Ho'Din

The Ho'Din people were tall, multi-color-skinned humanoids native to the planet Moltok. Ho'Din had long, suction cup-tipped fingers used for climbing trees and, on their heads, red-violet snake-like "hair" (fleshy tubes covered in scales) which acted as thermal sensors. They claimed to have evolved from plants—in fact, "Ho'Din" translated as "walking flower" in Basic. They were noted for possessing two hearts.

Their claims to botanical origins was probably a consequence of the nature-worshiping religion most Ho'Din followed, known as Dinante Fli'R. Most non-Ho'Din scientists found such claims unlikely, classifying them as reptilian instead. Whatever their origins, the Ho'Din were among the galaxy's greatest botanists and ecologists. Master Gardener was a title of respect among them.

RPG D6 Stats
Home Planet: Moltok

Attribute Dice: 12D

DEXTERITY 2D/4D

KNOWLEDGE 2D/4D

MECHANICAL 1D/3D

PERCEPTION 2D/4D

STRENGTH 2D+2/4D+2

TECHNICAL 1D+1/3D+1

Special Skills:

Knowledge skills:

Ecology: Moltok: Time to use: at least one hour. This specialization can only be acquired by characters (normally only Ho’Dins) who have spent at least 10 years on Moltok. This is the ability to recognize and identify the countless plants on Moltok.

(A) First Aid: Ho’Din Herbal Medicines: Must have first aid 5D. Time to use: at least one hour. This specialization can only be acquired by characters (normally only Ho’Dins) who have spent at least 10 years on Moltok. This specialization covers the ability to use Moltok’s various medicinal plants for healing and disease control. To determine the difficulty to make the correct medicines, the gamemaster should determine the difficulty. For example, healing a broken leg or arm would be an Easy to Difficult difficulty, curing a rash would be Very Easy, stopping a disease native to Moltok could range from Very Easy to Heroic, curing a disease not known on Moltok will probably be Heroic. The character then makes the skill roll to determine if the medicine is made properly - the effects of the medicine depend upon the situation. For example, the medicine may cure the disease, allow the patient extra healing rolls, and/or give bonus dice to future healing rolls.

Story Factors:

Nature Worship: The Ho’Din will go to great lengths to ensure the survival of the planet, considering the existence of plants to be more important than the existence of animal organisms.

Move: 10/13

Size: 2.5-3 meters tall