Abinyshi
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D/3D
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D
TECHNICAL 1D+1/3D+2
Special Abilities:
Tail: The Abinyshi can use their tail as a third arm at -1D to their regular die code. In combat, the tail does Strength damage.
Story Factors:
Belived Extinct: Nearly all beings in the galaxy believe the Abinyshi to be extinct.
Move: 10/12
Size: 1.2-1.6 meters
Abyssin
Attribute Dice: 12D
DEXTERITY 1D+2/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 1D/3D
STRENGTH 2D/4D
TECHNICAL 1D/2D+2
Special Skills:
Survial: Desert: During character creation, Abyssin receive 2D for every 1D placed in this skill specialization, and, until the skill level reaches 6D, advancement is half the normal Character Point cost.
Special Abilities:
Regeneration: Abyssin have this special ability at 2D. They may spend beginning skill dice to improve this ability as if it were a normal skill. Abyssin roll to regenerate after being wounded using these skill dice instead of their Strength attribute — but turn "days" into "hours." So, an Abyssin who has been wounded rolls after three standard hours instead of three standard days to see if he or she heals. In addition, the character's condition cannot worsen (and morally wounded characters cannot die by rolling low).
Story Factors:
Violent Culture: The Abyssin are a primitive people much like the Tusken Raiders: violent and difficult for others to understand. Abyssin approach physical violence with a childlike glee and are always eager to fight. However, they are slightly less happy to be involved in blaster fights and are of the opinion that starship combat is incredibly foolish, since you cannot regenerate after you have been explosively decompressed (this attitude has become generalized into a dislike of any type of space travel).
It should be noted that the Abyssin do not think of themselves as violent or vicious. Even during a ferocious Blooding, most of those involved will be injured, not killed — their regenerative factor means that they can resort to violence first and worry about consequences later. Characters who taunt them about their appearance will find this out.
Move: 8/12
Size: 1.7-2.1 meters tall
Adarian
Attribute Dice: 12D
DEXTERITY 1D+1/3D+1
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D/3D+2
STRENGTH 1D+2/3D+2
TECHNICAL 2D/4D+1
Special Skills:
Technical skills:
(A) Carbon-Ice Drive engineering. Time to use: Several days to several months. This is the advanced skill necessary to engineer and design Carbon-Ice Drive computers. The character must have a Carbon-Ice Drive programming/repair skill of at least 5D before purchasing this skill, which costs 10 Character Points to purchase at 1D. Advancing the skill costs three times the normal Character Point cost. Designing a new type of Carbon-Ice Drive can take teams of engineers several years of work.
(A) Carbon-Ice Drive programming/repair. Time to use: Several minutes to several days. This advanced skill is used to program and repair the unique starship interfaces for the Carbon-Ice Drive, a form of macro-scale computer. The character must have a computer programming/repair skill of at least 5D before taking Carbon-Ice Drive programming/repair, which costs 5 Character Points to purchase at 1D. Advancing the skill costs double the normal Character Point cost; for example, going from 1D to 1D+1 costs 2 Character Points.
Special Abilities:
Adarian Long Call. Time to use: Two rounds. By puffing up the throat pouch (which takes one round), an Adarian can emit the subsonic vocalization known as the long call. This ultra-low-frequency emission of sound waves has a debilitating effect on a number of species (particularly humans), causing disorientation, stomach upset, and possible unconsciousness. Any character standing within five meters of an Adarian who emits a long call suffers 3D stun damage. Strength may be used to resist this damage, but plugging the ears does not help, since it is the vibration of the brain and internal organs that does the damage.
The long call may only be used safely three times per standard day; on the fourth and successive uses of the long call in any 24-hour period, an Adarian suffers stun damage himself or herself (but can use Strength to resist this damage). The long call has no debilitating effects on other Adarians. It can, however, be heard by them up to a distance of 20 kilometers in quiet, outdoor settings.
Languages: When speaking languages that require precise pronounciation (Basic, for example), an Adarian suffers a -1D penalty to this skill. When speaking languages that rely more upon tonal variation (Wookiee, for example), the Adarian suffers no penalty.
Search: When conducting a search that relies upon sound to locate an object or person, an Adarian receives a +2D bonus, due to his or her extended range of hearing. Adarians can hear in the ultrasonic and subsonic ranges, so thus will be able to hear machinery or people at extremely long distances (up to several kilometers away).
Story Factors:
Caste System: Adarians are bound by a rigid sceel'sara caste system and must obey the dictates of all Adarians in higher castes. Likewise, their society is run by a planetary corporation, so all Adarians must obey the requests of this corporation, often to the detriment of their own desires and objectives.
Move: 10/12
Size: 1.5-2 meters tall
Adnerem
Home Planet: Adner
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D+2/4D+2
MECHANICAL 1D/3D
PERCEPTION 1D+2/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/2D
Story Factors:
Behind the Scenes: Adnerem are usually encountered as the managers behind the scenes, rather than front personnel.
Move: 10/11
Size: 1.8-2.2 meters tall
Advozsec
Attribute Dice: 11D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 2D/3D+2
TECHNICAL 1D/3D+2
Move: 9/11
Size: 1.3-1.9 meters tall
Aganof
Home Planet: Kuras III
Attribute Dice: 11D
DEXTERITY 1D/2D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D
PERCEPTION 1D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Skills:
Perception skills:
Vibration Detection: Aganof use this skill to detect ground vibrations and determine the proximity of creatures and beings around them. The difficulty depends on the distance and type of vibration:
| Light vibration (such as made by a small creature) | Difficult
|
| Moderate vibration (such as made by a creature 20-100 kilograms) | Easy
|
| Heavy vibration (such as made by a much larger creature) | Very Easy
|
| Modified by soil:
|
| Loose soil that easily carries vibration | -5 or more
|
| Packed soil or material that absorbs vibration | 0
|
| Soils or materials that absorb virtually all vibration | +5 or more
|
| Distance:
|
| 0-2 meters | 0
|
| 3-10 meters | +5 to difficulty
|
| 11-30 meters | +10 to difficulty
|
| 31+ meters | +15 or more to difficulty
|
They can also detect air vibrations, such as temperature change, movement, and so forth, and thus can sometimes detect approaching flying creatures, or even sense incoming projectiles and dodge them.
Aganof can also use their hard shells and this skill for "speech" through ground vibrations, as naturally as Humans use their mouths and sense of hearing for speech.
Special Abilities:
Blindness: Aganof cannot "see" in the way that Humans can; they cannot hear in the traditional sense, but they can detect intense air vibrations. Their prime external sense is touch and a sensitivity to ground vibrations. By judging the intensity and frequency of vibrations, in combination with the type of surface they are standing on, they can detect creatures near them.
Claw: Causes STR+1D+2 damage.
