Sentients

Game Mechanics

All characters have their species as an Aspect. Normally, this is just the species name, and can be used for invokes and compels appropriate to the species. Beings with significant abilities outside human norms may have to take them as Stunts; there may also be adjustments to some abilities (e.g. Wookiees get +1 Might, –1 Stealth). Species Stunts are mostly inspired by Starblazer Adventures. All species can tag their own aspects for disappearing into crowds, all of those look the same to me, etc. Species may also come with Flaws.

If your character is highly atypical of their species, they may put that into their species Aspect (e.g. Antisocial Herglic, Altruistic Hutt). Humans are too varied to do this, but can take Human Raised By Species to indicate that they were raised in a particular nonhuman culture and are adapted to its norms.

Xenology

Most species require some means of taking their consciousness offline for maintenance; this usually manifests as some form of sleep, though the Bith have engineered themselves to the point that they only need periods of meditation.

The general humanoid form is quite popular for basic reasons of convergent evolution: It’s useful to have forward-facing eyes for binocular vision and side-facing ears for stereo hearing. Your sense cluster should be close to your brain so you can get informational signals back with a minimum time. Bilateral symmetry tends to outcompete trilateral and radial symmetries when clambering out of the water.

Large species termed insectoid are not the same as Earth insects, which would collapse under their own weight under gravity. The insectoid endoskeleton involves muscles wrapped around internal barbed spindles and attached to various barbs on the endoskeleton.

Major Species

Major species tend to have large populations on multiple worlds, or be widespread throughout the galaxy. Most people can recognize the species, though they may consider its members to all look alike. This can provide a useful degree of anonymity. Doctors and medics on any cosmopolitan world are trained to treat any major species; outside spaceports, those on frontier and agrarian planets are often specialized in just one species.

Humans

Humans are the most populous sentient species in the galaxy. Coruscant is acknowledged as the human homeworld, and it is known to have sent out colonizer slowboats more than ten thousand years before the development of hyperdrive. Other distinctive cultures include Corellia and Alderaan... Force-sensitivity is relatively common.

Humans are best known for their adaptability. They lack the distance vision of the sentients descended from avian predators, but do better in close-up vision; they lack the sense of smell of those descended from tracking carnivores, but have more brain capacity to devote to visual processing. The saying goes: Humans are like banthas. They can live anywhere and eat almost anything and thrive, and so you find them everywhere in the galaxy. There are a few species, like Hutts, with an even more diverse palate than humans, and herbivores that can manage to digest cellulose that humans can’t, but humans are impressive omnivores. (Humans can get tailored digestive bacteria that yield a bit of extra energy from cellulose, but they lack the plumbing to live on grass and leaves.)

The average human lifespan with basic galactic-quality medical care is 100, the first 70 quite vigorous, and the wealthy can afford treatment that can extend it to 130. (In the latter days of the Old Republic, it will be 120 and 160, with some Jedi living to 200.)

There are numerous human races that are not sufficiently distinct to qualify as near-human subspecies.

Humans are medium size, base speed 10 meters, receive 1 extra feat and 4 extra skill points at 1st level and 1 extra skill point at each additional level, to represent versatility. Read/Write Basic, Speak Basic.

There is no fossil record showing the evolution of humans, even on Coruscant, the oldest human world. It is believed that they are transplants from a world that is not on galactic hyperspace maps (probably brought there by the Architects), and reports of the discovery of the human birthworld regularly hit the galactic rumor network.

Invoke: Muddle Through. For just about any activity, there’s a species that excels at it naturally, but humans can muddle through with just about anything. You can invoke Human to get by when you’re working under constraints of low skill or poor resources, or to survive by eating just about anything you can digest.
Compel:

Near-Humans

Near-humans are distinct subspecies of humans, usually the result of genetic engineering sometime in a people’s past, occasionally the result of evolution through natural selection. They can almost always interbreed with humans without any genetic engineering. Very few qualify as major races; they usually blend in with the rest of humanity, and genetic mixing over the millennia means that human eye color can include red, yellow, mother-of-pearl, or even gold and green stripes; skin color can now be shades of red, yellow, orange-brown, greenish-yellow, green, blue, purple, or even silver or gold, all with varying degrees of paleness, such as pink; hair color can include silver, true red, green and blue, and they can be naturally bald; builds can range from the shortness of Bimms to the stout high-gravity adaptation of Emmerians. Humans with these exotic traits are merely remarkable on cosmopolitan worlds, but stand out for hundreds of miles on colonies and agrarian worlds.

The Near-human Bimms are just short; humanoid Bimms are –2 Strength, +2 Intelligence, +2 Charisma, size gives +1 Defense/+1 attack rolls/+4 Hide, ¾ lifting and carrying limits, base speed 6m, Read/Write and Speak Bimm. UAA p22–3.

Epicanthix

The swarthy Epicanthix control the Pacanth Reach on the Outer Rim. They are well-known for their athletes and martial artists, and can be found as soldiers and bounty hunters throughout the galaxy.

Kiffar

The occasional Kiffar talent for psychometry gives those individuals an advantage as investigators and bounty hunters.

Miraluka

Miraluka are fairly obscure, but worthy of note because they can see in a nonstandard way: through the exotic and apparently nonphysical mechanism they call the Sight.

The Miraluka migration to Alpheridies occurred via slowboats many thousands of years ago, and they have already adapted to seeing with their Sight instead of eyes. (I find it implausible that they could adapt that thoroughly in a mere two millennia.) Their senses are sufficiently subtle that they are aware of details of material composition at the same level that a sighted being can distinguish color, and Miralukese has a fairly rich vocabulary for describing this phenomenon, but terms like flon, plar, krat, zhop, viq, and jush have no mapping to any phenomenon that can be distinguished via light. This helps them spot many forms of camouflage— but in daily life, they are more apt to have problems caused by lack of color selection and distinction. Their field of Sight is similar to that of humans, and they need to focus in order to make out fine detail; it is easier for a being that sees with light to notice that small markings on a wall are in a language, while a Miraluka needs to focus in order to distinguish them from a textured decoration. Miraluka can read datapads based on physical changes (e.g. electronic ink) but not those based on light emission (e.g. organic LEDs, photonic crystals, interferometric modulation). They often have personal droid assistants to help with details of color and letters.

