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Sentients

Xenobiological traits to put on some critters:

Critters on which to base new aliens, if I need to invent them: the Kakapo parrot. The moa or cassowary or ostrich or even kiwi— all flightless birds that would have excuses to grow hands.

Dunbar’s number might vary for particularly social species, who could have a knack for Contacting.

Greyhawk Fantasy Race Packages.

To read: The Sector General books have lots of good inspiration.

Age tables: SECR p110.

Height and weight tables: SECR p111.

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; almost all species can invoke their species Aspect to aid others of their own species in situations of solidarity against another one (or mix of them). 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), but this is rare— bear in mind that a +1 in Fate is the equivalent of a +5 in d20. 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.

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. The gravity that accumulates a breathable atmosphere sets a minimum on strength, and species with too much strength have a hard time dealing with the subtlety of tool use.

Similarly, lifespan is usually similar among most sentients— the grandmother effect exerts selection pressure for getting to two generations, but it’s not open-ended.

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.

Source material: age by species in SECR p110, average height and weight SECR p111. Species feats in RECG p31.

Species by Role

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; 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 Cultures and Races

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

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

Epicanthix

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.

Firrerreo

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.

Kiffar

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

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.

Umbarans

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

Zeltrons

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.

Zygerrians

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.

Cereans

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.

Devaronians

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.

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. 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.

Nautolans

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.

Twi’leks

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.

Zabraks

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

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

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.

Bith

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.

Bothans

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.

Caamasi

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.

Chevin

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.

Dugs

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.

Duros

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.

Gamorreans

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.

Gossam

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.

Gotal

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.

Gran

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.

Herglics

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.)

Cyborreans

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.

Jilruan

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.

Klatooinians

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.

Nikto

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.

Nimbanel

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.

Rybets

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.

Sakiyans

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.

Tsyklen

The long-fingered natives of Tsyk are often in service as technicians, though few have the temperament to serve in war fleets.

Vodrans

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.

Ithorians

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.

Khil

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.

Rodians

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.

Trandoshans

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.)

Ugnaughts

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.

Nonhumanoids

These species are outside the normal body plan and usually require special accommodations in vehicles and buildings.

Hutts

The lords of Hutt Space are ruthlessly efficient warriors, lean and muscular and often clad in powered armor TF p128, prospering under the Sith; the need to pay tribute to their overlords rankles the clans (who have yet to develop the philosophy of Kajidic and the custom of carrying extra fat as a status symbol). Their native environment is swamp and marshland, where they can propel themselves quickly by lashing their tails, and stay underwater for hours at a time; they are slower on land without powersuit assistance. A classic Hutt aphorism is Someone’s got to have it. Why not us? Hutts are very rarely capable of wielding the Power, though they are fairly resistant to its powers of mental domination; this limits the ability of Hutts to rise in the Sith hierarchy. An adult Hutt runs to 4m long and 1500kg. tNEGtAS p82 UAA p73–5 GG4 p51 TF p6 Huttese: TF p9 Example names: Borga, Churabba, Dalla, Durga, Gardulla, Grelb, Grondo, Issulla, Jabba, Krova, Mardoc, Mika, Nullada, Popara, Shala, Yarella, Zonnos, Zordo.

Hutts always have three names: personal, followed by clan, 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 infighting. Infant Hutts are born blind and transferred to a parent’s pouch, where they spend their first fifty years of life before emerging with the mentality of a ten-year-old Human child.

They have traditionally dominated the Klatooinians, Nikto, Rybet, Sakiyans, t’landa Til, Toydarians, and Vodran.

Huttese (2 3 4) 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.

Hutts have an innate +1 to resist mind-affecting powers (and can tag their species aspect as well).

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

Invoke: Hutts have superb tactical and strategic intelligence, and are cunning negotiators. They are capable leaders and competent warriors, but seldom technical. Their strength and robustness are commensurate with their size, and their tough skin is coated in a slime that protects them from heat and chemical burns and helps them slither across rough ground. They are highly resistant to mind-affecting Force powers.

Compel: Clan loyalty. Ruthless ambition when competing with other clans or species. Hutts are huge and easy to target in battle, and slower than all other sentients on dry land when they lack powersuit assistance. Their egos are also commensurate with their size.

t’landa Til

These centauroids, from the Hutt homeworld of Varl, were the Hutts’ technicians and engineers back on Varl.

Yahk-Tosh

A cousin species to the Hutts, believed to have been transplanted from Varl to Xolu by the same meddlers who dropped the ancestors of the Wookiees on Ragna III a million-odd years ago. They have a similar gastropod layout, though with three pairs of arms and horns on their heads. They are a Hutt client species.

