Species

Species

If a player wants to create their own race, consult the GM.

Arkanian d6 Smarts, Infravision (Half penalties in dim/dark), Cold Resistance (+1 Vigor vs. cold effects) Arrogant (Major Hindrance) Arkanians are four-digited near-Humans that hail from the world of Arkania. There are numerous subspecies of Arkanians as a result of extensive genetic manipulation by Arkanian scientists that it is difficult to discern what exactly is a baseline Arkanian. They typically believe that they are the pinnacle of genetic perfection, which makes them come off as quite arrogant to other species.
Besalisk Multiple Limbs 2 (one extra non-movement action per limb, incurs no multi-action penalty, price is per additional limb)) Slow (Pace 3, d4 running die) Also known as Ojom and hailing from the oceanic world of the same name, Besalisks are descendants of flightless avians, though often mistaken for reptiles. Their bulky size and shape enables them to store food and water to enable them to survive for long periods of time without replenishment. Known also to be quite sociable and amenable, this characteristic has served Besalisks well throughout their history.
Bith Evolved Intellect (d6 Smarts, +2 Knowledge Rolls), Heightened Awareness (Alertness), Meditative Trance (Sleep 4 hours/day) Frail (-1 Toughness; -2 Resist Poison, Disease, Fatigue from Exhaustion) One of the galaxy’s most ancient civilized races, the Bith are craniopods that are native to the planet Clak’dor VII, though they are fully adapted to the hightechnological civilization of the galaxy at large, and are found practically everywhere. Known for their sensitivity to their surroundings and their intellectual prowess, Bith are notably prominent as engineers, scientists, advisors, and musicians.
Bothan Agile (d6 Agility), Iron Will (2 Spirit vs. manipulation or tricks, including Force), Street Smart (2 Streetwise) Frail (-1 Toughness) Bothans are furry mammalian anthropoids who share characteristics with equine, feline, and canine creatures. Known for their political approaches to conflicts rather than overt military displays of force, the Bothans are also known for their propensity for espionage.
Cerean Smart (d6 Smarts), Intuitive (May choose to replace initiative with second card, but must keep second either way) All Thumbs (All-Thumbs minor hindrance) Native to the world of Cerea, Cereans are tall humanoids with elongated tapered craniums that housed their binary brains which enable them to focus on many things at the same time. Due to the shorter lifespan of males (roughly similar to that of humans), Cerean males often marry many wives, with one primary wife as the “bond-wife” and the others being “honor-wives.” As a result, Cerean males often have no money.
Chagrian Aquatic (cannot drown in water, moves at full Swimming skill, free d6 Swimming), Radiation Resistant (double Toughness vs. Radiation) Lack of Taste (Cannot taste food) The Chagrians are a race of stoic amphibians from the world of Champala. They typically live long the scant coastlines of their aquatic world, where their homes are allowed to flood with the tides of the oceans. They are known for their dedication to the integration of government with all aspects of their civilization, ranging from providing health care to education. They are considered by many to be non-greedy, motivated to serve the greater needs of their clutches and their world, and by extension the galaxy as a whole.
Chiss Thermal Vision (+2 Notice, even in dim or dark conditions; penalty can negte some Concealment penalties), Skilled (gain 2 Skill points) Outsider (Outsider minor hindrance) A highly advanced humanoid race, the Chiss have established their own interstellar domain known as the Chiss Ascendancy. They have blue skin, black hair, and bright red luminous eyes. They have a strong sense of duty and are fiercely independent of their nation and their culture.
Clawdite Changeling (Disguise power, cannot change size, 10 PP only for the power), Sneaky (d4 Stealth) Overconfident (Major Hindrance) Clawdites are a shape-changing species native to the planet of Zolan. Often referred to as Changelings, Clawdites are normally reptilian in appearance when they’re not impersonating another humanoid creature.
Devaronian (Female) (Female) d6 Smarts, Free Edge; (Male) d6 Agility, Free Edge (Female) Cautious or Stubborn hindrance; (Male) Mean or Greedy Hindrance One of the more unusual humanoid races in the galaxy, Devaronians exhibit a stark gender dimorphism. Males are smooth skinned with horns protruding from their foreheads, while females are often covered in fur from head to toe ranging from dark brown to white. Where males are considered aggressive and brash with mouths full of sharp incisors; females are regarded as more docile and political,
with mouths full of molars and a couple of incisors. Devaronians developed one of the galaxy’s first hyperdrive systems more than 27,000 years ago, and are one of the oldest star-faring races.
