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{{UnderConstruction}}
{{Location
{{Location
|title1=
|title1=
|image1=[[File:.png|thumb]]
|image1=[[File:tarnab.png]]
|classification=Humanoid
|classification=Humanoid
|eye color=
|eye color=Blue, Red, White
|skin color=
|skin color=Black, Brown
|weight=
|weight=130.5kg
|height=
|height=2.3m
|life span=
|life span=95
|homeworld=
|homeworld=Tarn
|native_language=
|native_language=Tarnab
|awareness=8 - 21
|awareness=9 - 22
|coordination=8 - 21
|coordination=8 - 21
|knowledge=8 - 21
|knowledge=8 - 21
|physique=8 - 21
|physique=8 - 21
|presence=8 - 21
|presence=9 - 23
|reflexes=8 - 21
|reflexes=8 - 21
}}
}}
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== Description ==
== Description ==
Originating from Tarn, the Tarnab constituted a sentient species characterized by their triangular craniums and an arrangement of horns emerging from coarse hair.
=== Available Factions ===
=== Available Factions ===
*[[Republic]]
*[[Republic]]
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== Racial Traits ==
== Racial Traits ==
=== Aquatic ===
They are naturally aquatic, and gain a +5 bonus to [[Swim]], and suffer no penalty for performing actions underwater.
=== Amphibious ===
They are able to breathe both air and water, and can withstand extreme pressures found in ocean depths. They also gain a +3 bonus to [[Swim]], and do not suffer penalties for performing actions underwater.
=== Armored Skin ===
They have tough, armored skin which gives them a +1 bonus to Toughness for resisting physical damage.
=== Claws ===
=== Claws ===
They possess sharp claws which can be used in fight, adding +5 to their [[Brawl]] damage rolls.
They possess sharp claws which can be used in fight, adding +2 to their [[Brawl]] damage rolls.
=== Enhanced Smell ===
=== Enhanced Senses ===
Their keen sense of smell grants him a +2 bonus to all Awareness rolls.
Tarnab posses enhanced senses, giving them a +2 to all Awareness rolls.
=== Fearless ===
[[Category:Races]]
Lannik are not easily intimidated or frightened, and gain a +2 bonus to [[Willpower]] when resisting Intimidate or daunting combat situations.
=== Hardy ===
Due to their skin being coarse and scaly, both the red and green Nikto have greater physical resilience to the elements, giving them +1 to any [[Toughness]] rolls against the environment.
=== Hotheaded ===
Lannik are prone to let their emotions rule them, especially when they have perceived a slight or a threat against themselves. A Lannik who finds himself insulted must make a [[Willpower]] roll at the GM's discretion to avoid a physical confrontation.
=== Low-light Vision ===
Nautolans can see twice as far as humans in poor lighting conditions and underwater, giving them a +2 bonus to Awareness rolls.
=== Microscopic Vision ===
They eyes are able to focus and magnify to see microscopic details in nearby objects, giving them a +6 bonus to [[search]] when examining objects less than 30 centimeters away.
=== Near Sighted ===
They suffer from near-sightedness, and cannot see well at long distances; they suffer a -1 penalty to any rolls for tasks involving vision at distances further than short-range. Arcona are also affected by salt in ways similar to how alcohol effects humans; if ingested, they will suffer intoxication and hallucinations at the discretion of the GM.
=== No-light Vision ===
They can see in total darkness, but without the ability to distinguish color.
=== Near Sighted ===
They are very nearsighted, and suffer a -3 penalty to any action which requires them to see more than 20 meters away. They cannot see more than 40 meters under any circumstance, without external aid.
=== Poison Resistance ===
They gain a +3 bonus to [[Stamina]] rolls to resist the effects of poisons and toxins.
=== Racial Reputation ===
Their good reputation as kind, peace-loving beings among most respectable civilizations allows them a +2 bonus to all Presence rolls.
=== Resistant to Heat ===
Both green and red Nikto are acclimated to desert climates, therefore have an easier time resisting high temperatures and prolonged exposure to sun, giving them +2 to [[Toughness]] rolls against hot environments.
=== Manual Dexterity ===
They possess a high degree of manual dexterity, and gain a +3 bonus to tasks involving fine motor skills.
Originating from Tarn, the Tarnab constituted a sentient species characterized by their triangular craniums and an arrangement of horns emerging from coarse hair.