Kalvessan Starwolves (d6)

Kalvessan Starwolves (d6)

Brief History

The starwolves are a race that was created for war. The Aldessan, of Valtrys, created the Kalvessan using the science of genetics at the behest of the Old Republic to fight the breakaway factions of the Old Republic, collective called the Union, and the Mandaloran threat.

The Union factions waged their war against the Old Republic in an area of the galaxy near the Corporate Sector. The Union were able to wrest control of a majority of space in that area from the Old Republic prior to the introduction of the starwolves and their carrier technology. The starwolves fought the war for a period of approximately 5,000 years . Towards the end of the war the starwolves had come, reluctantly, to the conclusion that they would have to end the war soon regardless of the consequences. The starwolves were willing to risk human civilization and humanity itself because the Union had begun a vast star spanning systematic process of selective breeding and cloning. The starwolves felt this would be the end of humanity in any event. They were able to defeat the majority of the Unions military forces, and thereby force the Union to capitulate.

At one point near the very end of the Old Republic/Union war, an event nearly caused the starwolves to go to war with the Old Republic. The Old Republic, because of the Union’s demands for a peace settlement, tried claim that the Kalvessen were the property of the Old Republic, due to the fact that the Aldessen had created the starwolves for the Old Republic. Had the leaders of this movement not submitted to the starwolves, the starwolves would have gladly destroyed enough of their former allies so as to be able to free any “captive” Kalvessen, and hyperspace to find a home for themselves leaving the Union and the Republic civilizations to crumble.

The Mandalorans were proving to be a problem all over the galaxy. They were genetically bread mercenaries, their business was waging war for profit, and peace was never profitable. The Starwolves, along with the Jedi worked together to control the chaos the Mandalorans wrought.

The Starwolves worked closely with Jedi, and have a strong respect for the Order. In many cases, they worked together in the War against the Union. The Old Republic’s primary enforcement arm has always been the Jedi, but they were also not without other options. Even though the Jedi got most of the credit for the Old Republic actions, the Starwolves showed no jealousy or envy towards the Jedi. As long as Old Republic and their sentient allies remained strong, the starwolves were content. During the Imperial Purges, the Starwolves left the galaxy, feeling like humanity had turned their back on them for the last time. The Empire attempted the same thing that the Old Republic did centuries before – claim them as Imperial and enslave them. The Starwolves would have nothing of it. They left the galaxy and waited for the Republic to be restored on its own.


The Kalvessen’s genetic code is extremely durable, it allows for genetic advancement with out allowing recessive traits to remain in the gene pool. This is a largely unexplained phenomena. However, Old Repuiblic archives do indicate that positive genetic traits are encouraged by “duty” mates. It seems that the Kalvessen feel that Genetic advancement is both a natural and social imperative. The Kalvessen’s elfin appearance was “merely” a byproduct of the genetic requirements to produce the race, they are in no way of human ancestry. They also have four arms and are completely ambidextrous. They are able to withstand up to 2000 g’s with some discomfort and no lasting effects, also they are able to lift up to 35 times their own weight. The Kalvessen are able to sense the hyperdrives; this ability allows them to target an enemy ship as well as the most advanced targeting computers. This sense also allows them to detect differences in the “harmonics of stardrives” and an “ill-tuned” stardrive can drive a Kalvessen to distraction. There are two types of Kalvessen mentioned in the Old Republic archives, first is the standard Kalvessen who doesn’t have psychic abilities, and is not as strong as the second type. The second type has psychic abilities (the strength of which is determined at birth) and is capable of lifting 35 times their body weight. The Kalvessen do not go around constantly bench-pressing 35 times their body weight. Their abilities to do this is a result of their hypermetabolism. This hypermetabolism results in two determents to this race. One is the fact that they must eat more food more often than the humans, and secondly they can only be hyperactive for 15 to 20 minutes before they become exhausted. They also like cooler temperatures than humans.

Evolutionary Stock: StarWolf

Attribute Dice: 14

Size: 1.4-1.8 M

Move: 10

Attribute Max:

Dexterity: 2D/4D

Knowledge: 1D/3D

Mechanical: 4D/7D

Perception: 2D/4D

Strength: 4D/6D

Technical: 1D/3D

Special Abilities

Hyper-Metabolism – Bonuses to Phyisical Atttributes (Strength and Dexterity) for a short period of time, at the end of which the Starwolf falls into Exhaustion. Bonuses depends on the situation, and the GM, but should not exceed 10D (Character scale).

Extra Limbs: Extra arms (total of Four) – Completely Ambidextrous

HyperSensitive Ears: Increase all Hearing related tests by +2D.

Hyerpspace Sensitivity – Starwolves have a unique ability to sense things in hyperspace. They usually can identify a ship in hyperspace down to its class just by sensing its hyperspace signature.

Metallic body: Causes: Increased Strength; and an ability to sense hyperspace activity.

