TEXT: G U R P S 4th Ed. 
  G U R P S 4th Ed. 
  STAR WARS 
  STAR WARS 
   
  Sentient species 
  Sentient species 
   
   
   
   
   
   
   
   
   
  BY DARK LoRD AzAGTHoTH 
   
   
  
  G U R P S 4th Ed. 
   
   
   
   
   
   
  GURPS® 
  Fourth edition 
   
   
   
   
   
   
  The unofficial Star Wars Sentient Species for GURPS® fourth Edition 
   
   
  A completely free unofficial sourcebook for GURPS 4th Edition set in the Star Wars Galaxy 
   
  GURPS Rules by Steve Jackson • www.sjgames.com 
   
  GURPS 3rd Edition Star Wars by Francis Martel • www.gurpslabs.com 
   
  Star Wars Encyclopedia by Bob Vitas • www.cuswe.org 
   
  Star Wars Wiki from Wookieepedia • starwars.wikia.com 
   
  AstroSyntesis by NBOS Software • www.nbos.com 
   
  Edited by Dark Lord Azagthoth • members.chello.nl/l.deckers3 
  Email • Dark.Lord.Azagthoth@gmail.com 
  Forum • GURPS 4th Star Wars Forum 
   
  Images taken from: 
  Star Wars D6 from West End Games 
  Star Wars D20 from Wizards of the Coast 
  Star Wars books from Francis Martel 
  Computer Games from Lucas Arts 
   
   
   
   
   
   
  
   
   
  - 2 - 
  G U R P S 4th Ed. 
   
  IN
  W
  G
  1. A
  -A
  -B
  -C
  -D
  -E
  -F
  -G
  -H
  -I
  -K
  -M-
   
   
   
  CONTENTS 
  Defel _____________________________________________- 41 - 
  TRODUCTION __________________________- 4 - 
  Devaronian________________________________________- 42 - 
  HAT IS GURPS - STAR WARS_____________- 4 - 
  Devlikk ___________________________________________- 42 - 
  Disclaimer _________________________________________- 4 - 
  Draethos __________________________________________- 43 - 
  About GURPS ______________________________________- 4 - 
  Drall______________________________________________- 44 - 
  Feedback___________________________________________- 4 - 
  Dressellian ________________________________________- 44 - 
  About the Author ___________________________________- 4 - 
  Dug ______________________________________________- 45 - 
  LOSSARY _______________________________- 4 - 
  Duinuogwuin______________________________________- 46 - 
  Notation Conventions _______________________________- 5 - 
  Duro _____________________________________________- 47 - 
  GURPS References __________________________________- 5 - 
  -______________________________________- 47 - 
  LIEN SPECIES __________________________- 6 - 
  Ebranite___________________________________________- 48 - 
  Racial Template Format ______________________________- 6 - 
  Elom _____________________________________________- 48 - 
  Playing an Alien Species _____________________________- 7 - 
  Elomin____________________________________________- 49 - 
  Create Your Own Species ____________________________- 7 - 
  Em’liy ____________________________________________- 50 - 
  ALIEN SPECIES TEMPLATE________________- 7 - 
  Etti _______________________________________________- 51 - 
  Species Name_______________________________________- 7 - 
  Ewok _____________________________________________- 51 - 
  -_______________________________________- 7 - 
  - ______________________________________- 52 - 
  Abinyshi ___________________________________________- 7 - 
  Falleen____________________________________________- 52 - 
  Abyssin____________________________________________- 8 - 
  Farghul ___________________________________________- 53 - 
  Adarian____________________________________________- 9 - 
  Feeorin ___________________________________________- 54 - 
  Adnerem__________________________________________- 10 - 
  Fia _______________________________________________- 54 - 
  Advozsec _________________________________________- 11 - 
  Filordus___________________________________________- 55 - 
  Aganof ___________________________________________- 11 - 
  Frozian ___________________________________________- 56 - 
  Akwin ____________________________________________- 12 - 
  - _____________________________________- 56 - 
  Aleena____________________________________________- 13 - 
  Gados ____________________________________________- 57 - 
  Amanin___________________________________________- 14 - 
  Gammorean _______________________________________- 57 - 
  Anomid___________________________________________- 15 - 
  Gand _____________________________________________- 58 - 
  Anx ______________________________________________- 15 - 
  Geonosian_________________________________________- 59 - 
  Anzati ____________________________________________- 16 - 
  Gran______________________________________________- 60 - 
  Aqualish __________________________________________- 17 - 
  Gungan ___________________________________________- 60 - 
  Aquar ____________________________________________- 18 - 
  - _____________________________________- 61 - 
  Arcona ___________________________________________- 18 - 
  H’nemthe _________________________________________- 61 - 
  Arkanian__________________________________________- 19 - 
  _
  Herglic ___________________________________________- 62 - 
  Ayrou
  ___________________________________________- 20 - 
  Ho’Din ___________________________________________- 63 - 
  - ______________________________________- 20 - 
  Houk _____________________________________________- 63 - 
  Balosar ___________________________________________- 21 - 
  Hutt ______________________________________________- 64 - 
  Barabel ___________________________________________- 21 - 
  - ______________________________________- 65 - 
  Baragwin _________________________________________- 22 - 
  Iktotchi ___________________________________________- 65 - 
  Bartokk ___________________________________________- 23 - 
  Iotran_____________________________________________- 66 - 
  Berrite ____________________________________________- 23 - 
  Ishi Tib ___________________________________________- 67 - 
  Besalisk ___________________________________________- 24 - 
  Issori _____________________________________________- 68 - 
  Bimm_____________________________________________- 25 - 
  Ithorian ___________________________________________- 68 - 
  Bith ______________________________________________- 26 - 
  -J- ______________________________________- 69 - 
  Blood Carver ______________________________________- 26 - 
  Jawa______________________________________________- 69 - 
  Bothan____________________________________________- 27 - 
  Jenet______________________________________________- 70 - 
  Brubb_____________________________________________- 28 - 
  -______________________________________- 70 - 
  -______________________________________- 28 - 
  Kalduu ___________________________________________- 71 - 
  Caamasi __________________________________________- 28 - 
  Kaminoan _________________________________________- 71 - 
  Caarite____________________________________________- 29 - 
  Kel Dor ___________________________________________- 72 - 
  Cathar ____________________________________________- 30 - 
  Kerestian__________________________________________- 73 - 
  Celegian __________________________________________- 30 - 
  Khil ______________________________________________- 73 - 
  Cerean____________________________________________- 31 - 
  Khommite_________________________________________- 74 - 
  Chadra-Fan _______________________________________- 32 - 
  Kian’thar__________________________________________- 75 - 
  Chagrian__________________________________________- 32 - 
  Kitonak ___________________________________________- 76 - 
  Charon ___________________________________________- 33 - 
  Klatooinian________________________________________- 76 - 
  Chev _____________________________________________- 34 - 
  Koorivar __________________________________________- 77 - 
  Chevin____________________________________________- 35 - 
  Krevaaki __________________________________________- 78 - 
  Chiss _____________________________________________- 36 - 
  Krish _____________________________________________- 79 - 
  Clawdite __________________________________________- 37 - 
  Kubaz ____________________________________________- 79 - 
  Codru-Ji __________________________________________- 37 - 
  Kushiban__________________________________________- 80 - 
  Colicoid___________________________________________- 38 - 
  Cragmoloid _______________________________________- 39 - 
  -L-______________________________________- 81 - 
  Lannik ____________________________________________- 81 - 
  -______________________________________- 39 - 
  Lepi ______________________________________________- 82 - 
  _____________________________________- 82 - 
  Dantari ___________________________________________- 39 - 
  Dashade __________________________________________- 40 - 
  
   
   
  -
  Meerian___________________________________________- 82 - 
  Menahuun ________________________________________- 83 - 
  Meri______________________________________________- 84 - 
  Miraluka __________________________________________- 84 - 
  Mon Calamari _____________________________________- 85 - 
  Morseerian ________________________________________- 86 - 
  Mrlssi ____________________________________________- 87 - 
  Muun ____________________________________________- 87 - 
  Myneyrshi ________________________________________- 88 - 
   3 - 
  -N
  -P
  -Q
  -R
  -S
  -T
  -U
  -V
  -W
  -Y
  -Z
  ZeHethbra _______________________________________- 177 - 
  Zeltron __________________________________________- 178 - 
   
  -______________________________________- 89 - 
  Nagai_____________________________________________- 89 - 
  Nautolan__________________________________________- 90 - 
  Nazzar____________________________________________- 90 - 
  Neimoidian _______________________________________- 91 - 
  Neti ______________________________________________- 92 - 
  Nikto _____________________________________________- 93 - 
  Nimbanel _________________________________________- 94 - 
  Noehon ___________________________________________- 95 - 
  Noghri____________________________________________- 96 - 
  Nosaurian_________________________________________- 97 - 
  Nuknog___________________________________________- 97 - 
  -O-______________________________________- 98 - 
  Odenji ____________________________________________- 98 - 
  Omwati___________________________________________- 99 - 
  Ortolan __________________________________________- 100 - 
  - _____________________________________- 101 - 
  Pacithhip_________________________________________- 101 - 
  Paigun___________________________________________- 102 - 
  Pa’lowick ________________________________________- 102 - 
  Pau’an ___________________________________________- 103 - 
  Phindian _________________________________________- 104 - 
  Pho Ph’eahian ____________________________________- 104 - 
  Poss’Nomin ______________________________________- 105 - 
  Psadan___________________________________________- 106 - 
  -_____________________________________- 107 - 
  Qiraash __________________________________________- 107 - 
  Quarren _________________________________________- 107 - 
  Quermian ________________________________________- 108 - 
  Quockran ________________________________________- 109 - 
  Qwohog _________________________________________- 109 - 
  - _____________________________________- 110 - 
  Rakata ___________________________________________- 111 - 
  Ranat ____________________________________________- 111 - 
  Ranth____________________________________________- 112 - 
  Rodian___________________________________________- 113 - 
  Ropagu __________________________________________- 114 - 
  Ruurian__________________________________________- 115 - 
  Rybet____________________________________________- 116 - 
  Ryn _____________________________________________- 117 - 
  - _____________________________________- 118 - 
  Sakiyan __________________________________________- 118 - 
  Sanyassan ________________________________________- 119 - 
  Sarkan ___________________________________________- 120 - 
  Saurin ___________________________________________- 120 - 
  Sauvax___________________________________________- 121 - 
  Sedrian __________________________________________- 122 - 
  Seikoshan ________________________________________- 122 - 
  Sekct ____________________________________________- 123 - 
  Selonian _________________________________________- 124 - 
  Selkath __________________________________________- 125 - 
  Shawda Ubb______________________________________- 125 - 
  Shistavanen ______________________________________- 126 - 
  Siniteen __________________________________________- 127 - 
  Skakoan _________________________________________- 127 - 
  Skrilling _________________________________________- 128 - 
  S’kytri ___________________________________________- 129 - 
  Sludir____________________________________________- 130 - 
  Sluissi ___________________________________________- 131 - 
   
  Snivvian _________________________________________- 132 - 
  Spiner ___________________________________________- 133 - 
  Squib ____________________________________________- 133 - 
  Ssi-Ruu __________________________________________- 134 - 
  Sullustan_________________________________________- 135 - 
  Sunesi ___________________________________________- 136 - 
  Svivreni__________________________________________- 137 - 
  Swokes Swokes ___________________________________- 138 - 
  -_____________________________________- 138 - 
  Talz _____________________________________________- 138 - 
  Tarasin __________________________________________- 139 - 
  Tarro ____________________________________________- 140 - 
  Tchuukthai _______________________________________- 141 - 
  Teek_____________________________________________- 142 - 
  Teltior ___________________________________________- 142 - 
  Temolak _________________________________________- 143 - 
  Thakwaash _______________________________________- 144 - 
  Theelin __________________________________________- 144 - 
  Thisspiasian ______________________________________- 145 - 
  Tiss’shar _________________________________________- 146 - 
  Togorian _________________________________________- 147 - 
  Togruta __________________________________________- 148 - 
  Toong ___________________________________________- 149 - 
  Toydarian ________________________________________- 149 - 
  Trandoshan ______________________________________- 150 - 
  Trianii ___________________________________________- 151 - 
  T’surr____________________________________________- 152 - 
  Tunroth__________________________________________- 153 - 
  Tusken___________________________________________- 154 - 
  Twi’lek __________________________________________- 155 - 
  - ____________________________________- 155 - 
  Ubese____________________________________________- 155 - 
  Ugnaught ________________________________________- 156 - 
  Umbaran_________________________________________- 157 - 
  Unknown Tridactyl Species_________________________- 158 - 
  Utai _____________________________________________- 159 - 
  -_____________________________________- 159 - 
  Vaathkree ________________________________________- 159 - 
  Veknoid _________________________________________- 160 - 
  Verpine __________________________________________- 160 - 
  Vodran __________________________________________- 161 - 
  Vor______________________________________________- 162 - 
  Vorzydiak________________________________________- 163 - 
  Vratix____________________________________________- 164 - 
  Vulptereen _______________________________________- 164 - 
  Vuvrian__________________________________________- 165 - 
  - ____________________________________- 166 - 
  Weequay_________________________________________- 166 - 
  Whiphid _________________________________________- 167 - 
  Wookiee _________________________________________- 167 - 
  t
  Woos oid ________________________________________- 168 - 
  Wroonian ________________________________________- 169 - 
  -X-_____________________________________- 170 - 
  Xexto ____________________________________________- 170 - 
  -_____________________________________- 171 - 
  Yarkora __________________________________________- 171 - 
  Yevetha __________________________________________- 171 - 
  Yinchorri_________________________________________- 172 - 
  Yuuzhan Vong____________________________________- 174 - 
  Yuzzem__________________________________________- 175 - 
  Yuzzum__________________________________________- 176 - 
  -_____________________________________- 176 - 
  Zabrak___________________________________________- 176 - 
   
  
   
   
  - 4 - 
  G U R P S 4th Ed. 
   
   IS GURPS - STAR WARS 
  all, 
  tar 
  , and in this book Storm trooper 
  n a 
  sandcrawlers with this kind of cold accuracy.” 
  o, you say, what will I find in this book and what period does it 
  ariant respects the flavor of the Star Wars genre and its spirit. We 
  tem,” 
  however; the guidelines in this rulebook are derived from the 
  fourth edition and specified towards the Star Wars universe. 
   
   
   
  INTRODUCTION 
  WHAT
  A long time ago, in a galaxy far, far away… 
   
  Welcome to the universe of Star Wars within GURPS®. First of 
  e have to tell you that this rulebook might not be about the S
  w
  Wars that you know and might not be what you expect to find. 
   
  This rulebook is designed with the idea of playing the Star Wars 
  universe in a “realistic” fashion, not in a cinematic space opera 
  type. To that purpose, the Star Wars technologies depicted in this 
  book have been “modified” to reflect a more real science approach: 
  In this book, the storm trooper armor cannot be pierced by Ewok 
  arrows. In this book, it’s not possible to navigate a speeder bike 
  going 500mph through a dense forest. In this book, people usually 
  ie when hit by a blaster shot
  d
  usually hit what they aim for… 
   
  “In fact, no one on Tatooine fires and destroys with this kind of 
  ficiency. Only Imperial troops would mount an attack o
  ef
   
  Obi-Wan Kenobi 
   
  S
  cover? 
   
  We have decided to concentrate our efforts on no period in 
  specific. The Star Wars timeline spans over more than 25,000 years 
  and we did not want to exclude any period (be it the Ancient Era, 
  the era of the Old Republic, the Golden Age of the Sith, the Clone 
  Wars, The Galactic Empire, or the New Republic). Most of the 
  information contained in this book has been designed by the 
  authors of Star Wars novels, computer games, comics, and of 
  course… the six epic Star Wars movies. 
  A great deal of effort has been made to make sure that this gaming 
  v
  hope we have succeeded. 
   
  GURPS stands for “Generic Universal RolePlaying Sys
  Disclaimer 
  The material contained in this book is drawn from the works of 
  George Lucas, his collaborators and other Sci-fi authors who have 
  helped the Star Wars phenomenon to grow since its birth in the 
  late 70s. Most of the material referred to in this book is owned 
  under copyright laws by George Lucas (Lucasfilm Ltd) and/ or/ 
  either 20th Century Fox. All names, trademarks and logos used in 
  this book are used without permission either given or implied by 
  the copyright owners. 
  About GURPS 
  GURPS is a registered tradem
  TM
  ark of Steve Jackson Games Inc
  . 
  All reference to their work used in this book are used without their 
  permission given or implied. 
  Feedback 
  If you have read this book and have any comments, criticisms, 
  ideas or you even want to report errors, such as typos and 
  consistency errors, please contact me. You can use the following 
  nk (Contact me
  li
  ). Especially in the phase in which this book isn’t 
   can download it at my website using the 
  finished yet, the feedback is most welcome. 
   
  When all goes well, a new release will be uploaded as soon as 
  possible but at least once every month. See page 1 of this book to 
  determine which release you’ve got and when a new update will 
  be released. You can download these newer versions with the p2p 
  program “emule” or you
  following link (My website). Go to the forum for discussion of the 
  e author of Dark World 
  ental Army books. 
  in this game (and other RPGs), we’ll start with a 
  individuals, or characters, in a fictional or historical setting, and 
  acters would. 
  dges the results, and gives out bonus points. 
  , etc. – that is played by the GM 
  Any character played by the GM. 
  cs: 
  GURPS Star Wars rules. 
  About the Author 
  Dark Lord Azagthoth is the alias of Willie van den Hurk and lives 
  in Helmond, The Netherlands. He’s also th
  Battles and the supplem
  SS
  GLO
  GURPS is a roleplaying game (RPG). Like any hobby, gaming has 
  its own unique language. To help you understand the concepts 
  and terms used 
  ARY 
  few definitions: 
  RolePlaying Game (RPG): 
  A game in which players take on the personalities of imaginary 
  try to act as those char
  Game Master (GM): 
  The referee, who chooses the adventure, talks to the players 
  through it, ju
  Character: 
  Any being – person, animal, robot
  or a player. 
  Non-Player Character (NPC): 
  Player Character (PC): 
  A character created and played by one of the players. 
  Statisti
  
   
  The numerica
  equipment, etc.
  l values that describe a character, piece of 
  A group of PCs taking part in the same adventure. 
  single mission or plot. It might require several sessions of play, or 
   session. 
  a continuing cast of PCs, and the same GM (or team GMs). It may 
  reason. 
  • 
  pc (parsec) = 3.26 light-years or 19.234 x 1012 miles or 
  • 
  ly = 186,000 miles/s or 298,262km/s 
  s 
   Coruscant) 
  e or megalight; 
  000kg 
  ches 
  4 pc (±86 ly) 
  haracters & GURPS 4th 
  In this book, references 
  iations are used 
  • 
  GURPS 4th Edition Spaceships (SS) 
   
  , taken collectively. These are often called “stats”. 
  Party: 
  Game World: 
  A background for play; a setting. “World” might mean “planet”, 
  but it could also refer to a region and historical period… or even 
  an entire universe. 
  Adventure: 
  The basic “unit” of play in a roleplaying game, representing a 
  just one play
  Encounter: 
  One “scene” of an adventure, usually a meeting between the PCs 
  and one or more NPCs. 
  Campaign: 
  A continuing series of adventurers. A campaign will usually have 
  move from one game world to another, with a logical 
  Race: 
  The species to which you belong. Nonhuman characters (Twi’lek, 
  Woo
  ee, 
  ki
  or Rodian, for example) are common in Star Wars RPGs. 
  Notation Conventions 
  The following mathematical and scientific constants have been 
  used in the design of this book: 
  30.8572 x 1012km 
  • 
  ly (light-year) = 5.9 x 1012 miles or 9.461 x 1012km 
  • 
  GURPS 4th Edition Traveler Interstellar Wars (IW) 
  • 
  GURPS 4th Edition Martial Arts (MA) 
  • 
  AU (Astronomical Unit) = distance from Coruscant to it
  sun or 100 million miles. 
  • 
  Mach 1 = speed of sound at sea level at 20°C; 760mph or 
  340m/s 
  /s² (G of
  • 
  1 G = 11 y/s² (33 feet/s²) or 10.1 m
  • 
  MGLT = Modern Galactic Light Tim
  1m/s or 1y/s 
  • 
  MGLT (2) = 1 m/s² (2 turns/45°) or 1y/ s² 
  /3piR³ 
  • 
  sV (spherical volume) = 4
  • 
  t (ton) = 1m³ or 1,000kg or 2,000lbs 
  m³ or 1,000,
  • 
  Kt (Kiloton, vessels and ships)= 1,000
  0 feet = 63,360 in
  • 
  1 mile = 1,760 yards = 5,28
  • 
  1 mile = 1,609.34 meters 
  • 
  1 yard = 91.44 centimeters or 3 feet or 36 inch 
  • 
  1 feet = 30.48 centimeters or 12 inch 
  • 
  1 inch = 2.54 centimeters 
  • 
  Star density: 1:1758.9 cubic pc 
  • 
  Average distance between 2 stars: ±2
  GURPS References 
   
  The GURPS Star Wars book is not a game in itself. Ownership of 
  the Basic Set (GURPS 4th Edition Basic Set C
  Edition Basic Set Campaigns) is required. 
   abbrev
  are made to other books. The following
  when referring to GURPS Books: 
  S) 
  • 
  GURPS 4th Edition Basic Set (B
  • 
  GURPS 4th Edition Fantasy (FA) 
  • 
  GURPS 4th Edition Magic (MA) 
  • 
  GURPS 4th Edition Powers (PO) 
  • 
  GURPS 4th Edition Space (SP) 
  • 
  GURPS 4th Edition Bio-Tech (BT) 
  • 
  GURPS 4th Edition High-Tech (HT) 
  • 
  GURPS 4th Edition Ultra-Tech (UT) 
  • 
  GURPS 4th Edition Vehicles (VE) 
   
  - 5 - 
  
   
   
  - 6 - 
  G U R P S 4th Ed. 
   
  ovies. This only should 
  ation why the template has been changed and role-play this 
   8 to 12. The Arcona would 
  er of 10 to 12 (not counting in any other modifiers 
  nsideration when 
  he size while shifting into another SM. 
   be from the same planet or system 
  r race originates. 
  ld 
  have a higher TL than the wilderness areas. Keep this in mind 
  ters, and adjust the point cost accordingly. 
  vantages: 
  ative language that species 
  onsidered when adding these free 
  kills. The first thing to take into consideration is that many 
  Also if the character grew up away from his species he may not 
  ly replace the 
  cel. These skills will 
  that represent the 
  character’s culture. 
  eatures/Taboos: 
  oo trait” is an attribute level, advantage, disadvantage, or 
  skill that is off limits to members of the race. This, too, is worth 0 
  ormally, only mundane traits are labeled “taboo”, as 
  tion: 
  A description of the alien race and their history. Some descriptions 
  tracked back in their character profile. If the player is 
   
   
   
  1. ALIEN
  There are roughly 5 millions forms of sentient beings in the 
  Vordarian Beltway galaxy. These cannot be listed and described in 
  this book (not even when adding a few supplements). In this first 
  sourcebook, a selection has been made to enter only those species 
  which can be seen in the six Star Wars m
   SPECIES 
  describe 220 different alien species. 
  Racial Template Format 
  The following is a sample of the format that was used in designing 
  the templates for this book. Next to each heading is a short 
  definition that describes what that heading includes. By following 
  this format, you should be able to create your own alien races with 
  ease. The templates given in this book are guidelines. If the GM or 
  the player thinks they have a character on which the template does 
  not fit, feel free to change it. But remember to give it an 
  explan
  out. 
  Attribute Adjustment: 
  Some aliens are stronger or weaker than human norm, while 
  others are smarter or dumber. In the GURPS 4th Edition system, a 
  race’s inherent strengths or weaknesses are shown by modifying 
  the attributes of the race. These modifications are only added once, 
  during the character creation. Example: A player wants to create 
  an Arcona character. The Arcona get a +1 to HT. The player 
  spends 10 points on HT, raising it to 11. Some GMs set limits on 
  attributes during creation. If the limitation is +/- 2 than a Human 
  would have attributes varying from
  have a HT of 9 to 13. 
  Secondary Characteristic Adjustment: 
  Some aliens are stronger or weaker than human norm, while 
  others are faster or keener. In the GURPS 4th Edition system, a 
  race’s inherent strengths or weaknesses are shown by modifying 
  the secondary attributes of the race. These modifications are only 
  added once, during the character creation. Example: A player 
  wants to create an Anzati character. The Anzati get a +2 to Per. 
  The player spends 10 points on Per, raising it to 12. Some GMs set 
  limits on attributes during creation. If the limitation is +/- 2 than a 
  human would have attributes varying from 8 to 12. The Anzati 
  ould have a P
  w
  from e.g., IQ). 
   
  Note: The Size Modifier is based upon the average height of the 
  species. Creating a character of a different height and gains 
  another SM than normally, will also be reflected in the points cost 
  of other attributes such as ST. Take this into co
  altering t
  Origin: 
  The planet or system the race originally hails from. This does not 
  mean that the character has to
  that his or he
  Tech Level: 
  The TL or technological advancement of the alien race. The TL of 
  the Empire and the Rebel Alliance/New Republic is 11. Please 
  note that this is the racial average. Spaceports, for example, wou
  when creating charac
  Racial Advantages: 
  These are the special abilities, which distinguish the character from 
  other races. 
  Racial Disad
  These are the “handicaps”, which also distinguish the character 
  from other races. 
  Free Skills: 
  Skills such as Area Knowledge and N
  who grew up on their homeworld would receive. A character 
  receives these skills at the highest free default level unless 
  otherwise noted. These skills are free of cost and should not be 
  added into the character’s point total. 
   
  Several story factors must be c
  s
  characters may have been born and raised away from their home 
  planet. In this case, simply change the area knowledge to the area 
  the character grew up around. 
   
  know his racial language. If this is the case simp
  native language with the language the character grew up 
  speaking. 
  Racially Learned Skills and Racial Skill Bonuses: 
  Alien races often have skills at which they ex
  either be represented as Racial Skill Penalties or Bonuses, a +/- to 
  a skill level, or they will receive a Racially Learned Skill, a certain 
  skill at a specified level. The character’s total cost has been 
  adjusted to reflect the presence of these skills. 
   
  Please note that if the character was raised away from his race, that 
  he or she may not have certain skills. Physical skills will never 
  differ, but the character may not have skills 
   
  This is also the area where suggested skills for the race will be 
  listed. These skills will be listed in parenthesis. 
  F
  A “feature” is a not on how the race differs from humanity when 
  that difference does not grant an advantage or a disadvantage. 
  Features cost 0 points. 
   
  A “tab
  points. N
  exotic or supernatural traits require the GM’s permission in any 
  case. 
  Names: 
  The most common way the alien race names their characters, and 
  also a few sample names. 
  Descrip
  cannot be 
  
   
   
  - 7 - 
  experienced enough, he may take these descriptions as perk or 
  quirks. 
  Notes: 
  Notes to the reader. 
  CP: 
  Point cost of the alien race to use during character creation. I have 
  attempted to keep the point cost low, to allow versatility during 
  character creation. 
  Playing an A
  Playing an alien species is 
  compilation of traits written
   understanding and philosophy 
   
  GMs and players should feel free to create their own species or 
  recreate a species listed in the Star Wars Databank or 
  e a new species but are 
  feel free to contact me or post 
  lien Species 
  a lot more complicated than just a 
   down on a character sheet. Some 
  Wookieepedia. If you want to creat
  uncertain how to define its statistics, 
  on the 
  aliens are so strange to our human
  that these races are not recommended as PCs. Some GM might 
  even set a base race CP limit. A good starting point is a base race 
  CP limit of half the total CP limit. 
  Create Your Own Species 
  Below is given a blank sheet to make your own template of an 
  alien species. This is the same format with which this nook 
  designed its species. 
  Steve Jackson Games’ forums. 
  ALIEN SPECIES TEMPLATE
  Species Name 
  tribute Adjustment: 
  condary Characteristic Adjustment: 
  : 
  al Advantages: 
  sadvantages: 
   
  Free Skills: 
  cially Learned Skills and Racial Skill Bonuses: 
  ures/Taboos: 
  ion: 
  At
   
  Se
   
  Origin
   
  Tech Level: 
   
  Raci
   
  Racial Di
   
  Ra
   
  Feat
   
  Names: 
   
  Descript
   
  Notes: 
   
  CP: 
  Type 
  CP 
  A
  Secondary Characteri
  ttribute Adjustment 
  stic Adjustment 
  Tech Level 
  cial Advantages 
  cial Disadvantages 
  cially Learned Skills and Racial Bonuses 
   
  Ra
  Ra
  Ra
  TOTAL 
   
   
  -A- 
  Abinyshi 
   
   
  ute Adjustment: 
  ry Characteristic Adjustment: 
  1 [-5pts] 
  t Parry, -40%) 
  ges: 
  ts] 
  s: 
  inysh, Native); Area Knowledge (Inysh) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Attrib
  ST-1 [-10pts] 
  Seconda
  SM-1 
  Planet/System of Origin: 
  Inysh 
  Tech Level: 
  10 – Low TL-
  Racial Advantages: 
  Striker (Tail, Crushing, Long +1, +100%, Canno
   Unfazeable [+15pts] 
  [+8pts];
  Racial Disadvanta
  looded [-5p
  Cold-B
  Free Skill
  Language (Ab
  
   
   
  - 8 - 
  None 
  Features/Taboos: 
  None 
  Names: 
  Unknown 
  Description: 
  The Abinyshi are a short, relative slender, yellow-green reptilian 
   rather passive view of life. 
  hey prefer to let events flow around them rather than take an 
  llians and Duros, 
  ey have long enjoyed the technology provided by their allies. 
  veral fine restaurants serve Abinyshi cuisine and 
  binyshi literature is still devoured by university students 
  systems. Eventually, the Imperial mining installations 
  acked up and left the Abinyshi to suffer in their ruined world. 
  e. Those who do travel tend to stick 
  to regions with relatively light Imperial presence (such as the 
  ate Sector or the Periphery) and very rarely discuss 
  rtaining to their origin. Individuals who come across 
  inyshi most often take the being to be just another reptilian 
   
  S
  ve little to say, good or bad, about 
  t
  , though the Empire has given them plenty of reasons 
  t
  lennia ago, their culture learned to, live 
   
  t
   simply let much of the galaxy’s 
  t
  ncerns pass them by. 
  Note:  
  CP:  
  species from Inysh. They possess two dark, pupilless eyes that are 
  set close together. Their face has few features aside from a slight 
  horizontal slit of a mouth; their nose and ears, while existent, are 
  very minute and barely noticeable. The species has a large tail that 
  assists in balance and is used as an appendage and weapon. 
   
  A gentle people, the Abinyshi take a
  T
  active role in changing their circumstances. This philosophy has 
  had disastrous consequences for Inysh. 
   
  The Abinyshi have played a minor but constant role in galactic 
  history for many centuries. They developed space travel at about 
  the same time as the Humans, and though their techniques and 
  technology never compared to that of the Core
  th
  Their small population limited their ability to colonize any 
  territories outside their home system. 
   
  Their primary contributions have included culinary and academic 
  developments; se
  A
  throughout the galaxy. The popularity of Abinyshi culture has 
  waned greatly over the past few decades as the Abinyshi traveling 
  the stars slowed to a trickle. Most people believe the Abinyshi 
  destroyed themselves in a cataclysmic civil war. 
   
  In truth, the Empire nearly decimated Inysh and its people. Scouts 
  and Mining Guild officials discovered that Inysh had massive 
  kalonterium reserves. The Imperial mining efforts that followed all 
  but destroyed the Inysh ecology, and devastated the indigenous 
  flora and fauna. 
   
  Mining production slacked off considerably as alternative high-
  grade ores, like doonium and meleenium, became available in 
  other 
  p
   
  Years ago, Abinyshi traders and merchants were a relatively 
  common sight in regional space lanes. Abinyshi now seldom leave 
  their world; continued persecution by the Empire has prompted 
  them to become rather reclusiv
  Corpor
  anything pe
  an Ab
  alien. 
  urprisingly, the Abinyshi ha
  he Empire
  om oppose it. Mil
  w
   all
  ith
  hat the universe presented, and to
  rivial co
  Abyssin 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  0 
  -5 
  +23 
  -5 
  0 
  TOTAL 
  +3 
   
   
  ary Characteristic Adjustment: 
  n: 
   
  on (Fast) [+50pts]; Rapid Healing 
   [+6pts] 
  , Almost Everyone, x1, All the time, x1) 
  ye [-15pts] 
  ) 
  t Per [+2pts]; Brawling at DX [+1pt] 
  Taboos: 
   name. 
  ames include Vormak, Myo, and Sadie. 
  es, which allows the Abyssin some measure of 
  ces are singular in the Abyssin, 
  as also greatly affected 
  n will resort to violence 
  irst and worry about consequences later. 
  Attribute Adjustment: 
  ST+1 [+10pts]; IQ-2 [-40pts]; HT+1 [+10] 
  Second
  None 
  Origi
  Byss 
  Tech Level: 
  9 – Low TL-2 [-10pts]
  Racial Advantages: 
  Claws (Sharp) [+5pts]; Regenerati
  [0pt]; Extended Lifespan
  Racial Disadvantages: 
  Reputation-2 (Violent Race
  [-10pts]; One E
  Free Skills: 
  Language (Abyssin, Native); Area Knowledge (Byss
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Desert) a
  Features/
  None 
  Names: 
  The Abyssin favor a short, usually disyllabic, given
  Examples of n
  Description: 
  The Abyssin are Humanoid Bipeds that have long limbs and well 
  muscled bodies. They have greenish-tan skin and long arms that 
  reach to the ground when they walk. Their hands end in sharp 
  claws. Their upper and lower jaws protrude slightly, forcing their 
  teeth to be visible unless the Abyssin makes a concentrated effort 
  to keep his or her teeth from view. The most alien feature on the 
  Abyssin is the single eye in the centre of their foreheads. The pupil 
  of the eye is slit much like that of a reptile, and it has twin lenses 
  nd dual focal plan
  a
  depth perception. 
   
  The Abyssin have incredible regenerative ability, and actually 
  consume their own body mass and rebuild cells. An average 
  Abyssin body cell is replaced every 80 hours. Many of the normal 
  rgans found in pairs in other ra
  o
  but can be regenerated if injured. 
   
  The regenerative ability of the Abyssin h
  eir culture. This means that most Abyssi
  th
  f
  
   
   
  - 9 - 
   
  The Abyssin love violence and fighting and this approach to 
  physical violence confuses many offworlders. In fact, many 
  offworlders believe that they are a savage and brutal race. While 
  the Abyssin love physical combat, they are slightly less pleased 
  about blaster battles, and are even less pleased to be involved in a 
  starship battle (after all, you cannot regenerate after a ship 
  explodes and your atoms are scattered across space). This dislike 
  ld be noted that the Abyssin themselves, do not think of 
  olent or savage. Even during the most violent 
  to a Trade (if 
  to regenerate gradually decreases. Those Abyssin who can no 
  egenerate themselves usually walk into the desert and die. 
  byssin can be seen in Episode IV - A New Hope in the 
  a after Obi-Wan slices off Ponda’s arm. 
  of starship battles, has made some Abyssin severely disliking 
  starships altogether. 
   
  It shou
  eir race as vi
  th
  “blooding”, most of the Abyssin involved will be injured, not 
  killed. 
   
  They are a nomadic race, with no substantial exports, and traders 
  have relatively ignored the planet. The primary visitors to the 
  planet are slavers who come to export the Abyssin themselves. 
  hen two tribes of Abyssin meet, they will enter in
  W
  water and food are plentiful, gaunt, weapons, or young are 
  exchanged) or a Blooding (a fight for water rights). 
   
  Although Abyssin can live to be over 300 years in age, their ability 
  longer r
  Younger Abyssin ritually stone those that refuse to die. 
  Notes: 
  An A
  cantin
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  el 
  Tech Lev
  Racial Advantages 
  Racial Bonuses 
  -27 
  +3 
  Racial Disadvantages 
  Racially Learned Skills and 
  -20 
  0 
  -10 
  +61 
  TOTAL 
  +7 
  Adarian 
   
   
  Adjustment: 
  f Origin: 
  n+2) [+8pts]; Innate Attack (Long 
   4 yards+100%, Malediction, +200%,  Limited Use 
  ]; Indecisive [-
  Adari) 
  Learned Skills and Racial Skill Bonuses: 
  umen+1 [+10pts] 
   
  escription: 
  their options before reaching any 
  siderable time and energy to ensure the 
  ibrant skin colors 
  ommonly blue or yellow). Members of the same caste tend to 
  have a similar coloration. 
   corporation. 
  damage, or half damage with a winning contest 
  (Adarian’s Will versus target’s HT-1). If the target fails his save 
   stunned for 1 turn in addition to the damage taken. Other 
  ue) damage (no save allowed), but is not 
  N
  A
  ses largely tonal inflections. 
  eir 
  r
  ake languages such as Basic difficult to
  ak 
  w
  cent. 
  CP:  
  Attribute Adjustment: 
  40pts]; HT-1 [-10pts] 
  IQ+2 [+
  Secondary Characteristic 
  None 
  Planet/System o
  Adari 
  Tech Level:  
  11 
  Racial Advantages: 
  Acute Senses (Hearing+2, Visio
  Call, 2d fat,
  3/day, -20%) [+56pts] 
  Racial Disadvantages: 
   Caste) [-10pts
  Sense of Duty (Large Group - Higher
  10pts]; Stubbornness [-5pts] 
  Free Skills: 
  Language (Adarese, Native); Area Knowledge (
  Racially 
  Business Ac
  Features/Taboos:
  Hairless, elongated head with a hole. 
  Names: 
  Unknown 
  D
  Adarians are best known for their mining and manufacturing 
  operations, as well as a civilization that’s never been blemished by 
  civil strife. Adari, their homeworld, is run as though it was a 
  corporation. Adarian society is divided into strict castes that 
  determine what role each member will undertake, with the higher 
  castes having absolute authority over the lower ones. 
   
  Adarians carefully weigh 
  decision, but once the decision is made, they are rarely moved to 
  change their minds. Adarians implicitly trust judgment of those of 
  higher status, and only the most flippant and rebellious Adarian 
  would disregard orders or advice from a member of a higher caste. 
  Adarians have keen minds for business and a natural drive to 
  succeed. They devote con
  prosperity of their business. 
   
  Adarians are hairless humanoids with elongated heads that have a 
  hole, clear through from one side to the other. Adults stand about 
  5 foot 6 inches tall and come in a variety of v
  (c
   
  Archaeologists believe that Adarians did not originate on Adari 
  but rather migrated to the planet thousands of years before the 
  Battle of Yavin. The planet is now the seat of the Adarian 
  overnment, which operates like a
  g
   
  Long Call: 
  An Adarian can emit a subsonic call by inflating his throat pouch 
  and vibrating the air-filled sack. This call can be heard up to 12 
  miles away by other Adarians. 
   
  Members of other species within 4 yards take 2d points of sonic 
  (fatigue) 
  he’s also
  Adarians take no damage from a Long Call, but an Adarian can 
  only use this ability 3 times per day without injuring himself. Each 
  time he uses Long Call beyond 3 times per day, the Adarian takes 
  2d points of sonic (fatig
  stunned. 
  ote: 
  darese is a language that u
  Th
  igid mouths m
   spe
  ithout a heavy ac
  Type 
  CP 
  
   
   
  - 10 - 
  Attribute Adjustment 
  Secondary Characteri
  Tech Level 
  Racial Adva
  Racial Disadv
  Racially Lear
  stic Adjustment 
  ntages 
  antages 
  ned Skills and Racial Bonuses 
  +30 
  0 
  0 
  +64 
  -25 
  +10 
  TOTAL 
  +79 
  Adnerem 
   
  Attribute Adjustment: 
  IQ+1 [+20pts] 
  ry Characteristic Adjustment: 
  tages: 
  nual Dexterity+1 
  Disadvantages: 
  Fanaticism (Steris) [-15pts]; Uncongenial [0pts] 
  ills: 
  erem); Area Knowledge (Adner) 
  arned Skills and Racial Skill Bonuses: 
  None 
  g 
  Their eyelids 
  re narrow to protect against the overall brightness of Adner’s 
  twin suns and the eyes are lightly colored, usually blue or green. 
  erament and 
  in life by improving his steris 
  dner’s primary socio-economic family unit; plural steri). While 
  consideration. 
  nner, 
  nd six a funeral.” 
   
  e a useful ally or tool in the 
  cy rather than 
   their economy dependent on foreign investment and 
  ey have funded this course by investing and 
  ainment industries, both on-planet and off. Hundreds of 
  ands of tourists and thrill-seekers flock to the casinos, theme 
  p
  ouses of Adner, which after 2,000 years of 
  p
  rilling and pampering the crowds. 
  T
   by large steri with Adn
  m 
  m
  alien employees. 
  N
  CP:  
  Seconda
  HP-1 [-2pts]; SM+1 
  Planet/System of Origin: 
  Adner 
  Tech Level: 
  11 
  Racial Advan
  Protected Sense (Vision+1) [+5pts]; High Ma
  [+5pts]; Subsonic Hearing [+5pts] 
  Racial 
  Free Sk
  Language (Adn
  Racially Le
  Features/Taboos: 
  None 
  Names:  
  Unknown 
  Description: 
  Adnerem are a tall, slender, dark-grey species dominant on the 
  planet Adner. The Adnerem’s head is triangular with a wide brain 
  pan and narrowing face. At the top of the head is a fleshy-looking 
  lump, which may appear to Humans to be a tumor. It is, in fact, a 
  firm, hollow, echo chamber which functions as an ear. Adnerem 
  are bald, except for a vestigial strip of hair at the lower back of the 
  head. Female Adnerem often grow this small patch of hair lon
  and decorate their braids with jewelry. 
   
  The Adnerem hand is four-digited and highly flexible, but lacks a 
  true opposable thumb. Adnerem can grow exceptionally long and 
  sturdy nails, and the wealthy and influential often grow their nails 
  o extraordinary lengths as a sign of their idleness. 
  t
  a
   
  Adnerem are descended from a scavenger/ hunter precursor 
  species. Their distant ancestors were semi-social and banded 
  together in tribe packs of five to twenty. This has carried on to 
  dnerem today, influencing their modern temp
  A
  culture. They remain omnivorous and opportunistic. 
   
  Outwardly calm and dispassionate, inwardly intense, the 
  Adnerem are deeply devoted to systematic pragmatism. Each 
  Adnerem increases his position 
  (A
  some individual Adnerem work hard to increase the influence and 
  wealth of their steris, most do so out of self-interest. 
   
  The Adnerem have no social classes and judge people for the 
  power of their steris and the position they have earned in it, not 
  for accidents of birth. Having no cultural concept of rank, they 
  have difficulty in dealing with aliens who consider social position 
   be an important 
  to
   
  Adnerem are fairly asocial and introverted, and spend a great deal 
  of their private time alone. Social gatherings are very small, 
  usually in groups of less than five. Adnerem in a group of more 
  than ten members are almost always silent (public places are very 
  quiet), but two interacting Adnerem can be as active as ten aliens, 
  leading to the phrase “Two Adnerem are a party, four a di
  a
   
  Sometimes, a pair of Adnerem forms a close friendship, a non-
  sexual bonding called sterika. The two partners become very close 
  and come to regard their pairing as an entity. There is no rational 
  explanation for this behavior; it seems to be a spontaneous event 
  that usually follows a period of individual or communal stress. 
  nly about 10% of Adnerem are sterika, Adnerem do not usually
  O
  form especially strong emotional attachments to individuals. 
   
  Adnerem steri occasionally engage in low-level raid-wars, usually 
  when the goals of powerful steri clash or a coalition of lesser steri 
  rise to challenge a dominant steris. A raid-war does not aim to 
  nnihilate the enemy (who may becom
  a
  future) it seeks simply to adjust the dynamic balance between 
  steri. Most raid-wars are fast and conducted on a small scale. 
   
  For the most part, the Adnerem are a stay-at-home species, 
  preferring to excel and compete amongst themselves. Offworld, 
  they almost always travel with other steris members. Some steri 
  have hired themselves out to corporations as management teams 
  on small-to-medium sized projects. 
   
  The Adnerem do not trust the whims of the galactic economy and 
  invest in maintaining their planetary self-sufficien
  making
  imports. Th
  entert
  thous
  arks and pleasure h
  ractice, are very adept at th
  rtainment facilities are run
  hese ente
  ere
  anagement and 
  ote:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  -2 
  0 
  +15 
  -15 
  0 
  TOTAL 
  +18 
  
   
  Advozsec 
   
  - 11 - 
   
   
  stment: 
  ary Characteristic Adjustment: 
  : 
  h Level: 
  es: 
  10pts] 
  lor) 
  y Learned Skills and Racial Skill Bonuses: 
  es/Taboos: 
  murky light caused by Riflor’s dense, ash-filled 
  hough they 
  d it on a smaller, more transportable scale. 
  zse can be seen in the cantina in Episode IV – A New Hope. 
  Attribute Adju
  IQ+1 [+10pts] 
  Second
  None 
  Origin
  Riflor 
  Tec
  11 
  Racial Advantages: 
  Dark Vision [+25pts] 
  Racial Disadvantag
  Pessimism [-
  Free Skills: 
  Language (Advozsec, Native); Area Knowledge (Rif
  Raciall
  None 
  Featur
  Horn 
  Names: 
  Unknown 
  Description: 
  The Advozsec race is characterized by their short stature, large 
  black eyes, and enlarged cranium. Their skulls are punctuated by a 
  short thick horn, which protrudes from the centre of their 
  forehead. Their ears are pointed and their large eyes allow them to 
  e in the 
  se
  atmosphere. 
   
  Riflor’s constant tectonic activity has instilled a sense of skepticism 
  and pessimism in most of the Advozsec personalities. The race 
  seems to be in a constant battle against the planet’s condition and 
  Advozsec cities are continually being rebuilt after natural 
  disasters. The Advozsec are an herbivorous race, and their 
  technological level mirrors much of the galaxies, alt
  tend to buil
  Notes: 
  A single member of the species is referred to as Advozse. Also, an 
  Advo
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  d Racial Bonuses 
  +25 
  -10 
  0 
  Racial Disadvantages 
  Racially Learned Skills an
  +10 
  0 
  0 
  TOTAL 
  +25 
  Aganof 
   
  djustment: 
  f Origin: 
  360° Vision (Easy to Hit, -20%) [+20pts]; Extra Legs (7 or more, 
  pts]; Extra Mouths+3 [+15pts]; Tunneling 
  k (Mute) [-25pts]; Deafness [-
  20pts]; Dependency (Moisture, Very Common, Constantly, x5) [-
  ne Manipulator [-30pts]; Pacifism (Total Nonviolence) 
  ge (Aganof, Native); Area Knowledge (Kuras III caves) 
  kills and Racial Skill Bonuses: 
  Taboos: 
  re also coated with a digestive acid that is used to break 
  Attribute Adjustment: 
  None 
  Secondary Characteristic A
  SM+1 
  Planet/System o
  Kuras III 
  Tech Level: 
  0 Low TL-11 [-55pts] 
  Racial Advantages: 
  Cannot Kick, -50%) [+8
  [+30pts]; Vibration Sense [+10pts] 
  Racial Disadvantages: 
  Blindness [-50pts]; Cannot Spea
  25pts]; No Fi
  [-30pts]; Space Sickness [-10pts];  
  Free Skills: 
  Langua
  Racially Learned S
  None 
  Features/
  None 
  Names:  
  Unknown 
  Description: 
  The Aganof are a large, androgynous species native to the 
  unexplored world of Kuras III in Elrood sector (they are not the 
  only sentient species on the planet). They have approximately one 
  dozen small appendages for movement (the exact number varies 
  with the individual), with several touch-sensitive pairs of 
  appendages running along their bodies. Their backs have heat-
  dissipating flaps and olfactory sensors on large flexible stalks. The 
  flaps a
  down foods; small mouths are nestled underneath the flaps. Each 
  end of the body contains a long, jointed limb that ends in a shelled 
  claw. 
  
   
   
  - 12 - 
   
  This species lives, works and breeds in the damp, cool caves of 
  Kuras III. The Aganof must live in these caves; since only these 
  cations provide enough moisture for them to survive (t
  lo
  hey 
  ave only the senses of taste, smell and touch (touch is 
  eir primary sense). They communicate by creating vibrations 
   detect the vibrations and decipher their 
   Aganof wanted to ask if a 
  mon (their purpose being to share stories, trade 
  e is having philosophical debates and 
   
  o their world and 
  d them, they would have a difficult time distinguishing 
  o would fight it, possibly 
  rn to fear and even attack all 
  Humans and aliens from beyond their world… 
  N
  A
  ded. 
  C
  absorb moisture through all of their appendages). They feed on 
  vegetation, insects and a large variety of small herbivores. Aganof 
  reproduce in their cool, dark caves of their world, they have both 
  male and female characteristics and lay fertilized eggs. 
   
  The Aganof h
  th
  with the shelled claw. The vibrations are modulated with a special 
  organ within the claw called the “sender.” The sender codes the 
  vibrations into a sort of language that the other Aganof can 
  understand. 
   
  earby Aganof can
  N
  meaning (actual distance depends on many factors, including soil 
  composition and competing vibrations). Like speech, this 
  communication can be perceived by all who are within the 
  reception distance. 
   
  Aganof language is icon-based; recipients get pictures in their 
  inds instead of words. Thus, if an
  m
  character was an “alien” who came from outer space, the character 
  would get a picture of himself, falling from a cave in the ceiling to 
  the ground (Aganof cannot conceive of the sky), plus the feeling 
  that the pictures were interrogative. 
   
  The Aganof are an intelligent species, with a society and a culture. 
  All the Aganof born in the same cave are essentially a tribal unit. 
  The eldest Aganof is the adviser of the cave-fellows, and thus his 
  opinion is given more weight than any others in the cave-unit. The 
  Aganof tribes peacefully co-exist with one another, with intertribal 
  eetings quite com
  m
  knowledge and exchange tribe members for mating purposes). 
  The Aganof have stories, songs and even a form of art involving 
  the arranging of the dead and decomposing bodies of their 
  departed fellows. 
   
   favorite Aganof pastim
  A
  intellectual arguments. Among the issues debates are what lies 
  above “the ground” (since their limited senses cannot detect very 
  much about the world around them; the concept of space is 
  completely alien to them). 
   
  ganof are tranquil, calm and friendly. Their society is a peaceful
  A
  one, and there is not even a word in their vocabulary for “war”. 
  They understand defense against predators, but not organized 
  aggression and murder of other intelligent creatures. Conflict 
  among members of their own species is almost unknown. 
   
  The Aganof have no idea there is a galactic civil war going on, and 
  would have a very difficult time understanding the issues at stake. 
  Both the concepts of outer space and warfare would have to be 
  explained to them. Even if the Empire came t
  enslave
  between the Empire and those wh
  meaning that the Aganof would lea
  ote: 
  ganof PCs are not recommen
  P:  
  Type 
  CP 
  Attribute Adj
  Akwin 
  ustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -55 
  +83 
  -190 
  0 
  0 
  TOTAL 
  -162 
   
  stment: 
  ary Characteristic Adjustment: 
  m of Origin: 
  h Level: 
  (Flippers) 
  [0pts]; 
  Night 
  Vision+2 
  (Underwater Only, -50%) [+1pt]; Pressure Support+2 [+10pts]; 
  ts] 
  lence) 
  et (Racial) [-5pts]; Dislike (Xenophobia) [-1pt] 
  l Skill Bonuses: 
  HT+4 [+12pts] 
  res/Taboos: 
  , 
  ave gills on their necks, 
  ly below the jaw. 
   
  Attribute Adju
  ST+1 [+10pts] 
  Second
  None 
  Planet/Syste
  Lazerian IV 
  Tec
  11 
  Racial Advantages: 
  Acute Senses (Acute Hearing+1) [+2pts]; Acute Senses (Acute 
  Vision+1, Underwater Only, -50%) [+1pt]; Amphibious [+10pts]; 
  Doesn’t Breathe (Gills) [+10pts]; Enhanced Move (Water+1’ 
  [+20pts]; 
  Extra 
  Arms 
  Speak Underwater [+5p
  Racial Disadvantages: 
  Bad Sight (not in water, -80%) [-5pt]; Pacifism (Total Nonvio
  [-30pts]; Secr
  Free Skills: 
  Language (Akwin); Area Knowledge (Lazerian IV) 
  Racially Learned Skills and Racia
  Swimming skill at 
  Featu
  Tail 
  Names: 
  Unknown 
  Description: 
  The Akwin are an aquatic mammalian species native to Lazerian 
  IV, a world claimed by Human colonists. Their bodies have six 
  limbs. The first pair of limbs are regular arms located at the 
  shoulders, which end in a pair of hands. The second pair of limbs 
  also resembles arms, except that instead of hands, the arms have 
  flippers. Akwin use this set of limbs to steer themselves through 
  the water. The final set of limbs, located at the hips, are normal 
  legs, which end in webbed feet. From the lower back of the Akwin
  ns and a tail stick out. Their blue-green bodies are though and 
  fi
  muscular, enabling them to withstand the pressure of the depths. 
   
  Akwin have elongated skulls, with a mouth, pair of eyes and two 
  blowholes. Cilia grow from their heads and faces and could be 
  mistaken for hair, with colors ranging from white and silver to 
  reen, blue, and black. Akwin also h
  g
  direct
  
   
   
  - 13 - 
  Akwin are amphibious, but they have no real desire to spend 
  much them on land. Their eyes are configured in such a way as to 
  help them see in the dark depths of the ocean. Their hearing is also 
  very acute. The Akwin diet consists of small sea creatures which 
  ey raise on “ranches,” and m
  Racial Advantages 
   and Racial Bonuses 
  +59 
  -41 
  +12 
  th
  any aquatic plants which hey grow 
  e peaceful sea-dwellers who live in huge 
  ities on the ocean floor. Each city exists as a separate city-state, 
  reful 
  een 
  the idea of sharing the planet with another 
  ment as the Akwin, and 
   alien aquatic race, 
  s are pro-Imperial, the consequences of this could be 
  n PCs are not recommended. 
  C
  on special underwater farms. 
   
  As a species, the Akwin ar
  c
  ruled by a king or queen. 
   
  Technologically, the Akwin are on par with the Human Lazerians 
  who dwell on the dry land, though the former have no interest in 
  space travel. The Akwin have made tremendous strides in 
  perfecting water-resistant technology. Although the Akwin love 
  swimming, they have developed their own fast-moving craft so 
  they can travel vast distances quickly. The Akwin even have their 
  wn ore mines and manufacturing plants, though they are ca
  o
  not to take too much from them or damage the environment. 
   
  The Akwin enjoy music, coral-sculpting, and drama. They keep 
  historical records of their people, who evolved from savage sea 
  reatures tens of thousands of years ago. Communication betw
  c
  the Akwin is hand-led by either spoken word or limb gestures. 
   
  The Akwin do not encourage contact with the Lazerians. In the 
  Akwin world view, the Lazerians live on land, the Akwin live in 
  the sea and both are content. Akwin sea no reason to disrupt the 
  situation. There is, in fact, a hint that the Akwin consider 
  themselves to be superior to the Lazerians, after all, they can live 
  on land or sea while the Lazerians are confined to the soil. This 
  point of view has been reinforced in the Akwin’s minds by the fact 
  that, while the Akwin know much about the Lazerians, the 
  Lazerians have yet to even establish the existence of the Akwin. 
  There are stories and rumors of sea-folk, but most of these are 
  dismissed as mirages, legends or the effect of too much drink. The 
  Akwin are amazed at this short-sighted reaction. As a result, 
  official Akwin policy is to perpetuate the Lazerian idea of myths, 
  since in the Akwin mind, the Lazerians are clearly “not ready as a 
  ecies” to deal with 
  sp
  advanced civilization. 
   
  It would probably alarm the Lazerians (and the Empire as well) if 
  they knew just how much the Akwin know about the surface-
  dwellers. Thanks to scouting parties and monitoring routine 
  planetary broadcasts, the Akwin have a full understanding of 
  Lazerian culture and geography. The Akwin are not impressed, 
  they see Lazerian society as stagnant and uninspired. The only 
  way the Akwin would make their presence known were if the 
  Lazerians dumped pollutants into the sea. Fortunately, the 
  azerians are as proud of their environ
  L
  take steps not to damage the ecosystem. 
   
  They tend to look down on races who cannot breath air and water, 
  though this will not rule out communication and cooperation. 
  They keep top themselves, and do not go out of their way to seek 
  ut alien contact. If the Akwin should meet an
  o
  they would be more willing to make contact. 
   
  The Akwin are aware of the existence of the galactic civil war, 
  thanks to their interception of transmissions from both sides. At 
  this time, the Akwin consider the war the logical result f immature 
  species. If a Quarren or a Mon Calamari were to approach the 
  Akwin, this view could change in favor of the Alliance. Since the 
  Lazerian
  severe. 
  Note: 
  Akwi
  P:  
  Type 
  CP 
  Attribute Adjustmen
  Secondary Character
  Racial Disadvantages 
  Racially Learned Skills
  TOTAL 
  +40 
  Aleena 
   
  20pts] 
  ry Characteristic Adjustment: 
  en 
  vantages: 
  ge (Aleen, Native); Area Knowledge (Aleen) 
  kills and Racial Skill Bonuses: 
  /Taboos: 
  transportation 
  they use are mostly large and overpowered vehicles. The Aleena 
   more closely to nature than technology tend to use the 
  Notes: 
  leena can be seen in the Boonta Eve Race in Episode I – The 
  tom Menace. 
  Attribute Adjustment: 
  ST-2 [-
  Seconda
  SM-1 
  Origin: 
  Ale
  Tech Level: 
  11 
  Racial Advantages: 
  None 
  Racial Disad
  None 
  Free Skills: 
  Langua
  Racially Learned S
  None 
  Features
  None 
  Names: 
  Ratts Tyerel 
  Description: 
  The Aleena are a short and stocky race averaging up to 1 yard in 
  height. Although their height may be small, the 
  who are
  Can-cell animals (seen in Episode III on Kashyyyk). 
  An A
  Phan
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -
  0 
  0 
  0 
  20 
  0 
  0 
  t 
  ic Adjustment 
  ist
  Tech Level 
  +10 
  0 
  0 
  TOTAL 
  -20 
  
   
  Amanin 
   
  - 14 - 
   
   
  s] 
  ve -1 (Walking) [-5pts]; SM+1 
   
   (Ground/Roll) [+20pts]; 
  rowth (+40pts] 
  -3 (Expel undigested material from their 
  pts] 
  manin, 
  Native); 
  Area 
  Knowledge 
  (Maridun); 
   Per-1 [+1pt] (Also see 
  ore free skills) 
  e (Amanin, Written) 
  , along with other vital organs, are 
  n their planet. The 
  ajority of Amanin are slow to anger, but once their temper rises, 
   it by relating it to past events. This can be 
  d forest is rare, and the group 
   from other Amanin holding it. 
  he events that have changed 
  ge, 
  unusual appearance and tendency to carry long, hand-held 
  s, which are decorated with “trophies” of their past 
  manin can be seen in Jabba’s Palace in Episode VI: return of 
  di. 
  Attribute Adjustment: 
  ST+1 [+9pts]; HT+3 [+30pts]; IQ-1 [-10pt
  Secondary Characteristic Adjustment: 
  Basic Mo
  Origin: 
  Maridun 
  Tech Level: 
  3 – Low TL-8 [-40pts]
  Racial Advantages: 
  Brachiator [+5pts]; Enhanced Move x4
  Infravision [+10pts]; Reg
  Racial Disadvantages: 
  Odious Racial Habit
  mouths) [-15
  Free Skills: 
  Language 
  (A
  Camouflage 
  Racially Learned Skills and Racial Skill Bonuses: 
  Brawling at DX [+1pt]; Survival (Forest) at
  Brachiator advantage for m
  Features/Taboos: 
  Languag
  Names: 
  Unknown 
  Description: 
  The Amanin are a race of tall, flat-bodied planarian that inhabit the 
  forests and plains of the planet Maridun. The Amanin skin is 
  wrinkly, moist, and sensitive to drying. The front of their bodies 
  has deep yellow coloration, while the rear hood, which runs from 
  the neck to the feet, is green. They also have a striped camouflage 
  pattern along the sides of the body that enables them to both hide 
  from predators in their environment, and hunt more effectively. 
  The Amanin have small mouths, which function as both a way to 
  eat, and a way to expel undigested material from their bodies. This 
  process is very unsettling to the majority of other sentient species. 
  Their mouth is also the location of their reproductive organs, and 
  this makes it very difficult for other species to tell the difference 
  between male and female Amanin. The Amanin bulbous eyes are a 
  deep, dark red color, and they can see easily in dark conditions. 
  They have extremely long arms that enable them to easily swing in 
  the branches of the jungles on Maridun, and have enormous hands 
  that are roughly half a yard long. Each hand sports long claws, 
  which, combined with the hands’ size, enable them to grasp and 
  ensnare struggling prey. They have short legs, which hinder their 
  walking movement severely, but their unusual body shape enables 
  them to roll along the ground at great speeds, making them swift 
  in their natural environment. They have the ability to regenerate 
  lost limbs and organs, and their brains are actually a network of 
  mall bundles of nerves that
  s
  distributed throughout their bodies. This combination makes the 
  Amanin very difficult to kill. 
   
  The Amanin are forest dwelling creatures. They establish their 
  homes in the high treetops of the forests o
  m
  the result is bloody. They tend to have good sense of humor, but 
  most species tend to think it slightly morbid. 
   
  The leaders of the Amanin are shamans and lore keepers, and 
  these leaders are charged with remembering the oral history of the 
  past. The Amanin have a different perception of time, then the rest 
  of the galaxy. They only see time as having two parts, a beginning 
  and an ending. When an Amanin tries to convey time to other 
  eings, they do
  b
  incredibly aggravating to companions of an Amani (singular form 
  of Amanin). 
   
  The Amanin society is set up in social groups that control small 
  forests on Maridun. The forests are usually surrounded by vast 
  grasslands. When a social group grows to large for the forest to 
  support the Amanin society, the extra young adults travel into the 
  grasslands, which are called Gruntak, to find another suitable 
  forest to live in. An uninhabite
  sually attempts to seize the forest
  u
  The bloody battles are called Takitals, and they make up a large 
  portion of the lore keepers tales. 
   
  They are a tribal people with a very primitive level of technology, 
  and while most Amani are skeptical and fearful of high tech 
  devices, their society is changing rapidly. When the Empire first 
  discovered Maridun, the Amanin reacted well to their first contact 
  with the offworlders. They were both curious and interested with 
  the visitors. The Empire established a small mining facility on the 
  planet and stationed a small force of Imperial Troopers on the 
  planet, to protect the Imperial resources. The Amanin soon found 
  them tricked by the Empire into selling their own people into 
  slavery, and the once peaceful groups of Amanin became 
  distrustful and fearful. During the Galactic Civil War, the Empire 
  shifted its resources to other places, and soon the planet became 
  inhabited by smugglers and other small groups of criminals, who 
  took over the abandoned imperial facilities. The young Amanin, 
  after hearing exciting stories of Amanin who left and returned, are 
  leaving the forests and moving into the new spaceports. There 
  have been accounts of some of them are returning to the forests 
  with blasters and other technology, which they see as magic, and 
  easily taking over the primitive tribes, who still live there. The 
  majority of lore keepers is seeing these changes as signs of 
  orruption and is trying to counter t
  c
  their world, but the Imperial presence on Maridun may have 
  changed the Amanin society forever. 
   
  The Amanin can be found serving as laborers, mercenaries, bounty 
  hunters, and scouts throughout the galaxy. Despite their lar
  weapon
  victories, they prefer to remain unnoticed in spaceport crowds. 
  Notes: 
  An A
  the Je
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  el 
  Tech Lev
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -15 
  +2 
  +29 
  -5 
  -40 
  +75 
  TOTAL 
  +46 
  
   
  Anomid 
   
  - 15 - 
   
  Attribute Adjustment: 
  ST-1 [-10pts]; DX-1 [-20pts]; IQ-1 [-20pts] 
  ary Characteristic Adjustment: 
  f Origin: 
   
  s] 
  ts] 
  Cannot Speak (Mute) [-25pts]; Pacifism (Self Defense Only) [-
   (Anomid Sign Language, Native); Area Knowledge 
  Anomid characters may pick two Mechanics [+10pts] each, and 
  +12pts] 
  e (Any, Spoken without Anomid Vocalizer Mask) 
  rge and leaf-like in shape. Anomids have six toes on each 
  d with the Empire in 
  t to meet their homeworld’s needs. 
  id PC is not recommended. 
  C
  Second
  None 
  Planet/System o
  Yablari system
  Tech Level: 
  12 - High TL+1 [+5pt
  Racial Advantages: 
  Wealth (Wealthy) [+20p
  Racial Disadvantages: 
  15pts] 
  Free Skills: 
  Language
  (Yablari) 
  Racially Learned Skills and Racial Skill Bonuses: 
  one engineer skill [
  Features/Taboos: 
  Languag
  Names: 
  Unknown 
   
  Description: A humanoid alien race native to the Yablari system, 
  the Anomid are born without vocal cords. This requires that the 
  immature Anomid wear complex masks, which synthesize the 
  sounds necessary for communication with others. These masks are 
  very large, covering all but the Anomid’s eyes and forehead. They 
  dress in long, hooded robes made from pure dendrite. Most 
  Anomids have pale, translucent skin and wide eyes, and their ears 
  re la
  a
  foot. 
   
  Their technology is fairly sophisticated, and the Anomid have 
  become very wealthy selling it in the galaxy. A peaceful race, they 
  supported the Old Republic for 15,000 years before the onset of the 
  New Order. Their own political system was divided in its support 
  during the Galactic Civil War, but they side
  an effor
  Note:  
  Anom
  P:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  antages 
   and Racial Bonuses 
  +5 
  +20 
  -40 
  +32 
  Racial Advantages 
  Racial Disadv
  Racially Learned Skills
  -50 
  0 
  TOTAL 
  -33 
  Anx 
   
   
  16pts]; IQ-1 [-20pts] 
  djustment: 
  f Origin: 
  vlex Mex 
  tages: 
  Galactic 
  kills and Racial Skill Bonuses: 
  nt (Accented) [+4pts]; Physiology at IQ+4 
  ] 
  /Taboos: 
  he Anx are serene giants who assume many roles in the Republic. 
  rriors. Although 
  Attribute Adjustment: 
  ST+2 [+
  Secondary Characteristic A
  SM+2 
  Planet/System o
  Gra
  Tech Level: 
  11 
  Racial Advantages: 
  None 
  Racial Disadvan
  Easy to Read (when fins are visible) [-10pts]; Fanaticism (
  Republic) [-15pts]; Phobias (Auto Phobia) [-15pts] 
  Free Skills: 
  Language (Anx, Native); Area Knowledge (Gravlex Mex) 
  Racially Learned S
  ge – Shusuga
  Langua
  [+20pts
  Features
  None 
  Names: 
  Example of Anx names are Graxol Kelvyyn, Horox Ryyder, Theen 
  Fida, and Drexol Ryyd. 
  Description: 
  T
  They are placid, sociable creatures noted for an almost-fanatical 
  devotion to any larger group of which they consider themselves a 
  part. 
   
  Thousands of years before the Republic encountered them, the 
  Anx developed interstellar travel by hurling their ships into orbit 
  with colossal cannons. Through this method, the Anx spread from 
  Gravlex Mex (their homeworld) to neighboring systems in their 
  corner of space. Unfortunately for them, they quickly encountered 
  the Shusugant, a squat species of spacefaring wa
  
   
   
  - 16 - 
  the Shusugant managed to take over the Anx homeworld for a 
  short time, the planet’s gravity proved their undoing, bringing the 
  conquest to a halt. Since then, Anx have become more cautious in 
  their exploration and dealings with other species. 
   
  nx possess an
  A
   uncanny knowledge of anatomy, specially relating 
  owledge 
  akes the Anx devastating unarmed combatants, able to stop even 
  t their emotions. When traveling 
  x often wear scowled cloaks that hide their crests. 
  for running. 
  ed Skill: 
  ny unarmed Martial Arts skill. Add 1d to the 
  damage dealt. 
  N
  A
  ier +2; -20%). Anx PCs are not 
  r
  C
  to nervous systems, muscles, and skeletal structures (even in 
  creatures they have never encountered before). This kn
  m
  a raging Wookiee with a well-placed blow to the right nerve 
  center. 
   
  Anx are serene beings. They are highly sociable, giving to large 
  families and complex clan structures. They fear isolation. 
   
  Anx average 4 yards tall and would seem taller if they didn’t walk 
  with their shoulders stooped and their long, crested heads held 
  out in front of them. Their skin, and particularly the fins beneath 
  their crests, change color to reflec
  among aliens, An
  Their slow, hunched way of walking, together with their small, 
  close-set eyes, wrinkled faces, and pursed mouths can make them 
  look parodies of old men. An Anx’s large, muscular tail serves as a 
  counterbalance 
  Modifi
  Physiology – The Anx may use their knowledge to enhance 
  damage with a
  ote: 
  nx are giants (size modif
  ecommended 
  P:  
  Type 
  CP 
  Attribute Adjustment 
  stic Adjustment 
  -4 
  0 
  0 
  0 
  -40 
  +24 
  Secondary Characteri
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  -20 
  Anzati 
   
  Attribute Adjustment: 
  0pts]; DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  s] 
  Origin: 
  11 
  Racial Advantages: 
  ed Lifespan 8 [+16pts]; Longevity [+2pts]; Proboscises 
  ck, see below) [+5pts] 
  Odious Racial Habit (drinks blood and feeds on brain “energy”) [-
  ive); Area Knowledge (Choose one planet 
  y Learned Skills and Racial Skill Bonuses: 
  ti get the Force power Sense but not its associated talent 
  The Anzati are so rare that there are rarely two of them in the 
  let alone the same conversation. For this reason, 
  boscises coiled in their cheek pockets. These 
  Little is known of Anzat, the planet that these creatures hail from, 
  any sort of biological rhythm. They 
  he is physically, mentally, and spiritually exhausted 
  p of people who are 
  ST+1 [+1
  Per+2 [+10pt
  Anzat 
  Tech Level: 
  Extend
  (Special Atta
  Racial Disadvantages: 
  15pts] 
  Free Skills: 
  Language (Anzati, Nat
  or system) 
  Raciall
  All Anza
  and abilities [+10pts] 
  Features/Taboos: 
  None 
  Names: 
  same sector, 
  Anzati rarely name their offspring. Often times though, due to 
  their constant need for victims, Anzat will take human-like names 
  in order to blend in with the surrounding populace. Examples of 
  names include Anzat of Anzati, Dannik Jerriko, and Nikkos Tyris. 
  Description: 
  The Anzati are a race of humanoids, that closely resemble humans 
  on the outside, but those who do not sense the danger that exist 
  within these predatory creatures, will soon wish they had. 
  Believed to be a myth to most of the galaxy, the Anzati are in fact 
  real. Tall, gaunt and largely humanoid in appearance, except for 
  the prehensile pro
  proboscises are long tubular organs, which can extend out from 
  their nostrils, to pierce the brains of Anzati’s victim. The Anzati 
  places his face close to his or her victim, and then the proboscises 
  extend through the victim’s nasal cavity, and burrow into the 
  brain. The Anzati then “suck” out the brain and it’s energies as 
  “soup” or “luck”. 
   
  and they don’t appear to have 
  simply exist, and when they require rest, they drop into a deep 
  coma-like state. Anzati can live over a thousand years, and they 
  most commonly find employment as bounty hunters or assassins. 
   
  Rules on Anzati Proboscises: 
  The Anzati proboscises are fairly useless in the average melee. For 
  an Anzati to attack with the proboscises, they must somehow 
  incapacitate the victim or attack while the victim is incapacitated. 
  This can be done by knocking them unconscious, attacking them 
  while sleeping, or restraining them in a way that the proboscises 
  can reach into the victim’s nostrils and pierce the brain. 
   
  For every minute the Anzati spends feeding on a victim, the victim 
  loses 3 HT. If the victims HT ever drop below 0, he dies. If the 
  attack is ceased before the victim is dead, the victim must 
  somehow escape the Anzati in order to survive. For the next two 
  days, 
  suffering a -4 penalty to all his rolls (his “Luck” has been stolen). 
  After that, he suffers a -2 penalty for the next week continuing to 
  gain more strength back. For the final week, the character suffers a 
  -1 penalty to all his rolls, until he regains his strength. Characters 
  with any advantages of Luck, cannot use them during the recovery 
  time. 
   
  The Anzati refer to this as stealing a victim’s luck. This 
  superstition probably exists, because of the fact that most victims 
  don’t survive for very long after this ordeal. The term probably 
  originated from an Anzati who fed on low-lifes (bounty hunters, 
  beggars, smugglers, and the like), a grou
  
   
   
  - 17 - 
  always in the need of their wits, otherwise they would be found 
  dead in a gutter. An Anzati attack causes physical and mental 
  weakness that causes vulnerability in the victim. Rivals and 
  enemies with vendettas probably took advantage of this weakness, 
  attacking while the victim is not fully functional. This cycle 
  repeated itself and the superstition is born. 
   
  The Anzati will avoid assaults on Jedi or other powerful Force-
  users. A Force-user who has control over his mind, able to block 
  ut unwanted probing of his thoughts and feelings, can block out 
  s able to sense that Ben 
  ong with the Force. He 
  ately decided that Ben was far too much trouble to feed on, 
   was when he noticed Solo 
   was strong and tasty, and then 
  he followed him to docking bay 94, where Solo made his escape. 
  ik could not let such a tasty morsel get away, and he knew 
  olo was wanted by Jabba. So he went to Jabba’s Palace
  s on his side. 
  o
  the Anzati’s form of receptive telepathy. The Anzati however is 
  able to determine that the person is a Force-user and sense how 
  powerful he is. Usually, the Anzati will come to the conclusion, 
  that the risk involved is not worth the effort, and go and find 
  easier prey. Many Anzati will stalk especially tasty looking prey 
  for cycles, even years; just to feed on that person. After all, when 
  you are able to live for thousands of years, what is a year or two. 
   
  Sense - The Anzati have focused this power to feed on their 
  victims. The usage is very similar to the way Force-users use it, 
  sensing strength in the Force, but with one important difference. 
  Due to the thousand of years spent using this power, the Anzati 
  have developed the ability to not only sense presence of the Force, 
  but they can use it to determine the “life force or luck” of the 
  target. Any target with the advantages Blessed and/or Luck will 
  be considered tasty. Characters that are Cursed or have 
  Unluckiness will be left alone. 
  Example: When Dannik Jerriko, an Anzati in the Mos Eisley 
  cantina, first noticed Ben and Luke, he wa
  was a Jedi master and that Luke was str
  immedi
  and contemplated feeding on Luke. It
  that he focused on him. His “luck”
  Dann
  that S
   to 
  wait for him. After all, time i
  Notes: 
  Anzati PCs are not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +30 
  +10 
  0 
  +23 
  -15 
  +10 
  TOTAL 
  +58 
  Aqualish 
   
    
  Ando 
  Features/Taboos: 
  bbed hands 
  ces of Aqualish society. The higher 
  than the 
  arvests of fish, initiated the war. The bloody war 
  w to build 
  starships of their own, and the Aqualish took the stars. The old 
   resurfaced, and the two factions took their age-old 
  s sister planet, which ended in the planet’s 
  destruction. 
  ived to conquer the system, the war-loving 
  Aqualish tried to overthrow the. The sheer might of the Empire 
  , but it instilled a deep 
  t offworlders. 
  Attribute Adjustment: 
  None 
  Amphibious [+10pts]; Doesn’t Breathe (Gills, -50%) [+10pts] 
  Bad Temper [-10pts]; Racial Reputation-2 (Bully, Almost Everyone, 
  metimes, x½) [-5pts], Bully [-10pts] 
  ualish, Native); Area Knowledge (Ando) 
  al Skill Bonuses: 
  ing skill at HT [+1pt] 
  Origin: 
  Tech Level: 
  12 – High TL+1 [+5pts] 
  Clawed or We
  Names: 
  The Aqualish favor two names (both given), usually disyllabic. 
  Examples of names include Ponda Baba, Unda Lagor, and Calfta 
  Bongi. 
  Description: 
  A walrus-faced race of bipeds from the planet Ando. The race is 
  divided into two distinct sub-ra
  caste, the Aquala, has hands, which are articulated webs with 
  opposable thumbs, and the lower caste, the Quara, has clawed 
  hands. The distinction between the sub-races is greater 
  slight physical differences between them. The Aquala, the web 
  handed subspecies, hold governmental and commercial positions, 
  and the Quara, the claw handed subspecies are usually left to 
  become bounty hunters, smugglers, and other dregs of society. 
  Both species are a belligerent and hotheaded, but they are 
  technologically advanced race. 
   
  Both species are known throughout the galaxy for their bad 
  temper and the ease they get into fights and into trouble. 
   
  The Aquala live in vast sailing ships and floating cities, while the 
  Quara live on the planet’s small islands. The two sub-races have a 
  long history of civil war. The Aquala, who blamed the Quara for 
  the declining h
  between the subspecies was ended by an exploration starship. The 
  starship landed on the surface of Ando, and unintentionally united 
  the two feuding factions against the “trespassers”. The crew was 
  slaughtered, and the once non-technical Aqualish discovered how 
  to fly the “alien” starship. Soon after, they learned ho
  subspecies feud
  battle to Ando’
   
  When the Empire arr
  battered the Aqualish into submission
  ess in the Aqualish culture agains
  bittern
  Aquala 
  ST+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Racial Advantages: 
  Racial Disadvantages: 
  x1, So
  Free Skills: 
  Language (Aq
  Racially Learned Skills and Raci
  Swimm
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +10 
  0 
  +5 
  +20 
  -25 
  +1 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +11 
  
   
  Quara 
  Attribute Adjustment: 
  ST+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Racial A
   
  - 18 - 
  dvantages: 
  ibious [+10pts]; Doesn’t Breathe (Gills, -50%) [+10pts] 
  tages: 
  tion-2 (Bully (Almost Everyone, x
  ) [-5pts], Bully [-10pts] 
  Language (Aqualish, Native); Area Knowledge (Ando); Swimming 
  kills and Racial Skill Bonuses: 
  Amph
  Racial Disadvan
  Bad Temper [-10pts]; Reputa
  1; 
  Sometimes, x½
  Free Skills: 
  Racially Learned S
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustm
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  ent 
  nuses 
  +10 
  0 
  +5 
  +20 
  -25 
  0 
  TOTAL 
  +10 
  Aquar 
   
   Adjustment: 
  one 
  elusia 
  7 – Low TL-4 [-20pts] 
  dvantages: 
  ’t Breathe (Gills, -50%) [+10pts] 
  isadvantages: 
  Other Free Skills: 
  strils, similar in appearance to gills. 
  uar used to inhabit the volcanic islands in loose tribes, but 
  most live in Mount Hollow, employed by NMC (Nexcor 
   Corporation) or providing support services
  e 
  c
  ent generation of Aquar has been seduced by 
  t
  ple customs of the species, m
   to 
  t
  ir elders. 
   
  A
  nd are dedicated w
  ers 
  skilled in aquatic pursuits. Although unfamiliar with m
   
  are quick to adapt it to their use. NMC is 
  g the Aquar into its ranks as employees. If the 
  e Aquar’s primitive culture could be forgotten 
   
  Attribute
  N
   
  Planet/System of Origin: 
  V
   
  Tech Level: 
   
  Racial A
  Doesn
   
  Racial D
  None 
   
  Language and 
  Language (Basic, Native); Area Knowledge (Velusia) 
   
  Racially Learned Skills and Racial Skill Bonuses: 
  An Aquar receives Swimming at HT+4 [+12pts] 
  Features/Taboos: 
  one 
  N
  Names: 
  Unknown 
   
  escription:  
  D
  The Aquar are an offshoot of Humans who have evolved to their 
  current state after thousands of years on Velusia. An Aquar 
  appears roughly Human, with the following exceptions: The skin 
  is blue to green and, on close inspection, covered with fine scales. 
  The fingers and toes are partially webbed, and hair color tends to 
  be green. An Aquar’s eyes are large. The nose is flat with three 
  orizontal slits for no
  h
   
  he Aq
  T
  now 
  Mining
   to th
  orporation. Te rec
  echnology and shuns the sim
  uch
  he dismay of the
  quar wear plain, form-fitting clothes a
  ork
  odern
  technology, they 
  ruthlessly recruitin
  trend continues, th
  in a few generations. 
   
  Note:  
   
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -20 
  +10 
  0 
  0 
  2 
  +1
  TOTAL 
  +2 
  Arcona 
   
   
  Secondary Characteristic Adjustment: 
  Senses (Hearing+2, Taste/Smell+2 [+8pts]; Claws (Talons) 
  [+8pts]; Damage Resistance 1 (Tough Skin, -40%, Physical, -20%) 
  Racial Disadvantages: 
  t (Near Sighted, Cannot be corrected) [-25pts]; Addiction 
  Attribute Adjustment: 
  HT+1 [+10pts] 
  None 
  Origin: 
  Cona 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute 
  [+2pts] 
  Bad Sigh
  (Salt, Cheap, Legal, Hallucinogenic, Lethal, Highly Addictive [-
  25pts] 
  
   
  Arkanian 
   
  - 19 - 
  Free Skills: 
  Language (Arcona, Native); Area Knowledge (Cona) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  The Arcona favor two names the first of which is a nest name, and 
  are common among all males in the nest (the “nest” is the family 
  unit in Arcona society). Female nest-members affix an “a” onto 
  their names. E.g., Dutana Leara, of the Dutan Nest. The second 
  name is s simple given name. Sometimes, especially if one of the 
  names is very short, Arcona tend to run the two together, and 
  write them with a hyphen. Examples of names include Terrafin 
  egath Tist, Gezzov-tak, Dutan Kelliv, Dutan Lee, Dutana Leara, 
   
  so be used in combat if necessary 
  a can be determined by 
  g yellow eyes. This is a result of a chemical interaction 
   the salt and their optic nerves. This chemical interaction 
   the pancreatic ability to convert ammonia into a 
  water-conserving enzyme, and are thus deadly to the Arcona. 
  a society is a very communal society based upon the perc
  e whole group outweigh the rights of 
  roup” is the Arcona’s family; als
  d Nest, although this can include any group th
  of the society. 
  cona’s are farmers by nature, tilling Cona’s rich tropi
  ed themselves in all sorts of galactic 
  hough many prefer the comforts of 
  ot living on Cona. 
  e
  sley cantina in Episode IV: A 
  V
  Hem Dazon, Kal Mpon, Kal Nkai, and Shlith-Dan. 
  Description: 
  Arcona are scale less, bipedal reptiles with triangular shaped 
  heads and large, marble-like eyes. Between their eyes is a tiny 
  bulbous knob that is used as a heat sensor and supplement to their 
  eyesight. Their skin ranges in color from dark mahogany and gray 
  o deep black, and bears a resemblance to fibrous wood. Arcona
  t
  have sharp talons on their hands that enable them to dig through 
  soil or other substances quickly. The Arcona do not dig or burrow 
  very often, if ever. Scholars tend to believe that during the 
  Arcona’s evolution, they possibly made nests for their young by 
  digging in the soil. Although this is just speculation, the fact 
  emains that these talons can al
  r
  (both thr/imp and sw/cut damage). 
   
  The most peculiar thing about the Arcona is their susceptibility to 
  becoming addicted to salt. This is caused by the absence of salt in 
  their environment. A salt addicted Arcon
  their glowin
  between
  also causes the Arcona to hallucinate. Increased levels of salt also 
  break down
   
  Arcon
  ept 
  that the rights of th
  the 
  individual. Primarily the “g
  o 
  called a Gran
  at 
  follows the rules 
   
  The Ar
  cal 
  soil. They have also incorporat
  affairs and activities, alt
  spaceports, if they are n
  Notes: 
  An Arcona can b
  New Hope. 
  CP: 
   seen in the Mos Ei
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteri
   
   
  Attribute Adjustment: 
  DX-1 [-20pts]; IQ+1 [+20pts]; HT+1 [+10pts] 
  teristic Adjustment: 
  Tech Level: 
  laban, Kalor Nelprin, 
   its elaborate 
  onstructed trade cities and rich gem mines. A number of highly 
  the results of their research have led to great 
  dvances in medical techniques, while others are considered 
  he combination of vast wealth generated by huge gem mines and 
   a scale matched only by 
  such Imperial endeavors as the Death Star and the Emperor’s 
  ronghold in the Deep Core. The most elaborate Arkanian 
  c projects take generations to unfold, often resulting in the 
  total reshaping of entire planets and species. 
  Secondary Charac
  None 
  Origin: 
  Arkania 
  11 
  Racial Advantages: 
  Wealth (Comfortable) [+10pts]; Claws (Blunt) [+3pts] 
  Racial Disadvantages: 
  Reputation-1 (Mad Scientist, Almost Everyone, x1, All the time, x1) 
  [-5pts]; Overconfidence [-5pts] 
  Free Skills: 
  Language (Arkanian, Native); Area Knowledge (Arkania) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  xamples names are Dolvan Genarik, Jaro Sa
  E
  Marael Korvota, and Sulan Bek. 
  Description: 
  At one time, Arkania was an important part of the Sith Empire. 
  The world was one of the main repositories of that long-lost 
  civilization’s historical records. Arkania is known for
  c
  sought-after stones can only be found on this world. The 
  Arkanians are known for zealous exploration of the galaxy, 
  innovations in micro circuitry, and contributions to medical 
  technology. 
  Arkanian 
  scientists 
  have 
  long 
  been 
  expert 
  practitioners of genetic manipulation, displaying a particular 
  fascination with the genetic make-up of species other than their 
  own. Some of 
  sti
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  +10 
  0 
  0 
  +18 
  -50 
  0 
  c Adjustment 
   and Racial Bonuses 
  a
  among the greatest atrocities the galaxy has ever known. 
   
  TOTAL 
  -22 
  T
  near-boundless arrogance has led the Arkanian scientific 
  community to launch research projects on
  hidden st
  scientifi
  
   
   
  - 20 - 
   
  Whil
  chara
  e Arkanian interaction with the galaxy at large has been 
  cterized by the actions of their scientists, many Arkanians are 
  eatly embarrassed by the excesses individu
  e of science. The most conscientio
  llies of the Jedi order. In fact, one of the m
  emies in history stood on Arkania. 
  ans exhibit a distinctive arrogance. They consi
  themselves the pinnacle of evolution, an attitude that has 
  em throughout millennia of interacting with the 
  . Their representatives in the Galactic Senate were 
   vocal prior to the rise of the Empire, but after 
  ine’s defeat, their belief kept them from joining the 
  s are a robust near-Human species with solid white eyes 
  our-fingered hands. 
  world Arkania is a frigid, inhospitable world located in 
  stem in the colonies region. 
  ian personal shield deflectors can be obtained in the 
  game Knight o
  e Old Republic. 
  horrified and gr
  als 
  u
  have perpetrated in the nam
  s 
  Arkanians are a
  ost 
  famous Jedi Acad
   
  Arkani
  der 
  remained with th
  rest of the galaxy
  among the most
  Emperor Palpat
  New Republic. 
   
  Arkanian
  and clawed f
   
  Their home
  the Perave sy
  Notes: 
  Many Arkan
  f th
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +13 
  -10 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  +13 
  Ayrou 
   
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts]; HP-1 [-2pts]; SM+1 
  Origin: 
  rance+1 (Attractive) [+4pts]; Reputation+1 (Trustworthy, 
  ll the time, x1) [+5pts]; Flexibility (Double-
  15pts]; Rapier Wit [+5pts] 
  Racial Disadvantages: 
  escription: 
  the first sentient species in the Moddell 
   or path. The Ayrou also 
  idualists, wily negotiators, and 
  bat 
  is the refuge of juveniles, the feeble-minded, and others who can’t 
   using their wits. 
   
  pical Ayrou is tall and thin, standing almost 7 feet tall but 
  ing only 135 lbs. The Ayrou are an attractive species, wi
  and long, lean limbs. 
  at facial features, with wide-spaced eyes that 
  ire blue or emerald green. Instead of ha
   of feathers in a dazzling array
   An Ayrou’s plumage reflects his or her health, social status, 
  and attractiveness. Consequently, Ayrou are constantly preening 
  and checking their appearance. 
   
  Ayrou have four tapered fingers on each hand and are triple-
  jointed, allowing them to bend their limbs at incredible angles. 
  Appea
  Almost Everyone, x1, A
  Jointed) [+
  Curious [-5pts] 
  Free Skills: 
  Language (Ayrou, Native); Area Knowledge (Maya Kovel) 
  Racially Learned Skills and Racial Skill Bonuses: 
  An Ayrou receives Fast Talk at IQ+1 [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Typical names are: Chee’ad, Tircee, Noreekee, Kuusa, and Tessyn. 
  D
  The Ayrou are willowy humanoids from the planet Maya Kovel, a 
  windswept Outer Rim world with a thin acrid atmosphere, in the 
  Moddell Sector. They evolved from a birdlike species yet are 
  incapable of flight. 
   
  The Ayrou were one of 
  Sector to master space flight. They have a baffling cultural 
  paradigm that lets distinguished members of the species debate a 
  cultural or religious topic for generations, and then abruptly 
  ommit to a single sociological custom
  c
  possess a hoarding instinct that compels them to gather up 
  anything they can find on the off chance that it can be used in the 
  future. The impulse to collect things is easily mistaken for greed, 
  but Ayrou are not usually covetous and regard their gathering 
  nature as simple “practical”. 
   
  yrou are strong-willed indiv
  A
  tireless collectors, for information about anything and everything. 
  Despite their relentless drive, they Ayrou are a peaceful species. 
  They regard haggling and dealing as an art form and think com
  succeed
  A ty
  weigh
  th 
  milky white skin 
   
  Ayrou have fl
  are 
  typically ruby red, sapph
  ir, 
  Ayrou have a beautiful plumage
   of 
  colors.
  HT-1 [-10pts] 
  Maya Kovel 
  Tech Level: 
  Notes: 
  CP: 
  11 
  Racial Advantages: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characte
  Tech Level 
  ristic Adjustment 
  Racial Advantages 
  vantages 
  ned Skills and Racial Bonuses 
  -10 
  +3 
  0 
  +29 
  -5 
  +4 
  Racial Disad
  Racially Lear
  TOTAL 
  +21 
  -B-
  
   
   
  Balosar 
   
  aracteristic Adjustment: 
  ry 
  ree Skills: 
  es: 
  ple names are Vaya Bar’jaraka, Nina Dar’Eboros, E
  nd Zirk Mer’darro. 
  hady reputation throughout th
  orlds. They can easily pass for human (when th
  antennapalps are retracted) and tend to live among the lowest 
  , preying on the vices of the weak-willed or 
  t
   Balosar for
   the 
  ce. Offw
  ions 
  n
  ey build 
  ge
  r. 
  r 
  hers 
  rcas
  ar’s 
  moral and ethical outlook is often skewed by ha
   life experiences
  and many have trouble
  stinguishing between right or wrong. 
   
  ractable 
  alosar stands about 
  ons from a lack of sunlight 
  an air. 
  r can be seen in Episode II: Attack of the Clones in the bar 
  where one tries to sell some death sticks to Obi-Wan. 
  Attribute Adjustment: 
  DX+1 [+20pts]; HT-1 [-10pts] 
  Secondary Ch
  Will-1 [-5pts] 
  Origin: 
  Balosar 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Sense (Acute Hearing+4, Antennapalps are sensitive to 
  sound when they are extended) [+8pts]; Resistant (Poison, Ve
  Common, Immunity x⅓) [+5pts] 
  Racial Disadvantages: 
  Appearance-2 (Unattractive) [-4pts] 
  F
  Language (Balosar, Native); Area Knowledge (Balosar) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Nam
  Exam
  lan 
  Sleazebaggano, a
  Description: 
  Balosar are humanoids with a s
  e 
  Core W
  eir 
  echelons of society
  impoverished. 
   
  Relief agencies ha
  poverty, pollution, an
  planet’s government
  regularly line Balos
  exchange for stat
  sweatshop fact
   
  Balosars are often
  from severe depression
  grudgingly accept th
  ve been trying to end 
  d corruption on
   offers little assistan
  ar bureaucrats’ pocket
  e-owned real estate o
  ories. Balosar offers no shorta
   weak-willed and sel
   and feel like th
  eir lot in life with a sa
  he vicious circle of 
   years, but
  orld corporat
  s with credits in 
   which th
   of manual labo
  f-absorbed. Many suffe
  ey’re trapped; ot
  tic grin. A Balos
  rd
  , 
   di
  A Balosar has coarse hair, a frail-looking frame, and ret
  antennapalps atop their head. The average B
  5’2” tall, and most have sickly complexi
  and cle
  Notes: 
  A Balosa
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  cial Bonuses 
  +10 
  -5 
  0 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Ra
  0 
  +13 
  -4 
  TOTAL 
  +14 
  Barabel 
   
   
   
   Adjustment: 
  Secondary Characteristic Adjustment: 
  Attribute
  ST+1 [+9pts]; DX+1 [+20pts]; IQ-1 [-20pts]; HT+1 [+10pts] 
  SM+1 
  Planet/System of Origin: 
  Barab I 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Damage Resistance (Scales, Physical 2, -20%, Energy 1, -20%) 
  [+12pts]; Infravision [+10pts]; Radiation Tolerance /5 [+10pts]; 
  Teeth (Sharp) [+1pts] 
  Racial Disadvantages: 
  Sense of Duty (Loyalty to Jedi, Large group) (-5pts]; Reputation–4 
  (Savage Warriors and Accomplished Hunters, Almost Everyone, 
  x1, Sometimes, x½) [-10pts] 
  Free Skills: 
  Language (Barabel, Native); Area Knowledge (Barab I) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  Tail 
  ames: 
  N
  The Barabel favor one name (given). Examples of names include 
  Shahtul, Vangar, Baraduk, Shallamar, and Tibor. 
  Description: 
  
   
  The B
  humi
   
  - 22 - 
  arabel are a race of bipedal reptiles that inhabit the dark, 
   world of Barab I. They are covered head to tail with
  ny, 
  b
   keratin that functions as a natural arm
  nd 
  t
   sharp, needle like teeth re
  ng 
  l
  ore. They are natural hunters, well adapted 
  a
   the harsh environment on their wor
  he 
  B
  in the infrared spectrum, giving 
  t
   advantage over their prey, and unlike some aggressive 
  species, they temper their aggressive behavior with intelligence, 
  n that is often necessary to achieve a goal. 
  l resistance to radiation, which they most 
  h
   system’s 
  d often show 
  side of that 
   aggression. 
  h
  the 
  ce. When the 
  n
  me hunters 
  m
  ting on their 
  aliated. The 
   cunning and 
  intelligence, and began sh
  orld for use as 
  shockboxers, mercenaries, and commandos. 
  d competent 
  e careers as bounty 
  hunters. The race is well feared, and those who are familiar with 
  Strangely enough, the savage Barabels have a deep respect for Jedi 
   even though they have little aptitude for sensing the 
   almost always yield to the commands of a Jedi, 
  arabel have tried to emulate their beliefs despite their 
  lack of being able to sense the Force. 
  e:  
  d
   hor
  lack scales made of
  or, a
  a
  heir mouths are filled with
  chi
  engths of 2 inches or m
  t finding prey in
  ld T
  . 
  arabel’s eyes enable them to see 
  hem an
  cunning, and cooperatio
  They also have a natura
  likely developed due to t
  red dwarf star. 
   
  The Barab are extrem
  surprising amounts of affect
  group all other creatures an
  As mentioned before, t
  Barabel temper that
  Imperials first settled o
  flocked there to bring ho
  wall. This enraged th
  Imperial governor at t
  e close proximity of the Barab
  ely loyal to their families, an
  ion for their young. Out
  d offworlders are met with
  at unlike other aggressive species, 
   aggression with intelligen
   the planet, many big ga
  e a Barabel head for moun
  e Barabel leaders and they ret
  he time noticed their
  ipping Barabel off w
   
  Barabels have a reputation as fierce warriors an
  hunters, and many Barabel left to pursu
  the race tend to stay clear of them. 
   
  Knights,
  Force. They will
  and a few B
  Not
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  +19 
  0 
  Racial Advantages 
  cial Bonuses 
  -5 
  +33 
  -15 
  0 
  Racial Disadvantages 
  Racially Learned Skills and Ra
  TOTAL 
  32 
  Baragwin 
   
   
  Attribute Adjustment: 
  DX-1 [-20pts]; IQ+1 [+20pts]; HT+1 [+10pts] 
  aracteristic Adjustment: 
  natory Smell [+15pts] 
  -1 
  2pts]; Language (Local Tongue, Accented) [+4pts] 
  has been widely spread across the 
  alaxy, this can say a lot about an individual. Examples of names 
  win space travel technology is lost to legend 
   and manufacture. Baragwin weapons 
  manufacturers are particularly renowned for creating blasters and 
  igh-tech weaponry tailored to the needs of alien species 
   
  designed. Most weapon design firms have counted Baragwin 
  g their employees since their founding. However, Baragwin 
  d in any type of occupation, virtually anywhere in t
  en appearance, the Baragwin remain on good 
  mpire through most of the Rebellion Era. Th
  extensive talent for designi
  nry, and the Baragwin appreciated the handsome sums 
  money they were paid by the Imperial military or by mega-
  perial backing. It wasn’t until Intelligence 
  sed the Krytos virus, a deadly, artificially 
   targeted every species but baseline Humans, 
  w Republic’s liberation of Coruscant that most 
  eir support behind the freedom fighters. The 
  t’s Baragwin population particularly hard. 
  ve a fine sense of smell and can often identify a 
  s scent 
  ies are as varied as Humans. If anything, 
  derestimated due to their shuffling gait and 
  of carrying themselves. They are, in fact, highly 
  rely take steps to correct the misperceptions 
  ignorant beings may
  ve about them, and it often lets them 
  identify potential foes. 
  Baragwin tend to be 
  isit their communities. 
   themselves and usually do 
  Secondary Ch
  Basic Move -1 [-5pts] 
  Origin: 
  Unknown 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute Taste and Smell+4) [+8pts]; Damage 
  Resistance 1 (Though Skin, -40%, Physical, -20%) [+2pts]; 
  iscrimi
  D
  Racial Disadvantages: 
  Ham-Fisted-3 [-5pts] 
  Free Skills: 
  Language (Any, Native); Area Knowledge (Planet that the 
  character resides on) 
  Racially Learned Skills and Racial Skill Bonuses: 
  One Mechanic Skill at IQ [+2pts]; Engineer (Small Arms) at IQ
  [+
  Features/Taboos: 
  None 
  Names: 
  The Baragwin favor two names. The first is a given name. The 
  second is the name of the homeworld or culture that they belong 
  to. Since the Baragwin species 
  g
  are Hermi Odle, Dagel Igara, Idalli Kodrue, and Digo Fadani. 
  Description: 
  The origin of Barag
  and speculation. In fact, the Baragwin had ancient colonies on so 
  many worlds when other species reached them that no one knows 
  their planet of origin, including the Baragwin themselves. 
   
  The one unifying factor among the far-flung Baragwin is their 
  talent for weapons design
  other h
  that lack the appendages for which most such weapons are
  amon
  can be foun
  he 
  galaxy. 
   
  Despite their ali
  terms with the E
  e 
  Empire wanted to tap their 
  ng 
  weapo
  of 
  corporations with Im
  Director Isard relea
  created disease that
  during the Ne
  Baragwin put th
  disease hit Coruscan
   
  The Baragwin ha
  being’s mood by it
   
  Baragwin personalit
  Baragwin are un
  ponderous way 
  intelligent but ra
   ha
   
  As being with a highly malleable society, 
  open-minded and accepting of others who v
  However, they are also quick to defend
  so with great skill. 
  
   
   
  The Baragwins are hunchbacked, humanoid saurians with massive 
  heads nearly as wide as their shoulders and three digits on each 
  massive hand. Their skin is though, wrinkled, and ranges in color 
  from drab green to dark 
   
  - 23 - 
  olive. Their nostrils are broad and 
  frequently seen to twitch. 
  Hermie Odle, a member of Jabba the Hutt’s court was a Baragwin 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  +8 
  +10 
  -5 
  0 
  +24 
  TOTAL 
  32 
  Bartokk 
   
  Attribute Adjustment: 
  ST+1 [+10pts]; IQ-3 [-60pts]; HT+1 [+10pts] 
  lanet/System of Origin: 
  [+40pts]; Racial Memory M+15pts] 
  ⅓
  ];  
  k are capable of speech but 
  mb Skill at DX+2 [+8 pts] 
  B
  lly don’t have names, for they see little
   to 
  r
  chievements. Bartokk wh
  re 
  o
  d and forced to abandon their kin sometimes take s
  le 
  names, such as Krekk, Lufkk, or simply “Bartokk”. 
  erious insectoid species known for their deadly 
  ave a collective hive mind that allows them 
  d share knowledge. Their body parts, when 
  nction through this same link. 
  ional regenerative abilities and can regrow 
   a few days. If a Bartokk’s brain is split in 
   into a full-sized brain and regenerates any 
  ing twins. 
   the Bartokk’ homeworld sometimes causes 
  e species. These mutations might seem 
  trivial to non-Bartokk (a slightly deformed carapace or extra digits 
  on one claw) but cause the malformed Bartokk to be severed from 
  ese Bartokk outcasts either perish 
  ness or leave the homeworld to find 
  kinship elsewhere. 
  d unsophisticated, Bartokk 
  g and adapting technology and weaponry for their 
  own use. 
  dual Bartokk are barely sentient. When they form large 
  groups, their intellect increases exponentially, making them 
  pponents in numbers. 
  artokk resembles a bipedal insectoid with a thick carapace, a 
  small head, large multifaceted eyes, and four arms tipped with 
  mended. 
  Secondary Characteristic Adjustment: 
  None 
  P
  An unnamed, rocky world located in the Outer Rim. Only 
  members of the species know its location. For gaming references 
  we call this planet Bartokk. 
  Tech Level: 
  9 – Low TL-2 [-10pts] 
  Racial Advantages: 
  Damage Resistance 2 (Though Skin, -40%, Physical, -20%) [+4pts]; 
  Claws (Sharp) [+5pts]; Extra Arms+2 [+20pts]; Regeneration (Fast) 
  [+50pts]; Regrowth 
  Racial Disadvantages: 
  Reaction-2 (Almost Everyone but your own race, x1, Occasionally, 
  ) [-7pts
  x
  Free Skills: 
  Area Knowledge (Bartokk); Bartok
  have no spoken or written language of their own. 
  Racially Learned Skills and Racial Skill Bonuses: 
  Bartokk receive the Cli
  Features/Taboos: 
  None 
  Names: 
  artokk traditiona
   need
  ecognize individuals or their a
  o a
  stracize
  imp
  Description: 
  Bartokk are a myst
  assassin guilds. They h
  to act in concert an
  severed, continue to fu
   
  Bartokk possess except
  lost body parts in just
  two, each half grows
  missing body parts, creat
   
  Low-level radiation on
  minor mutations in th
  the hive mind and ostracized. Th
  in the planet’s harsh wilder
   
  nologically primitive an
  Although tech
  enjoy acquirin
   
  Indivi
  formidable o
   
  A B
  razor-sharp claws. 
  Note: 
  Bartokk PCs are not recom
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  racteristic Adjustment 
  Racially Learned Skills and Racial Bonuses 
  -40 
  0 
  -10 
  +134 
  -7 
  +8 
  Secondary Cha
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  85 
  Berrite 
   
  Attribute Adjustment: 
  DX-2 [-24pts]; IQ-2 [-40pts] 
  Secondary Characteristic Adjustment: 
  HP+3 [+6pts] 
  Planet/System of Origin: 
  Berri 
  
   
  Tech Level: 
  1
  R
  C
  eg-Claws) [+5pts]; Extra Legs+2 [+5pts];
  r 
  [
  Racial Disadvantages: 
  ard of Hearing [-10pts]; No Fine Manipulator 
  ge (Berrite) 
  il
  nuses: 
  ns, the Berrites have a 
  eir thick bodies are 
  re supported by four stout 
  Their upper torsos are 
  id, with two arms than end in spade-like hands. They 
  have small, deep-set eyes and an open mouth, with five breather 
  ng each side of their face. 
  ave developed geothermal energy sources, and have 
  uge factories around this readily available power 
   have learned to cultivate their aspect of dullness 
   engaged with other races, for it allows them to scan their 
  immediate surroundings with ultrasonic waves. This causes 
  ies to underestimate the Berrite abilities while 
  ain a measure of defense. 
  ic, and have problems under-standing 
   
  - 24 - 
  1 
  acial Advantages: 
  laws (Sharp, L
   Sona
  +20pts] 
  Bad Sight [-10pts]; H
  [-30pts] 
  Free Skills: 
  Language (Berrite, Nat
  Racially Learned Sk
  None 
  Features/Taboos: 
  None 
  Names: 
  ive); Area Knowled
  ls and Racial Skill Bo
  Description: 
  The Berrites are a race of slug-like centauria
  short stature and sluggish appearance. Th
  covered in heavy wrinkles of skin, and a
  legs and wide, three-clawed feet. 
  humano
  tubes alo
   
  They h
  developed h
  source. They
  when
  unknowing adversar
  allowing the Berrite to g
   
  Berrites are hermaphrodit
  the male/female differences. 
  Note: 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Bonuses 
  -64 
  +6 
  0 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial 
  +30 
  -50 
  TOTAL 
  -78 
  Besalisk 
   
   
  Attribute Adjustment: 
  ST+1 [+10pts]; DX-1 [-20pts]; HT-1 [-10pts] 
  econda
  S
  ry Characteristic Adjustment: 
  1 
  ppearance-1 (Sweating) [-5pts] 
  owledge (Ojom); Area 
  ills and Racial Skill Bonuses: 
  ire the Swimming Skill at HT+2 [+4pts] and Survival 
  None 
  nex, 
  Dexter Jettster, Rysken Mokksi, and Henk Zessek 
  ription: 
  htless avian, though they are oft
  ey are bulky, fleshy beings able t
  g periods without food or water. During the re
  s narrowly avoided enslaveme
  various influential underworld 
  connections. Many are still working off their freedom, especially 
  foolish or desperate enough to seek aid from the 
  Republic 
  e
   t
  ess and 
  ic a
  s of other 
  nd few 
  i
   i
   terms of 
  t
  ost any 
  civilized society and have no trouble using what other species 
  have to offer. 
   gluttonous, an unfair characterization 
  eir bodies store water for days and food for over a 
  week. Another false assumption is that they are nervous or in poor 
  In truth, they’re simply 
  med to much cooler temperatures than most other species. 
  Besalisks are sociable, gregarious, and keen-witted. 
  noids with thick arms, a bony headcrest 
  on either side by short feathers, and a wide mouth 
  with a large elastic sack dangling from it. 
  le Besalisks have four arms, while female Besalisks can have as 
  many as eight arms. 
  None 
  Origin: 
  Ojom 
  Tech Level: 
  1
  Racial Advantages: 
  Extra Arms+2 [+20pts] 
  Racial Disadvantages: 
  A
  Free Skills: 
  anguage (Besalisk, Native); Area Kn
  L
  Knowledge (Ojom’s Spaceports) 
  Racially Learned Sk
  Besalisks acqu
  (Arctic) at Per+4 [+16pts]  
  Features/Taboos: 
  Names: 
  Examples of Besalisk names are Lexia Trexor, Taster Dan
  Desc
  Besalisks evolved from large flig
  en 
  mistaken for reptilian species. Th
  o 
  survive for lon
  ign 
  of the Galactic Empire, Besalisk
  lling in favors with 
  nt 
  by ca
  those Besalisks 
  Hutts. 
   