The genes for Miraluka vision are on different chromosomes than those for blind eyes, and both are recessive; the gene for missing eyes has not yet developed. Children with two half-Miraluka parents can wind up born blind, born with normal sight, or born with both sets of senses. If born with both, their brains will usually learn to filter out the input from the Force in their first few months of life; they may learn to use their other sense if deprived of sight for months. Miraluka children implanted young with printed-tissue organic eyes will learn to see normally.

–2 Dexterity, +2 Intelligence, +2 initiative checks, use Force Sight as a free action at vitality point cost, out to 1km. Read/Write and Speak Miralukese. PotJ p70–1, UAA p97

Umbarans

The Umbarans have adapted very well to the Sith dominion, and are often to be found in administrative positions.

Umbaran corneas are transparent to ultraviolet, unlike the baseline human one, and they must wear filters under normal G-type stars.

–2 Constitution, +2 Wisdom, +2 Charisma, darkvision, low-light vision, light sensitivity, +2 on Sense Motive checks, Influence feat, Read/Write and Speak Basic and Umbarese. UAA p175.

Zeltrons

Zeltrons are particularly prized as overseers by the Sith hedonics, and also find it easy to become entertainers among human populations.

–2 Constitution, –2 Wisdom, +4 Charisma, +1 on initiative checks, empathy, pheromones, Entertainer is always a class skill, Read/Write and Speak Basic. UAA p196–7.

Others

There are numerous relatively obscure near-human races, which can be found scattered amongst human populations on many worlds: Arhans, Aruzans (who are currently a bunch of brutal cyborgs), Bimms, Bornecks, Bpfasshi, Calians, Chalactans, Dantari, Enu, Firrerreo, Fondorians, Hrakians, Keeds, Meerians, Mirialans, Noori, Null, Ogemites, Pyn’gani, Reussi, Rindaoans, Ropagu, Shownarri, Skeebos, Sorrusians, Teevans, the artistic Theelins, Torine, the red dwarf-adapted Venans, Vultans, and Wroonians. A blue-skinned near-human group will one day flee the Core Worlds and become the Etti. The Ensos and Emmerians are listed under Minor Races, below.

Vultans have +2 Intelligence, –2 Wisdom, –2 Charisma. Languages Basic and Dromnyr. PotJ p76.

Para-Humans

There are numerous para-human species in the galaxy, all of which bear a strong resemblance to humans and have many instincts in common, such as facial expressions. The maxim is If it looks close to human, it probably is. DNA analysis shows that the para-human species share a great deal of DNA with humans, but have all been sufficiently changed to be a distinct species. They usually have a large number of genes that are observed in other species on their homeworld, and arrive in the fossil record about 75,000 years ago— the same time that humans mysteriously appear in the record on Coruscant. Xenoarchæologists believe that this was a project of the Architects, the beings responsible for such feats as putting five worlds into the lifezone around Corell. The apparently-miraculous arrival of sentient beings in the fossil record, with no evidence of evolution leading up to them, has provided fodder for numerous religions. There are a few exceptions— the Aquar, for instance, are the result of Humans performing genetic engineering to adapt their children to an aquatic environment.

Humans and the various para-human species cannot interbreed, though the wags point out that they can certainly have fun trying. Usually, interspecies couples adopt, often at least one child from each species. Some will arrange artificial insemination for the female to pass on her genes or— if the hormonal signals are compatible— have a fœtus implanted carrying the father’s genes or use a surrogate. Extremely good genetic engineers can often create a fœtus using genes from both parents and belonging to one or the other species; when the parent of the differing species lacks genes, they ask their closest friend of the child’s species and the same gender to provide ones to fill in. This is seen as an honor.

Mind- and body-affecting drugs that work on Humans and near-humans are highly variable in their effects on para-humans. Some species turn out to be highly compatible, with the relevant genes being identical; others are wildly different.

Devaronians

Devaronians (2 3) slaves are often used as labor in chemical plants, where their resistance to toxins allows the overseers to skimp on safety. Vassals often work as merchants, with the females running administration while the males fly the starships.

Males: +2 Dexterity, –2 Wisdom, –2 Charisma. Females: –2 Dexterity, +2 Intelligence, +2 Wisdom. Read/Write and Speak Devaronese. UAA p45–6.

Murkhanans

The Murkhanans will one day be known as the Koorivar, but their sun is only beginning to show an unusual level of coronal mass ejections, and they have yet to see a need to relocate from Murkhana. They often work as bankers, merchants, and businessmen; while they are averse to risking their own hides (and thus unlikely to rise in the Sith hierarchy), they are perfectly happy to have their minions press military solutions.

Twi’leks

Twi’leks are thought to be one of the first adaptations of the Human baseline, since genetic studies show that the Togruta were actually crafted from the Twi’leks. The Twi’leks’ head-tails are a weakness in combat, but their high social intelligence makes them effective entertainers, merchants, negotiators, translators, and swindlers. Many also exhibit a grace that makes for good dancers and thieves. Force-sensitivity is relatively common. (Obscene gesture: make a fist and point it at someone, palm up, extend your first two fingers and point them at the floor. This symbolizes the lekku of a twi’lek bent over and licking their own arse.)

Togrutas are hunters and herders who seldom thrive on other planets, though exceptional ones have strong enough curiosity to counter the basic drive to stay with their own kind.

Twi’leks: +2 charisma, –2 wisdom. Medium size, base speed 10 meters, low-light vision, +1 on Fortitude saves. Speak and Read/Write Ryl and Basic, bonus language of Lekku. RCR p32, UAA p172. Togruta: +2 Dexterity, –2 Constitution, +2 Wisdom; +2 on Hide checks, spatial awareness by passive echolocation. PotJ p75–6, UAA p162–3. Basic and Togruti.

Zabraks

The Zabraks are widespread; the Iridonians in particular are valued as warriors and weaponsmiths. Their strong wills and independent natures make them poor slaves, but those who fight their way to vassalage prosper under the Sith. Force-sensitivity is relatively common. Hair ranges from bald to full.