Move: 4/6
Size: 1.3-2.5 meters tall, 1.5-3.5 meters long
Akwin
Attribute Dice: 12D
DEXTERITY 2D/6D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D
PERCEPTION 2D/5D
STRENGTH 2D/7D
TECHNICAL 2D/3D
Special Skills:
Dexterity skills:
Akwin net guns. Most Akwin are equipped with ... metal mesh nets that deliver a shock to the victim (stun damage 5D). The mesh nets are shot from a rifle-like device. EAch rifle carries two nets. In order for a victim to free himself from the net, he must make a Difficult Dexterity roll. Awkin net guns: 5D (stun damage); range: 3-5/10/20.
Strength skills:
Swimming. Akwin get +1D to their swimming skill.
Special Abilities:
Sight. Akwin eyes are attuned to the ocean depths. They receive +1D to search underwater, but suffer -2D on land.
Hearing. Akwin have very sensitive hearing, giving them +1D to search when involving noise.
Move: 10/15 (swimming), 5/7 (walking)
Length: 1.5-1.8 meters
Amanin
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/2D+2
PERCEPTION 1D/3D
STRENGTH 2D/4D+1
TECHNICAL 1D/2D+1
Special Abilities:
Roll: Increases the Amani's Move by +10. A rolling Amani can take no other actions in the round.
Redundant Anatomy: All wounds suffered by an Amani are treated as if they were one level less. Two Kill results are needed to kill an Amani.
Move: 9/11
Size: 2.0-3.0 meters tall
Anguilla
Attribute Dice: 12D
DEXTERITY: 2D/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 0D/2D
PERCEPTION 1D/4D+1
STRENGTH 2D/5D
TECHNICAL 0D/2D
Special Abilities:
Swimming: Anguilla are natural swimmers and receive +3D to all swimming rolls.
Slippery Skin: Because of their slippery skin, all brawling rolls (including grappling attacks) against Anguilla are at a +10 penalty.
Bite: STR+1D damage
Vision: Anguilla can see in the infrared spectrum, allowing them to see in complete darkness provided there are heat sources. They suffer no penalties in darkness.
Enhanced Sense: Anguilla have an incredible sense of smell when in Alluuvia's oceans. With an Easy search or Perception total, they can detect predators up to 300 meters away and they can detect Imperials and their vehicles (because of their "alien" scent) up to two kilometers away. They lose this bonus when out of the water.
Story Factors:
Primitive Culture: The Anguilla are technologically primitive and do not know skills that rely on advanced technology.
Language: Anguilla have learned only a few Basic words; some Anguilla know the Ithorian language fairly well. They have a natural aptitude for languages and with an Easy languages roll, they can understand the gist of a statement. Those trying to understand an Anguilla need a Moderate languages roll.
Move: 2/4 (slithering), 14/18 (swimming)
Size: 3-4 meters long
Capsule: The Anguilla are intelligence ocean-dwellers native to Alluuvia. Their slender, muscled, eel-like bodies are three to four meters long and black to olive-green in color. They have a pair of powerful arms ending with webbed hands. Their large, arrow-shaped heads have a huge hinged jaw filled with razor-sharp teeth.
The Anguilla are a technologically primitive species that live in water anywhere from 25- to 50-meters deep. They live in tribes, some with hundreds of members, and make their homes on the steep sides of the volcanic peaks. They have no structures or other indications of "civilization" (as humans know the concept); rather, Anguilla tribes simply claim an area for their activities.
Anguilla migrate frequently to follow the fish schools they hunt for food. They cultivate several different sea plants for food and medicine; these plants grow very quickly in the volcanic ash. They also grow a kind of luminescent moss which is used to light the interiors of caves.
Anguilla communities are very free-form. Most being spend their days on hunting expeditions or tending to the planets. Sentries patrol near the villages, looking out for predators. The Anguilla are a social people, with a great deal of loyalty to each other and a rich storytelling tradition. (They use both sound and hand gestures to relate their tales.)
Leadership is determined by a test of physical strength, intelligence and charisma. Their main weapons are primitive spears made from bone shafts and stone heads.
Anointed People
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D
Special Abilities:
Armored Bodies: Anointed People have thick hides, giving them +1D physical and +2 energy.
Story Factors:
Primitive: The Anointed People are a technologically primitive species and tend to be very unsophisticated.
Move: 8/9
Size: 1.5-2.5 meters tall
Anomid
Attribute Dice: 8D
DEXTERITY 1D/2D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D+2
PERCEPTION 1D/3D
STRENGTH 1D/2D+2
TECHNICAL 1D/4D
Special Skills:
Knowledge skills:
Languages: Anomid sign language. Time to use: One round. This skill specialization is used to understand and "speak" the unique Anomid form of sign language. Only Anomids and other beings with six digits per hand can learn to "speak" this language. The skill costs the normal amount for specializations, but all characters trying to interpret Anomid sign language without the specialization have their difficulties increased by two levels because of the complexity and intricacy of the language.
Special Abilities:
Technical Aptitude: Anomids have a natural aptitude for repairing and maintaining technological items. At the time of character creation only, Anomid characters get 6D bonus skill dice (in addition to the normal 7D skill dice). These bonus dice can be applied to any Technical skill, and Anomid characters can place up to 3D in any beginning Technical skill. These bonus skill dice can be applied to non-Technical skills, but at half value (i.e., it requires 2D to advance a non-Technical skill 1D).
Story Factors:
Pacifists: Anomids tend to be pacifistic, urging conversation and understanding over conflict.
Wealthy: Anomids have one of the richer societies in the Empire. Beginning characters should be granted a bonus of at least 2,000 credits.
Move: 7/9
Size: 1.4-2 meters tall
Aqualish
Home Planet: Ando
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+2/3D
Special Abilities:
Fins: Finned Aqualish are born with the natural ability to swim. They receive a +2d bonus for all movement attempted in liquids. However, the lack of fingers on their hands decreases their Dexterity, and the Aquala suffer a -2d penalty when using equipment that has not been specifically designed for its fins.
Hands: The Quara do not receive the swimming bonus, but they are just as 'at home' in the water. They also have no penalties for Dexterity actions. The Quara are most likely to be encountered off-world and they are usually chosen for off-world business by their people.
Story Factors:
Belligerence: Aqualish tend to be pushy and obnoxious always looking for the opportunity to bully weaker beings. More intelligent Aqualish turn this belligerence into cunning and become manipulators.
Move: 9/12 (walking); 5/7 (swimming, Aquala only)
Size: 1.8-2 meters tall
Appearance and Biology: The Aqualish are stocky humanoids with large, hairless heads, large eyes, and inwardly-curved tusks. There are two distinct races of Aqualish, easily recognized by the configuration of their hands. The most common Aqualish has a cupped, finlike hand, with no fingers, and only a stubbed opposable thumb. The other race is distinguished by five-fingered, fur covered, claw-like hands.
