TEXT: FAN PRODUCT
  
  2
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CREDITS
  LEAD AUTHORS
  Yaccarus 
  (Writing, editing, organizing, and any other work not 
  mentioned below. Can be found on the Fantasy Flight 
  Games forum under this name, on discord as @Mr-
  GentleZombie#0785, or via email mrgentlezombieyt@
  gmail.com.)
  mrdollar11 
  Writing stats and pages for Gen’Dai, Icehead, Kentra, 
  Neti, Rakata, Reigat, and Shard, as well as discovering 
  many species to add. Can be found on discord as @
  mrdollar11#4067.
  LAYOUT
  (the_dearth on FFG boards)
  ADDITIONAL CREDIT
  FDice icons are courtesy of FFG forum user  
  Aazlain’s Edge of the Empire font.
  LEGAL DISCLAIMERS
  All trademarks and copyrights are the property of 
  Disney and Fantasy Flight Games. 
  This document is not intended for sale.
  COVER ART
  INTERIOR ART
  The Complete Species Guide would not be the same  if 
  not for all the great artists and their fantastic art that 
  contributes so much to Star Wars. 
  A full list of interior art credits can be found at the end 
  of this document.
  OTHER THANKS
  Fantasy Flight Games, for creating the overall game, 
  designing an effective format for species stats, and 
  creating species stats which were the basis of many 
  stats in this guide.
  Fantasy Flight Games forum user SavageBob, whose 
  stats in the Great Movie Alien Compendium were the 
  basis of many stats in this guide.
  Fantasy Flight Games forum user DangerShineDesigns, 
  for creating the EotE Powerpoint template used to 
  create the cover page.
  The Ultimate Alien Anthology, for all of the sample 
  names which were used in the appendix as well as 
  summarizing and creating information about many 
  species.
  http://www.fantasynamegenerators.com, for the name 
  generator used in the appendix.
  Wookieepedia, for compiling most of the information 
  that I have used in a convenient manner.
  Countless people involved in Legends as authors, com-
  ic book writers, game designers, and whoever else may 
  have helped to flesh out the Star Wars universe.
  George Lucas, for starting it all.
  CREDITS
  Complete Species Guide 6 
  Version of this PDF: v6.0/June 2020
  DEARTH
  the
  LAYOUTS FOR STAR WARS FAN PRODUCTS 
  DEARTH
  the
  LAYOUTS FOR STAR WARS FAN PRODUCTS 
  
  3
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  FOREWORD
  A
  bout four years in the making, the Complete Spe-
  cies Guide is the ultimate source for species selection 
  during character creation, featuring over 300 species and 
  counting. Similar to FFG’s books, every species has stats, 
  a picture, and information pertaining to their physiology, 
  society, homeworld, and language. The CSG is incredi-
  bly comprehensive, including every official FFG species, 
  every species from the Ultimate Alien Anthology, Unoffi-
  cial Species Menagerie, Alien Anthology, Galaxy Guide 4: 
  Alien Races, Galaxy Guide 12: Aliens-Enemies and Allies, 
  or the New Essential Guide to Alien Species, as well as 
  many other species.
  This document is under constant upgrading, from adding 
  more species to changing stats to fixing typos. Anyone 
  who reads it can help bring such issues to my attention, 
  so please critique it if you find something you don’t like.
  In the stats section, the stats are somewhat homebrewed. 
  If FFG stats are available, they are used as a base. How-
  ever, they are subject to change for many reasons. First, 
  many of FFG’s stats are based on Canon, while the spe-
  cies are different in Legends, so this creates differences. 
  Sometimes, I simply disagree and change it. Also, I tend 
  to add more detail, including abilities that FFG deemed 
  too minor. For non-FFG species, my first resort is GMAC 
  (Great Movie Alien Compendium), as it provides pretty 
  good stats. However, these tend to be tweaked as well. 
  With all due respect, I find that the stats can overem-
  phasize details sometimes. I often remove some of the 
  abilities. If neither of the above resources are available, I 
  create my own stats.
  DISCLAIMER
  The CSG is intended to include the most reasonable stats 
  possible for every sentient species that a player could 
  think of. However, not every species is right for every 
  game. The CSG places trust in the player to make sen-
  sible decisions and assumes the Game Master will veto 
  game-ruining concepts. Taungs existing during the Galac-
  tic Civil War would create major contradictions with prior 
  lore, but they could fit right in for a game set in the Pius 
  Dea Era. Yuuzhan Vong would have a very hard time get-
  ting along with most parties, but a party of all Yuuzhan 
  Vong could make for an incredibly interesting game. A 
  min-maxed Gen’Dai Marauder would make most combat 
  encounters completely unbalanced, but a Gen’Dai Scholar 
  could make for an interesting character. There are many 
  more examples of species that can only work in very par-
  ticular scenarios, so be sensible in using the CSG.
  HELPFUL NOTES TO READ  
  BEFORE YOU BEGIN
  Unless otherwise noted, The Complete Species Guide is 
  Legends and Legends only. Canon simply doesn’t pro-
  vide enough information. For the handful of Canon-only 
  species that have been added, they are clearly identified 
  as such.
  The CSG is a living document, undergoing constant up-
  dates, improvements, and additions. Because of its dig-
  ital nature, it’s never too late to change anything. If you 
  ever find notable omitted species, poorly written stats, 
  missing information, or typos, please contact me.
  Present tense is used to represent approximately 1 ABY, 
  considered to be the default time for this game. Some 
  other information is included to provide context or ac-
  commodate other time periods using past tense or future 
  tense.
  In the stats section, characteristics that aren’t mentioned 
  are presumed to be at a rating of 2.
  In the stats section, WT represents wound threshold and 
  ST represents strain threshold.
  In the stats section, when species receive a rank in a skill, 
  they still may not train that skill above 2 during character 
  creation unless otherwise mentioned.
  In the stats section, not all abilities are necessarily de-
  scribed. Caamasi, for example, have memniis. A Kubaz 
  should add several boosts when digging through soil 
  in search of insects. When attempting to replicate the 
  growls of Shyriiwook, a protocol droid or Wookiee could 
  obviously succeed without check, while it would require 
  a difficult effort and hard check for someone of another 
  species to be comprehensible. Some abilities are too mi-
  nor or too specific to be mentioned in a profile. Handling 
  them is the responsibility of the players. They are gener-
  ally defined narratively in later sections, or they may be 
  obvious enough.
  I have created this guide with the assumption that play-
  ers are ultimately benevolent and will not use species 
  that don’t fit well in their campaign. As such, there are a 
  few species present which will not work in a majority of 
  games. Think carefully about how you can integrate them 
  before choosing any species, and listen to your GM.
  Yaccarus
  
  4
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  A
  Abednedo ............... 8
  Abyssin ................... 9
  Adarian ................... 10
  Advozse .................. 11
  Aing-Tii ................... 12
  Aleena .................... 13
  Amani..................... 14
  Amaran .................. 15
  Anomid ................... 16
  Anx ........................ 17
  Anzat...................... 18
  Anzellan .................. 19
  Aqualish ................. 20
  Arcona .................... 21
  Ardennian ............... 22
  Arkanian ................. 23
  Askajian .................. 24
  Asogian .................. 25
  Avogwi ................... 26
  Ayrou ..................... 27
  B
  Balosar ................... 28
  Barabel ................... 29
  Baragwin ................. 30
  Bardottan ................ 31
  Bartokk ................... 32
  Berrite .................... 33
  Besalisk .................. 34
  Bilar ....................... 35
  Bimm ..................... 36
  Bith ........................ 37
  Bivall ...................... 38
  Blood Carver ........... 39
  Bosph ..................... 40
  Bothan ................... 41
  Brubb ..................... 42
  C
  Caamasi .................. 43
  Caarite .................... 44
  Cathar .................... 45
  Celegian.................. 46
  Cerean .................... 47
  Cha’wen’he ............. 48
  Chadra-Fan ............. 49
  Chagrian ................. 50
  Chalactan ................ 51
  Chandrilan Human ... 52
  Charon ................... 53
  Chev ....................... 54
  Chevin .................... 55
  Chironian ................ 56
  Chiss ...................... 57
  Chistori ................... 58
  Clawdite .................. 59
  Codru-Ji .................. 60
  Colicoid .................. 61
  Columi .................... 62
  Corellian Human ...... 63
  Cosian .................... 64
  Coway .................... 65
  Cragmoloid ............. 66
  D
  Dantari ................... 67
  Dashade ................. 68
  Dathomirian ............ 69
  Dathomirian Human . 70
  Defel ...................... 71
  Devaronian .............. 72
  Devlikk ................... 73
  Diathim ................... 74
  Dowutin .................. 75
  Drabatan ................ 76
  Draedan .................. 77
  Draethos ................. 78
  Drall ....................... 79
  Dressellian .............. 80
  Droid ...................... 81
  Dug ........................ 82
  Duinuogwuin ........... 83
  Duros ..................... 84
  E
  Ebranite .................. 85
  Echani .................... 86
  Elom....................... 87
  Elomin .................... 88
  Em’liy ..................... 89
  Ewok ...................... 90
  F
  Falleen .................... 91
  Farghul ................... 92
  Feeorin ................... 93
  Fefze ...................... 94
  Felucian .................. 95
  Filordus ................... 96
  Flakax ..................... 97
  Florn Lamproid ........ 98
  Fosh ....................... 99
  Frenk ...................... 100
  Frozian .................... 101
  G
  Gamorrean .............. 102
  Gand ...................... 103
  Gank ...................... 104
  Gen’Dai .................. 105
  Geonosian ............... 106
  Gigoran .................. 107
  Givin ....................... 108
  Gormak ................... 109
  Gossam .................. 110
  TABLE OF CONTENTS
  
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  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Gotal ...................... 111
  Gran ....................... 112
  Gree ....................... 113
  Gungan ................... 114
  H
  H’drachi .................. 115
  H’nemthe ................ 116
  Hapan Human ......... 117
  Harch ..................... 118
  Herglic .................... 119
  Hiromi .................... 120
  Ho’Din .................... 121
  Hoojib .................... 122
  Houk ...................... 123
  Huhk/Lahsbee ......... 124
  Human ................... 125
  Hutt ....................... 126
  I
  Iakaru ..................... 127
  Icehead ................... 128
  Iktotchi ................... 129
  Iotran ..................... 130
  Ishi Tib .................... 131
  Ithorian ................... 132
  Iyra ........................ 133
  J
  Jawa ....................... 134
  Jenet ...................... 135
  K
  Kaleesh ................... 136
  Kalleran .................. 137
  Kaminoan ................ 138
  Karkarodon ............. 139
  Kel Dor ................... 140
  Kentra .................... 141
  Kerestian ................. 142
  Kerkoiden ................ 143
  Khil ........................ 144
  Khommite ............... 145
  Kian’thar ................. 146
  Kiffar ...................... 147
  Killik ....................... 148
  Kitonak ................... 149
  Klatooinian .............. 150
  Koorivar .................. 151
  Korun Human .......... 152
  Kowakian Monkey-Lizard .. 153
  Krevaaki .................. 154
  Krish ....................... 155
  Krytollak ................. 156
  Kubaz ..................... 157
  Kushiban ................. 158
  Kyuzo ..................... 159
  L
  Laboi ...................... 160
  Lannik .................... 161
  Lasat ...................... 162
  Lepi ........................ 163
  Lorrdian Human ....... 164
  Lugubraa ................ 165
  Lurmen ................... 166
  Lutrillian ................. 167
  M
  M’shinn .................. 168
  Mandalorian ............ 169
  Mantellian Savrip ..... 170
  Marasan ................. 171
  Meerian .................. 172
  Melitto .................... 173
  Menahuun .............. 174
  Mikkian ................... 175
  Miraluka ................. 176
  Mirialan .................. 177
  Mon Calamari .......... 178
  Morseerian .............. 179
  Mrlssi ..................... 180
  Mustafarian ............. 181
  Muun ..................... 182
  Myneyrsh ................ 183
  N
  Nagai ..................... 184
  Nautolan ................. 185
  Nazzar .................... 186
  Neimoidian .............. 187
  Nelvaanian .............. 188
  Neti ........................ 189
  Nikto ...................... 190
  Nimbanel ................ 191
  Noehon................... 192
  Noghri .................... 193
  Nosaurian ............... 194
  Nuiwit ..................... 195
  Nuknog................... 196
  O
  Omwati ................... 197
  Ongree ................... 198
  Ortolan ................... 199
  Ossan ..................... 200
  P
  P’w’eck ................... 201
  Pa’lowick ................. 202
  Paaerduag ............... 203
  Pacithhip ................. 204
  Pantoran ................. 205
  Parwan ................... 206
  Patrolian ................. 207
  Pau’an .................... 208
  Phindian ................. 209
  TABLE OF CONTENTS
  
  6
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Pho Ph’eahian ......... 210
  Phuii ....................... 211
  Phydolon................. 212
  Polis Massan ........... 213
  Priapulin ................. 214
  Psadan ................... 215
  Pyke ....................... 216
  Q
  Quarren .................. 217
  Quermian ................ 218
  Quor’sav ................. 219
  Qwohog .................. 220
  R
  Rakata .................... 221
  Ranat ..................... 222
  Ranth ..................... 223
  Rattataki ................. 224
  Reigat ..................... 225
  Rellarin ................... 226
  Revwien .................. 227
  Ri’Dar ..................... 228
  Rishii ...................... 229
  Rodian .................... 230
  Roonan ................... 231
  Ruurian ................... 232
  Rybet ..................... 233
  Ryn ........................ 234
  S
  S’kytri ..................... 235
  Sakiyan ................... 236
  Sanyassan ............... 237
  Sarkan .................... 238
  Sarkhai ................... 239
  Sathari .................... 240
  Sauvax .................... 241
  Sedrian ................... 242
  Selkath ................... 243
  Selonian .................. 244
  Sephi ...................... 245
  Shard ...................... 246
  Shashay .................. 247
  Shawda Ubb ............ 248
  Shi’ido .................... 249
  Shistavanen ............. 250
  Sic-Six..................... 251
  Siniteen .................. 252
  Sith ........................ 253
  Skakoan .................. 254
  Skrilling ................... 255
  Sljee ....................... 256
  Sludir ...................... 257
  Sluissi ..................... 258
  Snivvian .................. 259
  Spiner ..................... 260
  Squib ...................... 261
  Srrors’tok ................ 262
  Ssi-Ruu ................... 263
  Sullustan ................. 264
  Svivreni ................... 265
  Swokes Swokes ........ 266
  T
  t’landa Til ................ 267
  T’surr ..................... 268
  Talz ........................ 269
  Tarasin .................... 270
  Tarong .................... 271
  Tarro ....................... 272
  Taung ..................... 273
  Tchuukthai ............... 274
  Temolak .................. 275
  Terrelian Jango Jumper 276
  Thakwaash .............. 277
  Theelin .................... 278
  Thisspiasian ............. 279
  Tholothian ............... 280
  Tintinna .................. 281
  Tiss’shar ................. 282
  Tognath .................. 283
  Togorian .................. 284
  Togruta ................... 285
  Toong ..................... 286
  Toydarian ................ 287
  Trandoshan .............. 288
  Trianii  .................... 289
  Troig ....................... 290
  Tunroth ................... 291
  Tusken Raider .......... 292
  Twi’lek .................... 293
  Tynnan .................... 294
  U
  Ubese ..................... 295
  Ugnaught ................ 296
  Ugor ....................... 297
  Umbaran ................. 298
  Utai ........................ 299
  V
  Vagaari ................... 300
  Verpine ................... 301
  Vodran .................... 302
  Vor  ........................ 303
  Voss ....................... 304
  Vratix ..................... 305
  Vulptereen............... 306
  Vurk ....................... 307
  Vuvrian ................... 308
  W
  Weequay................. 309
  Whaladon ............... 310
  Whiphid .................. 311
  TABLE OF CONTENTS
  
  7
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Wol Cabasshite ..................... 312
  Wookiee .............................. 313
  Woostoid ............................. 314
  Wroonian ............................. 315
  X
  Xamster ............................... 316
  Xexto ................................... 317
  Xi’Dec.................................. 318
  Y
  Yaka .................................... 319
  Yam’rii ................................. 320
  Yarkora ................................ 321
  Yevetha ................................ 322
  Yinchorri .............................. 323
  Yoda’s Species ...................... 324
  Yuuzhan Vong ....................... 325
  Yuzzum ................................ 326
  Z
  Zabrak ................................. 327
  ZeHethbra ............................ 328
  Zelosian ............................... 329
  Zeltron ................................. 330
  Zygerrian ............................. 331
  INDICES
  Index by Characteristics ......... 332
  Index by Biology ................... 336
  Index by Environm. Adapt. ..... 340
  Index by Homeworld .............. 342
  Detailed Species Index ........... 348
  APPENDIX
  Names by Species ................. 360
  CREDITS
  Interior Art Credits ................ 364
  TABLE OF CONTENTS
  
  8
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ABEDNEDO
  A gregarious species of mammals, Abednedo are similar 
  to humans in that they display a diverse set of abilities 
  and can be found all throughout the galaxy, although 
  they have had poor relations with the Galactic Empire.
  Physiology: Abednedo are mammalian humanoids who 
  have tan, cream, or brown skin, which occasionally has 
  gray spots. They have a wide, elongated head, and their 
  eyes, split far apart on their face, are also very dark. 
  They have prominent nostrils split on their sides of their 
  head, and their mouth is at the end of their pointed 
  chin. Surrounding their mouth, they have two tendrils 
  that droop downwards, and these act as extra senso-
  ry organs, which are helpful in conditions where they 
  struggle to see. They have hair which is similar to hu-
  man hair in color and placement, and their hands have 
  five digits, but they have just three toes. Although they 
  are typically similar to humans in size, they have more 
  dramatic size differences than other species, so some 
  can be significantly larger than other Abednedo.
  Society: Not unlike humans, Abednedo are a very 
  common sight in the galaxy, and they can excel in a 
  wide range of professions that includes politicians and 
  pilots to scoundrels and technicians. They often travel 
  offworld, as they are gregarious and also curious about 
  the rest of the galaxy. They are accepting but curious 
  towards other cultures. The Abednedo descend from a 
  species that lived in massive underground cathedrals, 
  which are interconnected by a complex tunnel system. 
  When they formed a more civilized society than that 
  of their precursors, they colonized the surface of their 
  planet, and they built massive cities. Their precursors 
  still exist underground, although the two species rarely 
  interact with one another.
  Homeworld: Abednedo come from Abednedo, a planet 
  in the Colonies. The architecture, decoration, and orga-
  nization of their cities is complex and erratic, featuring 
  seemingly random flagpoles, decorative spires, and ar-
  tistic carvings. These are typically confusing and over-
  whelming to outsiders, but the Abednedo find them to 
  be entertaining.
  Language: Abednedo have a knack for learning many 
  different languages, so they typically know at least Basic 
  and their native tongue of Abednedish, and many know 
  even more.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Xenology
  • Sensory 
  Tendrils: Remove b for lighting 
  conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ABEDNEDO AND THE EMPIRE
  A
  bednedo are currently allies of the Rebel Al-
  liance, but their loyalty will not be reinforced 
  until after the Battle of Endor, when the Em-
  pire will conduct Operation: Cinder. During this 
  event, the Empire will use a climate disruption 
  array to devastate Abednedo’s environment, 
  along with many other planets, including some 
  of the Empire’s most loyal allies. After surviv-
  ing the Imperial occupation, the Abednedo will 
  become firm allies of the New Republic and the 
  Resistance.
  NOTE
  U
  nlike many of the species in this guide, 
  Abednedo are exclusive to Canon. However, 
  just as many Legends species could also exist in 
  Canon, relatively little prevents Abednedo from 
  existing in Legends.
  
  9
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ABYSSIN
  Primitive but powerful, the one-eyed Abyssin boast in-
  credible strength and toughness in addition to regen-
  erative abilities. While some have found them useful 
  as mercenaries, their violent culture makes interaction 
  complicated.
  Physiology: The Abyssin are large creatures who are 
  extremely muscular. They have one eye that is typically 
  white, yellow, or orange with a black pupil. They have 
  pointed ears and black hair around their face. Most 
  have no neck, as their entire upper chest is filled with 
  muscle. They are not very intelligent but do boast pow-
  erful regenerative abilities. Aside from the elderly, the 
  Abyssin can regrow nearly any body part, such as limbs 
  and even organs. As such, they can live for about 300 
  years.
  Society: The Abyssin have a primitive tribal society that 
  is very violent. They are a brutish people, largely a re-
  sult of their regeneration. Many don’t realize that other 
  species do not have their extreme toughness or fast 
  healing. Since they lack stable resources, they are or-
  ganized into nomadic tribes with no centralized govern-
  ment. Because life is so harsh for them, elderly Abyssin 
  often voluntarily exile themselves to die alone rather 
  than waste their tribe’s resources.
  Homeworld: Abyssin come from the desert world of 
  Byss, an Outer Rim planet in the Ash Worlds. It is very 
  hot and very dry. It has twin suns, causing it to have 
  a unique day-night cycle. Many Abyssin are taken off-
  world as slaves; others go as mercenaries.
  Language: The Abyssin speak Abyssin, a hieroglyphic 
  language of grunts and growls. Most do not know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Brawl or Survival
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 1 
  additional wound. May also regrow lost limbs after 
  a few weeks.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  TRADING AND BLOODING
  W
  hen Abyssin tribes encounter one anoth-
  er, their tradition allows for two options. If 
  both have enough food and water to survive, 
  the two tribes trade with each other in peace 
  and fairness. However, if one tribe severely lacks 
  food or water, that tribe will instigate a “Blood-
  ing.” This violent event is a brawl that involves 
  all members of each tribe. It only ends when 
  all the members of one tribe have surrendered, 
  are incapacitated, or are killed. Once the Blood-
  ing is over, the surviving tribe takes all of the 
  food and water. While this tradition has worked 
  fine amongst the Abyssin, it is somewhat more 
  problematic with offworlders. Arcona colonists 
  first came to Abyssin, bringing food and water 
  to exchange. However, the poorer Abyssin tribes 
  would instead fight them.
  
  10
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ADARIAN
  A species with a stubborn focus on financial success, the 
  Adarians have a strict caste system called screel’sara 
  that defines their society. A hole through the side of 
  their head gives them a unique appearance.
  Physiology: Adarians are mammals distinguished by 
  a tall, wrinkled head which has a large hole that goes 
  through its side. Their skin comes in shades of brown, 
  yellow, or blue, which is mostly dependent on caste. 
  They have no nose or ears, but they have olfactory 
  glands under their skin and thin hairs which can hear 
  even more effectively than the ears of other species. 
  They have a distinctive throat pouch which they can in-
  flate and vibrate to emit a low sound called a long call. 
  They can use it to communicate with each other over 
  long distances, but it can be used as an attack against 
  non-Adarians who are nearby.
  Society: Highly intelligent, the Adarians will take a long 
  time to consider before making any sort of decision, 
  but once they have made their choice, they are incredi-
  bly stubborn. They place high value in financial success, 
  which gives them a powerful drive to succeed in busi-
  ness, often at the expense of hobbies or relationships. 
  This, when combined with their knack for technology, 
  has ensured that they do well in mining and technology 
  industries.
  Homeworld: Adarians come from the Inner Rim planet 
  of Adari, although it is widely accepted that they immi-
  grated to it thousands of years ago from an unknown 
  homeworld. A cold world with forests and mountains, 
  it is ruled by a government, which is headquartered in 
  the Hall of Decisions, that acts like a corporation. It has 
  prominent industries of mining and manufacturing, but 
  many Adarians are sent offworld to find more business 
  opportunities.
  Language: Adarians have a rigid mouth with no lips, so 
  they have a thick accent when they speak Basic. Their 
  own language, Adarese, is based on pitches and tonal 
  inflections.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Perception
  • Long Call: May create a low sound which can be 
  heard up to 20 kilometers away by other Adarians. 
  Once per encounter, may also use it to attack using 
  an d Resilience check, dealing 4 base damage as 
  strain to all non-Adarians within short range. Have 
  Crit 4, but suffer 2 strain when using this attack.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  SCREEL’SARA
  A
  darians are arranged into a caste system 
  called screel’sara, which almost all of them 
  support. Any Adarian will support a member of 
  a higher class and obey their commands. This 
  structure is so successful that their civilization 
  has been stable and avoided any sort of civil un-
  rest. Their government is composed of members 
  in the higher castes. Breaking away from the 
  tiers of the caste structure is unthinkable, so any 
  Adarians in the lower caste who want freedom 
  must leave their planet.
  
