Humans are
the most populous sentient species in the galaxy;
males averaging 1.8m and 75kg, females 1.6m and 55kg, with considerable
variation. 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. tNEGtAS p80
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.)
In the latter days of the Old Republic, humans can live to 120, 160
if wealthy, and some Jedi to 200. (tNEGtAS)
Humans have an immense variety of naming schemes. The Nounverber
scheme (Skywalker, Starkiller, Sunrider, Darklighter) is a common scheme
for people who had an ancestor who left behind a more mundane name when
helping colonize a new planet.
Humans have been shuffling the genetic deck for millennia and have wound up
with every possible variation of coloring, from the high-melanin folk
who thrive under bright suns to the just-short-of-albino pale bloodlines
that give rise to
Atris
and Winter Celchu.
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. They are presumed to be
from this galaxy, since they are compatible with the unicellular
eukaryotic life found on scumworlds throughout the galaxy.
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 your humanity 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: Humans are the most common species in
the galaxy, and other sentients often resent their dominance second only to
that of the Sith. There are many districts where simply being human can get
you in trouble.
Human culture throughout the galaxy is strongly influenced by Coruscant,
the oldest Human world, but a number of colony worlds have developed their
own distinctive cultures and genetic blends over the millennia. The
genetic and cultural factors are difficult to disentangle.
- Alderaanians
(of Alderaan) are descended
of colonists with strong ecological ideals. Alderaanian-descended families
are almost as likely to be surrounded with greenery as Ithorians.
- Corellians
(of Corellia) have an
exuberant flair for life; they are often thrill-seekers, and fond of
spicy cuisine. They were early developers of hyperdrive, and many
colony worlds have inherited their culture.
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, though fertility isn’t as good as mating
between Humans. 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
The swarthy Epicanthix are found throughout
the Shiritoku
Frontier 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. AE p101
SotES p98
Invoke: physical fitness, martial prowess, artistic skill.
Compel: take the time to do something with
proper attention to aesthetics, rather than getting it done in an ugly way.
The natives of Firrerre
are frequently conscripted as ground troops; their healing abilities
stand them well in combat.
Firrerreo
Firrerreos heal very quickly, automatically going two shifts faster on
the time chart as long as they get basic first aid.
The occasional Kiffar talent for psychometry gives those individuals
an advantage as investigators and bounty hunters. A touch of psychometry
shows up in about 1% of Kiffar, and strong psychometric ability in
about 5% of the psychometrists. They sport facial tattoos, called
qukuuf, passed down in the maternal line.
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 adapted to seeing
with their Sight instead of eyes. 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 (though they can’t see past about a
kilometer), 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 selection pressure on Miraluka to rely on their Sight has led to selection
pressure for avoiding the distraction of light-based vision, and most Miraluka
have featureless eyesockets, which are somewhat disturbing for humans to see,
so they usually wear a cloth over them when offworld. Some still have eyelids
and lashes and clouded eyeballs. The genes for Sight are on different
chromosomes than those for light-blindness; Sight is dominant, and
light-blindness recessive. The child of a Miraluka and a Human will have
normal eyes, and very likely the Sight, but will usually ignore the Sight as
they grow up over the ease of seeing with light, and need to be trained to use
it. The same case will apply to Miraluka children implanted young with
printed-tissue organic eyes.
PotJ p70–1,
UAA p97,
KotORCG p16,
TotG p31
Invoke: Miraluka are thoughtful, pensive, and deliberate, and their
society places high regard on those who do the right thing without pursuit of
glory or personal gain; invoke to resist impulses and think deeply.
Compel: On the flip side, they have a hard time
changing their course of action once they’ve settled on a plan, and they shy
away from all but subtle commendations.
Alpheridies is near enough to the Perlemian Trade Route that
it makes sense that they would be in the galaxy already.
Ōōm-bär’-ăn
Umbara is run by a complex
caste system with ninety-seven levels, from the Rootai council that reports
to the Darth Baron who rules their planet down to the lowest menial laborers.
Jumping between castes involves everything from political maneuvering to
espionage to assassination on the way up; embarrassment is a way to drop
a short distance, and failed assassination a way to drop to the bottom.
The Umbarans have adapted very well to the Sith dominion, and are often to be
found in administrative and espionage positions.
The average Umbaran stands 1.7m tall and masses 60kg.
tNEGtAS p212–4
tCWCG p160
GoI p18
Umbara is close enough to Kashyyyk that explorers from the Mytaranor
Sector would have found it soon enough. Also not far from Onderon, either.
Umbaran corneas are transparent to ultraviolet, unlike the baseline human one,
and they see very well in dim light; under normal suns, they need to wear eye
protection of some sort. Their words berl, crynor, nusp,
and onsible describe colors that no Human can see. Umbarans have very
little hair, save for eyelashes and slight eyebrows.
Umbarans have a reputation for being aloof and cold (though it’s more a matter
of playing their cards close to their chest— they only show passion to someone
they trust), and often bring trouble, so they often provoke negative
reactions. As assassins, they prefer the subtlety of poison darts
and stilettos to the blatancy of blasters and vibroblades; their particular
cultural weapon is a stiletto-like blade called a vootkar.
Invoke: persuasion, intrigue, stealth, and
espionage.
Compel: it’s hard for an Umbaran to turn down an
opportunity to get ahead (though only those from the lowest castes would do so
at the expense of long-term alliances), and they have a sinister reputation in
the galaxy and are often met with mistrust.
–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
Zĕl’-trŏn
Zeltrons are particularly prized as overseers by the
Sith hedonics, and also find it easy to
become entertainers among human
populations. Zeltros is a
very popular tourist destination.
LECG p17
tNEGtAS p217
UAA p196–7
SWG1 p64–7
Example names:
Adriav,
Arno ♂,
Bahb ♂,
Dani ♀,
Froedi,
Heigren,
Impella,
Jahn ♂,
Jahz,
Jakira, Joi, Kainae, Kieral,
Leonie ♀,
Maeve, Mahd,
Marruc ♂,
Nerus,
Opalica,
Rahuhl ♂,
Rhajani, Sian, Soleil,
Spenori,
Tamair, Tanai,
Trix, Welarem, Yahja.
Zeltron empathy makes it difficult for them to be around sentients who
are suffering; they have shown a high degree of solidarity under Sith
rule, working to keep the population of their planet out of slavery.
They are known for a hedonistic image, and for their lack of jealousy,
but their culture stems from their own empathic ability: they simply
can’t bear to see one another be miserable. (A Zeltron saying:
The first to cause pain is the next to feel it, and the first to
deny pleasure is the next denied.