Temperament: As a species, the Aqualish have nasty, belligerent dispositions and a tendency towards violence, and their desire for revenge is usually well developed.
Aramand
Home Planet: Aram
Attribute Dice: 11D
DEXTERITY 2D/3D+2
KNOWLEDGE 2D/4D
MECHANICAL 1D/4D
PERCEPTION 2D/3D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Climbing: At the time the character is created only, the character receives 2D for every 1D placed in climbing/jumping.
Heavy Gravity: Whenever Aramandi are on a planet with lighter gravity than their homeworld, they receive a +1D to Dexterity and Strength skills (but not against damage), and add +2 to their Move.
Breath Masks: Whenever Aramandi are off of their homeworld or in non-Aramandi starships, they must wear special breath masks which add minute traces of vital gasses. If the mask is not worn, the Aramandi becomes very ill after 6 hours and dies in two days.
Move: 6/10
Size: 1.0-1.5 meters tall
Araquia
Attribute Dice: 12D
DEXTERITY 3D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D+1
PERCEPTION 2D/3D+2
STRENGTH 3D/4D
TECHNICAL 2D/4D
Special Abilities:
Web Gliding: After a supporting platform has been made from web, the Araquia may use it to glide upon the prevailing winds. Thoguh they have minimal control, they cannot move the platform against the wind or make it soar higher (unless there is an updraft). When using the platform the Araquia fill their bodies with air to make themselves lighter.
Web Throwing: Araquia throw their webs down on prey or opponents, entangling them and trapping them in this sticky "net," which has a Strength of 5D. Once entangled, pray may be wrapped up in a bag and carried off, or the Aquaria may bite through the webbing to paralyze whatever is inside.
Story Factors:
Pacifism: The Araquia are protectors of the forests, and they seek to educate others concerning the forests' value. Those who abuse the forests' gifts are dissuaded through confiscation or ruining their equipment rather than causing damage to them. Killing (except as necessary to eat) and destroying the natural environment are repugnant to them.
Move: 12/16 (walking/climbing)
Size: 2 meters long with a leg span up to 3 meters.
Arcona
Home Planet: Arcona
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D/3D
MECHANICAL 1D+1/3D+1
PERCEPTION 1D+2/3D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Skills:
Strength skills:
Digging. Time to use: One round or longer. Allows the Arcona to use their talons to dig through soil or other similar substances.
Special Abilities:
Senses: Arcona have weak long-distance vision(add +1D to the difficulty of all tasks involving vision at distances greater than 15 meters), but excelent close range senses(add +1D to all Perception skills involving heat, smell, or movement when within 15 meters).
Thick Hide: Arcona have tough, armored hides tht add +1D to Strength when resisting physical damage(does not apply to damage caused by energy weapons).
Talons: Arcona have sharp talons which add +1D to climbing, digging, and brawling damage.
Salt Weakness: Arcona are very easily addicted to salt. If an Arcona consumes salt, it must make a Very Difficulty willpower roll not to become addicted. Salt addicts require 25 grams of salt per day, or they will suffer -1D to all actions.
Move: 8/10
Size: 1.7-2 meters tall
Askajian
Home Planet: Askaj
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D+2/4D
MECHANICAL 2D+1/4D
PERCEPTION 2D/5D
STRENGTH 1D/2D
TECHNICAL 2D/5D
Special Abilities:
Water Storage: Askajians can effectively store water in their bodies. When traveling in desert conditions, Askajians require only a tenth of a liter of water per day.
Move: 10
Size: 1-2 meters tall
Avogwi
Attribute Dice: 10D
DEXTERITY 1D+1/3D+1
KNOWLEDGE 1D/3D
MECHANICAL 0D/1D+2
PERCEPTION 2D+2/5D
STRENGTH 2D/4D
TECHNICAL 0D/1D+2
Special Abilities:
Beak: Does STR+2D damage.
Talons: Do STR+1D damage.
Primitive Hands: Avogwi suffer a -1D penalty on all Dexterity skills which involve the manipulation of objects, unless those objects were specifically designed for Avogwi hands or can be manipulated with their beaks.
Story Factors:
Bloodthirsty: Every being who encounters an Avogwi risks death, whether it is because the Avogwi is hungry and sees that being as food, or because it is simply "time for another to die." Because of this, most beings will avoid Avogwi, which suits the Avogwi fine, but also forces the Avogwi to search out a suitable specimen when either of these two needs must be met.
Move: 15/20 (flying), 3/5 (walking)
Size: 1.5-2 meters tall
Balinaka
Attribute Dice: 12D
DEXTERITY 1D+2/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D
STRENGTH 3D/5D
TECHNICAL 1D/2D+1
Special Abilities:
Vision: Balinaka have excellent vision and can see in darkness with no penalties.
Water Breathing: Balinaka have a dual lung/gill system, so they can breathe both air and water with no difficulties.
Claws: Do STR+1D damage.
Move: 12/15
Size: Up to 4 meters tall at the shoulder
Barabel
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D+1
MECHANICAL 1D/3D
PERCEPTION 1D+1/4D+2
STRENGTH 3D/5D
TECHNICAL 1D/2D+1
Special Abilities:
Natural Body Armor: Gives the Barabel +2D against physical attacks and +1D against energy attacks.
Radiation Resistance: Barabels have natural resistance to most forms of radiation. They receive a +2D when defending against the effects of radiation.
Vision: Barabels can see in the infrared spectrum, allowing them to see in complete darkness provided that there are heat sources.
Story Factors:
Jedi Respect: Barabels have a deep respect for Jedi Knights, though they have little capability in the Force. They almost always yield to the commands of a Jedi Knight.
Reputation: Barabels have a reputation as fierce warriors and great hunters. They are often feared, and always given a wide berth except by the most fierce individuals.
Move: 11/14
Size: 1.9-2.2 meters tall
Baragwin
Home Planet: Unknown
Attribute Dice: 11D+1
DEXTERITY 1D+1/3D+2
KNOWLEDGE 1D/2D+1
MECHANICAL 1D/3D+2
PERCEPTION 2D/3D+1
STRENGTH 2D/4D
TECHNICAL 2D/3D
Special Abilities:
Smell: Baragwin have a remarkable sense of smell and get a +1D to scent-based search and +1D to Perception checks to determine the moods of other within five meters.
Armor: Baragwins' dense skin provides +1D protection against physical attacks only.
Weapons Knowledge: Because of their great technical aptitude, Baragwin get an extra 1D at the time of character creation only which must be placed in blaster repair, capital ship weapon repair, firearms repair, melee weapon repair, starship weapon repair, or an equivalent weapon repair skill.
Move: 7/9
Size: 1.4-2.2 meters tall
Berrite
Attribute Dice: 6D
DEXTERITY 1D/3D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 1D/3D
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Ultrasound: Berrites have poor vision and hearing, but their natural sonar system balances out this disadvantage.
