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CREDITS
LEAD AUTHORS oran, Polis Massan, Roonan, Shawda Ubb, Tholothian,
Yaccarus Toong, Tusken Raider, and Yuzzum.
Several artists for the Ultimate Alien Anthology for cre- Sperasoft, for the Ithorian image. It originally appeared
ating many images, including those for Abyssin, Ad- in The Old Republic.
vozse, Arkanian, Falleen, Givin, Lepi, Miraluka, Querm-
SWAG (Star Wars Artists’ Guild) user Asok, for the Her-
ian, Ortolan, Skrilling, Togorian, Tunroth, Vodran, Vratix,
glic image.
Xexto, and ZeHethbra.
The Legion-Enjin user Golah, for the Selonian image.
Countless people involved in creating The Clone Wars
for making this universe amazing, but also creating Sam Wood: Farghul, Herglic, Sluissi, Squib.
many images, including those for Dathomirian, Frenk,
Harch, Karkarodon, Kyuzo, Lurmen, Parwan, Patrolian, Jose Mikhail: Planet Coruscant on back cover.
Sakiyan, Theelin, and Zygerrian.
the
2
CREDITS Version of this PDF: v2.0/April 2019
DEARTH
FOREWORD
The Complete Species Guide is Legends. Canon abilities. If neither of the above resources are
simply doesn’t provide enough information. available, I create my own stats.
Present tense is used to represent approxi- Please don’t play a human.
mately 1 ABY, considered to be the default
time for this game. Just because you can play them doesn’t always
mean you should play them. Numerous species
Some other information is included to provide in this guide, such as Anzat, Fosh, Kowakian
context or accommodate other time periods Monkey Lizard, Sith, Yarkora, Yuuzhan Vong, and
using past tense or future tense. Zeltron include some facets that may not be log-
ical or fun in every group. Think carefully about
In the stats section, characteristics that aren’t how things will work out before choosing them.
mentioned are presumed to be at a rating of 2.
In the stats section, WT represents wound -- Yaccarus
threshold and ST represents strain threshold.
In the stats section, not all abilities are neces-
sarily described. Caamasi, for example, have
memniis. A Kubaz should add several b when
digging through soil in search of insects. When
attempting to eplicate the growls of Shyrii-
wook, a protocol droid could obviously succeed
without check, while it would equire a difficult
effort and hard check for another species to be
comprehensible. Some abilities are too minor
or too specific to be mentioned in a profile.
Handling them is the responsibility of the play-
ers. They are generally defined narratively in
later sections.
In the stats section, the stats are somewhat
homebrewed. If FFG stats are available, they
are used as a base. However, they are sub-
ject to change for many reasons. First, many
of FFG’s stats are based on Canon, while the
species are different in Legends, so this cre-
ates differences. Sometimes, I simply disagree
and change it. Also, I tend to add more detail,
including abilities that FFG deemed too minor.
No characteristics go above 3, as that is over-
powered. For non-FFG species, my first resort
is GMAC (Great Movie Alien Compendium), as
it provides pretty good stats. However, these
tend to be tweaked as well. With all due re-
spect, I find that the stats can get a bit too
crazy sometimes. I often remove some of the
3
TABLE OF CONTENTS
A Drall................................. 39 Iotran............................... 68
Abyssin............................. 8 Dresselian......................... 40 Ishi Tib.............................. 69
Advozse............................ 9 Droid................................ 41 Ithorian............................. 70
Aleena.............................. 10 Dug.................................. 42 J
Amani.............................. 11 Duros............................... 43 Jawa................................. 71
Amaran............................ 12
E
Anx.................................. 13 K
Echani.............................. 44 Kaleesh............................. 72
Anzat............................... 14
Elom................................ 45 Kaminoan.......................... 73
Aqualish........................... 15
Elomin.............................. 46 Karkarodon....................... 74
Arcona.............................. 16
Ewok................................ 47 Kel Dor............................. 75
Arkanian (Baseline)............ 17
Arkanian (Offshoot)............ 17 F Khommite......................... 76
Askajian............................ 18 Falleen.............................. 48 Kitonak............................. 77
Fosh................................. 49 Klatooinian........................ 78
B
Frenk................................ 50 Koorivar............................ 79
Balosar............................. 19
Kowakian Monkey-Lizard..... 80
Barabel............................. 20 G
Gamorrean........................ 51 Kubaz............................... 81
Bardottan.......................... 21
Gand................................ 52 Kyuzo............................... 82
Besalisk............................ 22
Bith.................................. 23 Gank................................ 53 L
Bothan............................. 24 Geonosian (Noble)............. 54 Lannik.............................. 83
Geonosian (Soldier)............ 54 Lepi.................................. 84
C
Geonosian (Worker)........... 54 Lurmen............................. 85
Caamasi............................ 25
Gigoran............................ 55 Lutrillian........................... 86
Cathar.............................. 26
Givin................................. 56
Cerean.............................. 27 M
Gossam............................ 57 Mandalorian...................... 87
Chadra-Fan....................... 28
Gotal................................ 58 Mantellian Savrip............... 88
Chagrian........................... 29
Gran................................. 59 Miralan............................. 89
Chalactan.......................... 30
Gungan............................. 60 Miraluka........................... 90
Chandrilan Human............. 31
Chevin.............................. 32 H Mon Calamari.................... 91
Chiss................................ 33 H’nemthe.......................... 61 Mrlssi............................... 92
Clawdite............................ 34 Harch............................... 62 Mustafarian....................... 93
Corellian Human................ 35 Herglic.............................. 63 Muun............................... 94
Cosian.............................. 36 Ho’Din.............................. 64 N
Human............................. 65 Nautolan........................... 95
D
Hutt................................. 66 Neimoidian........................ 96
Dathomirian (Female)......... 37
Dathomirian (Male)............ 37 I Nikto................................ 97
Devaronian........................ 38 Iktotchi............................. 67 Noghri.............................. 98
4
Complete Species Guide
Nosaurian......................... 99 Snivvian............................ 127 Yinchorri........................... 156
O
Squib................................ 128 Yuuzhan Vong.................... 157
Ongree............................. 100 Sullustan........................... 129 Yuzzum............................. 158
Ortolan............................. 101 T Z
P
Talz.................................. 130 Zabrak.............................. 159
Pa’lowick........................... 102 Theelin.............................. 131 ZeHethbra......................... 160
Pantoran........................... 103 Thisspiasian....................... 132 Zeltron.............................. 161
Parwan............................. 104 Tholothian......................... 133 Zygerrian.......................... 162
Patrolian........................... 105 Togorian (female)............... 134
Pau’an.............................. 106 Togorian (male).................. 134
Polis Massan..................... 107 Togruta............................. 135
Pyke................................. 108 Toong............................... 136
Toydarian.......................... 137
Q Trandoshan........................ 138
Quarren............................ 109 Tunroth............................. 139
Quermian.......................... 110 Tusken Raider.................... 140
R Twi’lek.............................. 141
Rodian.............................. 111 U
Roonan............................. 112 Ugnaught.......................... 142
Ryn.................................. 113 Umbaran........................... 143
S Utai.................................. 144
Sakiyan............................. 114 V
Sarkan.............................. 115 Verpine............................. 145
Sathari.............................. 116 Vodran.............................. 146
Selkath............................. 117 Vratix............................... 147
Selonian............................ 118 Vurk................................. 148
Sephi................................ 119 Vuvrian............................. 149
Shawda Ubb...................... 120
W
Shistavanen....................... 121
Sith (Kissai)....................... 122 Weequay.......................... 150
Sith (Massassi).................. 122 Whiphid............................ 151
Sith (Sith’ari)..................... 122 Wookiee........................... 152
Sith (Zuguruk)................... 122 X
Skakoan............................ 123 Xexto................................ 153
Skrilling............................. 124 Y
Sljee................................. 125 Yarkora............................. 154
Sluissi............................... 126 Yevetha............................. 155
5
TABLE OF CONTENTS BY ATTRIBUTE
6
TABLE OF CONTENTS BY ATTRIBUTE
7
ABYSSIN
Primitive but powerful, the one-eyed Abyssin boast in-
credible strength and toughness in addition to regen-
erative abilities. While some have found them useful
as mercenaries, their violent culture makes interaction
complicated.
SPECIES ABILITIES
SPECIES ABILITIES
M any of Advozsec’s behaviors are a result of
their planet’s geology. They have settled
near hot springs for heat, but those generally
2 2 2 3 2 1 occur in geologically unstable regions. As such,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
volcanoes are a common problem for them. The
destruction of their homes as left them pessi-
• Wound Threshold: 11+Brawn mistic and paranoid. However, they have come
to understand that financial stability can allow
• Strain Threshold: 10+Willpower them to rebuild back up to their previous life-
• Starting XP: 90 style. This desire for acquisition of wealth and
power makes many of them bureaucrats.
9
ALEENA Society: Aleena are social creatures, thriving the most
amongst their own families or with other closely-knit
Aleena are adventurous reptiles who are very family-ori- groups. They are very loyal and dedicated to their fami-
ented. They have mostly abandoned technology as a lies and friends. They are also innately curious, eager to
self-imposed punishment for a past war. They are small see new things. Their food is omnivorous and known for
but very fast. being extremely spicy. Aleena settlements are small and
low-tech, typically composing of a single lineage, or ta-
Physiology: At 80 centimeters and 50 kilograms on hiko. The tahikos send couriers to a capital, who present
average, Aleena are small and fast. Proportionally, their wishes to an advisory body, who in turn work alongside
body is rather long with short legs and arms. Despite a king to decide what is best for the society. The Aleena
their short stride, they have quick reflexes, and a fast have imposed an abandonment of most technology.
metabolism gives them large amounts of energy: enough
energy to outrun much larger predators. Though their Homeworld: Aleena come from Aleen, a very low-tech
hands have only four stubby fingers, they are never- planet shared by tree-like Kindalo. It is a desert world in
theless superior to many species in terms of dexteri- the Mid Rim. The Aleena and Kindalo are mostly sepa-
ty. Aleena are warm-blooded reptiles. Their somewhat rate, as the Kindalo inhabit underground caverns. How-
scaled skin is mostly a blue-gray and is typically grayest ever, long ago, that was not the case. A horrible civil
at the chin and chest. Their hairless head also includes war dealt major damage to both societies. Because of
a wide mouth of sharp teeth, downward-pointing ears, that, the Great Seal was created. It blocks off the the
noseless nostrils, and a pointed forehead. While some passage to the Underworld, separating the two societ-
theorize that they are relatives to the Gossam, such ies. Troubled relations were caused when the Great Seal
claims are unproven. mysteriously opened during the Clone Wars, but it was
quickly closed. They also have a colony on the Inner Rim
world of Aleen Minor.
SPECIES ABILITIES
1 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ALEENA TOURISTS
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Complete Species Guide
AMANI and result in few hard feelings between tribes.
Society: The Amani culture is very primitive, and they • Regeneration: When recovering one or more
live a nomadic hunter lifestyle. They are lead by lore- wounds through natural rest or a bacta tank,
keepers. They are a very violent people, and tribes recover one additional wound. May also regrow lost
limbs after a few months.
will fight each other for control of a forest. These
traditional fights are called takitals. The takitals • Rolling: As a maneuver, may begin rolling. When
still ultimately lead to peace and understanding rolling, must spend at least 1 maneuver per round
moving, but this maneuver may move 2 range
bands.
• Primitive: Upgrade the difficulty of any checks
involving advanced technology. This counts as any
technology not available on their home planet,
although individual pieces of technology they
become familiar with over an extended period of
time can become exempt from this at the GM’s
discretion. May spend 10 XP at character creation
to remove this penalty permanently.
11
AMARAN Homeworld: The Amarans originally come from Amar,
a terrestrial Inner Rim world. However, they are often
Small vulpines with a large tail, the Amarans are per- seen on other planets. Many live on the watery Mid
sistent negotiators and savvy ranchers. They often work Rim world of Naboo, where they inhabit swamps and
in animal handling, business, or both. They have trav- work as ranchers for the native bursa. These swamps
elled to many planets and often many many languages. also feature a primitive species, the Gungans. Those on
Vulptereen and other worlds related to the Trade Fed-
Physiology: The Amarans are small-sized creatures erations mostly focus on business management, leader-
that share vulpine and canine heritage. They are cov- ship, and other white-collar jobs. The can also be found
ered in fur, which is typically red-orange with a white on many other planets like Coruscant, often as mer-
spot on the chest. Their fur is relatively short aside from chants or traders.
their bushy tails and tufted cheeks. They have a pointed
white muzzle with a small mouth. They also have small Language: Amarans often know many languages, as
black eyes and a black nose. Their ears are large and they like to travel and be social. Typically, Basic is one
pointed. While the Amarans have no toes, they do have of them.
four-fingered hands with thin claws
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Complete Species Guide
ANX explore other worlds. While Anx are normally peaceful,
their curiosity about people has given them a reputa-
A very tall people who are sociable and peaceful, the tion as warriors. This is because they are highly familiar
Anx love to talk. While they may wear their emotions with the biology of all sorts of sentients, so Anx can be
on their sleeve metaphorically, they literally show them surprisingly effective in combat, crippling or wounding
on a crest above their head. Anx evolved from herd an- opponents with one well-placed attack.
imals, so they are very attached to their large families.
Homeworld: Anx come from Gravlex Med, but few live
Physiology: Anx are very tall reptilians, and they can on it anymore. The Empire has badly mismanaged the
be four meters high. Their thin, hairless head has a crest planet’s resources, and industrial pollution has turned
extending upward and a chin extending downward. The the savannahs into a hazardous wasteland. The Anx
crest can change color based on mood, so they have have fled offworld to their many colonies.
a very difficult time hiding their emotions. They also
Language: Anx speak the language of Anx, but many
have no nose. To maintain balance on their high gravity
know Basic as well. They have very deep voices.
world, they have a hunched posture and a tail extending
backwards. Their feet are also larger, since they have
toes pointing backward as well as two toes on each foot SPECIES ABILITIES
that point forward. Their skin is a leathery brown, yel-
low, or blue. Though their eyesight is poor, they can
smell very well. They have three stomachs, which con- 3 1 2 1 2 3
sume an entirely vegetarian diet of mostly leaves. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
POOR LIARS
13
ANZAT FEEDERS
Perhaps no species is more feared than the Anzati.
Though near-human (and capable of passing as hu-
mans to a quick glance) they have proboscises which
W hile most Anzati place their value and pur-
pose in the quest for soup, there are still oth-
er characteristics and values that define them.
can be used to “feed” off of the “soup” of other sen- Though not social and almost always alone, they
tients. Though some Anzati are benevolent, those who can nevertheless be artistic, although they tend
try “soup” even once will almost certainly be addicted to eventually find that the art is meaningless.
for life. They are typically alone and secretive, blend-
ing into crowds before finally choosing to strike.
Physiology: The Anzati are a near-human species with Many species have legends of the Anzati, terrify-
one critical distinction: their ability to feed off of the ing tales of these assassins. Since the Anzati are
“soup” of sentients. Beyond a more pale skin color and so ancient, these tales often very old.
a larger nose with flared nostrils, an Anzat can easi-
ly pass as human against a brief inspection. However,
when the time is right, Anzati release thin proboscises tistic, although they tend to eventually find that the art
out of pores in their cheeks. Similar to tentacles, these is meaningless. They are typically alone and secretive,
can go into nostrils and take a delicious soup out of a blending into crowds before finally choosing to strike.
victim. The soup goes by many names, including “luck” Many species have legends of the Anzati, terrifying
and “sea of memory.” Regardless, the act is almost cer- tales of these assassins. Since the Anzati are so ancient,
tain to kill, and it also addicts the Anzat. While Anzati these tales often very old.
can live just fine without it, a single taste of soup and
they have an addiction. Once addicted, they cannot go Homeworld: The world of Anzat is misty Mid Rim world
more than a few days without soup. They live for about that is rightfully avoided by most non-Anzat. Those that
1,000 years at max. do come rarely go further than the spaceports. The An-
zati live in stone buildings.
Society: While most Anzati place their value and pur-
pose in the quest for soup, there are still other charac- Language: Anzati speak Anzat, which is a very old lan-
teristics and values that define them. Though not social guage. Its written form is now dead. Most Anzati use
and almost always alone, they can nevertheless be ar- Basic to interact with others.
SPECIES ABILITIES
2 2 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
14
Complete Species Guide
AQUALISH Homeworld: The Aqualish share the world of Ando,
which is 95 percent water. The other 5 percent is devot-
Racial separations divide the Aqualish, and they are ed to rainforests, swamps, and rocky caves. Even this is
often belligerent. Though they may lack subtlety, they covered in mist and fog, however. A fairly minor world,
make up for it with natural strength and aquatic abili- it sits in the Mid Rim along the Corellian Run. The cap-
ties. ital, Quantill City, is the home of the major spaceport
and Imperial legislation. Most of the planet is segre-
Physiology: Aqualish are fairly average in height, but gated by subspecies. Language: All subspecies speak
their bodies are well muscled and, in the case of the similar dialects of a language known as Aqualish, which
Aquala, insulated in a layer of fat. Depending on the cannot be spoken by other species. When they speak
subspecies, they can have hands or fins and two or four Basic, it is generally harsh and abrasive, thanks to their
eyes. Either way, the Aqualish are a combination of large tusks.
arachnid and aquatic mammal species. Their two man-
dibles that extend from the jaw are resemblant of many
large spiders, but they have many similarities to aquatic SPECIES ABILITIES
mammals, including, most notably, their aquatic nature.
In addition, their gray, green, or black skin has a rough, 3 2 1 2 2 2
rubbery, texture. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
AQUALISH SUBSPECIES
AQUALA
• 1 rank in Resilience
• Blubber: Remove b for cold or wet conditions.
QUARA
• 1 rank in Coercion
• Forest Dweller: Remove b when tracking
outdoors.
UALAQ
• 1 rank in Survival or Perception
• Four Eyes: Remove b for darkness or brightness.
RACIAL TENSIONS
SPECIES ABILITIES
1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
16
Complete Species Guide
ARKANIAN conduct their research. That being said, Arkanians are
good scientists and not afraid to say so. Even the more
Arkanians are arrogant and selfish near-humans who modest ones acknowledge it. They are also competent
focus primarily on science. They are often seen as ge- when it comes to finances. Though not well-liked, they
neticists, and they have a track record of genetically work with large corporations in order to maximize their
modifying sentient creatures. They have even created own credit flows.
species, such as the Quermians.
Homeworld: Arkanians live on the cold world of Arka-
Physiology: Arkanians are near-humans, having much nia, which is mostly tundra. Rich in diamonds, it is used
in common with their human relatives. What makes for mining is well as medical research. Though it is in the
them most distinctive visually are their silvery eyes with- Core, it is not a commonly visited world thanks to the
out pupils and white hair. They also have four fingers, speciesist and arrogant ways of its natives.
which are somewhat clawed. Offshoots have five normal
Language: Arkanians speak Arkanian, though many
fingers and human-resembling eyes. Their skin is much
know Basic as well.
lighter. For both, their eyes are capable of both infrared
and heat detecting sight, meaning that they can effec-
tively see in the dark. They are also sensitive to light in SPECIES ABILITIES (BASELINE)
general, meaning that they sometimes need sunglasses
on planets with brighter suns.
2 2 3 2 2 1
Society: Arkanian society is best defined by arrogance. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
They believe themselves to be the pinnacle of evolu-
tion and act like it. Though arrogant and often blatantly
insulting towards outsiders, they expect politeness to-
• Wound Threshold: 10+Brawn
ward themselves. Insulting an Arkanian without proper • Strain Threshold: 10+Willpower
apology or gift to make amends can mean prison time • Starting XP: 100
on Arkania. They are often scientists, and brutal ones at
that: Famed for genetic manipulation, they have creat- • 1 rank in Medicine
ed new species, made major medical discoveries, and • Night Vision: Remove bb for darkness, add b
also committed major genocides and atrocities. Though for brightness.
passionate about their field, they are still very slow to
SPECIES ABILITIES (OFFSHOOT)
2 2 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ARKANIAN OFFSHOOTS
17
ASKAJIAN ASKAJIAN WEAVERS
SPECIES ABILITIES
1 2 1 3 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
18
Complete Species Guide
BALOSAR • Antennapalps: With extended antennapalps,
remove b from Perception checks. May also sense
The Balosars are near-humans who live in a society that surges in emotion, adding b on all initiative checks.
is defined by crime and poverty. They are extremely re- • Poison Tolerance: Remove penalties for most
sistent to any form of drug or poison, but they do ex- poisons.
port death sticks. Most look somewhat sickly.