  11
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ADVOZSE
  Advozsec are yellow-skinned herbivores with a single 
  horn. They come from Riflor, a geologically active plan-
  et. This caused most Advozse to learn pessimism and 
  selfishness, traits that continue in the species to this 
  day.
  Physiology: The Advozsec are herbivores who have 
  both reptilian and mammalian heritage. They have no 
  hair and instead have a single black horn. They have 
  blue-gray eyes and pale-yellow skin. Despite their veg-
  etarian diet, they have fairly sharp canine teeth. Their 
  head is fairly wrinkled for the most part. They have 
  relatively good hearing thanks to their pointed ears. 
  They can also see quite well in the dark, although they 
  can adjust to bright lights. While they have opposable 
  thumbs, they only have four fingers.
  Society: The Advozsec are herbivores who have both 
  reptilian and mammalian heritage. They have no hair 
  and instead have a single black horn. They have blue-
  gray eyes and pale-yellow skin. Despite their vegetarian 
  diet, they have fairly sharp canine teeth. Their head is 
  fairly wrinkled for the most part. They have relatively 
  good hearing thanks to their pointed ears. They can also 
  see quite well in the dark, although they can adjust to 
  bright lights. While they have opposable thumbs, they 
  only have four fingers.
  Homeworld: Advozsec come from Riflor, a planet in 
  the only known star system with three suns. It is in the 
  southwest portion of the Mid Rim. The Advozsec eat 
  fungi that grow around the Riflor’s hot springs. In ad-
  dition to hot springs, it has many active volcanoes. A 
  Yuuzhan Vong bioplague will later destroy the plant life 
  and kill much of the Advozsec.
  Language: The Advozsec speak Advb, a language 
  which is known by almost no one else. Many know Ba-
  sic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Discipline or Vigilance
  • Night Vision: Remove b for darkness.
  • Sensitive Ears: Add b on auditory Perception 
  checks.
  • Natural Skeptics: When assisting an ally, remove 
  1 uncancelled t from the final roll in addition to 
  the base benefit.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  EFFECTS OF GEOLOGY
  M
  any of Advozsec’s behaviors are a result of 
  their planet’s geology. They have settled 
  near hot springs for heat, but those generally 
  occur in geologically unstable regions. As such, 
  volcanoes are a common problem for them. The 
  destruction of their homes has left them pessi-
  mistic and paranoid. However, they have come 
  to understand that financial stability can allow 
  them to rebuild back up to their previous life-
  style. This desire for acquisition of wealth and 
  power makes many of them bureaucrats.
  
  12
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  AING-TII
  A unique species of monks, the Aing-Tii are entirely 
  Force-sensitive but view the Force through a philosophy 
  much different than the Jedi or Sith. They are also very 
  xenophobic and keep to themselves.
  Physiology: Aing-Tii are a unique species of Force-sen-
  sitive mammals who are covered by a layer of protec-
  tive plates. They typically paint their plates with motifs 
  unique to the individual. They are similar in size to hu-
  mans, but they have a long tail, and they lack a neck, as 
  their head simply juts out perpendicular to their chest. 
  Their hands have three clawed fingers, and their feet 
  end in two claws as well. Their hairless head features 
  two wide eyes and six green tongues which extend 
  about half of a meter beyond their mouth. Aing-Tii are 
  not capable of speech, but they speak using a combi-
  nation of taste, smell, pheromones, and touch, all via 
  their tongues.
  Society: Aing-Tii are a people who are all 
  Force-sensitive, and they are highly reli-
  gious in how they view the Force. They 
  do not call it the Force, and they 
  see it as a gift from “Those 
  Who Dwell Beyond the 
  Veil,” but it is not a gift 
  that they wish to squan-
  der by using in excess. 
  They see themselves 
  as completely subor-
  dinate to the Force, 
  and they see the Force 
  as having total con-
  trol of their life. Of-
  ten living as warrior 
  monks, they spend 
  their lives travers-
  ing 
  the 
  Kathol 
  Rift on pilgrimag-
  es, only using the 
  Force when abso-
  lutely 
  necessary. 
  Their connection to 
  the Force is different 
  than that of either 
  the Light or the Dark 
  Side, so their powers 
  are also different. They 
  are capable of teleporting 
  objects, similar in practicality to 
  telekinesis but instantaneous. Their 
  other unique ability is that of flow-walking, which is 
  much rarer among them, but those who are capable 
  of it surrender their emotions to the Force in order to 
  observe both the future and the past in a more detailed 
  way than simple visions. However, they must be present 
  at the location they wish to observe. Although their own 
  actions can change the future, the Aing-Tii believe that 
  the Force has predestined all things, so that the final 
  outcome of all things will ultimately be the same. Aing-
  Tii are extremely reclusive, and they have little interest 
  in working with outsiders, learning their ways, or teach-
  ing their ways to outsiders. The one exception to this 
  isolationism is the Aing-Tii’s view of slavery, which they 
  detest so much that they will venture into the rest of the 
  galaxy in order to attack slavers, let the slaves go free, 
  and dissapear as suddenly as they came.
  Homeworld: Aing-Tii come from a very hidden planet 
  in the Kathol Rift of the southern Outer Rim. It has a 
  cooler climate than most, and its unique atmosphere 
  means that some humans prefer to use a breath mask 
  on it. The terrain is rocky, and it has several oceans.
  Language: Aing-Tii cannot speak Basic because they 
  lack vocal chords, and they use their native language to 
  communicate. Eventually, the smuggler Jorj Car’das will 
  design a device that interprets Aing-Tii communication 
  and reads it aloud in Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Discipline
  • Protective Plates: Receive the talent “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Monks: Receive the mentor discount on the Forsee 
  Basic Power and the Move Basic Power. When using 
  the Move power, may teleport it instantly rather 
  than move it. Still may not move objects farther 
  than otherwise allowed. When using the Foresee 
  power, may also see into the past.
  • No Vocal Cords: Cannot speak.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  UNIQUE TECHNOLOGY
  A
  ing-Tii travel on Sanhedrim ships, which are 
  living transports about the size of frigates that 
  have a crew of about one hundred. They are cov-
  ered by symbols similar to those on the Aing-Tii 
  themselves, and they travel using both the Aing-
  Tii’s teleportation abilities and their own power. 
  In addition to the unique technology being hard-
  er to detect, the living ships boast incredible fire-
  power. Another Aing-Tii innovation is the Vor’cha 
  stun stick, which appears as a wooden staff 
  wrapped in wire and is capable of electrocution.
  
  13
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  ALEENA
  Aleena are adventurous reptiles who are very family-ori-
  ented. They are small but very fast, and their advanced 
  reflexes grant them an edge in many sports, such as 
  podracing.
  Physiology: At 80 centimeters and 50 kilograms 
  on average, Aleena are a small and fast species of 
  warm-blooded reptiles. Proportionally, their body is 
  rather long with short legs and arms. Despite their short 
  stride, they have quick reflexes, and a fast metabolism 
  gives them large amounts of energy: enough energy to 
  outrun much larger predators. Though their hands have 
  only four stubby fingers, they are nevertheless superior 
  to many species in terms of dexterity. Their somewhat 
  scaled skin is mostly blue-gray and typically grayest at 
  the chin and chest. Their hairless head also includes 
  a wide mouth of sharp teeth, downward-pointing ears, 
  noseless nostrils, and a pointed forehead.
  Society: Aleena are social creatures, thriving the most 
  amongst their own families or with other closely-knit 
  groups. They live in villages with large groups of their 
  extended family members. They are very loyal and ded-
  icated to their families and friends, travelling with them 
  even if they leave the planet. They are also innately cu-
  rious, eager to see new things. Their food is omnivorous 
  and known for being extremely spicy.
  Homeworld: The Aleena homeworld is the Inner Rim 
  planet of Aleen, which, despite its verdant terrain, is a 
  very dangerous planet. Predatory sagcatchers continue 
  to plague the Aleena because of their great speed, as 
  do the scatalpens. Despite these troubles, the Aleena 
  have built a well-functioning society, including a promi-
  nent sporting industry. However, because of their love of 
  tourism and exploration, they are scattered throughout 
  the galaxy.
  Language: Most Aleena can speak Aleena, which is 
  their native language, and Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Coordination
  • Sturdy Frames: Receive the talent “Durable.”
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ALEENA TOURISTS
  T
  ourism is a preferred hobby of most Aleena, 
  and their dedication to family means that 
  Aleena families touring is common sight at many 
  metropolises, historical sites, amusement parks, 
  or sporting events. Podracing is a particularly 
  common sport for Aleena, whose quick reflexes 
  and dexterity grant an edge. The Aleen Classic is 
  one of the most important races on their home-
  world.
  
  14
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  AMANI
  The Amani are large worm-like predators from the grass-
  lands of Maridun, where they live as primitive hunters. 
  While some have been taken as slaves, their large size 
  and innate poison allow many to escape and become 
  mercenaries or bounty hunters.
  Physiology: Amanin, also known as Amanaman, are a 
  planarian race similar to worms. They have green and 
  yellow skin to camouflage themselves in grasslands, but 
  their tall body makes them stick out. They have short 
  legs, long arms, and a long, wide neck. Their hairless 
  head is flat and has small, red, eyes that can see well in 
  the dark. They secrete a minor poison onto their skin to 
  deter predators, which generally works. While they are 
  relatively slow and clumsy when walking, they can move 
  very quickly when they choose to roll. They are also 
  effective in trees, swinging from their long arms. They 
  are very difficult to kill, as all of their vital organs are 
  dispersed throughout their bodies. In theory, an Amani 
  could even survive being vertically cut in half, with each 
  half regrowing into a full version of the original Amani. 
  Perhaps the most odd facet of their biology is that they 
  remove waste through their mouth, although they have 
  learned that this act is best done in private.
  Society: The Amani culture is very primitive, and they 
  live as nomadic hunters led by lorekeepers. They are a 
  very violent people, and tribes will fight each other for 
  control of a forest. These traditional fights are called 
  takitals. Despite the temporary violence, takitals 
  still ultimately lead to peace and understanding 
  and result in few hard feelings between tribes.
  Homeworld: Amanin come from Maridun, which is an 
  uncivilized world of savannas and rainforests. It has a 
  minor Imperial presence in their small mining colonies.
  Language: The Amanin cannot read, and few speak 
  Basic. They only speak their native language, Amanese.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • Dispersed Organs: Receive the talent “Durable.”
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Poisonous Skin: When attacked by a Brawl check 
  that generates t, may make the attacker suffer 
  wounds equal to the number of t.
  • Regeneration: When recovering one or more 
  wounds through natural rest or a bacta tank, 
  recover one additional wound. May also regrow lost 
  limbs after a few months.
  • Rolling: As a maneuver, may begin rolling. When 
  rolling, must spend at least 1 maneuver per round 
  moving, but this maneuver may move 2 range 
  bands.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  THE ACCIDENTAL TAKITAL
  O
  ne takital that changed the Amanin forever 
  was the one that an Imperial mining opera-
  tion inadvertently started. Called by outsiders 
  as the Battle of Maridun, this takital saw Am-
  anin and Imperials battle through several days 
  of bitter fighting. In the resulting stalemate, the 
  Empire agreed to stay off of tribal lands in ex-
  change for ownership of all captives from further 
  takitals. These captives became slaves offworld, 
  introducing the Amanin who escape to the rest 
  of the galaxy.
  
  15
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  AMARAN
  Small vulpines with a large tail, the Amarans are per-
  sistent negotiators and savvy ranchers. They often work 
  in animal handling, business, or both. They have trav-
  elled to many planets and often many many languages.
  Physiology: The Amarans are small-sized creatures 
  that share vulpine and canine heritage. They are cov-
  ered in fur, which is typically red-orange with a white 
  spot on the chest. Their fur is relatively short aside from 
  their bushy tail and tufted cheeks. They have a pointed 
  white muzzle with a small mouth. They also have small 
  black eyes and a black nose, and their ears are large 
  and pointed. While the Amarans have no toes, they do 
  have four-fingered hands with thin claws.
  Society: The Amarans are a social people, so many 
  work in roles related to leadership. They are a mobile 
  species that likes to form colonies. Even more Amaran 
  travel for business and job opportunities. Negotiation 
  comes naturally to them, although they are notorious 
  for spending far longer than other species in the pro-
  cess. While this long-winded bargaining can be a waste 
  of time in some cases, many Amaran manage much bet-
  ter deals when they make others cave out of frustration. 
  Many are also good at dealing with animals, so some 
  find work as ranchers or beast charmers. Others com-
  bine these abilities to sell animals. Unlike some other 
  furred creatures, they typically wear clothing.
  Homeworld: The Amarans originally come from Amar, 
  a terrestrial Inner Rim world. However, they are often 
  seen on other planets. Many live on the watery Mid 
  Rim world of Naboo, where they inhabit swamps and 
  work as ranchers for the native bursa. These swamps 
  also feature a primitive species, the Gungans. Those on 
  Vulptereen and other worlds related to the Trade Fed-
  erations mostly focus on business management, lead-
  ership, and other white-collar jobs. They can also be 
  found on many other planets like Coruscant, often as 
  merchants or traders.
  Language: Amarans often know many languages, as 
  they like to travel and be social. Typically, Basic is one 
  of them.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 95
  • 1 rank in Leadership or Survival
  • Demanding 
  Negotiators: 
  After 
  making 
  a 
  Negotiation check, may suffer 2 strain to convert  
  x into ss.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  AMARANS AND THE TRADE FEDERATION
  W
  hile the Amarans originally hail from Amar, 
  their nature for business makes many of 
  them travel offworld. In particular, many have 
  worked with the Trade Federation as managers 
  or middle men. One of the planets that many 
  have come to for business is Vulpter. This highly 
  polluted Deep Core planet had many Amarans, 
  who made up about six percent of the popula-
  tion. It was used as a storage world for the Trade 
  Federation, with its underground facilities man-
  aged by immigrant Amarans while the native 
  Vulptereen handled menial labor. This arrange-
  ment meant that the Amarans were greatly dis-
  liked by the Vulptereen. The Amarans on Vulpter 
  were also disliked by their own people, as their 
  homeworld chose to stay with the Republic. Af-
  ter the end of the Clone Wars, the Amaran im-
  migrants who worked for their Trade Federation 
  suddenly lost their offworld benefactors in addi-
  tion to being trapped on the planet by Imperial 
  regulations regarding the Deep Core. With their 
  hostile relations combined with poverty, the life 
  for Amarans on Vulpter is now difficult.
  
  16
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ANOMID
  Anomids are a mute species, so they must use a vocal-
  izer mask or sign language with their six-fingered hands. 
  Despite this challenge, they have had great financial 
  success thanks to their technical skills.
  Physiology: Anomids are humanoids with translucent 
  skin that comes in varying shades of purple. They are 
  typically somewhat thin, and they prefer technical work 
  to physical labor. Younger ones typically have long dark 
  hair, while older ones are bald or have very little hair. 
  They have yellow or blue eyes that lack visible pupils. 
  Their ears are flat and pointed. Most unique about their 
  head is that they have no vocal cords whatsoever, so 
  they cannot effectively speak on their own. Their hands 
  have two end fingers, two middle fingers, and two 
  thumbs, all of which end in claws.
  Society: Anomids are technically gifted and have made 
  great wealth because of it. They were quick to discover 
  space travel, and they made contact with the rest of 
  the galaxy in 15,000 BBY when a drought caused food 
  shortages. They began to trade and became prominent 
  in commerce thanks to their advanced technology. They 
  are especially good at building computers, especially 
  those that are small and light. They learned advanced 
  agricultural techniques from the Ithorians, a gift that 
  the Anomids remember to this day. They continue to 
  have success in farming, which is the main industry on 
  their homeworld. They are also very pacifist, as no ma-
  jor wars have been fought in their history. This makes 
  them respect the Jedi, and some privately disagree with 
  the Empire. A few even donate to the Rebellion.
  Homeworld: Anomids come from the wealthy Outer 
  Rim agriworld of Yablari, which is ruled by a Central 
  Council of prominent businessmen. Its legal system is 
  complicated and cumbersome, as they never repeal any 
  laws. Instead, they create new laws that counteract the 
  older laws when needed.
  Language: Anomids use a sign language, which only 
  can be used by those who have six fingers. This means 
  that those who communicate with offworlders must 
  know Basic, which they speak via their vocalizer mask.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Mechanics or Negotiation
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • No Vocal Cords: May not speak without a vocalizer 
  mask, which costs 100 credits.
  • Vast Wealth: Gain +1,100 starting credits.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ANOMID CLOTHING
  A
  nomids are distinguished by what they wear. 
  Almost all have vocalizer masks, which read 
  mouth movements and play sounds in response, 
  allowing them to emulate spoken languages. 
  These masks are often stylized or ornately deco-
  rated, and they show information such as wealth, 
  heritage, and profession. Anomids also typically 
  wear long, oversized robes, although this isn’t 
  always the case. About 70 years ago, a noncon-
  formist culture began that wore light, sleeveless 
  clothes. These nonconformists also were often 
  pacifists.
  
  17
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ANX
  A very tall people who are sociable and peaceful, the 
  Anx love to talk. While they may wear their emotions 
  on their sleeve metaphorically, they literally show them 
  on a crest above their head. Anx evolved from herd an-
  imals, so they are very attached to their large families.
  Physiology: Anx are very tall reptilians, and they can 
  be four meters high. Their thin, hairless head has a crest 
  extending upward and a chin extending downward. The 
  crest can change color based on mood, so they have 
  a very difficult time hiding their emotions. They also 
  have no nose. To maintain balance on their high gravity 
  world, they have a hunched posture and a tail extending 
  backwards. Their feet are also larger, since they have 
  toes pointing backward as well as two toes on each foot 
  that point forward. Their skin is a leathery brown, yel-
  low, or blue. Though their eyesight is poor, they can 
  smell very well. They have three stomachs, which con-
  sume an entirely vegetarian diet of mostly leaves.
  Society: Anx are a sociable people who have evolved 
  from herd animals. They live in large, complicated clans. 
  They tend to obsess about people and get to know all 
  of their family very well. For those offworld, this also ap-
  plies to their friends and all sorts of other acquaintanc-
  es. They are very curious in general, so many choose to 
  explore other worlds. While Anx are normally peaceful, 
  their curiosity about people has given them a reputa-
  tion as warriors. This is because they are highly familiar 
  with the biology of all sorts of sentients, so Anx can be 
  surprisingly effective in combat, crippling or wounding 
  opponents with one well-placed attack.
  Homeworld: Anx come from Gravlex Med, but few live 
  on it anymore. The Empire has badly mismanaged the 
  planet’s resources, and industrial pollution has turned 
  the savannahs into a hazardous wasteland. The Anx 
  have fled offworld to their many colonies.
  Language: Anx speak the language of Anx, but many 
  know Basic as well. They have a very deep voice.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • Anatomical Knowledge: Receive the talent 
  “Lethal Blows.”
  • Socially Savvy: Receive the talent “Kill with 
  Kindness.”
  • Mood Crests: Upgrade the difficulty of Deception 
  checks if head crest isn’t covered.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  POOR LIARS
  A
  nx value sharing emotions as a people, and 
  they are often eager to talk about their feel-
  ings with their friends and family. (They are 
  also very eager to listen to the feelings of their 
  friends and family.) However, talking isn’t always 
  necessary. Anx display their moods by the col-
  ors of their crests. This makes them struggle 
  with hiding their emotions, and lying can be 
  very difficult for them. Few even bother try-
  ing. Those that do must cover their crests with 
  a cloak of some sort. However, covering their 
  crests is seen as very odd and is almost a taboo 
  when among their people. Among other sen-
  tients, many realize that a covered crest is an 
  indication that an Anx cannot be trusted. This 
  suspicion sometimes makes it just as difficult for 
  an Anx to successfully lie, even if they cover 
  their crest.
  
  18
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ANZAT
  Perhaps no species is more feared than the Anzati. 
  Though near-human, they have proboscises which can 
  be used to “feed” off of the “soup” of other sentients. 
  They boast a number of superhuman abilites such as 
  incredible strength, immunity to heat or cold, and telep-
  athy, all of which combine to make them nightmarishly 
  dangerous.
  Physiology: The Anzati are a near-human species who 
  feed off of the “soup” of sentients. Beyond a more pale 
  skin color and a larger nose with flared nostrils, an An-
  zat can easily pass as human against a brief inspec-
  tion. However, when the time is right, Anzati release 
  thin proboscises out of pores in their cheeks. Similar to 
  tentacles, these can go into nostrils and take a delicious 
  soup out of a victim. The soup goes by many names, in-
  cluding “luck” and “sea of memory.” Regardless, drink-
  ing it is almost certain to kill the victim, and the Anzati 
  are addicted to it. They strongly prefer soup of those 
  who are lucky, clever, or strong in the Force. They live 
  for about 1000 years, and they have a moderate form 
  of telepathy. They also boast a powerful combination 
  of great athleticism, low-light vision, enhanced hearing 
  and smell, immunity to hot or cold climates, and regen-
  erative abilities.
  Society: While most Anzati place 
  their value and purpose in the 
  quest for soup, there are 
  still other characteristics 
  and values that define 
  them. Though not so-
  cial and almost always 
  alone, they can nev-
  ertheless be artis-
  tic, although they 
  tend to eventually 
  find that the art is 
  meaningless. Their 
  longevity 
  causes 
  many of them to be-
  come very lonely. Most 
  have a “kill or be killed” 
  sort of mentality.
  Homeworld: The world of An-
  zat is a misty Mid Rim world 
  that is rightfully avoided by most 
  non-Anzati. Those that do come 
  rarely go further than the space-
  ports. The Anzati live in stone build-
  ings.
  Language: Anzati speak Anzat, 
  which is a very old language. Its writ-
  ten form is now dead. Most Anzati 
  use Basic to interact with others.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 70
  • 1 rank in Coercion
  • Advanced Senses: Remove bb
  bb for darkness. 
  Add b on olfactory or auditory Perception checks.
  • Unique Circulatory System: Remove bb
  bb for 
  temperature.
  • Feeders: When attacking a target, may spend 
  aaa to hit with proboscis. This requires the 
  target to make a Discipline check opposed by 
  Coercion. If failed, the target is subdued, becoming 
  incapacitated and receiving the injury “Bleeding 
  Out.” After feeding for the first time, receive 20 
  points of obligation for addiction to feeding in this 
  way. May not select this obligation during character 
  creation.
  • Hypnotic Telepathy: As an action, may make an 
  opposed Discipline vs. Discipline check against a 
  chosen target within short range. May reduce their 
  Willpower by 1 for 1 round per s.
  • Recognition of the Force: When tracking a Force-
  sensitive target, add b equal to the target’s Force 
  Rating.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 2 
  additional wounds.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  FEEDERS
  A
  nzati are best known for feeding on sentients, 
  which makes many distrustful of them, and 
  rightfully so. All Anzat characters must deal with 
  the reputation cost, and many species have ter-
  rifying legends of the Anzati. Once they have 
  chosen a target, they are typically patient and 
  secretive, blending into crowds before finally 
  choosing to strike. Although they sometimes 
  hunt in groups, these informal alliances are very 
  rare.
  NOTE
  S
  ince the Anzati are a mysterious species, 
  some GMs may wish to consider one or more 
  of their abilities as mere myths and adjust the 
  profile accordingly.
  