Medium size, base speed 10 meters, +2 on Fortitude and Will saves. Speak and Read/Write Zabrak and Basic. RCR p33, UAA p194–5.

Others

There are many relatively obscure para-humans: Boltrunians, Chevs, Galandans, Grannan, Imzigs, Kurtzen, Lowens, Omwati, Pau’an, Qiraash, Sionian Skups, Stennes, Ubese (no contact yet), Utai, Vorzydiaks, Xa Fel. Zelosians are the most extreme case of para-humanity: the ancient meddlers managed to hotwire the human genome into creating a human-shaped plant. (The Cereans (2 3) and Omwati have not yet been discovered. Cerean music usually involves two countermelodies that each brain follows separately, with a pleasing sensation created by the interaction of the two brains; this makes their music seem rather complicated to other species.)

Chevs have the Rugged feat for free. UAA p35. Our Khommites are not yet using cloning, so the modifiers of +2 constitution, +2 intelligence, –2 wisdom may not apply. PotJ 67–8. Ubese are UAA p172.

Humanoids

Humanoids are beings that, through convergent evolution, are basically compatible with the pattern of walking upright on two legs; they are generally able to use doors of the right aspect ratio, sit on chairs and stools, and so on. Some of them, like the Herglics and the Wookiees, are too large for ordinary doors and furniture, though the more cosmopolitan cantinas have adaptable furniture for such customers.

Aqualish

Aqualish (2 3 4) are conscripted as troops, particularly for deployment on water worlds. Vassals often find work as bounty hunters and mercenaries.

+2 Constitution, –2 Wisdom, –2 Charisma. Breathe underwater, +4 to Swim checks, –4 to use things not designed for people with webbed fingers and feet, read/write and speak Aqualish. UAA p14.

Bith

Bith (2 3 4) are much in demand as technicians and musicians; the Sith are regularly attempting new tactics to coerce the Bith into reproducing faster, but the pacifistic, ancient Bith regard five thousand years of Sith overlords as a transitory phenomenon and refuse to compromise their standards for bringing up their children. After the argument If we lower our standards, we will no longer be so useful to you, their lord backed off. (Obscene gesture: let your fingers do the walking in an aimless and confused manner. This is implying that a person’s mental processes are disordered, which is a considerable insult.) The Bith respect the Columi for their achievements, but find the variety of the physical world too interesting to take their path.

–2 Constitution, +2 Intelligence, +2 Charisma, identify people by smell at 10m, +4 to Search and Spot within 4m and –2 to Spot at 10m due to optimization for detailed near vision, –4 range increment instead of –2, spend 4 hours meditating instead of 8 hours sleeping. Read/Write and Speak Bith. UAA p23–4.

Bothans

Bothans (2 3 4) are thriving under the Sith, and dozens have become Darth.

Bothans have +2 dexterity, –2 constitution, medium size, base speed 10 meters, +2 species bonus on Gather Information and Spot checks. Speak and Read/Write Bothese and Basic. RCR p23, UAA p25–6.

Caamasi

The pacifistic Caamasi (2 3) are often found working as librarians and scholars, sometimes as artists and merchants. People who prefer to resolve their disputes with words rather than force find Caamasi very helpful, but in a galaxy where strength is the only real law, they are limited in their ability to function as diplomats. Force-sensitivity is relatively rare.

–2 strength, –2 constitution, +4 wisdom, +2 on diplomacy checks; memory sharing ability. Languages: Caamasi and Basic. PotJ p64–5, UAA p26.

Chevin

Chevin (2 3) are faring well as overseers, and are often Numenists.

Chevin have +2 Strength, –2 Dexterity, +2 Constitution, –2 Wisdom. +1 natural Defense bonus due to thick hide. Read/Write and Speak Chevin. UAA p36.

Dugs

Dugs (2 3 4) are faring well as overseers.

Dugs have +2 Dexterity, –2 Wisdom, –2 Charisma. Small size as usual. Base speed 6m. +2 on Climb and Jump checks. Free Lightning Reflexes feat. Read/Write and Speak Dug. UAA p50.

Duros

Duros (2 3 4) are common spacers, traders, and technicians. Neimoidia is one of their colony worlds, but the Neimoidians are not yet distinct.

+2 dexterity, +2 intelligence, –2 strength, –2 constitution. Medium-size, base speed 10 meters, free Spacer feat at first level. Speak and Read/Write Durese and Basic. RCR p24–5, UAA p51.

Most spacers are bilingual in Basic and Durese.

Gamorreans

Gamorreans (2 3 4) are often used for infantry and manual labor.

+2 strength, –2 dexterity, –2 intelligence. Medium-size, base speed 10 meters, proficient in primitive and simple weapons instead of the usual starting ones. +2 on fortitude saves, free Power Attack feat. Speak Gamorrean. RCR p26. UAA p61.

Herglics

The friendly Herglics are humanoid cetaceans, well-known as traders (especially in the Herglic Trade Empire and explorers.

Making Aliens Alien: Animal Amour has some entertaining ideas on humpback whale mating behavior.

+4 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –4 Wisdom, Large size (–1 Defense, –1 size penalty on attack rolls, –4 on Hide checks, Face/Reach of 2m by 2m/4m, double lifting and carrying), base speed 8m, +2 Defense from natural armor, gambling addiction, Read/Write and Speak Herglese. UAA p70.

Invoke: Herglics are friendly and gregarious creatures, and can do well with diplomacy and trading. They natively think in three dimensions, making them highly competent starship pilots.
Compel: Herglics do not do well in isolation, and would rather have a highly annoying or dangerous passenger on their ship than be stuck on their own in hyperspace for two weeks. They are also fond of gambling. Like Wookiees, they are inconveniently large.
Stunts: Sonar: Herglics can use their Alertness with sonar; the sense works much better underwater, but galactic-level technology treats sonar as just another sensory output for devices, and it’s common for Herglic helmets (for piloting or battle) to supply 3-D radar mapping as sonar input. Cetacean: Herglics are more land-adapted than their purely seagoing ancestors, but they are still formidable in the water.
Flaws: Hydration: In air with less than 50% humidity, Herglics take stress at a default rate of 1 point every two hours for moderate exertion. ½× if resting, 2× if strong exertion, 2× if less than 15% humidity, 2× for temperatures over 30°C. (The Sahara Desert usually runs around 5%; Las Vegas averages 30%.) Herglics who need to travel in desert environments wear humidifiers over their blowholes and either dress in a humidifier suit or slather themselves in moisturizing cream. Putting a handkerchief over the blowhole and keeping it sopping wet will halve the stress. Anosmia: Herglic sonar is balanced by a lack of sense of smell. Humans can usually detect a short in the ship’s wiring by smell; a Herglic won’t notice until smoke is pouring out. The Herglic sense of taste is fairly good, but it misses out on aromatic details and can only react to odors when they’re so thick that the humans are gagging on them.
Adjustments: +1 Endurance, –1 Stealth.