  Besalisks have 
  Senate and gen
  leave galact
  species. 
   
  Communities on
  Offworld colon
   
  Although Be
  resources and t
  never sought offici
  rally seem content
  ffairs to politician
   their home
  es of Besalisks exist
  salisks have contribute
  echnology, they in
  al representation in the 
  o go about their busin
  s and bureaucrat
  world are sparsely populated, a
  n any era. 
  d little to the galaxy in
  egrate easily into alm
   
  een as
  Besalisks are s
  considering th
  shape because they sweat profusely. 
  accusto
   
  ocky huma
  Besalisks are st
  surrounded 
   
  Ma
  Food Stores: 
  
   
  Besalisks can
  water for 3 d
   go without food for 8 days. They can go without 
   the 
  ays (see Starvation & Dehydration on page 426 of
  GURPS 4th Edition Basic Set). 
  Notes: 
  A Besalisk can be seen in Episode II: Attack of the Clones when 
  Obi-Wan turns to Dexter Jettster for some information. 
  CP: 
  Type 
   
  - 25 - 
  CP 
  Attribute Adj
  Secondary Characteri
  ustment 
  stic Adjustment 
  ntages 
  -20 
  0 
  0 
  +20 
  Tech Level 
  Racial Adva
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  +20 
  TOTAL 
  +15 
  Bimm 
   
   
   
  Attribute Adjustment: 
  ST-2 [-20pts] 
  mmisaari) 
  merchant skill at IQ+2 [+8pts] 
   a second name chosen in honor of a favorite 
  ancestor or epic hero from a cherished ballad or story. Examples of 
  r Ryjerd, Jarel Rulinam, Roki Morjara, and Rav 
  T
  ome to two distinct sapient species. 
  T
  as Bimms, and so do the rest o
  e 
  peoples of th
  alaxy. Although they are not cross-fertile, t
  o 
  s
  ild-tempered and peaceful and have coexisted 
  f
  . 
   
  s 
  believe 
  that 
  the 
  near-Humans 
  landed 
  on 
  millennia ago under unknown circumstances and 
   society as their own, but they have no genetic 
  e furred 
  s is t
   h
   the 
  ict
   their 
   these 
  ed as 
  ear-
  Human Bimms great
  or
  elling, particularly tales of 
  heroic adventures. Far all their love of heroics, they favor scholarly 
  referring to record or invent tales and 
   them. Nonetheless, it 
  roup of adventurers to 
  witness true-to-life heroics for use in creative works. 
  anoid Bimms are born merchants, hagglers, and 
  shoppers. They love “the art of the deal” and do not consider a 
  plete if they haven’t engaged in a spirited round of 
  ound a good deal at a wholesaler or market outlet. 
  r fair dealing a point of honor, and stealing and 
  shoplifting is viewed as a crime on the magnitude of murder. 
  Bimms hold Jedi in especially high regard. 
   commonly encountered Bimms are near-
  The second species of Bimms are also small beings, with females 
  les on average. They are floppy-eared 
  olor from tan to 
  deep black. Their faces feature elongated muzzles and tiny black 
  ave three long fingers and an opposable thumb on 
  ere Han, 
  and Leia are ambushed by Noghri commandoes on 
  Bimmisaari. 
  Secondary Characteristic Adjustment: 
  SM-1 
  Planet/System of Origin: 
  Bimmisaari 
  Tech Level: 
  11 
  acial Advantages: 
  R
  Voice [+10pts] 
  Racial Disadvantages: 
  None 
  ree Skills: 
  F
  Language (Bimm, Native); Area Knowledge (Bi
  Racially Learned Skills and Racial Skill Bonuses: 
  The near-Human Bimm get the Literature at IQ [+4pts] and Public 
  Speaking at IQ+1 [+4pts]. Because of their haggling, the furred 
  Bimm get the 
  Features/Taboos: 
  None 
  Names: 
  The Bimm favor two names, one of which they receive at birth, 
  normally followed by
  names are Ryca
  Mjalu. 
  Description: 
  he planet Bimmisaari is h
  hey each refer to themselves 
  f th
  e g
  he tw
  pecies are both m
  or nearly all their recorded history
  Xenobiologist
  Bimmisaari 
  adopted Bimm
  relationship to an
  humanoid specie
  planet. 
   
  Bimms dwell side-by-side in
  homeworld, surroun
  town (or Bimm en
  honored guests. 
   
  Both species of Bimm
  y other faun
  hought to
   p
  ded by thic
  claves on othe
  s are mild-m
  a on the planet. Th
  ave evolved naturally on
  uresque cities that dot
  k forests. Alien visitors to
  r worlds) are always treat
  annered and cordial. The n
  ly value st
  yt
  and artistic pursuits, p
  ballads of heroic deeds rather than perform
  is not unheard of for a Bimm to join a g
   
  The furry, hum
  day com
  haggling or f
  They conside
   
  All 
   
  The first and most
  Humans of short stature that roughly resemble Human children in 
  physical build, although males can grow (and take pride in) thick, 
  full beards). 
   
  slightly taller than ma
  humanoids covered in short fur that ranges in c
  eyes. They h
  each hand. They favor the color yellow, and are often clad in 
  shades of that color. 
  Note: 
   read about Bimms in the Thrawn Trilogy wh
  You can
  Luke 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  -20 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  +10 
  0 
  +8 
  TOTAL 
  -2 
  
   
   
  - 26 - 
  Bith 
   
   
   
  Attribute Adjustment: 
  ST-1 [-10pts]; IQ+3 [+60pts]; HT-2 [-20pts] 
  Secondary Characteristic Adjustment: 
  Per+1 [+5pts] 
  Origin: 
  Clak’dor VII 
  Tech Level: 
  11 
  Racial Advantages: 
  cute Senses (Acute Taste and Smell+1) [+2pts]; Doe
  A
  sn’t Sleep 
   Learned Skills and Racial Skill Bonuses: 
  oos: 
   
  d by a shorter, often apostroph
  Examples of names include Da’n, Doikk Na
   I’ngre, Angor Farn, Barqu
  ce of biped humanoids with pale 
  rge skulls. They have huge black 
   eyelids. Their lack of eyelids is because Bith have 
   the need for sleep. Their large eyes allow them to see 
  ail, but they are incredibly near-sighted. Both the 
  eir pinky finger on each and are opposable, and this 
  Bith to excel at skills that require the use of manual 
   as pick pocketing, surgery, musical instruments, 
  ration. Their basic intelligence is unequalled, and 
  abstract thinking, although they lack certain 
  otions like fear and passion. The Biths’ mechanical 
  t throughout the galaxy, and they can be seen 
  pire, various private corporations, and the 
  Alliance/Republic. 
   
  ins are still a mystery to many. The reason 
  mostly because of the fact that their 
   of any former life from that they 
  ved from. This may have been caused by the way the 
  es. Bith mating is not a passionate experience, and 
   tuned to a science over the years. Because of this, the 
   have lost their ability to procreate sexually. When a Bith 
  wishes to procreate, he or she will bring their genetic material to a 
  vice, located on their home planet of Clak’dor 
  hosen, 
  hich is 
  d incubated for a year. After the year is up, 
  ick up the child and then raise it. 
  ith are native to the planet Clak’dor VII, in the Mayagil 
  system. They quickly developed advanced technology, and 
  y for the Bith, among the advancements included the 
  oices 
   the stars. The 
   although they 
   be better if they expanded to the stars. 
  This whole experience has had a tremendous effect on the Bith. 
  d a very passive attitude toward the rest of the 
  , and developed a great deal of tolerance as well. 
  ical warfare between the two city-states occurred just 
  e Galactic Civil War. Just after the ecological ruin of the 
  with great 
  amount of aid to assist the Bith in recovering their world from its 
  n (unlike Honoghr, the homeworld of the Noghri 
  [+20pts]; Fearlessness+5 [+10pts]; Microscopic Vision+3 [+15pts]; 
  High manual Dexterity+1 [+5pts] 
  Racial Disadvantages: 
  Bad Sight (Nearsighted, Cannot be fixed) [-25pts] 
  Free Skills: 
  Language (Bith, Native); Area Knowledge (Clak’dor VII); See the 
  advantage of High Manual Dexterity (see BS page 59). 
  Racially
  None 
  Features/Tab
  None
  Names: 
  The Bith favor a name followe
  e 
  family name. 
  ’ts, 
  Ichabel Go’nt, Tedn Dahai, Herian
  rin Da’p, Nalan Cheel, and Nara Deega. 
  in 
  D’an, B
  Description: 
  The Bith are a highly passive ra
  skin, long splayed fingers, and la
  eyes, with no
  evolved past
  in minute det
  thumb and th
  enables the 
  dexterity, such
  and fine tool ope
  they excel at 
  instinctual em
  abilities are sough
  employed by the Em
  The Bith’s ancestral orig
  it still remains a mystery is 
  bodies contain no residual traces
  have evol
  race procreat
  has been fine
  Bith
  computer mating ser
  VII, for analysis to find prospective mates. Once a mate is c
  Bith children are then created from the genetic material, w
  combined, fertilized, an
  one of the parents will p
   
  The B
  unfortunatel
  development of biological and chemical warfare weapons. Soon a 
  war broke out between the city-states of Nozho and Weogar, 
  based on the patent rights of to a new stardrive engine. In the war 
  the use of these potent weapons of mass destruction, destroyed 
  their once beautiful planet, and left the Bith with two ch
  remaining bound on the dead planet or travel to
  survivors of the war built hermetically sealed cities,
  soon realized that it would
  They have develope
  galaxy
   
  The chem
  before th
  planet, the Empire offered and provided the Bith 
  ecological rui
  where the Empire did everything possible to keep that planet in 
  shambles). In return the Bith worked hard to propagate the ideals 
  of the Empire, providing support for the computer programming 
  and reviewing the designs of all new Imperial equipment for the 
  perial military. 
  Im
  Notes: 
  Many Biths can be seen in the Star Wars movies, mostly as 
  entertainers. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  +30 
  +5 
  0 
  +52 
  Racially Learned Skills and Racial Bonuses 
  -25 
  0 
  TOTAL 
  +62 
  Blood Carver 
   
  Attribute Adjustment: 
  DX+1 [+20pts]; IQ-1 [-20pts] 
  Planet/System of Origin: 
  Batorine 
  Tech Level: 
  
   
   
  - 27 - 
  11 
  Racial Advantages: 
  Flexibility (Double-Jointed) 
  Racial Disadvantages: 
  Reputation -2 (Wealthy ch
  5pts] 
  [+15pts]; 
  aracters, Large Class 
  Claws (S
  [–
  Free Skills: 
  tive), a language that uses sounds as well 
  o a lesser degree. It is difficult for 
  ds, to understand Batorese and 
  nowledge (Batorine) 
  y Learned Skills and Racial Skill Bonuses: 
  kill at DX [+2pts] 
  aboos: 
  es: 
  v, Pa Gara, Mu Fiev, and Va Tosh. 
  ption: 
   Batorine, a temperate world located 
   
  s joined the Republic 110 years before the Battle of 
  They are 
  renowned for their masterful sculptures carved from bright red 
  gh they rarely 
  h strong ties to their tribal 
  leaders. They find flattery and exorbitant wealth disdainful. 
  s, obsequiousness and greed are punishable by 
  g from a simple beating to exile. 
   
  rvers are triple-jointed humanoids with iridescent gold 
  P:  
  harp) [+5pts] 
  of People, x½) 
  Language (Batorese, Na
  as scent and skin coloration t
  others, including protocol droi
  impossible for others to speak it; Area K
  Raciall
  Stealth S
  Features/T
  None 
  Nam
  Examples are Ke Dai
  Descri
  Blood Carvers originated on
  in the Colonies region. Although many tribes of Blood Carvers 
  relocated to Coruscant when their homeworld was attacked, 
  Batorine is still home to many Blood Carver fiefdoms. 
  Blood carver
  Yavin and live up to their odd moniker in two ways. 
  blood wood. They are also skilled assassins, thou
  mutilate their victims. In that sense, “Blood Carver” is more of 
  metaphor. 
   
  Blood Carvers are proud warriors wit
  Among tribal rank
  anythin
  Blood Ca
  skin, wide beaklike noses, and beady black eyes. They typically 
  wear close-fitting clothing that allows them to move quietly, and 
  they sport tribal tattoos along the ridge of their nose flaps. 
  Note: 
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +20 
  -5 
  +2 
  TOTAL 
  17 
  Bothan 
   
   
   
  Attribute Adjustment: 
  DX+1 [+20pts]; HT-1 [-10pts] 
  Bothawui 
  Tech Level: 
  ation-2 (Untrustworthy Opportunist, Almost Everyone, x1, 
  -5pts]; Easy to Read (changes in Fur) [-10pts] 
  tive); Area Knowledge (Bothawui) 
  ls and Racial Skill Bonuses: 
   
  IQ 
  [+4pts]; 
  Electronics 
  Operation 
   IQ [+2pts]; Intelligence Analysis/TL11 at IQ-1 
   IQ [+2pts] 
  Names: 
  The Bothan favors a given name followed by a family name with 
   nobility symbol (the suffix “lya” indicates 
  an). Lack of this suffix 
  signifies dishonor. In extreme cases, a Bothan may have even his 
  mplete exile from Bothan 
  Examples of names include Borsk Fey’lya, Tav Breil’lya, Koth 
  Sei’lar, Eurrsk Thri’ag, Girov Dza’tey, 
  aro, Bem Lyu’kji, Kursk Mal’ia, Staarn, Ceok Orou’cya, 
   Morst Tayl’skar, Escra Plo’kre, Karka Kre’fey, 
  , Lisak Dan’kre, and Tereb Ab’lon. 
  humanoid race that hails from the planet 
  on 
  Bothawui rivals the best that the Old Republic, the Empire, and 
  could create. 
  The reason for this advanced spy network is partly due to the 
  ural evolution of their species. Bothawui, the Bothans 
  nimals. This 
  y, to carry the 
  necessary equipment, and heavy armaments into battle. The 
  t methods of 
  t and they began to learn how to attack opponents using 
  subterfuge and through political means. Through the years of 
  ame masters of gathering intelligence and using 
  . 
  ation is rare is Bothan society, as a Bothan statesman will 
  ely resign when allies began to desert him and/or an 
  g scandal is revealed. Many other races in the galaxy 
  view the Bothan as untrustworthy opportunist, and refer to their 
  ods as “the Bothan Way”. 
  Notes: 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  11 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Reput
  Sometimes, x½) (
  Free Skills: 
  Language (Bothan, Na
  Racially Learned Skil
  Diplomacy 
  skill 
  at
  (Communication) at
  [+2pts]; Surveillance at
  Features/Taboos: 
  None 
  the final suffix as a clan
  the clan Alya, arguable the most powerful cl
  family name removed, becoming a co
  society. 
   
  melan, Peshk Vri’syk, Asyr 
  Velst N
  Askar Rayl’skar,
  Laryn Kre’fey
  Description: 
  The Bothans are a 
  Bothawui and several other colonies throughout the galaxy. They 
  are furry, bipedal creatures, and are known as masters of 
  brokering information. The Bothan spy network based 
  even the New Republic 
   
  peculiar cult
  has many predators, but it has no indigenous draft a
  caused the Bothan foot soldiers, early in their histor
  Bothans soon grew disgusted with the inefficien
  comba
  evolution they bec
  olitical gain
  it for p
   
  Assassin
  most lik
  embarrassin
  political meth
  
   
   
  - 28 - 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  0 
  -15 
  +10 
  TOTAL 
  +5 
  Brubb 
   
  ts]; HT+1 [+
   Adjustme
  : 
  Attribute Adjustment: 
  ST+1 [+10pts]; IQ-1 [-20p
  10pts] 
  Secondary Characteristic
  nt: 
  None 
  Planet/System of Origin
  Baros 
  5 - Low TL-6 [-30pts] 
  dvantages: 
  Chameleon+2 [+10pts]; Damage Resistance 2 (Tough Skin, -40%, 
  hanced Defenses (Dodge+1) [+15pts] 
  sadvantages: 
  ing [-10pts]; Cold-Blooded [-5pts] 
  ea Knowledge (Baros) 
  y Learned Skills and Racial Skill Bonuses: 
  None 
  F
  es/Taboos: 
  N
  N
  U
  Description: 
  The Brubb are a green-grey skinned reptilian race native to the 
  planet Baros. They are vaguely humanoid in appearance. Their 
  tually deaf, 
  hich is probably genetic but is an excellent adaptation to the 
  Free Skills: 
  Language (Brubb, Native); Ar
  Raciall
  eatur
  one 
  ames: 
  nknown 
  faces are flat and conical, and dominated by bony ridges around 
  their eyes. A topknot of hair sprouts from the head of the males, 
  while the females are hairless. Their noses are used only for 
  breathing, as their sense of smell is found in their forked tongues. 
  They are herbivorous in nature. Females lay a single egg every 
  Barosian year, and very often die during childbirth; so much of 
  Brubb society is dominate by males. Brubbs are vir
  w
  harsh winds on Baros. Brubbs are intensely social creatures, and 
  organize themselves into groups known as habas. They were 
  subjugated by Thrawn, during his reign of terror. 
   
  The Brubb homeworld, Baros, is a low-tech world with little to 
  promise Brubb society. Any able-bodied Brubb will work hard to 
  get off world to make their fortune. Brubbs are often employed as 
  mercenaries and hired guns. 
  Note: 
  Tech Level: 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  -30 
  +31 
  -15 
  0 
  TOTAL 
  -14 
  Racial A
  Physical, -20%) (+4pts]; En
  Racial Di
  Hard of Hear
  -C-
  Caamas 
  Caamasi 
  Tech Level: 
  11 
   
  Racial Advantages: 
  Reputation+1 (Artistic, wise, and peaceful) [+5pts]; Racial Memory 
  (Active) [+40pts]; Eidetic Memory [+5pts] 
  Racial Disadvantages: 
   
   Adjustment: 
  djustment: 
  Planet/System of Origin: 
   (Total Nonviolence) [-30pts] 
  kills: 
  L
  age (Caamasi, Native); Area Knowledge (Caamas) 
  R
  cial Skill Bonuses: 
  A
  rtist skill at IQ [+4pts] and Diplomacy
  -1 
  [
  Features/Taboos: 
  None 
  Pacifism
  Free S
  angu
  acially Learned Skills and Ra
   Caamasi get one A
   at IQ
  +2pts] 
  Attribute
  ST-1 [-10pts]; IQ+2 [+40pts]; HT-1 (-10pts] 
  Secondary Characteristic A
  None 
  
   
  Caarite 
   
  - 29 - 
  Names: 
  Examples of na
  Sulkec, and Megl
  Description: 
  Other cultures vi
  many worlds,
  stranger” is “ca
  have a legend th
  millennia ago, Je
  ethically. Even i
  moral strength
  mes are Elegos A’kla, Ylenic It’kla, Releqy, Tegas 
  i Likarin. 
  ew the Caamasi as artistic, wise, and peaceful. On 
   the word for “friend from afar” or “trusted 
  amasi.” Among their own people, the Caamasi 
  at says that when the Jedi Order first formed 
  di came to Caamasi to learn how to use the Force 
  f this story is not true, the gentle manner and 
   of t e Caamasi make it easy to believe. 
   
  e Old Republic, Caamasi Jedi were 
  r the Clone Wars, their homeworld of 
  evastated by an orbital bombardment ordered by 
  the Emperor. The planet’s vegetation and animal life, including 
  ng a dead world. The few 
   thousand Caamasi who roamed the galaxy afterward had 
  lsewhere at the time, or had miraculously survived the 
  me of the New Jedi Order Era, most 
  lanet Kerilt, though there was once a 
  le colony on Alderaan. The Alderaanian Caamasi also 
  met their end by way of the Emperor’s whim. 
  ique ability to share memories, which they 
  asi can effectively record a memory in her 
  ten. Experiencing memnii is as vivid 
  nts in question. Using a sort of telepathy, 
  memnii with another Caamasi, or in some 
  cases, a Jedi or other Force user. Caamasi sometimes intermarry 
  ally to share memnii with their entire 
  st as likely to store and share very 
  emnii such as vivid memories of brutal battles and 
  s, as well as experiences as sweet and loving as the 
  ered 
  ancestors. 
   pass judgment. 
   lean bodies covered with golden down. Regal 
  f purplish fur surround their eyes, while stripes of purple 
  fur extend around to the backs of their heads and shoulders. 
  have long, delicate, three-fingered hands. 
  h
  During the height of th
  uncommon. Shortly afte
  Caamas was d
  most Caamasi, died within a day, leavi
  hundred
  been e
  bombardment. By the ti
  Caamasi hail from the p
  considerab
   
  Caamasi display a un
  call memnii, A Caam
  mind so that it is never forgot
  as participating in the eve
  a Caamasi can share 
  between clans specific
  culture. The desire to spread memnii results from a need to never 
  forget the wisdom of their ancestors or the beauty of Caamas. As a 
  result, Caamasi are ju
  unpleasant m
  cruel torture
  births of their children or the honor and wisdom of rev
   
  Caamasi are thoughtful, contemplative pacifists. They enjoy 
  exploration, artistic pursuits, and conversation. They are generous, 
  considerate, and slow to
   
  Caamasi have tall,
  rings o
  Caamasi 
  Note: 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  0 
  0 
  +50 
  -30 
  +6 
  TOTAL 
  +46 
   
  Attribute Adjustment: 
  HT-1 [-10pts] 
  Secondary Characteristic Adju
  SM-1 
  Planet/System of Origin: 
  Caarimon 
  a+2 [+10pts] 
  isadvantages: 
  on-2 (Opportunist, Almost Everyone, x1, Sometimes, x½) 
  [-5pts]; Selfish (-5pts] 
  e Skills: 
  Language (Caarimala, Native); Area Knowledge (Caarimon) 
  rvival 
  (Jungle) at Per-1 [+1pts] 
  ar, Fiana 
  Jor, and Zoda Brell 
  Caarites are sly, ingratiating beings whose friendly demeanors 
  chant for crooked dealings. While they 
  r from a rather poor reputation, it is difficult for anyone 
  around a Caarite for an extended time to believe it capable of 
   truly malicious. They wear broad grins, bearing a double 
   charm when dealing directly with 
  large groups of individuals. 
  aarites stand little over 1 yard tall, with features that are vaguely 
  stment: 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Charism
  Racial D
  Reputati
  Fre
  Racially Learned Skills and Racial Skill Bonuses: 
  Acting skill at IQ [+2pts]; Merchant skill at IQ+1 [+4pts]; Su
  Features/Taboos: 
  None 
  Names: 
  Some examples are Velin Wir, Thurm Loogg, Belrem M
  Description: 
  overshadow their pen
  suffe
  anything
  row of wide, flat, white teeth. Taking advantage of their frail, 
  friendly appearance, they seize the upper hand in negotiations, 
  exuding an almost childlike
   
  Caarites are friendly, entertaining, and opportunistic. They desire 
  to get the better of their rivals by any means necessary and 
  demonstrate few scruples at the bargaining table. 
   
  C
  porcine. They have slightly elongated snouts turned delicately 
  upward at their tips. Their broad, open faces make their open 
  smiles look even friendlier. Their flesh is pale pink, and their 
  bodies are hairless. 
  
   
   
  - 30 - 
  Note: 
  The temperature comfort zone falls between 50° and 105°F (10° – 
  40.5°C) 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  -10 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -5 
  +10 
  -10 
  +7 
  TOTAL 
  -8 
  Cathar 
   
   
  10pts]; DX+1 [+20pts]; IQ-1 [-20pts] 
  tic Adjustment: 
  ages: 
  e Hearing+2, Acute taste and Smell+1) [+6pts]; 
  ts]; Claws (Sharp) [+5pts]; Teeth (Sharp) [+1pt] 
  Racial Disadvantages: 
  Berserk [-10pts]; Sleepy (½ of the time) [-
  ge (Catharese, Native); Area Knowledge (Cathar) 
  d Racial Skill Bonuses: 
  ill at DX+1 [+4pts] 
  oos: 
   
  Description: 
  t, socially advanced species of bipedal 
  ar and their heroes. Cathar use the wide grasslands 
  var and her mate 
  Crado, were powerful Jedi Knights. Four thousand years before 
  War, Crado fell to the Dark Side under the 
  e of Exar Kun. He was destroyed in an explosion after 
  to activate an ancient Sith superweapon for his master. 
  gry over the death of her mate, almost fell to the dark 
  elf before regaining the Jedi path. Both are remembered 
  tself in meticulously carved works of tree-art. 
   
  roud, passionate beings with strong morals and 
  onine features and flowing manes, with males’ 
   Cathay may be encountered and taken into your group in 
  Attribute Adjustment: 
  ST+1 [+
  Secondary Characteris
  None 
  Origin: 
  Cathar 
  Tech Level: 
  11 
  Racial Advant
  Acute Senses (Acut
  Catfall (+10p
  Impulsiveness [-10pts]; 
  8pts] 
  Free Skills: 
  Langua
  Racially Learned Skills an
  Stealth sk
  Features/Tab
  Tail
  Names: 
  Crado, Elashi, Feeth, Juhani, Larducias, Manshara, Nodon, Nonak, 
  Stragos, Sylvar, and Tinisho. 
  The Cathars are an ancien
  feline humanoids from a planet of the same name. Cathar itself is a 
  large world of numerous ecological niches, including rough 
  uplands with gigantic insect predators. 
   
  The Cathar species dwells in large, living city-trees. Each tree is 
  artistically carved with friezes showing the triumphant history of 
  the Cath
  known as the Vast Veldt as a place of solitude. 
   
  Two of the greatest Cathar heroes, the female Syl
  the Galactic Civil 
  tutelag
  trying 
  Sylvar, an
  side hers
  on Cathar i
  Cathars are p
  equally strong ties to tradition and family. They also form strong 
  friendships and unshakable loyalties. Cathar generally hate as 
  fiercely as they love. Although even-tempered, they are often 
  quick to act. Their ferocity in battle is both legendary and 
  terrifying. 
   
  athars have le
  C
  manes generally larger than those of females. Male Cathars have 
  short beards and two tusks jutting from the lower jaw, while 
  females merely have impressive fangs along the upper jaw. 
  Notes: 
  A
  Knights of the Old Republic. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +22 
  -28 
  +4 
  TOTAL 
  +8 
  Celegian 
   
  Attribute Ad
  DX-1 [-12pts
  Secondary Cha
  SM+1 
  Planet/Syste
  Celegia 
  Tech Level: 
  justment: 
   IQ+1 [+20pts] 
  racteristic Adjustme
  m of Origin: 
  ];
  11 
  an+3 [+6pts]; Flight (Costs Fatigue, -10%) [+36pts]; 
  hic Brainwaves) [+30pts]; 
  ts] 
  nt: 
  Racial Advantages: 
  Extended Lifesp
  Telecommunication (Telesend, Telepat
  Vibration Sense (Universal, +50%) [+15p
  
   
   
  - 31 - 
  Racial Disadvantages: 
  nipulators [-30pts]; No Legs (Arial/Aquatic) [0pts]; 
  k (Mute) [-25pts]; Blindness [-50pts]; Deafness [-
  ts]; Cowardice [-10pts]; Dependency (Cyanogen gas, Very 
  Common, Constantly, x5) [-25pts] 
  Celegians communicate using a sophisticated form of telepathy. 
  n or written language. Area Knowledge - 
  rned Skills and Racial Skill Bonuses: 
  ns are an ancient species known for their great intellect and 
  wisdom. 
  Evolved 
  from 
  ocean-dwelling 
  invertebrates, 
  the 
  s’ ancestors eventually adapted to living on land. The 
  onversely, oxygen is lethal to 
  Celegians. 
   constantly float in water. 
  usually 
  made 
  of 
  elegian PCs are not recommended. 
  No Fine Ma
  Cannot Spea
  30p
  Free Skills: 
  They possess no spoke
  Celegia 
  Racially Lea
  Mathematics – Cryptology at IQ+2 [+12pts] 
  Features/Taboos: 
  None 
  Names: 
  Unknown 
  Description: 
  Celegia
  Celegian
  atmosphere of their homeworld is rich in cyanogen gas, which is 
  poisonous to most sentient beings. C
   
  To move their massive jellyfish like bodies, Celegians evolved a 
  natural form of locomotion similar to a repulsorlift generator. 
  Their soft fleshy bodies, writhing masses of tentacles, and 
  dependence on life-support chambers result in Celegians looking 
  as if they
   
  Celegians are wise, thoughtful beings who search for logical 
  solutions to problems. They enjoy contemplating riddles, puzzles, 
  and paradoxes. Celegians rarely put themselves in harm’s way 
  and avoid conflict wherever possible. 
   
  A Celegian’s body resembles a brain-like organism with a mass of 
  tentacles floating beneath it. The brain averages 4 feet in diameter, 
  and the tentacles vary in length from 6 feet tot 8 feet. Away from 
  their homeworld, Celegians are always encountered within some 
  sort 
  of 
  mobile 
  life-support 
  chamber, 
  transparisteel. 
  Note: 
  C
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  +8 
  0 
  Racial Advantages 
  isadvantages 
  0 
  +87 
  -170 
  +12 
  Racial D
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  Cerean 
  -63 
   
   
   
  ary Characteristic Adjustment: 
  h Level: 
  Combat Reflexes [+15pts]; Common Sense [+10pts] 
  ts] 
  Language (Cerean, Native); Area Knowledge (Cerea) 
  y Learned Skills and Racial Skill Bonuses: 
  matical – Cryptology skill at IQ+3 [+16pts]; Meditation at 
  Cerean Force-user studies both the Light Side 
   of the Force. The number of Light Side Force 
  s and Dark Side Force abilities must be in balance. 
  /Taboos: 
  anoid species that 
  originated on Cerea, a world on the fringes of known space. Their 
  ds distinguish them from most other humanoids 
  al, and the Cerean culture’s traditional values 
  very alluring. 
  Attribute Adjustment: 
  IQ+1 [+20pts] 
  Second
  None 
  Origin: 
  Cerea 
  Tec
  11 
  Racial Advantages: 
  Racial Disadvantages: 
  Pacifism (Self-Defense Only) [-15p
  Free Skills: 
  Raciall
  Mathe
  Will-1 [+2pts]. A 
  and the Dark Side
  abilitie
  Features
  None 
  Names: 
  Examples of names are Ki-Adi Mundi, So Leet, Sylvn, Ti-Dal, Maj-
  Odo, Skeel, Kordren, and Bin-Garda 
  Description: 
  Cereans are a sophisticated and cultured hum
  elongated hea
  species. 
   
  Cereans established contact with the rest of the galaxy shortly 
  before the Galactic Republic was transformed into the Empire. The 
  Cereans swiftly gained galactic fame as expert astrogators, 
  cryptographers, and economists. Few patterns or trends, no matter 
  how convoluted or obscure, escape the notice of a Cerean. 
   
  The Cerean homeworld is largely an unspoiled paradise. Cerean 
  ociety is matriarch
  s
  emphasize living in harmony with nature and minimizing any 
  impact on the environment from technology. 
   
  The peaceful philosophies of the Jedi appeal to Cereans and those 
  who long for adventure find the tents and ways of the Jedi order 
  
   
   
  - 32 - 
   
  Cereans tend to be calm, rational, and extremely logical. 
  Cereans have a similar build to humans. Their elongated craniums 
  house complex binary brains that enable them to process 
  information and solve problems rapidly. Cereans also have two 
  hearts beating in their chests. 
  Notes: 
  A Cerean can be seen in Episodes I to III. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racial Disadvantages 
  y Learned Skills and Racial Bonuses 
  +20 
  +25 
  -15 
  +18 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  0 
  0 
  Raciall
  TOTAL 
  +48 
  Chadra-Fan 
   
   
  Attribute Adjustme
  ST-2 [-20pts]; DX+1 [+ 0pts]; HT-1 [-
  pts] 
  c Adjustment: 
  el: 
  tages: 
  e Senses (Acute Taste and Smell+3) [+6pts]; Dark Vision 
  s]; Discriminatory Smell [+15pts] 
  ative); Area Knowledge (Chad IV) 
  fferent standards for naming on Chad IV. Often 
  e given two names, while some groups only give them 
  ) indicates a social position 
  or occupation (“T” indicates an engineer, for instance). 
   (touch, sight, dark 
  ision, hearing, taste, smell and chemoreceptive smell). Because 
  n innate fear of drowning in the Chadra-Fan. 
  ven just the threat of drowning causes them to go into shock. 
  ings. Any 
  technological device left within reach of the Chadra-Fan has the 
  l to be disassembled and then reconstructed, usually 
   tend to have a pathological fear of them because of 
  izarre trait. 
   live in a clan-based society in which inter-clan marriages 
  dividual is then accepted into t
  ’s size and strength. 
  ra-Fan can be seen in the Mos Eisley Cantina in Episode
  nt: 
  2
  10
  Secondary Characteristi
  SM-1 
  Origin: 
  Chad IV 
  Tech Lev
  11 
  Racial Advan
  Acut
  [+25pt
  Racial Disadvantages: 
  Phobia (Thallassophobia) [-10pts] 
  Free Skills: 
  Language (Chadra-Fan, N
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  There are many di
  males ar
  one. Females almost always have only one given name. In one 
  particular group, the first letter of both names (usually separated 
  from the main body by an apostrophe
   
  Example of names include Tachak Tandar, Yarbolk Yemm, Kabe, 
  Chan, Fandar, Fugo, Tutti Snibit, and Trubor. 
  Description: 
  the fourth planet revolving around a blue white star in the Chad 
  system are a species of aliens known as Chadra-Fan. The Chadra-
  Fan are a race of humanoids with mouse-like faces, large ears, flat 
  noses with four nostrils and seven senses
  v
  the Chadra-Fan have two senses of smell, they rely on their sense 
  of smell heavily. The largest of their four nostrils detects water-
  soluble odors, while the inner two nostrils contain specialized 
  chemoreceptors. 
   
  The Chadra-Fan have suffered greatly from the large number of 
  tidal waves that have torn their society apart over the millennia. 
  This has instilled a
  E
  Despite this, the Chadra-Fan are good-natured beings, who will 
  pursue any sort of action if they believe it will give them 
  enjoyment. They seem to like almost every being they encounter, 
  and they love to tinker with technological th
  potentia
  resulting in a bizarre malfunction. Many droids, who have had the 
  unfortunate circumstance of making the acquaintance of the 
  Chadra-Fan,
  this b
   
  They
  are 
  welcomed. The wedded in
  lan, increasing the clan
  he 
  smaller c
  Notes: 
  A Chad
   IV 
  – A New Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adj
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  ustment 
   and Racial Bonuses 
  -10 
  0 
  0 
  +46 
  -10 
  0 
  TOTAL 
  +26 
  Chagrian 
   
   
   
   Adjustment: 
  11 
  Attribute Adjustment: 
  None 
  Secondary Characteristic
  Per+1 [+5pts] 
  Origin: 
  Champala in the Chagria system 
  Tech Level: 
  
   
  Charon 
   
  - 33 - 
  Racial Advantages: 
  Radiation Tolerance /100 [+30pts] 
  Racial Disadvantages: 
  ge (Chagri, Native); Area Knowledge (Champala) 
  kills and Racial Skill Bonuses: 
  an get one Law skill at IQ [+4pts] 
  /Taboos: 
  d Ketrias Gorran. 
  , gives the Chagrian an enlarged forehead. In 
  ortly after becoming adults. They do not celebrate 
  No Sense of Taste [-5pts] 
  Free Skills: 
  Langua
  Racially Learned S
  Chagri
  Features
   
  nt: 
  1 [+20pts] 
  teristic Adjustment: 
   Origin: 
  Racial Advantages: 
   -20%) [+8 pts]; Extra 
  2 [+20pts]; Extra Legs+2 [+5pts]; Claws (Blunt) [+3pts]; 
  Binding 1 (Web, Engulfing, +60%, Sticky, +20%, Only Damaged by 
  and Cutting, +20% ) [+4pts] 
  Racial Disadvantages: 
  (Monstrous) 
  [-20pts]. 
  Bloodlust 
  [-10pts] 
  and 
   the Void) [-15pts] or Enemy (Cult of Death) 
  aron, Native); Area Knowledge (Otherspace) 
  ses: 
  e Cult of Light sometimes 
  ally after meeting other species in the known 
  haron names include Fa’chak, H’zish, Ry’shyrr, 
  ’soth. 
  ion: 
  ey encounter. The species comes from a 
  dimension known as otherspace, a region beyond the confines of 
  laxy, but the name of the Charon homeworld and its 
  Horns; Lethorn 
  Names: 
  Example names are Mas Amedda, Belar Tasseva, Myn Seda, 
  Shiran Vallendri, an
  Description: 
  The Chagrians are a species of well muscled humanoids and are 
  characterized by their unique skull-structure. The average 
  Chagrian is tall, with pale, bluish skin. Their faces are quite fierce 
  in appearance, although they can be very loyal and trustworthy. 
  Two large horns sprout out from the skull. The bone structure, 
  which supports them
  addition to these horns, a pair of thick, pointed lobes, known as 
  lethorn, emerges from the males’ jowls and drapes across their 
  chest. Their enlarged head is padded by layers of tissue while their 
  blue skin protects against harmful radiation. 
   
  Chagrians are born with a weak sense of taste and lose it 
  completely sh
  eating the way many other species do. Indeed, they view it as a 
  necessary nuisance; food is fuel for the body, nothing more. 
  Modern Chagrian adults consume nutrient capsules to avoid 
  wasting time eating. When traveling the galaxy, they carry 
  nutritional analyzers to scan unfamiliar food and determine its 
  nutritional worth. 
   
  Chagrians are law-abiding and even tempered. The species has 
  always known abundance, so greed and avarice are uncommon 
  traits among them. Chagrians prefer to live in cosmopolitan areas, 
  where they can interact with other people and species. 
  Notes: 
  A Chagrian can be seen at the Galactic Senate in the first three 
  pisodes. 
  e
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ech Level 
  0 
  +5 
  T
  Racial Advantages 
  0 
  +30 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  +4 
  TOTAL 
  +34 
  Attribute Adjustme
  ST+1 [+10pts]; IQ+
  Secondary Charac
  HP+1 [+2pts] 
  Planet/System of
  Otherspace 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Damage Resistance 2 (Carapace, Physical,
  Arms+
  Burning 
  Appearance 
  Fanaticism (Prophet of
  [-25pts]  
  Free Sk
  Language (Ch
  ills: 
  Racially Learned Skills and Racial Skill Bonu
  None 
  Features/Taboos: 
  None 
  Names: 
  Charons who serve the Prophet of the Void do not have personal 
  names. The Charon belonging to th
  adopt names, usu
  galaxy; possible C
  and Tin
  Descript
  Most Charons are dangerous, single-minded sentients bent on 
  killing every other being th
  the known ga
  location are mysteries yet to be unsolved by others who have 
  encountered them. 
   
  The proximity of the Charon homeworld to a black hole gave birth 
  to a ruling death cult that believes the mission of the Charon 
  should be to destroy all life. The death cult seeks to cast every 
  living thing “into the Void of Death.” A figure known as the 
  Prophet of the Void leads this cult and thus governs Charon 
  ociety. 
  s
   
  
   
   
  - 34 - 
  Until the rise of the New Jedi Order, Charon were confined to 
  otherspace, where they annihilated all other sentient species 
  they’d encountered. The secret to hyperdrive technology 
  continued to elude the death cult; however, so most Charon ships 
  were incapable of leaving otherspace. 
   
  Shortly after the Battle of Endor, a Charon splinter faction called 
  the Cult of Light succeeded in constructing their first hyperdrive. 
  Each new hyperdrive built gives hope to hundreds of Charon 
  eager to find new life in another galaxy. Led by a figured called 
  the Illuminated One, the Cult of Light does not believe in the 
  eradication of all sentient life, but rather seeks peaceful contact 
  with other species willing to share new technology. The Cult of 
  Light also seeks uninhabited worlds to colonize. 
   
  By the time Coruscant falls to the Yuuzhan Vong, the Prophet of 
  the Void has learned about the Cult of Light and begun hunting 
  down suspected members of the splinter faction. Meanwhile, the 
  ult of Light struggles to build more hyperdrives while keeping
  C
   
  herspace and build a new and 
  riving society somewhere in the known galaxy. All Charon, 
  the new technology out of the death cult’s clutches. 
   
  Charon bioscientists construct ships, weapons, and devices from 
  living matter using similar techniques as the Yuuzhan Vong, 
  although the two species have yet to encounter one another. 
   
  Charons who serve the Prophet of the Void believe in entropy, and 
  they strive relentlessly to destroy all life. Charons who follow the 
  Illuminated One desire to escape ot
  th
  regardless of allegiance, pursue their desires with single-minded 
  determination if not ruthlessness. 
   
  Although they prefer bioorganic technology, they do not shun or 
  despise devices of mechanical nature. 
   
  A Charon possesses both humanoid and arachnid qualities. A 
  Charon has four arms and four legs, giant slit-pupil eyes, and a 
  large trailing abdomen capable of spinning webs. A thick, mottled 
  carapace encases its body. 
  Note: 
  Charon PCs are not recommended. Possible Charon PCs only 
  appear after the Battle of Endor and follow the Illuminated One. 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +30 
  +2 
  -5 
  +40 
  -45 
  0 
  TOTAL 
  +22 
  Chev 
   
  Attribute Adjustment: 
   
  justment: 
  ] 
  Free Skills: 
  ); Area Knowledge (Vinsoth) 
  s: 
   Per [+8pts] and 
  Features/Taboos: 
  Names: 
  mes are Afrec, Amencia, Brophar, Inchef, Percifel, 
  an. 
  planet’s surface. With the 
  exception of a few bands of rebels that hide in the world’s 
  e slaves of the Chevin, the pachydermoid 
   escape. 
  o, the Chevs lived in grand cities, but the more 
  ion. Chev 
  communities exist primarily to supply food and manufactured 
  e permitted to 
  led with 
  orms of 
  ligious traditions. The Chevin have never made 
  urage the Chevs from practicing their cultural 
  ithin the boundaries of their settlements, as the overlords 
  find the activities interesting to watch and believe it helps increase 
  uctivity of the slaves. Also, aspect of Chev religious 
  istic works. Some Chevin 
  naged to sell Chev theater troops at “group rates.” 
  are of high-tech rebel movements within 
  hev villages. Like the Chevin, the Chevs take quickly to 
  advanced technology and secretly build communication devices, 
  None
  Secondary Characteristic Ad
  None 
  Origin: 
  Vinsoth 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Social Stigma (Subjugated to Chevin) [-20pts
  Language (Chev, Native
  Racially Learned Skills and Racial Skill Bonuse
  Chevs acquire four land-based survival skills at
  Language (Chevin, Accented) [+4pts] 
  None 
  Examples na
  Sajan, Varel, and Zeth
  Description: 
  The Chevs are a near-Human species native to the world of 
  Vinsoth, where they live in small farming and manufacturing 
  communities scattered across the 
  mountains, all Chevs ar
  species with whom they share the world. The Chev villages are all 
  surrounded by mine fields and fences intended to protect the 
  Chevs from predators and banish any thought of
   
  Millennia ag
  aggressive Chevin shattered their peaceful civilizat
  goods for their nomadic masters, although they ar
  trade goods between villages. They have a rich culture, fil
  folklore, a wide range of musical, dramatic, and artistic f
  expression, and re
  any effort to disco
  rites w
  the prod
  beliefs exist that the Chevin find suits their purposes, such as 
  ancient myths describing how the Chevs would be enslaved as 
  punishment for their pride in their great cities. Other beliefs are 
  less appreciated by the Chevin, such as the tales that some day the 
  Chevs will be delivered from their bondage and rise to rule all 
  space, but the Chevin are willing to take the bad with the good. 
  Further, a number of Chevin masters have discovered Offworld 
  markets for the more impressive Chev art
  have even ma
   
  Unlike many other slave populations, the Chev are well educated 
  and as informed about the galaxy at large as their Chevin masters, 
  perhaps even more so. The Chevin have always taken good 
  relatively good care of the Chevs because they believe healthy, 
  bright, and happy slaves are more efficient than starved, illiterate, 
  and rebellious ones. The Chevin pass virtually every bit of 
  knowledge they gain about the galaxy at large including 
  technology, with the exception of repulsorlifts, comlinks, and 
  weaponry, to their slaves. 
   
  One drawback to the Chevin’s permissive attitudes toward Chev 
  culture, at least from the point of view of oppressive slave masters, 
  is that they remain unaw
  C
  
   
   
  - 35 - 
  jamming devices, sensors and weapons from parts stolen from 
  farming equipment or Chevin communities. Although the seeds of 
  bellion are first
  re
   planted during the time of The Old Republic, it 
  d exporting their slave population, either to other 
  avers or to Chevin colonies Offworld. Most Chevs prefer to 
  ural heritage as well as 
  oping foreheads with pronounced 
  le, sturdy garments but wear whatever 
  heir line of work. 
  isn’t until The New Jedi order era, that organized offworlders 
  begin helping the Chevs expand their network of rebels. 
   
  All Chevs encountered off Vinsoth are either current or former 
  slaves. When the Old republic contacted the Chevin, they almost 
  instantly starte
  sl
  remain low-key and avoid political entanglements for fear of being 
  recaptured by wandering Chevin. 
   
  The Chevs are not a broken people, despite their apparent 
  subservience to the Chevin. Their passive, compliant behavior 
  belies a sly craftiness and firm resolve. Centuries of slavery have 
  ade the Chevs protective of their cult
  m
  forced them to become highly adaptive. Chevs know that they will 
  overthrow their masters some day, but until that day comes, they 
  remain patient and guarded. 
   
  Chev skin color ranges from pale white to slate gray, with hair 
  colors displaying similar variances (rare Chevs have wheat-
  olored hair). They have sl
  c
  brows and large, black eyes that appear lidless. (They do in fact 
  have transparent membranes that can cover the eyes to protect and 
  clean tem.) 
   
  Chevs usually dress in simp
  style of clothing seems most practical for t
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  ary Characteristic Adjustment 
  vantages 
  lls and Racial Bonuses 
  0 
  -
  Second
  Tech Level 
  Racial Advantages 
  Racial Disad
  Racially Learned Ski
  0 
  -5 
  0 
  20 
  +12 
  TOTAL 
  -13 
  Chevin 
   
  Attribute Adjustment: 
  pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  Tech Level: 
   [-5pts] 
  Racial Advantages: 
  hick Skin, -40%, Physical, -20%) (+2pts]; 
  e, x1) 
  vantages: 
  l the time, 
  x1) [-5pts]; Code of Honor (Professional) [-5pts] 
  Language (Chevin, Native); Area Knowledge (Vinsoth) 
  y Learned Skills and Racial Skill Bonuses: 
  Chevin acquire the Merchant (Illegal Goods) at IQ [+2pts] 
  re given a single name at birth. However, many 
  heir 
  tion of 
  eings in places of authority, careful investment, and outright 
  tner and expects to be 
   arms end in large, three-
  ngered hands. Their heads rest on curved necks that angle 
  ST+1 [+10pts]; DX-1 [-20
  Will-1 [-5pts] 
  Vinsoth 
  10 - Low TL-1
  Damage Reduction 1 (T
  Reputation+1 (Criminals, Almost Everyone, x1, All the tim
  [+5pts]; Extended Lifespan+1 [+2pts] 
  Racial Disad
  Reputation-1 (Non-criminals, Almost Everyone, x1, A
  Free Skills: 
  Raciall
  Features/Taboos: 
  None 
  Names: 
  The Chevin a
  Chevin will take on the name of another person as a surname over 
  the course of their lives, in honor of that being. This tradition 
  dictates that only one honorary name may be added, and it is 
  considered very disrespectful to change it once it is taken. 
  Examples of names include Ephant Mon, Goorin, Hagalor, Negna 
  Mundro, Osman, and Pedna Scotian. 
  Description: 
  The Chevin are a migratory pachydermoid species native to the 
  planet Vinsoth. Chevin society remains primitive to galactic 
  standards. Before the Old Republic scouts and merchants made 
  ontact with them, the Chevin lived in nomadic warrior clans. The 
  c
  pachydermoids took what they needed to survive from 
  settlements of Chev, a sapient near-Human species of farmers who 
  have been under Chevin domination for the entire recorded 
  histories of both species. When visitors to Vinsoth introduced 
  advanced technology to the world, the Chevin adapted it to their 
  society rather than confirming to what the visitors claimed was a 
  better way to live. The Chevin also discovered the lucrative slave 
  trade, and they started rounding up Chev and selling them to 
  interested offworlders. 
   
  Chev slaves and foodstuff are the most common exports from 
  Vinsoth,. To obviate unrest among the Chev slaves, Chevin take 
  latively good care of them and allow the Chev to preserve t
  re
  cultural heritage. 
   
  Not surprisingly, the Chevin have carved niche for themselves in 
  the galactic criminal underworld, becoming known to the galaxy 
  at large as species of smugglers, gun-runners, profiteers, gamblers, 
  slavers and blackmailers. Indeed most Chevin that interact with 
  the galaxy at large are involved in one or more of the above 
  “professions.” 
   
  Most Chevin are simple creatures interested only in acquiring 
  money, power, and status. They use intrigue, manipula
  b
  theft. They tend to stay clear of direct involvement with specific 
  political factions or power groups, attempting all the time to deal 
  with all who can pay for their services. 
   
  While law-abiding beings try to avoid dealing with Chevin for fear 
  of falling victim to some criminal scheme, more risk-prone 
  individuals and criminals eagerly seek them out because Chevin 
  are, in fact, honest in their business dealings in the underworld. A 
  hevin never double-crosses a business par
  C
  dealt with honesty in return. 
   
  Chevin walk on two thick legs and have massive bodies that are as 
  wide as they are tall. Their powerful
  fi
  toward the ground and their heavily lidded eyes appear to be 
  solid black and pupil less. 
  
   
   
  - 36 - 
  Notes: 
  A Chevin can be seen in Jabba’s Palace in Episode VI Return of the 
  Jedi. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  l 
  antages 
  sadvantages 
  earned Skills and Racial Bonuses 
  0 
  -5 
  -5 
  +9 
  -10 
  +2 
  Tech Leve
  Racial Adv
  Racial Di
  Racially L
  TOTAL 
  -9 
  Chiss 
   
   
   
  Attribute Adjustment: 
  IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  Tech Level: 
  Racial Advantages: 
  Racial Disadvantages: 
  e Only) [-15pts]; Overconfidence [-5pts] 
   (Cheunh, Native); Area Knowledge (Csilla) 
   and Racial Skill Bonuses: 
  oos: 
  Chiss have long three-part names, which they abbreviate when 
  Chiss named 
  er abbreviated 
   Dreel, Prakk, Karyce, Lev, Sorn, Szardra, Voss, and Zilvad. 
  iss are a near-Human species hailing from the planet Csilla 
  nknown Regions. Their existence was a mystery to the 
   large until some five years after the battle of Endor when 
  troyed the New Republic. Even then, 
  Thrawn’s species remained virtually unknown until a decade later. 
   
   order onto 
  ences, 
   Chiss fleets after the reptilian 
  rogant. They 
  o gain the advantage in any tactical or social situation. 
  ho consort with non-Chiss never completely shake their 
  g 
  tactics to ensure victory in a possible confrontation. After suffering 
  feat or setback, a Chiss often contemplates what might be 
   differently to ensure victory next time. 
  f interest in the arts and sciences o
  hey study the culture of a potential enemy t
  ould observe the behavior of a dangerous inse
  tion. 
   
  atmosphere they breathe. The higher the level of oxygen, the more 
   Chiss’ eyes and skin. Their hair is usually 
  e rare cases it turns gray with age. This is 
  males and it signifies some whose 
  a
  iss society. 
  a
   be more powerfully built than 
   they exhibit the same variances 
  None 
  Csilla 
  11 
  None 
  Pacifism (Self-Defens
  Free Skills: 
  Language
  Racially Learned Skills
  Tactics skill and Strategy skill at IQ [+8pts] 
  Features/Tab
  None 
  Names: 
  dealing with non-Chiss. Case in point, the 
  aw’nuruodo is better known as Thrawn. Oth
  Mitth’r
  names:
  Description: 
  The Ch
  in the U
  galaxy at
  Grand Admiral Thrawn, a Chiss, rallied the scattered Imperial 
  forces and almost des
  The Chiss control over two dozen star systems from the Chiss 
  homeworld. New republic scientists (and many Chiss historians) 
  believe that the species is descended from a very old Human 
  colony, perhaps even predating the founding of the Old Republic. 
   
  The Chiss species has a rigid, disciplined society that 
  xenosociologists attribute to the cold climate of their homeworld. 
  They do not show signs of decadent or greedy behavior, so most 
  elate Chiss colonial expansion to a desire to impose
  r
  chaotic nearby star systems. Chiss society is controlled by four 
  ruling “families”, not true biological groups, but effectively four 
  separate branches of government. The Csapla clan dictates colonial 
  issues, natural resources, and agriculture; the Nuruodo family (the 
  clan of the famed Grand Admiral Thrawn) controls the military 
  nd foreign affairs; the Inrokini handle industry, the sci
  a
  communication, and non-military technology; and the Sabosen 
  clan oversees justice, public health, and education. 
   
  Chiss codes of conduct forbid them to strike first (Thrawn violated 
  this code by executing a preemptive strike against the Outbound 
  Flight project, a Jedi expedition launched just before the fall of the 
  Old Republic. His exile eventually brought him to the attention of 
  the Emperor.) Once attacked, the Chiss do not rest until the 
  attackers are destroyed or completely subjugated. The Ssi-Ruuk 
  mperium was all but destroyed by
  I
  conquerors assaulted outlying Chiss colonies for example. 
   
  Chiss who have dealt with the Empire or the New Republic have 
  almost universally been operatives of the Nuruodo family. 
   
  As a species, the Chiss are disciplined, cold, and ar
  strive t
  Chiss w
  xenophobic instincts. Around non-Chiss and other potential 
  enemies, a Chiss remains pensive and aloof, constantly plottin
  a de
  done
   
  Chiss display a great deal o
  f 
  other cultures. T
  he 
  way a biologist w
  ct, 
  with detachment and extreme cau
   
  The Chiss have blue skin and glowing red eyes, the shades of 
  which grow darker depending on the level of oxygen in the
  intense the color of a
  black, although in som
  particularly common among fe
  ve great impact on Ch
  le Chiss tend to
  ns, but otherwise
   humanoid sexes. 
  children will h
   
  Male and fem
  baseline Huma
  that exist between
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  sadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  0 
  0 
  0 
  -20 
  +8 
  Tech Level 
  Racial Advantages 
  Racial Di
  TOTAL 
  +8 
  
   
  Clawdite 
   
  - 37 - 
   
   
  teristic Adjustment: 
  ills and Racial Skill Bonuses: 
  one 
  Description: 
  ites are genetic variants of Zolanders, a species from the 
  et Zolan. Hundreds of generations ago, radiation 
  arded the planet and exposed the Zolanders to a skin-eating 
  c
  ion. Many Zolanders fled the planet and received genetic 
  r
  aled their wounds but also
  ve 
  t
  ies. Upon the return, however, they 
  w
  d feared by those who had remained behi
  he 
  s
  ers for centuries of institu
  al 
  persecut
  s name: Clawdites. 
   
  Clawdites have limited shape shifting abilities that allow them to 
  change their true reptilian appearance. In their natural form, 
  Clawdites are indistinguishable from Zolanders except under 
  genetic examination. Their skin-changing abilities vary from 
  individual to individual and can be improved with practice. 
   
  Shapeshifting Clawdites must treat their yellow to green skin with 
  special oils to prevent splitting. A talented shape shifter can 
  assume the appearance of any medium-sized humanoid species of 
  similar mass and posture, though the epidermis cannot duplicate 
  ecific individual. The wrinkles skin of a 
  asy match, but no Clawdite can assume the 
  erate extra flesh needed to create an 
  ad. Clothes and jewelry can also be mimicked, 
   close to the skin. 
   loners who avoid others except when it serves 
   agendas. Clawdites view the universe with 
  tism. Driven by self-interest and wary of 
  ot form friendships easily and have trouble 
  e concepts of loyalty and devotion. 
  Notes: 
  A Clawdite can be seen in Episode II Attack of the Clones as the 
  ho tried to assassinate senator Amidala. 
  CP: 
  Attribute Adjustment: 
  ST-1 [-10pts] 
  Secondary Charac
  None 
  Origin: 
  Zolan 
  Tech Level: 
  11 
  Racial Advantages: 
  Radiation Tolerance /2 [+5pts]; Shapeshifting1 (Morph, Cosmetic, -
  50%, Mass Conservation, -20%, Retains Shape, -20%) [90% of 
  CP+100] 
  Racial Disadvantages: 
  Loner [-5pts]; Maintenance (1 person, daily, x1) [-10pts]; Selfish [-
  5pts]; Social Stigma (Minority Group) [-10pts] 
  ree Skills: 
  F
  Language (Clawdite, Native), the spoken language consists of 
  hissing sibilants punctuated by guttural croaks; Area Knowledge 
  (Any one planet but Zolan) 
  Racially Learned Sk
  N
  Features/Taboos: 
  None 
  Names: 
  Example names are: Zam Wessel, Eru Massest, Pritt Kesso, Pessk 
  Maseel, and Zapes Orn. 
  Clawd
  Mid Rim plan
  bomb
  ontag
  econstruction that not only he
  shapeshifting abilit
   ga
  hem their 
  ere shunned an
  nd. T
  hapeshifters, resentful of Zoland
  ion, adopted a new specie
  tion
  the features of a sp
  Weequay is an e
  posture of a Dug or gen
  Ithorian hammerhe
  provided they lie
   
  Clawdites are quiet
  to advance their own
  detached pragma
  betrayal, they do n
  understanding th
  female bounty hunter w
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  ned Skills and Racial Bonuses 
  -10 
  0 
  0 
  +5 
  -30 
  0 
  Racial Advantages1 
  Racial Disadvantages 
  Racially Lear
  TOTAL 
  -35 
  1 Cost of M
  calculated aft
  orph is not included. The CP cost of Morph is 
  er the CP of the character is known (see BS 84 & 85). 
  Codru-Ji 
   
   
  dvantages: 
  ms+2 [+20pts]; Ambidexterity [+5pts] 
  Attribute Adjustment: 
  None 
  Secondary Characteristic Adjustment: 
  None 
  Planet/System of Origin: 
  Munto Codru 
  Tech Level: 
  3 Low TL-8 [-40pts] 
  Racial A
  Extra Ar
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Codruese, Native), a language of snarls, throaty barks, 
  and other canine noises mixed with a complex vocabulary and 
  many strange idioms; Area Knowledge (Munto Codru) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Codru-Ji acquire the Climbing skill at DX [+2pts] 
  Features/Taboos: 
  
   
  Tech Level: 
  11 
   
  - 38 - 
  None 
  Names: 
  l names (such as Adaavi, Deceven, jorrdu, Ketanna, 
  y doesn’t easily welcome members of other species. 
  ch seldom amount more 
  tense negotiations, after which the victim is returned 
  Ji are cautioned never to 
   
  Ji adults have six limbs: four arms and two legs. Their 
  c
  n resemble six legged, 1-meter long canines
  lled 
  W
  puberty, at which time they cocoon and 
  ge 
  a
  eveloped Codru-Ji. Codru-Ji a
  s 
  s
  . 
   
  D
   other species, Codru-Ji 
   it 
  difficul  to integrate into the “galactic scene.” They find it difficult 
  oms, and they are wary of outsiders, 
  ve a hidden agenda. 
  four arms and long, pointed ears. 
  foot 4 tall. Barely resembling their 
  are often mistaken for pets by 
  Racial Advantages: 
  Wyrwulves are given short, affectionate names (such as Hrika and 
  Lirri) until they transform into young adult Codru-Ji, when they 
  inherit their rea
  Merasska, Raiko, Veesani, and Zallfric). 
  Description: 
  Codru-Ji enjoy their isolation from the rest of the galaxy, and their 
  nclosed societ
  e
  The Codru-Ji have been approached to join the Republic on more 
  than one occasion and have always declined. They are not 
  xenophobic, but they protect their way of life as fiercely as they 
  guard their young. Their peculiar customs include ritual 
  kidnappings, the consequences of whi
  than in
  unharmed. Outsiders among the Codru-
  travel alone. 
  Codru-
  hildre
   (ca
  yrwulves) until 
  emer
  fter a few weeks as fully d
  dult
  leep standing up
  espite their similarities to many
  find
  t
  to adapt to other species’ cust
  especially any who seem to ha
   
  Codru-Ji are humanoids with 
  Codru-Ji adults stand about 5 
  parents, Codru-Ji children 
  uninformed beings. 
  Note: 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  -40 
  +25 
  0 
  +2 
  TOTAL 
  -13 
  Colicoid 
   
  Attribute Adjustment: 
  DX+1 [+20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  Planet/System of Origin: 
  Colla IV 
   Arc, -40%) [+1pts]; Acute 
  e Smell+2, Acute Vision +2) [+8pts]; Mind Shield+1 
  Short Lifespan-1 [-
  10pts] 
  ills: 
  Language (Colicoid, Native), the Colicoid language involves clicks 
  ming noises from their antennae and jointing legs, which 
  ce. Colicoids often converse in their own language while 
  in the presence of other species, few would be pleased to hear 
   and plots the Colicoids discuss right in front of 
  eatures/Taboos: 
   up into a protective ball, then unfurl suddenly, 
  Colicoids are highly intelligent, emotionless, and cannibalistic 
  larly when food is scarce). Long ago, they transferred their 
  em brutally efficient at 
  business. Despite the Colicoid’s successful commercial ventures 
  heir strict business protocols, enough visitors to the Colla 
   have been murdered and consumed by the Colicoids that 
  Colla IV h
  t years in diplomatic disputes. Many diplomats 
  c
  a IV a death sentence. 
   
  Colicoids are responsible for designing the Trade Fede
  n’s 
  m
  droids fashioned to res
  ble 
  t
  ators. 
   
  Colicoids possess a ruthless cunning that serves them well on the 
  tlefield and at the negotiating table. They are vicious, 
  ing creatures driven by greed, and they show little regard 
  or others. 
   
  Colicoids are tall, insectoid beings with multiple appendages, 
  chitinous bodies, and powerful stinging tails. Their flat heads have 
  multi-faceted eyes that give them superior vision, and their long 
  antennae provide acute sense of smell. 
  Note: 
  Colicoids PCs are not recommended. 
  CP:  
  Damage Resistance 2 (Armored Carapaces, Physical, -20%) [+8pts]; 
  Extra Legs +2 (+5pts]; Extra Attack (Tail) [+25pts]; Striker (Tail, 
  Piercing, Cannot Parry, -40%, Limited
  Senses (Acut
  [+4pts] 
  Racial Disadvantages: 
  Callous [-5pts]; Greed [-15pts]; Reputation-2 (Cannibalism, Almost 
  Everyone, x1, All the time, x1) [-10pts]; Reputation-2 (Ruthless, 
  Almost Everyone, x1, All the time, x1) [-10pts]; 
  Free Sk
  and hum
  is difficult to interpret and impossible for other species to 
  reprodu
  what schemes
  them. Colicoids do not have a written language of their own and 
  must use Basic; Area Knowledge (Colla IV) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Colicoids get one Merchant skill at IQ [+2pts] 
  F
  None 
  ames: 
  N
  Example names are: Bzhat, G’zharp, Kyrrik, J’kilkrizt, T’karzhk, 
  and Ytil. 
  Description: 
  Colicoids are an insectoid species native to Colla IV. In battle, 
  Colicoids curl
  catching their prey off guard. Their alien, insectoid minds give 
  them a natural defense against the Force skill Mind Trick. 
   
  (particu
  ruthlessness to commerce, making th
  and t
  system
  as spen
  onsider an assignment to Coll
  ratio
  urderous Droidekas-destroyer 
  em
  heir cre
  bat
  calculat
  f
  Type 
  CP 
  Attribute Adjustment 
  +40 
  
   
   
  Secondary Characteristic
  Tech Level 
  - 39 - 
   Adjustment 
  ntages 
  antages 
  ned Skills and Racial Bonuses 
  -5 
  0 
  +51 
  -50 
  +2 
  Racial Adva
  Racial Disadv
  Racially Lear
  TOTAL 
  +38 
  Cragmoloid 
   
  X-1 [-20pts]; IQ-1 [-20pts] 
  haracteristic Adjustment: 
  gin: 
  tages: 
  s [-5pts]; Intolerance (Dishonorable People) [-5pts]; 
  Pacifism (Self-Defense Only) [-15pts] 
  ills: 
  Native); Area Knowledge (Ankus) 
  era, most 
  oloids seen are in imperial work camps. A few joined the 
  , hoping to liberate their people. Despite their prodigious 
  strength, few become mercenaries, as they find gratuitous violence 
  teful 
   
  Massively built an
  ely powerful, Cragmoloids are 
  p
  ersome, and irritable, but keenly 
  a
  rroundings 
   
  A
  tated people, Cragmoloids sink 
  in
  ir if separated from home, family, and friends. 
  d have a strong dislike for dishonesty 
   prefer to be direct in their response to 
  that those who resort to “tricks” are 
  rphic elephants with 
  t
  ed, beady eyes. 
   n
  Attribute Adjustment: 
  ST+2 [+16pts]; D
  Secondary C
  Per+1 [+5pts]; SM+2 
  Planet/System of Ori
  Ankus 
  Tech Level: 
  11 
  Racial Advan
  Damage Resistance 2 (Thick Skin, -40%, Physical, -20%) [+4pts]; 
  Extra Attack (Gore Attack) [+25pts]; Striker (Tusks, Blunt, Cannot 
  Parry, -40%) [+3pts]; Lifting ST+2 [+6pts] 
  Racial Disadvantages: 
  Truthfulnes
  Free Sk
  Language (Cragii, 
  Racially Learned Skills and Racial Skill Bonuses: 
  Cragmoloid get the Intimidation skill at Will [+2pts]. Size and ST 
  modifiers are not included and must be added. 
  Features/Taboos: 
  None 
  Names: 
  Example names are: Akoom, Darak, Ormoj, Rooty, Urum, and 
  Vuula. 
  Description: 
  A little-known species hailing from the plains of Ankus, 
  Cragmoloids are a rare race. During the Rebellion 
  Cragm
  rebellion
  distas
  d extrem
   intimidating, cumb
  hysically
  ware of their su
  n extr
  to deep despa
  emely proud and clan-orien
  They are quick to anger an
  and subterfuge. They
  problems and think 
  dishonorable 
   
  Cragmoloids resem
  tusks and thick lea
  Note:  
  Cragmoloid PC is
  CP:  
  ble 10 feet tall anthropomo
  hery hides. They have tiny r
  ot recommended. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic
  djustment 
  Tech Level 
  Racial Advantages 
  cial Bonuses 
  -24 
  +5 
  0 
  +38 
  -25 
  +2 
   A
  Racial Disadvantages 
  Racially Learned Skills and Ra
  TOTAL 
  -4 
  -D-
  Dantari 
   
  Attribute Adjustment: 
  f Origin: 
  oine 
  None 
  e known by a learned few; Area 
  Knowledge (Dantooine) 
  y Learned Skills and Racial Skill Bonuses: 
  None 
  ST+1 [+10pts]; IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  None 
  Planet/System o
  Danto
  Tech Level: 
  0 Low TL-11 [-55pts] 
  Racial Advantages: 
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Dantari, Native), Dantari have a spoken language as 
  well as a crude written languag
  Raciall
  
   
  Features/Taboos: 
  es are: Dayan, Esada, Jendar, Norr, Norra, Tuber, 
  ounds) and crude weapons out of sticks and 
  ones. 
  n to live in the Jedi 
  nclave on Dantooine just before it was destroyed 21,000 years 
   event of unprecedented awe to the primitive 
  olony. 
   
  - 40 - 
  None 
  Names: 
  Example nam
  and Uladi. 
  Description: 
  The primitive natives of Dantooine are called Dantari, tribal 
  humanoids that lead a nomadic life along the ocean coasts of the 
  planet. The Dantari fashion simple clothing from the skins of local 
  animals (e.g., Cath
  st
   
  The Dantari are so few that the New Republic, like the Empire and 
  the Old Republic before it, considers Dantooine an uninhabited 
  world, though Dantooine has been colonized at least three times in 
  the past. Master Jè-Di settled there 25,000 years before the Battle of 
  Yavin, Master Vodo-Siosk Baas was last know
  e
  later, and refugees from the volcanic world of Eol Sha made a new 
  home on Dantooine seven years after the Battle of Endor. In 
  between, before the battle of Yavin, Dantooine served as a base for 
  the rebel Alliance. 
   
  The settlers from Eol Sha met an unfortunate end, utterly wiped 
  out by Admiral Daala, the Imperial commander in charge of the 
  Maw Cluster installation near Kessel. Curiously, the arrival of 
  Daala’s forces was an
  Dantari, who began incorporating Imperial symbology into their 
  belief systems. The Dantari tattooed themselves with crude images 
  of Imperial crests, AT-ATs, blaster rifles, and in case of the truly 
  brave, full-body depictions of stormtrooper armor. The best 
  warriors have weapons fashioned from bits of metal scavenged 
  from damaged Imperial vehicles, or perhaps from the ruins of the 
  Eol Sha c
   
  As primitives, Dantari are unskilled with technological items. 
  Dantari are a peaceful, highly adaptive nomadic people. Though 
  primitive and isolated, they are curious about technology and 
  other wonders. Dantari revere the stars and show a keen interest 
  in anyone who claims to come from them. They are neither cruel 
  nor vindictive, although they are capable and tenacious warriors 
  in battle. 
   
  The Dantari resemble hulking Humans dressed in primitive garb. 
  They typically have tanned, leathery skin and dark hair. 
  Note: 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Ra
  -10 
  0 
  -55 
  0 
  0 
  cial Bonuses 
  0 
  TOTAL 
  -65 
  Dashade 
   
   
  A
  ent: 
  D
  S
  nt: 
  Will-1 [-5pts] 
  of Origin: 
  lly, x⅓) [+3pts]; 
  s
  ic (Resistible, -50% 
  21
  Reputation -5 (Commoners, 
  , Occasionally
  x⅓) [-3pts]; 
  Overconfidence [-5pts] 
  kupp or any 
  y Learned Skills and Racial Skill Bonuses: 
  res/Taboos: 
  es: 
  re: Alaris, Koth, Ket Maliss, Tel Sorath, Nos 
  ame “Shadow Killer,” an honorary title given 
  ed Dashade killers, was spoken only in 
   
   originated on Urkupp in the harsh glare of the Cron 
  rms adapted to 
  y to 
  When enough 
  ting 
   
  es on their world led to the rise of warlords and 
  on built around the notion that the righteous and virtuous 
  rength and power by the unseen forces that 
  he universe. When the species developed rudimentary 
  th 
  sides of the conflict. 
   a number of other cultures that inhabited star 
  Dashade were rendered extinct. It is known, however, that at least 
  ttribute Adjustm
  X+1 [+20pts] 
  econdary Characteristic Adjustme
  Planet/System 
  Urkupp 
  Tech Level: 
  11 
  Racial Advantages: 
  Reputation +5 (Power groups
  Radiation Tolerance /2 [+5pt
  [+15pts]; Heat Dissipation+1 [+
  Racial Disadvantages: 
  , x⅔, Occasiona
  ]; Force Stat
  pts] 
  x⅔
  , 
  Free Skills: 
  Language (Dashadi, Native); Area Knowledge (Ur
  other planet where they live on) 
  Raciall
  None 
  Featu
  None 
  Nam
  Examples of names a
  Kellex, and Tessem Kel. 
  Description: 
  The Dashade were renowned and feared as deadly mercenaries 
  and assassins. The n
  to the most accomplish
  whispers and sent involuntary shivers through those who heard 
  the words. At the height of the Sith War, however, the species was 
  all but wiped out when the Cron Cluster Explosion destroyed their 
  home star system. 
  The Dashade
  Cluster’s multiple suns. Many of Urkupp’s lifefo
  the extreme heat conditions by developing a curious abilit
  absorb the heat and then dissipate it gradually. 
  beings were gathered in one location, they ended up crea
  weather systems that led to cooler conditions. 
  The sparse resourc
  a religi
  are blessed with st
  govern t
  spacefaring capabilities and encountered the Sith and the Jedi, 
  their religious beliefs deepened. The Dashade discovered that they 
  had partial immunity to the much-vaunted Force abilities of both 
  cultures. Consequently, Dashade became valued hirelings by bo
  The Sith and
  systems near the Cron Cluster used Dashade mercenaries as 
  bodyguards and assassins. The Jedi and official Republic 
  institutions hired Dashade as combat prowess and Force resistance 
  as a means to show Padawans (and even over-confident Jedi 
  Knights) the danger of relying to heavily on their Force abilities in 
  combat. 
   
  With the destruction of Urkupp, it is widely believed that the 
  
   
  one of the royal families of the Falleen
   
  - 41 - 
   put a number of their 
  n species resistant to Force abilities spearheaded the 
  ttacks. 
  riving 
  ade hired as mercenaries and 
  s remain loyal to their employees only so long as they 
  ids with high foreheads, beady 
  eyes, and lamprey-like mouths. Adults of the species stand 
  een 5 foot 8 and 7 foot tall, with no difference in height 
  een males and females. Their skin colors are olive green, d
  lack, and they have orange, red, or black eyes. 
  CP:  
  Dashade retainers into cryogenic suspension, preserving their 
  prowess and unique abilities for use by future generations of 
  Falleen leaders. New Republic historians sifting through secret 
  Imperial databases have learned that a number of early assaults on 
  Jedi strongholds during the Rebellion era may have involved 
  Dashade mercenaries. Many reports indicate that aliens of an 
  unknow
  a
   
  The number of Dashade that survived the destruction of Urkupp is 
  unknown, but a growing number of New Republic analysts 
  suspect the Dashade may have established one or more colonies 
  beyond the Cron Cluster before the disaster that destroyed their 
  homeworld. Considering the harsh nature of their planet of origin, 
   is conceivable that one or more colonies of Dashade are sh
  it
  in star systems that the rest of the galaxy has written off as 
  impossible to colonize. 
   
  Dashade are secretive, menacing beings who believe they are 
  physically and mentally superior to most, if not all, other sentient 
  lifeforms in the galaxy. Dash
  assassin
  profit from the relationship and are allowed to demonstrate their 
  combat prowess. 
   
  The Dashade are hairless humano
  betw
  betw
  ark 
  gray, or b
  Note:  
   
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  nuses 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  +20 
  -5 
  0 
  +44 
  -8 
  0 
  TO
  51 
  TAL 
  +
  Defel 
   
   
  justment: 
  1 [+10pts]; DX+1 [+20pts]; HT+1 [+10pts] 
   Adjustment: 
  Origin: 
   and Smell+2 
  l Vision+10 
  s 
  On, 
  -50%, 
  Personal, 
  Defensive, 
  +50%) 
  [+20pts]; 
  Ultravision [0pts] 
  Disadvantages: 
  Overconfidence [-5pts]; Reputation-1 (Considered a Myth (Almost 
  , x1, All the time, x1) [-5pts]; Code of Honor (Always 
  ile other 
  raviolet light. 
  arp claws and their noses a lime green 
  our word, or he will mark you as traitorous, and a betrayed, 
  t recommended. 
  Attribute Ad
  ST+
  Secondary Characteristic
  None 
  AfEl 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute Hearing+2, Acute Taste +2
  (+12pts]; Claws (Sharp) [+5pts]; Obscure (Norma
  (Alway
  Racial 
  Everyone
  Follows His Word) [-5pts] 
  Free Skills: 
  Language (Defel, Native); Area Knowledge (AfEl) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Blind Fighting skill at Per-1 [+4pts]; Stealth skill at DX-1 [+1pt] 
  Features/Taboos: 
  None 
  Names: 
  The Defel favor short single names, frequently containing an 
  apostrophe. Examples of names include Kl’aal, Defeen, Vex, 
  Dourlas, Freel, Glasfir’a’lik, Gr’vesh, Morr, Yarchur, and Zomil. 
  Description: 
  The Defel come from AfEl high gravity world that orbits an 
  ultraviolet supergiant star known as Ka’Dedus. AfEl has no ozone 
  yer and ultraviolet light passes freely to the surface wh
  la
  gasses in the atmosphere block out other wavelengths of light. 
  Every lifeform on AfEl, having evolved in the alien environment, 
  can only see in the ultraviolet spectrum, and the Defel are no 
  exception. Some of the predatory lifeforms, including the Defel, 
  have also adjusted to the high amounts of ultraviolet light in 
  another fashion. They absorb the light around them, and can only 
  e seen clearly in ult
  b
   
  In normal light, the Defel appear to be nothing but bipedal 
  shadows, with red colored eyes and long white fangs. However, if 
  viewed in ultraviolet light, the Defel take on a much different 
  appearance. Under ultraviolet light, the Defel are stocky, furry, 
  and range in color from brilliant yellow to crystalline azure. They 
  ave long, yellowed, sh
  h
  color. 
   
  The majority of Defel live under the surface of their home planet, 
  and they are considered supernatural, even mythological 
  creatures, to most of the galaxy. Defel society is based on honor 
  and cooperation. If you give your word to a Defel, you should 
  eep y
  k
  angry Defel is the last thing most people want. 
   
  They are also somewhat overconfident with the fact that they 
  remain unnoticed when sneaking about, and it is because of this 
  overconfidence, that they often ignore surveillance equipment and 
  characters that might have special perception abilities that can 
  detect the skulking Defel. 
  Notes: 
  A Defel can be seen in the Mos Eisley Cantina in Episode IV: A 
  New Hope. 
  Defel PCs are no
  CP: 
  Type 
  CP 
  Attributes 
  Secondary Characteristics 
  earned Skills and Racial Bonuses 
  +
  -
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  40 
  0 
  0 
  +37 
  15 
  +5 
  TOTAL 
  +67 
  
   
  Devaronian 
   
  - 42 - 
   
   
   
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Origin: 
   
  Tech Level: 
  Racial Advantages: 
   [+1pt]; Striker (Horns, Males Only, -20%, 
  c, -40%) [+1pts] 
   Males Only, -20%) 
  [-4pts]; Reputation-1 (Aggressive, Females only, -20%, Almost 
  , All the time, x1) (-4pts]; Increased Consumption [-
  ge (Devaronian, Native); Area Knowledge (Devaron) 
  kills and Racial Skill Bonuses: 
  /Taboos: 
  ame is a simple 
  tion (as, from, for, of with). Traditionally, both races of 
  ns also choose for themselves less formal nicknames for 
  A few examples of names include 
  Kardue’sai’Malloc 
  (nicknamed 
  Labria), 
  Mlar’nkai’Kambric, 
  ynel Kiph, Elassar Targon, Kapp Dendo, Jubal, Trynic, Ulicx 
  , Vilmarh Grahrk, and Lak Jit. 
  mammalian, biped race and hail from the plan
  the most unusual species in 
   primarily because the males and females of the race dif
  so drastically. The males have red tinted skin and are completely 
  hairless. They also have short horns on their heads, which they 
  take great pride in and groom quite regularly. The females, 
  however, are covered in a mat of fur that ranges in color from 
  white to dark brown and they are without horns. 
   
  The two genders differ more than just in appearance. The males of 
  the species are docile and non-aggressive. When a male 
   begins to feel drawn 
  o live exciting lives 
  them unreliable and 
  m
  ts in almost every 
  arly every line of work 
   in one spaceport for 
  eir 
   roam and wander. They 
  o t
   Devaron, but they 
  Females, however, are incredibly aggressive by n ture and tend to 
  dominate their culture. They are very reliable, a
  he majority of 
  ed in adventure and traveling the stars. 
   home and let the affairs and comforts 
  ome to them. Females rarely leave the comforts of 
  home. 
  varonian race is believed to have descended from a race of 
  es, which reside in the mountains on Devaron. It is also 
   evolutionary mutation that 
  predatory birds that soar in the sky of 
  n. Devaronians are primarily carnivores and have an 
  incredible metabolism. They also were one of the first races to 
  d learn the secrets of space travel. 
  Notes: 
   seen in the Mos Eisley cantina in Episode IV 
  None 
  None 
  Davaron
  11 
  Teeth (Sharp Teeth)
  Clumsy -3, -60%, Limited Ar
  Racial Disadvantages: 
  Compulsive Behavior (Devaronian Wanderlust,
  Everyone, x1
  10) 
  Free Skills: 
  Langua
  Racially Learned S
  None 
  Features
  None 
  Names: 
  The Devaronian first name is an ordinary given name, the 
  surname is the name of the city in which they were born. The 
  Devish, a sub-species of the Devaronian, have names that are in 
  the form of Name’from’City, where the middle n
  preposi
  Devaronia
  use in everyday speech (which translate into anything from Cold 
  Food to Moonlight). 
  Dma
  Vinaq
  Description: 
  Devaronian are 
  et 
  Devaron. The species is one of 
  the 
  galaxy,
  fer 
  Devaronian begins going th
  to explore. This “wanderlust”
  full of action and advent
  undependable. 
   
  Devaronian males are com
  spaceport. There they can
  possible. Devaronian males 
  very long, because it is in th
  send as much money back t
  seldom return. 
   
  rough puberty, he
   leads the males t
  ure, and this makes 
  only seen sigh
   be found in ne
  usually don’t stay
  nature to
  heir families on
  a
  nd t
  them are not at all interest
  They would prefer to stay at
  of the galaxy c
   
  The De
  primat
  believed that their horns were an
  enabled them to fend off 
  Devaro
  develop a stardrive an
  A Devaronian can be
  – A New Hope. 
  CP: 
  Type 
  CP 
  Attributes 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +2 
  -13 
  0 
  Secondary Characteristics 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  -11 
  Devlikk 
   
   
  rigin: 
  acial Disadvantages: 
  Attribute Adjustment: 
  DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  None 
  O
  Ord Radama 
  Tech Level: 
  11 
  Racial Advantages: 
  Claws (Sharp) [+5pts] 
  R
  
   
   
  - 43 - 
  On The Edge [-15pts]; Short Lifespan 3 [-30pts] 
  Free Skills: 
  ion: 
  evlikk are a species of heart-shaped, green-skinned aliens 
   average lifespan is around 10 standard years. It is
  se 
  o
   are thrill seekers by nature. 
  N
  A
  ta Eve the podrace in Episode I: 
  T
  Language (Devlikk, Native); Area Knowledge (Ord Radama) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  An example is Wan Sandage. 
  Descript
  The D
  whose
   becau
  f this age that they
  otes: 
   Devlikk can be seen at the Boon
  ntom Menace. 
  he Pha
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjust
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  m
  +20 
  0 
  0 
  +5 
  -45 
  0 
  ent 
  nuses 
  TOTAL 
  -20 
  Draethos 
   
   
  ute Adjustment: 
  tic Adjustment: 
  in: 
  Tough Skin, -
  on+1 
  [+1pt]; 
  ges: 
  (Learning, Exiled Draethos) [-15pts] 
  ative), their spoken language sounds like a 
  honous clicks and sighs; Area Knowledge (Thosa) 
  raethos are roughly humanoid beings who live nearly 800 years. 
  early adulthood. These 
  raethos are so enthralled with learning that they rarely pause to 
  . 
  cled humanoids that average 5 
  ot 10 tall. Their coarse, scaly skin ranges in color from violet to 
  Attrib
  IQ+1 [+20pts] 
  Secondary Characteris
  None 
  Planet/System of Orig
  Thosa 
  Tech Level: 
  11 
  Racial Advantages: 
  Extended Lifespan 3 [+6pts]; Damage Resistance 2 (
  40%, 
  Physical, 
  -20%) 
  [+4pts]; 
  Night 
  Visi
  Telecommunication (Telesend, Telepathic Brainwaves) [+30pts]; 
  Fit [+5pts] 
  Racial Disadvanta
  Compulsive Behavior 
  Free Skills: 
  Language (Draethos, N
  flurry of cacop
  Racially Learned Skills and Racial Skill Bonuses: 
  Exiled Draethos get one or more IQ-based skills worth of 15 
  points. 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Odan-Urr, Omal-Zan, Uval-Nor, Shal-Orl, 
  and Tyan-Ruu. 
  Description: 
  D
  Although they are reputed to be fierce and unrepentant warriors, 
  Draethos at large have failed to live up to this reputation. In fact, 
  Draethos encountered away from their homeworld are pacifistic 
  and highly intelligent, if socially inept and shy. In fact, Draethos 
  who choose not to follow the warrior’s path are exiled from their 
  homeworld and forced to live on desolate planets or among aliens. 
   
  Exiled Draethos feel compelled to learn as much as possible, 
  becoming experts on several topics by 
  D
  apply what they learn. Unlike other species obsessed with 
  knowledge, Draethos seldom appreciate a good debate, even if it’s 
  in their field of expertise. Their love of knowledge accompanies a 
  fear of missing an important detail while debating or a failure to 
  put into words what they know explicitly to be true. Older 
  Draethos usually overcome this fear
   
  Exiled Draethos are highly intelligent but socially awkward. They 
  have trouble grasping the complex customs of other species and 
  thus tend to keep to themselves. They generally avoid conflict and 
  strife. 
   
  Draethos living on the homeworld are either haughty, spoiled 
  aristocrats or fierce, aggressive warriors eager to demonstrate their 
  combat prowess. Fortunately for the rest of the galaxy, they keep 
  to themselves and spend most of their energies honing their skills 
  and hunting other fierce predators on their own planet. 
   
  Draethos are slender, tightly mus
  fo
  mauve to gray. Their eyes are black, pupil less, and set into the 
  sides of their sloped head. They have webbed hands, and their 
  lipless mouths give the illusion of a large overbite. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Level 
  l Advantages 
  Disadvantages 
  nuses 
  +20 
  0 
  0 
  +46 
   
  (+
  Tech 
  Racia
  Racial 
  Racially Learned Skills and Racial Bo
  (-15)
  15) 
  TOTAL 
  +66 
  
   
  Drall 
   
  - 44 - 
   
   
  0pts]; DX-1 [-20pts]; IQ+1 [+20pts] 
  ry Characteristic Adjustment: 
  f Origin: 
  s: 
  ative); Area Knowledge (Drall) 
  rned Skills and Racial Skill Bonuses: 
  rd skill 
  es of names are Driggs, Ebrihim, Garth, Gredda, Hedreg, 
  d Norghar. 
  ical thinkers in the galaxy. Although well-
  ually every widely used technology in the galaxy, 
  the Corellians. 
  steps down and passes 
  e most commonly discussed topic among 
  ega-
  ake pride in being viewed as well mannered and 
   a task for a certain payment, they 
  always do so to the best of their ability. They expect other to 
  ve in a similar fashion. 
  d almond-shaped black eyes. Th
  at ranges from brown and black
  hey have short limbs and clawed hands and fe
  lthough both males and fema
  headdresses, and other types 
  dult Drall stand between 3 feet and 5 feet tall, with mo
  g taller and more solidly built than the males. 
  Attribute Adjustment: 
  ST-1 [-1
  Seconda
  SM-1 
  Planet/System o
  Drall 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Claws (Sharp) [+5pts] 
  Racial Disadvantage
  Truthfulness [-5pts] 
  Free Skills: 
  Language (Drallish, N
  Racially Lea
  A Drall get the Science! skill at IQ [+24pts]. This is a wildca
  (see BS page 175) 
  Features/
  None 
  Taboos: 
  Names
  Exampl
  : 
  Marcha, an
  Description: 
  The Drall are mild-mannered, short humanoids. As a species, they 
  are methodical researchers, careful observers, and considered 
  among the best theoret
  versed in virt
  and often numbered among scientists who are on the cutting edge 
  in a number of fields, Drall are primarily interested in abstract 
  concepts and accumulating knowledge for the sake of knowledge. 
  Therefore, despite the advanced nature of their scholarly pursuits, 
  the world of Drall trails behind the rest of the galaxy in 
  technological achievement, and the Drall themselves usually 
  implement technology developed by others.. For example, despite 
  their having been part of the galactic community for over twenty 
  millennia, the Drall still rely exclusively on spacefaring technology 
  built by 
   
  Drall society is a clan-based combination of a matriarchy and a 
  meritocracy. No elected or direct hereditary leaders exist on the 
  Drall homeworld. Instead, each family heeds a “Duchess,” a 
  female Drall who is deemed the most fit to lead. Once appointed, 
  the Duchess becomes the owner of all the family’s property, and 
  she holds the position for life or until she 
  the title and property along to a suitable heir. Most of the Drall 
  clans follow the overall direction set by the Duchess of the most 
  prosperous and powerful of all the clans. 
   
  amily life is also th
  F
  Drall, exchanging gossip about one’s family is a perfectly 
  acceptable form of small talk. Drall find it surprising that other 
  species may consider probing questions about family affairs an 
  invasion of privacy; although once this is spelled out to them they 
  quickly take steps to avoid offense. 
   
  Most Drall who venture from their homeworld work for m
  orporations as researchers or medical specialists, one of Drall’s 
  c
  main exports, aside from scientific knowledge, is processed 
  medicinal herbs, although a few make good livings as information 
  brokers. 
   
  Drall t
  considerate. They are also intelligent, reasonable, and difficult to 
  anger. Drall are scrupulously honest in their business dealings, 
  and if they promise to perform
  beha
   
  Drall have short muzzles an
  re covered in fur th
  eir 
  bodies a
   to 
  reddish-gray. T
  et. 
  They tend not to wear clothing, a
  wear elaborate necklaces, 
  les 
  often 
  jewelry. A
  of 
  st 
  females bein
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adj
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  ustment 
   and Racial Bonuses 
  -10 
  0 
  -5 
  +5 
  -5 
  +24 
  TO
   
  TAL 
  +9
  Dressellian 
    
   
  20pts] 
  None 
  till have the Low TL disadvantage. If you 
  Attribute Adjustment: 
  ST+1 [+10pts]; DX+1 [+
  Secondary Characteristic Adjustment: 
  Origin: 
  Dressel 
  Tech Level: 
  5 (11) – Low TL-6 [-30pts] The Dressellian were supported by the 
  Bothan during the Galactic Civil War. After the conflict, the 
  Dressellians were accepted into the New Republic. Despite this 
  fact, the planet’s inhabitants are still quite primitive, and many of 
  the Dressellians would s
  
   
   
  - 45 - 
  wish to play a character without the disadvantage, buy off the 
  aracter creation or one level at a time during 
  Racial Advantages: 
  ess+2 [+4pts] 
  10pts] 
  eatures/Taboos: 
  ing industrial-level society with a 
   Imperial invaders of their 
  ans to get them to care 
  about matters affecting the galaxy at large. 
  s everywhere, from lone tramp freighter 
  pilots to the stalwart defenders of Dressel, oppose these galactic 
  essors at every turn by helping to evacuate or defend 
  blic colonies. 
  pendent loners by nature. Their earl
   other species (such as the Humans of the Galact
  de a lasting impression, and they are genera
  ssellians have a high regard fo
  s, however, given the two species’ shared history of pea
  Although self-serving and quick to anger, Dressellians are loyal to 
  ked for nothing in return. 
   
  e callous 
  o
  s can
   One in 
  CP: 
  disadvantage at ch
  gameplay. 
  Fearlessn
  Racial Disadvantages: 
  Bad temper [-
  Free Skills: 
  Language (Dressellese, Native); Area Knowledge (Dressel) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  F
  None 
  Names: 
  The Dressellian favor one name, given, traditionally derived from 
  those of close relatives or friends. Examples of names include 
  Dreefa, Errillan, Leerayem, Orrimaarko, Parskeer, Pyrron Nox, 
  Reeft, and Tremorra. 
  Description: 
  Two hundred years before the Battle of Yavin, Dressellians were 
  simple hunters foraging for food in the wild. Two centuries later, 
  hey’d evolved into a burgeon
  t
  loose coalition government. The Empire gave a choice: slavery or 
  death. To the Empire’s surprise, many Dressellians chose death, 
  albeit in combat. The Bothans supplied the Dressellian resistance 
  with weapons, and sheer defiance and tenacity allowed the 
  primitive alien scum” to drive back the
  “
  world. 
   
  Dressellians joined with the Rebel Alliance shortly before the 
  Battle of Endor, and since then members of the species have been 
  spotted in every corner of the civilized galaxy. Dressel joined the 
  New Republic shortly after the Empire’s defeat, although it 
  usually takes some coaxing by the Both
   
  The Yuuzhan Vong invasion has stoked the Dressellian passion for 
  freedom. Dressellian
  oppr
  Repu
   
  Dressellians are fiercely inde
  y 
  encounters with
  ic 
  Empire) have ma
  lly 
  wary of “outlanders.” Most Dre
  r 
  Bothan
  ce. 
  others who have aided them and as
   
  Dressellians have elongated hairless heads, wrinkled flesh, and
  kled skin has earned them th
   which all Dressellians take offense. 
   be seen on the flagship Home
  e Jedi. 
  wiry bodies. The wrin
  nickname “prune face,” t
  Notes: 
  Dressellian commando
  Episode VI: Return of th
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racially Learned Skills and Racial Bonuses 
  0 
  TOTAL 
  -6 
  Dug 
   
   
  Attribute Adjustment: 
  ST+1 [+10pts]; DX+2 [+40pts]; IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  SM-1 
  Origin: 
  Malastare 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  nipu
  Brachiator [+5pts]; Extra Limbs (Foot Ma
  [+14pts]; Improved G-Tolerance [+10pts] 
  lators, -30%) 
  ges: 
  -10pts]; Bad Temper [-10pts]; Selfish [-5pts]; Social Stigma 
  s] 
  ugs bother to learn Basic, and 
  n speak it only with minor difficulty. They rarely 
  r, hoping instead to force others to acknowledge 
  ro Dis, 
  ean-
  piritedness. Evolving in the tops of trees on their high-gravity 
  ugs view themselves as embattled warriors, always fighting for 
  the Gran, pushing the Dugs to the political and economic fringes 
  Racial Disadvanta
  Bully [
  (Inferior Race) [-5pt
  Free Skills: 
  Language (Dug, Native); Few D
  those who do ca
  do so, howeve
  Dug society by making them learn their native language; Area 
  Knowledge (Malastare) 
  Racially Learned Skills and Racial Skill Bonuses: 
  See Brachiator advantage for more free skills. 
  Features/Taboos: 
  None 
  Names: 
  xamples of names include Drodwa, Flugo, Gorlok, Lang
  E
  Luvagwa, Pugwis, Rewulga, Sebulba, and Sloor. 
  Description: 
  Dugs are a species of small arboreal creatures with a well-
  deserved reputation for unnecessary brutality and extreme m
  s
  world of Malastare (1.7G) has made them both agile and strong. 
  Few Dugs have any desire to leave Malastare, preferring instead to 
  remain on their home planet, where they struggle to keep control 
  of their native lands on the world’s western continent. 
   
  D
  what is rightfully theirs, but always being beaten back by just 
  everyone else in the galaxy. Their first contact with aliens occurred 
  when the Gran established a colony on Malastare, triggering a 
  long and brutal war. The Republic settled the dispute in favor of 
  Racial Advantages 
  Racial Disadvantages 
  +30 
  0 
  -30 
  +4 
  -10 
  
   
  of their own world. This was but the first in a long string of clashes 
   strong, spidery limbs, ear fins, and an unusual 
   
  - 46 - 
  with aliens. The Dugs responded by pitying themselves, yet in 
  return, the rest of the galaxy just felt more disgust and 
  disappointment. Knowing that no one else wants to have anything 
  to do with them, the Dugs have developed an openly self-
  congratulatory culture. Every Dug claims ancestry that includes 
  legendary heroes and patriots. 
   
  Dugs 
  are 
  adversarial, 
  derogatory, 
  selfish, 
  bullying, 
  and 
  temperamental, especially around aliens. Even within their own 
  society they tend to push around others they regard as weaklings 
  while deferring to their obvious betters. 
   
  ugs possess four
  D
  posture that helps them swing through the trees of their 
  homeworld. They use their upper limbs as legs and their lower 
  limbs as arms. Male Dugs have loose flaps of skin around their 
  necks that inflate during mating calls. Dug males and females are 
  the same size, roughly 3 foot 2 tall. 
  Notes: 
  A Dug named Sebulba can be seen in Episode I: The Phantom 
  Menace. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +30 
  0 
  -5 
  +29 
  -30 
  0 
  TOTAL 
  +24 
  Duinuogwuin 
   
   
  tment: 
  ery, 
  s. Me
  s 
  oids a
  able 
  worlds such as Barab I, Cona, and Iego. For gaming purposes th
  home planet of the Duinuogwuin is called Duinuogwuin. 
  11 
  dvantages: 
  Extended Lifespan+6 [+12pts]; Damage Resistance 14 (Scales, 
   & Energy, -10%) (+63pts]; Flight (Spaceflight, +50%, 
   -25%) [+50pts]; Extra Attack (Jaws) [+25pts]; Striker (Jaws, 
  Piercing, Limited Arc, -40%) [+3pts]; Claws (Long Talons) 
  te Attack (Burning+3 [+15pts]; Vacuum Support 
   
  [+15pts]; 
  Temperature 
  Tolerance 
  [+35pts]; 
  iation Tolerance /100 [+30pts]; Doesn’t Eat & Drink [+20pts]; 
  s]; Extra Legs +6 [+10pts] 
  Disadvantages: 
  Home planet) [-5pts], Genetic Flaw [-10pts] 
  wls that other species can’t duplicate with their 
  untered. 
   
   except those with extremely low gravity, it would 
   superheated gases capable of scorching 
  may account for the number of Duinuogwuin 
  ely. Although they loathe violence, Star 
  tive about their pasts, and they treat 
  s are covered with large scales that give them a 
   appearance, yet their floppy ears are distinctly 
  les are avian, and their segmented bodies are 
  arthropodal. Duinuogwuin have one pair of legs per body 
  ent, while their diaphanous, gossamer wings are attached to 
  pper portion of each segment (the wingspan usually be
  es their length). A Duinuogwuin holds the bo
  ect, and the legs on this segment hav
  or use as arms and hands. 
  Secret (
  Free Skills: 
  Language (Duinuogwuin, Native), a language of hissing sibilants 
  and guttural gro
  puny vocal cords; Area Knowledge (Duinuogwuin) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Navigation (Hyperspace) skill at IQ+4 [+16pts] 
  Features/Taboos: 
  None 
  Names: 
  Example names are Ir’cara’shuhl, Shalyx’har’zan, Vir’anax’sath, 
  Zephata’ru’tor’ and Flax’Supt’ai. 
  Description: 
  Often called “Star Dragons,” the Duinuogwuin are enormous 
  serpentine multipeds with gossamer wings. Most Star Dragons 
  encountered in the galaxy average 30 feet long, although 
  specimens ten times that size have been enco
  On any world
  prove impossible for the delicate wings of the Duinuogwuin to 
  take the strain of lifting their massive bodies against the pull of 
  gravity; therefore, it seems likely that their bodies conceal some 
  organ that functions as a repulsorlift mechanism. Since 
  Xenobiologists 
  have 
  never 
  had 
  the 
  occasion 
  to 
  study 
  uinuogwuin anatomy, this theory is purely hypothetical. 
  D
   
  Duinuogwuin have the ability to fly through space. In order to 
  brave the vacuum without protective equipment, Star Dragons can 
  recycle water and oxygen as well as hermetically seal their bodies 
  against the loss of these necessities. Their self-sufficient physiology 
  also allows them to survive in harsh planetary environments. 
   
  uinuogwuin can exhale
  D
  or melting anything short of plastisteel. The ability to generate 
  such heat suggests the Duinuogwuin have some method of 
  generating immense amounts of energy, possibly some sort of 
  organic cold fusion. 
   
  When two Star Dragons mate, the chance is great that the offspring 
  will be non-intelligent. Such creatures become raving monsters 
  that the parent must either destroy or isolate. This assumed 
  enetic flaw 
  Attribute Adjus
  ST+7 [+28pts]; IQ+3 [+60pts]; HT+7 [+70pts] 
  Secondary Characteristic Adjustment: 
  SM+6 
  Planet/System of Origin: 
  The location of the Duinuogwuin home
  except perhaps to the oldest Star Dragon
  are known to inhabit inhospitable planet
  world remains a myst
  mbers of the specie
  s well as hospit
  e 
  g
  scientists interested in undoing the species’ hereditary infirmity 
  through the study of nuclear physics and biological genetics. 
   
  The Duinuogwuin are intelligent, wise, and noble isolationists 
  who prize their solitude and privacy, although they enjoy each 
  ther’s company immens
  o
  Dragons do not shirk from punishing the deserving. Because they 
  live a long time, Star Dragons are rarely startled or surprised by 
  the actions of others. 
   
  tar Dragons are secre
  S
  inquiries into their nature and physiologies with polite 
  indifference at best. Due to the cosmic nature of their 
  contemplations, many Duinuogwuin tend to be absent-minded 
  and pre-occupied. 
   
  Tech Level: 
  Racial A
  Star Dragon
  reptilian
  Physical
  Wings,
  mammalian, their sharply keeled sternums and overdeveloped 
  pectoral musc
  [+11pts]; Inna
  pts]; 
  Sealed
  [+5
  Rad
  segm
  the u
  ing 
  one-and-a-half tim
  dy 
  segment closest to its head er
  e 
  evolved f
  Doesn’t Breathe [+20pt
  Racial 
  
   
   
  - 47 - 
   
  The scales on a Star Dragon’s face are so fine that they resemb
  pebbly skin, and the irises of a Star Dragon’s eyes sparkle as 
  though covered with glitter, while the shapes of the pupils are 
  irregular and vary with the Duinuogwuin’s mood. The Star 
  Dragon’s scales are basically gray, although this coloration varies 
  ne, from dirty white to silver to pale blue to 
  le 
  greatly within that to
  black. 
  Note: 
  Duinuogwuin PCs are n
  CP:  
  ot recommended. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristi
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  +158 
  0 
  0 
  +314 
  -15 
  +16 
  c Adjustment 
   and Racial Bonuses 
  TOTAL
  +473 
   
  Duro 
   
   
  None 
  Disadvantages: 
  None 
  Language (Durose, Native); Area Knowledge (Duro or Duro space 
  s]; Piloting (Low- or 
  Names: 
  The Duros favor one name or a given name followed by a 
  surname. In most cases, surnames are only adopted when the 
  given name is a common one. Examples of names include Ellor, 
  Ellors Madak, Krudar, Lai Nootka, Areta Bell, Baniss Keeg, Bringe, 
  vis, Kadlo, Monnda Tebbo, Ohwun DeMaal, Rana, 
  ld not 
   
  e. 
  lthough this theory fell into disfavor as the Empire’s Human-
  ros seem to have a natural affinity for space travel. Many of 
  them possess an innate grasp of the mathematical underpinnings 
  ional computations, and many tales are swapped in 
  cantinas about Duros astrogators calculating the coordinates for 
  sedly impossible jumps in their heads. Although not as 
  n
  ous as Humans, the Duros are almost as omnipre
  t; all 
  b
  tlements in known space feature Duros 
  p
   
  T
  as existed on other worlds in isolatio
  m 
  t
  ly different directions 
  m 
  t
  line species. The most populous and well-known 
  ar-
  Duros species are the Neimoidians, a people rarely encountered 
  ellion era. 
  d
  l
  ng to 
   are 
  g 
   
  ency 
  de
   
  inate 
  n
  o 
   color can
   he’s 
  antina in Episode IV – 
  Attribute Adjustment: 
  ST-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Duro 
  Tech Level: 
  11 
  Racial Advantages: 
  Racial 
  Free Skills: 
  stations) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Navigation (Hyperspace) skill at IQ [+2pt
  High-Performance Spacecraft) at DX-1 [+1pt] (see BS page 214 for 
  this DX-/IQ-based skill). 
  Features/Taboos: 
  None 
  Phobos, Chachi, Kir Vantai, Chidee, Croig, Dassid, Dustangle, Oso 
  Nim, Dustini, Geneer, Hav, Leslomy Tacema, Hes Glillto, 
  uk’chtna, Ji
  Ji
  Toryn,, Dorai, Klis Joo, and Jenssar SoBilles. 
  Description: 
  The Duros are tall, hairless humanoids from the Duro system. 
  During the Old republic era, the planet Duro became more and 
  more polluted until it reached a point at which it cou
  support life anymore. The Duros build automated farms and the
  population was steadily moved to the 20 orbiting space stations. 
   