Move: 6/8
Size: 1-1.3 meters tall
Bilars
Attribute Dice: 4D (distributed between Dexterity and Strength) plus claqa dice
DEXTERITY 2D/4D
KNOWLEDGE *
MECHANICAL *
PERCEPTION *
STRENGTH 1D/3D
TECHNICAL *
* See Group Mind special ability.
Special Abilities:
Group Mind: The group mind of the claqa only functions when every member can view at least one other member. When claqas are separated, the mental abilities of the Bilar decrease accordingly.
The abilities of the group mind depend upon the size of the claa. The "Attribute Dice" is the total number of dice that must be split among the four mental attributes, while the "Attribute Maximum" is the maximum possible for any of those four attributes.
| Number In Claqa
| Attribute Dice
| Attribute Maximum
|
|---|
| 1 | 0 | 0D
|
| 2 | 4 pips | +2
|
| 3 | 4D | 1D
|
| 4 | 8D | 2D
|
| 5 | 10D | 3D
|
| 6 | 12D | 4D
|
| 7 | 16D | 5D
|
| 8 | 18D | 5D
|
| 9 | 20D | 6D
|
| 10 | 24D | 7D
|
Intimidation: Individual beings find the group mind of the Bilar to be intimidating, so claqas receive a +1D bonus to opposed Perception tasks when their opponent is an individual and the claqa is collected together.
Hearing: The Bilars can hear a wider range of wavelengths than can most species, giving them a +1D bonus to Perception tasks involving hearing.
Infrared Sight: The vision of the Bilars ranges from infrared to yellow, giving them a +1D bonus to visual Perception tasks performed in full to near darkness, and a -1D penalty to visual Perception tasks performed in full light.
Story Factors:
Group Mind: Other beings are often intimidated by the group mind of the Bilar, resulting in a wide range of reactions, ranging from simple discrimination to extreme hatred. Also, if the single member of a claqa is killed, the entire group mind loses twice the dice for that loss until the claqa can make a Very Difficult willpower roll (one roll per day is allowed).
Move: 5/7 (walking); 10/12 (swinging through vines)
Size: 1 meter tall
Bimm
Home Planet: Bimmisaari
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/2D+2
PERCEPTION 1D+1/4D+2
STRENGTH 1D/2D+2
TECHNICAL 1D/2D+1
Move: 11/14
Size: 1.0-1.5 meters
Bith
Home Planet: Clak'dor VII
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/6D
MECHANICAL 2D/5D
PERCEPTION 2D/5D
STRENGTH 1D/2D
TECHNICAL 2D/5D
Special Abilities:
Vision: Bith have the ability to focus on microscopic objects, giving them a +1D to Perception skills involving objects less than 30 centimeters away. However, as a consequence of this, the Bith have become extremely myopic. They suffer a penalty of -1D for any visual-based action more than 20 meters away and cannot see more than 40 meters under any circumstances.
Scent: Biths have well-developed senses of smell, giving them +1D to all Perception skills when pertaining to actions and people within three meters.
Manual Dexterity: Although the Bith have low overall Dexterity scores, they do gain +1D to the performance of fine motor skills — picking pockets, surgery, fine tool operation, etc. — but not gross motor skills such as blaster and dodge.
Move: 5/8
Size: 1.5-1.75 meters tall
Bitthævrian
Attribute Dice: 12D
DEXTERITY 1D+2/4D
KNOWLEDGE 2D+2/4D+2
MECHANICAL 1D+2/3D+2
PERCEPTION 1D/4D+2
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+1
Special Abilities:
Vision: Bitthævrians can see infrared radiation, giving them the ability to see in complete darkness, provided there are heat differentials in the environment.
Natural Body Armor: The thick hide of the Bitthævrians give them a +2 bonus against physical attacks.
Fangs: The Bitthævrians' row of six teeth incude six pairs of long fangs which do STR+2 damage.
Quills: The quills of a Bitthævrian's arms and legs do STR+1D+2 when brawling.
Story Factors:
Isolation: A Bitthævrian is seldom encountered off of Guiteica. The species generally holds the rest of the galaxy in low opinion, and individuals almost never venture beyond the homeworld.
Move: 9/12
Size: 1.7-2.2 meters
Capsule: The Bitthærians are an ancient species indigenous to the harsh world of Guiteica in the Kadok Regions. Their society holds in high regard personal combat, and the positions of stature within their culture are dependent upon an individuals ability as a warrior. Physically, it is obvious that the Bitthævrians were bred for battle: their bodies are covered in a thick leather-like hide that provides some protection from harm; their elbow and knee joints possess sharp quills which they make use of during close combat. These quills, if lost or broken during combat, quickly regenerate. The Bitthævrians also have a row of six sharp teeth similar to the Frist sharks native to the Trandoshan homeworld.
The Bitthævrians have historically been an isolated culture: they are often content on their world and generally have no desire to venture among the starts. Most often, a Bitthævrian encountered offworld is hunting down an individual who has commited a crime or dishonored a Bitthævrian leader.
The skin coloration of the Bitthævrians vary, but most common colors are a rust-colored brown or a ruddy yellow. Many of the species of the northern regions have black or dark brown skin, and some equatorial inhabitants have a lighter tan skin.
Bosph
Attribute Dice: 12D
DEXTERITY 1D+2/3D+2
KNOWLEDGE 3D/5D
MECHANICAL 1D/3D
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D
TECHNICAL 1D/3D
Story Factors:
Isolationism: Bosphs are inherently solitary beings. They are also being isolated from the galaxy by the Imperial blockade of their system.
Different Concept of Possession: Because of the unusual Bosph concept of possession, individuals often take others' items without permission, believing that what belongs to one belongs to all or that ownership comes from simply placing a glyph on an item.
Religious: Bosphs hold religion and philosophy in high regard and always try to follow some sort of religious code, be it abo b'Yentarr, Dum-U, or something else.
Move: 7/9
Size: 1-1.7 meters tall
Bothan
Home Planet: Bothawui
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 1D+2/3D+2
TECHNICAL 2D/4D+1
Move: 10/12
Size: 1.3-1.5 meters tall
Bovorian
Home Planet: Bovo Yagen
Attribute Dice: 12D
DEXTERITY 2D/5D
KNOWLEDGE 2D/5D
MECHANICAL 1D/3D
PERCEPTION 2D/5D+1
STRENGTH 2D/5D
TECHNICAL 1D/3D
Special Abilities:
Claws: The Bovorians' claws do STR+1D damage.
Infrared Vision: Bovorians can see in the infrared spectrum, giving them the ability to see in complete darkness if there are heat sources.
Accute Hearing: Bovorians have a heightened sense of hearing and can detect movement from up to a kilometer away.