) Zeltrons are some of the best
sentients in the galaxy at the gentle let-down. Zeltrons rarely bury
their emotions, and mourn deeply when the time comes. They also love
a good fight, but they are content when they demonstrate superiority;
by the standards of a Sith-dominated galaxy, they lack the follow-through
of making sure their opponent stays beaten. (It wouldn’t be nearly as
fun if the fighting was so serious that the winner couldn’t walk away
with someone cooing over their strength and the loser couldn’t walk away
with someone offering sympathy.)
Sometimes a long-term pairing will establish a household together, but more
often, a group of two to five females will establish the household and receive
gifts from males paying court to them. Zeltron males tend to be very good
with children, both on the grounds that any children might belong to them, and
that helping with the children is another way of pleasing a potential mate.
Some Zeltrons mature into having a deep appreciation of their emotional
connections and become extremely loyal friends or charitable altruists.
Invoke:
The innate talents for pheromone projection and empathy give Zeltrons a
bonus on all social and animal-handling skills, including gambling
in games where an opponent’s emotions might be relevant. Natural
selection has also resulted in most Zeltrons being beautiful by
Human standards.
Compel: Zeltrons are sensitive to the
emotions of others and have difficulty shutting out suffering.
Compelling this nature will at the least give them penalties due to
distraction and may cause them to aid a suffering being. They also
have a strong pleasure-seeking drive, and can easily be dragged into
gambling games and other thrills.
Empathy
Mandatory.
Zeltrons can use their Alertness to directly read emotions
(resisted by Resolve for beings that are keeping their emotions under
control), even through a faceless environment suit. This can serve as a
complementary skill to other social skills. This is a Force-related ability
and can be blocked by anything that would block a Force-based empathy read.
The range is about 10 meters.
Pheromone Projection
Optional. A trained Zeltron can directly
induce emotional states in beings they know how to work with, both sentient
and nonsentient; this usually means almost all Humans and near-humans, many
para-humans, and a fair number of humanoids and animals. If they succeed in a
contest of Resolve, they can place an emotional aspect on another being; for a
Fate point, they can do so with an entire group. The presence of a Zeltron
at the gaming table will prompt any gambler to take a discreet fresher break
if they don’t already have nose filters in place.
Even before the Sith conquered them, the Zygerrians were a combative species
that enslaved the weak and rewarded the strong. They instantly recognized
their situation when Sith starships descended to challenge their leaders, and
integrated readily into the empire. Zygerrians pride themselves on their
martial prowess, and every parent delights in passing on their combat arts to
their children. The species is natively strong-willed, and the children
thrive under conditions that would traumatize most young humans.
1.7m and 60kg.
GaW p17
GG9 p47
Invoke: strong will and physical durability.
Compel: aggression. Zygerrians will back down
from a challenge only if it is obvious they cannot win.
Others
There are numerous relatively obscure near-human races, which can be
found scattered amongst human populations on many worlds:
-
Andalese
are the descended from the conservative branch of a high-biotech Human
culture; they took the branch of development that didn’t mess with brain
development. They have small horns and are adapted to symbiotic implants,
integrating them quickly without rejection problems; however, they need to
keep up on their immunity services or they get sick more easily than a
baseline Human. They are fond of fancy biotattoos.
-
Arhans
are tall, thin, and frail, adapted to worlds with low gravity and low
atmospheric pressure. Their muscles acclimate to normal gravity, given time,
but they remain susceptible to physical damage.
CRO p19
-
Biituians
(of Biitu) have olive-green skin
and are highly resistant to ultraviolet skin damage.
- The amphibious
Blubreen, of
Plooriod III have
webbed fingers and toes and gills; skin color ranges from purple to turquoise
to red. They aren’t as extreme an adaptation as the
Aquar, but can’t last as long underwater.
- The long-lived, muscular
Boltrunians, of
Boltrunia,
are the result of extreme gene-tailoring to adapt to their homeworld.
- The
Bornecks
(of Vellity) have skin tones
range from pale yellow to orange-brown; they are physically strong and
culturally accustomed to hard work.
AE p101
- The
Dantari
(of Dantooine) had been living
a primitive, nomadic for hundreds of years before the Sith came, and are
seldom found offworld.
- The stout, heavy-worlder
Emmerians
(of Umhul) are strong and robust.
- The
Enu
(of Deylerax) are dark-skinned
(an adaptation to their homeworld’s brilliant sunlight) and extremely
clever.
WbC p50
- The cold-adapted
Ensos
(of Ensolica) can withstand
situations that would induce hypothermia in a baseline Human, but need to
start worrying about heat exhaustion about
15°C earlier than a Human would. Hot worlds rent
coolth
suits to them.
- Excargans
(of Excarga) don’t undergo
gender differentiation until puberty. (Culturally, any genetic analyses
are kept secret unless it becomes medically important.)
-
The pale blue
Galacians,
of Gala.
-
The
Galandans,
of Galand.
- The
Gamandars, of
Gamandar.
- The
Grannans, of Granna, are
adapted for breathing atmospheres with a high methane content.
-
Hamadryas
-
Hrakians
(of Hraki)
-
Keeds
(of Keedad) have superb reflexes
and make good athletes and pilots.
CRO p77
-
Lowen
-
Meerians
(of Bandomeer) are short, with
metallic-colored hair; they are slow, careful thinkers.
-
Mirialans
(of Mirial) are agile, with
green skin tones.
-
The grey-skinned Mugaari of (Mugaar) are strong and robust.
CatCW p26
-
Noorians
(of Noori)
-
Pantorans are blue-skinned folk from
Pantora.
-
Pyn’gani
(of Polus)
-
Reussi
(of Reuss VIII)
-
Ropagu
(of Ropagi II)
- nocturnal
Samuac
(of New Kisge)
AIR p5,19
-
The Sephi
(of Thustra)
have large, pointed ears and long lifespans. They reach Old at 100,
Venerable at 150, and often live 200 years; some can reach 400.
-
Sernpidalians have albino coloration.
- The
Shownarri
(of Shownar) look like pale blonde
humans, though their pilomotor reflex can
literally cause the hair on their heads to stand on end when agitated.
- Skups were engineered to be a slave species, small and nimble, with four-fingered hands and skin the stark white of dianoga cheese.
- artistic
Theelins
- Tholothians
(of Tholoth) have a
naturally calm and serene disposition; they are difficult to rile.
- The Vahla are exceptionally flexible. All Vahla in the galaxy know their
homeworld only through oral tradition; it is most commonly believed that
they were raided en masse from a world that had a highly unreliable
hyperlane.
LECG p58–9
- highly competitive blue-skinned
Wroonians
(of Wroona)
AE p107
S&V p157
- The
Vorzydiaks
(of Vorzyd V) are obsessive
workers, and considered quite valuable.