My species models for Herglics are dolphins, orcas, and other small whales. Herglics are more adapted to the land than dolphins; in general, assume that a Herglic’s Average effort is half as good as a dolphin’s, and that each shift beyond that is another ¼.

Ithorians

Ithorians serve as ecologists, merchants, and medics. They are often called upon to deal with the aftermath of imported flora and fauna escaping into a planet’s ecosystem, which happens with a regularity that most of them find depressing. Force-sensitivity is relatively common. They usually keep gardens of Ithorian plants, even if it’s just a small terrarium. Most Ithorians follow the Law of Life, that for every life taken, two more must be created; some interpret this as a call to pacifism; some are sufficiently hardened that they keep track of their kills, give generous support to obstetricians and orphanages, and plant gardens in memory of those they slay. Some Ithorian snipers, bounty hunters, and assassins put great thought into what species they will plant in their garden in honor of their kills. There are schisms among the Ithorians as to whether genetic engineering is an acceptable practice; some insist that selective breeding is the greatest reach that sentient beings should make, and that mutation should be left to the World-Spirits.

+2 wisdom, +2 charisma, –2 dexterity. Medium-size, base speed 10 meters, +2 bonus on Knowledge (wilderness lore) checks, +4 on Survival checks, +1 on Will saves. Speak and Read/Write Ithorese and Basic. RCR p25, UAA p79.

Khil

Khil serve in all manner of roles, particularly as musicians.

–2 Constitution, +2 Intelligence, +2 Wisdom. +4 bonus on Sing checks. Read/Write and Speak Khilese. UAA p84–85.

Rodians

Rodians’ violent culture has prepared them well for the Sith Empire, and they are thriving as bounty hunters, weaponsmiths, and technicians.

+2 dexterity, –2 wisdom, –2 charisma, medium size, base speed 10 meters, automatic Track feat, +2 bonus on Listen, Search, and Spot checks. Speak and Read/Write Rodese and Basic. RCR p30, UAA p129.

Sullustans

Sullustans are often enslaved as miners, but many have achieved vassalage with their talents as pilots, navigators, merchants, civil engineers, and scientists.

+2 dexterity, –2 constitution, medium-size, base speed 10 meters. Darkvision— black and white vision in pitch darkness out to 20 meters— is right out. +2 on Climb and Listen checks. Speak and Read/Write Sullustese and Basic. RCR p30–1, UAA p153.

Trandoshans

Trandoshans frequently enlist in Sith armies and work as enforcers.

+2 strength, –2 dexterity, medium-size, base speed 10 meters. +1 natural armor bonus to defense. Darkvision like Sullustans. Speak and Read/Write Dosh and Basic. RCR p31, UAA p165–6.

Ugnaughts

Ugnaughts are largely kept as slaves, working at skilled labor jobs, such as miners and mechanics.

Ugnaughts are Small, with –2 Dexterity, +2 Constitution, +2 Intelligence, –2 Charisma. 6m base move, Endurance feat, Read/Write and Speak Ugnaught. UAA p174.

Centauroids

The humanoid body plan isn’t the only one that turns up in convergent evolution. Creatures with six or more feet that evolve sentience often become centaurs, with two manipulatory appendages and at least four feet for locomotion.

Huttoids

The Orooturooans are quite similar to the Hutts, despite lacking any common multicellular ancestors.

Nonhumanoids

These species are outside the normal body plan and require special adaptation.

Hutts

The Hutts are prospering under the Sith, though they have a difficult time rising in the feudal hierarchy due to lack of personal combat ability, and the need to pay taxes to their overlords rankles the Kajidics (clans) and the Hutt Grand Council. Hutts always have three names: personal, followed by kajidic, followed by family. They are overseers, managers, and entrepreneurs, with egos sized to match their large bodies; even the name Hutt means Glorious. Their biological lifespan is on the order of a thousand years, though this is often cut short by ruthless competition. The t’landa Til, also from their homeworld of Varl, are often found in Hutt employ, as are Nikto, Vodrans, Klatooinians, and Toydarians. Huttese (2 3) is the second most commonly spoken language in the galaxy, right after Basic. Hutts are polytheistic and rampantly syncretic; the more superstitious ones will propitiate deities from a dozen pantheons if they feel it aids their fortunes. They are rarely musical performers, though some are fond of drums, ’phones, and ’spiels. (Obscene gesture: mash one fist slowly into your other open palm, then gradually reverse the roles of your hands. This indicates both copulation and confusion; hermaphroditic species are always in competition for who gets the male role and the lower amount of investment in producing offspring.)

Hutt cuisine is usually risky for creatures with a less versatile digestive system. For inspiration, consider Casu marzu.

The humanoid Klatooinians make up the bulk of the enlisted ranks in armies under the Hutts, and trained platoons of them are often given to the overlords of the Hutts as tribute. (The Hutts always neglect to send officers... and Klatooinians always seem to perform better when serving the Hutts, whom they see as their deities, rather than the Sith, who they see as a more alien pantheon.)

The varying subspecies of the humanoid Nikto are deployed to appropriate environments. The Red Nikto thrive in desert regions, the Green Nikto are excellent hunters and trackers in forests and jungles, and Mountain Nikto handle worlds with lower-pressure atmospheres than standard. The Hutts are attempting to eradicate the Cult of M’dweshuu.