Move: 9/12
Size: 1.8-2.3 meters tall
Brubb
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D/4D
PERCEPTION 1D/3D
STRENGTH 3D/5D
TECHNICAL 1D/3D
Special Abilities:
Natural Body Armor: Thick hide provides +2d vs physical attacks but no protection vs energy attacks.
Color Change: The skin of a Brubb changes color in an attempt to match that of the surroundings. These colors can range from yellow to greenish grey. Add +1d to any sneak attempts made by a Brubb in front of these backgrounds.
Move: 7/10
Size: 1.5-1.7 meters tall
Appearance and Biology: Strong, sturdy, and resilent, Brubbs are bipedal reptiloids with pitted, knobby hides that can range from a dusty yellow to grayish green, depending upon the dominant color of thier surroundings. Their faces are vaguely humanoid, with bony brows, a flat, triangular nose, and a narrow, frowning mouth. Many males have a tuft, or tufts, of coarse black hair growing out of the back of their heads.
Although they have vestigial ears, Brubbs are nearly deaf, as the only thing to hear on Baros is the howling wind. Transparent membranes protect their eyes from blowing sand and dust when opened, and, if necessary, their narrow eye-slits can be completely covered by eyelids every bit as tough as the hide covering the rest of their bodies.
The Brubb's flat triangular nose is useful only for respiration. Their sense of smell is confined to the forked tongue that occasionally darts and flickers from between their thin lips.
Carosite
Home Planet: Carosi IV
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D+2
STRENGTH 1D+2/4D
TECHNICAL 2D/5D
Special Abilities:
Medical Aptitude: Carosites automatically have a first aid skill of 5D; they may not add additional dice to this at the time of character creation, but this is a "free skill."
Protectiveness: Carosites are incredibly protective of young, patients, and other helpless beings. They gain +2D to their brawling skill and damage in combat when acting to protect the helpless.
Move: 7/11
Size: 1.3-1.7 meters tall
Chadra-Fan
Home Planet: Chad
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D+1/4D+1
PERCEPTION 2D/5D
STRENGTH 1D/2D+1
TECHNICAL 2D/4D
Special Abilities:
Sight: The Chadra-Fan have the ability to see in the infrared and ultraviolet ranges, allowing them to see in all conditions short of absolute darkness.
Smell: The Chadra-Fan have extremely sensitive smelling which gives them a +2D bonus to their search skill.
Story Factors:
Tinkerers: Any mechanical device left within reach of a Charda-Fan has the potential to be disassembled and then reconstructed. However, it is not likely that the reconstructed device will have the same function as the original. Most droids will develop a pathological fear of the Chadra-Fan.
Move: 5/7
Size: 1 meter tall
Charon Bioscientist
Attribute Dice: 16D
DEXTERITY 1D/3D
KNOWLEDGE 3D/5D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 2D/4D
TECHNICAL 3D/5D
Charon Warrior
Attribute Dice: 16D
DEXTERITY 3D/5D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 3D/5D
TECHNICAL 1D/3D
Note: The following applies to both races.
Special Abilities:
Spinnerettes: The Charon possess spinnerettes which allow them to produce sticky silk fibers in which they can trap their opponents (web Strength 5D).
Claws: The two larger of they Charon's four arms end in heavy claws which are capable of doing STR+1D+2 damage.
Story Factors:
Void Death Cult: The Charon pursue death with a religious fervor and consider all living beings — including themselves — to be aberrations and will stop at nothing to bring them to nearer death.
Move: 10/12
Size: 2-2.5 meters tall (Warriors will fall in the larger end of this range.)
Charr Ontee
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 1D/5D
KNOWLEDGE 1D/5D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 2D/5D
TECHNICAL 1D/5D
Special Abilities:
Spinnerets: The Charr Ontee possess spinnerets which allow them to produce sticky fibers in which they can trap their opponents (web Strength 4D).
Claws: The two larger of they Charr Ontee's four arms end in heavy claws which are capable of doing STR+1D+2 damage.
Story Factors: The Charr Ontee are arrogant and haughty, and consider themselves superior to the DarkStryder-engineered species of Kathol. They are willing to consider non-engineered species roughly equal to themselves, and are always interested in studying and cultivating new species.
Gamemaster Note: The Kathol Charr Ontee have 4 fewer attribute dice than their distant cousins, the charon. The Charr Ontee have been slowly degenerating for centuries. These Charr Ontee don't divide themselves into the bioscientist and warrior classes; they have remained a generalist species. These Charr Ontee have no Void Cult (a development of the Charon), and actually consider themselves to have a duty to protect other sentient lifeforms, especially bio-engineered species.
Move: 10/12
Size: 2-2.5 meters tall
Cha'wen'he
Attribute Dice: 13D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/3D+1
TECHNICAL 1D/4D
Special Abilities:
Search: Cha'wen'he gain a bonus if more than one head is being used to scan an area. If two heads are being used the bonus is +1D; if all three heads are being used, the bonus is +2D. However, no other actions may be performed while this scanning is being done.
Bony Spur: The Cha'wen'he's bony spur causes STR+1D damage.
Species Memory: Cha'wen'he may select up to 10 standard skills; these skills are considered "species memory" skills. The character can advance these skills as if he or she had a teacher (see pages 13-14 of Star Wars, Second Edition). The character must pay the normal Character Point cost to advance the skill, but the learning time is three days if the skill is 4D or less; one week for 4D-7D; and two weeks for skill codes over 7D. The player must make this list prior to beginning play and the gamemaster has the right to reject or substitute certain skills at will.
Armor: Cha'wen'he get +1D physical, +2 energy armor when their heads are retracted and their scales are drawn close to protect the body. A Cha'wen'he character doing this must remain still and can do nothing else during the round.
Move: 12/14
Size: 3.5-4 meters tall (with neck fully extended)
Chevin
Home Planet: Vinsoth
Attribute Dice: 12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D+1/4D+1
STRENGTH 2D/4D
TECHNICAL 1D/3D+2
Move: 9/11
Size: 1.7-3 meters tall
Chev (Chevin Humanoid)
Home Planet: Vinsoth
Attribute Dice: 11D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D
STRENGTH 1D+2/4D
TECHNICAL 1D/4D
Move: 10/12
Size: 1.2-1.6 meters tall
Chikarri
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/3D+2
STRENGTH 2D/4D
TECHNICAL 2D/5D
Story Factors:
Hoarders: Chikarri are hyperactive and hard working, but are driven to hoard valuables, goods, or money, especially in the form of shiny metal or gems.
Move: 9/11
Size: 1.3-1.5 meters tall
Columi
Home Planet: Columus
Attribute Dice: 12D
DEXTERITY 0D/1D
KNOWLEDGE 3D/7D
MECHANICAL 2D/4D
PERCEPTION 2D/5D
STRENGTH 0D/1D
TECHNICAL 2D/5D
Special Abilities:
Radio Wave Generation: The Columi are capable of generating radio frequencies with their minds, allowing them to silently communicate with their droids and automated machinery, provided that the Columi has a clear line of sight to its target.