19
BARABEL OUTSIDE RELATIONS
20
Complete Species Guide
BARDOTTAN DAGOYAN MASTERS
Dimunitive saurians, the Bardottans are a species that
are known for their reclusive, scholarly ways. They are
also very spiritual, and some are members of the Force
B ardottans have a rich Force tradition, al-
though they long detested the Jedi Order for
kidnapping children. (This opinion somewhat
tradition known as the Dagoyan Masters. Other Bar- changed in 19 BBY after Mace Windu assisted
dottans come from a colony on Phu, calling themselves the people.) Almost all Bardottans believe in
Phuii. Dagoyan ways, and Dagoyan beliefs are deeply
ingrained into their culture. They practice peace,
meditation, and study. However, long ago, the
Bardottans were not so peaceful. They instead
were ruled by the Frangawl cult, a violent group
of demon-worshippers. While the Frangawl were
barbaric and stuck fear into the hearts of many,
they truly believed that their actions were moral
and necessary.
SPECIES ABILITIES
1 2 3 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
21
BESALISK • Starting XP: 85
• 1 rank in Resilience
Besalisks are brave and adventurous avians with four
arms. They come from the frigid glaciers of Ojom, where • Cold Adaptations: Remove b for cold conditions,
add b for hot conditions.
they live in relative isolation. Their bulk provides great
strength and protects them from the cold. • Extra Arms: May have twice as much gear in their
hands and do not have to suffer strain for a second
Physiology: Besalisks are strong, bulky humanoids with maneuver. Still may not make 3 maneuvers in a
four arms. Some females have even more arms. Like round without “Unmatched Mobility.”
humans, Besalisks only have one dominant hand,
however. Some have a slight beak for a mouth, as
they are technically avian. They have three-toed feet,
but four-fingered hands. Their skin is typically a light
brown. Their head is quite distinctive, with a bulbous
throat, wide mouth, downward-drooping ears, and,
in males, a hard crest. Just above their mouth, they
have black whiskers with sensory capabilities. They
reproduce by laying eggs, which are hatched during
the warm seasons.
22
Complete Species Guide
BITH WAR
SPECIES ABILITIES
2 2 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
23
Complete Species Guide
BOTHAN
The Bothans are paranoid and rarely trust anyone. They
are canines who use their small size and enhanced sens-
es to their benefit when it comes to stealth. Since they
run the Bothan Spynet, they are often seen in this role.
24
Complete Species Guide
CAAMASI MEMNIIS
SPECIES ABILITIES
2 1 2 1 3 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
25
CATHAR A TRAGIC PAST
Disciplined yet ferocious felines with sharp claws and
fast healing, Cathar have a history as warriors, although
they were once devastated by Mandalorians. They are
L ong ago, Mandalorian Neo-Crusaders devas-
tated the Cathar and their homeworld. In the
fateful Battle of Cathar, about 90 percent of the
religious and value honor. population was killed by the Mandalorians. While
a few fled and survived, the rest were taken as
Physiology: The Cathar are predatory felines who have slaves by their conquerors. Not only did the pop-
great instincts as warriors. Though not incredibly large, ulation suffer, but the ecological damage done
they are fast and possess excellent reflexes. Further lasted for a long time as well. It is now finally
making them formidable in combat are their retract- gone, however. Before that, the Cathar settled
able claws and great healing abilities. They have point- on worlds like Ord Mantell and Taris. Their time
ed ears, a mane around their head, sharp teeth, and a as slaves to the Mandalorians has ended, but
black nose. Though their brown skin is similar in color many are now enslaved by the Empire or oth-
to fur, they do not have fur over the rest of their body. er organizations. While females are prized as
There are two other subspecies, the Juhani and the Myr slaves, the males’ ferocious tempers make them
Rho, both of which are more similar to humans in terms too difficult to control.
of looks.
SPECIES ABILITIES
2 3 1 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
26
Complete Species Guide
CEREAN
A binary brain allows the Cereans to have powerful in-
tellectual abilities and easily multitask. They have avoid-
ed technology on their home planet in order to protect
from environmental damage.
27
CHADRA-FAN CHADRA-FAN AS SLAVES
SPECIES ABILITIES
1 3 3 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
28
Complete Species Guide
CHAGRIAN THE COLOR OF WAR
SPECIES ABILITIES
2 1 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
29
CHALACTAN
Religion is vital to the near-human species known as
the Chalactans, as they arealmost all members of the
Chalactan Adepts. They are extremely strong-willed, as
their beliefs center around self-control and discipline.
Language: Chalactans generally know Basic as well as A lmost all Chalactans fall into the religion of
Chalactan Adepts. The Chalactan Adepts fo-
cus on many of the views that distinguish the
their own native language. The latter is often used for
religious purposes. Chalactans as a whole. They are a mystical people
with a complex philosophy. They strive constant-
ly to receive illumination, also called Enlighten-
SPECIES ABILITIES ment. This is best defined as an understanding
of the natural laws of the universe, which they
also believe to exist in every single sentient per-
2 2 2 1 3 2 son. All Adepts have a piercing near the top
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
of their nose referred to as the Lesser Mark. It
symbolizes their quest for Enlightenment. Once
• Wound Threshold: 10+Brawn a Chalactan Adept has received Enlightenment,
they receive a Greater Mark of Illumination in the
• Strain Threshold: 10+Willpower lower middle of their forehead. Both these marks
• Starting XP: 100 are small golden beads featuring the “Unclosable
• 1 rank in Discipline Eye” that are attached on by piercing. They are
ruled by a Convocation of Adepts and study at
the Temple of Illumination. On the more practical
level, Chalactan Adepts are known to use their
discipline to be nearly immune to manipulation
and torture.
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Complete Species Guide
CHANDRILAN HUMAN • 1 rank in Knowledge-Xenology or Leadership
• Intellectual Debate: When arguing persuasively,
Chandrilans are a unique human culture that have two may add bs equal to ranks in a relevant Knowledge
notable things. First is their extreme pacifism, as most skill at the GM’s discretion.
prefer to settle disagreements via debate. The other is
their focus on protecting the environment, so their plan-
et is in excellent condition.
Language: Chandrilans only speak Basic. C handrilan beliefs run almost exactly opposite
to those of the Empire. Their former Senator,
Mon Mothma, is a known Rebel leader. With the
Empire unable to use the Death Star on Chand-
SPECIES ABILITIES rila, Palpatine has let Gerald Weizel govern the
planet. Weizel attempted to blockade the plan-
et, but underestimated the determination of the
2 2 2 2 2 2 Rebel Alliance. The planet was freed by Rogue
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Squadron. However, the Empire has placed
forces above its neighbors and used tariffs on
• Wound Threshold: 9+Brawn food to hurt the Chandrilan economy. This indi-
rect blockade has forced Chandrilans to rely on
• Strain Threshold: 11+Willpower smugglers. While their orbital fleet is ready to
• Starting XP: 110 defend the planet should the Empire attack, the
people will not attack the Imperial garrison.
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Complete Species Guide
CHEVIN harsh and selfish in trade, however. Their moral outlook
is generally a grim “every man for himself,” which they
A selfish people who still practice slavery, the Chevin find in themselves and expect from others. Chevin are
put business first. They are very large and tough, but aggressive, generally high achievers. They work well in
most prefer to get what they want through commerce. leadership roles and have a knack for sensing potential
While they may drive a hard bargain, they are still hon- for both people and markets. Going anywhere to make a
est. profit, they are especially good at navigating black mar-
kets and the underworld. Aside from the dictators, all
Physiology: Chevin are large creatures who can be up other Chevin are nomadic, and whole villages move on
to three meters in height. They are wide, too, making their homeworld. Likewise, they often travel the stars in
them difficult to tackle in a brawl. With their thick hide, search of better opportunities. Their villages are known
they are also difficult to bring down by a blaster. Dis- as lodges, which carry them and their goods.
proportionate humanoids, they have a huge, long head
that makes up much of their mass. They are hunched Homeworld: Like the Chevs that they keep enslaved,
over, and their chin reaches knee level on their stubby the Chevin are native to Vinsoth. The durable nature of
legs. Short arms with four-fingered hands protrude from the Chevin works well with the diverse climate of their
their wide shoulders. They have hair, typically blonde or homeworld, which includes grassy plains, polar ice caps,
brown, on their chin and atop their hooded head. Their and dry deserts. However, most prefer to stick with the
long snout is ideal for smelling, and their eyes have two plains. It is an Outer Rim world in the northern part of
lids to help in sandstorms or blizzards. They also have the galaxy. It has seven continents, each ruled by its
beady, black eyes. Their skin, generally a shade between own dictator.
gray and brown, is thick and wrinkled.
Language: Most Chevin speak both Chevin and Basic
fluently.
SPECIES ABILITIES
3 1 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SLAVERY ON VINSOTH
32
Complete Complete
Species Guide
Species Guide
CHISS COOL AND CALCULATING
Chiss are a very calculating people who focus on plan-
ning and analyzing ahead of time as much as they can.
They are distant relatives to humans, but are now dis-
C hiss are patient and have an aptitude for tac-
tics. They are constantly taught to plan for the
future, to painstakingly analyze the situation,
tinguished by their blue skin and red eyes that have no and to formulate a perfect plan. This has created
pupils. a cultural taboo against preemptive strikes, and
to break this can result in exile. A player who
Physiology: Chiss are near humans most notable for follows this trend likely waits for the last moment
their blue skin and red eyes that lack pupils. These to draw his blaster and doesn’t fight until he first
features grow even more intense when in greater con- is attacked. However, some other Chiss may be
centrations of oxygen. Their hair is almost entirely a jet rebellious, striking first and using the element of
black, except for the elderly, who have silver hair. They surprise to their advantage. This tendency could
tend to be a bit taller than humans, as well as in better be the reason why a Chiss has left the Ascendan-
shape. According to genetic analysis, the Chiss are still cy in the first place.
relatives to the humans, but they are old enough that
no record of these connections is known. They reach
physical and emotional maturity as young as 13 and
live to about 80.
loyal to the Ascendancy. The Chiss are highly unknown,
Society: Chiss value caution, thought, and careful plan- and few are aware of their existence. Much, much few-
ning. They are peaceful and highly cultured. They tend er have actually travelled to the Chiss Ascendancy. The
to keep to themselves and even those that do venture Chiss themselves are not prone to emotion and carefully
into the rest of the galaxy keep a careful respect for the plan their moves with logic. They tend to plan for the fu-
rest of their species’s desire for isolation. They also tend ture and can be excellent at predicting their opponents.
to be very reserved towards outsiders and are only truly Their culture values art and intellectual achievement but
not very much at the economic level. They instead strive
for personal growth and contribution to the society that
they have worked so hard to create.
SPECIES ABILITIES
2 2 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
33
CLAWDITE ZOLANDER OPPRESSORS
SPECIES ABILITIES
2 2 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
34
Complete Species Guide
CORELLIAN HUMAN EARNING YOUR STRIPES
Corellians are a cocky breed of human that are very
prominent in all things related to ships. They build
them, they fly them, and they are good at both. Corel-
O ne of the highest honors in Corellian society
is the Bloodstripe, awarded for military ser-
vice of particular courage and daring. The Blood-
lians are often risk takers or thrill seekers, so speed is stripe is applied to the side of one’s pants, a
their primary focus. series of short horizontal lines in red going down
from top to bottom. While Corellians are often
Physiology: Corellians are a race of mostly humans, too free-spirited and independent to join a mili-
but the distinction is more cultural than genetic. There tary, some nevertheless manage it. Corellian mil-
are some differences, however. Most of them have light- itaries are, of course, less rigid and disciplined
er skin and brown hair. They also often wear a confident than others, acknowledging the culture’s ten-
smirk. dency. As an independent sort, they have fought
in several wars. For most of their history, they
had various wars of secession from the Republic.
Despite this, they were actually mostly neutral
during the Clone Wars. However, under Imperial
rule, they have come to get back their desire
for independence and have started to fight back.
Wedge Antilles and the smuggler Han Solo cur-
rently work with the Alliance, and both will go on
to become famed heroes.
SPECIES ABILITIES
2 2 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
35
COSIAN EXILES OF LOSARU’ON
NOTE
Society: Cosians are a scholarly people with a tendency
L ittle is known about Cosian society. The re-
mainder of this information has a few assump-
tions based on subtle comments but is mostly
towards social sciences and understanding how people
act. They often are patient but cunning, seeing benefit,
both practical and spiritual, in a role of observation.
made up. However, I need to fill this page, and While not wholly religious as a society, they are unified
having societal information should make Cosian in a wisdom of sorts that comes from years of observa-
characters more interesting. Players are not ob- tion. Their silent nature serves them well socially, but
ligated to follow this, but it is encouraged that should they enter conflict, passive-aggression is their
if not, they imagine their own aspects of Cosian favorite tool.
culture.
Homeworld: Cosia is a plains-covered world in the
Deep Core. As such, going to and from it is relatively
dangerous, as well as restricted by the Empire. On it,
most Cosians are simple farmers.
SPECIES ABILITIES
1 2 3 2 2 2
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36
Complete Species Guide
DATHOMIRIAN ecosystem that includes oceans, forests, mountains,
canyons and deserts. The male Dathomirian Zabraks are
The Dathomirians are small in number but have have isolated on the far side of the planet in a small village.
a strong connection the Force. The males, similar to Females stay closer to the other human witches and ride
Zabraks, are slaves who become powerful marauders. on the native rancors.
The females, more humanoid, have adapted the tradi-
Language: Dathomirian Zabraks do not have their own
tions of the Nightsisters.
language and are fluent in Basic. While there are reli-
Physiology: Dathomirians are a hybrid of human and gious chants, they are not a useable tongue.
Zabrak genetics. Male Dathomirian Zabraks are fairly
similar their Iridonian relatives, with a humanoid body
and face and a head full of sharp horns. They are unique
SPECIES ABILITIES (MALE)
in appearance, however, with their skin, which is gener-
ally red, orange, or yellow. In addition, almost all wear 3 2 1 2 3 1
distinctive cultural tattoos, even those such as Darth BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Maul, who left his clan at a very early age. Their focus
on physical activity and combat means that Dathom-
irians are also much more muscular than Iridonians.
• Wound Threshold: 11+Brawn
Females, for their • Strain Threshold: 12+Willpower
part, are more similar • Starting XP: 80
to humans. They have
gray or white skin, sil- • 1 rank in Brawl or Melee
very eyes, and are gen- • Fearless: Recieve the talent “Confidence.”
erally more lean than their
human counterparts. They have SPECIES ABILITIES (FEMALE)
no horns.
A
ferent to the human witches in that the ll of the Nightbrothers have enough midi-chlo-
Nightsisters draw on the Dark Side of rians to be considered Force-sensitive, but,
the Force. Less brutish than the males, unlike their Nightsister counterparts, rarely prac-
Nightsisters focus on their Dark Side tice their abilities. A player who is a Nightbrother
magic. They worship the Winged God- could choose to have a Force Rating of zero and
dess and the Fanged God. The two ignore this aspect entirely, explaining it by his
groups live separately and have a lack of training. Perhaps the player truly can’t
mostly peaceful relationship despite use the Force do to a rare genetic defect. Having
the fact that the Nightbrothers are a higher Force Rating is also possible, of course,
essentially slaves to the Nightsis- and the player could be very skilled with it, like
ters. Ironically, they make a rela- Darth Maul or Savage Oppress. Nightsisters are
tively small percent of Dathom- more likely to know the Force, as it is very much
ir’s population, which is almost ingrained in their culture. Those genetic defects
entirely human. who are not Force-sensitive could be possible,
but would likely be an outcast from birth. Oth-
Homeworld: Dathomirian Zabraks, as the name im- erwise, Nightsisters are almost certain to have
plies, are native to Dathomir. An obscure Outer Rim a Force Rating of at least one. Of course, some
world, it has a very small population. Temperate, it is may choose to hide their powers.
beautiful by most standards and possesses a diverse
37
DEVARONIAN • 1 rank in Survival
• Multiple Livers: Add bbb on Resilience checks
The Devaronians have great gender diversity. Males are to deal with poisons, including alcohol.
bald, have horns, are extremely gregarious and eat only
meat. The females, on the other hand, are very much
opposite: They are furry, lack horns, and are omnivo-
rous.
2 2 2 3 1 2
D evaronian teeth are also different by gender:
Males have sharp, pointed incisors, while fe-
males possess molars and canines as well. One
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
in fifty males has a retractable set of “female”
teeth as well as his male ones. These males were
• Wound Threshold: 11+Brawn preferred as scouts in ancient times, since they
can eat a greater variety of foods. These rare
• Strain Threshold: 10+Willpower males (and all females) can survive off of plants,
• Starting XP: 90 although all Devaronians prefer a carnivorous
• 1 rank in Deception diet.
38
Complete Species Guide
DRALL scale. On their homeworld, most Drall work in agricul-
tural research, and they are typically too cautious to go
Short rodents who are intellectual by nature, the Drall offworld. Those that do are often hired as researchers.
are one of the three species present in the Corellian Sys- Anywhere they think, they will often decorate as a cave,
tem. They are a very civilized people who are very dig- which is their original habitat. They find that it helps
nified. They love storytelling, which they greatly enjoy. them focus better. Drall have no formal government but
are ruled by the large family groups instead. Each family
is lead by a Duchess, who is the eldest female. Drall also
have a tradition of gossiping. They are not hostile and
tend to get along well if they choose to interact. When
not thinking as a hobby, they prefer reading or hearing
stories. Storytelling sessions are referred to as Ta’sharr.
They are held daily among Drall families, under the di-
rection of Duchesses.
SPECIES ABILITIES
1 1 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
39
DRESSELIAN AGAINST THE EMPIRE
Dresselians are primitives who place very high value in
freedom and independence. Their face is wrinkled so
they are often called “Prune Faces.” On their homeworld
T en years ago, Dressellians found their first ma-
jor enemy in the Galactic Empire. Though they
were part of the Confederacy during the Clone
of Breehara, they are hunter-gatherrs and farmers. Wars, they were too minor to be invaded by the
Republic. However, ten years ago, they first met
Physiology: Dressellians are near humans best iden- the Empire. The Empire came in search of re-
tified by their hairless, wrinkled forehead and face, sources and the Dressellians were quick to resist.
which sometimes earns them the derogatory nickname Though they were unsuccessful at first, they are
“prune face.” They have an orange or brown skin. They skilled at riding the native selldus as cavalry and
are tall, thin, and tough. Some have yellow eyes. Their have become masters of guerilla warfare. Bothan
hands have five fingers, which are clawed. They have smugglers have shipped them weapons, which
teal blood. made them effective enough to win. Not consid-
ering occupation worth the cost, the Empire has
Society: Dressellians are primitive and are known for now pulled out.
valuing freedom above all else. They prefer isolationism,
even though they participate in political matters and or-
ganize as necessary. They are peaceful in most cases,
but they are capable of warfare and willing to do it if they feel their rights are threatened. Their homeworld
was discovered by Bothans over two centuries ago, but
they mostly kept to themselves. They have a democratic
government, but they are in strong support of a smaller
government, so it is of little relevance.
SPECIES ABILITIES
2 2 1 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
40
Complete Species Guide
DROID DROIDS AND LIFE
SPECIES ABILITIES
1 1 1 1 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
41
Complete Species Guide
DUG Society: Dugs are aggressive creatures who like to es-
tablish dominance with their bullying ways. Natural with
Dugs are small mammals that walk and their arms and insults, they are experts at angering others. However,
use their feet for manipulation. They make natural bul- Dugs themselves are undisciplined and easily angered.
lies, and they constantly insult others. They have been Dugs are little more than a slave species to the Gran,
treated as second-class citizens by their Gran conquer- who conquered their home. They are paid minimal wages
ors. and treated as second class citizens thanks to the power
that the Gran hold in politics. They still live in primitive
villages in the treetops of their homeworld, which they
call “tree thorps.” Experiences with the Gran leave Dugs
xenophobic, and they are rarely seen offworld. Those
that are tend to come in groups with others of their kind
and be criminals or risk-takers, sometimes both.
