Adhrooli Medj'K'ai Nebula Star Wars

by Halfbat


This is divided into three sections. Please choose that most pertinent, or read all three!

- Adhrooli History - Adhrooli Dark Side Spirits - The Adhrooli: Description - Adhrooli as PCs - Adhrooli bonus feats - Adhrooli Force Tradition - Adhroolith Spirit Adept Archetype - Adhroolith Spirit Hunter PrC -


The Adhrooli - People of the Spirit Circle

History

Orbiting star K-406 in the Medj'k'ai Nebula, Adhrool is an inhospitable planet, resource-poor, and populated by a wide range of inhospitable creatures. As such it was an ideal site for a human extremist religious group who were seeking isolation for a highly reflective and introverted lifestyle. It is believed that many of these settlers were vaguely Force-Sensitive, but had not the strength of ability, training or skill to control their visions of Force and Dark Side Spirits. To escape from the galaxy at large, they poured all their finances into building a large convent in the highest mountain range on Adhrool, organised themselves around a minimal communal life operating on strict gender separation and social minimalism, and moved into their individual cells, so each could study and focus on the aspects of the "All" without distraction from their visions or from other people.

Whilst otherwise matching their requirements - a remote planet and one which would not attract visitors - the convent on Adhrool was dependent on the importation of supplies from sister communities throughout the outer rim. So when the Medj'K'ai Nebula drifted and expanded around the system, it cut Adhrool off from the rest of the galaxy: there was no way of contacting the planetary system without time-consuming, slow real-space travel. A few, unmanned supply ships were sent into the system through the Nebula in the hope that the convent could retrieve the supplies, but when the rescue beacon failed it was assumed all at the convent died within a single generation.

A thousand years passed, the Nebula retreated and freed K-406 from its clutches. A few years ago the Republic sent scout ships to check out the system and planet. To the scouts surprise their ship was damaged by a group of Dark Side Spirits as they flew over an "Enclave of Despair" (see below). They crashed, were rescued by Adhroolith (see below) and were astounded to discover that, far from the barren planet they were expecting, the planet was populated by a large number of small communities (clans), each led and served by Force Adepts: the Adhroolith.

The communities had a mainly nocturnal and underground existence: life had been harsh, but they had survived and were surviving. This was partly through forming an almost symbiotic relationship with the plant-life (their waste and care fed the plants and in turn the plants sustained them) but also due to the abilities of the Force-users who protected them from the predators and the numerous Dark Side Spirits - former Adhroolith who had despaired of their harsh and primitive life. The need for drastic protection had caused the religion to be adapted into a new path, one using the Force though it was variously described as the "Circle" or "Spirit" world. Adepts use symbiotic staves - living plants - as weapons and as a means to channel the spirits.

In an epic journey, the exploring scouts journeyed with one of the clans to the original convent. Using parts from their ruined ship they rebuilt the emergency beacon which had failed so many years before. In turn this attracted traders and Jedi to the planet.

There is now a small town in the foothills near to the original convent. This is mostly concerned with rehabilitating the Adhrooli into galactic society, working out the best way to keep their clan structure alive whilst keeping their traditions intact, and providing aid to Adhrooli clans in severe trouble. There job is not made any the easier by the planet, the radiation or the - now vengeful - Dark Side Spirits whose despair has now reached fresh heights.

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Adhroolith Dark Side Spirits

The dark side spirits are plentiful on Adhrool, another imperative for more Force Sensitivity amongst Adhrooli than on other planets. However, there are two main spirits in Adhrooli lore: the Destroyer and the Corrupter, the Spirit of Despair. When Adhroolith are tempted by the Dark Side, it is their despair which is enhanced and fed by the Corrupter. The Corrupter is said to tempt them, whisper in their mind, and goad them into using their powers for personal gain, pleasure and advancement. Ultimately the Corrupter gives them over to the Destroyer, who owns their spirit and life when they finally cross to the dark side.

The Destroyer is said to be the spirit of the most powerful and most selfish Adhroolith who, centuries ago, turned to the dark side despite the efforts of his peers and unleashed the "War of Silence". The dark side spirits of his minions and those since Corrupted are now tied to "Enclaves of Despair", the ruined remains of places in the War at which the Destroyers followers gathered to launch their evil over the other Adhrooli. These places were destroyed at great cost to the light side Adhroolith as well as the Adhrooli as a whole in the wars, and the Adhroolith vowed to never let any Dark-Sider gain the powers of the original Destroyer.