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

The Arcona (of Cona) are used as mining labor on worlds with high-ammonia atmospheres. (Example names: Kodu Terrafin, Vegath Tist, Dutan Kelliv, Dutana Leara, Hem Dazon, Illist Mandrep, Kal Nkai, Shlith-Dan.) tNEGtAS p12 UAA p14–15 GG4 p15 Gand are used similarly for manual labor, though a small number of their Findsmen have found work abroad as bounty hunters. tNEGtAS p64 AE p56 S&V p9

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 CatCW p159 (of Velusia) and Chagrians tNEGtAS p32 UAA p32 LECG p10–11 tCWCG p159 (from Champala), Herglics, Rybets, Nautolans, and Selkath (of Manaan) are used as divers in underwater construction. There are occasional attempts to integrate the amphibious into dive crews. KotORCG p18 The Qwohog are often sold for work in freshwater aquaculture. UAA p125–7 GG12 p68 (Ishi Tib tNEGtAS p86 UAA p77–9 tUR p12: undiscovered. Shawda Ubb tNEGtAS p208: undiscovered.)

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 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. 2m and 110kg. Occasionally, they win their way to vassal and become mercenaries. (Example names: Baraduk, Ragath, Saba, Skahtul, Shallamar, Tibor, Tull Raine, Vangar.) tNEGtAS p18 UAA p18–19 GG4 p17 GaW p10 S&V p155 Ewoks 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. tNEGtAS p56 UAA p55–6 AE p44 SECR p22 RCR p25 Kaleesh are similarly left to Kalee except when someone wants to stock their arena pens. tCWCG p12 Nelvaanians tNEGtAS p118 tCWCG p16 are occasionally picked up for arena battles on low-gravity worlds, but Nelvaan is of little interest to the galaxy at this time. Sauvax of Leritor are an impressive sight and much in demand. UAA p137–8

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. 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.

Sanyassans are often picked up for arena sports on the same trips that grab Ewoks; both species are in their paleolithic phases. UAA p136

The Sludir live as primitive tribes on Sluudren, and are usually picked up for arena sports, but they adapt well to military units if trained. UAA p145–6 GG12 p77

The porcupinelike Spiners are often abducted from Worxer for spectacle. UAA p149

Avians

The Vors (of Vortex) are fragile, hollow-boned creatures that do not handle polluted atmospheres well; they are, by nature, highly temperamental and prone to lethal feuds. Their avian minds make them excellent fighter pilots.

The Stenax of Maldont...

High Gravity

The Defel UAA p44–5 SWG7 p66 GG4 p33 GoI p11 of Af’El, are mostly enslaved mining meleenium on their homeworld. The average Defel stands 1.4m in height and masses 45kg.

Laborers

The Near-Human Emmerians, adapted to high gravity, are valued as manual laborers.

The rugged Iotrans are currently Neolithic primitives who are found as slave labor in the Periphery and Hutt Space. UAA p76–7 GG12 p43

The Noehon are usually found as laborer slaves, though if someone takes the time to educate them, they also work well in professions requiring strict hierarchy and organization, such as bureaucracy and accounting. UAA p112–3 GG12 p66

Wookiees

Wŏŏ’-kē Imported from Kashyyyk for manual labor in places where droids are more expensive to maintain. Some also do well in the arena. They stand 2–2.3m tall— males 2.2m and 150kg, females 2m and 125kg— and broad enough that they need larger-than-normal seats. Force-sensitivity is relatively rare. They are known for their unique weapons, the bowcaster, Kashyyyk long-gun, and the Ryyk blade. tNEGtAS p180 UAA p183–5 AE p169 RCR p32 SECR p32 They have their own unique martial art, Wrruushi. HG p50

I’m bumping up the mass on Wookiees a bit because they’re supposed to need reinforced seats.

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.

Invoke: size, strength, and hunting; they can use their claws in climbing. They also have an aptitude for engineering, which manifests as clever construction of their homes in the great wroshyr trees of Kashyyyk and adapts well to technical work.

Compel: large size and short temper. Because they cannot even pronounce Basic (and Shyriiwook doesn’t even sound like language), many people see them as beasts. They have a strong sense of honor: they would never use their climbing claws in combat, are extremely loyal to friends and family, and will pledge a life-debt to someone who saves their own life, dubbing them honor families.

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

Wookiee

Wookiees have +1 Might and +1 Intimidation.

Wookiee Elder

Wookiees over 300 years old gain the benefits of long experience, with two more skill points to distribute among strongly knowledge-related skills such as Art, Cultures, Scholarship, Survival, and Technician.

Yuzzem

DNA analysis shows that the natives of Ragna III are cousins of the Wookiees, diverging after a long-ago transplant from Kashyyyk. They are even bigger than the Wookiees, at 2.5m and 180kg. Their native language, Yuzz, sounds like growls, roars, and mewls, but they can speak Basic; literacy is more of a challenge for them, since Yuzz has no written form. UAA p193–4 GaW p17

Invoke: Size and strength, and climbing with the assistance of their claws. A keen sense of smell, able to identify people ten meters away.