  19
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ANZELLAN
  A tiny species averaging a quarter or a meter tall, the 
  Anzellans are adapted for technical work rather than 
  anything physical, and they have eyes which can see 
  incredibly tiny details up close.
  Physiology: Anzellans are one the galaxy’s smallest 
  sentient species, about a quarter of a meter in height. 
  They have skin in shades of pink, tan, and gray, and 
  they have three digits on each of their limbs. Their wide 
  head lacks a nose but boasts two wide eyes, both of 
  which have micro-lenses that are capable of seeing de-
  tails which would be microscopic to other species. They 
  typically have whiskers of some sort.
  Society: Tending to plan ahead extensively, Anzellans 
  are a detail-oriented people. They believe that every-
  thing can be optimized, the concepts such as subjec-
  tivity or multiple valid approaches are generally foreign 
  to them. Anzellans are a technically inclined species, so 
  this is apparent in their work. They prefer to mass-pro-
  duce, finding overarching solutions that are repeated 
  to the letter in every scenario. Although most of their 
  technology is rarely seen among other species because 
  it is intended only for usage by smaller species, those 
  who do utilise Anzellan technology will discover that it 
  has been carefully planned and is almost never modified 
  or revised in any way. Because of these tendencies, An-
  zellans excel in research and development work but are 
  overwhelmed when needing to improvise with limited 
  time or facing problems where their usual solutions do 
  not work. Many Anzellans learn to trust the counsel of 
  other species in these situations, while those who do not 
  are often overwhelmed.
  Homeworld: Anzellans come from Zell, a mostly urban 
  Mid Rim planet with sizable manufacturing industries. 
  Their architecture is incredibly dull, having little deco-
  ration and being eerily uniform in its utilitarian style. 
  Because it is designed exclusively for beings of their 
  small size, offworlders spend little time on it beyond the 
  spaceports.
  Language: Anzellans rarely ever speak Basic, and they 
  continue to use their native language of Nazellia. Even 
  those who know Basic use Nazellia whenever they have 
  the chance to, as they see it as the optimal language.
  SPECIES ABILITIES
  • Wound Threshold: 6+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Mechanics
  • Microvision: Add b on checks to see tiny details 
  up close.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BENEFITS OF SIZE
  A
  lthough their small size can be a setback in 
  many situations, Anzellans often take ad-
  vantage of it by travelling offworld, where their 
  cost of living is much lower than it would be for 
  members of larger species. With their expenses 
  much lower, Anzellans are often able to save up 
  enough money to last a year during only a few 
  months of work. As such, many of them are able 
  to spend much of their time relaxing, vacation-
  ing, or working on hobbies. Unfortunately, this 
  has created a stereotype that Anzellans are lazy 
  or uncommitted to their work, and it has tainted 
  their reputation in the corporate world.
  NOTE
  U
  nlike many of the species in this guide, An-
  zellans are exclusive to Canon. Furthermore, 
  everything following below is written by the au-
  thor. However, just as many Legends species 
  could also exist in Canon, nothing prevents An-
  zellans from existing in Legends.
  
  20
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  AQUALISH
  Racial separations divide the Aqualish, and they are 
  often belligerent. Though they may lack subtlety, they 
  make up for it with natural strength and aquatic abili-
  ties.
  Physiology: Aqualish are fairly average in height, but 
  their body is well muscled and, in the case of the Aqua-
  la, insulated in a layer of fat. Depending on the subspe-
  cies, they can have hands or fins and two or four eyes. 
  Either way, the Aqualish are a combination of arachnid 
  and aquatic mammal species. Their two mandibles that 
  extend from the jaw are resemblant of many large spi-
  ders, but they have many similarities to aquatic mam-
  mals, including, most notably, their aquatic nature. In 
  addition, their gray, green, or black skin has a rough, 
  rubbery texture.
  Society: Aqualish culture centers on belligerence and 
  strength. Subtlety, restraint, and negotiation do not 
  come naturally to them, meaning they are difficult to 
  interact with diplomatically. Furthermore, they are not 
  technologically gifted, either. They will slap bits and 
  pieces together, but generally in a less than ideal man-
  ner. Given their innate violence and focus on brutality, 
  they make natural bullies, which causes the racial ag-
  gression and tension that they are also known for.
  Homeworld: The Aqualish share the world of Ando, 
  which is 95 percent water. The other 5 percent is de-
  voted to rainforests, swamps, and rocky caves. Even 
  this is covered in mist and fog, however. A fairly mi-
  nor world, it sits in the Mid Rim along the Corellian 
  Run. The capital, Quantill City, is the home of the major 
  spaceport and Imperial legislation. Most of the planet is 
  segregated by subspecies.
  Language: All subspecies speak similar dialects of a 
  language known as Aqualish, which cannot be spoken 
  by other species. When they speak Basic, it is generally 
  harsh and abrasive, thanks to their large tusks.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. 
  AQUALISH SUBSPECIES
  AQUALA
  • 1 rank in Resilience
  • Blubber: Remove b for cold or wet conditions, 
  add b for hot or dry conditions.
  QUARA
  • 1 rank in Coercion
  • Forest Dwellers: Remove b when tracking 
  outdoors.
  UALAQ
  • 1 rank in Survival or Perception
  • Four Eyes: Remove b for darkness, add b for 
  brightness.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  RACIAL TENSIONS
  T
  he Aqualish have a great amount of racial 
  differences. Most numerous are the Aquala, 
  and they also hold the most power. Most stay 
  on Ando, however, since their fins are not ideal 
  for gripping outside technology. The Quara are 
  second in terms of power and are the most hu-
  manoid. Their five fingers and two eyes make 
  them ideal for working offworld. They are also 
  the smallest in number. They maintain better 
  standing than the Ualaq, but are still blamed 
  for the species’s reputation as thugs. The Ualaq 
  are the most persecuted and also the least rep-
  resented. They have adapted better towards the 
  dark caves and forests. The only four eyed spe-
  cies, they work well in the dark and have five fin-
  gers. Many have fled persecution, making them 
  a common sight offworld.
  
  21
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ARCONA
  Arcona are a very community-oriented species of rep-
  tiles who are very restrained with one notable exception: 
  They can become addicted if they have too much salt, 
  which acts like a narcotic for them.
  Physiology: Arcona are reptiles with a triangular head 
  and brown skin. They have green eyes, but their vision 
  is extremely poor. To make up for this, the protuberance 
  between their eyes is sensitive enough to detect minute 
  changes in heat, an ability they use to recognize other 
  beings. They smell with their tongue, so they often flick 
  their slender tongue in and out. This flicking can be an-
  noying or insulting to other species. They need ammo-
  nia to survive but do not need to breathe it constantly. 
  Instead, they can make due with ammonia supplements, 
  small vitamins that they can bring along when travelling 
  offworld. They can survive without them but will suffer 
  long term health effects should they go too long.
  Society: Arcona value community almost to the point 
  of being a hive mind. Raising a family and being a part 
  of one is considered both a vital duty and a prized priv-
  ilege. They tend to put the good of the community be-
  fore their own desires and expect the same from others. 
  The nests that they organize themselves into combine to 
  make the Grand Nest, which rules them. Males tend to 
  be the primary caregivers, since, under Arconan stan-
  dards, females tend to be more reckless and unreliable. 
  Although few Arcona would travel anywhere without 
  their families, those that go alone find it very difficult. 
  Adapting to a community that is more individual-orient-
  ed takes time, but thankfully, Arcona tend to be good 
  at adapting.
  Homeworld: Cona is a hot and dry world in the Inner 
  Rim with a blue star. High levels of ammonia give it a 
  bad smell, and other species need a breath mask.
  Language: Arcona are practical, teaching their children 
  Basic before they learn Arconese. Arcona speak Basic 
  with a hissing accent and prefer to use “we” instead of 
  “I.” This is not an issue of knowledge or accuracy, but a 
  reflection of their communal outlook.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Vigilance
  • Desert Natives: Remove b for arid or hot 
  conditions, add b for cold or wet conditions.
  • Unique Senses: Add b on visual Perception 
  checks, but remove this penalty if smell or heat 
  sensing can also be used.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SALT ADDICTION
  A
  lthough Arcona are generally known for re-
  straint, they still have a weakness: sodium 
  chloride. This common compound, otherwise 
  known as salt, is very common in the galaxy. It 
  causes extreme hallucinations and turns their 
  eyes from green to an unhealthy yellow. Arcona 
  need 25 grams of salt per day if they become 
  addicted but are generally not affected by “im-
  pure” salts. (Salted foods like chips) Should an 
  unaddicted Arcona consume two or three grams 
  of pure salt, he must make a ddd
  ddd Discipline 
  check or receive two obligation points for addic-
  tion. Consuming salt disorients an Arcona for the 
  remainder of the current encounter and all of the 
  next encounter. On the other side of things, salt 
  smuggling is a popular business on Cona. It is 
  risky, however, as the substance is just as illegal 
  as any narcotic.
  
  22
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ARDENNIAN
  A smaller species of six-limbed primates, the Arden-
  nians are nimble and coordinated, allowing them to 
  swiftly navigate jungle environments. They tend to be 
  outgoing and friendly, and they develop strong bonds 
  with their allies.
  Physiology: Ardennians are a shorter species of pri-
  mates with an extra set of arms. They are incredibly ag-
  ile and dexterous, and their feet are just as prehensile as 
  their hands, so are able to easily climb around a thickly 
  forested environment. They have gray-brown skin, and 
  they have short fur. Their face, which is lighter in color 
  than the back of their head, has a flat nose and a slight 
  snout, and their eyes are black.
  Society: Ardennians are very social among their own, 
  but their society is deeply split among a number of vil-
  lages with about 50 members each. They are chosen for 
  a particular job at a young age, and each village has a 
  socialist economy. Unlike more individualistic species, 
  Ardennian culture emphasizes the importance of socie-
  tal good over individual good, and Ardennians see help-
  ing their group as the only way to benefit themselves. 
  Such beliefs extend to those who live offworld, and they 
  think of partners and allies like they would fellow villag-
  ers. Those who team up or join organizations view it as a 
  permanent commitment, placing complete trust in their 
  allies and expecting such attitudes to be reciprocated. 
  Ardennians mostly live in canopies to avoid predators, 
  although they operate farms and trap animals on the 
  ground. Ardennians only joined the modern galaxy 150 
  years ago, and although they have taken advantage of 
  some new technologies, they have been doing so slowly. 
  Its usage has been a controversial subject, and it has 
  split some villages apart.
  Homeworld: Ardennians come from Ardennia, a very 
  warm planet in the Mid Rim that supports little life out-
  side of its poles. They are native to its forests near the 
  south pole, where they live in wooden treehouses.
  Language: The nationalism of Ardennian villages has 
  meant that every village has its own distinct language. 
  They are united by a trade language called Norell, which 
  a couple members from each village speak. Some re-
  gions have replaced Norell with Basic, which an increas-
  ing number of Ardennians are learning.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Athletics or Coordination
  • Brachiation: Remove b for moving through forest 
  or jungle terrain, add b on checks to swing, climb, 
  or jump.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. When hanging, treat feet as extra hands. 
  Still may not make 3 maneuvers in a round without 
  “Unmatched Mobility.”
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  COMPETITION AND SPORTS
  A
  rdennians have fierce rivalries between differ-
  ent villages, and they have a strong tradition 
  of gambling land and settling disputes using 
  annual games. Although such attitudes do not 
  extend to those in their village, when they en-
  counter those from outside their village, one of 
  their first instincts is to brag or try to one-up. 
  One of their most popular sports is the chaot-
  ic game of Yerik-Wrin, which is played between 
  three villages in all three dimensions of a tree 
  canopy. Each region has its own unique rules, 
  but it generally involves five to seven balls, which 
  they attempt to throw into bags defended by the 
  other villages.
  NOTE
  U
  nlike many of the species in this guide, An-
  zellans are exclusive to Canon. Furthermore, 
  everything following below is written by the au-
  thor. However, just as many Legends species 
  could also exist in Canon, nothing prevents An-
  zellans from existing in Legends.
  
  23
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ARKANIAN OFFSHOOTS
  A
  rkanians are known for genetic engineering, 
  and it applies even to their own species. They 
  have made several groups of genetically modi-
  fied Arkanians, who serve as lower-class labor-
  ers. These are all distinguished by pale white 
  skin, eyes with pupils, and five-fingered hands. 
  They are better suited towards manual labor 
  than the mainline counterparts. They are treat-
  ed as second-class citizens with minimal rights, 
  so many may seek to leave their discriminating 
  homeworld.
  ARKANIAN
  Arkanians are arrogant and selfish near-humans who 
  focus primarily on science. They are often seen as ge-
  neticists, and they have a track record of genetically 
  modifying sentient creatures. They have even created 
  species, such as the Quermians.
  Physiology: Arkanians are near-humans, having much 
  in common with their human relatives. What makes 
  them most distinctive visually are their silvery eyes with-
  out pupils and white hair. They also have four fingers, 
  which are somewhat clawed. Offshoots have five normal 
  fingers and human-resembling eyes. Their skin is much 
  lighter. For both, their eyes are capable of both infrared 
  and heat detecting sight, meaning that they can effec-
  tively see in the dark. They are also sensitive to light in 
  general, meaning that they sometimes need sunglasses 
  on planets with brighter suns.
  Society: Arkanian society is best defined by 
  arrogance. They believe themselves to 
  be the pinnacle of evolution and act 
  like it. Though arrogant and often 
  blatantly insulting towards outsid-
  ers, they expect politeness toward 
  themselves. Insulting an Arkanian 
  without a proper apology or gift 
  to make amends can mean pris-
  on time on Arkania. They are 
  often scientists, and brutal 
  ones at that: Famed for ge-
  netic manipulation, they have 
  created new species, made 
  major medical discoveries, 
  and also committed ma-
  jor genocides and atroc-
  ities. Though passionate 
  about their field, they are 
  still very slow to conduct 
  their research. That being 
  said, Arkanians are good 
  scientists and not afraid 
  to say so. Even the more 
  modest ones acknowledge 
  it. They are also competent 
  when it comes to finances. 
  Though not well-liked, they 
  work with large corporations 
  in order to maximize their own 
  credit flows.
  Homeworld: Arkanians live 
  on the cold world of Arka-
  nia, which is mostly tundra. 
  Rich in diamonds, it is used 
  for mining is well as medical 
  research. Though it is 
  in the Core, it is not a 
  commonly visited world 
  thanks to the speciesist and arrogant ways of its natives.
  Language: Arkanians speak Arkanian, though many 
  know Basic as well.
  SPECIES ABILITIES (BASELINE)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Medicine
  • Night Vision: Remove bb
  bb for darkness, add b 
  for brightness.
  SPECIES ABILITIES (OFFSHOOT)
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Mechanics or Resilience
  • Night Vision: Remove bb
  bb for darkness, add b 
  for brightness.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  
  24
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ASKAJIAN
  Primitive near-humans native to the deserts of Askaj, 
  they Askajians are capable of storing large amounts of 
  water in their body, which can make them very builky.
  Physiology: Askajians are near-humans who tend to be 
  very bulky, as they store water in their skin. They can 
  store up to three weeks of water and can drink a week’s 
  worth in a single day. If they do not have any water 
  stored in their skin, they are relatively normal in size. 
  They have wrinkled skin on their face and two hearts. 
  Female Askajians have six breasts.
  Society: Askajans are very primitive, and most are still 
  hunter-gatherers. They live in tribes which are nomad-
  ic, and each tribe typically contains one large extended 
  family. They call their children “cubs.” The tribes occa-
  sionally unite and form military alliances. Dancing is an 
  important aspect of their culture. The best dancer in a 
  tribe acts as a storyteller and a shaman. Dance is used 
  to re-enact history or legends and is also used as a form 
  of worship to their god. Askajians believe in the Moon 
  Lady, a goddess that values joy and happiness, even 
  amidst death and tragedy. Another trait associated with 
  Askajians is bravery, which some will proudly display.
  Homeworld: Askaj is a desert Outer Rim world on the 
  Rimma Trade Route. It has little technology and no cen-
  tral government. The tribes survive by hunting tomu-
  ons and gathering plants. Imperial control of the planet 
  by Grand Moff Wilkadon has caused many Askajians to 
  leave Askaj. They tend to head for other desert planets, 
  like Tatooine.
  Language: Askajians speak Askajian and some also 
  know ancient Askajian. Those that leave their home-
  world tend to learn Basic, although it isn’t ever used 
  on Askaj.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Survival
  • Desert Natives: Remove b for hot or dry 
  conditions, add b for cold or wet conditions.
  • Water Storage: May store up to 3 weeks of water 
  in skin. May drink 1 week of water per day. Gain +1 
  soak but add b on social checks for each week of 
  water being stored.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  3
  PRESENCE
  2
  ASKAJIAN WEAVERS
  W
  eaving is an important aspect of Askajian 
  culture. The tomuons that they hunt are 
  known for wool, although they also use the meat, 
  hides, and horns of the animal. Tomuon wool is 
  their only real industry, and it is a luxury even in 
  the Core Worlds. Supposedly, it even makes up 
  Palpatine’s robes. Weavers amongst the Aska-
  jans are very important, and their methods are 
  a well-kept secret. Tribes have fought over the 
  best weavers as well as access to the tomuon 
  fur itself.
  
  25
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ASOGIAN
  Asogians are a small species with a large head and short 
  limbs, and they are known for their child-like curiosity 
  and desire to explore. Their homeworld, Brodo Asogi, 
  is on the edge of the galaxy, and they once founded a 
  major exploration into the intergalactic void.
  Physiology: Asogians are a smaller, more nimble sen-
  tient species with brown or yellow skin that is typically 
  very wrinkled. They have short legs, but a longer neck 
  and arms. They have four-fingered hands and three-
  toed feet. Many are hairless, but a few have patches of 
  dark hair atop their head. Their head is short, flat, and 
  wide, and it is dominated by large eyes, which can be 
  blue or red. They have a short, pig-like nose. Asogians 
  rarely wear any clothing.
  Society: Asogians are known for their curiosity, which 
  is almost childlike, and they are generally perceived 
  to have a persona of innocence, which helps them get 
  along in the galaxy. They can be overly naive at times, 
  and they tend to speak their mind, even when it is best 
  to keep silent. In particular, many have run afoul of the 
  Empire for criticizing it too vocally. Despite this naive-
  te in social situations, Asogians are nevertheless disci-
  plined and restrained when they need to be, and they 
  are also hard workers. They do a good job of planning 
  for the future and thinking in the long term.
  Homeworld: The Asogian homeworld of Brodo Asogi 
  lies near the edge of the civilized galaxy, in the north-
  western Outer Rim. It is a lush, verdant planet, where 
  plant life is dominant. It lacks native animal life, and 
  the Asogians themselves are actually immigrants to the 
  planet. Their original home, Nellik Asogi, is mostly bar-
  ren.
  Language: Asogians typically speak Basic, given their 
  frequent contact with other species. Their native lan-
  guage of Dwellig is mostly dead, known only by schol-
  ars.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 105
  • 1 rank in Astrogation
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ASOGIAN EXPLORERS
  B
  ecause of their curiosity, Asogians are often 
  explorers. In fact, one of their most note-
  worthy achievements was conducting an expe-
  dition to traverse the intergalactic void about 
  20 years ago, which remains unprecedented 
  in scale. However, stable hypercommunications 
  have not been established outside the galaxy, 
  so its fate will not be known until lightspeed 
  messages eventually reach back. More relevant 
  to the rest of the galaxy are Asogians all over 
  frontier worlds, from rural farming colonies to 
  lawless trading outposts. Even on worlds with 
  larger populations, they are almost always drawn 
  to exploring the areas that are left unexplored.
  NOTE
  L
  ittle is known about Asogian society. The 
  remainder of this entry is based on subtle 
  comments and the author’s own assumptions. 
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Asogian culture.
  
  26
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  AVOGWI
  A solitary species of avian preditors, the Avogwi are 
  completely primitive, even preying on a fellow sentient 
  species called the Nuiwit. They are paranoid and believe 
  that mutually beneficial interactions are impossible.
  Physiology: Also known as Altorians, the Avogwi are 
  an avian species with clawed fingers on the joint in the 
  middle of their wings, allowing them some dexterity with 
  which to use tools. Their legs are short but rather mus-
  cular, and they have a tail. Avogwi are quite large, simi-
  lar to humans in height but boasting a wingspan of four 
  or five meters. In addition to the claws on their wings, 
  the Avogwi have clawed feet and a sharp beak, because 
  they are entirely carnivorous. Their skin is generally red, 
  but they are covered by orange feathers, which allow 
  them to blend in with their planet’s hazy atmosphere.
  Society: Avogwi are solitary predators, living only with 
  their mate and claiming vast tracts of land, often a 
  square of around seven kilometers in length, as their 
  personal hunting territory. They settle disputes among 
  their own by ceremonial duels to the death, and they 
  are drawn to violent professions when they are offworld. 
  They have next to no technology and are totally prim-
  itive, focusing solely on finding food and water. All of 
  these tendencies come from a surprisingly intricate phi-
  losophy which was allegedly developed by a legendary 
  Avogwi named Toro-toral, the first of their species to fly. 
  According to his sayings, the only way to survive is by 
  killing, and those who refuse to kill will be killed. They 
  recite these sayings often, ensuring that they are united 
  in this grim outlook.
  Homeworld: As their second name of Altorians indi-
  cates, Avogwi come from Altor 14, a planet composed 
  of warm deserts and dry plains. It is on the fringe of 
  galactic society, at the edge of the southeastern Outer 
  Rim. It was discovered sixteen years ago, 
  and its population is under one mil-
  lion sentients.
  Language: Given their relative 
  isolation, most Avogwi have lit-
  tle interest in learning Basic and 
  typically only speak their primitive native language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Paranoia: Receive the talent “Nobody’s Fool.”
  • Desert Dwellers: Remove b for hot or dry 
  conditions, add b for cold or wet conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  TENSE RELATIONS
  A
  vogwi are naturally paranoid, and they cannot 
  understand the concept of a deal benefiting 
  both sides. As such, they always believe that if 
  someone is willing to offer a deal, that deal is 
  bound to harm the other party in order to ben-
  efit the person offering it. Even mining rights to 
  their land, which is rich with minerals, they have 
  refused to sell. Avogwi share their home with 
  the sentient Nuiwit species, whom they see only 
  as an especially delicious species of prey. These 
  tendencies have played to their disadvantage as 
  they interact with modern society, because the 
  Nuiwit, more entrepreneurial, have experienced 
  more success and been able to expand their 
  territory. As they have built cities and farms, 
  Avogwi hunting grounds have become smaller, 
  and they have been forced to adapt. A few have 
  now left their homeworld in order to find work as 
  bounty hunters or mercenaries.
  
  27
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  AYROU
  Ayrou are thin, lavender-skinned avians with a squawk-
  ing voice that are obsessive hoarders of trinkets. They 
  also excel in gathering information, and they are savvy 
  negotiators despite their annoying demeanor.
  Physiology: Ayrou are avians with skin in varying 
  shades of lavender and eyes which can be crimson, 
  azure, or emerald. They are slightly taller than most oth-
  er species, but they are thin and relatively light. Their 
  limbs are triple-jointed, which makes them much more 
  flexible than other species, and they have four-fingered 
  hands with claws. They have a flat face with high eye-
  brows and a long nose, and they have colorful feathers 
  on top of their head. The precise characteristics of this 
  plumage are essential to beauty and also reflect overall 
  health and social standing. Although they are adapted 
  to a thin atmosphere of slightly different composition 
  than most, they can also survive in a normal environ-
  ment.
  Society: Ayrou are a people who are obsessive in their 
  desire to collect information. Many of them also extend 
  this tendency to physical items, causing them to hoard 
  various trinkets and never throw anything away. How-
  ever, they are not especially greedy, and they consider 
  their ways to be practical. They are strong-willed and 
  determined, never giving up when they want something. 
  However, they disdain combat and prefer to bargain for 
  what they want whenever possible. To them, negotiation 
  is an art, while combat is an alternative used only by the 
  straightforward.
  Homeworld: Ayrou come from Maya Kovel, a very 
  windy world in the Moddell sector of the Outer Rim. Its 
  atmosphere has low pressure and an unpleasant smell, 
  so most other species prefer to wear a breath mask.
  Language: Ayrou can only speak their native lan-
  guage, Ayrou. Their voice is squawking and incredibly 
  annoying to non-Ayrou. Some have compared it to a 
  songbird being strangled, and a few species even find 
  their blood-curdling sounds to be physically harmful. 
  Although they cannot speak Basic, many Ayrou can un-
  derstand it.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Negotiation or Streetwise
  • Information 
  Gatherers: Receive the talent 
  “Researcher.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  3
  PRESENCE
  1
  A BAFFLING PARADIGM
  I
  n order to solve the many debates of religion 
  and politics which can divide a society, the 
  Ayrou have a very unique tradition: Two well-re-
  spected individuals, one from each side of the 
  debate, meet together and discuss the issue over 
  the course of decades. However, they eventually 
  come to a single conclusion in which one or both 
  of them change their beliefs. This agreement is 
  upheld by both parties, and Ayrou who change 
  their mind in these debates generally support 
  their new beliefs for life.
  