SPECIES ABILITIES
2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
42
Complete Species Guide
DUROS tradition to refer to a Duros as “traveller,” regardless of
occupation. They always care for their young and give
Reptiles with blue or green skin who often travel the them special attention, as a way of separating them-
spacelanes, the Duros have left their homeworld be- selves from the Neimoidians. Economically, many Duros
cause of industrial pollution. Though some stay near- work as navigators, explorers, or pilots, while others
by on orbital cities, many have left their home entirely. stay on Duros and use their intellect to work in the
They value travelling so much that they often refer to many industries. The Duros starship industry is one of
one another with the title “traveller.” the most prominent businesses on Duros and is entirely
operated by its many shareholders. Duros also have im-
Physiology: Duros are hairless humanoids with blue or portant traditions around borrowing money, and failure
green skin. They have pupiless red eyes and nose. They to follow these traditions can create a severe social stig-
are somewhat thin in comparison to humans but make ma. Duros are also noted for their good memories and
up for it with knowledge. Duros were one of the first (if love for telling stories about their many travels.
not the first) to develop the hyperdrive, and they are
naturals when it comes to navigation. They are similar Homeworld: Duros come from the core world that is
to humans in height, but some are taller. Their heads Duro. The world is highly polluted, (This was fixed by
have sunken cheeks, wide craniums, and are general- the Yuuzhan Vong during their invasion) and the Duros
ly somewhat wrinkled. These wrinkles are horizontal at live in orbital cities. There are still some droid operated
eyebrow level, (though they lack hair for eyebrows) ver- facilities on the planet’s surface. The twenty orbital cit-
tical surrounding where their nose would be, and ver- ies support most of the housing and industrial needs, in
tical dropping down to the edges of their mouth. They addition to the orbiting shipyards.
still have a sense of smell, and the olfactory organ is still
Language: The Duros language of Durese is common
directly underneath their eyes. Descending from rep-
as a lingua franca amongst spacers due to the prom-
tiles, they lay eggs and are born in a larval grub stage.
inence of Duros, and it is an influence in Basic. The
Society: Duros tend to be adventurous and gregarious Duros, eager to travel and meet others, generally know
but not typically violent, reckless, or thrill-seeking. It is Basic.
SPECIES ABILITIES
1 2 3 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
NEIMOIDIAN COUSINS
43
ECHANI COMBAT AS COMMUNICATION
Combat is not just a way of life for the near-human
Echani. For them, it is also a way of communication.
They value speed, so they rarely use armor or heavy
E chani are adept at using combat as communi-
cation. Not only is martial arts important as a
sport or hobby, it is also a universal way under-
weapons. stand someone. Even Echani generals can see
into the emotions of their rival leader through a
Physiology: Echani are near-humans with lighter skin, battle. Hand-to-hand combat is seen as expres-
silver hair, and silver eyes. The Thrysian subspecies has sion and art. Since they look so similar, combat is
dark skin and hair. They are generally lighter in build, even vital towards identification in their culture.
but also quick. This is more a result of cultural differenc-
es than genetic differences, but it is still prominent in
almost all Echani. They are not very diverse in appear-
er combat-respecting cultures and believes that martial
ance, and all of them look very similar, especially to out-
arts are a skill to be respected. Though they might have
siders. Some theorize that Echani are the result of ge-
disagreements, many Echani find that they respect each
netically modified humans, and there is some evidence
other more after a fight. Traditional Echani weapons
to suggest that Arkanians, infamous for biology, (also,
and armor are light, to account for their lack of physical
ironically, silver-haired near-humans) are responsible.
strength. Some prefer to not wear armor at all, as it can
Society: Echani society focuses strongly on hand-to- restrict their movement. They are not inclined towards
hand combat but is surprisingly similar to that of many blasters culturally. This contrasts with their rivals, the
modern Humans. It lacks the more brutal focus of oth- Mandalorians, who use heavy armor, lots of gear, and
plenty of blasters. Echani society is somewhat female
dominated. Thyrsians are the opposite in many ways.
They are a Force cult worshiping the “Son of Suns,” and
some have turned to Sith ways. They also prefer heavier
weapons and equipment.
SPECIES ABILITIES
2 3 2 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
44
Complete Species Guide
ELOM ELOMS AND ELOMIN
45
Complete Species Guide
ELOMIN ELOMIN AND ELOMS
Distant relatives to the Zabraks who have reddish skin,
the Elomin are obsessive when it comes to logic, hy-
gene, and pattern-finding. They have now become Im-
T he Elomin live on the surface of their plan-
et, initially unaware of the Eloms. These bulky
creatures live underground, and they have had a
perial slave, but some find freedom with help from their strained relationship with the Elomin. While the
furry Elom neighbors, a species that they were typically Elomin were at one point Zabrak colonists, the
very separate from. Eloms have lived on Elom for all of recorded his-
tory. Even when the Eloms were discovered, the
Physiology: Elomin have skin that is orange, red, or Elomin explorers never told the other Elomin.
rusty brown and horns atop their head. A long lost off- They found it difficult to accept that they weren’t
shoot of the Zabraks, they have four horns on top of their the sole owners of the planet. While the Eloms
head and two more on the cheeks. Their physiology also planned for a peaceful yet isolated coexistence,
includes neck wattles, spanchons, four stomachs, gen- the Elomin considered them non-sentient. A Re-
erative nodes, a six-chambered heart, and long hairs public study found the Eloms to be sentient and
which grow behind their ears. They have somewhat long gave them rights to territory. The two species re-
ears. Their eyes are black, red, orange, or yellow. They mained mostly isolated because of differences in
have no nose, only nostrils. They are somewhat smaller lifestyle, but recent circumstances have caused
than humans, averaging five thirds of a meter tall. some of the more moral Eloms to do battle with
the Empire, freeing Elomin from the mines.
Society: Elomin are obsessed with order and patterns.
They seek to find patterns even where none exist and
are compulsive when it comes to organization. One
odd result of this is that they are unable to cope with a
Marg Sabl maneuver, as demonstrated by Grand Admi-
ral Thrawn in a skirmish over Obroa-skai. They are also
extremely hygienic, polishing their horns and combing
ear hair. They are also excellent at math. As one Elo-
min said, “Physical calculus is the foundation of logical
analysis, and logical analysis is the foundation of Elom
civilization.” They consider the logical, predictable, and
completely accurate field that is mathematics to be very
important. Under Imperial rule, the Elomin are mostly
slaves in mines.
SPECIES ABILITIES
2 2 3 2 1 2
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46
Complete Species Guide
EWOK EWOK WARFARE
Ewoks are primitive and seemingly irrelevant to the
grand scheme of the galaxy. Living only on the isolated
forest moon of Endor, they have yet to develop technol-
T hough their small size and lack of advanced
technology is indeed a major limit, Ewoks can
be effective combatants on their own homeworld
ogy or space travel. Despite this, they will be vital to the or anywhere with home field advantage. As prim-
Empire’s defeat. itive hunters, they know how to set traps for sin-
gle animals, but they have other abilities as well.
Physiology: Ewoks are small creatures, though their They have access to poison-tipped arrows and
bulk and fitness make up for this to an extent. Aside many are archers. Others use log based traps,
from eyes, nose, and mouth, they are covered in fur. which can trip larger foes. These are designed
This fur is mostly brown, though it can also be gray to fend off larger predators, but will later beat
or black. They have three toes and fingers. Ewoks are Imperial AT-STs. Even a primitive attack such as
distinctive for their large, black eyes and a small but thrown rocks can work, since most armor isn’t
sensitive nose. They are omnivorous in diet. designed to stop such an attack
Society: Ewoks have a primitive society, but they are
still sentient and intelligent. They are very superstitious,
however, and have many religions, gods, and rituals. of bridges. Some live on the forest floor as fishers or
They hold the forests of their homeworld to be sacred, hunters. Though they have demonstrated quick grasp
believing themselves descendants of the “Great Tree.” of outside technology, their own technology is still basic.
They are ruled by a chief and Council of Elders, while Innovations include hang gliders and fire.
a medicine man handles most religious affairs. Ewoks Homeworld: Ewoks live on the Forest Moon of Endor,
are still practical and need to focus much of their time which is shared with several other sentient species. This
on getting food. For food, the aren’t opposed to eating includes the Yuzzum, which they have a strained rela-
sentients, either. Ewok villages are high in the trees, tionship with. However, they mostly stay out of each
which and made of wood and are connected by a series other’s way. Later, it will be host to the construction of
the Second Death Star, a major battle in the Galactic
Civil War, and the death of Emperor Palpatine. The plan-
et is currently backwater, obscure, and rarely travelled
to by other sentients.
SPECIES ABILITIES
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
47
FALLEEN
Manipulation is the preferred weapon of the Falleen,
and they combine natural effectiveness with powerful
pheromones. They are arrogant and eager to take ad-
vantage of others. They are feared by the Imperials, so
they now face heavy restrictions.
Language: Falleen almost entirely know Basic in order suffering 2 strain to upgrade the ability of a Charm,
to deal with outsiders, but they also view their own lan- Deception, or Negotiation check. Does not work on
guage, Falleen, as being superior. targets with breath masks or without lungs.
SPECIES ABILITIES
1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
48
Complete Species Guide
FOSH SECRET CULTURE
SPECIES ABILITIES
1 3 2 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
49
FRENK Society: Frenk value combative abilities and hunting,
which makes many of them eager to be bounty hunt-
Frenk are green-skinned repitiles that show relations to ers. They are also community oriented and often prefer
Rodians. They are tall and thin, and many are exception- to work in teams. Despite this inclination, they are not
al athletes. Those seem away from their homeworld are particularly sociable or friendly when interacting with
almost always bounty hunters. outsiders. On their homeworld, their population is small
enough to survive as nomadic groups of hunters, which
Physiology: Frenk are thinly built reptiles of about two succeed despite relatively small amounts of technology.
meters in height. They have spotted green, orange, or Their government is minimal, although recent Imperial
pink skin. Their dexterous body is extremely thin above involvement has changed that somewhat. A small per-
the waist before widening. Their hands are four-fingered. cent of Frenk resist the Empire, but most keep on living
Their head is hairless and has extremely sunken cheeks. as before.
Their head is further distinguished by a conical nature,
four nostrils, and large black eyes. Frenk are distant rel- Homeworld: The world of Gorobei is a terrestrial planet
atives to Rodians, who share somewhat similar traits. full of jungles. Vicious predators of many sorts fill it,
while a single spaceport provides technological imports
and transit offworld for those who wish to be bounty
NOTE hunters.
up. However, I need to fill this page, and having SPECIES ABILITIES
societal information should make Frenk charac-
ters more interesting. Players are not obligated
to follow this, but it is encouraged that if not, 2 3 1 2 2 2
they imagine their own aspects of Frenk culture. BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
RODIAN RELATIVES
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Complete Species Guide
GAMORREAN Society: Gamorreans live in a clan based society, which
is strictly divided by gender. The males, “boars,” simply
Brutal mammals related to pigs, Gamorreans focus their fight. They devote their lives to a constant cycle of train-
life on warfare. They are extremely violent and uncivi- ing, going to war, and healing. The females, “sows,” do
lized, making interaction with other species difficult. all of the productive work. This includes farming, hunt-
ing, manufacturing, and running businesses. Males are
Physiology: Gamorreans are burly hogs with green or traded and switch between clans, while females stay in
brown skin. They are similar to humans in height, but the same clan. Clans differ, but are mostly in double or
weigh much more. Their mind is not as advanced and sometimes triple digits. There are ten males to every
they are really only good at brutal melee… or so the female, but the males have such short lifespans, making
stereotypes say. This isn’t all true, however. Many Ga- the number somewhat closer. Gamorreans call summer
morreans are indeed like this, but there are still excep- “wartime,” since it is when they fight. Fall, or “crop-
tions. Some are more thin, similar to a human. (They are time,” sees the final skirmishes before they settle in for
frowned upon and viewed as less than ideal.) Amongst winter. In “coldtime,” they mostly stay in their homes as
the less warlike females, skin color can vary as well: a family. Then spring, or “slushtime,” is for preparing for
black, brown, pink, yellow, and rarely white are all pos- war, marrying, or giving birth.
sible for them. They have two horns atop their head
and sharp inci- sors on the lower jaw Homeworld: Gamorreans come from Gamorr and have
that tend to stick out. Their eyes colonized Pzob. Procedure programs for visiting Gamorr
are beady. Most no- consist of a single line: DO NOT VISIT GAMORR. It is
tably about their face, average in climate and possess a diverse terrain. Prom-
however, is the nose. inent mushrooms are used as food.
SPECIES ABILITIES
3 2 1 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
HONOR IN BATTLE
51
GAND ture. The Ruetsavii, a group of elders, observes the peo-
ple. All Gand receive the name “Gand,” until a major
One of the more species of insectoids in the galaxy, accomplishment allows them to use their family’s name.
the Gand are a very mysterious species. Some have Further greatness, such as becoming a Findsmen, allows
no lungs, while other breathe ammonia. They refer to them to use a first name. Gand culture includes a slave
themselves using their names, which they cearn through trade, which is mostly accepted.
accomplishments. Some have abilities that allow them
Homeworld: Gand come from Gand, an Outer Rim
to track targets via mysterious rituals.
world covered in ammonia and methane. It is closed to
Physiology: Gand are an odd species of insectoids that offworlders, and most trade is handled through space
puzzle xenobiologists. They are shorter than humans in stations. Foreigners who are allowed on the surface al-
size and have three fingers that can match the dexterity most always stay in the Alien Quarters.
of five-fingered species like humans. They are covered
Language: The clicking language of the Gand can really
in a brown, green, purple, or tan chitinous exoskeleton
only be replicated by droids, and most Gand lack the
that is wrinkled and hairless. They have large, silvery,
vocal cords to speak Basic. Relying on mechanical trans-
eyes. Where Gand are so unique is in the respiratory
lation devices, these Gand never use pronouns, since
system. Most of the Gand do not seem to need air at
names carry such an important weight.
all, receiving everything they need from food. Further-
more, they excrete this through their skin, emitting a
musky odor of methane. Other subspecies have lungs SPECIES ABILITIES
and breathe ammonia. These typically where respirator
masks.
2 2 2 2 3 1
Society: Gand have a closed culture, so, just like their BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
GAND SUBSPECIES
WITHOUT LUNGS
• Lungless: Remove penalties for suffocation.
WITH LUNGS
• Ammonia Breathers: Need ammonia mask to
breathe in a normal environment. Oxygen is a
dangerous atmosphere of rating 8.
• +10 XP
FINDSMEN
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Complete Species Guide
GANK
A violent and serious species typically devoted to mer-
cenary work, the Ganks are prominent in Hutt Spaces as
thugs and hired guns. They are covered in cybernetics
and armor, so they give off a mysterious and almost
droid-like aura.
Homeworld: The original Gank homeworld is unknown, • Cyborgs: At character creation, gain up to 2 free
cybernetic implants of up to 5,000 credits combined
but they came to Nar Shaddaa and made it their home- value. Additional credits at character creation may
world. Nar Shaddaa is the Hutt-controlled moon of Nal be used to increase the 5,000 credit cap. Have a
Hutta, covered in cities that house all sorts of illicit cybernetic implant cap of 3+Brawn.
activities. They seem to live with their Hutt crime lord
employers, or they may be nomadic entirely. Such mys-
teries, just like the others, can only be answered by the
Gank Killers themselves.
53
GEONOSIAN battle in the Clone Wars, where the Republic took over
Geonosian factories. While it used to be successful in
Geonosians are flying insectoids notable for helping the the business of arms manufacturing, association with
Separatists in the Clone Wars. They enjoy violence, but the Separatists has ruined its reputation. The planet is
a majority of the Geonosians are worker drones whom also surrounded by an asteroid belt.
the nobles use for manufacturing.
Language: Geonosians sepak Geonosian, a clicking
Physiology: Geonosians are tough insectoids who are tongue. Some of the Nobles speak Basic as well, and all
only partially sentient. In many ways, they are a conun- Geonosians are capable of speaking Basic.
drum. While they are barely intelligent enough to man-
age sentience, the Workers are excellent in mechanics.
They are thinner than most other sentients, but the
Soldiers are surprisingly strong. Even the Nobles are SPECIES ABILITIES (NOBLE)
devious despite their lack of complete sentience. The
Nobles and Soldiers have wings, while the drones do
not. Most other traits are more uniform across castes: 2 2 1 3 2 2
hard, brown skin, three fingers and toes on each BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
54
Complete Species Guide
GIGORAN
Furry primitives from the snowy world of Gigor, almost
all Gigorans who leave their homeworld do so as slaves.
Unlike the short-tempered Wookiees, their nonviolence
makes them easier to control.
SPECIES ABILITIES
3 2 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
GIGORANS AS SLAVES
• Wound Threshold: 12+Brawn
• Strain Threshold: 11+Willpower T ragically, their lack of technology and weak
wills have made Gigorans easy prey for sla-
• Starting XP: 105 vers. Their natural strength makes them quite
valuable as well. This mostly occurs in the My-
• 1 rank in Resilience taranor sector, which also includes Kashyyyk, the
• Fur: Remove b for cold conditions, add b for hot Wookiee homeworld. (Another large and furry
conditions. slave species) Almost all of the Gigorans seen
off of their homeworld are escaped slaves or
• Primitive: Upgrade the difficulty of any checks
current slaves. Those that escape are often on
involving advanced technology. This counts as any
technology not available on their home planet, the run from bounty hunters. Many still live in
although individual pieces of technology they peace on their homeworld, but more and more
become familiar with over an extended period of are also forced to leave their homeworld each
time can become exempt from this at the GM’s day. Because of their size, Gigorans are effective
discretion. May spend 10 XP at character creation fighters. Many fight to end the slavery of their
to remove this penalty permanently. people, while others hope to end slavery gal-
axy-wide by joining the Rebel Alliance.
55
GIVIN GIVIN GREETINGS
SPECIES ABILITIES
2 2 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
56
Complete Species Guide
GOSSAM
The Gossam are small reptiles with blue-gray skin. They
place extreme value is appearance and pleasing others.
They were also very prominent in the Confederacy of
Independent Systems, so they are now hunted by the
Empire or live as slaves.
T
have a high status. hough they tend to be independently mind-
ed, many Gossam once ended up working for
Homeworld: Gossam come from Castell. It is in the the Commerce Guild, which had almost com-
Colonies, a wealthy region of space, and sits on the Per- plete control over the species. They were typical-
lemian Trade Route. It is very urban and industrialized. ly locked into ten year deals, with their housing
The Gossam also have colonized Felucia. and food being provided as part of the contract.
Language: Gossam speak Gossam, a croaking lan- However, during the Clone Wars, the Commerce
guage. Do to their knack for business, most speak Basic Guild was in strong favor of secession. Castell
as well. Gossam words and names tend to be short. was surrounded by Republic territories and was
soon retaken. The Commerce Guild was ab-
sorbed after the war, but that was not the big-
SPECIES ABILITIES gest effect on Gossam. During the war, Gossam
were banned from Coruscant. Those already on it
were not warned and became fugitives, so many
1 2 2 3 2 2 had to either hide, smuggle themselves offworld,
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
or rebel. While they once fought the Republic,
now many fight the Empire under the banner of
• Wound Threshold: 9+Brawn Whiplash. While independent from the Rebellion,
this secretive organization has had great success
• Strain Threshold: 11+Willpower rebelling from the Coruscant underworld. Oth-
• Starting XP: 100 ers now fight the Empire from elsewhere, as the
• 1 rank in Deception Empire has enslaved Castell and greatly discrim-
inated against them.
• Silhouette 0
57
GOTAL first sight. From birth, Gotals are bombarded by every
kind of energy imaginable, (such as the emotions of
The ability to sense emotions has had a major impact others, radio waves providing connection to the Ho-
on Gotal culture. Their head-cones detect energy fields, loNet, or emissions from droids) which cause discom-
which allow them to detect emotions but also make fort. The sensory overload makes them temperamental,
them vulnerable to other forms of electromagnetic ra- and they only learn to deal with it completely by the
diation, which can cause discomfort. Though extremely age of about twelve. Even then, some technology can
empathetic, the idea of expressing emotions through still cause discomfort. Though they have created emis-
speech is foreign to them. sions-free starships, droids still cause them a great deal
of discomfort. They have yet to be able to create droids
Physiology: Gotals are burly humanoids that have that are truly pain-free, causing anti-droid sentiment in
evolved from hunter tribes on the plains of their home- Gotal society.
world. They are covered in coarse, dense fur, which can
be brown, tan, or gray. Their face includes beady red Homeworld: Antar IV is one of six moons that orbits
eyes and small vestigial nostrils. Their heavily knobbed Antar. It is 60% water, and the land is mostly plains. It
brows include two conical horns that can detect elec- has a highly unpredictable climate because of its twin
tromagnetic waves and many other types of energy. suns and bizarre orbits. Even light level changes quick-
This extreme sensitivity allows them many abilities and ly with eclipses. It was a very loyal Confederacy world,
acts as their primary sense. For the most part, they defended from the Republic mostly by its own people.
can sense and read the feelings of any nearby life, even
Language: Gotals speak Antarian, but the language
those who are extremely adept at hiding it. They use it
lacks a way to describe emotion, since they can sense
to hunt prey with ease and understand fellow sentients.
it. It also relies on their ability to sense brain waves.