Story Factors:
Droid Use: Almost every Columi encountered will have a retinue of simple droids it can use to perform tasks for it. Often, the only way these droids will function is by direct mental order (meaning only the Columi can activate them).
Move: 0/1
Size: 1-1.75 meters tall
Covallon
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/2D
PERCEPTION 2D/5D
STRENGTH 2D/4D
TECHNICAL 1D/2D+1
Special Abilities:
Empathy: The Covallon are strongly empathic; they can sense the emotional state of other beings. This gives them an advantage when interacting with others. Covallon receive a bonus of +2D when using the bargain, con, and persuasion skills.
Story Factors:
Appearance: Covallon have the appearance of being creatures of some sort, rather than an intelligent species. This puts them at a disadvantage when dealing with other species, particularly humanoid species, who tend to treat them condescendingly.
Move: 10/14
Size: 0.9-1.2 meters at shoulder, 1.8-2.2 meters on hind legs
Coynite
Home Planet: Coyn
Attribute Dice: 13D
DEXTERITY 2D/5D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/4D
PERCEPTION 1D/4D+2
STRENGTH 2D/5D+1
TECHNICAL 1D/3D
Special Skills:
Mechanical skills:
Beast riding: Tris: All Coynites raised in traditional Coynite society have this beast riding specialization. Beginning player characters must allocate a minimum of 1D to this skill.
Special Abilities:
Sneak: Coynites get +1D when using sneak.
Claws: Coynites have sharp claws that do STR+1D+2 damage and add +1D to their brawling skill.
Intimidation: Coynites gain a +1D when using intimidation due to their fearsome presence.
Story Factors:
Honor: To a Coynite, honor is life. The strict code of the Coynite law, the En'Tra'Sol, must always be followed. Any Coynite who fails to follow this law will be branded af'harl (cowardly deceiver) and loses all rights in Coynite society. Other Coynites will feel obligated to maintain the honor of their species will hunt down this Coynite. Because and af'harl has no standing, he or she may be murdered, enslaved or otherwise mistreated in any way that other Coynites see fit.
Ferocity: The Coynites have a deserved reputation for ferocity (hence the bonus to intimidation).
Move: 11/15
Size: 2.0-3.0 meters tall
Capsule: The Coynites are a tall, heavily muscled species of bipeds. Their bodies are covered with fine golden, white, or black to brown fur, and their heads are crowned with a shaggy main. They are natural born warriors with a highly disciplined code of warfare. A Coynite is rarely seen without armor and a weapon. These proud warriors are ready to die at any time, and would rather die than be branded af'harl.
Coynites could conceivably live up to 250 standard years, but their warrior culture results in an average life span of a mere 53 years. Coynites reach physical maturity in their early twenties. Coynite children are born in var'sairk (captilized when referring to noble families, means "birth-group" or litter) of two to six children, and all children of a litter are the same sex.
Coynite appearance and conduct are tied to a rigid social code, the En'Tra'Sol. The lenght of a Coynite's mane is directly related to social status — the more respected and successful a warrior, the longer the mane. The type of braid used is also an indication of the Coynite's family and Ag'Tra (ruling noble) that the Coynite swears loyalty to.
Summary of En'Tra'Sol:
A Coynite's sratt ('word' or 'promise') is his life. All speech, action, and story are sratt; once given, it is eternally binding. One who breaks sratt may be branded af'harl.
Combat is the natural order of life. Conflicts and disagreements must be settled openly in combat.
An unsheathed or drawn weapon must be used. If a weapon is drawn in anger, it must be used. To not respond to a challenge, or to challenge or threaten idly is to be branded af'harl.
It is forbidden to show mercy in combat. It eliminates the honor of victory in combat and removes the honor of he who is shown mercy, making them af'harl. Combat is to the death unless one swears tracc'sorr ('submission and blood-loyalty' or 'fealty') to the other, in which case they become part of that Coynite's family. At the beginning and end of each combat all survivors must acknowledge and salute the opponents honor.
af'tah ('deception') or harl'tah ('cowardice') are unforgivable sins. Use of kzah ('poison') is deception and cowardice. Challenging the injured or weak to combat is cowardice and is unforgivable. Those who deceive or show cowardice are branded af'harl.
One must unquestioningly obey all to whom he has sworn tracc'sorr. All superior clan members, Ag'Tra and En'Tra are to be obeyed without reluctance or hesitation. Not to do this is to be branded af'harl.
One may only break tracc'sorr by publicly declaring fas'tracc'sorr, or 'end of submission and blood loyalty'. Superior clan members, nobles, and of course the En'Tra, may challenge anyone doing this to combat.
Pain, sadness, guilt, regret, reluctance, or fear are emotions of af'harl and my not be expressed without losing all honor.
It is forbidden to touch another without first receiving permission. The penalty for this is death.
af'harl are no longer Coynites. af'harl have no right, no property, no meaning. They are to be murdered, enslaved, or dealt with as any Coynites see fit. A Coynite may take responsibility for af'harl, but all actions of that af'harl are that Coynite's responsibility.
Defel
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/4D+1
TECHNICAL 1D/3D
Special Skills:
Dexterity skills:
Blind fighting: Time to use: One round. Defel can apply dice to this skill, which allows them to fight using melee weapons or hand-to-hand combat when deprived of their special sight visors or when otherwise rendered blind. A Defel may ignore all blindness penalties when using this skill, since this skill trains the Defel to use their sense of smell and hearing to aid them in combat.
Special Abilities:
Invisibility: Gives the Defel a +3D when using the sneak skill.
Claws: Defels have natural claws which they can use in hand-to-hand combat. Claws cause damage of STR+2D.
Light Blind: Defels can only see in the ultraviolet wavelengths. In any other type of light, they are completely blind. To rectify this problem, Defels wear special sight visors which allow them to "see" by blocking out all light waves except ultraviolet. However, if the Defel loses his visor, and must make any skill checks requiring sight (such as combat, search, or sneak attempts), the difficulty is increased by one level.
Story Factors:
Reputation: Defels are considered nothing more than a frightening myth by the majority of the galaxy. Therefore, when they are encountered, they are considered to be supernatural beings to many, especially unsophisticated individuals. Even the least supersticious beings are unsettled by these "invisibly" aliens.
Move: 10/13
Size: 1.1-1.5 meters tall
Devaronian
Home Planet: Devaron
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D+2
STRENGTH 2D/4D
TECHNICAL 1D/3D
Story Factors:
Wanderlust: Devaronian males do not like to stay in one place for any extended period of time. Usually, the first opportunity that theyget to move on, they take.