  28
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  DEATH STICKS
  T
  he only thing that the Balosars seem to have 
  going for them is that their homeworld prom-
  inently grows the balo mushroom, which can 
  act as a narcotic. Referred to as “death sticks,” 
  these drugs do little other than addict users and 
  shorten their lifespan. Though their lifespan is 
  short to begin with thanks to pollution, Balosars 
  are actually immune to the side effects of death 
  sticks, just not the addictive property. While 
  death sticks do provide an industry that employs 
  many Balosars, countless other Balosars are ad-
  dicts. Many are both sellers and addicts.
  BALOSAR
  The Balosars are near-humans who live in a society that 
  is defined by crime and poverty. They are extremely re-
  sistent to any form of drug or poison, but they do ex-
  port death sticks. Most look somewhat sickly.
  Physiology: Balosars are near-humans, although they 
  tend to be more pale and sickly than their human coun-
  terparts. They have evolved a resistance to many poi-
  sons, including many narcotics, certain pollutants, and 
  countless other toxins. They have a relatively short 
  lifespan on their homeworld because of pollution. The 
  most distinctive feature that separates them from hu-
  mans are their antennapalps, which can acutely sense 
  many things through their subsonic hearing. This can 
  allow them to sometimes sense surges of emotion in 
  others in a way that acts similar to a danger sense. The 
  antennapalps can be hidden inside their head as well. 
  Though they are useless when hidden this way, it does 
  provide an option for the Balosars who want to hide 
  their powerful ability.
  Society: Balosar society is one of crime and poverty. It 
  has decayed heavily and they possess one of the worst 
  reputations in the galaxy. Stereotypes describe them as 
  weak-willed, manipulative, selfish, and deceitful. They 
  aren’t entirely false, either. They are indeed very selfish, 
  and many are criminals. Depression is common among 
  them. It isn’t genetic, however. Their outlook is a result 
  of their impoverished situation and criminal nature. Ba-
  losars learn that survival isn’t easy, and their situation 
  forces them to abandon morality if they wish to survive.
  Homeworld: While some choose to leave it, most Ba-
  losars find themselves in the urban mess of poverty, 
  crime and pollution that is Balosar. Although it is in the 
  Core Worlds, it has a huge underworld. It is highly in-
  dustrialized, so there is still legal work in factories. It 
  is very literally a place where the sun doesn’t shine, as 
  tall towers and smog blot out the sunlight. Most of its 
  residents live in slums.
  Language: Most Balosars speak Basic and their native 
  tongue, Balosur, in a raspy voice.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Streetwise
  • Antennapalps: With extended antennapalps, 
  remove b from Perception checks. May also sense 
  surges in emotion, adding b on all initiative checks.
  • Poison Tolerance: Remove penalties for most 
  toxins or reduce difficulty to resist toxins by up to 2 
  at the GM’s discretion.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  
  29
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  OUTSIDE RELATIONS
  B
  arab I is fairly isolated, so Barabel are not 
  completely well known in the galaxy. Their 
  first notable outside contact was with Jedi. Af-
  ter a Jedi Knight came to Barab I and stopped 
  a heated clan dispute, Barabel became highly 
  respectful of the Jedi. Their second notable con-
  tact with the rest of the galaxy is more violent. 
  Planetary Safaris Inc. began to organize hunting 
  trips to Barab I, targeting the Barabel. Under 
  Imperial law, Barabel were considered non-sen-
  tient and were hunted for sport. However, af-
  ter a few Barabel were killed, a Barabel named 
  Shaka-Ka organized hunting parties of her own, 
  attacking the safaris. The safari ships were con-
  tinuously destroyed until an Imperial investiga-
  tion revealed that Barabel are, in fact, sentient.
  BARABEL
  A species of clawed reptile with vicious jaws, Barabel are 
  deadly. They deal with harsh conditions on their home-
  world of Barab I and mostly live as primitive hunters. 
  They do not understand some emotions like regret and 
  grief, often causing major and even violent misunder-
  standings.
  Physiology: 
  Barabel 
  are 
  bigger and 
  taller than humans, averag-
  ing just over 
  two meters in height. They 
  are strong and 
  muscular, as well. Though 
  they are reptili-
  ans, they differ from Trandoshans in that they have a 
  long tail. Their skin comes in many shades, including 
  green, black, gray, brown, and red. Their eyes are red 
  or black, and they have five centimeter teeth. Their re-
  tractable claws are also good weapons. Barabel have 
  two stomachs and are carnivorous. They lay eggs as 
  opposed to giving live births.
  Society: Barabel are territorial and aggressive, which 
  reflects in their culture. They live in small communities 
  of no more than 10,000, or even as small as a doz-
  en. They have tribes on their homeworld, which also 
  can number up to 10,000. Their communities center 
  around a warren, which they hunt from. Natural hunt-
  ers, they’re excellent at tracking down prey. They’re 
  also aggressive and tend to have short tempers. They 
  are often violent, but still very loyal to family. Barabel 
  families are female dominated, as children don’t even 
  know their fathers. Barabel emotions are different from 
  those of humans, and they fail to understand apologies. 
  Apologizing, as a matter of fact, tends to make things 
  worse. They do not comprehend guilt or sympathy and 
  also find mourning to be a strange tradition.
  Homeworld: Barab I is a world in the eastern part of 
  the Outer Rim. A harsh planet, deadly radiation fills the 
  daytime hours. Its many caves are the only shelter, as no 
  species can survive Barab I’s daytime. In the night, the 
  hunt begins across the rocky badlands. The extremely 
  hot day also evaporates the oceans and standing wa-
  ter, meaning that later in the night, sudden downpours 
  again force the natives to take shelter.
  Language: Barabel, the language of the Barabel, is full 
  of barks and hisses. Barabel can learn Basic, but have 
  a hissing accent and pronounce the letter “s” as a “z.” 
  They also refer to themselves as “this one,” instead of 
  using the common first person singular pronouns, “I” 
  and “me.”
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Perception or Survival
  • Dark Vision: Remove setback for darkness, add 
  setback for brightness.
  • Natural Hunters: Receive the talent “Expert 
  Tracker.”
  • Claws and Teeth: Deal +1 Brawl damage as 
  wounds and have a Crit rating of 3. May spend 
  aaaa to bite, inducing a Critical Injury, adding 
  the Vicious 2 quality, and immobilising the victim 
  for 1 round.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  
  30
  THE COMPLETE SPECIES GUIDE
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  BARAGWIN
  Baragwin make natural colonists; they are found on 
  so many worlds that their original homeworld is now 
  forgetten. Though hunchbacked, slow-moving, and not 
  particularly attractive, they are resilient and excel in me-
  chanical professions.
  Physiology: Baragwin are hunchbacked reptiles with 
  very thick skin that is typically brown, gray, or olive. 
  This thick skin helps them to shrug off a great deal of 
  damage, but they are heavy and slow. Such sluggish-
  ness is purely physical, however, as their mind is highly 
  intelligent. They do sometimes hide their intelligence, 
  as they can often take advantage of misconceptions. 
  They have three-fingered hands and three-toed feet. 
  Their head, typically very wrinkled, is large and roughly 
  cylindrical with a flat face. They have small, black eyes, 
  and their mouth is wide and slobbery. They have a very 
  large, circular nose. This nose is extremely sensitive, 
  and they can use smell to track targets or even deci-
  pher the moods and emotions of others. Because of 
  these abilities, a number of them have found success as 
  bounty hunters.
  Society: Baragwin are a people with a desire to move 
  and explore, often migrating and forming colonies 
  throughout the galaxy. They are also known to treat 
  all people equally, regardless of societal background or 
  wealth. This even applies to criminal Baragwin, who of-
  ten exploit without prejudice. Their intelligence allows 
  them to succeed in many careers, and they were one 
  of the first spacefaring species. However, they have 
  become especially noteworthy as weaponsmiths. They 
  make weapons ranging from blasters to vibroblades, 
  and they can be found on both sides of the Galactic 
  Civil War.
  Homeworld: The Baragwin originate from Old Barag, 
  an Expansion Region planet. However, they were quick 
  to discover space travel and have moved on to many 
  other other planets. They have now completely forgot-
  ten Old Barag. Although their population is only in the 
  millions, they have many small colonies. Such colonies 
  include Tatooine, Denuhi-Eight, and Coruscant. Because 
  of how widespread they are, they are a common sight 
  and are very-well known throughout the galaxy.
  Language: Baragwin typically know Basic, and some 
  know other tongues that are used on their planet of 
  origin. They have a native language, Baragwinian, but 
  most of them are not fond of it.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Mechanics
  • Thick Skin: Receive the talent “Enduring.”
  • Advanced Olfaction: Add b on olfactory 
  Perception checks. As a maneuver, may sense the 
  emotional state of anyone within medium range by 
  passing an dd
  dd Perception check.
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BARAGWIN COLONIES
  B
  aragwin are so inclined toward colonization 
  that they have forgotten their old homeworld 
  and have yet to unify on a single planet. They 
  have a number of small settlements, most of 
  which are relatively anarchic and have politicians 
  selected by an informal democracy. Such polit-
  icos only remain in power for short periods of 
  time, however. They affiliate themselves more 
  with their colony of origin than their species, and 
  their culture varies greatly based on which col-
  ony they are from. For example, the Baragwin 
  on Denuhi-Eight and amiable yet cautious, but 
  Baragwin on other worlds such as Tatooine are 
  very different.
  
  31
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BARDOTTAN
  Dimunitive saurians, the Bardottans are a species that 
  are known for their reclusive, scholarly ways. They are 
  also very spiritual, and some are members of the Force 
  tradition known as the Dagoyan Masters.
  Physiology: Bardottans are a species with saurian biol-
  ogy. Their neck is long, curved, and wrinkled. They have 
  a duck-like head, with eyes on the sides and a narrow 
  snout including nostrils and a mouth. They get around 
  by hopping with their three-toed feet. Their knees bend 
  backwards. Bardottans can look very different from 
  each other in many ways. First, some have a tail, and 
  some do not. They also vary greatly in height, from one 
  meter to nearly two meters. Some have three-fingered 
  hands, others have four-fingered hands. Some also have 
  two skin colors, while others have just one. Their skin is 
  often green, but it can also come in yellow, gray, purple, 
  or red.
  Society: Bardottans are best known for being a very 
  spiritual people. They are also disciplined and knowl-
  edgeable, and many tend to be scholarly. They are also 
  very independent and take pride in being able to do 
  things by themselves. Few ask for assistance in any-
  thing. They view education as privilege, not a right, and 
  earning it requires intense study. Bardottans tend to 
  focus on academics, and each city specializes in a differ-
  ent field of study.
  Homeworld: Bardotta is a mountainous world in the 
  Colonies that most Bardottans call home. It is covered 
  in many temples and academic facilities. Few Bardot-
  tans leave their homeworld.
  Language: Some Bardottans know Basic, but they al-
  most always choose to speak in their own language, 
  Bardottan.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Cool or Knowledge-Lore
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  DAGOYAN MASTERS
  B
  ardottans have a rich Force tradition, al-
  though they long detested the Jedi Order for 
  kidnapping children. (This opinion somewhat 
  changed in 19 BBY after Mace Windu assisted 
  the people.) Almost all Bardottans believe in 
  Dagoyan ways, and Dagoyan beliefs are deeply 
  ingrained into their culture. They practice peace, 
  meditation, and study. However, long ago, the 
  Bardottans were not so peaceful. They instead 
  were ruled by the Frangawl cult, a violent group 
  of demon-worshippers. While the Frangawl were 
  barbaric and stuck fear into the hearts of many, 
  they truly believed that their actions were moral 
  and necessary.
  NOTE
  B
  ardottans are from The Clone Wars TV show, 
  which contradicts many of the prior Legends 
  sources regarding the Bardottans, previously 
  known as the Phuii. Their use is not recom-
  mended in a purely Legends setting.
  
  32
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BARTOKK
  A species of insects with a hive mind, the Bartokk are 
  unintelligent on their own but can be more calculating 
  in groups. They are often assassins, as their strange 
  physiology allows them to regenerate quickly, and their 
  limbs can function without being attached to their body.
  Physiology: Bartokk are insects with six limbs, four of 
  which they can use for grasping and manipulation. They 
  have six eyes on their head and more on their abdomen. 
  Their sharp claws make them deadly combatants. Their 
  body is black and covered in a spiky chitinous exoskel-
  eton, which provides them with excellent protection. 
  What damage they do absorb, they can regenerate very 
  quickly, recovering from almost any injury after a few 
  days. They can even generate an entire body using just 
  half of their brain, meaning that they can recover from 
  any injury other than complete disintegration of their 
  brain. Furthermore, they have telepathy, which allows 
  severed body parts to function normally, even allowing 
  them to use their body after being decapitated. This 
  telepathy also allows them to act as a hive mind. This 
  hive mind is important, since they are barely sentient as 
  individuals but much more intelligent as a group.
  Society: Bartokk possess little individuality, since they 
  are almost always part of hives. They are not technolog-
  ically advanced, but when they are in a hive, they are in-
  telligent enough to make some progress in reverse-en-
  gineering technology. When they interact with the rest 
  of the galaxy, most hives act as one and make a living 
  as assassins. However, many facets of Bartokk society 
  are shrouded in mystery.
  Homeworld: Only the Bartokk know the location of 
  their home planet, a rocky Outer Rim world. Its minor 
  radiation can cause mutations for Bartokk.
  Language: Bartokk have no language of their own, 
  since they are all capable of telepathy with each other. If 
  they wish to communicate with outsiders, they are able 
  to speak. However, individual Bartokk are not intelligent 
  enough to possess a complete vocabulary. Because they 
  lack individuality, individuals in a hive are nameless.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Brawl or Stealth
  • Hardened 
  Carapaces: 
  Receive 
  the 
  talent 
  “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Compartmentalized Anatomy: Severed body 
  parts may function normally for up to 8 hours.
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Hive Minds: May form a hive mind with all other 
  Bartokk within 500 meters, sharing all information. 
  When part of a hive mind with more than 5 Bartokk, 
  gain +1 Intellect and +1 Cunning.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 2 
  additional wounds. May also regrow lost limbs after 
  a few days. May attempt to heal critical injuries 3 
  times more often.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  1
  THE HIVE AND THE INDIVIDUAL
  B
  artokk who are part of a hive act collective-
  ly without individual freedom or personality. 
  However, a hive mind is not automatic. In fact, 
  a small minority of Bartokk lack the ability to 
  join a hive mind entirely. Others are forcibly re-
  moved from a hive mind because of mutations, 
  such as additional fingers or a slightly misshap-
  en carapace. Bartokk who are without their hive 
  often die in the wilderness of their homeworld, 
  although some find kinship offworld. For those 
  who follow either of these paths, they are barely 
  sentient and act very much like animals, only ca-
  pable of extremely basic logic.
  
  33
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BERRITE
  A species of quadrupedal hunter-gatherers, Berrites are 
  surprisingly cunning and use their ugly appearance and 
  primitive lifestyle to make others underestimate them.
  Physiology: Berrites are quadrupedal, and they are 
  typically lumbering and slow. Although they are only a 
  meter tall, they are also chubby and have a thick lay-
  er of wrinkled green skin. They have some patches of 
  black hair. Their feet have three claws each, but their 
  hands are more humanoid, except with larger palms and 
  longer pointer fingers. They store food in their cheek 
  pouches, as it can take hours to chew. Berrites have 
  a small nose and eyes, and their vision is very poor. 
  Their hearing, also rather poor, is done through a num-
  ber of small tubes on either side of their head, and they 
  have no ears. However, Berrites overcome these senso-
  ry shortcomings using sonar, which typically is enough 
  to compensate. Berrites are hermaphrodites, meaning 
  that they are all capable of producing and carrying eggs 
  as well as fertilizing them. Although this means they 
  are capable of reproducing without a mate, they still 
  generally find one. If they think it will cause them to 
  receive better treatment, Berrites will arbitrarily assign 
  themselves a gender when encountering other species. 
  Because they lack true genders, they typically struggle 
  to identify genders for members of other species. They 
  typically have three babies at a time, who reach full size 
  within a year, but they do not truly reach adulthood until 
  the age of 60. Their lifespan is about 400 years.
  Society: Berrites have a primitive and anarchical so-
  ciety, foraging to survive without any real government 
  or civilization. Nevertheless, they are peaceful and cul-
  tured, cooperating with one another and enjoying story-
  telling in groups. Typically, storytelling sessions are also 
  a time that they use to chew their food, which takes 
  many hours. They spend the rest of their time as highly 
  skilled foragers, but they also manage their resources 
  carefully, and they are actually very intentional with their 
  actions in order to achieve sustainability.
  Homeworld: Berrites come from Berri, a hot planet 
  with few natural resources and high gravity. It is prim-
  itive and has little trade or other offworld contact. It 
  once had Imperial factories where the Berrites were 
  enslaved, but it has been left alone after the Berrites 
  passively resisted the Empire by feigning stupidity and 
  intentionally making mistakes.
  Language: Berrites have no known native language 
  and typically speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 110
  • 1 rank in Deception
  • Expert Survivalists: Receive the talent “Forager.”
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  • Sonar: Remove b for lighting conditions. Add b 
  on auditory or visual Perception checks, but remove 
  this penalty is sonar may be used instead.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  DECEPTIVE APPEARANCE
  B
  errites are extremely clever, and they are 
  smart enough to know that their sluggish ap-
  pearance and physical clumsiness often causes 
  others to assume they are unintelligent. Those 
  who encounter other species often take ad-
  vantage of this, acting as con artists or playing 
  dumb if their ever are put in a dangerous situa-
  tion. When pressured, they prefer to respond in 
  a manner that seems aloof, protesting cheerfully 
  and pretending not to understand the situation’s 
  severity.
  
  34
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BESALISK COMMUNITIES
  B
  esalisks live in relatively small communes in-
  stead of large cities, with none being larger 
  than a thousand families or so. Each is ruled 
  by a single elder. The idea of keeping the com-
  munity sizes equal is to prevent war between 
  communities, and it typically works. They are 
  so dedicated to this size equality, in fact, that if 
  one gets too big, families are asked to leave and 
  start their own community. Each community has 
  its own glacier to inhabit. They are still sparsely 
  populated enough that they haven’t needed to 
  colonize other worlds.
  BESALISK
  Besalisks are brave and adventurous avians with four 
  arms. They come from the frigid glaciers of Ojom, where 
  they live in relative isolation. Their bulk provides great 
  strength and protects them from the cold.
  Physiology: Besalisks are strong, bulky humanoids with 
  four arms. Some females have even more arms. Like 
  humans, Besalisks only have one dominant hand, 
  however. Some have a slight beak for a mouth, as 
  they are technically avian. They have three-toed feet, 
  but four-fingered hands. Their skin is typically a light 
  brown. Their head is quite distinctive, with a bulbous 
  throat, wide mouth, downward-drooping ears, and, 
  in males, a hard crest. Just above their mouth, they 
  have black whiskers with sensory capabilities. They 
  reproduce by laying eggs, which are hatched during 
  the warm seasons.
  Society: Besalisks are typically brave, adventurous, 
  and friendly. They often seek thrills, even if it isn’t 
  very safe. They also love to talk, gossiping often and 
  trying to make friends with just about anyone. This 
  makes them not the best employees for some jobs, 
  but they quit due to boredom just as often as they 
  get fired. Whether it’s prospecting for aurodium 
  on Subterrel, working as a criminal enforcer on Nar 
  Shaddaa, smuggling glitterstim spice on a freighter, 
  or setting up a restaurant or Coruscant, Beskalisks 
  are likely to switch jobs quite a bit, and they’ll also be 
  willing to tell stories about these jobs. Despite this 
  mobility, they still tend to form long-lasting friend-
  ships and will remain dedicated to their friends.
  Homeworld: Ojom is an icy ocean world that the 
  Besalisks inhabit. It is very hard to get to and from, 
  as it is in the Deep Core. They have several space 
  stations that they use to conduct business over the 
  planet. Though the space stations are mostly de-
  signed for offworlders, who are less adapted to the 
  cold, many Besalisks reside in the space stations as 
  well. Their populations exceed that of the surface it-
  self. It has very little Imperial presence, as the Be-
  salisks have called in favors from various underworld 
  connections to stay independent.
  Language: Besalisks speak their native language 
  of Besalisk, one of barks, grunts, and growls. Since 
  many travel offworld, quite a few know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 7+Willpower
  • Starting XP: 85
  • 1 rank in Resilience
  • Cold Adaptations: Remove b for cold conditions, 
  add b for hot conditions.
  • Extra Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  
  35
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BILAR
  A playful species of primates, the Bilars are distin-
  guished by a powerful hive mind, or claqa, which unites 
  them for life. They have an almost telepathic ability to 
  communicate with those in their claqa, but they can go 
  into shock if they are separated from their claqa.
  Physiology: Bilars are a species of herbivorous, hairless 
  primates with pink skin, an appearance which general-
  ly comes off as extremely cute or repulsive, with little 
  in-between. They are chubby and can move both bi-
  pedally or quadrupedally. They are also skilled climbers 
  and can move effectively swinging through a forest can-
  opy. They are shorter than most species, about a meter 
  tall, and they have a large head with wide ears and 
  circular ears. They can see in the in-
  frared and have capable night 
  vision, and their ears, capable 
  of hearing a broad range of 
  pitches, are also able to ro-
  tate in order to home in on 
  specific sounds. They have a 
  slight snout with a wide, smil-
  ing mouth, and a short, black 
  nose. Their most unique 
  distinction is their form of 
  telepathy, which is not 
  entirely understood by 
  scientists but is thought 
  to include pheromones, 
  visual cues, and physi-
  cal touch.
  Society: Bilars tend 
  to have a child-like 
  temperament 
  brought 
  on by the abundance 
  of natural resources on 
  their 
  world. 
  Offworld, 
  scarcity of resources makes 
  them frustrated, and they 
  tend to complain if they don’t 
  get what they want or need 
  to work. On their homeworld, 
  they are playful, although they 
  are capable of using and de-
  veloping technology. They are 
  peaceful, especially among their 
  own, and they tend to avoid combat. They 
  are innately curious and are typically too naive to be 
  truly afraid, so they enjoy exploring.
  Homeworld: Bilars come from the tectonically volatile 
  Mid Rim planet of Mima II. Although most of the planet 
  is plagued by groundquakes and volcanoes, the Bilars 
  live in an equatorial region which is more stable and 
  has rainforests with an abundance of edible fruit. They 
  do have a few natural predators, including large flying 
  reptiles called the riams.
  Language: Bilars need little language among their own 
  claqas because of their unique telepathy, but they often 
  know Basic in order to communicate with other species.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 110
  • Infrared Vision: Remove b for darkness, add b 
  for brightness.
  • Advanced Hearing: Add b on all auditory 
  Perception checks.
  • Brachiation: Remove b for moving through forest 
  or jungle terrain, add b on checks to swing, climb, 
  or jump.
  • Multiple Individuals: Control 4 individuals who 
  each have identical stats. May increase the amount 
  of individuals controlled at a cost of 20 XP per 
  individual, purchased at character creation prior 
  to all other XP spending. For every 3 individuals 
  purchased, receive +1 Intellect. Communicate 
  automatically between individuals if within sight. If 
  separated or split in any way, reduce Intellect by 1 
  for 1 day or until reunited.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  1
  GROUP CONSCIENCE
  B
  ilars are distinguished by their claqas, a form 
  of hive mind that lasts for life. They have no 
  individual name, only one for the claqa. Bilar 
  mothers give birth within minutes of others in 
  their claqa, and the resulting newborns form a 
  lifelong telepathic bond among themselves with-
  in a few minutes. If the claqa has only one Bilar, 
  that Bilar is non-sentient, but two or three Bilars 
  can achieve semi-sentience. Claqas of four are 
  sentient, five take slightly more interest in tech-
  nology and cities, and seven are geniuses. All 
  members within a claqa are almost totally iden-
  tical, staying together, learning together, and 
  making decisions together. Although this unity 
  has its benefits, it also comes with consequenc-
  es. Many other species are unnerved by their 
  strange hive-mind, making it hard for them to 
  get along offworld. Additionally, they must re-
  main within sight of their claqa at all times: Even 
  temporary separation from a single member 
  causes a shock that revokes their intelligence, 
  and a death can render all others deeply de-
  pressed or even comatose.
  