Society: Gotals used to live a nomadic lifestyle, moving When speaking Basic, they rarely use words to describe
to avoid the unpredictable nature of their world. They emotion, and using tone is also too strange for them.
had difficulties with planting crops, so they hunted in- Thus, they are monotone.
stead. Though they now have been able to form cities,
many still honor the pastoralist lifestyle. Gotals are one
the few species that has managed anarchy successfully,
SPECIES ABILITIES
since their ability to read emotion gives them a natu-
ral empathy. Furthermore, their ability to detect anger 2 2 2 3 2 1
gives them a natural aversion to conflict. The awareness BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ANTARIAN RANGERS
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Complete Species Guide
GRAN
Gran are social and community-oriented. They are best
distiungished by their three eyes. They are very often
colonists, are abide on many planets. Though the Gran
on Kinyen are socialist, those on other planets some-
times demonstrate more racist or aggressive tenden-
cies.
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Complete Species Guide
GUNGAN GUNGANS AND HUMANS
Gungans are reverent for nature and relatively primitive.
They come from Naboo, the homeworld of Empreror
Palpatine. They are amphibians, so most of their cities
G ungans share their homeworld with the hu-
man colonists on Naboo, who have oppressed
them. Though Gungans have chosen to stay
are underwater. relatively isolated, it goes back to long ago,
when humans first pushed Gungans underwater
Physiology: Most Gungans are Otalla, some are the through war. Gungans find the humans cowardly,
Ankura. The Ankura are heavier and green, while the and humans find Gungans to be barbaric. Their
Otalla are lighter and orange. They both start as Tad- past conflicts only further help this tension.
poles before becoming amphibious. They also are both
flexible and have strong legs for running, swimming,
and jumping. The Otalla have haillu, which act as ears, generous and peaceful, they are also very harsh in pun-
but are long and fin-like. Haillu are among many tools ishing. They welcome visitors and friends, yet are sus-
that Otalla Gungans use for expression, as well as flar- picious until respect can be earned. Some Gungas can
ing nostrils, a wide mouth on their bill, and yellow eye- be exiled, and it is difficult to return. It often takes great
stalks. Though Ankura have a more humanoid facial deeds in order to undo the punishment from exile. Gun-
structure, they are equally expressive. Both also have gans have many gods which can have effect on their
a long tongue, which they use to catch insects. Their lives. They also have life-debts, which are enforced by
strong teeth help with eating smaller amphibians. Whis- the gods. Their lifestyle in sedentary, but they still are
kers can grow with age. They have four fingers and three mostly hunter-gatherers in the swamps.
toes. Although they can breathe underwater, they can
also hold their breath for longer than most if needed. Homeworld: The Gungan home of Naboo is in the Mid
Though suited to aquatic environments, they are not Rim and is swampy. It is most notable for being the
as well adapted to hot ones, where their skin can dry homeworld of Emperor Palpatine and the placem of a
quickly. protest by the Trade Federation that lead to Palpatine’s
first election as Chancellor.
Society: Gungans are relatively primitive and reverent
for nature. Though they have unique technology, they Language: Gungans have mostly abandoned their old
are otherwise not keen on intellectual pursuits. Though language, but they still use a dialect of Basic. It is dif-
ferent enough to make them sound unintelligent, but
still similar enough to be understood by most. Players
controlling a Gungan should research this extensively.
SPECIES ABILITIES
2 2 1 2 2 3
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Complete Species Guide
H’NEMTHE
H’nemthe are pacifistic, romantic, and philosophical.
However, they only view death as a change in form prior
to their afterlife, so they are willing to die very easily.
There are 20 males to every female, but this difference
is reuced by the fact that males are killed after repro-
ducing.
MALE
SPECIES ABILITIES
• +15 XP
2 2 2 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE NOT DEATH, BUT SACRIFICE
• Wound Threshold: 8+Brawn
• Strain Threshold: 10+Willpower F or all their brutal ways, H’nemthe are surpris-
ingly romantic. Males are willing face certain
death in order to reproduce, which they be-
• Starting XP: 85 lieve gives them major rewards in their afterlife.
• 1 rank in Coercion or Discipline Though otherwise timid, males devote much of
their lives towards finding a partner. They believe
• Energy Sensitivity: Once per encounter as a that after death, they become angels with the
maneuver, sense the presence and emotional state sacred duty of guarding their offspring. Females
of everyone within short range.
have strictly vegetarian diets until their first time
mating, in which they get their first meat: their
lover’s eviscerated body. The H’nemthe do not
find this to be brutal and view death as a mere
change in form.
61
HARCH SECESSIONS
SPECIES ABILITIES
62
Complete Complete
Species Guide
Species Guide
HERGLIC active in galactic trade, and many work in the technolo-
gy business as well.
Herglics are friendly and gregarious, but their large size
Homeworld: The Herglic homeworld of Giju is a wet
makes it difficult for them to fit in with things designed
world in the southern portion of the Colonies. It is on the
for smaller humanoids. They are aquatic and descend
Rimma Trade Route, which its Herglics helped to create.
from whales. Many become addicted to Sabacc and oth-
Its islands are covered by cities, which are hubs for the
er forms of gambling.
technology manufacturing industry. Its many spaceports
Physiology: Herglics, sometimes called Koodans, are make it great for all kinds of trade.
whale-like creatures native to the world of Giju. They
Language: The Herglic language is known as Herglese.
breathe through a blowhole and still have fins instead
Most Herglics know basic and can speak it without is-
of hands. Their skin occasionally has white portions but
sue. Thanks to the influence of the Herglics, many
is mostly a darker color. This is either black, purple, or
Herglese words are incorporated into the vocabulary
dark blue. They are tall, up to three meters high, but
of nearby worlds. One, a “hauum” sound, is that of a
especially wide in comparison to other large sentient
Herglic clearing his blowhole. It is used to begin a sig-
species. Their blubber-covered body is well-muscled,
nificant remark.
making them quite strong. Their fins make it somewhat
difficult to use human technology, but it is not impossi-
ble. Their skin is smooth and hairless, not unlike that of
many other aquatic mammals. They don’t have much a
neck, and their head has a wide mouth and black eyes.
They are comfortable in aquatic conditions but cannot
breathe underwater. However, they can hold their breath
for a fairly long time. They still have blowholes that they
use to breathe. Their natural size and blubber makes
them quite tough as well.
63
HO’DIN edgeable Ho’Din can be Healers. Finally, the greatest
title is that of Master Gardener. They developed an in-
Ho’Din specialize in all things related to plants and bot- terest in ecology when their society industrialized, which
any. They are tall and thin with snake-like protrusions on brought an unexpected ecological consequence: para-
their head. They have an extreme focus on preserving sites. After that time, which the refer to as the Great
environments and being eco-friendly, which is enpha- Rape of the Land, they returned to a simpler lifestyle
sized in their religion. and devoted themselves to ecology. While they are
willing to use technology on planets that are “already
Physiology: The Ho’din are taller than two and half damaged,” they avoid bringing it to planets that are
meters, with some being up to three meters tall. De- free of tech. Gardening and ecology often take up much
spite their size, they are thin creatures. They have vary- of their money and time, as they work to improve the
ing colors of skin which can be orange, yellow, green, ecosystem of their own planet and even to create “gar-
or blue. They have long and thin limbs and their suc- den worlds” on other planets where they can commune
tion-cupped fingers are also long and thin. They have with nature. They are also excellent healers, particularly
large black eyes. Most unique about their appearance when it comes to herbal therapies.
is their strange version of hair. Their “hair” is thick and
snake-like, red or maroon in color. These tubes are actu- Homeworld: The Ho’Din come from the rainforest
ally covered by scales. Yet another unique feature about planet Moltok, which they have terraformed and filled
them is that they have two hearts. While they claim to with ecological wonders of all sorts. It mostly focuses on
be related to plants, they are likely of reptilian origin. an herbal industry. It also has volcanoes, whose ashes
give the world a crimson sky. The Ho’Din share it with
Society: The Ho’Din are generally peaceful and enjoy the Makurth, a species often employed as bodyguards
focusing on the studies of ecology and botany. Their and mercenaries in the criminal underworld.
society has three ranks that individuals achieve through
time, experience, and training. The youngest and least Language: The Ho’Din speak Ho’Din, a croaking lan-
experienced are known as Learners. The more knowl- guage. They often use plant-based metaphors and id-
ioms.
SPECIES ABILITIES
1 3 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
[DINANTE FLI’R]
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Complete Species Guide
HUMAN merged and travelled so much that they are said rep-
resent the average of all other cultures in the galaxy.
The most common species in the galaxy, humans are Still, human culture is a very complex subject. Almost
widespread thanks to being adaptable and well-round- all have a unique background from whatever planet they
ed. They have been the benefactors of speciesism from may come from. Those from some may come from a
the Empire and Republic and are typically the standard culture of extreme peace, while others may come from
from which other species are judged. a planet valuing battle and military service. Others may
come from one of recklessness and independence, with
Physiology: Human physiology is very versatile and is others may come from a culture valuing conformity. The
a baseline from which other species are often described. species as a whole is notable for being very diverse, and
Very few features set them apart from any other spe- humans, more than most other species, tend to vary in
cies, and have entirely the “common” ones. They have personality. This makes them more widespread than any
two arms, two legs, and stand a bit below two meters other species as well (And also a fascinating subject for
in general. They have five-fingered hands and five-toed many geneticists).
feet, with an opposable thumb on each hand. Their
head has hair in varying shades of brown or blonde, Homeworld: Humans have no specific homeworld,
or gray or white with age. Their skin is tan, peach, or though they are theorized to hail from Coruscant itself.
brown. Their eyes are blue, green, or brown with dark They have spread to nearly everywhere, from bustling
pupils, and typically have eyebrows. Unlike many other Core Worlds to Mid Rim settlements to Outer Rim shad-
species, they sometimes have hair around their mouth owports. The former in particular is very common, as
and on their chin. many Outer Rim worlds are dominated by existing pop-
ulations of native species.
Society: Over time, humans have developed into mul-
tiple societies across thousands of planets and have Language: While some humans learn other languages
to communicate with other cultures, Basic is the only
one that most use.
SPECIES ABILITIES
2 2 2 2 2 2
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Complete Species Guide
HUTT anoid. Hutts view all other species as subordinate, so
they have no reservations about slavery, spice dealing,
No species is more well-known for crime than the Hutts. and extortion. Almost all tend to be crime lords. Be-
They are massive, slug-like creatures who lead many of neath their business oriented exterior, what many fail
the most powerful crime rings in the galaxy. What they to realize is that Hutts feel threatened and make most
lack in coordination they make up for in deviousness, actions out fear. Though ruthless, they are not prone to
heartlessness, and bulk. war. They instead view violence as wasteful and accom-
plish control by more cunning means. (This will change
Physiology: Hutts are slug-like creatures with skin that after the Yuuzhan Vong war in 25 ABY, in which their
is green or brown. Their body is thick and well-covered holdings will be badly damaged) While Hutts are far too
in fat, and they lack legs. Their arms are also short, and savvy to be manipulated and persuaded by others, they
the four fingers on each hand are quite chubby. De- tend to be extremely offended if they are not flattered.
spite all of their physical limitations, Hutts are not to be Almost all keep slaves, who they use for most manual
underestimated. Behind the ugly, chubby exterior lays labor. For large scale operations, however, they prefer
a devious mind, (which is also resistant to the Force) indentured servants.
and their influence is also great. Not only that, but they
can make surprisingly formidable combatants thanks to Homeworld: While their influence brings them all over
their bulk and mass. Their neckless head has a wide Hutt space, they mostly call Nal Hutta home. It is fairly
mouth and yellow eyes, lacking hair or a nose. While urban and extremely swampy.
some Hutts are so large that they are completely immo-
Language: Though Hutts can speak Basic, most choose
bile, most can manage to slowly slither about if needed.
not to. Their own language, Huttese, is somewhat of a
Their skin is slippery, and they lack bones. Hutts are
lingua franca on the more illicit parts of the Outer Rim.
also known for their smell, which can be sickening to
a particularly sensitive person and disgusting for most.
They are hermaphrodites, allowing them to reproduce SPECIES ABILITIES
with or without a mate. They can live for 1,000 years.
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Complete Species Guide
IKTOTCHI PRECOGNITION, TELEPATHY AND THE
FORCE
Iktotchi give off a harsh and cold appearance, andthey
are very intimidating thanks to their horns. They are
gifted in both precognition and telepathy, which gave
them a good reationship with the Jedi Order.
J ust because they possess abilities similar to
Force-sensitives does not mean all Iktotchi are
Force-sensitive. However, they do have strong
traditions in the Force, as first taught them by
Physiology: Iktotchi are hairless near-humans with the Kwa long before they were civilized. Precog-
tough red-tan skin and downward curving horns. These nition has served them well throughout history:
horns can regenerate. They are not actually useful for When Republic scouts first discovered the plan-
combat but nevertheless come across as intimidating to et, the Iktotchi had already inscribed the Re-
some. They possess very powerful psychological abilities public logo into the planet’s surface to welcome
including precognition and telepathy. While the former them. While they maintained a good relationship
loses some effect once they go off of their homeworld, it with Jedi and many served the Order, they live
is nevertheless prominent enough to keep most Iktotchi in relative isolation. They foresaw the Clone Wars
banned from gambling. Their telepathy allows to them and rise of the Empire but could do little to stop
to communicate to others. They have rather large hands it. They did, however, prepare for a massive wave
and fat fingers, which somewhat limit their dexterity. of immigration as people fled Imperial rule. They
Despite this, reflexes and foresight more than make up now live in isolation, safe from the Empire. While
for this when they are in a pilot’s seat or handling weap- Iktotchi can very well have predictions of a num-
ons. ber of future events, the Yuuzhan Vong War is
one notable exception, as they are entirely dis-
Society: Iktotchi are known to be stoic and unemotion- connected from the Force.
al, but this is somewhat a façade over a more sensitive
interior. They rarely interact with other species and ar-
en’t very good at it when they do. Both telepathy and
Homeworld: Iktotch is the third moon of the gas giant
precognition can often harm more than help, painting
Iktotchon, an arid moon of windy deserts in the Expan-
them as crazed wizards with mysterious powers that
sion Region. The Iktotchi developed their precognition,
should be feared.
in fact, to predict the winds and storms. It is highly sep-
arated from the rest of galactic society and blockaded
by the Empire. This is thanks to the wishes of both Ik-
totchi and Imperials. The precognition is strongest for
Iktotchi when on Iktotch and decreases with distance.
SPECIES ABILITIES
2 2 2 2 3 1
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67
IOTRAN IOTRAN BRACEMEN
SPECIES ABILITIES
2 2 1 2 3 2
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Complete Species Guide
ISHI TIB The school governs reproduction, and the fertilized eggs
are hatched in mass hatcheries near the reefs. Children
Aquatic creatures who live in large schools, the Ishi Tib are then raised communally. Ishi Tib are disciplined and
are known for their organizational abilities. They are ex- meticulous in their work. Many find work as accoun-
tremely reverent for nature and place way more value tants, executives, or managers thanks to their drive to
than other species in ecological sustainability. get things done and almost perfectionist nature. Ishi
Tib were aligned with the Confederacy during the Clone
Wars, since the Republic let the brutal dictator Suribran
Tu hold power and he was publically executed by Dooku.
It is now under Imperial control.
SPECIES ABILITIES
2 2 3 1 2 2
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ITHORIAN
While many live in space for practical reasons, the Itho-
rians do so in order to protect the sacred jungles of their
homeworld. They are peaceful and pacificistic, so few
ever kill. When they do need to fight, they often use
their four powerful throats to bellow.
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Complete Species Guide
JAWA for anything. They also are known as scavengers and
thieves, though they find this to be a compliment. They
Jawas are extremely timid nomads who prowl the des- travel in Sandcrawlers, old vessels that are big and slow.
erts of Tatooine in massive sandcrawlers. They are They interact to trade with other clans at swap meets,
skilled mechanics and expert scavengers, talents which where they trade scrap, navigation data, and even mar-
they use to trade for what they need. riages. These are arranged by parents in order to ensure
genetic diversity and make a good profit while they’re
Physiology: Jawas are short rodent-like creatures with at it. The Great Swap Meet is held annually, where every
glowing yellow eyes. They are almost always entirely Jawa clan travels to the Dune Sea just before storm
shrouded in dark brown robes, and only their furred season. In addition to sandcrawlers, Jawas have large
hands are visible. They have shrunken faces, though fortresses that protect them. They almost never fight
few have ever been able to see them. Jawas are well anything directly and instead hide within their fortresses
known to be odorous. Most species find the smell repul- or sandcrawlers. Jawas have a complex clan system and
sive, but this potent odor means a lot to the sense of a hierarchy through which information is passed.
smell of a Jawa. It can tell lots of things, ranging from
mood and maturity to ancestry and lineage. They can Homeworld: Jawas come from the desert world of Ta-
even tell health or their last meal based on this one tooine. It is a backwater Outer Rim world with twin suns.
simple sniff. This is mostly the result of an aversion to This heat, combined with a lack of water, makes it in-
bathing, which Jawas consider to be a waste of water. hospitable to almost all who come. In addition to Jawas,
(And they don’t like to get wet all that much either) there is a large criminal element, the warlike Tusken
They also boast exceptional night vision and a strong Raiders, and some moisture farmers.
immune system. Their high body temperature results in
Language: Jawaese is the high-pitched Jawa language,
a fast metabolism, and an efficient digestive system al-
which requires scents to create. The more simplified
lows them to survive almost entirely off of one food: the
Jawa Trade Language is used to interact with custom-
hubba gourd. Though sour, these grow well on Tatooine.
ers. They cannot speak Basic.
Society: Jawas are timid scavengers that live commu-
nally. They travel Tatooine in search of scrap, which rusts
very slowly do to a lack of moisture. They have a reputa-
SPECIES ABILITIES
tion for being good with mechanics and for finding a use
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SHAMANS
71
KALEESH SURROUNDED BY ENEMIES
Most notable as the people who brought the great war-
rior General Grievous into the galaxy, Kaleesh are a war-
like people who worship death as part of their religion.
K aleesh have always been a primitive people,
mostly fighting with spears and swords. This
changed, however, when they were armed by the
They are organized into tribe that occassionally unite Republic. This was done as a way for the Re-
against a common enemy. public to indirectly attack the Bitthævrians, an
independant planet that the Kaleesh also feared.
Physiology: The Kaleesh are reptilian humanoids typi- The Kaleesh again found war shortly before the
cally of a reddish or brown skin. Their hands each have Clone Wars, but this time, they were not aided
four claws, two of which are opposable thumbs. Their by the Republic. Invaded by Yam’rii slavers, the
feet have five toes. They also possess excellent night Kaleesh fought back in a brutal war. Their lead-
vision from their yellow eyes. Almost all of them keep er, Qymaen jai Sheelal, then invaded the other
their face hidden behind a traditional mask, but those Yam’rii colonies. In desperation, the Yam’rii used
that don’t reveal two upward tusks in their mouth, nos- their political influence to wager a corrupt bar-
trils without a nose, a hairless scalp, (though they do gain that would cause the Republic to step in
have eyebrows) and upward pointing ears. Their chin on behalf of the Yam’rii. The Kaleesh could not
also has downward pointing tusks. While the notable defeat both, and victory turned to defeat. The
Kaleesh cyborg General Grievous had a digitigrade Yam’rii retook Kalee, continuing to take Kaleesh
stance, most Kaleesh use a plantigrade one. as slaves. Harsh punishments by the Senate
then created an even more strained relationship
Society: Kaleesh are a warlike people, through and between the Kaleesh and the Republic. Sheelal
through. They are also highly spiritual. Perhaps a re- would go on to become Grievous, and Kalee a
sult of the frequency of war, death is very important CIS world. For their part in the war, the Kaleesh
in their society. From skeleton-like masks to elaborate are punished by the Empire.
burials, and even worshipping dead Kaleesh as gods
if they have done great things, it is clear that death
is relevant. Though many of these gods are ancestors,
General Grievous is one of the more recent additions. Of
all the rituals, war may be the most sacred. Most view
it as their calling in life, and war between tribes is both
sacred and essential. The tribes do sometimes unite
against a common enemy, which they can find relatively
easily in the various nearby planets. They have little by
way of unified government.