  The Duros were one of the first species to become a major 
  influence in the Galactic republic, and in the past, many respected 
  scholars credited the Duros with creating the first hyperdriv
  A
  centered philosophies took hold in academic circles, one cannot 
  deny that the Duros have been traveling among the stars for at 
  least as long as Humans. 
   
  The Du
  of astrogat
  suppo
  umer
  sen
  ut the smallest set
  opulations. 
  he Duros species h
  n fro
  he rest of their kind, evolving in slight
  fro
  he base
  ne
  during the reb
   
  A Duros tends to be intense an
  learn what’s at the end of the 
  proud, self-sufficient, fun-lovin
  toward gregariousness. 
   
  Duros have large eyes and wi
  their nose less faces. Their ski
  deep azure. A Duros skin
  feeling sick. 
   adventurous, a
  next hyperspace
  people who also
  , lipless mouths
   color ranges fr
   change to
  ways seeki
   jump. They
  have a tend
  which dom
  om blue-gray t
   green when
  Notes: 
  Many Duros can be seen in the Mos Eisley c
  A New Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
  vantages 
  Racial Disadvantages 
   and Racial Bonuses 
  -10 
  0 
  0 
  0 
  0 
  +3 
  Secondary C
  el 
  Tech Lev
  Racial Ad
  Racially Learned Skills
  TOTAL 
  -7 
   
  -E-
  
   
  Ebranite 
   
   
   
  ts] 
  ree Skills: 
  oda Etaan, Groex Gal, Eretha Narra, Rith Tar’rak, Erox Vor’an. 
  g. They dwell 
   on the uppermost left 
  e to be wary of outlanders and suspicious of outlander 
  gy. 
  eir general mistrust of technology can be overcome with 
  more Ebranites have learned to 
  reservations concerning outlanders, and th
  ated under Imperial rule have ma
  emselves within the greater galactic society. 
  l, tenacious, and quick to ange
  ong arms, each ending in a six-fingered hand. 
  lat feet, a tapered, hairless head with no visible 
   eyes. Ebranite adult stand about 4.8 feet tall. 
  e Mid 
  t
  eer 
   Eb
  te
  his 
  ve
  nyon 
  Attribute Adjustment: 
  ST-1 [+10pts]; DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  None 
  Planet/System of Origin: 
  Ebra 
  Tech Level: 
  0 – Low TL-11 [-55p
  Racial Advantages: 
  Extra Arms+4 [+40pts]; Brachiator [+5pts] 
  Racial Disadvantages: 
  Bad Temper [-10pts]; Sense of Duty (Small Group, family, clan) (-
  5pts]; Phobias (Technophobia) [-5pts or -15pts when TL comes 
  above 4]  
  F
  Language (Ebranese, Native) A language of honks, growls, and 
  moans. 
  Written 
  Ebranese 
  uses 
  a 
  primitive 
  pictographic 
  representation of past events; Area Knowledge (Ebra) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Names: 
  B
  Description: 
  branites are six-armed humanoids skilled at climbin
  E
  in the great canyons and cavern networks of their homeworld and 
  use clubs, bows and slings to hunt for food. 
   
  Ebranite families unite as clans called thildas, each one consisting 
  of 20 to 30 families that work together and protect one another. All 
  branites have their clan’s insignia tattooed
  E
  arm at birth, and they remain loyal to their respective thildas until 
  death. A council, or ghantar, leads each thildas. The clan leader, or 
  fyaban, is typically an Ebranite elder. 
   
  Ebranites were all but ignored by the Old Republic. When the 
  Empire seized control of Ebra, Imperial taskmasters put the 
  primitive Ebranites to work in oil mines. A few escaped and joined 
  the Rebel Alliance. The Imperial occupation has taught the average 
  Ebranit
  technolo
   
  Ebranites are fiercely loyal to their family and their clan, in that 
  order. Th
  time. Since the Battle of Endor, 
  overcome their 
  ose 
  whose families were annihil
  de 
  new lives for th
   
  Ebranites are generally resourcefu
  r. 
   
  Ebranites have six str
  They have broad, f
  ears, and pupil less
   
  Ebra, the secon
  Rim), is a cove
  canyons. The
  terrain and ha
  walls. 
  Note:  
  CP:  
  d planet of the Douse syst
  red in towering moun
  ranites are perfectly sui
   created settlements in
  em (located in th
  ains separated by sh
  d to moving around t
   caves set into the ca
  Type 
  CP 
  Attribute Adjustme
  Secondary Characte
  ic Adjustment 
  Tech Level 
   Skills and Racial Bonuses 
  +30 
  0 
  -55 
  +45 
  -20 
  0 
  nt 
  rist
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned
  TOTAL 
  0 
  Elom 
   
   
   
  Attribute Adjustment: 
  pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  ]; SM-1 
  Origin: 
  Tech Level: 
  s] 
  Racial Advantages: 
  harp) [+5pts]; Damage Resistance 2 (Tough Skin, -40%, 
  Free Skills: 
  m, Native), the structure of the Elom mouth makes 
  ST+1 [+10pts]; DX-1 [-20
  HP+2 [+4pts
  Elom 
  0 Low TL-11 [-55pt
  Claws (S
  Physical, -20%) [+4pts]; Night Vision 1 [+1pt] 
  Racial Disadvantages: 
  Gullibility [-10pts]; Pacifism (Self-Defense Only) [-15pts]; Day 
  Blindness [-10pts] 
  Language (Elo
  it difficult for them to speak any other language and can only learn 
  them up to Broken and it tike twice as long to learn a new 
  language; Area Knowledge (Elom) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Arctic) skill at Per-1 [+1pt]; Language (Elomin, 
  Accented) [+4pts] 
  Features/Taboos: 
  
   
  Elomin 
  None 
  Names: 
  Unknown 
  escription: 
   
  - 49 - 
  D
  Eloms dwell deep beneath the Surface of a world with the same 
  name. Despite their savage and fearsome appearance, they are an 
  easygoing, pacifistic species of strict herbivores. 
   
  The existence of the Eloms remained unknown even after the Old 
  Republic made contact with a more technologically advanced 
  species (the Elomin) living on the surface. The Eloms were 
  believed to have died out when the environment of the world 
  turned to permanent drought. The Elomin discovered the 
  underground communities of Eloms during a mining accident. 
  Initially, the Elomin viewed the Eloms as easily trainable beasts 
  and used them as cheap slave labor in their mines, but when Old 
  Republic xenosociologists studied the Eloms, it became apparent 
  they were sentient. 
   
  Over the objections of the Elomin, the Old Republic enforced 
  treaties that gave the Eloms territorial rights to both the 
  underground tunnels and the lands above them. Elomin 
  resentment soon passed, however, in the face of the open-armed 
  acceptance they enjoyed from the peaceful, unsophisticated Eloms. 
  Further, the Eloms had no interest in becoming involved with the 
  Offworld business dealings of the Elomin, but were content with 
  ving as they had for count
  li
  less centuries. For the most part, the 
  g Eloms in particular 
  isturbed by the Imperial troops’ mistreatment of their 
  mber of young 
  Eloms left their underground lives to seek their fortune on their 
  world’s surface or even among the stars. 
  itious and highly intelligent, but they oft
  evil that exists in other specie
  tly manipulated into becoming involved wit
  Eloms are generous, easygoing, quick to forgi
  d trades. 
  ammalian bipeds with oily fur and layers of fat 
  re moisture. Their hands and feet have hooked 
  timal for digging, and they have prehensile toes 
   foot. Their small, round eyes are sensitive to bright light 
   the far extremes of a wide face dominated by two 
  rp tusks and thick jowls that the Elom use to store 
  hey are sturdy beings that average 4.9 feet tall as 
   be seen in Jabba’s Palace in Episode VI – Return of 
   not recommended. 
  CP: 
  Elomin were more than happy to leave the Eloms to their caves. 
   
  The attitudes of many Eloms changed slightly when the Empire 
  revoked all treaties established by the Old Republic on Elom and 
  enslaved the Elomin to mine lommite. Youn
  were d
  neighbors, so they started to fight to free their world. Initially, the 
  Eloms merely liberated a few Elomin from isolated mine shafts, 
  but after the Rebel Alliance sent commandos to help the Eloms, 
  entire slave camps vanished into the Elom cities hidden at the 
  centre of deep labyrinths. 
   
  Following the creation of the New Republic, a nu
  home
   
  Eloms are amb
  en 
  underestimate the capacity for 
  s. 
  They are frequen
  h 
  illegal activities. 
  ve, 
  and eager to learn useful skills an
   
  Eloms are stocky m
  designed to captu
  claws that are op
  on each
  and are set at
  rock-hard, sha
  excess food. T
  adults. 
  Notes: 
  An Elom can
  the Jedi. 
  Elom PCs are
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +10 
  +4 
  -55 
  +12 
  -35 
  +1 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  -63 
   
   
   
  ST-1 [-10pts] 
  None 
  : 
  Elom 
  tages: 
  anguage  (Elomin, Native); Area Knowledge (Elom) 
  gious individuals. 
  g weaponry, and were barely 
  ble to launch satellites into orbit. Blasters, repulsorlifts, and 
  The world of Elom is rich in deposits of lommite, a mineral used in 
  f transparisteel. Lommite became a sought-after 
  commodity, and the Elomin were canny enough to enter into 
  mining agreements with off-world shipbuilders that would not 
  damage the environment of their world. 
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Origin
  Tech Level: 
  11 
  Racial Advan
  None 
  Racial Disadvantages: 
  Phobias (Xenophobia) [-15pts] 
  Free Skills: 
  L
  Racially Learned Skills and Racial Skill Bonuses: 
  Mathematics (Statistics) skill at IQ+2 [+12pts] 
  Features/Taboos: 
  None 
  Names: 
  The Elomin favor a single given name, sometimes followed by one 
  or two additional names. These added surnames denote rank and 
  ocial stature, and are only adopted by presti
  s
  Examples 
  of 
  names 
  include 
  Brafid, 
  Rennimdius 
  B’thog 
  Indriummsegh, 
  Verrinnefra 
  B’thog 
  Indriummsegh, 
  Monjai, 
  Notoganarech, Rattagegach, Theosidicc Sirrap Treblif, and Laerron 
  Woern. 
  escription: 
  D
  For several centuries, the galaxy believed the Elomin were the only 
  sentient on the frigid desert world Elom. When the Old Republic 
  first visited Elom a century before the Rise of the Empire, the 
  Elomin were divided into separate political nations, used internal 
  combustion engines and slugthrowin
  a
  starships were beyond anything the Elomin had ever imagined. 
  They took quickly to the advanced technology the first-contact 
  specialists chose to share with them. By the time the Galactic Civil 
  War erupted, the Elomin were active participants in the galactic 
  economy. 
   
  the fabrication o
  
   
   
  - 50 - 
   
  ulturally, the Elomin try to discover or create order in
  C
   all things. 
  g Eloms, another sentient species native to 
  eir world. The Elomin first denied the existence of the Eloms and 
  ghts of sentients under its 
   resist imperial oppression 
  the Rebellion era that they fully acknowledged the 
  e and independence of their neighbors. 
  Elomin have difficulties relating to other species, which they view 
  rpetrators of chaos. They excel as pilots, navigators, and 
  t
  ical thinkers as long as they can operate independ
  y or 
  w
  ng well the Woostoids an
  er 
  s
  der as much as they do, but E
  in 
  c
   with Humans and other illogical bei
  an 
  e
   
  Th
  in are slender humanoids with four hornlike protrusions 
  f their heads and large ears that taper to points. Skin 
  ge from bright red to deep black, and their seemingly 
  eyes are usually bright blue or red. 
   years after the Battle of Endor, Elomin were active 
   the New Republic military, with Elomin in charge of 
   One particular Elomin task force was destroyed by 
  ral Thrawn near the Obroa-Skai system. Thrawn took 
  the species’ dislike of disorder to disorient them with 
  e simple Marg Sabl closure maneuver. 
  They view the universe as a logical organized puzzle and 
  endeavor to find the pieces and bring them to their logical places. 
  When confronted with something that doesn’t fit into the pattern 
  they have defined, they may try to redefine the pattern but are just 
  as likely to attempt to ignore the discordant details. Such was the 
  case when the Elomin first discovered the existence of the 
  underground-dwellin
  th
  then later denied they were sentient. It wasn’t until the Old 
  Republic granted the Eloms all the ri
  laws and the Eloms helped the Elomin
  during 
  existenc
   
  as pe
  heoret
  entl
  ith other Elomin. They got alo
   value logic and or
  d oth
  pecies that
  lom
  onsider dealing
  ngs 
  xercise in frustration. 
  e Elom
  on the top o
  colors ran
  pupil less 
  Notes: 
  As of five
  members of
  task forces.
  Grand Admi
  advantage of 
  an otherwis
  CP: 
  Type 
  CP 
  Attribute Adjustme
  Secondary Characte
  ic Adjustment 
  kills and Racial Bonuses 
  -10 
  0 
  0 
  0 
  -15 
  +12 
  nt 
  rist
  Tech Level 
  Racial Advantages 
  es 
  Racial Disadvantag
  Racially Learned S
  TOTAL 
  -13 
  Em’liy 
   
  Attribute Adjustment: 
  rigin: 
  ane 
  el: 
  1 [-5pts] 
  ith 7 points, Physical, +100%, Limited Use, -40%, Temporary 
  ge (Em’liy, Native); Area Knowledge (Shalyvane) 
   Per-1 [+1pt]; Stealth skill at DX-1 [+1pt] 
  es/Taboos: 
  N
  N
  E
  Jelevos, Ji’kata, Karien, Neth, 
  S
  , and Tez’ra. 
  s drove the Em’liy, the dominant species of 
  e and 
  g of a 
  d and 
  ’liy evolved in
  cious 
  ly begun
  l city 
  foes
  ot 
  ly 
  e course of bat
   
  with feelings of loss and restles
  ess. The Em’liy are deadly 
  warriors, with a ferocity in battle unmatched by many warriors 
   labeled this ferocity “berserker” behavior, 
  ’liy give 
  le 
   control their own action, 
  ontrol. 
  Em’liy are born survivors, raised to hunt for every morsel of food 
  t for every drop of water. They take nothing for granted 
  talistic approach toward life. They expect 
  ly contempt for the lazy, spoiled, or 
  . 
  ular bodies with skin that ranges from 
  yellow-tan to orange to blue. They wear their fine dark hair in long 
  ste status and inspire fear in enemies. The 
  ures; their smooth, noseless, 
  little in the way of sensory organs. They 
  es, and their thin mouth 
  permeable layer of skin 
  covers their auditory and olfactory organs to protect them from 
  rsh wind, and sandstorms of their homeworld. 
   his or her mind on combat, an Em’liy 
  can enter the Spirit of Battle. In this state, the Em’liy temporarily 
  . 
  The Spirit of battle lasts for a number of turns equal to 5 + the 
  . An Em’liy can end the Spirit of Battle at any 
  aneuver). Upon ending the Spirit of 
  HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Planet/System of O
  Shalyv
  Tech Lev
  10 Low TL-
  Racial Advantages: 
  Fearlessness+1 [+2pts]; Modular Abilities (Spirit of Battle, 4 slots 
  w
  Disadvantage, -60%)  [+41pts]; Protected Sense (Protected Vision 
  and Hearing +1) [+10pts] 
  Racial Disadvantages: 
  Code of Honor (Warriors Code) [-10) 
  Free Skills: 
  Langua
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Desert) skill at
  Featur
  one 
  ames: 
  xample names are Evir’zan, 
  hanzar
  Description: 
  Imperial force
  Shalyvane, from their cities. A di
  no resources to rebuild cities, th
  name and simply called them
  homeless for years, the Em
  people who have only recent
  and explore the galaxy. 
   
  Angered Em’liy are dangerous 
  easily impressed; those who impr
  Entire wars have ended because
  impressed another in th
  grace, however, much of their ar
  sgraced people with no hom
  e Em’liy felt undeservin
  selves “Nomads.” Maligne
  to a hardy and tena
   to rebuild their capita
   and loyal friends. They are n
  ess them have allies for life. 
   one Em’liy general sufficient
  tle. Since their fall from
  rogance has left them, replaced 
  sn
  species. Observers have
  though this is not entirely accurate. Warring Em
  themselves over completely to a fight, letting the course of batt
  define their actions and thoughts. They
  but the Spirit of Battle helps refine that c
   
  and figh
  and tend to possess a fa
  no favors and express on
  domineering
   
  The Em’liy have musc
  topknots to show ca
  number of topknots varies from none to three, depending on caste. 
  Otherwise, their bodies are hairless. 
   
  They have a distinct lack of facial feat
  and earless faces show 
  have small, round eyes with no lids or lash
  openings are nearly lipless. A thin, gas-
  the hot sun, ha
  Spirit of Battle: 
  Once per day, by focusing on
  gains +2 ST, Enhanced Dodge +1, +2 Will, and +2 FP
   
  Em’liy’s HT score
  tarily (as a free m
  time volun
  
   
   
  - 51 - 
  Battle, the Em’liy becomes fatigued (-2 ST, -2 DX, can’t run, charge 
  of make all-out attacks) for a number of turns equal to the time 
  spent in the sprit of battle or the rest of the combat encounter, 
  whichever is longer. 
   
  While in the Spirit of Battle, an Em’liy cannot use skills or abilities 
  that require patience or concentration. 
  Note:  
   
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  +10 
  0 
  -5 
  Secondary Chara
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +53 
  -10 
  +2 
  TOTAL 
  +50 
  Etti 
   
  Attribute Adjustment: 
  ristic Adjustment: 
  n: 
  ST-1 [-10pts] 
  Secondary Characte
  HP-1 [-2pts] 
  Planet/System of Origi
  Etti IV 
  Tech Level: 
  Racial Advantages: 
   Sense [+5pts] 
  Racial Disadvantages: 
  ury) [-1pt] 
  Free Skills: 
  , Native); Area Knowledge (Etti IV) 
  Racially Learned Skills and Racial Skill Bonuses: 
  , tend to have lighter, less muscular physique 
  d their 
  air is among the most finely textured in their region. Etti often 
  The Etti come from Shadows of the Empire, a d6 scenario from 
  The Etti were a near-Human species native to the Galactic Core. 
  They fled persecution in the Core and settled on Etti IV in AR 
  5,000. 
   
  The Etti are a race which concern itself only with outward 
  appearance and the acquisition of greater luxury. Etti, while 
  enetically Human
  g
  than the Human norm, possibly as a result of generations of 
  pampered living. Their flesh is relatively soft and pale, an
  h
  have aquiline features, giving them a haughty look of superiority. 
  Note: 
  WEG. 
  CP:  
  11 
  Appearance (Attractive) [+4pts]; Fashion
  Likes (Lux
  Language (Etti
  None 
  Features/Taboos: 
  None 
  Names:  
  Unknown 
  Description: 
  Type 
  CP 
  Attri
  Seco
  bute Adjustment 
  ndary Characteristic Adjustment 
  Level 
  earned Skills and Racial Bonuses 
  -10 
  -2 
  0 
  +9 
  -1 
  0 
  Tech 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  TOTAL 
  -4 
  Ewok 
   
   
  ST-2 [-20pts]; DX+1 [+20pts]; IQ-1 [-20pts]; HT-1 [-10pts] 
  ech Level: 
   skill at Per [+2pts] 
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Basic Move-1 [-5pts]; SM-2 
  Origin: 
  Forest moon of Endor 
  T
  3 (4) Low TL-8 [-40pts] 
  Racial Advantages: 
  Acute Sense (Acute Smell+3) [+6pts]; Chameleon 1 [+5pts]; 
  Discriminatory Smell [+15pts]; Damage Resistance 1 (Fur, 
  Physical, -20%, Flexible, -20%) [+4pts] 
  Racial Disadvantages: 
  Curious [-5pts]; Illiteracy (Native) [-3pts] 
  Free Skills: 
  Language (Ewokese, Native) they have no written form of their 
  language; Area Knowledge (Forest Moon of Endor); Piloting – 
  Ewok Glider at DX-2 [0pts]. 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Forest) skill at Per [+2pts]; Tracking
  Features/Taboos: 
  
   
   
  - 52 - 
  None 
  Names: 
  r of the legendary Ewok warrior by that name. A 
  ibe’s foremost warrior has the additional “W.” placed between 
  nto, Romba, Shodu, Teebo, 
  Tippet, Batcheela, Warok, Warwick, Willy, Winda, Chukha-Trok, 
  ak. 
  he moons 
  orbiting Endor. Before the Battle of Endor, their existence was 
  st entirely unknown except among a handful of Imperial 
  s and xenobiologists. 
  g tribes. Tribal occupation
  ed. Males hunt, forage, and make weapons, wh
  ung and handle other domestic tasks. Ew
  x animistic beliefs involving th
  orest moon. The forests of Endor loom as large 
  y do in their lives. 
  Although technologically primitive, Ewoks are clever, inquisitive, 
  ntive. They are experts at creating tools, traps, and other 
  ed to machines, they are skittish and wary, but Ewok 
  curiosity soon overcomes fear, leading to wild and inventive 
  . Ewoks can eventually learn to operate any item 
  The Ewoks have a single given name. These names often have 
  religious or tribal significance, and they are almost composed of 
  two syllables (like much of the Ewok language). The warriors of a 
  certain Ewok tribe have names followed by the honorific Warrick, 
  perhaps in hono
  tr
  their given name and the Warrick appellation. Examples of names 
  include Arbo, Asha, Weechee, Bozzie, Wicket W. Warrick, Latara, 
  Chirpa, Deej, Graak, Ebab, Erpham Warrick, Grael, Gwig, Kaink, 
  Wiley, Kamida, Pondo, Widdle, Kazak, Zephee, Keoulkeech, 
  Logray, Kneesaa, Bandi, Leeni, lumat, Mookiee, Malani, Nippet, 
  Salina, Norky, Paploo, Ra-Lee, Po
  and Zar
  Description: 
  Ewoks are intelligent omnivores native to one of t
  almo
  scout
   
  Ewoks are organized in tree-dwellin
  s 
  are gender-bas
  ile 
  females raise yo
  ok 
  culture revolves around comple
  e 
  giant trees of the f
  in their tales as the
   
  and inve
  contraptions using wood, cloth, vines and stones. When first 
  introduc
  experimentation
  of technology. 
   
  Ewoks tend to be curious, superstitious, and courageous, though 
  they can be fearful around things that are strange and new. 
   
  Ewoks are furry bipeds that average about 3 feet tall. Their thick 
  fur varies widely in color and pattern. They often wear hoods, 
  decorative feathers, and animal bones. 
  otes: 
  N
  Ewoks can be seen in Episode VI - Return of The Jedi and in The 
  Ewok Adventures –Caravan of Courage/ The Battle for Endor. 
  CP: 
  Type 
  CP 
  Attribute Adj
  condary C
  ustment 
  haracteristic Adjustment 
  -30 
  -5 
  Se
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -40 
  +30 
  -8 
  +4 
  TOTAL 
  -49 
  -F-
  Falleen 
   
   
   Adjustment: 
  IQ+1[(+20pts]; HT+1[(+10pts] 
  ry Characteristic Adjustment: 
  None 
  gin: 
  Falleen 
  dvantages: 
  h Holding+1 [+2pts]; Amphibious 
  rol (Pheromones, Area Effect, +50%, 
  %, Accessibility (Only on 
  opposite sex), -20%) [+45pts]; Appearance (Attractive) [+4pts] 
  Cold-Blooded (<50°) [-5pts]; Intolerance (All but Falleen) [-10pts] 
  he Falleen are a species of reptilian humanoids from the Mid Rim 
  eromones are to attract suitable mates, they also have a 
  pronounced effect on other humanoid species, leading many to 
  e Falleen as irresistible. 
   
  alleen are not commonly encountered off their homeworld. 
  h a small stellar-class spaceport exists on their world and 
  t
  y capable of mastering space travel, th
  ve 
  n
  ey are content to manage their own 
  a
  s on their own world and culture, which
  ey 
  b
  ly superior to everything else the galaxy
  o 
  o
   leave to spend their adolescent 
  y
  uring the galaxy, for the most part finding noth
  ut 
  confirmation of their innate superiority. A few, however, choose to 
  remain among the stars, and during the Rebellion era, many of 
  them join the Rebels. 
   
  In the early days of the Empire, an Imperial biological weapons 
  facility on Falleen accidentally released a deadly plague. 
  Fortunately for the planet, Darth Vader was able to prevent the 
  Attribute
  Seconda
  Ori
  Tech Level: 
  11 
  Racial A
  Charisma+1 [+5pts]; Breat
  [+10pts], Mind Cont
  Emanation, -20%, Scent-Based, -20
  Racial Disadvantages: 
  Free Skills: 
  Language (Falleen, Native); Area Knowledge (Falleen) 
  Racially Learned Skills and Racial Skill Bonuses: 
  one 
  N
  Features/Taboos: 
  None 
  Names: 
  The Falleen favor one name (given). Examples of names include 
  Xizor, Xzuhal, Miaxi, Haxim, Azool, and Savan. 
  Description: 
  T
  system of the same name. They are widely regarded as one of the 
  most aesthetically pleasing species of the galaxy, with an exotic 
  appearance and powerful pheromone-creating abilities. While 
  their ph
  describ
  The F
  Althoug
  hey are technicall
  ey ha
  ever felt the urge to do so. Th
  ffairs and focu
   th
  elieve is inherent
   has t
  ffer. Many young Falleen nobles
  ears to
  ing b
  
   
   
  - 53 - 
  spread of the biological agent by bomb
  cility. Over 200,000 Falleen
  ill, many Falleen ha
  and Imperials in part
  ners encountered 
  ed by a Falleen noble or diplom
   Vong invaded th
   alien invaders, wh
  Battle of Fondor. 
  arding the city that was 
  a
   were killed, but the 
  rbor lingering resentment 
  s 
  icular. 
  offworld are almost always part 
  at. 
  e galaxy, the Falleen were 
  e
  o subjugated their homeworld 
   
  Falleen are well mannered, self-assured, a d driven to succeed. 
  Even at the wo
  t, they possess unden
  d unshakable 
  their sense of superiority makes them 
  , but Falleen can also be sensitive and 
   
  les that are typically deep 
  r gray-green, but the color fluctuates toward red or orange 
  hey release their pheromones. Male and female Falleen are 
  , except that the spiny ridge that runs 
  s is more pronounced than the one that 
  e backs of the females. 
  tering a member Falleen race is very rare and highly 
  unlikely. The race is so rare that the GM may want to disallow PCs 
  se this is always the GM’s option. 
  home to the f
  planet survived. St
  toward Human
   
  Falleen commo
  of an entourage l
   
  After the Yuuzhan
  forced to flee th
  shortly after the
   
  n
  rs
  iable an
  charisma. Sometimes 
  arrogant and seductive
  compassionate. 
  Their lithe bodies are covered with sca
  green o
  when t
  almost identical physically
  down the back of the male
  runs down th
  Notes: 
  Encoun
  to play them. Of cour
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  0 
  0 
  +66 
  Racially Learned Skills and Racial Bonuses 
  +30 
  -15 
  0 
  TOTAL 
  +81 
  Farghul 
   
  Attribute Adjustment: 
  arry, -5%, Melee Attack 1-4, -15%) [+8pts]; Rapier Wit 
  5pts] 
  Features/Taboos: 
  s: 
  Breela, Crelfax, Delfas, Lyrrin, Pashira, Rish, Shanifer, Terasa, and 
  T
  D
  T
   from the world of Farrf
  he 
  Fargh
  scious of their appearance and they are n ver 
  ublic without wearing the highest quality of clothing they 
  d, not to mention the latest fashions. When visiting other 
  they always consult clothing stores so they can be 
  hen on Farrfin, they usually wear 
  d cloaks, skirts, or pants; tunics, shirts, and 
  aditional Farghul dress. Elaborate jewelry, 
   rely on cunning and trickery rather than 
  d force. Something has gone wrong 
  e way if a Farghul ends up in a fight, and it 
   to cause one to lose his or her good 
  alk and bribery before resorting to 
  The only authority that a Farghul respects is that of the Jedi, and 
  they tend to be downright terrified of them. Farrfin has been a 
  oundrels since the felinoids first contacted 
  edi Council spearheaded a Republic-
  sponsored effort to clean out a number of smuggling and pirate 
  ounding star systems, the 
  o its core and left a deep 
   the collective psyche of the playful beings. They have been 
  suspicious of Offworld governments ever since, and they were 
  the Empire. However, they keep their 
  n behind smiling, respectful facades. Following the 
  fall of the Empire, Farrfin joined the New Republic, but the world 
  ntly became a hotbed of corruption and petty 
  mes. 
  eral 
  have 
  playful 
  and 
  mischievous 
  elight in puns, plays-on-words, slight-of-hand 
  ays ready with a wide smile and a terrible joke. Rigged 
  games of chance are favorite pastimes among the Farghul, and if 
  ugh such a con, they willingly return any 
   how they fixed the game. As 
  ey have a reputation as a species of unrepentant con-artists 
   and as far as adventuring Farghul are concerned, this 
   the truth. 
  Farghul bodies are covered in medium-length, tawny fur, and they 
  rehensile tails. 
  ractable, sharp 
  ST-1 [-10pts]; DX+1 [+20pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Planet/System of Origin: 
  Farrfin 
  Tech Level: 
  11 
  Racial Advantages: 
  Fashion Sense [+5pts]; Charisma+1 [+5pts]; Teeth (Fangs) [+2pts]; 
  Claws (Sharp) [+5pts]; Extra Attack (Tail) [+25pts]; Binding 
  (Tail+5, No P
  [+
  Racial Disadvantages: 
  Pacifism (Self-Defense Only) [-15pts] 
  Free Skills: 
  Language (Farghul, Native); Area Knowledge (Farrfin) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  None 
  Name
  erath. 
  escription: 
  he Far
  ul are very con
  ghul are feline humanoids
  in. T
  e
  seen in p
  can affor
  worlds, 
  appropriately attired. W
  elaborate decorate
  blouses are not part of tr
  however, is essential. 
   
  The Farghul prefer to
  direct confrontation an
  somewhere along th
  takes a lot of provocation
  humor. A Farghul tries t
  violence. 
   
  haven for rogues and sc
  the Old Republic. When the J
  bases that were choking trade in surr
  rocked Farghul culture t
  display of force 
  scar on
  particularly distrustful of 
  dislike hidde
  almost insta
  fidence sche
  con
   
  The 
  Farghul 
  in 
  gen
  personalities. They d
  tricks, and intellectual puzzles. They are good-natured, boisterous, 
  and alw
  someone ever sees thro
  ed and cheerfully explain
  money gain
  such, th
  and thieves,
  is not far from
   
  have pronounced muzzles, sharp fangs, and long p
  ands that feature stubby fingers with ret
  Their h
  claws. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  es 
  0 
  0 
  0 
  +55 
  Racial Advantag
  
   
   
  - 54 - 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -15 
  0 
  TOTAL 
  +40 
  Feeorin 
   
   
  ech Level: 
  Racial Disadvantages: 
  ion -2 (Brutal & Dangerous, Almost Everyone, x1, All the 
  time, x1) [-10pts] 
  F
  ills: 
  L
  R
  kills and Racial Skill Bonuses: 
  N
  eyla, Kren, Nor, Nym, Pryn, Sayla, and Zun. 
  g, powerful humanoids found in small colonies 
  r Rim worlds. They are strong and able to 
  ivities for prolonged periods without rest. 
   remains a mystery, but it is believed that 
  doned the world eons ago following a 
  ge. The colony transports spread out to the far 
  reaches of the galaxy in earch of habitable planets. The Feeorins 
  ch founded settlements on other worlds, 
  y viewed as raiders or scavengers. Often 
  species, the Feeorin 
  population dwindled. By the end of the Rebellion era, fewer than 
  emely long-lived species. Their 
  ue, because a Feeorin does not “age” as 
  d of a slow degradation until death, 
   to grow stronger and more powerful until the day 
  etime between the ages of 300 and 400 years old. 
  th from “old age” happens without any warning, they simply 
  drop dead. 
  personalities, 
  although many Feeorin explorers and spacers are considered gruff 
  s are sometimes quick to anger and 
  Feeorins are well-muscled humanoids who average over 7 feet tall. 
   many hues, from coal black to pale white, but green, 
  ave 
  bright red eyes and half-meter-long tendrils that cascade from the 
  Attribute Adjustment: 
  ST+1 [+9pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  SM+1 
  Planet/System of Origin: 
  Unknown 
  T
  11 
  Racial Advantages: 
  Unaging (Up to 400 years) [+15pts]; Night Vision 2 [+2pts]; Fit 
  (Very Fit) [+15pts]; Less Sleep [+2pts] 
  Reputat
  ree Sk
  anguage (Feeorin, Native) 
  acially Learned S
  one 
  Features/Taboos: 
  None 
  Names: 
  Bral, Crayl, Dod, Dr
  Description: 
  Feeorins are hulkin
  on scattered Oute
  perform strenuous act
   
  Their planet of origin
  Feeorin colonists aban
  radical climate chan
   s
  who survived the sear
  where they were usuall
  hunted and eradicated by the native 
  one million Feeorins still survive. 
   
  Fortunately, Feeorins are an extr
  metabolisms are also uniq
  normal species do. Instea
  Feeorins seem
  they die, som
  Dea
   
  Ike Humans, Feeorins display a wide array of 
  and self-serving. Feeorin
  impersonal, rarely going out of their way to make friends or 
  acquaintances. They have a reputation of being brutal and 
  dangerous. 
   
  They come in
  yellow, and blue are the most common skin colors. They h
  sides and back of their head. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
   Characteristic Adjustment 
  nuses 
  +19 
  0 
  0 
  Secondary
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  0 
  +34 
  -10 
  TOTAL 
  +43 
  Fia 
   
  Attribute Adjustment: 
  ST-1 [-10pts]; DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  SM-1 
  Planet/System of Origin: 
  alantos 
  G
  Tech Level: 
  11 
  Racial Advantages: 
  ce [+15pts]; Terrain Adaptation (Gelatinous Surface) 
  [+5pts] 
  Racial Disadvantages: 
  N
  F
  L
  wledge (Galantos) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  Perfect Balan
  one 
  ree Skills: 
  anguage (Fian, Native); Area Kno
  
   
  Attribute Adjustment: 
  ST-1 [-10pts]; DX-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Basic Move+2 [+10pts]; SM-1 
  lanet/
   
  - 55 - 
  None 
  Names: 
  Jobath Knox, an
  Description: 
  Fia are a rare
  they are frien
  This sq
  and disease th
  more outgoi
  rolling, gelati
  d Brabe 
  ight in the galaxy. Quick t
  dly among their own 
   species enjoys a great
  an most. Fia encounte
  , but they long for the 
  ous homepools. 
  P
   s
  o run and slow to anger, 
  kind but wary of outsiders. 
  uat, compact
  er resistance to injury 
  red away from Galantos are 
  ng
  strange beauty of their 
  n
   
  o move about on the glutinous, oscillating 
  ic pools. They are squat, bottom-heavy 
   with paddle-shaped feet. Fia have a keen sense of balance, 
  and the species has evolved a vital immunity to motion sickness. 
  und; they associate a rigid 
  rticularly the dead wastelands outside their 
  h itself. 
  ntos are few, even for the Fia. The Fian 
  ation has remained sparse, so as not to overtax their 
  environment. Half a million Fia live on the planet, with perhaps 
   found elsewhere in the Farlax sector. Almost no Fia 
   in the greater galaxy outside the core. 
   be a shocking sight to his fellows. For this 
  predators. The largest cities such as Gal’fian’deprisi, are modern 
  rporate ferrocrete and transparisteel. All 
   
  g material from 
  utlying wastelands. 
  age six) to Erio’anum (age ninety-seven to 
  death). As a Fia ages, he or she worships a new god each time a 
  ship results in 
  ant behavioral changes. A Fia who was shy and studious 
  urn gregarious or seductive upon reaching a milestone 
  The Fia have evolved t
  surface of their organ
  species
  Fia do not feel comfortable on solid gro
  motionless surface, pa
  gelatin seas, with deat
   
  The habitable areas of Gala
  popul
  ten thousand
  live
   
  A Fian hermit would
  reason, the number of communities on the planet is low, and many 
  gelatin seas are uninhabited. The smallest villages are clusters of 
  fiber-and-stone houses surrounded by rings of thorny arbu trees, 
  which protect the inhabitants from skree-skaters and other 
  constructions that inco
  Fian structures are engineered to move in concert with the rolling 
  surface beneath them and can withstand all but the most violent
  “gelquakes.” The Fia get much of their buildin
  mines in the o
   
  Fian culture is organized around seventeen Gods of Age, from 
  Hus’yoyu (birth to 
  life stage has expired. Often, this change in wor
  signific
  may t
  birthday. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  ls and Racial Bonuses 
  +10 
  0 
  0 
  +20 
  0 
  0 
  Racially Learned Skil
  TOTAL 
  +30 
  System of Origin: 
  4pts];  
  age (Unfit, Basic Move, Extra Arms (-19% of 
  out two things: making their 
  homeworld less hostile, and getting away from it. Some Filordi 
  o make what they can of their homeworld; thus they have 
  terraforming in earnest. 
  y and intelligent, Filordi adapt quickly to circumstances. 
  T
  o succeed but seem incapable of plann
   
  lo
  , they are a shortsighted species. To 
  survive, they consume every bit of any resource that comes t
  r 
  w
   best way to defeat them is to give t
  at 
  t
  ey change their mind. 
   
  Filordi are asexual and reproduce while dying. A week after its 
  t” has died an infant Filordi crawls from the corpse. 
   Filordi are persistent, resourceful, creative, and ruthlessly 
   
   have six limbs. Two arms 
  , spindly front legs grow 
  minal area. Shorter stubby back legs extend from its 
  hindquarters. Both legs have pincer toes and flat feet, the pincers 
   legs and forward on the back legs. In a 
  us usually crouches on its hind legs, fighting with 
   rise on their haunches and walk 
  hion, but this is very tiring. 
  humanoid. Their large ears can fold down over 
  their eyes to protect them from wind and rain. Their bodies are 
  red short hair, sometimes marked with blue 
  Note:  
  Filordis 
  Tech Level: 
  11 
  Racial Advantages: 
  Extra Arms+2 (Foot manipulators) [+1
  Racial Disadvantages: 
  Uncontrollable Appetite (Consumables) [-15pts]; Unfit [-5pts]; 
  emporary Disadvant
  T
  19) [-4pts] 
  Free Skills: 
  Language Filordian, Native); Area Knowledge (Filordis) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Anazzar, Birkalz, Dreevan, Furran, Grizztil, Hizkal, Nirzu, Nuri 
  Gneppe, Surlan, and Zebbil. 
  Description: 
  Filordi (singular: Filordus) care ab
  prefer t
  begun 
   
  Hard
  hey are driven t
  ing for
  ng-term success. In this way
  hei
  ay. Frequently the
  hem wh
  hey want, and then leave before th
  “paren
  Most
  opportunistic. 
  Filordi stand 4.8 feet tall on average and
  hang from a Filordus’ shoulders. Long
  from its abdo
  Filordus 
  face rearward on the front
  brawl, a Filord
  its arms and pincers. Filordi can
  in bipedal fas
   
  Their faces are 
  covered in light-colo
  stripes. 
  CP:  
   
  Type 
  CP 
  Attribute Adjustment 
  -20 
  
   
   
  - 56 - 
  Secondary Characteristic Adjustment 
  Tech Level 
  s 
  +10 
  0 
  +14 
  -24 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuse
  TOTAL 
  -20 
  Frozian 
   
   
  Attribute Adjustment: 
  None 
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts]; SM+1 
  Planet/System of Origin: 
  Froz 
  e on) 
   Learned Skills and Racial Skill Bonuses: 
  None 
  F
  es/Taboos: 
  N
  icel, an
  et 
  u
  e 
  or 
  avy h
  rage 
   the 
  avit
  d ocean
  a
  ed th
  e and 
  devoted their lives
   overthrowing the Em
   soo
  their entire species had been doomed to 
  f their homeworld’s light gravity and 
  zians have become infertile. The 
  generation of last, with the species expected to die out in roughly 
  ientists can find a way to 
   unique environment). 
  s remain usually have no contact with each other. 
  ve integrated themselves into other societies and are 
  to their fate. 
   
  honest and diligent, taking pride in their work. They 
  and laws of the culture into which they’ve 
  rong-willed and show genuine concern for 
  ften making extra effort to care for those that 
  Frozians are tall, thin humanoids with multiple joints in their arms 
  m a curious, loping gait when they walk. 
  hick whiskers that the 
  ch in elaborate gestures to emphasize their emotions. 
  Tech Level: 
  11 
  acial Advantages: 
  R
  Peripheral Vision [+15pts]; Flexibility (Double Jointed) [+15pts]; 
  Fur (Very Thin Fur) [+1pt]; Longevity [+2pts]; Cultural 
  Adaptability (Xeno Adaptability, Only after Imperial rule) [+20pts] 
  Racial Disadvantages: 
  Honesty [-10pts]; Manic Depressive, Only after Imperial rule) [-
  20pts]; Selfless [-5pts]; Truthfulness [-5pts] 
  Free Skills: 
  Language (Frozian, Native); Area Knowledge (Froz or whatever 
  planet they liv
  Racially
  eatur
  one 
  Names: 
  Carlisgontoris, Micam
  Description: 
  Frozians are mam
  Froz. Like the D
  Rebel Alliance. 
  ruled with a he
  insurrection in ot
  beautiful low-gr
  globe. 
   
  Remaining Frozi
  berlecto, Rocatrin
  malian humanoids wh
  ros, the Frozians
  However, the Moff wh
  and, ordering an atta
  her systems. Star Des
  y world of trees an
  ns immediately join
  d Scorylance. 
  o originated on the plan
   were early supporters of th
  o governed their sect
  ck on Froz to discou
  troyers reduced
  s to a nearly lifeless 
  el Allianc
  e Reb
   to
  pire. However, it
  n 
  became apparent that 
  extinction. Deprived o
  distinctive flora, the Fro
  one hundred standard years (unless sc
  recreate Froz’s
   
  What Frozian
  They ha
  resigned 
  Frozians are 
  uphold the virtues 
  integrated. They are st
  those around them, o
  they perceive as needy. When not actively engaged in helping 
  themselves or others, Frozians are often depressed and, despite 
  their best intentions, tend to ruin the mood of those around them 
  as well. 
   
  and legs. This gives the
  Their bodies are covered by short fur that ranges from sandy 
  brown to chestnut. They have large brown eyes that are set on 
  either side of a pronounced muzzle, giving the species excellent 
  peripheral vision. From their muzzles grow t
  Frozians twit
   
  Adult Frozians stand 9 feet tall, on average, with males and 
  females having comparable builds. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  ary Characterist
  Second
  Tech Le
  ic Adjustment 
  vel 
  Racial Advantages 
  advantages 
  earned Skills and Racial Bonuses 
  0 
  +5 
  0 
  +33(+53) 
  -20(-40) 
  0 
  Racial Dis
  Racially L
  TOTAL 
  +18 
  -G-
  
   
  Gados 
   
   
  Attribute Adjustment: 
  DX+2 [+40pts]; HT-2 [-20pts] 
  Secondary Characteristic Adjustment: 
  pts] 
  gado-rae 
  lity (Double Jointed, No Erotic Art) [+15pts]; Perfect Balan
  [+15pts] 
  ntages: 
   DX+1 [+4pts] 
  None 
  le of a name is Trarr. 
  ule, the Gados are an agreeable lot. Most are friendly 
  towards strangers and tolerant of odd quirks. Their limberness 
  their fragile physiques. Gados aliens 
  nitely, rolling rapidly into a room to 
  e their foes. 
  s are laid out in long ribbons running the 
   of their bodies. For this reason, every part of a Gados’ body 
  is a critical part; a blaster bolt in the foot is as life threatening as a 
  os who has to amputate any part of his 
  miliar with the Gados species, except for 
  he Alsakan Circo-Menagerie from their 
  , a Gados family of tumblers and acrobats, 
   
  s are as agile as the members of the Tee family, but 
  compared to most species, their bodies are impossible supple. 
  Their skeletons are composed of small knots of bone connected by 
  nce Abregado-
  ders with open 
  The accepting nature of the planet’s natives cemented 
  Abregado-rae’s reputation as a smuggler’s heaven, until the 
  f the Tundei regime. Basic has all but replaced 
  nt Gados tongue as the official language. If the species’ 
  adaptability has a downside, it is that the Gados have almost no 
  species history. There is no Gados cuisine, no Gados art, 
  HP-4 [-8
  Planet/System of Origin: 
  Abre
  Tech Level: 
  11 
  Racial Advantages: 
  Flexibi
  ce 
  Racial Disadva
  None 
  Free Skills: 
  Language (Basic, Native); Ar
  Racially Learned Skills a
  Acrobatics skill at
  Features/Taboos: 
  ea Knowledge (Abrogado-rae) 
  nd Racial Skill Bonuses: 
  Names: 
  Examp
  Description: 
  As a r
  and agility help make up for 
  ersault almost indefi
  can som
  surpris
   
  Their internal organ
  length
  shot to the chest. A Gad
  body will almost certainly die. 
   
  Most people are unfa
  those who remember t
  childhoods. Leaping Tee
  still performs with the Alsakan show at sold-out venous across the 
  galaxy. 
  Not all Gado
  ligaments and muscle. Gados seem to be wound up like springs, 
  and are capable of prodigious leaps. 
   
  The Gados are an extremely adaptable people. Si
  rae’s first colonization, they have welcomed offworl
  arms. 
  unfortunate rise o
  the ancie
  sense of 
  and no Gados culture. Almost everything in a modern Abregado-
  rae city has been imported from somewhere else. The feeling that 
  they lost their heritage long ago induces a deep melancholy in 
  many Gados. 
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  +20 
  -8 
  0 
  +30 
  Racial Disadvantages 
  0 
  Racially Learned Skills and Racial Bonuses 
  +4 
  TOTAL 
  +46 
  Gammorean 
   
   
   
  Attribute Adjustment: 
  ST+2 [+20pts]; IQ-3 [-60pts] 
  Secondary Characteristic Adjustment: 
  HP+1 [+2pts] 
  Origin: 
  Gamorr 
  Tech Level: 
  3 Low TL-8 [-40pts] 
  R
   Advantages: 
  D
  at Reflexes [+15pts]; Da
  ge 
  R
   Physical, -20%) [+4pts]; 
  er 
  (
  , Limited Arc, -40%) [+3pts]; Striker 
  ks, 
  C
  ited Arc -40%) [1pt] 
  Racial Disadvantages: 
  Short Lifespan 1 [-10pts]; Bloodlust [-10pts]; Reputation-4 (Violent, 
  Almost Everyone, x1 All the time, x1) (-20pts]; Intolerance–5 
  (Ranged Weapons and droids) [-10pts] 
  Free Skills: 
  Language (Gamorrean, Native), can’t speak any other language 
  but can learn to understand them; Area Knowledge (Gamorr) 
  Racially Learned Skills and Racial Skill Bonuses: 
  acial
  ark Vision [+25pts]; Comb
  2 (Tough Skin, -40%,
  ma
  esistance 
  Strik
  Horns, Piercing
  (Tus
  rushing, Cannot Parry, -40%, Lim
  
   
   
  - 58 - 
  Brawling skill at DX+2 [+4pts]; Melee Weapon
  DX+2 [+8pts] or Melee Weapon (Tho
  Features/Taboos: 
  None 
  Names: 
  Gamorreans favor one given name, usually lim
  syllables (though the rare educated Gam
  change their name to longer, less grunt-
   (Arg’garok) at 
  s] 
  ited to one or t
  orreans some
  sions). Exam
  gk) at DX+2 [+8pt
  wo 
  times 
  like ver
  ples 
  include Gartogg, Rogua, Ortugg, Venorra, Xob, Steef, Gorge, 
  Greel, Grefnakk, Gundruk, Kufbrug, Lugh, Bullyak, Ugbuzz, 
   
  Tolra, 
  Tront, 
  Warlug, 
  Fruck, 
  Gakfedd, 
  Krok, 
  ugshub, Snogrutt, Snorg, Voort, Gorrt, Ithmir, Jos, 
  Kinfarg, Jubnuk, Klagg, and Tarkil Hroka. 
  cription: 
  Gamorreans are green-skinned, porcine creatures from the Outer 
  orr. Their tendency toward violence has made 
  rds and enforcers fro crime lords across the 
   Gamorreans are known for their great strength and martial 
  prowess. They prefer to use large melee weapons in combat, often 
  big swords (Thogk) and axes (arg’garok). Most 
   
  vilization is geared toward preparing and carrying 
   be seen at Jabba’s Palace in Episode VI – Return 
  f the Jedi. Gamorrean PCs are not recommended. 
  Draughckt,
  Ugnmush, M
  Des
  Rim world of Gam
  lued bodygua
  them va
  galaxy.
  carrying 
  Gamorreans believe ranged weapons of any sort are the tools of 
  cowards. 
  Gamorrean ci
  out the never-ending wars between their clans. Males on Gamorr 
  devote most of their time to warfare, while the females farm, hunt, 
  weave, and manufacture weapons. The hatred between clans is so 
  strong that even Gamorreans who leave their homeworld, either as 
  slaves or to seek their fortune, carry their clan allegiances with 
  them. Anyone who hires Gamorrean enforcers is wise to inquire 
  bout their clan backgrounds first; or otherwise, the Gamorreans 
  a
  are likely to spend more time fighting each other than tending 
  their duties. 
   
  Gamorreans are generally viewed as mindless brutes with 
  primitive social values. The Gamorreans, however, don’t care 
  what others think of them as long as they are paid for their work 
  and afforded plenty of opportunity to bash, hack, and slash. 
   
  Gamorreans are brutish, violent, and proud. They respect physical 
  prowess and have no problem facing death against a worthy foe. 
  They do display fear in the face of obviously superior opponents, 
  considering such a display to be prudent and even rational. 
   
  Gamorreans have thick green skin covering powerful muscles. 
  Close-set eyes, a thick snout, tusks, and small horns give them a 
  distinctive look. 
  Notes: 
  Gamorreans can
  o
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  condary Characteristic Adjustment 
  -40 
  +2 
  Se
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -40 
  +48 
  -50 
  +12 
  TOTAL 
  -68 
  Gand 
   
   
  racteristic Adjustment: 
  Gand 
  ance 2 (Exoskeleton, /Physical, -20%, Can’t wear 
  r, -40%) [+4pts] 
  y Common, Constantly, 
  ) [-25pts]; 
  Language (Gand, Native), Gand are incapable of speaking Basic, 
   have appropriate vocal cords and mouths. Most 
  anslator droids of various kinds to be understood; 
  Area Knowledge (Gand) 
  Racial Skill Bonuses: 
  None 
  Taboos: 
  None 
  ond name 
  that appears before his first. Typical Gand names include: Ooryl 
  Aalun, Ussar Vlee, Venlyss Pnoor, Vviir 
  Description: 
  e stocky, three-fingered humanoids from the Outer 
  e that 
  edly 
  e studied. 
  ulture remains shrouded in mystery to most non-Gand. So 
  far, xenobiologists have identified nearly a dozen different 
  ecies of Gand living on their ammonia-shrouded world, but 
  ains unclear how they interact with each other and how t
  orks. It is known that Gand must literally ear
  Gand refer to themselves in third 
  ey have performed a number of important de
  r profession. Depending on a Gand’s level of s
  defines in his subconscious), 
  s first name, last name, or simply “Gand.” Only the mo
  Attribute Adjustment: 
  None 
  Secondary Cha
  None 
  Planet/System of Origin: 
  Tech Level: 
  11 
  Racial A
  Damage Resist
  dvantages: 
  armo
  Racial Disadvantages: 
  Dependency (Ammonia, Ver
  x5
  Selfless [-5pts] 
  Free Skills: 
  although a few
  Gand rely on tr
  Racially Learned Skills and 
  Features/
  Names: 
  After a Gand does something of merit, he is given a first name. A 
  Gand who is well known among his kind earns a sec
  Qrygg, R’kayza, Syron 
  Wiamdi, Vytor Shrike, Zuckuss, and Zukvir. 
  The Gand ar
  Rim world of the same name. Many xenobiologists speculat
  the Gand evolved from insects, but the Gand have repeat
  made it clear that they will not allow themselves to b
   
  Gand c
  subsp
  it rem
  he 
  social structure w
  n a 
  name for themselves; most 
  person until th
  eds 
  that relate to thei
  elf-
  worth (which he continually re
  h
  st 
  e 
  uses hi
  
   
   
  - 59 - 
  accomplished 
  their home
   
  Thanks to thei
  most other speci
  expel wast
  their homewo
  supplies them
   
  Because of th
  G
  ial ceremony on 
  world u
  d “me.” 
  r
  t breathe like 
  g food and 
  e gases th
  ey travel off 
  rl
  pparatus that 
   wit
  d amounts. 
  y, where the 
  whole is promoted over the individual, Gand are almost i
  soft-spoken and 
  e. Even the most accomplished Gand warrior 
  ents when discussing them and responds 
  ised. 
  The Gand have three fingers on each hand and stand 5.3 feet tall 
   durable exoskeletons that 
   color from green to gray to brown. 
  and who have completed a spec
  se personal pronouns such as “I” an
   insectoid heritage, most Gand do no
  es do. They produce gases by ingestin
  rough their exoskeleton. When th
  d, most Gand wear a breathing a
  h ammonia in specifically regulate
  e self-deprecating nature of Gand societ
  nvariable 
  polit
  downplays his achievem
  with humility when pra
   
  on average. Their bodies are covered by
  vary in
  Note:  
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  ondary Characteristic Adjustment 
  el 
  0 
  0 
  +4 
  -30 
  0 
  Sec
  Tech Lev
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  -26 
  Geonosian 
   
   
  in a 
  lish battle and public executions. Anyone the 
  osians capture is sent to the arena, to provide amusement for 
  asses. There, the hapless individual either faces some savage 
  r fights to the death against another sentient being.
  ho volunteers for these battles can
  measure of status by distinguishin
  arena, if only in the form of fame, fortune, and t
  ats (though still not treated qu
  g enough to amass any amou
  of real wealth or prestige use it to buy their way off Geonosis, 
  e Corellian Run trade route, 
  They might get none at all if their 
  e finest and most productive in 
  ptuous of other species, although the 
  their caste-driven society quickly 
  osian aristocrats are manipulative, 
  ous. They constantly strive to improve 
  le conspiring to eliminate or ruin 
  are highly competitive and eager 
  to prove themselves. 
   
  two varieties: aristocrats (leaders) and 
   strong and covered 
  vital organs. They 
  ns have rapidly fluttering 
  er blades. 
  s can be seen in Episode 2: Attack of the Clones and in 
   III – Revenge of the Sith. 
  Secondary Characteristic Adjustment: 
  Damage Resistance 1 (Thick Skin, -40%, Physical, -20%) [+2pts]; 
  olerance /2 [+5pts]; Dark Vision (Color Vision) 
  ealth and 
  g, -50%) 
  tolerance (Other Species) [-2pt]; Jealousy-2 [-
  ia [-10pts] 
  lls: 
  Origin: 
  Geonosis 
  Tech Level: 
  11 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are: Deetle, Eorlax, Hadiss, Krylla, Lysslo, 
  Mazzag, Poggle, Qorn, Sollas, and Vikkal. 
  Description: 
  The Geonosians are a caste-dominated species from the world of 
  Geonosis, in the system of the same name. They dwell 
  spectacular architectural realm carved from the soaring, rocky 
  spires that dot the planet’s landscape. They are somewhat resistant 
  tot eh radiation that occasionally showers their world, though 
  Geonosians actually live underground to escape the phenomenon. 
   
  Geonosians are born into specific castes divided along the lines of 
  their physical attributes, and though most Geonosians are content 
  to remain within their caste until they die, some develop ambition. 
  The life of a low-ranking Geonosian worker is ordinarily one of 
  ongoing toil, laboring to fulfill the whims of a Geonosian 
  aristocracy that sometimes makes spectacular demands. The 
  society allows Geonosians from lower castes to escape from the 
  drudgery through gladiatorial combat. 
  Geonosians re
  Geon
  the m
  beast o
   A 
  Geonosian from a low caste w
  es, achieve some 
  , if 
  he surviv
  g 
  himself in the 
  he 
  right to be recognized by aristocr
  qual). Most who survive lon
  ite 
  as an e
  nt 
  never to return. 
   
  Despite their proximity to th
  Geonosians receive few visitors. 
  droid factories weren’t among th
  the galaxy. 
   
  Geonosians tend to be contem
  lucky few who escape the toil of 
  learn to be more tolerant. Geon
  domineering, and ambiti
  their standing and holdings whi
  their rivals. Geonosian warriors 
  Geonosians come in 
  warriors (drones). Both varieties are physically
  with bony ridges that protect arms, legs, and 
  walk on two legs, and most Geonosia
  wings sprouting from their bony should
  Note: 
  Geonosian
  Episode
  Aristocrat 
  Attribute Adjustment: 
  DX+1 [+20pts]; HT-1 [-10pts] 
  None 
  Racial Advantages: 
  Radiation T
  [+30pts]; Wealth (Wealthy) [+20pts]; Status+1 (see W
  Status, page 26) [0pts]; Flight (Winged, -25%, Glidin
  [+10pts] 
  Racial Disadvantages: 
  Greed [-15pts]; In
  10pts]; Megaloman
  Free Ski
  Language (Geonosian, Native); Area Knowledge (Geonosis) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +67 
  -37 
  0 
  TOTAL 
  +40 
  
   
   
  - 60 - 
  Warrior 
  None 
  Attribute Adjustment: 
  ST+1 [+10pts]; IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  None 
  Racial Advantages: 
  Damage Resistance 1 (Thick Skin, -40%, Physical, -20%) (+2pts]; 
  Radiation Tolerance /2 [+5pts]; Dark Vision (Color Vision) 
  [+30pts]; Flight (Winged, -25%, Gliding, -50%) [+10pts] 
  Racial Disadvantages: 
  Wealth (Poor) [-15pts]; Status-1 [-5pts]; Intolerance (Other Species) 
  [-1pt] 
  Free Skills: 
  Language (Geonosian, Native); Area Knowledge (Geonosis) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustmen
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  t 
  -10 
  0 
  0 
  +47 
  -21 
  0 
  nuses 
  TOTAL 
  +16 
  Gran 
   
    
  djustment: 
  IQ-1 [-20pts] 
  ry Characteristic Adjustment: 
  None 
  ts] 
  vantages: 
  ge (Gran, Native); Area Knowledge (Kinyen) 
  kills and Racial Skill Bonuses: 
  Features/Taboos: 
  t, often monosyllabic names. Gran 
  r literal or personal, and is usually an early sign 
  of Gran separation syndrome. A few examples of names include 
  ees, Vee Naaq, Boe Vixe, Cera Vixe, Rae Vixe, Aks Moe, 
  honic, Baskol Yearsim, and Ainlee Teem. 
  ed humanoids native to the planet Kinyen. Th
  r heads on thick stalks, and th
  arge ears. Their eyes are adapted for seeing the visi
  spectrum as well as the infrared spectrum. They evolved from an 
  herbivorous species, and have two stomachs to digest their food. 
  e females have three breasts, which they use to suckle their 
  ng. In general, Gran are peaceful and hospitable, and no 
  t conflicts have been noted in their 10,000-year history. 
  They are strongly attached to their families and their race in 
  all Gran mate for life, with the survivor usually dying of a 
   was hesitant to join the galactic community of the Old 
  g that huge distances would dilute their cultural 
  the end they did join. After the birth of the New 
  None 
  Names: 
  The Gran favor to shor
  encountered offworld often times hyphenate their names or take 
  completely different names all together. This usually denoted 
  being in exile, eithe
  Ree-Y
  Maw
  Description: 
  A race of three-ey
  eir 
  eyes are set out away from thei
  ey 
  have l
  ble 
  Th
  you
  violen
   
  general; 
  broken heart shortly after its mate’s death. Their infrared sight 
  allows the Gran to detect their companion’s emotional state. The 
  Gran race
  Republic, fearin
  bond, but in 
  Order, the Gran organized peaceful protests against Palpatine’s 
  rule. However, the Empire quickly subjugated them. On their 
  own, the Gran developed space travel, and have developed a 
  healthy trade route with the Herglics. 
  Notes: 
  Gran can be seen at the Boonta Eve race and at the Republic Senate 
  in Episode I – The Phantom Menace and in the game Dark Force II 
   Jedi Knight. 
  -
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Disadvantages 
  -20 
  0 
  0 
  R
  Racially Learned Skills and Racial Bonuses 
  0 
  +8 
  -15 
  TOTAL 
  -27 
  Attribute A
  Gungan 
  Seconda
  Origin: 
  Kinyen 
  Tech Level: 
  11 
  Racial Advantages: 
  Infravision (3 eyes on stalks, -20%) [+8p
   
  T+2 (+20pts]; Otolla DX+1 (+20pts] 
  ment: 
  Origin: 
  Attribute Adjustment: 
  Ankura H
  Secondary Characteristic Adjust
  None 
  Racial Disad
  Pacifism (Self Defense Only) [-15pts] 
  Free Skills: 
  Langua
  Racially Learned S
  
   
   
  - 61 - 
  Naboo 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute
  Doesn’t Breath
  Racial Disadvantages: 
  Sense of Duty (To Hon
   Hearing+3) [+6pts]; Amphibious [+10pts]; 
  e (Gills, -50%) [+10pts] 
  or a life debt) [-10pts]; Social Stigma (Many 
  other races consider the G ngans to be Buffoons) [-5pts] 
  Area Knowledge (Naboo) 
  l Bonuses: 
  +1 [+2pts] 
   
   Gungans favor a given name, usually one word, but 
  sometimes two or three. Examples of names include Tarpals, Nass, 
  en, and Teers. 
  Description: 
  oids amphibians was naïve to the planet 
  arge frills that can 
   when frightened. Their eyes sit atop short, thick 
  kura Gungans grow incredibly large, to the point 
  eir skeletons, 
  and their eyes are hooded with heavy brows instead of sitting atop 
  fficially recognize these 
  lationships, they were vital to the survival of each species. 
  he water that 
  nds them. The Gungans also had an advanced shielding 
  lds, these shields were only permeable by slow-moving 
  objects, and they absorbed energy like a sponge. 
  Notes: 
  P
   is very suspicious of outsiders and 
  dislikes other “superior” races. This is represented as a Racial 
  Q
  tsiders. 
   
  Jar Jar Binks excluded, Gungans can be seen in Episode 
  he 
  Phantom Menace. 
  u
  Free Skills: 
  Language (Gungan, Native); 
  Racially Learned Skills and Racial Skil
  Swimming skill at HT
  Features/Taboos: 
  None
  Names: 
  The
  Ceel, Jar Jar Binks, Be
  This species of human
  Naboo. There are two distinct races of Gungans: the Ankura and 
  the Otolla. The average Otolla Gungan has a tall, muscular body 
  with long arm and short legs, and can exists on either lad or in the 
  water. Their heads are crowned with a pair of l
  be extended
  stalks. The An
  where their immense weight begins to compact th
  short stalks. Ankura Gungans also have green skin, where the 
  Otolla Gungans have reddish skin. 
   
  During much of their existence on Naboo, the Gungans took great 
  pains to avoid contact with their human neighbors, and even built 
  huge underwater cities to escape contact. However, fringe 
  elements of both species realized that they couldn’t survive 
  without the other, and specialized trading relationships were set 
  up. While either government did not o
  re
   
  The Gungan, like the Wookiee race, have a distinct concept of the 
  life debt. Any Gungan who is saved by another being must submit 
  to the life debt or be punished by their Gods. Despite their 
  amphibious appearance, Gungans are quite technologically 
  advanced. Their immense bubble cities are found in the depths of 
  aboo’s seas, and are made of groupings of round force fields. 
  N
  The fields are permeable only to slow-moving objects, and can be 
  penetrated by a Gungan walking through them. However, the 
  force fields hold back the incredible pressures of t
  surrou
  technology, which they applied to small, hand-held shields as well 
  as huge hemispheres that protected an entire army. Like the 
  bubble fie
  revious to Episode I, the race
  uirk: Dislikes Ou
  I – T
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  0 
  0 
  +26 
  -15 
  +2 
  TOTAL 
  +33 
  -H-
  emthe 
  H’n
   
   
  11 
  Racial Advantages: 
  vision [+10pts]; Striker (Female tongue, 
   H’nemthe males, -30%; Limited Arc, -
  ter mating, -40%; Cannot Parry, -
  Disadvantages: 
  males eviscerate the males after mating (Almost 
  , x1, Sometimes, x½) [-10pts] 
  ’nemthean, Native); Area Knowledge (H’nemthe) 
  Racially Learned Skills and Racial Skill Bonuses: 
  /Taboos: 
  e Garriel, H’rassh, Liakkor, S’basso, Vir’roc, and 
  Attribute Adjustment: 
  None 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  H’nemthe 
  Tech Level: 
  Empathy [+5pts]; Infra
  Cutting; Accessibility - Only
  40%; Limited Usage – Only af
  40%) (+0pts] 
  Racial 
  Reputation-4 (Fe
  Everyone
  Free Skills: 
  Language( H
  None 
  Features
  None 
  Names: 
  Examples ar
  Vishki. 
  Description: 
  
   
   
  - 62 - 
  H’nemthe are a deeply passionate and spiritual people. Male 
  H’nemthe compromise 95% of the species population: whether this 
  own. After a 
  Because their head cones can be used to detect heat differences in 
   and emotional differences in other creatures, 
  the are efficient hunters. 
   
  e males are timid beings who spend most of their adult 
  erations. H’nemthe females lead a sheltered life until 
  they begin to mate, and consequently they tend to be naïve about 
  e the home. 
  he is an Outer Rim world with three moons. The moons’ 
  ollective gravitational force creates unsettled weather conditions 
  is due to a species-wide genetic defect is unkn
  H’nemthe couple conceive, the female eviscerates the male with 
  the razor-sharp tongue. 
   
  their environment
  H’nem
  H’nemth
  lives searching for true love. They also believe that death is an 
  important part of life, and that one’s own death paves the way for 
  future gen
  matters outsid
   
  An H’nemthe has blue-gray skin, a double set of cheekbones, a 
  gently curved nose, three fingers on each hand, and a head 
  crowned with four short cones. 
   
  H’nemt
  c
  across the entire planet. Scientists believe that the H’nemthe 
  evolved their heat-sensing cones to help them forage for food in 
  the inclement weather. 
  Notes: 
  An H’nemthe can be seen at the Mos Eisley cantina in Episode IV – 
  A New Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  acial Advantages 
  0 
  0 
  R
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  0 
  0 
  +15 
  TOTAL 
  +5 
  Herglic 
   
  nt: 
  ST+1[+9pts]; HT+2 [+20pts] 
  dary Characteristic Adjustment: 
   Origin: 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 2 (Thick Skin, -40%, Physical, -20%) [+4pts]; 
  Racial Disadvantages: 
  r
  Curious [-5pts]; Duty 
  ; Reputa
   Imperial Supporter) 
  ts] 
  Nat
  il
  nuses: 
  None 
  s are large bipeds, which Xenobiologists believe may be 
  related to or evolved from aquatic mammals. They are about the 
  e as humans in height but are extremely wide due to the 
  f protective blubber that lies underneath the Herglic’s skin. 
  ve smooth, rubbery, hairless skin that ranges in color from 
   black. Although the Herglics still breath through 
  at are located on the tops of their heads, the Herglics 
   every other trait that points to the possible water based 
  origin of the species. 
  et 
  , and because of their steady temperament 
  ous locations around the Galaxy. 
   
  tine made his rise to power, the Herglic suffered 
  l of Herglic 
  s. Although, 
  pire, the result 
  . The Herglic 
  utile to fight back against such a 
  superior enemy, and they submitted to the Emperor’s forces. 
  ly joined the Empire, the Herglic soon found 
  e galactic community distrusted them. Many people believe 
  en after the end of the New Order that the neutral Herglics 
  orking with Imperial forces. While individually this may 
  The majority of Herglics hail from trading families and guilds. 
  ave strong work ethic and are extremely loyal to 
  l make him rich. 
  Attribute Adjustme
  Secon
  HP+2 [+4pts]; SM+1 
  Planet/System of
  Giju 
  Compulsive Behavio
  (Family) [-2pts]
  (Almost Everyone, x1
  Free Skills: 
  Language (Herglic, 
  Racially Learned Sk
  None 
  Features/Taboos: 
   (Gambling) [-5pts]; 
  tion-2 ((Former)
  , All the time, x1) [-10p
  ive); Area Knowledge (Giju) 
  ls and Racial Skill Bo
  Names: 
  Unknown 
  Description: 
  Herglic
  same siz
  layers o
  They ha
  pale blue to dull
  blowholes, th
  have lost
   
  It has been documented, that the Herglics were first exploring 
  their system and neighboring systems around the same time that 
  the Corellians were first exploring theirs. The Herglics soon m
  other space faring races
  and naturally inquisitive personalities, they were accepted with 
  open arms into the galactic community and the Old Republic. 
  Their angular freighters soon became a common sight in 
  spaceports of the Old Republic, and Herglic communities began to 
  form in vari
  When Palpa
  dearly. The newly formed Empire seized contro
  manufacturing centers and starship construction site
  the Herglic desperately fought back against the Em
  was an endless slaughter of the Herglic troops
  government decided that it was 
  Because they open
  that th
  that ev
  are still w
  be true, but as a whole the Herglic race just wants to prosper and 
  holds no allegiance to the fallen Empire. 
   
  They tend to h
  their families. They have an innate curiosity concerning Sabacc 
  and other games of chance. Once a Herglic is introduced to a new 
  game he will feverishly spend the majority of his free time, and 
  money trying to develop a system that wil
   
  Herglics can be seen throughout the galaxy, but they are more 
  likely seen on technologically advanced worlds. 
  Note: 
  The negative Reputation applies only to Imperial or post Imperial 
  settings. 
  CP:  
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +29 
  +4 
  0 
  +4 
  -24 
  0 
  
   
   
  - 63 - 
  TOTAL 
  +13 
  Ho’Din 
   
  ment: 
  cteristic Adjustment: 
  +1 (Gen
  , x1) 
  [+5pts] 
  ge that has many hisses and 
  croaks. The written language uses characters derived from the 
  of different plants native to Moltok. The Ho’Din 
  ds of plant-based metaphors and 
  (Moltok) 
  ned Skills and Racial Skill Bonuses: 
  bing skill at DX [+2pts]; Survival (Jungle and Volcanic) at Per 
  Baji, Ism Oolos, Kutu, Par’tah, Plett, Spero 
  gh Ho’Din religion claims that the species 
  descended from plant life, the Ho’Din actually evolved from 
  ertheless, Ho’Din are thought to believe that those 
  rial age, clearing entire forests to make room for 
  factories and cities. The damage to their homeworld’s ecosystem 
  unleashed a deadly parasite that nearly wiped out the species. The 
  Ho’Din have since returned to their roots, as it were, having 
  learned to live in harmony with their forests and draw sustenance 
   their early folly. 
  tle interest in galactic affairs and for the most 
  ep to themselves. The Ho’Din use their botanical skills to 
  conduct natural medicines, some of which have cured plagues on 
  orlds. 
  o not take insults or 
  d use modern technological devices only when 
   or change in temperature. 
  he average Ho’Din stand about 9 feet tall. 
  ght somehow be used to 
  arm the planet’s delicate ecosystem. 
  and shelter from nature itself. The old factories and cities now 
  stand as crumbling testaments to
   
  The Ho’Din show lit
  part ke
  distant w
   
  Ho’Din are self-conscious and vain. Their concern with beauty is 
  usually centered either on their personal appearance or that of 
  their floral and arboreal creations. They d
  criticism well an
  necessary. 
   
  Ho’Din are slender humanoids with brightly colored scales, a 
  crown of snakelike stalks for hair, large black eyes, and naturally 
  webbed fingers and toes with suction cups. Their anemone hair 
  can sense even the slightest variation
  T
  Attribute Adjust
  ST+1 [+9pts]; DX-1 [-20pts] 
  Secondary Chara
  SM+1 
   
  Their homeworld Moltok, a world of rain forests and volcanoes, is 
  located in the Outer Rim. Technology is closely monitored and 
  restricted on Moltok, for fear that it mi
  h
  Notes: 
  The quirk Dislikes – Industrialization only applies after the 
  parasitic plague. 
  P: 
  Origin: 
  Moltok 
  Tech Level: 
  11 
  Racial Advant
  Reputation
  ages: 
  tle, Almost Everyone, x1, All the time
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Disadvantages 
  -11 
  0 
  0 
  R
  Racially Learned Skills and Racial Bonuses 
  +6 
  +5 
  -11 
  TOTAL 
  -11 
  Houk 
  Racial Disadvantages: 
  Cold-Blooded [-10pts]; Dislikes (Industrialization) [-1pt] 
  Free Skills: 
   
   
  Attribute Adjustment: 
  Language (Ho’Din, Native), a langua
  shapes 
  vocabulary includes thousan
  idioms; Area Knowledge 
  Racially Lear
  Clim
  [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  ST+2 [+20pts]; DX-1 [-20pts]; HT+1 [+10pts]; IQ-1 [-20pts] 
  in: 
  r 
  el: 
  dvantages: 
  Damage Resistance 2 (Thick Skin, -40%, Physical, -20%) (+4pts]; 
  Reputation+1 (Bully, Criminals, x½, Al the Time, x1) (+2pts] 
  Racial Disadvantages: 
  Examples of names are 
  and Usta. 
  Description: 
  Ho’Din means “walking flower” in the native language of this 
  gentle species. Althou
  Secondary Characteristic Adjustment: 
  None 
  Orig
  Lijute
  Tech Lev
  11 
  Racial A
  reptiles. Nev
  who strive to preserve nature in life ill be reborn as plants after 
  death. 
   
  Three hundred years before the Battle of Yavin, the Ho’Din 
  entered an indust
  
   
   
  Bad Temper [-10pts]; B
  Reputation-2 (Untru
  - 64 - 
  ully [-10pts]; No Sense of Humor [-10pts]; 
  yone, x1, All the time, 
  B
  Everyone but Criminals, 
  er) 
  d 
  nuses: 
  None 
  es are Gorb Drig, Egome Fass, Agamor Krin, Vlorg 
  Nat, Roath Vogog and Krelba Voss. 
  ption: 
  Houk have well-earned reputations as bullies, cheaters, and 
  bers. They are often compared to Wookiees because of 
  ition, although Wookiees are 
  hy. 
  quired hyperdrive technology several thousand years 
  re the Battle of Yavin and spread across the galaxy, seeding 
  many planets with small colonies. During the Rebellion era, 
  red and experimented on hundreds of Houk 
   “Once a Houk, always a Houk.” 
   
  and skullduggery is matched only by the Hutts. These qualities are 
  th in their combat techniques and their political 
  lence, 
  corruption, and treachery are rampant, a few are actually hard 
  wls, beady yellow eyes, and no visible ears or nose. 
  The average Houk stands about 7 feet 2 tall. 
  , is an arid and inhospitable planet in the Reibrin system, 
  located in the Outer Rim. A number of space stations orbit Lijuter 
  o moons, many of them serving as Offworld settlements 
  d a maximum of +4 due to their ST and +1 for their 
  stwort
  x1) [-10pts]; Reputation-1 (
  x⅔) [-3pts] 
  Free Skills: 
  Language (Houk, Native); A
  Racially Learned Skills an
  Intimidation skill at Will [+2pts] 
  Features/Taboos: 
  hy, Almost Ever
  ully, Almost 
  rea Knowledge (Lijut
  Racial Skill Bo
  Names: 
  Examples nam
  Descri
  backstab
  their great strength and violent dispos
  usually more agreeable and trustwort
   
  The Houk ac
  befo
  Imperial agents captu
  colonists, hoping to create strong yet obedient slaves. The Houk 
  did not submit easily, and most of them were never seen again. At 
  least one Houk survived the ordeal, only to betray his Imperial 
  overlords by joining the Rebel Alliance. Such treachery gave rise to 
  the proverb,
   
  Houk are humorless, short tempered beings who use their 
  strength to antagonize weaker beings. Their propensity for deceit
  reflected bo
  dealings. Although Houk descend from a culture were vio
  workers who have learned to get along with others. 
   
  Houk are hulking bipeds with thick skin (usually dark blue or 
  violet), hairless heads marked with bony ridges and a pronounced 
  brow, flabby jo
   
  Lijuter
  and its tw
  for Houk and various unscrupulous traders and sordid passers-by. 
  Notes: 
  Houk may ad
  Reputation as Bully to their Intimidation skill 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  -10 
  0 
  Racial Advantages 
  0 
  +6 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -33 
  +2 
  TOTAL 
  -35 
  Hutt 
   
   
   
  Attribute Adjustment: 
  ST+2 [+16pts]; DX-3 [-60pts]; IQ+2 [40pts]; HT+2 [+20pts] 
  Secondary Characteristic Adjustment: 
  HP+3 [+6pts]; Will+1 [+5pts]; SM+2 
  Origin: 
  Varl, later on Nal Hutta 
  Tech Level: 
  1 
  1
  Racial Advantages: 
  Reduced Consumption 2 (Cast iron Stomach, -50%) [+2pts]; 
  Damage Resistance 1 (Thick Skin, -40%, Physical, -20%) [+2pts]; 
  Dark Vision [+25pts]; Extended Lifespan 3 [+6pts]; Longevity 
  2pts]; Force Static (Resistible, -50%) [+15pts] 
  sider their own language 
  uperior to Basic and usually demand that lesser beings address 
  l at Will-1 [+2pts] 
  of their individual clans or kajidics. Their appetite for power is as 
  le as their appetite for food. 
   much of a 
  utts are hermaphroditic, with both male and female 
  ductive organs. Hutts bear their young one at a time and 
  sh them for a time in a brood pouch. Their large lungs ena
  hours at a time. Xenobiologists oft
  [+
  Racial Disadvantages: 
  Cold-Blooded (<50°) [-5pts]; Gluttony [-5pts]; Greed [-15pts]; 
  Intolerance-1 (All other races) [-1pt]; Megalomania [-10pts]; No 
  Legs (Semi Aquatic, Slithers) [0pts]; Overconfidence [-5pts]; Sense 
  of Duty (Clan) [-10pts]; Vow (Never kill the messenger from other 
  Hutts, Major) [-10pts] 
  Free Skills: 
  Language (Huttese, Native), they con
  s
  them in their native tongue; Area Knowledge (Varl or Nal Hutta 
  or Nar Shaddaa) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Intimidation skill at Will+1 [+4pts]; Leadership skill at IQ [+2pts]; 
  ersuade skil
  P
  Features/Taboos: 
  None 
  Names: 
  Examples names are Borga, Churabba, Dalla, Durga, Gardulla, 
  Grelb, Grondo, Issualla, Jabba, Krova, Mardoc, Mika, Nalluda, 
  Popara, Shala, Yarella, Zonnos, and Zordo. 
  Description: 
  Hutts are long-lived gastropods who occupy a region known as 
  Hutt Space. They are powerful, ruthless beings who continually 
  seek to expand the boundaries of their dominion and the holdings 
  insatiab
   
  Hutts are often found at the centre of business and criminal 
  enterprises. Legality (or lack thereof) does not affect whether a 
  utt will pursue a venture. All that matters is how
  H
  benefit, and a profit, one can get from it. 
   
  Like worms, H
  repro
  nouri
  ble 
  them to stay underwater for 
  en 
  
   
   
  - 65 - 
  classify Hutts as gastropods because of their slug like appearan
   
  ders oversees Hutt Space. Comprised of Hutts 
   th
   influential kajidics, they decide 
  tt Space, and all other Hutts 
  acs who consider their kind to 
  o
  gs. They have a 
  n
  nd enjoy accumulating and 
  s strongest loyalty is always 
   wi
  tt is nothing but a lowly 
  n
  reature with a thick body, 
  muscular tail, and small arms protrudin  from its upper body. A 
  Hutt’s bulbous head features catlike eyes, wide nostrils, and a 
  n adult Hutt averages 13 feet long and 
  n the temperate forest world of Varl. When a 
   as well as 
   VI. 
  ce 
  and movements.
   
  A council of el
  representing
  the fate of every
  are answerable t
   
  Most Hutt
  be beyond m
  talent for ma
  exerting
  his kajidic,
  commoner. 
   
  A Hutt is a
  e oldest and most
  one who lives in Hu
  o them. 
  s are vicious megalomani
  rality as perceived by lesser bein
  ipulating other beings a
   power over others. A Hutt’
  thout which a Hu
   immense, slug like c
  g
  broad lipless mouth. A
  weighs 1,500 kilograms. 
   
  Hutts evolved o
  natural calamity left Varl a blasted wasteland, the Hutts fled and 
  adopted a new homeworld: Nal Hutta, in the Y’Toub system on 
  the border of the Mid Rim and Outer Rim. The Hutts have spent 
  enturies polluting and ruining Nal Hutta’s ecosystem,
  c
  that of Nar Shaddaa, a heavily industrialized moon orbiting Nal 
  Hutta. 
  Notes: 
  Hutts can be seen in Episodes I, IV and
  Hutt PCs are not recommended. 
  P: 
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +16 
  +11 
  0 
  +52 
  -61 
  +8 
  TOTAL 
  +26 
  -I-
  otchi 
  Ikt
   
   
  Attribute Adjustment: 
  None 
  The moon Iktotchon orbiting Iktotch 
  evel: 
  11 
   Skin, -40%, Physical, -20%) (+2pts]; 
  Force Sensitive [+5pts]; Farseeing (Precognition, Costs Fatigue, -
   Required, -20%; Uncontrollable, -10%; Unreliable, 
  Names: 
  ple names are Arctan, Vleese, Daedar Xiese, Liiren Baelar, 
   Korl, Saesee Tiin, and Seer Vanee. 
  on: 
   star system in the Expansion Region, has a si
  porting life, a moon orbiting
   mass of rock on the system’s edge. Here, the Iktotchi ar
  as the sole intelligent life in a desolate system, yet from their 
  hey had legends of some day being part of a 
  tion that spanned the stars. 
  nt pilots, with a 
  s a
  t far behind. This was 
  n for, however. When 
  is
  ion roughly 3,500 
  erved that the entire 
  eir arrival for several weeks. 
   sh
   around the moon, 
  d foun
  ed Republic settlement, a 
   space to 
   plateau on the world’s 
  h
  bled there, eager to 
  make contact with the gre
  civilization of the s
   
  biologists soon learned that the Iktotchi 
  ecognition, manifested through 
  rn talent particularly fascinated the 
  e first permanent offworld 
  n. They discovered that 
  i trained as Jedi were particularly adept with Sense powers, 
  and Iktotchi precognitive abilities could actually be enhanced with 
  ining. 
  Iktotchi became integrated into the galactic society around 
  e clear that their affinity for flight extended into 
  s. Despite this, they didn’t fit comfortably into the 
  t cultural tapestry they had dreamt of for so long. They found 
  that they were distrusted by many, as Iktotchi were rumored to be 
  s to dangerous doombringers that 
   gained acceptance as the bizarre 
  DX-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  Tech L
  Racial Advantages: 
  Damage Resistance 1 (Thick
  5%; Preparation
  -80%) [1pt] 
  Racial Disadvantages: 
  Secret (Doombringer, Utter Rejection by Non-Force users) [-10pts] 
  Free Skills: 
  Language (Iktotchese, Native); Area Knowledge (Iktotchon) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Iktotchi character gain either the Crewman skill at IQ+2 [+4pts] or 
  Engineer at IQ [+4pts] or Pilot (High Performance Spacecraft) at 
  DX+1 [+4pts] 
  Features/Taboos: 
  None 
  Exam
  Niira
  Descripti
  Iktotch, a remote
  ngle 
  planetary body capable of sup
   a 
  lifeless
  ose 
  earliest civilization t
  great galactic civiliza
   
  Iktotchi are renown
  reputation as mechanic
  not the only thing the
  Republic scouts first d
  years ago, they were bot
  population had been
  In fact, when the scout
  they thought they ha
  giant version of the Galact
  the naked eye, had been
  largest continent. Iktotc
  ed across the galaxy as excelle
  nd engineers no
   Iktotchi are know
  covered their civilizat
  h surprised and unn
   prepared for th
  ip first entered orbit
  d an unreport
  ic Republic seal, visible from
   carved into a high
  i leaders were assem
  at 
  tars. 
  Galactic Republic xeno
  possessed limited natural pr
  dreams or visions. This inbo
  Jedi, and a Jedi temple was one of th
  settlements to be established on Iktotcho
  Iktotch
  Force tra
   
  As the 
  them, it becam
  space vehicle
  vas
  everything from telepath
  foresaw evil and then worked to bring it about. Iktotchi soon 
  began to deny any extrasensory abilities, mostly true, since their 
  precognitive powers are severely limited when away from 
  Iktotchon, and they gradually
  
   
   
  - 66 - 
  circumstances surrounding the initial contact with the Iktotchi 
  faded with the passage of time. Iktotchi skill with spacecraft 
  became so well known that everyone from pirates to system 
  were willing to pay top credits for even green 
  s and engineers. 
  As the Emperor rose to power, Iktotchi diplomats worked 
   the dark path 
  ars: they had seen the carnage in 
  a threat to the Emperor’s plans, 
  ong the first targets during the Jedi Purge. 
  ore the Emperor’s New Order seized power, most 
  Iktotchi withdrew from all but the most distant Outer Rim worlds, 
   to their home star system and constructing orbital 
  ontent to 
  hi to withdraw and ordered a blockade of their 
  idn’t even bother to appoint a planetary governor, 
  urprise as the rest of the 
  alaxy’s population. Not only were these extra-galactic invaders 
  ning 
   for 
  l, so their natural gift sometimes seem more like a curse. 
  ales have 
  ownward-curving horns, although the horns of males are 
  CP: 
  defense forces 
  Iktotchi pilot
   
  feverishly to prevent the galaxy from embarking on
  that would lead it to the Clone W
  their dreams. Iktotchi Jedi posed 
  and they were am
   
  Shortly bef
  retreating
  colonies to handle the influx of people. Their precognitive abilities 
  had warned them that dire fates awaited them if they attempted to 
  live under the Emperor’s regime. The Emperor seemed c
  allow the Iktotc
  system. He d
  and the Iktotchi knew that isolation would be the only way their 
  people would survive. Nonetheless, several of them did steal past 
  the blockade to join the Rebel Alliance. 
   
  When the Empire fell, the Iktotchi became eager participants in the 
  founding of the New Republic. Curiously, the Yuuzhan Vong 
  invasion took the Iktotchi by as much s
  g
  invisible to the Jedi, but also they were shielded from the vision of 
  the Iktotchi. 
   
  Iktotchi are sensitive beings who hide their deep emotions behind 
  façade of quiet stoicism. They respect diversity and adapt quickly 
  to other species easily. 
   
  Iktotchi can be somewhat impatient with species that aren’t 
  precognitive. Culturally, they are also concerned about frighte
  other beings, they have no desire to be reviled by galactic society 
  or abused by those who might use their precognitive abilities
  il
   
  The Iktotchi have tough hairless skin that protects them from the 
  fierce winds of their homeworld. Both males and fem
  d
  somewhat larger. Their hands are broad, and have thick fingers. 
  Notes: 
  The limitation Uncontrollable for the Force Power Farseeing is 
  deleted as soon as the character has both bought at least one Sense 
  Talent and the appropriate Force Training – Attuned. 
   
  An Iktotchi Jedi Master can be seen in Episodes I, II, and III. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  evel 
  antages 
  -20 
  0 
  0 
  Tech L
  Racial Adv
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +8 
  -10 
  +4 
  TOTAL 
  Iotran 
  -18 
   
   
   Adjustment: 
  HT+1 [+10pts]; IQ-1 [-20pts] 
  dary Characteristic Adjustment: 
  None 
  gin: 
  Iotra 
  10 – Low TL-1 [-5pts] 
  wer 100%, Size of Group 
  11-20, x8) [+120pts]; Rank (Military) [0pts];  
  Duty (IPF, Almost all the time, Extremely Hazardous) (-20pts]; 
  erance (Non-
  [-5pts]; 
  Reputation-1 
  (Militaristic, 
  pts] 
  ge (Tranese, Native), a rich language that has simple, 
  entence constructions and words. Most Iotrans find Basic 
   and convoluted; Area Knowledge (Iotra) 
  Racially Learned Skills and Racial Skill Bonuses: 
   IQ+1 [+4pts]; Tactics skill at IQ-1 [+2pts] 
  xample names are: Terika Etan, Mirip Pag, Dira Shal, Rodick Tag, 
  espect 
  Attribute
  Secon
  Ori
  Tech Level: 
  Racial Advantages: 
  Allies (IPF, Almost all of the time, x3, Po
  Racial Disadvantages: 
  Fanaticism (Military Hierarchy) [-15pts]; Intol
  Militaristic 
  Civilizations) 
  Everyone but Iotrans, x⅔) [-3
  Free S
  Langua
  kills: 
  precise s
  inelegant
  Soldier skill at
  Features/Taboos: 
  None 
  Names: 
  E
  Anvon Trig, and Rova Zad. 
  Description: 
  Iotrans are atheistic sentients who live and thrive within a strict 
  military hierarchy. The Iotran people follow clear, codified laws 
  that set the boundaries for conduct within their society. Iotrans 
  strive for order and civility and believe in the maxim “might 
  akes right.” They abhor dissidence and lost considerable r
  m
  among non-Iotran cultures by showing open contempt for the 
  Rebel Alliance and refusing to stand with the Alliance against the 
  Empire. 
   
  Since the early days of the Republic, Iotrans have maintained an 
  immense standing army bolstered by hyperdrive-capable starships 
  and blaster weapons.  The army patrols the Iotran Expanse and 
  has proven an effective deterrent against invasion, as Iotrans have 
  never been involved in any military engagement larger than a 
  border skirmish. 
   
  
   
   
  - 67 - 
  From youth, Iotrans are trained to prepare for conflict. By law, 
  they must serve six standard years in the military, and of course, 
  most of them consider it a privilege and honor to do so. 
   
  Iotrans respect military might and little else. They fervently 
  dient means. 
   out between the eyes and 
  e Iotran Peacekeeping Force (IPF) rules Iotra through a 
  uncil of eight top-ranking military leaders. 
  otes: 
  n PC is not recommended. A character playing an Iotran PC 
  ld be considered an outcast and thus has no Allies and Rank 
  naticism. 
  believe that order and stability are the building blocks of a thriving 
  society. Iotrans have little to no respect for other cultures and their 
  laws. They also have no sense of fair play, seeking victory in every 
  conflict by the most expe
   
  Iotrans are not technically minded, but they make good use of 
  technology acquired from other species. 
   
  An Iotran has smooth, dark skin and a broad, flat nose. Distinctive 
  spots adorn the top of an Iotran’s distinctive skull, which features 
   pair of knobby protrusions that jut
  a
  ears. An Iotran has birdlike feet and hands with three fingers and a 
  thumb. An Iotran adult typically wears militaristic or utilitarian 
  clothing. 
   
  Iotra is an industrial planet in the Outer Rim system of the same 
  name. Th
  joint Co
  N
  Iotra
  shou
  and no Duty and Fa
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Bonuses 
  -5 
  +120 
  -43 
  +6 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and 
  -10 
  0 
  TOTAL 
  +68 
  Ishi Tib 
   
   
  20pts]; IQ+2 [+40pts] 
  ry Characteristic Adjustment: 
  rin 
  he (Gills, -50%) [+10pts]; 
  Speak Underwater [+5pts]; Striker (Beak, Piercing, Limited Arc – 
  Straight Ahead, -40%) [+3pts] 
  Racial Disadvantages: 
  ge, -50%) [-5pts]; Dependency 
  ter solution, Very Common, Daily, x3) [-15pts]; 
  nvironmentalist, Resist quite rarely) [-20pts] 
  ) 
  4pts] 
  ion: 
  mphibian humanoids who live in large communal 
  eds of the individual. 
   raids 
  nment. 
  aped face 
  ib centers of commerce. Technology is carefully 
  Berserk (Only when taken dama
  (Brin, Saltwa
  Obsession (E
  Free Skills: 
  Language (Tibranese, Native); Area Knowledge (Tibrin
  Racially Learned Skills and Racial Skill Bonuses: 
  Swimming skill at HT +2 [+
  Features/Taboos: 
  None 
  Names: 
  Example names are Jund Voon, Koth-Morr, Kenjil Mang, Sciltra 
  Rega, Harc Seff, Thillis-Brn, Shasa Tiel, and Troc Slatter. 
  Descript
  Ishi Tib are a
  families called schools. Each school ranges in size from a few 
  hundred members to more than ten thousand individuals. Ishi Tib 
  mate only to reproduce, and the entire school assumes 
  responsibility for the welfare of Ishi Tib hatchlings, which never 
  learn the identities of their parents. The needs of the school always 
  ome before the ne
  c
   
  Ishi Tib live in ornate cities built upon carefully cultivated coral 
  reefs. They are fervent eco-preservationists, unwilling to 
  compromise when ecological balance is at stake. Although Ishi Tib 
  have little desire to leave their homeworld, they are sometimes 
  lured Offworld by corporations in need of highly organized 
  managers and environmentally sensitive urban planners. The 
  ebel Alliance also put their keen minds to use planning
  R
  against the Empire, and several Ishi Tib tactical experts were 
  present during the critical briefing before the Battle of Endor. 
  Ishi Tib must routinely immerse themselves in a brim solution 
  similar to the oceans of Tibrin, or they will die of dehydration. 
   
  Ishi Tib are patient, meticulous, highly organized perfectionists. 
  They are quick to correct the errors of other school members, and 
  ost are strident defenders of the natural enviro
  m
   
  shi Tib have green skin. Their four-pointed, star-sh
  I
  features a pair of lidless yellow eyes on short stalks and a sharp, 
  hooked beak. Their lungs can breathe air or water. 
   
  Their homeworld Tibrin is located in the Mid Rim and is a world 
  of shallow oceans dotted with developed coral reefs and sandbars 
  hat serve as Ishi T
  t
  tested before it can be implemented on Tibrin to prevent pollution. 
  Structures are often made of coral and other organic materials, and 
  beasts perform many tasks usually performed by machines. 
  Attribute Adjustment: 
  Notes: 
  DX-1 [-
  CP: 
  Type 
  Seconda
  CP 
  None 
  Attribute Adjustment 
  ary Characteristic Adjustment 
  el 
  ses 
  +20 
  0 
  -
  Second
  Tech Lev
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonu
  0 
  +28 
  40 
  +4 
  TOTAL 
  +12 
  Origin: 
  Tib
  Tech Level: 
  11 
  Racial Advantages: 
  Amphibious [+10pts]; Doesn’t Breat
  
   
   
  - 68 - 
  Issori 
   
   None 
   Adjustment: 
  None 
  Issor 
  11 
  Amphibious [+10pts] 
  Features/Taboos: 
  Names: 
  n 
  ebbed ands and feet; 
  they are hairless except for their heads. The Issori face is covered 
  , usually the result of loose skin, evolution, or old 
  he Issori have dwelled on the scarce land of Issor for untold 
  r (then) feudal-
  vel technology with the Odenji, and soon the two species were 
  selves with 
  formation-level technology. They immediately began a space 
   their 
  centuries ago, the Odenji entered a species-wide sadness 
  o help the Odenji 
  ely unsuccessful. As 
  an unfortunate result of the melanncho, the Issori are far more 
  spread than their cousin species today. 
  meral legislature consisting of th
  f Odenji. Members of both houses a
  r respective species to serve for life, and their law
  ystem. 
  ave merged their own space-level technological 
  th those brought to their planet by others. They 
   export market for their quality industrial products, 
  ys on the lookout for more. They import several 
  e Issori t
  ious and disreputable 
  t 
  ery conceivable 
   my
  etuated through the 
  om are smugglers and 
  CP: 
  Attribute Adjustment: 
  Secondary Characteristic
  Origin: 
  Tech Level: 
  Racial Advantages: 
  Racial Disadvantages: 
  Reputation-1 (Rambunctious and Disreputable, Almost Everyone 
  but Issorians, ⅔, Occasionally, x⅓) [-1pt] 
  Free Skills: 
  Language (Issorian, Native); Area Knowledge (Issor) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Swimming at HT+1 [+2pts] 
  None 
  Unknow
  Description: 
  The Issori are tall, pale-skinned bipeds with w
  with wrinkles
  age. Some, however, serve a purpose, like the wrinkles between 
  the eyes and mouth. These function as olfactory organs, equally 
  effective in and out of water. 
   
  T
  millennia. The early Issori cities were mostly primitive ports 
  where each settlement could trade extensively with others. 
  Eventually, the Issori discovered the aquatic Odenji, their cousin 
  species. They were thrilled to find new beings to interact, trade, 
  and dwell with them. The Issori gladly shared thei
  le
  living and working together in large numbers. 
   
  The Issori and Odenji made scientific progress like never before, 
  and within a few centuries they found them
  in
  program and a search for intelligent life. After many years, and 
  after colonizing the other planets of the system (and establishing 
  their dominance over the Humans of Trulalis), the Issori and 
  Odenji received a response to their galactic search when a 
  Corellian scout team came to visit the planet. Despite
  surprise at finding other beings in the galaxy, the species joined 
  the galactic community. 
   
  Several 
  known as the melanncho. The Issori tried t
  through this troubling period but were ultimat
  wide
   
  The Issori are governed by a bica
  Issori and the Tribe o
  e 
  Tribe of 
  re 
  elected by thei
  s 
  affect the entire s
   
  The Issori h
  achievements wi
  have an active
  and are alwa
  billion computer
   
  Many believe th
  group, but this is no
  temperament. The
  exploits of more famo
  pirates. 
  Notes: 
   
  s and droids a year. 
  o be a rambunct
  true; there are Issori of ev
  th has been perp
  us Issori, many of wh
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjust
  0 
  0 
  0 
  +10 
  -1 
  +2 
  ment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +11 
  Ithorian 
   
   
  justment: 
  Origin: 
  em or any herd ship 
  Tech Level: 
  0%, 
  Symptoms – Stunning & Deafness, +20%, Costs Fatigue, -10%) 
  trating Voice [+1pt]; Reputation+2 (Pacifists, Almost 
  Attribute Ad
  DX-1 [-20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  None 
  Ithor in the Ottega syst
  11 
  Racial Advantages: 
  Affliction (Sound Attack, Jet, Sense-Based – Hearing, +15
  [+26pts]; Pene
  Everyone, x1, All the time, x1) [+10pts] 
  
   
   
  - 69 - 
  Racial Disadvantages: 
  Pacifism (Self Defense) [-15pts] 
  Free Skills: 
  Language (Stereophonic Ithorese, Native); Area Knowledge (Ithor 
  or any herd ship) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Expert (Ecology) skill at IQ [+4pts]; Farming skill at IQ [+2pts]; 
  Gardening at IQ+1 [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Examples names are Chandra Hobat, Deneb Both, Erd Lumas, 
  Moolis. 
  Description: 
  Ithorians are tall humanoids whose distinctive appearance leads
  o 
  refer 
  to 
  them 
  colloquially 
  as 
  Peaceful and gentle, Ithorians are widely 
  ted artists, brilliant agricultural engineers, and 
  aps the greatest ecologists in the galaxy. They 
  ly advanced society but have devoted much of 
  g the natural beauty of their homeworld’s 
  ey live in what they refer to as “herds”, 
   cities that hover above the surface of their 
   refer to as “Mother Jungle”. 
  erd ships”, which are 
  he galaxy to the other. Many 
  planetary populations look forward to trading for whatever exotic 
  e Ithorians bring from distant planets. 
  s tend to be calm, peaceful, tranquil, and gentle. 
  anoid, ranging in height from 6 feet to 7 fee
  rl forward and end in dome-shap
  hs, one on each side of their neck
  en they talk and can even be used 
  Their homeworld Ithor is a jungle planet located in the Mid Rim. 
  The Yuuzhan Vong ravage Ithor during the New Jedi Order era 
  and render it uninhabitable. 
  Notes: 
   can be seen at the Mos Eisley cantina in Episode IV – 
  A New Hope. 
  Fandomar, Momaw Nadon, Oraltor, Phontos, Tendau Bendon, 
  Thulls, Tol Ado, Tomla El, Whuvumm, Worlohp, and Umwaw 
  planet, where they continually strive to maintain the ecological 
  alance in what they reverently
  b
   
  Ithorians developed space travel early in their civilization. They 
  avel through hyperspace in massive “h
  tr
  masterpieces of environmental engineering. Each ship carries 
  within it a perfect replica of their native jungle. Ithorian herd ships 
  are familiar sights from one end of t
  wares th
   
  Ithorian
   
  Ithorians are hum
  t 8 
  tall, with long necks that cu
  hey have two mout
  ed 
  heads. T
  , 
  producing a stereo effect wh
  an 
  deafening attack. 
   
   
  An Ithorian
  many 
  other 
  species 
  t
  “Hammerheads”. 
  recognized as talen
  skilled diplomats. 
   
  Ithorians are perh
  have a technological
  their effort to preservin
  tropical jungles. Th
  dwelling in floating
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +37 
  -15 
  +8 
  TOTAL 
  +30 
  -J-
  Jawa 
  Free Skills: 
  Language (Jawa, Native); Area Knowledge (Tatooine) 
   
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Jawa Trade Language, spoken Native) [+3pts]; 
  Scrounging skill at Per+2 [+4pts] 
  eatures/Taboos: 
  F
  None 
   
  tic Adjustment: 
  ision [+1pt] 
  ges: 
  dice [-10pts]; Illiteracy (Native) [-3pts]; Odious Racial 
  dor) [-5pts]; Reputation-1 (Thieves and Swindlers, 
  yone but Tusken, x⅔, All the time, x1) [-3pts] 
   
  ed by a clan name. A few 
  examples are Aved Luun, Dathcha, Eet Ptaa, Jek Nkik, Ik’tal, Het 
  , Hrar Kkak, Rkik Dnec, and Tteel Kkak. 
  ngers of short stature. Found in 
  y dark nook and cranny of Tatooine, Jawas surv
  orms the basis of their econom
  ble predators. 
  Although not advanced technologically, Jawas have a gift for 
  discovering unusual ways to make things work, at least for a little 
  while. Through most people despise Jawas for their underhanded 
  practices (and unpleasant odor), they also realize that Jawas 
  occasionally lay their hands on priceless treasures. 
   
  Jawas prowl the deserts and rocky basins of their homeworld in 
  enormous tracked vehicles called sandcrawlers. These vehicles 
  also contain workshops and storage chambers cluttered with 
  treasure or junk, depending on how one views scrap. 
   