Hutts get +2 Strength, –4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma, Large size (–1 Defense, –1 size penalty on attack rolls, –4 on Hide checks, Face/Reach of 2m by 2m/4m, double lifting and carrying), base speed 2m, +6 to resist Mind effects, cannot be knocked prone, bonus feat Infamy, Read/Write and Speak Huttese. Note the Hutt powered armor! UAA p73–4. Klatooinians get +2 Constitution, –2 Intelligence, +2 on Will saves. Speak Huttese. UAA p89. All Nikto take a –2 to Charisma and get a +2 Defense from their natural armor, and Read/Write and Speak Nikto. In addition: Mountain Nikto (blue-gray) have +2 Strength, –Wisdom, +2 on Climb checks, +4 on Survival (mountains) checks. Pale Nikto (white to grey) have +2 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, hold breath for 25×Constitution score rounds before making suffocation checks, +4 Swim checks. Green Nitko get +2 Strength, –2 Intelligence, can track by smell, +2 on Spot checks, +2 on Listen checks, +2 on Survival (forest) checks. Red Nikto get +2 Constitution, –2 Intelligence, +4 on Survival (desert) checks, can survive for 1 week in the desert before making Constitution checks vs. thirst. Southern Nikto get +2 Dexterity, –2 Intelligence, +4 on Listen checks, +2 on Search and Spot checks. UAA p108–111. Vodrans get +2 Constitution, -4 Intelligence, -2 Charisma, +1 natural armor bonus to Defense, -8 penalty to subvert one loyal to a Hutt, +2 bonus to Survival checks, Read/Write and Speak Huttese. UAA p177–8.

Minor Species

Minor species are only found in specialty environments outside their homeworlds, and will often attract notice simply for being unusual. They are classified by the environments where they are most commonly found. Species are humanoid unless otherwise noted.

Minor species can have problems finding competent medical help when they travel away from their homeworld. Medical droids with a galactic xenobiology package are more expensive than those that only treat the major races, but are often a better bet than hoping for an organic surgeon who happens to have studied your species. It is common for travelers to wear a medical expert system strapped to arm or wrist; in the event of an emergency, it can provide basic diagnostics, talk anyone nearby through treatment, and explain advanced details to someone with medical training.

Ammonia-Breathers

Arcona (2 3 4) are used as mining labor on worlds with high-ammonia atmospheres. Gand (2 3) are used similarly for manual labor, though a small number of their Findsmen have found work abroad as bounty hunters.

Arcona have a +1 Defense bonus from natural armor. Vulnerability to sodium chloride addiction. Read/Write and Speak Arconese. UAA p14–5. Gand get +2 Wisdom, –2 Charisma, +2 Defense bonus from natural armor, darkvision, Speak and Read/Write Gand. UAA p62–3.

Aquatics

The para-human Aquar and humanoid Chagrians (2 3) Herglics, Ishi Tib, and Vurk are used as divers in underwater construction. There are occasional attempts to integrate the amphibious Shawda Ubb into dive crews. The Rybet have no homeworld, claiming it to be the long-uninhabitable world Varl that was once home to the Hutts; they are commonly found in space and in spaceports on wet planets.

Aquar are on CatCW p159. Chagrians have +2 Strength, –2 Dexterity, breathe underwater, +4 on Swim checks, +4 on Fortitude saves vs. radiation poisoning, low-light vision, Read/Write and Speak Chagri. UAA p32–3. Rybet males have –2 Strength and +2 Dexterity; the females have +2 Strength and –2 Dexterity. The males are Small with a 6m base move, females Medium-size with the usual 10. They can all breathe underwater and get a +4 on Swim checks; they have the Spacer feat. Read/Write and Speak Rybese. UAA p132.

Arena Gladiators

Barabel (2 3) are currently seen as sufficiently savage as not to be worth enslaving yet; most visitors to Barab I are just there to grab a bunch of warriors to use in the arena. Occasionally, they win their way to vassal and become mercenaries. Ewoks (2 3 4) are similarly only seen in arenas, usually in hunting parties that have been abducted from the forest moon of Endor, which is otherwise only visited by biologists studying the impact of shipwrecked species on the ecology. These paleolithic savages are in the habit of observing visiting beings from stealth, then sneaking into their camp at night, bashing their heads in with stone tools, eating their brains, and claiming to have gained the knowledge and power of their victim. This often extends to being able to point a blaster, but seldom to knowing to change the power cells. Kaleesh are similarly left to Kalee except when someone wants to stock their arena pens. Nelvaanians are occasionally picked up for arena battles on low-gravity worlds, but Nelvaan is of little interest to the galaxy at this time. Sauvax are an impressive sight and much in demand.

Barabel are +2 Strength, –2 Dexterity, –2 Wisdom, +2 Defense from natural armor, 1d6 damage from claw/bite/tail slap, +2 on Fortitude saves vs. radiation, low-light vision, darkvision, +4 bonus to Intimidate checks, read/write and speak Barabel, primitive and simple weapons proficiency. UAA p18. Ewoks are +2 dexterity, –2 strength, small size (+1 bonus to defense, +1 on attack, +4 on hide, use smaller weapons, ¾ lifting and carrying limits. Base speed 6 meters. Weapon Group Proficiencies for primitive and simple weapons instead of whatever is normal for their class. Alertness feat at 1st level. Speak Ewokese. RCR p25, UAA p55–6.

Artisans

The diminutive Gossams are sometimes found away from their own worlds doing fine work.

Gossams are Small (usual effects), 6m move, –2 Strength, +2 Dexterity, –2 Constitution, +2 Wisdom, +2 Charisma. +4 to Diplomacy checks when haggling over price. Read/Write and Speak Gossam. UAA p66.

Deserts

The para-human Askajians are often used as slaves in hot, dry environments.

Laborers

The near-human Emmerians, adapted to the high gravity of Emmer, are valued as manual laborers.

The Shistavanen are often used as laborers; they don’t get along well with other species and tend not to be conscripted into the military. Occasional Shistavanen become scouts, bounty hunters, security guards, and even pilots.

Wookiees are imported from Kashyyyk for manual labor in places where droids are more expensive to maintain. Some also do well in the arena. Force-sensitivity is relatively rare. They are known for their unique weapons, the bowcaster and the Kashyyyk long-gun.