SPECIES ABILITIES
2 3 2 2 2 1
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Complete Species Guide
KAMINOAN CASTE SYSTEM
The Kaminoans are obsessed with genetic perfection
more than anything else. They’re cloners (good ones,
too) who have no qualms about the enslavement of
K aminoans have a caste system based on eye
color, which they consider to be an important
trait. Gray pupils are the best, and Kaminoans
whatever sentients they create. They are extremely cold with these are given important roles in leader-
and emotionless. ship and administration. Yellow eyes make up
the middle class, filling jobs in the sciences that
Physiology: Kaminoans are tall, thin creatures who they are so well known for. Blue eyes are the
have evolved from aquatic creatures. Their skin is lower class, doing manual labor. Green eyes are
a bright white, and they have a long neck. Their al- the worst, and babies with green eyes are quick-
mond-shaped eyes are black with colored pupils. They ly executed. These roles are a well-established,
have nostrils but no nose and their head is hairless. part of Kaminoan society, and any Kaminoan
Seeing in the ultraviolet spectrum is another one of their who might speak out against them would quickly
oddities, meaning that the whites that appear on their become an outcast or worse.
skin and in their architecture are actually several differ-
ent colors to them. Their have
long, three-fingered hands, as
well as very long legs and a
small torso. For males, their others have been able to reach such greatness again.
head is topped with a spiked
Homeworld: Kamino is isolationist, off of many maps
ridge.
and outside the galactic disk. It is flooded worldwide
Society: Kaminoans are ar- and receives almost constant rain. The Kaminoans have
rogant but polite, believing built cities on stilts, which sit above the waves.
themselves to be better than
Language: Kaminoans speak Kaminoan, but despite
all other species. They are cold
their isolationism, most know Basic. They typically speak
and calculating, not prone to
it with a gentle tone.
displaying emotion at all. They
are not prone to morals either,
an advantage in the cloning SPECIES ABILITIES
business. They sell clones as
slaves, who have worked in
armies or mines. The Kami- 1 2 3 2 3 1
noans are obsessed with BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
73
KARKARODON Homeworld: Karkaris is a water world in the Outer Rim
with small towns and scattered islands. Its people are
Karkarodons are aquatic predators descending from nomadic, so there is little infrastructure. Transit to or
sharks. They are physically strong and have powerful from the planet is carefully monitored by the Empire.
jaws, making them very dangerous. Some can be power
hungry, so they have learned the hard way how danger-
ous monarchies and dictatorships can be. NOTE
Physiology: Karkarodons are shark-like humanoids
who are deadly predators. Their large body is very mus-
cular, making them very effective in a brawl. However,
L ittle is known about Karkarodon society. The
remainder of this information has a few as-
sumptions based on subtle comments but is
Karkarodons are carnivorous predators, so these brawls mostly made up. However, I need to fill this
often purely serve the purpose of subduing or distract- page, and having societal information should
ing prey before their jaws do the real damage. Karkaro- make Karkarodon characters more interesting.
dons have a large mouth with dozens of small but sharp Players are not obligated to follow this, but it is
teeth. Their head is flat at the top with nostrils in be- encouraged that if not, they imagine their own
tween their grayish eyes. They also have gill slits. They aspects of Karkarodon culture.
can breathe both underwater and on land and can walk
on land as well as swim. Both their hands and feet are
webbed to allow this ability. Their body is blue on their
back and white or gray on the chest and front. Language: The Karkarodons have hundreds of some-
what similar languages in what is called the Kar’rok lan-
Society: Karkarodons value independence and determi- guage family. Some also know Basic.
nation. Children are hatched from eggs without knowing
families and learn to survive on their own. Most live
nomadically hunting fish. For all their fearsomeness, SPECIES ABILITIES
Karkarodons are also known as fierce champions of de-
mocracy. This is because, to them, monarchs are incred- 3 2 2 2 2 1
ibly dangerous. Karkarodon psychology causes them to BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
become sadistic and power-hungry should they reach
the chance at power, even if they were benevolent be-
fore then. • Wound Threshold: 12+Brawn
• Strain Threshold: 10+Willpower
• Starting XP: 90
• 1 rank in Brawl
• Aquatic: Can breathe underwater and remove all
movement penalties for being underwater. Remove
b for humidity, add b for dry conditions.
• Powerful Jaws: After making a Brawl check, may
spend aa to provide an opportunity to bite.
Biting is done as a maneuver. When biting, deal +1
Brawl damage as wounds and have a Crit rating of
3 and Vicious 2.
WIGG ASSASSINS
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KEL DOR HIDDEN ONES
SPECIES ABILITIES
1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
75
KHOMMITE CLONING PRACTICES
SPECIES ABILITIES
2 2 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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KITONAK
Kitonaks are one the slowest species in the galaxy. They
are incredibly meticulous, so much so that many mis-
take them for being asleep. They are relatively small and
often move by burrowing or slithering.
Homeworld: Kitonaks wander the deserts of Kirdo III, moving. This does not apply when digging.
a windy planet. They hunt chooba, which can feed them
for a month. • Primitive: Upgrade the difficulty of any checks
involving advanced technology. This counts as any
Language: Kitonaks speak Kitonese, and many also technology not available on their home planet,
speak Basic very slowly. They are generally silent. although individual pieces of technology they
become familiar with over an extended period of
time can become exempt from this at the GM’s
SPECIES ABILITIES discretion. May spend 10 XP at character creation
to remove this penalty permanently.
2 1 2 2 3 2 • Silhouette 0
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
77
KLATOOINIAN TURNING OF THE SEASONS
SPECIES ABILITIES
2 3 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
KOORIVAR IN SEARCH OF A WORLD
SPECIES ABILITIES
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
79
by throwing things, or by pulling pranks. They are cru-
KOWAKIAN MONKEY-LIZARD el even to other Monkey-Lizards and will never share
Tiny, annoying sentients that many consider to be ani- food. They have some structure to their society, and
mals, the Monkey-Lizards are primitive scavengers who each member of the nest is given a particular role. Some
have began to explore the galaxy by stowing away on scavenge, some guard, some scout. The oldest female
ships. They enjoy mockery and pranks, so many are is leader.
used as court jesters.
Homeworld: Kowakian Monkey-Lizards come from
rainforests on the Outer Rim world of Kowak. A pop-
ulation of Zygerrians and their slaves also live on the
planet.
SPECIES ABILITIES
1 3 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
KUBAZ proper courtesies. Kubaz value culture and have a love
for art and literature. Not only that, but their odd mor-
The Kubaz are insect-eating mammals who place ex- al codes do not consider thievery of such things to be
tremely strong emphasis in protocol, family, and art. wrong. The earliest conflicts in Kubaz history are the
Because of their diet, they consider all insects to be Hive Wars, a bloody civil war over their food supply:
nothing more than food, even the sentient ones. This insect farms. Kubaz were saved by genetic engineering,
has caused many governments to keep them isolated a field that they called “insecticulture.” These sciences
on their homeworld of Kubindi, away from the likes of allowed them to create insects that grew bigger and
Verpine, Geonosians, Gand, and X’ting. tastier, as well as color coding them by clan. The Kubaz
have long attempted space travel, but recent efforts
Physiology: Kubaz are insect-eating mammals with have been sabotaged by the Empire. While the Empire
green or black skin. Their head is similar in shape to a blames the Rebel Alliance on these attacks, many of the
Rodian head, with a snout that acts as a highly sensitive clever Kubaz are able to see through these lies. A few
nose and as a mouth with two rows of teeth. This snout have joined the Alliance.
also has the size and dexterity to effectively find and
grab bugs in small crevices, which the Kubaz eat. Their Homeworld: Kubaz come from the world of Kubindi,
black hair is short and bristled. Their eyes are sensitive, an Outer Rim planet not far from Hutt Space. Their sys-
both in terms of recognizing details and being damaged tem’s sun is a blue giant, which makes the world sun-
by some types of light. Therefore, they are almost al- baked and lacking in vegetation. For this reason, Kubaz
ways seen wearing goggles of some sort if they are on mostly live underground, eating insects out of their bur-
any worlds with a red or yellow star. rows. It is home to a multitude of insect species
Society: Kubaz live underground nests that have a clan Language: Kubazian is the language of the Kubaz.
structure. With each clan ruled by a Queen, Kubaz take Most learn Basic as well, but with a nasally accent. They
the name of the Queen that they have descended from. tend to be only literate in their own tongue. They also
Kubaz are obsessed with tact and decorum, highly em- have a non verbal language, which they can also use.
phasize the family unit as well as being strict in their It requires hand signals of touching the head, nose, or
shoulders.
SPECIES ABILITIES
2 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
INSECT EATERS
81
KYUZO WAR HELMETS
SPECIES ABILITIES
3 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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LANNIK A HISTORY OF WAR
Lannik may be small, but they are some of the toughest,
most confident, and bravest people in the galaxy. They
are very violent, and some see them as rather primitive.
L annik history is filled with strife and conflict,
dating back to their first contact with the Re-
public. Corellians and Duros first came to the
Imperial control has kept them isolated on their home- planet bringing high technology. The Lannik be-
world of Lannik. came split on how to use it. And so, factions
were created and war begun. As conflict raged,
Physiology: Lannik are short humanoids with pink- only criminal groups came in to stop it, which
ish-tan skin. They stand just over one meter tall. While was to no avail. Eventually, the Republic itself in-
many hold a grizzled look of battle scars, the only fea- tervened, ending the conflict. While they sought
ture otherwise distinguishing them are wide ears, which to reduce technology imports, it was unsuccess-
droop downward off of either side of their head. Despite ful, and technology became prominent. This has
their size, these ears actual provide very little as sensory lead to several criminal groups controlling the
organs. While some consider the Lannik to be possible planet as well as smuggling in devices. They
relatives of Yoda’s species, such claims are without ev- have also been ruled by an oppressive monar-
idence. chy, with the only thing close to liberation being
a terrorist group known as Red Iaro. Under Im-
Society: Lannik are brutal and primitive but neverthe- perial control, fewer Lannik have left their home.
less intelligent and strong-willed. They are known for While not as warlike as some, the tradition of
being excellent in battle and at keeping a clear head, war affects every Lannik, and many find it to be
staying calm despite fear or emotion. They can often their calling. Some turn instead to the thrill of
find solutions out of dangerous situations, thanks to this sports, such as Pugil.
ability. For all their strengths, they are also known to be
bellicose, not to mention arrogant. Lannik never back
down in a fight. Now, this fight is often the Empire.
While the Lannik have long been independent, this goes
strictly against Imperial views, which have been seek-
ing to annex the planet. They have yet to succeed. The
Lannik are also known for their many traditions, which
outsiders generally find to be strange and primitive.
SPECIES ABILITIES
2 2 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
83
LEPI
Once skittish herbivores, the Lepi are large, carnivo-
rous, and adventurous. They have extremely high ener-
gy and breed at incredible rates. They love to explore,
partially because their number increase so rapidly.
SPECIES ABILITIES
2 3 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE LEPI COLONISTS
• Wound Threshold: 11+Brawn
• Strain Threshold: 10+Willpower T he Lepi are often colonists for many reasons.
The first is their incredibly fast reproductive
rate, with families having dozens of children.
• Starting XP: 95 This meant that the overpopulation of their world
• 1 rank in Athletics or Coordination came quickly and they have colonized much of
their star system. Some still need to venture
• High Energy: Receive the talent “Dodge.” out further to avoid overpopulation. However,
there are more factors behind their expansion:
Lepi are naturally gregarious creatures who are
curious and prefer to explore. Many like to be
explorers and colonists.
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LURMEN HELPLESS VICTIMS
Lurmen are peaceful creatures who have descended
from lemurs. They are often stereotyped as helpless vic-
tims, but this is largely their own choice: They rarely
L urmen prospered until a takeover of the Inter-
Galactic Banking Clan on their world. The Re-
public did little to stop it as the Lurmen became
resist troubles and instead attempt to deal with oppres- slaves to the Muuns. They worked in mines, har-
sion through passive-aggression and words. vesting the crystal deposits of the planet. The
Lurmen were passive-aggressive as ever, content
to remain in the situation and have the moral
high ground on any debates they should enter.
Mygeeto was an effective moneymaker for the
Banking Clan. (which, at the time, was aligned
slightly towards the Confederacy) Seeking to
take away IGBC assets, the Republic brought war
to Mygeeto. With some Lurmen suddenly free,
many of them decided to leave. They wanted no
part in the Clone Wars. They mostly stuck to-
gether, setting up colonies on worlds like Mari-
dun.
SPECIES ABILITIES
Physiology: Lurmen are lemur-like humanoids that are
small in size but make for it with their quickness. They 1 3 2 1 3 2
are fast as well, able to quickly run on two feet, four BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
feet, or curl up into a ball and roll. Their furry body can
come in various shades of brown and gray with stripes. • Wound Threshold: 9+Brawn
They have a cat-like nose and large yellow eyes. Some
have wide ears as well. They have thin limbs and a small • Strain Threshold: 11+Willpower
body that averages one meter in height. They also have • Starting XP: 85
a long tail.
• Rolling: As a maneuver, may begin rolling. When
Society: Lurmen are staunch pacifists who are deter- rolling, must spend at least 1 maneuver per round
moving, but this maneuver may move twice as far.
mined, strong-willed, and a bit stubborn. They are also
brave, should they be forced into combat. Even in this, • Silhouette 0
85
LUTRILLIAN
Bald mammals with long ears and a large nose, the Lu-
trillians are often seen in the galaxy because they are
nomadic and adventurous. They are business-oriented
and often greedy, but they are still often very likable.
2
BRAWN
1
AGILITY
2
INTELLECT
2
CUNNING
2
WILLPOWER
3
PRESENCE
C oming from a crowded homeworld has had
many effects on the Lutrillians. One of the
most notable is a lack of respect for personal
space. While their social skills can often make
• Wound Threshold: 10+Brawn up for this error, it has also had another major
effect: dispersing the Lutrillians. They are a com-
• Strain Threshold: 10+Willpower mon sight throughout the Greater Javin, where
• Starting XP: 90 they act is entrepreneurs and merchants. It can,
• 1 rank in Negotiation of course, have different effects on each Lutril-
lian. One might seek urban areas similar to that
• Blubber: Receive the talent “Enduring.” of his home, while another might seek to avoid
cities, choosing to start life anew in a rural lo-
cation.
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MANDALORIAN MANDALORIAN ARMOR
Mandalorians are a culture that includes people of
countless species, but their warrior-like ways make them
seem like a species of their own. They are extremely
O utsiders (or “aruetiise”) rarely see a Mando
outside armor. Armor means many things for
Mandalorians. Some, such as Boba Fett, wear it
honorable and known for their distinctive armor. but have no other connection to the true Man-
dalorian ways. For most, it is a vital element of
Physiology: Mandalorians have no specific physiology culture and protection. Mandalorian Armor uses
or bloodline. They can come from any species or family. the the profile for Heavy Battle Armor with 6
Hard Points, Rarity 8, and costs 5,500 credits. It
Society: Mandalorians have a rich culture valuing hon- comes in many colors and includes many plates
or, family, and warfare. They judge status purely by in a distinctive pattern over a body glove, with
merit, which is mostly combative ability. They have a a helmet that has a T-shaped visor. Most include
loose government of chieftains who rule clans, all sub- jetpacks and built-in gadgets. Some are made
ordinate to a single “Mand’alor.” They are generous with beskar, or Mandalorian Iron.
and get along well with their own, allowing for minimal
economic regulations. They are ruthless in combat and
often get involved in wars for the sake of it as merce-
naries. Mandalorians place high value in family. Mar- death, the Manda.
riage is done shortly after the age of soxteen and is for Homeworld: Mandalore is a difficult Outer Rim world
life, and childhood lasts until age thirteen. Adoption is of a diverse ecosystem. The True Mandalorians have lost
a common practice as well. Being disowned by a child is power to the Empire and a pacifist faction.
considered one of the worst insults, and doing so earns
the title of “dar’buir.” Mandos are not entirely united, Language: Most Mandalorians know Mando’a and Ba-
however. Death Watch is a more brutal group that wiped sic. While Mando’a can be spoken by itself, most Man-
out most True Mandalorians at Galidraan and terrorized dalorians speak Basic while occasionally inserting Man-
the galaxy in the Clone Wars. Mandalorians also have a do’a. Mando players should extensively study Mando’a.
religion, which includes becoming a collective soul after
SPECIES ABILITIES
- - - - - -
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
NOTE
PREJUDICE
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MIRALAN TATTOOS
SPECIES ABILITIES
2 3 2 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
MIRALUKA
The only things that separate Miraluka from humans
are their lack of eyes and their strong connection to the
Force. The latter makes up for the former, as they can
see even better with the Force. They are a selfless peo-
ple who typically focus on the benefit of groups.
SPECIES ABILITIES
LUKA SENE
2 2 2 2 3 1
T he Luka Sene are a Force tradition that is
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
MON CALAMARI in the ocean of space,” they have a shown a longing for
space travel since the beginning. They are soft-spoken
Mon Calamari are an idealistic species of aquatic crea- and gentle, not prone to anger or emotional responses.
tures who have successfully fought off the Empire on They are also well known for their dedication. Once a
their home planet. They are idealistic and artistic, and Mon Calamari sets his mind to something, it is almost
they also have a love for space travel. Their shipyards impossible to change it. They are intellectual by nature
supply a great deal of the Rebel Alliance’s fleet. and well known for organizational and analytical skills.
They are particularly excellent as tacticians, as indicated
Physiology: Mon Calamari are aquatic creatures with by Admiral Ackbar, whose tactical skills will win multiple
red-brown skin. Their skin can, rarely, vary to shades wars. They have a long-standing rivalry with the Quar-
of salmon, blue, or silver. They have no hair, and their ren, whom they have historically ruled over.
head is domed at the top. Their yellow eyes protrude to
either side, and their faces have nostrils, but no nose. Homeworld: Mon Calamari come from the world of
Their mouth is wide and typically is higher near the mid- Dac, also known as Mon Cala and, rarely, Mon Cala-
dle (creating a frowning appearance) They don’t have a mari. They share the world with several other sentient
chin, but males have small protrusions known as bar- species, most notably their rivals, the Quarren. The oth-
bels in that area. Their webbed hands have five fingers, ers are the Whaladons, Moappa, and Amphi-Hydrus. It
which are clawed. Though not practical, they have three is almost entirely ocean and contains both floating cities
suction cup-like holes on their palms. They are at home and underwater cities. Mon Calamari, better suited to
in both land and water and can dive up to 30 meters land, are prominent on the former. It is one of the few
deep before they struggle with water pressure. Fright- worlds that has successfully driven off the Empire.
ened Mon Calamari, especially juveniles, can drown un-
Language: Mon Calamari speak Mon Calamarian, and
derwater. They can swivel their eyes independently and
most of them also learn Basic, but with a gurgling tone.
they use their eyes to show emotion. Even when out of
water for awhile, Mon Calamari tend to smell like salt
or sea water. They are somewhat smaller than humans. SPECIES ABILITIES
Society: Mon Calamari have a very advanced, highly
civilized culture. Their art, literature, and music is con- 2 2 3 1 2 2
sidered to be amongst the best in the galaxy and they BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
see everything as a work of art. Viewing stars as “islands
• Wound Threshold: 10+Brawn
• Strain Threshold: 10+Willpower
• Starting XP: 100
• 1 rank in Knowledge-Education
• Aquatic: Can breathe underwater and remove all
movement penalties for being underwater. Remove
b for humidity, add b for dry conditions.
SHIPYARDS
91
MRLSSI
Mrlssi are small avians who are notable for the univer-
sities on their home planet of Mrlsst. In the past, their
homes would be devastated by ecological damage, so
they have learned to treasure knowledge, which could
not be lost.
1
BRAWN
2
AGILITY
3
INTELLECT
2
CUNNING
2
WILLPOWER
2
PRESENCE
T hough many work as scientists, farmers, or
inventors, the Mrlssi are most known in the
rest of galaxy for their universities. These uni-
versities are generally the best in the Tapani
• Wound Threshold: 8+Brawn Sector and even renowned at the regional and
galactic scales. One of the more notable ones
• Strain Threshold: 9+Willpower is the Mrlsst Trade and Science Academy. This
• Starting XP: 100 school is one of the best for applied science and
• 1 rank in Discipline or Knowledge-Education is particularly notable for developing technolo-
gies for shipping food and livestock. Many Mrlssi
• College Connections: Receive the talent do work that somehow involves these colleges,
“Respected Scholar.” and most of their offworld acquaintances are
• Silhouette 0 also likely met at the Mrlssi universities.
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MUSTAFARIAN BACKFIRED BUSINESS
SPECIES ABILITIES
2 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
MUSTAFARIAN SUBSPECIES
NORTHERN
• 1 rank in Mechanics
• Technicians: Receive the talent “Eye for Detail.”
SOUTHERN
• Stocky Builds: Receive the talent “Enduring.”
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MUUN THE INTERGALACTIC BANKING CLAN
The InterGalactic Banking Clan (IGBC) has put the Mu-
uns on the financial map as an incredibly important spe-
cies. They are analytical, love exploiting loopholes, and
M uuns are best known as bankers, and many
work with the InterGalactic Banking Clan.