Compel: Like Wookiees, large size and short temper. They have a strong sense of fair play, and will insist on repaying debts. The short temper gives them a reputation as temperamental brutes, and slavemasters are usually harsh with them.

Yuzzem

+1 Might; +1 Intimidation; +1 to Resolve for resisting fear; and teeth and claws that act as Weapon:2.

Low Gravity

The serene Anx are adapted for the low gravity of Gravlex Med, but many are employed as chemists on space stations where their acute senses of smell become an advantage. Their innate talent with xenomedicine also makes them effective with precise blows in a fight. tNEGtAS p192 UAA p11–12 SWG7 Example names: Graxol Kelvyyn, Horox Ryyder, Theen Fida, Drexol Ryyd.

The Geonosians 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. tNEGtAS p66 UAA p64–5 tCWCG p181

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.

The three-meter-tall Frozians UAA p60–1 AE p50 find it difficult to adapt to higher-gravity environments, or even standard buildings created by beings from higher-gravity environments; they are seldom found off Froz.

Merchants and Bankers

Caarites

Show up as merchants in many less-reputable venues on planets near Caarimon. UAA p27–8

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.

Invoke:

Compel:

Falleen

The natives of Falleen are one of the most extreme para-human adaptations; there are some significant groups of genes in common, but the retooling of humans into reptiles (who are nevertheless viviparous, lactating, and bearing hair on their heads) 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. Their pheromonal talents are much-hyped by people wishing to sell discreet nasal filters. tNEGtAS p58 UAA p56–8 AE p46 S&V p8 SotES p95

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.

Invoke: self-control, charisma, beauty, camouflage (if nearly naked).

Compel: arrogance, fear of pheromone projection.

Pheromone Projection

Optional. A trained Falleen 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.

Muuns

Mōōn The mathematical prowess and pragmatic character of Muuns often make them engineers, contract designers, bankers, and accountants; their homeworld Muunilinst is a Gauntlet World. tNEGtAS p202 UAA p101–2

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.

Invoke: analytical tasks, especially arithmetic, probability, and statistics. They are excellent hagglers, appraisers, and scholars.

Compel: Muuns have an intuitive appreciation of odds and adapt their lives to avoid actuarial risk. They are physically weaker than Humans.

Toydarians

The shrewd natives of Toydaria, who have had long association with the Hutts, are generally found as merchants when they are away from their homeworld. They come in a variety of bright colors, from blue to green to pink. They have a basically feudal hierarchy on their homeworld. They are strong-willed, and have a +1 to resist Mind effects. tNEGtAS p160 UAA p164–5 S&V p11

Toydarians need a lot of fuel for their hummingbird metabolisms, and are known as the galaxy’s biggest sugar junkies. A pot belly on a Toydarian means they have enough fuel to be able to do some flitting around, but they usually resort to riding beasts or vehicles if they need to go any serious distance. (They prefer to fly when around strangers, as a status display.)

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.

Invoke: Toydarians are strong-willed and good negotiators. They fly faster than other sentients can run.

Compel: Metabolic requirements. Small size (and commensurate reduction in strength). They walk even slower than sentients of comparable size.

Methane-Breathers

The Skakoans exist in a high-pressure methane atmosphere; such planets are quite rare, so few are found off Skako. tNEGtAS p208–10 UAA p142–4

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

Snow and Tundra

Besalisks 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. tNEGtAS p20 UAA p22 They often find themselves laboring next to the 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. Read/Write and Speak Besalisk.

Plants

The Neti can live for thousands of years, but only create seeds every few centuries; because they reproduce so slowly, the usual slaving strategies would be ineffective (decimating the population and letting the awed survivors reproduce to pass warnings about defiance to their children). Their overlord has allowed the Neti to hire out as scholars as a means of providing tribute, and they are found as mainstays of universities, think tanks, and research complexes throughout the galaxy. UAA p107–8 DE p225–7

The Revwien are known for their facility with biotechnology; they provide their overlord with valuable exports, and they are allowed to manage their planet as they see fit. GG12 p73

Technicians

The meticulous Drall are found outside the Corellian system serving as recordkeepers, accountants, and librarians. tNEGtAS p195 UAA p47–8 AE p39

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

The Kel Dor are exotics for this galaxy, using nitrogen-phosphorus biochemistry, breathing in hydrogen and exhaling ammonia; planets like Dorin are rare. They run from 1.6m to 2m tall, averaging 1.8m and 70kg, with skin ranging from peach to deep red and irises from black to grey to silver. 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. tNEGtAS p96 UAA p82–3 SECR p22 RCR p27 Kel Dor children born with silver irises are believed to have great potential as Baran Do Sages, and Kel Dor consider it prestigious to have one born in the family. JATM p74

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.