Dug Agile (d6 Agility), Ambidextrous, Pilot (d4 in either Driving or Piloting) Small (-1 Toughness, +1 Parry, Encumberance still Medium), Surly (-1 Charisma) Dugs are small intelligent mammals from the high gravity world of Malastare. Unlike other humanoids, Dugs walk on what would be their hands and use their feet for hands. Dugs are notably flexible and agile, and highly coordinated, making them natural pilots. Unfortunately, they are known for their sour disposition , which some believe was brought on largely from centuries of rule by the Gran. Dugs feel as though to get anywhere in the world they have to throw their weight around, even if they come off as offensive to others.
Duros Intelligent (d6 Smarts), Pilot (d4 Piloting) Frail (-1 Toughness) The Duros are a humanoid species with smooth blue-green skin, bald heads with large eyes. Hailing from the world of Duro, they were one of the galaxy’s first star-faring civilizations. Normally taciturn, they do love to talk about their travels and are often great sources of information about various sectors of the galaxy.
Enygmon Spiritual (d6 Spirit), Clarity (+2 Notice, Streetwise, Tracking) Small (-1 Toughness, +1 Parry), Weak (half carrying capacity, cannot take Brawny edge) Nobody really knows where Enygmons come from. They don’t tell. There isn’t too many of them in the galaxy, with maybe one found on any given planetary population. They are quite short in stature, with large ears and blue-green to green-gray skin, with three digits on each hand and foot. They purposely distort the Basic language to make others believe they’re wiser than they actually are, making them among the galaxy’s greatest charlatans and con-artists. They have also been known for being Jedi.
Falleen Attractive (edge), Pheromones (+2 Charisma) Cold Blooded (-1 Vigor against Cold) Falleen are a cold-blooded reptilian humanoid species that can alter their skin pigmentation to reflect their mood, and they use pheromones to affect the mood of others. They are an advanced species that has been a member of the Republic 4,000 years prior to the Battle of
Yavin. Their planetary origin is unknown.
Feeorin Strong (d6 Strength), Large (Brawny, +1 Toughness) Mean (Hindrance) Feeorin are tall, warm-blooded reptilian humanoid species with long tentacles that protrude from their heads which gives them a similar appearance to the Nautolans. They are known to be quick to anger and are quite impersonal in relation to others. Since the demise of their adopted homeworld of Odryn, Feeorin have since become a scattered, nomadic race, finding a home wherever they can. As a result, their species has few cultural references of its own.
Gamd Ultraviolet Vision (+2 Notice even in dim/dark), Regeneration (if not killed, can completely recover in 2d10 days), Hard to Kill Outsider (Hindrance), Special Equipment (Require special breathing equipment outside of their atmosphere. Cannot breath or communicate without the equipment) An insect race that breathes an ammoniaenriched gas, Gands are known for the profession known as Findsmen, who are renown bounty hunters among their own culture. Gands are a highly durable species, capable of regenerating lost limbs and organs. Though they may appear to be a relatively humble species in general, their reputation as ruthless warriors should not be ignored.
Human Free Edge, Skilled (2 extra skill points) None The most prolific and the most dominant species in the known galaxy, the precise origin of humans is not really known. They have settled on countless worlds, and have spawned numerous off-shoots of near-humans, including, among other species, the Chiss and the Miraluka. Most of the technology that the greater galactic civilization enjoys was built by and for the human race. Humans have skin color ranging from dark brown to freak white, hair color ranging from black to white, with males generally being larger than females.
Kel Dor Wise (d6 Spirit), Force Sensitive Frail (-1 Toughness), Special Equipment (with equipment, can survive in vacuum; without equipment, Kel Dor is blind and will suffocate) Kel Dor come from the technological world of Dorin. They are roughly the same size and build as humans, with heads that tapered to a gaping mouth surrounded by four tusks protruding from the sides of their jaws. They normally go about wearing special goggles and a breathing mask when in oxygen-rich atmospheres or any atmosphere that’s alien to their normal helium-rich one on Dorin. Kel Dor are unique for their near common affinity with the Force, having been familiar with it long before they joined the Galactic Republic and the Jedi. Their Baran Do Sages, though smaller in number due to the dominance of Jedi doctrine, are still a prominent Force using tradition on Dorin and other worlds.