  Names:
  Jawas favor a given name follow
  Attribute Adjustment: 
  ST-2 [-20pts]; DX+1 [+20pts] 
  Secondary Characteris
  Nkik
  Description: 
  Jawas are intelligent scave
  seemingly ever
  ive 
  by scrounging for scrap, which f
  ding from the planet’s terri
  y, 
  and hi
   
  Will-1 [-5pts]; SM-2 
  Origin: 
  Tatooine 
  Tech Level: 
  10 Low TL-1 [-5pts] 
  Racial Advantages: 
  Night V
  Racial Disadvanta
  Cowar
  Habits (O
  Almost Ever
  
   
   
  - 70 - 
  Jawas are opportunistic and cowardly. Th
  s thieves and swindlers, altho
  se words insults. Jawas are proud 
  at others obviously no longer n
  uent maintenance and costly
  d 3 feet tall, on average. Th
  heir glowing eyes. Xen
   cave-dwelling rodent
  lt with Jawas would disagree. 
  ey have a well-deserved 
   a
  ugh they would hardly 
  he
  of their ability to 
  eed and sell things that 
   replacement parts. 
  ey wear dark-hooded robes 
  obiologists speculate that 
  s and few other species 
   dwe
  Jawas can be een in Episodes I, II, IV and VI. 
  reputation
  consider t
  acquire wh
  require freq
   
  Jawas stan
  that cover all but t
  Jawas evolved from
  that have
  Notes: 
   s
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racially Learned Skills and Racial Bonuses 
  0 
  -5 
  -5 
  +1 
  -26 
  +7 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  -28 
  Jenet 
   
   
  Attribute Adjustment: 
  ST-1 [-10pts]; DX+1 [+20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  ts] 
  Origin: 
  11 
   Native); Area Knowledge (Garban) 
  er achieved, and 
  tion: 
  re quarrelsome scavengers who evolved from rodents. 
  ds of years before the Battle of Yavin, Jenets eradicated all 
  heir 
  homeworld. They used their own hyperdrives to colonize the six 
  he Tau Sakar system and have since spread 
  ghout the galaxy, building colonies on far-flung worlds 
  cooped with the species’ alarming rate of 
  t, inbred populations. As Jenets pref
  g their own kind, they have never fully integrat
  alactic society or sought to join the Republic. 
   the Rebellion era, the Empire enslaved the Jenets and took
  ecies’ high reproduction rate, assigning them 
  The Empire went as far as to selectively breed 
  mpt to make them less intelligent and more 
  ic. Th
  experimentation 
  t
  rd. 
   like a corporat
  s a hopelessly tangled 
  eir incredible 
  falls, which 
  y’s lack of writte
   prefer to live in 
  gs. 
  ts
  able. They are 
  en faced with 
  tails. Jenet think 
  nothing of berating some ne they’ve never met fo  a distant 
  acquaintance’s transgression. 
   pink skin, beady red 
  eyes, tufts of white fur, and stiff whiskers. 
  r Rim’s Tau Sakar system. 
  net’s primarily live in vast subterranean warrens deep 
  below the planet’s surface. 
  Basic Move+1 [+5p
  Garban 
  Tech Level: 
  Racial Advantages: 
  Eidetic Memory [+5pts]; Night Vision [+1pt] 
  Racial Disadvantages: 
  Illiteracy (Native) [-3pts]; Odious Racial Habit (Tactless) [-10pts]; 
  Reaction-2 (Petulant & Insufferable, Almost Everyone, x1, All the 
  time, x1) [-10pts] 
  Free Skills: 
  Language (Jenet, spoken
  Racially Learned Skills and Racial Skill Bonuses: 
  Climbing skill at DX+1 [+4pts];  and the Swimming skill at HT 
  [+1pt] 
  Features/Taboos: 
  None 
  Names: 
  A Jenet’s name is more than a simple moniker. The name is an 
  official recounting of everything the Jenet has ev
  two witnesses are required whenever it is used or “amended”. 
  Descrip
  Jenets a
  Thousan
  of their natural predators and quickly overpopulated t
  other worlds in t
  throu
  whose isolation 
  reproduction has created vas
  er 
  to dwell amon
  ed 
  into the greater g
   
  During
   
  advantage of the sp
  to dangerous tasks. 
  the Jenets in an atte
  compliant and pacifist
  continue to haunt the Jene
   
  Jenet society is run
  and complex bureaucracy. Th
  memories to avoid th
  explain the societ
  underground warrens an
   
  Many species find Jene
  tactless, barely able to
  ignorance or lies, and ob
  e effects of Imperial 
  s for generations afterwa
  ion and ha
  e Jenets rely on th
  e common bureaucratic pit
  n records. They
  d aren’t fond of tall buildin
   petulant and insuffer
   contain themselves wh
  sessed with trivial de
  o
  r
   
  Jenets are 4 foot 9 tall humanoids with pale
   
  Garban is a temperate world in the Oute
  The Je
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  djustment 
  sadvantages 
  Racially Learned Skills and Racial Bonuses 
  +30 
  +5 
  0 
  +6 
  -23 
  +5 
  Secondary Characteristic A
  Tech Level 
  vantages 
  Racial Ad
  Racial Di
  TOTAL 
  +23 
  -K-
  
   
   
  uu 
  Kald
   
  Attribute Adjustment: 
  esend, 
  Telepathic 
  rainwaves) [+30pts]; 
   Legs (Arial) [0pts]; Dependency 
   dioxide, Very Common, Constantly, x5) [-25pts] 
  lly Learned Skills and Racial Skill Bonuses: 
  s: 
  Names: 
  i
  , 
  en
   
  oat
  n
  ree, 
  e silen
  as well 
  ses fr
  st
  bon 
   
  i
   The 
   fo
  n 
   then
  manifest their mental p
  tner. They can al
   form a group of mind
  eatures are within 60 yards of one another. 
  their hosts as well. A group mind shares 
  res need be included. 
   
   are longstanding friends, 
  g a symbiotic relationship in which the Ropagu gain the 
  e Kalduu intellect and medical services, and the 
  sumes the harmful viruses in the Ropagu’s bodies (this 
  hen they use their tentacles to physically contact others). 
  dult Kalduu is about 3 foot tall. 
  ecommended. 
   ST-2 [-12pts]; IQ+2 [+40pts] 
  Secondary Characteristic Adjustment: 
  SM-2 
  Origin: 
  Ropagi II 
  Tech Level: 
  0 – Low TL-11 [-55pts] 
  Racial Advantages: 
  Extended Lifespan 2 [+4pts]; Extra Arms+2 (Extra-Flexible, +50%, 
  No Physical Attack, -50%) [+20pts]; Flight (Low Ceiling 10 foot, -
  20%) 
  [+32pts]; 
  Telecommunication 
  (Tel
  B
  Racial Disadvantages: 
  No Fine Manipulators [-30pts]; No
  (Carbon
  Free Skills: 
  Area Knowledge (Ropagi II) 
  Racia
  None 
  Features/Taboo
  None 
  Unknown 
  Description: 
  The Kalduu are nat
  hemispherical 
  bodies 
  an
  underneath. They fl
  moving in complet
  as germs and viru
  dioxide and exha
  communicate by telepat
  average Kalduu lives
   
  Kalduu harness their m
  the temples and back of t
  ve to Ropagi II. Th
  d 
  four 
  t
   on air and ofte
  ce. Kalduu eat
  om their ho
  le oxygen. Lacking 
  hy. Reproduct
  r about 500 years
  ental powers by placin
  he neck of th
  ey have transparent
  tacles 
  streaming 
  from
   travel in groups of th
   airborne bacteria 
  s, and breathe in car
  vocal chords, the Kalduu
  on is done by fission.
  . 
  g their tentacles o
  e recipient. They can
   
  ar
  so
   
  if two or more of the cr
  This benefit extends to 
  their thoughts in seconds, no words or gestu
  The near human Ropagu and the Kalduu
  enjoyin
  benefit of th
  Kalduu con
  is done w
   
  An average a
  Notes: 
  Kalduu PCs are not r
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  +28 
  0 
  -55 
  +82 
  -55 
  0 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  0 
  Kaminoan 
   
   
  Attribute Adjustment: 
  HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; SM+1 
  Origin: 
  Kamino 
  Tech Level: 
  11 
  Racial Advantages: 
  Reputation+1 (Cloners, Large class of people - Traders, x½, 
  Occasionally, x⅓) [+1pt]; Voice [+10pts] 
  Racial Disadvantages: 
  acially Learned Skills and Racial Skill Bonuses: 
   
  Not all Kaminoans are clone technicians, but Kaminoans are 
  n, among those who still remember them as cloners. Long 
   better survive rising sea levels at the end of a planetary 
  oans used cloning technology to ensure t
  Dislikes (Physical Imperfection) [-1pt] 
  Free Skills: 
  Language (Kaminoan, Native); Are Knowledge (Kamino) 
  R
  Survival (Open Ocean) skill at Per [+2pts]; one other Survival skill 
  at Per-1 [+1pt] 
  Features/Taboos: 
  Long neck 
  Names:
  Examples of names are Aya Lim, Lama Su, Maru Lan, Tau Shel, 
  Taga Sai, Seva Ke, and Taun We. 
  Description: 
  know
  ago, to
  ice 
  age, the Kamin
  he 
  
   
   
  - 72 - 
  continuance of their species, weed
  g them to survive with less. Co
  ing out physical weaknesses
  nsequently, Kaminoa
  somewhat hardier, but even genetic engineering has only taken 
  r weakness and tend to think of 
  eath their notice. They do not bear 
  y; to the Kaminoans, such people 
   the “herd”, and they find it vaguely 
  m to grasp this fact. 
  ed from nearly identical genetic 
  ion. The cloning process does 
  cates, but rather children who fall 
  ameters. These Kaminoan children 
  g defined guidelines, but are still free 
  rests them, provided the Kaminoan 
   
  e, yet behind this lurks an 
  imperfection. They present an aspect of 
  ess, but are generally pleasant and 
  approachable. Their voices are as soft and soothing as their 
  oans are slim, bipedal beings with pale skin and dark eyes. 
   to 9 foot tall and are thin to the point of being 
  hey have long graceful necks and slender fingers. Their 
   are somewhat smaller than those of Humans, but seem 
  smaller yet because of their large eyes. Female Kaminoans are 
  ost males posses a small headcrest. 
  ino is a stormy ocean world located on the edge of Wild 
   the Clones. 
   and 
  enablin
  ns are 
  them so far. 
   
  Kaminoans have no respect fo
  identifiable weak persons as ben
  such individuals any animosit
  should simply be culled from
  disturbing that other cannot see
   
  Although Kaminoans are all creat
  stock, there is still considerable variat
  not create perfect adult dupli
  into a given set of genetic par
  then grow and develop alon
  to pursue any career that inte
  community approves. 
  Kaminoans are outwardly polit
  intolerance of physical 
  quiet curiosity and aloofn
  manner. 
   
  Kamin
  They stand 7 foot
  gaunt. T
  mouths
  bald, while m
   
  Kam
  Space. 
  Notes: 
  Kaminoans can be seen in Episode II: Attack of
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  +10 
  -2 
  Secondary Chara
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +11 
  -1 
  +3 
  TOTAL 
  +21 
  Kel Dor 
   
   
  Attribute Adjustment: 
  DX+1 [+20pts]; IQ+1 [+20pts]; HT-1 [-10pts] 
  Names: 
  e names are Dom Tlo, Eorin Zal, Plo Koon, Roor Trevol, 
  n Dol, Xol Kenyak, and Yem Nemnin. 
  orin, a world with an atmospher
  ly of helium and a gas that is unique to that wor
  heres, such as those consisting mostly of oxyge
  often deadly to Kel Dor; at th
  t, they cause severe irritation of the Kel Dor’s eyes and 
  passages. Conversely, Dorin’s atmosphere is toxic to most beings 
  ve to the planet. 
  o live under alien skies refurbish their dwellings with 
  rials adapted from the species spacefaring technology, 
  he structures with airlocks and large canisters of 
   from their homeworld that last anywhere from three 
   a year. 
  ide their dwellings on an alien world, Kel Dor must 
  h masks and protective eyewear. They can neither see 
   without these devices. Most Kel Dor breath masks 
  vocoders that amplify the wearer’s speech; while their 
   normally in their native atmosphere, Kel Dor 
  o produce sound in more typical environments.  
   
  The Kel Dor are kind-hearted and even-tempered, and the average 
  or refuses another being in need. At the 
  in quick, simple justice and aren’t 
  eir own hands. 
   deep red. Most have black 
  hough a few are born with silver irises that some believe 
  mark them as strong in the Force. 
  Kel Dor can be seen in Episodes I to III.  
  are not recommended. 
  CP: 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Dorin 
  Tech Level: 
  11 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Code of Honor (Gentlemen’s, Minor) [-5pts]; Dependency (Dorin 
  Atmosphere, Rare, Constantly, x5) [-150pts] 
  Free Skills: 
  Language (Kel Dor, Native); Area Knowledge (Dorin) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Mechanic (Breath Masks and Goggles) at IQ [+4pts] 
  Features/Taboos: 
  None 
  Exampl
  Tori
  Description: 
  The Kel Dor evolved on D
  e 
  consisting most
  ld. 
  Common atmosp
  n, 
  nitrogen, or carbon dioxide, are 
  eir 
  mildes
  air 
  and plant life that isn’t nati
   
  Kel Dor wh
  mate
  outfitting t
  atmosphere
  cycles to
   
  When outs
  wear breat
  nor breathe
  include 
  vocal cords function
  must shout t
  Kel Dor never ignores 
  same time, Kel Dor believe 
  averse to taking the law into th
   
  Their skin ranges in color from peach to
  eyes; t
  Notes: 
  Kel Dor PCs 
  Type 
  CP 
  Attribut
  Secondar
  e Adjustment 
  y Characteristic Adjustment 
  Tech Level 
  +30 
  0 
  0 
  0 
  -155 
  +4 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  -121 
  
   
  Kerestian 
   
  - 73 - 
   
   
   
  Attribute Adjustment: 
  ST+1 [+9pts]; DX+1 [+20pts]; IQ-1 (-20pts] 
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Kerest 
  Tech Level: 
  11 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Bloodlust (After 1,000 BBY) [-10pts] 
  Free Skills: 
  Language (Kerestese, Native); Area Knowledge (Kerest) 
  Racially Learned Skills and Racial Skill Bonuses: 
  ames: 
  Ossune, Sallabas, and Andov Syn. 
  axy as relentless 
  hunters. The species developed atomic power and sublight drives 
  ever perfected hyperdrive technology. 
  ennium before the Battle of Yavin, the Kerest
   of activity that caused temperature
   Kerestian homeworld, to plummet. Only a thi
  ear the planet’s equator remained untouched b
  estians evacuated the system 
   vessels, searching for a new home. Those who remain
  reverted to barbarism and began hunting one another for food and 
  sport. A few escaped the frigid wastelands of Kerest aboard the 
  vessels of visiting explorers. During the Rebellion era, a few 
  Kerestian hunters even found their way into the service of the 
  Empire and the Rebel Alliance. 
   
  The Kerestians who fled their homeworld aboard sublight vessels 
  entered suspended animation. Unable to enter hyperspace, many 
  of these ships fell prey to the ship wide malfunctions and deep-
  space collisions, but at least one of these “lost” colonies of 
  Kerestians has been found adrift and revived. Unlike their barbaric 
  ighly disciplined, and 
   are brutal, uncivilized beings 
  ey live for the hunt and 
  and
   In sharp contrast, “lost” 
  assionate beings who are 
  -de
  d regression of their society. 
  umanoids with pale skin, 
  ), and twin manes of 
  r n
  ures include a series of air 
  holes running along each cheekbone, a single nostril that joins 
  with the mouth, and low featureless ear oles. Kerestians stand 
  to be for the barbaric 
  likely venture away from 
   you play a Kerestian of the “lost” colonies, just 
  ignore the Bloodlust disadvantage. 
  Kerestians get one land-based survival skill at Per [+2pts] and the 
  Thrown Weapon (Darkstick) skill at DX-1 [+2pts] 
  eatures/Taboos: 
  F
  None 
  N
  Examples of names are Anzella, Galasett, Meergolo, Milacass, 
  Description: 
  Kerestians have a reputation across the gal
  but n
   
  More than a mill
  ian 
  sun entered an unusual cycle
  s 
  on Kerest, the
  n 
  ribbon of land n
  y 
  glaciers. Several groups of Ker
  in 
  sublight
  ed 
  descendants, these Kerestians are civilized, h
  t-day Kerest
  uired to survive. Th
  s in their way.
  d comp
  struction an
  ad-shouldered h
  erald-green
  otable facial feat
  articulate. 
   
  Kerestians from presen
  who do whatever is req
  slay anyone who st
  Kerestians are civilized an
  saddened by the near
   
  Kerestians are tall, bro
  slit-pupilled eyes (usually em
  long, thick hair. Othe
  h
  about 6 foot 11 tall. 
  Notes: 
  The template given here is assumed 
  Kerestian. They are the ones who are 
  their society. If
  CP: 
  Type 
  CP 
  Attribute Adjustm
  Secondary Chara
  ent 
  ustment 
  Racial Bonuses 
  +9 
  0 
  0 
  0 
  -10(0) 
  +4 
  cteristic Adj
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and 
  TOTAL 
  +3(+13) 
  Khil 
   
  ent: 
  0pts]; HT-1 [-10pts] 
  ry Characteristic Adjustment: 
  through hullepi of different lengths, and so far no other 
  pecies has been able to reproduce it; Area Knowledge (Belnar) 
  Attribute Adjustm
  IQ-1 [-2
  Seconda
  None 
  Origin: 
  Belnar 
  Tech Level: 
  11 
  Racial Advantages: 
  Doesn’t Breathe (Oxygen Combustion, Filter air through hullepi) 
  [+10pts]; Voice (Only on Aliens, -30%) [+7pts] 
  Racial Disadvantages: 
  Attentative [-1pts] 
  Free Skills: 
  Language (Khilese, Native), Khil produce the language by 
  breathing 
  s
  
   
  Khommite 
   
  - 74 - 
  Racially Learned Skills and Racial Skill Bonuses: 
  Musical Instrument skills at IQ-1 [+2pts]; Singing skill at HT+1 
  ngness to live in 
  y with other peaceful sentients. 
  Formerly staunch supporters of Palpatine’s New Order, the Khil 
  y changed their tune when the true nature and purpose of 
  egime became obvious. The Khil were subtle in th
  awn attention to their behind-t
  el operations. The Khil hid Re
  eir cities, smuggled weapons and supplies to Re
  planted false information abo
  rial investigators. 
   Empire, the Khil reasserted their interest in 
  ing among the first species to join the New 
  ngness to make sacrifices and take high risks 
  e Yuuzhan 
  e
  d tasks. 
   oth
  eir progress 
  e
  g 
  d. They 
  e of t
  il achieve 
   
  Khil are hairless hum noids with ghast
  -colored skin and a m ss 
  of fleshy strands instead of a mouth, Khil vary in height from 4 
  ilter air through their facial strands (called 
  ar, but they have 
  fer worlds with a mixture 
  pen spaces. 
  CP: 
  [+2pts] 
  Features/Taboos: 
  None 
  ames: 
  N
  Examples of names are Geld Bernar, Greldo Farnor, Tarlo Ganar, 
  and Revel Mallinor. 
  Description: 
  Members of the Old Republic for as long as anyone cares to 
  remember, the Khil consider themselves true citizens of the galaxy. 
  This technologically advanced species inhabits countless worlds, 
  and their metropolitan cities attest to their willi
  harmon
   
  quickl
  his r
  eir 
  opposition, careful not to dr
  upport for of Reb
  he-
  scenes s
  bel 
  operatives in th
  bel 
  troops aboard their ships, and 
  activities to misdirect Impe
  ut 
  Rebel 
   
  After the fall of the
  galactic peace by be
  Republic. Their willi
  will undoubtedl
  Vong conquer mor
   
  Khil are bright, 
  They become quit
  or waste their tim
  species but can 
  view music as on
  fame as musicians.
   
  y be put to the test
   of the galaxy. 
  dedicated workers 
  e frustrated when
  . They respect th
  be devious and vin
  he highest art
   once more as th
  who loathe unfinishe
  ers impede th
  e rights of other peace-lovin
  dictive when crosse
   forms, and many Kh
  a
  ly
  a
  feet to 7 feet tall. They f
  hullepi). 
   
  The Khil evolved on the Colonies world of Beln
  spread throughout the galaxy. They pre
  of dank, marshy climates and wide o
  Notes: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  -30 
  0 
  0 
  +17 
  -1 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +4 
  TOTAL 
  -10 
   
  Attribute Adjustment: 
  one 
  anguage (Basic, Native); Area Knowledge (Khomm) 
  on of their supposedly perfect culture, they decided to 
  nsure nothing ever changed. Cloning eventually replaced live 
   
  e conformity resulted. Cities were laid out on grids, and 
  a. Creativity and free thought became undesirable, and 
  eventually foreign. 
  highly organized way of life on Khomm changed when
  scovered he was capable of sens
  IQ+1 [+20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Khomm 
  Tech Level: 
  11 
  Racial Advantages: 
  N
  Racial Disadvantages: 
  Social Stigma (Clone, Only on Aliens, -30%) [-4pts] 
  Free Skills: 
  L
  Racially Learned Skills and Racial Skill Bonuses: 
  Khommites can have any skill useable in a profession up to 4 
  points. 
  Features/Taboos: 
  None 
  Names: 
  Khommites have a predefined name followed by a number. The 
  number reflects the number of predecessors (e.g., Brell 142 had 142 
  predecessors, Brell and 141 clones of Brell). Examples are Brell 142, 
  Dorsk 81, Edor 76, Kaell 116, Kiros 65, Rosk 102, Sestra 49, and 
  Telsa 89. 
  Description: 
  Khommites are a species of clones created from a race that stopped 
  developing over a thousand years ago. At that time, the 
  Khommites believed that their civilization had reached its apex, 
  and no further improvement was possible. Rather than risk the 
  degenerati
  e
  births entirely. Since the existing balance of professions was 
  considered ideal, each clone would take over the duties of its 
  predecessor. 
  Absolut
  buildings were built in boxlike shapes. If something began to 
  suffer the ravages of wear and tear, it was replaced with a perfect 
  replic
   
  The 
   a 
  Khommite named Dorsk 81 di
  ing 
  
   
   
  - 75 - 
  the Force.  When he left his world to study at Master Skywalk
  idered him a borderline luna
  lly expected him to eventually return to his old duties,
  Dorsk 81 had other plans. The Khommite homeworld was later 
  erful Imperial ships and suffered 
  ch a powerful blow to their carefully 
  ts of 
  ve left 
  vity. 
  rrow-
   very 
  a
  all ridges 
  f
   
  m is a pale green planet in the Deep Core. 
   so rare that the 
  layers. 
  CP: 
  er’s 
  ti
  academy, other Khommites cons
  c. 
  They fu
   but 
  attacked by a fleet of pow
  massive destruction. After su
  ordered society, many Khommites reconsidered the benefi
  hout innovation. Since then, a few ha
  e example of Dorsk 81. 
   conformity is more important than creati
  ommites are usually intelligent yet na
  hem are set in their ways and not
  ative. 
  irless species of near-Humans. Sm
   a Khommite’s head. 
  pure conformity wit
  Khomm to follow th
   
  Among Khommites,
  Consequently, Kh
  minded; most of t
  innovative or imagin
   
  Khommites are a h
  run across the top o
  Their homeworld Khom
  Notes: 
  Khommites PCs appear seldom. Force-users are
  GM might forbid them to be played by p
  Type 
  CP 
  Attribute Adju
  Secondary Cha
  stment 
  racteristic Adjustment 
  Tech Level 
  s 
  ges 
  lly Learned Skills and Racial Bonuses 
  +30 
  0 
  0 
  0 
  -4 
  +4 
  Racial Advantage
  Racial Disadvanta
  Racia
  TOTAL 
  +30 
  Kian’thar 
   
   
  Attribute Adjustment: 
   [-20pts]; HT-1 [+10pts] 
  Secondary Characteristic Adjustment: 
  5pts] 
  Tech Level: 
  0pts] 
  mphibious [+10pts]; Damage Resistance 1 (Scaly Hides, Physical, 
  Native); Area Knowledge (Shaum Hii) 
  manoids who evolved inn the dark 
  wamps of Shaum Hii. At some point in their evolution, they 
   for transportation and labor, commonly riding large flying 
  creatures known as bentails. Most make their living breeding large 
  herd animas called derlac. 
  ctic community. Although they have different opinions 
  rning the future of the Kian’thar species, the two factions do 
  ud. 
  ’thar have left their homeworld sin
  st contact with the Shistavanens, seeking fortun
  Kian’thar are natural empaths who are prone to wanderlust and 
  me qualities that spurred their ancestors to 
   assume a more nomadic lifestyle. Kian’thar 
  o few technological advances. 
  h
  ost Kian’thar prefer to resolve 
  le them through violence. 
  a
   glassy eyes, olfactory organs 
   o
  rils, and shifting keratin plates 
  th
  es are covered with fine scales. 
  d in the Outer Rim’s Tragan 
  tted with marshy swamplands. 
  h
  modest buildings lashed 
  rshy shores. 
  Notes: 
  DX-1 [-20pts]; IQ-1
  Will+1 [+
  Origin: 
  Shaum Hii 
  7 – Low TL-4 [-2
  Racial Advantages: 
  A
  -20%) (+4pts]; Doesn’t Breathe (Gills, -50%) [+10pts]; Empathy 
  [+15pts]; Talent (Animal Friend) [+5pts]; Nictitating Membrane 
  [+1pt] 
  Racial Disadvantages: 
  Reputation–2 (People are wary of their Empathic ability, Almost 
  Everyone, x1, Sometimes, x½) [-5pts]  
  Free Skills: 
  Language (Kian’thar, 
  Racially Learned Skills and Racial Skill Bonuses: 
  Swimming skill at HT+3 [+8pts]; see Talent (Animal Friend) for 
  more skills (BS page 90). 
  Features/Taboos: 
  None 
  Names: 
  Example names are Khral’Nas, Kreetáh, Lileag’Mak, Uiegis’Nevz, 
  nd Ttul’Thar. 
  a
  Description: 
  The Kian’thar are reptilian hu
  s
  moved out of the swamps and onto the shores. Kian’thar use 
  beasts
  aquatic 
   
  Kian’thar congregate in small villages built over shallow water. 
  Shistavanen explorers  made first contact with the species three 
  centuries before the Battle of Yavin. This encounter with 
  offworlders split the Kian’thar into two factions: the Lith’lon (or 
  Preservers) and the Lilun (or Progressives). The Lith’lon prefer not 
  to deal with offworlders, while the Lilun seek to join the greater 
  gala
  conce
  not fe
   
  More than two million Kian
  ce 
  the species’ fir
  e 
  among the stars. 
   
  flights of fancy, the sa
  leave the marshes and
  are also hard workers, accustomed t
  ey have mood swings, m
  peacefully rather than sett
  ve large heads, deep-set
  f two dangling tend
  eir necks. Their bodi
  world Shaum Hii, locate
  s vast bodies of water do
  ar live in small villages of 
  d suspended over the ma
  Although t
  disputes 
   
  Kian’thar h
  consisting
  protecting 
   
  The home
  Cluster, ha
  The Kian’t
  together an
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racial Disadvantages 
  rned Skills and Racial Bonuses 
  -30 
  +5 
  -20 
  +45 
  -5 
  +8 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racially Lea
  TOTAL 
  +3 
  
   
   
  - 76 - 
  Kitonak 
   
   
   
   Adjustment: 
  Will+1 [+5pts]; SM-1 
  esistance 2 (Thick Leather Skin, -40%, Physical, -20%) 
  4pts]; Doesn’t Breathe (Oxygen Storage, 25 times as long as 
  one 
  t the Kitonak’s unique musical 
  ances would make them interesting additions to the 
  ealthy crime lords and shady senators. However, 
  nwillingness of the Kitonak to adhere to anyone’s pace but 
   own (even in the face of threats of violence or death) led to 
  donment, or release. Some masters attempt
   of their useless slaves by making 
  ost of these Kitonak found wo
   galactic popular music and 
  music of Kitonak society led to the rise of several innovative music 
  ent Rebellion era. 
  ere recruited as spies for the Rebel Alliance 
  ic Civil War. Their species are almost tailor-made 
  ey come from a tradition of oral histories, so they 
  mories, they do not get bored just observing and 
  mething to happen, and most non-Kitonak have a 
  g whether a Kitonak is awake or sleeping. 
  ings of exceptional patience. They do everything 
  deliberation, including breathing and eating. Every 
   is weighed with great care, even if it’s something as trivial 
  wo seemingly identical packages of dried rations 
  hey are so methodical and slow moving that many 
  ecome annoyed with them and attempt to rush 
  them. When oth
  s try to rush them, Kitonak slow down even 
   well-deserved reputation for being insanely brave, 
  once they get around to confronting danger. They are steadfast in 
  gs they are truly afraid of 
  nd caves, quicksand because it represents a slow 
   for a Kitonak who only has to breathe every few 
  d caves because Kitonak legends claim they are gateways 
  alm of the Dead. 
  Kitonak are humanoids with sturdy legs and thick arms that end 
  ers. Their eyes, ears, mouth, and other bodily orifices 
  all nearly invisible within the folds of their tough, leathery 
  onak possess an extra set of lungs that enable them to 
  o 4 hours. An adult Kitonak stands 3 feet 3 to 
  uter Rime. 
  Winds whip sand clouds across the planet’s surface at speeds that 
  er hour. 
  Kitonak can be seen at Jabba’s Pace in Episode VI – Return of the 
  CP: 
  Attribute
  DX-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  HP+1 [+2pts]; 
  Origin: 
  Kirdo III 
  Tech Level: 
  1 – Low TL-10 [-50pts] 
  Racial Advantages: 
  Damage R
  (+
  usual) [+10pts]; Eidetic Memory [+5pts]; Fearlessness [+2pts]; 
  Indomitable [+15pts]; Talent (Musical Ability) [+5pts];  
  Racial Disadvantages: 
  Decreased Time Rate [-100pts]; Illiteracy (Native) [-3pts] 
  Free Skills: 
  Language (Kitonese, spoken Native); Area Knowledge (Kirdo III) 
  Racially Learned Skills and Racial Skill Bonuses: 
  See Talent (Musical Ability) (BS, page 90) for more skills. 
  Features/Taboos: 
  N
  Names: 
  Example of names are Anarin, Enkor, Gorlak, Nert, Norzek, Rufar, 
  Runk, Snit, Terno, and Werg. 
  escription: 
  D
  The Kitonak are simple, primitive beings who have developed no 
  technology beyond the most basic tools and have no written 
  language. On their homeworld, they are organized into small 
  tribes that survive by hunting migrating herds of chooba. 
   
  The Kitonak society’s most advanced achievement is music, which 
  plays a central role in their culture. Young Kitonak are educated 
  through epic songs that pass knowledge from generation to 
  generation. 
   
  itonak who are encountered off their homeworld are usually 
  K
  freed slaves. When the species’ homeworld was first discovered by 
  scouts a few decades prior to the rise of the Empire, a number of 
  enterprising slave traders though
  perform
  households of w
  the u
  their
  their execution, aban
  ed 
  to recoup the purchase price
  the 
  Kitonak pay for their freedom. M
  icians, and the merging of
  rk 
  as mus
  the 
  styles during the turbul
   
  A number of Kitonak w
  during the Galact
  for the job; th
  have sharp me
  waiting for so
  hard time tellin
   
  Kitonak are be
  with slow 
  decision
  as which one of t
  to purchase. T
  other species b
  er
  more out of protest. 
   
  Kitonak have a
  the face of any opposition. The only thin
  are quicksand a
  and painful death
  hours an
  to the Re
   
  in pudgy fing
  are 
  hides. Kit
  store oxygen for up t
  5 feet tall. 
   
  Their homeworld is Kirdo III, an arid planet in the O
  often exceed 275 miles p
  Notes: 
  Jedi. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  earned Skills and Racial Bonuses 
  -10 
  +7 
  -50 
  +41 
  -103 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  TOTAL 
  -115 
  Klatooinian 
   
   
  Attribute Adjustment: 
  DX+1 [+20pts]; HT+1 [+10pts]; IQ-2 [-40pts] 
  Secondary Characteristic Adjustment: 
  Will+2 [+10pts] 
  
   
   
  - 77 - 
  Origin: 
  Klatooine 
   Stigma (Subjugated, Hutts) [-20pts]; Code of Honor 
  ian Code, Patience, Strength, Respect for elders) [-10pts] 
  kills: 
  uage (Huttese, Native), the original Klatooinian language
  ient texts and is known to but a few Klatooinia
  kills and Racial Skill Bonuses: 
  d Blaster Rifle) at DX+2 [+8pt
   (Vibro-weapons of choice) for [+12pts] 
  os: 
  ns favor a brief given name, which is sometimes 
  title. Barada is a very common name for a 
  le, in honor of the historical figure Barada M’Begg. 
  of names include Barada, Bekure, Chokk, Drekk, 
  , Massa, Rokar, and Sovara. 
  e tall humanoids who hail from a harsh desert 
  world in an isolat
   corner of Hutt Space. 
   
  s value stability and respect the wishes 
  nt before them. This attitude has 
  ing the Hutts as willing slaves 
  since before the rise of the Old Republic, due to an agreement 
  ever, as the New Order 
  war broke out across the galaxy, 
  the desire for change seized many young Klatooinians. More of 
  used enslavement by the Hutts, and these malcontents 
  ly found their way into the ranks of either criminal 
  ions or the Rebel Alliance. Klatooinian revolutionaries 
  also began to secretly study the ancient, forgotten Klatooinian 
  h the help of a few weathered, fragile texts that ha 
  ped destruction. 
   
  s are aware of advanced technology and 
   blaster weapons so they can 
  rs as guards or combat troops, 
  many of them prefer the simpler, low-tech lifestyle that is 
  eworld. It is far more common for a 
  re best known for their fierce determination and 
  loyalty. Although not terribly bright, they make stalwart 
  and are not easily offended or discouraged. 
   to dark 
  brown. They have flat, vaguely canine muzzles and dark eyes set 
  Their homeworld Klatooine is a desert world located in the Outer 
   given is for a Klatooinian during the 25,000 years of 
  fter that period, disregard the disadvantage Social 
  Tech Level: 
  11 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Social
  (Klatooin
  Free S
  Lang
   
  exists only in anc
  ns; 
  Area Knowledge (Klatooine) 
  Racially Learned S
  Beam 
  Melee Weapon
  Weapon (Blaster Pistol an
  s]; 
  Features/Tabo
  None 
  Names: 
  The Klatooinia
  followed by a 
  Klatooinian ma
  A few examples 
  Jarakar, Kuuvat
  Description: 
  Klatooinians ar
  ed
  Traditionally, Klatooinian
  of those generations that we
  resulted in the Klatooinians serv
  made by their ancient forebears. How
  replaced the Republic and civil 
  them ref
  eventual
  organizat
  language wit
  esca
  While the Klatooinian
  most are trained in the use of
  effectively serve their Hutt maste
  prevalent on their hom
  Klatooinian to wield a sword and slugthrower than with a vibro-
  blade and blaster. 
   
  Klatooinians a
  companions 
   
  Klatooinians have coarse skin that ranges from olive green
  beneath pronounced browns. 
   
  Rim. 
  Notes: 
  Klatooinian mercenaries can be seen in Episode VI – Return of the 
  Jedi. 
  The template
  subjugation. A
  Stigma and replace all Beam Weapon skills with Slugthrower skills 
  and Vibro-Weapon Skills with non-powered melee weapon skills.  
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disad
  -10 
  +10 
  0 
  0 
  vantages 
  acially Learned Skills and Racial Bonuses 
  -30 
  +20 
  R
  TOTAL 
  -10 
  Koorivar 
   
   
  Attribute Adjustment: 
  vel: 
  al Advantages: 
  evity [+2pts]; Talent (Business Acumen) [+10pts]; Rank
  ]; Striker (Horn, Crushing, Cannot Parry, -40
  50%) [+1pts]; Wealth (Comfortab
  dice [-10pts]; Reputation-1 (Shady Arms Dealers, Al
  sionally, x⅓) [+1pt] 
  , N
  es w
  ts 
  il
  il
  en) 
  ils. 
  None 
   Jesond, 
  Denaria Kee, Menas Neyrr, and Easo Vantara. 
  ption: 
  IQ+1 [+20pts]; HT-1 [-10pts] 
  econdary Characteristic Adjustment: 
  S
  Will+1 [+5pts] 
  Origin: 
  Kooriva 
  Tech Le
  11 
  Raci
  Long
   
  (Merchant) [0pts
  %, 
  Limited Arc, -40%, Weak, -
  le) 
  [+10pts] 
  Racial Disadvantages: 
  Cowar
  l 
  Traders, x½, Occa
  Free Skills: 
  Language (Koorivar
  with gentle hand gestures; 
  Racially Learned Sk
  Body Language skill at
  (BS page 90) for deta
  Features/Taboos: 
  ative), combin
  Area Kn
  ls and Racial Sk
   Per [+2pts
  hispers and soft sibilan
  owledge (Kooriva) 
  l Bonuses: 
  ]; see Talent (Business Acum
  Names: 
  Example names are Passel Argente, Shand Essil, Terrem
  Descri
  
   
   
  - 78 - 
  Thousands of years before the Battle of Naboo, the Koorivar (who 
   time known by another name) migrated from their 
  , with its unstable star, to the more habitable Kooriva 
  ” the fifth planet in the system from the 
  Republic for centuries, the species adopted the planet’s name 
  titioned 
  the 
  Galactic 
  Senate 
  for 
  sole 
  torship of the Kooriva system. The Senate rejected the 
  ition. The Koorivar became wandering merchants and 
  ough influence to reverse the Senate’s 
  et to planet, buying low in one system and 
  selling high in another. Unlike many other species, they boldly 
  e farthest corners of the galaxy in pursuit of lucrative 
   became 
   sides of 
  ceal their 
  ons to anyone 
   the 
  Koorivar 
  government 
  stepped 
  in 
  to 
  protect 
  their 
  more 
  ants from the Republic investigators, the 
  enforced economic sanctions against the Kooriva system. 
  ips blockaded the Kooriva system, and the local 
  ent was forced to pay a hefty tax for every transport 
  ing or leaving Kooriva. 
  . The experience has taught 
  gun-shy Koorivar merchants to either legitimize their business 
  se extreme measures to hide their illegal trade 
  were at that
  home system
  system. After “leasing
  (Kooriva) 
  and 
  pe
  proprie
  propos
  eventually gained en
  decision. 
   
  Armed with keen mind for business, Koorivar merchants 
  wandered from plan
  traveled to th
  business opportunities. Many influential Koorivar
  notorious arms dealers, selling weapons to opposing
  various planetary conflicts. Despite efforts to con
  involvement, the Koorivar’s willingness to sell weap
  stained their reputation as legitimate merchants. When
  unscrupulous merch
  Senate 
  Republic sh
  governm
  approach
   
  The Koorivar government eventually conceded to the Republic’s 
  trade laws and bureaucracy, allowing the Senate to lift the 
  blockade and sanctions against Kooriva
  dealings or u
  enterprises. 
   
  Koorivar are astute, opportunistic, and cautious beings. They 
  prefer not to put themselves in harm’s way and always try to 
  bargain or trick their way out of a though predicament before 
  resorting to violence. 
   
  heir skin varies in hue from rich magenta and mauve to dark 
  T
  green and black, and their eyes are a sickly shade of yellow. 
  Banded ridges cover a Koorivar’s forehead and extended down 
  the bridge of the nose. A brightly colored, almost leaf-like 
  spiraling horn rises from the top of a Koorivar’s head. 
   
  Their homeworld Kooriva is a tropical Inner Rim world with vast 
  oceans and sprawling rain forests. 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ech Level 
  +10 
  +5 
  T
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +23 
  -11 
  +2 
  Attribute Adjustment: 
  0 
  TOTAL 
  +29 
  Krevaaki 
   
   [+20pts] 
  cteristic Adjustment: 
   
  ell, T
  s]; Extra 
  y [+5pt
  ] 
  se Only) [-
  Language (Kreva, Native); Area
  nowledge (Krevas) 
  and Racial Skill Bonuses: 
  at IQ-1 [+1pts] 
  ames are Chal-Vosa, Craasadi, Jol Kion-Tas, Visto 
  Skaasad, and Vodo-Siosk Baas. 
  Krevaaki are an ancient spacefaring species that evolved from 
  ceans. In infancy and early childhood, they 
  f their tentacles and use the other 
   learn to favor certain tentacles for 
  revaaki is unable to use its lower tentacles 
   object. 
   
  s’ xenophobia has taken its toll on Krevaaki society, 
  tacled 
  derstanding of 
  ce. Through meditation, they learn to refocus their negative 
  emotions and are rarely moved to anger or violence. They prefer to 
  peacefully, and without drawing too much 
  tion to themselves. They seek wisdom through exploration 
  how little interest in money, glory, or personal power. 
  t Krevaaki has eight segmented tentacles, some with 
   soft, supple body is segmented to 
  permit maximum flexibility. Sprouting from the underside of the 
  ad, below its glistening black eyes, are six green-
  IQ+1
  Secondary Chara
  Will+1 [+5pts] 
  Origin: 
  Krevas
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 2 (Sh
  Legs+4 [+10pts]; Flexibilit
  Racial Disadvantages: 
  Appearance (Hideous) [-20pt
  15pts]; Selfless [-5pts] 
  Free Skills: 
  orso only, -10%) [+9pt
  s]; Longevity [+2pts
  s]; Pacifism (Self-Defen
   K
  Racially Learned Skills 
  Hidden Lore (Jedi Lore) skill 
  Features/Taboos: 
  None 
  Names: 
  Examples of n
  Description: 
  shallow-water crusta
  use all their tentacles for a multitude of tasks, such a crawling, 
  climbing, and manipulating objects. By young adulthood, 
  Krevaaki stand upright on six o
  two as hands. Older Krevaaki
  certain tasks. An adult K
  for little more than moving or grasping large
  Other specie
  which prompts many spacefaring Krevaaki to cloak their ten
  lower bodies. 
   
  Krevaaki are wise, spiritual beings with a deep un
  the For
  resolve conflicts 
  atten
  and s
   
  An adul
  protrusions that work like opposable thumbs. The red protective 
  shell that encases a Krevaaki’s
  Krevaaki’s he
  black feelers with olfactory nodes. Krevaaki don’t have noses, so 
  they rely on their feelers to detect scents. 
   
  Their homeworld Krevas is a swampy world located in the Outer 
  Rim. 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  +20 
  
   
   
  - 79 - 
  Secondary Characteristic Adjustment 
  ech Level 
  +5 
  T
  Racial Advantages 
  0 
  +26 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -40 
  +1 
  TOTAL 
  +12 
  Krish 
   
  Attribute Adjustment: 
   [-20pts] 
  teristic Adjustment: 
  +1 [+2pts] 
  ST+1 [+10pts]; IQ
  Secondary Chara
  Will-1 [-5pts]; HP
  Origin: 
  Sanza 
  Tech Level: 
  11 
  -1
  c
  th [+1pt] 
  s (Games & Gambling) [-
  n The Edge [-15pts]; Reputation-1 (Selfish Gamblers, 
  Almost Everyone, x1, Occasional, x⅓) [-1pt]; Sadism [-15pts]; 
  5pts] 
  Free Skills: 
  rish, Native); Area Knowledge (Sanza) 
  Racially Learned Skills and Racial Skill Bonuses: 
  +8pts] 
  Features/Taboos: 
  Names: 
   names are Endelor Darvat, Gamgalon, Tyro Viveca, 
  love games. Their economy and culture are based on 
   gambling, and rigorous sports. The higher the stakes are, 
   the game is. 
  unabashedly scour the galaxy in search of danger, 
  excitement, and new distractions. They like to incite conflict, take 
  gamble with the lives of others. Such pursuits have led 
   
  lved from mammalian jungle predators. Although 
  g part of the galactic community, the species has 
  contributed precious little to its advancement. The Krish allow 
   with various cultural pastimes to interfere 
   personal prestige and power. 
  ural aggression. They love to 
  zzles, and they watch just 
  about every sport in the galaxy. Highly competitive, they prefer a 
  enge to “an easy kill” (a common Krish metaphor for any sort 
  smatch). For instance, a Krish bounty hunter will give we
  antage to keep the hunt challenging. 
  ning, fearless, unscrupulous, and easily goad
  e face of adversity and look down on wea
  uists, they are not. 
  Krish have muscular bodies, flat noses, stringy black hair, and 
  wide mouths filled with rows of small, pointy teeth. Krish grin 
  widely even when only mildly amused. 
  their preoccupation
  with their work, and they allow self-interest to rule their lives. 
  Krish officials are often corrupt, treating politics as any other game 
  and a means to gain
   
  Krish look for ways to focus their nat
  play games and solve convoluted pu
  chall
  of mi
  ak 
  quarry every conceivable adv
   
  Krish are cun
  ed. 
  They smile in th
  ker 
  beings with dull amusement. Altr
   
   
  Their homeworld Sanza is a temperate Mid Rim world. Any 
  habitable land that is not needed to grow food, manufacture 
  necessary goods, or otherwise support the indigenous population 
  plays host to arenas, race tracks, casinos, and other entertainment-
  riven enterprises. 
  d
  Notes: 
  Krish PCs are not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  -3 
  0 
  +3 
  -38 
  +8 
  TOTAL 
  -40 
  Kubaz 
  Racial Advantages: 
  Fearlessness [+2pts]; Tee
  Racial Disadvantages: 
  Code of Honor (Challenge) [-1pts]; Like
   
   
   
  Attribute Adjustment: 
  T-1 [-10pts]; 
  1pt]; O
  Selfish [-
  Language (K
  Games skill at IQ+3 [
  S
  DX+1 [+20pts]; HT-1 [-10pts] 
  None 
  Honesty 
  [-10pts]; 
  Intolerance 
  (Sentient 
  Insectoids) 
  [-5pts]; 
  ptible-1 (Red Wavelengths of Light, Very Common, Results 
  ndness) [-4pts] 
  None 
  Secondary Characteristic Adjustment: 
  None 
  Examples of
  and Ligg Panat. 
  Origin: 
  Kubindi 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Description: 
  Krish 
  gaming,
  the more intriguing
   
  Krish 
  Racial Advantages: 
  risks, and 
  many Krish to become pirates, gamblers, mercenaries, and bounty 
  hunters. 
  Racial Disadvantages: 
  The Krish evo
  they enjoy bein
  Susce
  in Bli
  
   
  Kushiban 
   
  - 80 - 
  Free Skills: 
  Language (Kubazi, Native); Area Knowledge (Kubindi) 
  rned Skills and Racial Skill Bonuses: 
  e Current Affairs skill of choice at IQ+2 [+4pts] 
   followed by family name, 
  ging. A few examples of 
  a
  z, Tavvar Va’ran, Taratan, 
  The Kubaz are
  n intellectual species that
  laces great importance 
  on tact and decorum. Kubaz value art, music, and other forms of 
  ent, and they place great emphasis on 
  ng of family. Off their homeworld, 
   frustrated by the fact that they feed 
  not recognize insectoids 
  ing but food sources. 
  Kubaz are rarely encountered away from their homeworld, since 
  ot developed interstellar travel and must rely on other 
  ort them. The Republic discouraged the Kubaz 
   hyperdrive technology until they learned to 
  e rights of sentient insectoids. The Empire maintained 
  ut the Kubaz grew increasingly eager to extend their 
  g the Rebellion era and committed 
  greater resources toward developing or acquiring hyperdrive 
  ile, the Empire used its vast intelligence 
  ent efforts as 
  ans. Through 
   convinced the Kubaz that the Rebels were 
  fic efforts, leading many Kubaz to regard 
   
  ocial beings who like to know everything that’s 
  nt, 
  o a 
  thering, Kubaz 
  ns such as art 
  r mistreatment of insectoid beings, 
  the Kubaz do not view such pursuits as unlawful or immoral. 
   
  The Kubaz have rough-textured green-black skin and bristly hair
  that grows from the top of their heads. Their eyes are very
  sensitive to red wavelengths of light; when away from their 
  st wear protective lenses. The most striking 
  ce is its short prehensile trunk. 
  eworld Kubindi is a planet in the Ku’Bakai system, 
  the Outer Rim. 
   be seen in Episode IV – A New Hope were Garindan 
  mperial Troops to docking 94 in Mos Eisley. 
  Racially Lea
  Kubaz get on
  Features/Tab
  None 
  Names: 
  The Kubaz favor on
  depending on
  names are G
  Thwim, Toto
  Description: 
  oos: 
  e given name
   place of origin and upbrin
  rindan, Lorindan, Shuz
  laya, and Zubindi Ebsuk. 
   a
   p
  sophisticated entertainm
  traditions and the safekeepi
  their love of decorum is often
  almost exclusively on insects. They do 
  beings, including sentient insectoids, as anyth
   
  they have n
  species to transp
  from developing
  recognize th
  this policy, b
  knowledge of the galaxy durin
  technology. Meanwh
  resources to thwart the Kubaz society’s developm
  part of its strategy to isolate alien species from Hum
  propaganda, the Empire
  sabotaging their scienti
  the Empire as their friend and ally. 
  Kubaz are s
  happening around them. They are honest, forthright, persiste
  and tenacious in their dealings with other species, sometimes t
  fault. Due to their interest in art and information ga
  occasionally become embroiled in shady operatio
  smuggling and spying. Like thei
   
   
  homeworld, they mu
  feature of a Kubaz’s fa
   
  Their hom
  located in 
  Notes: 
  A Kubaz can
  leads the I
  CP: 
  Type 
  CP 
  Attribute Adju
  Secondary Characteri
  stment 
  stic Adjustment 
  Tech Level 
  Racial Advantages 
  al Bonuses 
  0 
  0 
  -5 
  0 
  -19 
  +4 
  Racial Disadvantages 
  Racially Learned Skills and Raci
  TOTAL 
   
   
  Attribute Adjustment: 
  ST-4 [-40pts]; DX+2 [+40pts] 
  Secondary Characteristic Adjustment: 
  SM-3 
  Origin: 
  Kushibah 
  Tech Level: 
  anger Sense [+15pts]; Fur (0pts]; Longevity [+2pts]; Peripheral 
  Racial Disadvantages: 
   Read [-10pts]; Semi-Upright [-5pts] 
  Skills: 
  ban, Native); Area Knowledge (Kushibah) 
  ed Skills and Racial Skill Bonuses: 
  Features/Taboos: 
  Tail 
  ples of names are Asani, Cerlyk, Ikrit, Mabbik, Mirax, Pritsi, 
  Sibble, Tieko, and Widdimur. 
   mistaken for pets or vermin, when in fact they 
  ent race with a complex, peaceful society. 
  tle need for tools or technology on their 
  homeworld, where they manage to live in almost complete 
  natural environment. Although preyed upon 
  ushibans typically use fire to keep them at 
  , they do not need tools for hunting or 
   most of their food uncooked, they 
  oking utensils or similar items. When 
  ans need shelter from the elements, simple caves or three 
  hollows suffice. Consequently, Kushibans have little value to a 
  conomy and little desire to leave their homeworld. 
  Kushibans have a unique method of expressing their feelings: 
  motional state. 
  e creature is in 
  espair. 
   
  nerous, gentle beings with a playful (usually 
  wry) sense of humor. However, they can be vindictive and 
  1 – Low TL-10 [-50pts] 
  Racial Advantages: 
  D
  Vision [+15pts]; Pitiable [+5pts] 
  Easy To
  Free 
  Language (Kushi
  Racially Learn
  None 
  Names: 
  Exam
  Description: 
  Kushiban are often
  are an intellig
   
  Kushibans have lit
  harmony with their 
  by large predators, K
  bay. As herbivores
  preparing food. As they eat
  have little use for co
  Kushib
  spacefaring e
   
  Their normally white fur changes color with their e
  ood fur” can go completely black when th
  -20 
  This “m
  deep d
  Kushibans are ge
  
   
  downrig
  tolerance
  ht vicious when angered or betrayed. They have a low 
  creatures with soft white 
  fur, floppy ears, front paws that can be used as hands, small keen 
  ge, innocent-looking eyes. They can move as either 
   recommended. 
   for bullies, simpletons, and misanthropes. 
   
  Kushibans are 2 feet long lagomorphic 
   
  - 81 - 
  noses, and lar
  quadrupeds or bipeds, though they must drop to all fours to 
  charge or run. 
   
  Their homeworld Kushibah is a lush and unindustrialized planet 
  in the Outer Rim. 
  Notes: 
  Kushiban PCs are not
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adju
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  stment 
  nuses 
  0 
  0 
  -50 
  +37 
  -15 
  0 
  TOTAL 
  -72 
  -L-
  Lannik 
   
   
  Attribute Adjustment: 
  DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  SM -1 
  Origin: 
  Lannik 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  None 
  Free Skills: 
  uage (Lannik, Native); Area Knowledge (Lannik) 
  Racial Skill Bonuses: 
  Names: 
  Examples of names are D’lassik Elipor, Even Piell, Finux Zug, 
  Meeda Odd, Rçardo Soofle, and Tivec Nuin. 
  Description: 
  The Lannik are a race of short humanoids native to the planet 
  Lannik. Despite their size, Lannik are fierce warriors with skills 
  honed from a dangerous world full of natural predators and a long 
  history of warfare. They are stronger and quicker than their size 
  would suggest, making them dangerous combatants. 
  teps into space when 
  Duros and Human explorers discovered them. The Republic soon 
  ing in a massive influx of 
  nology into the Lannik culture. Various 
  political factions on Lannik had different ideas about what 
  d a reasonable trade for the new technologies and often 
  rly over deals made by other groups of Lannik. This 
  rious social upheaval from which the Lannik never 
   After several pirate organizations saw the 
  tical situation as an ideal opportunity for making 
  omeworld harbored safe havens and black 
  markets through which illegal goods could be sold. In an effort to 
  l upheaval, many Core World governments 
  d by criminals and pirates to buy influence there. 
  iplomats offered to draw up agreements 
  Worlds. Various pirate-supported 
  Lannik terrorist factions did their best to prevent the agreement 
  nto effect. The most powerful of these organizations, 
  urt for 
  y, both 
  he flow of 
   of a galactic 
   Lannik 
  remained isolated. Since then, they have rarely been seen of their 
   often hotheaded and temperamental, Lannik tend forward 
  ess that enables them to think clearly at all times, even 
  ed with extremely dangerous situations. 
  o 4 feet 3 tall and weigh between 70 
  and 90 pounds. Lannik coloration ranges from dark red and 
  le and dark blue, with hair, eyes, and skin of similar 
  Racial Advantages: 
  Fearlessness [+4pts] 
  Racial Disadvantages: 
  Lang
  Racially Learned Skills and 
  None 
  Features/Taboos: 
  None 
   
  Lannik were just taking their first small s
  accepted the Lannik as members, result
  new trade and tech
  comprise
  argued bitte
  caused a se
  quite recovered.
  divisive poli
  contacts, the Lannik h
  counteract this socia
  tried to limit the amount of technology sold to the less advanced 
  Lannik. Of course, this strengthened the impact of black market 
  technology use
   
  Eventually, Corellian d
  with the Lannik planetary government to strengthen legitimate 
  technological ties to the Core 
  from going i
  The Red Iaro, caused problems for the Lannik High Co
  years. After the Empire’s anti-alien policies came into pla
  legitimate and criminal organizations reduced t
  technology to Lannik, relegating it to the position
  backwater. Having never colonized other planets, the
  homeworld. 
   
  Though
  a fearlessn
  when fac
   
  Adult Lannik stand 3 feet 11 t
  orange to purp
  hue. They have large, pointed ears capable of rotating to pick up 
  distant or feint sounds. Because they have few facial expressions, 
  Lannik often seem grim or angry to those unfamiliar with them. 
   
  heir homeworld Lannik is located in the Mid Rim. 
  T
  Notes: 
  A Jedi Lannik can be seen in Episode I – The Phantom Menace. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +20 
  0 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  +4 
  0 
  0 
  TOTAL 
  +19 
  
   
   
  - 82 - 
  Lepi 
   
   
  ute Adjustment: 
  1 [+20pts] 
  racteristic Adjustment: 
  Origin: 
  me 
  e Senses (A
  g+1) [+2pt
  s] 
   Ho
  G
  pts] 
  s:
  Language (Lepese, Native); Area K
  wledge (Coac
  e) 
  and Racial Skill Bonuses: 
   DX+4 [+12pts] 
   and do not abide insults to their families or to their 
  e bipedal lagomorphs with large incisors, long ears, lanky 
  frames, and big feet. Lepi are covered in short fur that varies in 
   from green to dark blue. 
   Coachelle Prime is located in the Mid R
  Attrib
  ST-1 [-10pts]; DX+
  Secondary Cha
  None 
  Coachelle Pri
  Tech Level: 
  11 
  Racial Ad
  Acut
  Racial Di
  Code of
  Free Skill
  vantages: 
  cute Hearin
  sadvantages: 
  nor (Family) [-5pts]; 
   
  s]; Fur (0pt
  regarious [-10
  no
  helle Prim
  Racially Learned Skills 
  Jumping skill at
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Augdon, Gagen, Javilla, Jaxxon, Lupher, 
  Maximont, Nevlin, Roonis, Saper, and Zylo. 
  Description: 
  The Lepi are an omnivorous humanoid species resembling 
  anthropomorphic rabbis. They posses a heightened metabolism 
  such that they are always in motion, giving some an air of 
  idgetiness. 
  f
   
  Lepi developed and pursued stellar travel in response to 
  overcrowding on their homeworld of Coachelle Prime, though the 
  Coachelle system seems to have provided enough space for the 
  species. They live in vast warrens beneath the surface of their 
  homeworld and have colonized all the planets of their system, 
  ncluding much of the asteroid belt. 
  i
   
  The Lepi enjoy a high reproductive rate. A mother Lepi will have 
  up to three dozen offspring in her life span, and the Lepi mature 
  sexually at the age of 10 standard years. 
   
  Lepi are proud and closely tied to their large families. They are 
  quick-witted, gregarious, and often quite humorous, but they 
  anger easily
  species. 
   
  Lepi ar
  color
   
  Their homeworld
  im 
  system of Coachelle. 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjust
  Tech Level 
  ment 
  +10 
  0 
  0 
  +2 
  -15 
  +12 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +9 
  -M-
  an 
  Meeri
   
  Attribute Adjustment: 
  1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  Bandomeer 
   TL-1 [-5pts] 
  ungs [+5pts] 
  isadvantages: 
  guage (Meerian, Native); Area Knowledge (Bandomeer) 
  ls and Racial Skill Bonuses: 
  DX-1 [-20pts]; HT+
  SM-1 
  Tech Level: 
  10 Low
  Racial Advantages: 
  Filter L
  Racial D
  None 
  Free Skills: 
  Lan
  Racially Learned Skil
  None 
  Features/Taboos: 
  None 
  Names: 
  
   
   
  - 83 - 
  Examples of names are GanFel, GilVog, HerZan, JegLor, LirTan, 
  ption: 
  all, wiry humanoids who move in a slow, 
   Their short stature and relative strength make 
  ellent miners. When Republic survey teams learned that 
  the Meerians’ homeworld, Bandomeer, was rich with minerals, 
  overy prompted hundreds of mining companies to begin 
  ic Senate’s recognition of 
   as the rightful owners of Bandomeer, the Meerians 
  othing more than the right to help with the strip-
  . Their lungs and nose filter out the 
  ost harmful chemicals and toxins, allowing them to move 
  d repair the damaged ecosphere, but to date 
  eir efforts have met with little success. 
  te opposing sides of an 
  rgument, which often makes it hard for Meerians to reach a 
  ft 
  andomeer, setting their sights on the stars. 
  . Meerians lack pupils, and their 
  yes also retain a metallic hue, often matching the color of their 
  RonTha, SonTag, VeerTa, And WinLos. 
  Descri
  Meerians are sm
  deliberate manner.
  them exc
  their disc
  pillaging the planet’s resources. The Meerians, primitive by 
  galactic standards, had little sway with the Republic and their 
  mining consortiums. Despite the Republ
  the Meerians
  have earned n
  mining and share the profits. Meerians continue to have little say 
  in what happens to their world. 
   
  Hundreds of generations of mining on Bandomeer have forced the 
  Meerians to adapt to the constant smog and particulate matter 
  permeating the atmosphere
  m
  around in areas where breath masks are normally required. 
  Despite their resilience, Meerians want nothing more than to make 
  Bandomeer a more hospitable home. They want to reduce the 
  amount of mining an
  th
   
  Meerians prefers to speak eye-to-eye and use comfortable seats 
  with repulsorlifts when conversing with taller species. They 
  believe that speaking eye-to-eye is one way to insure that all 
  participants in a conversation regard one another as equals. 
   
  Meerians are agreeable, optimistic, and sympathetic to the needs 
  of others. They can see and apprecia
  a
  decision or consensus without much debate or equivocation. 
   
  The apathy of the mining corporations has introduced an “Every 
  Meerian for himself” mentality into Meerian society, an attitude 
  unknown to previous generations. Several Meerians who have 
  embraced this philosophy have taken their earnings and le
  B
   
  Meerians have metallic hair, with pale silver and lustrous gold 
  being the most prominent colors
  e
  hair. Skin tone is pale, due to the lack of sunlight that makes it 
  through the polluted sky of Bandomeer. Adult Meerians stand 3.9 
  to 5.3 feet tall. 
  Notes: 
  P: 
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  -10 
  Tech Level 
  antages 
  advantages 
  0 
  -5 
  +5 
  0 
  0 
  Racial Adv
  Racial Dis
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  Menahuun 
   
  Attribute Adjustment: 
  pts]; DX+1 [+20pts]; HT-1 [-10pts] 
  racteristic Adjustment: 
  ]; SM-1 
  : 
  ision+1) [+2pts]; Fur [0pts]; Long Arms 
  pts]; Code of Honor (Settle Conflicts by Force) [-
  se of Smell [-1pt] 
  Free Skills: 
  aredd) 
  acial Skill Bonuses: 
  s]; Running skill at HT [+2pts] 
  Taboos: 
  ative 
  sentient species on Lamaredd (which they call “Great Menahua”) 
   alive. After five centuries in exile, these once-
  ical mammalian 
  he wilderness. The Menahuun hid 
  ST-1 [-10
  Secondary Cha
  Will+1 [+5pts
  Origin
  Lamaredd 
  Tech Level: 
  3 – Low TL-8 [-40pts] 
  Racial Advantages: 
  Acute Senses (Acute V
  (SM+1) [0pts] 
  Racial Disadvantages: 
  Bowlegged [0
  5pts]; No Sen
  Language (Menahu, Native); Area Knowledge (Lam
  Racially Learned Skills and R
  Climbing skill at DX [+2pt
  Features/
  None 
  Names: 
  Examples of names are Chylla, Eeytch, Henecho, Keychu, Suka, 
  Teetch, T’kol, and Uucheyek. 
  Description: 
  Long thought extinct by Republic xenoscientists, the n
  is very much
  peaceful beings have evolved into a competitive tribal society. 
   
  Thr Menahuun sense of smell is poor, so vision is important to 
  survival. Their physical morphology is most accurately described 
  as “lemuroid”, with long arms that nearly reach the ground when 
  hey stand upright. Males and females show typ
  -10 
  t
  sexual dimorphism, although both genders rarely wear more than 
  a simple loincloth. Most also carry leather pouches filled with 
  rations, tools, and a simple knife. 
   
  The Menahuun were discovered when a rough settlement was 
  created from hold of a crashed starship on the planet Lamaredd. 
  This settlement called Bartyn’s Landing, grew and prospered, but 
  it came into conflict with the Menahuun due to the colony’s brutal 
  suppression of the natives. Menahuun who were not hunted and 
  illed for sport retreated into t
  k
  
   
   
  - 84 - 
  for several decades, stealing weapons and other bits of technology, 
  waiting for their chance to take back their ancestral home. 
   
  Menahuun are brave and cunning, capable of setting complex 
  traps. They regard other sentient species visiting Lamaredd as 
  unwanted trespassers and have taken a liking to resolve conflicts 
  by force, either through duels or all-out war. 
   
  The typical Menahuun stands 4 feet tall on wire legs made for 
  running and climbing. Like many arboreal mammals, the 
  enahuun have feet with opposable digits. Large black eyes give 
  omeworld Lamaredd is a largely untamed world in the 
  M
  the Menahuun keen vision. Menahuun are covered with short, 
  wiry fur ranging in color from rust to olive green. 
   
  Their h
  Lamaro system in the Outer Rim. 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
  Secondary C
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  earned Skills and Racial Bonuses 
  Racially L
  0 
  +5 
  -40 
  +2 
  -6 
  +4 
  TOTAL 
  -35 
  Meri 
   
   
   
  +10pts] 
  ove+1 [+5pts] 
  1 [+5pts] 
  end finger, giving them greater 
  wledge of the other, and when contact came, it 
  ho 
  g, 
  s 
  Attribute Adjustment: 
   ST+1 [
  Secondary Characteristic Adjustment: 
  Basic M
  Origin: 
  Merisee 
  Tech Level: 
  11 
  Racial Advantages: 
  High Manual Dexterity+
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Merisian, Native) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Meteorology/TL11 at IQ+1 [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Honn Dangel 
  Description: 
  The Meris are denizens of Merisee in the Elrood sector. A Meris is 
  humanoid, with dark-blue skin, a pronounced eyebrow ridge and 
  a conical ridge on the top of the head. The webbed hands have 
  oth an opposable thumb and 
  b
  dexterity. Inward-spiraling cartilage leads to the ear canal and 
  several thick folds of skin drape around the neck. Meris move with 
  a fluid grace and have amazing coordination. 
   
  The Meris share their homeworld with another species called the 
  Teltiors. Separated by vast and violent seas, the two species grew 
  ithout any kno
  w
  resulted in a bloody conflict lasting hundreds of years. 
   
  While once a true race of warriors, the Meris have learned how to 
  peacefully coexist with the Teltiors. Many Meris have applied their 
  intelligence to farming and healing, but there are many others w
  ave gone into varied fields, such as starship engineerin
  h
  business, soldiering, and numerous other common occupations. 
  Merisee is a major agricultural producer for the Elrood sector. 
   
  The Meris are a friendly people, but do not blindly trust those who 
  aven’t proven themselves worthy. Like most other species, Meri
  h
  have a wide range of personalities and behaviors, some are 
  extremely peaceful, while other are quick to anger and fight. The 
  Meris are a hard-working people, many of them whom spend time 
  in quiet contemplation playing mental exercise games like 
  holochess. 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +10 
  Tech Level 
  +5 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +5 
  0 
  +4 
  TOTAL 
  +24 
  Miraluka 
   
   
   
  cteristic Adjustment: 
  idies 
  Tech Level: 
  11 
  Racial Advantages: 
  Force Perception [+15pts]; Force Sensitive [+5pts]; Injury Tolerance 
  (No Eyes) [+5pts] 
  Attribute Adjustment: 
  None
  Secondary Chara
  None 
  Origin: 
  Alpher
  
   
   
  - 85 - 
  Racial Disadvantages: 
  ures (Eyeless 
  lpheridies) 
  k
  : 
  No eyes 
  n Kooladi, Embrul Joff, 
  Jerec, Shoaneb Culu, and Zebron Tadro. 
  To all outward appearances, Miraluka appear Human. Their 
  ould be of any region from Coruscant to the Outer Rim. 
  ka 
  are born without eyes. Although they are not entirely concerned 
  ing Human, they refer not to draw attention to 
  hen traveling. 
  Millennia of evolution robbed the Miraluka of sight but granted 
  see” through the Force. Rarely is an entire 
   
  itomizes the pure power of the Force. Not 
  rder in the years and 
   the dying days of the Old Republic, the Jedi 
  ed not only Miraluka Jedi but also scores of Miraluka 
  When the Empire arose from the ashes of the Old Republic, the 
  e wiped out 
   few were pressed into service as pawns and spies for the 
  o the Dark Side or destroyed themselves. 
  time of The New Jedi Order, the Miraluka have only begun 
  to rejoin galactic society, although the threat of the Yuuzhan Vong 
  ny to travel incognito. 
  ce they commit to a plan or 
  they are rarely moved to change their mind. 
  Attentive [-1pt
  sockets [0pts] 
  Free Skills: 
  Language (Mirakulese, 
  Racially Learned S
  None 
  Features/Taboos: 
  ]; Selfless [-5pts]; Unnatural Feat
  Native); Area Knowledge (A
  ills and Racial Skill Bonuses
  Names: 
  Examples of names are Damaya Guru, Elou
  Description: 
  speech c
  Only one aspect distinguishes them from Humans: All Miralu
  with appear
  mselves w
  the
   
  them the ability to “
  species sensitive to the ebb and flow of the Force, but Miraluka are 
  clearly an exception. 
  The Miraluka species ep
  surprisingly, many Miraluka have been drawn to the teachings 
  and traditions of the Jedi Order. Miraluka Jedi fought during the 
  Sith War and helped to shape the Jedi O
  centuries to follow. In
  Order includ
  commoners with little or no formal training, most of them in 
  administrative or teaching positions. 
   
  Miraluka suffered tremendously. The Jedi Purg
  thousands of Miraluka and forced countless others into hiding. 
  Some Miraluka were inspired to join the Rebel Alliance. A 
  troubled
  Empire and either fell t
   
  By the 
  forces ma
   
  Miraluka have no interest in personal gain or glory. They are 
  thoughtful, pensive, and deliberate. On
  course of action, 
   
  In almost every aspect they look like Humans except they have 
  nearly featureless eye sockets. They tend to cover their eyeless 
  visages with decorative cloth. 
   
  Their homeworld Alpheridies is a planet in the Abron system, 
  which lies on the spinward edge of the Expansion Region. 
  Notes: 
  Jerec in Dark Forces II – Jedi Knight, is a Miraluka.  
  P: 
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +25 
  -6 
  0 
  Mon Calamari 
   
   
   
  Attribute Adjustment: 
  DX-1 [-20pts]; IQ+1 [+20pts] 
  ndary Characteristic Adjustment: 
  1 [+5pts] 
  evel: 
  11 
  es: 
  he (Gills, -50%) [+10pts]; 
  g Me
  eral Vision (Easy To Hit, -
  ts];
  ts]; Reputation+1 (Starship 
  l
  e time, x1) [+5pts]; Speak 
  sadvan
  Daily, x3, Only in arid or non-
  vironm
  Language (Mon Calamarian, Native); Area
  owledge (Calamari) 
  and Racial Skill Bonuses: 
  ) skill at IQ-1 [+2pts]; Language 
  (Quarrenese, Broken) [+2pts] 
  None 
  Mon Calamari always favor one name (except for rare cases, 
  dants of renowned explorers or travelers will take on 
  istinctive second name for honor and clarity). A few examples 
  include Ackbar, Akanseh, Arboga, Bant, Basz Maliyu, Cilghal, 
  smin, Jhermiti, Kalbrac, Legassi, Odanni, 
  d causes that inspire them. Mon Calamari believe 
  sentient beings should struggle to make order out of chaos, while 
  he greater good whenever possible. 
  Delight turned to 
  disappointment when the corrupt forces that gripped the Galactic 
  eworld. Mon 
  he Empire was 
  Seco
  Will+
  Origin: 
  Mon Calamari 
  Tech L
  Racial Advantag
  Amphibious 
  Nictitatin
  20%) [+12p
  Designer, A
  Underwater {
  Racial Di
  Dependency 
  moist en
  Free Skills: 
  [+10pts]; Doesn’t Breat
  mbrane [+1pt]; Periph
   Pressure Support [+10p
  most Everyone, x1, All th
  +5pts] 
  tages: 
  (Moist, Very Common, 
  ents, +30%) [-10pts] 
   Kn
  Racially Learned Skills 
  Engineer (Starships/TL11
  Features/Taboos: 
  Names: 
  where descen
  a d
  Elphel, Ibtisam, Je
  Onoma, Oro, Perit, Ragab, Rekara, Rekush, Rutralli Optor, Sesfan, 
  Shenir Rix, Tekba, Toklar, Tralphka, Tuz, and Zgorth’sth. 
  Description: 
  The Mon Calamari are land-dwellers who share their Outer Rim 
  homeworld with the Quarren. They tend to be soft-spoken but 
  vigorously defen
  attending to t
   
  Their ancestors have been explorers from the species’ earliest 
  recorded history. They always dreamed of traveling to the stars. 
  When they finally achieved their dream, they were delighted to 
  find they weren’t alone in the galaxy. 
  Republic in its later years devastated their hom
  ri suffered under great oppression when t
  Calama
  TOTAL 
  +19 
  
   
   
  - 86 - 
  formed; thus, it was one of the first alien civilizations to declare 
  for the Rebel Alliance. 
   The Mon Calamari have developed a 
  reputation as being among the foremost ship designers in the 
  ds, large eyes, 
  support 
   
  Mon Calamari are widely recognized for their keen analytical and 
  organizational abilities.
  galaxy. 
   
  The Mon Calamari embody idealism and daring, often attaching 
  themselves to causes that seem hopeless or lost right from the 
  start. They are creative and inquisitive, concealing great spirit and 
  enthusiasm behind a quiet, orderly exterior. 
   
  hey smell of salt and the sea, with high-domed hea
  T
  and smooth, mottled skin. 
   
  Their homeworld, Mon Calamari, is a watery, technological planet 
  in the Outer Rim. 
  Notes: 
  Mon Calamari can be seen in Episode VI – Return of the Jedi on 
  the Mon Calamari cruiser, Home One. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +5 
  0 
  +53 
  -10 
  +4 
  TOTAL 
  +52 
  Morseerian 
   
  Attribute Adjustment: 
  in: 
  Racial Advantages: 
  Extra Arms+2 [+20pts] 
  Racial Disadvantages: 
  Dependency (Methane-rich Atmosphere, Rare, Constantly, x5) [-
  150pts]; Secret (Morseerian Home System, Possible Death) [-30pts] 
  Free Skills: 
  Language (Morseerian, Native); Area Knowledge (Morseeria) 
  Racially Learned Skills and Racial Skill Bonuses: 
  ll at DX [+2pts] 
  s are Bargeth Relb, Flyrl Sacorbel, Myor Devker, 
  , and Shalthan Leeru. 
  o-legged species that can survive only in 
  methane-rich atmosphe
  the Morseerians are among the most 
  secretive beings in the galaxy. Few non-Morseerians have seen one 
  al suit. 
  g lived on the fringes of galactic civilization for 
  seerians have kept hidden 
  omeworld, guarding this 
  ation with their lives. In fact, “Morseerian” might not be the 
  true name of their species. The name is derived from one of their 
  lonies. 
  s are a rare sight, as they seldom travel farther 
  e Expansion Region. Those who do ply the space 
  rships of their own design (ranging in size 
  lk freighters manufactured by other species. 
  Their craft do not support anything but methane atmospheres. 
  erchants 
  em above all other species. 
  xy at large. Although they supplied 
  information on Imperial fleet movements and troop deployments 
  s during the Galactic Civil War, it is acknowledged by 
   Force adepts exist, but there are no documented 
  , nor are there 
  edi. 
  Morseerians are quiet and secretive, communicating only with 
  mething useful to offer them. Though peaceful, 
  spond swiftly to any threat, real or perceived. 
   
  ans are four-armed humanoids with elongated, pickle-
  nd 
  internal organs. 
  orseerians have large, black, pupil less eyes, a tiny nose, and a 
  ot recommended. 
  None 
  Secondary Characteristic Adjustment: 
  None 
  Orig
  Morseeria 
  Tech Level: 
  11 
  Environment Suit/TL11 ski
  Features/Taboos: 
  None 
  Names: 
  Examples of name
  Nabrun Leids, Nilek Rillion
  Description: 
  A four-armed, tw
  res, 
  without an environment
   
  Despite havin
  nearly twelve thousand years, the Mor
  the whereabouts and name of their h
  inform
  known co
   
  Morseerian
  Coreward than th
  lanes do so in oval sta
  from shuttlecraft to bu
   
  Morseerians pursue trade and tend to deal only with merchants 
  they have had luck with in the past. Despite their retiring nature, 
  Morseerians maintain excellent relations with Squib m
  and prefer dealing with th
   
  Aside from their trading expeditions, the Morseerians rarely 
  interact with the gala
  to Rebel spie
  all that they did so only because the Emperor’s operatives had 
  taken strides toward locating their home system. Rumors persist 
  that Morseerian
  clashes or exchanges between Jedi and Morseerians
  any records of Morseerians among the ranks of the J
   
  those who have so
  they re
  Morseeri
  shaped heads. Their environmental suits conceal their translucent 
  skin, through which one can vaguely discern pulsing veins a
   
  M
  narrow triangular mouth. Males and females stand between 4 feet 
  8 and 5 feet 4 tall, and both genders have builds reminiscent of 
  baseline Human teenagers. 
   
  Their homeworld is unknown but is purported to lie somewhere 
  in the Outer Rim. For gaming purposes the system is called 
  Morseeria. 
  Notes: 
  Morseerian PCs are n
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  0 
  0 
  Racial Advantages 
  0 
  +20 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -180 
  +2 
  TOTAL 
  -158 
  
   
  Mrlssi 
  species attend the expensive universities taught by brilliant Mrlssi 
  scholars. 
   
   
   
   
  - 87 - 
  Attribute Adjustment: 
  ST-2 [-20pts]; IQ+2 [+40pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  M-2 
  located in the Colonies region. 
   (
  ) [+16pts]; Claws (Sharp) [+5pts]; 
  No Sense of 
  umor (Only on other species, -30%) [-7pts]; 
  sion) [-30pts] 
  gh piping voices grate on 
  arming; Area Knowledge 
  ) 
  Learned Skills and Racial Skill Bonuses: 
   may choose any Repair and/or Engineer skill for a total of 
  [+8pts] 
  tures/Taboos: 
  None 
  Examples of names are Crlisst Herssek, Kepor Dagwa, Krssibel 
  d Virssl Jasst. 
  tion: 
  When Old Republic scouts first surveyed the planet Mrlsst and 
   peaceful contact with the Mrlssi over seven millennia 
  took quickly 
  d computers 
  ped their own 
  ime the Old 
  s 
  some of the best starship designers and computer software 
  laxy. They proved particularly adept at reverse-
  ering the products of other companies, finding flaws, and 
  g their own superior versions. 
  lsst is home to some of the galaxy’s most renowned 
  universities and technical schools. Student of many different 
  mor is very dry to other species. In fact, 
  on-Mrlssi have a difficult time telling whether a Mrlssi is 
  r not. 
  si are short, flightless, avian humanoids with blue to green 
  gs, and feathers. Young Mrlssi have brown
   the plumage brightens and becom
  ve the Mrlssi extremely sharp visi
  fingered hands have sharp claws. Adult Mr
  3 tall. 
  Notes: 
  Mrlssi are thoughtful, curious beings who enjoy friendly debates 
  and fidgeting with gadgets. While Mrlssi consider themselves 
  great humorists, their hu
  many n
  joking o
   
  Mrls
  skin, vestigial win
   or 
  gray feathers, but as they age
  orful. Large eyes gi
  es 
  more col
  on, 
  and their three-
  lssi 
  stand between 1 foot 6 and 4 feet 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  eristic Adjustment 
  +10 
  +5 
  0 
  Will+1 [+5pts]; S
  Origin: 
  Secondary Charact
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +46 
  -37 
  +8 
  TOTAL 
  +32 
  Muun 
  The beautiful 
  Tech Level: 
  11 
  Racial Advant
  Acute Senses
  Gadgeteer [+25pt
  Racial Disadvan
  world of Mrlsst is 
  ages: 
  Acute Vision+8
  s] 
  tages: 
  H
   
   
   
  ttribute Adjustment: 
  Restricted Vision (Tunnel Vi
  Free Skills: 
  Language (Mrlsstese, Native), their hi
  some species, while other find them ch
  (Mrlsst
  A
  ST-1 [-9pts]; IQ+2 [+40pts] 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; SM
  Racially 
  Mrlssi
  +1 
  isadvantages: 
  Language (Muun, Native), it consists of two sounds, “eh” and 
  , combined at varying pitches, frequencies, and orders to 
   a language similar to the Binary droid language. Writ
  hematical language and simple shorthand 
  ge (Muunilinst) 
  l Skill Bonuses: 
  Fea
  Origin: 
  Muunilinst 
  Tech Level: 
  11 
  Names: 
  Waray, Pagda Luwa, an
  Descrip
  Racial Advantages: 
  Lightning Calculator [+2pts]; Social Regard (Respected) [+5pts]; 
  Talent (Business Acumen or Mathematical Ability) [+10pts] 
  established a
  ago, the species had not developed space travel. They 
  t the advanced technology, however. Using ships an
  Racial D
  given to them by the Old Republic, they develo
  starship designs and computer technology. By the t
  Cowardice (Careful) [-1pt]; Fearfulness [-2pts]; Greed [-15pts];  
  Homesick [-1pt] 
  Free Skills: 
  Republic gave way to the Empire, Mrlssi were widely regarded a
  engineers in the ga
  engine
  producin
  “um”
   
  Knowled
  create
  ten 
  Muun is a mat
  for 
  spoken Muun; Area Knowled
  Racially Learned Skills and Racia
  ge is very important to the Mrlssi. They view physical 
  possessions as transitory and fleeting, while knowledge is both 
  permanent and empowering. Education is the hub of Mrlssi 
  culture, and Mr
  
   
   
  -
  None 
  Features/Taboos: 
   88 - 
  None 
  Names: 
  Examples of names are Ta’h
  O’ode, and Vedo Sillib. 
  Description: 
  Muunilinst, the Muun h
  the galaxy for millenni
  need for standard curren
  at Gar, San Hill, Marh
  meworld, has bee the financ
  hen the galactic civilization
  cy, the Muuns were a natu
  u Koss, Emont 
  o
  ial center of 
  a. W
   realized a 
  ral choice to 
  spearhead its distributio
  andling. Muunilinst is well 
  defended and easily reached by Republic warships. The Muuns, 
  eir responsibility in stride. 
   Dooku and the Separatists and, the 
  they were put of 
   inflation of the Republic 
  Quickly after the inflation, the Imperials conceded that no 
  species was better equipped to oversee the galactic economy, and 
  ere 
  unwilling 
  to 
  risk 
  further 
  inflation. 
  Imperial 
   were tasked with monitoring the Muuns to ensure 
  s would not find their way into Rebel Alliance 
   when the New Republic had been founded, the 
  stem and the InterGalactic Banking clan were fully 
  stalled. 
   
   greedy both in business and personal life. 
  he galaxy in search of trouble. When 
   Muunilinst, they are often on business of 
  d or another and usually eager to return home. Young, 
  adventurous Muuns (by Muun standards, at least) generally regret 
  n to leave home immediately after their first failure. 
  s an elongated, 
  ld Muunilinst, is a temperate Outer Rim 
  planet. A series of orbital defense platforms protect the planet 
  ilinst guards an undisclosed cache of precious 
  (contained within secretly located vaults) used to back the 
  Republic, Imperial, and New republic credit. 
  e Banking Clan who have 
  unt Dooku and the Separatists. 
  n and h
   
  for the most part, take th
   
  After their joining with count
  defeat against the Grand Army of the Republic, 
  commission; resulting in a wide spread
  credit. 
  they 
  w
  administrators
  that Imperial credit
  coffers. Only
  monetary sy
  rein
  Muuns are generally
  They rarely overextend themselves, preferring calculated risks 
  over rash actions. They are extraordinarily adept at mathematics, 
  able to calculate statistics, odds, and intricate formulas quickly and 
  with little effort. 
   
  Muuns rarely roam t
  encountered away from
  one kin
  their decisio
  They quickly become homesick and put all their energy into 
  finding a way back to Muunilinst. 
   
  The average Muun stands about 6 foot 2 tall and ha
  almost featureless head and rail-thin body. 
   
  The Muun homewor
  from attack. Muun
  metals 
  Notes: 
  Muun can be seen in Episode II – Attack of the Clones and in 
  Episode II – Revenge of the Sith as th
  allies with Co
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +31 
  -2 
  0 
  +17 
  -19 
  0 
  TOTAL 
  +27 
  Myneyrshi 
   
  IQ-1 [-20pts] 
  None 
  n: 
  : 
  alline Skin, -40%, Can’t wear armor, -
   [+6pts]; Extra Arms+2 [+20pts] 
  s) [-1pt]; Illiteracy (Native) [-3pts]; Phobia 
  ts] 
  eyrsh, 
  spoken 
  Native); 
  Area 
  Knowledge 
  ls and Racial Skill Bonuses: 
  None 
  hyresh, Eychani, Orychee, and Panaysha. 
  ion: 
  The Myneyrshi are four-armed natives of Wayland. Before the 
  uered their world and turned it into a secret 
  ehouse for the Emperor, the Myneyrshi were constantly at war 
  h another of Wayland’s sentient species, the Psadans. The 
  ans joined forces to drive the Imperials from 
  he Empire conquered the planet, 
  lation, and put the Myneyrshi and 
  their allies to work building an immense complex beneath Mount 
  cupation of Wayland ended soon after the 
  n unwelcome reminder of 
  their Imperil conquerors and prefer the use of simple weapons and 
  gh peace treaties with other indigenous species of 
   Myneyrshi 
   
  ew Jedi Order 
  era, and although thousands flee and escape with their lives, the 
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Origi
  Wayland 
  Tech Level: 
  2 – Low TL-9 [-45pts] 
  Racial Advantages
  Damage Resistance 2 (Cryst
  40%, Hardened+2, +40%)
  Racial Disadvantages: 
  Dislikes (Human
  (Technophobia) [-15p
  Free Skills: 
  Language 
  (Myn
  (Wayland) 
  Racially Learned Skil
  Features/Taboos: 
  None 
  Names: 
  Example names are C
  Descript
   
  Empire conq
  stor
  wit
  Myneyrshi and Psad
  their world, but they failed. T
  enslaved its indigenous popu
  Tantiss. The Imperial oc
  Battle of Endor. 
   
  Most Myneyrshi view technology as a
  tools. Althou
  Wayland persist for years after the Empire departure,
  remain wary of their alien neighbors. 
  The Yuuzhan Vong conquer Wayland during The N
  
   
  primitive Myneyrsh
  driven deep into 
  i refuse to leave and are either exterminated or 
  the jungles. With so few tribes remaining, the 
  of the species is uncertain. 
   
  hi are obstinate beings, especially when dealing with 
  d their enslavement has soured them 
  toward Humans and technology. Myneyrshi consider anything 
  in nature an “item of shame” and avoid even being 
  g the galaxy. Although the odds are remote, a 
  Thin of build, Myneyrshi have two upper torsos (one atop the 
   ears, and a short trunk instead of a 
   covered in a smooth layer of blue 
  e
  gle 
  future 
  Myneyrs
  Humans and other offworlders. Their experience with the Imperial 
  occupation of Wayland an
  technological 
  near it when possible. 
   
  Myneyrshi have expressed no desire to leave their homeworld. 
  Their isolation, their dislike for technology, and their unpleasant 
  encounters with the Empire and Yuuzhan Vong discourage them 
  from roamin
   
  - 89 - 
  Myneyrshi forcibly displaced from Wayland might find a life of 
  adventure among the stars and learn to overcome his natural 
  distrust of technology and more technologically advanced species. 
   
  other), four arms, long pointy
  nose. Their entire bodies are
  crystalline flesh. 
   
  Their homeworld Waylan
  world in the Outer Rim. 
  Notes: 
  CP: 
  d is a remot  and unremarkable jun
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustme
  ses 
  0 
  0 
  -45 
  +26 
  -19 
  0 
  nt 
  -2
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonu
  TOTAL 
  -58 
  -
  Nagai 
  N-
   
   
  Attribute Adjustment: 
   DX+1 [+20pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Nagi 
  Tech Level: 
  11 
  Racial Advantages: 
  Charisma [+5pts]; Combat Reflexes [+15pts]; Voice [+10pts] 
  Racial Disadvantages: 
  (Nagaian, Native); Area Knowledge (Nagi) 
   Learned Skills and Racial Skill Bonuses: 
  he Nagai may learn any vibro-weapon skill for a total of [+2pts] 
  res/Taboos: 
   
  f names are Den Siva, Harmon Sho, Hol B’shaki, Krai 
   T’shkali, Mendo, Nir Kento, Ozrei, Rei, Sin Shai, 
  . 
  Description: 
  ysterious, 
  knife-wielding 
  warriors 
  with 
  or 
  galactic invaders. In time, it was revealed that the Nagai were not 
  st, but rather escape. They had declared 
  y. 
  ing factors determine the temperament of the Nagai: 
  e worst hardships under the Tofs, so they fear 
  little else, nor do they let concern for others take precedence over 
   them, particularly if 
  . If there is no honor in killing, or if their foe is 
  pleasure from the victory. 
  Some Nagai display bizarre, some would say cruel, sense of 
  orne from year of adversity. Even this is sometimes used 
  nt humanoids. Their straight black hair and pale 
  force the image of the Nagai as handsome but 
  ecters. The Nagai are aware of the effect o their 
  Few non-Nagai know its exact 
  cation. 
  Code of Honor (Nagai) [-5pts]; Social Stigma (Subjugated, Tof) [-
  20pts] 
  Free Skills: 
  Language 
  Racially
  T
  Featu
  None
  Names: 
  Examples o
  H’voc, Lusubrin
  Tai, and Taru
  The 
  Nagai 
  are 
  m
  unshakable charisma and strict code of honor. Early encounters 
  with the Nagai prompted other species to mistake them f
  on a mission of conque
  war on the Tofs, a nigh-indomitable extragalactic species that had 
  oppressed them. After centuries of bloodshed, it took an alliance 
  with the New Republic and the Empire for the Nagai to defeat the 
  Tofs and bring peace to the galax
   
  Two overrid
  the demands of honor and fear of their "Old Enemy”, the Tofs. The 
  Nagai have few sympathies aside from familial ties. They have 
  already braved th
  their drive for personal freedom. 
   
  Nagai are intense, focused, and disciplined warriors. They are 
  known to kill without hesitation if it suits
  honor demands it
  weak, they take no 
   
  humor b
  as a weapon to throw an enemy off-balance long enough for the 
  Nagai to strike. 
   
  Nagai are gau
  white skin rein
  emaciated sp
  appearance has on other humanoids and exploit it, letting others 
  see them as weak until the time is right to reveal their true skills. 
  Naga clothing and hairstyles are diverse, revealing the species’ 
  penchant for individualistic expression. 
   
  Their homeworld, Nagi, is a world located in the Unknown 
  Regions on the fringe of the galaxy. 
  lo
  Notes: 
  During the Tof oppression (from 296 BBY) both disadvantages 
  apply. After the Tof oppression only the Code of Honor – Nagai 
  applies. Before the Tof oppression none of the disadvantages listed 
  here apply. 
  CP: 
  
   
   
  - 90 - 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +30 
  -25 
  +2 
  TOTAL 
  +17 
  Nautolan 
   
   
  Attribute Adjustment: 
   [-20pts]; HT+1 [+10pts] 
  justment: 
  nselm 
  ages: 
  +10pts]; Damage Resistance 1 (Rubbery hides, -40%) 
  minatory Smell (Pheromones, Underwater only, -
   Empathy (Pheromones, Underwater only, -50%) 
  Vision [+1pt]; Speak Underwater [+5pts] 
  tages: 
  Free Skills: 
  Language (Nautula, Native, underwater only); Area Knowledge 
  Racially Learned Skills and Racial Skill Bonuses: 
  ) [+6pts]; the Swimming 
  /Taboos: 
  mples of names are Garn, Hiskar Dorset, Kit Fisto, Ploss 
  Losa, and Setel Yast. 
  l state of another being based entirely on the changes in 
   lends to the complexity of their language. 
  ion of 
  ords lose a great 
  deal of meaning. 
  ually been brief, though sometimes 
   brief wars 
  d even waste 
  l. Whenever space seems at a premium, Anselmi tend to 
  encroach upon Nautolan territories. Being physically superior, 
  ck most incursions long enough for attrition to 
   the problem moot. The Republic has stepped in multiple 
   settle disputes, but it might be only a matter of time 
  e two native species of Glee Anselm conclude that they 
  concilable differences. 
  flect the moods of those around them. When 
  confronted by anger and violence, they respond in kind. When 
   a calm, civilized manner, they seem helpful and 
  tionally resilient. 
   Jedi Nautolan can be seen in Episodes I to III. 
   IQ-1
  Secondary Characteristic Ad
  None 
  Origin: 
  Glee A
  Tech Level: 
  11 
  Racial Advant
  Amphibious [
  [+3pts]; Discri
  50%) [+7pts];
  [+7pts]; Night 
  Racial Disadvan
  None 
  (Glee Anselm) 
  Language (Anselmian or Basic at Native
  skill at HT+2 [+4pts] 
  Features
  None 
  Names: 
  Exa
  Niklos, Renko 
  Description: 
  Although amphibious, Nautolans feel more at home in the water 
  than on the land. Their head tendrils, which serve as major sensory 
  organs, barely function out of water. In water, Nautolans can sense 
  odors through their tendrils. The average Nautolan can tell the 
  emotiona
  pheromones. This acuity
  Their ability to communicate is keyed to the percept
  pheromonal signatures: without it, their spoken w
   
  Nautolans have coexisted relatively peacefully with their land-
  dwelling neighbors, the Anselmi, for several millennia. Conflicts 
  between the species have us
  quite bloody. The Nautolans and the Anselmi fought
  over fishing rights, sub-aquatic development, an
  disposa
  Nautolans push ba
  render
  times to
  before th
  have irre
   
  Nautolans re
  approached in
  polite. 
   
  Nautolans are amphibious humanoids with mottled green skin 
  and shark-like eyes. Instead of hair, a Nautolan sports a crown of 
  long green tendrils. The Nautolan skeletal structure is reinforced 
  ith extra cartilage that makes the species excep
  w
   
  Their homeworld Glee Anselm is a planet of vast swamps, lakes, 
  and seas and is located in the Mid Rim. 
  Notes: 
  A
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ech Level 
  -10 
  T
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +32 
  0 
  +10 
  0 
  0 
  TOTAL 
  +32 
  Nazzar 
   
  Attribute Adjustment: 
  ST+1 [+9pts]; DX+1 [+20pts] 
  ment: 
  in: 
  Racial Advantages: 
  Fur [0pts]; Longevity [+2pts] 
  Racial Disadvantages: 
  Secondary Characteristic Adjust
  Will-1 [-5pts]; SM+1 
  Orig
  Nazzri 
  Tech Level: 
  11 
  
   
   
  - 91 - 
  Fanaticism (Teachings of Ulizra) 
  15pts]; Reputation-2 (Teachin
  own race, x1, All the Time, x1) 
  Free Skills: 
  Language (Nazzar, Native); Ar
  [-15pts]; Phobia (Xenophob
   of Ulizra, Almost Everyone
  0pts] 
  ea Knowledge (Nazzri) 
  ia) [-
  gs
   but 
  [-1
  Racially Learned Skills and Raci
   Skill Bonuses: 
  None 
  /Taboos: 
  None 
  es: 
  Example names are Brryg Tallak, Drrn Rogar, Orri Toq, Srrn 
  . 
  Description: 
  re a bipedal species native to the planet Nazzri. 
  ystem was accepted into the Old Republic early in 
  teen sect of 
  stems, they generally find their welcome less than 
  ho seek to bring their philosophical truths to new 
  izen in 
  bogeri depends on how long it takes the seeker to 
  ed at home. Many Nazzar on these journeys 
  o power, most Nazzar simply returned to 
  their home systems and ignored the galaxy at large. This attitude 
  Jedi Order era. Nazzri has yet to accept 
  ew Republic. If the Yuuzhan 
  Vong threat passes Nazzri, the Nazzar may well continue to 
  ents of the universe around them. 
  s that don’t mesh with their own. Some Nazzar 
  who leave their homeworld can overcome their natural prejudice 
  her species of 
  e galaxy. These Nazzar make trusty and stalwart companions. 
   Nazzar stand over 6 feet 6 tall on average. Their dark skin is 
   thin fur ranging from light gray to dark blue. Their 
  al
  Features
  Nam
  Kanas, and Vrrk Jikat
  The Nazzar a
  Although Nazzar tend to be physically agile and powerful, the 
  species has a long history of contemplation and philosophy. They 
  also tend to be xenophobic, making them uncommon off their 
  homeworld. 
   
  he Nazzri s
  T
  galactic history but had very little contact beyond maintaining a 
  senatorial presence and sending official communications. The 
  Nazzar government spread to cover three nearby systems, then 
  gradually shifted from a pure monarchy to religious oligarchy. 
  Throughout the last five era of play, the Nazzar government 
  pports strict adherence to the tenets of the four
  su
  Ulizra, their state religion. These tents include the concepts that 
  outsiders are likely to taint Nazzar culture, that all philosophic 
  systems in disagreement with Ulizra must be destroyed, and that a 
  group is always of greater importance than an individual. These 
  beliefs make it difficult for other species to open trade relations 
  with the Nazzar, or even for the Nazzar to retain cordial relations 
  with most other species. Although it I legal for outsiders to stay in 
  e Nazzar sy
  th
  friendly. 
   
  Nazzar encountered off their homeworld generally fall into one of 
  two categories: outcasts who have rejected the teachings of Ulizra 
  nd preachers w
  a
  people. Nazzar outcasts find new organizations to follow, and 
  many have become fanatical followers of fringe groups. Nazzar 
  preachers find little acceptance for Ulizra outside their home 
  stems and soon give up their missions. Very rarely, a cit
  sy
  good standing with the Nazzar religion might leave the planet on 
  a bogeri, a kind of self-imposed exile taken to seek spiritual truth. 
  The length of a 
  find the truth he lack
  discover the galaxy far too interesting a place to ever return home. 
   
  When Palpatine came t
  persists into The New 
  invitations to become part of the N
  ignore the ev
   
  Nazzar are noble but distant beings. They are deeply spiritual and 
  intolerant of belief
  and mild xenophobia by forming friendships with ot
  th
   
  covered with
  elongated heads have distinctly equine facial features. 
   
  Their homeworld, Nazzri, is a temperate and verdant world in the 
  Mid Rim. 
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advanta
  +29 
  +5 
  0 
  ges 
  Racial Disadvantages 
  al Bonuses 
  +2 
  -40 
   
  Racially Learned Skills and Raci
  TOTAL 
  -4 
  Neimoidian 
   
   
   
  Attribute Adjustment: 
  20pts] 
  justment: 
  ts]; Will+1 [+5pts] 
  idia 
  0pts] 
  s]; 
  Greed 
  [-15pts]; 
  Reputation-1 (Shrewd and Deceitful, Almost Everyone but own 
  Free Skills: 
  ian, Native); Area Knowledge (Neimoidia); 
  lent (Business Acumen) for more skills 
  (see BS page 90). 
  nd Racial Skill Bonuses: 
  Language (Pak Mak, Native, gesturer/nonverbal, -50%) [+3pts]; 
  Dofine, Hath Monchat, Jumel Arran
  ott Dod, Lufa Danak, Nute Gunray, Rune Haa
  Description: 
   handful of 
  omeworld 
   ST-1 [-10pts]; IQ+1 [+
  Secondary Characteristic Ad
  HP-1 [-2p
  Origin: 
  Neimo
  Tech Level: 
  11 
  Racial Advantages: 
  Fashion Sense [+5pts]; Higher Purpose (Acquire Wealth an Power) 
  [+5pts]; Talent (Business Acumen+1) [+10pts]; Wealthy [+2
  Racial Disadvantages: 
  Cowardice 
  [-10pts]; 
  Fearfulness-1 
  [-2pt
  race, x1, All the time, x1) [-5pts] 
  Language (Neimoid
  also see the advantage Ta
  Racially Learned Skills a
  Language (Galactic Basic, Accented) [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Example names are Daultay 
  t, 
  Kund Ekorr, L
  ko, 
  and Tey How. 
  The Neimoidians are the dominant sapient species in a
  planetary systems within the same sector as their h
  Neimoidia. The Neimoidia system itself is scarcely populated, 
  since Neimoidians in general prefer to live offworld. Clothing 
  represents status in Neimoidian society, which is why most 
  
   
   
  - 92 - 
  Neimoidians traveling abroad favor long robes of rich fabrics with 
  elaborated collars, hats, and cloaks. 
   
  Neimoidians have two
  surroundings at all tim
   primary motivations: to control their 
   to acquire as much wealth and 
  r goal might seem a logical means of 
  attaining the former, but to a Neimoidian, the pursuit of wealth 
  aits gave rise to the Trade 
  tion, one of the most powerful and influential economic 
  forces in the Galactic Republic. Not all Neimoidians serve the 
  ut few independent Neimoidians get by 
  Neimoidians constantly exploit weaknesses in others, friends and 
   and manipulation are perfectly acceptable 
  es, particularly when directed at other species. Most 
  Neimoidians take strides to hide their actions behind veils of 
  imize personal 
  eld 
   
  dy, crafty, and cowardly. They detest combat 
  prefer to let others fight for them. A Neimoidian’s fi
  ger is to bargain for his life. If t
  . 
  Their skin ranges from mott
  ilian faces are flat an
  ed. They have red eyes, thick lips, and no noses. 
  world located 
  es and
  power as they can. The latte
  and power is an end unto itself. Such tr
  Federa
  Trade Federation, b
  without maintaining strong ties to the Trade Federation and its 
  members. 
   
  enemies alike. Extortion
  practic
  legality or other “good faith efforts”, if only to min
  liability and avoid embarrassment. Neimoidians loathe to be h
  accountable for the result of a failed scheme. 
  Neimoidians are gree
  and 
  rst 
  recourse when cornered by dan
  Neimoidian will usually plead for it
  hat 
  fails, the 
   
  Neimoidians are slight of build. 
  to gray, and their vaguely rept
  led 
  green 
  elongat
  d 
   
  Their homeworld, Neimoidia, is a small and humid 
  in the Colonies Region. 
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  ment 
  +10 
  +3 
  0 
  +40 
  -32 
  +7 
  Secondary Characteristic Adjust
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +28 
  Neti 
   
  Attribute Adjustment: 
  +1 {+10pts] 
  1 
  ough Skin, -40%, Physical, -20%) [+2pts]; 
  sorption, -25%) [+15pts]; Doesn’t Eat 
  6 [+12pts]; Force Sensitive [+5pts]; 
  tion+3 [+6pts]; Shrinking+2 
  Racial Disadvantages: 
  ommon, Daily, x3) [-15pts] 
  Free Skills: 
  , the Neti language uses a combination of 
  and gesture elements, making it difficult to learn. Other 
  species cannot comprehend this language better than Broken; Area 
  Racially Learned Skills and Racial Skill Bonuses: 
   
  le of names are Frond Dra-Ioor, Od Bnar, Shal Koom, a
  ient
   encountered on the 
  this planet’s name). 
  ova
   the planet. Neti are 
  a
  heir homeworld and 
   di
  , Net
  h 
  is, though they also 
  re
   lived, with an average 
   yea
   reproduces by creating 
  a few seeds, but this occurs only
  nce every few
  turies. Seeds 
  often sit for over a thousand years before germinating. 
  pable of changing their size at will. A skilled Neti 
  can morph its shape to a roughly humanoid sized form, a squat 
  ass anywhere from 6 feet 
  intaining these forms even 
   knocked unconscious. 
  ientists suggest that the planet Myrkr is the true 
  ld of the Neti. Although Master Ood Bnar himself was 
  native to Ryyk, it is also possible that the Neti moved from Myrkr 
  me point in the ancient past. Despite the best efforts 
  the galaxy at large might never determine the true 
  ins of the Neti species. 
  rs and natural explorers, eager to unravel the 
  the galaxy around them. They bond 
  quickly with those who share similar interests. 
   “fur” resembling 
  ppendages serve as feet. When resting, an adult 
  y appears as a 15 feet tall tree. 
  Their homeworld Ryyk is a planet in the Mid Rim. A supernova 
  ar. Most Neti 
  s are not recommended. 
   DX-2 {-40pts]; IQ+1 [+20pts]; HT
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts]; SM+2 
  Origin: 
  Ryyk or Myrkr 
  Tech Level: 
  1
  Racial Advantages: 
  Damage Resistance 1 (T
  Doesn’t Breathe (Oxygen Ab
  [+10pts]; Extended Lifespan+
  Growth+2 [+20pts]; Reduced Consump
  [+10pts] 
  Dependency (Very C
  Language (Neti, Native)
  verbal 
  Knowledge (Ryyk or Myrkr) 
  None 
  Features/Taboos:
  None 
  Names: 
  Examp
  nd 
  Tuwan Urlu. 
  Description: 
  The Neti
  planet Ryyk 
  Roughly 4,
  known to h
  now await
   
  As plants
  need some
  life span of
   are a species of sent
  (some call them Ry
  000 BBY, a supern
  ve survived the de
  scovery in remote
  i survive throug
   water. Neti are ext
   several thousand
   plants first
  yk because of 
   destroyed
  struction of t
   locations. 
  photosynthes
  mely long
  rs. A Neti
   o
   cen
   
  Neti are also ca
  quadrupedal shape, or a solid treelike m
   They are capable of ma
  to 30 feet tall.
  when asleep or
   
  Some sc
  homewor
  to Ryyk at so
  edi scholars, 
  of J
  orig
   
  Neti are deep thinke
  secrets of the Force and 
   
  Neti are sentient plants with tough gray skin similar to plant bark, 
  thin branching arms, and thick body trunks. Neti foliage tends to 
  be brown or black and grows on the upper parts of a Neti’s body. 
  Neti also sport a crown of black-green vegetable
  hair. Root-like a
  Neti generall
   
  destroyed the world not long before the Sith W
  encountered since then hail from the planet Myrkr in the Inner 
  Rim. 
  Notes: 
  Neti PC
  
   
   
  - 93 - 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  -10 
  +5 
  0 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +80 
  -15 
  0 
  TOTAL 
  +90 
  Nikto 
   
   
  Origin: 
  Kintan 
  Tech Level: 
  11 
  ption: 
  he Nikto evolved on Kintan, a harsh planet located deep within 
  atible) 
  ikto subspecies, each one adapted to a specific environmental 
   
  ave a limited range of facial expression simply because 
  ey lack the musculature. Their “stating” eyes and seemingly 
  k expression often lead others to underestimate Nikto 
  igence. Life on Kintan and the casual brutality of their Hutt 
  ords have made the Nikto cunning combatants. 
  loped hyperdrive technology but a
  hout the galaxy as slaves of the Hutts. For the mo
  ontent with a life of servitude, preferring slav
  eir homeworld. When two Ni
  rent subspecies interbreed (a frequent occurrence since t
  Hutts enslaved the species), the children adopt the species traits of 
   and would rather follow orders than give 
   lack in free will they make up for in single-
  enacity. They also adapt quickly to their 
  ilian humanoids with leathery skin, sometimes 
   or horns. All five subspecies have deep black 
  vered with protective membranes. 
  tan is a radioactive planet located in the 
  Racial Advantages: 
  Damage Resistance 2 (Tough Skin, -40%, Physical, -20%) [+4pts]; 
  Racial Disadvantages: 
  Free Skills: 
  ikto, Native); Area Knowledge (Kintan or any Hutt 
  ld) 
  ills and Racial Skill Bonuses: 
  hiye, Nour’we’sha, Nysad, Po’me’nuk, Tu’rse’yulr, 
  Vedain, Vizam, Way’w’nok, and Wumdi. 
  untain Nikto have nose flaps through which they 
  filter grit, dust, or dangerous fumes. Fins protrude from their 
  These fins also 
  l, cooling the Nikto in summer and 
  ead to warm the Nikto in winter. 
   cavities serve a similar purpose. The claws of a 
  e short and blunt, more suited to climbing rocks 
  ees. 
   Adjustment: 
  Secondary Characteristic Adjustment: 
  ; Survival (Mountain) at Per [+2pts] 
  Features/Taboos: 
  None 
  Descri
  T
  Hutt Space. Mutations triggered by the planet’s radioactive 
  atmosphere have bred five different (but genetically comp
  N
  niche. 
  Nikto h
  th
  blan
  intell
  overl
   
  The Nikto have never deve
  re 
  found throug
  st 
  part, Nikto are c
  ery 
  to a life of toil and hardship on th
  kto 
  of diffe
  he 
  either parent. 
   