Phindians are often sold as competent technicians. With strangers and owners, they tend to show a great deal of attitude, ranging from aloof to cantankerous, often displaying a level of sarcasm that provokes owners to trigger shock collars. With family and friends, they are much more friendly; slaveowners who buy a Phindian, treat them well, and give them a fair and straightforward path to earning their freedom may find the Phindian a loyal friend. UAA p120–1

The four-armed Pho Ph’eahians (of Pho Ph’eah) tend to be competent engineers and technicians; their obsession with cleanliness can also make them anything from a janitor to a majordomo. UAA p121–2 AE p116

The insectoid Verpine, of Roche, seldom leave their home asteroid field; their overlord prefers to keep a tight monopoly on their skills. tEA p124 UAA p176–7 GG4 p91 tUR p16

Chadra-Fan

Very popular as technicians, especially because they can squeeze into tight spaces for maintenance; many of the labor guilds have set up recruiting centers on Chad. They can see well into the infrared, and have excellent senses of smell. They have high metabolisms, requiring that they eat as much as a full-grown Human, and short (40 years) but productive lives. They are fond of methyl alcohol, which can lead to unpleasant misunderstandings with Human-derived stock. They seldom move up in hierarchies, but are often brought along with masters as they ascend. tNEGtAS p30 UAA p31 GG4 p27 LECG p211 tUR p11

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.

Invoke: Their small size gives them an advantage in dodging and stealth. They are talented technicians.

Compel: They are compulsive tinkerers, and will take devices apart and put them back together again just for casual curiosity. They are also extremely gregarious; a Chadra-Fan deprived of congenial company will become extremely depressed. Their small size makes it easier for larger beings (other than Hutts) to outrun them. Most Chadra-Fan have a cultural fear of drowning, due frequent tsunamis on their homeworld. Their high metabolisms cause them to stand out on heat sensors. Their love of tinkering is such that they seldom bother to think about how devices they create would be used; they aren’t ruthless per se, but they can wind up making a great deal of trouble by working on something they consider cool without considering the ramifications.

Givin

Givin are able to work in spacedocks without the need for vacuum gear, thanks evolving under the peculiar tides of Yag’Dhul. The average Givin stands 1.8m in height and masses 70kg. tNEGtAS p68 UAA p65–6 GG4 p44 GoI p13

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.

Invoke: Givin are talented engineers and mathematicians, and can calculate hyperspace jumps in their heads. Their exoskeletons can protect them from vacuum and hostile environments, as long as they take the effort to switch over to their anaerobic metabolism. (They can be gassed if they’re surprised.)

Compel: At first glance, Givin look like humanoid skeletons, which creeps out many species. Most Givin look down with pity and contempt on other species that have to bundle up in vacuum suits to go outside; they have some moderate respect for Duros and Verpine for their engineering skills.

Givin

Givin can survive in hard vacuum as long as they have the nutritional resources to switch to anaerobic metabolism. Their exoskeletons give them innate Armor:2. They have a +1 bonus to any task with heavy dependence on mathematics.

Warriors

The Em’liy UAA p55 SWG1 p54 can occasionally be found on Outer Rim worlds near Shalyvane.

The risk-loving Krish are often employed as mercenaries and bounty hunters in systems near their homeworld of Sanza. UAA p92 AE p88

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 rare telepathic ones can be very effective indeed. tNEGtAS p196

The diminutive Lannik (of Lannik) are known for their courage and clear thinking under fire, though they need assistance to keep up with a military force at full march. tNEGtAS p199–200 UAA p95–6 PotJ p69 Example names: D’lassik Ellipor, Even Piell, Finux Zug, Meeda Odd, R’cardo Sooflie, Tivec Nuin.

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 the Sith overlord of Nazzri. Their religion of Ulizra will not be developed for millennia; most of them follow a tradition of venerating the spirits of their ancestors. UAA p105–6 PotJ p72 Example names: Brryg Tallak, Drrn Roqar, Qrrl Toq, Srrn Kanas, Vrrk Jikat.

Nazzar get +2 Strength, +2 Dexterity, –2 Wisdom and –4 Charisma. Languages: Nazzar.

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 agoraphobic humanoid Selonians are seldom found outside the Corellian system. tNEGtAS p207 UAA p138–9 AE p133

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.

The snake-centaur Thisspiasians make good warriors, though they don’t fit in well with most bipedal military units. Their military units hire out in the name of their Blood Monarch as tribute to the Sith overlord on Thisspias. tNEGtAS p156 UAA p159–60 PotJ p75

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.

The T’surr (of the eponymous world) are another species found as gladiators just as often as in military positions.