Electromagnetics; and Increased Mechanical aptitude.


Metallic Body: Causes Ion Guns to do physical damage; Offensive to electromagnetic sensitive animals and races due to Electromagnetic ‘aura’; and require supplements to survive on normal foods.

Exhaustion: After using Hyper-Metabolism, for every three rounds using Hyper-Metabolism, the Starwolf must make an increasingly difficult (starting with Easy) successful stamina check or go unconscious. Even on a successful check, for every round using Hyper-Metabolism, the Starwolf receives -1 to all physical traits until body fluids and chemicals are replenished.

Poor Smell: A rarely needed ability (-2D)

Starwolf fighter pilots

They double as extra ground troops when needed, then they are counted as an elite fighting force, due to their higher training levels etc.

The carriers are a combination of fighter carrier, troop carrier, battleship and school as they carry a great portion of the starwolf nation aboard each
ship. Basically they are armed cities traveling the stars. They don’t even really need to return to base for repairs as the ships complement of droids can usually jury rig something up to replace the damaged sections.
Starwolves Fighters
Craft: Starwolf Fighter
Scale: Starfighter
Skill: Starfighter piloting : Starwolf Fighter
Crew: I
Cargo Capacity: I Okg
Consumables: 2 days
Maneuverability: 3D+2
Atmosphere: 505; 1450kmh
Search: 75/2D+2
Focus: 1 0/3D+2
Accessary Cannon
Fire arc: Front
Scale; Capital
Skill: Starfighter gunnery
Fire Control: 3D+2
Space Range: 1-5/24/45
Atmosphere range 0.5-1.5/4.5/7.5km
Damage 2D
4 Laser Cannons (firelinked)
Fire Arc: front
Skill: Starship Gunnery
Fire Control: 3D
Space Range: 1-3/16/34
Atmosphere range: 150-400/1.5km/3km
Damage: 6D
2 Laser Cannons (firelinked)
Fire Arc: Rear
Skill: Starship Gunnery
Fire Control: 3D
Space range: 1-3/16/34
Atmosphere range: 15-400/1.5km/3km
Damage: 4D

2 Proton Torpedo launchers
Fire Arc: front
Skill: starship gunnery
Fire Control: 2D
Space range: 1/3/7
Atmosphere range: 40-110/400/800
Damage: 9D

Craft: Starwolf Carrier
Type: Starwolf Carrier
Length: 3000m
Scale: Capital
Crew:2200, pilots: 1000, skeleton 1/no penalty
Passengers: 4000
Cargo: 100,000
Hyperdrive Multiplier:xl/2 or x1
Backup: x7
Nav Computer:yes
Space: 4
Maneuverability: 3D
Hull: 6D
Shields: 1 OD
Passive: 60/2D
Scan: 90/3D
Search: 150/3D
Focus: 30/4D
2 Conversion Cannons
Fire Arc: front
Skill :Capital ship gunnery
Scale: Death Star
Fire Control: 6D
Space Range: 1-50/51-70/70-140
Damage: 2D
8 Double Laser Cannons
Fire Arc: 2 Front, 2 Left, 2 Right, 2 Rear
Scale: Starfighter
Skill: Starship gunnery
Fire control: 6D
Range: 1-3/12/25
Atmosphere: 100-300/1 .2/2. 5km
Damage: 5D
30 Turbolaser Batteries
Fire Arc: 6 front, 5 left, 5 right
Skill: Capital ship gunnery
Fire Control: 4D
Space Range: 3-15/36/75
Atmosphere Range: 6-15/72/lSOkm
Damage: 6D
20 Heavy Turbolaser Cannons
Fire Arc: 5 front, 5 left, 5 right, 5 back
Skill: Capital ship gunnery
Fire Control: ID
Space Range: 5-20/40/60
Atmosphere Range: 10-20/80/120 km
Damage: IOD
Small Craft
1000 fighters
200 dropships/shuttles
300 assorted specialized craft
The Carriers act as the mobile strike force for the starwolf nation as such they are a fleet unto themselves. They carry over 1500 ships ranging for small non-hyperspace capable fighter to troop transports and other specialized craft. The families of the personnel station aboard are also part for the ship’s complement. The number of crew needed is reduced by the use of sentient computer systems that run all aspects of the ship’s functions, in all reality they are the ships. The fighters fight in packs of nine with one packleader and eight wingmen. The ships are specially designed for use by starwolves and there fore the inertia compensators are not powered up normally as Starwolves can take in excess of 2000G, other races of humanoid build can used the craft is retro fitted with compensators. The conversion cannons are if effect very large fusion weapons as when triggered 0. 5kg of water is converted into energy with no waste. The other weapons are standard lasers and turbo lasers. The ship also carries out the functions of educating all
aboard. The ship also has the capabilities to manufacture replacement parts if materials are available. The science labs and simulators can be used to research any new item they come across and to keep the pilots trained with out having to leave the ship.

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