(IGBC) The IGBC represents much of the Muuns’
find emotion to be immature. Such traits put them in an influence and is easily the most powerful bank
excellent position to lead the banking industry. in the galaxy. The bank controls assets all over,
on Aargau, Niro, Scipio, and Mygeeto. However,
Physiology: Muuns are a mathematically minded control of the banks was transferred to the office
near-human species with a knack for finances. Averag- of Supreme Chancellor of the Republic after a
ing two meters in height, they are tall and thin. They scandal during the Clone Wars, and now Palpa-
get little sun, so their skin is pale-white or pinkish and tine has control as Emperor. Despite their many
can even verge on light gray. They have a flat nose, Separatist connections, the Empire has forgiven
tiny ears, and a slim mouth, all on their hairless head. the Muuns, who still deal with the day-to-day
Their skull is elongated upward, but thin, not unlike the affairs of the banks and even get much of their
rest of their body. Their arms, legs, and fingers are also profits. Both the Muuns and Imperials are mostly
long and thin. They have three hearts, two of which can at peace, although there are, of course, those
be consciously controlled to increase or decrease body who wish to see the Muuns have full control
temperature. again.
Society: Muun society values shrewdness and intelli-
gence and is divided hierarchically based these traits.
exploit in others. Muuns value fairness and view con-
Bankers, lawyers, scientists, and diplomats receive the
tracts as being almost sacred. However, they are very
best benefits, while the commoners rarely go away from
much willing to exploit loopholes. They are cautious and
their jobs on the surface. There is fierce competition:
slow to act, never acting on impulse. Instead, they rely
capitalism in its purest form. Muuns are greedy but not
on their advanced mathematical skills to calculate po-
wasteful in their spending like the Neimoidians. They are
tential profits or losses for their ventures.
cold and emotionless, considering emotion immature.
They also acknowledge it as a weakness that they often Homeworld: Muunilinst, nicknamed “money-land,”
pronounced with the second “n” silent, is the Muun
homeworld. It is mineral rich, but banking is by far the
largest business. It is in the northern part of the Outer
Rim, in Muun Space.
SPECIES ABILITIES
1 2 3 3 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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NAUTOLAN MUSIC
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NEIMOIDIAN CLOTHING
SPECIES ABILITIES
1 2 3 3 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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NIKTO including forests, archipelagos, magma fields, swamps,
rocky wastelands, deserts, and mountains. Most even-
A species that are mostly enslaved by the Hutts, Nikto tually are taken off Kintan to go to Nal Hutta or other
are strong and tough. They have many races which have Hutt worlds.
evolved for different environments. They are also very
Language: Nikto learn Nikto as their native language,
serious and prone to violence.
but all eventually learn Huttese as well.
Physiology: Nikto are reptilians that have many races.
They are all humanoid in size and have leathery skin.
Many have horns. Their eyes are black and protected
SPECIES ABILITIES
by a membrane, and they tend to have rather blank
expressions. Despite this, many are more observant and 3 2 2 2 2 1
cunning than they would seem at first glance. They have BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SOUTHERN (M’SHENTO’SU’NIKTO)
• 1 rank in Perception
• Ultrasonic Senses: Remove b from Perception
checks.
HUTT SERVANTS
97
NOGHRI
Small reptiles with sharp claws, the Noghri are renowned
for their reflexes and combative abilities. They are excel-
lent as assassins and bodyguards. The Empire has used
manipulation to acquire their services, and the Noghri
essentially worship Darth Vader.
2
BRAWN
3
AGILITY
1
INTELLECT
2
CUNNING
2
WILLPOWER
2
PRESENCE
M any Noghri work for the Empire as the
Noghri Death Commandos. During the
Clone Wars, a ship full of a chemical weapon,
trihexalophine1138, crashed unto the Noghri
• Wound Threshold: 11+Brawn homeworld. Ecological disaster ensued, and the
Noghri faced extinction. Only an intervention
• Strain Threshold: 10+Willpower by the Galactic Empire saved the people. Darth
• Starting XP: 80 Vader offered to provide Imperial help in fixing
• 1 rank in Brawl or Melee the planet as long as the Noghri were to serve
the Empire during that time. Little do the Noghri
• Killers: Receive the talent “Lethal Blows.” know that the repairs have been sabotaged by
• Claws: Deal +1 Brawl damage as wounds and have the Empire so as to continue indefinitely and put
a Crit rating of 3. the Noghri in indefinite servitude. Many Noghri
serve the Empire as elite assassins, calling them-
• Superb Reflexes: Add s on all initiative checks. selves the Noghri Death Commandos. All are
• Silhouette 0 very loyal to the Empire and practically worship
Vader himself. Eventually, the Imperial treachery
will be exposed by the New Republic, and the
Noghri will serve as bodyguards to Vader’s hier,
Leia.
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NOSAURIAN
The Nosaurians are stubborn and proud, but they have
dealt with great troubles under the Republic. Their at-
tempts to secede during the Clone Wars have made
them victims of Imperial oppression, which is even
worse than that from the Republic. They are horned and
tend to bray at a setting sun.
SPECIES ABILITIES
N osaurians were first introduced to the galaxy
through contact with Corellians. From then
on, they were represented in the Senate by the
2 3 2 2 1 2 Corellians, and Corellians held economic control.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Losing all profits from trade, Nosaurians came
to dislike the Corellians. After the Republic then
• Wound Threshold: 12+Brawn banned the export of rikknit eggs, their main
product. Nosaurians joined the Confederacy.
• Strain Threshold: 9+Willpower With help from the droid army, they attempted
• Starting XP: 100 to fight back the Republic attackers. The deac-
• Scavengers: Receive the talent “Forager.” tivation of the CIS army sealed defeat, and they
are now oppressed by the Empire. Mostly en-
• Claws and Horns: Deal +1 Brawl damage as slaved, resistance still continues but with little
wounds, spending aa to add the Pierce 2 quality success.
by hitting with horns.
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ONGREE Society: Ongree are a peaceful people known to be
content with observation and study. They are often ex-
Ongree are amphibians with eyes on the side of their cellent judges of character, and many consider them
head and a high mouth, which makes them look very to be a wise people. They have a love for poetry and
odd. They are diplomatic and reserved, often preferring literature, but they prefer metaphors so complex that
to carefulyl observes situations from all angles. the significance and meaning in their art is often lost
on non-Ongree readers. They are a restrained people
Physiology: Ongree are an amphibious species that who are stereotyped as advocates of the middle ground;
many find odd because of a face that seems upside they rarely show extreme devotion to any cause. Though
down. They have no hair, but their tall head has a wide, some say that this ability to have multiple perspectives
lipless, mouth near the top. Their eyes, resembling is a result of their spread-out eyes being able to see
those of Mon Calamari, are on stalks near the bottom of from multiple angles, this connection is coincidental.
their head that go off to the side. They have red irises
and a triangular pupil. On their chin, they have small Homeworld: Ongree come from the ocean planet of
tentacles extending down. Their skin is yellow, orange, Skustell, an Outer Rim world that has a history of neu-
or red in most cases. They have just two wide fingers, tral isolation. Not hostile to anyone, Skustell has be-
but they can still manage decent dexterity with small come known as a safe pace among Imperials in a region
objects. As humpbacks, they are somewhat awkward that is otherwise teeming with rebels. Each city on Skus-
when walking on land. tell is divided into “suruael” sections of above the water
and “suouael” portions that are underwater.
ONGREE CULTS
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ORTOLAN TWIN OBSESSIONS
Ortolans are chubby creatures with an amazing sense
of smell, which they use to find food. Ortolans have fur
which they often dye and are known for being obsessed
O rtolans are known for two obsessions: music
and food. In addition to consuming food with
their mouths, they can also absorb it in their
with music, food, or both. fingertips. While their chubby fingers and lack
of opposable thumbs make them unsuitable for
many musical instruments, they can still play
one very well: the organ. While their sense of
smell makes them excellent chefs as well (a bit
on the perfectionist side) they sometimes take
up unfavorable contracts when offworld, work-
ing hard and only being paid in food.
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PA’LOWICK MUSIC
Powerful lungs help the Pa’lowick to dive deep under-
water, but they also help to sing. They are notable for
putting high value in music. Though some travel the
F ew things define the Pa’lowick better than
their love for song. Even their first major ap-
pearance on the galactic scale was through sing-
stars, many live much more simple lives as fishermen er Larisselle Chatruni. Their biology makes them
or farmers. well-equipped for it, but even those who are not
skilled nevertheless enjoy singing. Music and
Physiology: Pa’lowick are aquatic creatures with long storytelling is seen as the pinnacle of entertain-
limbs. They are somewhat scrawny, but boast some of ment. However, it also isn’t just for entertain-
the best lungs in the galaxy. These lungs are contained ment: music is also very sacred and singing is
in a chubby torso, which transitions to the head in a a vital rite of passage. Those that struggle with
neckless blob. Their head contains eyestalks that sur- music find themselves outcasts in Pa’lowick soci-
round a long proboscis, which eventually ends in hu- ety. For many others, music provides a way off-
man-like lips. The younger ones have tusks in a second, world and an eventual career, where they have
lower mouth as well. Their skin is yellow mottled with more opportunities than they could ever dream
green-blue spots. Their limbs end in four fingers or toes, of on their isolated homeworld.
each with an opposable thumb or backwards toe. While
humanoid in size, an air-filled bladder makes them very
light. hold high place within society. Most of their knowledge
and history is stored orally through the storytellers.
Society: Pa’lowick have a simple society, and most are
content to keep it that way. They are shy, patient, and Homeworld: Pa’lowick come from the marshy planet of
have many proud traditions. These are very important Lowick, which is also filled with rainforests. It is notable
to them, and, while they are respectful to outsiders, for isolation, staying unaligned in galactic affairs. It is
they always uphold to their own ways. Their government also a relatively recent addition to the galactic commu-
is feudal, and communities are large but independent of nity, still just a few centuries in.
one another. They rarely travel offworld, and most prefer
the simplistic life of a farmer, fisherman, hunter, or sto- Language: The impressive vocals of Pa’lowick can
ryteller. Storytellers are very important to Pa’lowick and speak Basic just fine. (Loudly at that) They also have
their own language, Lowickese.
SPECIES ABILITIES
1 2 2 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
PA’LOWICK AGES
OLDER
• +5 XP
YOUNGER
• Tusks: Deal +1 Brawl damage and have a Crit
rating of 3.
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PANTORAN MARKINGS
Pantorans are near-humans with blue skin and yellow
eyes who are adapted to the cold. They are typically
proud and independent; most Pantorans are eager to
T hough Pantorans, like most species in the
modern galaxy, are democratic, they still have
their feudal traditions. They use yellow markings
demonstrate their skills. They are not great as team on their foreheads and cheeks to symbolize lin-
players, but they are excellent leaders. eage. This is mostly because of a cultural interest
in genealogy, lineage, and history. Other Panto-
Physiology: Pantorans are blue-skinned near-humans rans treasure different relics, like art or jewelry
with yellow eyes. Their hair is black, blue, lavender, or from their ancestors.
silver. They are resistant to low temperatures as well,
only needing light clothing in frigid climates.
prideful, and eager to demonstrate their skills. Though
Society: Pantorans are from a region of space that is teamwork is not their strong suit, they are still excel-
infested with slavers, spice merchants, crime lords, and lent in roles like leadership and, for some, manipula-
other shady characters. More reputable in nature, they tion with their charms. Pantoran nation states are or-
have developed a proud tradition and are fiercely inde- ganized into a democracy and politics are considered to
pendent in nature. Pantorans tend to be determined, be an art form. Ruled by the Pantoran Assembly, most
of the power is given to the Speaker. The Chairman is
second-in-command, checking the Speaker’s powers.
Under Imperial rule, Pantora has now been cut off from
the rest of the galaxy. Three main groups suggest solu-
tions to this predicament. The Appeasers believe that
joining the Empire is the only option and the best one.
They point out economics as the biggest benefit. The
Republicans favor independence, citing the atrocities of
the Empire and its opposition to Pantora’s core values.
The Expansionists are small in number, and the most
oppressed. They favor banding with the nearby spice
dealers and slavers.
SPECIES ABILITIES
2 2 2 1 2 3
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103
PARWAN HUNTER OR HUNTED
Electric gasbags with tentacles, the Parwans are so light
that they can float on the air. Their electrically charged
bodies give them a powerful combative ability, as they
T heir natural weapons and unique movement
makes many Parwans naturally fit for the pro-
fession of bounty hunting. They are also hunted,
can shock enemies into submission. however. Many Parwans tend to like art and liter-
ature to the point of stealing, and this makes it a
Physiology: Parwans are lightweight gasbags with good business to hunt and kill the thieves. Some
thin, tentacle-like limbs. Their skin varies in color, from are even killed “preemtively.”
orangish-brown to a blue-gray. They have four tenta-
cles that act as legs, extending from their thin waist.
They use these for propulsion and tethering as they float
through the air. Their upper two tentacles start at the
shoulder, and these long, thin appendages act as arms. NOTE
Their arms have three fingers each and are nimble to
enough to grasp technology like blasters excellently.
However, most Parwans who fight use a much different L ittle is known about Parwan society. The re-
mainder of this information has a few assump-
tions based on subtle comments but is mostly
weapon: electricity. Parwans are electrically charged, so
merely touching adversaries can shock them enough to made up. However, I need to fill this page, and
subdue. A Parwan head is thin, and, instead of hair, it having societal information should make Parwan
has a mushroom-like top. They have three eyes, but the characters more interesting. Players are not ob-
arrangement of their faces is otherwise quite humanoid. ligated to follow this, but it is encouraged that
if not, they imagine their own aspects of Parwan
Society: Parwans place value in emotion and expres- culture.
sion, viewing it important to have and share their feel-
ings. For this reason, they live in tightly knit families that Homeworld: Parwa is a gas giant, where the Parwans
stick together for life. Since sharing negative feelings first began to float around. They are herbivores, floating
can have negative effects for everyone, they tend to around and feeding on colonies of photosynthetic, float-
lean on the optimistic side. They tend to work well in ing plants. It has a few cities, which float via repulsorlift.
teams or groups and interact with people closely, often The Empire doesn’t allow most Parwans offworld, but
sharing their feelings but expecting the same from oth- doesn’t bother to control much of the planet.
ers. This nature makes many of them find interest in art,
music, or literature. Language: Parwans can speak Basic as well as their
own language, Gu’waru, which sounds like gibberish to
most outsiders.
SPECIES ABILITIES
1 3 2 2 2 2
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PATROLIAN SQUADS
Patrolians are small amphibians who seem to involved
in crimes whenever they are seen off their homeworld.
They have skin that is either lavender and pink or lime
T he subunit of the school is the squad. While
Patrolians have no families and are born in
mass hatcheries, they are organized into squads.
and yellow. They are also a species that places high val- The nature of a squad depends on the school,
ue in teamwork. but they tend to consist of five to ten people who
share a profession. Patrolians are sorted into
Physiology: Patrolians are small aquatic creatures. One squads from birth based on genetic analysis but
race has skin that is lavender or pink, while the other can be changed. These act as families in most re-
has a color of yellow or lime green. Either way, the skin gards and also provide education to young mem-
is slippery and mottled with dots. They are hairless, al- bers. When offworld, they tend to form “squads”
though they do have a crest at the back of their head. At as well, with people of their profession.
the neck is a frill, lining from ear to ear. Or rather, where
they would have ears. Their eyes are red with black pu-
pils. They have slight eyestalks. They also lack nostrils, Society: Patrolians have strong values in teamwork and
and their nose instead transitions straight to the mouth, being social, even though they have no families. They
which is placed closer to the chin. They are also more travel together in large schools that contain hundreds
resistant than other species to electric shocks. of members. Their people are subordinate to a group
of human colonists, who have long ignored their wishes
and treated them as second-class. The Patrolians have
taught crime to their fellows as way to regain the advan-
tage, to which the colonists have responded with harsh-
er rules. It is bad enough that many have left. Those that
do have developed a habit of crime and troublemaking
SPECIES ABILITIES
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SPECIES ABILITIES
1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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POLIS MASSAN
The Polis Massans are a species that has devoted them-
selves to discovering their long-lost ancestors in the Po-
lis Massa asteroid field. Most cannot speak, but they
are all capable of telepathic broadcasting.
SPECIES ABILITIES
XENOBIOLOGISTS
1 2 3 2 3 1
P olis Massans have a great curiosity towards
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
107
PYKE THE PYKE SYNDICATE AND THE SITH
SPECIES ABILITIES
1 2 2 3 2 2
Physiology: Pykes are thin humanoids with green or BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
QUARREN RIVALRIES
SPECIES ABILITIES
2 2 1 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
109
QUERMIAN the rest of the encounter and know that NPC’s
current emotional state. May also silently converse
The Quermians are a taller version of the Xexto species with other Quermians by reading body language,
although more complicated or specific messages
that has been genetically created on Quermia. They are
may require a check at the GM’s discretion.
very peaceful because they lacked predators, and they
are prominent as diplomats and philosophers.
SPECIES ABILITIES
1 2 3 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
RODIAN DRAMA
SPECIES ABILITIES
2 3 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
ROONAN SMALL COMFORTS
Roonans are short humanoids with blue-gray skin and
turquoise eyes. They are a common sight in urban en-
vironments and busy Core Worlds like Coruscant. They
R oonans have a tendency to gain an almost ad-
dictive liking of some small comfort. While the
exact psychology remains mysterious, almost
are also notable for developing seemingly random ad- all Roonans develop some liking. To further hin-
dictions to certain comforts. der the species, breaking the addiction always
seems to result in the creation of a new one and
Physiology: Roonans are short but humanoid aliens anything too easily acquired never acquires the
with a large, wrinkled head. Their skin is blue, gray, or liking. Instead, they tend to like something mod-
green. Their face is noseless and hairless, and they are erately harder to find, but still feasible: a certain
mostly filled instead by their large, shimmering blue type of music when played live, a particular food,
eyes. Below these eyes is a lipless mouth filled with tiny or a rare smell. While some do manage the dis-
teeth. Their hands have five fingers, all of about the cipline to resist the comfort, it tends to have a
same length. distracting effect.
SPECIES ABILITIES
1 2 3 1 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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RYN MYSTERIOUS ORIGINS
A nomadic people who are despised and distrusted by
just about everyone, the Ryn are not the swindlers that
most expect them to be. What they are is a species that
S ince they keep little written history, their past
existence, background, and homeworld are
all mysteries. A few have bothered to theorize
is musical, observant, and superstitious. about their origins. Two major ideas are com-
monly accepted. The first is that they descend
Physiology: Somewhat small near-humans, Ryn have from human musicians who broke away from the
tan or gray-green skin and brittle white hair. They have baseline species in order to populate a planet
a long tail which ends in white hair. Their white hair that lacked art. They then evolved separately.
tends to be all over their face and body. Not only is it on This isn’t unreasonable, as many have great mu-
top of their head, but most also grow it on the sides of sical skills. Another idea is that they separated
their head. It is typically pointed straight back. They also from the rest of the humans by being a mer-
typically have hair as eyebrows and mustaches. They cenary group that fought throughout the Inner
have a very triangular nose that ends in a sharp point. Rim. Travelling together, they eventually evolved
Their nose also possesses innate musical abilities. They their own unique features. The latter is some-
can accurately play any pitch in a tone, similar to that what more credible based on a linguistic fact:
of a flute. Many also possess talent for other musical They use very similar words for non-Ryn and ci-
instruments. Others use their nose to accurately recre- vilian. Their lack of a homeworld has meant that
ate the binary language that droids use. They also have they haven’t been able to unite under a govern-
a face that is distinguished by yellow eyes and pointed ment and protect their own. Surprisingly, many
ears. Despite their extreme cleanliness, they have an Ryn have found refuge in the Corporate Sector,
unpleasant odor. a region which is otherwise known for prejudice.
Society: Ryn are a nomadic people who are wide-
ly disrespected by the rest of the galaxy. They are so Sabacc, which was a symbolic way for them to represent
widespread, in fact, that their original homeworld is un- their lore with the figures on the cards. They have a
known, even to them. This is also because the Ryn keep reputation for being cn artists and swindlers, which is
little written history. Many of them are musically talent- only somewhat correct. These views are so prominent
ed and value music greatly. They claim to have invented that enslaving them or hunting them is legal on many
planets. They are a very superstitious people, and one
of the most notable applications of their superstition is
in sleeping. For them, it is taboo to sleep in the same
place twice, so they must often rearrange sleeping
quarters if they settle somewhere. They are also very
obsessive when it comes to being clean.
SPECIES ABILITIES
2 2 1 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
113
SAKIYAN HUTT RIVALS
SPECIES ABILITIES
2 2 3 3 1 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
SARKAN • Night Vision: Remove all b for darkness, add b
for brightness.