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The People

The descendants of the settlers had also undergone change, perhaps forced by the radiation, perhaps influenced by their Force powers. Though still potentially compatible with other humans (about 5% chance), the human physiology had been forced to adapt. Physically they had become very slender and shorter, requiring less food. The greatest change was in their eyesight and hearing. The Adhrooli's ears had increased in size and changed shape, increasing dramatically their audible frequency range which, in turn, enabled them to detect echoes from a range of frequencies and sounds (clicks, speech, hums), much like dolphins and bats. Their vocal chords expanded along with the aural change so that a wide variation in pitches could be produced. As their hearing improved, their eyesight in the visible spectrum atrophied. They are now very nearly blind, but their eyes are now highly sensitive to changes of pressure around them: they virtually "see" (though "feel with their eyes" would be more apt) pressure change in atmosphere, helping their hearing. This means that Adhrooli are very sensitive to movement, much like our own eyesight is attracted by movement.

Adhrooli identify each other more from the sound each emits rather than by shape: each Adhrooli has a distinct pitch and sound which they use to navigate around their surroundings.

Of course, these changes mean that Adhrooli are virtually useless in a technological environment using standard displays or even holograms - how can they see the hologram? The changes have given them an effective "Darkvision", but in vacuum or very low pressure they would be almost totally "blind".

As far as interaction with other species or human is concerned, Adhrool can see grosser features and shapes, but are unable to see in "colour" as we see it. General texture is perceived, and has a "colour" of its own, but finer lines around the face indicating the subtleties of aging are much less visible to an Adhrooli. Their vision would show more detail than typical IR images, but are nowhere near as acute or accurate as normal eyesight.

But as part of their hearing enhancement, gender and attitude can be detected by voice timbre. More gross facial features, such as a broad grin could be seen, but a slight frown may not be perceived by an Adhrooli unless being an abrupt movement. Eyeblinks, for example, may make an abrupt change in the atmosphere but could be missed due to the minimal effects: Adhrooli may detect that something had happened and experience might end up helping them identify it as an blink/wink.

Stemming from these changes is another disconcerting feature to many other species: Adhrool facial features do not contribute to any considerable degree towards inter-personal communication, apart from the effect of grosser changes. Their facial features appear very still - emotionless - to many outsiders. Their voice, on the other hand, has compensated - Adhrooli have _much_ more control than others and their language has a great deal of tonal subtlety. Rumours in the cluster are that an Adhrooli used to talking to outsiders make their voice sound perfect to the listener: humans, Twi'lek, Sullustan, Rodians - all have commented on the beautiful voices of the Adhrooli once they have learnt the language of the other species.

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Adhrooli Player Characters

Whilst basically similar to humans, owing to the harshness of life on Adhrool, all Adhrooli have +2 Con, but tend to initially suffer in communication with outsiders (-2 Cha). If able to use their voice, and are talking to or negotiating with a species or person they know who uses sound, they have a +2 species bonus on Diplomacy and Bluff. They also get a +2 species aural bonus on Sense Motive if being Bluffed by a species who is using sound/voice as a means of communication.

All starting Adhrooli automatically have the feat "Blind Fight". Their characteristics give them a species bonus of +4 on all Listen rolls, and +2 on Hide and Survival rolls and on visual Search rolls or where their hearing could be of benefit (a soldier hiding behind a bush, for example): if the hidden item is specifically camouflaged against ultrasound, they do not get such a bonus. Conversely, the longer-distance "Spot" checks are reduced by -2. Their lack of technology and use of skimmer craft gives them a -4 on pilot checks. Adhrooli going offworld have some exposure to technology so have no effective penalties on repair: those on-planet have -2 to repair skills.

Adhrooli do not gain the +4 initial skill points, the extra initial feat or the +1 skill point per level for being human. If Spirit or Force Adepts (see Adhroolith, below) their starting Force Training feat must be the "Sense" force feat.