The ZeHethbra are known as competent soldiers and bodyguards. UAA p196 AE p176

Cathar

The leonine natives of Cathar work well in standard military and mercenary units as long as there’s no more than one male per squad, unless the males are very well-disciplined and can sublimate their competitive drives into something useful. (Cathar have their own wars, largely fought by the males, but those are generational struggles over territory, and they don’t wind up with standing armies.) The most aggressive males are too undisciplined for the military and often wind up in the arena as gladiators. The traditional Cathar family unit, the pride, involves one or two males (either full brothers or first cousins) and several females; males are expected to find high-risk ways of proving themselves worthy of mates, and (before the Sith) engaged in frequent wars. There is a new social movement among Cathar to engage in lifetime pair bonding, placing males under less pressure. Male Cathar grow thicker, fuller manes when in cold environments, and people who know Cathar always wear a jacket when visiting a bachelor who has access to climate control. Their claws work as Weapon:1. PotJ p65 UAA p28–9 KotORCG p12 Planet Hoppers: Cathar

+2 dexterity, –2 intelligence, claws doing 1d4 damage. Languages: Basic, Catharese.

Invoke: agility, passion, loyalty, and ferocity in battle.

Compel: Cathar form strong ties of loyalty to family and friends, and hate as fiercely as they love.

Dashade

The natives of Urkupp work well as mercenaries and assassins, though they seldom work with other species. They usually run from pitch black to dark grey, with a minority having green skin tones. Eyes are red-orange. 1.85m (ranging from 1.7–2m) and 90kg. Their culture followed a might-makes-right pattern even before the Sith conquered them. UAA p43–4 GaW p12

Invoke: swift reflexes, resistance to heat, cold, radiation, and the Force.

Compel: aggressive, secretive, and feeling superior to most other species in the galaxy.

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.

Dashade

Dashade have a blanket +1 when opposing Force powers, as well as resisting extreme heat, cold, and radiation.

Draethos

The long-lived natives of Thosa 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. UAA p46–7 JATM p105 PotJ p67 KotORCG p12

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

Invoke: physical robustness, fierceness in battle, and superb memory.

Compel: Poor social skills, including a fear of appearing foolish by leaving out details when discussing matters in their area of knowledge.

Draethos

Draethos see clearly under low-light conditions, and can communicate telepathically, at a range of up to 500m (using their Resolve skill), even if they are not Force-Sensitive; those who are gain a +1 to telepathy. The target does not need to be telepathic. (This ability is only used for communication, and cannot eavesdrop or perform other tricks.) They get a +2 in a particular narrow area of knowledge.

Houk

The natives of Lijuter are big bruisers— often compared to Wookiees in strength, size, and propensity for violence— that are infamous in the Periphery and surrounding regions; they make excellent commandos. They average 2.2m and 200kg. UAA p73 GG12 p41 S&V p155 Example names: Gorb Drig, Egome Fass, Agamor Krin, Morg Nar, Roath Vogog, Krelba Voss.

Invoke: strength, robustness, tough hide, intimidation, deceit, and skulduggery.

Compel: general belligerence, and a tendency to use violence as the first solution to any problem. Corruption and treachery are the norm in Houk society, but a Houk with sufficient incentive will stay bought.

Noghri

Nō’-grē The natives of Honoghr are excellent assassins and hunters, and occasionally military scouts. Clan matriarchs send volunteers out into the galaxy as tribute to work on behalf of their people back home; this tribute has cut drastically into their traditional feuding. Their sense of smell is good enough to detect consanguinity. Their teeth and claws work as Weapon:1. tNEGtAS p126 UAA p113–4 AE p110 tFUCG p185

Invoke: quick reflexes and agility, and an excellent sense of smell that can make them difficult to sneak up on. Their small size gives them an advantage in stealth.

Compel: Noghri are highly honor-bound. Their small size makes it easy for larger creatures to outrun them. Their gravelly, chilling voices and general lack of humor make it difficult for them to communicate with most other species.

Togorians

The natives of Togoria are often aggressive and brutal; they make excellent arena gladiators and raiders, though are not so good as guards. They are descended from night-hunting plains cats, and are generally 2.5m and 170kg. Their favored weapon is a scimitar, called the Sc’rath. The mastersmiths make each one an individual work of art; they make both unpowered (Weapon:3; Good (¤3000)) and vibroblade (Weapon:4; Great (¤8500)) versions. They understand Basic quite well, though few can pronounce it intelligibly. UAA p161–2 GG4 p86 tFUCG p17 Example names: Dankin, Dh’rang, H’sishi, Keta, Luwurr, Mezgraf, Mrrov, Muuurgh, Qrrulla, Rrowv, Ruukas, Sarrah, Seendar.

Invoke: Size, strength, fast reflexes, and intimidation.