Move: 8/10
Size: 1.7-1.9 meters tall
Draedan
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/3D
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 2D/4D+1
TECHNICAL 1D/3D
Special Abilities:
Prehensile Tail: The tail of the Draedans is prehensile, and they may use it as a third hand. Some experienced Draedans keep a hold-out blaster strapped to their backs within reach of the tail.
Claws: Draedans get +1D to climbing and +1D to physical damage due to their claws.
Amphibians: Due to their cold-blooded nature, Draedans may have to make a Difficult stamina roll one per 15 minutes to avoid collapsing in extreme heat (above 50 standard degrees) or cold (below -5 standard degrees).
Water Breathing: Draedans may breathe water and air.
Moist Skin: Draedan must keep their scales from drying out. They must immerse themselves in water once per 20 hours in moderately moist environments and once per four hours in very dry environments. Any Draedan who fails to do this will suffer extreme pain, causing a -1D penalty to all actions for one hour. After that hour, the Draedan is so paralyzed by pain that he or she is incapable of moving or any other actions.
Move: 10/12 (running), 13/16 (swimming)
Size: 1.3-1.7 meters tall
Drall
Home Planet: Drall
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 1D/3D
TECHNICAL 1D/3D
Story Factors:
Honesty: Dralls are adamantly truthful.
Hibernation: Some Drall feel they are supposed to hibernate and do so. Others build underground burrows for the sake of relaxation.
Move: 7/9
Size: Up to 1.5 meters tall
Dresselian
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Story Factors:
Occupied Homeworld: The Dresselian homeworld is currently occupied by the Empire. The Dresselians are waring a guerrilla war to reclaim the planet.
Move: 10/12
Size: 1.7-1.9 meters tall
Duinuogwuin (Star Dragon)
Home Planet: Unknown
Attribute Dice: 18D
DEXTERITY 2D/5D
KNOWLEDGE 1D/5D
MECHANICAL 1D/4D
PERCEPTION 2D/5D
STRENGTH 3D/6D
TECHNICAL 2D/4D
Special Abilities:
Flight: Duinuogwuin can fly in both space and atmosphere. They have the following speeds, which may not be improved over time:
Space: 5. Atmosphere: 210; 600 kmh.
Space Survival: Duinuogwuin can survive in deep space without artificial protection for long periods of time; they must make an Easy stamina roll after one month, increasing the difficulty by one level per additional month continuously in space.
Superheated Breath Weapon: Three times per standard week, Star Wing can expel a superheated breath weapon with a damage code of 7D (scale: starfighter), a space range of 3/6/9, and an atmosphere range of 300/600/900 meters.
Force Skills: Control 2D, sense 2D, alter 1D.
It is believed that approximately one in three Star Dragons possess Force skills, although the true number is unknown.
Force Powers: Varies by individual.
Story Factors:
Isolation: Duinuogwuin live in self-imposed isolation. They are mysterious beings who will only be encountered in mysterious circumstances.
Note: It is strongly suggested that players not be allowed to play Star Dragons.
Move: 18/25
Size: 10-100+ meters long
Duros
Home Planet: Duro
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+1/2D+2
MECHANICAL 2D/4D+2
PERCEPTION 1D/3D
STRENGTH 1D/3D
TECHNICAL 1D+2/4D
Special Abilities:
Starship Intuition: Duros are, by their nature, extremely skilled starship pilots and navigators. When a Duros character is generated, 1D (no more) may be placed in the following skills, for which the character receives 2D of ability: archaic starship piloting, astrogation, capital ship gunnery, capital ship shields, sensors, space transports, starfighter piloting, starship gunnery, and starship shields. This bonus also applies to any specializations. If the character wishes to have more than 2D in the skill listed, then the skill costs are normal from there on.
Move: 10/12
Size: 1.8-2.2 meters
Ebranite
Attribute Dice: 12D
DEXTERITY 2D+1/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+2
TECHNICAL 1D/2D+2
Special Abilities:
Rock Climbing: All Ebranites gain a +2D bonus to climbing in rough terrain such as mountains, canyons, and caves.
Rock Camouflage: All Ebranites gain a +1D+2 bonus to sneak in rocky terrain due to their skin coloration and natural affinity for such places.
Thick Hide: All Ebranites have a very thick hide, which gives them a +2 Strength bonus against physical damage.
Vision: Ebranites can see in the infrared spectrum, allowing them to see in complete darkness provided there are heat sources.
Frenzy: When believing themselves to be in immediate danger, Ebranites often enter a frenzy in which they attack the perceived source of danger. They gain a +1D to brawling or brawling parry. A frenzied Ebranite can be calmed by companions, with a Moderate persuasion or command check.
Story Factors:
Technology Distrust: Most Ebranites have a general dislike and distrust for items of higher technology, preferring their simpler items. Some Ebranites, however, especially those in the service of the Alliance, are becoming quite adept at the use of high-tech items.
Move: 6/8 (running), 14/18 (climbing)
Size: 1.4-1.65 meters tall.
Ee
Attribute Dice: 6D
DEXTERITY 0D
KNOWLEDGE 2D/4D
MECHANICAL 0D/1D+2
PERCEPTION 2D/4D
STRENGTH 0D/+2
TECHNICAL 1D/4D
Special Skills:
Unrelated skills (not tied to any attribute):
Physical skills. Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below.
Meltna skills. Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below.
Environmental skills. Time to use: One round to several hours, depending upon power. This is one of the three Ee mental abilities used for the mental powers outlined below.
Special Abilities:
Mental Abilities: Ee have mental abilities which some might attribute to Force-sensitivity (although there is no proof of this notion). They have three skills governing these abilities: physical skills, mental skills, and environmental skills. Ee who possess the skills start at 2D and can increase the skill at double the normal Character Point cost.
No Physical Manipulation: Ee have very little ability to physically manipulate items or tools. They must rely on their mental abilities.
Story Factors:
Unknown: The settlers on Trilos are unaware of the existence of the Ee.
Move: 3/5 (burrowing or crawling)
Size: 1-6.5 centimeters
Note: Ee should not be player characters
Eirrauc
Home Planet: Eirrauus
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D+2/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+1
TECHNICAL 1D+1/4D
Special Abilities:
Running: Eirraucs use four of their six limbs when running. They only need to make stamina checks one every hour when running at all-out speed, and get a bonus of +1D to their running skill.
Multi-Actions: Eirraucs can use their mid-legs as a second set of arms when they're not running; they may take a second action in a round at no penalty. Third actions incur a -1D penalty, fourth actions suffer -2D, and so forth.
Vision: Eirraucs can see in any direction except immediately behind them (300° arc).
Temperature Sensitivity: In extremely cold or hot conditions, increase all Strength and Dexterity skill checks by one difficulty level.
Tongue: STR+1 damage.
Move: 24/80
Size: 2 meters tall (crouching), 2.4 meters tall (full height).