  Nikto lack charisma
  them. What they
  mindedness and t
  environment. 
   
  All Nikto are rept
  covered in spikes
  eyes, sometimes co
   
  Their homeworld Kin
  Outer Rim. 
  Single-Minded [+5pts] 
  Social Stigma (Subjugated) [-20pts] 
  Language (N
  occupied wor
  Racially Learned Sk
   
  Language (Huttese, Native) [+6pts] 
  Names: 
  Example names are Calliose, D’we’mouk, Ga’p’tashi, Giran, 
  Ma’w’ws
  Esral’sa’Nikto (Mountain Nikto) 
  The blue-gray mo
  cheeks and serve as their primary hearing organs. 
  aid in temperature contro
  flattening against the h
  Symmetrical neck
  mountain Nikto ar
  than tr
  Attribute
  ST+1 [+10pts] 
  Will-1 [-5pts] 
  Racial Advantages: 
  Claws (Blunt) [+3pts]; Filter Lungs [+5pts] 
  Racial Disadvantages: 
  None 
  Racially Learned Skills and Racial Skill Bonuses: 
  limbing at DX [+2pts]
  C
  CP: Esral’sa’Nikto 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  -5 
  0 
  +17 
  -20 
  +10 
  TOTAL 
  +12 
  Gluss’sa’Nikto (Pale Nikto) 
  The pale Nikto range in color from white to gray, which helps 
  them survive on the bleached, rocky shores of the Gluss’elts 
  ; IQ-1 [-20pts]; +1 HT [+10pts] 
  Archipelago on Kintan. The pale Nikto have a ridge of small horns 
  surrounding the eyes, as well as small fins similar to the large fins 
  of the mountain Nikto. Pale Nikto make excellent sailors. 
  Attribute Adjustment: 
  ST+1 [+10pts]
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts] 
  Racial Advantages: 
  Breath-Holding+1 [+2pts] 
  Racial Disadvantages: 
  None 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Island/Beach) at Per [+2pts] 
  
   
   
  - 94 - 
  CP: Gluss’sa’Nikto 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  0 
  -5 
  Racial Advantages 
  advantages 
  arned Skills and Racial Bonuses 
  0 
  +11 
  -20 
  +8 
  Racial Dis
  Racially Le
  TOTAL 
  -6 
  Kadas’sa’Nikto (Green Nikto) 
  to are more commonly called green Nikto. Th
  inent brow ridges, and small horn
  e eyes. They lack the nose flaps present in oth
   the trees of Kintan’s dangerous forests alleviat
  ncreasing the importance of t
  ry sense for hunting and survival. The green Nikto ha
  visible, sensitive noses and claws suited for tree climbing. 
  ent: 
  ] 
  A
  A
  ell (Smell+2) [+4pts]; 
  None 
  and Racial Skill Bonuses: 
  [+2pts]; Survival (Woodland) at Per [+2pts] 
  The Kadas’sa’Nik
  ey 
  have scaly green hides, prom
  s 
  surrounding th
  er 
  races, evolving in
  ed 
  the need to filter dust, while i
  he 
  olfacto
  ve 
  Attribute Adjustm
  ST+1 [+10pts]; IQ-1 [-20pts
  Secondary Characteristic 
  None 
  Racial Advantages: 
  Acute Hearing+2 [+4pts]; 
  Claws (Sharp) [+5pts] 
  Racial Disadvantages: 
  djustment: 
  cute Taste and Sm
  Racially Learned Skills 
  Climbing at DX 
  CP: Kadas’sa’Nikto 
  Type 
  CP 
  Attribute Adjustment 
  stic Adjustment 
  ages 
  antages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  0 
  0 
  +22 
  -20 
  +10 
  Secondary Characteri
  Tech Level 
  Racial Advant
  Racial Disadv
  TOTAL 
  +2 
  Kajain’sa’Nikto (Red Nikto) 
  The red Nikto are the most common Nikto subspecies. They have 
  rit. They gain extra oxygen and conserve moisture with the 
  breathing tubes on their cheeks. Red Nikto can survive for up to a 
  ages: 
  CP: Kajain’sa’Nikto 
  crimson skin and are at home in scorching desserts. Small horns 
  jut from their brow and chin, while their nasal passages are 
  protected by a thin permeable “nose flap” that keeps out dust and 
  desert g
  week without water. 
  Attribute Adjustment: 
  IQ-1 [-20pts]; +1 HT [+10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Racial Advant
  Reduced Consumption 3 (water only, -50%) [+3pts] 
  Racial Disadvantages: 
  None 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Desert) at Per [+2pts] 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
  -10 
  0 
  Secondary C
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +12 
  -20 
  +8 
  TOTAL 
  -10 
  M’shento’su’Nikto (Southern Nikto) 
  The southern Nikto have white, yellow, or orange skin. They lack 
  the facial horns, ridges, and fins common to other Nikto 
  subspecies. Instead, southern Nikto have evolved long, prominent 
  reathing tubes on the back of their head. These tubes allow them 
  one 
  one 
  b
  to sense ultrasonic vibrations. 
   
  Force users are more common among the southern Nikto than any 
  other Nikto subspecies. 
  Attribute Adjustment: 
  DX+1 [+20pts]; IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  N
  Racial Advantages: 
  Acute Hearing+2 [+4pts]; Vibration Sense [+10pts] 
  Racial Disadvantages: 
  N
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Swamp & Jungle) at Per [+4pts] 
  P: M’shento’su’Nikto 
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +23 
  -20 
  +10 
  TOTAL 
  +13 
  Nimbanel 
   
   
   
   Adjustment: 
   [+
  Attribute
  IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
   
  10pts] 
  Will-1 [-5pts] 
  Origin: 
  Nimban 
  Tech Level: 
  11 
  Racial Advantages:
  Language Talent
  
   
   
  - 95 - 
  Racial Disadvantages: 
  yone but own race, x1, All 
  bjugated) [-20pts]; Proud 
  gence, efficiency, and work ethics) [0pts] 
  lls: 
  banese, Native); Area Knowledge (Nimban) 
  ned Skills and Racial Skill Bonuses: 
  ge (Basic & Huttese, Native) [+8pts]; Administration at 
  IQ+1 [+4pts]; Computer Operation/TL11 at IQ [+1pt] 
  (or Nimbanese) are a species of warm-blooded 
  x 
  o 
  willfully convolute and obscure meaning. They prefer to resolve 
  al procedures, 
  g rules, and administrative blockades. 
   
  izational talents to work serving major 
  he Hutt clans, Corporate Sector executives, 
  e Bureau of Ships and Services. Through the Hutts, any 
  Nimbanels have secured prominent administrative positions in the 
  d preserved their way of life. 
   the Hutts as willing slaves, a few 
  Nimbanels are free to make their own way n the galaxy, often after 
  icated service to their masters. They build large 
  Reputation-1 (Bureaucrats, Almost Ever
  the time, x1) [-5pts]; Social Stigma (Su
  (Intelli
  Free Ski
  Language (Nim
  Racially Lear
  Langua
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Alee Aroval, Beels Lebeleb, Gallo Memm, 
  Lhojugg, Mosep Binneed, Nirbella Tanless, Pok Nar-Ten, Prenlarr 
  Brelm, and Sarab Mullo. 
  Description: 
  Nimbanels 
  humanoid reptiles known for their adoration of comple
  mathematics and intricate bureaucracies. They use figures t
  conflict by befuddling their opponents with offici
  puzzlin
  Nimbanels put their organ
  ss concerns like t
  busine
  and th
  galaxy an
   
  Although most Nimbanels serve
  years of ded
  networks of business contacts and quickly earn reputations as 
  fussy entrepreneurs obsessed with form and procedure, but they 
  invariably get the job done in an efficient manner, even if they 
  inconvenience others along the way. 
   
  Nimbanels take great pride in their intelligence, efficiency, and 
  work ethics. Nimbanels naturally follow procedure and are not 
  intimidated or discouraged by complex bureaucracies. They can be 
  heartless, implacable, and mischievous, turning down even the 
  most basic request if bureaucratic procedure isn’t followed to the 
  letter. 
   
  Nimbanels are reptilian humanoids with bald heads, pale skin, 
  round dark eyes, and snouts framed by tufts of cheek hair. 
   
  Their homeworld Nimban is a planet in the Outer Rim. 
  otes: 
  N
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  -5 
  0 
  +10 
  -25 
  +13 
  TOTAL 
  +13 
  Noehon 
   
  ment: 
  cteristic Adjustment: 
  +
  (Native) [-3pts]; Short Lifespan 1 
  orporates scent with mandible 
  clicks and shrill sounds, spoken only); Area Knowledge 
  on) 
  Racially Learned Skills and Racial Skill Bonuses: 
  X+1 [+4pts] 
  Features/Taboos: 
  Names: 
   Gi’kha, Hark’r, Ki’nakra, Ri’zat, Tir’uh, 
  unities 
  called welds. A Noehon weld can have anywhere from a few 
  p to 10,000 members. A dominant male Noehon rules 
  when they 
  “come of age” and trading superfluous adolescent females to other 
  aubles. A few 
  trading for 
  particularly if the weld is small, poorly defended, or 
  otherwise vulnerable. 
  acefaring merchants introduced blasters and vibro 
  weapons to the industrialized Noehon culture, turning tribal 
  into all-out “weld wars” that continue until one side is 
   price”, which has enabled 
  the highly adaptive species to colonize other worlds across the 
  Attribute Adjust
   DX+1 [+20pts]; IQ-1 [-20pts] 
  Secondary Chara
  SM-1 
  Origin: 
  Noe’ha’on 
  Tech Level: 
  11 
  Racial Advant
  Ambidexterit
  ages: 
  y [+5pts]; Extra Arms+2 [ 20pts] 
  Racial Disadvantages: 
  Cannot Speak [-15pts]; Illiteracy 
  [-10pts] 
  Free Skills: 
  Language (Noehonese, Native) (inc
  (Noe’ha’
  Climbing at D
  None 
  Examples of names are
  and Zak’r. 
  Description: 
  Noehons are diminutive arboreal insectoids prone to infighting. 
  Instead of a unified government, they live in isolated comm
  hundred to u
  the weld by driving off adolescent male Noehons 
  welds for valued goods, technology, or precious b
  steal another’s adolescent females instead of 
  welds will 
  them, 
   
  Visiting sp
  rivalries 
  annihilated. Although the Noehons never developed space flight, 
  their planet receives plenty of visitors who are more than happy to 
  transport Noehons offworld for a “fair
  galaxy. 
  
   
   
  - 96 - 
   
  When the dominant male of a weld grows too feeble to rule by 
  rce, a younger male rival kills him and usurps cont
  fo
  rol of the 
  d are more even-tempered and better 
  quipped to function socially within the greater galactic 
  gle world located in the 
  P: 
  weld. Most visitors know better than to stand between an 
  ambitious Noehon and his “destiny”. 
   
  Male and female Noehons raised in a weld are usually abusive 
  and combative. They sheepishly placate their superiors and are 
  unnecessarily cruel to their inferiors and underlings. Noehons 
  raised outside a wel
  e
  community. 
   
  Noehons are fastidious and orderly beings. They use every 
  resource at their disposal and never discard something that might 
  be useful later. 
   
  Most Noehons encountered in galactic society are slaves, 
  descendants of slaves, or slavers. They gravitate toward practices 
  that reinforce a strict hierarchy, such as law, accounting, and 
  organized crime. No Noehon to date has opted to learn (or 
  possessed the aptitude to learn) the ways of the Jedi. 
   
  Noehons resemble bipedal insects with enormous multifaceted 
  eyes, large mandibles, four arms, and a soft carapace covered in 
  short bristles. The average Noehon stands about 3 feet 7 tall. 
  Glands on either side of their mouths produce a musky secretion 
  used to mark territory, possessions, and even subordinates. Every 
  Noehon exudes a distinctive musk. 
   
  heir homeworld Noe’ha’on is a jun
  T
  Expansion Region 
  Notes: 
   
  C
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  nd Racial Bonuses 
  0 
  0 
  0 
  +25 
  -28 
  +4 
  Racial Disadvantages 
  Racially Learned Skills a
  TOTAL 
  +1 
  Noghri 
   
   
  20pts] 
  ry Characteristic Adjustment: 
  oghr 
  ts, x½, Occasionally, x⅓) [+1pts]; Teeth (Sharp) 
  1pt] 
  s] and 
  and Racial Skill Bonuses: 
  ge (Basic, Native) [+6pts]; Brawling at DX [+1pt]; Farming 
  Q-1 [+1pt]; Fast-Draw (Knife) at DX+2 [+4pts]; Holdout at 
  at DX+2 [+4pts]; Observation 
  1 [+4pts] 
  e 
  hmain clan Eikh’mir, Ekhrikhor cla
   clan Kihm’bar, Ovkhevarn clan Bakh’tor, 
  vair, and Sikhisakh clan Tlakh’sar. 
  ption: 
  The Noghri are a small, compact humanoid species native to the 
  ed Outer Rim planet of Honoghr. Natural-born hunters, they 
  o use primitive weapons, usually killing their victims up 
   of the Clone Wars, the clans had put aside 
  learned to coexist, unaware of other 
  famine and extinction when a black-
  garbed visitor from the stars arrived: Darth Vader. He promised to 
  ying homeworld; in return, the Noghri pledged to 
   
  r decades Five 
   Leia Organa-
  ter. They turned from serving Grand 
  Admiral Thrawn to serving “Lady Vader”. Several clans of Noghri 
  o the protection of Leia and her family well into 
  w Jedi Order era. 
   
  hri rarely travel the galaxy alone. During the Galactic 
  hey are always found in the company of Darth Vader’s 
  briefly) with the forces of Grand Admiral Thrawn. 
  Later, they can be found in the company of New Republic agent, 
  allies, friends, and relatives of Leia Organa-Solo. 
  oghri are small, compact humanoids. A typical Noghri has gray 
  Racial Advantages: 
  Claws (Sharp) [+5pts]; Combat Reflexes [+15pts]; Discriminatory 
  Smell [+15pts]; Reputation+1 (Natural-born hunter, Criminals and 
  Imperial Agen
  [+
  Racial Disadvantages: 
  Code of Honor (Battle Honor) [-10pts]; Reputation (Aggressive, 
  Almost Everyone, x1, Occasionally, x⅓) [-1pts]; Duty (Serve Lord 
  ader, either Extremely Hazardous, Quite often) [-15pt
  V
  Social Stigma (Subjugated) [-20pts] or Vow (Protect Legacy of 
  Vader, Great Vow) [-15pts] and Secret (Republic Agent, 
  Imprisonment) [-20pts]; Sense of Duty (Clan, Small Group) [-5pts]; 
  No Sense of Humor [-10pts]; Bowlegged [0pts] 
  Free Skills: 
  Language (Honoghran, Native) sometimes called Noghrese; Area 
  Knowledge (Honoghr) 
  Racially Learned Skills 
  Langua
  TL3 at I
  IQ+1 [+4pts]; Melee Weapon (Knife) 
  at Per [+2pts]; Stealth at DX [+2pts]; Tracking at Per+
  Features/Taboos: 
  Non
  Names: 
  Examples of names are Cak
  n 
  Bakh’tor, Khabarakh
  Ruhk clan Baikh’
  Descri
  isolat
  prefer t
  close. 
   
  The Noghri culture is built around clans (among them Kihm’bar, 
  Bakh’tor, Eikh’mir, and Hakh’khar) with a long history of bloody 
  rivalry. By the time
  their differences and 
  intelligent species in the galaxy. A space battle in orbit over their 
  world led a starship crash that contaminated the planet with toxic 
  chemicals. The Noghri faced 
  save their d
  serve him. 
  The Noghri served Vader as his secret assassins fo
  years after Vader’s death, one of them recognized
  Solo as Darth Vader’s daugh
  remain dedicated t
  The Ne
  The Nog
  Civil War, t
  agents or (
  Attribute Adjustment: 
   DX+1 [+
  as well as the 
  Seconda
   
  Noghri are fierce, dedicated warriors who place the honor of their 
  clans and the safety of their charges above all. For a relative 
  primitive species, they are shrewd, quick to adapt, and mindful of 
  customs and rituals. They do not grasp the concept of humor well 
  and are not particularly sociable. 
   
  SM-1 
  Origin: 
  Hon
  Tech Level: 
  TL 3 – Low TL-8 
  N
  skin, beady black eyes set deep within bony sockets, claws, and 
  fangs. Adult Noghri average 4 feet tall. 
  
   
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Se
   
  - 97 - 
  condary Characteristic Adjustment 
  +20 
  0 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -40 
  +37 
  -61 
  +28 
  TOTAL 
  -16 
  Nosaurian 
   
   
  Attribute Adjustment: 
   DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  SM-1 
  Origin: 
  New Plympto 
  Tech Level: 
  11 
  Racial Advantages: 
   -40%, Physical, -20%) [+2pts]; 
  Striker (Horns, Piercing, Cannot Parry, -40%, Limited Arc – Front, 
  ) [+1pt] 
  xcept 
  Humans, 
  +10%) 
  [-11pts
   
  [-10pts]; 
  Cold-Blooded 
  [-5pts]; 
  Intolera
  l Habit (Braying) [-1pt]; Pro
  n, Native); Area Knowledge (New Plympto) 
  r
  kill Bonuses: 
  ab
   Holdfast, Churra 
  Description: 
  edal reptilian species known for their 
  s. The Empire’s subjugation and 
  contributed greatly to this hatred. 
   
   they’ve endured their share of hardship, Nosaurians are 
  and proud of their ancient customs; for example, when 
  ips below the horizon on New Plympto, they bray at the 
  top of their lungs to “sing it down”. Nosaurians who are indoors 
  hen the sun is setting, and some Nosaurians even 
  , braying at 
  ot phantom. 
  Nosaurians have black-and-white vision, a trait that is lately 
  o have the curious ability to phosphorize the 
  ttract small insects and other prey. 
   
  ed New Plympto recover from the hard 
  perial occupation, but it would not right the 
  wrongs inflicted upon the Nosaurians by their Imperial overlords, 
  he New Republic defend the Nosaurians against 
  . When 
  orrible 
  losses to the Nosaurians. Frustrated by Nosaurians reprisals, the 
  irus upon the 
   rendering it uninhabitable and forcing the New Republic to 
  impose a strict quarantine. Luckily, most Nosaurians managed to 
  ruction. 
  ians are gregarious and even-tempered by nature. 
  he perceived injustices inflicted upon the species by 
   in power have left most Nosaurians embittered and 
  osaurians’ descent into a kind of disgusted 
  fatalism. 
  Damage Resistance 1 (Tough Skin,
  -40%
  Racial Disadvantages: 
  Chummy 
  (Gregarious, 
  E
  ]; 
  Colorblindness
  nce 
  (Humans) [-5pts]; Odious Racia
  nt Customs) [-1pt] 
  ud 
  (Ancie
  Free Skills: 
  Language (Nosauria
  Racially Lea
  None 
  Features/T
  None 
  Names: 
  Example Nam
  Leafhorn, an
  ned Skills and Racial S
  oos: 
  es are Fefar Blackeye, Clegg
  d Moco Minkfruit. 
  Nosaurians are a bip
  animosity toward Human
  repression of the Nosaurians 
  Although
  mindful 
  the sun d
  can sense w
  perform this strange ritual on other worlds
  inopportune times for reason most other species cann
   
  debilitating. They als
  lining of their mouths, a trait that supports one theory that 
  Nosaurians evolved from insect-eating reptiles that used such 
  traits to a
  The New Republic help
  years under Im
  nor could t
  Yuuzhan Vong invaders during The New Jedi Order era
  the Yuuzhan Vong assaulted New Plympto, they dealt h
  Yuuzhan Vong later unleashed a life-consuming v
  world,
  flee their homeworld before dest
   
  Nosaur
  However, t
  Humans
  angry. The Yuuzhan Vong’s merciless assault of New Plympto has 
  only increased the N
   
  Nosaurians stand between 3 foot 11 and 4 foot 11 tall. They have 
  four nimble fingers on each hand and posses three-toed, birdlike 
  feet. They have thick skin ranging from light green to black. Their 
  most striking feature is the ridge of horns sprouting from their 
  foreheads like a savage headdress. The horns are sharp enough to 
  gore opponents. 
   
  Their homeworld New Plympto is a temperate planet in the Core 
  Worlds region. 
  Notes: 
  A Nosaurian can be seen at the podraces in Episode I. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic A
  ech Level 
  +20 
  djustment 
  0 
  0 
  T
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +3 
  -22 
  0 
  TOTAL 
  +1 
  Nuknog 
   
   
   
  Attribute Adjustment: 
   DX+1 [+20pts]; IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  Per+1 [+5pts]; Will-1 [-5pts]; SM-2 
  Origin: 
  Sump 
  
   
   
  - 98 - 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  Bad Temper [-10pts]; Berserk [-10pts]; Cold-Blooded [-5pts]; 
  Intolerance (Other Species, Only after being freed) [-10pts]; Short 
  Lifespan+1 (Only on Sump) [-10pts]; Slave Mentality (Only after 
  1,000 BBY) [-40 pts]; Social Stigma (Subjugated, Only between 
  1,000 BBY and being freed) [-20pts]; Wealth (Poor) [-15pts] 
  Free Skills: 
  Language (Nuknog, Native); Area Knowledge (Sump) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  xamples of names are: Vek Bolko, Buhar Lod, Po Nulnik, Skoo 
  tive humanoids with small brains and short 
  ommodations. 
   
  uknog worked in mines and processing factories, 
  g lives, and all that time 
  the Nuknog had no sense that the corporations were exploiting 
  istreating them. 
  ained the unknowing slaves of one corporation
  ng contracts changed hands. It was
  f Jedi came to the planet in search of a want
  streatment of the Nuknog caught the attenti
  ty. The Republic Senate ordere
  ing corporations to terminate all operations on the Nukn
  homeworld and repay several centuries’ worth of lost wages. The 
  ed amid the controversy, leaving the Nuknog 
  s, empty factories, and empty stomachs. 
  blic relief workers 
  hem in some fashion, the Nuknog took the 
  e Republic for depriving them of the only 
  ders demanded that the Republic provide 
  or the species evaporated. 
   
   of the Separatists and the events leading up to the 
  any fronts. 
  terest of the 
  other reason 
  The Nuknog change very little after the Clone Wars and the fall of 
   The average life expectancy of a Nuknog is 
  doubled if it makes its home offworld, a luxury few 
   afford. That said, a few Nuknog have successfully 
  ssage on passing ships, usually by selling themselves 
  ry. 
  d, petty, easily manipulated beings who 
  rarely see the big picture. They resent most other beings in the 
  blame the most convenient scapegoat for their 
  ts has 
  Long neck 
  Names: 
  E
  Runkin, Ark Roose, and Noop Warko. 
  Description: 
  uknog are diminu
  N
  tempers. Nearly 1,000 BBY, Nuknog leaders “sold” their 
  homeworld to a consortium of unscrupulous mining corporations 
  in exchange for jobs, food, and modest acc
  The N
  performing tasks deemed too dangerous for offworld personnel. 
  They received no money for their work, ate leftovers, and slept in 
  tight, prefabricated military barracks. Shoddy equipment and 
  mining accidents claimed countless Nukno
  and m
   
  The Nuknog rem
   or 
  another for centuries as mini
  n’t 
  until a pair o
  e
  o
  d 
  criminal that the mi
  n 
  of the greater galactic communi
  d 
  the min
  og 
  corporations dissolv
  with empty mine
  Sympathy for the Nuknog ran high. Repu
  delivered emergency food supplies to the starving Nuknog and 
  offered to help rebuild the planet’s devastated agricultural 
  industry. Thinking that the Republic, like the mining corporations, 
  might be manipulating t
  free food but blamed th
  life they knew. Their lea
  the Nuknog with food and supplies in perpetuity. When it became 
  clear that the Nuknog were unwilling to help themselves, all 
  sympathy f
  With the rise
  Clone Was, the Republic faced political turmoil on m
  The plight of the Nuknog no longer captured the in
  Senate or the galaxy at large. The Nuknog now had an
  to resent the Republic. 
   
  the Old Republic.
  nearly 
  Nuknog can
  bought pa
  into slave
   
  Nuknog are short-tempere
  galaxy and 
  problems. The bravest Nuknog actually have the will and drive to 
  rise above their meager lives, and they are rare indeed. 
   
  A Nuknog is a bipedal, reptilian humanoid with a long, skinny 
  neck, bulbous snout, stocky legs, and a bumpy ridge along the 
  centerline of the skull. The average Nuknog stand approximately 4 
  feet tall. 
   
  Their homeworld Sump is a humid, dilapidated Outer Rim world 
  w care to visit. Pollution from offworld mining interes
  fe
  contaminated the ecosystem, creating vast, toxic marshes 
  incapable of sustaining life. Somehow, the Nuknog manage to 
  survive, though barely. 
  Notes: 
  Nuknog PCs are not recommended. 
  A Nuknog can be seen at the podraces in Episode I. 
  Some Disadvantages do not always apply; resulting in a total of 
  Disadvantages of either -40pts, -90pts, -100pts, or -120pts. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  0 
  0 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  0 
  -40 
  0 
  TOTAL 
  -45 
  -O-
  Odenji 
   
  Attribute Adjustment: 
   None 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Issor 
  Tech Level: 
  11 
  Racial Advantages: 
  
   
   
  - 99 - 
  Amphibious [+10pts]; Doesn’t Breathe (Gills, -50%) {+10pts]; 
  itating 
  Membrane+1 
  [+1pt]; 
  Pitiable 
  [+5pts]; 
  Speak 
  rwater [+5pts] 
  Racial Disadvantages: 
  Chronic Depression [-15pts]; Dislikes (either land-dwelling Odenji 
  or underwater Odenji) [-1pt] 
  ive); Area Knowledge (Issor) 
  cia
  Unknown 
  -sized bipeds with smooth, hairless 
  heads, and large, webbed hands and feet. Odenji skin color ranges 
  e species have gills on the 
  f their necks so they can breath freely in and out of water. 
  Where the Issori have olfactory wrinkles, the Odenji have four 
  al flaps of skin that serve the same purpose: facilitating 
   of smell. 
  a sad and pitiable species. After the melanncho, 
  enji publicly express joy, pleasure or humor. This 
  lf through the Odenji’s apathetic attitude 
  and unwillingness to assume positions of leadership. 
   
  d. 
  rnment, the two species made 
  rapid technological progress. Eventually, as the result of an Issori-
  iment, Issor made contact with a space-faring culture, 
  bly more 
  riod known as 
  e, the amount of violent crime 
  increased and depression among the species was at an all-time 
  the period passed, but today many Odenji 
  nce personal melanncho. Odenji do not intentionally try to 
  most Odenji want very much to be happy and experience 
  embers of other species. Unfortunately, they are unable 
  hemselves to a happy emotional plateau. 
   this strange, species-wide 
  sadness, though several theories exist. Some scientists hypothesize 
  ncho was caused by a virus or strain of bacteria, one 
  technology they 
   to the feudal devices used by their ancest
  e oceans. 
  Odenji PCs are not recommended. 
  CP: 
  and have returned
  ors 
  before leaving th
  Notes: 
  Nict
  Unde
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +31 
  -16 
  +4 
  TOTAL 
  Free Skills: 
  Language (Issorian, Nat
  Racially Learned Skills and Ra
  Swimming at HT+2 [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  l Skill Bonuses: 
  +19 
  Omwati 
   
   
  ttribute Adjustment: 
  Description: 
  The Odenji of Issor are medium
  from dark brown to tan. Members of th
  sides o
  horizont
  the sense
   
  A
  The Odenji are 
  very few Od
   ST-1 [-10pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts] 
  Origin
  sadness manifests itse
   
  The Odenji developed as a nomadic, underwater society that 
  existed until the Odenji and Issori met for the first time. The Issori 
  somehow persuaded the Odenji that life on the Issori surface was 
  better than underwater, and the Odenji eventually relocated their
  : 
   
  ow TL-2 (Before Imperial subjugation][-10pts) 
  ow TL-1 (During Imperial subjugation) [-5pts] 
  e of Endor) 
   
  alent (Mathematical Ability+1) 
  ges: 
  (Omwatese, Native); Area Knowledge (Omwat) 
  rned Skills and Racial Skill Bonuses: 
  oos: 
  Examples of n mes are Giraal, Helix Lur, Orthan, Pillik, Xel Tanni, 
  pecies from the Outer Rim 
  heir own culture and 
  g they were the only sentient beings in the 
  Omwat
  entire culture to the lan
   
  Tech Level: 
  Forming a new Issori-Odenji gove
  9 – L
  10 – L
  11 (After the Battl
  Racial Advantages:
  Talent (Artificer+1) [+10pts]; T
  ] 
  [+10pts
  Odenji exper
  the Corellians. The Issorians gained access to considera
  advanced technology. 
   
  Several centuries ago, the Odenji entered into a pe
  the melanncho. During this tim
  high. Eventually 
  Racial Disadvanta
  Skinny [-5pts] 
  experie
  be sad; 
  joy like m
  to bring t
  Free Skills: 
  Language 
  Racially Lea
  None 
  Features/Tab
  None 
  Names: 
  a
   
  No cause has been discovered for
  that the melan
  to which the Issori were immune. Imperial scientists, on the other 
  hand, insist that the melanncho is simply a genetic dysfunction 
  and that the Odenji would have eventually become extinct from it 
  had they not had access to “human” medicine. A theory gaining 
  much support among the Odenji themselves is that the melanncho, 
  both species-wide and personal, is the result of the migration of 
  the Odenji from their aquatic home to the land above. Many 
  Odenji who believe this theory have created underwater 
  communities, much to the dismay of their land dwelling brethren. 
   
  he Odenji have access to the space-level 
  Qwi Xux, and Zalir. 
  Description: 
  T
  The Omwati are a willowy humanoid s
   They developed t
  developed with the Issori and offworlders. They allow the Issori to 
  handle most of Issor’s trade, but do help produce goods for sale. 
  The groups of Odenji returning to the ocean shun this technology 
  world of Omwat.
  technology, believin
  
   
   
  - 100 - 
  galaxy. They unified early in their history under a single world 
   thus managing to avoid the devastating wars that 
  y worlds on the verge of becoming spacefaring 
  eties. They enjoyed a nearly uninterrupted development of 
  philosophy, arts, medicine, and mathematical theories. Their 
  ation, mining, and construction methods are 
   
   
  ad across the planet, yet their 
  lmost as clean as that found on unsettled 
  between production needs of a 
  technologically advanced society and sound stewardship of their 
  ces. 
  in. 
  ed the visitors. 
   historical data 
  nd departed with a promise of 
  other ships to come. Tarkin did not inform the Omwati that their 
   been visited by ancient ships of the early 
  ic, since their kind did indeed exist elsewhere in the 
   fact, a small community thrived on Coruscant. 
  n a decade passed before Tarkin would return to Omwat. 
  ong himself and his fellow mission 
  commanders, hoping some day that could be his personal think 
  he Emperor gave Tarkin dominion over the Outer 
  perials 
  f Omwati children, never 
  l facility at Omwat was 
  hey found technology that 
  them greatly advance their first hyperdrive-capable vessel 
  n years after the Battle of Endor. This development was 
   by the desire to find the children who had become lost 
  among the stars. The Omwati did not want to believe the satellite’s 
  at implied all but then were dead. 
  s were eventually contacted by New Repub
  ese Omwati terrorized a number o
  m colonies and refueling posts, and another of t
  ies became fully documented. The offwo
  ve” cousins with open arms. 
  Omwati are gracious, intelligent, and wise. They mind the lessons 
  of the past when looking toward the future, and they demonstrate 
  keen problem-solving skills. An Omwati values family above 
  friendship and friendship above everything else. 
   
  Omwati skin features a bluish tint, and the most common eye 
  colors are shades of blue. The colors of their gossamer hair range 
  from copper to pearly white. Omwati have willowy, almost frail-
  looking physiques. 
   
  Their homeworld Omwat is an orange-green planet of savannas 
  and mountains located in the Outer Rim 
  m
  ate 
   be 
  e
  Endor, 
  government,
  plague man
  soci
  manufacturing, irrig
  quite advanced, although their overall technology level lags far
  behind what’s considered the galactic standard. Their unique
  honeycomb-like cities are spre
  environment remains a
  worlds. The Omwati managed to do what few species have 
  accomplished, a balance 
  world’s resour
   
  The first Old Republic ship to visit Omwat was a Victory-class Star 
  Destroyer commanded by future Grand Moff Wilhuff Tark
  Omwati society, after some initial shock, welcom
  Tarkin and his team left technological, cultural, and
  behind for the Omwati to study a
  world must have
  Republ
  universe; in
   
  More tha
  Always a forward-looking man, he had decided to keep the native 
  society on Omwat a secret am
  tank. When T
  Rim Territories, the Grand Moff felt the time had come to exploit 
  the Omwati. 
   
  While imperial diplomats kept the people of Omwat enthralled 
  with tales of galactic society (never mentioning their cousins 
  elsewhere in the galaxy). Tarkin supervised the construction of an 
  rbital education facility. Once it was complete, the im
  o
  revealed their true nature. The Omwati would conduct planetwide 
  intelligence and aptitude tests and surrender those children who 
  score the highest, they were told; resistance would result in the 
  destruction of their cities from orbit. The Omwati reluctantly 
  greed. They surrendered hundreds o
  a
  hearing from them again. 
   
  When Tarkin and many of his closest associates were killed in the 
  estruction of the Death Star, the orbita
  d
  abandoned. In the meantime, the Omwati had been secretly 
  developing craft capable of breaking free from the gravitational 
  pull of their world and managed to reach the satellite. They did 
  not recover the lost children, but t
  helped 
  roughly te
  spurred
  data th
   
  Omwati explorer
  lic 
  diplomats, but only after th
  ff 
  small Outer Ri
  he 
  Empire’s atrocit
  rld 
  Omwati welcomed their “primiti
   
  Notes: 
  Omwati PCs can be encountered any ti
  from Coruscant. During the Imperial era,
  encountered as Imperial operatives. Aft
  Omwati PCs may originate from Omwat. 
  CP: 
  e when they origin
   Omwati can
  r the Battle of 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  +5 
  0 
  +20 
  0 
  -5 
  TOTAL 
  +30 
  Ortolan 
   
   
   
  Origin: 
  Tech Level: 
  Racial Advantages: 
  e 1 (Tough Skin, -40%, Physical, -20%) [+2pts]; 
  inatory Smell [+15pts]; Fur [0pts]; Reduced Consumption 2 
  on Stomach, -50%) [+2pts]; Subsonic Hearing {+5pts]; 
  ring [+5pts] 
  -
  tion-1 (Dimwitted, Almost everyone, x1, all the time, 
  rtolans rely on a heavy layer of 
  Attribute Adjustment: 
   DX-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  HP+1 [+2pts]; SM-2 
  Orto 
  10 – Low TL-1 [-5pts] 
  Damage Resistanc
  Discrim
  (Cast ir
  Ultrahea
  Racial Disadvantages: 
  Dislikes (Bright Light) [-1pt]; Gluttony (Resist quite rarely, x2) [
  10pts]; Reputa
  x1) [-5pts] 
  Free Skills: 
  Language (Ortolan, Native); Area Knowledge (Orto) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic, Native) [+6pts]; Survival (Arctic) at Per [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Bedo, Eembek, Miebat, Nabkess, Ooben, 
  Rebo, Ruznee, and Ydde. 
  Description: 
  Ortolans are solidly built, squat humanoids from the frigid world 
  of Orto. Food is the most important part of an Ortolan’s life 
  because it is so scarce on their world. To survive the harsh 
  onditions of their homeworld, O
  c
  blubber (insulation from the cold and an energy supply in times 
  when food becomes scarce) and highly developed senses of smell 
  
   
   
  - 101 - 
  and hearing that allow them to find food or track prey over large 
  istances. They are almost manic about always havi
  d
  ng food in 
  the most food or highly exotic imported 
  s to Orto can receive low-cost raw materials. During the 
  e 
  mpire, although the Empire did impose regulations limiting their 
  ime, and the Galactic Civil War filled many 
  n Orto. 
   also take 
  great joy in music of all sorts, as their highly developed sense of 
  ng can pick up sounds that even few other beings can hear, 
  ng every live performance or different recording of even 
  ce for an Ortolan. 
  onsider Ortolans dimwitted because they are oft
  re than a meal. However, mo
   officer or snobbish noble ha
  tolan musician and his band played for nothing but a 
   
   thick, baggy 
  ide covered with short, velvet-like blue fur hangs off their 
  their stomach and gorge themselves at every opportunity. 
   
  Orto is a world rich in minerals and the Ortolans, while not 
  technologically advanced by galactic standards, are very efficient 
  miners. The Ortolan economy is barter-based, so manufacturing 
  companies that can bring 
  food
  Rebellion era, the Ortolans were more or less left alone by th
  E
  ability to travel from their homeworld. As long as the Ortolans 
  traded their ore to the “right” manufacturers (like TaggeCo and 
  SoroSuub), the Empire remained indifferent to the little 
  humanoids. The Ortolans traded with both the Alliance and the 
  Empire during that t
  bellies o
   
  Ortolans are generally happy if they are well fed. They
  heari
  maki
  the 
  most familiar tunes a new experien
   
  Many beings c
  en 
  willing to work for nothing mo
  ne high-ranking Imperial
  re 
  than o
  ve 
  found valuable military secrets or art objects missing after a 
  “stupid” Or
  meal at his ball.
   
  Ortolans have floppy ears, beady black eyes, long trunk-like noses, 
  and small mouths. Each hand ends in four stubby fingers tipped 
  with suction pads, and their short legs have poorly articulated 
  joints that cause them to waddle when they walk. A
  h
  chubby bodies. Ortolan adults stand around 4 foot 1 in height. 
   
  Their homeworld Orto is a frozen wasteland located in the Outer 
  Rim. The planet has a short and unpredictable growing season, 
  and famines are common. 
  Notes: 
  An Ortolan can be seen at Jabba’s Palace in Episode VI. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  +2 
  -5 
  +29 
  -16 
  +8 
  TOTAL 
  +8 
  -P-
  Pacithhip 
   
   
  te Adjustment: 
  ary Characteristic Adjustment: 
  h Level: 
   
  y) 
  tance 2 (Thick Skin, -40%, Physical, -20%) 
  c Front, -40%) [+3pts] 
  tages: 
  ia) 
  kills and Racial Skill Bonuses: 
  ative) [+6pts] 
  ape 
  ulthood, and which point there’s no disputing whether the 
  ip will be a scholar, warrior, or farmer. Scholars interpret 
  unities. Farmers traditionally provide food 
  and clothing, but their role has expanded to include the 
  facture of vehicles, droids, and weapons. 
  couts first arrived on the Pacithhip homeworld
  eloped hyperdrive technology, fusio
  lsorlift technology. Pacithhips had just maste
   machinery on their own and were easi
  r the Battle of Endor, Pacithh
  er the deserted Imperial facilities on their homeworld a
  rd technology. Shortly after the formation 
  acithhips were common sights throughout 
  erant beings by nature, Pacithhips tend to accept 
  are and rarely question authority. The average 
  eeds the teaching of the scholar caste, which 
  ess and equality. Pacithhips enjoy dealing with 
  ers of other species and quickly adapt to varying climates 
  ss elephantine features, including a long trunk 
  usks. Wrinkled gray skin covers the Pacithhip’s 
  d frame, and a bony ridge protects the back of the 
  hhip’s eyes are situated on the sides of the head, 
  Attribu
   ST+1 [+10pts]; DX-1 [-20pts] 
  Second
  None 
  Origin: 
  Shimia 
  Tec
  10 – Low TL-1 [-5pts]
  Racial Advantages: 
  360° Vision [+25pts]; Cultural Adaptability (Xeno-Adaptabilit
  [+20pts]; Damage Resis
  [+2pts]; Striker (Tusks, Piercing, Limited Ar
  Racial Disadvan
  Sense of Duty (Authority) [-15pts] 
  Free Skills: 
  Area Knowledge (Shim
  Language (Shimiese, Native); 
  Racially Learned S
  ge (Basic, N
  Langua
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Aruka, Gepto, Hukudi, Ketwol, Ossom 
  Okwar, Runkara, and Sossil Wekwa. 
  Description: 
  Pacithhip are humanoid pachyderms whose society is split into 
  three castes: the scholar caste, the warrior caste, and the farmer 
  caste. The shape of a Pacithhip’s tusks determines which caste it 
  belongs to. The tusks do not achieve their final size and sh
  until ad
  Pacithh
  the law and educate the young. Warriors enforce the law and 
  defend Pacithhip comm
  manu
   
  When imperial s
  , 
  the Pacithhips hadn’t yet dev
  n 
  power, or repu
  red 
  fossil fuels and precision
  ly 
  subjugated by the Empire. Afte
  i
  nd 
  ps 
  took ov
  began to import standa
  of the New Republic, P
  the galaxy. 
   
  Rational and tol
  the way things 
  Pacithhip h
  emphasizes fairn
  memb
  and customs. 
   
  Pacithhips posse
  and thin, elegant t
  plump humanoi
  skull. A Pacit
  
   
   
  - 102 - 
  granting a 360-degree vision. The average Pacithhip stands 4 foot 
  omeworld Shimia is a temperate Outer Rim world located 
  near the Corellian Run. The world has grass-covered plains 
   by mountain ranges that plunge into the sea. 
  s who don’t fancy their society’s caste system are apt to 
  d settle elsewhere. Their willingness to explore the 
  t brand hem as malcontents, for the most part; 
  ty encourages individuals to “find their 
  own paths”. Pacithhip traders are common along the Corellian 
   in the Cantina in Episode IV. 
  11 tall. 
   
  Their h
  bordered
   
  Pacithhip
  leave Shimia an
  galaxy does no
  modern Pacithhip socie
  Run. 
  Notes: 
  A Pacithhip can be seen
  CP: 
  Type 
  CP 
  Attribute Adjustm
  Secondary Chara
  ent 
  cteristic Adjustment 
  Racial Disadvantages 
  -10 
  0 
  -5 
  +50 
  -15 
  +6 
  Tech Level 
  Racial Advantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +26 
  Paigun 
   
  Attribute Adjustment: 
   ST-1 [-10pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; SM+1 
  Origin: 
  Paigu 
  Tech Level: 
  verconfidence (Resist quite rarely, x2) [-10pts]; Dislike (Violence 
   euphemisms; Area Knowledge (Paigu) 
  athics/TL11 at IQ [+4pts] 
  ures/Taboos: 
   
  are Hydek Ro, Kaithu Oka, Kitak Hu, Orik Sup
  Description: 
  ics and logic, traits that have 
   center for innovation for the 
  s some of the most 
  ect
  re in the Vorzyd Cluster, 
  r
  ds of people and rise for 
   their homeworld. 
   t
   violence and shows of 
  g
  eir fighting for them. Their 
  ’t always sit well with 
   th
  h
  ick, warty gray-skin and 
  d about 6 foot 8 tall, although 
  males are generally s orter than females. 
   
   is a world ravaged by fierce lightning 
  ve learned to tap into electrical storms as a 
   for their great cities. 
  11 
  Racial Advantages: 
  Damage Resistance 1 (Though Skin, -40%, Physical, -20%) [+2pts] 
  Racial Disadvantages: 
  O
  & Shows of emotion) [-1pt] 
  Free Skills: 
  Language (Paigun, Native) a language that contains virtually no 
  magery, metaphors, or
  i
  Racially Learned Skills and Racial Skill Bonuses: 
  Mathem
  Feat
  None
  Names: 
  Example names 
  an, 
  Ousak Nin, and Vikra Tha. 
  Paiguns are experts at mathemat
  made their homeworld of Paigu a
  Commonality. Th
  impressive archit
  with massive towe
  miles to touch the st
   
  Paigun are adroit
  emotion, preferrin
  sagacity and calculat
  their neighbors in
   
  Paiguns are rail-t
  shriveled, prun
  eir world also boast
  ure found anywhe
  s that hold thousan
  orm-wracked sky of
  heorists who spurn
   to let others do th
  ed arrogance doesn
  e Vorzyd Cluster. 
  in bipeds with th
  e-like faces. They stan
  h
  Their homeworld Paigu
  guns ha
  storms. The Pai
  source of power
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  al Advantages 
  antages 
  nuses 
  +10 
  -2 
  0 
  +2 
  -11 
  +4 
  Secondary Chara
  Tech Level 
  Raci
  Racial Disadv
  Racially Learned Skills and Racial Bo
  TOTAL 
  +3 
  Pa’lowick 
   
   
   Adjustment: 
  0pts]; DX+1 [+20pts] 
  acial Advantages: 
  Attribute
   ST-1 [-1
  Secondary Characteristic Adjustment: 
  Wis+1 [+5pts] 
  Origin: 
  Lowick 
  Tech Level: 
  6 – Low TL-5 [-25pts] 
  R
  Amphibious [+10pts]; Breath-Holding+1 [+2pts]; Striker (Tusks, 
  Piercing, Cannot Parry, -40%, Limited Arc Front, -40%) [+1pts] 
  Racial Disadvantages: 
  Proud (Pa’lowick Traditions) [-1pt] 
  
   
  Pau’an 
   
  - 103 - 
  Free Skills: 
  Language (Lowickese, Native); Area Knowledge (Lowick) 
  y (ruled by noble families). They welcome contact 
  with other species and enjoy trading foodstuffs and primitive 
  for useful technological devices they cannot build 
  lves. 
  rade with other species has done little to change the way 
  wicks live. Although they like to collect high-tech items, most 
  ntent to “nest” on their homeworld, enjoying the simple 
  and storytelling. Aside from their r
  le to offer the galaxy at large, a tra
   spared them from Imperial enslavement. 
  tertain the notion of joining 
  New Republic, but the New Republic has done little to entice 
  interest has had little impact on 
  lowicks could care less about event 
  y. 
  gers who exhibit incredible patience. 
  ndencies, rarely changing the way they 
  rive to preserve the traditions of the past 
  ology that is useful. Singing and 
   a Pa’lowick’s favorite pastimes. 
  d torso, long spindly arms and legs, 
  een, and brown), and two mouths: 
  out, the other located below the base of 
  s jut upward from the Pa’lowick’s lower 
  ely grows over at middle age. The average 
  stands about 5 foot 3 tall. 
  k is a swampy planet in the Outer Rim. 
  Pa’lowicks rarely leave Lowick; those who are dazzled by traders’ 
  they’re offworld for a few 
  n out of credits and end up as vagabonds, 
  ick can be seen at Jabba’s Palace in Episode VI. 
  Racially Learned Skills and Racial Skill Bonuses: 
  Swimming at HT+1 [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Larisell Chatrunis, Aneeda Desha, Meep 
  Erdles, Sal Orbego, Sy Snootles, and Roopak Weelak. 
  Description: 
  A mining expedition discovered the Pa’lowick homeworld about 
  ten years before the Battle of Endor, making Pa’lowicks one of the 
  newer species to join the galactic society. Though technologically 
  primitive, Pa’lowicks have a sophisticated and highly adaptive 
  feudal societ
  wares 
  emse
  th
   
  Regular t
  Pa’lo
  are co
  life 
  of farming, fishing, hunting, 
  ave litt
  ich 
  culture, Pa’lowicks h
  it 
  that most likely
   
  Pa’lowick nobles periodically en
  the 
  them. The New Republic’s 
  Pa’lowick society, as most Pa’
  shaping the galactic communit
   
  Pa’lowicks are natural scaven
  They display ritualistic te
  do things. Pa’lowicks st
  while embracing techn
  storytelling are among
   
  A Pa’lowick has a roun
  mottled skin (usually yellow, gr
  one at the end of a long sn
  the snout. Two sharp tusk
  mouth, which complet
   
  Their homeworld Lowic
   
  tales about the rest of the galaxy. Once 
  weeks, they often ru
  criminals, or slaves. 
  Notes: 
  A Pa’low
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  justment 
  Racial Disadvantages 
  nuses 
  +10 
  +5 
  -25 
  +13 
  -1 
  +2 
  Secondary Characteristic Ad
  Tech Level 
  Racial Advantages 
  Racially Learned Skills and Racial Bo
  TOTAL 
    
   
  Attribute Adjustment: 
   None 
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Utapau 
  Tech Level: 
  11 
  Racial Advantages: 
  Cultural Adaptability (Xeno-Adaptability) [+20pts]; Night Vision 1 
  [+2pts]; Social Regard (Feared+1) [+5pts]; Teeth (Fangs) [+2pts] 
  are Lampay Fay, Timon Medon, Tion Medon, and 
  ocky Utai. 
  g to some, with large, 
  sunken black eyes and jagged, fang-like teeth used for tearing into 
  at. In fact, most Pau’ans were friendly, and were happy to 
  elcome guests to their often overlooked world. Several thousand 
  teraction with outsiders may in fact have caused them to 
   so as to appear more pleasing to humanoid visitors. 
  ided on the scrub-covered surface of Utap
   homes in the planet’s sinkholes. 
  , a climate change forced the Pau’ans underground, int
  ver time, the two societies merged together to l
  ation. Pau’ans represented onl
  thirty percent of the population on Utapau, though as 
  Racial Disadvantages: 
  Minor Handicap (Light Sensitive) [-1pts] 
  Free Skills: 
  Language (Pau’an, Native); Area Knowledge (Utapau) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Administration at IQ-1 [+1pt] 
  Features/Taboos: 
  None 
  Names: 
  xample names 
  E
  Zyn Javeb. 
  Description: 
  One of the two species native to the sinkhole world of Utapau, 
  Pau’ans were gaunt near-Humans who resided in cities lining the 
  sinkhole walls. Pau’ans are also known as Utapau’ans. Pau’ans 
  coexisted on Utapau with the st
   
  The average Pau’an stood taller than a Human, standing about 6 
  foot 2 tall with a bald head striped with furrowed gray skin. They 
  wore elaborate clothes intended to heighten their impressive 
  stature. These beings appear frightenin
  raw me
  w
  years of in
  evolve
   
  The Pau’ans once res
  au, 
  while the Utai made their
  However
  o 
  the sinkholes. O
  ive 
  in a mutually beneficial civiliz
  y 
  about 
  the 
  +4 
  
   
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic, Native) [+6pts] 
   
  - 104 - 
  administrators and bu
  influence made up for th
   
  Pau’an society was a blen
  borne from the ancient 
  sinkhole walls, Utapaun
  spaceport were divided i
  architectural styles and oth
  an industrial society, despit
  image, though it is the Ut
   
  Sadly, the Pau’an cult
  the Confederacy of In
  reaucrats of the sinkhole cities, their 
  eir lack of numbers. 
  d of a variety of styles and cultures, 
  merger with the Utai. Built into the 
   settlements such as the Pau City 
  nto different areas, each a mix of 
  er-worldly design. Pau’ans developed 
  e their seemingly primitive, troglodyte 
  ai who carried out labor work on Utapau. 
  ure was disturbed during the Clone Wars by 
  dependent Systems. The Utapau’ans 
  attempted to remain neutral
   the conflict, though Administrator 
  o host General Grievous and his allies on 
  net into a Separatist safehouse. With the 
  inst the 
  droid forces, though Utapau was subjugated once more with the 
  es were shipped as slaves 
  ial projects including the colonization of Byss. 
  an be seen during the Clone Wars in Episode III – 
  e Sith. 
   in
  Tion Medon was forced t
  Utapau, turning the pla
  arrival of Obi-Wan Kenobi, many Pau’ans fought back aga
  formation of the Empire. Pau’ans captiv
  for several Imper
  Notes: 
  Pau’ans c
  Revenge of th
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  justment 
  0 
  0 
  -1 
  +1 
  Secondary Characteristic Ad
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +29 
  TOTAL 
  +29 
  Phindian 
   
  Attribute Adjustment: 
   IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  None 
  +100%) [+32pts] 
   everyone but own race, x1, 
  ative); Area Knowledge (Phindar) 
  n for 
  reating a variety of technical wonders, including devices capable 
  mperor’s New Order. Despite a 
  hindians show great affection for family and friends, but 
  s, often preferring the company of such things 
  bove the company of other sentients. 
  ians are thin, mournful-looking beings with dark skin that 
  sometimes exhibits white splotches. White circles surround their 
  or gold eyes. Phindians have long, flexible arms that hang 
  elow their knees. They prefer to wear simple, practical outfits 
  h little adornment. 
   homeworld Phindar is a temperate Outer Rim planet. 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Banikou, Guerra Derida, Paxxi Derida, 
  Gerpha, Hem, Karke, Meerka, and Teeyr Verke. 
  Description: 
  Phindians are technologically advanced sentients know
  c
  of erasing one’s memory. 
   
  Before the rise of the Empire, a criminal organization called the 
  Syndicat ruled the Phindian homeworld. The Phindian leaders of 
  the Syndicat used their control over the distribution of food and 
  other provisions to keep the general population in line. Any who 
  resisted the Syndicat had their memories erased and were exiled to 
  other worlds. The Jedi helped the Phindian population overthrow 
  the Syndicat and install a democratic government, which remained 
  in place until the formation of the E
  handful of Phindian uprisings (all of which the Imperials easily 
  quelled), the Phindian homeworld remained under Imperial rule 
  until shortly after the Battle of Endor. Within a year of their 
  liberation, the Phindian people joined the New Republic and have 
  remained members ever since. 
   
  P
  strangers find them aloof and contrary. Though perceptive and 
  astute, they can be cantankerous and somewhat sarcastic beings 
  prone to melancholy and exaggeration. Dealing with them can be 
  exasperating. For their part, Phindians like to tinker with 
  technological device
  a
   
  Phind
  yellow 
  b
  wit
   
  Their
  Notes: 
   
  CP: 
  Origin: 
  Phindar 
  Tech Level: 
  12 – High TL+1 [+5pts] 
  Racial Advantages: 
  Arm DX+1 (Both Arms, Long+1, 
  Racial Disadvantages: 
  Reputation-1 (Contrary, Almost
  Almost all the time, x1) [-5pts] 
  Free Skills: 
  dian, N
  Language (Phin
  Type 
  CP 
  Attrib
  Secondary Characteri
  Tech Lev
  Racial Adv
  ute Adjustment 
  stic Adjustment 
  el 
  antages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  0 
  +5 
  +32 
  -5 
  +6 
  TOTAL 
  +58 
  Pho Ph’eahian 
   
   
  
   
  Attribute Adjustment: 
   IQ+1 [
   
  - 105 - 
  +20pts] 
  teristic Adjustment: 
  acial Advantages: 
  isadvantages: 
  ts]; Odious 
  Racial Habit (Ritual cleaning) [-5pts] 
  Skills: 
  tive); Area Knowledge (Pho Ph’ea
  kills and Racial Skill Bonuses: 
  pts] 
  ’shar, 
  ev,
   t
  o 
   C
  ough 
  em 
  ian
  in
  heir 
  o
  , and 
  ables t
   
   made contact with the Pho Ph’eahians 
  ears before the Battle of Yavin, the species 
  eloped nuclear fusion, repulsorlift technology, and 
  spaceships with sublight drives. By dismantling and rebuilding 
  hem by the Republic, the 
  nded Pho Ph’eahians were able to build their own 
  hnology, making a few refinements along the way. 
  rnessing the means to leave their home star system, Pho 
  ns have been encountered in every corner the civilized 
  ions and spaceports, particularly in the Corporate 
  Sector, frequently employ Pho Ph’eahians as engineers. 
  st Pho Ph’eahians are outgoing and cheerful. They enjoy being 
  center of attention. They view their bodies as “sacred 
  e spirit” and clean themselves religiously to 
   their bodies do not become stains on their 
  Pho Ph’eahians are a bipedal, four-armed humanoid species with 
  e fanlike ears. The average Pho Ph’eahian 
  et’s distant elliptical orbit keeps it far 
   sun most of the time. During these “dark” periods, 
  ars as a distant speck in Pho Ph’eah’s sky, and the 
  Secondary Charac
  [-5pts] 
  Will-1 
  Origin: 
  Pho Ph’eah 
  Tech Level: 
  11 
  R
  Extra Arms+2 [+20pts]; Temperature Tolerance+4 (Cold, -50%) 
  [+2pts] 
  Racial D
  Delusions (Sacred manifestations of the spirit) [-5p
  Free 
  Language (Pho Ph’eahese, Na
  h) 
  Racially Learned S
  Survival at Per+1 (Mountain) [+4
  Features/Taboos: 
  None 
  Names: 
  Examples of name
  Lo’pho’r, Rova, Sh
  Description: 
  Pho Ph’eahians are r
  Ph’eah. They bear a pas
  their greate
  apart. Pho Ph’eah
  homeworld. Their f
  their thick fur en
  s are Cho’ree, Darshev, Fe
   Veerzan, and Vo’ray. 
  arely seen away from
  sing resemblance to
  r size, blue fur, and extra set of lim
  s inhabit the mounta
  ur arms are ideal for sc
  hem to withstand cool t
  ’heon, Garv, Le
  heir homeworld, Ph
  hadra-Fan, alth
  bs quickly set th
  ous regions of t
  aling rocky crags
  emperatures. 
  When the Old Republic first
  more than a thousand y
  had already dev
  hyperdrive-capable starships given to t
  technically mi
  hyperdrive tec
  Since ha
  Ph’eahia
  galaxy. Corporat
   
  Mo
  the 
  manifestations of th
  ensure that stains on
  souls. Aside from their cheery dispositions and obsession with 
  cleanliness, Pho Ph’eahians are best known for their technical 
  skills. 
   
  bright blue fur and larg
  stands about 5 foot 7 tall. 
   
  Their homeworld Pho Ph’eah is an Outer Rim world near the 
  Corporate Sector. The plan
  from its native
  the sun appe
  Pho Ph’eahians must rely on their thermal layer of fur to keep 
  them warm. 
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  +20 
  -5 
  0 
  Racial Disadvantages 
  kills and Racial Bonuses 
  +22 
  -10 
  +4 
  Racially Learned S
  TOTAL 
  +31 
  Poss’Nomin 
   
  Attribute Adjustment: 
   None 
  Secondary Characteristic Adjustment: 
  HP+1 [+2pts]; SM+1 
  rigin: 
  O
  Illareen 
  Tech Level: 
  eripheral Vision (Large, -20%) [+12pts]; Teeth [0pts] 
  Bowlegged [0pt] 
  Language (Illarese, Native); Area Knowledge (Illareen) 
  kills and Racial Skill Bonuses: 
  : 
  Names: 
  Unknown 
  Description: 
  Somewhat larger than an average human (averaging about 6 foot 
  3), the Poss’Nomin, native to Illareen, have a thick build that is 
  due more their sizable bone structure than muscular build. Their 
  skin is almost uniformly red, though some races have black or 
  brown-spotted forearms. They have wide faces with angular cheek 
  bones rimmed with cartilage knobs, and a broad, flat nose. They 
  11 
  Racial Advantages: 
  P
  Racial Disadvantages: 
  Free Skills: 
  Racially Learned S
  None 
  Features/Taboos
  None 
  
   
   
  - 106 - 
  have great, shovel-like jaws filled with
  vorous natur
  ng aspect of
  ree eyes; th
  ng him a wi
  he iris, wh
  o fleshy eyelids; th
  g th
  rthern hemi
   due to 
   a mixture of flat and sharp 
  ni
  e. 
   the Poss’Nomin’s physical 
  ey are positioned next to one 
  vi
  de arc of vision. The large 
   for t
  ich ranges from dark blue to 
  w
  e outer one is used 
  e eastern shores of Vhin, an 
  o
  sphere of Illareen. The area 
  sudden and intense climate 
  changes, possibly the resu
  , that took place within 
  uries, the place became an uninhabitable 
  Having few options, the Poss’Nomin left the shores for better 
  hroughout the continent, 
  ake them to new regions. 
  out the world and society 
  d. 
  few millennia, several powerful nations had emerged, 
  each with differing priorities and forms of government. Conflicts 
  oon led to a war on a global scale, something the 
  omin had never before experienced. 
  riod, scarcely a century ago, that Illareen was 
   
  diately ceased their fighting in order to 
   the galaxy’s more 
  hnology and become part of the galactic community. 
  ed 
   
  e taken to the 
  and riches to be found within the 
  rest of the galaxy. Many have traveled to the uncharted regions at 
  d even beyond. 
  teeth that betray their om
   
  Certainly the most striki
  appearance is his th
  another horizontally, gi
  eyes are orange except
  yellow. Each eye has t
  primarily when sleeping. 
   
  The Poss’Nomin evolved alon
  island continent in the n
  was rich in resources, but
  lt of a solar flare
  the span of a few cent
  wasteland. 
   
  lands beyond. They quickly spread t
  eventually building boats that could t
  Civilizations blossomed through
  prospere
   
  Within a 
  began that s
  Poss’N
   
  It was during this pe
  discovered by a party of spice traders. As the planet was 
  previously unexplored, the traders decided to investigate. What 
  they found was a fully developed species engaged in massive 
  global warfare. 
  The Poss’Nomin imme
  comprehend the nature of their visitors. Less than a decade after 
  their initial contact with outsiders, the warring nations put aside 
  their grievances and united in an effort to adopt
  advanced tec
  Today approximately one-third of the population has adopt
  galactic-standard technology. 
  Since they were discovered, many Poss’Nomin hav
  stars, in search of the adventures 
  the edge of the galaxy an
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustm
  Secondary Charact
  ent 
  eristic Adjustment 
  0 
  +2 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +12 
  0 
  0 
  TOTAL 
  +14 
  Psadan 
  Attribute Adjustment: 
   ST+1 [+10pts]; DX-1 [-20pts]; IQ-2 [-40pts]; HT+2 [+20pts] 
  Secondary Characteristic Adjustment: 
  HP+1 [+2pts] 
  rigin: 
  O
   
  t] 
  oken Native); Area Knowledge (Wayland) 
  tion: 
   achieved some infamy when Emperor Palpatine 
  selected it as the location for his secret base and depository. 
  he Empire’s arrival, the Psadans were constantly at w
  ous sentient species, the Myneyr
  rial enslavement, the Psadans an
  ed forces to repel the Empire. Unfortunately, th
  ted. Captured Psada
  the Emperor’s secret base un
  t Tantiss. Few Psadans possessed the brains or will to resist 
  s. A few Psadans eluded capture and 
  g into the depths of Wayland’s jungles, 
  d to mount any further resistance. 
  tion of the Emperor’s 
   and Myneyrshi enjoyed 
  an Vong arrived and 
  adans and Myneyrshi 
  nvaders; again, their 
  ng set about ridding the 
  in”. Although a few 
  blic ships, most of the 
  shi, the future of the 
  Psadans are nature worshippers who enjoy hunting. Their religion 
  dictates that no part of a slaughtered creature can go to waste. 
  akes them obstinate and often eager to 
   have a 
  high resistance to telepathic manipulation. 
  tocky legs, and rock-hard 
  Their backs are covered with a shell of thick armored 
  d they frequently adorn their bodies with skins and 
  m creatures they’ve hunted. The average Psadan stands 
   11 tall. 
  Wayland 
  Tech Level: 
  2 – Low TL-9 [-45pts] 
  Racial Advantages: 
  Damage Reduction+4/+2 (Shell, Back, -40%/Tough Skin, -40%, 
  Physical, -20%) [+10pts]; Mind Shield+5 (Force,-10%) [+18pts] 
  Racial Disadvantages: 
  lliteracy (Native) [-3pts]; Vow (Nature Religion) [-1p
  I
  Free Skills: 
  Language (Psadan, Sp
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Myneyrshi, Spoken Accented) [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Ba’han, Da’yid, Lupec, Parla, Rhev, Rsidd, 
  Sinni, Sy’nir, and Yaodi. 
  Descrip
  The Psadans are natives of Wayland, an unremarkable Outer Rim 
  world that
   
  Before t
  ar 
  with Wayland’s other indigen
  ffort to resist Impe
  shi. 
  In an e
  d 
  Myneyrshi join
  ey 
  were unsuccessful and ultimately subjuga
  ut to work, carving out 
  ns 
  were p
  Moun
  der 
  their imperial oppressor
  enslavement by retreatin
  but they were ill equippe
   
  After the fall of the Empire and the destruc
  base beneath Mount Tantiss, the Psadans
  a short period of peace. When the Yuuzh
  constructed a base on Wayland, the Ps
  attempted to drive off the extragalactic i
  efforts met with failure. The Yuuzhan Vo
  planet of the Psadans and Myneyrsh “verm
  Psadans were evacuated aboard Repu
  species refused to leave. Like the Myneyr
  Psadan species remains uncertain. 
   
  Their low intelligence m
  fight. Despite being somewhat feeble-minded, Psadans
   
  s have large flat faces, short s
  Psadan
  scales. 
  plates, an
  bones fro
  about 4 foot
  
   
   
  - 107 - 
   
  Their homeworld Waylan
  Rim. 
  d is a remote jungle world in the Outer 
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic A
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  djustment 
   and Racial Bonuses 
  -30 
  +17 
  -45 
  +28 
  -4 
  +2 
  TOTAL 
  -32 
  -Q-
  Qiraash 
   
  Attribute Adjustment: 
   IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Free Skills: 
  ge (Basic, Native); Area Knowledge (any one planet) 
  Racially Learned Skills and Racial Skill Bonuses: 
   
   Sirln. 
  Description: 
  The Qiraash were pale-skinned near-Humans with large craniums. 
  They may have had some level of natural precognition. 
   
  It has been theorized that Aurra Sing was a Qiraash, though she 
  lacks the enlarged cranium and Human-sized fingers. 
  Notes: 
  Leesub Sirln can be seen at the Cantina in Episode IV. 
  CP: 
  Unknown 
  Tech Level: 
  11 
  Racial Advantages: 
  Farseeing [+17pts]; Force Sensitive [+5pts] 
  Racial Disadvantages: 
  None 
  Langua
  None
  Features/Taboos: 
  None 
  Names: 
  Leesub
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteri
  Tech Level 
  stic Adjustment 
  Racial Advantages 
  +20 
  0 
  0 
  +17 
  0 
  0 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +37 
  Quarren 
   
   
   
  Attribute Adjustment: 
  el: 
  [+10pts]; Damage Resistance 1 (Tough Skin, -40%, 
   HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts] 
  Origin: 
  alamari 
  Mon C
  Tech Lev
  11 
  Racial Advantages: 
  Amphibious 
  Physical, -20%) [+2pts]; Doesn’t Breathe (Gills, -50%) [+10pts]; 
  Nictitating Membrance+1 [+1pt]; Night Vision+4 [+4pt]; Pressure 
  Support 2 [+10pts]; Speak Underwater [+5pts] 
  Racial Disadvantages: 
  Dependency (Moist, Very Common, Daily, x3, Only in arid or non-
  moist environments, +30%) [-10pts]; Dislike (Idealists) [-1pt]; 
  Dislike (Optimists) [-1] 
  Free Skills: 
  Language (Quarrenese, Native); Area Knowledge (Mon Calamari) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic, Broken) [+2]; Language Mon Calamarian, 
  Accented) [+4pts]; Swimming at HT+1 [+2pts] 
  Features/Taboos: 
  None 
  
   
  Names: 
   
  - 108 - 
  Examples of names are Kelmut Woig, Kruluk, Lyyr Zartoe, Moren 
  Chonk, Nollo Kanx, Notha Dab, Nrin Vakil, Salin Glek, Seggor 
  Tels, Tessek, Thulwuk Thur, Triogor Sllus, Tsillin Wel, Vekker, 
  Vuhig Worrik, Walif Merv, Wheade Daud, and Borun Call. 
  Description: 
  The Quarren are highly resilient, adaptive humanoids who hail 
  rom the distant Outer Rim world of Mon Calam
  f
  ari, sharing the 
  e ultimately resulted 
  d 
  visited upon their homeworld. They try to get some measure of 
  revenge without bringing further harm to their world or
  themselves. 
   
  rvative, Quarren tend to hate change and 
  ho displays overt optimism and idealism. 
   heads that resemble four-tentacle squids, hence 
  ead” that followed them to other worlds. They 
   and suction-cupped fingers. Their eyes are 
  ue or turquoise. 
   Calamari is a watery, technological planet 
  r Rim. 
  des I to III at the Republic Senate. 
  CP: 
  world with the sentient humanoid species of the same name. The 
  Mon Calamari live on the surface of the world, while the Quarren 
  dwell in the oxygen-filled cities in the deep recesses of the oceans. 
   
  The Quarren were bemused by the Mon Calamari desire to 
  explore, deeming them foolish for engaging in such behavior. Very 
  few Quarren journeyed off Mon Calamari during the waning years 
  of the Old Republic. The Quarren attitude toward exploration was 
  onfirmed when the Mon Calamari’s ventur
  c
  in Imperial forces invading Mon Calamari and enslaving both 
  populations. Early attempts to resist domination resulted in the 
  Empire destroying entire cities, causing many Quarren to flee their 
  homeworld and others to flee even deeper into the oceans. 
   
  Offworld, Quarren generally stay clear of becoming entangled 
  ith the Empire or the Rebellion. They instead become involve
  w
  with shadowy occupations, working with pirates, smugglers, 
  slavers, and independent spy networks. Many of these Quarren 
  blame both the Empire and the Rebels (even more than the Mon 
  Calamari, whom they just see as foolish) for the devastation 
   
  Practical and conse
  distrust anyone w
   
  The Quarren have
  the name “squid-h
  have leathery skin
  typically bright bl
   
  Their homeworld Mon
  located in the Oute
  Notes: 
  Quarren can be seen from Episo
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Racial Disadvantages 
  +10 
  +3 
  0 
  +42 
  -12 
  +8 
  Tech Level 
  Racial Advantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +51 
  Quermian 
   
   
  Attribute Adjustment: 
  +1 [+20pts] 
  dvantages: 
  Blunt) [+3pts]; Compartmentalized Mind 1 [+50pts]; Extra 
  kills: 
  ian, Native); Area Knowledge (Quermia) 
  ed Skills and Racial Skill Bonuses: 
  Features/Taboos: 
  None 
  Names: 
  names are Yrrani Basa, Ayra Foon, Naaz Hola, Yarael 
   from Troiken. 
  t seventeen thousand years ago, rogue Arkanian scientists 
  moved their primitive forebears to the Quermia system. Arkanians 
  new Quermian homeworld into a bucolic 
  or. The Arkanians then conducted a variety of genetic 
  ations upon the transplanted Xexto and watched how 
  lved. Within a few generations, the Arkanians moved on 
  ents, leaving the Quermians to their own 
   
  wing then thousand years, the Quermians developed 
   by locking eyes with 
  ne another. Quermians deny they have telepathy, claiming that 
   provided to confirm or deny psychic powers on 
  e part of all Quermians. 
  hical contemplation. Their species includes some of the 
  alaxy’s greatest thinkers. During the Rebellion era, however, the 
   ST-1 [-9pts]; DX+1 [+20pts]; HT-1 [-10pts]; IQ
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; Will+1 [+5pts]; SM+1 
  Origin: 
  uermia 
  Q
  Tech Level: 
  11 
  Racial A
  Claws (
  Arms+2 (No physical attack) [+10pts]; Telecommunication 
  (Biological, Racial, -10%, Sense Based – Vision, -20%) [+7pts] 
  Racial Disadvantages: 
  Broad-Minded [-1pt]; Pacifism (Self-Defense Only) [-15pts]; Vow 
  (Keep racial telecommunication a secret) [-1] 
  Free S
  Language (Querm
  Racially Learn
  Language (Basic, Native) [+6pts] 
  Examples of 
  Poof, and Tyan Maereth. 
  Description: 
  The Quermians are an offshoot of the Xexto species
  Almos
  terraformed the 
  splend
  manipul
  they evo
  to other experim
  evolution. 
  Over the follo
  a highly advanced society on their garden world. With no 
  dangerous predators, plenty of rich soil, and warm seas providing 
  potable water full of vital minerals and nutrients, the gangly 
  invertebrates nearly achieved paradise. By the time Old Republic 
  scouts arrived in the star system, the Quermians had settled other 
  nearby worlds and were on the verge of exploring the galaxy at 
  large. They welcomed the strange visitors from the stars. Within a 
  few decades, they were active participants in the galactic 
  community. 
   
  Quermians are famous for their apparent telepathic ability. 
  Quermians can communicate nonverbally
  o
  they are merely highly attuned to each other’s body language. 
  Xenobiologists doubt this claim, pointing to highly unusual 
  activity in arts of Quermia brains, but so far no hard scientific 
  evidence has been
  th
   
  Quermian 
  society 
  encourages 
  advanced 
  and 
  complicated 
  philosop
  g
  Emperor’s New Order forced Quermian teachers and philosophers 
  from their positions at universities across the galaxy. During the 
  Jedi Purge, most with drew to their home system. Many of their 
  
   
   
  - 109 - 
  number were prominent Jedi, but even non-Jedi Quermians fell 
  victim to mob violence. New Order fanatics claimed that all 
  Quermians were Jedi, and that they beamed evil thoughts into 
  other beings’ minds using their telepathic powers. Shortly before 
  e Yuuzhan Vong invasion, the Quermian planetary go
  th
  vernment 
  e 
  y 
   
  began taking steps to rejoin the galactic community. 
   
  Quermians are a gentle, unassuming people. They embrace reason, 
  shun violence, and enjoy interacting with members of other 
  species and cultures. 
   
  Quermians have four arms, two clawed feet, and small bodies. Th
  ands of one set arms contain olfactory glands. Their heads swa
  h
  almost hypnotically at the end of a long neck. Deeply set small 
  eyes rest above a lipless mouth that seems permanently set in 
  bemused smile. The Quermian brain is split between the head and 
  chest cavity. Skin color ranges from ashen white to dark gray.  
  Adults of the species stand about 6 foot 3 tall, with no differences 
  between males and females. 
   
  Their homeworld is the beautiful Outer Rim planet of Quermia.
  Notes: 
  A Quermian can be seen at the Jedi Council in the first three 
  episodes. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +21 
  -7 
  0 
  +70 
  -17 
  +6 
  TOTAL 
  +70 
  Quockran 
   
  +2 [+20pts] 
  Dependency (Moist, Very Common, Daily, x3, Only in arid or non-
  30%) [-10pts]; No Legs (Slithers) [0pts]; 
  Racially Learned Skills and Racial Skill Bonuses: 
  11 (Robotics) at IQ-1 or Mechanics/TL11 (Robotics) at 
  own 
  ion: 
  any of the droids are 
  Imperial manufacture, but some are of unknown design. Some of 
  odels can speak with the visitors, but will not be 
  the delicate-skinned beings were forced to move 
  Attribute Adjustment: 
   ST+1 [+9pts]; DX-2 [-40pts]; IQ+2 [40pts]; HT
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Quockra-4 
  Tech Level: 
  11 
  Racial Advantages: 
  Injury Tolerance (No Vitals) [+5pts]; Teeth (Sharp) [+1pt] 
  Racial Disadvantages: 
  moist environments, +
  Phobia (Xenophobia, Resist quite rarely, x2) [-30pts] 
  Free Skills: 
  Language (Quockrese, Native); Area Knowledge (Quockra-4) 
  Engineer/TL
  IQ [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Unkn
  Descript
  The affairs of Quackra-4 seem to be populated and managed 
  entirely by various types of alien droids. M
  the Imperial m
  able to tell them much about the world except that they really 
  don’t like it much. The other droids speak machine languages. In 
  reality, the droids are merely the servants of the true masters of 
  Quockra-4, enormous black-skinned slug-like creatures which live 
  deep underground. 
   
  At one time, when the world had more moisture, the Quockrans 
  lived on the surface. Then the climate changed becoming hotter 
  nd drier, and 
  a
  underground. They only emerge on the surface at night, when the 
  air is cool and damp. 
   
  Naturally xenophobic, the Quockrans intensely dislike dealing 
  with aliens. They are completely indifferent to the affairs of the 
  galaxy, and will not, in any imaginable circumstances, get 
  involved in alien politics (e.g., the Rebellion). Their most basic 
  desire is to be left alone. It was this desire to avoid dealing with 
  outsiders that moved the Quockrans to engineer an entire society 
  of droids to liaison with other species. 
  Notes: 
   
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +29 
  0 
  0 
  +6 
  -40 
  +2 
  TOTAL 
  -3 
  Qwohog 
   
  Attribute Adjustment: 
   DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM-1 
  
   
   
  - 110 - 
  Origin: 
  Hirsi 
  Tech Level: 
  11 
   Advantages: 
  age Resistance 2 (Scales) [+10pt
  s]; Nictitating Membrane
  derwater [+5pts] 
  Disadvantages: 
  Disturbing Voice () [-10pts]; Weakness (Salt water, 1d per minute) 
  hog, Native); Area Knowledge (Hirsi) 
  d Skills and Racial Skill Bonuses: 
  , Native) [+6pts]; Swimming at HT+2 [+4pts] 
   
  Examples of nam
  , Eelid, Falor, Indeeri, Jebel, Kei 
  No Kay, K’zk, Melleod, Nemedor, Pol, Saryana, and Zaami. 
  Qwohog, 
  or 
  “Wavedancers”, 
  are 
  small, 
  lithe, 
  amphibian 
  water streams, rivers, and 
  fortable on land. Rebel 
  ts discovered these graceful swimmers while 
  g the Qwohog homeworld for valuable crystal deposits, 
  short order the Qwohog communities opened trade 
  ions with the offworld visitors. Imperial spies learned of 
  the Rebel’ discovery and seized control of the planet’s crystal-
  . The Qwohog offered no resistance, glumly 
  o plunder and ravage their world. 
   Imperials finally with drew after the Battle of Endor, 
  uts returned to assess the damage, protect the Qwohog 
   Imperial 
  occupation. The Rebel Alliance established a permanent base on 
  d since then thousands of Qwohog have found their 
   technologically advanced 
  n 
  s 
  he gill slits are nearly undetectable. 
  nderwater. In air, 
   a distance. This native sign language has been replaced 
  Racial
  Amphibious [+10pts]; Dam
  Breathe (Gills, -50%) [+10pt
  s]; 
  Doesn’t 
  +2 
  [+2pts]; Speak Un
  Racial 
  [-20pts] 
  Free Skills: 
  Language (Qwo
  Racially Learne
  Language (Basic
  Features/Taboos:
  None 
  Names: 
  es are Ceyluun
  Description: 
  humanoids who normally dwell in fresh
  h they are equally com
  lakes, althoug
  Alliance scou
  explorin
  and in 
  negotiat
  mining operations
  g the Empire t
  allowin
   
  Whet eh
  Rebel sco
  homeworld from further aggression, and determine the fate of 
  several Rebel agents stranded on the planet during the
  the planet, an
  way offworld aboard Alliance ships. Qwohog leaders orchestrated 
  the colonization of other inhabitable worlds to insure the 
  continuation of the species. During the New Jedi Order era, 
  thriving Qwohog colonies exist throughout the galaxy. 
   
  Although 
  technologically 
  primitive, 
  the 
  Qwohog 
  quickly 
  assimilated galactic technology into their society and are quite 
  comfortable trading with peaceful yet
  offworlders. The Qwohog offer food, durable plant-based textiles, 
  shells, natural healing balms, and other medicinal products. On 
  their homeworld, the Qwohog wear light garments made from 
  native plants. Offworld Wavedancers substitute garb made from 
  other plants or manufactured by local companies. 
   
  Qwohog physiology is attuned to fresh water, and Wavedancers 
  cannot exist in salt water for long before the water’s salinity bums 
  their gill slits and damage their lungs. 
   
  They converse by sending sound waves through the water, but o
  nd they rely on a unique sign language or vocalizer mask
  la
  (similar to those used by the Anomids) that transform sound 
  waves and subtle jaw movement into words. 
   
  Qwohog work and play hard, dividing their energies equally 
  between survival and pleasure. Although Wavedancers draw 
  strength and inspiration from their communities, many are lured 
  from their homeworld by a sense of wanderlust and a desire to 
  explore the unknown. Although very trusting and eager to make 
  friends, a Qwohog can display startling ferocity when wronged. 
   
  Qwohog have smooth skin, scales instead of hair, black eyes, and a 
  slim yet muscular frame. Raised silvery scales grow atop their 
  heads and ring heir wrists, waists, and ankles. Rows of gill slits 
  under their arms circulate water through their lung cavities; out of 
  water, t
   
  Qwohog do not have noses and detect scents with a ridge of 
  sensitive skin above their mouths. Their ears are long and pointed, 
  and leaders often decorate their ears with shell fragments to show 
  their station within the Wavedancer community. 
   
  The average Qwohog adult stands 3 foot 11 tall. 
   
  Their homeworld Hirsi is an Outer Rim planet covered mostly by 
  freshwater lakes. What little land there is on Hirsi has small 
  deposits of rare rudic crystals, which are prized for their use in 
  sensor devices. 
  Notes: 
  Qwohog use sound waves to communicate u
  these sound waves can only be heard out to a range of 4 yards, and 
  various devices are needed to translate the sound waves to words. 
  The Qwohog also use sign language to communicate out of the 
  water over
  by Basic but is still part of the Qwohog heritage. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  l 
  antages 
  acial Disadvantages 
  ned Skills and Racial Bonuses 
  +20 
  -5 
  0 
  +37 
  -30 
  +10 
  Tech Leve
  Racial Adv
  R
  Racially Lear
  TOTAL 
  +32 
  -R-
  
   
   
  kata 
  Ra
   
  Attribute Adjustment: 
   DX+1 [+20pts; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  ion (Easy to hit, -20%) [+20pts]; Amphibious [+10pts]; 
  s [0pts] 
  kground (Force-related skills, advantages, a
  tion-3 (Abrasive nature, Alm
  e time, x1) [-10pts] 
  , Native); Area Knowledge (Lehon) 
  ls a
  The Rakata (also known 
   the Builders) were a roughly huma
  id 
  phibian features. They were a 
  at developed early in galactic 
   Long term use of the Dark Side of the Force corrupted 
  their society and turned them into a race of merciless warriors. The 
  d technologies to conquer 
  cies they came across throughout the 
  known galaxy. During the reign of their Infinity Empire, they were 
  heir cruelty, savagery, and arrogance. They were 
  to strip entire planets of their resources, terraform worlds 
  eir own shifting needs, kill entire slave workforces, and to 
  e bodies of slain enemies. 
  a were the original creators of the first hyperdrive 
  engines. The Corellians, Duros, and various other civilizations 
  d it for their own needs after the fall of the 
  re a Force Sensitive species until they were struck by 
   had caused 
  to strip the builders of their powers. As the Force users were 
  asing rate, the 
  nt on the Force. Sensing weakness, slave species rebelled 
  ions on many member worlds and stemmed 
  f the Infinity Empire in 25,200 BBY 
  The Rakata have a large, almost cone shaped head, and their eyes 
  d on short stalks on the side of their head granting them 
  world Lehon (also called Rakata Prime) is located in 
  em which is protected by a disruptor field operated 
  mit of a temple on the surface of Lehon. It was 
  SM+1 
  Origin: 
  Lehon 
  Tech Level: 
  TL 3 – Low TL-8 [-40pts] 
  Racial Advantages: 
  360° Vis
  Claw
  Racial Disadvantages: 
  Mundane Bac
  nd 
  disadvantages) [-10pts]; Reputa
  ne but own clan, x⅔, All th
  ost 
  everyo
  Free Skills: 
  Language (Rakatan
  Racially Learned Skil
  None 
  Features/Taboos: 
  None 
  Names: 
  Unknown. 
  Description: 
  nd Racial Skill Bonuses: 
  as
  no
  species with distinctive am
  ced people th
  scientifically advan
  history.
  Rakata used their potent Force-powere
  and enslave every other spe
  characterized by t
   
  known
  to fit th
  eat and defile th
   
  The Rakat
  adopted and modifie
  Infinity Empire. 
   
  The Rakata were believed to have inadvertently seeded swaths of 
  the galaxy with sentient life by transporting slave species to new 
  worlds. 
   
  The Rakata a
  a galactic plague. A mysterious mutation in the plague
  culled from the overall population at an ever incre
  Rakata lost their ability to manipulate their own technology. Soon, 
  they were forced to rely on inferior devices that were not 
  depende
  in large-scale insurrect
  the total collapse o
   
  are place
  an exceptionally wide field of vision. They retain vestigial claws 
  that they do not use in combat. They are tall (averaging about 6 
  foot 3) and thin, but contain strong wiry muscles. As a race they 
  are very intelligent and nimble, but due to their odd look and 
  abrasive nature, other races find them difficult to get along with. 
   
  Their home
  the Rakata syst
  from the sum
  originally constructed to protect the Star Forge, but it was now 
  used to protect the Rakata themselves. 
  Notes: 
  The Rakata can be seen in Knights of the Old Republic I and II. 
  Rakata characters before the galactic plague are at TL11 [0pts], are 
  Force Sensitive [+5pts] and don’t have the Mundane Background 
  disadvantage but have Overconfidence [-5pts] and are Callous [-
  5pts]. This totals the CP to +55 points. 
  CP: 
  Type 
  CP 
  Attribute Adj
  econdar
  ustment 
  y Characteristic Adjustment 
  +40 
  0 
  S
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -40 
  +30 
  -20 
  0 
  TOTAL 
  +10 
  Ranat 
   
  ndary Characteristic Adjustment: 
   
  lia 
  evel: 
  TL 3 – Low TL-8 [-40pts] 
  Attribute Adjustment: 
   DX+1 [+20pts]; IQ-4 [-80pts]; HT+1 [+10pts] 
  Seco
  SM-2
  Origin: 
  Rydar II or Ara
  Tech L
  
   
   
  - 112 - 
  Racial Advantages: 
  Acute Senses+3 (Tast
  Vision [+25pts]; 
  Occasional) [+10pt
  Racial Disadvan
  Bloodlust [-10pts
  constantly
  savage, Almost
  5pts]; Reputation
  time, x1) [-10pts];
  5pts]; Short Life
  e and Smell) [+12pts]; Claws [0pts]; Dark 
  Flexibility [+5pts]; Fur [0pts]; Resistant (Diseases, 
  s]; Teeth (Sharp) [+1pt]; Tunneling [+30pts] 
  tages: 
  ]; Bowlegged [-1pt]; Odious Racial Habit (Gnaw 
  ) [-5pts]; Overconfidence [-5pts]; Reputaion-1 (Vile and 
   everyone except own race, x1, All the time, x1) [-
  -4 (Human enmity, Humans only, x½, All the 
   Sadism [-15pts]; Selfish [-5pts]; Semi-Upright [-
  span 1 [-10pts]; Social Stigma (Minority Group) [-
  10pts] 
  at, Native); Area Knowledge (Rydar II or Aralia) 
  l Bonuses: 
  /Taboos: 
  mples of names are Engal Jeers, Kleef, Marbor, Nastra Paffik, 
  d Nevar Yalnal. 
   in their own language, were long 
  imals. The discovery that they have a 
  Republic xenobiologists to concede their 
  age creatures. It does not help that Ranats are bellicose 
  and arrogant, in their language, “con queecon” translates to “the 
   
   in retaliation for the deaths of so 
  ard a merchant 
  -landing on 
  ich the Ranats adopted as their new 
  homeworld. Despite their limited gene pool, the Ranats procreated 
  ate, giving rise to a new colony. Ranats born 
  ronounced genetic defects provided nourishment for 
  mens. Within decades of arriving on Aralia, the 
  ed themselves as an enduring species (to many 
  ’ chagrin). After several severe incidents on Aralia, the 
  mpted to take control of the Ranat problem once and 
  for all. The Empire hired “pest controller”, but environmentalists 
  e Empire’s decision and pointed out that they were 
  . 
  d crude by 
  t terribly effective in combat, allow it to burrow easily 
   grasp items with ease. 
   (until the 
  Rise of the Empire era). After Human colonists exterminate the 
  on Rydar II, Ranat survivors adopt the Outer Rim jungle 
  t Force users are unheard of. 
  en at the Mos Eisley Cantina in Episode IV. 
  Free Skills: 
  Language (Ran
  Racially Learned Skills and Racial Skil
  None 
  Features
  Tail 
  Names: 
  Exa
  Reegesk, Targan, Veerz, an
  Description: 
  Ranats, or Con Queecon
  regarded as mindless an
  language forced New 
  semi-sentient status. However, due to the Ranats’ taste for the 
  flesh of Human infants, most other species still regard them as 
  vile, sav
  conquerors”.
   
  Human settlers nearly exterminated the Ranats on their 
  homeworld, slaughtering them
  many Human children. Three Ranats escaped abo
  ship by killing its crew. The ship didn’t get far, crash
  the nearby planet Aralia, wh
  at a phenomenal r
  with p
  healthier speci
  Ranats reassert
  Humans
  Empire atte
  challenged th
  violating Imperial Laws against harming a sentient race. The 
  Empire’s Bureaucrats soon found a way around the problem; they 
  added the Ranats to the list of semi-intelligent species. This meant 
  that the Ranats could hold no rights to property, and could be 
  killed in self-defense. The Ranats were never completely wiped 
  out. The New Republic never changed the Ranats semi-intelligent 
  tatus, primarily because no one has ever opposed it
  s
   
  Ranats dwell in sprawling subterranean warrens, using their 
  incisors and claws to carve tunnels and dens. Because their 
  incisors grow as much as one centimeter per hour, Ranats gnaw 
  constantly to wear them down. 
   
  Ranats are selfish, aggressive, foul-tempered, obstinate, and 
  treacherous beings who take whatever measure they feel are 
  necessary to insure their own survival. They are ferocious when 
  ornered and threatened. Although primitive an
  c
  galactic standards, they like to board technological items and 
  various trinkets of personal value. 
   
  A Ranat is a 1-yard-tall, thin, dirty, rodent-like creature with sharp 
  incisors and a long, whip-like tail. A Ranat’s short, durable claws, 
  hile no
  w
  through soft dirt and clay. Its fur-covered body is flexible, 
  enabling to slip through narrow openings. 
   
  A Ranat’s claws are prehensile, with opposable digits that allow it 
  to
   
  Their homeworld was the Outer Rim planet of Rydar II
  Ranats 
  world of Aralia as their new homeworld. 
  Notes: 
  Rana
  A Ranat can be se
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  acial Bonuses 
  -40 
  +83 
  -81 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and R
  -50 
  0 
  TOTAL 
  -88 
  Ranth 
   
  justment: 
  +1 [+20pts]; IQ-1 [-20pts] 
  teristic Adjustment: 
  [-5pts] 
  oos: 
  locked world, where the planet’s two large moons 
  fting glaciers, slowly advancing toward 
  Attribute Ad
   DX
  Secondary Charac
  Will-1 
  Origin: 
  Caraaz 
  Features/Tab
  None 
  Names: 
  Examples of names are Foreez Ch’zori, Eshee Desat, Evasta 
  Foosher, Feychar Paska, Jaastal Rasheer, and Tir’arr Zur. 
  Description: 
  The Ranth are predatory hunters who dwell on the frigid dark side 
  of a tidally 
  provide the only natural illumination. The Ranth have learned to 
  track time by studying the path of these two satellites. 
   
  Sometime in their distant past, the primitive Ranth split into two 
  distinct societies. The first group formed permanent communities 
  atop the planet’s great dri
  a sophisticated industrial civilization with a formal government, 
  an interest in galactic affairs, and cavernous ice cities displaying 
  wondrous architectures. The second group remained nomadic and 
  savage by comparison. Roaming in small tribes, these Ranth lack 
  
   
  the technology of their more settled counterparts, relying on 
  laxy, adapting to the latest 
  trends. Savage Ranth wear fur and leather garments made from 
  es of slain beasts, tend to fear offworlders, and work to 
  encountered the Ranth 
  instead. The civilized Ranth accepted Imperial rule without a 
  nefiting from the introduction of new technology and 
  he Empire as a symbol of great achievement and 
  promise. The nomadic Ranth were far less enamored with the 
  mperial patrols and mining stations before 
  e to track the savage 
  Ranth, the Imperials turned to the civilized Ranth for assistance. 
   without question, leading 
  d primitive Ranth. 
  anged the face of the Ranth homeworld with 
  uction, and pollution. With the Empire’s 
  teriorated. Mining facilities have 
  become makeshift cities overpopulated with Ranth that had 
  ection from predators under Imperial rule. 
  nth continue to mount attacks against the civilized 
  unities. Meanwhile, the civilized Ranth strive to push 
  here they 
  can pose no threat. Neither society shows any signs of changing its 
  he Empire’s defeat, many civilized Ranth have left their 
  eworld and joined the greater galactic community. They 
  lly find work as wilderness guides on other arctic planets as 
  ries, bodyguards, and bounty hunters. The fe
   away from Caraaz are sla
  e rebellion era. 
   hold grudges. Civilized Ran
  yet flamboyant displays bef
  putting the incident behind them. Savage Ranth unleash their 
  onstrations of physical prowess, and 
  . Civilized Ranth are more perceptive, 
  introspective, and apathetic than their nomadic cousins. Nomadic 
  onate, and calculating. 
  ale blue fur, sharp claws and fangs, 
  th adult stands about 5 
  Their homeworld Caraaz, located in the Outer Rim, is a tide-
  ays has one side facing the sun and the other 
  s (Sharp) [+5pts]; Temperature Tolerance+4 (Cold, -50%) 
  s]; Terrain Adaptation (Ice and Snow) [+10pts] 
  0pts]; Intolerance-3 (Nomadic Ranth) [-5pts]; 
  Language (Ranth, Native); Area Knowledge (Caraaz Ice Cities) 
  d Skills and Racial Skill Bonuses: 
  tireless beasts of burden and their keen predatory instincts to 
  survive. For the most par, the civilized Ranth and nomadic Ranth 
  avoid one another, as almost every encounter between the two 
  ends in violence and bloodshed. 
   
  Both civilized and nomadic Ranth maintain strong family ties, as 
  each family carries forward its own traditions, history, and set of 
  values (often dictated by the family’s elder). Civilized Ranth have 
  extensive contact with the rest of the ga
  the hid
  undermine the civilized Ranth society. 
   
  The Empire occupied the Ranth homeworld for a time. Imperial 
  agents searching for secret Rebel bases 
   
  - 113 - 
  struggle, be
  regarding t
  Empire. They attacked i
  vanishing into the icy wastelands. Unabl
  The city-dwellers followed the directive
  y open conflicts among the civilized an
  to man
   
  Imperial engineers ch
  strip-mining, constr
  defeat, the civilized Ranth took control of the abandoned Imperial 
  mining installations and processing facilities. Since then, 
  conditions on the planet have de
  enjoyed unfettered prot
  The resulting population explosion has left these Ranth 
  impoverished. 
   
  The nomadic Ra
  Ranth comm
  their primitive brethren deeper into the icy wastelands, w
  ways. 
   
  Since t
  hom
  usua
  well as mercena
  nomadic Ranth 
  w 
  encountered
   by Imperial forces during th
  ves 
  relocated
   
  Ranth have short tempers but rarely
  heir anger in harmless 
  th 
  vent t
  ore 
  anger in wild fits, dem
  monetary acts of violence
  Ranth are resolute, passi
   
  A Ranth has shimmering p
  dark eyes, and a bushy tail. A typical Ran
  foot 5 tall. 
   
  locked planet that alw
  trapped in perpetual night. The sunlit side is blazingly hot and 
  incapable of supporting life. 
  Notes: 
   
  Civilized Ranth 
  Tech Level: 
  11 
  Racial Advantages: 
  Claw
  [+2pt
  Racial Disadvantages: 
  Bad Temper [-1
  Free Skills: 
  Racially Learne
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustmen
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  t 
  0 
  -5 
  0 
  +17 
  -15 
  0 
  nuses 
  TOTAL 
  -3 
  Nomadic Ranth 
  el: 
  -8 [-40pts] 
  tages: 
  ws (Sharp) [+5pts]; Combat reflexes [+15pts]; Temperature 
  Tolerance+4 (Cold, -50%) [+2pts]; Terrain Adaptation (Ice and 
  Disadvantages: 
  per [-10pts]; Intolerance-3 (Civilized Ranth) [-5pts]; 
  Language (Ranth, Native); Area Knowledge (Caraaz Wastelands) 
  Tech Lev
  3 – Low TL
  Racial Advan
  Cla
  Snow) [+10pts] 
  Racial 
  Bad Tem
  Free Skills: 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Arctic) at Per+2 [+8pts] 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -5 
  -40 
  +32 
  -15 
  +8 
  TOTAL 
  -20 
  Rodian 
   
   
   
  Attribute Adjustment: 
   None 
  Secondary Characteristic Adjustment: 
  
   
   
  - 114 - 
  Will-1 [-5pts]; Per+1 [+5pts] 
  Origin: 
  Rodia 
  Tech Level: 
  11 
  Racial Advantages: 
  Combat Reflexes [+15pts]; Enhanced Tracking+1 [+5pts]; High 
  Manual Dexterity+1 [+5pts] 
  Racial Disadvantages: 
  Bad Smell [-10pts]; Obsession (Violence) [-5pts]; Reputation-2 
  (Violent hunters, Almost Everyone but own race, x1, Sometimes, 
  x½) [-5pts] 
  Free Skills: 
  Features/Taboos: 
  Examples of names are Andoomi Hui, Avaro Sookcool, Beedo, 
  rooto Sploonore, Doda, Gorak Khzam, Greedo, 
  Gulek Lohn, Keerig, Kelko, Koobis Nu, Loa 
  Tibeeme, Malo, Meris Gen, Navik, Ne’chak, Neela, Neesh, 
  kee, Slerog Fenn, Teeko, Treetot, Tulagn, 
  s hail from the Tyrius star system in the Mid Rim, and their 
   emphasis on hunting and tracking. 
  and killers to survive. As their technology 
  became more advanced, they started exterminating other lifeforms 
  creasing pace. If a Republic scout vessel 
  hem travel to the stars 
  hty energy weapons used by the aliens they found 
  lt almost entirely around the concept of “the 
  hunt”. Their art glorifies violence and the act of stalking prey. The 
  ey, the more 
  merous annual festivals 
  that exist solely to honor such activities. Since joining the rest of 
  cefaring species, the Rodians have come to view 
  ty hunting as the most honorable profession in existen
  ve found great success in this field. 
  end to be violent, tenacious, and dedicated. 
  hat range in color from light bl
   black, a tapered snout, and skin that is universally de
  green. A typical Rodian has a prominent ridge of spines running 
  ck of his skull. His fingers are long and flexible, and 
  n cubs. The average Rodian stands 3 foot 3 tall. 
   
   is an industrial Mid Rim planet choked 
  an be seen fighting with Anakin in Mos Espa 
  Language (Rodese, Native); Area Knowledge (Rodia) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic or Huttese, Broken) [+2pts]; Tracking at PER 
  [+2pts] 
  None 
  Names: 
  Chido, Clezo, D
  Greeata, Griv, 
  Pqweeduk, Revidjasa, S
  and Wald. 
  Description: 
  Rodian
  culture places great
   
  The Rodian homeworld is humid and choked with heavy rain 
  forests teeming with dangerous lifeforms. The Rodians evolved 
  into brutal hunters 
  on their world at an in
  hadn’t reached Rodia when it did, the world’s ecosystem might 
  well have been damaged beyond repair, and the Rodians would 
  have died out. Instead, they joined the Galactic Republic, 
  fascinated by the powerful ships that let t
  and the mig
  there. 
   
  Rodian culture is bui
  more intelligent and dangerous a hunter’s pr
  honorable the hunt is. Rodians have nu
  the galaxy’s spa
  boun
  ce. 
  Many of them ha
   
  Rodians t
   
  Rodians have multifaceted eyes t
  ue 
  to pitch
  ep 
  along the ba
  end in suctio
  Their homeworld Rodia
  with heavy rain forests. 
  Notes: 
  The Rodian Greedo c
  in Episode I and at the Mos Eisley Cantina in Episode IV. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  +25 
  0 
  -20 
  +4 
  TOTAL 
  +9 
  Ropagu 
   
  djustment: 
  ] 
  Racial Advant
   
  aying employer All Mercenaries, x½, 
  nally, x⅓) [+1pts] 
  dice (Resist Quite Rarely, x2) [-20pts]; Intolerance-1 (Alien 
  Secret (Fear of Violence, Serious Embarrassment) 
  opagese, Native); Area Knowledge (Ropagi II); 
  iliarity (Ropagu) 
  ills and Racial Skill Bonuses: 
  None 
  Description: 
   are a frail people, tall and thin, thanks to the light 
  u is 5 
  k eyes, 
  s or beards, a 
  Attribute A
   ST-1 [-10pts
  Secondary Cha
  HP-2 [-4pts] 
  Origin: 
  Ropagi II 
  Tech Level: 
  11 
  racteristic Adjustment: 
  ages:
  Reputation+1 (Well p
  Occasio
  Racial Disadvantages: 
  Cowar
  Species) [-5pts]; 
  [-5pts] 
  Free Skills: 
  Language (R
  Cultural Fam
  Racially Learned Sk
  Diplomacy at IQ+2 [+12pts] 
  Features/Taboos: 
  Names: 
  Unknown 
  The Ropagu
  gravity of their homeworld Ropagi II. The average Ropag
  foot 11 tall, of relatively delicate frame, wispy dark hair, pin
  and pale skin. Many of the men sport mustache
  
   
   
  - 115 - 
  badge of honor in the Ropagu society. Ropagu move with a catlike 
   in deliberate, measured tones. 
  pagu carry no weapons and only allow their mercenary 
  forces to go armed. Ropagu would much rather talk out any 
  es with an enemy than fight with him. But the pacifistic 
  developed a fear of violence based on 
  enlightened self-interest. The Ropagu thinkers took this fear and 
  o make it sound less like cowardice and 
  pagu pay well, either in 
  grace, and they talk
   
  The Ro
  differenc
  attitude of the Ropagu is not as noble as it at first might seem. 
  Long ago, the Ropagu realized that they simply had no talent for 
  fighting. Hence, they 
  elevated it to an ideal, t
  more like the attainment of an evolutionary plateau. 
   
  The Ropagu hire extensive muscle from offworld for all the 
  thankless tasks such as freighter escort, Offworlder’s Quarter 
  security and starport security. The Ro
  credits or services rendered (such as computer and droid repair, 
  overhaul, etc.). They don’t enjoy mixing with foreigners, however, 
  and restrict outsiders’ movements to the city off Offworlder’s 
  Quarter. 
   
  The importation of firearms and other weapons of destruction are 
  absolutely forbidden by Ropagu law. Anyone caught smuggling 
  weapons anywhere on the planet, including the Offworlder’s 
  Quarter, is imprisoned for a minimum of two-years. 
   
  The near-Humans of Ropagi II share an unusual symbiotic 
  relationship with domestic aliens known as the Kalduu. 
  Notes: 
  Ropagu PCs are not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  -10 
  -4 
  0 
  +1 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -30 
  +12 
  TOTAL 
  -31 
  Ruurian 
   
  Origin: 
  evel: 
  11 
  None 
  s: 
  es are Amisus, Reeor Bufaali, Laalu Daorjay, Vobaa 
  orn Phaanan, Skynx, and Tuur Raarbossi. 
  Description: 
  erpillar-like species known in the Corporate 
  cerned only with mating, 
  only encountered members of 
  houghtful, and responsible 
  Chroma-wings lose much of their intellectual acuity, are 
   in intellectual sciences such as 
  mathematics, physics, and philosophy. 
  s: 
  ommended. 
  Larva is middle aged (about 35 years) the profile 
  roma-wing template. 
  Attribute Adjustment: 
  40pts]; HT-1 [-10pts] 
   Adjustment: 
  Short, -50%) [+40pts]; Extra Legs +4 [+10pts]; 
  bility+1 or 
  ge (Ruurese, Native); Area Knowledge (Ruuria) 
  Learned Skills and Racial Skill Bonuses: 
  Ruurians are small cat
  Sector for their scholarly achievements and their linguistic ability. 
  They hatch from eggs as larvae and immediately enter the work 
  force, caring for their elders, manufacturing goods, and running 
  Ruuria’s government. After years spent as a larva, a Ruurian 
  enters the pupa stage, emerging from its chrysalis as a butterfly-
  ke chroma-wing. Chroma-wings are con
  li
  eating, and sleeping, leaving societal matters to the younger 
  generation. 
   
  Due to their high intelligence and natural talent for learning 
  languages, Ruurian larvae find work throughout the galaxy as 
  diplomats 
  and 
  instructors. 
  Many 
  Ruurians 
  demonstrate 
  impressive artistic skills as well, becoming renowned musicians, 
  architects, and designers. 
   
  Larval Ruurians are the most comm
  their species. They are sensitive, t
  beings. 
  generally shy or aloof, and grow increasingly lazy over time, as all 
  of their needs are seen to by their larval offspring. 
   
