Devidian Species Template
  • Fitness 2(5)
    • Vitality -1
  • Coordination 2(5)
  • Intellect 3(5)
    • Perception +1
  • Presence 2(5)
  • Psi 0(6)
  • Force 0(5)
  • Essence 0(5)
  • Culture: Devidian 2(3)
  • History: Devidian 1(2)
  • World Knowledge: Delvidia II 1(2)
  • Survival 2(3)
  • Unarmed Combat: Napra (Grab) 1(2)
Typical Traits
  • Language: Devidian [Fluent/R/W] (+4)
  • Neural Depletion (+3)
  • Shape Change (+7)
  • Temporal Displacement (+2)

New Advantage: Neural Depletion (+3)

Devedians feed by using an orifice in the forehead to drain neural energy from another sentient creature. Once a target has been grappled a Davidian can drain energy from him or her. The target loses one level of Intellect or Psi each round until the target escapes the grapple. Once the target’s Intellect or Psi reaches zero, each round the Davidian continues will cause Health Level of damage to the target. One point of Intellect or Psi will sustain a Davidian for one day.

New Advantage: Temporal Displacement (+2)

Devidians exist in their own time continuum, causing them to always be just out of synch with the normal universe – as such they appear as hazy, ghost-like apparitions. Special equipment is needed to view them in their natural state. In order to affect things they must drop into normal time flow. This takes one action, as does reverting back to their own time-flow.

New Martial Art: Napra

Universal Maneuver Difficulty Damage Notes
Block Attack Roll - Parries unarmed combat attacks
Grab 3 - Success holds the target character immobile
Kick 4 3+1d -
Punch 3 2+1d -
Roundhouse Punch 4 3+1d -
Snap Kick 2 2+1d -
Snap Punch 2 1+1d -
Basic Maneuver Difficulty Damage Notes
Escape 2 - This maneuver is used to escape from grabs, locks, and similar attacks. This maneuver grants +2 to all Opposed Tests when attempting to break such attacks.
Slam 2 3+1d This maneuver must follow a successful Grab attack. The grappler picks up the target and then smashes him to the ground. The grappler may retain his hold on the target, and the target is prone.
Advanced Maneuver Difficulty Damage Notes
Choke Hold 4 Special This maneuver is typically used from behind the target. If used from the front, Difficulty is increased to (9). Victim suffers 1d3 Stun damage per turn, cannot speak, or shout for help. All actions by the target are at -2 until the hold is broken.
Reversal 5 - This maneuver combines an Escape and a Grab as the wrestler breaks out of his opponent’s hold and in the process catches him in a grab.

No Special Techniques


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