Few species are more obsessed with elaborate proto- • Cold Blooded: Remove b for hot conditions,
cols than the Sarkans. They are formidable combatants and b for cold conditions. May not spend more
because of their size and tough scales and are also ex- than 1 maneuver moving in conditions below 10
tremely wealthy from gem mining. However, they are degrees Celsius. When conditions are freezing or
also very vulnerable to the cold. close to freezing, must make a hard Resilience
check. If failed, treat environment as a dangerous
Physiology: Cold-blooded reptiles that can be more atmosphere of rating 1. Increase to daunting and
than two meters tall, Sarkans are physically powerful rating 2 if below -10 degrees.
thanks to the toughness granted from their size and
thick green or blue scales. They also boast sharp fangs • Tails: When using tail, deal +1 Brawl damage, may
knockdown for a, and have the Disorient 2
and small claws, though they use the latter more for dec- quality.
oration than combat. Like their Barabel relatives, they
have a powerful tail, which is often their most effective
weapon when unarmed. Their long head has no hair and
black eyes on either side. They have four fingers and
two toes. Despite the innate advantages present in their
physiology, Sarkans are also vulnerable because of it. As
they are cold-blooded, they are extremely vulnerable to
cold, which can kill them. Most Sarkans can last twenty
minutes in an environment below freezing.
SPECIES ABILITIES
PROTOCOLS
3 1 2 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
N ot only are Sarkans obsessive about protocol,
but such protocols are incredibly complex.
For example, when greeting an ambassador, the
• Wound Threshold: 12+Brawn greeter must make a greeting of at least an hour
• Strain Threshold: 8+Willpower in a Sarkan langage that summarizes their life,
mostly focusing on victorious battles, roman-
• Starting XP: 90 tic relationships, and gem mining. To have this
• Tough Scales: Receive the talent “Durable.” greeting be less than an hour is either insulting
or demonstrates the greeter’s insignificance.
• Vast Wealth: Receive the talent “Sound Species with tails must then complete hours of
Investments.”
ritual dances, which must also be executed flaw-
lessly to avoid insult.
115
SATHARI
Family is everything to the Sathari, so they almost never
leave their home planet of Arbooine. They are also very
methodical and loyal. Physically, they are light avians
who are nimble but weak and are also capable of glid-
ing.
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SELKATH
The Selkath are an aquatic species that once benefit-
ed from kolto, a miracle healing liquid found on their
planet. However, with bacta becoming more popular,
wealthy pacism turned into impoverished anarchy. They
are now Imperial slaves, and their planet has become a
resort world.
SPECIES ABILITIES
2 2 2 2 2 2 KOLTO DEALERS
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
117
SELONIAN dens via a complicated system of bartering and owing
favors. Selonians also place extreme value in honesty,
Related to aquatic mammals, the Selonians are nimble and to lie is a crime as bad as murder. Though Selonians
felines who can on two or four limbs. They live in dens are capable warriors, they are not as warlike or prone to
that are almost entirely infertile females, so male or fer- violence as the Empire makes them out to be. Though
tile female Selonians and extremely rare. their societal structure is more similar non-sentient in-
sects, Selonians are as technologically advanced as the
Physiology: Selonians are furry mammals that de- rest of the galaxy.
scended from aquatic mammals. They average two me-
ters tall, with the females being larger. They are covered Homeworld: Selonia is an ocean world in the Corellian
by brown, black, or gray fur, with tan fur on their stom- system that is filled with underground caves and cities.
achs. They have flexible spines, giving them dexterity. These caves are actually dug by Selonians and act as
They have clawed hands which they can use for digging the dens. Underground tunnels connect the islands, as
or climbing. Their face is very cat-like. Their eyes are the seas are full of monsters. Orbital shipyards create
black, and whiskers cover the face. Their nose is also ships, but they lack hyperdrives and are only designed
black and circular. While some choose to wear clothing from transit within the Corellian system. As part of the
when offworld, they rarely wear clothes when amongst Corellian system, it is a Core World.
other Selonians. This is a result of the fact that very
Language: Selonians speak the language of Mandaba,
few Selonians are fertile. Selonians are equally capable
which they refer to as “home talk.” A select few females
of walking on four legs or two. Many are also capable
are chosen by the Queen to be fluent in Basic and spe-
swimmers.
cialize in dealing with offworlders. Many have a passable
Society: Selonians value honesty and community. Few familiarity with Basic.
understand the very unique alien culture. The chief con-
cern for a Selonian is the good of the den, which is the
unit that they live in. While this may make them seem
SPECIES ABILITIES
as very unselfish to outsiders, they are very indifferent
to those who are not in their den. Each den controls 2 3 2 1 3 1
territory on their homeworld, and the cities are a col- BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
DEN STRUCTURE
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SEPHI
The Sephi are near-humans with pointed ears. They are
an extremely artistic people. They are ruled by a mon-
arch but place high value in independence. Their home-
world, Thustra, is a very influental planet in its sector.
SPECIES ABILITIES
T he Sephi were once staunch defenders of the
Republic and strong allies to the Jedi. Howev-
er, they were willing to draw a line as Republic
1 2 3 2 2 2 corruption became more apparent in the Seces-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
sionist Crisis. Though the Sephi were ruled by
the monarch King Alaric for centuries, he was a
• Wound Threshold: 10+Brawn mostly benevolent king who did what was best
for his people. They were quick to attempt to join
• Strain Threshold: 12+Willpower the Separatists, so their corrupt Loyalist senator
• Starting XP: 100 Navi began to instigate a plan that could lead
• 1 rank in Knowledge-Education to a Republic counterattack against his people.
Jedi Grand Master Yoda was sent to Thustra to
attempt to convince his good friend King Alaric
to stay in the Republic, but he chose to kill the
King after his devotion to the Separatists became
apparent. The Sephi stayed devoted to fighting
for their freedom during the Clone Wars after
the death of King Alaric, choosing to side with
the Separatists during the rest of the war. Such
sentiments continue in the people to this day.
119
SHAWDA UBB PETROLEUM INDUSTRY
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
120
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SHISTAVANEN SHISTAVANEN FAMILIES AND FRIENDS
Predatory canines who are extremely fierce, the
Shistavanen are very isolationist. Though somewhat
more comfortable among their own kind, they aren’t
T hough not social, a minority of Shistavanen
do travel the hyperlanes as bounty hunters,
mercenaries, or scouts. They still tend to stick
very comfortable when around outsiders. to themselves, however. Many things cause
this. For some, it is personal pride, for others, a
Physiology: Shistavanen are born hunters and good preference to be alone. Still more do it because
ones at that. They have a wolf-like appearance and the they simply can’t get along very well. When a
skills to match. These are both a result of natural evo- Shistavanen does make a good friend from an-
lution as well as interference from genetic engineering. other species, they tend to get very close, how-
The genetic engineering’s source remains unknown to ever. In order to befriend a Shistavanen, one
this day. Shistavanen have keen senses and are naturals must earn the respect. Once respect is earned,
in the outdoors, but they also boast a speed, ferocity, however, Shistavanen can be very dedicated and
and knack for combat. They also have five sharp claws give them as much respect as would be given
on each hand and three sharp claws on each foot. Their to family. This occurs most often with those who
face earns them the nickname of “wolfman.” This is be- they hunt or fight with.
cause of sharp incisors, a canine nose and snout, point-
ed ears, and glowing black eyes. They are all fur-cov-
ered, which is brown. Most do not have fur on their
hands or faces. Though they are capable of running on have neighbors. Unapologetic in that they prefer trad-
two feet, they prefer going on all fours for longer runs. ers of their own kind, Shistavanen society is certainly
Shistavanen are very proud of their physiology and will not common knowledge to the rest of the galaxy. For
often boast about their species’ accomplishments or their part, most other species aren’t eager to interact
take on dangerous tasks to demonstrate their prowess. with Shistavanen either: If their predatory appearance
isn’t scary enough, their ferocious ways can be most
Society: One major difference between Shistava- unsettling. Like Trandoshans, most Shistavanen revere
nen and their canine ancestors is their isolationism. “the hunt” and tend to find joy, employment, or both
Shistavanen society is cut off from the rest of the galaxy, in hunting.
and they colonized nearby worlds so that they wouldn’t
Homeworld: Uvena Prime, the Shistavanen home-
world, is very isolated. It is in the Seswenna sector
of the Outer Rim. It has forests and plains. While it
is mostly isolated, it still has normal technology. Most
make a living as hunters.
SPECIES ABILITIES
2 3 2 3 1 1
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121
SITH While the Kissai are more independent and capable of
leadership, they were still ultimately servants to the am-
While the Sith are best known for being an organiza- bitious Sith Lords.
tion of Force-sensitives, they get their name from the
Homeworld: The Sith used to come from the rocky
Sith species, who have similar ideals. The Sith have four
planet Korriban, which is now their tombworld. Many
castes, each with a unique focus.
once lived on Zoist or Dromund Kaas.
Physiology: The Sith are a species of near-humans
Language: The Sith’ari generally knew Basic, although
with red skin, pointed ears, and tentacles above their
the others historically only spoke their native language,
mouths in place of facial hair. Almost the entire spe-
Sith.
cies is Force-sensitive, but not all of them. They have
small, hard protrusions coming out at their elbows and
chin, similar to horns. They have pointed teeth and a SPECIES ABILITIES (KISSAI)
predator-like face. Some have three fingers, others have
five. They also vary greatly in skin tone. This is because
much of the species is interbred with humans to some 1 2 2 3 2 2
degree, so some are more red than others. They have a BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
SPECIES ABILITIES
2 2 3 1 2 2
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SKRILLING
Stubborn negotiators who eat corpses, the Skrillings are
typically used as cheap labor on the farms of the more
advanced M’shinni. On the whole, they are a very per-
sistent people who value patience. When more abrupt
action is needed, they fight with acidic vomit.
2 1 2 2 3 2
T he Skrillings’ homeworld is a colony to the
much more advanced M’shinni species. Much
of the Skrilling culture has been lost with time, as
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
they have been forced to assimilate. Their orig-
inal name is long-lost, and “Skrilling” is actually
• Wound Threshold: 10+Brawn a nickname that has been given to them. The
M’shinni colonists are farmers, and some have
• Strain Threshold: 10+Willpower hired Skrillings as low-wage laborers. Since the
• Starting XP: 90 Skrillings are peaceful, they do not fight back
• 1 rank in Negotiation with violence
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SLJEE RESTAURATEURS
Sljees cannot see, but they are olfaxes who ahave a
highly advanced sense of smell. They have a short and
wide body, and their short legs are very slow, but their
A number of Sljees found in the galaxy work in
restaurants. This is in part because of their
physiology: being built like a table in beneficial
vast amout of tentacles can be advantageous. for waiters, while a keen sense of smell is useful
in cooking food. However, this trend is also a
Physiology: Sljees are gray-skinned sentients with an result of their culture. Since many of the plants
extremely unique physiology that includes multiple legs, that Sljees eat require a great deal of prepara-
eight tentacles, and six stalky protrusions that serve as tion, cooking is viewed as a very important skill
olfactory organs. Their body is wide, often one and a in their society.
half meters or more in diameter, but they are relatively
short at about one meter tall. This squat makeup makes
them very sturdy and also allows them to carry more
than other species. They can hear and speak like most
sentients, but they are completely incapable of sight. NOTE
They make up for this disadvantage with their extremely
sensitive sense of smell. Such highly advanced olfaction
allows them to identify many things, although it can be
overwhelmed and confused by new scents.
L ittle is known about Sljee society. The remain-
der of this information has a few assumptions
based on subtle comments but is mostly made
up. However, I need to fill this page, and having
Society: Sljee culture is by nature very communal, so societal information should make Sljee charac-
they often stay in groups among their own if they go off- ters more interesting. Players are not obligated
world. Despite the radical differences in how they sense, to follow this, but it is encouraged that if not,
many still attempt to interact with those from other cul- they imagine their own aspects of Sljee culture.
tures. They thrive in busy environments like cities and
work best in teams. They are also somewhat impatient
and are typically quick to act. This does make Sljees SPECIES ABILITIES
an industrious and hardworking people, even those who
reject honest work in favor of more illicit activities.
2 1 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
• Wound Threshold: 12
• Strain Threshold: 9
• Starting XP: 110
• Blind: Upgrade the difficulty of all checks twice.
Upgrade the difficulty of Perception and Vigilance
checks 3 times. Suffer further penalties at the GM’s
discretion.
• Extra Limbs: May have 4 times as much gear in
their hands and do not have to suffer strain for a
second maneuver. Still may not make 3 maneuvers
in a round without “Unmatched Mobility.”
• Olfaxes: May use extremely effective smell,
negating the effects the Blind ability in some
cases. May identify specific objects and individuals,
navigate spaces, and even interact with specially
designed devices through smell. At the GM’s
discretion, may suffer 1 strain in response to a new
scent.
• Ponderous: May only spend 1 maneuver moving
per turn.
• Slab-Shaped: May set up to 10 encumbrance on
back and carry it without penalty.
125
SLUISSI
Sluissi are green-scaled reptiles who resemble snakes.
Though they can slither upright and have two arms, they
still lack legs. They are a very intelligent people who are
prominent as technicians, particularly with shipbuilding.
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SNIVVIAN
127
SQUIB
Trading is absolutely vital to the Squibs, and they think
of it as art. They speak a very unique dialect of Basic
with strange idioms. Since they are generally scaven-
gers, many work aboard slavage vessels. They are small
rodents with very sensitive fur.
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SULLUSTAN BURIAL RITES
SPECIES ABILITIES
1 3 2 2 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
129
Complete Species Guide
TALZ • 1 rank in Resilience
• Four Eyes: Remove b for darkness or brightness.
Talz are peaceful but physically powerful creatures
adapted to the cold. They are very simple and do not • Thick Fur: Remove b for cold conditions.
understand the concept of ownership. Many are Impe- • Claws: Deal +1 Brawl damage as wounds and have
rial slaves. a Crit rating of 3.
Physiology: Talz are tall creatures with white fur. They • Primitive: Upgrade the difficulty of any checks
involving advanced technology. This counts as any
grow to be two to two and half meters tall, though they
technology not available on their home planet,
only live for about 50 years. They have four eyes, the
although individual pieces of technology they
larger of which see well in darkness. Their smaller eyes, become familiar with over an extended period of
of course, are for the daytime. Their white fur blends time can become exempt from this at the GM’s
in well with the snow on their homeworld and protects discretion. May spend 10 XP at character creation
them from the cold. Their fur can also be light gray or to remove this penalty permanently.
pink. Their noseless face is distinguished by having dark
gray fur and four black eyes. Near the chin, a proboscis
extends, which they use to eat and communicate. Their
large hands have sharp claws, making them effective
brawlers.
SPECIES ABILITIES
T alz fail to understand the concept of owner-
ship. They will innocently borrow someone
else’s things, but allow others to do the same.
This creates a perception that Talz tend to be
thieves, and many people closely guard their
3 2 1 2 2 2 possessions when around a Talz. Many have
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
tried and failed to explain the concept of own-
ership to Talz.
• Wound Threshold: 12+Brawn
• Strain Threshold: 11+Willpower
• Starting XP: 95
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THEELIN
Art is very important to the Theelin. Pink-skinned near
humans who are typically quite charming, the Theelin
are a dying people. Mutations have made many of them
infertile, and they have had to resort to crossbreeding
with humans.
NOTE
SPECIES ABILITIES
W ith pure-blooded Theelin slowly dying away
and only partial success with crossbreeding,
the Theelin are approaching what many consider
2 2 1 2 2 3 to be an inevitable extinction. Despite this, they
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
continue to make the most of their situation. For
many, this sense of impending doom is almost
• Wound Threshold: 10+Brawn poetic, and the emotions associated with it make
for some of the best art yet from the species. For
• Strain Threshold: 10+Willpower others, it can make for great fear, knowing that
• Starting XP: 100 their time is short. Perhaps others may desper-
• 1 rank in Charm or Coordination ately seek a child to continue the species at all
costs. Still others may become deeply saddened
• Performers: Receive the talent “Distracting by this reality.
Behavior.”
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THISSPIASIAN
Thisspiasians are snake-like creatures with a martial his-
tory who are fierce warriors. They have four arms and
are extremely intimidating to most other sentients, es-
pecially considering their carnivorous diet.
SPECIES ABILITIES
DINNER TIME
2 3 1 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
T hough omnivorous, they prefer to eat live
birds, rodents, and insects. For larger ani-
mals, they can unhinge their jaws. Typical meals
• Wound Threshold: 11+Brawn have the animals caged at the center of the ta-
ble before being dipped in seasonings and eaten
• Strain Threshold: 8+Willpower whole. They have learned to change such tastes
• Starting XP: 75 when around outsiders. However, they continue
• 1 rank in Discipline to dislike the practice of cooking.
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THOLOTHIAN CONVERSATIONAL ODDITIES
The Tholothians are a near-human species known for
their Force-sensitivity. They have extremely long lifes-
pans, and that extra time often allows them to become
T hough Tholothians not raised among their
people can certainly be exceptions, many Tho-
lothians follow several unwritten laws of conver-
very wise. sation. Advice is considered valuable, and a wise
quote is considered fair compensation for help,
Physiology: Tholothians are a near-human species. rather than “thank you.” When greeting, mutual
Their most notable distinction is that they live much lon- bowing is common, regardless of status differ-
ger than humans, so many are very wise. Visually, their ences. The final one that occurs often is the ten-
skin is much darker and they have white tendrils pro- dency to always address an elder as “Dovosan,”
truding from their head. Their eyes are generally blue which is a word from their own language.
or indigo. Most females cover their hair in a traditional
headdress. The species is very rare, but those that do
exist are often Force-sensitive.
Society: Tholothians are a peaceful people known for
an elaborate system of social customs and traditions
NOTE and focus on family. They live in large groups of extend-
ed families, which all share a household. These house-
L ittle is known about Tholothian society. The re- holds are very important to them, and Tholothians tend
mainder of this information has a few assump- to know all of their family very well. Offworld, this often
tions based on subtle comments but is mostly transfers to friends and allies instead, though they often
made up. However, I need to fill this page, and continue to maintain connections with family. Tholothi-
having societal information should make Tholo- ans are fond of expression, though their understanding
thian characters more interesting. Players are of art is much different and more abstract than other
not obligated to follow this, but it is encouraged species. Tholothians also have a taboo against pets, a
that if not, they imagine their own aspects of concept which they find inhumane.
Tholothian culture.
Homeworld: Tholoth is an urban world in the Colonies.
The entire population is contained in a single city, which
has become relatively crowded.
SPECIES ABILITIES
2 2 2 2 2 2
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133
TOGORIAN ROUGH CROWD
2 1 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
134
Complete Species Guide
TOGRUTA THE WEAK
SPECIES ABILITIES
1 2 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
135
TOONG
Toong are creatures with a massive head that have came
into the galaxy to flee disaster on their homeworld. They
are absolutely terrified of any form of social interaction,
and they avoid argument at any cost.
SPECIES ABILITIES
CATASTROPHE
2 3 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
T he Toong first had their only world war trig-
gered by a surprising event: first contact with
the rest of the galaxy. Shocked by the existence
• Wound Threshold: 10+Brawn of other sentients and superior technology, the
Toong homeworld somehow plunged into war
• Strain Threshold: 10+Willpower from it. It took intervention from Jedi and a first
• Starting XP: 110 contact specialist to save the species. Luck would
• Social Anxiety: No more than once per session, have it that the Toong weren’t in the clear yet,
the GM may trigger a social anxiety attack, and however. A poisonous comet collided with their
be terrified of in a particular social encounter. If world, devastating it. In addition to the many
this occurs, cannot be involved in that interaction deaths, it also caused mass immigration to the
without passing an average fear check. May spend nearby planet Tund. Tund suffered a catastrophic
5 XP during or after character creation to remove event of its own during the time of the Empire.
this penalty.
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NOBLESSE OBLIGE
TOYDARIAN
Toydarians are chubby creatures to get around by hov-
ering. They are ruled by the Hutts, but they have thrived T oydarians are ruled by a king, but there are
plenty of other nobles to bicker over the oth-
er roles. They constantly scheme against one
unde rthe crime lords thanks to their business skills.
They use scheming naturally as a way to separate the another, trying to earn the king’s favor. This is
clever from the foolish. viewed as an important and practical way to sep-
arate the strong from the weak and the clever
Physiology: Toydarians are small creatures who fly via from the foolish. Most Toydarians take to the
the wings on their back and the light gases in their bel- competition effortlessly, naturally doing so. This
ly. Their face is best distinguished by a wrinkled trunk way of thinking extends all the way down to the
that protrudes down. Behind the trunk is a wide mouth, lower levels of society as well. Many Toydarians
complete with buck-toothed incisors. Their thin arms will strike out on their own, seeking to find a
and legs have three fingers and three webbed toes. wealthy life of success on the fringe.