Wookiees have +4 strength, –2 wisdom, –2 dexterity, –2 charisma. Medium-size, base speed 10 meters, +2 bonus on Climb from their claws, +4 on Intimidate checks, regains vitality and wound points at double speed. Read/Write Shyriiwook and Basic, Speak Shyriiwook, understand Basic. In a rage, they can get +4 strength, +2 vitality points per level, +2 on Fortitude and Will saves, –2 to Defense; no use of skills requiring patience or concentration, lasts 5 + Constitution modifier rounds, requires as many rounds after at –2 strength and dexterity and can’t run or charge. RCR p32, UAA p183–4.

Invoke: Wookiees excel at feats of size, strength, and hunting. A Wookiee with Average Might can invoke their species aspect to defeat a Human with Average Might at armwrestling.
Compel: large size and short temper. Wookiees stand out in a crowd, have trouble with human-sized accommodations, and escalate easily to violence.
Stunts: climbing claws. Wookiees can climb any surface their claws can dig into.
Flaws: Incomprehensible: Wookiees cannot speak Basic, Huttese, Durese, or most other languages, and most other species have difficulty speaking Shyriiwook.
Adjustments: +1 Might, +1 Engineering, –1 Stealth, –1 Rapport.
Options: Wookiees have a 600 year life span. Wookiee characters may take the stunt Wookiee Elder... Stat out the advantages of long experience

My species models for Wookiees are wolves and Alaskan Malamute dogs.

Merchants and Bankers

Caarites show up as merchants in many less-reputable venues.

Caarites have –2 Constitution, +2 Charisma, small size gives +1 Defense/+1 size bonus on attack rolls/+4 on Hide checks/¾ lifting and carrying capacity; base speed 6m. +2 on Survival checks in hot climates. UAA p27–8.

Falleen (2 3 4) are one of the most extreme adaptations based on humanity; there are some significant groups of genes in common, but the retooling of humans into reptiles is a source of much study among geneticists. Younger Falleen vassals occasionally work as merchants, and older ones occasionally as overseers, but they are not much in demand elsewhere.

Falleen have +2 Charisma. +1 pheromonal bonus on Bluff, Diplomacy, Entertain, Gather Information, and can increase with preparation. Hold breath up to 25×Constitution rounds before suffocation. Read/Write and Speak Falleen. UAA p56–7.

Muuns are often bankers and accountants.

Muuns have –2 Strength, +4 Intelligence, +2 on checks for Appraise, Knowledge (business), Profession (merchant) if they have at least 1 rank in the skill, +4 to use Diplomacy for haggling over price. Read/Write and Speak Muun. UAA p101.

The shrewd Toydarians, who have had long association with the Hutts, are generally found as merchants when they are away from their homeworld.

Toydarians have –4 Strength, +4 Dexterity, –2 Constitution, are Small, base move 6m on land and 18m in the air, +8 to resist Mind effects, Trick feat, Read/Write and Speak Toydarian, Speak Huttese.. UAA p164–5.

Methane-Breathers

The Skakoans exist in a high-pressure methane atmosphere, and are only deployed to similar such worlds. Their homeworld Skako is an ecumenopolis that serves as a considerable manufacturing base.

Skakoans have –2 Dexterity and +2 Intelligence. They take damage from oxygen atmospheres. Armor Proficiency (light) and Gearhead. Read/Write Skakoform and Speak Skakoverbal. UAA p142.

Snow and Tundra

Besalisks (2 3) are used as labor on cold worlds. While they have an unusual number of arms, they are still classed as humanoid due to the basically compatible body plan of walking upright on two legs. They often find themselves laboring next to the near-human Ensos.

Besalisks have –2 Dexterity and +2 Constitution, extra arms improve Climb and grappling checks. Can go without food for 8 days instead of 3, without water for 3 instead of 1; +4 bonus on Survival (arctic) checks, +2 on Swim checks. UAA p22. Read/Write and Speak Besalisk.

Technicians

Chadra-Fan (2 3) are popular as technicians, especially because they can squeeze into tight spaces for maintenance. They seldom move up in hierarchies, but are often brought along with masters as they ascend.

Chadra-Fan have –2 Strength, +2 Dexterity, –2 Wisdom, +2 Charisma, darkvision, low-light vision, Small (usual list), base move 6m, +2 on Repair checks, isolation aversion. UAA p31–2.

The Dashade work well as mercenaries and assassins, though they seldom work with other species. They are strongly resistant to Mind attacks.

Dashade have +2 Dexterity, –2 Wisdom, –2 Charisma. +10 bonus to Will saves against mind-affecting Force powers. +2 bonus on Fortitude saves against radiation poisoning. Read/Write and Speak Dashadi. UAA p43–4.

The meticulous Drall are found outside the Corellian system serving as recordkeepers, accountants, and librarians.

Drall have –2 Strength, –2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, Small size (usual mods), 6m base move. Read/Write and Speak Drallish. UAA p47–8.

Givin (2 3 4) are prized for their ability as technicians, particularly their ability to work in spacedocks without the need for vacuum gear.

Givin have –2 Strength, +2 Constitution, +2 Intelligence, –2 Wisdom, –2 Charisma, +2 Defense from exoskeleton, damage reduction as if DR 2, survive in vacuum, +4 to math-related checks, Read/Write and Speak Givin. UAA p65–6.

The Kel Dor are exotics for this galaxy, using nitrogen-phosphorus biochemistry, breathing in hydrogen and exhaling ammonia. They export environmental control systems and maintenance technicians. The Sith know of the Baran Do Sages and consider them far too weak to be a potential threat.

Kel Dor have +2 dexterity, +2 wisdom, –2 constitution. Medium-size, base speed 10 meters. They suffocate without their breath mask and are blind without their protective goggles. They can see twice as far as a Human in dim light when not in their native atmosphere and still distinguish color and detail. Speak and Read/Write Kel Dor and Basic. RCR p27. UAA p82–3.