  36
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BIMM
  Bimms are two dimunitive species who share a culture 
  and a world. One is furred, the other is near-human, but 
  both are amiable, peaceful, and have a strong sense of 
  morality.
  Physiology: Although the Bimms are both biologically 
  unrelated, they are each very small, ranging from one 
  meter to one and a half meters tall. The near-human 
  Bimms are likely related to humans immigrants, and 
  they are only distinguished by being smaller and typ-
  ically having a prominent beard. The furred Bimms are 
  more unique. They have a long muzzle, pointed ears, 
  and black eyes. They are covered in fur that is typically 
  tan but can be darker. They have just four fingers on 
  each hand.
  Society: Bimms are a mild-mannered and peaceful 
  people. This allows the two species to live together with 
  no racial conflicts. Crime is minimized, as they are too 
  peaceful for violent crime and detest cheating or decep-
  tion. They revere the Jedi, although they quietly left the 
  Republic during the Clone Wars. Both of their cultures 
  almost identical, and intermarriage among the two 
  groups is common, although such couples must adopt if 
  they want children. There are small differences, howev-
  er. The near-human Bimms are more prone to scholarly 
  pursuits and enjoy storytelling, while the furred Bimms, 
  for their part, value bargaining and have tendencies to-
  ward haggling and shopping. They also often wear the 
  color yellow.
  Homeworld: The Bimms are united in that they both 
  live on Bimmisaari, a temperature world in the Mid Rim. 
  It is filled with jungles of asaari trees, although most of 
  the cities are built over plains. Despite a small popula-
  tion in the tens of millions, it is a sector capital and a 
  prominent trade world, exporting luxury goods such as 
  wine.
  Language: Both Bimm species speak Bimmini, a me-
  lodic language that sounds like a five-part harmony. 
  They are typically bilingual, as most also learn Basic 
  from a young age.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • Sociable: Receive the talent “Kill with Kindness.”
  • Silhouette 0
  BIMM SUBSPECIES
  FURRED
  • 1 rank in Negotiation
  NEAR-HUMAN
  • 1 rank in Knowledge-Education or Knowledge-
  Lore
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  3
  BIMMS AND OUTSIDERS
  J
  ust as the furred Bimms embraced the near-hu-
  man immigrants into their culture, Bimms are 
  a friendly and welcoming people. When they re-
  ceive visitors, they conduct a silent welcoming 
  ritual in which the visitors walk in a line and are 
  touched on the head or back one by one. They 
  are always very kind hosts. They are not so wel-
  coming to armed visitors, whom they do not typ-
  ically allow on their world. The only exceptions 
  are Jedi, whom they greatly respect.
  NOTE
  T
  he Bimms are two genetically unrelated spe-
  cies. However, since they share a name, cul-
  ture, homeworld, and language, they are both 
  on this page.
  
  37
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  WAR
  3
  00 years ago, the Bith city-states of Nozho 
  and Weogar went to war, battling using 
  bio-weapons over the patent rights for a certain 
  hyperdrive technology. This ruined the ecosys-
  tem of their homeworld and devastated their in-
  frastructure capacity. They learned their lesson: 
  Bith now tend to be pacifistic and attempted to 
  stay neutral during the Clone Wars. However, 
  they were eventually forced to pick a side. When 
  it became apparent that the Republic was mor-
  ally corrupt and that the Confederacy could offer 
  them better rights, they made their choice. They 
  still chose not to fight and only supplied technol-
  ogy to the Confederacy’s efforts. Although they 
  are horrified by the Empire’s militarist ways, they 
  have peacefully given their technological exper-
  tise to the Empire for now.
  BITH
  Bith are a mathematical people who are experts in tech-
  nology and music. They have a large large yellow head 
  that houses a powerful brain. They are very pacifistic 
  thanks to major damage caused by bio-weapons in a 
  wat that occured 300 years ago.
  Physiology: Bith are highly advanced craniopods, a 
  group of species with a large head. They have yellow 
  or tan skin, or rarely light green. They don’t have toes, 
  but have very long fingers. Their large head is hairless 
  and has eyes close to the bottom. They have skin flaps 
  in their cheeks, which hold olfactory organs. Their eyes 
  are large and black, and their mouth is not as wide as 
  a human mouth. Hearing is their strong suit, and they 
  have a particular knack for detecting pitch. Exhalation is 
  done through the skin, and they have just one lung. Bith 
  do not need to sleep but still require a light meditation 
  for about four hours each day. They cannot reproduce 
  naturally and require artificial conception.
  Society: Bith society is one of the oldest in the galaxy, 
  and they have developed advanced computer programs 
  for most things. These computer programs control ev-
  erything from who represents them politically to mating 
  and breeding. Though they generally tend to lean on the 
  pacifistic side in politics, that was not always the case.
  Homeworld: Clak’dor VII is an Outer Rim planet on 
  the Rimma Trade Route. It has swamps and jungles, but 
  the atmosphere is poisonous. Bith live in domed cities, 
  with food, water, and any raw materials needing to be 
  imported.
  Language: Bith learn to speak to speak and write both 
  their language, Bith, and Basic from an early age. Bith 
  is numerical in structure, indicating the mathematical 
  nature of the species.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education or Mechanics 
  • Sensitive Ears: Add b on Perception checks that 
  involve hearing. Triple all sonic damage and, at the 
  GM’s discretion, increase sonic damage from 0 to 
  1.
  • Tireless: Suffer no penalties for lack of sleep and 
  only require 4 hours of light meditation per day.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  
  38
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SCHOOLS OF THOUGHT
  F
  or Bivall, moral stances and philosophies are 
  heavily dependent on which philosophical 
  school of thought they follow. Every region or 
  city has a different blend of belief systems, al-
  though many Bivall find a new philosopher to fol-
  low during their earliest part of adulthood. Many 
  of their criminals follow the teachings of Dioe-
  nis, an ancient philosopher who preached that 
  morality is an illusion and that total hedonism is 
  the only rational behavior. The most numerous, 
  encompassing about fifteen percent of their peo-
  ple, are the Akiyans. They believe in a concept 
  of the Akiyus, who is similar to a deity but is ab-
  stract and without tangible details. They theorize 
  that they were created with an intuition that un-
  derstands morality and a corruption in their mind 
  that is evil, and they believe that they must use 
  logic to choose correctly and please the Akiyus. 
  A rapidly growing sect are the Poelions, whose 
  founder, Gionis Poeli, is still alive. He preaches 
  that evolution is the source of morality, so their 
  only purpose is to carry on their genetics as 
  much as possible and expand the species. The 
  Poelions generally have many children and focus 
  on being frugal in order to stock up resources for 
  future generations.
  NOTE
  B
  ivall come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  Furthermore, everything following the physiol-
  ogy section is written by the author. However, 
  just as many Legends species could also exist 
  in Canon, nothing prevents Bivall from existing 
  in Legends.
  BIVALL
  Bivall are a thin aquatic species with a beak-like mouth 
  and wide eyes. They are known more as academics than 
  anything else, as they are seen across many universities 
  and hospitals.
  Physiology: A thin species of aquatic ancestry, the Bi-
  vall have long limbs but are relatively weak. They have 
  skin in shades of pink and light green, and they lack 
  hair. Not unlike the Rakata, Bivall have a thin head with 
  eyes protruding from its sides. They have a crest atop 
  their head, and their somewhat beak-like mouth is cov-
  ered by a thin strand of flesh drooping over it.
  Society: Known mostly as ac-
  ademics, Bivall value knowl-
  edge above all else and tend 
  to focus on understanding 
  problems rather than solv-
  ing them, so it is rare to 
  see them doing work that 
  isn’t 
  highly 
  theoretical. 
  Although their abstract 
  way of thinking makes 
  them excel as theoreti-
  cal physicists or math-
  ematicians, many of 
  them enjoy the arts. 
  However, their tastes 
  are so incredibly ab-
  stract that their arts 
  and literature are incom-
  prehensible and bafflingly 
  random to almost all other 
  species.
  Homeworld: Bivall come 
  from the planet of Proto-
  branch, a planet in the 
  Core Worlds which is 
  mostly plains. Although 
  the Bivall come from its 
  lakes, they have moved 
  onto land in order to 
  have more space. It is 
  highly urbanized and 
  has some agriculture, 
  but its most notable businesses are laboratories and 
  universities.
  Language: Bivall have mostly adopted Basic as their 
  language, aside from a few sects that try to preserve 
  their native tongue, Viogesh.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in any Knowledge skill
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  
  39
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BLOOD CARVER
  Blood Carvers have a tribal society and do everything 
  for their good of their tribe rather than their own. They 
  detest sloth and flattery, and they focus on constant 
  improvement in all things, especially the sculptures that 
  are the centerpiece of their culture.
  Physiology: Blood Carvers are humanoids with gold 
  skin, orange blood, and triple-jointed limbs who techni-
  cally qualify as insectoids. Their combat capabilities are 
  enhanced by both their sharp claws and innate quick-
  ness. They have nose flaps which are capable of both 
  smelling and hearing along their beak-like snout. They 
  can move these nose flaps and change their color in 
  order to communicate. They have tiny, black eyes, and 
  instead of hair, they have ridges on their skull.
  Society: Blood Carvers have a primitive, tribal society. 
  Their traditions include tattoos, especially on their up-
  per lip, and they particularly detest flattery, greed, and 
  vast wealth in general. Those who exhibit such traits are 
  punished harshly; beatings or exiles are common. They 
  can also punish via temporary exiles called extensions. 
  They have very strong ties to their tribe, and they are 
  extremely loyal. They also expect this in other relation-
  ships, so those who travel away from their people are 
  often shocked by a comparative lack of loyalty. If they 
  venture into the galaxy, they almost always form groups 
  with other Blood Carvers. Most of them are warriors, 
  although they demonstrate restraint in battle and avoid 
  excessive mutilation. However, these skills did not help 
  them enough when they were attacked by the Lontars, a 
  species which nearly wiped them out in 110 BBY.
  Homeworld: The forest world of Batorine, found in 
  the Colonies, is the Blood Carver homeworld. The war 
  against the Lontars devastated their population, and 
  the near-genocide meant that many surviving Blood 
  Carver relocated to planets such as Coruscant. Those 
  who did so generally remained in their tribes.
  Language: Blood Carvers speak Batorese, a language 
  which combines sounds with scents and nose flap color-
  ations. Many of those who relocated away from Batorine 
  learn Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  SCULPTURE
  A
  lthough Blood Carvers are known as warriors, 
  sculpture is a far more essential aspect of 
  their culture. They typically carve from the wood 
  of a red tree, meaning their works have a blood-
  like color-hence their name. It is tradition that 
  the sculptures are not complimented, which is 
  actually seen as a grave insult. Conversely, a 
  Blood Carver who makes a sculpture will show 
  it expecting it to be critiqued harshly. This focus 
  on improvement rather than praise reflects an 
  overall outlook in their art: They only make it to 
  benefit their tribe, never for personal gain.
  
  40
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BOSPH
  Bosphs are porcine mammals with four arms who dislike 
  social interactions but tend to enjoy travelling. They are 
  ruled by their Force-sensitives, so they were orbitally 
  bombarded by the Empire.
  Physiology: Bosphs are a mammalian species with six 
  limbs, four of which act as arms. Although they can be 
  a bit shorter than humans, they tend to be thickly built, 
  and their skin, brown-gray in color, is thicker than that 
  of most species. Their hands and feet all end in three 
  digits. Their hairless head is hemispheric, and they 
  lack a neck. They have a pig-like nose and wide, mul-
  tifaceted eyes. These eyes also act as tympanic mem-
  branes, meaning they are responsible for both hearing 
  and sight. Right beside their eyes, they have two sharp 
  horns which curl upward.
  Society: Bosphs are a gregarious but antisocial people, 
  a combination which makes them often go out of their 
  way to avoid others. Although both of these tenden-
  cies have the rare exceptions, Bosphs tend to be polite 
  yet indifferent when they are forced into social inter-
  actions. Bosphs respect other spacefaring species, and 
  they value travelling amongst themselves. They often 
  tattoo themselves with star maps, a tradition required 
  of Force-sensitive Bosphs. Force-sensitives, called ela 
  b’Yentarr, are all taken into factions at a young age. 
  Factions act as the government, but factions are diverse 
  in what they do and how they think: Some hunt ani-
  mals, some are healers, and some are philosophers. All 
  Bosphs tend to be more philosophical than other spe-
  cies, although their views on property are very distinct. 
  Individual ownership of anything is only allowed for ela 
  b’Yentarr, and everything else is shared among their en-
  tire society. Because of their unique views on property, 
  Bosphs are often confused by offworld laws and get into 
  legal trouble. Those allowed ownership claim objects us-
  ing glyphs, although if multiple claims are made, they 
  may fight for it. However, they are not especially violent 
  otherwise. Bosphs rarely kill, and if they enter a conflict, 
  the worst insult is to forget it and entirely ignore their 
  adversary’s existence.
  Homeworld: Bosphs come from the planet of Bosph, 
  which is a planet of plains in the Outer Rin, and they 
  have also colonized Bosph I.
  Language: Bosphs are capable of speaking Basic, but 
  they typically only speak their native language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Astrogation
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  THE FORCE AND YENTARR
  B
  osphs are a somewhat superstitious species, 
  and all phenomena which are unexplained to 
  them are referred to as the result of Yentarr, who 
  is similar to a deity among them. The Force, re-
  ferred to as abo b’Yentarr, is one example of this, 
  although they associate it with rituals and cere-
  monies and struggle to use their powers without 
  them. The Bosphs’ submission to Force-sensi-
  tives concerned the Imperial Moff, who orbitally 
  bombarded their planet. Ever since then, they 
  have ignored the Empire’s existence, and even 
  the drastic damage from the Imperial bombard-
  ment has been attributed to Yentarr. Although 
  individuals continue to traverse the spacelanes, 
  they refuse to acknowledge any Imperial man-
  dates, and their planet has taken an isolationist 
  stance. The Empire has mostly ignored it ever 
  since.
  
  41
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BOTHAN
  The Bothans are paranoid and rarely trust anyone. They 
  are canines who use their small size and enhanced sens-
  es to their benefit when it comes to stealth. Since they 
  run the Bothan Spynet, they are often seen in this role.
  Physiology: Bothans have keen senses and a small size 
  that many use to their advantage. They have a tapered 
  snout for their dog-like face, which includes a very sen-
  sitive nose. Their eyes have a greater range of focus and 
  their ears are twice as large as those of humans. Both-
  ans are also very small. While this means they aren’t 
  as tough in a fight, they can sometimes fit into places 
  far too small for a human. They average five thirds of a 
  meter tall. However, what may be the greatest asset to 
  the Bothans is their fur, which they can use as a form of 
  communication by rippling it. In terms of appearance, 
  Bothans have tan or brown fur. They have black or blue 
  eyes as well as a black nose. Their ears are large and 
  point up.
  Society: Bothans are natural spies who base their so-
  ciety on the acquisition, manipulation, and selling of 
  information. Unlike many other enterprising species, 
  they are not driven by wealth as much as reputation. 
  Prestige, they view, is really all that they can have or 
  gain. This is hard to get, however, as Bothans are no-
  torious for not trusting anyone. They are not fond of 
  combat but instead use information as their weapon of 
  choice. Bothans are governed by the Bothan Council. 
  Their society is divided into a clan system, and all of the 
  major clans receive a representative on this body. This 
  parliament then elects a Council Chief to lead it. The 
  clans are large groups of families, and Bothans combine 
  their family name with their clan name in order to form 
  their last name, with an apostrophe separating the two.
  Homeworld: Bothawui is a well populated city planet in 
  the Mid Rim. It has a temperate climate and is a hub for 
  information and spying. The Bothans also have colonies 
  on Torolis and the water world of Kothlis.
  Language: The Bothans almost all speak Basic, as 
  well as their native tongue, Bothese. Its written form is 
  Botha. Bothans also have another language: Wrendui. 
  This language uses body language and ripples of the 
  fur in order to subtly convey information. It is naturally 
  coded, so it takes a cipher to understand.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Perception or Streetwise
  • Skilled Spies: Receive the talent “Convincing 
  Demeanor.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  BOTHAN SPYNET
  T
  he Bothan Spynet is the most advanced and 
  powerful network in the galaxy for intelli-
  gence. It is used to collect information on any 
  potential enemies, which, to the Bothans, are 
  pretty much anyone. It is diverse in nature, with 
  some branches working for the Empire while 
  others collect information for the Rebellion. It 
  has knowledge about the criminal underworlds 
  as well. It is active all over the galaxy and is 
  devoted to the interests of the Bothans. While 
  leadership is mostly Bothan, the lower ranks are 
  much more diverse.
  
  42
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  BRUBB
  Although their hearing is very poor, Brubbs are a social 
  people who enjoy parties, banquets, and dances. They 
  combine their charms with a durability built to withstand 
  a high-gravity desert with fierce winds.
  Physiology: Adapted to high-gravity conditions, Brubbs 
  are a species of herbivorous reptiles who are strong and 
  durable for their humanoid size. Their ears are mostly 
  vestigial, as howling winds make hearing almost use-
  less. They have thick but transparent membranes over 
  their eyes in addition to their eyelids, and this extra 
  layer can grant them protection from harsh sandstorms. 
  They have dark hair which comes in one or more braids, 
  and they have bony ridges at their eyebrows and lips. 
  They smell with their forked tongue, and their nose is 
  restricted to respiratory functions. Their skin, which is 
  thick enough to make them more durable than other 
  species, can also change color, granting them a limited 
  degree of camouflage. However, its spectrum of colors 
  is limited to shades of yellow, gray, and green. As rep-
  tiles, they reproduce by laying eggs once per year.
  Society: Brubbs are a highly social people who live in 
  tightly-knit communities of extended families called ha-
  bas. These groups can contain as many as ten thousand 
  or as few as ten individuals. Each haba is devoted to a 
  particular business, such as a farm, mine, or factory. 
  In their free time, Brubbs are almost always socializ-
  ing, whether it is a communal dinner or a formal dance. 
  To ensure that Brubbs end up where they are most 
  well-suited and create a diverse population, children are 
  raised communally by the haba, rather than only their 
  parents, and they are then traded away to another haba 
  once they are mature. Each haba gives and receives 
  an equal amount of children when trading with one 
  another, with the exception of the presti-
  gious university habas. Sending children 
  to university habas is seen as a great 
  benefit, because members of the uni-
  versities pass on their knowledge 
  back to their original haba. 
  Children sent to universi-
  ties stay there for life, 
  where 
  they 
  earn 
  generous 
  wages 
  to develop new 
  technologies.
  Homeworld: 
  A rocky Out-
  er Rim plan-
  et with almost 
  three times stan-
  dard 
  gravity, 
  the 
  Brubb 
  homeworld 
  of Baros is a harsh 
  and isolated planet. 
  It is mostly desert, 
  and it is extremely 
  hot and dry. Dust 
  storms are com-
  mon. None of its 
  tangible commod-
  ities attract much 
  trade interest, and 
  the planet is fairly iso-
  lated, but many of the Brubbs 
  themselves use their strength 
  as guards 
  or their color-changing abilities as entertainers.
  Language: Given their near-deafness, the Brubbs’ na-
  tive language is likely a sign language. Because of their 
  love of social interactions, they typically know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • Desert Dwellers: Remove b for hot or dry 
  conditions, add b for cold or wet conditions.
  • Camouflage: Add b on Stealth checks.
  • Deafness: Add bb on auditory Perception checks. 
  Cut distances required to hear speech in half.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  GENDER DIVISIONS
  B
  rubbs lay eggs every year, which is 567 days, 
  and women are very selective about their 
  mates. Typically, both mates will protect their egg 
  together, but some males will abandon their nest 
  to mate with multiple women. It is seen as humil-
  iating for a woman to guard a nest on her own, 
  so it is not uncommon for her to hunt down and 
  murder the philanderer. Even when this does not 
  happen, laying eggs is also very difficult work, 
  and it does serious harm to the body of Brubb 
  women, so they have a shorter lifespan because 
  of this. Unfortunately for them, all Brubb habas 
  are ruled by the ten eldest Brubbs, so this means 
  that men are almost always in charge of their 
  societies. To combat this, many women demand 
  that the rulers be the five oldest males and five 
  oldest females, but such cries have fallen on deaf 
  ears both literally and figuratively. As such, many 
  women now refuse to lay eggs in protest, and the 
  two genders remain bitterly divided.
  
  43
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CAAMASI
  Caamasi are extremely pacifistic mammals that are 
  known for their abilities as diplomats. They are known 
  for their strong moral compass, but that did not protect 
  them from a vicious Imperial atrocity that resulted in the 
  deaths of most Caamasi.
  Physiology: Caamasi are furry mammals with a beak. 
  Their fur is gray or brown and has a strong smell similar 
  to that of Corellian Whiskey. Their two arms are long, 
  but having only three clawed fingers means that they 
  sometimes lack the dexterity of other sentients with five 
  fingers. Their beak tends to be pink and has an acute 
  sense of smell via the nose at the end of it. Their eyes 
  are yellow, and their ears point off to the sides of their 
  head.
  Society: Caamasi are a people with pacifistic ways who 
  are almost universally beloved. In fact, their name, in 
  some languages, translates to “trusted stranger,” or 
  “friend from afar.” Their culture centers around the ba-
  sic tenets of peace and justice. They are among the 
  most excellent mediators in the galaxy, with their wise 
  words bringing peace to the hearts of all. It was the 
  Caamasi who managed to even create peace between 
  the Kubaz and Verpine. Furthermore, the Caamasi have 
  strong ties to the Jedi Order. Their philosophies seem 
  so similar to those of Jedi because the Caamasi ways, in 
  fact, inspired the Jedi. The Jedi Scholars on Ossus first 
  constructed the Jedi Code based on Caamasi ways. In 
  11,000 BBY, it was the Caamasi who first motivated the 
  Jedi to take arms against the Puis Dea controlled Re-
  public and Chancellor Contispex XIX. The Caamasi are, 
  unfortunately, quite rare now. With their peaceful ways 
  at odds with Imperial philosophies, the Empire arranged 
  a bombing of Caamas in 18 BBY. The surviving Caamasi 
  have since relocated, living on other worlds. While some 
  suggest using polygamy in order to create more mem-
  bers and regrow the species, the Caamasi are extremely 
  monogamous.
  Homeworld: The world of Caamas was a well populat-
  ed Core world. It had jungles, marshes, steppes, and 
  rolling hills. This all changed in the Caamas Firestorm, 
  in which Star Destroyers decimated the planet via Base 
  Delta Zero. Only 200 Caamasi survived this incident, in 
  addition to any others on other planets. These Caamasi 
  were forced to leave, as the lack of vegetation has pol-
  luted the atmosphere. Ironically, many Caamasi relocat-
  ed to Alderaan. One could say that they’re just looking 
  for safe planets in all the wrong places.
  Language: Caamasi speak Caamasi in addition to Ba-
  sic. After the devastation of their home, they also rely 
  heavily on memniis to communicate with their relatives.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Charm or Discipline
  • Skilled Mediators: Receive the talent “Kill with 
  Kindness.”
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  3
  MEMNIIS
  A
  ll Caamasi are capable of memnis, which 
  are particularly detailed memories. They are 
  created in extremely emotional moments, both 
  good and bad. Unlike regular memories, they 
  do not fade with time. A Caamasi can perfectly 
  recall these events as well as all of the emotion. 
  A memnii can be transferred to close relatives 
  or Force-sensitives that they have a very close 
  bond with. A memnii also stores emotion very 
  effectively, so Caamasi who commit horrible acts 
  or experience great pain have a hard time forget-
  ting their actions.
  