Compel: Togorians, both male and female, establish social dominance amongst themselves through combat. They are usually brutal, short-tempered, and treacherous, though they can form friendships with beings that manage to neither challenge their dominance nor demonstrate subservience. They have the usual problems with large size.

Togorian

Togorians have +1 Might, and can see twice as far as Humans in dim light, and retaining color distinction. Their claws act as Weapon:1.

Weequay

The damage-resistant para-human natives of Sriluur are taciturn to the point of most species thinking them rather dim. They often work as bodyguards and enforcers for the Hutts (their homeworld is near Hutt Space), and are usually competent hunters and trackers. They work well in homogeneous groups, but they don’t integrate well into mixed-species forces, so they are seldom found in regular military units. All Weequay have some system of divination by which they interpret the will of their gods; among the less-clever Weequay, some unscrupulous beings exploit this mercilessly, while others seek omens in the results of tests of their own skills. Weequay run to 1.8m and have innate Armor:1. Within their own tribes, they have a simple pheromonal language that can only be understood by someone in the same bloodline, but can be detected by species with a strong sense of smell or pheromonal detection, like Nautolans, Sakiyans, Whiphids, and Yuzzem. Their spoken language, Sriluurian, is used for more complex concepts and communication between tribes. tNEGtAS p176 UAA p181–2 GG12 p92 LECG p15 Example names: Adazian Liebke, Ak-buz, Ak-rev, Diergu-Rea Dhunes’rd, Fyg, Grimorg, Labansat, Nort Toom, Plaan, Que-Mars Redath-Gom, Solum’ke, Sora Bulq, Tas Kee.

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

Invoke: strength and toughness.

Compel: Weequay are very taciturn among other species, and do not communicate well; this causes many species to think they’re a bit dim. They are apt to use causal cuffing and blows when communicating among their own kind— which is not a problem because of their natural armor— but can lead to trouble when this happens with other species. They are also quite superstitious.

Whiphid

The massive Whiphid often work as bounty hunters, bodyguards, and soldiers; at home, they take great joy in the hunt, and they adapt well to galactic technology. They are quite friendly with creatures that are tough enough for the Whiphid to see them as hunting companions; species incapable of hunting register to them as prey, sentient or not. Their sense of smell is excellent, making them difficult to sneak up on. (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. They average 2.5m and 400kg; they typically mature as young adults at age 11, adults at 16, middle-aged at 85, old at 100, and venerable at 250. tNEGtAS p179 UAA p182–3 GG4 p93 tFUCG p18 Example names: J’Quille, K’Kruhk, Jempa, Wapnji, Aiks Fwa, Ch’Unkk, D’Wopp, Fillin Ta, Valarian, Waroopa.

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.

Invoke: Size, strength, and robustness, and an excellent sense of smell; hunting and tracking.

Compel: large size, extremely limited scruples.

Whiphid

+1 Might, +1 to dealing with cold, claws as Weapon:1.

Miscellaneous

The Kubaz, of Kubindi can be effective negotiators and aesthetes, as long as their paths don’t cross an insectoid. tNEGtAS p108 UAA p93 GG4 p63

The Anzati are a rumor, a fairy tale, a story told to frighten children, and no one has ever found the world Anzat. Or maybe they just haven’t lived to tell the tale. tNEGtAS p8 UAA p13 tUR p11

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

The para-human Balosar homeworld 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. tNEGtAS p14 UAA p17–18 S&V p155 Example names: Vaya Bar’jaraka, Nina Dar’Eboros, Elan Sleazebaggano, Zerk Mer’darro.

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 since the Sith wiped out their homeworld by orbital bombardment three thousand years ago to quell a rebellion. (The planet is still a nigh-uninhabitable snowball.) 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. tEA p123 tNEGtAS p194 UAA p19 GG12 p17

–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.

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. UAA p29 JATM p106 PotJ p66

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.

The felinoid Farghul UAA p58 AE p48 delight in subtlety; some are con artists and thieves, while others work as bounty hunters and auditors.

The crustacean 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. PotJ p68 UAA p91–2 JATM p111 tUR p12

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.

The rodentlike Jenet are usually sold as expendable slaves, due to the species’ high reproduction rate in their home system. Those that manage to get free of slavery too quarrelsome to rise much in society, and usually wind up working in back rooms of junk handlers where their scavenging abilities and superb memories are an asset. UAA p81 GG4 p58

The lagomorphic Lepi are energetic beings with quick reflexes; their fight-or-flight reflex triggers easily, usually picking flight, so while their keen senses make them good scouts, they are rarely warriors. UAA p95–6

The pachydermoid Pacithhips (of Shimia) fetch differing prices based on whether they are farmer, scholar, or warrior caste; the warriors are the most valued. tNEGtAS p205 UAA p119 AE p115

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. tNEGtAS p142 UAA p133–4 S&V p10

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

Squibs are still nomads on their homeworld, occasionally collected for the arena. UAA p150 GG4 p83 tUR p15

The Temolaks developed redundant internal organs as a way to survive the extremely lethal wildlife on their home planet of Zirulast. They gleefully embraced galactic technology several thousand years ago, making efficient use of even the most decrepit hardware they could get their hands on, and have become very efficient scavengers. UAA p157–8

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 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. tNEGtAS p207 UAA 136–7 SWG7 p67 AE p130

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. UAA p179–80 AE p168 They have yet to invent bacta.