Their legs have two knees each, though they are rarely
used thanks to their preference for hovering. They have
highly active metabolism and burn plenty of energy with slave species. Their standard of living increased under
their constantly moving wings. This means that they Hutt rule and ended up being, for all intents and pur-
constantly need food and eat in large quantities when- poses, a business merger. They have kept a good dis-
ever possible. While they mostly rely on high energy tance from both the Hutts and the rest of society, aside
processed good to fill their needs, ancient times saw from when it occasionally comes to financial interests.
them fight over food very often. This metabolism also They still mostly live in Hutt space, working under vari-
gives them a pleasant odor, similar to sweetspice. The ous Hutts. They generally tend to be good in interacting
Toydarian brain is also immune to any manipulation by with people but still capable when it comes to betrayals
the Force. or thievery. This makes them excellent in many roles for
their Hutt masters, such as accounting, business man-
Society: Toydarians were subjugated by the Hutts long aging, or even being a majordomo. Many also choose to
ago, yet they have fared well in comparison to other trade elsewhere, carving out a niche for themselves and
going to work as merchants and traders.
SPECIES ABILITIES
1 1 2 2 3 3
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137
TRANDOSHAN this causes many to become bounty hunters or big-
game hunters, many take a different path but still con-
The arch-nemesis of the Wookiees, Trandoshans are sider it a “hunt.” Of course, what an individual considers
repitalian hunters who focus their lives on hunting to to be a hunt, Trandoshan society as a whole can consid-
please their goddess, Scorekeeper. They are an effective er it to be a frivolous waste. Their hunts are judged in
combination of physical strength, sharp claws, and re- jagganath points, or “divine marks.” A successful hunt
generative abilities. provides jagganath points based on its difficulty. Humili-
ation can cause a Trandoshan to lose all of his jagganath
Physiology: Generally about two meters tall, Tran- points, only for that Trandoshan to earn them back by
doshans are cold-blooded reptiles. They have three-fin- getting revenge. At the end of their life, Scorekeeper
gered hands and three-toed feet, all of which end in tallies the jagganath to determine their status in the
spiked claws. Their lack of thumbs means that they have afterlife.
some difficulties when using technology like blasters,
but they make up for it with their innate love of combat. Homeworld: Their homeworld is known as Hsskor, but
They also boast infrared vision, and they can heal much in Basic it is referred to as Trandosha. It is an arid world,
more effectively than most, even regrowing limbs. Their with deserts, grasslands, and high mountains. They also
scales vary greatly in color, with shades generally green, have colonized the forest moon of Wasskah, which is
brown, or orange. Their face is distinctive for having red often used as a game preserve. It shares a star system
eyes and a mouth of sharp teeth. They also have small with Kashyyyk, the Wookiee homeworld.
spikes instead of hair.
Language: The Trandoshan language of Dosh sounds
Society: Trandoshan society focuses on strength, hunt- to humans as a series of hisses and snarls. Trandoshans
ing skills, self-reliance, and resilience. Trandoshan chil- are capable of speaking Basic, although they generally
dren are born in groups of four and are raised by their have a very strong hissing sound added to it.
mother. Even just after birth, they can walk and have
hunting instincts. By the age of two, they can go on
their first hunts, and they are independent at age ten.
SPECIES ABILITIES
Trandoshan society is centered around the hunt. While
3 2 2 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BAD BLOOD
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TUNROTH TUNROTH HUNTERS
SPECIES ABILITIES
3 2 1 2 2 2
Physiology: The Tunroth are strong creatures who are BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
TUSKEN RAIDER become familiar with over an extended period of
time can become exempt from this at the GM’s
Primitive and mysterious humanoids who lurk in the discretion. May spend 10 XP at character creation
to remove this penalty permanently.
Tatooine wilderness, Tuskens are extremely brutal and
have tense relations with nearby scavengers and
farmers.
SPECIES ABILITIES
3 2 2 2 2 1 ODD TRADITIONS
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
TWI’LEK TWI’LEK ENTERTAINERS
SPECIES ABILITIES
1 2 2 2 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
UGNAUGHT
Ugnaughts are dependable laborers with porcine phys-
iology. They have often been slaves, but some tribes
earned their freedom by agreing to build Cloud City, a
place where many now live and work.
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UMBARAN
Umbarans are bald near-humans with pale skin ad-
opted to darkness. They make excellent spies and are
extremely manipulative. Their society is organized into
more than 100 castes, which mos Umbarans devote
themselves to rising in.
1 1 2 3 3 2
U mbarans arrange themselves into more than
100 castes, but these castes are not rigid
enough to contain a wily Umbaran. For Umba-
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
rans, rising up in caste is a game that consumes
their lives. Hard work is rarely the option for
• Wound Threshold: 10+Brawn them, and they instead attempt assassinations,
blackmail, trickery, and deception to rise through
• Strain Threshold: 11+Willpower the ranks. While failed attempts are punished
• Starting XP: 90 harshly, the rewards for success appeal to any
• 1 rank in Cool or Discipline Umbaran. Failed attempts also often result in
punishment to the family, causing many Umba-
• Night Vision: Remove bb for darkness, add bb rans to hold very hard feelings towards relatives.
for brightness Only the top ten levels are allowed to leave their
homeworld and the top level rules the planet, as
the “Rootai.”
143
UTAI
Natural followers, the Utai are often seen as manual
laborers. They are especially good at all things related
to taming animals, a useful talent with the varactyls and
dactillions found on their sinkole-covered homeworld of
Utapau.
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VERPINE VERPINE REPRODUCTION
Verpine are green-skinned insects with several benefits
in their physiology. Perhaps most notable is their in-
credible inteligence, which they use to build excellent
V erpine are hermaphrodites, meaning that
they can reproduce on their own. They do not
generally do this, however, in favor of creating
technology. In addition, they boast instant radio com- biological diversity. Verpine lay eggs, which are
munication wth their antennae, a hardened carapace, fertilized by another person than the one who
and microvision. laid the egg. Naturally, about five percent of Ver-
pine are intelligent, but the high-tech species
Physiology: Verpine are insectoid creatures with an now uses an enzyme to make sure that all of the
expertise for technology. Though thin-limbed, they av- eggs end up being intelligent. The unintelligent
erage nearly two meters in height. Their body is cov- Verpine were barely sentient and were just used
ered in a flexible yet hardened carapace, which is a dark as drones.
green. It has a plated sort of texture, giving a wrinkled
appearance. Unlike many other insects, they only have
four limbs and lack wings. Their large red or black eyes democracy. Instead of electing a government, they vote
are split to either side of their head, giving them en- on every single issue. These antennae are vital to their
hanced peripheral vision. They have two-toed feet and membership in society, and those who damage their an-
three-fingered hands. A Verpine head has an elongated tennae tend to be outcasts and criminals. Verpine aren’t
snout, like a Rodian head. They do not have a nose and known for fighting and tend to compromise instead, but
their mouth is toothless. They also do not have a heart. they do build rather excellent weapons. Verpine are now
Two antennae protrude backwards and down, each under the control of the Empire but are openly support-
starting behind an eye. These are extremely sensitive to ive of the Rebel Alliance. Their pacifistic nature prevents
radio waves, allowing the Verpine to communicate with them from fighting off the Empire, but they do attempt
one another or with technology silently over many kilo- to manufacture technology for the rebels, such as the
meters. While Verpine do tend to identify with a gender, B-Wing starfighter.
they do not have gender biologically.
Homeworld: Verpine do not know their homeworld
Society: Verpine have nearly instant communication but now inhabit the Roche asteroid field, which includes
from their antennae, so the hives act as a consensus Nickel One, Slayn, and Korpil. Roche is in the Mid Rim
and includes mostly Verpine, with the occasional Impe-
rial, as the Empire keeps a close watch on the system.
SPECIES ABILITIES
2 2 3 2 2 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
145
VODRAN HUTT SERVANTS
SPECIES ABILITIES
2 2 2 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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VRATIX BACTA BUSINESS
SPECIES ABILITIES
2 2 3 1 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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VURK
Vurk are nomadic amphibians with green skin. They are
often very philosophical and emphasize honesty and in-
tegrity. They are very calm and measured. Despite this
sophistication, being nomadic makes other species look
at them as primitive.
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VUVRIAN
Vuvrians have 12 eyes and can see in all directions.
They are insects and are also known for having sensi-
tive skin, which allows them to have incredible sense
via touch. They often are tourists because they are very
interested in learning about the galaxy and its peoples.
Language: Most Vuvrians know and are literate in Ba- general sense of the amount of people in a room
sic and Vuvrian. with an average Perception check. May recognize
movements with a hard Perception check.
SPECIES ABILITIES
1 2 3 1 2 3
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
VUVRIAN TOURISTS
• Wound Threshold: 7+Brawn
• Strain Threshold: 7+Willpower
• Starting XP: 85
T hough many Vuvrians enjoy observing the
sights of the galaxy and meeting new people,
they are only motivated by curiosity. They are of-
• 1 rank in Charm or Negotiation ten seen as travellers and tourists, but they have
little desire to live anywhere other than Vurdon
• 1 rank in Perception Ka. This is in part because of the fact that they
• Extra Eyes: Add b on visual Perception checks. are almost never satisfied with living conditions
May see in all directions. off of their homeworld. Those that do settle have
the puzzling habit of gravitating to planets with
• Sensitive Skin: May detect minute changes in air a harsher climate.
currents or air temperature to sense. May get a
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WEEQUAY FOLLOWERS OF QUAY
SPECIES ABILITIES
3 2 1 3 2 1
the harsh desert sunlight, their eyes are sunken back.
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Their hair is long and typically braided into a single top-
knot, with the number of braids representing each year
spent offworld. On their chin and jawline, small bones • Wound Threshold: 10+Brawn
stick out, similar to horns. • Strain Threshold: 9+Willpower
Society: Weequay society is complex but brutal. It is • Starting XP: 90
very impersonal and without pity. They live in clan units • 1 rank in Athletics or Resilience
and are expected to worship and please their gods. The
gods represent both natural forces on the planet and • Pheromones: May communicate silently with
members of the same clan within short range in a
native animals. The most important two are Quay, rep- way completely undetectable to other species.
resenting their moon, and Am-Shak, the god of thunder.
They must sacrifice worthy opponents to these gods,
generally a large beast of some sort. Given the recent
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WHIPHID • 1 rank in Brawl
• Thick Fur: Remove b for cold conditions, add b
Hunter-gatherers on the frigid world of Toola, Whiphids for hot conditions.
are strong and tough as well as experts with wilderness
survival. They may be very violent and somewhat prim- • Claws: Deal +2 Brawl damage as wounds, have
the Vicious 1 quality, and a Crit rating of 4.
itive, but they still understand the necessity of peaceful
interaction and teamwork. • Hardy Survivalists: Add automatic s to Survival
checks and can survive for several weeks without
Physiology: Whiphids are large creatures, averaging food thanks to reserve blubber.
about two and a half meters in height. They have thick
brown fur, which protects them from their homeworld’s • Primitive: Upgrade the difficulty of any checks
involving advanced technology. This counts as any
cold temperatures. Their face is mostly hairless, al- technology not available on their home planet,
though hair can grow on their chin and atop the head. although individual pieces of technology they
They have two fairly large tusks which protrude from the become familiar with over an extended period of
lower jaw. Their cheekbones are sunken in, and their time can become exempt from this at the GM’s
face is elongated. Their nose appears as two slits in the discretion. May spend 10 XP at character creation
face, and their black eyes are small. Their hands have to remove this penalty permanently.
three fingers, and they have three toes on each foot.
Both end in claws.
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WOOKIEE LIFE DEBT
lent brawlers, and their tempers are notoriously short. SPECIES ABILITIES
They have long limbs and retractable claws that they
use to climb. These claws are never used for combat,
however, as that is considered to be extremely dishon- 3 2 2 2 1 2
orable. Their fur comes in shades of brown, white, gray, BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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XEXTO XEXTO AND QUERMIANS
Xexto are short four-armed creatures with pale skin who
are are known for their courage and recklessness. They
are often thrill seekers and few will back down from a
L ong ago, when Xexto were in hunter-gatherer
tribes, an Arkanian geneticist began exper-
imenting with Xexto. He brought them to the
challenge. They are distant relatives to the Quermians, nearby world of Quermia, and these GMO cous-
who are opposite to them in many ways. ins became known as Quermians. The Quermians
are very tall, even in comparison to species like
Physiology: Xexto are short and very thin creatures Wookiees. The Xexto hold a grudging respect for
with relatively long limbs. They rarely stand at more the Quermians, whose expertise at reading body
than one and a half meters tall. Their torso is tiny, and language makes them excellent diplomats. They
they have two arms coming from each shoulder. Each are quality intellectuals as well. Aside from these
of their four arms has four long fingers. Unlike some traits, Quermians are essentially identical to Xe-
other species with fewer fingers, they have opposable xto. Once, the Xexto denied any genetic connec-
thumbs. Their feet have four long toes as well, and they tion, but such claims have been disproven.
generally stand entirely on their toes. Their skin is gen-
erally a pasty chalk-white but can also be lavender or
pale yellow. Their eyes are a dark purple or black. They
Society: Xexto value courage but are still very even tem-
have a very long neck, which connects to their hair-
pered. They admire risks, excitement, and thrill-seek-
less, noseless head. Their brain is actually split, with the
ing, and rarely back down from a dare. Questioning the
head portion controlling primitive actions and reflexes
courage of a Xexto is one of the worst insults. Other
and the part in the stomach dealing with logic and cre-
emotions, however, they are not prone to. A Xexto is
ative thinking.
slow to anger, although questioning his courage can
change that!
SPECIES ABILITIES
1 3 2 2 1 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
153
YARKORA SECRET CULTURE
SPECIES ABILITIES
2 1 2 3 2 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
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Complete Species Guide
YEVETHA IMPERIAL CONTROL
Yevetha are thin, ghoulish near-humans with very sharp
retractable claws. Though now Imperial slaves, their
roles will soon be reversed, as the Yevetha have extreme
T he Imperials have had a great effect on the
Yevetha. Now conquered by the Empire, they
have became entirely enslaved. The are treat-
xenophobia and view any non-Yevetha as vermin. ed brutally by the Imperials with a cruelty that
matches what they might have towards other
Physiology: Yevetha are thin and ghoulish. They have sentients. The shipyards maintained where they
an extremely powerful ability in their retractable dew work are successful and make quality ships. Al-
claws, blades that can come out of their wrists. These though the Yevetha seek to eliminate the Impe-
are as long and almost as effective as a vibroblade. They rials, the many attempts at revolution have been
have small spikes all over their body, generally on their put down. They will need to wait for several more
chin, back, and one on their forehead. The largest of years, when Ysanne Isard will pull ships back to
these spikes are where humans would have ears. They the Core Worlds. Since the Imperials are human,
have black, red, or blue eyes. They are bald and have a the Yevetha will have no qualms about treating
very small nose. Their skin is generally yellow or green. them just as cruelly as they are now treated.
They have six-fingered hands and six-toed feet, all of
which end in claws. Children need to drink blood to sur-
vive, which is typically given to them by their mother.
They give birth with eggs, which they call “birth casks.” lieve in incarceration or imprisonment. They are a very
religious people, and their religion is centered around
Society: Yevetha are a persistent and extremely violent blood and sacrifice. The Darama, who leads the reli-
people. They are obsessed with death and do not be- gion, is also the Viceroy, who is the political leader. They
are also extremely hierarchical. The higher castes are
completely justified in killing those of a lower caste,
even without any particular reason. While Yevetha can
lose status, they cannot gain it. They still consider low-
er-class Yevetha to be better than non-Yevetha, who
are considered to be nothing but vermin. They believe
themselves to be the only form of intelligent life in the
universe. They learn new skills quickly and have become
excellent with technology. In war, they are absolutely
brutal but somewhat erratic: They never surrender and
ignore humanitarian consequences.
SPECIES ABILITIES
1 2 3 2 3 1
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
155
YINCHORRI
Strong, cold-blooded reptiles with green skin, the Yin-
chorri believe that “might makes right.” This philosophy
lead to an uprising in 33 BBY, an event which ended
in the defeat of their military and the isolation of their
people.
3
BRAWN
1
AGILITY
2
INTELLECT
2
CUNNING
3
WILLPOWER
1
PRESENCE
A fter joining the Republic in 58 BBY, the Yin-
chorri were introduced to a great deal of new
technology, which they were quick to embrace.
In 33 BBY, they also received cortosis armor
• Wound Threshold: 11 thanks to manipulation by Darth Plagueis and
began to take territories. First, they took the
• Strain Threshold: 13 Golden Nyss Shipyards, then Mayvitch 7, and
• Starting XP: 80 they murdered the Jedi diplomats sent to them.
• Cold Blooded: Remove bb for hot conditions, After that, a large invasion by Jedi and Judicials
add b for cold conditions. defeated the Yinchorri, and their system was
again left isolated. Although a small Imperial
• Force Resistance: When targeted by a telepathic presence was eventually developed, they are
Force Power, increase the difficulty by 3.
still mostly left alone. This will eventually change
once the Yinchorri oppose the Empire in 3 ABY,
when Yinchorr will be bombarded and cleansed
of all Yinchorri.
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YUUZHAN VONG directly with their main god, Yun-Yuuzhan. The Inten-
dant Class focuses on politics.There is also a Warrior
The Yuuzhan Vong will eventually bring about an incred- Caste, who devote themselves to battle. The Shaper
ibly brutal war and be responsible for hundreds of tril- Caste specializes in creating biotechnology. Their Priest
lions of deaths. This is because of their powerful organic Caste specializes in religious matters. Workers, the larg-
technology and religious convictions. They value pain, est caste, do menial labor. The Yuuzhan Vong children
sacrifice, and death as service to their gods. are raised by designated caretakers, and they do not
know their families until they are older. They place high
Physiology: Yuuzhan Vong are humanoids from anoth- value in discipline and obedience.
er galaxy with lavender, gray, or yellow skin. They are
somewhat larger than most humans and live for much Homeworld: Their original homeworld of Yuuzhan’tar
longer. They have a sloped forehead on their ridged is destroyed, but the Yuuzhan Vong have reached the
head, and about half have pointed ears. Their nose is outskirts of the galaxy. They live in space aboard giant
very short and stubbed, so they have an almost skel- worldships, planning an invasion that will come in about
etal appearance. A few have black hair, though many 30 years. After killing trillions but losing the war, they
are bald. Some have small protrusions under their eyes, will resettle on Zonama Sekot.
which are generally blue. They have a very unique ner-
Language: The Yuuzhan Vong speak Yuuzhan Vong.
vous system which is more sensitive. They themselves
Some understand Basic using tizowyrm translators.
are entirely cut off from the Force, meaning that their
actions are impossible to foresee, their mind is impossi-
ble to read, and their body is impossible to manipulate. SPECIES ABILITIES
Society: The Yuuzhan Vong are a very religious peo-
ple who are reverent towards pain. They glorify it as a 2 2 2 2 3 1
way of living, believing that their body is made to be BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
BIOTECHNOLOGY
157
YUZZUM
Yuzzum are tall primitives from the forest moon of En-
dor. Their musical language makes many of them excel-
lent singers, so some use that as a profession should
they leave their isolated homeworld. Though shy, they
are very friendly and typically get along well.
SPECIES ABILITIES
SHARED HOME
2 2 1 2 3 2
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
Y uzzums share their moon with another primi-
tive yet sentient species in the Ewoks. This is
a somewhat strained relationship. Most Yuzzums
• Wound Threshold: 9+Brawn do not know the Ewok language, but mostly be-
cause many Ewoks know the Yuzzum language.
• Strain Threshold: 11+Willpower Despite this ability to communicate, the primi-
• Starting XP: 110 tive species still do what they must to survive.
• Friendly: Receive the talent “Smooth Talker.” For the Yuzzums, this can mean eating baby
Ewoks, which are called woklings. The Yuzzums
• Mobile Predators: Receive the talent and Ewoks live mostly separately, each going
“Outdoorsman.” about their own unique way of life. They also
• Primitive: Upgrade the difficulty of any checks share their world with the rodent Teeks, aquatic
Gorphs, and the Ewok’s cousins, the Duloks.
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Complete Species Guide
ZABRAK MARTIAL TRADITIONS
159
ZEHETHBRA
Violent and easily offended, ZeHethbra are furred ca-
nines that are devoted to defending their territory. They
have a biochemical spray to ward off attackers.
SPECIES ABILITIES
ANGRY OUTBURSTS
3 2 2 1 2 2
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Complete Species Guide
ZELTRON
Zeltrons are red-skinned near-humans who have pher-
omones that make them more attractive. They are also
empaths, so they are extremely effective in social situa-
tions. They are lazy, reckless, and focus on being happy.
They are also very romantic and shun monogamy.
SPECIES ABILITIES
161
ZYGERRIAN THE BUSINESS OF SLAVERY
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Complete Species Guide
163
A long time ago in a galaxy far, far away...
Escape the prison of human uniformity and imperial racism and embrace
the diversity of the galaxy. The Complete Species Guide features over
150 newly statted species from the Star Wars Legends universe.
Yaccarus