  44
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CAARITE
  Porcines adapted to a hot and wet environment, the 
  Caarites have a mind for business, and they have a 
  charm that makes them very savvy negotiators. They 
  were once part of the Trade Federation but headed the 
  Metatherian Cartel in more recent years.
  Physiology: Caarites are short humanoids (about one 
  meter tall) with porcine features. They have an elongat-
  ed snout with a large nose, wide cheeks, and pointed 
  ears. They have pink skin and a wide smile with per-
  fectly white teeth. They have no hair, so they are very 
  vulnerable to the cold; however, they are well-adapted 
  to their native environment on Caarimala, which is hot 
  and steamy.
  Society: Caarites are a greedy bunch who are willing 
  to resort to any methods necessary to fulfill their goals. 
  Although they are very selfish, they exude a friendly 
  demeanor and a childlike smile in order to appease po-
  tential customers. Their small size prevents them from 
  doing well in combat, so most of them prefer to use 
  their charms and their wits instead of resorting to a 
  fight. Very few of them support any cause beyond fill-
  ing up their own pockets. They were once prominent in 
  the Trade Federation, but they split away to form the 
  Metatherian Cartel on Cularin following the blockade of 
  Naboo, which they felt was bad for business.
  Homeworld: Caarites come from the Outer Rim planet 
  of Caarimon, which is hot and humid. It used to have 
  many rainforests, but an asteroid collision has caused 
  many toxins to spread into the land. Now, the Caarites 
  live in floating cities which are higher up in the atmo-
  sphere.
  Language: Caarites place very high value in the abili-
  ty to communicate, so they are well-trained in at least 
  three languages. Most know their native language of 
  Caarimala, and they typically understand Basic as their 
  second language. Their third language varies from 
  Caarite to Caarite.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Deception or Negotiation
  • Heat and Humidity Adaptations: Remove b 
  for hot or wet conditions, add b for cold or dry 
  conditions.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  NEGOTIATIONS
  U
  nfortunately for the Caarites, they have been 
  crooked for long enough for the rest of the 
  galaxy to understand their ways. Anyone who 
  deals with a Caarite is always very careful, since 
  the Caarites have a reputation for being deceit-
  ful. However, many Caarites manage to over-
  come these difficulties with their wide grins al-
  most childlike demeanor, which they can use to 
  overcome their reputation. Time and time again, 
  Caarites use their charms to make people aban-
  don their belief in stereotypes, and then they 
  immediately take advantage by swindling their 
  trusting, new friend.
  
  45
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  A TRAGIC PAST
  L
  ong ago, Mandalorian Neo-Crusaders devas-
  tated the Cathar and their homeworld: In the 
  fateful Battle of Cathar, about 90 percent of the 
  population was killed by the Mandalorians. While 
  a few fled and survived, the rest were taken as 
  slaves by their conquerors. Not only did the pop-
  ulation suffer, but the ecological damage done 
  lasted for a long time as well. It is now finally 
  repaired, however. Before that, the Cathar set-
  tled on worlds like Ord Mantell and Taris. Their 
  time as slaves to the Mandalorians has ended, 
  but many are now enslaved by the Empire or 
  other organizations. While females are prized as 
  slaves, the males’ ferocious temper makes them 
  too difficult to control.
  CATHAR
  Disciplined yet ferocious felines with sharp claws and 
  fast healing, Cathar have a history as warriors, although 
  they were once devastated by Mandalorians. They are 
  religious and value honor.
  Physiology: The Cathar are predatory felines who have 
  great instincts as warriors. Though not incredibly large, 
  they are fast and possess excellent reflexes. Further 
  making them formidable in combat are their retract-
  able claws and great healing abilities. They have point-
  ed ears, a mane around their head, sharp teeth, and a 
  black nose. Though their brown skin is similar in color 
  to fur, they do not have fur over the rest of their body. 
  There are two other subspecies, the Juhani and the Myr 
  Rho, both of which are more similar to humans in terms 
  of looks.
  Society: Though Cathar are a passionate people known 
  for their temper and emotions, they also strongly value 
  honor and loyalty. They are as dedicated and as deter-
  mined as anyone. They are organized into clans which 
  are lead by “Elders.” These clans inhabit cities that are 
  built into giant trees and have carvings that store their 
  history. They greatly value monogamy, mating for life 
  and never loving another, even for those whose spouses 
  die. Their religion includes a ritual known as a “Blood 
  Hunt.” In this dangerous rite of passage, a single Cathar 
  goes into battle against a horde of kiltik. The kiltik are 
  giant insectoids who are very dangerous. Blood Hunts 
  are believed to teach courage and purge inner darkness, 
  but they are also an important way to gain honor.
  Homeworld: The Cathar homeworld, Cathar, is a planet 
  of mostly savannahs that is covered by giant trees. It is 
  a dangerous world because of the giant kiltiks.
  Language: The Cathar mostly speak accented Basic in 
  addition to knowing their native language, Catharese.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Brawl or Discipline
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 1 
  additional wound.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  
  46
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CELEGIAN
  Celegians are a species of large crustaceans adapted 
  to cyanogen oceans, so they must surround themselves 
  with a chamber of the substance when they are on other 
  planets. They do not speak, instead using their natural 
  telepathy.
  Physiology: Celegians are crustaceans who look similar 
  to jellyfish and generally float around using their form 
  of natural levitation. Although they can live in air or 
  water, they require complete submersion in cyanogen, a 
  gas which is lethal to other species. They have a large, 
  brain-like mass of more than a meter in diameter at the 
  top of their body. They have four large tentacles, about 
  two meters long, and several small tentacles which de-
  scend from their brain. Although they are not especial-
  ly coordinated, they can use these tentacles to grasp 
  objects. Their skin is a mottled mix of red, pink, and 
  white. Despite their lack of clearly visible eyes or ears, 
  they are still capable of sight and hearing. They are also 
  telepathic, which lets them communicate silently with 
  anyone nearby.
  Society: Celegians are an intellectual species who are 
  very wise and thoughtful. They typically enjoy puzzles 
  and riddles, and they tend to be more logical than ab-
  stract. They tend to avoid combat, which is most likely 
  a result of the vulnerabilities presented by their need to 
  breathe cyanogen. However, they are not always cow-
  ardly, as they also enjoy exploration. Many Celegians in 
  the galaxy find work as scouts or other explorers.
  Homeworld: Celegians come from the Expansion Re-
  gion planet of Celegia, which is covered in seas. It has 
  cyanogen dissolved underwater and in the atmosphere.
  Language: Clegian telepathy operates without any lan-
  guage, meaning that they can communicate ideas with 
  anyone.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • Aquatic: Remove all movement penalties for being 
  underwater. Remove b for humidity, add b for dry 
  conditions.
  • Cyanogen Breathers: Need a cyanogen tank to 
  breathe in a normal environment. Receive a free 
  cyanogen tank at character creation. Oxygen is a 
  dangerous atmosphere of rating 8.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Natural Levitation: May float in the air and move 
  in any direction without touching anything, but may 
  only spend 1 maneuver moving per turn.
  • Telepathy: 
  May 
  communicate 
  telepathically, 
  projecting messages silently to one or more beings 
  within 500 meters. May also receive messages 
  telepathically from willing subjects.
  • Silhouette 2
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  CYANOGEN CHAMBERS
  A
  ll Celegians not in a cyanogen environment 
  must use a cyanogen chamber in order to 
  survive, and conventional breath masks can-
  not act as a substitute. They float around in the 
  chambers, which are typically made of trans-
  paristeel and equipped with repulsorlifts to give 
  them some mobility. A cyanogen chamber costs 
  6,000 credits and completely encloses up to 15 
  encumbrance, preventing any attacks from go-
  ing in or out. However, it can be ruptured with 
  8 points of damage. It can only move once per 
  turn and still requires a maneuver to move.
  
  47
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CEREAN
  A binary brain allows the Cereans to have powerful in-
  tellectual abilities and easily multitask. They have avoid-
  ed technology on their home planet in order to protect 
  from environmental damage.
  Physiology: Cereans are near-humans with a tall head 
  that holds their large brain and a second heart. Their skin 
  is a similar color to human skin, and their hair appears 
  in similar places, colors, and textures. Their hands have 
  five fingers, but the digits have slight claws at the ends. 
  Their long forehead has little hair, as they generally lack 
  eyebrows and often prefer to wear their hair back. They 
  are somewhat tall, about two meters on average. This is 
  partially because of their tall forehead. Their large brain 
  is very binary and can easily concentrate on multiple 
  things or multitask. However, the weight from their large 
  head can make them less coordinated and sometimes 
  causes back problems later in life.
  Society: Cereans have a low-tech society on Cerea, 
  which they are fine to keep relatively isolated. They are 
  ruled a “Council of Elders,” which the president leads. 
  The president still must listen to the advice of the rest 
  of the Council. Male Cereans are very rare, about five 
  percent of their population, so a male will typically have 
  several “honor wives” in order to sustain the population. 
  However, they only have one “bond wife.” Cereans em-
  brace the Force culturally, and their analysis can appear 
  to others as precognition. Cerean names are three hy-
  phenated parts, which are derivatives of the names from 
  their parents and grandparents. Cereans are willing to 
  use technology when they are offworld, though most are 
  unfamiliar with it. They tend to be calm and rational in 
  nature, and their philosophies are peaceful.
  Homeworld: Cereans come from the world of Cerea, 
  which is notable for its lack of pollution and harmony 
  with nature. The low-tech society keeps the planet in 
  excellent shape and the Cereans live in giant buildings 
  to preserve space. The land is otherwise used for farm-
  ing, which they do without the help of technology. It is 
  isolated from the rest of society but not unknown and 
  covered in lush vegetation. Away from the oceans, there 
  are mountains, rivers, and plains. Outsider technology 
  is only allowed in the Outsider Citadels, and the Cereans 
  are touchy about any pollution.
  Language: Cereans speak a language of the same 
  name, Cerean. It contains long compound words and 
  many glottal stops. They also typically learn Basic, de-
  spite their isolationist nature.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Vigilance
  • Intellectuals: Receive 2 free career skills of choice. 
  These skills must be Knowledge skills. Still may not 
  receive a free rank in them without spending XP.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  CEREAN MEDITATION
  M
  editation is a very important ritual in dai-
  ly life for Cereans, even ones without the 
  Force. To focus during meditation, they use ka-
  sha crystals. These crystals clear the mind of all 
  distractions and bring calm to anyone touching 
  it. They have patterns on them to harness the 
  full potential. When used as a lightsaber crystal, 
  the kasha gives the user focus and calm, even in 
  intense combat situations.
  
  48
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHA’WEN’HE
  A three-headed species, the Cha’wen’he are a people 
  who are always on the lookout for danger as a result of 
  the many predators on their world. They live in flocks 
  which have no central leadership and are nomadic, so 
  they enjoy travelling.
  Physiology: One of the galaxy’s more uniquely built 
  species, the Cha’wen’he are flightless and featherless 
  avians distinguished by their three snake-like heads, 
  each of which has a flexible two-meter long neck. Stand-
  ing at about four meters tall with their necks fully ex-
  tended, they have a wide body with two thin legs, and 
  both legs end in a three-toed foot. Additionally, they 
  have spikes on their heels that they use for self-defense. 
  Their legs, necks, and body are all covered in scales. 
  Unlike multi-headed Troigs or Paaerduags, each of their 
  heads does not have its own consciousness. However, 
  their heads are distributed evenly around the body, 
  allowing them to see in all directions. Each head also 
  has four digits around its mouth, which the Cha’wen’he 
  use as fingers. This ability, combined with their flexible 
  necks, means that any of their heads can act as limbs 
  when needed. They are herbivores, and they are natu-
  rally very high-energy, preferring to stay on the move 
  at all times.
  Society: Facing a great deal of predators on their plan-
  et, Cha’wen’he are naturally hypervigilant, anxious, and 
  easily scared. Their society is organized into flocks,all of 
  whom are nomadic, and they lack a central government. 
  Even fact, even the flocks have no official rulers and 
  constantly shift between a number of informal leaders. 
  This strange structure makes it hard for them to nego-
  tiate with offworlders, as changes in leadership can ren-
  der treaties or contracts null and void. They also have 
  no private property, and everything they own is shared 
  among the entire flock. Most of them eventually learn 
  such concepts in their dealings with other species, but 
  the idea of private land is still foreign to them, and they 
  will often trespass. Because of their wanderlust, those 
  who leave their home tend to become explorers.
  Homeworld: Cha’wen’he come from Wen’he’dinae, a 
  backwater Mid Rim planet with no organized govern-
  ment. The Cha’wen’he are still hunted by many preda-
  tors, and the Imperials have also attempted to rule the 
  planet. However, because the Cha’wen’he have no real 
  permanent cities or larger governments, Imperial rule 
  has little effect on them.
  Language: Cha’wen’he have no known native language 
  and typically speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 95
  • 1 rank in Vigilance
  • Natural Explorers: Receive the talent “Galaxy 
  Mapper.”
  • Heel Spikes: Deal +1 Brawl damage as wounds 
  and have a Crit rating of 3
  • Three Heads: May see in all directions.
  • Silhouette 2
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  SPECIES MEMORY
  C
  ha’wen’he learn skills through a strange sort 
  of genetic memory in addition to learning 
  them from their mentors. Their most primitive 
  motor skills, for example, are so entrenched in 
  their genetic code that they can walk, run, and 
  grasp objects almost as soon as they are born. 
  However, genes which grant them memories of 
  more complicated skills can only be accessed lat-
  er in life and activate almost randomly. As such, 
  they can sometimes learn new skills almost im-
  mediately for no observable reason.
  
  49
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  CHADRA-FAN
  Chadra-Fan are optimistic and amiable, always seeing 
  the best in others. They love to tinker with mechanics. 
  They are very small rodents who are instinctively afraid 
  of drowning, so many leave their homeworld of Chad.
  Physiology: Chadra-Fan are short, rodent-like crea-
  tures. They average about a meter tall and are not par-
  ticularly strong. They make up for this with several oth-
  er advantages. First, they have great senses. Not only 
  are all of their senses more acute than a human’s, they 
  also boast two extra: infrared sight and chemoreceptive 
  smell. Their fast metabolism means that they need very 
  little sleep and can survive off of a couple two hour naps 
  each day. They have two hearts but still will die after a 
  few days if either stops working. Their body is covered 
  in brown fur, their eyes are dark, and they have a bat-
  like face. They also have pheromones, which they can 
  use to display their emotions to other Chadra-Fan. Their 
  lifespan is about 40 years.
  Society: Chadra-Fan are amiable creatures, and they 
  regard very few things as permanent. Their outlook is 
  generally positive, but they grow to be very depressed 
  when alone. This depression, in fact, can kill them. They 
  love to tinker and create unique devices, which are con-
  sidered to be more art than practical tools. Though they 
  come from a water world, they have an instinctive fear 
  of drowning. Many, for this reason, find home on arid 
  worlds. Much of this fear traces back to an event from 
  a decade earlier, when a tsunami wiped out much of the 
  life on their planet. On the anniversary of this disaster, 
  they set billions of candles afloat into the ocean. They 
  have an ancient religion claiming that a deity under 
  the waves is responsible for such floods, although few 
  modern Chadra-Fan take it seriously. They have a clan 
  structure, where all households are open, and the entire 
  clan is responsible for raising the children of the clan. 
  Leadership is passed on by situation. They are not picky 
  at all with friends and will avoid loneliness at any cost. 
  They get along well with others and are very forgiving. 
  They will only hate or get angry from the most vile of 
  acts. They work well in teams, especially since they are 
  so forgiving and even ignorant to the failings of their 
  other members.
  Homeworld: Chadra-Fan come from the world known 
  as Chad, (also known as Chadra or Chad III) which is a 
  water world in the eastern part of the Outer Rim. It is 
  fairly hot and very moist. It is prone to flooding, which 
  is one of the many reasons why Chadra-Fan choose to 
  leave it. The climate is fairly uniform across seasons. It is 
  a major planet in the dairy industry and still fairly prim-
  itive with technology, since the Chadra-Fan generally do 
  not mass-produce their strange mechanisms. A small 
  human population also calls it home.
  Language: The Chadra-Fan speak a language known 
  as Chadra-Fan. It is sensitive to pitch and very squeaky. 
  The Chadra-Fan can speak Basic, but their voices are 
  generally fairly high-pitched.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Mechanics
  • 7 Senses: Remove bb
  bb from Perception checks.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  CHADRA-FAN AS SLAVES
  M
  any Chadra-Fan have been taken offworld as 
  slaves. They generally don’t fight this and 
  just follow along with whatever happens. This 
  laid-back attitude makes them almost aloof to 
  their mistreatment, so they are often content. 
  Many even view it as a big adventure, meeting 
  new people and seeing new things.
  
  50
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHAGRIAN
  Peace and justice are extremely important to Chagrians, 
  as they are are reserved and serene. Their pysiology is 
  amphibious, so they are only aquatic as children fore 
  they can breathe on land. They cannot taste, so they 
  eat only for nutrition.
  Physiology: Chagrians are an aquatic species, and they 
  begin their life as tiny tadpoles before they can emerge 
  from the water. As adults, they are amphibious and 
  similar in size to most sentients. They have a skin that 
  ranges in color from lighter shades of blue to cobalt. 
  They have horns growing down the sides of their head 
  and onto their chest which are quite elegant. Males also 
  have two more horns called lethorns that grow upward. 
  All Chagrians keep their horns very well cared for. They 
  cannot taste at all as adults, so they eat purely for nu-
  tritional value.
  Society: Chagrians live in a very wealthy society, so 
  they find poverty and inequality to be disgusting, sur-
  prising, and unjust. As a people they are normally very 
  reserved and serene, however. They are sticklers when 
  it comes to procedure and are very law abiding. Justice 
  is an important concept for them, so their courts are 
  incredibly meticulous. Those Chagrians that do commit 
  crimes typically admit their guilt, however. Their rela-
  tive affluence and comfort makes them stand up against 
  injustice often, so many also join the Rebel Alliance. 
  They have a strong desire to please others, which, when 
  combined with their respect for traditions, makes them 
  excellent as diplomats. One custom that doesn’t work 
  as well for them is meals, as their lack of taste makes 
  them find the practice to be a waste of time.
  Homeworld: Chagrians are native to the water world 
  of Champala, found in the Inner Rim. Its cities are built 
  entirely underwater or in tidal zones so that they are 
  submerged half the time. Spaceports are above water to 
  appeal to its many tourists. While tourism on its coast-
  lines and beaches has been a major industry, industrial 
  pollution from Imperial mining operations have recently 
  reduced it.
  Language: The Chagrian language of Chagri is rarely 
  used off of Champala. Not all Chagrians know Basic, but 
  they can learn it relatively easily.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Resilience
  • Scholars: 
  Receive 
  the 
  talent 
  “Knowledge 
  Specialization.”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  THE COLOR OF WAR
  I
  n the Chagrian spirit of compassion and fair-
  ness, killing civilians in a war is seen as a horri-
  ble mistake. As such, during their rare conflicts, 
  soldiers wear a certain shade of maroon red to 
  indicate that they may be attacked, thus reduc-
  ing accidental attacks on civilians. While uniform 
  standards mean that those in offworld militaries 
  cannot wear entirely red, they still often incorpo-
  rate it into the uniforms.
  
  51
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHALACTAN
  Religion is vital to the near-human species known as 
  the Chalactans, as they arealmost all members of the 
  Chalactan Adepts. They are extremely strong-willed, as 
  their beliefs center around self-control and discipline.
  Physiology: Chalactans are a near-human people with 
  only a few differences. Their skin is darker than most 
  humans, and they also generally have darker hair. They 
  are somewhat notable in that their females are very of-
  ten Jedi. These female Chalactan Jedi include Knight 
  Sar Labooda, Padawan Klossi Anno, and High Councilor 
  Depa Billaba. While they are not genetically compati-
  ble with humans, Chalactans are otherwise fairly similar 
  to humans. Most are also distinguished by their facial 
  piercings, which have religious significance.
  Society: Chalactans are a spiritual people who are fo-
  cused on meditation, self-control, and discipline. While 
  they focus greatly on knowledge and their mind, they 
  are more philosophical than practical. They prefer to 
  teach by using riddles. On the other side of this, they 
  are a simpler people who are trusting and benevolent. 
  Their spirituality and philosophy often makes them not 
  get along entirely well, especially with those who do not 
  share their values. However, they are a very calm people 
  who are typically cool and collected. Because they can 
  often avoid conflict by being that way, they are also very 
  pacifistic. Their religious views further enforce that.
  Homeworld: Chalacta is a planet in the eastern part 
  of the Mid Rim that is the Chalactan homeworld. A ter-
  restrial world of seas and plains, it is a refugee for the 
  spiritual. It is the headquarters for the Chalactan Adepts 
  and has the Temple of Illumination. When facing a big 
  decision, many Chalactans will return home to consult 
  those in the Temple of Illumination.
  Language: Chalactans generally know Basic as well as 
  their own native language. The latter is often used for 
  religious purposes.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Discipline
  • Staunchly 
  Committed: 
  Receive 
  the 
  talent 
  “Nobody’s Fool.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  CHALACTAN ADEPTS
  A
  lmost all Chalactans fall into the religion of 
  Chalactan Adepts. The Chalactan Adepts fo-
  cus on many of the views that distinguish the 
  Chalactans as a whole. They are a mystical people 
  with a complex philosophy. They strive constant-
  ly to receive illumination, also called Enlighten-
  ment. This is best defined as an understanding 
  of the natural laws of the universe, which they 
  also believe to exist in every single sentient per-
  son. All Adepts have a piercing near the top 
  of their nose referred to as the Lesser Mark. It 
  symbolizes their quest for Enlightenment. Once 
  a Chalactan Adept has received Enlightenment, 
  they receive a Greater Mark of Illumination in the 
  lower middle of their forehead. Both these marks 
  are small golden beads featuring the “Unclosable 
  Eye” that are attached on by piercing. They are 
  ruled by a Convocation of Adepts and study at 
  the Temple of Illumination. On the more practical 
  level, Chalactan Adepts are known to use their 
  discipline to be nearly immune to manipulation 
  and torture.
  