GatORW p143
-
The Zeuol (of Zeuol)
- The scaly-skinned
Zisians (of Zisia) are reptilian in appearance, but still mammalian underneath. They are slaves to the Hutts.
A blue-skinned near-human group will one day flee the Core Worlds and
become the Etti
(AE
p103
SotES p97).
Vultans have +2 Intelligence, –2 Wisdom, –2 Charisma. Languages
Basic and Dromnyr. PotJ p76.
I completely made up the details of the Shownarri.
- The people that will one day be known
as Arkanians
UAA p15–16
KotORCG p10
have not yet migrated to Arkania or created
the Yaka
DE p107
or Echani
GaW p130.
- No
Aruzans
yet; they’re off in the far southwest of the Expansion Region.
- No Near-Human Bimms UAA p23 yet; humans have yet to settle on
Bimmisaari.
- No Bpfasshi; their homeworld is near Dagobah.
- Brosin are from the
Corporate Sector.
AIR p11
- Calians
are from Wild Space.
- Croke JATM p128?
- Fondorians are from an undiscovered world in the Colonies.
- Fregans
are from an undiscovered world in the Core.
- Ganathans
are from an undiscovered world in the Mid Rim.
- Ghostlings are from an undiscovered world in the Inner Rim.
-
Icarii
are from a world past the end of the Sanrafsix Corridor on the Outer Rim.
-
Ierians
are from an undiscovered in the south of the Core.
- I’m excluding the
Imzig
for utter lack of data and general prosthetic-forehead-ness.
- Kalzerians are feudal 25,000 years later, so they’re probably undiscovered at this time. World is near the Shiritoku Way in the southwest of the Outer Rim.
-
Keshiri
are from Wild Space.
-
Locans are
from Wild Space.
AIR p55
-
Morellians
are from Wild Space.
AIR p15
-
Myke
do not exist yet.
- The Null aren’t close enough to a trade route.
- Ocsinin
are just outside the Corporate Sector.
AIR p78
- Ogemites (of Ogem) are in Senex-Juvex.
- Rattataki are a little too far off the Shiritoku Way.
- Rindaoans (of Rindao are also in Senex-Juvex.
- Skeebos are from a world near Gand, off in the wilds spinward of the Centrality.
- Sorrusians are from a world on the Hydian Way.
- Stennes shapeshifters won’t be engineered for 20,000 years.
- Teevans are from a world on the Hydian Way near Yavin.
- Torine: Torina is undiscovered.
- Ubese
UAA p172–4
AE p162
S&V p12
SotES p99
- The Velabri are from a world off the end of the Corellian Run.
- red dwarf-adapted
Venans
(of Vena) are descended from
Hapan colonists, and the Hapes Cluster isn’t settled yet.
- Vultans (JATM p107 PotJ p76) are on a world near the Hydian Way in the Mid Rim.
- The Xa Fel don’t yet exist.
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 entirely compatible, with the relevant genes being identical; others
are wildly different.
Sĕr’-ē-ăn The natives
of Cerea have two brains and two
hearts, and are able to follow two trains of thought at the same time;
sometimes this results in having one brain thinking deeply while the other
tackles lightweight chores, and sometimes in contemplation that simultaneously
develops thesis and antithesis. (Males are usually about 2m and 78kg; females
1.8m and 58kg; but their eye level is about the same as a Human due to the
elongated skull.) The species has a steeply imbalanced gender ratio of 20
females for every male, leading to matriarchal cultures; some treat males as
distinctly second-class citizens who are primarily there for reproduction,
others place an obligation for the female in a male-female marriage to lend
out
the male for stud duties, and others have polygynous marriage with a
primary
bond wife
and multiple honor wives
. 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.) The small degree of Force sensitivity to find
kasha
crystals useful in meditation is common.
tNEGtAS p28
UAA p30
SECR p24
Example names:
Ki-Adi-Mundi ♂,
So Leet,
Sylvn ♀,
Ti-Dal,
Maj-Odo-Nomor ♂,
Mawin ♀,
Skeel ♂,
Kordren ♂,
Bin-Garda-Zon ♂,
Twin ♀.
Invoke: multitasking, deep thinking, combat
initiative, calm and rational demeanor, and (for Force users) precognition.
Compel: Cereans are not easily roused to
passion, and do not like making hurried decisions; outside of emergencies,
they will back off to think rather than jump in and get things done.
Dĕv-ä-rō’-nē-ăn The natives of
Devaron have noteworthy sexual
dimorphisms: the males have horns and smooth, crimson skin, while the females
have soft white, reddish, or brown fur and bare spots where the horns would
grow on a male. The personalities are also quite distinct, with females being
extremely organized, reliable, and ambitious homebodies, while the males tend
to be disorganized, unscrupulous, thrill-seeking wanderers who give a first
appearance of being irresponsible— but always sending support back home when
they can. (Most of the females maintain that it’s best to have their husbands
making trouble elsewhere, and that males are best appreciated on rare visits
home.) Their equivalent of hemoglobin uses silver instead of iron, and causes
their blood to be black. They have two livers, which makes them highly
toxin-resistant, and as slaves, they are often used as labor in chemical
plants, where the overseers can skimp on safety. Vassals often work as
merchants, with the females running administration back home while the males
fly the starships and bring in lucrative trade.
tEA p124
tNEGtAS p40
UAA p45–6
GG4 p35
LECG p214
Males: +2 Dexterity, –2 Wisdom, –2 Charisma. Females:
–2 Dexterity, +2 Intelligence, +2 Wisdom. Read/Write and Speak
Devaronese.
UAA p45–6
Invoke: toxin resistance.
♂ Courage and daring.
♀ Organization, intelligence, and common sense.
Compel:
♂ Wanderlust, disorganization, and bull-headed intransigence.
♀ Responsibility, trustworthiness, and preference for being safe at
home.
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.
tNEGtAS p104
UAA p89–91
Invoke:
Murkhanans are shrewd and astute, adept at negotiation and navigating rules.
Compel:
The horn on top of a Murkhanan’s head is an important part of their social
status, and making a credible threat to damage or destroy it will give any
Murkhanan pause. Even without such a threat, they are still cautious and
reluctant to place themselves in harm’s way.
