• Fosh

    A secretive, concealing species, Fosh are easily recognizable as being of avian descent. They have a light bone structure, feathered body, and reverse-jointed legs. Fosh are few in number, as they have tended to stay on their planet of origin and mind their own business. They are mostly unremarkable, save for one interesting observation: their tears are a powerful healing fluid, rivalling bacta in strength. This fluid evaporates quickly, however, making the possibility of artificially reproducing it quite slim.


    Illustration by Daniel Falconer



    Fosh - D6 Stats
    Fosh
    Home Planet: Unknown
    Attribute Dice: 12D
    DEX 2D/3D+2
    KNO 2D/4D
    MEC 1D/3D+1
    PER 2D+2/4D+1
    STR 1D+1/3D+1
    TEC 1D+2/3D

    Special Abilities:
    -Healing Tears: Fosh have a unique healing fluid that is excreted from their tear ducts. It is more effective than even bacta, automatically reducing wound levels by one level (e.g. bringing Mortaly Wounded to Incapacitated). However, it only works well against cellular infections - larger wounds, such as blaster bolts, can only be stabilized for 1D hours. One dose will fill a standard applicator bottle. The fluid is absorbed into the bloodstream on contact with the skin.
    Story Factors:
    -Hidden: Most Fosh prefer to stay on their homeworld. Thus, as their population is small, they have a reputation for being secretive.
    Size: 1.3-1.6 meters
    Move: 9/10


    Fosh - d20 Stats
    Abilities: +2 Wisdom, -2 Intelligence. Fosh are very aware of the galaxy around them, and though sometimes isolated they seemed to have gathered a lot of common knowledge.
    Medium-size. As medium-size beings, Fosh have no special bonuses or penalties due to their size.
    Fosh base speed is 10 meters.
    Healing Tears: Fosh have a unique healing fluid that is excreted from their tear ducts. It is more effective than even bacta, automatically restoring 5 Wound Points or 2 points of Constitution damage. However, it only works well against cellular infections - larger wounds, such as blaster bolts, can only be stabilized for 1d6 hours. One dose will fill a standard applicator bottle. The fluid is absorbed into the bloodstream on contact with the skin. This ability can be used once per day.
    Automatic Languages: Fosh, Basic

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    1. Moridin's Avatar
      Moridin -
      You can view the page at http://holonet.swrpgnetwork.com/content.php?152-Fosh