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New Lifeforms
These aliens use the same statistics as found in the Farscape core rulebook. A description of what each statistic infers can be found on page 287 of that manual.

Name: Nergit
Size: Small
Hit Dice: 1d8+12 (16)
Initiative: +5
Speed: 6m
AC: 14 (+1 size, +1 Dex, +2 makeshift armor)
Attacks: Club +1 melee or slug pistol +3 missile
Damage: Club 1d4 or slug pistol 2d6
Face/Reach: 1m x 1m / 1m
Special Attacks: None
Saves: Fort +2, Ref +3, Will -1
Abilities: Str 11, Dex 12, Con 12, Int 7, Wis 9, Cha 8

Skills: Climb +3, Survival +2, Hide +3, Move Silently +2, Spot +2, Listen +2
Feats: Improved Initiative, Weapon Proficiency Group (Melee), Weapon Proficiency Group (One-Handed Ranged)
Challenge Rating: 1

Initially found by a group of slavers on an unknown planet, the Nergit were quickly put under the whip and shipped offworld by the thousands. Unfortunately, despite their obvious capabilities, the Nergit turned out to be amazingly lazy. Their owners had to punish them constantly to keep them working, making them inefficient. Within fifty cycles most of the Nergit had been released by their owners, who usually just abandoned them at the nearest convenient spot. The Nergit quickly hid wherever they could, and learned to survive in the filthiest conditions. They soon infested garbage shoots, waste facilities and the bottom levels of storehouses. They became humanoid vermin, living off of waste created by other races.

Most Nergit make their homes in the nooks and crannies of the many urban centers where their former masters resided. In this situation they remain, spreading to new worlds by hiding in the holds of cargo ships. Most races consider Nergits a blight and it is common for heavily armed elimination squads to clean out important subterranean regions of Nergit infestation.

Most Nergits live in small tribes of thirty to one hundred members, as dictated by available resources of the area. Nergits mostly avoid other races but gleefully attack targets they greatly outnumber. They also attack any edible target if the Nergits are hungry enough or the target carries large amounts of obvious wealth. The Nergit value simple tools and shiny objects, but they understand the value of firearms and seek them out whenever they can.

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Name: Tugan Scaver
Size: Small
Hit Dice: 1d8+10
Initiative: +1
Speed: 12m
AC: 14 (+2 natural, +1 Dex, +1 size)
Attacks: 2 Claws +2/+2 melee, pulse pistol +2 missile
Damage: Claw 1d4-1, pulse pistol 3d6
Face/Reach: 2m x 2m / 1m
Special Attacks: None
Saves: Fort +1, Ref +3, Will –1
Abilities: Str 9, Dex 12, Con 10, Int 12, Wis 9, Cha 8

Skills: Disable Device +5, Repair +3, Search +2, Security Systems +2, Hide +6, Listen +2, Computer +3
Feats: Weapon Proficiency Group (melee), Weapon Proficiency (One Handed Ranged), Weapon Finesse (Claws)
Challenge Rating: 1

Usually found in the service of the Scarrans, the Tugan Scavers are a race of small insectoid creatures that the Scarrans are thought to have enslaved several centuries ago. The Tugan Scavers have a predisposition towards all things mechanical and are mainly used by the Scarrans as workers and technicians. They are common sights on Scarran colonies and spacecraft, constantly crawling about trying to make sure everything is working correctly. They are usually severely punished if the systems they are overseeing fail, so most have a nervous air about them as they constantly check to make sure that everything is functioning correctly. Around Scarrans they are very skittish.

Over time, many of the Tugan Scavers have escaped their masters by sneaking off Scarran ships while they are docked or stealing escape pods. They are becoming more and more common on many space stations, serving as technicians and skilled laborers. The Tugan Scavers have a strong sense of community and always travel in groups, usually numbering from four to twenty. Often these groups seek employment together, either working on the same projects or running a business together. The rare Tugan Scaver that is found alone is usually emotionally unbalanced because of lack of contact with his own kind.

Tugan Scavers unfortunately do not have much of a sense of private property, and tend to take apart devices without considering whom they belong too. This often gets them in a great deal of trouble, but the Tugan Scavers seem incapable of understanding why others object to their habit of borrowing. While most of the Scavers will return items when asked, a small percentage of the race is made up of kleptomaniacs who are quickly giving the race a bad reputation as thieves.

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