Nä’-tō-lăn
The amphibious denizens of
Glee Anselm can last for
extended time in arid environments, but need considerable water for a place to
be a home for them; they hatch from soft eggs that must remain immersed, and
spend their first year as a tadpole, and their native language of
Nautila
can only reach its full nuance in water, for both reasons of pronunciation and
pheromonal nuance. The fourteen tentacles on their heads are their pheromone
readers, allowing them to use Alertness to read emotional impressions from
Humans, Near-Humans, and many para-humans at short range in air (across a
table, but not across a room) and anywhere in the current zone in water. They
can get by fairly well in a stateroom or med bay with the humidity cranked up
to 100%. Nautolans do not blink, though they can close their eyes against
irritation; they sleep with their eyes open, and need darkness to rest
properly. (Most traveling Nautolans carry a cloth to cover their eyes that,
once wetted,
can remain properly moist for an entire sleep period.)
tNEGtAS p116
UAA p104–5
tCWCG p15
PotJ p71
Example names: Garn, Hiskar Dorset, Kit Fisto, Ploss Niklos,
Renko Losa, Setel Yast.
Nautolan reproductive biology is a signature work of the beings that created
the galaxy’s para-humans: the females have breasts and internal fertilization,
just like humans, but their womb quickly (in about a month) builds an egg the
size of a softball around the slowly developing embryo, which is then laid in
a pool. In about five more months, that egg hatches into a tadpole, which
swims vigorously and nurses for further nutrition, gradually absorbing its
tail while it grows limbs and head-tentacles. By two standard years from
hatching, the infant Nautolan resembles a human infant of similar age
(counting from conception), and is an adept swimmer though unlikely to be able
to support its own weight out of the water. This bizarre amphibian-mammal
blending is seen nowhere else in the ecology of Glee Anselm.
Invoke: Nautolans are a loyal people, and can
hold fast to that when temptation arises. They have rubbery hides and their
skeletons are reinforced with extra cartilage, making them quite resilient,
and they are strong swimmers.
Compel: the Nautolan sensitivity to
pheromones will often cause them to pick up emotions from a crowd they’re in;
while they are natively a joyous people, they return anger for anger, and do
not hide their emotions well. Their loyalty can be compelled as well as
invoked.
Nautolan
The Nautolan package comes with water breathing, pheromone sensing,
good low-light vision, and a +1 to Athletics for swimming.
Twē’-lĕk
The natives of Ryloth are used
to underground living, with the outdoors being a place of risk for them.
Even the outdoors is a land of eternal twilight; they have excellent
low-light vision, but need eye protection in full daylight, and they
need barrier cream or retroviral treatments to avoid sunburn.
Their skin tones are usually bold colors: blue, red, yellow, orange,
deep green, and even striped; eyes are usually orange or yellow.
Skin pigmentation is based on a protein that can fold in a variety
of different ways, each with a different color, rather than a varying
abundance of a pigment like melanin. Size and variation are the same as
Humans.
The Twi’leks’ head-tails are a weakness in combat, but their high social
intelligence makes them effective entertainers, merchants, negotiators,
translators, and swindlers, and the head-tails serve as repositories of
long-term memory. Many also exhibit a grace that makes for good dancers and
thieves. Their fingernails are robust and almost talon-like. Their
circumstances cannot afford the devastation of war, so conflict is usually
accomplished through sneaking and stratagems. They are not above selling
members of their own species into slavery; it is sufficiently ingrained in
their culture that the Republic won’t even bother to try to get them to
eradicate it, 25,000 years in the future.
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.)
tNEGtAS p166
UAA p172
AE p159
RCR p32
SECR p31
Example names:
Abdi-Badawzi ♂,
Arali Dil ♀,
Bib Fortuna ♂,
Cesi Eirriss ♀,
Con’Varra ♂,
Dahz Thulaka ♂,
Deel Surool ♂,
Dia Passik ♀,
Esm Arkhee ♂,
Firith Olan ♂,
Gida Luroon ♀,
Hid Toqema ♂,
Jela’han Sirar ♂,
Klyto Sygnus,
Koyi Komad ♀,
Monsula Mora,
Nawara Ven ♂,
Nolaa Tarkona ♀,
Orn Free Taa ♂,
Pratari Cinn ♂,
Aayla Secura ♀,
Ree Shala ♀,
Sil Vaturha ♀,
Skawn Bonduna ♂,
Slar-dan ti Gardi ♂,
Tavri ♂,
Tru’eb Cholakk ♂.
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.
Invoke:
Agility, grace, and charisma; navigating indoors and underground;
stealth and espionage; long-term memory.
Compel:
Going outdoors always represents danger for Twi’leks, who can only be
truly at ease with a roof over their head. They vary from wary to
agoraphobic when outdoors, and are pragmatic and cautious indoors.
Ză’brăk The Zabraks are widespread, and
those from their
homeworld, Iridonia, are
particularly 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. Depending on the subspecies, hair ranges
from bald to
full,
but all Zabraks grow vestigial horns on their scalps; otherwise they seem very
much like Humans, averaging 1.8m tall and 75kg. Their skin colors run the
usual human gamut as well as grey and red, and the eye colors add orange,
purple, yellow, and red. They usually sport tattoos of subtle, thin lines on
their faces, which may represent a place of origin, a family lineage, or an
ethical commitment.
tEA p124
tNEGtAS p190
UAA p194–5
SECR p33
RCR p33
One of their favored
weapons is the
zhaboka, the double-bladed
sword.
One of the Zabrak martial arts is conserlista, which is similar to
capoeira;
there is a matching musical genre.
Their cuisine has an amazing variety of ways to prepare spicy
bukk meat.
It’s a bit of a stretch, but I’m bringing in the Namadii Corridor so
we can bring in Dorin, and since the Iridonians are explorer types, it
makes sense they would’ve found that trade lane.
Dathomirians are
apparently Human-Zabrak hybrids, though given the power of the Nightsisters,
it’s possible that they used a variant of Sith Alchemy to accomplish that.
Medium size, base speed 10 meters, +2 on Fortitude and Will
saves. Speak and Read/Write Zabrak and Basic.
RCR p33
UAA p194–5
Invoke: courage, confidence, dedication,
and both mental and physical resilience.
Compel: when Zabraks are dedicated,
intense, and focused, it’s an asset, but when they overdo it, they
become obsessive and single-minded.
Others
There are many relatively obscure para-humans:
Boltrunians
(possibly undiscovered; they’re rimward of Hutt Space),
Chevs
UAA p35
GG12 p27,
Galandans,
Grannan,
Imzigs,
Kurtzen
(undiscovered),
Omwati
UAA p116–8
(undiscovered),
Pau’an (undiscovered),
Qiraash are able to interbreed with Humans with a bit of genetic tweaking,
Utai
TotG p127
(undiscovered),
Zelosians (undiscovered) are
the most extreme case of para-humanity: the ancient meddlers managed
to hotwire the human genome into creating a human-shaped plant.
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: UAA p172
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.