Mon Calamari Aquatic (cannot drown in water, moves at full Swimming skill, free d6 Swimming), Low Light Vision (No penalties seeing in dim or dark conditions) Frail (-1 Toughness) One of the two principle races on the oceanic world of Dac, the Mon Calamari are an advanced star-faring culture of amphibians with a rich civilization of culture, art, science, and engineering. They are roughly the size of a human, but with large eyes and fins on their hands and feet, with skin colors ranging from copper to salmon in color. They can dive down to 30 meters before requiring special equipment. They share Dac with the Quarren, with whom they have had numerous conflicts with for control.
Nautolan Aquatic (cannot drown in water, moves at full Swimming skill, free d6 Swimming), Vigorous (d6 Vigor), Enhanced Smell (+2 Notice) Clueless (Hindrance), All-Thumbs (Hindrance) Nautolans are humanoid cephalopods roughly the size of humans with long tentacles descending from their heads. They come from the aquatic world of Glee Anselm, and have no difficulties that other aquatic creatures may have on dry land.
Quarren Tough (d6 Vigor), Aquatic (cannot drown in water, moves at full Swimming skill, free d6 Swimming), Low Light Vision (no penalties for dim/dark) Rude (-2 Charisma), Stubborn (Hindrance) The other sentient species that shares the world of Dac with the Mon Calamari, the Quarren are an aquatic race with a head that resembles a squid, with prehensile tentacles extending down on either side of their mouths. They have reddish-brown to grey-green skin which
has been known to change during mating rituals. The Quarren have had numerous long-standing conflicts with the Mon Calamari over control of their world.
Rodian Agile (d6 Agility), Thermal Vision (negate penalties from dim/dark), Tracker (+2 tracking) Mean (-2 Charisma), Overconfident (Hindrance) Rodians were a reptilian humanoid species native to Rodia in the Tyrius system. Highly recognizable due to characteristics in facial structure and skin pigment, Rodians were infamous for their violent culture, which sprang from the difficulties of life in the jungles of their homeworld. Though they were often relegated to the fringes of galactic society as bounty hunters or criminal henchmen, Rodians were not merely simple-minded thugs. The Rodian people managed to produce artists, merchants, and politicians who were found even among the upper classes of the Core Worlds.
Sullustan Tough (d6 Vigor), Survivalist (d4 Survival) Near-Sighted (-1 all range increments) A diminutive species of near-Humans, Sullustans ranged from 1 to 1.8 meters in height and bore round, tapered skulls. Sullustans were distinguishable for their almond-shaped black eyes, facial jowls called dewflaps and large, round ears. Their wide earlobes provided excellent hearing, and their large eyes provided exceptional low-light vision and excellent peripheral vision. Sullustans could see up to 20 meters in the dark without being sensitive to infra-red, meaning they could effectively read and see normally with no light at all. Perhaps due to their relative lack of exposure to natural light, Sullustans began to suffer from corneal defects after 30 standard years. After significant deterioration, many chose to wear special visors to prevent further damage. Some Sullustans tattooed their heads as a form of individual expression.
Togruta Agile (d8 Agility), Sneaky (d4 Stealth) Frail (-1 Toughness) The Togruta were a humanoid species from the planet Shili. The race exhibited head-tails which were similar to those of Twi’leks, perhaps suggesting a common ancestry. Togruta were also distinguished by montrals, large hollow horn-like projections from the top of their heads, that gave the species a form of passive echolocation. In order to protect themselves from dangerous predators, and to hunt their own prey, Togruta banded together in dense tribes and relied on their natural pigmentation to disrupt and confuse the slow-witted beasts. Togruta worked well in large groups, and individualism was seen as abnormal within their culture, although it was also a necessary quality in leaders.
