TEXT: By JD Wiker and Christopher Perkins
  The Meerians 
  and the Tchuukthai
  Ultimate Alien Anthology
  Web Enhancement
  
  THE MEERIANS AND THE TCHUUKTHAI
  002
  DESIGN
  JD WIKER AND CHRISTOPHER PERKINS
  EDITING
  RAY AND VALERIE VALLESE
  ILLUSTRATION
  KALMAN ANDRASOFSZKY
  TYPESETTING
  NANCY WALKER
  WEB PRODUCTION
  JULIA MARTIN 
  WEB DEVELOPMENT
  THOM BECKMAN
  ART DIRECTION
  ROB RAPER
  LUCAS LICENSING EDITOR
  MICHELLE VUCKOVICH
  STAR WARS RPG DESIGN MANAGER
  CHRIS PERKINS
  VICE PRESIDENT AND DIRECTOR OF RPG R&D
  BILL SLAVICSEK
  Meerian
  Meerians are small, wiry humanoids who move in a slow,
  deliberate manner. Their short stature and relative strength
  make them excellent miners. When Republic survey teams
  learned that the Meerians’ homeworld, Bandomeer, was rich
  with minerals, their discovery prompted hundreds of mining
  companies to begin pillaging the planet’s resources. The
  Meerians, primitive by galactic standards, had little sway
  with the Republic and their mining consortiums. Despite the
  Republic Senate’s recognition of the Meerians as the right-
  ful owners of Bandomeer, the Meerians have earned nothing
  more than the right to help with the strip-mining and share
  the proﬁts. Meerians continue to have little say in what
  happens to their world.
  Hundreds of generations of mining on Bandomeer have
  forced the Meerians to adapt to the constant smog and
  particulate matter permeating the atmosphere. Their lungs
  and nose ﬁlter out the most harmful chemicals and toxins,
  allowing them to move around in areas where breath masks
  are normally required. Despite their resilience, Meerians
  want nothing more than to make Bandomeer a more
  hospitable home. They want to reduce the amount of
  mining and repair the damaged ecosphere, but to date their
  efforts have met with little success.
  Meerians prefer to speak eye-to-eye and use comfortable
  seats with repulsorlifts when conversing with taller species.
  They believe that speaking eye-to-eye is one way to insure
  that all participants in a conversation regard one another as
  equals.
  Personality: Meerians are agreeable, optimistic, and
  sympathetic to the needs of others. They can see and appre-
  ciate opposing sides of an argument, which often makes it
  hard for Meerians to reach a decision or consensus without
  much debate or equivocation.
  The apathy of the mining corporations has introduced an
  “Every Meerian for himself” mentality into Meerian society—
  an attitude unknown to previous generations. Several
  Meerians who have embraced this philosophy have taken
  their earnings and left Bandomeer, setting their sights on
  the stars.
  Physical Description: Meerians have metallic hair, with
  pale silver and lustrous gold being the most prominent
  colors. Meerians lack pupils, and their eyes also retain a
  metallic hue, often matching the color of their hair. Skin
  tone is pale, due to the lack of sunlight that makes it
  through the polluted sky of Bandomeer. Adult Meerians
  stand 1.1 to 1.6 meters tall.
  Homeworld: Bandomeer, a mining world in the Outer
  Rim. One massive landmass and one enormous sea divide
  the planet nearly in half.
  Language: Meerians speak and read Meerian. They can
  learn to speak Basic with no difﬁculty.
  Example Names: GanFel, GilVog, HerZan, JegLor,
  LirTan, RonTha, SonTag, VeerTa, WinLos.
  Adventurers: Meerian adventurers tend to be fringers
  and scoundrels.
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  THE MEERIANS AND THE TCHUUKTHAI
  Meerian Species Traits
  • Ability Modiﬁers: –2 Dexterity, +2
  Constitution.
  • Small: As Small creatures, Meerians gain
  a +1 size bonus to their Defense, a +1 size
  bonus on attack rolls, and a +4 size bonus
  on Hide checks. They must use smaller
  weapons than Medium-size beings
  use, and their lifting and carrying
  limits are three-quarters those of
  Medium-size characters.
  • Speed: Meerian base
  speed is 6 meters.
  • Poison Resistance:
  Meerians receive a +2 species
  bonus on Fortitude saves to resist
  ingested, contact, or injury poisons and a
  +4 species bonus on Fortitude saves to
  resist inhaled poisons and polluted air.
  • Automatic Language: Speak and
  Read/Write Meerian.
  Meerian Commoner: Init –1; Defense 10
  (–1 Dex, +1 size); Spd 6 m; VP/WP 0/12; Atk
  +1 melee (1d2, unarmed) or +0 ranged; SQ Species traits;
  SV Fort +1, Ref –1, Will +0; SZ S; Str 10, Dex 8, Con 12, Int
  10, Wis 10, Cha 10. Challenge Code A.
  Equipment: Variety of personal belongings.
  Skills: Hide +3, Knowledge (any one) +1, Profession (any
  one) +1, Read/Write Basic, Read/Write Meerian, Speak Basic,
  Speak Meerian.
  Feats: None.
  Tchuukthai
  For centuries, the Tchuukthai were considered little more
  than beasts. Their brutish appearance and vocabulary of
  grunts and growls helped perpetuate that myth—a misper-
  ception the Tchuukthai were more than happy to see thrive.
  Over several centuries, Tchuukthai were discovered more
  than once. Most times, explorers avoided contact with
  these seemingly dangerous creatures. The few who
  couldn’t resist the urge to learn more about
  them were met with vicious snarls and
  displays of ferocity.
  Their true intelligence remained a
  secret until a Jedi Master encountered
  them. The Jedi, whose name is lost in
  antiquity, explained much about the
  galaxy to a Tchuukthai he’d befriended.
  The Tchuukthai’s interest was piqued,
  but he was wary of leaving his home and
  fearful that his people would be exploited
  if their true nature were known. The
  Jedi gave his word that he would
  protect their secret and offered to
  train the Tchuukthai in the
  ways of the Force. This
  Tchuukthai later became
  Jedi Master Thon of Ambria.
  For thousands of years, Master Thon was the only
  Tchuukthai who had ventured into the galaxy. Only the
  Jedi knew his true nature. Since that time, other
  Tchuukthai might have ventured beyond their
  home system, perhaps even as pets or zoolog-
  ical exhibits. During the time of the New
  Republic, their existence is still considered a
  rumor across most of the galaxy.
  Personality: Tchuukthai are contem-
  plative, free thinking, secretive, and slow
  to anger. Some prefer to be left alone,
  while others seem genuinely interested in
  meeting new species. Depending on their
  general demeanor, Tchuukthai are either
  annoyed or amused by other species’ reac-
  tions to their appearance and size. They
  disdain conﬂict but ﬁght ﬁercely when sufﬁ-
  ciently provoked.
  Physical Description: Tchuukthai are
  hulking, quadrupedal brutes with thick
  leathery skin, wide-set eyes, ﬂaring
  nostrils, and sharp fangs. Bristling fur
  covers their shoulders and backs, and
  armor plating protects their head, joints,
  and vital organs. An adult Tchuukthai
  stands 2 meters tall at the shoulder or 3
  meters tall when standing upright on his or her hind legs.
  Tchuukthai who consort with other species typically don
  clothing; others do not.
  Homeworld: Unknown. The identity and location of the
  Tchuukthai homeworld is a closely guarded secret.
  Language: Tchuukthai have their own guttural language
  (Tchuukthese).
  Example Names: Bval, Drol, Gaarx, Huun, Nrak, Thon,
  Tkur, Zvod.
  Age in Years: Child 1–12; young adult 12–20;
  003
  