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  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  CHANDRILAN HUMAN
  Chandrilans are a unique human culture that have two 
  notable things. First is their extreme pacifism, as most 
  prefer to settle disagreements via debate. The other is 
  their focus on protecting the environment, so their plan-
  et is in excellent condition.
  Physiology: Chandrilans are a culture of humans, so 
  they differ more through culture than physiology. Some 
  of the humans on Chandrila are immigrants who can 
  have different genetics entirely. Those of mostly Chand-
  rilan ancestry typically have lighter skin and hair.
  Society: Chandrilan culture is well-known for its com-
  bination of debate and environmentalism. The former is 
  related to a strong connection to democracy. The Chan-
  drilans value the right to speak freely and participate in 
  politics. They have unparalleled rights to protesting, but 
  most express their beliefs in public debates. Every city 
  or town has a debate rotunda where anyone is free to 
  debate issues with others or with government officials. 
  This greatly reduces corruption and makes the Chand-
  rilans place high value in free speech. They use many 
  tactics to debate, but most avoid personal attacks. Be-
  cause of the great scrutiny related to debate, lies are 
  also rare. They are very pacifistic politically. The Chand-
  rilans have a strong preference for conservation that is 
  almost equally noteworthy. While they prefer reduced 
  roles for the government and increased freedom, the 
  environment is an exception. Families are reduced to 
  no more than two children so that the population stays 
  around one billion. They let animals roam freely in cities 
  and also protect them in preserves. Industrial pollution 
  is essentially non-existent. Nature walks are a common 
  hobby for Chandrilans, as are boating, fishing, and sun 
  jammer racing. They are also an artistic people who val-
  ue painting, dance, and theater.
  Homeworld: Chandrila is Core world on the Perlemi-
  an Trade Route. It is a farming world of meadows and 
  plains. Hanna City is the capital city; it is found near 
  Lake Sah’ot. It has the Imperial garrison and the gov-
  ernment buildings. The only place on the world zoned 
  for industry is Emita, which has made many advances in 
  clean technologies.
  Language: Chandrilans only speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Xenology or Leadership
  • Intellectual Debate: When arguing persuasively, 
  may add b equal to ranks in a relevant Knowledge 
  skill at the GM’s discretion.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  IMPERIAL OPPOSITION
  C
  handrilan beliefs run almost exactly opposite 
  to those of the Empire. Their former Senator, 
  Mon Mothma, is a known Rebel leader. With the 
  Empire unable to use the Death Star on Chand-
  rila, Palpatine has let Gerald Weizel govern the 
  planet. Weizel attempted to blockade the plan-
  et, but underestimated the determination of the 
  Rebel Alliance. The planet was freed by Rogue 
  Squadron. However, the Empire has placed 
  forces above its neighbors and used tariffs on 
  food to hurt the Chandrilan economy. This indi-
  rect blockade has forced Chandrilans to rely on 
  smugglers. While their orbital fleet is ready to 
  defend the planet should the Empire attack, the 
  people will not attack the Imperial garrison
  
  53
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHARON
  Eight-limbed arachnids with sharp claws and the ability 
  to shoot webs, the Charon come from a pocket of space 
  known as otherspace, where they are almost entirely 
  isolated from the rest of the galaxy. This is a great relief, 
  as their cult-like religion makes them wish to end all life 
  in the galaxy.
  Physiology: Charon are hulking arachnids who are 
  more than two meters tall. In addition to some hair, they 
  are covered by a gray, brown, or turquoise carapace 
  which is thick enough to offer them protection. They 
  also have three sharp claws on each of their eight limbs. 
  They have mandibles on their mouth and two large eyes 
  which have slit pupils. Although their upper body is up-
  right, their abdomen trails horizontally. They can shoot 
  webs from their abdomen, which can be used like ropes 
  or as an offensive weapon. They have a short lifespan, 
  reaching adulthood at six and typically dying around 
  60. They have two castes: Warriors are distinguished 
  by darker skin, while Bioscientists have colored cilia on 
  their limbs.
  Society: Charon are simple-minded and obsessive, and 
  they will do whatever it takes to get what they want. 
  Many are extremely ruthless and immoral, and a major-
  ity desire nothing more than the murder of everything 
  that they encounter. The technology that they developed 
  is biological, although the organisms they use lack free 
  will. Unlike the Yuuzhan Vong, they are willing to use 
  mechanical devices when available, but simply believe 
  that biotechnology is more effective. Bioscientists devel-
  op this technology, while the Warriors focus on combat.
  Homeworld: The Charon homeworld is unnamed, 
  bleak, and barely habitable. It is surrounded by black 
  holes, which means that it will soon be sucked in. The 
  Charon live in a pocket of space called otherspace, 
  which acts similar to another dimension. They have an-
  nihilated all other species in otherspace and generally 
  do not know how to reenter the galaxy. However, there 
  is a colony of other Charon on Kayri III, although there 
  are only a couple dozen of them.
  Language: The Charon language is composed of bizarre 
  clicking and scratching, and a few other insect species 
  can replicate it. Few have any reason to learn Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 70
  • Natural Armor: Receive the talent “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Extra Limbs: May have 3 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Webs: May shoot webs once per encounter, 
  attacking within short range using Athletics. Deal 
  no damage, but have the Ensnare 3 quality. May 
  also use webs as a tool similar to rope.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  1
  THE PROPHET OF THE VOID
  O
  ne of the most important figures in Charon so-
  ciety is the Prophet of the Void, the leader of 
  the death cult that governs society. Their goal is 
  to cast all life “into the Void of Death.” They have 
  conducted many successful genocides under this 
  desire. However, there is a smaller group called 
  the “Cult of the Light,” which opposes the ways 
  of the Prophet of the Void but acts in secret. 
  These few Charon will discover the hyperdrive in 
  a few years, but they will attempt to keep their 
  discovery secret in order to prevent the other 
  Charon from invading the galaxy. The Cult of the 
  Light is peaceful, seeking to make colonies and 
  contact other species. They are also unique in 
  that members are given names.
  
  54
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHEV
  Chevs are near-humans who are almost entirely en-
  slaved by a much larger species called the Chevin. Their 
  predicament is a more civilized one than that of other 
  enslaved species, and harsher punishments are rare, 
  but they are still ultimately in bondage.
  Physiology: The Chevs are a near-human people who 
  evolved from primates. They have pale skin and their 
  hair, which is only atop their head, is blonde or white, 
  similar to many humans. However, their hair is often 
  dyed for identification purposes. They have two notable 
  differences from humans, however. They have multiple 
  hearts, which sometimes allows them to have a signifi-
  cantly longer lifespan. However, a majority of Chevs still 
  live a fairly normal lifespan, around 75 years. The other 
  distinction is that they lack eyelids.
  Society: The society of the Chevs is defined by their 
  owners, the Chevin. On Vinsoth, slavery of the Chevs 
  is widespread. Although the Chevin are their rulers, the 
  Chevs give what little power they have to the oldest 
  female, who oversees the other slaves and acts as the 
  leader. The Chevs are a docile and submissive people, 
  a result of evolution both genetically and culturally. As 
  the Chevin are a nomadic people, the Chevs in bond-
  age to them must also be nomadic. They fulfill a variety 
  of roles, although many are especially good at techni-
  cal work. Despite their oppression, the Chevs still have 
  some freedoms. Most Chevin give them some free time 
  and tolerate their cultural rituals. They also place high 
  value in folklore and art. Some Chevin sell this art for 
  profit, while others simply tolerate it as a way to keep 
  the Chevs content. Legally, the Chevin can do whatever 
  they wish to the Chevs they own, although harsher pun-
  ishments are somewhat taboo.
  Homeworld: The Chevs live with the Chevin on Vin-
  soth, a fairly flat Outer Rim world. Most of the Chevin 
  live on the temperate plains. They are nomadic pasto-
  ralists, and the Chevs live in small villages for manufac-
  turing or farming. There are seven dictators who rule on 
  Vinsoth, each with their own continent.
  Language: Chevs all know their native language of 
  Chev, and they also learn Chevin and Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Mechanics
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  FREE CHEVS
  L
  ike any species that is enslaved to a great ex-
  tent, the Chevs look forward to the day when 
  they can become free. This isn’t particularly like-
  ly, however, as only a handful of Chevin support 
  emancipation- only because they believe the 
  Chevin should learn to survive on their own, not 
  over morality. A handful of Chevs do hold secret 
  meetings in the night where they discuss possi-
  ble rebellions. There are some escaped Chevs. 
  These Chevs often fight for freedom as part of 
  the Rebel Alliance, although others are more 
  paranoid and seek to keep a low profile for fear 
  of being recaptured. Almost all who escape use 
  elaborate clothing or tattoos to separate them-
  selves from their enslaved brethren. Eventually, 
  in almost 50 years, the Chevs will be freed as 
  part of the Freedom Flight movement.
  
  55
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  SLAVERY ON VINSOTH
  O
  n Vinsoth, there are two native species: the 
  Chevin and the Chevs. Long ago, the bigger, 
  tougher Chevin defeated the Chevs and kept 
  them as slaves. It has lasted for a long time, 
  even back in the days of the Old Republic, when 
  slavery was illegal. Few Chevin see anything 
  wrong with their arrangement, although there 
  are extremist Chevin who disagree. However, 
  most of them believe that abolition is only nec-
  essary because it would benefit the develop-
  ment of the Chevin by teaching hard work and 
  independence. Most of the Chevin who have 
  enough morals to disagree with slavery have 
  long given up on persuading their fellow Chevin 
  and have left Vinsoth.
  CHEVIN
  A selfish people who still practice slavery, the Chevin 
  put business first. They are very large and tough, but 
  most prefer to get what they want through commerce. 
  While they may drive a hard bargain, they are still hon-
  est.
  Physiology: Chevin are large creatures who can be up 
  to three meters in height. They are wide, too, making 
  them difficult to tackle in a brawl. With their thick hide, 
  they are also difficult to bring down by a blaster. Dis-
  proportionate humanoids, they have a huge, long head 
  that makes up much of their mass. They are hunched 
  over, and their chin reaches knee level on their stubby 
  legs. Short arms with four-fingered hands protrude from 
  their wide shoulders. They have hair, typically blonde or 
  brown, on their chin and atop their hooded head. Their 
  long snout is ideal for smelling, and their eyes have two 
  lids to help in sandstorms or blizzards. They also have 
  beady, black eyes. Their skin, generally a shade between 
  gray and brown, is thick and wrinkled.
  Society: For all of their cunning, Chevin are surpris-
  ingly honest. Their culture is obsessed with commerce, 
  which relies on trust. Their moral code demands hones-
  ty, especially in terms of fulfilling their side of a bargain. 
  They expect the same from others. Chevin are generally 
  harsh and selfish in trade, however. Their moral outlook 
  is generally a grim “every man for himself,” which they 
  find in themselves and expect from others. Chevin are 
  aggressive, generally high achievers. They work well in 
  leadership roles and have a knack for sensing potential 
  for both people and markets. Going anywhere to make a 
  profit, they are especially good at navigating black mar-
  kets and the underworld. Aside from the dictators, all 
  other Chevin are nomadic, and whole villages move on 
  their homeworld. Likewise, they often travel the stars in 
  search of better opportunities. Their villages are known 
  as lodges, which carry them and their goods.
  Homeworld: Like the Chevs that they keep enslaved, 
  the Chevin are native to Vinsoth. The durable nature of 
  the Chevin works well with the diverse climate of their 
  homeworld, which includes grassy plains, polar ice caps, 
  and dry deserts. However, most prefer to stick with the 
  plains. It is an Outer Rim world in the northern part of 
  the galaxy. It has seven continents, each ruled by its 
  own dictator.
  Language: Most Chevin speak both Chevin and Basic 
  fluently.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 85
  • 1 rank in Negotiation
  • Thick Hides: Receive the talent “Durable.”
  • Advanced Olfaction: Add b on olfactory 
  Perception checks.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  
  56
  THE COMPLETE SPECIES GUIDE
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  CHIRONIAN
  An athletic species of equines, the Chironians are qua-
  drupedal and have a fur-covered lower body, but their 
  upper half is more humanoid. They also have sharp 
  horns that they use in combat.
  Physiology: Chironians are centauriforms, possess-
  ing an equine lower body with four powerful legs with 
  hooves and a humanoid upper body. They are large, 
  as tall as a human adult even if they fold their legs 
  underneath them in order to sit. They have a long tail 
  behind them, and their skin Their upper body has arms 
  and a head that are physiologically almost identical to a 
  human, except they have horns. The horns fall off and 
  regrow every year. They start off as knobs of furry vel-
  vet, which slowly grow until the horns pierce the velvet. 
  The horns are shiny and smooth with ridges, and they 
  can be used in combat. However, if the velvet is pierced 
  artificially before the horns are long enough, the injury 
  can actually be fatal. Chironians have red-brown hair, 
  which they typically let grow down their back, and their 
  skin is red-brown. Youth have orangish skin with white 
  spots. They often do not wear clothing as youth, al-
  though adults typically wear clothing over their torso.
  Society: Descending from herds of grazing herbivores, 
  the Chironians are a communally-oriented people who 
  are far less individualistic than many other cultures. 
  Most live in small migratory herds of a couple dozen 
  individuals, and the concept of families is almost entire-
  ly unknown to them. Children are raised by the entire 
  community, and mates do not remain together. Chiro-
  nians have few possessions of their own, and resources 
  are shared by the entire herd.
  Homeworld: Chironians come from Chiron, a planet in 
  the Ash Worlds covered by grasslands. The eastern part 
  is more urbanized, including the capital city of Tartain, 
  while the west is dominated by wilderness.
  Language: The Chironian’s native language of Re’ein 
  uses a combination of gestures, including foot stomps 
  and hand signals, to communicate, and it has no writ-
  ten form. As they modernized, Tartainians developed 
  Relen’ein, a language that uses only sounds and can be 
  written. Chironians who live a traditional lifestyle con-
  tinue to learn only Re’ein, while Tartainians learn Basic 
  and Relen’ein. When speaking Basic, they have a thick 
  accent and a husky voice.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Athletics
  • Equine Athleticism: Move twice as quickly, and 
  encumbrance threshold is equal to 10+Brawn.
  • Horns: When using Brawl, may spend aa to hit 
  with horns, adding the Pierce 2 quality.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  CHANGING WITH THE TIMES
  C
  hironians were discovered by the rest of the 
  galaxy only 300 years ago, but they have 
  been slow to adapt to modern technology. Most 
  Chironians live in the wilderness, living in large 
  tents and often moving their homes to match 
  the seasons or find greener pastures. It is very 
  rare for these Chironians to use any electronic 
  technology or offworld goods. The only excep-
  tion is Tartain, their only major city, which tried 
  to embrace galactic culture when Chiron was 
  discovered. Tartainians are increasing in number, 
  but most Chironians view their modernity with 
  suspicion.
  NOTE
  L
  ittle is known about Chironian society. The re-
  mainder of this information is based on sub-
  tle comments and the author’s assumptions. 
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Chironian culture.
  
  57
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHISS
  Chiss are a very calculating people who focus on plan-
  ning and analyzing ahead of time as much as they can. 
  They are distant relatives to humans, but are now dis-
  tinguished by their blue skin and red eyes that have no 
  pupils.
  Physiology: Chiss are near humans most notable for 
  their blue skin and red eyes that lack pupils. These 
  features grow even more intense when in greater con-
  centrations of oxygen. Their hair is almost entirely a jet 
  black, except for the elderly, who have silver hair. They 
  tend to be a bit taller than humans, as well as in better 
  shape. According to genetic analysis, the Chiss are still 
  relatives to the humans, but they are old enough that 
  no record of these connections is known. They reach 
  physical and emotional maturity as young as 13 and 
  live to about 80.
  Society: Chiss value caution, thought, and careful plan-
  ning. They are peaceful and highly cultured. They tend 
  to keep to themselves and even those that do venture 
  into the rest of the galaxy keep a careful respect for the 
  rest of their species’s desire for isolation. They also tend 
  to be very reserved towards outsiders and are only truly 
  loyal to the Ascendancy. The Chiss are highly unknown, 
  and few are aware of their existence. Much, much few-
  er have actually travelled to the Chiss Ascendancy. The 
  Chiss themselves are not prone to emotion and carefully 
  plan their moves with logic. They tend to plan for the fu-
  ture and can be excellent at predicting their opponents. 
  Their culture values art and intellectual achievement but 
  not very much at the economic level. They instead strive 
  for personal growth and contribution to the society that 
  they have worked so hard to create.
  Homeworld: Chiss hail from the Chiss Ascendancy, 
  the organization that governs 28 inhabited planets in 
  the westernmost region of the galaxy. This region is cut 
  off from the rest of the galaxy by a hyperspace tan-
  gle, making travel difficult. The Ascendancy has many 
  worlds, but it originates from Csilla. This planet, the 
  Chiss “homeworld,” is icy. Covered in glaciers, the Chiss 
  now live underground. A large network of passages con-
  nects the cities.
  Language: Chiss are the only species that can speak 
  Cheunh. This language requires their unique vocal cords 
  to use, and name is formed as three parts connected 
  by apostrophes. To humans, they abbreviate it by only 
  using the middle part.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Cool
  • Infrared Vision: Remove b for lighting conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  COOL AND CALCULATING
  C
  hiss are patient and have an aptitude for tac-
  tics. They are constantly taught to plan for the 
  future, to painstakingly analyze the situation, 
  and to formulate a perfect plan. This has created 
  a cultural taboo against preemptive strikes, and 
  to break this can result in exile. A player who 
  follows this trend likely waits for the last moment 
  to draw his blaster and doesn’t fight until he first 
  is attacked. However, some other Chiss may be 
  rebellious, striking first and using the element of 
  surprise to their advantage. This tendency could 
  be the reason why a Chiss has left the Ascendan-
  cy in the first place.
  
  58
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CHISTORI
  A very violent people, the Chistori are saurians know 
  for their bad temper and straightforwardness. Their few 
  Force-sensitives are persecuted out of fear, and most 
  of them seen in the broader galaxy perform mercenary 
  work of some sort.
  Physiology: The Chistori are saurian reptiles with skin 
  that is blue or purple on the back and yellow or tan 
  on the front. Their head points forward with a snout-
  like beak. They have a very wide mouth that features 
  a handful of teeth sticking out. Their small, black eyes 
  face off to the side. Although they are average in 
  height, they are strong and athletic. As reptiles, they 
  are cold-blooded and have scales. These scales afford 
  them some protection.
  Society: Chistori are an extremely violent people who 
  are straightforward and impatient. They are also mean 
  and bad-tempered, and they aren’t exceptionally mor-
  al. Because of their violent nature, they often become 
  mercenaries or bounty hunters if they leave their world. 
  However, such Chistori are relatively few in number, as a 
  majority of them choose not to leave their homeworld.
  Homeworld: Chistori come from a rocky world in the 
  Outer Rim called Chistor. It is a relatively rural planet 
  completely outside of Imperial influences and has a low 
  population. They live in independent tribes which often 
  go to war with each other. The Chistori mostly survive 
  through hunting, although they have began mining op-
  erations in recent years. They trade the minerals, which 
  has allowed them to have moderate levels of current 
  technology.
  Language: Chistori rarely speak Basic, as most of them 
  only know their growling native tongue of Hrr’ost. The 
  handful who do business with outsiders use a trade lan-
  guage, Bocce. Those of them who do speak Basic typi-
  cally have a deep voice.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 105
  • 1 rank in Brawl
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  CHISTORI AND THE FORCE
  C
  histori have no knowledge of the Force as it is 
  known to the Jedi or Sith, and they are far too 
  undisciplined to know it as any other religion. 
  Most of them fear the Force, so the few who are 
  gifted with Force-sensitivity are feared and per-
  secuted. Such persecution makes Force-sensitive 
  Chistori eager to leave their world, like Cydon 
  Prax, who became a bounty hunter. Similarly, 
  Desann will join Luke Skywalker’s Jedi Academy 
  and later become a Dark Jedi.
  NOTE
  N
  o knowledge exists regarding the homeworld 
  or language of the Chistori. The remaining in-
  formation is based on the author’s own assump-
  tions. Players are not obligated to follow this.
  
  59
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CLAWDITE
  Shapeshifting is a powerful ability that defines the 
  Clawdites. However, it also works to their detriment, as 
  on their homeworld, the religious Zolanders find it to be 
  heresy. However, their ability to disguise themselves as 
  almost anyone is also extremely useful.
  Physiology: Clawdites are unique in that they can 
  change almost all of their physical features at will in or-
  der to match the appearance of another. They still have 
  struggles changing size or drastically altering physiol-
  ogy. Some can even make their skin look like clothing 
  or jewelry. Their natural form is reptilian with an olive 
  green or yellow skin. This form has sunken cheeks, a 
  small mouth, and a narrow nose. Shape-shifting does 
  put sufficient strain on them, and they revert back to 
  their original form when asleep, badly wounded, or 
  dead. While they can take the shape of a specific per-
  son, many go with a generic looking human when they 
  want a general disguise.
  Society: Clawdites are quiet and solitary, and they ar-
  en’t particularly social. Like Bothans, they are distrust-
  ful, and like Chevin, they are harshly pessimistic. While 
  they can work together for when it benefits them, they 
  aren’t natural team players. Relatively few Clawdites 
  choose to change their form, and doing so does cause 
  them great physical pain. They need oils and creams in 
  order to keep their skin healthy.
  Homeworld: Clawdites come from Zolan, a Mid Rim 
  world. It was in great turmoil during the Clone Wars, 
  since the Clawdites were eager to join the Confederacy, 
  which they correctly assumed would have given them 
  better rights.
  Language: Clawdites speak Clawdite, a modified ver-
  sion of Zolanese.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Resilience
  • Changelings: As an action, may attempt to shape-
  shift by suffering 3 strain and making an dd
  dd 
  Resilience check. If successful, change appearance 
  to match that of a previously observed humanoid 
  silhouette 1 character. Any observers who would 
  want to recognize the disguise must attempt a 
  Perception check opposed by Deception. b or b can 
  be added based on how much either have observed 
  the individual, whether the clothing matches, or if 
  imitating a species that is considerably different in 
  physiology.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  ZOLANDER OPPRESSORS
  W
  hile many have inevitably been jealous of the 
  Clawdites, their life is not as glamorous as 
  one would think. The Zolanders share the Clawd-
  ite homeworld, and they have the same ap-
  pearance as Clawdite in their natural form. The 
  Zolanders are deeply religious, and they shun 
  the Clawdites, whom they view to be impure 
  and sinful. The Zolanders have forced the Clawd-
  ites to live in secured ghettos so that they can-
  not spread. Many Clawdites in the galaxy have 
  learned to fight through the Mabari. The Mabari 
  are a Zolander tradition, an ancient order of 
  warriors. Since the Zolanders fear the Clawdites, 
  few let them access this elite warrior training. 
  Those who do enter face harsh standards and are 
  watched closely. Failure means permanent exile 
  from Zolan, so this sets up many Clawdites to be 
  bounty hunters.
  
  60
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CODRU-JI
  Codru-Ji have six limbs, and most live a relatively-low 
  tech lifestyle. They are known for their strange custom 
  of harmless kidnappings in politics and are seen as bar-
  baric by many. Although the adults resemble humans, 
  young Codru-Ji are very canine and barely sentient.
  Physiology: The Codru-Ji are six-limbed mammals who 
  undergo metamorphosis to become adults. As children, 
  they appear as six-legged canines called wyrwulves, 
  in which they resemble animals more than sentients. 
  wyrwulves cannot speak, although are smart enough 
  to protect their parents and bond emotionally. They 
  are covered in fur and have a tail, a snout, and point-
  ed ears. However, once they reach puberty, the Wyr-
  wulves encase themself in a cocoon, and they eventu-
  ally emerge as a humanoid adult. They still somewhat 
  resemble their animal-like forms with thick, tannish skin, 
  claws, and pointed ears. Both can also hear very high 
  frequencies undetectable to many other species. They 
  have six limbs, four of which act like arms. Unlike most 
  other species, they sleep standing up. They are excel-
  lent survivalists who are typically in good physical con-
  dition and able to survive for days without food or water.
  Society: Codru-Ji are somewhat xenophobic, as their 
  customs are typically seen as barbaric by outsiders. 
  They are also concerned about external influences on 
  their culture. This has kept their society very isolated. 
  They typically maintain a relationship with wyrwulves 
  similar to that of a human with a pet, and most wyr-
  wulves will loyally protect their parents or caretakers. 
  They do not receive a complete name until adulthood 
  and only have nicknames as wyrwulves.
  Homeworld: The Codru-Ji homeworld, Munto Codru, 
  lies on the edge of the galaxy at the northeast tip of 
  the Slice. It is a mountainous planet with a temperate 
  climate. It is extremely isolated and exports very lit-
  tle. Its capital, Capital Codru, has the planet’s primary 
  spaceport.
  Language: The Codru-Ji speak Codruese, a language 
  composed of barks, growls, and snarls. Although it is 
  seemingly well-suited for young wyrwulves, it can only 
  be spoken by the humanoid adults. Because of their iso-
  lation, a majority of Codru-Ji chose not to learn Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Stealth
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  KIDNAPPING AND POLITICS
  O
  ne habit of the Codru-Ji that is seen as par-
  ticularly barbaric is their tendency to kidnap. 
  In politics, it is common for rivals to kidnap each 
  other’s children, although they typically return 
  them following a ransom. Their politics are very 
  complex, and they are divided into competitive 
  clans which vie for power in their tribal govern-
  ment. They sometimes base themselves within 
  castles which were abandoned by an unknown 
  civilization, but a majority of Codru-Ji avoid the 
  mysterious fortresses, which they consider to be 
  haunted.
  
