Once a peaceful, agrarian people, the Narns have been
reforged into a young and vitalised race who have thrown off
the shackles of Centauri occupation. There is a high degree
of optimism within the Narns, a sense that they can achieve
almost anything in the galaxy. This has made them seem
incredibly warlike, even savage, to other races, who tend to
keep a close eye on their activities.
Male Names: Du’Rog, G’Kar, G’Sten, Ha’Rok, Ru’Dak,
Sha’Toth, Ta’Lorn, Ta’Karn, Tu’Pari
Female Names: Ha’Ten, Ja’Dar, Ko’Dath,
Li’Dak, Na’Toth, Pik’Nar
Narn Racial Traits
+2 Constitution, –2 Charisma: Narns are an extremely
hardy race but are often seen as brute savages by
others.
All Narn are of Medium size.
Narn have a base speed of 30 feet.
Low-Light Vision: Narns have excellent night vision.
Narns can see twice as far as a Human in starlight,
moonlight and similar conditions of poor illumination.
They retain the ability to distinguish shade and colour
while under these conditions and can even read by such
light.
For generations, Narns have been taught how to fight
Centauri effectively. They gain a +1 bonus to their
attack rolls when targeting Centauri in combat, whether
it involves fists, firearms or spacecraft.
Taught to ignore pain and be willing to sacrifice
themselves at an early age for the good of all their kind,
Narns gain Toughness as a bonus feat.
Narns have been turned from an agrarian race into
warriors and so are automatically proficient with close
combat, grenade, pistol and rifle weapons.
Narns may never have a P-Rating. This precludes them
from ever using telepathic abilities, as their race simply
does not have the gene responsible for awakening
psychic talent.
Automatic Language Feats: Fluency (Human) and
Fluency (Narn).
Favoured Classes: Officer and Soldier. A multiclass
Narn’s officer and soldier class do not count when
determining whether he suffers an XP penalty for
multiclassing.