  adult 21–189; middle age 190–249; old 250–299; 
  venerable 300+.
  Adventurers: Tchuukthai who travel among the stars
  are usually scouts interested in exploring new worlds or
  free-spirited Force adepts eager to learn the ways of the
  Force and discover new Force-using traditions.
  Tchuukthai Species Traits
  • Ability Modiﬁers: +4 Strength, –4 Dexterity.
  • Large: As Large creatures, Tchuukthai suffer a –1 size
  penalty to their Defense, a –1 size penalty on attack rolls,
  and a –4 size penalty on Hide checks. They have a
  Face/Reach of 2 m by 4 m/2 m. When moving on all fours,
  their lifting and carrying limits are triple those of Medium-
  size characters (see Carrying Capacity in the Star Wars
  Roleplaying Game revised core rulebook).
  • Speed: A Tchuukthai’s quadrupedal base speed is 12
  meters. A Tchuukthai moving on two legs has a base speed
  of 4 meters.
  • Natural Armor: Tchuukthai have thick skin that grants a
  +5 natural armor bonus to Defense.
  • Damage Reduction: A Tchuukthai’s armored hide
  provides DR 2.
  • Quadrupedal: When standing on all four legs, a
  Tchuukthai gains a +4 stability bonus against trip attacks
  and bantha rush attacks.
  • Bonus Feats: Tchuukthai gain the bonus feats Run and
  Weapon Group Proﬁciency (simple weapons).
  • Free Language Skills: Read/Write and Speak
  Tchuukthese.
  Tchuukthai Commoner: Init –2; Defense 12 (–1 size, –2
  Dex, +5 natural); DR 2; Spd 12 m, upright 4 m; VP/WP
  0/10; Atk +1 melee (1d4+2, unarmed) or –3 ranged; SQ
  Species traits; SV Fort +0, Ref –2, Will +0; SZ L; Face/Reach
  2 m by 4 m/2 m; FP 0; DSP 0; Rep +0; Str 14, Dex 6, Con
  10, Int 10, Wis 10, Cha 10. Challenge Code B.
  Skills: Craft (any one) +1, Hide –6, Knowledge (any one)
  +1, Read/Write Tchuukthese, Speak Basic (understand only),
  Speak Tchuukthese, Survival +1.
  Feats: Run, Weapon Group Proﬁciency (simple weapons).
  About the Authors
  JD Wiker is one of the designers of the Star Wars
  Roleplaying Game, and is coauthor of The Dark Side
  Sourcebook and The Power of the Jedi Sourcebook. JD is
  the president of The Game Mechanics (www.thegame-
  mechanics.com), a game design studio creating supplements
  and sourcebooks for the d20 System, including Swords of
  Our Fathers and Cromagh's Guide to Goblinoids.
  Christopher Perkins currently works as a design manager in
  RPG R&D, overseeing products for the Star Wars
  Roleplaying Game, the d20 Modern Roleplaying Game,
  and the new D&D campaign setting. Chris developed and
  edited the Ultimate Alien Anthology.
  THE MEERIANS AND THE TCHUUKTHAI
  004
  
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