Given the complete lack of technology on the planet native Adhrooli can have no ranks in Pilot, Astrogate, Computer Use, Disable Device or other technological skills until they have been exposed to off-planet technology. Similarly, the Spacer, Starship Operation, Zero-G and technology-related Feats cannot be taken until they have had such exposure.

Adhrooli's cannot become Tech Specialists other than medical specialists until they have been exposed to off-planet technology. The "Soldier" class is barred to Adhrooli, and first-level Adhrooli cannot be Jedi. If Fringers, the "Jury Rig" bonuses must be replaced with "Adhrooli bonus feats" until they have been off-planet for some time.

For simplicities sake, "exposed to off-planet technology" means at least two complete class increases in a high (Star Wars) technology environment. GMs should ensure that if these are achieved as a result of adventures where technology is sparse or unused the "exposure" is still outstanding!

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Adhrooli bonus feats

Wherever an Adhrooli must take an inappropriate SQ or feat because of their class, they must take one of the bonus SQ's or feats as a bonus feat instead. For example, instead of the Fringer's SQ "Jury-rig" increase, they would take an Adhrooli bonus feat. At the GM's option, Adhrooli can take a more appropriate Adhrooli bonus feat where they might otherwise take a class bonus feat.

Adhrooli Bonus feats can be taken from the following list and the Adhrooli must meet any prerequisites:

    Contranoise, Endurance, Great Fortitude, Immediate Danger Sense (Force Feat), Peacemaker (Force Feat), Rugged,
    Spiritual Empathy (Force feat), Spellcaster(Force Feat), Spirit Shield (Force Feat), Stamina, Stealthy, Track.

Contranoise. The Adhrooli or other echo-locating species has developed a mastery of their intrinsic sound generation such that they can generate sound to counter their own movements or to mimic background sound. This gives a +3 to Move Silently checks in an environment where the user can use their echo-location noise generation. This feat can only be taken once.

Immediate Danger Sense. Requires Sense and Force-Sensitive. If the Adhrooli is surprised by an opponent or object within 4m, and are able to act during the surprise round (by making a DC 15 Wisdom check from being Force-Sensitive), they can take +2 initiative bonus. This can only be taken once.

Spiritual Empathy (Force Feat). The Adhrooli perceives and can relate to the spirit (the Force echo) of another, intelligent or spiritual species. Benefit: The Adhroolith gains a +2 aptitude bonus on Empathy and Friendship checks against intelligent or spiritual species. This can only be taken once.

Peacemaker is as the Hero's Guide, chapter 3 (+2 Diplomacy and Friendship). Other feats are as per the SW RPG RCR, chapter 5.

Spirit Shield (Force Feat). The role of the Adhroolith is often that of protector of the Adhrooli against the horrors of Adhrool. To this end they can invoke the powers of the spirits of former Adhrool to form a shield between themselves and others nearby. Prerequisite: Force level 4th, Force-Sensitive, Alter. Benefit: As an attack action the Adhroolith can create a Spirit Shield between themselves an attacker that manipulates the force to protect against incoming attacks. Attacks from in front of a line centred on the Adhrooli specifies suffer a DR equal to one-half the Adhroolith's Force-user level (rounded down). Cost: 1 VP per round per point of DR per person protected up to a maximum of 5. The Adhroolith can elect to provide fewer DR protection than their maximum. The people protected must be within 2m of the Adhroolith and must not be in front of the shield. (For example, a shield can be DR2 for the Adhroolith and one other (2 people) and be maintained for 2 rounds (= 8 VPs).

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The Adhroolith Force Tradition - Followers of the Spirit Circle

The demand for extreme and drastic forms of protection had caused the original religion to be adapted into a new path, one using the Force, though it was variously described as the "Circle" or "Spirit Circle". Adepts use symbiotic staves - living plants - as weapons and as a means to channel the power of the Spirit Circle. Whilst there are a variety of interpretations of the Spirit Circle amongst the Adhroolith, which gives rise to a variety of ways of invoking their power, the one facet on which they all agree is the presence of Force Spirits as key intermediaries or foes.