Trandoshan Strong (d6 Strength), Regeneration (heal completely in 2d10 days if not killed), Natural Armor (+1 Toughness) Clumsy (twice the cost to increase Agility), Cold-Blooded (-2 Vigor rolls vs. Cold) Trandoshans (T’doshok in their language) were large, bipedal reptilian humanoids from the planet Trandosha (or Dosha). They had super-sensitive eyes that could see into the infrared range and the ability to regenerate lost limbs, although very slowly, and were anatomically built heavier and stronger than most humanoids, including Humans. They would also periodically shed their skin. Unlike some other reptilian humanoids such as the Barabels and the Ssi-ruuk, Trandoshans had no tails. The Trandoshans were a warlike species who allied early with the Empire, taking Wookiees as slaves. They are renowned
in the galaxy for their great physical strength.
Twi’lek Charismatic (Edge), Low-Light Vision (ignore penalties for dim/dark) Weak-Willed (-2 penalty to tests of Will) Twi’leks (pronounced /‘twilɛk/) were an omnivorous humanoid species originating from the planet Ryloth. They tended to eat cultivated molds, fungi, and rycrit meat. Their distinctive features included colorful skin, which varied in pigment from individual to individual, and a pair of shapely prehensile tentacles that grew from the base of their skulls. The tentacles, called "brain-tails” or “head-tails” are advanced organs used for communication and cognitive functions. Twi’leks possessed a fairly standard humanoid vocal structure and were capable of learning most alien languages; however, they usually preferred their native language of Ryl, which incorporated subtle movement of the lekku. When they wished, they could even communicate in complete secrecy using their versatile brain-tails. Twi’lek females were often used as slaves or dancers because of their beauty.
Ubese Combat Oriented (d4 Fighting or Shooting), Survivalist (d4 Survival), Environmental Suit (+1 Toughness, +1 Vigor vs. Environment) Special Equipment (Suffocate without breathing apparatus), Awkward (-2 Charisma), Outsider (Hindrance) The Ubese were near-Humans who appeared graceful but frail. They tended to have fair skin and dark hair, with eye colors of brilliant green or blue. They could not grow any facial hair. Their facial structure was narrow, with high cheekbones and eyes that appeared much too large for their faces when compared to baseline Humans. Males and females of the species both stood roughly by the same
height – around 1.4 meters and 1.9 meters – with males being slightly heavier of build than females. Their vocal chords could not produce speech above a rasping whisper sound, so they used a highly refined form of sign language called Ubennial when communicating with other Ubese. After centuries of having scratched a tenuous existence breathing the parched and oxygen-poor air on their planet, the “true” Ubese from Uba IV had to use specially tuned breath masks or filters to process Type I atmospheres. Few beings, however, knew what an Ubese looked like – they rarely, if ever, appeared to non-Ubese unless concealed by masks, battle armors, or environmental suits. Those who have interacted face to face with an Ubese have not recognized them as such, because there are no records in any databases that describe their appearances.
Wookie Strong (d6 Strength), Large (Brawny, 1 Toughness), Claws (2 Climbing, Str+2 Weapons) Outsider, Communication (Can understand, but not speak Basic) Large hairy humanoid omnivores from the lush and heavily forested world of Kashyyyk, Wookiees are a proud and highly technological species. Known for their great size and strength and their strong devotion to honor and integrity, Wookiiees have developed a reputation throughout the galaxy as worthwhile allies and dreaded enemies. On their hands, Wookiees have claws that are used for climbing, particularly for climbing the mighty trees that exist on Kashyyyk. Though they could be used as a weapon, Wookiees find the use of such claws as dishonorable and disgraceful.
Zaibrak Adept (d6 Smarts), Resilient (+2 vs Fatigue from heat/cold, +1 Toughness) Uncouth (-1 Charisma, can be removed with an advance) Also known as Iridonians, Zabraks are roughly the same size as humans but with the distinct feature of a crown of vestigial horns on the top of their heads. Zabraks indulge in cultural tattoos that they adorn on their face and bodies which symbolize many things ranging from rites of passage to family lineage. Their species itself is further differentiated by skin coloration depending on the world they hail from, but unlike humans do not grow facial hair or eyelashes. Zabraks are known for being quite determined and single-minded in what they do.

Species

Savage Republic jccaran