The peaceful natives of Eirrauus are remarkable for their immense hide legs and have a graceful "leaping run" which can propel them to speeds over 80 kilometers per hour. They have two arms; the middle pair of "mid legs" are used as arms and foreward legs while running.
Eirraucs have a pair of eyes on either side of their long snouts, giving them a wide arc of vision. They gather food with long, well-muscled tongues, which have two small hollows sheathing retracted teeth. When the tongue is extended, the teeth are released to slice and "skewer" food; their diet consists of grasses, grains, and carrion. A bony plate at the back of the tongue is used to grind food against the roof of the mouth.
The planet Eirrauus is exceptionally mild; off-world, Eirraucs have difficulty adapting to extremes in temperature. Their light skin is extremely sensitive to intense sunlight.
Responsibility to the group is a common Eirrauc trait. They are hard workers and shrewd thinkers, with a great fondness for the arts, particularly drama and music. Eirraucs tend to shun modern technologies, believing that they are dangerous and uncontrolled; they strive to maintained a balance between technology and "the natural order of things."
Under the Old Republic, Eirraucs maintained a peaceful society of migrating communities. They practiced a form of direct democracy; there were no leaders and each issue was voted upon by all community members. Those who disagreed with an outcome were free to move on to another group.
Unfortunately, the Eirraucs found themselves ill-equipped to deal with the ruthlessness of the Empire. They were easily defeated and enslaved. Only after years of abuses have the Eirraucs learned to retaliate. Many have escaped slavery, and now fight to destroy the Empire. Some have taken up arms and joined the Rebel Alliance, while others – such as Daushoroc – work behind-the-scenes to accomplish their goals.
Average Eirrauc: Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D+1, Technical 1D+2. Move: 24.
Eklaad
Home Planet: Sirpar
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/3D
MECHANICAL 1D/4D
PERCEPTION 1D/4D
STRENGTH 3D/5D
TECHNICAL 1D/2D
Special Abilities:
Armor: Eklaad get +1D to resist damage. This armor only protects agaisnt melee weapons and missiles, not energy attacks.
Story Factors:
Timid: Eklaad do not like to fight, and will avoid combat unless there is no other choice.
Move: 8/10
Size: 1-1.5 meters tall, 1.5-2 meters long.
Capsule: The Eklaad are short, squat creatures somewhat resembling primitive Gamorreans. They walk on all four hooves, and have an elongated, prehensile snout ending in three digits. Their skin is covered by a thick armored hide, which individuals decorate with paint and inlaid trinkets.
Eklaad are strong from living in a high-gravity environment, but they lack agility and their senses are not acute. The Eklaad are vegetarians, and are naturally timid and unaggressive. When confronted with danger, their first response is to curl up into an armored ball and wait for the peril to go away. Their second response is to flee. Only if backed into a corner with no other choice will an Eklaad fight. But in such cases they will fight bravely and ferociously.
The Eklaad speak in hoots and piping sounds; a few have learned Basic by hanging around the Imperial training camps. Since almost all of their experience with offworlders has come from the Empire's soldiers, the Eklaad are very suspicious and timid.
Elom
Home Planet: Elom
Attribute Dice: 11D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/3D
PERCEPTION 1D/3D+1
STRENGTH 2D/4D
TECHNICAL 1D/2D+2
Special Skills:
Perception skills:
Cave Nagivation. Time to use: One round. The Eloms use this skill to determine where they are within a cave network.
Strength skills:
Digging. Time to use: One round or longer. This skill allows the Eloms to use their claws to dig through soil. As a guideline, digging a hole takes a time (in minutes) equal to the difficulty number.
Special Abilities:
Digging Claws: Eloms use their powerful claws to dig through soil and soft rock, but rarely, if ever, use them in combat. They add +1D to climbing and digging rolls. They add +1D to damage, but increase the difficulty by one level if used in combat.
Moisture Storage: When in a situation when water supplies are critical, Elom characters should generate a stamina total. This number represents how long, in days, an Elom can go without water. For every hour of exhaustive physical activity the Elom engages in, subtract one day from the total.
Low-Light Vision: Elom gain +2D to search in dark conditions, but suffer 2D-4D stun damage if exposed to bright light.
Move: 7/9 (walking), 5/8 (climbing)
Size: 1.3-1.6 meters tall
Elomin
Home Planet: Elom
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 1D/3D
TECHNICAL 2D+1/4D
Move: 10/12
Size: 1.6-1.9 meters tall
Entymal
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/2D
MECHANICAL 1D/3D
PERCEPTION 1D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Abilities:
Natural Body Armor: The natural toughness of the Entymals' chitinous exoskeleton gives them +2 against physical attacks.
Gliding: Under normal gravity conditions, Entymals can glide down approximately 60 to 100 meters, depending on wind conditions and available landing places. An Entymal needs at least 20 feet of flat surface to come to a running stop after a full glide.
Technical Aptitude: At the time of character creation only, the character gets 2D for every 1D placed in astrogation, capital ship piloting, or space transports.
Story Factors:
Rituals: The only Entymals that "mate" are the male drones and female queens during the mating ritual — which also happens to be a death ritual for the male Entymal. Any Entymal will find most displays of affection by other races, especially among humans, confusing. Most male entymals in general will find the entire pursuit of Human love most disagreeable: "Really now! This constant fixation with the continuation of your species ... disgusting!"
Move: 10/14
Size: 1.2-2 meters tall
Ergesh
Home Planet: Ergeshui
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 2D/4D
PERCEPTION 2D+2/4D+2
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Body Armor: +2D to physical, +1D to energy.
Move: 6/10
Size: 1.5-2.1 meters tall
Esoomian
Attribute Dice: 18D
DEXTERITY 2D
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 7D
TECHNICAL 2D
Move: 11
Ewok
Home Planet: Endor's moon
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/2D+2
Special Skills:
Mechanical skills:
Glider: Time to use: One round. This ability allows characters to pilot gliders.
Technical skills:
Primitive construction: Time to use: One hour for gliders and rope bridges; several hours for small structures, catapults, and similar constructs. This is the ability to build structures out of wood, vines, and other natural materials with only primitive tools. This skill is used to build sturdy houses, vine bridges, and rock-hurling catapults (damage: 2D, Speeder scale).
Special Abilities:
Skill Bonus: At the time the character is created only, the character receives 2D for every 1D placed in hide or sneak skills.
Skill Limits: Beginning characters may not place any skill dice in any vehicle(other than glider) or other high tech operations or repair skills.
Smell: Ewoks have a highly developed sense of smell, receiving a +1D to their search skill when tracking by scent. This ability may not be improved.
Story Factors:
Protectiveness: Most Human adults will feel unusually protective of Ewoks, wanting to protect them like young children. Because of this, Humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the Human attitude.
Move: 7/9
Size: 1 meter tall