This has resulted in the Adhroolith, Followers of the Spirit Circle, who act as guides and protectors for the Adhrooli people. Their equivalent of padawan learners, acolytes, accept "Spirit Guides" who accompany them and nurture their training as they grow in the force. These Spirit Guides (see PotJ Guiding Spirit) are automatic for Adhrooli Force Adepts are in lieu of normal "masters" or "guru", but there use forces Adhroolith Force Adepts to have the "Sense" force feat at 1st level as their initial Force Training. Without this an Adept cannot develop in the ways of the Adhroolith.

Furthermore, until the Adhroolith has developed the understanding (at Spirit Adept 8th level or Force Adept 7th level, or greater) this Guiding Spirit will offer no advice other than provide the training the Adhroolith needs to develop in the ways of the protector. It cannot be used as a PotJ "Guiding Spirit" until the Adhroolith has proven themselves to be worthy of such suggestions and guidance.

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Adhroolith Spirit Adept - Character Archetype

The Adhroolith are otherwise either pure Force Adepts or a variant of the "Spirit Adepts" Archetype in the Hero's Guide which give rise to a fully-fledged Force Adept 12/Fringer 8 (rather than Force Adept 11/Fringer 9). Their beliefs lead them towards Variant 3 (Spirit Counsel), giving +2 bonuses to Farseeing at levels 2, 11 and 18 rather than a Fringer's bonus class skill.

At 17th Level, Adhroolith Spirit Adepts gain a reputation as a Seer, a Spiritual gateway to the Spirit Circle. This is even if they do not follow the Adhroolith Spirit Hunter or Protector Prestige Classes. On Adhrool, they receive a reputation bonus equivalent to the number of levels they have received as a seer (for example, a Spirit Adept 18 gets a bonus of +2 to make a total reputation of +5, a Spirit Adept 15/Spirit Hunter 5 gets a bonus of +5 to make a total reputation of +9 on Ahdhrool). This is an additional SQ at Force Adept 10th level, solely applicable to an Adhrooli following the Spirit Adept Archetype path.

The Spirit Adept's fight against the Dark Side Spirits means that Force Light (Wis) - see PotJ Sourcebook - is a key skill for them on Adhrool. Adhroolith can become Prestige Classes Spirit Hunters, Protectors (see below) or Spirit Masters (HG Enhancement 1).

Adhroolith Spirit Adept Class Table
  BaseFortRefWill  DefenseReputat'n
LevelClass LevelsAttack SVSVSVSpecial BonusBonus
1st Force Adept 1+0+1+1+2FA starting feats, Sense, Guiding Spirit+3+0
2nd FA 1/Fringer 1+0+3+2+2Fringer starting feats, Fringer bonus feat, Spirit Counsel +2+4+0
3rd Force Adept 2/Fr 1 +1 +4+3+3Force training+5+0
4th FA 2/Fringer 2 +2 +5+4+3Barter +6 +0
5th F.Adept 3/Fr 2 +3 +5+4+3Force Adept bonus feat +6 +0
6th F.Adept 4/Fr 2 +4 +5+4+4Force training +6+0
7th FA 4/Fringer 3 +5 +5+4+5Adhrooli bonus feats +6+0
8th F.Adept 5/Fr 3 +5 +6+5+5Force weapon +1d8 +7+1
9th F.Adept 6/Fr 3 +6/+1 +6+5+6Skill Emphasis +7+1
10thF.Adept 7/Fr 3 +7/+2 +7+6+6Comprehend speech +8+1
11thFA 7/Fringer 4 +8/+3 +8+6+6Spirit Counsel +4 +8+1
12thFA 7/Fringer 5 +8/+3 +8+7+6Survival +2 +9+2
13thF.Adept 8/Fr 5 +9/+4 +8+7 +7Force talisman +2+9+2
14thFA 8/Fringer 6 +10/+5+9+7+8Adhrooli bonus feats+9+2
15thF.Adept 9/Fr 6 +10/+5+9+7+8Force Adept bonus feat+9+3
16thFA 9/Fringer 7 +11/+6/+1 +9+8+8Fringer bonus feat+10+3
17thF.Adept 10/Fr 7+12/+7/+2 +10+9+9Seer +11+3(+4)
18thFA 10/Fringer 8 +13/+8/+3 +11+9+9Spirit Counsel +6+11+3(+5)
19thF.Adept 11/Fr 8+14/+9/+4 +11+9+9Force secret+11+3(+6)
20thF.Adept 12/Fr 8+15/+10/+5+12+10+10Skill Emphasis+12+3(+7)

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Adhroolith Spirit Hunter Prestige Class

To become an Adhroolith Spirit Hunter requires complete dedication to the Spirit Circle and the a commitment to the defense of the Adhrooli against the Dark Side Spirits who leave the Devastated Enclaves. To some extent, the Hunters are also expected to assist the Adhrooli Protectors by supporting and defending Adhrooli from their harsh life on-planet.