  Ruurians are arthropodal beings with long tubular bodies, red 
  multifaceted eyes, feathery antennae, and fur marked with re-
  brown rings. The average Ruurian larva stands about 3 foot 7 tall. 
  Ruurian chroma-wings also have bright, colorful wings. 
   
  Their homeworld Ruuria is a warm, humid jungle world near the 
  Corporate Sector. It boasts some of the finest institutes of higher 
  learning, which specializes
  Note
  Chroma-wing PCs are not rec
  When a 
  is 
  replaced with the Ch
  Larva 
   ST-1 (-10pts); IQ+2 [+
  Secondary Characteristic
  SM-1 
  Racial Advantages: 
  Extra Arms+8 (
  Language Talent [+10pts]; Talent (Mathematical A
  Musical Ability+2) [+10pts] 
  Racial Disadvantages: 
  Duty (Caring the Elders, Almost all the time, Nonhazardous) [-
  10pts]; Short Lifespan-1 [-10pts] 
  Free Skills: 
  Langua
  Ruuria 
  Racially 
  Tech L
  None 
  CP: 
  Type 
  Features/Taboos: 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ech Level 
  +20 
  0 
  Name
  T
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +70 
  -20 
  0 
  0 
  TOTAL 
  +70 
  Examples Nam
  Eelunri, Bivik
  
   
   
  - 116 - 
  Chroma-wing 
  Attribute Adjustment: 
   ST-1 [-10pts]; HT-1 [-10pts} 
  Secondary Characteristic Adjustment: 
  SM-1 
  Racial Advantages: 
  Appearance (Beautiful/Handsome) [+12pts]; Flight (Winged, -
  25%) [+30pts]; Independent Income (Cared by Larva) [+1pt} 
  Racial Disadvantages: 
  Absent Mindedness [-15pts]; Fragile (Brittle, Wings only, x⅔) [-
  10pts]; Gluttony [-5pts]; Hidebound [-5pts]; Laziness [-10pts]; 
  Lecherousness [-15pts]; Short Lifespan-1 [-10pts]; Sleepy (half of 
  the time) [-8pts] 
  Free Skills: 
  Language (Ruurese, Native); Area Knowledge (Ruuria) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Skills learned as Larva. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Disadvantages 
  -20 
  0 
  0 
  +43 
  R
  Racially Learned Skills and Racial Bonuses 
  0 
  -78 
  TOTAL 
  -55 
  Rybet 
   
   
  rigin: 
  O
  Unknown 
  Tech Level: 
  11 
  Features/Taboos: 
  None 
  Names: 
  Description: 
  ecies of galactic nomads who only interact with others of their 
  to mate, Rybets claim to have evolved on Varl, the no
   say legendary, homeworld of the Hutts. Despi
  s’ planet of origin remains uncerta
  ecies’ history was lost during the Clone Wars, 
   that a war between their species and the Hu
  nearly destroyed Varl and that, given time, the Rybets will rise 
  nemies (a threat that amuses the Hutts). 
  r beliefs that they were the sole beings to 
  the 
   a 
  n
  uth, 
  ed exists bet
  coun
   the 
  i
  g to 
  eers; 
  uling
  small cargoes and ontraband. Rybets have a knack for ending up
  e law, and experienced spacefarers who 
  d ships for travel hesitate to travel on 
  of never 
  reaching their destination is too great. 
  ologists estimate that fewer than one billion Rybets live in 
  axy. Some attribute the species’ relative scarcity on their 
  ature and the lack of any established Rybet settlement. 
  e is the species’ gender opposition: Rybet males 
  detest Rybet females. (The reverse is true of the 
  female of the species.) Only an overwhelming compulsion to 
  n overcome the males’ fear and loathing of Rybet 
   drive to reproduce every 10 years of their 
   of between three and eight eggs. A Rybet 
  eir 
  ships together and each taking part in the early rearing of the 
  wever, they start to grate on each other’s 
  e father typically sells his ship, giving 
  e proceeds with which to start their lives, if not, they 
  ut how to make it on their own after their mother 
   
  They are well 
  g, 
  orals and ethics is questionable at best. 
  bet are short, squat humanoids with rough-textured green 
  skin and four long fingers and toes that end in vestigial suction 
  n colors range from bright green to deep olive, with faint 
  oot 
  les stand between 4 foot 11 and 6 foot 3. 
  Jedi way of life alluring. 
  mphibious [+10pts]; Doesn’t Breathe (Gills, -50%) [+10pts]; Early 
  Examples names are Rilba Brink, Moruth Doole, Brilf Greepto, 
  Gribbet, and Brayg Krenimee. 
  A sp
  kind 
  w 
  devastated, some
  te 
  this proclamation, the specie
  in. 
  Much of the sp
  but 
  the Rybets claim
  tts 
  again to destroy their old e
  The Hutts hold fast to thei
  survive the mysterious destruction that was visited upon 
  ng before the dawn of recorded history. 
  side with the Huts, although no one can offer
   for the origin of the Rybets. Whatever the tr
  ween Rybets and Hutts. 
  tered along heavily traveled space lanes in
  m Territories. They shun planet life, preferrin
  ips, orbital facilities, or starports. A few work as 
  , starship mechanics, and spaceport engin
  g by operating tramp freighters and ha
  Ardos system lo
  Most scholars 
  better explanatio
  strong hatr
   
  Rybets are en
  Mid and Outer R
  live aboard starsh
  transport pilots
  many earn a livin
   
   c
   
  on the wrong side of th
  rely on privately owne
  Rybet-operated freighters and transports, for the risk 
   
  Xenobi
  the gal
  solitary n
  Also to blam
  inexplicably 
  reproduce ca
  females. Rybets feel a
  adult lives.  
   
  Females lay a clutch
  couple stays together for a year or two, typically slaving th
  children. Eventually, ho
  nerves; if the male doesn’t leave of his own accord, he often ends 
  up dead or maimed. Rybet children mature swiftly. By the age of 
  five, they are ready to attempt to make their way in the galaxy. A 
  Rybet mother who slays th
  her young th
  must figure o
  tosses them off her ship. 
  Rybet are sly, astute, impertinent opportunists. 
  adapted for life in space, prefer a nomadic lifestyle, and would 
  rather live in a starship’s gloomy cargo hold than the most opulent 
  palace on any world. They don’t like to stay in one place for lon
  and their grasp of m
   
  The Ry
  cups. Ski
  ochre stripes along their cheeks. Their eyes are bulbous and 
  lantern-like, with upper and lower eyelids that close across the 
  center of the eye. Adult males stand between 3 foot 11 and 4 f
  11, while fema
  Notes: 
  Most other species find the notion of a Rybet Jedi laughable, and 
  no Rybet has yet found the 
  Females 
  Attribute Adjustment: 
   ST+1 [+10pts]; -1 DX [-20pts];  
  Secondary Characteristic Adjustment: 
  None 
  Racial Advantages: 
  A
  Maturation 2 [opts] 
  
   
   
  - 117 - 
  Racial Disadvantages: 
  Intolerance-5 (Opposite Sex, except once every ten years) [-10pts]; 
  Reputation-2 (sly, astute, impertinent opportunists, Spacefarers, 
  ½, All the time, x1) [-5pts]; Selfish [-5pts] 
  , Native); Area Knowledge (One starship, orbital 
  x
  Free Skills: 
  anguage (Rybese
  L
  starbase or starport) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Crewman/TL11 (Spacer) at IQ+1 [+2pts] 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racial Disadvantages 
  arned Skills and Racial Bonuses 
  -10 
  +20 
  -20 
  +2 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  0 
  0 
  Racially Le
  TOTAL 
  +8 
  Males 
  Attribute Adjustment: 
  cteristic Adjustment: 
  s: 
  ts]; Doesn’t Breathe (Gills, -50%) [+10pts]; Early 
   years) [-10pts]; 
  y
  pe
  ts, Spacefarers, 
  Free Skills: 
  Language (Rybese, Native); Area Knowledge (One starship, orbital 
  Racially Learned Skills and Racial Skill Bonuses: 
   
  CP: 
   ST-1 [-10pts]; +1 DX [+20pts];  
  Secondary Chara
  SM-1 
  Racial Advantage
  Amphibious [+10p
  Maturation 2 [0pts] 
  Racial Disadvan
  Intolerance-5 (O
  Reputation-2 (sl
  x½, All the time
  tages: 
  pposite Sex, except
  , astute, im
  , x1) [-5pts]; Selfish
   once every ten
  rtinent opportunis
   [-5pts] 
  starbase or starport) 
  Crewman/TL11 (Spacer) at IQ+1 [+2pts]
  Type 
  CP 
  Attribute Adj
  Secondar
  ustment 
  y Characteristic Adjustment 
  Tech Level 
  s 
  ges 
  lly Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +20 
  -20 
  +2 
  Racial Advantage
  Racial Disadvanta
  Racia
  TOTAL 
  +12 
  Ryn 
   
   
  Attribute Adjustment: 
  ry Characteristic Adjustment: 
   the Core Worlds region 
  escription: 
  y have forgotten 
  ers to a nearby world whose culture lacked poets and 
  Universally reviled and distrusted, Ryn have a reputation as 
  and confidence tricksters, and their personal philosophy 
  survive only strengthens that 
  reputation. The Yuuzhan Vong invasion of the galaxy during the 
   Jedi Order era creates millions of refugees in the Tingel Arm 
  e galaxy. During this difficult time, the Ryn are ostracized an
  ed to the worst parts of the refugee camp
   regarding personal hygiene, or mor
   of thereof, the characteristic odor of the Ryn mean
  part” of a refugee camp is somewhere near t
  Ryn are flamboyant, gregarious, self-sufficient, and driven. They 
  work hard, often seeking employment as entertainers, tradesfolk, 
  mechanics, and spacehands. They love secrets and have come to 
  None 
  Seconda
  None 
  Origin: 
  Somewhere in
  Tech Level: 
  11 
  Racial Advantages: 
  Extra Arms (Tail, Extra Flexible, +50%, No Physical Attack, -50%, 
  Weak STx½, -50%) [+5pts]; Talent (Musical Ability+1) [+5pts]; 
  Teeth (Musical Beak) [+1pt] 
  Racial Disadvantages: 
  Odious Racial Habit-1 (Body odor) [-5pts]; Reputation-1 (thieves 
  and confidence tricksters, Almost everyone but own race, x1, All 
  the time, x1) [-5pt] 
  Free Skills: 
  Language (Ryn, Native); Area Knowledge (Anyone planet) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic, Accented) [+4pts]; Musical Instrument (Flute) at 
  IQ-2 [+1pt] 
  Features/Taboos: 
  one 
  N
  Names: 
  Example names are Clarani, Doumar, Droma, Gaph, Keizpol, 
  Melisma, Mezza, Neldor, Ormarda, Reznim, Romany, R’vanna, 
  Spaha, and Shimor. 
  D
  The Ryns are a species of interstellar vagabonds who wander the 
  galaxy as spacehands, merchants, construction workers, pilots, 
  and scouts. Known for their exhilarating music and transience, 
  Ryn posses a certain gypsy-like quality. 
   
  The Ryn have been spacefarers for so long that the
  where they originated. Not even the great libraries of Obroa-skai 
  or Woostri can confirm their distant origin. Theories about why 
  the Ryn spread across the galaxy are abundant, and the Ryn 
  themselves have two contra dictionary legends regarding their 
  past. One says that the Ryn were once fierce warriors who were set 
  against a long-forgotten Inner Rim threat. Another professes that 
  the Ryn people volunteered ten thousand of their musicians and 
  ntertain
  e
  artists. The single largest concentration of Ryn during the New 
  Jedi Order era lies in a remote corner of the Corporate Sector. 
   
  thieves 
  about doing whatever it takes to 
  New
  of th
  d 
  invariably relegat
  s. 
  Because of their superstitions
  e 
  accurately lack
  s 
  that the “worst 
  he 
  communal latrines. 
   
  
   
   
  - 118 - 
  expect little from other species: 
  of any non-Ryn who offers the
   
  Ryn have sharp features, slen
  light purple to deep blue-black. Th
  smoky-hued fuzz ranging in
  white. Ryn tend to have brow
  green or amber eyes. Their ch
  extend down past their thin-
  large, snow-white mustaches 
  hair. 
   
  hence, they are instinct
   aid. 
  der tails, and skin toes rangin
  eir bodies are covered wit
   color from light brown to
  n or blue eyes, although a fe
  itinous beaks are perforat
  lipped mouths. Male Ryn
   match their unkempt shoc
  ively wary 
  m
  g from 
  h 
   snow-
  w have 
  ed and 
   cultivate 
  to
  k-white 
  Ryn adults stand about 5 foot 5 t
   
   to exist, but Ryn have yet to embrace 
  is or her perforated beak like 
  l instrument. For the most part, Ryn only play their bea
  to amuse children, but some Ryn become so good at it that they 
  nary language spoken by many droids with a 
  strument (Flute) skill check. Unless the Ryn 
   cannot communicate 
  n.
  all.
  Notes: 
  Ryn Force users are known
  any Jedi tradition. 
   
  Musical Beak: A Ryn can play h
  a 
  musica
  ks 
  can imitate the Bi
  successful Musical In
  has the Language (Bin
  with a droid in this fashio
  CP: 
  ary, Spoken) skill, he
   
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  0 
  0 
  0 
  +11 
  -10 
  +5 
   
  nuses 
  TOTAL 
  +6 
  -S-
  yan 
  Saki
   
   
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Origin: 
  el: 
  cies) [-1pt]; Dislikes (To be 
  roven wrong) [-1pt]; No Sense of Humor [-10pts] 
  ) 
  at IQ-1 or Mechanic/TL11 
  (Repulsorlift Vehicles) at IQ [+2pts] 
  es: 
  ple names are Ejaf Ya-Drun, Johr Penyk, Djas Puhr, K
  ax, and Vihn Thas. 
  Description: 
  ome system, showing little 
  t in traveling or trading with the galaxy at large. 
   
  he days of the Old Republic, there was some dispute 
  enobiologists as to whether Sakiyans should be classified 
  r-Human species. The unusual structure of their brain led 
  obiologists to conclude that they were a distinctly 
  The highly evolved Sakiyan brain is nearly twice the size of the 
  in. While the Bith brain remains one of the 
  es. In fact, Sakiyans possess 
  igh-supernatural perception. 
   the culture survived by maintaining a constant state of 
  vigilance. Evacuation plans are meticulously prepared and 
  evised.  Most Sakiyan communities have multiple 
  ther, every 
  tweight 
  resources and 
  s then conduct 
  onquered lands. Sakiyan colonies 
  carry with them the tradition of defense and mobility, resisting 
   Sith, the forces of the Tion Hegemony, and 
  ppression in recent centuries, they have fallen under the 
  ic control of the Hutts but have averted outright 
  ent by keeping the “slugs” at arm’s length in every place 
  ki’s major trade centers. 
  utts are primarily forged 
  around repulsorlift technology. Sakiyans quickly adopted and 
  ulsorlift technology introduced to them by Old 
   None 
  Per+2 [+10]; SM+1 
  Saki 
  Tech Lev
  11 
  Racial Advantages: 
  Dark Vision [+25pts] 
  Racial Disadvantages: 
  Careful [-1pt]; Chauvinistic (Other spe
  p
  Free Skills: 
  anguage (Sakiyan, Native); Area Knowledge (Saki
  L
  Racially Learned Skills and Racial Skill Bonuses: 
  Engineer/TL11 (Repulsorlift Vehicles 
  Features/Taboos: 
  None 
  Nam
  Exam
  ol 
  Rzad, Tudan Sal, Moja Skun
  Sakiyans rarely venture far from their h
  interes
  During t
  among x
  as a nea
  Imperial xen
  alien species. 
   
  average Human bra
  most advanced among the common alien species, the parts of the 
  Sakiyan brain that process sensory input are superior even to the 
  Bith. These keen senses helped primitive Sakiyans survive against 
  the fierce predators of their homeworld, but even as the species 
  developed the intellect to use tools and construct weapons and 
  shelters, they retained their sharp sens
  what other species consider n
   
  A series of offworld invasions punctuate Sakiyan history, during 
  which
  constantly r
  plans for evacuation in case of invasion and war. Fur
  household and government agency relies on ligh
  repulsorlift platforms to quickly transport people, 
  supplies to safe havens. Once mobile, Sakiyan troop
  a constant series of hit-and-run attacks against enemies until their 
  invaders withdraw from the c
  domination by the
  other o
  econom
  enslavem
  except Sa
   
  The ties between the Sakiyans and the H
  improved rep
  Republic scouts. Over the centuries, thy have adapted the 
  technology to their needs, focusing primarily on making the 
  motivator smaller and more efficient. The Hutts are particularly 
  fond of Sakiyan repulsorlift technology, as it allows them to 
  construct smaller and more elegant repulsor sleds. 
   
  Thanks to its location near the heart of Hutt Space, the Sakiyan 
  homeworld escaped tyranny of the Empire, although many 
  Sakiyan technicians were forced to relocate to Imperial research 
  installations, where they contributed to the development of a new 
  generation of Imperial repulsortanks. The Saki system also 
  escaped the notice of the Yuuzhan Vong as they pressed into Hutt 
  
   
   
  - 119 - 
  Space, at least during the first advance. The Sakiyan leadership 
  mains concerned that their traditional method of dealin
  re
  g with 
  an have shown an interest in helping the Hapes 
   jet-black to 
  ts. 
  and around 6 foot 1 tall. 
  , located near 
  the astrographical center of Hutt Space in the Outer Rim. 
  s: 
   can be seen sitting with Muftak th
  several other aliens in the cantina in Episode IV: A N
  alien invasions may not work if the war fleets of the Yuuzhan 
  Vong strike against their home. While they generally ignored 
  Hapan and New Republic political overtures before the 
  appearance of the Yuuzhan Vong (directing them instead to the 
  utts), the Sakiy
  H
  Consortium and New Republic mount a counter-offensive. 
   
  Sakiyans are cautious in their dealings with other species and 
  usually place the interest of themselves and their communities 
  above others. They don’t like to be proven wrong and have poor 
  sense of humor. 
   
  akiyans are hairless, and their skin color ranges from
  S
  deep purple and crimson. (A pale-skinned subspecies also exists, 
  but Sakiyan society normally treats them as outcasts.) The have 
  large craniums and pupils that contract into slits instead of poin
  Adults st
   
  The Sakiyan homeworld is the tropical world of Saki
  Note
  A Sakiyan named Djas Puhr
  e 
  Talz and 
  ew 
  Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic A
  Tech Level 
  djustment 
  nuses 
  0 
  +10 
  0 
  +25 
  -13 
  +2 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  TOTAL 
  +24 
  Sanyassan 
   
   
   Adjustment: 
  pts]; DX-1 [-20pts]; IQ-1 [-20pts]; HT+1 [+10pts] 
  dary Characteristic Adjustment: 
  gin: 
  Racial Advantages: 
  ugh Skin, -40%, Physical, -20%) [+2pts] 
  emper (Resist quite rarely, x2) [-20pts]; Reputation-1 
  (Aggressive warriors & brawlers, Almost everyone but own race, 
  e, x1) [-5pts] 
  an, Native); Area knowledge (Sanyassa IV) 
  y Learned Skills and Racial Skill Bonuses: 
  e (Basic, Broken) [+2pts]; Intimidate at Will [+2pts]; 
   Per (Choose one land-dweller specialization) [+2pts] 
  oos: 
   the stars. 
   the 
  n their scavenged 
  rgiving, Sanyassans are calculating predators and 
  thless scavengers who respect only strength and steal whatever 
   
  ans have leathery skin the color of clay. They stand about 6 
  mes. Their primate faces can 
  th their skin pulled tautly over 
   bones. Sanyassans have deep set eyes, crowned with jutting 
  rows and a relatively small mouth with extremely thin lips. 
  reheads, and straggly manes of black hair fall
  homeworld is the gloomy, stormy world 
  Rim. 
  be seen on Endor in “Ewoks: The Battle 
  Attribute
   ST+1 [+9
  Secon
  SM+1 
  Ori
  Sanyassa IV 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Damage Resistance 1(To
  Racial Disadvantages: 
  Bad T
  x1, All the tim
  Free Skills: 
  Language (Sanyass
  Raciall
  Languag
  Survival at
  Features/Tab
  None 
  Names: 
  Examples names are Dranjat, Jorat, Krenna, Kresho, Luryk, 
  Maygo, S’Zingo, Terak, Terakaya, Urkreg, Vortek, and Zaykul. 
  Description: 
  These barbaric space marauders have been pests in the outer part 
  of the Moddell Sector for as long as anyone can remember. The 
  homeworld is host to billion surly Sanyassans, most of whom 
  crave getting to
   
  Most species known the Sanyassans as aggressive warriors and 
  brawlers, famed for their strength and temper and lack of deep 
  thought. Their history hints at eras in which Sanyassan society was 
  much more advanced than the might-make-right kleptocracy 
  found on their homeworld during the time of the Old Republic, 
  the Rebellion, and the New Republic. Although technologically 
  primitive by galactic standards, the warlike species stole
  secrets of space flight and are taking to the stars with expansionist 
  zeal. Sanyassan hunting parties like to prey upon the peaceful 
  inhabitants of Endor’s forest moon, and Ewoks shudder at the 
  horrible tales of the “demons from the dark star”. 
   
  Sanyassans ruthlessly prowl the Moddell Sector i
  ships, attacking anyone who crosses their path and stealing 
  whatever new technology they can salvage from razed colonies 
  and the wrecks of enemy ships. Other species take advantage of 
  the Sanyassans’ vicious nature, arming them with the latest 
  weapons and employing them as thugs, bodyguards, and shock 
  troops. 
   
  Brutal and unfo
  ru
  they can’t make. 
  Sanyass
  foot 8 tall with powerfully built fra
  best be described as “skull-like”, wi
  their
  eyeb
  They have high fo
   on 
  their shoulders. 
   
  The Sanyassan 
  of 
  Sanyassa IV, located in the Outer 
  Notes: 
  Sanyassan marauders can 
  for Endor”. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjust
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  ment 
  nuses 
  -21 
  0 
  -5 
  +2 
  -25 
  +6 
  TOTAL 
  -43 
  
   
  Sarkan 
   
  - 120 - 
   
   
   
  nt: 
   Adjustment: 
   
  s) [+5pts]; Damage Resistance 2 (Though Skin, -
  hysical, -20%) [+4pts]; Night Vision 1 [+1pt]; Striker (Tail, 
  crushing, Long+1, +100%, Cannot Parry, -40%, Limited Arc – Back, 
  pts]  
  Racial Disadvantages: 
  r (Sarkan Code of Conduct) [-15pts]; Cold Blooded [-
  earned Skills and Racial Skill Bonuses: 
  eatures/Taboos: 
  Sarkans do not typically leave their homeworld. When they must 
  e galaxy, they usually do so in groups of at least three, a 
  n technology is equal to the galactic norm, but the species 
  r developed its own space travel. Outsiders find Sarkans 
  ct with on a business or diplomatic level, as th
  e codes of conduct th
  re expected to know. Those who violate Sark
   are dismissed as barbarians and removed from
  kans by efficient bodyguards. 
   to using their thick tails for added balance and stabil
  Sarkans trained in native martial arts traditions learn to use them 
  as weapons. 
   
  During the reign of the Empire, the Sarkans begrudgingly allowed 
  Humans and representatives from companies that were known to 
  have the Emperor’s favor to insult them by not adhering to the 
  proper rituals. However, as soon as word of the Emperor’s death 
  tional ways, as one 
  e Sarkans suddenly 
  ongue. SoroSuub has 
   Sarka ever since. 
  mstones on Sarka, but 
   a valuable commodity 
  d the nova rubies to 
   of the galaxy’s most 
  he natives find the 
  g stones amusing. 
  Proud and aloof, Sarkans value ritual and prot
  ol and have little 
  patience for those who demonstrate an ign rance of Sarkan 
  ey consider even innocent comparisons to 
   Most Sarkans are condescending, uptight, 
   please, but they can also be gracious and helpful to 
  individuals who earn their respect or friendship. 
  s are tall reptiles with green scaly hides, yellow eyes with 
  pils, and thick tails. They have tapered snouts, and their 
  re filled with razor-sharp fangs. They often decorate their 
  ith multicolored varnish and clan symbols. They favor 
   colored, baggy clothing frequently decorated with 
  gemstones. Males and females both stand around 2 foot 9 tall as 
  The Sarkan homeworld is the gem-rich planet of Sarka, located in 
  Attribute Adjustme
  9pts] 
   ST+1 [+
  Secondary Characteristic
  SM+1 
  Origin: 
  Sarka 
  Tech Level: 
  11 
  Racial Advantages:
  Claws (Sharp Claw
  40%, P
  -40%) [+6
  Code of Hono
  5pts]; Proud [-1pt]; Likes (Travel in groups of three) [-1pt]; Likes 
  (Wear highly adorned outfits) [-1pt] 
  Free Skills: 
  Language (Sarkese, Native); Area Knowledge (Sarka) 
  acially L
  R
  Brawling at DX+1 [+2pts]  
  F
  None 
  Names: 
  Example names are B’neer, Demesk, Fisuran, Ganis, Jilieren, 
  elas, Siran, Sonus, Tybellor, and U’vala. 
  M
  Description: 
  travel th
  holdover from a time when their society was heavily dominated 
  by a caste structure. Solitary Sarkans are usually outcasts who 
  have committed a grave offense on their homeworld. 
   
  Sarka
  neve
  difficult to intera
  eir 
  intricate culture focuses on rigid, arcan
  at 
  visiting aliens a
  an 
  codes of conduct
   
  the presence of high-ranking Sar
  In 
  addition
  ity, 
  reached their ears, they return to their tradi
  startled SoroSuub broker discovered when th
  demanded a formal greeting in their native t
  been trying to reestablish trade relations with
   
  Nova rubies are among the most common ge
  they appear on no other world and remain
  in most of the settled galaxy. Sarkans have use
  become fabulously wealthy, and while some
  luxurious resorts and spaceports lie on Sarka, t
  “foolish aliens” who covet the useless glowin
   
  oc
  o
  customs and culture. Th
  other cultures an insult.
  and difficult to
   
  Sarkan
  slit pu
  mouths a
  claws w
  brightly
  adults. 
   
  the Mid Rim. 
  Notes: 
  A Sarkan PC is not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +9 
  0 
  0 
  +16 
  -23 
  +2 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +4 
  Saurin 
   
   
  Attribute Adjustment: 
   ST+1 [+9pts]; IQ-1 [-20pts] 
  acial Advantages: 
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Durkteel 
  Tech Level: 
  11 
  R
  
   
   
  - 121 - 
  Claws (Talons) [+8pts]; Damage Resistance 12 (Tough Hide, -40%, 
  Physical, -20%) [+4pts]  
  Racial Disadvantages: 
  Cold Blooded [-5pts] 
  Free Skills: 
  Language (Dosh, Native); Area Knowledge (Durkteel) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Example names are Gauron Nas Tal, Hrchek Kal Fas, and Sai’torr 
  Kal Fas. 
  Description: 
  They were a reptilian subspecies of Trandoshan that evolved along 
  a separate lineage from their ancestors, notably different in their 
  physiology for featuring translucent eyes, and having adapted 
  five-fingered hands, with shorter fingers than their genetic 
  cousins. Their skin color has green and brown blends. An average 
  adult Saurin stands about 6 foot 6 tall. 
   
   is unknown if Saurins carried the Tran
  It
  doshan ability to 
  eir planet. 
  s can be seen in the Mos Eisley Cantina in Star Wars 
  V: A New Hope. 
  regenerate lost limbs, or held any of the basic beliefs, such as 
  scoring kills to appease the deity The Scorekeeper. 
   
  The Saurin homeworld is the planet Durkteel located in the Mid 
  Rim. In 22 BBY the Saurins allowed a RRM (Refugee Relief 
  Movement) settlement on th
  Notes: 
  Two Saurin
  Episode I
  CP: 
  Type 
  CP 
  Attribute Adjustme
  Secondary Characte
  nt 
  ic Adjustment 
  sadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  rist
  Tech Level 
  Racial Advantages 
  Racial Di
  -11 
  -0 
  0 
  +12 
  -5 
  TOTAL 
  -4 
  Sauvax 
   
   
  Attribute Adjustment: 
  pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  or 
  ce, Can’t 
   -40%) [+12pts]; Doesn’t Breathe (Oxygen Absorption, 
  s]; Extra Legs 6 [+10pts] 
  Racial Disadvantages: 
  gs and tools) [-
  uage (Sauvax, Native); Area Knowledge (Leritor) 
  Learned Skills and Racial Skill Bonuses: 
   
  auvax fashion their own dwellings and tools for daily life, though 
  means 
  tribe”), consisting if structures made from stone and buttressed 
  and 
  rso. Their extruding eyes allow for greater visibility, and two 
  ax Force-users have ever been encountered. 
   ST+1 [+10pts]; DX-1 [-12pts]; HT+1 [+10
  None 
  Lerit
  Tech Level: 
  3 – Low TL-8 [-40pts] 
  Racial Advantages: 
  360° Vision (Easy to hit, -20%) [+20pts]; Acute Senses (Acute 
  Hearing+2, Antennae) [+4pts]; Amphibious [+10pts]; Claws (Long 
  Talons, Crushing) [+11pts]; Damage Resistance 4 (Carapa
  wear armor,
  -25%) [+15pt
  No Fine Manipulators [-30pts]; Likes (Own dwellin
  1pt] 
  Free Skills: 
  Lang
  Racially 
  Survival (Island/Beach, Bank, Reef, and Salt-water Sea) at Per-1 
  [+4pts]; Swim at HT+1 [+2pts] 
  Features/Taboos:
  None 
  Names: 
  Examples of names are Chuuvus, Gurruul, Juucsuur, Xruuvum, 
  Muurbux, Tchuul, Uukk, and Vrujuun. 
  Description: 
  The Sauvax are amphibious crustaceans who inhabit the coastal 
  regions of Leritor, growing and hunting food and building villages 
  along the crags, tidal pools, and beaches. On land, they propel 
  themselves on six spindly, segmental legs; in water, they swim 
  using their underbelly bristles and twin, rudder-like tails. 
   
  S
  their civilization is quite primitive. They most commonly carry a 
  multipurpose spear (called a gruush in their won language). They 
  use it to hunt fish in the waters of the continental shelf and 
  cultivate various crops of seaweed and slime in tidal pools. Sauvax 
  live in tribal villages called kuuvan (a term that also 
  “
  with sand and deadwood. Outsiders understand little of their 
  society and culture since settlers rarely encounter them. 
   
  Most offworlders who encounter Sauvax view them as brusque, 
  pushy, and intent on pursuing their business with minimal fuss. 
  Sauvax generally keep to themselves but can be fierce when 
  threatened. 
   
  A flexible, chitinous shell covers the bulk of a Sauvax’s head 
  to
  delicate antennae augment their senses. Their bulky arms seem 
  awkward above ground and serve as formidable weapons, on each 
  hand, two massive digits (one opposed) form an oversized pincer 
  claw, while three smaller digits (one opposed) enable finer 
  manipulation. Adult Sauvax stand about 5 foot 5 tall. 
   
  The Sauvax homeworld Leritor is a mineral-rich but otherwise 
  unremarkable planet located near Bothan space in the Mid Rim. 
  Notes: 
  o Sauv
  N
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  +8 
  0 
  -40 
  
   
   
  - 122 - 
  Racial Advantages 
  acial Disadvantages 
  +82 
  R
  Racially Learned Skills and Racial Bonuses 
  -31 
  +6 
  TOTAL 
  +25 
  Sedrian 
   
  bute Adjustment: 
   [+16pts] 
  justment: 
  : 
   (Elect
  sional) [+10pts]; 
  a Legs 4 (Cannot Kick, -
  ressure Support 1 
  e
  lly Addictive, Legal, 
  s (Semi-Aquatic) 
  [0pts] 
  , Native); Area Knowledge (Sedri) 
  l Bonuses: 
   HT+1 [+2pts] 
  /Taboos: 
  nown 
   of energy for the Sedrians’ early 
  ll Sedrian technology was based on energy 
  even their medical science was limited to 
  , they did not realize it was an intelligent 
  living being. 
  e Golden Sun made them agitated, anxious, and 
   Those who were found offworld were usually 
   Some of these Sedrians worked as underwater researchers 
  or explorers. Among the exceptions was the Shahlik family, who 
  ed the Imperial aquaria on Kailor V. This family, 
   the Sedrians drive an Imperial 
   Sedri, the Sedrians became supporters of the 
  later the New Republic. SedriMotors manufactured 
  he Sedrian homeworld Sedri is an oceanic planet. 
  Attri
   ST+2
  Secondary Characteristic Ad
  SM+2 
  Origin
  Sedri 
  Tech Level: 
  11 
  Racial Advantages: 
  Amphibious [+10pts]; Detect
  Doesn’t Breathe (Gills, -50%) [+10
  50%) [+3pts]; Nictitating Memb
  [+5pts]; Speak Underwater [+5pts]
  Racial Disadvantages: 
  Addiction (Golden Sun, Ch
  Psychological – Bad Temper) 
  ric fields, Occa
  pts]; Extr
  rane 1 [+1pt]; P
   
  ap, Tota
  [-10pts]; No Leg
  Free Sk
  Language (Sedrian
  ills: 
  Racially 
  Swim at
  Learned Skills and Racial Skil
  Features
  None 
  Names: 
  Unk
  Description: 
  Sedrian society was based on the worship of the Golden Sun, a 
  communal Force-sensitive intelligence living in a coral reef. 
  Golden Sun was kept in a dome in the Sedrian capital city of 
  Fitsay, where it provided source
  industrial technology. A
  from the Golden Sun, 
  laving the sick or injured in the Golden Sun’s cavern so the Golden 
  Sun could use Force Healing on them. The High Priests of Golden 
  Sun was the ruler of Sedri. Ironically, though the Sedrians 
  worshipped Golden Sun
   
  Few Sedrians were found away from Sedri, primarily because 
  separation from th
  sometimes violent.
  slaves.
  maintain
  however, had lived away from Sedri for several generations. 
   
  After a Rebel Alliance group helped
  garrison away from
  Alliance, and 
  the Amphibion aquatic assault vessels used by the New Republic 
  during the Battle of Mon Calamari in 10 ABY. 
   
  The Sedrians were aquatic mammals about 9 foot 10 long, covered 
  in sleek yellow, brown, or gray fur. They had two arms with web-
  fingered hands, a pair of stabilizing fins at their hips, and legs 
  were joined together into a pair of tail flukes. The whiskers on 
  their head could detect movement or changing electric fields 
  underwater. Unlike most aquatic mammals, Sedrians have both 
  gills and lungs. 
   
  T
  Notes: 
  A Sedrian PC is not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  +16 
  0 
  Racial Advantages 
  0 
  +44 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  +2 
  TOTAL 
  +52 
  Seikoshan 
   
  ute Adjustment: 
  acteristic Adjustment: 
  Attrib
   ST+2 [+18pts] 
  Secondary Char
  SM+1 
  Origin: 
  Seikosha 
  Tech Level: 
  4 – Low TL-7 [-35pts] 
  Racial Advantages: 
  None 
  Racial Disadvantages: 
  None 
  Free Skills: 
  
   
   
  - 123 - 
  Language (Seikoshan, Native); Area Knowledge (Seikosha) 
  nuses: 
  Taboos: 
  nown 
  nt of black hair on the top of their heads and had 
   the bridge of their nose to their 
  They generally wear homespun cloth tunics and breeches, and 
  longings in large backpacks. 
  ebel 
  et and the 
  w crime lords. 
   unfamiliar technologies and 
  violent methods to remove unwelcome visitors. 
  omeworld Seikosha is an undeveloped jungle in the Breago 
   located in the Borderland region. 
  EG book titled “The politics of 
   As soon as I have a copy of this book this species 
  ed in more detail. 
  Racially Learned Skills and Racial Skill Bo
  Stranglestick skill at DX [+2pts] 
  Features/
  None 
  Names: 
  Unk
  Description: 
  The Seikoshans were sapient indigenous to Seikosha, a planet in 
  the Breago system which remained neutral in the Galactic Civil 
  War. They were very tall humanoids, standing 8 foot 2 tall, with 
  pale green skin and unblinking red eyes. They were hairless but 
  for a small amou
  shallow crenellations from
  cranium. 
   
  carry their be
   
  They are generally even tempered, but a handful of r
  Seikoshans despise the despoilment of their plan
  mistreatment of their fellow Seikoshans by the ne
  These rebels are willing to embrace
   
  Their h
  system
  Notes: 
  This species is taken from the W
  Contraband”.
  will be describ
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +18 
  0 
  -35 
  0 
  0 
  +2 
  TOTAL 
  -15 
  Sekct 
   
  Attribute Adjustment: 
   IQ-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  SM-2 
  bious [+10pts]; Arm DX+1 [+16pts]; High Man
  Dexterity+1 [+5pts]; Teeth (Sharp) [+1pt] 
  5pts]; Cold-Blooded [-
  ve
  owledge (Marca) 
  n
  nuses: 
  ]; On
  -based and one water-based 
  s
   HT+1 [+2pts]; Tracking 
  Features/Taboos: 
   sentient life forms native to Marca, are a species of 
  o call themselves the Sekct. They are small 
  ding about one yard in height. They look like small, 
  smooth-skinned lizards. Their eyes are large, and set into the front 
  o provide stereoscopic vision. The have no external 
  . 
  n their hind legs, using their long tails for 
   
  d equally at home on land or in the water. 
  although the rate of 
  change varies from individual to individual. 
   
   
  egg, from which hatches a single offspring. Theoretically, this 
  nt; such is the 
   mutations 
  virtually ensure that each offspring is different from its parent. 
  carries with it a high cost, only one egg in two 
  he Sekct are very sensitive to influences from 
  tside environment. Common environmental byproducts of 
  industrialization would definitely threaten their ecology. 
  d 
  is led by a chief, referred to by the Sekct as “She-Who-Speaks”. 
  traditionally the strongest member of the band, 
  ards. 
  Origin: 
  Marca 
  Tech Level: 
  0 – Low TL-11 [-55pts] 
  Racial Advantages: 
  Amphi
  ual 
  Racial Disadvantages: 
  Code of Honor (Sekct Co
  10pts]; Bowlegged [-1pt] 
  Free Skills: 
  Language (Sekctese, Nati
  Racially Learned Skills a
  Stealth at DX-1 [+1pts
  Survival skill at Per [+4pt
  at Per [+2pts] 
  de of Honor) [-1
  ); Area Kn
  d Racial Skill Bo
  e land
  ]; Swimming at
  None 
  Names: 
  Unknown 
  Description: 
  The only
  reptilian bipeds wh
  creatures, stan
  of the skull t
  ears
   
  They walk upright o
  balance. Their forelimbs have two major joints, both of which are 
  double-jointed, and are tipped with hands each with six slender 
  fingers and an opposable thumb. These fingers are very dexterous, 
  and suitable for delicate manipulation. 
  Sekct are amphibious, an
  Their hind feet are webbed, allowing them to swim rapidly. Sekct 
  range in color from dark, muddy brown to a light-tan. In general, 
  the color of their skin lightens as they age, 
   
  The small bipeds are fully parthenogenesis; that is all Sekct are
  female. Every two years, a sexually mature Sekct lays a leathery
  offspring should be genetically identical to its pare
  nature of parthenogenesis. In the case of the Sekct, however, their 
  genetic code is so susceptible to change that random
  This susceptibility 
  atches, and t
  ever h
  the ou
   
  Sekct are sentient, but fairly primitive. They operate in hunter-
  gatherer bands of between 20 and 40 individuals. Each such ban
  The chief is 
  although in some bands this is changing and the chief is the wisest 
  Sekct. The Sekct are skillful hunters. 
   
  Despite their small size, Sekct are exceptionally strong. They are 
  also highly skilled with the weapons they make from the bones of 
  mosrk’teck and thunder liz
   
  The creatures have no conception of writing or any mechanical 
  device more sophisticated than a spear or club. They do have a 
  highly developed oral tradition, and many Sekct ceremonies 
  
   
   
  - 124 - 
  involve hearing the “Ancient Words”, a form of epic poem, recited 
  by She-Who-Speaks. The Ancient Words take many hours to recite 
  in their entirety. Their native tongue is complex. Sekct have 
  learned some Basic fro Humans over the years, but have an 
  perfect grasp of the language because they 
  im
  tend to translate it 
  stracized Sekct usually end up killing themselves 
  ithin a couple of days. 
  into a form more akin to their own tongue. 
   
  The Sekct have a well-developed code of honor, and believe in 
  fairness of all things. To break an oath or an assumed obligation is 
  the worst of all sins, punishable by expulsion and complete 
  ostracism. O
  w
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Chara
  -20 
  cteristic Adjustment 
  Tech Level 
  antages 
  advantages 
  0 
  -55 
  +32 
  -26 
  Racial Adv
  Racial Dis
  Racially Learned Skills and Racial Bonuses 
  +9 
  TOTAL 
  -60 
  Selonian 
   
   
  stment: 
  Attribute Adjustment: 
   DX+1 [+20pts] 
  Secondary Characteristic Adju
  Will-1 [-5pts]; Basic Move+1 [+5pts]; SM+1 
  dvantages: 
  rp) [+5pts]; Dark Vision [+25pts] 
  vantages: 
  nse of Humor [-10pts]; Obsession (Safety of Selonian Den) [-
  10pts]; Phobias (Agoraphobia) [-10pts]; Sexless (Sterile Females 
  ness (Resist quite rarely, x2) [-10pts] 
  Language (Selonian, Native); Area Knowledge (Selonia) 
  ial Skill Bonuses: 
  Swimming at HT+1 [+2pts] 
  Tail 
  Names: 
  are Cavisek, Chertyl, Ruluwoot, Dracmus, 
   Salculd, and Vissica. 
  ion: 
  ians are sentient mammals native to the Corellian 
  ciety is organized around “dens”. Each den lives 
  in an underground commune that consists of one fertile female, 
  en, a few fertile males, and a large number of sterile 
  dens. Selonian “cities” 
  are actually collections of several dens, each of which primarily 
  zes in a skill or craft. These dens aid and support each 
   concerned with the safety of their dens 
  and their people as a whole. Almost without fail, they believe that 
  eeds of the group are more important than the desires of an 
  idual, and every action they take is intended to further t
  e of their species in general. 
  eemingly primitive society, Selonian technology
  eir dens are linked throug
  t systems, and their indust
  ion capacity helps feed the ravenous Corellian Engineerin
  ch components. Selonians have also long 
   own starship technology, building vessels 
  hout the Corellian star system. They do not 
  ce they do not, as a people 
  d the Corellian system. 
   large, and the policy of only 
   interact with other species, 
   Imperial domination. They 
  at followed the collapse of 
  m and faced the very real 
  be destroyed. This has caused 
  ost interactions with other 
  stem. However, the shock so 
   rare Selonians are trying to 
  change their culture so they can deal more honestly with other 
  ain on their homeworld and don’t 
  care to interact with other species. Select sterile Selonian females 
   other aliens. They master 
  annerisms and attitudes that put the selected alien race at ease. 
  ile this causes many to view Selonians as friendly, outgoing, 
  itable, the reality is that most of them have no interest 
  he good of their den. They have deep psychological need 
   a consensus. 
   
  walking on two legs or four, Selonians are slender 
  gs with bodies longer than those of a baseline Human but 
  with arms and legs that are shorter. They have retractable claws on 
  eir thick tails improve their balance when 
  arrow faces are tipped with bristly 
  ck or brown fur, and while they do 
  not typically wear clothes on their homeworld, they wear 
  r other outfits when working or visiting 
  Notes: 
  Origin: 
  Selonia 
  Tech Level: 
  11 
  Racial A
  Claws (Sha
  Racial Disad
  No Se
  only) [0pts]; Truthful
  Free Skills: 
  Racially Learned Skills and Rac
  Features/Taboos: 
  Examples names 
  Kleyvits, Maronea,
  Descript
  The Selon
  system. Their so
  called the Que
  females. Within the den exists sub-groups called “septs”, offspring 
  fathered by the same fertile male, and each sept is usually trained 
  to perform specific tasks and jobs. A Queen can be pregnant up to 
  five times each year, each time giving birth to five or more 
  children. Sterile females fill most roles in Selonian society, while 
  the Queens and males are kept safely in the 
  speciali
  other through a complicated system of bartering and favor 
  exchanges. 
   
  Selonians are primarily
  the n
  indiv
  he 
  goals of their den or the welfar
   
  Despite their s
   is 
  on par with the galactic standard; th
  ter networks and rapid transi
  h 
  compu
  product
  rial 
  g 
  Shipyards with high-te
  been masters of their
  that carry them throug
  build hyperdrive-equipped ships sin
  have much interest in venturing beyon
   
  Their lack of interest in the galaxy at
  sending carefully trained Selonians to
  kept the Selonians mostly safe from
  were swept up in power struggles th
  Imperial rule in the Corellian syste
  possibility that their world would 
  the Selonians to withdraw from m
  cultures even within the Corellian sy
  unsettled Selonian society that some
  species. 
   
  Most Selonians prefer to rem
  are trained to interact with Humans and
  m
  Wh
  and char
  beyond t
  to reach
  Comfortable 
  bein
  their paw-like hands. Th
  walking upright, and their n
  whiskers. They have sleek bla
  appropriate uniforms o
  elsewhere. Adults stand about 6 foot 7 tall, with females being the 
  larger of the sexes. 
   
  Their homeworld Selonia is a temperate world located in the Core 
  Worlds region. The planet’s surface consists of thousand islands 
  separated by innumerable seas, inlets, and bays. 
  None 
  
   
   
  - 125 - 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondar
  Tech Lev
  y Characteristic Adjustment 
  el 
  Racial Advantages 
  vantages 
  +20 
  0 
  0 
  +30 
  -40 
  Racial Disad
  Racially Learned Skills and Racial Bonuses 
  +2 
  TOTAL 
  +12 
  Selkath 
   
   
  Attribute Adjustment: 
   Claws (Sharp, Follow Up - Damage +1 
  oxic, 0%, Cyclic – 10 seconds needs antidote, +50%) [+10pts]; 
  nsane) [-10pts]; 
   would 
  ccasionally break their neutrality in secret, and arrange deals to 
  market disappeared 
  They resemble anthropomorphic sting rays and 
  have blue- or green-colored skin, which is patterned for 
  ater camouflage. Their mouths are bracketed by cephalic 
  orable and a sign of 
   animal instincts unbecoming 
  nitor drove the Selkath at the 
  n as the Progenitor was seen as 
  something of a deity to the Selkath, and she was believed to be 
   evolutionary ancestor. If that is true, than the smaller firaxa 
  s are a non-sentient species related to the Selkath. 
  ust replace the Advantage Amphibious for 
  sn’t Breathe becomes a 0-po
  tage. 
  None  
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Manaan 
  Tech Level: 
  11 
  Racial Advantages: 
  Amphibious [+10pts];
  T
  Doesn’t Breathe (Gills) [+10pts]; Pressure Support 2 [+10pts]; 
  Speak Underwater [+5pts] 
  Racial Disadvantages: 
  Intolerance-1 (Other Species) [-5pts]; Vow (Great Vow never to use 
  claws in an attack) [-15pts]; Vulnerability (Progenitor’s sonic 
  ailing, Rare, x2FP, Will-check when FP=0 or go i
  w
  Likes (Neutrality) [-1pt] 
  Free Skills: 
  Language (Selkath, Native); Area Knowledge (Manaan) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Open Ocean) at PER [+2pts]; Swimming at HT+1 [+2pts] 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Bwa’lass, Duula, Jhose, Kota, Naleshekan, 
  Qual, Shaelas, Shasa, and Shelkar. 
  Description: 
  The Selkath are an aquatic sentient species, native to the ocean-
  covered planet of Manaan. Since Manaan was the only natural 
  occurring source of kolto, the Selkath had great diplomatic sway 
  during the Sith Civil War. At that time, they generally held tightly 
  to their neutrality; however, a few farsighted Selkath
  o
  help their preferred side. Eventually, the kolto 
  and the galaxy abandoned the Selkath. It was not until the Rise of 
  the Galactic Empire that the Selkath would have interaction with 
  the galaxy again. After the fall of the Empire, the Selkath 
  abandoned their neutrality and joined the New Republic. 
   
  As an aquatic species, the Selkath are very good swimmers. While 
  their young need water to survive, once they mature they are able 
  to breathe air. 
  underw
  lobes which presumably direct plankton into their mouths. They 
  tend to stroke these during conversation, something similar to 
  what Humans do with facial hair, such as mustaches. An average 
  adult Selkath stands around 5 foot 3 tall. 
   
  All members of the Selkath race have retractable venom-tipped 
  claws. Similar to Wookiees, the use of these claws in any form of 
  combat or attack was considered dishon
  madness; to do this was to give in to
  of a sentient species. When the Proge
  Hrakert rift station insane, they used their claws to strike down 
  Republic technicians. 
   
  A large female firaxan shark know
  their
  shark
  Notes: 
  Young Selkath m
  the 
  Disadvantage Aquatic and Doe
  int 
  Advan
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic A
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  0 
  0 
  0 
  +45 
  -31 
  +4 
  djustment 
   and Racial Bonuses 
  TOTAL 
  +18 
  Shawda Ubb 
   
  ute Adjustment: 
   ST-4 [-80pts]; HT-2 [-20pts] 
  Manpha 
  tages: 
  Attrib
  Secondary Characteristic Adjustment: 
  Basic Move -1 [-5pts]; HP+1 [+2pts]; SM-4 
  Origin: 
  Tech Level: 
  11 
  Racial Advan
  
   
   
  - 126 - 
  Amphibious [+10pts]; Innate Attack (Spitting Acid, 1d cor, Cyclic – 
  n with water, +50%,  Side Effect – Incapacitation 
   1/day, -40%, Reduced Range - /10, -100%) 
  uced Consumption 1 [+2pts]; Terrain Adaptation 
  (Swamp) [0pts] 
   up to service 
  ese numerous community oil cooperatives. Shanpan hosts the 
   swamp grasses and raw fish. Industries 
  ave grown up all around transporting foodstuffs from [place to 
  10 seconds or clea
  HT-1, Limit Use –
  [+2pts]; Red
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Shawda Ubb, Native); Area Knowledge (Manpha) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Swamp) at PER+1 [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Example of a name: Rappertunie. 
  Description: 
  Shawda Ubb are diminutive amphibians from Manpha, a small, 
  wet world located on the Corellian Trade Route in the Outer Rim 
  Territories. The only 18 inch tall frog-like aliens have long, gangly 
  limbs and wide-splayed fingers. Their rubbery skin is mottled 
  greenish-gray, except on their pot-bellies, where it lightens to a 
  subdued lime-green. Well-defined ridges run across the forehead, 
  keeping Manpha’s constant rains out of their eyes. The females lay 
  one to three eggs a year, usually only one egg “quickens” and 
  hatches. 
   
  Shawda Ubb feel most comfortable in small communities where 
  everyone knows everyone. Hundreds of thousands of small towns 
  and villages dot the marshlands and swamps of Manpha’s single 
  continent. Life is simple in these communities; the Shawda Ubb do 
  not evidence much interest in adopting the technological trappings 
  of a more advanced culture, though they have the means and 
  capital to do so. 
   
  There are exceptions. Many of these small communities engage in 
  cottage-industry oil-refining, pumping the rich petroleum that 
  bubbles up out of the swamps into barrels. They sell their oil to the 
  national oil companies based in the capital city of Shanpan. There, 
  factories process the oil into high-grade plastics for export. A large 
  network of orbital transports and shuttles has sprung
  th
  only spaceport on the planet. 
   
  Shawda Ubb subsist on
  h
  place (particularly to Shanpan), but they do not take well to 
  cooked or processed food. 
  Notes: 
  One of the members in The Max Rebo Band in Episode VI – Return 
  of the Jedi Special Edition, was a Shawda Ubb named 
  Rapotwanalantonee (but uses the stage name Rappertunie). 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  l 
  ned Skills and Racial Bonuses 
  -100 
  -3 
  0 
  +4 
  Tech Leve
  Racial Advantages 
  Racial Disadvantages 
  Racially Lear
  +14 
  0 
  TOTAL 
  Shistavanen 
   
   
  Attribute Adjustment: 
   DX+1 [+20pts]; IQ-1 [-20p ] 
  justment: 
  PER+2 [+10pts] 
  Uvena Prime 
  evel: 
  11 
  ial Advantages: 
  Combat Reflexes [+15pts]; Night Vision [+9pts]; Reputation+1 
  r, Almost everyone but own race, x1, All the 
  ena Prime) 
  ) [+2pts]; Shadowing at IQ 
  [+2pts]; Tracking at PER [+2pts] 
  Taboos: 
  None 
  Lup, Tar Lup, 
  ul Rosk, Riv Shiel, Caet Shrovl, and Lak Sivrak. 
  ystem. They make excellent hunters and can track 
  tically favor their own kind in law and trade. While this 
   
  ts
  Secondary Characteristic Ad
  Origin: 
  Tech L
  Rac
  (Shistavanen behavio
  time, x1) (+5pts); Teeth (Sharp) [+1pt]; Fur [+1pt] 
  Racial Disadvantages: 
  Bad Temper (Resist quite often) [-10pts]; Bully (Resist quite rarely, 
  x2) [-20pts]; Frightens Animals [-10pts]; Phobia (Xenophobia, 
  Resist quite often) [-15pts]; Bowlegged (-1pt) 
  Free Skills: 
  Language (Shistavanen, Native); Area Knowledge (Uv
  Racially Learned Skills and Racial Skill Bonuses: 
  Intimidation at Will (+ Reputation
  [+2pts]; Stealth at DX 
  Features/
  Names: 
  Example names are Mar Balayan, Mal Biron, Kal 
  Shaalir Resh, Sir
  Description: 
  The Shistavanens are xenophobic humanoid canines from the 
  Uvena star s
  prey through crowded urban streets or desolate plains alike. They 
  are agile and have high developed senses, including the ability to 
  see in near-total darkness. 
   
  As a species, Shistavanen are isolationists who do not want 
  outsiders involved in their affairs. While they do not forbid aliens 
  from coming to the Uvena system to set up trading ventures, they 
  napologe
  u
  caused some friction with the Empire while the Emperor’s New 
  Order was at its height, the Shistavanen talent for stalking prey 
  was more valuable to the Intelligence branch than the desire of the 
  Empire’s political arm to make an example of a rather obscure 
  world. Denying Shistavanens the opportunity to openly ply their 
  trade was satisfaction enough for the Empire. 
  -85 
  
   
  Shistavanens are aggressive and forthright. Th
   
  - 127 - 
  ey prefer the 
  dult Shistavanen stand around 5 foot 3 tall, and males tend to be 
   the Uvena system (located in the Outer Rim 
  company of their own kind to other species and are known (and 
  often feared) for their surly demeanor, domineering behavior, and 
  ill temperament. Some Shistavanens are more outgoing and 
  sociable, although few are capable of shedding all of their cultural 
  prejudices. 
   
  A
  taller and more powerfully built than females. Their bodies are 
  covered with thick brown or black fur, their ears are set high on 
  their heads, and they have pronounced snouts with large fangs. 
   
  The Shistavanen homeworld Uvena Prime is one of several 
  abitable worlds in
  h
  Territories). 
  Notes: 
  A Shistavanen can be seen at the Mos Eisley Cantina in Episode I: 
  A New Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills an
  0 
  +10 
  0 
  +31 
  -56 
  d Racial Bonuses 
  +8 
  TOTAL 
  -7 
  Siniteen 
   
   
  ment: 
  ment: 
  ician) [+5pts]; Talent 
  Free Skills: 
  ive); Area Knowledge (Any one planet) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Features/Taboos: 
  es: 
  ich are ridged and 
  rains were directly under their skin. They 
  e 
   
  Wars Holiday Special. 
  Attribute Adjust
   ST-1 [-10pts]; IQ+3 [+60pts] 
  Secondary Characteristic Adjust
  None 
  Origin: 
  Unknown 
  Tech Level: 
  11 
  Racial Advantages: 
  Lightning Calculat
  (Mathematical Abilit
  Racial Disadvantages: 
  Dislike (wearing helm
  or (Intuitive Mathemat
  y+2) [+20pts] 
  ets) [-1pt] 
  Language (Siniteen, Nat
  See Mathematical Ability. 
  None 
  Nam
  Unknown 
  Description: 
  Siniteen are hyper-intelligent humanoids.  The Siniteen are 
  characterized by their huge crania, wh
  convoluted as if their b
  have incredible mental abilities, and can process huge calculations 
  in their heads. They are capable of calculating hyperspace jumps 
  without any help of a navigation computer. 
  Notes: 
  A Siniteen, nicknamed “Brainiac” by BoShek, can be seen in th
  Mos Eisley Cantina in Episode I: A New Hope and in the Star
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  el 
  Racial Advantages 
  antages 
  rned Skills and Racial Bonuses 
  +50 
  0 
  0 
  +25 
  0 
  0 
  Tech Lev
  Racial Disadv
  Racially Lea
  TOTAL 
  +75 
  Skakoan 
   
  Attribute Adjustment: 
   DX-1 [-20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
   
  Origin: 
  Skako 
  Tech Level: 
  11 
  Racial Advantages: 
   but own race, x1, All the time, x1) [-5pts]; Secret 
  oncealing Skakoan pressure suit – appearance; voice; emotions) 
  (Skako, Native); Area Knowledge (Skako) 
  Pressure Support (x10) [0pts] 
  Racial Disadvantages: 
  Dependency (Methane, Very Common, Constantly, x5) [-25pts]; 
  Intolerance-1 (Humans) [-5pts]; No Sense of Humor [-10pts]; 
  Reputation-1 (Xenophobes, Almost everyone but own race, x1, All 
  the time, x1) [-5pts]; Reputation (Heartless Automatons, Almost 
  everyone
  (C
  [-5pts]; Selfish (Resist quite often) [-5pts]; Skinny [-5pts] 
  Free Skills: 
  Language 
  Racially Learned Skills and Racial Skill Bonuses: 
  Environment Suit/TL11 (Skakoan Pressure Suit) at DX+1 [+4pts] 
  
   
  Features/Taboos: 
  None 
  Names: 
  Example names are Zona Dreon, Pel Karmek, Girt Marko, Oma 
  eng, Vol Meybor, Madeca Rex, Wat Tam
  M
  bor, Gegon Valt, and 
  s are a technologically advanced species that specializes in 
  cutting-edge 
  ng the times of the Old Republic, Skakoans were among the 
   the Techno Union, a galaxy-spann
  rations with representation in t
  e misgivings of other high-rankin
  e Techno Union, Skakoan foreman Wat Tamb
  atists under Count Dooku. T
  g 
  their 
  Techno 
  Un
  representatives. This contributed to the Skakoan homeworld 
   the Republic and joining the Separatist 
  no Union’s success 
   days of the Techno 
  s of the Old Republic 
  Emperor’s New Order. 
  g
  he Techno Union, the 
  ion had outlived their 
  o
  ot to be trusted 
  e
  ns forcibly displaced the Techno 
  m
   people could do 
  w
  ld and watch helplessly 
  n
   Union and placed its 
  oid Armor Workshop, 
  Hoersch-Kessel Driveworks Inc., and Balm
  ran Arms) under 
  h of the New Republic failed to 
  overcome the Skakoans’ growing sense of isolation. Their dislike 
  t dealings with the New 
  epublic, and they are less inclined to share their technological 
  ces. During The New Jedi Order era, the Skakoans are 
  by most other species as secretive, manipulative 
  bes best left to their own devices. 
  Skakoans are cool, calculating, and humorless beings with a strong 
  -preservation. Few have the courage to leave their 
  eworld. They rely on logic to solve problems, regardless of 
  ether they are plotting a galactic war or designing an efficient 
  s are usually encountered wearing their 
  h they use to hide their emotions, leading 
  koan homeworld; 
  consequently, non-Skakoans have yet to learn what a Skakoan 
  e full-body pressure suit. Without the 
  e deadly afraid of suffering a horrible death by 
  o 
   suits 
  that fully conceal their features and use vocalizers that distort their 
  ort their 
   adult stands 5 foot 9 tall. 
  oan homeworld Skako is located in the Core Worlds 
  nly withstand the dense pressure of Skako’s 
  atmosphere for a short time before suffering permanent injury. 
  lds true for Skakoans who find themselves on 
   en III as representatives of the 
  Taron Von. 
  Description: 
  Skakoan
  microelectronics, 
  starship 
  engineering, 
  and 
  manufacturing techniques. 
   
  Duri
  most influential species in
  ing 
  consortium of mega-corpo
  Senate. Despite th
  he 
  Galactic 
  g 
  members of th
  or 
  pledged to support The Separ
  he 
  Senate 
  responded 
  by 
  expellin
  ion 
  breaking away from
  Movement. 
   
  The Skakoans were cen
  throughout the Clone
  Union were numb
  emerged the Empire an
  Gluttonous, self-servin
  Commerce Guild, and th
  usefulness, and their n
  under the new regim
  Union’s Skakoan me
  nothing except withdra
  as the Empire disma
  constituent companies
  tral to the Tech
   Wars. However, the
  ered. From the ashe
  d with it, the 
   bureaucracies like t
  e Trade Federat
  n-Human overseers were n
  . Huma
  bership. The Skakoan
   to their homewor
  tled the Techno
   (among them Bakt
  or
   
  - 128 - 
  Imperial supervision. 
   
  The fall of the Empire and the birt
  for humanity clouded their infrequen
  R
  advan
  viewed 
  xenopho
   
  sense of self
  hom
  wh
  hyperdrive. Skakoan
  pressure suits, whic
  many other species to presume that Skakoans are heartless 
  automatons; in truth, they posses a full range of emotions. 
   
  Visitors are generally not welcome on the Ska
  looks like beneath th
  pressure suit, a Skakoan resembles a gaunt Human with folds of 
  sickly gray-white skin draped over a narrow, skeletal frame. A 
  Skakoan’s leering visage features dark, sunken eyes, a flat nose, 
  and a toothless, slit-like mouth set in a perpetual frown. 
   
  Skakoans ar
  asphyxiation or explosive decompression. They rarely leave Skak
  for this reason. When they do, they always wear pressure
  voices. These synthesized vocalizers deliberately dist
  wearer’s speech patterns, adding to the species mystique. 
   
  An average Skakoan
   
  The Skak
  region. Skako is a planetwide metropolis comparable to Coruscant 
  in scale and population, but without the charm or aesthetically 
  pleasing architecture. Species accustomed to standard atmospheric 
  pressure can o
  The same ho
  standard-pressure worlds without a special pressure suit to 
  protect them. 
  Notes: 
  Skakoverbal is a complex machine language similar to Bocce, with 
  traces of Binary. Skakoform, the written language of the Skakoan 
  people, is often mistaken for technical schematics or circuit 
  diagrams. 
   
  Skakoans can be seen in Episode II
  Techno Union at the Separatist Movement. 
   
  No Skakoan Force-users are known. 
   
  Before the end of the Clone Wars, the Disadvantages Intolerance 
  (Humans) and Reputation (Xenophobes) should not be counted 
  towards the Racial Template CP. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  0 
  Tech Level 
  0 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -65 
  +4 
  TOTAL 
  -61 
  Skrilling 
   
   
   
  te Adjustment: 
  +10pts]; DX-1 [-20pts]; IQ-1 [-20pts] 
  ndary Characteristic Adjustment: 
  g 
  ntact Agent, -
  inute, -20%) 
  pt
  d Consumption 
  -5
  ed [+5pts]; Teeth 
  pts]; Pacifism 
  5
  ] 
  Free Skills: 
  Attribu
   ST+1 [
  Seco
  Will+1 [+5pts] 
  Origin: 
  Agriworld-2079 
  Tech Level: 
  11 
  Racial Advantages: 
  Affliction (Nauseatin
  30%, Melee Atta
  [+7pts]; Longevity [+2
  4 (Cast Iron Stomach, 
  (Sharp) [+1pt]; Voice (Whi
  Racial Disadvantages: 
  Greed (Resist quite of
  (Self-Defense Only) [-1
  Vomit, Retching, +50%, Co
  ck, -30%, Preparation Required – 1 m
  s]; Pitiable [+5pts]; Reduce
  0%) [+4pts]; Single-Mind
  ning) [+10pts] 
  ten, x1) [-15pts]; Obsession [-5
  pts]; Status-1 (Beggar) [-5pts
  
   
   
  - 129 - 
  Language (Skrilling, Native); Area Knowledge (Agriworld-2079) 
  l Bonuses: 
  alk at IQ+2 [+8pts] 
   
  mples of names are Vigik Ome, Doke Gerkin, Morgot, Peerce, 
  el Sarn, and Pote Snitkin. 
  primitive nomadic herders. The 
  g herds, claimed their land, and left 
  liens to figure out how to survive. Within 
  generations, the Skrillings had integrated themselves into 
  M’shinni colonies on the world as a permanent beggar class. From 
  panded into the rest of the galaxy. 
  ake other 
  to an art form. 
  g sets his heart on something, he or she continually 
  asks for it, continually rephrasing the question. Various strategies 
   or achieving whatever goal the Skrilling has 
  d are suggested, and small gifts or favor are offered as a 
  ange. If the possessor of an object relocates, the 
  etimes even shows up again, even in a different star 
   Skrilling usually gets what he or she wants; they are 
  s, they give up their desire, at least temporarily. 
   
  s can be found throughout the settled galaxy, 
  the 
  Racially Learned Skills and Racial Skil
  Fast-T
  Features/Taboos:
  Head-crest 
  Names: 
  Exa
  Piret Mubikai, Threx Qaspi, Yett
  Description: 
  The Skrillings are a species of galactic scavengers. When a species 
  called the M’shinni colonized the Skrilling homeworld, the 
  Skrillings were little more than 
  M’shinni fenced in the Skrillin
  the primitive, peaceful a
  a few 
  here, they ex
   
  Many species view Skrillings as disgusting annoyances. 
   They devour uncooked, spoiled meat that would m
  beings deathly ill, and they have elevated whining 
  When a Skrillin
  for sharing the object
  in min
  form of exch
  Skrilling som
  system. A
  experts at finding a person’s “soft spot”. Most Skrillings are bright 
  enough, however, to know when someone they are pestering has 
  been pushed to the point where he or she is about to get violent. In 
  such case
  The Skrilling
  traveling in spacecraft cobbled together from various derelicts. 
  They have an innate ability to show up on planets where a battle 
  has been fought and well-aged (and unclaimed) corpses can be 
  found, along with equipment that can be repaired and resold. This 
  tendency has given rise to saying that an enemy will soon be 
  “Skrilling fodder”. 
   
  Skrillings often lurk on the fringes of violent criminal 
  organizations or live near the torture chambers of unscrupulous 
  despots, anywhere a steady supply of dead bodies and other 
  carrion can be found. During the Galactic Civil War, however, 
  many Skrillings also served as valuable spies for the Rebel 
  Alliance, due to their ability to uncover information. 
   
  Slow-witted yet persistent, Skrillings are sulky, greedy scavengers 
  with no grasp of cultural etiquette. They tend to be followers 
  rather than leaders. 
   
  Skrillings are stocky humanoids with wrinkled gray skin, stubby 
  fingers, and small deep-set eyes. Instead of a nose or nostrils, they 
  sport a set of eight breathing tubes. Their mouths have multiple 
  rows of needle-sharp teeth. A bony crest adorns the top of a 
  Skrillings bald head, extending from the forehead to the nape of 
  the neck, Skrilling newborns use their head-crest to saw through 
  the shell of the birth-eggs; the crest serves no other function. Adult 
  Skrillings stand about 5 foot 7 tall. 
   
  he Skrilling homeworld, Agriworld-2079, is located on 
  T
  spinward edge of the Mid Rim. 
  Notes: 
  A Skrilling can be seen at Jabba’s Palace in Episode VI: Return of 
  the Jedi. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  acially Learned Skills and Racial Bonuses 
  -30 
  +5 
  0 
  +34 
  -40 
  R
  +8 
  TOTAL 
  -23 
  S’kytri 
   
   
  Attribute Adjustment: 
   ST+1 [+9pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  P-1 [-2pts]; W
  H
  ill+2 [+10pts]; SM+1 
  pts] 
  isadvantages: 
   [-15pts]; Likes (Skye Culture) [-1pt]; Proud [-1pt] 
  Skills: 
  uage (S’kytric, Native); Area Knowledge (Skye) 
  Racial Skill Bonuses: 
   Native) [+6pts] 
  Taboos: 
  s are A
  rid, Deverén, Kailél, Kharys, 
  él, Rordys, Sh
  yswar. 
  e Empire designated 
   “S’kytri” means “the 
  o Klarymére, the 
  o the Jedi during the 
  perial slavery following 
  the Jedi Purge. The Empire conquered their world, and the S’kytri 
  spent long years in unwilling servitude to Majestrix Kharys, a 
   by Darth Vader to enforce Imperial 
   
  Origin: 
  Skye 
  Tech Level: 
  11 
  Racial Advantages: 
  Flight (Cannot Hoover, -15%, Winged, -25%) [+24
  Racial D
  Overconfidence (Resist quite rarely, x2) [-10pts]; Pacifism (Self-
  Defense Only)
  Free 
  Lang
  Racially Learned Skills and 
  Language (Basic,
  Features/
  None 
  Names: 
  Examples of name
  Klarymére, Neba
  Description: 
  The winged S’kytri ha
  as Marat V. In th
  Windborn”. 
   
  The enlightened beliefs of th
  S’kytri Patriarch. His un
  Clone Wars condemne
  ragh, Dalt
  elryn, and Th
  il from Skye, a planet th
  eir native tongue,
  e Jedi appealed t
  swerving loyalty t
  d the S’kytri to Im
  sadistic S’kytri chosen
  doctrine. 
  
   
   
  - 130 - 
  The fall of the Galactic Empire bought the restoration of S’kytri 
  ce and the return of the patriarchy. Years of economic 
   spawned a growing counterculture of rebellious and 
   young S’kytri, despite clan elders espousing a return to 
  tradition. Since the Battle of Endor and the formation of the New 
  ytri leaders have politely refused all overtures by 
  greater galactic community. 
  terested in protecting and nurturing their 
  ng it as a living, breathing entity. They are 
  adopt technology designed 
  to ease the quality of life. 
  ders wear slight, closefitting 
  ageously when threatened. They see themselves as 
  inherently superior to species that are incapable of natural flight. 
  t, defiant, and 
  d attractive, chiseled 
  gs grow from their shoulder blades. 
  ly strong, S’kytri have hollow bones and are 
  han they seem at a glance. Adults average 6 foot 10 
  tall, and  S’kytri under 6 foot tall are considered “short” by the 
  andards. 
  nt of the population is born with 
  mentation; the S’kytri treat these hatchlings as 
  nature and destroy them. Hair color ranges from 
  e Marat system (in the Outer Rim Territories). 
  independen
  hardship
  wayward
  Republic, the S’k
  offworlders to join the 
   
  S’kytri seem more in
  homeworld by treati
  also afraid of losing their culture. Most S’kytri have little use for 
  technology, although contact with the rest of the galaxy has 
  prompted some S’kytri to reluctantly 
   
  Although a mammalian species, S’kytri hatch from eggs. Clothing 
  is unimportant to S’kytri, for too much material creates unwanted 
  wind resistance during flight. Males wear anklets bearing the 
  insignia of their clans, and both gen
  coverings. 
   
  Proud, independent, and headstrong, S’kytri take great stock in 
  tradition and “old world” values. They deplore violence but fight 
  ably and cour
  Young adult S’kytri tend to be especially arrogan
  rebellious. 
   
  S’kytri have thin, muscular physique an
  features. Feathered win
  Although physical
  much lighter t
  species st
   
  Male S’kytri have pale blue skin, while females usually have light 
  green skin. Less than one perce
  reversed pig
  abominations of 
  deep maroon to dusty yellow to moon-white. 
   
  Their homeworld Skye is a mountainous and temperate world 
  located in th
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -1 
  +8 
  0 
  +24 
  -27 
  +6 
  TOTAL 
  +10 
  Sludir 
   
   
  vel: 
   Advantages: 
  ce 1 (Hard Shell, Can’t wear armor, -4
  rdened+1, +20%) [+2pts]; Extra Le
  s]; Fearlessness+2 [+4pts];  
  Code of Honor (Battle Honor) [-10p]; Social Stigma (Subjugated, 
  he Rise of the Empire era) [-20pts]; Dislikes 
  [-1pt]; Illiteracy (Native) [-3pts] 
  se, spoken Native); Area Knowledge (Sluudren) 
  d Skills and Racial Skill Bonuses: 
  Will [+2pts]; Melee (Any) [+8pts] 
   
  Examples of nam s are Chyanlev, Dukarz, Jyzatch, Kaylorz, 
  ik Kahr, Ryzrytch, Shume, Webyllus, and 
  Description: 
  itive tribal society to an 
  e society of rulers, warriors, artisans, and 
  workers. In addition to learning the traditions and ways of their 
  r caste-clans, Sludir children were taught to respect the 
  attle. Combat became the true test of a Sludir’s character. 
  nd retreating were the tactics of a coward; a Sludir who 
  h tactics would not only dishonor himself but his 
  Sludir civilization remained unchallenged until a few years before 
  ar, when offworld slavers began capturing 
  emnants 
  e society by exporting Sludir warriors, 
  to Imperial work camps throughout the 
  slavers. Regardless of allegiance, 
  most Sludir resorted to violence and conflict to attain higher 
  atever organization or society that would accept 
  er the Empire’s 
   up of a loose 
  smugglers to vicious crime lords. Many liberated Sludir slaves 
  omeworld, hoping to reunite with their clans or 
  thers who respected their code of battle honor. Those 
  h the new state of the Sludir homeworld drifted to 
  orners of the galaxy in search of status, glory, or death by 
  Attribute Adjustment: 
   ST+1 [+9]; IQ-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Basic Move+1 [+5pts]; SM+1 
  Origin: 
  Sluudren 
  Tech Le
  11 
  Racial
  Damage Resistan
  0%, 
  Directional – Back, -40%, Ha
  gs 
  (6 Legs) [+10pt
  Racial Disadvantages: 
  Only during t
  (Technophobia) 
  Free Skills: 
  Language (Slude
  Racially Learne
  Intimidation at 
  Features/Taboos:
  None 
  Names: 
  e
  Omze, Opolzur, Quint
  Zanjast Rahm. 
  The fierce Sludir evolved from a prim
  intricate feudal cast
  particula
  code of b
  Hiding a
  resorted to suc
  clan as well. 
   
  the Galactic Civil W
  bands of Sludir warriors and selling them as gladiators. When 
  Imperial scouts arrived on the Sludir homeworld, slavery had 
  already weakened the Sludir caste structure. The Empire declared 
  the Sludir a “legitimate slave species” and destroyed the r
  of their intricate feudal cast
  artisans, and workers 
  galaxy. 
   
  A handful of enslaved Sludir escaped their captors and joined the 
  Rebel Alliance. Many more joined criminal organizations, where 
  their physical prowess made them excellent enforces, pirates, 
  bodyguards, and (ironically) 
  standing in wh
  them. 
   
  The Sludir regained control of their homeworld aft
  fall. A new planetary government emerged. , made
  alliance of shady Sludir of varying dispositions, from genteel 
  returned to their h
  find o
  appalled wit
  various c
  combat. 
  
   
   
  - 131 - 
   
  Although they are not techno-phobic, Sludir seldom embrace 
  advanced technologies such as space travel and blasters, 
  nd-to-hand combat and intimidation to settle 
   back and flanks. A Sludir’s head consists mostly of a 
  preferring ha
  disputes. 
   
  Sludir are direct and blunt. To them, physical strength and combat 
  prowess bring power and prestige. Other than their sense of battle 
  honor, they have little regard to etiquette and protocol, and acts of 
  subterfuge appall them. They believe they deserve anything they 
  can take by force. 
   
  Sludir have six legs and a humanoid torso. Hard shell-like plates 
  protect their
  thick snout with four nostrils and a large, toothy sneer. Their thick 
  manes are worn in different styles. A Sludir adult stands about 5 
  foot 9 tall and measures about 7 foot 7 long. 
   
  The Sludir homeworld Sluudren is a rugged and isolated world in 
  the Outer Rim Territories. 
  otes: 
  N
  The CP is -1 during the Rise of the Empire era only. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -1 
  +5 
  0 
  +16 
  -14 
  +10 
  TOTAL 
  +16 
  Sluissi 
   
   
  Attribute Adjustment: 
   DX-1 [-20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
   
  Origin: 
  Sluiss Van 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute Smell+2) [+4pts]; Claim to Hospitality (Any 
  spacedock and starship) [+10pts]; Flexibility (Double-Jointed) 
  [+15pts]; Reputation+2 (Starship Mechanics, Large Class of people 
   Starship captains, x½, All the time, x1) [+5pts] 
  None 
  : 
  Examples of names are Sirlahn Alsek, Ten Dome, Vsil Ejahsa, 
  n L’sehl, Sekae N’sehnor, Mektiss Risohr, Hass Sonax, and 
  s Uslopos. 
   been active participants in galactic society si
  blic. When first encountered 
  he Sluissi were just starting 
  explore nearby star systems with their own faster-than-light 
  y eagerly embraced the concept of a greater 
   constructed large shipyards throughout the 
  t
   wo
  had 
  t
   star 
  arship 
  ,
  d 
  rests 
  ir
  ship 
   also 
  d oft
  eir work. 
  uct
   are 
  willing to be patient, because Sluissi technicians can mak
  improvements upon or keep in operation vessels that most othe
  y declared lost causes. Even the Empire 
   its best interest not to rush the Sluissi 
  s at Sluiss Van. 
  ng beings. Industrious and 
   they love to thinker with gadgets whether or 
  not their specialty is starship engineering and repair. This makes 
  ular crewmembers on virtually any spacefaring vessel. 
  pper torso sports two arms and four-fingered hands. 
  alf of their bodies are serpentine, long and heavily 
  d in fine scales that range in color 
   light brown to deep green, although rare Sluissi may have 
  scales of other colors. They have round black eyes and a swooping 
  in on the backs of their heads. They have 
  –
  Racial Disadvantages: 
  Cold-Blooded [-5pts]; Indecisive (Your spacecraft mechanics, x½, 
  Resist quite rarely, x2) [-10pts]; No Legs (Slithers) [0pts]; 
  Reputation-1 (Slow, Everyone but own race, x1, All the time, x1) [-
  5pts]; Likes (Gadgets) [-1pt] 
  ree Skills: 
  F
  Language (Sluissese, Native); Area Knowledge (Sluiss Van) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Mechanic/TL11 (Low- and/or High Performance Spacecraft) at 
  Q+2 [+8pts] 
  I
  Features/Taboos: 
  Names
  Lisah
  Seele
  Description: 
  The Sluissi have
  nce 
  the early days of the Old Repu
  d Duros explorers, t
  by 
  Human an
  to 
  technology, and the
  galactic union. They
  Sluiss Van system and o
  established colonies to sp
  travelers. The Sluissi qu
  maintenance people in th
   
  The Sluissi run efficient
  construction yards, where sh
  can find the finest repa
  modifications that money ca
  extremely methodical an
  To them, starship constr
  her nearby
  ur further in
  ickly became kn
  e galaxy. 
   respecta
  ip captains
  s, upgrad
  n buy. Howe
  en pain
  ion is an art
  rlds where they 
  eraction with alien
  own as the best st
  ble starship repair, an
   and corporate inte
  es, and custom star
  ver, the Sluissi are
  fully slow about th
   form. Most clients
  e 
  r 
  mechanics have alread
   it was in
  recognized that
  technical crew
   
  Sluissi are patient, sociable, and easygoi
  calm under pressure,
  them pop
   
  A Sluissi’s u
  The bottom h
  muscled. Their bodies are covere
  from
  hood-like fold of sk
  forked tongues, which, as with many reptilian species, aid their 
  sense of smell. Adults stand about 5 foot 7 tall. 
   
  Their homeworld Sluiss Van, a rocky industrial planet, is located 
  in the Outer Rim Territories. 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +34 
  -21 
  +8 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  +21 
  
   
   
  - 132 - 
  Snivvian 
   
   
  Attribute Adjustment: 
  None  
  Secondary Characteristic Adjustment: 
  SM-1 
  Origin: 
  Cadomai Prime 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 2 (Tough Skin, -40%, Physical, -20%) [+4pts]; 
  Longevity+1 [+2pts]; Reputation+2 (Artist, Everybody, x1, All the 
  time, x1) [+10pts]; Talent (Gifted Artist+1) [+10pts]; Temperature 
  Tolerance+6 (Cold, -50%) [+3pts] 
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Snivvian, Native); Area Knowledge (Cadomai Prime) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Bakken, Dezzen, Dezindna, Elinzelor, 
  Geezum, Nejet, Prinzan, Rachalt Hyst, Rincholar, Seerna, 
  Snaggletooth, Takeel, Thasca Knarr, Wiorkettle, Zereldspidar, and 
  utton. 
  n that provides resistance to extreme cold 
  ate during 
  o become a charismatic 
   society in 
  ne twin might bring doom to millions. Instead, Snivvian society 
  ic tendencies, but a few managed to fool the system. 
   
  e Snivvians used genetic engineering to prevent 
   culture stabilized, but no 
  o travel interstellar distances 
  before they fell victim to the brutal Thalassians who sold them as 
  s or skinned them to make clothing of their tough skins. The 
  epublic discovered this barbaric practice and stepped in
  s before their culture was annihilated. 
  he Old Republic, the Snivvians have establish
  eir reputation as writers a
   several of the most popu
  ts and holovid scripters are Snivvian. Snivvian arti
   prime of their careers while working as 
  her dangerous professions, for the express 
  ht into character for their masterwork. 
   limitations that 
  avel freely and 
  e likelihood that 
  u
   Som
  other Snivvian 
  of the New Jedi 
  , written by an 
  anonymous author, claims to be t
  ronicle of the r
   to power 
  of a murderous Snivvian who in ends to “create a s ulpture of 
  ted metal that reaches from one end of the 
  published shortly before the first 
  ed in the galaxy. Many Snivvians 
  at one of their 
  nvaders. 
  As a species, Snivvians are gentle and insightful. They like to 
  things others take for granted, searching for symbolic 
  n everyday things and occurrences. Snivvians have many 
  ul” works of art in various states of completion; works 
   be their legacy to the galaxy when they pass on. 
  e level of true artistic talent is as varied among 
   is among other species, Snivvians are fond of 
  saying: “There is no greater love than a master’s for his 
  ky humanoids, standing about 4 foot 8 tall 
  Their homeworld Cadomai Prime is a cold world located in the 
  rritories near the Corporate Sector. 
  Notes: 
  de VI – Return 
  Z
  Description: 
  Snivvians evolved on a chilly planet with long winters, causing 
  em to evolve thick ski
  th
  temperatures. However, the climate on their homeworld proved 
  so harsh that Snivvians spent months of their time in the 
  subterranean homes. They developed their fine artistic sensibilities 
  as a way to pass the time, and although their advanced technology 
  as long since liberated them from the need to hibern
  h
  the harshest seasons, many Snivvians still feel a biological 
  compulsion to remain in their homes for several months during a 
  year. They spend this time creating their fine literature and other 
  works of art. The species has produced many brilliant artists and 
  writers whose work appeals to an amazingly broad range of 
  ecies and cultures. 
  sp
   
  The Snivvians have undergone tremendous hardships. Early 
  Snivvian civilizations were destroyed by brilliant psychotics and 
  sociopaths who arose whenever a set of twin males was born. 
  variably on of the twins would grow t
  In
  despot who inspired the worst in Snivvian society, building a 
  decadent dynasty by breaking the backs of his followers, and 
  ltimately destroying himself and much of Snivvian
  u
  violent wars. It was never known which of the twins would turn 
  out to be the “evil” one, and the gentle Snivvians could rarely 
  bring themselves to eliminate an innocent child despite fears that 
  o
  attempted to incarnate the twins until one demonstrated 
  sociopath
  Eventually, th
  male twins from being born. Snivvian
  sooner did they develop the capacity t
  slave
  Old R
   to 
  save the Snivvian
   
  Since the days of t
  ed 
  colonies throughout the galaxy. Th
   continues to grow, and
  nd 
  artists
  playwrigh
  lar 
  sts 
  have been killed in the
  bounty hunters, or in ot
  purpose of gaining insig
   
  While Snivvian 
  the Empire placed on
  their genetic engin
  male twins wo
  destroyer migh
  Order. In fact, at
  society survived Im
   the Sn
  eering progra
  ld be born.
  t “come of age”
   least one Sn
  perial rule, the
  ivvians’ ability to tr
  ms increased th
  e fear that an
   in the period 
  ivvian literary work
  he ch
  ise
  t
  c
  burned bodies and twis
  galaxy to the other”. It was 
  Yuuzhan Vong invaders arriv
  accept the work’s claim of truth and believe th
  number is allied with the extra galactic i
   
  examine 
  subtext i
  “masterf
  they believe will
  Naturally, th
  Snivvians as it
  masterpiece.” 
   
  Not all Snivvians are dedicated to artistic pursuits. Such 
  exceptions have actually brought down Snivvian civilizations over 
  the millennia. 
   
  Snivvians are short, stoc
  as adults, with though skin and sparse hair. Their faces are 
  dominated by protruding snouts and pronounced canines. 
   
  Outer Rim Te
  A Snivvian can be seen at Jabba’s sail barge in Episo
  of the Jedi. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ntages 
  0 
  0 
  0 
  +29 
  Tech Level 
  Racial Adva
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  TOTAL 
  +29 
  
   
   
  - 133 - 
  Spiner 
   
   
  Attribute Adjustment: 
   DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  rigin: 
  O
  Worxer 
  Tech Level: 
  9 – Low TL-2 [-10pts] 
  Racial Advantages: 
  Claws (Blunt) [+3pts]; Innate Attack (Spines, Impaling, Rate of Fire 
  1x10, +100%, Reduce Range /10, -30%, Limited Use - Once per 
  day, -40%, Inaccurate-3, -15%) [+9pts] 
  Racial Disadvantages: 
   but own race, x1, Occasionally, x⅓) 
  [-2pt]; Bowlegged [-1]; Sexless [0pts] 
  lly Learned Skills and Racial Skill Bonuses: 
  , but many learn the skill Innate Attack (Projectile) and do
  hand (see BS page 201). 
  s: 
  Names: 
   are Briss, Devik, Fifter, Firril, Hedji, Jerrid, 
  oira, and Yaff. 
  : 
  ility to shoot quills from their 
  d arm
  e Spiners have been driven into 
  in
  er and their own violent 
   deep within the stellar cloud 
  omeworld exploded when its 
  ghly 200 years before the Rise 
  tists discovered the imminent 
  t rescue more than a few 
  thousand individuals. These Spiners were quickly absorbed into 
  galactic society. Little of their own culture survived, since their 
  compatible with the alien societies they 
  piner technology (with the exception 
  thermal energy management techniques) had been 
  tic standard. 
   believed that the surviving population of Spiners is too 
  small for the species to avoid extinction. The future of the species 
  dangered by the little-known fact that genetic flaws 
  vents Spiners from reproducing anywhere other than on their 
  eworld. The surviving population is gradually becoming 
  rients found exclusively in their home sector 
  , interested historians have pointed out that 
  s. Although loyal to their friends and honorable in their 
  dealings, they often come across to strangers as terse, reserved, 
   are muscular beings covered in soft brown fur. Their faces 
  ort snout and deep-set, small black eyes. Their backs 
  with rigid spines that they can raise or lower by 
  ith the 
  appropriate martial training can fire their spines as ranged 
  identical build, 
  th genders sanding about 6 foot 3 tall. 
  Worxer, also called Yablon, was a planet in the 
   of the Elrood Sector in the Outer Rim. 
  Notes: 
  Berserk (Resist quite often, x1) [-10pts]; Reputation-1 (Violent 
  Tendencies, Almost Everyone
  Free Skills: 
  Language (Worxi, Native, before 232 BBY) or Language Galactic 
  Basic, Native, after 232 BBY); Area Knowledge (Worxer or any 
  other planet) 
  Racia
  None
   
  not require a free 
  Features/Taboo
  Bird-like feet 
  Examples names
  Meejen, Prikler, T
  Description
  A humano
  backs an
  virtual ext
  tendencies. 
   
  Spiners evolved 
  drifts of th
  star went su
  of the Em
  disaster in pr
  id species with the ab
  s at opponents, th
  ction by natural disast
  on a world hidden
  e Elrood sector. Their h
  pernova at 232 BBY, rou
  pire. Old Republic scien
  ogress but could no
  traditions were mostly in
  settled near or within, and S
  of certain geo
  well below galac
   
  It is widely
  is further en
  pre
  hom
  sterile for a lack of nut
  of Elrood. However
  some “lost” Spiner colonies may exist within the Elrood sector. 
  Records of their existence may have been lost with the destruction 
  of their homeworld and the Rise of the Empire. 
   
  Spiners are laconic beings who generally keep their thoughts to 
  themselve
  and introvert. 
   
  Spiners
  feature a sh
  are covered 
  tightening their upper body muscles. Further, Spiners w
  weapons in combat. Males and females are roughly 
  with bo
   
  Their homeworld 
  Degan Gas Clouds
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  +20 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -5 
  -10 
  +12 
  -13 
  0 
  TOTAL 
  +4 
  Squib 
   
  Attribute Adjustment: 
   ST-1 [-10pts]; DX+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  ill-1 [-5pts]; SM-1 
  W
  Origin: 
  Skorr II 
  Tech Level: 
  11 
  Racial Advantages: 
  
   
   
  - 134 - 
  Acute Senses (Acute Hearing+4) [+8pts]; Fearlessness+2 [+4pts]; 
  tion+2 (Honest traders, Merchants, x½, All the time, x1) 
  ; Talent (Business Acumen+1) [+10pts]; Fur [+1pt]; 
  t quite rarely, x2) [-10pts]; Intolerance-1 (Liars a
  s) [-1pt]; Overconfidence (Spies and mast
  2) [-10pts]; Reputation-2 (Eager
  ous, frustrating laborers, Corporations & Governments, x
  All the time, x1) [-5pts]; Vow (Don’t share secret data) [-5pts]; 
  s) [-1pt] 
  owledge (Korr II) 
  ill Bonuses: 
  i
  2pts]; Diplomacy at IQ [+4pts] 
  Examples 
  of 
  na
  es 
  are 
  Eebareebaveebeedee 
  (Eebaree), 
  Galaneever-marmalios 
  (Galan), 
  Meelawindemort 
  (Meela), 
   
  (Wilpher), 
  Spilferithimus-narlamos 
  onfident mammalian 
  ing up where least 
  ey always stick their noses where they definitely do 
  g, regardless of any danger involved. Anything portable 
  hes a Squib’s eye is handles, examined, and rubbed 
  against his or her fur. If he or she is fascinated enough by the item, 
  s to bargain for possession of it. Few Squibs take 
  or an answer and always assume they just haven’t hit on the 
  t price. 
  arless nomads who wandered from one part 
  iosity and acquisitiveness. 
  Some Squibs eventually settled in small villages, substituting the 
  ife for the thrill of bartering for goods from 
  rlder to visit the Squib homeworld was beset by 
  s natives. In what might be the greatest piece of 
   rights in 
  the frozen wastelands of their world for the secret of starship 
  lamation ships 
  alactic garbage collectors by using 
  her species consider junk. 
  epackage, and resell the cast-offs, supplying 
  nt settlements. 
  The history of Squib interaction with the general galactic 
  ity is a comedy of manners and errors. From the Old 
  a, 
  ous, and frustrating laborers. The Squibs, however, 
  ves as spies and master merchants, continually 
   data they 
  ncover with other groups; they are not interested in warfare or 
  d honest in their dealings with other 
   different directions to help detect even the faintest 
   Their overly large eyes range in color from brilliant yellow 
  ed. Squibs have, to a greater or lesser degree, adopted the 
  oid habit of wearing clothes and are almost universally 
  fond of footwear. Adult Squibs stand about 3 foot 1 tall. 
  e the Rise of the Empire, a popular series of children’s stor
   Jedi who, according to rumor, was based o
  trong roguish streak. Squib Jedi d
   were very rare. Squib Force users are found 
  omeworld Skorr II is a pleasant world in the Squab syste
  Reputa
  [+5pts]
  Racial Disadvantages: 
  Curious (Resis
  nd 
  e
  dishonest trader
  r 
  merchant, Resist quite rarely, x
  , 
  obnoxi
  ½, 
  Likes (Strange gadget
  Free Skills: 
  Language (Squibbian
  Racially Learned S
  Language (Galact
  Features/Taboos: 
  None 
  Names: 
  , Native); Area Kn
  kills and Racial Sk
  c Basic, Broken) [+
  m
  Sleerinwilpher-remalior
  (Spilfer). 
  Description: 
  Squibs are short, overcurious, and overc
  humanoids with uncanny knack for popp
  expected. Th
  not belon
  that catc
  a Squib attempt
  “no” f
  righ
   
  Early Squibs were fe
  of their homeworld to another in search of life’s necessities, 
  following their strong instincts of cur
  excitement of nomadic l
  far-off lands. Other Squibs continued to live as wandering 
  merchants, constantly moving from village to village. 
   
  The first offwo
  eager, curiou
  haggling in the last millennia, the Squib traded mineral
  technology. The Squibs now roam the galaxy in rec
  and small freighters, acting as g
  tractor beams to salvage treasures ot
  They refurbish, r
  cheap goods to dista
   
  commun
  Republic, through the Empire, and into The New Jedi Order er
  every corporation and government has viewed the Squibs as 
  eager, obnoxi
  view themsel
  informing the Squib Merchandising Consortium fleet of business 
  opportunities. Hundreds of security reviews have been triggered 
  over the ages when supposedly top-secret installations suddenly 
  found themselves beset by Squib trading and reclamation vessels. 
  Invariably, however, Squibs do not share any secret
  u
  politics, only commerce. They are always careful about protecting 
  their markets, as both Alliance and Imperial spies learned during 
  the Galactic Civil War when they tried to trail Squib vessels to 
  each other’s secret bases; few such efforts were successful. 
   
  Despite security breaches that surround them, the Squibs are 
  usually well received wherever they appear. Although their 
  personalities are often abrasive, they are sincerely amicable. 
  Further, Squibs are more interested in acquiring fancy baubles and 
  curious technology they haven’t seen before (working or not) than 
  with monetary value, so those who do business with Squibs often 
  feel like hey are getting the better part of the bargain. The Squibs, 
  of course, believe they are suckering all comers. Nonetheless, they 
  are typically honest in their business dealings and Squibs hold 
  liars and dishonest traders in low esteem. 
   
  quibs are curious, fearless, an
  S
  species. They are not easily put off or discouraged and are quick to 
  make amends when they have committed some real or perceived 
  offense. They tend to babble, and the only time a Squib 
  communicates with absolute clarity is when he or she is engaged 
  in haggling. Therefore, the easiest way to get information from a 
  Squib is to engage him or her in a round of negotiations. 
   
  Squibs are covered in fur that ranges in color from deep red to 
  silvery blue. Thy have short muzzles that end in a black nose, and 
  their tufted ears rise well above their heads. Their ears can adjust 
  to point in
  sounds.
  to dark r
  human
   
  Befor
  ies 
  featured a Squib
  n a 
  real-life Jedi Knight with a s
  id 
  exist, but they
  on 
  Skorr II, however. 
   
  Their h
  m 
  (located in the Outer Rim Territories). 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  -5 
  0 
  +28 
  -32 
  +6 
  TOTAL 
  +7 
  Ssi-Ruu 
   
   
  Lwhekk 
  Attribute Adjustment: 
   ST+1 [+9pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  Origin: 
  
   
   
  - 135 - 
  Tech Level: 
  11 
  Racial Advantages: 
  Claws (Sharp Claws) [+5pts]; Damage Resistance 2 (Scales, Can’t 
  armor, -40%) [+6pts]; Discriminatory Smell [+15pts]; 
  y (Olfactory smell) [+15pts]; Nictitating Membrane+1 
  il, Crushing, Cannot parry, -40%, Limited arc, -
  (Sharp beak) [+1pt] 
  Racial Disadvantages: 
  t (Nearsighted) [-25pts]; Fanaticism (Ssi-Ruuvi Empire) [-
   occasionally, x1) [-5pts]; Phobias 
  (Dying on unconsecrated ground, Resist quite rarely, x2) [-20pts] 
  Features/Taboos: 
  None 
  Names: 
  mes are Firwirrung, Ivpikkis, Kirrsirri, Shreeftut, 
  d Skuwkrith. 
  ilian humanoids who 
  nown Regions, well beyond 
  nce of the Ssi-Ruuk was 
  ion. An escalating war 
  iss forced the Ssi-Ruuk to 
  ruits” for their space fleet. 
  ly of self-propelled battle 
  d enslaved consciousness of 
  captured humanoids subje
  d to a proce
  of “entechment”. 
   
  and subjected the citizens of a number of 
  shing directly with the 
  l might of the Imperial 
  Navy to bear on the Ssi-Ruuk invaders, the Emperor negotiated a 
   and slaves as some of the 
  attle droids appealed to the Emperor; in 
  exchange for data on the Ssi-Ruuk entechment process Palpatine 
  ceded a number of Outer Rim systems to the Ssi-Ruuk to 
  they pleased. 
  One of these star systems was Bakura, a small colony that had 
  by a Human religious fringe group centuries before. 
  w no value to it, its governor had at his 
  disposal forces that were skilled enough to repel the initial Ssi-
  vernor sent a desperate message to Imperial 
  the 
  ask force to help shortly after the Battle 
  ed the first time the factions in the Galactic 
   
  fully defeating the Ssi-Ruuvi armada at Bakura, the 
   talks 
  usually dictates his or her caste; for example, russet-colored 
  e 
  rown-scaled Ssi-Ruuk have no caste whatsoever and are treated 
   
  ny reptilian beings, the Ssi-Ruuk have poor vision but an 
   
   
  Ssi-Ruuk consider themselves physically, mentally, and 
  ually superior to all other species, which they regard as catt
  dedicate their lives toward preserving a
  ubjugating lesser species. 
  bat when away from th
  al people, they believe that if th
  ay from their home soil, their spirit becomes lost and 
  orever wanders the darkness of space; few Ssi-Ruuk can think of 
  anything more horrifying. 
   
  Adult Ssi-Ruuk stand about 6 foot 6 tall. They walk on two 
  ed by a muscular tail, and 
  feature three prehensile claws. 
  They have beaked muzzles with large teeth. Their eyes are large 
  th triple eyelids. 
  dult Ssi-Ruuk are covered in shining scales that 
   dark brown to brilliant turquoise. 
   
  orld Lwhekk is a planet located in the Unknown 
  si-Ruuk PCs are not recommended. 
  they have not completely eliminated border skirmishes. Relations 
  with the Ssi-Ruuk remain tense. 
   
  Ssi-Ruuk society is split into strict castes. The color of a Ssi-Ruu’s 
  cales 
  s
  Ssi-Ruuk represent the military caste, gold-scaled Ssi-Ruuk from 
  the religious caste, and sapphire-blue Ssi-Ruuk represent the noble 
  caste. Back-scaled Ssi-Ruuk are usually trained as assassins, whil
  wear 
  Empath
  [+1pt]; Striker (Ta
  40%) [+1pt]; Teeth 
  b
  as outcastes. 
  Like ma
  excellent sense of smell. Their olfactory sense is so fine that they 
  can even ascertain another being’s emotional state with a flick of 
  their black tongues.
  Bad Sigh
  15pts]; Intolerance-3 (Aliens) [-10pts]; Mundane Background [-
  10pts]; Overconfidence (Resist
  The 
  spirit
  le. 
  Most Ssi-Ruuk 
  nd 
  expanding their empire and s
   
  The Ssi-Ruuk avoid direct com
  orld. An intensely spiritu
  eir 
  homew
  ie aw
  ey 
  Free Skills: 
  Language (Ssi-Ruuvi, Native); Area Knowledge (Lwhekk) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  d
  f
  powerful hind legs, with balance aid
  have two upper limbs that each 
  Example na
  Sh’tk’ith, an
  and solid black, wi
   
  The bodies of a
  Description: 
  The Ssi-Ruuk are warm
  command a stellar em
  the edges of explored space. 
   
  Before the Rebellion
  unknown to the gene
  with the competing em
  look toward the galact
  The Ssi-Ruuvi forces con
  droids powered by the
  -blooded rept
  pire in the Unk
   era, the existe
  ral galactic populat
  pire of the Ch
  ic Core for “rec
  sisted most
   life energies an
  cte
  ss 
  range in color from
   
  No Force-users exist among the Ssi-Ruuk, nor is it possible for 
  them to be Force-Sensitive. The Ssi-Ruuk are a species blind to the 
  Force. 
  Their homew
  Regions. 
  Notes: 
  S
  The Ssi-Ruuk attacked 
  isolated Outer Rim settlements before cla
  Empire’s fleet. Rather than bringing the ful
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Disadvantages 
  +9 
  -5 
  0 
  +44 
  -85 
  secret treaty with them. Using prisoners
  raw materials for b
  R
  Racially Learned Skills and Racial Bonuses 
  0 
  secretly 
  TOTAL 
  -37 
  Sullustan 
  do with as 
   
  been settled 
  While the Emperor sa
   
   
   
  Attribute Adjustment: 
   DX+1 [+20pts]; HT-1 [-10pts] 
  Ruuvi strike. The go
  Center, notifying them of the unidentified invading force and 
  asking for reinforcements. The message went unanswered by the 
  governor’s Imperial masters, but the Alliance intercepted 
  message and dispatched a t
  of Endor. This represent
  Civil War would have to declare a temporary truce to deal with an 
  outside threat. 
  After success
  Alliance mounted an offensive against the Ssi-Ruuk Empire. This 
  led to on-again, off-again diplomatic talks with the Ssi-Ruuk, who 
  lacked the resources to wage war on two fronts. Diplomatic
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  with the Ssi-Ruuk continue well into The New Jedi Order era, but 
  
   
   
  - 136 - 
  Sullust 
  Tech Level: 
  11 
  acial Advantages: 
  R
  Absolute Direction (3D Spatial Sense) [+10pts]; Acute Senses 
  (Acute Hearing+2, Easy to hit, -20%) [+3pts]; Night Vision+5 (Easy 
  to hit, -20%) [+4pts] 
  Racial Disadvantages: 
  Gregarious (Resist quite often, x1) [-10pts]; Curious (Resist quite 
  rarely, x2) [-10pts]; Pacifism (Reluctant Killer) [-5pts]; Xenophilia 
  st quite often, x1) [-10pts]; Likes (Practical Jokes) [-1pt] 
  ); Area Knowledge (Sullust) 
  l Skill Bonuses: 
  ng at DX+1 [+4pts] 
  names are Aril Nunb, Aubro Ahntanda, Babalabbet 
  Bolabo Hujaan, Byun Tenab, Dlir Nep, Hiem Bryl, Huego 
  Kalian Kol, Kyun Squnn, Lyat Tsayv, Lytos Urtell, 
  , Miim Te’Suub, Mowa Gundeeb, Nien Nunb, Nooni 
  u Plunb, Rani Quanic, Riin Raas, Sassan Sareeta, Sian 
   Snunb, and Voos. 
  : 
  e natural perils of their harsh, volcanic homeworld, 
  the Sullustans evolved in the planet’s numerous caves. They prefer 
  to dwell underground, constructing highly advanced cities of such 
  y sightseers come from all over the galaxy 
  tural inclinations toward astrogation 
  ce a Sullustan has traveled a path, he 
  ce. 
  iendly, gregarious species enjoys interacting with unique, 
  unusual, and interesting beings. When Old Republic scouts first 
  heir homeworld, the Sullustans embraced the notions of 
  d a galaxy wide civilization wholeheartedly. The 
  n manufacturing company SoroSuub quickly became one 
  n-Human-owned interstellar corporations. It remains 
  argest manufacturing conglomerates in the galaxy, 
  n in the time of the New Republic. The company is so powerful 
  that it has become the official government of Sullust. More than 
  opulation is on its payroll. SoroSuub retained 
  ragmatic, pleasant, and fond of practical 
  Sullustans are humanoids with large round eyes, big ears, and 
  llustans, after the age of 30 standard years, begin to 
   visors. 
  The average Sullustan stands about 5 foot 3 tall. Though some 
  ollow its path. 
  s. 
  g or not. If the test is failed he will 
  following disadvantage: Bad Sight (Farsighted or 
  or, -60%) [-15pts]. A second failure means the 
  (Resi
  Free Skills: 
  Language (Sullustese, Native
  Racially Learned Skills and Racia
  Climbi
  Features/Taboos: 
  None 
  Names: 
  Examples of 
  Swoont, 
  Eib, Jub Vengu, 
  Mian Hoob
  Dalvo, Nuut
  Tevv, Syub
  Description
  To survive th
  great beauty that wealth
  to visit them. They have na
  and piloting. It is said that on
  or she never forgets it, even in hyperspa
   
  This fr
  visited t
  space travel an
  Sullusta
  of he first no
  one of the l
  eve
  half of the planet’s p
  its independence by walking a careful balancing act between the 
  Empire and the Alliance during the Galactic Civil War. 
   