Äk’-wä-lĭsh The natives
of Ando are conscripted as troops,
particularly for deployment on water worlds. Vassals often find work as
bounty hunters and mercenaries. Their culture requires that the strong throw
their weight around and act quite pushy; they will bully anyone who does
not stand up to them.
tNEGtAS p10
UAA p14
GG4 p13
Example names: Calfta Bongi, Carn’ar, Gondara, Gonda Mabin, Koral-tae,
Po Nudo, Ponda Baba, Undra Lagor, Yada Munda.
Aqualish have a +1 to the Swimming aspect of Athletics, and can breathe
water. Their low-light vision makes them sensitive to bright light.
+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— though that only applies
to one of the subspecies—, read/write and
speak Aqualish.
Invoke: aggression and physical toughness.
Compel: hair-trigger tempers, and a language
that sounds hostile to most sentients even when used diplomatically. Their
tusks are very sensitive, and can put them in a great deal of pain if
attacked.
The natives of Clak’dor VII
are highly intelligent and fiercely competitive; they consider open
conflict to be a sign of weakness, and prefer the subtlety of assassination.
(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 average Bith stands 1.7m in height and masses 75kg.
tNEGtAS p22
UAA p23–24
GoI p11
TotG p26
They’re on the Rimma Trade Route, but a bit far from the
Hidakai Pool and the Devaronian trade empire, and too far spinward
for the Sith trailblazing to Kinyen and Kaal. It might be close
enough to Malastare, if Eriadu is also included.
–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.
Bŏ’-thăn
The furry natives of
Bothawui are descended from sly
hunting cats— ambush predators— and their innate subtlety makes them superb
politicians and spies. They average 1.6m and 55kg. Their society consists of
hundreds of rival clans, each jostling for advantage against each other. They
are thriving under the Sith, and dozens have become Darth. They have
retractile claws that work as Weapon:1, though it is rare for anyone to see
them in use.
tNEGtAS p24
UAA p25–6
AE p32
SECR p22
RCR p23
Bothawui connects up to the rest of the galaxy via Hutt Space on one side
and a trade route to the Corellian Run on the other.
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.
Invoke:
eloquence and subtlety.
Compel:
the pursuit of influence and power, loyalty to the group to which they are
sworn, curiosity about new opportunities,
and the paranoia that comes with the endless scheming. They are reluctant
to engage in destructive conflict if there is any opportunity to get value
out of people, objects, or information instead.
Kä-ä-mä’-sē
The Caamasi are mammalian humanoids with flexible snouts and deft
long-fingered hands; they communicate well and make excellent diplomats
and artists. They also have a limited telepathic ability: they can
share memories, memnii, with their kinfolk, replaying them at
one-for-one speed and touch contact. (A Force user can also take part
in the transfer memnii with a Mind check of Fair (2); they will
gain the full subjective experience, but not the perfect recall.)
Their ability to share precious memories has also led to trouble:
even before the Sith came, the natives
of Caamas were divided up into
feuding clans, sharing memnii amongst relatives to keep alive
the flame of ancient hatreds. The capacity of Caamasi to hold grudges
is proverbial in the Galaxy.
Force-sensitivity
is relatively rare.
They average 1.8m and 80kg.
tNEGtAS p26
UAA p26
tFUCG p13
PotJ p64
Right in the middle of the Core Worlds, so they’re definitely part of the
early Republic. But a bunch of pacifists just aren’t that interesting
in this galaxy, so let’s make this era the one before they
became the lovey-dovey creatures of the recent galactic past.
–2 strength, –2 constitution, +4 wisdom,
+2 on diplomacy checks; memory sharing ability. Languages: Caamasi
and Basic.
Invoke:
high social intelligence, artistic creativity.
Compel:
Caamasi have great difficulty letting go of a slight or grudge; they are
also a bit more delicate than the usual run of humanoids.
Caamasi
The Caamasi power for replaying memories to their kin also comes with
perfect recall of their own memories.
Shĕ’-vĭn
The pachydermoid dominant natives
of Vinsoth are faring well as
slave overseers and warriors, and are
often Numenists.
On their homeworld, they are nomadic, rarely keeping a village in one place
for more than a month, but they often settle in if they can create a
profitable operation offworld. They sell the near-human Chevs as offworld
slaves in exchange for galactic technology.
tNEGtAS p34
UAA p36
GG12 p24
Vinsoth is close to three different Gauntlet Worlds.
Chevin have +2 Strength, –2 Dexterity, +2 Constitution, –2 Wisdom.
+1 natural Defense bonus due to thick hide. Read/Write and Speak Chevin.
Invoke: Chevin are physically strong and tough,
and their circulatory system allows them to adapt to anything from tropical
to near-arctic conditions, though they prefer semi-tropical conditions.
They make up for their lack of speed with cunning, and have a good tactical
intelligence that works just as well in making investments as setting up
ambushes or thefts.
Compel:
Chevin are ambitious, with a strong drive to seek status— and its trappings of
wealth and power— that often becomes by any means necessary
for them,
though some channel their drive into achievement in science and engineering
instead. While they are robust, they are also a bit slow.
Chevin
Chevin have innate Armor:3; it takes a heavy blaster to really get their
attention.
Dŭg
The arboreal natives of Malastare
are faring well as warriors and slave overseers. They usually run only 1
meter tall, but can put up quite a fight.
tNEGtAS p48
UAA p50–1
tCWCG p10
Malastare is a Gauntlet World, so the Dugs have to be involved.
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.
Invoke:
agility, climbing, jumping.
Compel:
bad temper and easy escalation to violence. Culturally, they are crude
and consider manners and diplomacy to be a waste of time. On flat ground,
normal-sized humanoids can outrun them, but Dugs are faster in the
tree branches.
Dŏŏ’-rōs
The natives of Duro are
common spacers, traders, and technicians, and were some of the earliest
hyperdrive explorers; Duros are almost as common as Humans, and most worlds
have at least a small Durese enclave near the spaceport. Neimoidia is one of their
colony worlds, but the Neimoidians are not yet
distinct. They average 1.8m and 70kg, with skin ranging from dark green to
blue-gray to deep azure.
Duros are gregarious creatures, and often travel in family groupings—
many of their ships are run by mated pairs, and larger ones may have an
entire extended family making up most of the crew. They take pleasure
in working well together; they are seen as taciturn because they don’t
chitchat while working, but anyone who sticks around when they go off
shift will find they enjoy telling and listening to stories.
SECR p25
tEA p124
tNEGtAS p50
UAA p51, 106–7
SWG2
GG4 p39
RCR p24–5
(Duros
is both singular and plural.)
Example names: Baniss Keeg, Dorai, Ellors Madak, Kadlo, Kir Vantai,
Klis Joo, Lai Nootka, Monnda Tebbo, Oso Nim.
Duros hatch from eggs and start life as grubs
, which are usually
raised in a family crèche.
+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.
