Qurarn

QURARN: These aliens are in modern day an integrated part of trade, an unfortunate part for some.

They appear as human sized height, with slender almost skinny builds. Their skin is a semi scale green, and they often wear suits, that represent either their trade or position of wealth. They are ruthless, calculated and cold, caring little for feelings, humanity or petty conflicts. Though they are not cruel per nature, and don’t hurt anyone unless there is profit to gain. When someone need a mystic relic, artifact, plants or technology appraised or sold, they often go to the Qurarns.



They pride themselves to be expert traders and appraisers, though they have no moral codes other than that of profit. Whether that be blood money or honest goods, it makes no difference.



They often act as managers or directors of pleasure worlds, as often as they are in the center of the galactic black market. Trading with both the Scourge and the Harvest, for this they are loathed, which seems to suit them fine, as the other races are often forced to deal with them regardless.

Though Qurarns normally don’t break a deal once their word is given, they have on occasion backed out or even acted in vengeance, should the terms of the deal been broken by any of the parties involved. This was evident in the "Phoenix Massacre", as the J´Bau Guild sold out a number of Scourge captains to S.E.C., needless to say, it ended bloody for both parties involved, after that, The Scourge learned from sour bitterness not to break terms with a Qurarn.



The Qurarn start with the following:
 * Greedy: Quararns are almost genetically greedy. Make a spirit roll, whenever you are presented with an opportunity to make profit, even if its morally questionable.
 * Cold: As the race have a lack of moral or ethics per se, they are largely indifferent to persuasion or taunt that have anything to doing "the right thing", on most test of wills or persuasion rolls they add a +4 to resist those effects. Intimidate work normally.
 * Born into business: Qurarns are taught from they are born to be businessmen. They start at character generation with a d6 in Bureaucracy, Persuasion and Streetwise, as well as d6 in Smarts. Furthermore they receive a +2 on bureaucracy and perssuaion rolls, when it involves buisness.
 * Pacifist: Though they are not into fighting, they often employ robots or other races to do their fighting. Quararns loath to fight or shoot. When forced to do so, they are at -2, regardless of rank in the skill.
 * Wealth and connected: Qurarns, start with x5 normal funds of any other character. It's up to the player if this is inherited or self-profit. They also start with the connections edge.
 * Frail: As they loath physical labor, their thin bodies have a hard time withstanding trauma. Vigour is bought with x2 cost and they have a -1 to toughness.