  Sullustans tend to be p
  jokes. 
  Sullustan 
  adventurers 
  enjoy 
  exploring 
  the 
  galaxy, 
  conducting business, and pulling pranks to se how others react. 
  They are inquisitive and love to discover things through personal 
  experience. At time they can even be a bit reckless. 
   
  jowls. Many Su
  experience corneal defects, and must be fitted with special
  Sullustans hear the call of the Force, few attempt to f
   
  Their homeworld Sullust is a volcanic technological world located 
  in the Outer Rim Territorie
  Notes: 
  At the age of 30, a Sullustan must make a HT roll to determine 
  whether his sight is deterioratin
  acquire the 
  Nearsighted, Mitigat
  Sullustan is both Farsighted and Nearsighted for a total of [-30pts]. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +17 
  -36 
  +4 
  TOTAL 
  -5 
  Sunesi 
   
   
  Attribute Adjustment: 
  ST-1 [-10pts]; HT-1 [-10pts] 
   
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts] 
  Origin: 
  Monor II 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute Hearing+2) [+4pts]; Affliction+1 (Ultra high 
  ic Speech 
  escription: 
  frequency noise, Disadvantage - Deafness, Malediction – Will 
  versus PER, +100%, Sense Based – Hearing, -20%, Dissipation, -
  50%) [+3pts]; Protected Sense (Protected Hearing) [+5pts]; 
  Resistance (Rare - Cirrifog crystals) [+5pts]; Ultrason
  [+10pts] 
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Sunesise, Native); Area Knowledge (Monor II) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Examples of names are Agapos the Eight, Agapos the Ninth, 
  Agapos the Tenth, Aquinos, Gnosos, Hoil, Nee, and possibly Rur. 
  D
  The natives of Monor II are called the Sunesis, which in their 
  language means “pilgrims”. They are a unique alien species which 
  
   
   
  - 137 - 
  passes through two distinct physiological stages, the juvenile stage 
  nd the adult. 
  a
   
  This metamorphosis from juvenile stage to adult Sunesi has 
  predisposed these aliens to concepts of life after death. They view 
  their role in the galaxy as to fulfill a destiny before they are 
  uprooted, changed and set along a new path. 
   
  To outsiders, Sunesis in the juvenile phase seem to be little more 
  ndless beasts on the verge of sentience. They are covered in 
  have primitive eyes and ear holes with no flaps in 
  ead region. The juvenile’s primary function is eating, and 
  they are ravenous creatures. Monor II is covered with lush, 
  t plant growth, and the Sunesi juveniles drink nectar and 
  rom many species of long stringy plants. To tap into th
   juveniles have long curling feeding tubeless th
  outhparts. These specially shape
   allow formation of speech; however, juveniles 
  ularly during the layer years in their state. 
  iles approach adulthood, they enter a metamorpho
  ore late-juveniles enter the change, they begin to 
  g-derived “sweat” that hardens like plaster. When 
  m metamorphosis, they must escape the hardened 
  y
  ce. 
  v
  rquoise skin and a 
   yet
  g
  ery ridges show 
   is pr
  h the surface, 
  t
   th
   ridges. Their 
   allow them to 
  g ult
  ; 
   local Imperials 
  l
  sis have large, 
  round, dark eyes fram
   by brow
  s, and their ears are round 
  he their slender bodies in long-sleeved 
  d about 5 foot 11 tall. 
  Notes: 
  nesis only. 
  CP: 
  than mi
  black fur, and 
  their h
  succulen
  sap f
  ese 
  nutritious plants,
  ey 
  thrust through drilling m
  d 
  mouths do not
  are 
  intelligent, partic
   
  When juven
  sis 
  stage. Just bef
  excrete a cirrifo
  they awake fro
  shells on their own, t
   
  In the adult phase,
  vaguely amphibian,
  through the skin wh
  and muscles are at
  foreheads sport two m
  communicate usin
  cause to call Sunesi a
  pically with
   Sunesi ha
   pleasin
  ere bone
  ached to
  elon-like 
  rasound
  dults “
  out adult assistan
  e hairless, tu
   appearance. Silv
  esent just beneat
  e sides of bony
  cranial lobes which
  it also gives the
  umpheads”. Sune
  ed
   crest
  and can swivel. They clot
  tunics. Adult Sunesis stan
  The template given here are for adult Su
  Type 
  CP 
  Attribute Adj
  Secondar
  ustment 
  y Characteristic Adjustment 
  Tech Level 
  s 
  ges 
  lly Learned Skills and Racial Bonuses 
  -20 
  -2 
  0 
  +27 
  0 
  0 
  Racial Advantage
  Racial Disadvanta
  Racia
  TOTAL 
  -5 
  Svivreni 
   
   
  Attribute Adjustment: 
  10pts] 
  pts]; Basic Move -2 [-10pts]; SM-2 
  Svivren 
  eputation-2 (Svivreni Codes, Criminals, x½, All the time, x1) [-
  kills and Racial Skill Bonuses: 
  nd metallurgic industries. Though officially 
  ned during the Empire’s reign, many individual Svivreni 
  sisted the Rebellion, and later the New Republic and 
  e private sector. 
   
  ed to sum up the Svivreni in one word, a being would be 
  -pressed to offer anything other than “stubborn”. Svivreni are
   to sway once they have made a decision. Th
  erial forces under command 
  Thrawn who, approximately five years after th
  attempt to move on the Svivreni homeworld a
   short (usually less than 3 foot tall), Svivreni are heavi
  muscled and exceptionally resilient. Svivreni possess four-digit 
  ll as hick heads with broad snouts, 
  Their bodies are almost completely 
   adults do not 
  o be an 
  ales often 
  ally wear 
  h pouches 
  course of a 
  in-studded 
   moved on 
   is 
  -world, 
  aside from those carried by the heavily armed security troops. 
  Violence on Svivren results in the immediate execution of the 
  ivreni codes are criticized by groups 
   Svivren does remain low. 
  oundrels and rogues generally avoid 
   HT+1 [+
  Secondary Characteristic Adjustment: 
  Will+1 [+5
  Origin: 
  Tech Level: 
  11 
  Racial Advantages: 
  Reputation+1 (Mining & metallurgic industries, Almost everyone, 
  x1, All the time, x1) [+5pts]; Fur [+1pt] 
  Racial Disadvantages: 
  R
  5pts]; Stubbornness [-5pts] 
  Free Skills: 
  Language (Svivreni, Native); Area Knowledge (Svivren) 
  acially Learned S
  R
  Metallurgy/TL11 at IQ [+2pts] 
  Features/Taboos: 
  one 
  N
  Names: 
  Examples of names are Kitalic, Nirasic, Mihalik, and Casin Mak. 
  Description: 
  The Svivreni are a well-regarded equinoid species known for their 
  work in the mining a
  nonalig
  have as
  Galactic Alliance. Most work in th
  If ask
  hard
   
  nearly impossible
  is 
  trait bodes trouble for the Imp
  of 
  Grand Admiral 
  e 
  Battle of Endor, 
  nd 
  are met with stiff resistance. 
  Though
  ly 
  hands and cloven hooves, as we
  large eyes, and prick ears. 
  covered in thick hair. Svivreni custom dictates that
  cut their hair, long hair among their kind is believed t
  indication of intelligence and fertility (older Svivreni m
  have hair below their waists). Svivreni tradition
  sleeveless tunics and work trousers that are covered wit
  and pockets for carrying the various tools used in the 
  day’s labor. 
   
  Their homeworld Svivren is a dangerous, mounta
  Outer Rim world not far from Andalasa. Imperial forces
  Svivren during the Thrawn crisis but were repelled. Svivren
  known for its harsh laws: Weapons are not allowed on
   
  perpetrator. These Sv
  throughout the galaxy, but crime on
  Smugglers and other such sc
  the world. 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  ustment 
  Racial Advantages 
  Racial Bonuses 
  +10 
  -5 
  0 
  +6 
  -10 
  +2 
  Secondary Characteristic Adj
  Tech Level 
  Racial Disadvantages 
  Racially Learned Skills and 
  TOTAL 
  +3 
  
   
   
  - 138 - 
  Swokes Swokes 
   
   
  nt: 
  -1 [-20pts]; IQ-1 [-20pts]; HT+1 [+10pts] 
  ry Characteristic Adjustment: 
  arned Skills and Racial Skill Bonuses: 
   
  ug, 
  a 
   of 
  ic 
  ped 
  eir un
   
  all but most critical pain receptors, and they can regenerate lost
  limbs. These features make them nearly unstoppable in a fight. 
  es and 
  h, 
  the species are devoutly 
  uches that contain dried 
  s of their dead ancestors, usually fingers, gallstones, or 
  teeth. 
  bulky bipeds with nightmarish, fanged, 
  s, and rubbery skin that vary in hue from 
   glistening off-white. They stand about 5 foot 7 tall. 
  em Te is located in the Outer Rim. 
  Attribute Adjustme
  +10pts]; DX
   ST+1 [
  Seconda
  None 
  Origin: 
  Makem Te 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Damage Resistance 1 (Though Skin, -40%, Physical, -20%) [+2pts]; 
  High Pain Threshold [+10pts]; Regrowth [+40pts]; Striker (Horns, 
  Crushing, Cannot parry, -40%) [+3pts]; Teeth (Fangs) [+2pts] 
  Racial Disadvantages: 
  Bully (Resist quite often, x1) [-10pts]; Reputation-1 (Contemptible 
  tyrants, Almost Everyone but own race, x1, All the time, x1) [-5pts] 
  Free Skills: 
  Language (Swoken, Native); Area Knowledge (Makem Te) 
  acially Le
  R
  None 
  Features/Taboos:
  None 
  Names: 
  Example names are C
  Sorpaat, and Wruut
  Description: 
  Swokes Swokes seem
  life. Although th
  standards, they can
  enemies due to th
  hako Chako, Gragra, Kruke Kruke, Mach
  Wruuta. 
   like a throwback to a more primitive form
  eir society remains underdeveloped by galact
   easily hold their own against better-equip
  ique physiology. Their simple bodies lack
   
   
  Swokes Swokes are properly recognized as ruthless bulli
  contemptible tyrants who crave some combination of wealt
  fame, and power. Most members of 
  religious and, as such, wear small po
  remain
   
  Swokes Swokes are 
  horned heads, lidless eye
  green-gray to
   
  Their homeworld Mak
  Notes: 
  A Swokes Swokes can be seen in Mos Espa in Episode I; A 
  Phantom Menace. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  -20 
  0 
  -5 
  Racial Disadvantages 
  Skills and Racial Bonuses 
  +57 
  -15 
  0 
  Racially Learned 
  TOTAL 
  +17 
   
  -T-
  alz 
  T
   
   
  Attribute Adjustment: 
  9pts]; IQ-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  1 [-5pts]; SM+1 
  L-9 [-45pts] 
  s) [+8pts]; Night Vision 9 [+9pts]; Protected Sense 
   ST+1 [+
  Will-
  Origin: 
  Alzoc III 
  Tech Level: 
  2 – Low T
  Racial Advantages: 
  Claws (Talon
  (Vision) [+5pts]; Temperature Tolerance+4 (Cold, Fur) [+4pts] 
  Racial Disadvantages: 
  Mundane Background [-10pts]; Short Liferspan_1 [-10pts]; Social 
  Stigma (Subjugated, Before 5 ABY) [-20pts] 
  Free Skills: 
  Language (Talz, Native, Talz lack the vocal apparatus to speak any 
  language other than their own); Area Knowledge (Alzoc III) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Arctic) at PER+2 [+8pts] 
  Features/Taboos: 
  None 
  
   
  Names: 
  Examples names are Arvot, Bama Vook, Caldera Righim, Chup-
  Chup, Druffin, Forfur, Gar, Harra, Korl, Muftak, Reyf, Rugg, 
  Toffik, Veefa, and Voruf. 
  Description: 
   
  - 139 - 
  The Talz are a cult
  most T
  urally and technologically primitive species, and 
  alz are unaware that a vast galactic civilization exists 
   
   Order was putting an end to the Old Republic. The Empire 
  nized they had discovered a ready-made slave labor force
  al wealth of Alzoc III. Talz recount the day wh
   strange beings stepped out of the
   to give up their normal routines to “create cave
   era, the Talz lived in the hope that so
  ve so life could return to normal. 
  didn’t log the existences of the Talz, not wanting 
  y the Senate regulations regarding the treatment 
  imitive sentients. Even after the Empire was 
  kept the mines on Alzoc III and the 
  . During this period, the Talz were rarely 
  and those who were tended to 
  mperial officers. A few Talz left their 
   Imperial custody through various means, 
  oo far from loosely controlled systems on 
  e Outer Rim were usually captured and sent 
  d. 
  eedom for the Talz on Alzoc III. 
   continues under New Republic supervision, 
  eet and trade with other species. Continued 
  contacts with the greate
  galactic community has allowed more 
  Talz to find their way offworld and to other systems. 
  yes are perhaps his or her most remarkable features. 
  yes is adapted to see clearly in light so intense it 
  gs, while the other pair 
  . Consequently, a Talz can 
  ually any lighting condition and cannot blinded by 
  bright flashes. Talz stand an average of 6 foot 7 tall and are 
  ly covered I thick, shaggy white fur, with oversized 
  d sharp talons. Their furry faces are set with four black 
  through which they speak and feed. 
  tle, kind-hearted beings who are slow to anger. No 
   Force users are known to exist. 
   
  zoc III is a frigid world located in the Outer 
  y Cantina in Episode 
  beyond their world. 
  New
  recog
   to 
  extract the miner
  en 
  “rocks fell from the sky” and
  m 
  and forced them
  s”. 
  Throughout the Rebellion
  me 
  day the strange beings would lea
   
  The New Order 
  to be burdened b
  and handling pr
  firmly entrenched, they 
  enslaved Talz a secret
  encountered away from Alzoc III, 
  be in the service of I
  homeworld and escaped
  but those who strayed t
  the far fringes of th
  back to their homeworl
   
  The fall of the Empire spelled fr
  Mining on the planet
  allowing the Talz to m
  r 
   
  A Talz’s four e
  One pair of e
  would burn the comeas of most other bein
  is adapted to see in near total darkness
  see in virt
  complete
  hands an
  eyes and a proboscis 
   
  Talz are gen
  Talz
  Their homeworld Al
  Rim system of Alzoc. 
  Notes: 
  A Talz, Muftak, can be  seen at the Mos Eisle
  IV: A New Hope. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  d Racial Bonuses 
  -1 
  -5 
  -45 
  +26 
  -40 
  +8 
  Racially Learned Skills an
  TOTAL 
  Tarasin 
   
   Adjustment: 
   [-10pts]; IQ+1 [+20pts] 
  cteristic Adjustment: 
  ages: 
  1 [+5pts]; Damage Resistance 1 (Scales, Physical, -
  ; Force Sensitive [+5pts]; Sense Life [+11pts] 
  sadvantages: 
  d [-5pts]; Secret (Force Sensitive, During Imperial 
   Possible Death) [-30pts]; Social Stigma (Minority Group, 
  ew Jedi Order era) [-10pts]; Vow (Live harmoniously 
  ) (-5pts) 
  Free Skills: 
  ative); Area Knowledge (Cularin) 
  cial Skill Bonuses: 
  , Broken) [+1pt]; Survival 
  Taboos: 
  es are Cryalira, Dariana, Fissona, Meirana, Missira, 
  iosa, Viransa, and Zyalana. 
  ids native to Cularin, a predominantly tropical world in 
  the Expansion Region. They inhabit the planet’s sprawling jungles 
  ugh the Tarasin enjoyed peaceful first contact with Human 
  explorers during the time of the Old Republic, their dealings with 
  soured when trading companies began plundering 
  ploiting its bounty as the newcomers did. They 
  fought back with surprising ferocity. A treaty helped avert further 
  e Tarasin and 
  ir 
  known agendas. 
  Attribute
   ST-1
  Secondary Chara
  None 
  Origin: 
  Cularin 
  Tech Level: 
  11 
  Racial Advant
  Chameleon+
  20%) [+4pts]
  Racial Di
  Cold-Bloode
  Reign,
  Before the N
  with the land
  Language (Tarasinese, N
  Racially Learned Skills and Ra
  Sign Language (Silent Communication
  (Jungle) at PER+1 [+4pts] 
  Features/
  None 
  Names: 
  ple nam
  Exam
  Nel
  Description: 
  The Tarasin are a tribal species of omnivorous reptilian 
  humano
  and rain forests. 
   
  Altho
  -57 
  offworlders 
  Cularin’s natural resources, uprooting entire forests. The Tarasin, 
  sensitive to the Force, believed in living harmoniously with the 
  land, rather than ex
  bloodshed. A friendship, stained at first, grew as th
  the outsiders got to know each other and started to pursue the
   
  
   
  As more
  more abo
   alien species arrived on Cularin, the Tarasin worried 
  place to call 
  home. However, the Tarasin denied certain companies access to 
  esources and were particularly protective of the 
  to give in to outsider demands and after six 
  onths of tense negotiations, all sides agreed to an accord called 
  logical balance. 
  , 
  nd unsubstantiated rumors persisted that at least a handful of 
  ats, are 
  offworlders and new traditions. 
  orce using Tarasin often serve as religious leaders. 
  ead when it is frightened 
  None 
  ut the future of their home. The offworlders built their 
  cities on platforms that rose above the forest canopies, preserving 
  the natural environment while giving the visitors a 
   
  - 140 - 
  the planet’s r
  ch’hala trees that were sacred to their religion. Words escalated 
  into violence. The trading companies decided to send armed 
  troops down with their workers and droids to avid losing valuable 
  equipment. Tarasin reprisals were swift and deadly. The Tarasin 
  tribes demonstrated that they could use the technology of their 
  alien adversaries, and their natural abilities with the Force made 
  them devastating in combat. 
   
  The Jedi refused to intervene in the Tarasin Revolt. The Trade 
  Federation, holding major interests on Cularin, sent war droids to 
  secure their operations and protect their crews. The droids 
  interpreted their orders loosely and decimated the nearby Tarasin 
  tribes in a brutal raid. This outrage prompted a series of bloody 
  counterattacks. Ultimately, the Jedi Order felt compelled to 
  intervene and sent two Jedi consulars to negotiate a new treaty. 
  The Tarasin refused 
  m
  the Cularin Compact, sharply curtailing the outsiders’ ability to 
  harm the planet. For their part, the Tarasin struggled to work with 
  the offworlders, allowing them to harvest limited resources while 
  protecting the planet’s eco
   
  Later years saw many conflicts among the various trading 
  companies and cartels for control of Cularin’s resources, but few of 
  these conflicts involved or affected the Tarasin directly. 
   
  During the Rebellion era, the Empire seized control of all mining 
  operations on Cularin, but the Imperials did nothing to invite 
  conflict with the Tarasin. The planet had little to offer, and the 
  Imperials regarded the Tarasin as a primitive, backward species 
  with little potential. The Tarasin hid their mastery of the Force
  a
  Jedi took refuge among the Tarasin after escaping the Jedi Purge. 
   
  The fall of the Empire spelled the return of the trading cartels, but 
  the New Republic was quick to reinstate the Cularin Compact, 
  ensuring that these companies would not despoil the planet. The 
  Tarasin enjoyed their diplomatic dealings with the New Republic, 
  and a few Force-strong Tarasin have even expressed interest in 
  joining the New Jedi Order to help repel the Yuuzhan Vong. 
   
  ost Tarasin dwell in tribal villages. Their tribes called irst
  M
  small (between thirty and fifty members each) and led by a 
  chieftain (called the Irstat-Kes); usually the second oldest female in 
  the tribe. They refer to the eldest female in the irstat simply as 
  “Mother”, holding her up as a model of perfection. 
   
  Tarasin are calm, communal, and curious. They fiercely protect 
  their world and its resources, rarely getting violently angry unless 
  their world or their tribes are threatened. Most Tarasin 
  adventurers are curious about 
  F
   
  The average Tarasin stands about 5 foot 3 tall and has a body 
  covered with translucent scales. The skin beneath the scales 
  changes color, reflecting the Tarasin emotional state and enabling 
  it to better camouflage itself. A multi-colored “fan” of thin, scaly 
  esh spreads out around the Tarasin’s h
  fl
  or angered. 
  Notes: 
  CP: 
  Type 
  CP 
  Attribu
  Second
  te Adjustment 
  ary Characteristic Adjustment 
  +10 
  0 
  Tech Level 
  Racial Advantages 
  0 
  +25 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -50 
  +5 
  TOTAL 
  -10 
  Tarro 
   
   
   
  Attribute Adjustme
   ST+1 [+9pts] 
  c Adjustment: 
  el: 
  tages: 
   Teeth (Sharp) [+1pt] 
  s: 
   
  Knowledge (Tililix or any other planet after the Til destruction) 
  Language (Basic, Accented) [+4pts]; Intimidation at Will [+2pts] 
  les of names are Paraster Daskalion, Kassar Kosciusko, 
  Masakayan, Qatak Qantaras, Terrant Skayanestro, and Ruskor 
   
  Tarro are a tall, technologically advanced humanoid species on the 
  ction. Nearly a century before the Battle of Yavin, the 
  y. Some Tarro have purportedly learned to overcome their 
  nt: 
  Secondary Characteristi
  Will-1 [-5pts]; SM+1 
  Origin: 
  Tililix 
  Tech Lev
  11 
  Racial Advan
  Claws (Sharp) [+5pts];
  Racial Disadvantage
  Loner (Resist quite rarely, x2) [-10pts]; Stubbornness [-5pts] 
  Free Skills: 
  Language (Tarrese, Native, similar to Galactic Basic); Area
  Racially Learned Skills and Racial Skill Bonuses: 
  Features/Taboos: 
  None 
  Names: 
  Examp
  Votaran.
  Description: 
  verge of extin
  Tarro homeworld was destroyed when its sun exploded with little 
  warning. Taro survivors living in other systems speculated that a 
  Tarro-built superweapon may have caused the catastrophe, 
  although the truth might never be known. 
   
  Only a few hundred Tarro survived the destruction of their home 
  system, and they quickly scattered among the stars. A few joined 
  the ranks of the Rebel Alliance; others sought out reported “lost 
  colonies” of Tarro in the Unknown Regions. 
   
  The Tarro are a stubborn, independent species. They have little 
  patience for others and are obstinate and abrupt even with others 
  of their own species. Despite their self-centered attitude, they have 
  a knack for making it clear that if you’re not with them, you’re in 
  the wa
  “loner” attitude. 
   
  
   
  Humanoid, with a large forehead, a thick brow, f
   
  - 141 - 
  lat nose, and a 
  bureaucratic process. 
  broad mouth filled with sharp teeth, the average Tarro stands 
  about 6 foot 2 tall. A Tarro has seven fingers on each hand that end 
  in sharp claws. 
   
  Their homeworld, Tililix was a technologically advanced world 
  deep within the Unknown Regions. Fewer than five hundred 
  Tarro reportedly escaped the destruction of Til, their sun, setting 
  the species on the brink of extinction. No new Tarro homeworld 
  has been adopted, as the remaining members of the species have 
  no desire to get involved what would surely become a 
  Notes: 
  Tarro PCs are not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  earned Skills and Racial Bonuses 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  +9 
  -5 
  0 
  +6 
  -15 
  +2 
  TOTAL 
  -3 
  Tchuukthai 
   
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  h Level: 
   
  2pts]; Claws (Blunt Claws) [+5pts]; Teeth 
  e Resistance 1 (Tough Skin, -40%, Physical, 
  vantages: 
  5pts]; Reputation-4 (Monstrous, other species only, -30%)  [-14pts]; 
  Language (Tchuukthese, Native); Area Knowledge (Ambria) 
   Learned Skills and Racial Skill Bonuses: 
  Intimidation skill at Will [+2pts] 
   names are Bval, Drol, Gaarx, Huun, Nrak, Thon, Tkur, 
  nd Zvod. 
  nce and vocabulary of grunts and 
  re known. The Jedi gave his word that he would 
  ight have ventured 
  thai who consorts with other species 
  y don clothing; others do not. 
  ST+2 [+10pts]; DX-2 [-24pts] 
  SM+1 
  Origin: 
  Ambria 
  Tec
  0 Low TL-11 [-55pts]
  Racial Advantages: 
  Extended Lifespan 1 [+
  (Fangs) [+2pts]; Damag
  -20%) [+2pts]; Damage Resistance 4 (Armor Plating, Hardened+3, 
  +60%, Physical, -20%, Can’t Wear Armor, -40%, Torso and Head 
  only, -10%) [+10pts] 
  Racial Disad
  No Fine Manipulators [-30pts]; Secret (Serious Embarrassment) [-
  Horizontal [-10pts] 
  Language and other Free Skills: 
  Racially
  Features/Taboos: 
  None 
  Names: 
  Example
  a
  Description: 
  For centuries, the Tchuukthai were considered little more than 
  easts. Their brutish appeara
  b
  growls helped perpetuate that myth, a misperception the 
  Tchuukthai were more than happy to see thrive. Over several 
  centuries, Tchuukthai were discovered more than once. Most 
  times, explorers avoided contact with these seemingly dangerous 
  creatures. The few who couldn’t resist the urge to learn more 
  about them were met with vicious snarls and displays of ferocity. 
   
  Their true intelligence remained a secret until a Jedi Master 
  encountered them. The Jedi, whose name is lost in antiquity, 
  explained much about the galaxy to a Tchuukthai he’d befriended. 
  The Tchuukthai’s interest was piqued, but he was wary of leaving 
  his home and fearful that his people would be exploited if their 
  rue nature we
  t
  protect their secret and offered to train the Tchuukthai in the ways 
  of the Force. This Tchuukthai later became Jedi Master Thon of 
  Ambria. 
   
  For thousands of years, Master Thon was the only Tchuukthai 
  who had ventured into the galaxy. Only the Jedi knew his true 
  ature. Since that time, other Tchuukthai m
  n
  beyond their home system, perhaps even as pets or zoological 
  exhibits. During the time of the New Republic, their existence is 
  still considered a rumor across most of the galaxy. 
   
  Tchuukthai are contemplative, free thinking, secretive, and slow to 
  anger. Some prefer to be left alone, while others seem genuinely 
  interested in meeting new species. Depending on their general 
  demeanor, Tchuukthai are either annoyed or amused by other 
  species’ reactions to their appearance and size. They disdain 
  conflict but fight fiercely when sufficiently provoked. 
   
  Tchuukthai are hulking, quadrupedal brutes, with thick leathery 
  skin, wide-set eyes, flaring nostrils, and sharp fangs. Bristling fur 
  covers their chin, ankles and wrists, and armor plating protects 
  their head, joints, and vital organs. An adult Tchuukthai stands 7 
  feet tall at the shoulder or 9 feet tall when standing upright on his 
  or her hind legs. Tchuuk
  typicall
  Notes: 
  Tchuukthai PCs are not recommended. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
  Secondary C
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  earned Skills and Racial Bonuses 
  Racially L
  -14 
  0 
  -55 
  +21 
  -59 
  +2 
  TOTAL 
  -105 
  
   
  Teek 
   
  - 142 - 
   
   
  5 DX [+100pts]; IQ-1 [-20pts]; HT-2 [-20pts] 
  n of Endor 
  w TL-8 [-40pts] 
  Habit (Annoying speech) [-5pts]; Short Lifespan 4 [-40pts]; 
  Bowlegged [-1pt] 
  Language (Teek, Native); Area Knowledge (Forest moon of Endor) 
  y Learned Skills and Racial Skill Bonuses: 
  None 
  Taboos: 
  None 
  ek and Yeep. 
  n average adult Teek stands about 3 foot 1 tall. 
  alue”, will 
  Attribute Adjustment: 
   ST-3 [-30pts]; +
  Secondary Characteristic Adjustment: 
  SM-8 
  Origin: 
  Forest moo
  Tech Level: 
  3 – Lo
  Racial Advantages: 
  Enhanced Move+4 (Costs Fatigue, -10%) [+72pts]; High Manual 
  Dexterity+4 [+20pts]; Teeth (Sharp) [+1pt]; Fur [0pts] 
  Racial Disadvantages: 
  Code of Honor (Teek Trading) [-5pts]; Curious (Resist quite often, 
  x1) [-5pts]; Kleptomania (Resist quite often, x1) [-15pts]; Odious 
  Racial 
  Free Skills: 
  Raciall
  Features/
  Names: 
  Example names are Te
  Description: 
  Teeks are rodent-like, simian creatures that inhabit the forest moon 
  of Endor. They have long, pointy ears and short, white fur. They 
  have a set of buckteeth that makes them look unintelligent, and 
  they’re hands are amazingly quick and agile. They’re language 
  consists of undecipherable chattering noises, that many consider 
  very annoying. A
   
  On Endor, the Teeks fulfill the Scavenger niche in the ecological 
  system, and they are packrats by nature. Although the Teeks are 
  accomplished thieves, they do not consider themselves dishonest. 
  When a Teek takes an item he will replace it with an item of equal 
  value. Although what a Teek will consider “an equal v
  often differ from that of the object’s original owner. Visitors to 
  Endor, who have the misfortune of encountering the race, might 
  find items such as hydrospanners and scanners missing, only to be 
  replaced with nuts and beetle sells. Teeks wear rudimentary 
  clothing with many pouches and pockets filled with items they 
  have managed to collect. 
   
  The Teeks main defense is the short bursts of incredible speed, hat 
  they use for fleeing from their enemies and victims of their 
  thievery. Although many find their encounter with the creatures 
  frightfully annoying, Teeks are generally good natured and well-
  meaning creatures. 
  Notes: 
  A Teek can be seen in the TV movie: Ewoks – The battle for Endor. 
  CP: 
  Type 
  CP 
  A
  Se
  ttribute Adjustment 
  condary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  -40 
  +93 
  -71 
  0 
  +30 
  TOTAL 
  +12 
  Teltior 
   
  Attribute Adjustment: 
   ST+1 [+9pts] 
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Merisee 
  Tech Level: 
  11 
  Racial Advantages: 
  anual Dexterity+2 [+10pts] 
  l Disadvantages: 
   of their own species) [-1pt] 
  rese, Native); Area Knowledge (Merisee) 
  Learned Skills and Racial Skill Bonuses: 
  Language (Galactic Basic or Merisian, Accented) [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Ceeva 
  Description: 
  The Teltiors are a tall humanoid race native to Merisee in the 
  Elrood sector. They share their world with the Meris. The Teltiors 
  have pale-blue to dark-blue or black skin. They have a prominent 
  vestigial tail and three-fingered hands. The three fingers have 
  High M
  Racia
  Dislike (Con men
  Free Skills: 
  Language (Teltio
  Racially 
  
   
   
  - 143 - 
  highly flexible joints, giving the Telt
  her species. Telt
  down the back, alt
  for convenience. T
  n a greater willin
  ris, and many 
  Although th
  lso many quit
  us Ceeva, wh
   with only 500 cred
  iors much greater manual 
   ot
  iors traditionally wear their 
  ils 
  hough many females 
  he average Teltior stands 
  ow
  gness to spread from their 
   Me
  have found great success as 
  s. 
  e Teltiors don’t like to publicly 
  e successful Teltior con men, 
  o bluffed her way into a high-
  its to her name. She 
  managed to win the en
  e Unnipar syste
   from Archduke Monlo 
  of the Dentamma Nebu . 
  dexterity than many
  hair in long ponyta
  shave their heads 
  about 6 foot 2 tall. 
   
  The Teltiors have sh
  homeworld than the
  traders and merchant
  speak of this, there are a
  including the infamo
  stakes sabacc game
  tir
  m
  la
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adj
  Secondary C
  ustment 
  haracteristic Adjustment 
  ages 
  Racial Disadvantages 
  Skills and Racial Bonuses 
  +9 
  0 
  0 
  +10 
  -1 
  +4 
  Tech Level 
  Racial Advant
  Racially Learned 
  TOTAL 
  +22 
  Temolak 
   
  stance 1 (Tough Skin, -40%, Physical only, -20%) 
  (Temolish, Native); Area Knowledge (Zirulast or TSC 
  Features/Taboos: 
  urun, Luzura, 
  veloped 
  flict. These skirmishes 
  arly counterproductive and heralded the formation of the 
  k Salvage Consortium. The TSC assigned a territory to each 
   crew, thereby eliminating competition. When the Empire 
  took power, many Temolaks left the consortium and retreated to 
  arthest corners of the Outer Rim, hoping to sidestep strict 
  rial salvage laws imposed on the TSC. Several of these cre
  selves, while other simply perishe
  nnia, Temolaks have evolved redundant intern
  eart, an extra liver, an extra set of lungs, an
  ve the rigors of their homewo
  ong the stars. As they have evolved physically, so t
  anced technologically. Two thousand years 
  n, when their homeworld’s water supply 
   orbital ships capable of extracting 
  ave built their 
  v
  logy. 
  are crafty, timid 
  et
   call too much 
  eir act
  gs: discarded 
  m
   if the items 
  ong the stars 
   ho
  hind by other 
  y
  useless garbage 
  l
  ey are easily swayed 
  and far too trusting of strangers. 
   
  , heavy-set humanoids with clay-colored 
  small 
  g 
  lare when they speak. An 
  Their homeworld Zirulast is a dusty an dry world orbiting a white 
  r of the same name in the Expansion Region. Rings of ice 
  encircle the planet. 
  Attribute Adjustment: 
   ST+1 [+9pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  Origin: 
  Zirulast 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resi
  [+2pts] 
  Racial Disadvantages: 
  Broad-Minded [-1pt]; Likes (Discarded technological gadgets) [-
  1pt] 
  Free Skills: 
  Language 
  assigned territory) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Electronics Repair/TL11 at IQ+1 [+2]; Mechanic/TL11 at IQ [+2] 
  None 
  Names: 
  Example names are Chaiza, Durakas, Eskavon, K
  Orborus, Shalunas, Unkave, Zanvost, and Zardanka. 
  Description: 
  Temolaks are brawny yet timid galactic scavengers who scour the 
  galaxy in search of derelict vessels and other detritus that can be 
  built or recast into useful gear and sold to underde
  re
  worlds. 
  Members 
  of 
  the 
  species 
  seldom 
  interact 
  with 
  technologically advanced societies; Temolaks prefer to deal with 
  primitives who value the relatively low-tech amenities they can 
  rovide. 
  p
   
  Temolak salvagers patrol the galaxy in cramped transports built 
  from scrap. A Temolak salvage crew considers a derelict ship a 
  treasure trove, stripping the vessel of everything right down the 
  wires and deck plates. Although generally nonviolent, Temolaks 
  fiercely defend their salvage rights and protect their own interests, 
  and many space pirates know better than to challenge a Temolak 
  salvage crew for ownership of a drifting space hulk of 
  questionable worth. 
   
  Temolaks often “colonize” abandoned space stations, using these 
  ramshackle facilities as trading outposts and warehouses. 
  Spacefaring Temolaks rarely return to their backwater homeworld 
  except to sell their wares. 
   
  In the days of the Old Republic, competition among Temolak 
  salvage crews sometimes led to bloody con
  were cle
  Temola
  salvage
  the f
  Impe
  ws 
  did remarkably well for them
   
  d. 
  Over the mille
  al 
  organs (an extra h
  d a 
  third kidney) to help them survi
  r
  oo 
  ld 
  and life am
  have the Temolaks adv
  before the Battle of Yavi
  evaporated, the Temolaks built
  water from the 
  own sublight dri
   
  In spite of their
  scavengers. Qui
  attention to th
  technological ite
  aren’t imme
  has taught them
  species, and the
  into practical too
  world’s icy rings. Since then, they h
  es and acquired hyperspace techno
   brutish appearance, Temolaks 
   and unassuming, they don’t
  ivities. They like to collect thin
  s are particularly valuable, even
  diately useful or functional. Living am
  w to subsist on the scraps left be
   are known for turning bits of 
  s. Although resourceful, th
  Temolaks are muscular
  skin, scrunched faces, fanlike ridges along the chin, and 
  curved horns protruding from the cheekbones. Heir teeth are lon
  and crooked, and their large nostrils f
  adult Temolak stands about 6 foot 4 tall. 
   
  dwarf sta
  particles 
  Notes: 
  None. 
  CP: 
  
   
   
  - 144 - 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +29 
  -5 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +2 
  -2 
  +4 
  TOTAL 
  +28 
  Thakwaash 
   
   
  ST+2 [+16pts]; DX-1 [-20pts] 
  acially Learned Skills and Racial Skill Bonuses: 
  s great strength. The 
  er most of its personalities. Other species 
  ne personality usually 
   the Battle of Endor, there are no known accounts of 
   
  ash average 9 foot 10 tall and possess long manes, large, 
  felty ears. Their bodies are 
  ter than their manes. 
   
   homeworld Thakwaa is a temperate Outer Rim planet 
  nated by grassy plains. Until the end of the Galactic C
   isolated world that attracted little Imperial 
  ry states the Empire gave up th
  ving the Thakwaash because of their size, streng
  e attitudes, not because the planet was worthle
  Notes: 
  not recommended. 
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+2 
  Origin: 
  Thakwaa 
  Tech Level: 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Damage Resistance 1 (Fur, Flexible, -20%, Physical, -20%) [+3pts] 
  Racial Disadvantages: 
  Split Personality (Resist quite often, Skills may be altered) [-15pts] 
  Free Skills: 
  Language (Thakwaese, Native); Area Knowledge (Thakwaa) 
  R
  Up to 15 CP may be spend on skills which change with each 
  personality. 
  Features/Taboos: 
  None 
  Names: 
  Example names are Aythar Desh, Hohass Ekwesh, Shakwa 
  Rehakas, Jiva Shelani, and Wec Taskelor. 
  Description: 
  hakwaash are large humanoids who posses
  T
  entire species suffer from (or perhaps benefits from) a multiple 
  personality disorder. Thakwaash have several “minds”, each one 
  specializing in a different area of expertise. A fair amount of 
  research has gone into understanding these personalities, but how 
  many personalities one Thakwaash can manifest and how they 
  develop remains a mystery. Most Thakwaash tend to switch back 
  and forth between them often. The average Thakwaash has 
  elatively good control ov
  r
  find the Thakwaash hard to deal with at first, until they start 
  treating the Thakwaash’s minds almost as distinct individuals. 
  ike most multiple personality disorders, o
  L
  does not know what the Thakwaash’s other personalities have 
  done. 
   
  efore
  B
  Thakwaash in the galaxy. Although the species may have found a 
  way offworld before then, they hadn’t acquired hyperdrive 
  technology until after the Empire’s defeat. 
  Thakwa
  dark eyes, flaring nostrils, and soft, 
  covered in short fur, usually a shade ligh
  Their
  domi
  ivil 
  War, it was an
  attention. One popular theo
  e 
  though of ensla
  th, 
  and unpredictabl
  ss. 
  Thakwaash pc’s are 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristi
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  -4 
  -5 
  -5 
  +3 
  -15 
  +15 
  c Adjustment 
   and Racial Bonuses 
  TOTAL 
  -11 
  Theelin 
   
   
   
  ute Adjustment: 
  alent (Musical Ability+2) [+10pts] 
  ges: 
  eatures (The Old Republic era+1, Fall of the Republic 
  he Empire era+3, The Rebellion era+4, The New 
   era+5, see BS page 22) [-1pt/level] 
  owledge (Any one planet) 
  ned Skills and Racial Skill Bonuses: 
  Attrib
   None 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Theelin – Unknown; half-Theelin any if Humans or near-Humans 
  present. 
  Tech Level: 
  11 
  Racial Advantages: 
  Fashion Sense [+5pts]; T
  Racial Disadvanta
  Unnatural F
  era+2, Rise of t
  Republic
  Free Skills: 
  Language (Theelinese, Native); Area Kn
  Racially Lear
  
   
  Thisspiasian 
   
  - 145 - 
  Language (Galactic Basic for Theelin, Native or any other Human 
  or near Human language for half-Theelin, Native) [+6pts] 
  Features/Taboos: 
  Varies 
  Names: 
  Examples names are Diva Arroquitas, Diva Funquita, Diva 
  Shaliqua, Rystáll Sant, and Shug Ninx. 
  Description: 
  The Theelin were a species of near-Humans notable for their 
  artistic talent, their colorful appearance, and their unfortunate 
  history. 
   
  Theelin performers and artists created many of the Galactic 
  Republic’s greatest work of arts. The Theelin Divas, an all-female 
  religious order, were recognized by many scholars of music as the 
  greatest singers in the galaxy. 
   
  Unfortunately for the Theelin, a series of mutations arose among 
  their species during the last years of the Galactic Republic. These 
  utations led to genetic incompatibilities within their species, 
  y the time the Republic fell, 
  inue the traditions of 
  e Diva order. Their rarity also led a Hutt named Ingoda to collect 
  rance of the Theelin is uncertain, as almost all 
  known “Theelin” were not full-blooded specimens, but hybrids. It 
  ble that some aspects of these individuals’ appearances 
  r Human or near-
  ed to the very 
  tions that were plaguing the species. Most, however, had 
  ly colored hair and pale skin, sometimes with purple or
   often mottled with colorful spots. While Ryst
  o was part of the Max R
  d six small horns on the sides of her head, these wer
  nown Theelin, except Diva Arroquitas. Sant a
  attribute she shared with Di
  milarly, the half-Human outlaw tech Shug Ninx h
  three-fingered hands, while other people of Theelin blood had 
  -like five-fingered hands. An average Theelin 
  ot 7 tall. 
  e New Republic, deduct points as 
  disadvantage. 
  m
  making it impossible to produce offspring. Even attempts to 
  continue their species by cross-breeding with Humans and other 
  near-Humans could not stop the Theelin slide towards extinction, 
  due to the high infant mortality rates such couplings suffered 
  from. They inevitably dwindled in number, only a few million 
  Theelin and part-Theelin remained b
  and pure Theelin were extinct by 10 ABY. Some of their greatest 
  works were produced in these years, however, as an epitaph for a 
  dying people. 
   
  Because of the rarity of the Theelin, many female Theelin and part-
  Theelin were named “Diva” at birth, in hopes that they would 
  develop the musical talent necessary to cont
  th
  Theelin and part-Theelin slaves. Diva Funquita and the half-
  Human Diva Shaliqua were two of his slaves. 
   
  The original appea
  is possi
  were not from their Theelin genes, but from othe
  Human ancestors, the differences could also be relat
  muta
  vivid
   
  reddish tones and
  áll 
  Sant, a Human/Theelin hybrid wh
  ebo 
  Band, ha
  e 
  absent fro other k
  lso 
  had unusually-shaped feet, an 
  va 
  Shaliqua. Si
  ad 
  standard Human
  stands about 5 fo
  Notes: 
  In any other era except Th
  appropriate for the Unnatural Features 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
   
   
  Attribute Adjustment: 
  ST+1 [+10pts] 
  ias 
  dvantages: 
  ical, -20%, Can’t 
  wear armor, -40%) [+1pt] 
  gling Republic overcome many internal and 
   inherited the position of 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts] 
  Origin: 
  Thissp
  Tech Level: 
  11 
  Racial A
  Claws (Sharp) [+5pts]; Constriction Attack (Tail) [+15pts]; Damage 
  Resistance 1 (Scales, Lower body only, -20%, Phys
  Racial Disadvantages: 
  No Legs (Slithers) [0pts]; Personality Change (Missed meditation) 
  [0pts] 
  Free Skills: 
  Language (Thisspiasian, Native); Area Knowledge (Thisspias) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Example names are Dal Jassano, Oppo Rancisis, Kenko Sarapas, 
  and Tersis Shandadi. 
   
  Description: 
  An ancient warrior species, Thisspiasians resemble humanoids 
  except for their serpentine lower bodies. The species eagerly joined 
  the Old Republic, and Thisspiasian warriors were instrumental in 
  elping the fled
  h
  external threats. 
   
  A single hereditary monarch rules the Thisspiasian homeworld, 
  although an elected parliament deals with most matters of state. 
  Many Thisspiasians consider the monarchy decadent and bound 
  by archaic customs, although the monarchy has taken periodic 
  strides to catch up with the changing views and times. 
   
   Thisspiasian named Oppo Rancisis
  0 
  0 
  0 
  +15 
  -5 
  +6 
  A
  TOTAL 
  +16 
  monarch but later relinquished the title in favor of staying with the 
  Jedi Order. During the Clone Wars, Rancisis attempted to 
  persuade the ruling monarch to take stand against Count Dooku 
  and the Separatists. After losing to Rancisis in a trial of unarmed 
  
   
  combat, 
  the 
  Thisspiasian 
  mo
   
  - 146 - 
  narch 
  grudgingly 
  allowed 
  ns were furious and rebelled, but 
  eir initial counterattacks proved futile. It wasn’t until Rebel spies 
  y after the 
  bout whether to restore or replace the monarchy. After a 
  t bloody civil war, the Thisspiasian crown prince claimed 
  ittle 
  lly 
  anachronistic. 
  gh they can function adequately with as few as 2 standa
  isspiasians typically spend 5 –
  rancelike state akin to sleep. 
  rive to submerge their raging passions a
  alm using various meditati
  ques. They typically meditate before or after a brief period
  istake the Thisspiasians’ even-tempered 
  truth, Thisspiasians who do not 
  andard day are moody and prone 
   jarring ways, for example, bursting 
  g into a rage when angered. 
  upper body is covered in long flowing 
  isspiasian’s serpentine lower body 
  tching the hair of the upper body. 
   tails beneath their torsos when 
  coiled Thisspiasian stands about 4 foot 11 
  Their homeworld Thisspias is 
  temperate and rocky world 
  located in the Expansion Region. 
  None 
  Thisspiasian warriors to aid the Republic in several critical battles. 
   
  When the Republic gave way to the Empire, the Imperials 
  bombarded the Thisspiasian homeworld and enslaved the 
  survivors. An over-zealous Imperial governor seeking to impress 
  the Emperor executed the Thisspiasian monarch and enslaved the 
  crown prince. The Thisspiasia
  th
  infiltrated the governor’s ranks and rescued the Thisspiasian heir 
  that his people regained hope. The humiliated governor 
  threatened to annihilate the Thisspiasian; ironically, the Emperor 
  sent one of his agent, an Emperor’s Hand, to “deal with the 
  embarrassment”, eliminating the witless governor and enforcing a 
  lanetwide quarantine and Imperial rule until shortl
  p
  death of the Emperor. 
   
  Following the Battle of Endor, the Thisspiasian crown prince 
  returned home only to discover his subjects engaged in heated 
  debates a
  brief ye
  his rightful title and took the first steps toward joining the New 
  Republic. Despondent Thisspiasians who survived Imperial 
  domination remark that the monarchy has changed precious l
  in the intervening years: It remains decadent and politica
   
  Althou
  rd 
  hours of sleep per day, Th
   hours per day in a t
   6 
  standard
   
  Thisspiasians st
  nd 
  emotions beneath a sea of c
  v
   of 
  e 
  techni
  rest. 
   
  Other species frequently m
  façade for a species trait. In 
  meditate for 5 or 6 hours per st
  to express their emotions in
  into tears when distressed or flyin
   
  A Thisspiasian’s humanoid 
  hair. The scales that adorn a Th
  come in varied hues, often ma
  Thisspiasians typically coil their
  resting or meditating. A 
  tall. 
   
  a 
  Notes: 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  stic Adjustment 
  Racial Advantages 
  ages 
  Skills and Racial Bonuses 
  +10 
  -5 
  0 
  +21 
  0 
  0 
  Secondary Characteri
  Tech Level 
  Racial Disadvant
  Racially Learned 
  TOT
  Tiss’shar 
   
   
  Attribute Adjustment: 
   IQ+1 [+20pts] 
  econdary Characteristic Adjustment: 
  S
  Will-1 [-5pts] 
  Origin: 
  Tiss’sharl 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 1 (Scales, Cannot wear armor, -40%) [+3pts]; 
  Night Vision+2 [+2pts]; Reputation (Cunning assassins, Criminals, 
  x½, All the time, x1) [+3pts]; Teeth (Sharp) [+1pt] 
  Racial Disadvantages: 
  Code of Honor (Professional) [-5pts]; Repuation-1 (Resourceful 
  entrepreneurs, Almost everyone but own race, x1, All the time, x1) 
  [-5pts] 
  Free Skills: 
  Language (Tiss’shar, Native); Area Knowledge (Tiss’sharl) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Orl-ar: Acrobatics at DX [+4pts] 
  k-ar: Mechanic/TL
  Is
  11 at IQ+1 [+4pts] 
  eatures/Taboos: 
  eptilians who evolved from a predatory 
  animal species native to their homeworld. At first glance, one 
  ever suspect that the Tiss’shar were anything more than 
  ct, but not all 
  heir predatory 
  cts. While Tiss’shar are known across the galaxy as 
  rceful entrepreneurs, the species also leads the field in expert 
   corporations are among the galaxy’s leading develope
  roducing hyperdrives, droids, and all types
  ers ply all of the major spa
  Ask-ar: Sleight of Hand at DX [+4pts] 
  Kal-ar: Enthrallment (Persuade) at Will [+4pts] 
  Nil-ar: Stealth at DX+1 [+4pts] 
  Sil-ar: Diplomacy at IQ [+4pts] 
  F
  Tail 
  Names: 
  Example names are Abin-Ral-Xufush, Heth-Lis-Fel, Kal-Tan-Shi, 
  Lur-Sha-Han, San-Kur-Lor, and Uul-Rha-Shan. 
  Description: 
  Tiss’shar are bipedal r
  AL 
  +26 
  would n
  fierce beasts. Their appearance belies a keen intelle
  Tiss’shar have allowed modern civilization to dull t
  instin
  resou
  assassins. 
   
  Tiss’shar
  rs 
  of technology, p
   of 
  modern weaponry. Tiss’shar trad
  ce 
  
   
   
  - 147 - 
  routes, and Tiss’shar corporations
  ss opportunities and contracts th
  o do not share in th
  d shady business ente
  e or freelance assassins. Even
  ar assassin still treats hi
  s the importance of honorin
   aggressively 
  roughout th
  fina
  rprises seek th
   the most
  s work as a busin
   a contract.
  search for new 
  e know galaxy. 
  e love of 
  ncial gain through 
  e an
  eir fortunes as 
   cold-blooded 
  ess and 
  g
   
  Tiss’shar are efficient, shrewd beings who focus on success. 
  Whether their goals lie in business, sports, recreation
  bat, 
  ay and deal with obstacles in a detached, 
  ar do not always resort to overt 
  es. They prefer subterfuge. 
   
  ished by their long necks, 
  illed maws, dark glassy eyes, colorful scales, and short tails. 
  The average Tiss’shar adult stands  5 foot 5 tall. 
  ar exist, differentiated by the colors and 
  orning their scales. The sil-ar have diamond-shaped 
  markings on the backs of their heads. The kal-ar have thin, 
  nds that begin at the base of the jaw and travel all the 
   to their toes. The ask-ar have red mask-like markings on their 
  faces. The orl-ar have deep green scales with jagged yellow-orange 
  led nil-ar have thin red bands encircling their 
  meworld Tiss’sharl is a temperate Outer Rim world 
  dominated by humid jungles across its equatorial region. The 
  overns Tiss’sharl is made up of the world’s 
  Notes: 
  CP: 
  busine
   
  Tiss’shar wh
  legitimat
  corporat
  Tiss’sh
  understand
   
  , or com
  they like getting their w
  calculating manner. Tiss’sh
  physical actions to solve disput
  Slender therapods, Tiss’shar are distingu
  tooth-f
   
  Six subspecies of Tiss’sh
  patterns ad
  concentric ba
  way
  stripes. The black-sca
  eyes, wrists, ankles, and tails. The ghostly isk-ar are albinos with 
  translucent white scales and no discernable markings. 
   
  Their ho
  Tiss’sharl League that g
  most profitable business leaders (both native and foreign). Each 
  corporation sees to its own employees needs, providing food, 
  shelter, health, education, and security. 
  None 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  earned Skills and Racial Bonuses 
  +20 
  -5 
  0 
  +9 
  -10 
  +4 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  TOTAL 
  +18 
  Togorian 
   
   
  Attribute Adjustment: 
   ST+2 [+18pts]; DX-1 [-20pts]; IQ-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Will -1 [-5pts]; SM+1 
  Origin: 
  ogoria 
  T
  Tech Level: 
  +1pt]; Fur [+1pt] 
  ree Skills: 
  re modifiers) 
  one 
   warriors known to the galaxy at large as ruthless pirates. 
  hey prowl the shipping lanes and hyperspace routes in ragtag 
  jor thoroughfares. 
  ed a Togorian pirate fleet, only to see the 
  irates resurface days or weeks later at full strength. Because they 
  The leader of a Togorian warband is determined by “survival of 
  st”. The captain of a ship must be the largest and most 
  rian males and females rarely interact with one another, with 
   genders occurring only a few days ea
  a nomadic way of life, wandering 
  Togoria on domesticated flying lizards called mosgoth
  nd their time in the cities, tending domesticat
  ciety’s solar-based technology. 
  Brutal, short-tempered, and treacherous, male Togorians respect 
  only the strength of their betters. Like gladiators, they savor any 
  chance to face a worthy foe in melee combat, especially members 
  of other powerful species (like Wookiees). Female Togorians are 
  no less vicious and domineering, but they are less inclined to 
  wander the stars in active pursuit of conflict. 
   
  Togorians ousted from his warband or exiled form Togoria for 
  some offense will sometimes wander the galaxy in search of 
  adventure of infamy. Such Togorians typically find work as 
  criminals, enforcers, or arena gladiators on backwater worlds. A 
  solitary Togorian might grudgingly join a non-Togorian pirate 
  band but won’t be satisfied until he’s killed the captain and taken 
  charge of the operation. 
  10 – Low TL-1 [-5pts] 
  Racial Advantages: 
  Claws (Sharp) [+5pts]; Fearlessness+4 [+8pts]; Night Vision+3 
  [+3pts]; Teeth (Sharp) [
  Racial Disadvantages: 
  Bad Temper (Resist quite rarely, x2) [-20pts]; Bloodlust (Resist 
  quite rarely x2) [-20pts]; Intolerance-3 (Non-Togorian) [-10pts]; 
  Reputation-2 (Ruthless Pirates, Almost everyone but own species, 
  x1, All the time, x1) [-10pts] 
  F
  Language (Togorian, Native); Area Knowledge (Togoria) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language 
  (Basic, 
  Accented, 
  Understand 
  only) 
  [+3pts]; 
  timidation at Will+1 (see BS page 202 for mo
  In
  [+4pts]; Melee Weapon (Broadsword or Vibro-sword) at DX+1 
  [average] [+4pts]  
  Features/Taboos: 
  N
  Names: 
  Example names are Dankin, Dh’rang, H’sishi, Keta, Luurr, Mrrov, 
  Muuurgh, Qrrulla, Rrowv, Ruukas, Sarrah, and Seendar. 
  Description: 
  Enormous carnivores built for combat. Togorians are predatory, 
  fearless
  T
  fleets, looking for easy plunder. They usually stick to the less-
  traveled routes, although a particularly successful pirate fleet will 
  boldly attack ma
   
  The Republic has launched major campaigns to eradicate the 
  Togorian threat, with mixed success. More than once, the Republic 
  believed it had eliminat
  p
  lack the necessary skills to maintain their own ships, Togorians 
  will often keep slaves who possess such talents. 
   
  the fitte
  aggressive crewmember, willing to crush opposition without 
  hesitation. While Togorians have little honor, they prefer to fight 
  each other in face-to-face melee combat. This “courtesy” does not 
  extent to non-Togorians, who face all manner of brutality and 
  treachery when attacked by Togorian pirates. 
   
  Togo
  encounters between
  ch 
  standard year.  Males prefer 
  the 
  plains of 
  s. 
  The females spe
  ed 
  animals and maintaining their so
   
  
   
   
  - 148 - 
   
  Togorian Force us
  by other member
   
  Muscular bipeds,
  fur covers th
  orange. Their larg
  their jade green
  light. 
   
  Their home
  sprawling sava
  ers are rare and usually m
  f the species. 
   Togorians stand 8 foot 2 t
  eir bodies and is usually jet-
  e hands have retractable ra
   eyes are capable of discern
  world Togoria is a temperat
  s, great canyons (man
  istrusted and despised 
  s o
  all on average. Thick 
  black o striped black and 
  zor-sharp claws, and 
  ing prey even in poor 
  e Mid Rim world of 
  nna
  y containing isolated 
  cities), and dense fo
  sts. 
  d. 
  CP: 
  re
  Notes: 
  Togorian PCs are not recommende
  Type 
  CP 
  Attribute Adjustmen
  Secondary Characteri
  t 
  stic Adjustment 
  Tech Level 
  ntages 
  dvantages 
  Learned Skills and Racial Bonuses 
  -12 
  -5 
  -5 
  +18 
  -60 
  +11 
  Racial Adva
  Racial Disa
  Racially 
  TOTAL 
  -53 
  Togruta 
   
   
   
   DX+1 [+20pts]; HT-1 [-10pts] 
  PER+1 [+5pts]; Will+1 [+5pts] 
  : 
  Shili 
  tages: 
  . 
  nd 
   so by judiciously exercising 
  their individualism. Outsiders see this as a sign of the ongoing 
  olution of the Togruta people. 
  ll Togrutas are marked by colorful skin patterns, a holdover from 
   days as dangerous, stalking predators. The wild scrublands 
  eir homeworld are covered with yard-high turu-grass, which
  de and white on the other. Primitive Togru
  u-grass using their highly develop
  stance to encircle unsuspecting herbivores. 
   mistakenly) believed to be 
  ous, another holdover from their primitive ancestors.
  truth, Togrutas are not poisonous, and they have no idea how that 
  eir eating habits might have something to do with 
  g thimiars, small rodents native to 
  arp i
  lessly kill their 
   little creature’s 
  poisoned by the 
   realit
  ortem muscle 
  dence, and 
   ha
  h 
  g
  ibit too much 
  d leave their 
  nt
  tas are social, 
   
  Striped, curved horns rise from the top of a Togruta’s
  ead. A pair 
  r-striped head-tails (similar to Twi’lek lekku) frame an 
  et with black, penetrating eyes and grayish lips. A 
  atures elaborate red and white patterns. Vertical 
  red and white stripes adorn the Togruta’s chest, back arms, and 
  adults stand about 5 foot 7 tall. 
  The Togruta homeworld Shili is a temperate wilderness planet 
  e Expansion Region. The Togrutas live in small 
  d away 
  des I to III. 
  Attribute Adjustment: 
  Secondary Characteristic Adjustment: 
  Origin
  Tech Level: 
  11 
  Racial Advan
  Claim to Hospitality (Togruta species) [+5pts]; Scanning Sense 
  (Sonar) [+20pts]; Striker (Horns, Crushing, Cannot Parry, -40%, 
  Limited Arc, -40%) [+1pts]; Teeth (Sharp) [+1pt] 
  Racial Disadvantages: 
  Reputation (Poisonous, Almost everybody but own race, x1, All 
  the time, x1) [-5pts]; Attentive [-1pt] 
  Free Skills: 
  Language (Togruti, Native); Area Knowledge (Shili) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Stealth at DX+1 [+4pts] 
  Features/Taboos: 
  Head-tails 
  Names: 
  Example names are Ashla, Creev Zrgaat, Dyani Zaan, Jir Taalan, 
  usak Laal, Shaak Ti, and Vilka Searis
  Q
  Description: 
  Evolved from pack creatures, Togrutas are effective hunters a
  work well in large groups. Togruta society considers overt 
  independence a sign of mild deviance and consequently 
  discourages individuality. Paradoxically, Togrutas who rise to 
  positions of prominence generally do
  social ev
   
  A
  their
  of th
   
  is red on one si
  tas 
  would slink through the tur
  ed 
  sense of space and di
   
  Togrutas are commonly (and
  venom
   In 
  rumor arose. Th
  it: Togrutas enjoy devourin
  Shili, using their sh
  meals before partakin
  death throes could appear as t
  Togruta’s bite. In
  spasms. 
   
  As noted above, Togrut
  yet many Togrutas
  individuality. Stron
  independence find
  homeworld to “hu
  forthright, perceptive,
  ncisors to quickly and pain
  g. To a non-Togruta, the
  hough it had been 
  y, these are just postm
  a society discourages indepen
  ve gained power and prestige throug
  -willed Togrutas who exh
   life on Shili constricting an
   among the stars”. Togru
   and attentive. 
   h
  of darke
  ce s
  oval fa
  Togruta’s face fe
  legs. Togruta 
   
  located in th
  communities hidden beneath the forest canopies or tucke
  in hidden valleys. 
  Notes: 
  Shaak Ti, a Jedi, can be seen in Episo
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
  +10 
  +10 
  0 
  +4 
  Secondary C
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +27 
  -6 
  TOTAL 
  +45 
  
   
   
  - 149 - 
  Toong 
    
  Attribute Adjustment: 
   DX+2 [+40pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  ill-1 [-5pts] 
  W
  Origin: 
  Toong’l 
  ech L
  T
  evel: 
   own race, x1, All the 
  ) [-5pts]; Stress Atavism (Moderate) [-15pts]; Stuttering 
  ontact, -10%) [-9pts] 
  oongese, Native); Area Knowledge (Toong’l, before 32 
  2 BBY and later) 
  d Racial Skill Bonuses: 
  None 
  couts first made contact with the Toong, the 
  species was in the early stages of exploring their solar system. The 
  eings in ships with technology beyond 
   assigned to the scouting mission indicated that 
  the Toong were a peaceful and outgoing species, so the panic and 
  nce that followed first contact came as a complete shock to the 
  s. It took weeks to reestablish contact with the Toong, and 
  epublic diplomats and scouts realize they h
  ough highly evolved mentally, th
  ecies retains a keen fight-or flight instinct that frequent
   social anxiety. The sudden appearance of stran
  ss panic. A tremendous effort 
  rt of the first-contact team and Jedi consulars hast
  ispatched from Coruscant prevented massive warfare that would 
  have destroyed Toong society. 
   
   comfortable with the idea of being part of 
  they united under a single planetary 
  ld Republic. They took quickly to the 
  uries after contact, 
  e found throughout the 
  l system. 
   
  ly expanded beyond their own star system, 
  re often than not, they gravitate to positions where 
  act with others. 
  ng, and aircar demolition derbies are favorite 
  pastimes among the Toong. Further, many raiders who felt Toong 
  unities would be easy targets for piracy realized 
  g fight back if forced into a corner by excessive demands
   their livelihood. 
  xtreme nervousness in social situations. Th
  in whenever challenged vocally or physically, 
  ong. A typical Toong feels sa
  ith his or her immediate family. This has caused most ot
  ong as cowards, but they do not fear combat 
  s situations. Rather, they dread face-to-face 
  gs. 
   t
  eck, and bulbous bodies. Their 
   on th
  ly pointed heads, allowing for 
  al vision
  eir yowled cheeks can expand to 
  gacy from
  irless rodents from which the 
  d around 6 foot tall. 
  d in the Outer Rim Territories. 
   the Toong are forced to the 
  n
  g’l is devastated by comet 
  Notes: 
  e seen during the Podrace on Tatooine in 
  ace. 
  s if hit the Face (see BS page 552) 
  11 
  Racial Advantages: 
  Combat Reflexes [+15pts]; Payload 1 (Yowled cheeks) [+1pt]; 
  Peripheral Vision [+15pts] 
  Racial Disadvantages: 
  Reputation-1 (Cowardice, Everybody but
  time, x1
  (Alien c
  Free Skills: 
  Language (T
  BBY or Tund 3
  Racially Learned Skills an
  None 
  Features/Taboos: 
  Names: 
  Example names are Ben Quadrinaros, Derble Fonkin, Glef 
  Wonkitz, Hyke Waulkon, and Tigona Minamore. 
  Description: 
  When Old Republic S
  appearance of alien b
  anything the Toong had imagined threw their planet into chaos. 
  The revelation triggered a war between many of their 
  homeworld’s nations. Covert observation of the species by first-
  contact specialists
  viole
  scout
  only then did R
  ad 
  overlooked something: Alth
  e 
  Toong sp
  ly 
  manifest as acute
  ge 
  beings from the stars caused ma
  on 
  the pa
  ily 
  d
  Once the Toong became
  a great galactic community, 
  government and joined the O
  more advanced technology; within a few cent
  Toong bases and settlements could b
  Toong’
  The Toong reluctant
  giving rise to scattered colonies throughout the galaxy. These 
  colonies are typically organized around mining of farming efforts, 
  and the Toong colonists enjoy minimal contact with other sentient 
  species. A few rare Toong work outside the Toong’l system or its 
  colonies as accountants, mechanics, or even scouts an bounty 
  hunters, but mo
  they don’t have to inter
   
  Visitors to Toong’l are often surprised to learn that rocket-
  jumping, Podraci
  ships or comm
  Toon
   or 
  obvious threats to
   
  Toong exhibit e
  ey 
  invariably give 
  particularly when facing non-To
  fe 
  only w
  her 
  species to view the To
  and other dangerou
  interaction with other bein
   
  The Toong have long
  eyes are set high
  excellent peripher
  store food (a le
  species evolved). Ad
   
  Their homeworld Toon
  Shortly before the Ba
  nearby world of Tu
  impacts. 
  hin legs, no n
  eir slight
  , and th
   the ha
  ult Toong stan
  g’l is locate
  ttle of Naboo,
  d after Toon
  Ben Quadrinaros can b
  Episode I – The Phantom Men
  Hits to the Neck are applied a
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  haracteristic Adjustment 
   
  es 
  Racially Learned Skills and Racial Bonuses 
  +30 
  -5 
  0 
  +31 
  -29 
  0 
  Secondary C
  Tech Level 
  Racial Advantages
  Racial Disadvantag
  TOTAL 
  +27 
  Toydarian 
   
  Attribute Adjustment: 
  
   
   ST-2 [-20pts]; DX+2 [+40pts]; HT-1 [-10pts] 
  cteristic Adjustment: 
  he Toydarian homeworld is mostly covered with nutrient-rich 
  fly 
  verywhere, something that requires a great deal of energy, so 
   specific times of the day. 
  irspeeders are prohibited due to the world’s heavy “air traffic”. 
  ome 
  galactic-level 
  chnology into their daily lives, they prefer to dwell in small 
  , airborne existence, their daily routines 
  roken only with the occasional visiting merchant. Toydaria 
  rain, possesses an unusual structure that resists 
  mental domination through the Force. No Toydarian Force users 
  n to exist. 
  and strike deals. 
  est of them is proud, loyal, and business-savvy; the worst of 
  nd sycophantic. Toydarians like t
  ore daring Toydarian traders will make diffic
  s based on the roll of a chance cube. 
   is a short, potbellied humanoid with large eyes, a
  d by small tusks, thin arms, and spindly legs 
   feet. Skin tones range from blue to green to 
  uttering wings sprout from the Toydarian’s 
  . Adults stand 
  ll. 
  ted within the 
   S
   i
  CP: 
  Secondary Chara
  SM-1 
  Origin: 
  Toydaria 
  Tech Level: 
  11 
  Racial Advantages: 
  Flight (Lighter than air Lift, -10%, Small Wings, -10%, Costs 
  Fatigue, -10%) [+28pts]; Mind Shield+5 (Force, -10%) [+18]; Rapier 
  Wit [+5pts] 
  Racial Disadvantages: 
  Compulsive Behavior (Gambling, Resist quite often) [-5pts] 
  Free Skills: 
  Language (Toydarian, Native); Area Knowledge (Toydaria) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Galactic Basic or Huttese, Accented) [+4pts] 
  Features/Taboos: 
  None 
   
  - 150 - 
  Names: 
  Example names are Creducio, Farex, Gelt, Jink, Kelgwa, Oparro, 
  Pwigiri, Quant, Rovello, Rylkra, Tigbwi, Tyra, Watto, and Zerpo. 
  Description: 
  T
  muck lakes that support a number of dangerous predators. The 
  Toydarians’ ancestors survived by flying over the muck and living 
  on relatively safe algae mats. While they appear pudgy, the 
  Toydarians are actually some of the lightest sentient beings in the 
  galaxy; their body tissues are spongy and filled with gas, making 
  their pot bellies function like helium balloons. 
   
  Toydarian newborns emerge from their mothers’ wombs fully 
  developed, resembling miniature versions of their parents, and 
  they are able to fly from birth. The species prefers to 
  e
  they are constantly eating. The sky of Toydaria is filled with 
  buzzing Toydarians, so starship traffic to and from the world’s 
  single spaceport is strictly regulated to
  A
  The Toydarian government built a light rail system to ferry 
  offworlders from city to city. 
   
  While 
  Toydarians 
  have 
  incorporated 
  s
  te
  villages that are far below the galactic standard technology. Like 
  many other worlds within Hutt Space, Toydaria remained nearly 
  untouched by Imperial rule. Food shortages would frequently 
  trigger skirmishes among rival communities, but overall, 
  Toydarians lead a quiet
  b
  remains a sleepy corner of the galaxy well into The New Jedi 
  Order era. 
   
  The Toydarian brain, though no more complex than a Human or 
  near-Human b
  are know
   
  Shrewd bargainers, Toydarians like to socialize 
  The b
  them is greedy, deceitful, a
  o 
  gamble, and m
  ult 
  business decision
   
  A Toydarian
   
  broad mouth flanke
  that end in webbed
  pink. Small, rapidly fl
  back. Toydarian
  around 4 foot ta
   
  The murky Mid Rim
  borders of Hutt
  Notes: 
  Watto can be see
   males often
   world of 
  pace. 
  n at Mos Espa
   grow sparse beards
  Toydaria is loca
  n Episodes I and II. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  acial Bonuses 
  +10 
  0 
  0 
  +51 
  -5 
  +4 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and R
  TOTAL 
  +60 
  Trandoshan 
   
   
   
  Attribute Adjustment: 
   ST+1 [+10pts]; DX-1 [-20pts] 
  Secondary Cha
  None 
  racteristic Adjustment: 
  Racial Advantages: 
  ts]; Damage Resistance 1 (Scales, Physical only, 
  +10pts]; Regrowth (9 years or younger) 
  s]; Selfish (Resist quite often) [-5pts]; 
  n 1 [-10pts]; Social Stigma (Imperial supporters, 
  p, see description) [-10pts]; Likes (Hunting) [-1pt] 
  Origin: 
  Trandosha 
  Tech Level: 
  11 
  Claws (Sharp) [+5p
  -20%) [+4pts]; Infravision [
  [+40pts] 
  Racial Disadvantages: 
  Berserk (Resist quite often) [-10pts]; Cold-Blooded [-5pts]; 
  Intolerance-3 (Wookiees) [-5pt
  Short Lifespa
  Minority Grou
  Free Skills: 
  Language (Dosh, Native); Area Knowledge (Trandosha) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Desert) at PER [+2pts]; Tracking at PER [+2pts] 
  Features/Taboos: 
  one 
  N
  
   
   
  - 151 - 
  Names: 
  Example names are Bossk, Corrsk, Cradossk, Dussk, Fusset, 
  Grulluss, Juuus, Kallukoras, Krussk, Nakaron, Portha, Reosss, 
  Ssung, Traggissk, Tusserk, Yarroq, and Yavassk. 
  Description: 
  Trandoshans are strong, reptilian, warlike humanoids from an arid 
  world that orbits the same star as the lush Wookiee homeworld. 
  Bad blood exists between the two species for many reasons. In the 
  centuries before the foundation of the Galactic Empire, the 
  Trandoshans tried to colonize regions of the Wookiee homeworld 
  and were driven back following numerous bloody skirmishes. The 
  nflux of tourists from other system
  i
  s also worried the Wookiees, 
  ated Trandoshans eager 
  er to 
  es and put an end to the Trandoshan raids. 
  shans seized the opportunity to take their revenge on the 
  upon threat of economic sanctions and military 
  e Trandoshan grudgingly complied, although their 
  ment of the Wookiees and their willingness to support 
   the species that persists well 
   
  doshans value hunting above all else and worship a female 
   who rewards Trandoshans based on their success or failu
  ng Trandoshans hatch from eggs and have 
  t 
  limbs. 
  Trandoshans 
  lose 
  th
  ility once they become young adults. 
  ve eyes that can see into t
  d range. They also shed their skin several times in the sp
  ave a difficult time manipulating delicate 
  latively clumsy clawed hands. 
   “T’d
   a
   beings. Violent, 
  ow compassion 
  n warran
  ey like to collect 
  u
   generally value 
  an will pledge 
  t a
  m from certain 
  death. 
  ookiees above all other species and will 
  rk alongside them except under the most extraordinary 
  circumstances. 
  ll. Their scaly hides offer 
  ense against attacks and range in color from sandy 
  o glossy green. 
  ha (also called Hsskor or Dosha) is an arid planet located 
  in the Mid Rim. The planet orbits the same sun as Kashyyyk, the 
  Wookiee homeworld. 
  es: 
  unter Bossk can be seen on the SSD Executor 
  ot appropriate. 
  Not
  The feared bounty h
  in Episode IV – The Empire Strikes Back. 
  The advantage Regrowth [+40pts] and the disadvantage Social 
  Stigma [-10pts] should be deducted if n
  CP: 
  who started realizing the negative impact on their planet’s delicate 
  ecosystem. They created laws restricting the number of tourists 
  allowed to visit their homeworld, which greatly reduced the 
  umber of tourists to the system and infuri
  n
  to profit from the tourist trade. 
   
  Trandoshans raided the Wookiee homeworld, attempting to 
  lunder its natural resources. The Wookiees brought the matt
  p
  the Senate, but that did not discourage the Trandoshans. Terrible 
  battles raged on both worlds until, finally, the Senate ruled in 
  avor of the Wookie
  f
   
  When Emperor Palpatine came to power and began seeking 
  inexpensive alternatives to more traditional workforces, the 
  rando
  T
  Wookiees. They reached an agreement with the Emperor and 
  began delivering regular shipments of Wookiee slaves in exchange 
  for various concessions, including economic sanctions against the 
  Wookiee homeworld. 
   
  After the fall of the Empire, the New Republic Senate demanded 
  an immediate Trandoshan withdrawal from the Wookiee 
  homeworld, 
  reprisals. Th
  poor treat
  the Empire casts a dark cloud over
  into The New Jedi Order era. 
  Tran
  deity
  re 
  in the hunt. You
  the 
  ability 
  to 
  regenerate 
  los
  eir 
  regenerative ab
   
  Trandoshans have supersensiti
  he 
  infrare
  an 
  of their lives. They h
  objects with their re
   
  Trandoshans refer t
   
  Trandoshans are a
  brutal, and driven
  and mercy when
  trophies from
  credits more than
  his life to protec
  o themselves as
  ggressive, selfish,
  , they love to comp
   the situatio
   various successful h
   friendship, althoug
  nother being who
  oshok”. 
  nd vindictive
  ete, but can sh
  ts. Th
  nts and the
  h a Trandosh
   has saved hi
   
  Trandoshans despise W
  not wo
   
  stand about 5 foot 11 ta
  Trandoshans 
  additional def
  brown t
   
  Trandos
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  Racially Learned Skills and Racial Bonuses 
  -10 
  0 
  0 
  +59 
  -46 
  +4 
  Secondary Chara
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  TOTAL 
  +7 
  Trianii 
   
   
  tack (Tail) [+25pts]; Binding 
  ills: 
  rian) 
  l Skill Bonuses: 
  batics at DX-1 [+2pts]; Climbing at DX [+2pts] 
   
  le names are Atuarre, Duarrid, Keeheen, Pakka, Reakh
  hearran, and Tuunac. 
  Description: 
  A technologically advanced and intrepid species, the Trianii 
  fiercely oppose any incursion into their territory. The Corporate 
  Sector Authority once tried to occupy Trianii-controlled space and 
  Attribute Adjustment: 
  Male: ST-1 [-10pts]; IQ+1 [+20pts] 
  Female: ST+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts] 
  rigin: 
  O
  Trian 
  Tech Level: 
  11 
  Racial Advantages: 
  laws (Sharp) [+5pts]; Extra At
  C
  (Tail+5, No Parry, -5%, Melee Attack 1-4, -15%) [+8pts]; Fur [+1] 
  Racial Disadvantages: 
  Curious (Resist quite often) [-5pt]; Intollerance-3 (Corporate 
  Sector) [-5pts] 
  Free Sk
  Language (Trianii, Native); Area Knowledge (T
  Racially Learned Skills and Racia
  Acro
  Features/Taboos:
  None 
  Names: 
  Examp
  as, 
  S
  
   
  -
  received a convincing show of Trianii determination and
  forbearance. The invaders were quickly driven back to Corporate 
  Sector space. Unlike many other sophisticated species, the Trianii 
   join the New Republic. They simply prefer to be 
  nd stronger than their male 
  Trianii have a matriarchal society 
   yu’nar. To avoid a bloody holy 
  ed acceptable to all. Spirituality 
  ii society, from art to industry to 
  ent, adventurous, and deeply 
  e species adhere to the moral codes 
  well as their family’s traditional 
  ature, preferring to explore 
  ead of joining galactic society. 
  When encountered away from Trianii space, they are often 
   Togorians. 
  t colorful fur, feline facial features, 
  sharp claws, and a prehensile tail, the average Trianii stands about 
  of colors and patterns. 
   the outskirts of the Corporate Sector in the Outer 
  cts as a trading hub and central government for over a 
  ies. 
  CP: 
   
   
   152 - 
  have no desire to
  left alone. 
   
  Trianii females are larger a
  counterparts. Consequently, the 
  ruled by tribunals of females called
  war, Trianii religious code deem
  infuses every element of Trian
  commerce. 
   
  Trianii are fiercely independ
  spiritual. Most members of th
  of Trian’s official religion, as 
  religion. Trianii are curious by n
  uncharted regions of space inst
  mistaken for Cathar and
   
  Humanoid, slender, with shor
  6 foot tall. Trianii fur comes in a variety 
   
  Trian lies on
  Rim. It a
  half dozen outlying Trianii colon
  Notes: 
   
  Type 
  CP 
  Attribute Adj
  Secondary Characteri
  ustment 
  stic Adjustment 
  +10 
  +5 
  0 
  +39 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  +4 
  TOTAL 
  +48 
  T’surr 
   
   
  Names: 
  Example names are Datynask, Dyrago, Feyrr, Jeneyd, Krayn, 
  epresentative is the notorious pirate and 
  because they are widely regarded as 
  inates, 
  T’surr don’t 
  . They are 
  planet 
  Origin: 
  T’surr 
  ech Level: 
  T
  10 – Low TL-1 (-5pts) 
  Free Skills: 
  Language (T’surrese, Native); Area Knowledge (T’surr) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Basic, Accented) [+4pts] 
  Features/Taboos: 
   
  Reythan, Shyntak, and Treykon. 
  Description: 
  The galaxy has seen very little of the T’surr species, and thankfully 
  so. Its most infamous r
  slave trader, Krayn, who not only plundered ships but also sold 
  the captive crews into slavery. T’surr are among the galaxy’s most 
  dangerous predators, although their relative scarcity makes them 
  seem less threatening. Although their level of technology does not 
  meet the galactic standard, T’surr capably use technology 
  scavenged from the ships of their victims. 
   
  T’surr are not represented on the Galactic Senate during the Old 
  Republic or New Republic 
  nothing more than dangerous, marauding killers. The harsh living 
  conditions on the T’surr homeworld have created a species of 
  survivors who care little for others. The wealth of a T’surr is rated 
  by the number and quality of slaves he owns. A T’surr without 
  slaves is worth as much as a freighter captain without a starship. 
   
  Female T’surr are never seen, males indicate that they are small, 
  feeble creatures that never leave the safety of the home. 
   
  T’surr male are violent, avaricious predators who treat weaker 
  species as chattel. They use their brute strength and ruthless 
  cunning to rule their T’surr and non-T’surr subord
  eliminating potential rivals. They like to keep trophies as 
  reminders of their conquests, often wearing these stolen trinkets 
  on their belts. 
   
  A solitary T’surr will often join forces with a powerful band of 
  pirates, privateers, or smugglers. These rare 
  automatically regard all other species as their lesser, but they are 
  still drawn to violent, predatory professions. The galaxy has yet to 
  face a T’surr Force-user. 
   
  Whereas T’surr males rule the stars, T’surr females rule the homes. 
  For this reason, T’surr males anxiously leave their homeworld, 
  leaving their mates to raise the children. 
   
  Hulking brutes, T’surr males stand around 8 foot 4 tall
  strong and solidly built, with blue skin that has the sheen of 
  marble. Their huge heads sport numerous horns, large, sensitive 
  ears, a mouth filled with razor sharp teeth, and four gleaming red 
  eyes. 
   
  T’surr females are physically smaller and leaner than the males, 
  standing about 6 foot 7 tall. They also lack the mane of horns that 
  contributes to the males’ fierce appearance. 
   
  Their homeworld T’surr is a cold and windblown desert 
  located in the Expansion Region. A distant and feeble sun 
  provides little light, and other species find the planet’s high 
  gravity daunting and oppressive. 
  Notes: 
  T’surr PCs are not recommended. 
  Males 
  Attribute Adjustment: 
   ST+2 [+18]; DX-2 [-40pts] 
  Secondary Characteristic Adjustment: 
  SM+1 
  Racial Advantages: 
  Acute Senses (Acute Hearing+1, Easy to Hit, -20%) [+2pts]; 
  Damage Resistance 1 (Tough Skin, -40%, Physical, -20%) [+2pt]; 
  
   
  Improved G-Tolerance+1G [+10pts]; Night Vision
   
  - 153 - 
  +1 [+1pt]; 
  Racial Disadvantages: 
  Resist quite rarely, x2) [-20pts]; Intollerance-3 (Weaker 
  ] 
  Peripheral Vision (4 Eyes, Easy to Hit, -20%) [+12pts]; Striker 
  (Horns, Piercing, Cannot Parry, -40%, Clumsy, -20%) [+2pts]; 
  Teeth (Sharp) [+1pt] 
  Bully (
  Species) [-10pts]; Reputation-1 (Dangerous marauding killers, 
  Almost everyone but own race, x1, All the time, x1) [-5pts]; Likes 
  (Trophies) [-1pt
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  earned Skills and Racial Bonuses 
  -
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially L
  22 
  0 
  -5 
  +30 
  -36 
  +4 
  TOTAL 
  -29 
   
  Females 
  Attribute Adjustment: 
   ST+1 [+9pts]; DX-1 [-20p
  Secondary Characteristic
  SM+1 
  Racial Advantages: 
  Acute Senses (Acute
  ts
   
  20%) [+2pts]; 
  Damage Resistance 1 (Tou h Skin, -40%, Physical, -
   [+1pt]; 
  Improved G-Tolerance+1G [+10pts]; Night Vision+1 [+1pt]; 
  yes, Easy to Hit, -20%) [+12pts]; Teeth 
  ]; Intollerance-3 (Weaker 
  s) [-10pts] 
  ] 
  Adjustment: 
   Hearing+1, Easy to Hit, -
  g
  20%)
  Peripheral Vision (4 E
  (Sharp) [+1pt] 
  Racial Disadvantages: 
  Bully (Resist quite rarely, x2) [-20pts
  Specie
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  l Advantages 
  l Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -11 
  0 
  -5 
  +27 
  -30 
  +6 
  Secondary Chara
  Tech Level 
  Racia
  Racia
  TOTAL 
  -13 
  Tunroth 
   
   
   Adjustment: 
   ST+1 [+10pts]; IQ-1 [-20pts] 
  ing, 
  ost Reslian Purge) [-5pts] 
  ses: 
  ow (klirun) at DX+1 [+4pts 
   system, they continued to 
  cross a dozen systems and destroyed everything in their 
  e Reslian Purge, as it became known, wiped out millions 
  oth. The primitive hunters lacked the weaponry to repel 
  d although the Imperials interceded only to 
  d Imperial rule, 
  and many Tunroth became unlikely supporters of the Emperor’s 
   Order. After the fall of the Empire, the Tunroth hesitated to 
  the New Republic for fear of being seen as Imperial 
  owever, their fears proved unfounded, as 
  roth membership. 
  e in communes of 50 to 300 individuals, each 
  nter. The Assemblage of Three,
  ade up of the three highest-level hunters, governs Tunro
  le whenever an issue that concerns all 
  e need to colonize more worlds, alleviate 
  ith an external threat. 
  ters in favor of traditional 
   after the Reslian Purge, to 
  h
  ockpile blasters and other 
  ss purpose of defending their 
  p
   modern weaponry has not 
  ition. Twenty-seven different 
  o exist, and each has its own 
  e highest of the 27 ranks is 
   class are known to exist during 
  pire, or the New Republic. 
  Attribute
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Jiroch-Reslia 
  Tech Level: 
  11 
  Racial Advantages: 
  Reputation+1 (Excellent Hunters, Almost everyone, x1, All the 
  time, x1) [+5pts]; Enhanced Tracking+1 [+5pts] 
  Racial Disadvantages: 
  Code of Honor (Use primitive weapons, Pre Reslian Purge) [-
  10pts] or Code of Honor (Use primitive weapons while hunt
  P
  Free Skills: 
  Language (Tunrothese, Native); Area Knowledge (Reslia or Kalok 
  or Saloch) 
  Racially Learned Skills and Racial Skill Bonu
  B
  Features/Taboos: 
  Elongated Head 
  Names: 
  Example names are Kiran Tatch, Tonas Vucral, Rathe Palror, 
  Xarcce Huwla. 
  Description: 
  The Tunroth were simple hunters before Duros scouts discovered 
  them during an exploration of the Jiroch system nearly 9,000 BBY. 
  Although access to galactic-level technology allowed the Tunroth 
   colonize their planets in their home
  to
  favor primitive weapons over modern blasters, preferring to hunt 
  wild beasts armed only with the sacred klirun, the traditional 
  unroth hunting bow. 
  T
   
  Ten years before the Battle of Yavin, expansionist Iotran fanatics 
  swept a
  path. Th
  of Tunr
  the Iotran invaders. The intervention of the Imperial Navy ended 
  the Reslian Purge, an
  safeguard their own interests, the Tunroth still owed the Empire a 
  debt of gratitude. The species reluctantly accepte
  New
  join 
  sympathizers. H
  the 
  New Republic welcomed Tun
   
  The Tunroth liv
  commune governed by a great hu
   a 
  body m
  th 
  society. They assemb
  Tunroth arises, such as th
  overcrowding, or deal w
   
  Tunroth leaders wh
  hunting weapons c
  the point where t
  modern weapons for t
  communes. The s
  diminished the Tu
  levels of Tunroth
  strict guidelin
  stiilran, though no
  the time of the Ol
   
  o forbade blas
  hanged their view
  e Tunroth now st
  he expre
  ecies’ adoption of
  nroth hunting trad
   hunter are known t
  es for ascension. Th
   hunters of this
  d Republic, the Em
  
   
   
  - 154 - 
  It has long been rumored that some Jedi Artifact, such as a temple 
  e Jiroch system. However, 
  Tunroth are hardworking, tenacious, and opportunistic. They 
  ickly to changing circumstances. Hunters are the most 
   individuals in Tunroth society, and virtually all Tunroth 
  e hunters of the highest level. 
  hairless, the average Tunroth has elongated skull set 
  ard over the neck, large vertical nostrils, large wide-set eyes, 
  and a lower jaw studded with bony protrusions. Tunroth stand 
  eir hands feature two opposable thumbs and 
  ocated in the Mid Rim. After joining the Republic and 
   technology, Tunroth colonized Jiroch-
  h, two other inhabitable planets in their 
  Notes: 
  alculated for the Pre Reslian Purge. 
  CP: 
  or hidden tomb, lies somewhere in th
  the Tunroth fervently deny these tales. 
   
  adapt qu
  respected
  aspire to becom
   
  Muscular and 
  forw
  about 5 foot 7 tall. Th
  a single finlike finger. 
   
  Their homeworld Jiroch-Reslia is the third planet of the Jiroch 
  system, l
  developing hyperdrive
  Kalok and Jiroch-Saloc
  home system. 
  CP value is c
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  -10 
  0 
  0 
  Racial Disadvantages 
  nuses 
  +10 
  -10 
  +4 
  Racially Learned Skills and Racial Bo
  TOTAL 
  -6 
  Tusken 
   
   
   
  Attribute Adjustment: 
  Q-1 [-20pts]; HT+1 [+10pts] 
  obia, Resist 
  uite rarely, x2) [-30pts]; Reputation-4 (Brutal, Tatooine colonists, 
  Spoken only); Area Knowledge 
  atooine) 
  lee Weapon (Gaderffii) at DX [+2pts]; Riding (Bantha) 
  t DX [+2pts]; Stealth at DX [+2pts]; Survival (Desert) at PER+2 
  Features/Taboos: 
  Sensitive 
  ple names are Grk’kkrs’arr, K’Sheek, Rrr’ur’R, RR’uruurrr, 
  RuR’R’R, and Ur’Ru’r. 
  led Tusken Raiders or sand People, are primit
  rs skilled at defending their harsh way
  rsher environment. These bru
  s were the dominant sentient species on Tatooine u
   
  o
  ory neighbors. 
  was learn
   early offworld 
  d plundering a 
  ately failed to 
  leave Tat
  ople have yet to 
  n
  n example 
  in
  ed and fear of these 
   population in 
  n
   the survivors 
   
  The average Tusken fears machines. The whine of a speeder or 
   the approach of murderous offworlders, 
   Raider must think twice before facing 
  ttack in large umbers, and even then, 
  ening than a moisture farm 
  Although technologically primitive by galactic standards, Tusken 
  ke good use of whatever technological items they can 
  om slain offworlders or Jawas. 
  has, large herd animals native to Tatooine, as 
  couting missions and hunting expeditions. Some 
  ken villages also use domesticated massifs as watchdogs. 
   
  ally arm themselves with gaderffii sticks and 
  hless tribal nomads who attack anyone 
  ncluding members of other Tusken Raider 
   
  oot 7 tall, Tusken are swathed from head to toe in 
  ding 
  heir 
   PCs are not recommended. 
  Tusken Raiders can be seen in Episodes I, II and IV. 
  I
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  Origin: 
  Tatooine 
  Tech Level: 
  9 – Low TL-2 [-10pts] 
  Racial Advantages: 
  Combat Reflexes [+15pts] 
  Racial Disadvantages: 
  Illiteracy (Native) [-3pts]; Intollerance-3 (Other Species) [-10pts]; 
  Mundane Background [-10pts]; Phobias (Technoph
  q
  x⅓, All the time, x1) [-6pts]; Social Stigma (Second-class Citizen) [-
  5pts]; Vow (Always wear ancient custom clothing) [-5pts] 
  Free Skills: 
  anguage (Tusken, Native, 
  L
  (T
  Racially Learned Skills and Racial Skill Bonuses: 
  Animal Handling (Bantha) at IQ [+2pts]; Brawling at DX+1 
  [+2pts]; Me
  a
  [+8pts]; Survival (Mountain) at PER [+2pts] 
  Cannot be Force 
  Names: 
  Exam
  UroR
  Description: 
  Tusken, often cal
  ive 
  desert-dwelling warrio
   of 
  life and surviving in an even ha
  tal 
  nomad
  ntil 
  offworlders colonized the planet during the time of the Old 
  Republic. Jawas, the planet’s only other indigenous sentient
  species, were more intelligent than the Tusken but lacked the 
  ferocity and size t
  Whereas the Ja
  colonists, the Tusken
   
  Tusken Raiders earn
  Human colony at Fort
  force settlers to 
  repeat such a stunni
  of their bloodthirst
  ruthless nomads led t
  subsequent years. E
  were driven into 
   compete with their predat
  ed to coexist with the
   attacked offworlders on sight. 
  ed their name by destroying an
   Tusken. The massacre ultim
  ooine, and the Sand Pe
  g attack, but it is remembered as a
  ess. The settlers’ hatr
  o the decimation of the Tusken
  tire tribes were wiped out, and
  deep deserts. 
  swoop usually foretells
  and even the bravest Tusken
  such foes. Tusken prefer to a
  their targets are usually no more threat
  or ill-defended Jawa sandcrawlers. 
   
  must ma
  scavenge fr
   
  Tusken use bant
  mounts during s
  Tus
  Tusken hunters typic
  slugthrower rifles. 
   
  The Sand People are rut
  they do not recognize, i
  tribes. 
  Roughly 6 f
  dusty bandages, as required by ancient custom. Protru
  circular lenses protect their eyes, and filter masks cover t
  mouths. 
   
  Their homeworld Tatooine is a desert world located in the Outer 
  Rim. 
  Notes: 
  Tusken
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  stic Adjustment 
  -10 
  -5 
  -10 
  Secondary Characteri
  Tech Level 
  
   
   
  - 155 - 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +15 
  -69 
  +20 
  TOTAL 
  -58 
  Twi’lek 
   
   
   
  ment: 
  5p
  nt (Occasional, 
  s
  Learned Skills and Racial Skill Bonuses: 
  e (Lekku, Native, Body language) [+3pts] 
  oos: 
  e 
  rtuna, Cesi 
  han Sirar, 
  ygnus, Koyi Kornad, Monsula Mora, Nawara Ven, Nolaa 
  Tarkona, Om Free Taa, Pratari Cinn, Aalya Seura, Ree Shaba, Sil 
  onduna, Slar-dan Ti Gardi, Tavri, and Tru’eb 
  k. 
  ion: 
  yloth, a storm-swept planet in 
   the Outer Rim. The species 
  ety of distinct subraces, but are all instantly 
  the tentacular “head-tails” that protrude from the 
  their own means of space travel, 
  ey are common sights on many Outer Rim planets. 
   no less common than unscrupulous Twi’lek 
  eighter captains and crime lords. 
  Example names are Abdi Badawzi, Arali Dil, Bib Fo
  Eirriss, Con Varra, Dahz Thulaka, Deel Surool, Dia Passik, Esm 
  Arkhee, Firith Olan, Gida Luroon, Hid Togema, Jela
  Klyto S
  Vaturha, Skawn B
  Cholak
  Descript
  Twi’leks are humanoids native to R
  the Ryloth star system located in
  includes a vari
  recognizable by 
  backs of their heads. The average Twi’lek stands about 6 foot tall 
  and their skin tones include shades of blue, white, green, and red. 
  Their native technology is primitive by galactic standards, and 
  while they haven’t developed 
  Attribute Adjustment: 
   None 
  Secondary Characteristic Adjust
  Will-1 [-5pts] 
  th
   
  Sly, cunning beings, Twi’leks frequently consort with people from 
  various 
  “walks 
  of 
  life”, 
  including 
  legitimate 
  merchants, 
  temperamental mercenaries, dangerous pirates, and wanted 
  slavers. Their entrepreneurial spirit frequently leads them to 
  positions of influence, and Twi’lek corporate executives and 
  ambassadors are
  Origin: 
  Ryloth 
  fr
   
  Twi’leks are calculating, pragmatic, and charismatic people. 
  Generally speaking, they try to avoid being swept up in other 
  beings’ troubles, preferring instead to duck into the shadows and 
  wait out large conflicts. From a safe hiding place, they can observe, 
  plan, and prepare to profit from the outcome. 
  Tech Level: 
  11 
  Racial Advant
  Charisma+1 [+
  Disease – Fungu
  ages: 
  ts]; Night Vision+1 [+1pt]; Resista
  fections) [+10pts] 
   In
  Notes: 
  Twi’leks can be seen in Episodes 1, 2, 3, and 6. 
  Males tend to sharpen their teeth, if done so they gain the 
  advantage Teeth (Sharp) [+1pt] 
  CP: 
  Racial Disadvantages: 
  Careful [-1pt];  
  Free Skills: 
  Language (Ryl, Native); Area Knowledge (Ryloth) 
  Racially 
  Languag
  Features/Tab
  Non
  Names: 
  Type 
  CP 
  Attribute A
  Secondary
  djustment 
   Characteristic Adjustment 
  Racial Disadvantages 
  y Learned Skills and Racial Bonuses 
  0 
  -5 
  0 
  -1 
  +3 
  Tech Level 
  Racial Advantages 
  +16 
  Raciall
  TOTAL 
  +13 
   
  -U-
  Ubese 
   
  ment: 
  -1 [-10pts] 
  Attribute Adjust
   DX+1 [+20pts]; HT
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts] 
  Origin: 
  ica 
  Tech Level: 
  Racial Advantages: 
  Racial Disadvantages: 
  dvanced Technology, Resist quite often, x1) [-5pts]; 
  bias (Xenophobia, Resist quite rarely, x2) [-30pts] 
  Uba III, Uba IV or Ubert
  11 
  None 
  Obsession (A
  Pho
  Free Skills: 
  
   
   
  - 156 - 
  Language (Ubese, Native); Area Knowledge (Uba III or Uba IV or 
  Ubertica) 
  Racially Learned Skills and Racial Skill Bonuses: 
   at DX+1 [+4pts] 
  None 
  Example names are Arcuse, Boushh, Dusorra, Jorsu’un, Ourulos, 
  Few beings know what an Ubese looks like, for members of the 
  ever, appear before non-Ubese without their 
  battle armor, or environmental suits. 
   ignorant of the Old Republic, the peaceful Ubese 
  lonizing other planets 
  ed a complex and highly 
  sophisticated clan-based society fueled by the dream of turning 
  orlds in the Uba star system into idyllic garden 
  influx of alien technology spurred the 
  bese to develop their won weapon systems, and their attitude 
  ns. Radioactive firestorms rendered Uba 
   Uba II, and Uba V uninhabitable. Uba III, the species’ planet of 
   existence from 
  poisoned soil and parched sea beds among scorched ruins. 
  hat 
   detected all 
  information on the Ubese civilization from official databases and 
  d the system from star charts. The incident was so efficiently 
  ed up that word of it never reached Coruscant. 
  e relocated to a neighboring system
  ficials who felt the “erasure” of the Uba system o
  est of the survivors on Uba cal
  rak Pootzek, a phrase imply
   “impure” parentage. In truth, the Yrak Pootzek tri
  to find their way back to the Uba system within a few years of 
  being relocated to Ubertica, but the location of the Uba system was 
  a big mystery to them as it was to the rest of the galaxy. 
   Ubese subspecies endured their 
  the Yrak Pootzek found the Uba 
  g technology with the resentful 
   populations began independently and 
  lthough they loathe all other species, 
  re than any other alien institution. Not 
  e were at the forefront of death squads 
  Ubese blamed “the protectors of the 
   their culture and their world. 
  worlds, Ubese wrap themselves from 
  head to toe in battle armor, env onmental suits, or flowing robes 
  (true Ubese must wear protect
  en venturing into the 
  heir world). The species’ obsession with 
   into the New Jedi Order era, and many of 
  mental suits feature a surprising amount of 
  modifications, most of them involving hidden weaponry. Their 
  ce modulators that clarify 
  plify their natural speech. 
  at the Yrak Pootzek and “true” Ubese share for other 
  them. They typically make their living as 
  nty hunters, slavers, or assassins, professions 
  where they get to vent their hatred without fear of retribution. 
   pains to conceal their true appearance, 
  Ubese do not bother to hide their vindictive dispositions. 
   
  ilds, appearing almost frail. They tend to have 
  o be 
  narrow, with high cheekbones and eyes that appear much too 
  les and females of the species both stand 
  y the same height, with males being only slightly heavier of 
  build than females. Adults stand around 5 foot 10 tall. 
   
  Republic, Ubese can be found on Uba IV (a radioactive and 
  ar systems. 
  In episode VI – Return of the Jedi, Leia is disguised as an Ubese 
  CP: 
  Environment Suit/TL11
  Features/Taboos: 
  Names: 
  Savax, Su’Suv, Wurran, and Zo’Tannath. 
  Description: 
  species rarely, if 
  masks, 
   
  Blissfully
  perfected sublight technology and began co
  within their home system. They develop
  each of the w
  worlds. When Old Republic scouts first contacted the Ubese, they 
  awakened an interest in advanced technology that became an 
  obsession. The Ubese began to trade anything they could get their 
  hands on for alien technology, hoarding everything from 
  repulsorlifts and starships to power packs and space heaters. 
   
  The ability to colonize the other worlds in their star system helped 
  the Ubese realize the dream around which their society had 
  formed. However, Ubese society soon started to buckle in the face 
  of rapid technology advancement. The ability to disseminate 
  information more rapidly broke clan boundaries and gave 
  ambitious Ubese the tools to politically dominate regional public 
  opinion and create nations. These nations then started to view one 
  another with suspicion. 
   
  Within a few decades, the 
  U
  toward neighboring star systems changed from friendly to 
  aggressive. Although first-contact specialists of other species 
  attempted to dissuade the Ubese from this course, the Ubese grew 
  so proud of their new inventions that they ejected the alien 
  diplomats form their star system with warnings to the rest of the 
  galaxy to fear Ubese might. 
   
  Local sector authorities were both alarmed and embarrassed by 
  these events. The Ubese were building weapons that had been 
  banned since the formation of the Old Republic. The sector council 
  decided that a preemptive strike would humble the Ubese and 
  demonstrate the limits of their technology. Unfortunately, the 
  orbital strikes against the Ubese planets triggered the species’ 
  large-scale tactical weapo
  I,
  origin, was shattered into space debris. Uba IV held the only 
  survivors, pathetic beings condemned to eke out an
   
  Sector authorities became so fearful for their future careers t
  they refused to offer aid to the surviving Ubese. They
  erase
  hush
   
  A few thousand Ubese wer
  , 
  Ubertica. By of
  nly 
  made a bad mistake worse. The r
  who had been rescued Y
  led 
  those 
  cowardice or
  ing 
  ed 
   
  Millennia passed, and both
  respective worlds. Eventually, 
  system and shared their spacefarin
  “true” Ubese. Soon, both
  jointly exploring the galaxy. A
  they hate the Jedi Order mo
  surprisingly, many Ubes
  during the Jedi Purge. The 
  galaxy” for what happened to
   
  When away from their home
  ir
  ive gear wh
  radioactive wastes of t
  technology continues ell
  their environ
  masks and helmets are fitted with voi
  and am
   
  The hatred th
  species unites 
  mercenaries, bou
  Although they take great
  the 
  Ubese have slight bu
  fair skin and dark hair, with eye colors of brilliant green or blue. 
  They have no body or facial hair. Their facial structure tends t
  large for their faces. Ma
  roughl
   
  Their homeworld Uba III is located in the Mid Rim Territories. 
  Following the destruction of Uba III during the time of the Old
  inhospitable world) or scattered throughout other st
  Notes: 
  called Boushh. 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
   
  es 
  +10 
  -2 
  0 
  0 
  -35 
  Racial Advantages
  Racial Disadvantag
  Racially Learned Skills and Racial Bonuses 
  +4 
  TOTAL 
  -23 
  Ugnaught 
   
   
  -20pts]; IQ+1 [+20pts]; HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  Attribute Adjustment: 
   DX-1 [
  
   
   
  - 157 - 
  SM-1 
  Origin: 
  Gentes 
  Tech Level: 
  11 
  Racial Advantages:
  Extended Lifesp
  Almost everyone
   
  n+1 [+2pts]; Reputa
  , x1, Al the time, x1) [+10pt
  a
  tion+2 (Expert miners, 
  s]; Talent (Artificer+1) 
  [+10pts] 
  olic [-5pts] 
  ge (Ugnaught, Native); Area Knowledge (Gentes or any 
  other planet on which they work) 
  arned Skills and Racial Skill Bonuses: 
  See Talent (Artificer) BS page 90. 
  tures/Taboos: 
  None 
  , and Yoxgit. 
  e-spaceflight culture 
  based around clans devoted to specific crafts and professions. 
  d upon species that have not developed interstellar travel. 
   raiders and 
  n the Old 
  th Ugnaught 
  communities “immigrating” and paying off the cost by working as 
  nts”. Due to their hardiness, Ugnaughts were 
  larly sought-after by operators of mining operations, and 
  joy a well-deserved reputation as expert miners who can 
  e and gases from even the most impossible locations. 
  embers of tribes who left their 
  homeworld as legitimate immigrants, such as the tens of 
  Ugnaughts who work in Cloud City as laborers and 
   it is 
  Racial Disadvantages: 
  Workah
  Free Skills: 
  Langua
  Racially Le
  Fea
  Names: 
  Example names are Aiza’ran, Dzabba, Grugnak, Inkur, Klaazian, 
  Kyood Vurd, Maz’zt, Ozz, Scizzic, Ugarte, Ugloste, Vinzrik, 
  Y’nzella
  Description: 
  Tireless laborers and talented artisans, Ugnaughts hail from the 
  distant Anoat system, where they have a pr
   
  The Ugnaughts have spread throughout much of the galaxy 
  because they have been subjected to the scourge of slavery, often 
  visite
  Entire city-states were captured en masse by
  transported to other worlds to work as slaves. Even whe
  Republic outlawed the practice it continued, wi
  “indentured serva
  particu
  they en
  extract or
   
  While many Ugnaughts in the galaxy are the descendents of 
  slaves, a number of them are m
  thousands of 
  Tibanna gas miners. Without the Irden, Botrut, and Isced clans, 
  Cloud City would never have been built, something in which the 
  Ugnaughts who dwell there take great pride. 
   
  ach Ugnaught family has a specific trade or craft to which
  E
  devoted, and all children are expected to learn it. When an 
  Ugnaught reaches adulthood, he or she must take his place among 
  the ranks of other professionals. If the number of new Ugnaughts 
  for a profession exceeds the perceived need, the young beings 
  must fight each other in a series of duels to the death for the right 
  to take on the job. Despite this somewhat barbaric tradition, the 
  Ugnaughts are a peaceful species who otherwise try to avoid 
  violent conflict. 
   
  Ugnaughts are stalwart, meticulous, clever, and unassuming. They 
  dedicate themselves wholly to their clans and their jobs. An 
  Ugnaught without a job or duty to perform becomes restless, 
  fidgety, and even a bit temperamental. 
   