The lagomorphic Kushibans are popular technicians; their excellent manual dexterity and small stature make them naturals for working in cramped quarters. At half a meter long, they can easily be mistaken for pets, which annoys most of them and pleases the ones that like to take advantage of it. They can walk or sprint while upright; sustained running requires going to all fours. Their fur, which changes color with their moods, makes most of them poor negotiators; those with high Resolve and some method acting skill can pack surprises. Their homeworld, Kushibah, has a spaceport and a number of recruitment centers that tempt their neophiles into apprenticeships and indentured work out in the galaxy, but is otherwise wilderness.

Kushibans have +4 Dexterity, –4 Strength, +4 on Jump and Escape Artist checks, free Improved Initiative feat, speak only Kushiban. PotJ p69, UAA p93–4.

The snake-centaur Sluissi are commonly found working as mechanics and engineers.

Sluissi have –2 Dexterity, +2 Intelligence, +2 Charisma, Gearhead feat, Read/Write and Speak Sluissese. UAA p146–7.

Warriors

The catlike Cathar work well in military units. Enslaved males are generally used in the arena; enslaved females are considered more tractable and are valued for their appearance.

+2 dexterity, –2 intelligence, claws doing 1d4 damage. Languages: Basic, Catharese. PotJ p65, UAA p28–9.

The long-lived Draethos often serve as cultural mainstays in military units, and are valued for their ability to communicate mind-to-mind at up to half a kilometer when circumstances call for complete communications blackout. They are less valued for their tendency to be storehouses of bizarre trivia.

–2 strength, +4 intelligence, –4 charisma, low-light vision, telepathy, free Knowledge skill at +7. Languages: Basic, Draethos. PotJ p67, UAA p46.

The snakelike Lamproids are often employed as guards, scouts, and assassins. They find it amusing to pretend to be silent pets until it’s too late for their victims.

The equinoid Nazzar occasionally turn up as assault troopers; they seldom get along well with other sentients and are not effective at occupation. The rare ones that can overcome their xenophobia fit in well with military units. Their society has a strong emphasis on orderliness and principle; Nazzar grudgingly volunteer for offworld work at the behest of their hereditary monarchs, who are publicly kept as minions of their Sith overlord. Their religion of Ulizra will not be developed for millennia; most of them follow a tradition of venerating the spirits of their ancestors.

Nazzar get +2 Strength, +2 Dexterity, –2 Wisdom and –4 Charisma. Languages: Nazzar. PotJ p72, UAA p105.

Ishi Tib are valued for their tactical abilities in military outfits that are not so human-centric as to relegate nonhumans to the ranks of the enlisted.

Ishi Tib get –2 Dexterity and +4 Intelligence. Can’t drown in water. +4 to Swim checks. Beak attack, rage, hydration requirement (spend 1 minute a day in brine). Read/Write and Speak Tibranese. UAA p77–8.

The highly perceptive para-human Sakiyans make good scouts, bounty hunters, and assassins.

Darkvision; +2 to Search, Listen, and Spot checks; +2 to Survival checks to track by scent; Lightning Reflexes (limited danger sense); Read/Write and Speak Sakiyan. UAA p134–5.

The agoraphobic humanoid Selonians are seldom found outside the Corellian system.

Selonians: Sterile females have +2 Dexterity, –2 Intelligence, –2 Wisdom; Males and Queens have +2 Dexterity, –2 Wisdom, –2 Charisma. Base speed 10 meters on hind legs or 12 meters on all fours. 1d3 damage from slashing claws. Agoraphobic. Darkvision. UAA p138–9.

The snake-centaur Thisspiasians make good warriors, though they don’t fit in well with most bipedal military units.

Thisspiasians have +2 Strength, –2 Wisdom, –2 Charisma, constriction attack for 1d6 or 1d8 with Martial Arts, prehensile tail without fine manipulation, basic speed 8m. PotJ p75, UAA p159.

The damage-resistant but dim-and-superstitious Weequay often work as bodyguards and enforcers for the Hutts, and are usually competent hunters and trackers. They work well in homogeneous groups, but neither integrate well into mixed-species forces nor display excellent judgment in complex situations, so they are seldom found in actual military units.

Weequay get +2 Strength, +2 Constitution, –2 Intelligence, –2 Wisdom, –4 Charisma, pheromonal communication, Read/Write and Speak Sriluurian. UAA p181–2.

The massive Whiphid often work as bounty hunters, bodyguards, and soldiers. The fables of ships stopping on Toola to buy ice are inventions of spacers who want to test the credulity of mudfooted planet-dwellers. Toola’s mountains have incredible expanses of powder snow, and the first settlement there was a luxury ski resort. Whiphid labor was easily purchased with cheap convenience goods. A visiting mercenary company, spending a recent windfall, got into a brawl with the locals and wound up recruiting a platoon of them.

Whiphid are Large with +2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma. Claws do 1d6 damage, detect by scent, +4 to Fortitude saves against cold, primitive, Speak Whiphid. UAA p182–3.

Miscellaneous

The swift reflexes and small stature of the Aleena make them effective pilots and scouts.

The Anx are adapted for low gravity, but many are employed as chemists on space stations where their acute senses of smell become an advantage.

Anzati (2 3) are present in the galaxy but have taken pains to keep their homeworld hidden; rumor has it that they will hunt down and kill anyone learning the hyperspace route to their system. They are largely the stuff of legend, and no Sith openly has one as a servant.

Anzati have +2 Strength, –4 Charisma, use See Force to track instead of Survival, hypnosis ability, proboscis attack. UAA p13.

The Balosar (2 3) homeworld (2) is currently being overrun by Sith heavy industry, which is depleting the planet’s resources and polluting its atmosphere. The Balosar are reacting to this by aggressively seeking to grab the biggest hunk of pie available to them.

Balosars have +2 Dexterity, –2 Constitution, –2 Wisdom, +2 Charisma, +4 to Listen checks, +4 to poison saves, +4 to Bluff and Diplomacy checks to those promising power or profit to a Balosar, Read/Write and Speak Balosar and Basic.

Baragwin are widespread, but only small communities are found on any given planet; there may only be millions in the entire galaxy. They travel a great deal, which is crucial to the species maintaining their genetic diversity. Their weaponsmiths do excellent work; the advantages of their strength and natural armor are somewhat offset by their slowness, but many are effective warriors.

