Grappa Tribals

The Grappa are the native sentient species on Ganipres <View System, View Species>, the are short, growing no bigger than a human child and are often stooped, making them seam even shorter. They appear at first glance to be vaguely reptilian, covered in a tan coloured hide, but are in fact warm blooded mammals, their features are streamlined and they lack body hair. They are adapted for a semi-aquatic existence, hunting among the mangroves of Ganipres.

Each of the tribes is based around a central leader, not a chief but a forcing using spirit doctor that provides guidance, leadership and spiritual teaching to the Grappa way of life. Each tribe only has a single Spirit Talker, though he on occasion have an apprentice. The Sprit Talker should be created as a Force Adept, though other tribal’s should use the following. Low-level Grappa Tribals represent the day to day tribe folk many of whom are proficient hunters. Mid-level Grappa Tribals represent a small core of experience hunter / warriors, while High-level Grappa Tribals represent the chosen few who directly protect the Spirit Talker.

Low-level Grappa Tribal: Thug 2; Init +1 (+1 Dex); Defence 13 (+1 class, +1 size, +1 Dex); Spd 8 m; VP/WP --/5; Atk +1 melee (1d6, Spear), +2 ranged (1d6, Spear); SQ +2 Species bonus on Climb checks; SV Fort +3, Ref +0, Will +0; SZ S; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Spear, Fishing Net.
Skills: Climb +2, Hide +2, Languages +1, Move Silently +2, Survival +2, Swim +2.
Feats: Athletic, Skill Emphasis (survival), Weapon Group Proficiency (primative weapons).

Mid-level Grappa Tribal: Thug 4; Init +1 (+1 Dex); Defence 14 (+2 class, +1 size, +1 Dex); Spd 8 m; VP/WP --/5; Atk +4 melee (1d6, Spear), +4 ranged (1d6, Spear); SQ +2 Species bonus on Climb checks; SV Fort +4, Ref +1, Will +1; SZ S; Rep +1; Str 11, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Spear, Fishing Net.
Skills: Climb +2, Hide +4, Languages +1, Move Silently +4, Survival +2, Swim +2.
Feats: Athletic, Skill Emphasis (survival), Run, Weapon Group Proficiency (primative weapons).

High-level Grappa Tribal: Thug 4 / Fringer 2; Init +1 (+1 Dex); Defence 16 (+4 class, +1 size, +1 Dex); Spd 8 m; VP/WP 16/5; Atk +5 melee (1d6, Spear), +5 ranged (3d6, Blaster Pistol); SQ +2 Species bonus on Climb checks, Barter; SV Fort +7, Ref +3, Will +1; SZ S; Rep +1; Str 11, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Spear, Stolen Blaster Pistol.
Skills: Climb +2, Hide +7, Languages +1, Move Silently +7, Survival +5, Spot +3, Swim +2.
Feats: Athletic, Skill Emphasis (survival), Run, Weapon Group Proficiency (primative weapons, simple weapons, blaster pistols).

 

Using Grappa Tribals in Game
  The Grappa are generally timid, fearful of the polluting outsiders, preferring to avoid conflict where and when ever possible. On occasion however something will happen that will drive the Grappa into hostile action. There are jungle tales of lost travellers being guided to safety by a Grappa and stories of them trading with smuggles in deep mangroves.