Most spacers are bilingual in Basic and Durese.
Invoke: working with mechanical and electronic
technology; all aspects of spaceflight, from vacuum construction to piloting
to astrogation.
Compel: Duros are extremely urban creatures,
and most of them would have no idea how to deal with being in the wilderness
on their homeworld, let alone attempt to figure out another world; they
are usually wary even around harmless household pets until they’ve been
introduced to them. A Duros character with enough wildlife experience
to have any intuition about them is sufficiently atypical that they should
take a variant aspect.
Gă-mōr’-rē-ăn
The natives of Gamorr
are often used for infantry and manual labor.
tNEGtAS p62
UA p61–2
AE p54
SECR p22
RCR p26
Their contribution to galactic martial arts is the
arg’garok, though it’s more common to
see them wielding a thogk. They are usually about
1.8m tall and 140kg.
The galaxy has a general consensus that the Gamorreans were contacted before
they had had a chance to develop the level of cognitive intelligence that
creates the societal feedback loop that eventually leads to industrialization;
the smarter ones are able to maintain galactic-level technology, but they
don’t have a high enough proportion of the population to change the basis
of their civilization. They are also short-lived, with about half the
lifespan of a Human, and have less time to gain and pass on knowledge.
The Gamorrean vocal tract is unable to pronounce Basic and almost all other
galactic languages, which adds to the Gamorrean reputation for stupidity.
Among Gamorreans, about twenty males are born for each female. The females
run the society; they don’t do all the hunting, fishing,
weaving, and weapon-making, but they provide all the organizational
impetus... and they send the males into wars against each other every
year, which keeps their numbers down. Evolutionary biologists note that
they are selecting for the males who are so useful they’re kept home,
or so successful they come back from the wars, and expect that the
Gamorreans could see significant change in as little as 100,000 years.
Since they made contact with the rest of the galaxy, the females have
been happily selling males into offworld slavery; the males mostly don’t
mind as long as they get a chance to fight. No one has good census
numbers, but some observers believe that there are more Gamorreans
off Gamorr than on— though very few of them are female. The smarter,
more successful ones win their way to vassalage as noncommissioned
officers in military or mercenary units, or become bounty hunters;
the dumber ones make excellent cannon fodder.
+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.
Invoke:
Strength and resilience; they are valiant in battle if they think they
have a fighting chance, but prefer discretion if they feel they are
clearly overmatched.
Compel:
Gamorreans are slower than most galactic species, in both physical and
mental agility. They prefer the honor of hand-to-hand combat when
given a choice about a fight, but can handle a blaster just fine if
an intimidating superior officer has given them an order.
Gŏss’-ŭm
The natives of Castell,
like the Devaronians, had already established their own trade routes and
colonies before they were conquered by the Sith. They are known for
driving a hard bargain while remaining extremely calm; as employers,
they’re considered strict, but fair.
tNEGtAS p196–8
UAA p66–7
Gossams are oviparous reptiles with scaly skin, but hair growing on their
heads. They are carnivorous, and prefer live meals; their freighters
usually have a sealed room full of cages of vermin like
gizka
and rodi,
which can occasionally lead to escapes and problems with contamination.
The Commerce Guild event
that leads to indentured servitude is very late in their history, and their
more sleazy manufacturing practices.
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.
Invoke:
Gossam are lithe and agile; they are also shrewd negotiators able to keep
a cool head.
Compel:
Gossams are not physically strong or robust.
Gō’-tăl The natives
of Antar 4 have two sensory cones growing
on the tops of their heads, which are sensitive to electromagnetic energy all
the way up to the far infrared, which is important for survival in the
extremes of their native environment; they have poor vision and hearing and no
sense of smell at all. In an environment without masking energies, Gotal can
pick up considerable information about people from their electromagnetic aura
at a range of up to ten meters: position, activity level, even mood, which
makes them excellent hunters, counselors, and negotiators; it makes them good
enough at gambling that few will allow one to play. Any electrical technology
they use, however, has to be thoroughly shielded to avoid surrounding them
with cacophony; those that have to go into modern environments usually just
pull on a Gotal Hat
that provides shielding. They are actually
too sensitive for their cones to make them good technicians;
electrical circuits generate too much noise. Force-sensitivity is relatively
common, and their wild talents often develop enough Energy skill to
automatically shield themselves.
The average Gotal stands 2.0m tall (including the horns) and masses
85kg.
tNEGtAS p70
UAA p67–8
GG4 p46
GoI p14
Invoke:
Any skill where reading someone’s state of agitation is an advantage.
Hunting and tracking.
Compel:
Limited sensory capabilities, and they lack vocal inflection even in their
native language and only speak in a monotone.
The Gotal electrosense would be worth a stunt if they could filter out
noise, but since it’s useless in most urban environments, it’s balanced
by their other limited senses.
Grăn
The natives of Kinyen,
have not yet conquered the Dugs. They are descended from goat-like social
ruminant
herbivores, and are still prone to herd behavior; other than conflicts between
dominant males, they are generally peaceful among themselves, and the Sith
find them easy to manage. They mate for life, and one will generally pass on
shortly after the other dies. Their usual eating habits involve a meal
lasting most of a day, then going two to three days without food. Their three
eyes, on mobile stalks, can see into the near infrared and work well in
low-light conditions; their ancestors had two eyes up for threats while the
third watched what they were browsing. Their native religion is centered
around the mother goddess
Doellin.
tEA p124
tNEGtAS p72
UAA p68–9
GG12 p39
tFUCG p15
Invoke:
The Gran are very good at social contact at the level of peers, both in
speaking and listening. They make good use of their three eyes, being
quite observant.
Compel:
Gran tend to follow the herd, and do not endure isolation well; they are
slow to anger on their own, but can build up to an emotional stampede in
groups.
The friendly Herglics are humanoid cetaceans, well-known as
traders (especially in the Herglic Trade
Empire) and explorers. The average Herglic stands 2.2m in height
and masses 200kg.
tEA p124
UAA p70–1
AE p68
GoI p15
Example names: Johzan B’oh, Udo Broxin, Doune, Elbor Cruhn, Fahjani Tohvar,
Kaylo Nakuda, Kehlor M’ah, Lucrosh P’ohmahc, Raazor S’ovali, Sehvorah.
GoI p11 gives
the average Herglic mass as 110kg, but that’s ridiculous for creatures that
big.
Making Aliens Alien:
Animal Amour has some entertaining ideas on humpback whale mating behavior; right whales have also been observed with interesting behavior. I interpolate this to be that Herglics are what they would call friendly
and more uptight species would call indiscriminately promiscuous
.
And yes, the males have prehensile penes.
+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
+4 Strength, –4 Dexterity.