  Ugnaughts are stout humanoids with porcine facial features. 
  Adults stand about 4 foot 3 tall 
   
  Their homeworld Gentes is located in the Outer Rim system of 
  Anoat. 
  Notes: 
  The laborers on Cloud City in Episode IV – The Empire Strikes 
  back are Ugnaughts. 
  Characters who have been taken as slaves must take the 
  disadvantage Social Stigma (Subjugated) [-20pts] 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Dis
  -10 
  0 
  0 
  +22 
  R
  R
  advantages 
  acially Learned Skills and Racial Bonuses 
  -5 
  0 
  TOTAL 
  +7 
  Umbaran 
   
   
  Attribute Adjustment: 
   HT-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  Will+1 [+5pts] 
  Origin: 
  Umbara 
  Tech Level: 
  11 
  Racial Advantages: 
  Charisma+2 [+10pts]; Empathy [+15pts]; Ultravision [+10pts]; 
  Social Regard+1 (Respected and Feared for influence ability) 
  [+5pts]  
  Racial Disadvantages: 
  Callous [-5pts]; Obsession (Power and Influence, Resist quite 
  rarely, x2) [-20pts]; Minor Handicap (Light Sensitive) [-1pts] 
  ills: 
  ge (Umbarese, Native); Area Knowledge (Umbara) 
  lly Learned Skills and Racial Skill Bonuses: 
  TL11 (Politics) at IQ+2 [+4pts]; Diplomacy at IQ
  ade) at Will-1 [+2pts]; Enthrallmen
  Names: 
  Free Sk
  Langua
  Racia
  Current Affairs/
  -1 
  [+2pts]; Enthrallment (Persu
   Will-1 [+2pts];  
  t 
  (Suggest) at
  Features/Taboos: 
  None 
  
   
   
  - 158 - 
  Example names are 
  Vykan Fenn, Sly 
  oci, and Zendra. 
   U
  he deepest reaches 
  xy in the Outer 
  th
  wn of the Old 
  s
  countered in great 
  e 
  they drifted like 
  at
  ambers of power, 
  im
  o subtly influence 
   
  During the Rise of the Empire era, Umbarans used their influence 
  power. Chancellor Palpatine selected an 
   be his Staff Aide, entrusting her 
  er becoming the Emperor, Palpatine 
  edi who had escaped the 
  a, Umbarans helped the 
  or expose Rebel sympathizers operating within the ranks of 
  the Imperial government and military. The Umbarans’ scrutiny of 
   operations did not endear them to anyone, including 
  officers who distrusted the Umbarans’ motives. 
   
  f the Emperor caught the Umbarans by complete 
  ring retaliation from both, the Imperial Remnant and 
  New Republic, the Umbarans withdrew from civilized space 
  and retreated into the dark folds of the Ghost Nebula. Umbarans 
  during the time of the New Republic, 
  rs 
  s are Force-users who use 
  inds. Others simply view the 
  Umbarans as perceptive, silver-tongued opportunists. Although 
   has yet walked the path of the Jedi, Umbaran Force-
   
  gs who 
  ion and 
  heir true thoughts. They have a 
  dark sense of humor that occasionally manifests in social 
  Umbarans are gaunt hauntingly pallid humanoids with sunken 
  barans stand about 5 foot 9 tall. 
  Sly Moore is an Umbaran and can be seen in Episodes II and III as 
  of Chancellor Palpatine. 
  Darth Ruin, Lesore Deyal, 
  , Sivilin, Squa Tront, Arystul Y
  mbara, a dark planet in t
  omy corner of the gala
  ough present sine the da
   have rarely been en
  time of the Old Republic, 
  e corridors and various ch
  es feared for their ability t
  Moore, Mesyl Rant
  Description: 
  Umbarans hail from
  of the Ghost Nebula, a glo
  Rim Territories. Al
  Republic, Umbaran
  numbers. During th
  specters though Sen
  respected and oftent
  others. 
  to secure positions of 
  Umbaran named Sly Moore to
  with his darkest secrets. Aft
  used Umbarans spies to locate rogue J
  Jedi Purge. During the Rebellion er
  Emper
  Imperial
  loyal Imperial 
  The death o
  surprise. Fea
  the 
  are rarely encountered 
  although few doubt that they continue to monitor galactic affai
  using an invisible network of non-Umbaran spies. 
   
  Speculation abounds that all Umbaran
  the Force to probe and control m
  no Umbaran
  users do exists across all eras. 
  Umbarans are secretive, manipulative, and inscrutable bein
  y are masters of obfuscat
  crave power and influence. The
  misdirection, seldom revealing t
  situations. 
   
  eyes. Um
  Notes: 
  the Staff Aide 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -10 
  +5 
  0 
  +40 
  -26 
  +10 
  TOTAL 
  +29 
  Unknown Tridactyl Species 
   
   
  Attribute Adjustment: 
  ST-3 [-20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  : 
  own 
  Force Sensitive [+5pts]; Extended Lifespan +4 [+8pts] 
  advantages: 
  r
  y one planet) 
  d 
  s: 
  ot show their 
  Features/Taboos: 
  None 
  Examples are Bontu Sitmus, Minch, Yaddle, Yoda D’Kana, Seville 
  Description: 
  all, wise creatures originate from an unknown world. 
  ch is known of them but the ones who travel into the 
  own to be all Force-sensitive. The two best known 
  tmus and his apprentice Yoda D’Kana. 
  ort creatures and have a greenish or orange tanned 
  skin. They have pointy ears and on each hand they have three 
  ve three frontal toes and two rear toes each. 
   weak, but this is well 
  eir connection to the Force. 
  o a carnivorous diet 
  sode IV. 
  Will+2 [+10pts]; Per+2 [+10pts]; SM-1 
  Origin
  Unkn
  Tech Level: 
  11 
  Racial Advantages: 
  Racial Dis
  None 
  Free Skills: 
  Language (Basic, Native); A
  Racially Learned Skills an
  Not known. They are not
  qualities to others. 
  ea Knowledge (An
  Racial Skill Bonuse
   so open minded and do n
  Names: 
  Demetris D’Kana, and Vandar Tokare. 
  These sm
  Not mu
  galaxy are kn
  Jedi are Bontu Si
   
  They are sh
  fingers. Their feet ha
  Their bodies look very fragile and
  compensated by their wisdom and th
  Their sharp teeth point t
  Notes: 
  These Jedi can be seen in each Episode except Epi
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  vantages 
  -0 
  +20 
  0 
  +13 
  Secondary Characteristic Adjustment 
  el 
  Tech Lev
  Racial Ad
  
   
   
  - 159 - 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  TOTAL 
  +33 
  Utai 
   
   
  Attribute Adjustment: 
   ST-2 [-20pts]; HT+1 [+10] 
  Secondary Characteristic Adjustment: 
  Basic Move-1 [-5pts]; SM-1 
  Origin: 
  Utapau 
  Tech Level: 
  11 
  Racial Advantages: 
  Dark Vision [+25pts]; Night Vision 1 [+1pt]; 
  mes are Senin Vant. 
  ion: 
  wo near-Human species native to the sinkhole world 
  the stocky Utai toiled as laborers in the sinkhole cities 
  f their homeworld. Utai society existed side-by-side 
  he gaunt Pau’ans. 
  Where the Pau’ans were tall and thin, their Utai cousins were 
  ubby, reaching about 4 foot in height. Utai 
  le, hairless skin and large, oblong heads. Two glassy black 
  ruded on thick stalks from the Utai’s face, which was 
  e, aside from a small, puckered mouth. 
  ingered hands and were capable workers 
  An age ago, the Utai were the sole inhabitants of Utapau’s 
  nkholes, living in dwellings nestled among the 
  utually beneficial 
  erally living 
  A natural hierarchy formed, with the Pau’ans well placed as the 
  s of the Utapaun cities, while the more hands-
  erved as laborers and workers. Utai also served as the 
  the varactyl, super-fast lizard beasts used as mounts on 
  and over the years have learned how to tame the 
   
  en at Pau City in Episode III – Revenge of the Sith. 
  Racial Disadvantages: 
  Minor Handicap (Light Sensitivity) [-1pt] 
  Free Skills: 
  Language (Pau’an, Native); Area Knowledge (Utapau) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None. 
  Names: 
  Example of na
  Descript
  One of the t
  of Utapau, 
  and caverns o
  with that of t
   
  generally short and ch
  had pa
  yes prot
  otherwise unremarkabl
  Utai had stubby, four-f
  and mechanics. 
   
  plummeting si
  crevices of the rocky walls. A planetary climate change forced 
  Utapau’s other primary species, the Pau’ans, to migrate 
  underground. The two species formed a m
  society, merging their disparate civilizations and gen
  in peace. 
   
  rules and politician
  on Utai s
  keepers of 
  Utapau, 
  creatures. 
  Notes:
  Utai can be se
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  -10 
  -5 
  0 
  +26 
  Racially Learned Skills and Racial Bonuses 
  -1 
  0 
  TOTAL 
  +10 
   
  -V-
  Vaathkree 
   
   
  justment: 
  ts]; HT+1 [+10ps] 
  ry Characteristic Adjustment: 
  None 
  acial Advantages: 
  ced 
  Consumption 3 [+6pts]; Reputation+1 (Devotion for Trade and 
  g, All merchant, x ½, Occasionally, x⅓) [+1pt]; Sanitized 
  lism {+1pt] 
  l Disadvantages: 
  icted Diet (Occasional, Lava) [-30pts]; Slow Eater [-10p
  rter) [-1pt] 
  rea Knowledge (Vaathkree) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Vaathkree Trade Language, Secret) [+3pts]; Merchant 
  at IQ [+2pts] 
  Attribute Ad
   DX-1 [-20p
  Seconda
  Origin: 
  Vaathkree 
  Tech Level: 
  11 
  R
  Damage Resistance 3 (Scales, Semi-Ablative, -10%, Cannot wear 
  armor, -40%, Physical and Energy, -10%) [+6pts]; Redu
  Barterin
  Metabo
  Racia
  Restr
  ts]; 
  Likes (Trade and Ba
  Free Skills: 
  Language (Vaathkree, Native); A
  
   
   
  - 160 - 
  Features/Taboos: 
  None 
  Names: 
  Example names are Grost
  Description: 
  The Vaathkree 
  Vaath’kror system. They
  them appear to be mad
  well-known for their devot
  eek and Valka. 
  people evolved on the planet Vaat
  were covered by armore
   from stone and metal.
  ion to trade and barteri
  hkree in the 
   
  d plates, making 
  e
   Vaathkree were 
  ng. In fact, the 
  name of their religion (rou
  ly translated to Basic was “The Deal”. 
   
  ifespan (300 to 350 standard years) and a 
  egan their lifes as small, shapeless 
  gers. Stonesingers roamed the lava 
  one and metal into their 
  d them to absorb minerals 
  d be turned into tough armor scales on the outside of 
  the skin. At about nine years of age, the Stonesingers were about 
   tall, but still had a fluid form. They also began to develop 
  elligence, and were instructed by adult Vaathkree 
  ays of The Deal. 
  nds developed, the young Stonesingers lost their 
  dity, and had to choose a particular form. Since the Vaathkree 
  had been active in the Galactic Republic for several millennia, this 
  n-sized humanoid form. Others choose 
  of the most renowned trading species in the galaxy. 
  kree had developed a complicated trade 
   business matters. Non-Vaathkree found 
  aathkree’s favor. 
   
  lso invented a two-dimensional artform known as 
  r an adult Vaathkree only. 
  gh
  Vaathkree had a long l
  two-staged life cycle. They b
  non-sentients called Stonesin
  flats of Vaathkree, incorporating bits of st
  body structure. Their metabolism allowe
  which woul
  one yard
  rudimentary int
  into the w
   
  As their mi
  flui
  was usually a Huma
  variant forms suited to their chosen professions. Stonesingers 
  became adult Vaathkree at about twenty years of age. 
   
  Concepts such as barter, haggling, sales technique, and supply and 
  demand were deeply ingrained in Vaathkree culture. As a result, 
  they were one 
  Over time, the Vaath
  language for discussing
  this language especially hard to decipher, which usually worked 
  in the V
  Vaathkree a
  Flatsculp, similar in style to Paonidd Extrassa Art. 
  Notes: 
  The profile given here is fo
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ntages 
  -10 
  0 
  0 
  +14 
  Tech Level 
  Racial Adva
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -31 
  +5 
  TOTAL 
  -22 
  Veknoid 
   
  Attribute Adjustment: 
   ST-1 [-10pts] 
  Secondary Characteristic Adjustment: 
  SM-1 
  Origin: 
  Monuus Mandel 
  Tech Level: 
  11 
  Racial Advantages: 
  Acute Senses (Acute Hearing+2) [+4pts]; Teeth (Sharp) [+1pt] 
  Racial Disadvantages: 
  None 
  Free Skills: 
  Language (Veknoid, Native); Area Knowledge (Monuus Mandel) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Bothan, Broken) [+2pts]; Piloting/TL11 (choose one) at 
  DX+1 [+4pts] 
  Features/Taboos: 
  None 
  Names: 
  Example names are Teemto Pagalies and Zao. 
  Description: 
  Veknoids, also known as Velkoids, were a species native to the 
   Mandel, a moon of the Bothan colony Mandell. In 58 BBY 
   the Mandalorian Civil War, Viszla planned to conquer it 
  following the Battle of Concord Dawn. 
  oids are a short species, averaging about 3 foot 11 tall. Th
  eads, large grinding teeth and their skin colo
  e Boonta Eve podrace in Episo
   Phantom Menace. 
  Monuus
  during
   
  Vekn
  ey 
  have elongated h
  rs 
  ranges from khaki to brown. 
  Notes: 
  Teemt
  I – The
  o Pagalies can be seen at th
  de 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic A
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills
  -10 
  0 
  0 
  +5 
  0 
  +6 
  djustment 
   and Racial Bonuses 
  TOTAL 
  +1 
  Verpine 
   
   
  ute Adjustment: 
   None 
  Attrib
  
   
   
  - 161 - 
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Unknown 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 2 (Physical, -20%) [+8pts]; Gadgeteer [+25pts]; 
  +2 [+10pts]; Peripheral Vision (Large eyes, Easy 
  pts]; Telecommunication (Radio, Racial, -20%) 
   
  isadvantages: 
  ilia (Resist quite rarely, x2) [-20pts] 
  eatures/Taboos: 
  r species. Like a handful other ancient spacefaring 
  species, their world of origin is unknown even to themselves. 
  t home in 
  unication 
  y to poll every Verpine in the system about every 
  rnmental initiative, and because everyone has a voice, 
  he final decisions completely binding. Oth
  o use a similar method of arriving
  erefore, every Verpine in a community is able to spea
  hority about his community’s stance on an iss
  e settlements consist of unions of hives that number 20 
  100 individuals. Like a number of other insectoid species, the 
  rodites. When a hive needs to increase its 
  unity asks selected Verpine to reproduce. 
  heir eggs in the 
  e entire community 
   an earlier time in 
  a br
  ly semi-sentient drones 
   Verpine society evolved 
  va
  ere ceased to be a need of 
  the
  ic’s first contact with 
  gest a special enzyme 
  t Verpine. 
   by technology. They 
  chnological field, and 
  any device that falls into their hands is swiftly taken apart, 
  reassembled, and duplicated by Verpine engine
  s, usually with a 
  e original. The fact that millions of 
  he Roche asteroid field is perhaps the 
  o the technological mastery of these 
  beings. The asteroids they inhabit are completely self-sufficient, 
  environments that are kept in stable positions by repulsor 
  Old Republic, Verpine engineers could be found at 
  nearly every major shipyard and spaceport. When the Empire 
  er, the Imperials severely restricted the Verpine’s 
  ities to work for civilian interests and forced them into virtual 
  ent to the Emperor’s military-industrial complex. This 
  hy for the Rebel Alliance, although the 
  lly joined the Rebellion, in part because the 
  aining a close relationship with the New Republic 
  military. 
  f a blaster bolt tom protect a valuable piece of 
  such as a customized droid or personalized toolkit. 
  ctoid 
  species) and enthusiastic. They will often make unauthorized 
  inadvertently 
  cing some new quirks. 
   sticklike bodies covered in plates of flexible, 
  in. They possess two arms and two legs, each of 
  gers and an opposable thumb. Their large 
  black eyes allow them to see even microscopic details, and the two 
   that extend from the back of their heads allow them to 
  ttlement of Verpine in the galaxy lies in the Roche 
  Microscopic Vision
  to Hit, -20%) [+12
  [+8pts]
  Racial D
  Duty (Absolute Democracy, Quite often, Nonhazardous) [-5pts]; 
  Technoph
  Free Skills: 
  Language (Verpine, Native); Area Knowledge (Roche Asteroid 
  belt) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Engineer/TL11 (choose one specialization) at IQ[+4] 
  F
  None 
  Names: 
  Example names are Fxz’et, Gargi, Jurfel, Kuli Ned’lx, Moegid, 
  g’lax, Suskafoo, Zix, and Zraii. 
  P
  Description: 
  The Verpine have been spacefarers for their entire recorded 
  history and for untold centuries longer than they have had contact 
  with othe
   
  Verpine society is based around absolute majority rule. A
  the Roche asteroid belt, they use their natural telecomm
  abilit
  gove
  everyone considers t
  er 
  Verpine communities tend t
   at 
  decisions; th
  k 
  with complete aut
  ue. 
   
  Verpin
  to 
  Verpine are hermaph
  numbers, the comm
  Some are assigned to egg production and lay t
  hers fertilize the eggs. Th
  e resulting hatchlings. At
  ood would yield most
   as menial laborers. As
  nced technology, th
   time of the Old Republ
  oid species, egg-layers began to in
  ly produce fully sentien
  ulsive tinkerers fascinated
  s in virtually every te
  hive’s incubator. Ot
  then cares for th
  Verpine history, 
  that would be used
  and developed ad
  drones. Around 
  the insect
  that ensured broods on
   
  Verpine are comp
  fancy themselves expert
  er
  range of improvements over th
  Verpine are able to inhabit t
  most impressive testament t
  sealed 
  fields. 
   
  During the 
  came to pow
  abil
  enslavem
  raised Verpine’s sympat
  species never officia
  Emperor put “advisors” in the Roche asteroid belt early in the 
  conflict. The Verpine nonetheless lent their expertise to the 
  development of the heavy B-wing starfighter. Once the Empire 
  fell, they resumed their relationships with starship designers and 
  manufacturers of high technology throughout the galaxy, as well 
  as maint
   
  Technology fascinates the Verpine. The average Verpine isn’t 
  likely to risk “life and limb” for a political cause that has no 
  measurable impact on Verpine society but will throw himself in 
  the patch o
  technology, 
  Other species find Verpine surprisingly personable (for inse
  “improvements” 
  to 
  starships 
  and 
  droids, 
  introdu
   
  The Verpine have
  brilliant-green chit
  which ends in two fin
  antennae
  communicate with one another over great distances by creating 
  natural radio waves. Adult Verpine stand around 6 foot 3 tall. 
   
  The largest se
  asteroid belt, located in the Expansion Region. The Verpine rely on 
  technology to generate atmospheres and gravity within hollowed-
  out chunks of rock. Some historians believe that the Roche asteroid 
  belt was once the Verpine homeworld, but that it was destroyed in 
  a great cataclysm, possibly even a Verpine civil war. The Verpine 
  neither confirm nor deny this speculation, merely stating that they 
  are unaware of their planet of origin. 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  0 
  0 
  +63 
  -25 
  +4 
  TOTAL 
  +42 
  Vodran 
   
    
  Attribute Adjustment: 
  
   
   
  - 162 - 
   IQ-2 [-40pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  None 
  Origin: 
  Vodran 
  Tech Level: 
  11 
  Racial Advantages: 
  Damage Resistance 1 (Tough Skin, -40%, Physical, -20%) [+2pts] 
  odran, on
  Racial Disadvantages: 
  Social Stigma (Subjugated) [-20pts] 
  ; Area Knowledge (Vodran) 
  nd Racial Skill Bonuses: 
  2pts] 
  are Meldo Lycri, Kl’ietu Mutela, Xenon Nnaksta, 
  Vydek. 
  Description: 
  Vodrans, like the Klatooinians and Nikto, are a humanoid species 
  d to the Hutts. More than 25,000 years 
  ged a galactic tyrant 
  ta Cluster. The 
  intan, and Klatooine in 
  hat they found instead 
  gically primitive diagonal hunters and fisherfolk 
  living in thatched huts. The Vodrans believed the Hutts were 
  ods and immediately bowed to their will. 
  ing Xim, the Hutts subsumed the Vodran homeworld 
  pire. The Vodrans have served their Hutt 
  since. Hutt culture quickly supplanted the 
  The Vodrans created their own miniature 
  kajidics, imitating the clan structure of their sluggish overlords. 
  swers to a powerful Hutt kajidic, and though 
  e Hutts gave hyperspace technology to their Vodran servants, 
  few Vodrans would dare travel abroad without first seeking 
  utt masters. 
  nters to hunt down these freethinking traitors, 
  while others could care less about the loss of one useless Vodran 
  Vodrans are simple-minded beings who lack individuality, 
   of how many 
  mastering complex behaviors such as etiquette or 
  innuendo. 
  , a flat 
  nose, and a face ringed by horny protrusions, the average Vodran 
  bout 5 foot 9 tall. A Vodran’s underdeveloped facial 
  e of the many inhabited worlds in the Si’Klaata Cluster 
  ed in the Outer Rim), is a jungle world infested with 
  rs and scavengers, including the loathsome dianoga. Many 
  s can be seen at Jabba’s Palace and on the skiff in Episode
  e Jedi 
  V
  (locat
  predato
  Hutts make their homes on Vodran, breaking the backs of their 
  Vodran servants to maintain their opulent lifestyle. 
  Notes: 
  Vodran
  VI – R
   
  eturn of th
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  ech Level 
  antages 
  Racial Disadvantages 
  ned Skills and Racial Bonuses 
  -
  0 
  +2 
  -20 
  +2 
  30 
  0 
  T
  Racial Adv
  Racially Lear
  TOTAL 
  -46 
  Vor 
  Free Skills: 
  Language (Huttese, Native)
  Racially Learned Skills a
  Survival (Jungle) at PER [+
  Features/Taboos: 
  No facial expressions. 
  Names: 
  Example names 
  Lakren Plooru, and Saran 
   
   
  1 
  kills: 
  Hide Emotions 
  ames are Deskalut, Inchiiri, Kaliopi, Krini-shen, Sha-
  viri, Wiliran, and Yiruthir. 
  ription: 
  ian species that doesn’t wish to g
  ic politics. Vors prefer a simple life. Their hom
  Attribute Adjustment: 
   IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; SM+1 
  Origin: 
  permanently indenture
  before the Battle of Yavin, the Hutts challen
  named Xim the Despot for control of the Si’Klaa
  Hutts sent ambassadors to Vodran, K
  search of powerful allies. On Vodran, w
  were technolo
  Vortex 
  Tech Level: 
  terrible g
   
  After defeat
  1
  into their stellar em
  masters loyally ever 
  Vodran way of life. 
  Racial Advantages: 
  Flight (Cannot Hoover, -15%) [+34pts] 
  Each Vodran clan an
  Racial Disadvantages: 
  Cold-Blooded [-5pts]; Selfless (Resist quite rarely, x2) [-10pts]; 
  Dislikes (Alien Affairs & Politics) [-1pt] 
  Free S
  th
  permission from their H
   
  A few Vodrans possess sufficient individuality to reject the tenets 
  of their society, but they are treated as outcasts. Some Hutts will 
  hire bounty hu
  Language (Votese, Native); Area Knowledge (Vortex) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  servant. 
   
  believing in the well-being of the Hutts regardless
  Vodrans must die to protect that well-being. Unlike their Hutt 
  masters, Vodrans partake of few, if any, diversions. They have 
  trouble 
  Names: 
  Example n
   
  Humanoid, with leathery brown skin, black featureless eyes
  stands a
  Desc
  The Vors are a peaceful av
  et 
  involved in galact
  es 
  muscles permit only a slight range of facial expressions. 
   
  
   
   
  - 163 - 
  are half buried in the ground to withstand their homeworl
  een aesthetic sense to build architectural 
  ce. Their most 
  ual center of 
  is intricate 
  all and is 
  les. By covering and 
   perfect order, Vors can 
  at
   Once per year, 
  laxy. A concert 
  d
  e Vors consider 
   for offworlders 
  during the reign of the Empire and have only recen
  New Republic and other dignitaries to attend these shows. 
  ual beings who loathe 
   for their society, clan, 
  or colleagues instead of their own needs or the needs of any one 
  aining composed 
   times of great joy, or tragedy and saving their emotional 
  outbursts for private moments. 
  ilian avians with flat, pointed heads, slender limbs, 
  nslucent, membranous flaps of skin extending from their 
  wrists to their haunches. The Vors use these wing flaps to fly, and 
   bones enable them to fly gracefully despite their 
  tive short, 3-yard wingspan. The average Vor stands about 6 
  foot 7 tall. 
  d’s 
  powerful winds. 
   
  The Vors use their k
  wonders of othe
  cherished accomplishm
  their homeworld, is th
  crystalline structure st
  riddled with flutelike apert
  uncovering the holes wit
  create ethereal music th
  the Vors perform a conc
  at the Cathedral of Win
  it their highest honor t
  rworldly beauty and elegan
  ent, the physical and spirit
  e Cathedral if Winds. Th
  ands several hundred yards t
  ures or blowho
  h their bodies in
   wafts across the plains.
  ert like none other in the ga
  s is a special event, and th
  o perform their music
  tly allowed 
   
  Vors are tranquil, imaginative, and spirit
  discord. Vors usually consider what is best
  individual. Vors suppress their emotions, rem
  even in
   
  Vors are rept
  and tra
  their hollow
  rela
   
  Their homeworld Vortex is a blue-gray Mid Rim planet with a 
  severe axial tilt that causes sudden seasonal changes and fierce 
  windstorms. Grassy, multicolored plains stretch for thousands of 
  miles across the planet’s surface. 
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  antages 
  Racial Disadvantages 
  +20 
  +34 
  -16 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Adv
  -2 
  0 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  +36 
  Vorzydiak 
   
  Attribute Adjustment: 
  rigin: 
  tages: 
  s/Taboos: 
  Names: 
  ple names are Jolos Aarn, Kel Razda, Segra Bezu, and Tyko 
   
  on: 
  astered sublight technology by the ti
  em in the Vorzyd Cluster. T
  ic’s gift of hyperdrive technology enabled the Vorzydia
  to further explore their region of space, and this new pursuit 
  f social and political upheaval on nearly a 
  s. 
  ly heightens the 
  t their stifling, 
  , but also as 
  ic
  eir ways. Rebellious 
  nst the rigidity 
  vand
  hat border on 
  , 
  table for their 
  yellow skin and long anten
  ose motion
  serve as 
  barometers for their moods. They average 5 foot 11 tall.
  throughout the Vorzyd Cluster, 
  ion can be found on Vorzyd IV. 
   IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts] 
  O
  Vorzyd IV 
  Tech Level: 
  11 
  Racial Advan
  None 
  Racial Disadvantages: 
  Easy to Read [-10pts]; Hidebound [-5pts]; Stubbornness [-5pts]; 
  Workaholic [-5pts] 
  Free Skills: 
  Language (Vorzydiak, Native); Area Knowledge (Vorzyd IV or 
  any other colony in the Vorzyd Cluster) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Feature
  None 
  Exam
  Mez.
  Descripti
  Vorzydiaks had already m
  me 
  Republic scouts encountered th
  he 
  Republ
  ks 
  helped end centuries o
  doze Vorzydiak world
   
  Vorzydiaks form close-knit fa
  agitation of young Vorzydiaks 
  stagnant society. 
   
  Vorzydiaks are widely regarded 
  inflexible thinkers almost com
  and unruly Vorzydiaks youths co
  of their society with acts of 
  the shockingly brutal. 
   
  Physically similar to Humans
  milies, which on
  who rebel agains
  as hard workers
  ally set in th
  mmonly rail agai
  alism or violence t
  Vorzydiaks are no
  nae, wh
  s 
   
   
  Vorzydiaks have colonies 
  although their largest populat
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  cteristic Adjustment 
  al Advantages 
  antages 
  nuses 
  +20 
  -5 
  0 
  0 
  -25 
  0 
  Secondary Chara
  Tech Level 
  Raci
  Racial Disadv
  Racially Learned Skills and Racial Bo
  TOTAL 
  -10 
  
   
  Vratix 
   
  - 164 - 
   
   
  Attribute Adjustment: 
   DX-1 [-20pts]; IQ+1 [+20pts] 
  Secondary Characteristic Adjustment: 
  ech Level: 
  nly, -
  0%) [+42pts] 
  es include Akarin Xerer, Akarin Ricaev, 
  a. The Vratix have 
  a production with the rest of 
  o used cartels 
  a production. Emperor Palpatine chose two cartels, 
  n between the cartels was harsh, and the Vratix, who 
  ere often caught in the middle, fought for reform. Some Vratix 
  ith the help 
  dron, the Vratix eventually liberated th
  an cartels and petitioned the New 
  dmission as a member race. During the New Je
  rachen caste of Vratix controls bacta producti
  ring the invasion of the Yuuzha
  uently with offworlders, the Vratix believe 
  are unreliable and prefer to touch other 
  ce. Their custom does not 
  h
  hey encounter. The custom of 
  plural, and by their hive name, 
  elligence; for example, a Vratix 
   you. Our name is Akarin.” 
  ve trouble understanding art, 
   forms of creat ve expression. They act cautiously, 
  a
  out due consideration of the 
  owledge of bacta, Vratix are 
  ck the compassion to view the 
  i
  an a biological exercise. 
   
  A Vratix has large compound eyes, a stalk-like neck, and six limbs 
  drical thorax and abdomen. Two triple-
  e shoulders, ending in long, three-
   upright on four legs. The rearmost 
  ing. Their triangular heads 
  airs cover a Vratix’s body 
   chemical that changes the color of the skin as an 
  expression of emotion. Vratix stand about 6 foot 6 tall. Most are 
  though their carapaces usually darken with age. 
  eworld Thyferra is a temperate world with two moons 
  e Inner Rim. Most Vratix live in modest rain-forest 
  isting of high towers with circular terraces and 
  ing bridges connecting them. 
  CP: 
  SM+1 
  Origin: 
  Thyferra 
  T
  11 
  Racial Advantages: 
  360° Degree Vision (Easy to Hit, -20%) [+20pts]; Acute Senses 
  (Acute Touch+2) [+4pts]; Damage Resistance 2 (Carapace, Can’t 
  wear armor, -40%) [+6pts]; Extended Lifespan 1 [+2pts]; Extra Legs 
  (Four legs) [+5pts]; Healing (Xenohealing, +60%, Injuries O
  2
  Racial Disadvantages: 
  Easy to Read [-10pts]; Odious Racial Habit (Touching others) [-
  5pts];  
  Free Skills: 
  Language (Vratix, Native); Area Knowledge (Thyferra) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Jumping at DX+2 [+4pts] 
  Features/Taboos: 
  Hive-mind; No creative expression 
  Names: 
  All Vratix have two names. The first is their hive name, the second 
  a given name. Exampl
  Qlaeren Hirf, Qlaeren Rhirr, Toqor Reen, and Toqor Irfwix. 
  Description: 
  Highly intelligent, hermaphroditic insectoids, the Vratix are the 
  reators of the healing substance known as bact
  c
  used bacta for thousands of years, and since the solution includes 
  chemical fluids exuded by the Vratix themselves, they have never 
  een afraid to share the secrets of bact
  b
  the galaxy. A healthy business evolved during the time of the Old 
  Republic once the galaxy at large realized the healing potential of 
  the miracle substance.  
  The Vratix share their homeworld with Humans wh
  to control bact
  the Zaltin and Xucphra factions, to supply the Empire’s bacta, 
  effectively eliminating all competition in the bacta market. 
  Competitio
  w
  resorted to terrorism and sabotage to achieve their agenda, 
  fighting with ruthless desperation and no remorse. W
  of Rogue Squa
  eir 
  homeworld from the Hum
  Republic for a
  di 
  Order era, the Ve
  on, 
  supplying the galaxy’s needs du
  n 
  Vong. 
   
  Although they deal freq
  that sights and sounds 
  beings in order to recogn
  sit well with many of t
  referring to themselves
  stems from the species’ h
  might say, “We are pleased t
   
  Practical and analytical,
  music, and other
  never rushing into situ
  consequences. Because of 
  natural healers. However, m
  healing process as anyth
  ize their presen
  e species t
   in the 
  ive-like int
  o meet
   Vratix ha
  i
  tions with
  their kn
  ost la
  ng more th
  sprouting from a cylin
  joined arms extend from th
  fingered hands. Vratix stand
  pair is well muscled and used for jump
  sport two floppy antennae. Small, thin h
  and exude a
  greenish gray, 
   
  Their hom
  located in th
  villages cons
  arch
  Notes: 
  None 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  0 
  0 
  Racial Advantages 
  ages 
  Skills and Racial Bonuses 
  0 
  +79 
  -15 
  +4 
  Racial Disadvant
  Racially Learned 
  TOTAL 
  +68 
  Vulptereen 
   
   
  Attribute Adjustment: 
   ST-2 [-20pts] 
  Secondary Characteristic Adjustment: 
  Basic Move -2 [-10pts]; SM-2 
  Origin: 
  Vulpter 
  Tech Level: 
  
   
   
  - 165 - 
  11 
  Racial Advantages: 
  Claws (Blunt) [+3pts]; Dark Vision (echolocation) [+25pts]; Hard to 
  Kill 2 [+4pts]; Injury Tolerance (No brain) [+5pts] 
  Racial Disadvantages: 
  No Depth Perception [-15pts] 
  Free Skills: 
  Language (Vulpterish, Native); Area Knowledge (Vulpter) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  None 
  Names: 
  Example names are Dud Bolt, Lon Wert, Rina Fio, and Veltzz 
  Arakyd. 
  Description: 
  Vulptereens were barrel-shaped aliens with shovel-like mouths 
  from the planet Vulpter. They had six tusks protruding outward 
  from their snouts, and two pointed ears on top. Their eyes were 
  yellow-green, with black pupils capable of seeing in dark 
  conditions, yet lacked good depth perception. This resulted in the 
  se of echolocation in these conditions with a single, thin antenna, 
  e they lacked a central 
  rain. However, they were quite hardy when exposed to a variety 
   stands about 3 feet tall. 
   
  e third and primary planet of the Vulpter system in 
  p Core, and the homeworld of both the Vulptereen and the 
  asers. Vulpter was on the opposite site of the Carbonite 
  from Empress Teta, with the destroyed Goluud system in 
  een. 
  racer from Episode I, was a Vulptereen. 
  u
  which rested on the snout. 
   
  Vulptereens’ two arms ended in clawed hands, that if 
  dismembered could result in aphasia sinc
  b
  of environments and did not succumb to toxic conditions. An 
  average Vulptereen
  Vulpter was th
  the Dee
  garbage ch
  Run 
  betw
  Notes: 
  Dud Bolt, a pod
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustm
  Tech Level 
  Racial Advantages 
  ent 
  -20 
  -10 
  0 
  +37 
  -15 
  0 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  TOTAL 
  -8 
  Vuvrian 
   
   
   Adjustment: 
   IQ+1 [+20pts] 
  ry Characteristic Adjustment: 
  ses (Acute 
  0pts]; Cultural 
  bility (Xeno-Adaptability) [+20pts]; Reputation+1 (Telepath 
  or Force user, Almost everyone but Force users, x⅔, Occasionally, 
  ive Touch [+10pts]; Social Regard+1 (Respected) 
  5pts] 
  isadvantages: 
  xample names are Cimilak, Gwent, Kirrewa, Milthea, Nilzilun, 
  e few predators that exists on their 
  h long-standing members of the greater galactic society, 
  continue to tour and observe the rest of 
  the galaxy, though they typically find other worlds, and even 
   stations, unpleasant compared to the paradise of Vurdon Ka. 
  oxically, Vuvrians who settle elsewhere in the galaxy see
  h planets. 
  ordial, inquisitive, and diplomatic. Although ma
  hysical appearance of Vuvrians disturbing, man
   among the greatest sales-being
  Attribute
   ST-1 [-10pts];
  Seconda
  SM+1 
  Origin: 
  Vurdon Ka 
  Tech Level: 
  11 
  Racial Advantages: 
  360° Vision (Easy to hit, -20%) [+20pts]; Acute Sen
  Touch+4) [+8pts]; Charisma 2 (Xeno-Charisma) [+1
  Adapta
  x⅓) [+1pts]; Sensit
  [+
  Racial D
  Low Pain Threshold [-10pts]; Phobias (Gerontophobia, Resist quite 
  rarely, x2) [-10pts]; Xenophilia (Resist quite often, x1) [-10pts] 
  Free Skills: 
  Language (Vuvrian, Native); Area Knowledge (Vurdon Ka) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  Oblong-shaped head. 
  Names: 
  E
  Serin, Swiegel, Weelax, and Wioslea. 
  Description: 
  Vuvrians hail from the idyllic world of Vurdon Ka. They 
  developed a particularly fine sense of touch as a survival 
  echanism against th
  m
  homeworld. Their skin is s sensitive they can feel the minute shifts 
  in air temperature that occur when another being walks into a 
  room. Their heightened sensitivity is often mistaken by other 
  species as telepathy or Force powers, and a number of Vuvrians 
  have excelled as Jedi with their innate abilities augmented by the 
  Force. As Vuvrians ages, his or her skin becomes increasingly 
  wrinkled and less sensitive, a process that is sped up if he or she 
  spends a great deal of time in harsh offworld environments, such 
  as those found on Tatooine or Hoth. 
   
  Vuvrians are natural problem solvers, and they excel in the fields o 
  law enforcement, diplomacy, and business. Even at the height of 
  its power, the Empire turned to Vuvrians to help negotiate trade 
  contracts and rare disputes where terror and military might were 
  impractical or counterproductive. Conversely, their affable natures 
  also made them ideal spies for the Rebels. 
   
  Althoug
  Vuvrians have not undertaken any extensive colonization efforts, 
  nor have they established any large enclaves outside their home 
  star system. Rather, they 
  space
  Parad
  m 
  to gravitate to hars
   
  Vuvrians are c
  ny 
  beings find the p
  y 
  of their kind have been counted
  s, 
  
   
   
  -
  negotiators, peace brokers, and first-contact specialists in the
  galaxy. It is hard to resist the outgoing personalities of Vuvrians, 
  and when they couple it with skilled oratory and logical
  arguments, it is nearly impossible not to see things their way. 
  erest in learning about other societies and species 
  em solve their problems makes it easy for them to 
  id
  ng-shaped insectoid 
  tw
  and female Vuvrians 
  oot
  ales of the species, 
  what more oblong-
  n 
  d robes to minimize 
   en
  forestall the lack of 
  n
  althy Vuvrians may 
  st
   environmental suits 
  o
  nt I ner Rim world 
  covered in mosses and primitive plants. The wind is hardly ever 
  stronger than a breeze, the temperatures remain within a 15-
  degree band, no biting insects, and the light of the sun is filtered 
  by a heavy cloud layer that casts the world in a state of perpetual 
   
   
  twilight. 
   
  Notes: 
  Wioslea, who bought Luke’s X-34 landspeeder at Tatooine in 
  Episode IV – A New Hope, is a Vuvrian. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  +20 
  0 
  0 
  +74 
  Their genuine int
  and helping th
  grasp the quirks of other c
   
  Vuvrians are a humano
  heads, twelve eyes, and 
  both stand around 6 f
  displaying slightly light
  shaped heads. They ofte
  their exposure to alien
  sensation that comes upo
  even wear specially con
  for additional protection. 
   
  Their homeworld Vurd
  ultures. 
   species with oblo
  o antennae. Male 
   7 tall, with fem
  er builds and some
  wear thick, hoode
  vironments and 
   them with age; we
  ructed lightweight
  n Ka is a pleasa
  n
  Racially Learned Skills and Racial Bonuses 
  -30 
  0 
  TOTAL 
  +64 
   
  -W-
   
  Weequay
  Names: 
  Weequay lack individual names. Other species sometimes give 
  them names (or nick-names) Sample names include Adazian 
  Liebke, Ak-buz, Ak-rev, Diergu-Rea Dujnes’rd, Fyg, Grimorg, 
  Labansat, Nort Toom, Plaan, Que-Mars Redath Gom, Solum’ke, 
  Sora Bulg, and Tas Kee. 
  Description: 
  Weequay are vicious warriors with no concept of individuality. 
  They worship a pantheon of deities, chief among them the god of 
  the moon, Quay. The species’ name translates as “Follower of 
  uay”, and Weequay warriors honor Quay with ritual sacrifices 
  Q
   
  Attribute Adjustment: 
   IQ-1 [-20pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
  Origin: 
  Tech Level: 
  L-2 [-10pts] 
  Racially Learned Skills and Racial Skill Bonuses: 
  Language (Pheromone, Secret) [+3pts]; Survival (Desert) at PER+1
  [+4pts] 
  Features/Taboos: 
  Sriluurian (Pheromone) cannot be learned by other species. 
  stance, if a Weequay asks the orb whether he will 
  eequay grow a new braid each year they’re away from 
  Weequay are brooding, superstitious beings prone to violence. 
  uay lack individual names, referring to themselves simply as 
  quay”, though they will answer to names given to them 
  They rarely talk, even among their own kind. 
  th leathery skin, a flat noose, lipless mouth an
  each jowl, the average Weequay stands abou
  one or more long dark braids
  ed into a topknot. Female Weequay are completel
   
   
  Their homeworld Sriluur is a semi-arid world on the periphery of 
  Hutt Space in the Outer Rim. Weequay originally roamed the 
  deserts of Sriluur to avoid predators. As their technology 
  advanced to an industrial level, makeshift cities began to form 
  near the ocean shores. These cities provided much-needed 
  protection from Sriluur’s predators and access to its bountiful seas. 
  and bloody murders. They also erect shrines of black stone, called 
  thals, to honor their gods. Although primitive by galactic 
  standards, they are capable crafters. The Weequay had achieved 
  an industrial level of technology before making contact with the 
  rest of the galaxy. 
   
  A Weequay communicates with Quay using a tiny orb (also called 
  a “quay”) capable of answering simple questions with simple 
  nswers. For in
   ST+1 [+10pts];
  a
  Will-1 [-5pts] 
  become a great warrior, the quay might respond with “It is 
  decidedly so.” Or “Ask again during the next full moon.” To a 
  Weequay, the orb’s answers are irrefutable. Other species of the 
  galaxy use these simple scrying devices for entertainment, and 
  their predictions are just that. 
   
  Sriluur 
  9 – Low T
  Male W
  their homeworld and shave it off when they return, even if only 
  briefly. 
   
  Racial Advantages: 
   
  Weeq
  Racial Disadvantages: 
  Bad Temper (Resist quite often, x1) [-10pts]; Bloodlust (Resist quite 
  rarely, x2) [-20pts]; Fanaticism (Quay) [-15pts]; Intolerance-1 
  (Houk) [-5pts] 
  ree Skills: 
  “Wee
  by 
  others they trust. 
   
  Humanoid, wi
  d a 
  bony frill along 
  t 5 
  foot 7 tall. Male Weequay have 
   o
  y 
  f 
  F
  h
  bald.
  air collect
  Language (Sriluurian, Native); Area Knowledge (Sriluur) 
   
   166 - 
  
   
   
  - 167 - 
  Notes: 
  Some of Jabba’s henchm
  Weequay. 
  CP: 
  en in Episode VI – Return of the Jedi are 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustm
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  0 
  -5 
  -10 
  0 
  -50 
  +7 
  ent 
  nuses 
  TOTAL 
  -58 
  Whiphid 
   
   
  ute Adjustment: 
  20pts]; HT+1 [+10pts] 
  Toola 
  11 
   [+8pts]; Claws (Sharp) [+5pts]; 
  Longevity [+2pts]; Temperature Tolerance+4 (Cold, -50%) [+2pts]; 
  t]; Terrain Adaptation (Snow and ice) [+10pts]; 
   (Resist quite often, x1) [-5pts]; Greed (Resist quite often) 
  hiphid, Native, Spoken only); Area Knowledge 
   each 
  y Whiphids eagerly left their 
  the hunt 
  nearly as much as the thrill of making a kill. When dealing with 
  ers, Whiphids exhibit pleasant, outgoing personalities. 
  of them are drawn to shady yet lucrative 
  professions. 
  hids are bulky bipeds with shaggy yellow-white or gold
  s 8 foot 2 tall and has an elongat
  om the lower jaw, and rendi
   tend to be slightly shorter and heavier than t
  hids look considerably slimm
  es and shed much of their coat
  eating. 
  oola is located in the Outer Rim’s Kaelta 
  mosphere and is far from its sun for most of 
   during the brief summer 
  ge
  nd creatures adapt to the 
   Episode VI – Return of 
  Attrib
   ST+1 [+9pts]; IQ-1 [-
  Secondary Characteristic Adjustment: 
  SM+1 
  Origin: 
  Tech Level: 
  Racial Advantages: 
  Acute Senses (Acute Smell+4)
  Teeth (Sharp) [+1p
  Fur [0pts] 
  Racial Disadvantages: 
  Gluttony
  [-15pts]; Illiteracy (Native) [-3pts] 
  Free Skills: 
  Language (W
  (Toola) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Survival (Arctic) at PER [+2pts] 
  Features/Taboos: 
   
  Names: 
  Example names are Aiks Fwa, Ch’unkk, D’Whopp, Fillin Ta, 
  Jempa, J’Quille, Jun Seros, K’Kruhk, Mubbin, Nurron Gep, 
  Polrowl, Valarian, and Waroopa. 
  Description: 
  Whiphids are nomadic hunters by nature, migrating across the 
  vast tundra of their homeworld during the long winter and 
  returning home each summer to enjoy the brief warm weather. A 
  Spearmaster leads each Whiphid tribe, determining where the 
  ibe amps and hunts. All other responsibilities are left to
  tr
  individual. 
   
  Water harvesters from nearby arid worlds first contacted the 
  Whiphids during the time of the Old Republic. The hulking brutes 
  were smitten by the visitors’ advanced technology, appreciating 
  e luxuries it offered. Man
  th
  homeworld to travel among the stars in search of lucrative careers. 
   
  Whiphids are natural predators who enjoy the sport of 
  offworld
  They generally know the difference between “friend” and “food”, 
  though some Whiphids have had to learn the hard way. Whiphids 
  have few scruples and often let their greed and gluttony get the 
  better of them. Many 
   
  Whip
  en 
  fur. The average Whiphid stand
  o large tusks jutting fr
  ed 
  snout, tw
  ng 
  claws. Females
  he 
  males. In warmer climates, Whip
  odies reduce their fat stor
  er. 
  Their b
  avoid overh
   to 
   
  Their homeworld T
  system, has a thin at
  its year. It is a frigid tund
  when the snow melts, ve
  warmer weather. 
  Notes: 
  A Whiphid can be seen at
  the Jedi. 
  CP: 
  ra world, except
  tation grows, a
   Jabba’s Palace in
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustmen
  Tech Level 
  Racial Advantages 
  nuses 
  -1 
  0 
  0 
  +28 
  -23 
  +2 
  t 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bo
  TOTAL 
  +6 
  Wookiee 
   
   
  Attribute Adjustment: 
   ST+2 [+18pts]; DX-1 [-20pts] 
  Secondary Characteristic Adjustment: 
  Will-1 [-5pts] 
  Origin: 
  Kashyyyk 
  Tech Level: 
  11 
  
   
   
  - 168 - 
  Racial Advantages: 
  r [+5pts]; Claws (Sharp [+5pts]; Damage Resistance 1 
  ed Lifespan 2 
  Respected) 
  [+5pts] 
  ily) [-5pts]; Intollerance-3 
  Knowledge (Kashyyyk) 
  ttichitcuk, 
  Busurra, 
  henlambec, Chewbacca, Dryanta, Frorral, Gaartatha, Grasheel, 
   their spatial neighbors, the 
  ublic first made contact with Kashyyyk, the 
  ate victory when they convinced the Emperor 
  iees tend to be 
  onorable, rash, loyal, and short-tempered. 
   
  Wookiees stand 
  total point value of a Wookiee during slavery (either by the 
   or the Galactic Empire) is -69pts. 
  Brachiato
  (Thick Fur, Heat & Cold, -20%) [+4pts]; Extend
  [+4pts]; Rapid Healing [+5pts]; Social Regard+1 (
  Racial Disadvantages: 
  Berserk (Resist quite rarely, x2) [-20pts]; Cannot Speak (Galactic 
  Basic) [-15pts]; Code of Honor (Fam
  (Trandoshans) [-10pts]; (Sense of Duty (To Honor a life debt) [-
  10pts]; Social Stigma (Subjugated, up to BBY 3956 and 0 BBY until 
  New Republic era) [-20pts]; Vow (Don’t use claws in combat, 
  Major Vow) [-10pts] 
  Free Skills: 
  Language (Shyriiwook, Native); Area 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Features/Taboos: 
  Can’t speak Galactic Basic or similar languages due to vocal 
  limitations 
  Names: 
  Example 
  names 
  are 
  Arrikabukk, 
  A
  C
  Grayyshk, 
  Isshaddik, 
  Jiprirr, 
  Kerritharr, 
  Kichiir, 
  Krototta, 
  Lofryyhn, 
  Lowbacca, 
  Mallatobuk, 
  Nagraoao, 
  Nawruun, 
  Raabakyysh, Ralrra, Rorworr, Shoran, Tarkazza, Utchakkaloch, 
  Yarua, and Yrrcanna. 
  Description: 
  Wookiees are widely recognized as one of the strongest and 
  fiercest intelligent species in the galaxy, but their homeworld of 
  Kashyyyk has predators so powerful that the Wookiees must live 
  in the tops of the world’s giant wroshyr trees. 
   
  Wookiees developed the ability to leave their homeworld only a 
  few millennia before the Battle of Yavin. Even then, they acquired 
  e necessary boost in technology from
  th
  Trandoshans, who came to the forested planet in hopes of 
  establishing colonies. The fierce Wookiee natives drove them off, 
  but the Trandoshans left behind a single ship that the inquisitive 
  Wookiees easily disassembled, analyzed, and replicated. Soon, the 
  first Wookiee explorers set off into the black depths of space. 
   
  hen the Rep
  W
  Wookiees were engaged in a war against the Trandoshans. The 
  Republic mediated the dispute, and the Wookiees eagerly joined 
  the galactic community. During the days of the Republic, the 
  Wookiees were admired as honorable, trustworthy warriors and 
  technical experts due to their knack for repairing al types of 
  machinery. When the Empire came to power, however, the 
  Trandoshans, for whom the war against the Wookiees never really 
  nded, gained ultim
  e
  to declare all Wookiees slaves. Only when the New Republic was 
  founded did the Wookiees regain their freedom and once again 
  became active in the galaxy at large. 
   
  Wookiees have a great many customs and traditions that revolve 
  around honor and loyalty, including the special bond of friendship 
  called the honor family, and the sacred pledge of honor called the 
  life debt. Though arboreal, a Wookiee never uses his or her 
  climbing claws in combat; doing this is considered dishonorable 
  and a sign of madness. 
   
  While Wookiees have a well-deserved reputation for hostility 
  (such as pulling arms off droids and ears off gundarks), they also 
  osses a great capacity for kindness. Wook
  p
  h
  Large arboreal humanoids covered in thick fur, 
  between 6 foot 7 and 7 foot 7 tall. 
   
  Their homeworld is the jungle world of Kashyyyk and is located in 
  the Mid Rim. Wookiees build their communities amid the crowns 
  and boughs of Kashyyyk’s enormous wroshyr trees. 
  Notes: 
  Chewbacca who can be seen from Episode III to Episode VI is a 
  Wookiee. 
   
  The 
  Czerka Corporation
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  al Bonuses 
  0 
  +28 
  -70 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Raci
  -2 
  -5 
  TOTAL 
  -49 
  Woostoid 
   
   
  10pts]; IQ+2 [+40pts] 
  ry Characteristic Adjustment: 
  ] 
  ostri 
  isadvantages: 
  alysis [-15]; Pacifism (Total Nonviolence) [-30pts]; 
  ostri) 
  kills and Racial Skill Bonuses: 
  /TL11 at IQ+2 [+4pts] 
  Taboos: 
  Attribute Adjustment: 
   ST-1 [-
  Seconda
  HP-1 [-2pts
  Origin: 
  Wo
  Tech Level: 
  11 
  Racial Advantages: 
  Common Sense [+10pts]; Longevity [+2pts]; Social Regard+1 
  (Respected) [+5pts] 
  Racial D
  Combat Par
  Broad-Minded [-1pt] 
  Free Skills: 
  Language (Woostese, Native); Area Knowledge (Wo
  Racially Learned S
  Computer Operation
  Features/
  None 
  Names: 
  
   
   
  - 169 - 
  Example names are Wan Akida, Nizu Didarri, Cham Eklou, Bzann 
  Jopol, Shiendi Lomu, Dria Shiko, and Shome Trahan. 
  Description: 
  Woostoids are slender humanoids whose logical minds give them 
  a natural affinity for computer technology and database 
  management. In the days of the Old Republic, Woostoids were 
  ften found at the head of bureaucracies devoted to the collection 
  xy, the HoloScan Database, is located on Woostri. It is the 
  ost complete research facility known to exist, a huge complex, 
  pot for all species. 
  he world’s white sand beaches, its many music and holo-theater 
  gs outside the remnants of the Empire 
  gree with the Woostoid outlook on this matter. 
  ents. When presented with chaotic 
  tuations or facts that have no logical pattern, they become 
  i is an advanced industrial world located 
   the Outer Rim. 
  o
  and analyzing of data, and Woostri (their homeworld) was the 
  single largest repository of Old Republic database apart from 
  Coruscant itself. The Empire and New Republic also made use of 
  Woostri’s large databases. One of the acknowledged Wonders of 
  the Gala
  m
  thousands of miles across and hundreds of stories high. For a few 
  credits per visit, the Woostoids and their computers can locate 
  information on everything from the latest members of the Senate 
  to pre-Old Republic civilizations within a matter of minutes. 
   
  Since the Woostoids are so adept at computer technology, a large 
  portion of Woostri’s manufacturing and other production sectors 
  are computer controlled and automated. This leaves them with a 
  substantial amount of free time, so large portions of their economy 
  are devoted to recreation. With the exception of a short period 
  during Grand Admiral Thrawn’s counter-strikes against the New 
  Republic, Woostri has been a favored vacation s
  T
  complexes, and its vast amusement parks are always teeming with 
  representatives of every spacefaring species. The Woostoids 
  welcome them all with open arms, delighting in the diversity it 
  brings to their world. 
  Given their gentle and friendly nature, it seems surprising to many 
  that the Woostoids were staunch supporters of the Emperor’s New 
  Order. Even in the days of the New Republic, Woostoid scholars 
  produce works that extol the virtues of the philosophical 
  underpinnings of the Empire. The Woostoid found the order the 
  Empire wished to impose upon the galaxy both comforting and 
  “right”. They were disturbed by its warlike tendencies, but they 
  believe that if the Emperor had not been obsessed with military 
  power, the eventual result may have been a galactic paradise. 
  Naturally, few other bein
  a
   
  Woostoids are a peaceful species in the extreme; they find even the 
  concept of warfare frightening. Their minds work in such a way 
  that they always think of situations in an orderly manner, trying to 
  create logical ties between ev
  si
  confused and disoriented. 
   
  Woostoids have dark orange skin and thick red to brown hair. 
  They have large bulbous black eyes that rarely blink. Traditionally, 
  they wear long flowing robes of shiny, bright-colored materials. 
  Adult Woostoids stand about 5 foot 9 tall. 
   
  Their homeworld Woostr
  in
  Notes: 
  None 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  +30 
  Tech Level 
  -2 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +17 
  -46 
  +4 
  TOTAL 
  +3 
  Wroonian 
   
   
  Attribute Adjustment: 
  s] 
  l Disadvantages: 
  ring wealth) [-1pt] 
  rea Knowledge (Wroona) 
  Racially Learned Skills and Racial Skill Bonuses: 
  a
  ga
  nce, 
  digo. 
  e
  great oceans and divided up by long continents, at the far edge 
   
  the Inner Rim planets in the same sector as the Bestine system. 
  istinguishing features are their blue skin 
  end to be a bit smaller than average 
  onians look Humans in most other 
  e Chiss and it has been 
  lated, although it is not 
  e. Their natural life span is slightly longer than the 
  average Human life span. 
  society has always emphasized personal gain and 
  s. Each Wroonian has a different sense of what 
  re valued most in life, and what kind of activities to 
  Wealth could be measured in credits, land, the 
  s, or the number of contracts or jobs a 
  Wroonian completes. 
  ey could be called greedy, but the 
  typical Wroonian seems friendly and easy-going. Nothing seems 
   None 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts] 
  Origin: 
  Wroona 
  Tech Level: 
  11 
  Racial Advantages: 
  Longevity [+2pts]; Unfazeable [+15pt
  Racia
  Obsession (Acqui
  Free Skills: 
  Language  (Wroonian, Native); A
  None 
  Features/Taboos:
   
  Names: 
  Example names 
  N. Papanoide, Ll
  Description: 
  Wroonians com
   
  re Azoora, Asa Na
  itishi, and Nell In
   from Wroona, a s
  , Dasha Defano, Iona Wi
  mall, blue world covered by 
  of
  These near-Humans’ d
  and their dark-blue hair. They t
  Humans, and more Lithe. Wro
  respects. They are very similar to th
  suggested that the two species are re
  known for sur
   
  Wroonian 
  material possession
  possessions a
  profit from. 
  number of starships one ha
   
  This need to obtain wealth is balanced by the Wroonians’ carefree 
  nature. If they were more dedicated and intense in grabbing at 
  their material possessions, th
  
   
   
  - 170 - 
  to faze them. They’re the kind of people who laugh at danger, 
  scoff at challenges, and have a smile for you whether you’re a 
  friend or foe. They always have a cheery disposition about them. 
  e optimists of the galaxy if you want, but Wroonians 
   see the cargo hold half-full than half-empty. 
  fairs. Wroona entered the space age along with 
  everyone else. They’re not big on developing their own 
  ryone else’s. 
  vies (Episode III) was 
  Call them th
  would rather
   
  Wroonians have evolved with the growing universe around them, 
  although they haven’t chosen to conquer the galaxy or meddle in 
  everyone else’s af
  technology, they just like to sit back and borrow eve
  Notes: 
  While Wroonians had been part of the Expanded Universe for 
  ears, the first Wroonian to appear in the mo
  y
  played by George Lucas. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  -2 
  0 
  +17 
  -1 
  0 
  TOTAL 
  +14 
   
  -X-
  Xexto 
   
   
  Reflexes 
  [+15pts]; 
  ompartmentalized Mind 1 [+50pts]; Extra Arms+2 [+20pts] 
  ames are Billibango, Freon Drevon, Gasvano, Medeon 
  inued to search for primitive sentients on distant 
  lly, the Arkanian 
  em. The Quermians and the 
  rmians 
   
  etween two parts of their 
  omeworld Troiken is a largely untamed world located in 
  Attribute Adjustment: 
   ST-1 [-10pts]; DX+2 [+20pts] 
  Secondary Characteristic Adjustment: 
  HP-1 [-2pts]; SM-1 
  Origin: 
  Troiken 
  Tech Level: 
  11 
  Racial Advantages: 
  Ambidexterity 
  [+5pts]; 
  Combat 
  C
  Racial Disadvantages: 
  On The Edge (Resist quite rarely, x2) [-30pts] 
  Free Skills: 
  Language (Xextese, Native) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  eatures/Taboos: 
  F
  Long neck 
  Names: 
  xample n
  E
  Holovar, and Olot Aleego. 
  escription: 
  D
  The Xexto are spindly invertebrates native to the Outer Rim planet 
  of Troiken. While it is believed that the Xexto’s basic body 
  structure and lightning-fast reflexes developed to help them 
  escape predators while pursuing their own prey through the wilds 
  of Troiken, there is no question that Arkanian genetic 
  manipulation forever altered their evolutionary development. 
   
  Although 
  the 
  Old 
  Republic 
  had 
  long 
  since 
  outlawed 
  experimentation on sentient beings, unscrupulous Arkanian 
  geneticists cont
  planets as fodder for their experiments. Seventeen thousand years 
  before the Battle of Yavin, one such group found the Xexto’s 
  forbears, a society of loosely organized hunter-gatherer tribes 
  taking shelter in the trees of Troiken. They relocated a portion of 
  the population to the nearby Quermia system and started 
  conducting an experiment that spanned both star systems and 
  many generations of Xexto. This experimentation created a new 
  “offshoot” species called the Quermians, who were left to their 
  wn devices on an idyllic world. Eventua
  o
  scientists either lost interest in their Xexto subjects, moving onto 
  other experiments, or decided that risking the wrath of the Old 
  Republic was too great. 
   
  The Xexto and the Quermian societies did not remain primitive. 
  Independently, 
  they 
  developed 
  technologically 
  advanced 
  civilizations. Both were on the verge of attaining interstellar travel 
  when Republic scouts contacted th
  Xexto joined the galactic community soon thereafter. 
   
  Genetic tests verified a commonly held theory that the Xexto and 
  Quermians shared an evolutionary link. The Xexto initially refused 
  o believe they had any connection whatsoever to the Que
  t
  and were deeply offended by the designations that the Old 
  republic used to differentiate the two species, Troiken Xexto and 
  Quermian Xexto, but they eventually accepted the truth. Yet to this 
  day, the Xexto consider the Quermians no more than pathetic 
  shadows of the greatness they see in themselves. 
   
  The difficult terrain and dangerous predators found on their 
  homeworld have led many Xexto to admire and encourage risk-
  taking. Despite their thrill seeking nature and willingness to take 
  risks, Xexto are generally well mannered and even-tempered. 
  Questioning a Xexto’s bravery is one way to make him very angry.
   
  Xexto have four arms with six fingers each and two legs with ten 
  toes. Their skin color ranges from chalk white to pale yellow. Blue, 
  almond-shaped eyes dominate a small head, which is perched 
  top a long neck. Their brain is split b
  a
  body; the portion located in the head controls primitive emotions 
  and basic biological functions, while the portion in the chest 
  controls higher functions. The average adult stands about 4 foot 3 
  tall. 
   
  Their h
  the Outer Rim. Outside of the Xexto cities and the few meager 
  starports that stand near the Podracing tracks, Troiken is covered 
  with carnivorous flora through which fearsome predators prowl 
  and clouds of meat-eating insects swarm. 
  
   
   
  - 171 - 
  Notes: 
  Olot Aleego can be seen at the Podraces in Mos Espa in Episode I – 
  hantom Menace. 
  The P
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  acial Disadvantages 
  +10 
  -2 
  0 
  R
  Racially Learned Skills and Racial Bonuses 
  0 
  +90 
  -30 
  TOTAL 
  +68 
   
  -Y-
  Yarkora 
   
   
  tic Adjustment: 
  5pts] 
  h Level: 
   at IQ-1 [+1pt]; Diplomacy at IQ-2 [+1pt]; Language 
  tic Basic, Native) [+6pts] 
  ity for other than Yarkora themselves. 
  -Jelak, 
  Sealt-Marae. 
  s much about Yarkora culture. For instance, it 
  ce’s effort at counter-espionage, although they were well 
  heir services. A few others served the Rebel Alliance and 
  uriers. Their presence has only increased since the 
  ion of the New Republic, although their true loyalties and 
  interests remain inscrutable. 
  ra have a well-deserved reputation as sly con artists. Th
  formation from others while refusing to divul
   their culture, or their interests. Th
  anner belies a presence that sometimes discomfo
  others. Friendships mean little to them; Yark
   can manipulate or exploit. 
  hree-fingered hands, a long snout, wide 
  of hair, and short smooth fur, the average 
  t 6 foot 7 tall. Despite their stature, Yarkora 
  n
  acting too much 
   Xenoscientists 
  ate, evolving to 
  cies. 
  All Yarkora encountered in the galaxy speak fluent Basic. The 
   language, although they never speak it in 
  Attribute Adjustment: 
   DX-1 [-20pts] 
  Secondary Characteris
  Will+1 [+
  Origin: 
  Yarkora 
  Tec
  11 
  Racial Advantages: 
  Charisma 4 [+20pts]; Longevity [+2pts] 
  Racial Disadvantages: 
  Reputation-1 (Scoundrel, Almost everybody, x1, All the time, x1) [-
  5pts]; Vow (Yarkora Secrecy, Minor Vow) [-5pts];  
  Free Skills: 
  Language (Yarkora, Native) 
  Racially Learned Skills and Racial Skill Bonuses: 
  Acting
  (Galac
  Features/Taboos: 
  The Yarkora culture is not included in the advantage Cultural 
  Adaptability or Familiar
  Names: 
  Example names are Adaka-Vanac, Haesh-Rulan, Nemor
  Rault-Sanik, and 
  Description: 
  Yarkora are a tall species of ungulates about which little else is 
  known. They dwell on the fringes of galactic society, collecting 
  and brokering information among the seediest elements of society. 
  The first recorded encounter with one occurred only three years 
  before the Battle of Yavin. Since that time, no one has found their 
  omeworld or know
  h
  is unknown whether they developed their own hyperdrive 
  echnology or acquired it through legitimate or illicit dealings. 
  t
   
  During the Rebellion era, groups of Yarkora helped the Rebel 
  Allian
  paid for t
  the Empire as co
  format
   
  Yarko
  ey 
  masterfully pry in
  ge 
  information about their past,
  eir 
  unassuming m
  rts 
  and intimidates 
  ora 
  are interested only in people they
   
  Humanoid, with large t
  nostrils, bushy tufts 
  Yarkora stands abou
  somehow manage to get arou
  attention. 
   
  The Yarkora homeworld rem
  speculate that Yarkora originat
  become their homeworld’s domi
  Notes: 
  d without attr
  ains a mystery.
  ed in an arid clim
  nant sentient spe
  Yarkora have their own
  the presence of others. 
  CP: 
  Type 
  CP 
  Attribute Adj
  Secondary Characteri
  ustment 
  stic Adjustment 
  ntages 
  ial Bonuses 
  -20 
  +5 
  0 
  +22 
  -10 
  +2 
  Tech Level 
  Racial Adva
  Racial Disadvantages 
  Racially Learned Skills and Rac
  TOTAL 
  -1 
  Yevetha 
   
   
  Attribute Adjustment: 
   [-20pts] 
  Secondary Characteristic Adjustment: 
   ST+1 [+9pts]; IQ-1
  SM+1 
  
   
   
  - 172 - 
  Origin: 
  y [+5pts]; Claws (Talons, Retractable, +10%) [+9pts]; 
  ias (Xenophobia, Resist quite often) [-15pts]; Sadism 
  esist quite often, x1) [-15pts]; Careful [-1pt]; Proud [-1pt] 
  Racially Learned Skills and Racial Skill Bonuses: 
  Skill concerning repairing or modifying for a total of [+8pts] 
  id species from the 
  ed Koorn
   in a Core Worlds 
   casks”, external 
   in
   children are fed 
  lood that is absorbed
  rough the shell of the eggs. While it is 
  preferred that the mother feeds the child her own blood, Yevetha 
  lings and feed their blood to their unborn 
  s considered a great honor for the victim, so 
  lunteer for this fate. 
  of the primary focuses of 
  eliefs. A viceroy who is often called 
  “The Blessed” leads their society. He sits at the center of a complex 
  ng both as religious and secular leader. He is 
  rectly by the chief military and administrative leaders of 
  e Yevetha homeworld and the capital planet of their 
   domain). This fanatical group obeys the Blessed 
  tion and would eagerly die for him. The Yevetha 
  ple in general are a dutiful, Attentative, cautious species 
  shaped by their strictly hierarchical culture. 
  vetha believed they were the only sentient creatures in the 
  universe until Imperial scouts discovered their world. The 
  t of the Empire’s forces delivered such a 
  ially 
  ttle 
  of Endor, Imperial control of the Koornacht Cluster became lax. 
   struck hard, slaughtering every Human who had 
  cade mastering the technology of the Empire. 
  Twelve years after the defeat of the Empire, the Yevetha struck out 
  ystems of any 
  ations cost 
  reatened to 
  topple the New Republic government. 
  inct, wiped out by a conquering species as brutal as 
  The Yevetha were eventually driven back but continue to 
  ly defend their borders. Most Yevetha abhor contact with 
  mell of other species repulsive and claim that the stench 
  cannot be removed from their bodies and belongings even after 
  ous washing. 
  d, dutiful, attentive, violent, and fatalistic bein
  ierarchy and remain unswervin
  ligious beliefs. 
  ds with wide-set black eyes, s
  hands, and retractable dewclaws in each wrist. Th
  ecks and backs are scaled, an evolutionary vestige of natural 
  body armor once possessed by their species. The males of the 
  species have scarlet facial crests along their cheeks and jaws, with 
  a larger crest running across the top and down the back of their 
  heads. A male’s facial crests swell when he is spurred to violence, 
  while the crest on his head engorges when he is ready to mate. 
  Female Yevetha exhibit no such features. 
  rld is N’Zoth III, a dry gray-green world located in 
   
  During the Yuuzhan Vong invasion, N’Zoth was bombed from 
  orbit after a battle in which all Yevetha ships were destroyed. The 
  bombing rendered the planet a molten wasteland, while the 
  besieged Yevetha refused outside help. The species was rendered 
  ompletely ext
  N’Zoth III 
  Tech Level: 
  11 
  Racial Advantages: 
  mbidexterit
  c
  their own. 
   
  zealous
  other sp
  A
  ecies and endure intense purification rituals if they are 
  forced to spend time in close quarters with such “vermin”. They 
  find the s
  Damage Resistance+2 (Directional – Back, -40%, Physical, -20%) 
  [+4pts]; Improved G-Tolerance [+5pts]; Peripheral Vision [+15pts]; 
  Sanitized Metabolism [+1pts] 
  Racial Disadvantages: 
  Bloodlust (Resist quite often, x1) [-10pts]; Easy to Read (Males 
  only) [-20pts]; Fanaticism (Yevetha culture & religion, Extreme) [-
  15pts]; Phob
  vigor
   
  Yevetha are prou
  gs 
  who adhere to a strict societal h
  gly 
  loyal to their re
   
  Yeveth
  ngered 
  a are tall, gaunt humanoi
  ix-
  eir 
  (R
  Free Skills: 
  Language (Yevethan, Native); Area Knowledge (N’Zoth III or 
  anyone Yevetha colony) 
  fi
  n
  Features/Taboos: 
  None 
   
  Male and female Yevetha are of roughly the same height and 
  build, with adult standing about 6 foot 7 tall. 
   
  No known Force traditions exist among the Yevetha. 
  Names: 
  Example names 
  Description: 
  The Yevetha are a fierce xen
  largely unexplor
  region near the edge of 
   
  The Yevetha repr
  wombs that are kept
  are Kei, Kiv Truun, and Nil Spaar. 
  ophobic humano
  acht Cluster, located
  the Deep Core. 
  oduce by laying eggs in “birth
   special chambers. Unborn
  b
   th
   
  Their homewo
  the system of the same name, in the Core Worlds region. 
  Notes: 
  he points cost given below is for a male Yevetha. Add 20 pts for a
  T
  female. 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  condary Characteristic Adjustment 
  leaders often kill under
  Se
  T
  children. This i
  Yevetha often vo
  ech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  0 
  +39 
  -77 
  +8 
  -11 
  0 
  TOTAL 
  -41 
  Yinch
   
  This biological need for blood is one 
  Yevetha culture and religious b
  orri 
  hierarchy, servi
  served di
  N’Zoth (th
  multi-system
  without ques
  peo
   
  The Ye
  superior military migh
  shock to their sense of place in the galaxy that they init
  submitted to Imperial rule. However, around the time of the Ba
   
  T+1 [+10pts] 
  : 
  The Yevetha
  settled on their worlds, military personnel and civilians alike. They 
  spent the next de
  Attribute Adjustment: 
   H
  from the Koornacht Cluster to purge neighboring s
  Secondary Characteristic Adjustment: 
  SM+1 
  non-Yevetha presence. The resulting military confront
  thousands of lives on both sides of the conflict and th
   
  Origin
  
   
   
  - 173 - 
  Yinchorr 
  Tech Level: 
  11 
  Racial Advantages: 
  l Disadvantages: 
  pts]; Fanaticism (Freedom) [-15pts]; Greed (Re
  ts]; Sense of Duty (Council of Elde
  ge (Yinchorri, Native); Area Knowledge (Yinchorr) 
  d Racial Skill Bonuses: 
  are Denrak, Emterrk, Jetar, Jorek, Kardek, Merzok, 
  ma. 
  em was first charted five centuries before 
  the Battle of Yavin, explorers found it resource-poor and unworthy 
  of colonization. Further, the Yinchorri were deemed too primitive 
  the Republic, so they were largely ignored 
  fore the Battle of Naboo, when they officially joined 
  hey gained interstellar travel capabilities, most 
  r their admission into the 
  Slavers quickly learned to avoid the Yinchorr star system, as the 
  i made terrible slaves, they tended to fight to the death 
  an be enslaved, while individuals were so uncooperative 
  y either starved themselves to death or had to be put 
  il shortly before the Battle of Endor, the Yinchorri lived in city 
  states, with each community fielding its own army and having its 
   a Council of Elders. Each city-state had a 
  dant 
  communities 
  under 
  its 
  rule. 
  Other 
  cities 
  qual or rival Tol-Kachorn, which led to 
  The Yinchorri initially went unnoticed and undiscovered by the 
  ew Order; as the system contained few resources, no 
  ies that 
  dwelled there. The one exception, and one of Yinchorr’s greatest 
  or decided the 
   to capture 
  end posting in a 
  ). He captured the leaders of the various 
  of elders and offered to trade their lives back to 
  in exchange for Leia. The Yinchorri people felt that 
  the life of one Human was an adequate price for their beloved 
   they set a trap for the Rebel Leader. When the governor 
   
  ctor’s 
  al guard to be 
  er of the last 
  chorri have not yet applied for 
  and clutch-mates, later 
  ire village they grow up in, then their professional peers 
  eriors, and finally a family of their own. When a Yinchorri 
  he or she does so for life and it is quite common for a 
  widowed individual to die from sorrow within a few days of 
  g his or her spouse. While Yinchorri have taken to space 
  l, few have settled off their homeworld. Those who ha
  t their entire extended family with the
   a time. 
  solute, pragmatic, and possessive. They belie
  ke something and hold on to it
  ight, theirs. They turn fierce and obstinate when faced wi
  adversity. 
  olidly built reptilian humanoids. Adults stand 
  ant differences in build between 
  a
  eir bodies are covered in tough skin that is 
   or 
  ovides them protection from the 
  m
  world. Force using Yinchorri are 
  has yet pursued the tradition of 
  cky desert world located in the 
  ste
  me. 
   Dut
  may be extended to their family 
  and the entire city-state they live in. 
  Damage Resistance 1 (Tough skin, -40%, Physical, -20%) [+2pts]; 
  Force Static (Resistible, -50%) [+15pts] 
  Racia
  Cold-Blooded [-5
  sist 
  almost all the time, x ½) [-7p
  rs) 
  [-5pts] 
  Free Skills: 
  Langua
  Racially Learned Skills an
  None 
  Features/Taboos: 
  None 
  Names: 
  Example names 
  Qayayir, Solhek, Varuk, and Voo
  Description: 
  When the Yinchorr syst
  to be any great boon to 
  until a year be
  the Republic. T
  likely from stolen technology, shortly afte
  Galactic Senate. 
   
  Yinchorr
  rather th
  that the
  down. 
   
  Unt
  won leaders, usually
  number of satellite communities that grew food and mined 
  resources for the central city, and a city’s power was measured by 
  how many smaller settlements are needed to keep it supplied. For 
  many centuries, Tol-Kachorn was the mightiest of all Yinchorri 
  city-States, with nearly one hundred villages and five other cities 
  and 
  atten
  occasionally tried to e
  brutal campaigns of conquest, followed by widespread chaos in 
  the region once the emerging empire collapsed. 
   
  Emperor’s N
  one felt the need to call attention to the obstinate spec
  tragedies, was when the system’s Imperial govern
   plot
  Yinchorri could serve as the perfect bait in a
  Princess Leia (and advance his career past a dead-
  useless star system
  Yinchorri councils 
  the Yinchorr 
  elders, so
  tried to double-cross the Yinchorri, the angry natives overthrew 
  him and his regime. 
  After becoming fully aware of the evil of the Empire, the Tol-
  Kachorn council of elders threw their support behind the Rebel 
  Alliance. As the Rebellion established bases in the Yinchorr 
  system, other Yinchorri city-states offered their warriors and 
  starships to the fight as well. 
   
  he Empire punished the Yinchorri for their revolt. The se
  T
  Moff, with the full blessing of the Imperial High Command, 
  ordered a massive assault against Yinchorr, and shortly after the 
  fall of Echo Base on Hoth, the Rebel bases in the Yinchorr system 
  were leveled. The cities of Yinchorri were also pounded to rubble 
  by orbital bombardments, even the long history of mighty Tol-
  Kachorn ended that day. The surviving Yinchorri were reduced to 
  iving as nomadic tribes. 
  l
   
  The devastation on Yinchorr came to the Emperor’s personal 
  attention a few months later, and shortly before the Battle of Endor 
  e ordered all training facilities of his elite person
  h
  consolidated in that system. Yinchorr remained under Imperial 
  domination until nearly a decade after the destruction of the 
  Yinchorri cities; the system was liberated by New Republic forces 
  as part of the campaign to reclaim the territory seized by the forces 
  led by what was reportedly the Emperor’s clone. 
   
  he surviving Yinchorri came together under the bann
  T
  son of the leader of Tol-Kachorn’s Elder Council. They have since 
  settled in the heavily defended complex once used as the 
  headquarters of the Emperor’s Imperial Guard and are currently 
  trying to rebuild their civilization. Yinchorr remains an 
  independent star system into the New Jedi Order era. While the 
  system continues to host a New Republic military base and a small 
  tarship repair facility, the Yin
  s
  membership in the New Republic. 
   
  From the moment they hatch, the Yinchorri join tightly knit, highly 
  supportive communities, first their parents 
  the ent
  and sup
  mates, 
  losin
  trave
  ve, 
  however, have brough
  m, 
  essentially transplanting entire villages at
   
  Yinchorri are re
  ve 
  that if they’re strong enough to ta
  , it 
  is, by r
  th 
   
  The Yinchorri are s
  about 8 foot 4 t
  males and fem
  either brown
  harsh environ
  extremely rare, an
  the Jedi. 
   
  Their home
  Outer Rim sy
  Notes: 
  The Sense of
  all, with no signific
  les. Th
  dark green and pr
  ent of their home
  d no Yinchorri 
  world Yinchorr is a ro
  m of the same na
  y disadvantage 
  CP: 
  Type 
  CP 
  Attribute Adjustment 
  Racial Disadvantages 
  ned Skills and Racial Bonuses 
  +10 
  0 
  0 
  +17 
  -32 
  0 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racially Lear
  TOTAL 
  -5 
  
   
  Yuuzhan Vong 
   
  - 174 - 
   
   
   
  Attribute Adjustment: 
  ST+1 [+10pts]; HT+1 [+10pts] 
  Secondary Characteristic Adjustment: 
   High TL+1 [+5pts] 
  dvantages: 
  Fanaticism (Yun-Yammka) (-15pts]; Intolerance (Shamed Ones) [-
  s (Technophobia) [-15pts]; Sadism [-15pts]; Sense of 
  ures/Taboos: 
  Example of names are Nom Anor, Dooje Brolo, Malik Carr, Yomin 
  Carr, Chine-kal, Nas Choka, Da’Gara, Elan, Kae Kwaad, Mezhan 
  Kwaad, Kahlee Lah, Qurang Lah, Tsavong Lah, Ma’Shraid, Vua 
  Rapuung, Sheedao Shai, Taan, Tu Shoold, and Nen Yim. 
  Description: 
  Conquerors from beyond the galactic rim, the Yuuzhan Vong are 
  organized, bloodthirsty warriors driven by religious fervor. To the 
  inhabitants of the galaxy who have encountered them, the ritually 
  scarred and disfigured Yuuzhan Vong are terrifying invaders with 
  strange customs and technology.  Their planet of origin is still a 
  mystery, but their culture of violent expansion clearly that their 
  homeworld or system, or perhaps even galaxy, has become too 
  small. 
   
  Yuuzhan Vong weapons, equipment, tools, and clothing are 
  genetically engineered and adapted lifeforms. Using dovin basals, 
  living gravity-well projectors, Yuuzhan Vong ships literally pull 
  themselves through space. The gravitic energy of a dovin basal can 
  also shut down the shields of a spacecraft, or, as the Yuuzhan 
  r 
  un-Yammka, the Slayer (their god of war). In observance of Yun-
   if his victories make him legendary. Most Yuuzhan 
  nly, failed members of the 
  shapers create virtually everything the Yuuzhan Vong use, 
  om clothing to worldships. A strict set of protocols governs the 
  sible for communicating the will of the gods and 
   fervor. The highest warrior rank is 
  Intendants tend many of the shaper’s creations and are responsible 
  aintaining supply lines during the invasion. Intendants also 
  rtake less savory tasks involving deception and subterfu
  erform the most menial tasks, such as harvesti
  ding to “shaped” creatures. The worker cast
  orkers, those who failed in oth
  beings, and Shamed Ones (Yuuzhan Vong whose
  ave rejected living implants or who are deformed in some 
  Yuuzhan Vong who aren’t confined to the worker caste sacrifice 
  body parts to bring themselves closer to perfection (and thus 
  closer to their gods). As their status improves, so do they 
  “improve” themselves. A shaper might be given a fine 
  manipulation appendage in place of a hand, for example. Warriors 
  who sacrifice limbs and organs are given the chance to replace 
  them with superior parts, assuming they can take these parts from 
  a defeated foe. An ambitious warrior may challenge another of 
  higher station to claim such rewards, although the risk of failure is 
  usually death. 
   
  For millennia, different faction of Yuuzhan Vong fought one 
  another to determine which faction would rule supreme. The 
  ultimate conflict between the two greatest clans, known as the 
  Cremlevian War, left the Yuuzhan Vong’s galaxy uninhabitable. 
  Only their bioengineered worldships remained, and they, too, 
  began too sicken and die. Heeding the prophecies of the gods, the 
  Supreme Overlord sent long-range scout ships to find a new 
  galaxy the Yuuzhan Vong could call their own. 
   
  A short while after the formation of the New Republic, Yuuzhan 
  Vong scouts laid the groundwork for a full-scale invasion of the 
  Vong have demonstrated, pull moons out of their orbit onto their 
  parent planet. 
   
  he Yuuzhan Vong enslave or destroy lesser species. Most othe
  T
  species are bravely worthy as slaves, and those with the courage to 
  fight for their freedom are granted a swift, clean death. The 
  Yuuzhan Vong’s sense of superiority derives from their worship of 
  Y
  Yammka’s imperatives, the Yuuzhan Vong spread across the stars, 
  destroying worlds and subjugating other species. As their 
  forefront is the Praetorite Vong, the vanguard force charged with 
  establishing a staging ground in the galaxy. 
   
  Yuuzhan Vong society is split into castes commanded by a 
  Supreme Overlord. The Supreme Overlord commands the 
  Yuuzhan Vong with all the authority of a god, which he may one 
  ay become
  d
  Vong believe that the gods speak with the Supreme Overlord 
  directly, imparting their will. The rest of the Yuuzhan Vong exist 
  only to obey. The castes include the shapers, priests, warriors, 
  intendants, and workers. Although most Yuuzhan Vong are born 
  into their castes, on rare occasions some have improved their 
  tation through marriage. More commo
  Will-1 [-5pts] 
  Origin: 
  s
  priest and warrior castes can sometimes be found among the 
  intendant and worker castes. 
   
  The 
  Unknown 
  Tech Level: 
  TL 11 –
  fr
  way shapers create new things, and deviating from those protocols 
  is heresy. 
   
  Racial A
  Fearlessness+2 [+4pts]; Force Static [+30pts]; Hard To Subdue 
  (Energy Weapons) [+8pts]  
  Racial Disadvantages: 
  Priests are respon
  often provide council to the Supreme Overlord and warriors. 
   
  The warriors are the most commonly encountered caste outside of 
  Yuuzhan Vong society. They are fierce combatants who fight to 
  the death with zealous
  10pts]; Phobia
  Duty (Supreme Overlord) [-2pts] 
  Free Skills: 
  Language (Yuuzhan Vong, Native), few learn to speak other 
  languages, instead relying on tizowyrms, small creatures that 
  crawl into the user’s ear, to translate for them; Area Knowledge 
  (One Worldship) 
  Racially Learned Skills and Racial Skill Bonuses: 
  None 
  Warmaster, followed by supreme commander, commander, 
  subcommander, subaltern, and warrior. 
   
  for m
  unde
  ge, 
  skills frowned upon by warriors. 
   
  The workers p
  ng 
  equipment and ten
  es 
  include those who were born as w
  e
   
  r 
  Feat
  None 
  ames: 
  way). Unlike the higher castes, life-long workers tend to bear no 
  ritual scars or tattoos. 
   
  c
  bodies h
  astes, enslaved 
  N
  
   
   
  - 175 - 
  Vordarian Beltway galaxy. Twenty-five years later, the first wave 
  of an all-out assault swept in and quickly devastated everything 
  that stood in its way. Their zealous fervor, bizarre living weapons, 
  and seeming invisible to the Force caught the New Republic and 
  the New Jedi Order by surprise. 
   
  The Yuuzhan Vong have torn a ragged path into the heart of the 
  New Republic, pressing all the way to Coruscant. Throughout the 
  invasion corridor, many planets and countless innocent beings 
  have been sacrificed, all for the greater glory of their gods. 
   
  Fearless, cruel, and ambitious, the Yuuzhan Vong believe that pain 
  is the most important sensation in life and death. To die honorably 
  in the service of their gods is a Yuuzhan Vong’s greatest 
  aspiration. They find the use of “dead” machines repugnant and 
  consider beings who use them infidels. All other beings are weak, 
  and those who cannot serve as slaves are destroyed. Yuuzhan 
  Vong hate the “Jeedai” above all other, and defeating a Jedi in 
  combat can bring a Yuuzhan Vong warrior great honor. 
  Blasphemy against the gods is the most heinous crime a Yuuzhan 
  Vong can commit and is punishable by a swift and ignoble death. 
   
  Yuuzhan Vong have sloping foreheads, pale skin (often scared and 
  tattooed), and dark, coarse hair. High-ranking Yuuzhan Vong 
  often sacrifice parts of their bodies to honor their gods, then 
  replace them with new improved ones. 
   
  Yuuzhan Vong originated on an unknown planet far outside the 
  known galaxy. During The New Jedi Order era, they live in 
  enormous bioengineered worldships. 
  3163BNotes: 
  Shamed Ones are the only members of Yuuzhan Vong society who 
  might consider forsaking their gods by joining forces with non-
  Yuuzhan Vong characters, although such aberrant representatives 
  of the species are usually hunted down and killed once identified. 
   
  Yuuzhan Vong have no connection to the Force and there cannot 
  take Force advantages, Force Powers, and Force skills. 
  3164BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +20 
  -5 
  +5 
  +42 
  -57 
  0 
  TOTAL 
  +5 
  256BYuzzem 
   
  3165BAttribute Adjustment: 
   ST+2 [+18pts]; DX-1 [-20pts]; HT+1 [+10pts] 
  316BSecondary Characteristic Adjustment: 
  Will-2 [-10pts]; SM+1 
  3167BOrigin: 
  Ragna III 
  3168BTech Level: 
  11 
  3169BRacial Advantages: 
  Acute Senses (Acute Smell+2) [+4pts]; Brachiator [+5pts]; Claws 
  (Sharp) [+5pts]; Fearlessness+4 [+8pts]; Teeth (Sharp) [+1pt]; 
  Temperature Tolerance+2 (Cold, -50%) [+1pts]; Fur [0pts] 
  3170BRacial Disadvantages: 
  Berserk (Resist quite often, x1) [-10pts]; Code of Honor (Yuzzem) [-
  5pts]; Illiteracy (Native) [-3pts] 
  3171BFree Skills: 
  Language (Yuzz, Native); Area Knowledge (Ragna III) 
  3172BRacially Learned Skills and Racial Skill Bonuses: 
  None 
  3173BFeatures/Taboos: 
  Yuzzem get a +1 to intimidation rolls against aliens only who have 
  a smaller size modifier. 
  3174BNames: 
  Example names are Dek, Gor, Hin, Kee, Pok, Rha, and Wuk. 
  3175BDescription: 
  With a well-deserved reputation for being temperamental brutes, 
  Yuzzem can surprise other species with their cunning and 
  resourcefulness. The Empire enslaved the Yuzzem in much the 
  same way it did the Wookiees, leading to many slave revolts 
  triggered when the Yuzzem and Wookiees joined forces. Unlike 
  Wookiees, Yuzzem have no inhibitions about using their teeth and 
  claws as weapons. 
   
  Despite their formidable strength and large stature, Yuzzem are 
  not at the top of their homeworld’s food chain. They run in prides 
  and keep to the treetops to avoid larger predators below. Thanks 
  to Ragna III’s mild temperatures and their thick fur, Yuzzem have 
  no need for shelter beyond the forest canopy. 
   
  Although rash and volatile, the Yuzzem follow a strict code of 
  honor and insist on paying their debts. Their fierce presence often 
  overshadows their generous dispositions and strong sense of fair 
  play. 
   
  Humanoids with long snouts, thick brown fur, and long powerful 
  arms that end in sharp claws, Yuzzem stand about 8 foot 2 tall. A 
  Yuzzem’s prominent lower jaw has two tusks that jut upward. 
   
  Their homeworld Ragna III is an arboreal planet located in the Mid 
  Rim. 
  3176BNotes: 
  None 
  317BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +8 
  -10 
  0 
  +24 
  -18 
  0 
  TOTAL 
  +4 
  
   
   
  - 176 - 
  257BYuzzum 
   
   
  3178BAttribute Adjustment: 
   ST-1 [-10pts]; DX+1 [+20pts] 
  3179BSecondary Characteristic Adjustment: 
  None 
  3180BOrigin: 
  Forest Moon of Endor 
  3181BTech Level: 
  3(4) – Low TL-8 [-40pts] 
  3182BRacial Advantages: 
  Acute Senses (Acute Hearing+2) [+4pts]; Voice [+10pts]; Fur [0pts] 
  3183BRacial Disadvantages: 
  Illiteracy (Native) [-3pts]; Short Lifespan 1 [-10pts] 
  3184BFree Skills: 
  Language (Yuzzum, Native); Area Knowledge (Forest Moon of 
  Endor) 
  3185BRacially Learned Skills and Racial Skill Bonuses: 
  Survival (Forest) skill at Per [+2pts] 
  3186BFeatures/Taboos: 
  None 
  3187BNames: 
  Example names are Bur, For, Joh Yowza, Lub, Mudi, and Shy 
  Loba. 
  318BDescription: 
  Primitive hunter-gatherers, Yuzzum employ spears and traps for 
  hunting and defense, and they lack industrial technology. While 
  their neighbors, the Ewoks, live in the trees of Endor’s Forest 
  Moon, Yuzzum occupy the forest floor and the savanna grasses of 
  the Dragon’s Pelt, where they hunt for ruggers (small, delicious 
  rodents). 
   
  Because their language is based on song, Yuzzum have highly 
  developed vocal cords and keen ears. When provided with a 
  patient tutor, they can learn to sing in other languages. Most of the 
  few Yuzzum who have left the Forest Moon are performers. 
  Among them are Joh Yowza, who plies the Outer Rim with the 
  Max Rebo Band during the Rebellion era, and “Fugitive” Fod, an 
  outlaw singer working from the Corporate Sector during the New 
  Jedi Order. 
   
  These furry beings are more savage than their Ewok neighbors, 
  but their primitive and barbaric society belies great curiosity and 
  cunning. Yuzzum are mindful, however, and get along well with 
  outsiders who respect their beliefs and their territorial rights. 
   
  Yuzzum vary in appearance from tribe to tribe. Some Yuzzum 
  display fangs and thick coats of hair, while others have blunt teeth 
  and sparse fur. Their common traits include a round body 
  supported by a pair of long, thin, stilt-like legs. They stand about 5 
  foot 7 tall. 
   
  Their homeworld is the Forest Moon of Endor, located in the 
  Outer Rim. 
  3189BNotes: 
  Joh Yowza can be seen at Jabba’s Palace in Episode VI – Return of 
  the Jedi. 
  3190BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  0 
  -40 
  +14 
  -13 
  +2 
  TOTAL 
  -27 
   
  30B-Z-
  258BZabrak 
   
   
   
  3191BAttribute Adjustment: 
   HT+1 [+10pts] 
  3192BSecondary Characteristic Adjustment: 
  Will+2 [+10pts]; FP+1 [+3pts] 
  3193BOrigin: 
  Iridonia 
  3194BTech Level: 
  11 
  3195BRacial Advantages: 
  None 
  3196BRacial Disadvantages: 
  Overconfidence (Resist quite often, x1) [-5pts]; Attentive [-1pt] 
  3197BFree Skills: 
  Language (Zabrak, Native); Area Knowledge (Iridonia or one of 
  the five colonies) 
  3198BRacially Learned Skills and Racial Skill Bonuses: 
  Survival (Acid Wasteland, no defaults) at PER [+2pts] 
  
   
   
  - 177 - 
  319BFeatures/Taboos: 
  Vestigial horns 
  320BNames: 
  Example names are Aagh Odok, Agen Kolar, Eeth Koth, Eryl Jeth, 
  Kaz Lo, Khameir Sarin, Kooth Aan, Orth Maag, Ro Vira, Sayla 
  Voth, Shad Raal, Tiran Vos, Zag Leer, and Zyn Aador. 
  3201BDescription: 
  The Zabrak are a spacefaring race distinguished by patterns of 
  vestigial horns on their heads. Zabrak hail from many worlds and 
  have been spacefarers for so long that they define themselves and 
  each other according to the colony from which they originate. 
   
  The harshness of Iridonia, their homeworld, forged in the Zabrak 
  an iron will to survive. Driven to escape their world, they sought 
  to obtain the knowledge of space flight. When Duros scouts began 
  exploring the Mid Rim Territories, they encountered Zabrak in 
  eight thriving colonies in five different systems. 
   
  Each Zabrak colony considered itself a sovereign system. 
  However, each colony and Iridonia itself saw the value of Republic 
  membership from the start. For millennia, the Zabrak-settled 
  worlds marked a galactic frontier, and as the Republic crumbled, 
  the independent-minded Zabrak resisted Imperial control, though 
  not for long. 
   
  The Zabrak were made to serve as examples to any other species 
  or planetary group that dared resist the Emperor’s will. The 
  Empire established garrisons on all Zabrak-inhabited worlds, 
  plundered or dismantled the Zabrak factories, subjected trade 
  routes through Zabrak-inhabited systems to heavy taxes, and 
  allowed disease to run rampart through Zabrak colonies. 
   
  Imperial oppression reunited the Zabrak colonies. Underground 
  resistance movements formed. As the New Republic established 
  itself, the Zabrak sent a single representative to the Galactic 
  Caucus, positioning themselves as a unified state. Whatever fate 
  the future holds, the Zabrak will never again yield to oppression. 
   
  Zabrak tend to be dedicated, intense, and focused. They are 
  sometimes considered single-minded. 
   
  Zabrak resemble Humans except for the patterns of vestigial horns 
  that adorn their heads. Several races of Zabrak exist, each with 
  different horn patterns. Female Zabrak have slighter builds than 
  the males, but both stand about 5 foot 11 tall. 
   
  Their homeworld Iridonia is located in the Mid Rim. Deep 
  canyons scar the planet’s landscape. Great winds rip through these 
  canyons, sometimes reaching over 125 miles per hour. Seas of 
  frothing acid swirl up into “acid spouts” that soar hundreds of 
  miles into the sky. Worse still, these acid seas are home to gigantic 
  predators. 
  3202BNotes: 
  Khameir Sarin, better known as Darth Maul, is a Zabrak and can 
  be seen in Episode I – The Phantom Menace. 
  3203BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +10 
  +13 
  0 
  0 
  -6 
  +2 
  TOTAL 
  +19 
  259BZeHethbra 
   
  3204BAttribute Adjustment: 
   ST+1 [+9pts] 
  3205BSecondary Characteristic Adjustment: 
  Will-1 [-5pts]; SM+1 
  3206BOrigin: 
  Zeheth 
  3207BTech Level: 
  11 
  3208BRacial Advantages: 
  Affliction 1 (Spray Attack, Respiratory Agent, +50%, Emergencies 
  only, -30%, Limited Use – 1 per day, -40%, Reduced Range /10, -
  30%) [+5pts]; Resistant (ZeHethbra spray, Rare, Totally Immune, 
  x1 [+5pts]; Social Regard+1 (Feared) [+5pts]; Teeth (Fangs) [+2pts]; 
  Fur [+1pt] 
  3209BRacial Disadvantages: 
  Bad Temper (Resist quite rarely, x2) [-20pts]; Sense of Duty 
  (Family and Clan, Small Group) [-5pts] 
  3210BFree Skills: 
  Language (ZeHethbra, Native); Area Knowledge (Zeheth) 
  321BRacially Learned Skills and Racial Skill Bonuses: 
  Innate Attack (Spray Attack, Breath) at DX [+1pt] 
  3212BFeatures/Taboos: 
  Small claws 
  3213BNames: 
  Example names are Clyngunn, Fyntarr, Rygulan, and Sarnizak. 
  3214BDescription: 
  The ZeHethbra are technologically advanced spacefarers who 
  have settled many worlds across the galaxy, giving rise to colonies 
  with distinctive cultural and ethnic traits. They have a reputation 
  as moody and dangerous beings who attack with little 
  provocation. Despite (or perhaps because of) their ferocious 
  reputation, ZeHethbra are sought out as bodyguards and soldiers 
  by legitimate governments and criminal organizations alike. 
   
  ZeHethbra have hair-trigger tempers, and spats between 
  competing individuals can be fierce. While fatalities are rare, more 
  than a few young ZeHethbra have perished by allowing their 
  tempers get the better of them when facing down an elder. They 
  have a strong sense of social status and will defer to individuals 
  that prove to be clearly in charge. 
   
  Outraged ZeHethbra will release a powerful biochemical spray 
  that stuns and disorients anyone caught in the blast. Members of 
  this species are immune to the effects of the spray. 
  
   
   
  - 178 - 
   
  ZeHethbra are moody and temperamental. When angered, a 
  ZeHethbra will growl, snarl, and spit at the source of discomfort, 
  hurling terrible epithets at enemies. Despite their irritable attitude, 
  ZeHethbra are fiercely protective of their families and clans. They 
  are territorial and do not like having their personal space violated. 
  A few ZeHethbra have explored the ways of the Jedi 
   
  ZeHethbra are furry, muscular bipeds with fangs. Their fur ranges 
  in color from black to speckled brown. A broad white stripe runs 
  from their noses, up over their heads, and down their backs. Their 
  paw-like hands have claws that add to their fierce appearance but 
  are too small to deal significant damage in combat. A ZeHethbra 
  adult stands about 6 foot 10 tall. 
   
  Their homeworld Zeheth is a temperate planet located in the Mid 
  Rim. The ZeHethbra live either in urban sprawls or in rural dens 
  built amid the roots of Zeheth’s great trees. 
  3215BNotes: 
  None 
  3216BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +9 
  -5 
  0 
  +18 
  -25 
  +1 
  TOTAL 
  -2 
  260BZeltron 
   
    
  3217BAttribute Adjustment: 
   None 
  3218BSecondary Characteristic Adjustment: 
  HP-1 [-2pts]; Will-1 [-5pts] 
  3219BOrigin: 
  Zeltros 
  320BTech Level: 
  11 
  321BRacial Advantages: 
  Affliction+1 (Pheromones, Social Reaction+1, +50%, Area Effect 4 
  yards, +100%, Emanation, -20%, Only on Humans and near-
  Humans, -20%, Sense-Based – Smell, +150%) [+26pts]; Appearance 
  (Handsome or Beautiful) [+12pts]; Charisma 2 [+10pts]; Empathy 
  [+15pts]; Reputation+2 (Fun loving and convivial, Large class of 
  people - All Humans and near-Humans, x½, All the time, x1) 
  [+5pts]; Talent (Smooth Operator+1) [+15pts]; High Metabolism 
  [+1] 
  32BRacial Disadvantages: 
  Chummy 
  (Gregarious) 
  [-10pts]; 
  Compulsive 
  Behavior 
  (Compulsive Carousing & Gambling) [-10pts]; Gluttony (Resist 
  quite often, x1) [-5pts]; Lecherousness (Resist quite often, x1) [-
  15pts]; Pacifism (Self-Defense Only) [-15pts] 
  323BFree Skills: 
  Language (Basic, Native) 
  324BRacially Learned Skills and Racial Skill Bonuses: 
  See Talent (Smooth Operator) on BS page 91. 
  325BFeatures/Taboos: 
  None 
  326BNames: 
  Example names are Adriav, Arno, Bahb, Dani, Froedi, Heigren, 
  Impella, Jahn, Jahz, Jakira, Joi, Kainae, Kleral, Leonie, Luxa, 
  Maeve, Mahd, Marruc, Nerus, Opalica, Rahuhl, Rhajani, Sian, 
  Soleil, Spenori, Tamair, Tanai, Trix, Wlarem, and Yahja. 
  327BDescription: 
  Zeltrons are known the galaxy over as unabashed hedonists. All 
  members of the species encourage the pursuit of pleasure in all its 
  forms. Known as the most fun-loving and convivial species in the 
  galaxy, the Zeltrons take recreation and the pursuit of pleasure to 
  new heights. Because of their popularity and lives spent pursuing 
  gratification, Zeltrons are common throughout the galaxy, 
  particularly at spaceports where they can find many prospective 
  mates. Since many Zeltrons also love gambling, these locations 
  serve two purposes for them. For lonely spacefarers living on the 
  fringe and others who find lasting companionship elusive, the 
  ever-willing Zeltrons provide a welcome respite. 
   
  Zeltrons can sense the feelings of others as well as to project their 
  own emotions. For this reason, love and comfort are extremely 
  important to them. Though generally pacifistic, Zeltrons are able 
  fighters and stay in peak condition at all times. They enjoy high 
  metabolisms, enabling them to indulge in their culinary cravings. 
   
  Force-sensitive Zeltrons find Jedi training difficult, as the tenets of 
  the Jedi Order generally discourage the indulgence of strong 
  emotions. Still, Zeltron Jedi do exist. 
   
  Zeltron technology is on par with most spacefaring worlds. The 
  Zeltrons possess space travel, advanced agricultural and industrial 
  methods, and excellent knowledge of medicine. Zeltron artists are 
  renowned for their erotic sculptures, paintings, and other works of 
  art. Zeltron courtesans, known as criblez, fulfill any physical 
  desire one might have, without limits. Many crime lords, 
  particularly Hutts, have taken special interest in these Zeltron 
  servants. 
   
  Gregarious, warm, lustful, and merry, Zeltrons love parties and 
  people. Zeltrons who reach old age or endure great travails or 
  suffering often manifest different personality traits: a deep 
  melancholy, a fervent passion for justice, or a cause, or an intense 
  loneliness and desire for a lasting bond. 
   
  Zeltrons are near-Humans with skin colors ranging from pink to 
  crimson. Nearly all are considered (by Human standards) 
  shockingly beautiful and handsome. Zeltrons average 5 foot 10 
  tall. 
   
  Their homeworld Zeltros is an idyllic planet located on the edge of 
  the Outer Rim and the Unknown Regions. 
  328BNotes: 
  Zeltrons have many ancient languages, all of which have faded 
  into obscurity. Zeltron prefer to speak Basic and dedicate time to 
  master the many idioms that other cultures infuse into the 
  language. 
   
  Luxa, a female Zeltron can be seen at the Citadel Station orbiting 
  Telos IV in the game Knights of the Old Republic II. 
  
   
   
  - 179 - 
  329BCP: 
  Type 
  CP 
  Attribute Adjustment 
  Secondary Characteristic Adjustment 
  Tech Level 
  0 
  -7 
  0 
  Racial Advantages 
  Racial Disadvantages 
  Racially Learned Skills and Racial Bonuses 
  +84 
  -55 
  0 
  TOTAL 
  +22 
   
   
   
   
  
   
  A long time ago in a galaxy far, 
  far away…. 
   
  Immerse yourself in the excitement of the greatest space fantasy of 
  all time. You can struggle to preserve the peace and order of the 
  Republic, join the Rebellion against the oppressive might of the 
  Empire, defend the New Republic against the tyranny of the 
  Yuuzhan Vong, or even take part in eliminating all the Jedi and 
  become a Lord of the Sith yourself. The only limit to the adventure 
  is your own imagination. Take control of your destiny and become 
  one of the greatest heroes off the galaxy. 
  • The Star Wars history, spanning over 25,000 years. 
  • A detailed Star Wars Universe 
  • Details on how to play in any time frame 
  • Equipment, weapons, vehicles, and starships from all six Star Wars 
  movies, novels and computer games 
  • Create your own starship rules 
  • More than 300 alien races & creatures 
  • Over 220 solar systems 
  • Expanded rules for skills, advantages, disadvantages 
  • Rules and guidelines for using the Force 
  • Templates for the heroes and the villains of the Star Wars movies 
   
   
  GURPS Star Wars Sentient Species requires the GURPS 4th Edition Basic Set, Powers, Space, and the 
  Star Wars Sourcebook. 
   
  By Dark Lord Azagthoth 
   
   
   
  
   
   
   
   
   
  star wars
   
  Fanware 
  Created by 
  Dark Lord Azagthoth 
   
  
SOURCE: textdata/thevault/Bestiaries/GURPS 4E - Star Wars Sentient Species.pdf