However, there are some Spirit Hunters or Protectors who may see a benefit to be gained from going off-planet and promoting the safety of Adhrool in other ways. The Spirit Hunter is determined to defend their people from the many dark side spirits who inhabit Adhrool and the univers (the Spirit Circle) and constantly struggle to clear away such spirits and their dark side focii.

An Adhroolith Spirit Hunter may never advance in Spirit Hunter Prestige Class levels if they have outstanding Dark Side Points. They may immediately sacrifice a Force Point at gaining a new level to remove an existing DSP, which will enable them to advance as a Spirit Hunter.

Requirements

To qualify to become an Adhroolith Spirit Hunter, a character must fulfill the following criteria:

Species: Adhrooli
Base Attack Bonus: +5
Skills: Force Light (Wis) 6 ranks, Farseeing (Wis) 6 ranks, See Force (Wis) 6 ranks, Survival (Wis) 6 ranks
Feats: Force Sensitive, Alter, Sense, Control, Guiding Spirit & Spirit Counsel +4
Dark Side Points:0

Game Rule Information

Vitality: An Adhroolith Spirit Hunter gains 1d8 vitality points per level

Class Skills: The Adhroolith Spirit Hunter's Class skills, and the key ability for each are:
    Craft(*)(Int), Handle Animal(Cha), Hide(Dex), Knowledge(*)(Int),
    Listen(Wis), Profession(*)(Wis), Ride(Dex), Search(Int), Sense Motive(Wis),
    Spot(Wis), Survival(Wis), Treat Injury(Wis) plus Force skills

Skill points at each level: 6 + Int Modifier

Adhroolith Spirit Hunter Prestige Class Table
 BaseFortRefWill  DefenseReputat'n
Class LevelsAttack SVSVSVSpecial BonusBonus
Adhroolith Spirit Hunter 1+1+1+1+1Starting feats, Seer, Adhroolith bonus feat+1+0
Adhroolith Spirit Hunter 2+2+1+1+2Spirit Counsel +2+1+1
Adhroolith Spirit Hunter 3+3+2+1+2Spirit Warning+1+2
Adhroolith Spirit Hunter 4+4+2+2+3Force Adept secret +2+2
Adhroolith Spirit Hunter 5+5+2+2+3Spirit Counsel +4+2+3
Class features

The following are features of the Adhroolith Spirit Hunter prestige class.

Starting Feats. The Adhroolith Spirit Hunter gains the following feats at first level:
    Weapon Group Proficiency (primitive weapons)
    Weapon Group Proficiency (simple weapons)

Spirit Warning: At third level the Adhroolith Spirit Hunter is so entwined with the spirits of former Adhrooli that he is surrounded by supporting spirits at all times. The Adhroolith is forewarned of danger before it happens, and is able to react to a surprise or hidden attack. This enables the Spirit Hunter to add their Dex bonus to Defense even when caught flat-footed or surprised. As with all such feats, if immobilised the Spirit Hunter cannot add the Dex bonus.

Spirit Counsel: The bonuses the Spirit Hunter gains from their Spirit Counsel are in addition to those gained previously. For example, a Adhroolith Adept 11/Spirit Hunter 2 has a Spirit Counsel bonus of +6 (+4 from Adept 11 and a further +2 from Spirit Hunter 2).

Force Adept Force Secrets: are listed in the RCR, chapter 3 (classes).

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Adhroolith Protector Prestige Class

TBD (coming soon!)


- Starwars Home - Medj'Kai Background -
Systems: LossHaven - Keysh'Kar - Megrovin - Amanus - Junction - Adhrool -
Peoples/Species: Adhrooli - Keysh -


Page created 13th April 2004 by Tim Bancroft (Halfbat)