, there is no barrier to retain breathable air.

Language: Glottalphibs speak Glottal and it is not unusual for them to speak Basic. They speak with a raspy voice that accentuates certain syllables.

Example Names: Nandreeson

Adventurers: d20: Glottalphibs can be Fringers, Scoundrels, Nobles, Scouts and rarely Force Adepts, although there is no Force tradition native to Glottal. D6: Glottalphib adventurers can use the Bounty Hunter, Smuggler, Arrogant Noble, Outlaw, or Pirate template with species adjustments.
Glottalphibs - D6 Stats
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 1D+2/3D+2
PERCEPTION 1D+2/3D+2
STRENGTH 3D+2/5D+2
TECHNICAL 1D+2/3D+2

Special Abilities:Swimming: Glottalphibs receive +1D in Swimming and gets 2D for each starting 1D placed in Swimming.

Flame Breath: Glottalphibs can breath fire a number of times a day equal to their die code in Strength. The flame has a range of 1-2/3-5/10 and does 4D damage. If the target must make a Dexterity check (Difficulty Moderate) or catch on fire. If on fire, the target takes 2D damage each round until the Dexterity check is made. The check is made atthe beginning of the round before any actions are taken.

Scales: Glottalphibs receive +2D to their Strength to resist damage from fire, heat, and blasters.

Amphibious: Glottalphibs can breathe underwater. However, they lose one pip off of Strength each day they do not immerse themselves in water. Immersion in water will instantly restore the first "lost" pip; one hour of immersion is needed to restore each additional pip. If a Glottalphib's Strength is reduced to 0D, it dies.

Move: 10/12, 6/8 in water.

Glottalphibs - d20 Stats
•+2 Str. Glottalphibs are extraordinarily strong.
•Medium-Size. As Medium-size creatures, Glottalphibs have no special bonuses or penalties due to their size.
•Base speed 10 meters
•Amphibious: Glottalphibs are at home in water but can survive outside of water for a long period of time. They can breathe underwater and have +4 on Swim checks. Glottalphibs swim at 6 meters movement. If out of water for a day, Glottalphibs suffer a temporary loss of four Con which is rejuvenated after immersion in water. A Glottalphib will continue to lose one point of Con per day until dead, and lost Con after the first day is restored at 1 point/hour of immersion. Glottalphibs also get a +1 Will save in wet environments and suffer a -1 Will save in dry environments.
•Scales: DR 10 vs. heat, flame, or blasters. Their only real vulnerability is a blaster shot to the mouth, which is only -4 to an attack roll to target due to their elongated snouts. If hit directly in the mouth, the Glottalphibs get no DR and take an additional 1d6 wounds. Vitality for "heroic" Glottalphibs must still be taken down to target their mouth. A critical hit to a professional class Glottalphib will still drop it to –1 Wounds.
•Flame breath: 2d6; maximum range 10 meters; range increment 2 meters; Reflex saving throw DC 15 for 1/2 damage, Reflex saving throw DC 15 to avoid catching on fire (see RCRB page 287). Can be used (CON modifier +2) times per day.
•Automatic languages: Speak & read/write Basic, Speak & read/write Glottal.
Era: New Republic
Type: Alien Species
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Post Comment - view all comments (4 comments)
These are the last three comments in this thread. To view all of the comments on this entry, please click "view comments" above.
Kayle Skolaristhe definition of 'rich' varies from culture to culture. It says in the racial description that Glottalphibs respect strength, but not the sort of strength gained from waving a blaster about. Similarl [ . . . ]
Jim WilliamsI must have missed that in my research. Maybe they place an inflated value on swamp gas or something. Or the landing tax to set foot on the planet is so high the wealth is redistributed to all 'Phibs. [ . . . ]
Solo666That Glottalphib Han and Lando killed on Smuggler's Run said the ones on the homeworld were all rich. How is this possible?

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