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.

Talz

Tălz The natives of Alzoc III are mostly enslaved harvesting exotic fruit from their native jungles, and have little technology of their own. They are furry, oviparous creatures with two pairs of eyes, a smaller set adapted for bright daylight and glare and a larger set at night. They hatch into larvae that spend a year eating voraciously (under the care of their parents), then cocoon themselves for a year to turn into full-grown Talz, who then need to be educated. Their talons work as Weapon:1. Under warm conditions, they grow a short, agouti-patterned coat that blends well with jungles; they appear to be adapted to periodic glaciation of their homeworld, as they grow thick white coats when exposed to cold for a week. tNEGtAS p152 UAA p153–4 GG4 p85 tFUCG p16 Example names: Foul Moudama, Arvor, Bama Vook, Forfur, Gar, Muftak, Rugg, Toffik, Veefa, Voruf.

Invoke: Talz are diligent and tireless workers, with gentle and kindhearted demeanors, and are slow to anger. They learn new technologies quickly.

Compel: Talz have little notion of personal property, and will simply borrow anything they need from neighbors without permission, with the expectation that the neighbors will borrow it back. They have to make Cultures checks to figure out even the basics of galactic society.

Species by Height, Mass, and Age

These are the values for someone getting decent nutrition, but only basic medical care; more expensive options such as organ replacements, cultured stem cells, and so on can extend this considerably. For each point of Resources, increase the duration of adulthood, middle age, and old age by 1/10 the age of the onset of middle age (so a Human with Good (3) Resources enters middle age at 55, old age at 84, and becomes venerable at 116; with Superb (5), that’s 61, 100, and 140). If you are Force-Sensitive, add Body to your Resources.

Species Height Mass Young Adult Adult Middle Age Old Venerable
Human (male)
(female)
1.8m
1.6m
75kg
55kg
1216416080
Aqualish 1.8m–2.0mkg 13194577100
Barabel 2.0m110kg 916416080
Baragwin 1.5m–2.2mkg 1118457290
Bothan 1.6m55kg 1217465585
Caamasi 1.8m80 kg 1216507790
Cathar 1.7m85kg 1116416380
Celegian 1.2mkg 1121143211251
Cerean (male)
(female)
2.0m
1.8m
78kg
58kg
1116365465
Chadra-Fan 1.0m20kg 515304045
Chagrian 1.7–2.2mkg 1317435776
Chevin 1.7–3mkg 1319156212257
Dashade 1.85m90kg 1116457085
Defel 1.4m45kg 711507590
Devaronian 1.6m??kg 1318456580
Draethos 1.8m70kg 1318400700781
Dug 1.0m35kg 1015456075
Duros 1.8m70kg 1015365070
Falleen (male)
(female)
1.6m
1.4m
55kg
45kg
193773140250
Gamorrean 1.8m140kg 713304045
Gand (male)
(female)
1.6m
1.4m
80kg
70kg
1015304661
Givin 1.8m70kg 1115496580
Gossam 1.25mkg 1014456375
Gotal 2.0m85kg 1013416176
Gran 1.6m80kg 1116416380
Herglic 2.2m200kg 1620568096
Hutt 4m1500kg 7191651845926
Ithorian 2.0m90kg 1418457085
Kel Dor 1.8m70kg 1216456070
Khil 1.5m60kg 1116507590
Klatooinian 1.8m??kg 1015507090
Krevaaki 2.0m65kg 13186395130
Miraluka 1.8m75kg 1216457085
Murkhanan mkg 13186090125
Muun 1.9mkg 1116518095
Nautolan 1.8m75kg 1015415570
Nikto 1.8m60kg 1116365565
Nimbanel 1.6m–1.9mkg 1317466580
Rodian 1.6m60kg 1316365060
Rybet (male)
(female)
1.2m–1.5m
1.5m–1.9m
kg 610416171
Ryn (male)
(female)
1.6m
1.4m
60kg
50kg
1121416181
Sakiyan 1.6m—2.1m??kg 1116497585
Selkath 1.5m60kg 11165585100
Talz 2.0m90kg 49264153
Togorian 2.5m170kg 1015456580
Toydarian 1.2m50kg 715617591
Trandoshan 2.0m80kg 1215355060
Twi’lek (male)
(female)
1.8m
1.6m
75kg
55kg
1316456080
Ugnaught 1.0–1.6mkg 132093160185
Umbaran 1.7m60kg 1116457090
Verpine 1.9m60kg 510416181
Vodran 1.75mkg 1217456580
Whiphid 2.5m400kg 111685100250
Wookiee (male)
(female)
2.2m
2.0m
125kg
100kg
1318301351400
Yuzzem 2.5m180kg 916416080
Zabrak 1.8m75kg 915455670
Zeltron 1.8mkg 1219506580
Zygerrian 1.7m60kg 1017406181