–4 Dexterity, +2 Constitution, +2 Intelligence. Base speed is 6m. +2 Defense bonus from thick skin. Sense moods by scent. Bonus Skill Emphasis feat for Computer Use, Craft (any one), Disable Device, Repair. Read/Write and Speak Basic. UAA p19.

The cyanogen-breathing Celegians are occasionally found away from their homeworld as knowledge specialists. The Celegians appear to have developed some native aptitude with the Force to allow themselves to float in the air as they emerged from their planet’s oceans and to communicate through broadcast telepathy. Their homeworld’s primary exports come from their chemical and biotechnology industries, taking advantage of the planet’s rare resources.

Celegians get –2 dexterity, +2 intelligence, +2 wisdom, –2 charisma, +10 on Swim checks, and have broadcast telepathy. Their base speed is 10m in a life support chamber and 6m normally. PotJ p66, UAA p29.

The Geonosians (2 3 4) are valued as soldiers for low-gravity engagements, and the hives are beginning to select for technical skill as well. Their bloodthirsty culture has integrated rather well into the Sith Empire.

Geonosians: Aristocrats get +2 Dexterity, –2 Constitution; Warriors get +2 Strength, –2 Intelligence, –2 Charisma. Warriors with professional or heroic levels get exotic weapon proficiency in electrostaff or sonic staff. +2 natural armor bonus to Defense, +2 Fortitude bonus vs radiation poisoning. Low-light vision, +2 on all Craft checks. Read/Write and Speak Geonosian. UAA p64.

The humanoid Kitonaks are so very slow that the Sith find them generally useless. Their musical ability is known, and some slavers pick them up to sell them for this trait.

The nonhumanoid Krevaaki are often found off Krevas working as administrators and mediators; they are not good at work requiring manual dexterity, and import many worked goods.

Krevaaki get +2 Wisdom, –2 Charisma, +1 on Fortitude saves, +2 Defense from natural armor, eight tentacles that give them a +2 bonus on Climb checks and grappling attacks but may take a –4 penalty on manipulating small items as in Craft, Disable Device and Repair; penalty to read their less-than-mobile faces. PotJ p68 UAA p91–2

The rodentoid Ranat are mostly used in mining.

The para-human Ryn are already wandering the worlds, finding work in and around spaceports as spacers, mechanics, pilots, construction workers, musicians, and fortune-tellers, and many run gambling dens. The breathing-holes in their beaks can be treated as stoppers and allow them to play them as a musical instrument, and some technicians can even speak binary to droids.

Prehensile tail gives +2 to grapple attempts. +2 bonus on Entertain checks. Bonus feat of Infamy. Read/Write and Speak Basic and Ryn. UAA p133.

Squibs are still nomads on their homeworld, occasionally collected for the arena.

The Ugors are known for precipitating a galactic depression about five hundred years ago when the collapse of the industries on their overpolluted homeworld caused a cascade of failures in an overly tight supply chain. They are only found working in sanitation and disposal work.

The nonhumanoid Wol Cabasshites are primarily found maintaining the surfaces of space stations to preserve them from the depredations of the vacuum ecology, herding space slugs.

The Pau’ans and the Utai are mostly on Utapau, mining the planet’s mineral resources.

Sarkans reacted poorly to conquest by the Sith and are almost entirely slaves on their homeworld, tasked with providing tribute to their overlord, usually in the form of nova rubies.

If the Shi’ido have emerged from hiding on Lao-mon, the rest of the galaxy is unaware of it. The planet is usually visited by beastkeepers seeking new critters for the arena.

Entire hives of the insectoid Vratix are occasionally imported to do coordinated work on projects, but most of them stay near the shipyards in orbit around their homeworld.

Vratix have –2 Dexterity, +2 Intelligence, –2 Charisma, +2 to Defense from their carapace, +4 stability from being quadrupeds, +4 bonus to Jump and Listen checks, Read/Write and Speak Vratix. UAA p179–80.

Vulptereen are currently a pastoral people, farming and herding on their planet’s grasslands.

No Contact

The Abyssin have not yet been contacted. The Amanin (2 3) have not yet been discovered. The people that will one day be known as Arkanians have not yet migrated to Arkania or created the Yaka. Blood Carvers and Batorine are undiscovered. If anyone has yet discovered the para-human Chiss (2 3) in the Unknown Regions beyond the Outer Rim, they’re keeping very quiet. The Defel are undiscovered. The Dressellians (2), likewise, remain undiscovered. The Gran (2 3 4) have not yet left their homeworld to conquer the Dugs, and are just beginning to discover agriculture on their undiscovered homeworld. Eloms, Elomin, and their homeworld are all undiscovered. Fosh do not yet appear in the galaxy. The Gotal are still colonizing their own solar system and have not yet met with a species that has hyperdrive. Gungans (2) and Naboo itself have yet to be discovered. The H’nemthe (2) are undiscovered, and the Killiks are somewhere in the Unknown Regions. Mykes will come into being after human and near-human Dark Jedi share genes with the Sith using Sith Alchemy. The near-human Nagai, Rattataki, and Tofs are still unknown. The Iktotchi will not be discovered for twenty millennia. The Kaminoans are undiscovered. The Silentium-Abominor conflict is unknown. The Taungs are currently isolated on Roon. Kubindi and the Kubaz remain undiscovered, along with their neighbors the Verpine. Dac and the Mon Calamari and Quarren are uncharted, as is Glee Anselm and its inhabitants the Nautolans and Anselmi. Honoghr and the Noghri have not been rediscovered after the fall of the Rakatan Empire. Orto and Lowick are undiscovered, and the galaxy has yet to have the pleasure of Ortolan and Pa’lowick musicians. The Kallidahin (aka Polis Massan) are in uncharted parts of Wild Space. No known hyperspace route has been charted to the Ssi-ruuk Star Cluster. No Talz. The Xexto are undiscovered, and the Quermians have not yet been created. The Yarkora have yet to show themselves. The Yevetha are undiscovered. The Gen’dai have yet to show themselves. The Lannik are undiscovered, as are the Nosaurians and the Ongree, and the Pacithhip. No Skrillings or Tintinna or Troig. Myrkr is undiscovered and Neti have yet to send out colonies.

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