GoI p15
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. They
can use their size and strength to their advantage.
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
risk-taking, and many become gambling addicts. Like Wookiees, they are
inconveniently large, and need either oversized seats or to take up two
human-sized spaces, and are easier to target in combat. Their culture
puts an emphasis on fairness and honesty, and Herglic traders are seen as
quite reliable for seeking win/win deals.
Herglic
Sonar: Herglics can use their Alertness with
sonar; it can help them in hand-to-hand combat in air, or map an entire zone
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 synthesize sonar returns for data returned by 3-D radar mapping.
This is balanced by anosmia: they have a very
poor 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.
Herglics have +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; for
performance in the water, assume that a Herglic’s Average effort is half as
good as a dolphin’s, and that each shift beyond that is another ¼.
Hutt Servitors
All dominated by the Hutts when they aren’t being dominated by the Sith.
(The Moralan rebelled
against the Hutts, and are now extinct.)
The natives of Cyborrea are
muscular reptilian humanoids with a penchant for cybernetic enhancement.
The Hutts keep them busy enough in offworld wars that they don’t return
to fighting amongst themselves on their homeworld.
The natives of Jilrua are towering
blue-skinned humanoids; their culture is stern and disciplined, and they make
excellent warriors. Their homeworld is a desert planet circling a blue giant,
and almost all animal life on the world is nocturnal; their yellow eyes are
light-sensitive and highly reflective, creating the impression that they glow.
They usually dress in a variant of the
djellaba,
from which their eyes glitter in the shadow of the hood.
Example names (invented): Alar, Fajath, Tiglon.
Klă-tōō-ĭn‘-ē-ăn
The canine-descended natives
of Klatooine make up the bulk of
the enlisted ranks in armies under the Hutts, whom they see as divine beings,
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.) They speak Huttese on their homeworld; the ancient
Klatooinian language is almost lost. At home, they are more apt to wield
swords and slugthrowers, but they take well to vibroblades and blasters
when trained for modern militaries. The Hutts encourage them to develop
“divine rage” (and have interesting spice concoctions to facilitate this)
so they can throw waves of Klatooinian berserkers into combat.
LECG p13
tNEGtAS p102
UAA p89
GG12 p50
Example names: Barada, Bekure, Chokk, Drekk, Jarakar, Kuuvat, Massa, Rokar,
Sovara.
Klatooinians get +2 Constitution, –2 Intelligence, +2 on Will
saves. Speak Huttese.
Invoke: loyalty, tenacity, fierceness.
Compel: pack psychology and
worshipful reverence of the Hutts.
Nĭk’-tō
The natives of Kintan are
reptilian humanoids, currently split into five subspecies. Interbreeding
is not proscribed, as 93% of the time, a child will have the phenotype of
one parent’s subspecies, but the other 7% are outcasts and are almost always
sold into offworld slavery.
tNEGtAS p124
UAA p108–10
SWG6
GG12 p60
tUR p13
Example names: Calliose, D’we’mouk, Ga’p’tashi, Giran, Ma’w’shiye,
Nour’we’sha, Nysad, Po’me’nuk, Tu’rsc’yulir, Vedain, Vizam, Way’w’nok,
Wumdi.
The varying subspecies are deployed to appropriate
environments. The Red Nikto
thrive in desert regions. Green Nikto
are excellent hunters and trackers in forests and jungles. Mountain
Nikto handle worlds with lower-pressure atmospheres than standard.
Pale
Nikto are good swimmers.
Southern Nikto have ultrasound-sensitive sensory tubes on their heads.
The Hutts are attempting to eradicate the Cult of
M’dweshuu. Green, Southern, and Pale Nikto make good scouts;
Mountain and Red Nikto make good soldiers.
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
Invoke:
All Nikto are tough, radiation-resistant, and single-minded.
Red Nikto are better at desert survival, and can go without water for a week.
Green Nikto can use their claws to climb, or as Weapon:1 in combat, and have
superb olfaction: they can identify scents at ten meters, and track by scent.
Mountain Nikto handle low-pressure worlds better and excel at mountain
climbing and survival.
Pale Nikto are good swimmers and sailors and can hold their breath for
half an hour.
Southern Nikto have superb hearing.
Compel:
Nikto would rather follow orders than give them, and generally lack charisma.
Very few develop a sense of humor.
The natives of Nimban are
endothermic, oviparous reptilian humanoids. They chose Hutt service
voluntarily, and serve as bureaucrats and bankers, letting the Hutts take all
the military risks while they prosper in administrative roles.
They run 1.6m–1.9m tall.
UAA p111–2
GG12 p63
Example names: Alee Aroval, Beels Lebeleb, Gallo Memm, Lhojugg,
Mosep Binneed, Nirbella Tanless, Pok Nar-Ten, Prenlarr Brelm, Sareb Mullo.
Invoke:
Organization and administration.
Compel:
Aversion to confrontation in situations where there aren’t explicit rules
to manipulate.
Xenobiologists believe that sentience developed on
Varl out of contention between the
Rybet, the Hutts, and the t’landa Til.
While the Hutts thrive in swamp and marshland and can hold their breaths
for hours, the Rybets are fully amphibious and can breathe water
indefinitely. Males run 1.2m–1.5m, while females are 1.5m–1.9m.
The males and females are only able to cooperate while mating pheromones
are in the water, which happens every ten years after maturity (which is
at about age 6). They detest the Hutts, and chafe under the yoke of
slavery; very few escape to become vassals or even serfs.
UAA p132–3
Invoke: swimming and diving.
Males are agile; females are strong.
Compel: Rybets run to the downtrodden
and paranoid.
The highly perceptive para-human natives
(of Sakiya) make good scouts, bounty
hunters, and assassins. Their brains are nearly twice the volume of a
Human’s, with most of the extra capacity devoted to sensory processing.
Their eyes have slit pupils, and they see well in low light. Their hairless
skin ranges from crimson to purple to jet-black, and an outcast subspecies
is pale enough to be mistaken for Human. Many of them have
the Danger Sense
stunt. They run from 1.6m–2.1m tall.
UAA p134–6
LECG p204
Example names: Ejaf Ya-Drun, Johr Penyk, Djas Puhr, Kol Rzad, Tudan Sal,
Moja Skunax, Vihn Thas.
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.
Invoke: all sensory capacities, including
sight, hearing, and tracking by scent.
Compel: Sakiyans are not full-blown
xenophobes, but they remain cautious in dealing with other species.
They have little humor, and dislike being proven wrong.
The long-fingered natives of Tsyk
are often in service as technicians, though few have the temperament to
serve in war fleets.
The natives of Vodran, like the
Klatooinians, worship the Hutts as divine beings. Their original language
is only known to archæologists, and they all speak Huttese now.
