N'orr

The N’orr are an insectoid species from the barren desert world of Quinarra. As with the Hylar, their subspecies exhibit a vast range of differences in morphology, from bipedal, beetle-headed physiques roughly the size of a Human to hulking, four-legged variants with wedge-shaped heads, long arms, and a dozen small eyes. Although their appearances vary wildly, all N’orr share the same basic DNA structure, to the point that some biologists have claimed these differences are no stranger than the varied hair or skin colors of Humans.

Some beings make the mistake of characterizing them as a “hive species,” and the N’orr are known for working in close cooperation with one another, with notably few cases of interspecies conflict. However, single N’orr do, in fact, maintain a sense of individual identity and thus have names and personalities of their own.

Why Play a N’orr?

The N’orr are a tough species. They have a high Brawn and wound threshold, and an ability to instantly heal minor Critical Injuries. This, plus their high Agility, makes them great fighting characters. The tradeoffs are that they innately lack social skills and have a low Willpower, and most don’t have enough experience to easily make up the difference.

When making a N’orr character, it’s important to remember that their appearance can vary wildly, and this gives you creative license to describe your character however you like, just as long as they have a distinctly insectoid appearance. If you want to play a fearless Tekklar Elite soldier, a secretive operative of the Veiled Brood, or a rugged survivalist used to living in Quinarra’s ferocious climate, a N’orr is the right choice for you.

Names of the N’orr

Although the N’orr have individual identities, names are not as big a deal as they are in other cultures. Most N’orr have a single name that they use independently or paired with their role in society, and the fact that thousands of other N’orr may share the same name isn’t a problem for them. N’orr names are always two single syllables separated by an apostrophe.

The only N’orr to have unique names are individuals who have risen to particular prominence in N’orr culture, such as the G’hom (members of the Tekklar Elite). In these cases, it is common for a N’orr to change their name if it matches that of another famous N’orr, and for all other N’orr who share their new name to subtly alter theirs as well.

Some examples include:

✦ Qui’Rek
✦ Sek’Kus
✦ An’Grag
✦ Hep’Kuk

N'orr

Starting Abilities

3
3
2
2
1
1
BR
AG
INT
CUN
WILL
PR
    • Starting Wound Threshold: 12 + Brawn
    • Starting Strain Threshold: 7 + Willpower
    • Starting Experience: 85

Special Abilities
  • Starting Skills: A N’orr starts with one rank in Athletics. They obtain this rank before spending experience points, and they may not increase Athletics above rank 2 during character creation.
  • Rugged Biology: Once per session, you may spend a Story Point to have your character heal one Critical Injury with a severity of Easy (d) or Average (d d) that they are currently suffering as an incidental.
Source
Embers of the Imperium: 29


Cover image: by mroceannn

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