No Contact

Blood Carvers UAA p25 S&V p6 and Batorine are undiscovered. If anyone has yet discovered the para-human Chiss tNEGtAS p36 UAA p36 tFUCG p192 tUR p126 in the Unknown Regions beyond the Outer Rim, they’re keeping very quiet. No Codru-Ji UAA 39 LECG p12–13 yet. The Dressellians likewise, remain undiscovered tNEGtAS p46 UAA 48–9 GG12 p32, as are the Ebranites UAA p51–2 GG12 p34. Eloms, Elomin, and their homeworld UAA p53–4 tNEGtAS p52 AE p41 GG12 p36 are all undiscovered. The Feeorin UAA p58–9 KotORCG p13, Filordi UAA p59–60, and Fosh do not yet appear in the galaxy tNEGtAS p60 GoI p12. Gungans tNEGtAS p76 UAA p69–70 SECR p22 and Naboo itself have yet to be discovered. The Ho’Din UAA p72 GG4 p49 and H’nemthe tNEGtAS p78 UAA p71–2 and Kerkoidens tCWCG p14 are undiscovered, and the Killiks tNEGtAS p98 are somewhere in the Unknown Regions. The Kitonaks tNEGtAS p100 UAA p88–9 GG4 p61 and their homeworld are in unexplored space. Mykes will come into being after human and near-human Dark Jedi share genes with the Sith using Sith Alchemy. The near-human Nagai tNEGtAS p202 LECG p14, Nuknogs UAA p 115–6, Rattataki, and Tofs are still unknown. The Iktotchi will not be discovered for twenty millennia. tNEGtAS p84 UAA p75–6 tCWCG p12. The Kaminoans are undiscovered tNEGtAS p94, tCWCG p13. The Silentium-Abominor conflict is unknown. The Shi’ido tNEGtAS p208 UAA p139–40 are on Lao-mon, in the Unknown Regions. The Taungs are currently isolated on Roon GaW p14. The Thakwaash GaW p14 and Tiss’shar are in unexplored territories on the Outer Rim. UAA p158–9 GG12 p86 Dac and the Mon Calamari tNEGtAS p110 SECR p22 and Quarren tNEGtAS p134 SECR p22 are uncharted. Orto and Lowick are undiscovered, and the galaxy has yet to have the pleasure of Ortolan tNEGtAS p128 UAA p118–9 GG4 p69 and Pa’lowick tNEGtAS p130 UAA p119–20 GoI p131 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 Ranat UAA p127–8 GG4 p72, Ranth UAA p128–9, or Ruurians UAA p130–2. The Xexto UAA p186–7 are undiscovered, and the Quermians PotJ p73 have not yet been created. The Yarkora tNEGtAS p184 UAA p187 tFUCG p19 have yet to show themselves. The Yevetha tNEGtAS p186 UAA p187–8 GaW p16 are undiscovered. The Gen’dai tNEGtAS p196, tCWCG p11 have yet to show themselves. The Nosaurians tNEGtAS p202 UAA p114–5 SWG9 tFUCG p15 are undiscovered. No Skrillings tNEGtAS p210 UAA p143–4 GG12 p75, S’kytri UAA p144–5, Snivvians UAA p147–8 GG12 p80 KotORCG p19, Tarasin UAA p154–5, Tchuukthai JATM p109 PotJ p75, Tintinna tNEGtAS p212, Toong UAA p163–4, Trianii UAA p167–8 GaW p15, Troig tNEGtAS p212, or Tunroth UAA p169–70 GG12 p88. Sith trailblazing bypassed the Togruta tNEGtAS p158 UAA p162–3 tFUCG p17 PotJ p75, and their neighbors the Yinchorri UAA p188–90. The para-human Askajians are undiscovered, as are the Woostoids UAA p185–6 AE p171.

No Aleena. tFUCG p12–3

The Bith tNEGtAS p22, Shistavanen tNEGtAS p146 UAA p141 tUR p14, Sluissi UAA p146–7 tUR p14, Sullustans tNEGtAS p150 UAA p153 SECR p22, Pau’ans and the Utai tNEGtAS p170, and Ongree tNEGtAS p203 all hail from the same undiscovered region in the galactic south.

Sullustans: +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.