UAA p177–8
GG12 p90
Example names: Meido Lycri, Kl’ietu Mutela, Xenon Nnaksta, Lakren Plooru,
Saran Vydek.
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.
Invoke: The Vodrans are physically robust,
and talented at wilderness survival.
Compel: Vodrans have very little self-image, and
see themselves as part of a collective. The vast majority are unthinkingly
loyal to their Hutt masters. The few who develop enough individuality to
see through the Hutt pose are outcasts from Vodran society.
Ĭ-thō’-rē-ăn
The natives of Ithor serve as
ecologists, merchants, and medics. They range from 1.8m to 2.3m tall,
averaging 2.0m and 90kg; their native language, Ithorese, requires stereo
mouths to pronounce properly, though humans can manage a pidgin. 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.
tEA p124
tNEGtAS p88
UAA p79–80
AE p72
SECR p27
RCR p25
+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.
Invoke: Ithorians excel in art, communication,
the life sciences, and outdoor survival. They are good thinkers when they
have time for careful and deliberate consideration, and strong-willed.
Compel: By nature, they are peaceful herd
animals, and do not do well in the thick of battle. Only an atypical
Ithorian will lack a strong ethical code of some sort, though they don’t
necessarily follow the Law of Life.
The natives of Belnar serve in all
manner of roles, particularly as musicians and scientists; they have also
colonized
Merakai. Their height varies a
great deal, from 1.2m to 2m. Their native language, produced through their
hollow face-tentacles (called hullepi) is unpronounceable by other
species, and sounds somewhat like a harmonica crossed with panpipes; even
audiobooks sound pleasing to the ear; they can pronounce Basic with ease,
though their voices are very distinctive (like a vocoder with a harmonic
patch). They are fond of marshes, coastal forests, and meadows.
tEA p124,
UAA p84–85
GG12 p47
KotORCG p14
–2 Constitution, +2 Intelligence, +2 Wisdom.
+4 bonus on Sing checks. Read/Write and Speak Khilese.
Invoke: science and music. In addition to
vocal production, their hullepi filter organics out of the air
(everything from bacteria to insects) in their preferred environments,
and they supplement this with fruit and vegetable juices; it’s nearly
impossible for a Khil to starve in any place with a functioning ecosystem.
In more sterile environments, they subsist on smoothies.
Compel: Khil loathe unfinished tasks, and can
become quite frustrated when others impede their progress or waste their time.
They are easily live-and-let-live with people making honest efforts, but can
turn devious and vindictive when thwarted. Noncosmopolitan humans can be
creeped out by the Khilish appearance.
Rō’-dē-ăn The violent culture of the
ovoviviparous reptilian
natives of Rodia has prepared them
well for the Sith Empire, and they are thriving as bounty hunters, scouts,
weaponsmiths, and technicians. (The females actually possess mammary glands,
but they are physiologically closer to reptiles than mammals.) Many Rodians
sublimate their violent impulses through drama, which has led to the
development of some excellent storytelling that heightens the emotional
impact of the depicted conflicts.
They average
1.6m and 60kg.
tNEGtAS p140
UAA p129–30
GG4 p77
RCR p30
SECR p22
Example names: Andoorni Hui, Avaro Sookcool, Beedo, Chido, Clezo, Drooto
Sploonore, Doda, Gorak Khzam, Greedo, Greeata, Griv, Gulek Lohn, Keerik,
Kelko, Koobis Nu, Loa Tibeeme, Malo, Meris Gen, Navik, Ne’chak, Neela,
Neesh, Pqweeduk, Revidjasa, Skee, Slerog Fenn, Teeko, Treetor, Tulagn, Wald.
Close enough to the Corellian Run and the Arkanis Sector.
+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.
Invoke:
The sucker-tips on their fingers help them with climbing. They see well
into the infrared, and function well in low light, and have excellent
olfactory senses. They excel at hunting, tracking, and weaponmaking, and
Rodian dramaturges produce excellent dramas of war and conflict.
Psychologically, they are tenacious and dedicated.
Compel:
The scent of Rodians is distinctive for clan identification within their
species— and can trigger violent outbursts if a Rodian smells a member of
a warring clan— and offensive to most other sentient species. While
violent, they are risk-averse, and usually choose measures that other
species would describe as overkill
. They also find it hard to turn
down a chance to appreciate a good fight, and are frequently to be found
betting at arena fights.
Trăn-dō’-shăn
The cold-blooded natives of Hsskor
see well into the infrared, and as children can regenerate lost limbs without
medical assistance. As vassals, they frequently enlist in Sith armies and
work as enforcers. (In their own language, they’re T’doshok
; their
homeworld was called Trandosha by the scouts who discovered it, and is
sometimes abbreviated to Dosha.) They run 1.8m–2.1m tall, averaging 2.0m and
80kg. The females choose the highest-status males for mates, usually in
matters arranged by the elder females; they do not form emotional bonds.
tNEGtAS p162
UAA p165–7
RCR p31
SECR p31
Example names: Bossk, Corrsk, Cradossk, Dussk, Fusset, Grulluss, Juuus,
Kallukoras, Krussk, Nakaron, Portha, Reoss, Ssurrg, Traggissk, Tusserk,
Yarroq, Yavassk.
+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.
Invoke:
Trandoshans are strong and agile and talented with both melee and ranged
combat, and excel at hunting, tracking, and sneaking. Their scales are
quite tough.
Compel:
Trandoshans have poor manual dexterity and have difficulty with fine
craftsmanship. They are a violent and aggressive species, and are
downright malicious and vindictive, but still possess an honorable
streak; they will not kill an opponent who offers surrender, and
will often pledge their lives to protect a being that saves their life.
(They have a long-standing hatred, however, of their Wookiee neighbors,
one orbit away on Kashyyyk.)
Ŭg’-nŏt The porcine natives
of Gentes are largely kept as
slaves, working at skilled labor jobs, such as miners and mechanics. On their
homeworld, they are only familiar with steam-level industrialization, but they
train up well offworld. Average height 1.2m, with much variation (1.0m–1.6m).
As slaves, they usually learn enough Basic to understand their masters, but
seldom bother to learn to speak it, preferring to let the overseers’ protocol
droids do the work.
tNEGtAS p168
UAA p174–6
Ugnaughts are Small, with –2 Dexterity, +2 Constitution,
+2 Intelligence, –2 Charisma. 6m base move, Endurance feat,
Read/Write and Speak Ugnaught.
Invoke: cleverness, diligence, and precision;
physical robustness.
They can use their small size to advantage when hiding and dodging.
Compel:
Their small size is a disadvantage when running. They are moderately
xenophobic and prefer to associated with their own kind.