  61
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  COLICOID
  Although they have a stinger that makes them fierce in 
  combat, the Colicoids are better known for their intellect 
  and ability with building droids and weapons. They are 
  extremely dangerous to deal with, as they are cannibal-
  istic and ruthless.
  Physiology: The Colicoids are quadrupedal insects with 
  six limbs. They are shorter but relatively bulky and walk 
  with their stomach upward. This structure also allows 
  them to easily curl into a ball, which gives them pro-
  tection and can help to surprise prey. They also have a 
  stinger which is venomous and can pierce through ar-
  mor. Their brownish skin is covered in spikes and tough, 
  providing them with some protection. Their neck points 
  forward, and their flat head has orange eyes and two 
  antennae which help them smell. Their unique psycholo-
  gy makes them difficult to influence with the Force. They 
  mature quickly, reaching adulthood at the age of eight.
  Society: Colicoids are absolutely ruthless, and they 
  are a selfish people who are motivated by greed. Their 
  combination of immorality, ruthlessness, and cunning 
  makes them excellent as negotiators and combatants. 
  Although they excel in commerce, they are isolationist 
  and care little for other societies. One of the most prom-
  inent Colicoid businesses is the Colicoid Creation Nest, 
  which sells combat droids. However, the most deadly of 
  their droids are reserved to defend their homes. Coli-
  coids excel in making advanced technology, especially 
  anything related to war: They made the droideka and 
  the tri-fighter, both of which were highly effective. They 
  have a hierarchical society divided into specialized nests, 
  and Queens are very important to them. The Queens 
  are much larger and have a unique stinger, but they only 
  fight when provoked.
  Homeworld: Colla IV is a tropical Inner Rim planet 
  which is very close to the Expansion Region. It is a home 
  to the nearly-extinct huech, an animal so ferocious that 
  any Colicoid will instinctively curl into a ball upon seeing 
  one.
  Language: The Colicoid language uses buzzing sounds, 
  and it requires both their antennae as well as rubbing 
  their legs together. They enjoy using it in front of others 
  who cannot understand it, although they are capable of 
  speaking Basic with a buzzing accent.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Mechanics or Negotiation
  • Defensive Ball: As a maneuver, may curl into a 
  ball, reducing crit damage by 30.
  • Unique Psychology: When targeted by a telepathic 
  Force Power, increase the difficulty by 2.
  • Stinger: When using Brawl, may spend aaa 
  to hit with stinger, gaining the Pierce 1 quality and 
  forcing the target to pass a ddd
  ddd Resilience check 
  or suffer 2 wounds every round for up to 8 rounds.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  1
  CANNIBALISM
  C
  olicoids are cannibalistic, especially when food 
  is scarce. They have no qualms about eating 
  members of other species or even other Coli-
  coids. They often deal in flesh as currency, and 
  they murder and eat many diplomats. They are 
  also known to capture nearby travellers in order 
  to eat them. This gives them a fearsome rep-
  utation and ensures that no one willingly deals 
  with a Colicoid unless they have a great deal of 
  protection.
  
  62
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  COLUMI
  Columi are so focused on intelligence and technology 
  that their limbs are vestigial, and they cannot move or 
  survive without technology. They were prominent early 
  in galactic history, but they have since taken up a more 
  isolationist stance, enjoying their advanced technology 
  on their own.
  Physiology: Descending from herbivorous reptiles, Co-
  lumi are a technologically advanced species who have 
  almost all of their mass devoted to their cranium. Al-
  though they are similar to humans in size, their body is 
  incredibly weak, its sole purpose being to house their 
  heart and lungs needed to support their mind. Their 
  arms and legs are essentially vestigial, as they are longer 
  able to walk or support their own body weight, even on 
  their low-gravity homeworld. They have wrinkled skin, 
  and their head features two wide eyes. They lack a nose 
  or ears, as they cannot hear, smell, or taste, although 
  their eyes double as auditory receptors which can even 
  detect radio waves. Their sense of touch is also very 
  weak. They cannot reproduce on their own and must 
  use cloning to make new Columi. However, all of these 
  disadvantages are made up by the fact that they have 
  four highly advanced cerebrums, each with veins visible 
  from the outside of their hairless scalp. These combine 
  to make perhaps the greatest mind of any species in the 
  galaxy, and the Columi excel in all intellectual pursuits.
  Society: Columi have built a technologically advanced 
  society which is relatively isolated. They view intellectu-
  al pursuits as inherently superior to physical ones, so 
  they look down on all other species who do not share 
  their intellect. They also prefer indirect interactions over 
  face-to-face meetings. They have a democratic society, 
  although they have agreed to support the Empire in 
  exchange for being left alone. They often work as ad-
  ministrators, engineers, or analysts within the Empire, 
  although a few use their genius to achieve wealth in 
  private enterprises. Columi in the rest of the galaxy 
  typically wear repulsorsuits or ride in mental hoverpods 
  in order to move around normally. Their technology is 
  typically controlled by sensing brain waves rather than 
  using physical consoles, and most of their production is 
  automated.
  Homeworld: Columi come from the low-gravity Core 
  World of Columnus, which is composed of jungles and 
  muddy swamps. As they are adapted to its low gravi-
  ty, they dislike travelling to other worlds with standard 
  gravity.
  Language: Because they have little interest in dealing 
  with other species, the Columi typically do not speak 
  Basic and instead use their native language.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 120
  • 1 rank in any Knowledge skill
  • Vestigial Limbs: Reduce encumbrance threshold 
  by 4 and may not move without mechanical 
  assistance.
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  4
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ANCIENT ROOTS
  C
  olumi were one of the first species to ever 
  achieve space travel, and they explored the 
  galaxy long before contemporary societies such 
  as those of the humans and Duros had devel-
  oped. Disappointed by the barbarism they found 
  on other worlds, the Columi retreated to their 
  home, and they remained there to avoid con-
  flicts with the ancient race known as the Celes-
  tials. This sense of superiority has not gone away 
  over the past millennia, and they have remained 
  isolated with little interest in trade ever since.
  
  63
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CORELLIAN HUMAN
  Corellians are a cocky breed of human that are very 
  prominent in all things related to ships. They build 
  them, they fly them, and they are good at both. Corel-
  lians are often risk takers or thrill seekers, so speed is 
  their primary focus.
  Physiology: Corellians are a race of mostly humans, 
  but the distinction is more cultural than genetic. There 
  are some differences, however. Most of them have light-
  er skin and brown hair. They also often wear a confident 
  smirk.
  Society: Corellians are a unique society known for dar-
  ing, cockiness, and a bit of self-interest. Most notable is 
  their desire for independence: a desire so notable that 
  “Solo” is a last name in their society. They also tend to 
  be good at things related to starships, mostly piloting. 
  Making ships is also a skill, as their maverick natures 
  and bold tastes can lead to innovation. Corellian Engi-
  neering Corporation (CEC) is notable for making some 
  of the most easily customizable and fastest ships in the 
  galaxy. The latter trait is particularly valued by most 
  Corellians. They are known to value loyalty to family as 
  well. One more unique aspect to this is that in a dispute 
  with a family member, it is seen as very dishonorable to 
  involve a third family member. Although Corellians tend 
  to share these many traits, they are not totally homog-
  enous. In particular, a group of rural-dwelling Corellians 
  called ensterites are very xenophobic, keeping to them-
  selves and forbiding any relations, especially marraige, 
  outside of their own.
  Homeworld: Corellians come from Corellia, but as 
  spacefarers, they travel all across the galaxy. Corellia 
  is a terrestrial Core World of mostly cities. In the same 
  system, there are four other inhabited planets. These 
  are the homeworlds of the Drall and Selonians, as well 
  as two other planets that all three share, Talus and Tra-
  lus. The system is theorized to have been built by the 
  powerful, ancient, Celestials.
  Language: Corellians speak Basic mostly, but occasion-
  ally use Olys Corellisi amongst themselves.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Piloting-Planetary or Piloting-Space
  • Gifted Pilots: Receive the talent “Skilled Jockey.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  EARNING YOUR STRIPES
  O
  ne of the highest honors in Corellian society 
  is the Bloodstripe, awarded for military ser-
  vice of particular courage and daring. The Blood-
  stripe is applied to the side of one’s pants, a 
  series of short horizontal lines in red going down 
  from top to bottom. While Corellians are often 
  too free-spirited and independent to join a mili-
  tary, some nevertheless manage it. Corellian mil-
  itaries are, of course, less rigid and disciplined 
  than others, acknowledging the culture’s ten-
  dency. As an independent sort, they have fought 
  in several wars. For most of their history, they 
  had various wars of secession from the Republic. 
  Despite this, they were actually mostly neutral 
  during the Clone Wars. However, under Imperial 
  rule, they have come to get back their desire 
  for independence and have started to fight back. 
  Wedge Antilles and the smuggler Han Solo cur-
  rently work with the Alliance, and both will go on 
  to become famed heroes.
  
  64
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  COSIAN
  Scholarly reptiles with a beak and olive skin, the Cosians 
  typically prefer to observe rather than jump into action. 
  They generally live as farmers on Cosia, a planet found 
  in the Deep Core.
  Physiology: Cosians are reptiles with olive or gray skin, 
  a long neck, and two knees per leg. Though hunched 
  and on the smaller side, they make up for it with a keen 
  mind hidden behind their beaked face. They have four 
  fingers and toes, the latter of which are clawed. Cosians 
  also have a small tail that they use for balance. They 
  have yellow eyes, but their hair stays similar to that of 
  humans in terms of color with age. Despite having a 
  very different facial structure, Cosians often give off the 
  appearance of old age.
  Society: Cosians are a scholarly people with a tendency 
  towards social sciences and understanding how people 
  act. They often are patient but cunning, seeing benefit, 
  both practical and spiritual, in a role of observation. 
  While not wholly religious as a society, they are unified 
  in a wisdom of sorts that comes from years of observa-
  tion. Their silent nature serves them well socially, but 
  should they enter conflict, passive-aggression is their 
  favorite tool.
  Homeworld: Cosia is a plains-covered world in the 
  Deep Core. As such, going to and from it is relatively 
  dangerous, as well as restricted by the Empire. On it, 
  most Cosians are simple farmers.
  Language: Cosians have more than a dozen languages 
  on their homeworld, so they are united by Basic, which 
  is known by almost all.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • 1 rank in Knowledge-Lore or Perception
  • Keen Observers: When talking second in a 
  conversation, may make an dd
  dd Perception check. 
  If successful, add b on next social check against 
  the NPC that talked first.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  EXILES OF LOSARU’ON
  T
  he Cosians are a small but rather gregarious 
  people.  However, none are more gregarious 
  than the Exiles of Losaru’on. Particularly popular 
  among older Cosians, the group started about 
  60 years ago when their leader, Tor Losaru, be-
  gan recruiting members. Playing up guilt over in-
  volvement in a war, Losaru blamed the Cosian’s 
  conflict on a sense of pride. Preaching humility 
  and outward focus, many Cosians joined his cult-
  like religion. The most notable of their tenants 
  is that they face a punishment of leaving their 
  homeworld and never settling again. The Exiles 
  of Losaru’on are always on the move, living and 
  working aboard starships. To further distinguish 
  themselves from what they see as an odd cult, 
  many other Cosians have become highly seden-
  tary.
  NOTE
  C
  osians come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  Furthermore, everything following the physiol-
  ogy section is based on the author’s own as-
  sumptions. However, just as many Legends spe-
  cies could also exist in Canon, nothing prevents 
  Cosians from existing in Legends.
  
  65
  THE COMPLETE SPECIES GUIDE
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  COWAY
  Primitive humanoids distinguished by a thin layer of red 
  fur, the Coway live as simple hunter-gatherers in the 
  dark caves of Mimban, but their lifestyle has been upset 
  by Imperial mining operations, drawing them into con-
  flicts with the offworlders.
  Physiology: Coway are a humanoid species covered in 
  a very thin layer of fine, red fur. Although their body 
  structure is mostly humanoid, they have pointed ears, 
  a very small nose, and extremely tall eyelids, which are 
  a darker colored layer of flesh extending beyond their 
  eyes. Their eyes are capable of seeing in the infrared, 
  which allows them to navigate darker conditions than 
  other species. Although some are bald, a few have dark-
  er hair atop their head. Their digestive system is differ-
  ent than that of humans, capable of consuming fungi 
  which are poisonous to other species. They also eat li-
  chens, raw meat, and fruit. Because of their primitive 
  lifestyle, they are typically well-muscled.
  Society: Valuing spirit and brute force, the Coway are a 
  primitive people who have little involvement with tech-
  nology or education. They mostly live underground, 
  hunting and gathering to survive. Their highest levels 
  of technology are controlling fire and using stone tools, 
  and death is an everyday occurrence among them. They 
  live in villages with a population generally over one hun-
  dred, each ruled by a triumvirate of three male chiefs. 
  If the chiefs cannot come to an agreement amongst 
  themselves, the greatest warriors from the respective 
  sides challenge one another to single combat. Although 
  some of these duels are to the death, they often end 
  when one of the warriors quits. The winner is seen as 
  having the favor of their god, Canu, and the rest of 
  the village will then abide by Canu’s judgement. Most 
  Coway adorn their body with primitive charms, typically 
  made from bone.
  Homeworld: Coway are native to the Expansion Region 
  planet of Mimban, also known as Circarpous V, which is 
  a steamy planet that has mostly swamps and jungles on 
  the surface. With a population of about one million, it is 
  relatively rural, home to only small mining operations.
  Language: Coway speak Coway, a language which is 
  difficult but possible for humans to speak. They rarely 
  know Basic, although Coway is very similar to the Mim-
  banite language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Melee
  • Infrared Vision: Remove b for darkness, add b 
  for brightness.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  COWAY AND THE EMPIRE
  C
  oway are fairly isolationist, interacting little 
  with the Mimbanites whom they share their 
  homeworld with, but they were forced to inter-
  act when the Empire arrived and set up dolovite 
  mining operations. Coway responded by mov-
  ing deeper underground to avoid the drills, but 
  their way of life has been permanently disrupted. 
  They often attack Imperial assets or venture into 
  mining towns. Despite their ferocity, they flee if 
  confronted.
  
  66
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  CRAGMOLOID
  Despite their incredible toughness and large size, the 
  Cragmoloids are gentle giants, and they detest all forms 
  of trickery and dishonesty. They face extinction because 
  of a combination of habitat destruction, hunting, and 
  enslavement at the hands of a number of sinister in-
  terests.
  Physiology: At about three meters tall, the Cragmoloids 
  are an intimidating species of bipedal pachyderm. They 
  are very wide and have thick limbs which are extremely 
  strong. They have leathery gray-green skin and small 
  red eyes. Their head features coarse hair, pointed ears, 
  and a wrinkled trunk which is sometimes surrounded by 
  two smaller trunks. The primary trunk, which is almost 
  a meter long, is capable of basic manipulation. They 
  have tusks surrounding their trunk which can be used as 
  weapons in combat. Some have four small tusks, while 
  others have two large tusks. They have a relatively long 
  lifespan, typically around 120 years.
  Society: 
  Homeworld: The Cragmoloids come from Ankus, a 
  world in a freestanding subsector of the northwestern 
  Mid Rim. It will revert to isolationism shortly after the 
  fall of Grand Admiral Thrawn at Bilbringi, although it is 
  currently under Imperial control. It is composed mostly 
  of rocky plains.
  Language: Cragii is the language of the Cragmoloids, 
  and many of them also know Basic. They have a one-
  word name.
  SPECIES ABILITIES
  • Wound Threshold: 15+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Coercion
  • Tusks: When using tusks, deal +2 Brawl damage 
  as wounds and have a Crit rating of 3, but add the 
  Inaccurate 1 and Linked 1 qualities.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  VERGE OF EXTINCTION
  T
  he tusks of a Cragmoloid are made of ivory, 
  which is very valuable in the galaxy. They are 
  commonly preyed upon by hunters who seek to 
  harvest it, so some of them cut off their tusks 
  in order to stay safe. However, this is seen as 
  extremely humiliating, so this is typically only a 
  last resort. However, the hunters are not the only 
  danger. In recent decades, the Empire has also 
  begun to take advantage of the Cragmoloids. 
  Their strength makes them very useful in labor 
  camps, where they have been enslaved. Further-
  more, TaggeCo mines on their world, which has 
  greatly reduced the amount of land available to 
  them. The combination of these three factors 
  have had a devastating effect on the Cragmoloid 
  population, so their population is extremely low. 
  In fact, their species is in danger of extinction.
  
  67
  THE COMPLETE SPECIES GUIDE
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  DANTARI
  Distant relatives to humans who now live a primitive life 
  on the plains of Dantooine, the Dantari are arranged 
  into nomadic tribes. They are a hardy people and ex-
  cellent survivalists, forged by their harsh way of living.
  Physiology: Theorized to be the descendants of a failed 
  human colony, the Dantari are humanoids adapted for 
  a nomadic, outdoor lifestyle. They are typically much 
  stronger than humans, and their tan skin is somewhat 
  thicker than that of a normal human. They have a large 
  face, and their hair is dark.
  Society: As a nomadic people who live in many differ-
  ent environments, the Dantari are highly adaptive and 
  excel in outdoor survival. They are skilled warriors, but 
  they are not particularly cruel. They are extremely prim-
  itive and cannot even conduct agriculture or process 
  metal, but they are still interested in the stars and off-
  world technology. They are organized into tribes which 
  hunt animals to survive, and each carries tents around, 
  which they set up at night alongside campfires. They 
  rarely keep a village up for more than one night. The 
  most important figure in a Dantari tribe is the garoo, 
  who is a shaman of sorts. It is said that garoos can 
  command animal spirits and that they never lie. The 
  actual power is held by a council with five or six elders 
  who are considered responsible for the success of the 
  tribe. Dantari tribes trade internally and sometimes with 
  other tribes, although such events are more similar to 
  a gift exchange.
  Homeworld: Dantari come the remote Outer Rim world 
  of Dantooine, a planet which once held a Jedi Enclave. 
  It has many savannas and grasslands, with some moun-
  tains and rivers. There is a population of human colo-
  nists, most of whom are simple farmers. Both the colo-
  nists and the Dantari are small enough in number that 
  they rarely interact with each other.
  Language: The Dantari tongue of Dantarian is a simple 
  and crude combination of gestures and spoken words. 
  Literacy among Dantari is very rare, although they have 
  invented writing. Given their isolation, it is extremely 
  rare for a Dantari to know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Survival
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  DANTARI AND THE EMPIRE
  T
  he Dantari have had a few interactions with 
  the outside galaxy, so the interactions that 
  they do have can leave a major impression. Re-
  cently, a rebel base was on Dantooine, although 
  it is unknown if the rebels met the Dantari. One 
  such interaction will occur later, several years af-
  ter the Battle of Endor. After the New Republic 
  will settle refugees on Dantooine, the entire col-
  ony will be massacred by Admiral Daala’s forces. 
  The Dantari will be impressed by this display of 
  power, and they will practically worship the Em-
  pire. They will tattoo themselves with Imperial 
  insignias or pictures of AT-ATs, and their best 
  warriors will use metal weapons scavenged from 
  after the battle.
  
  68
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DASHADE
  The Dashade homeworld of Urkupp was destroyed mille-
  nia ago in a supernova, and they are still few in number. 
  However, they have played a prominent role in the Sith 
  Wars, as their natural resistance to Force powers makes 
  them valuable allies in fighting against Jedi or Sith.
  Physiology: Dashade are reptilians with brown, olive, 
  or gray skin and canine features. They have very pow-
  erful abilities to resist radiation and heat, the latter of 
  which they can absorb and dissipate at will. This allows 
  them to survive in many environments that would be 
  fatal to other species. They also boast an immunity to 
  many direct aspects of the Force, such as mind tricks, 
  telekinesis, and sensing. This has made them valuable 
  as mercenaries in many of the Sith Wars. They have a 
  high forehead, a long chin, and a wide mouth with very 
  sharp teeth. Their beady eyes can be orange, red, or 
  black. They have three pointed fingers on each of their 
  hands.
  Society: Dashade are a secretive warrior people who 
  are skilled as hired guns and assassins. Their most elite, 
  the Shadow Killers, were once feared almost universally, 
  although the Dashade have become more obscure with 
  time. In order to deal with a lack of resources, many 
  became warlords, and their society has been filled with 
  conflict ever since. However, they are also a deeply re-
  ligious people, especially after discovering their immu-
  nity to the Force. They believe in an unseen power that 
  governs the galaxy and rewards those who are moral 
  by granting them success and power. Their immunity 
  to the Force has made them valuable allies to both the 
  Jedi and Sith alike, who have often used them as merce-
  naries. Even in times of peace, the Jedi have found that 
  Dashade are useful as sparring partners and combat in-
  structors, since they prevent learners from relying too 
  much on the Force.
  Homeworld: The Dashade come from the hot, radia-
  tion-tainted world of Urkupp. After its destruction in a 
  supernova, it is suspected that they live in colonies, but 
  it is possible that the entirety of Dashade have integrat-
  ed with the rest of the galaxy.
  Language: Dashade speak and write their native lan-
  guage of Dashadi, and they typically know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 2. When 
  targeted by other Force Powers, cause the check to 
  automatically fail.
  • Heat Dissipation: Remove b for hot conditions 
  and be invisible to those who detect heat signatures.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  AFTER THE SUPERNOVA
  U
  nfortunately for the Dashade, their home-
  world was destroyed millenia ago by a su-
  pernova that completely engulfed the planet. 
  As a spacefaring species, there were survivors 
  of this catastrophe. However, the Dashade are 
  very secretive, so the number and location of 
  these survivors is unknown. Although some Da-
  shade appear in the wider galaxy, (many have 
  hunted Jedi for the Empire) it is suspected that 
  they have established colonies somewhere near 
  their original home. Because of their ability to 
  dissipate heat, it is possible that they survive on 
  a world that was deemed uninhabitable by other 
  species. A few others have survived in cryogen-
  ic suspension, where a Falleen royal family has 
  stored them for later use.
  
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  THE COMPLETE SPECIES GUIDE
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  DATHOMIRIAN
  The Dathomirians are small in number but have have 
  a strong connection the Force. The males, similar to 
  Zabraks, are slaves who become powerful marauders. 
  The females, more humanoid, have adapted the tradi-
  tions of the Nightsisters.
  Physiology: Dathomirians are a hybrid of human and 
  Zabrak genetics. Male Dathomirian Zabraks are fairly 
  similar their Iridonian relatives, with a humanoid body 
  and face and a head full of sharp horns. They are unique 
  in appearance, however, with their skin, which is gener-
  ally red, orange, or yellow. In addition, almost all wear 
  distinctive cultural tattoos, even those such as Darth 
  Maul, who left his clan at a very early age. Their focus 
  on physical activity and combat means that Dathom-
  irians are also much more muscular than Iridonians. 
  Females, for their part, are 
  more similar to humans. 
  They have gray or white 
  skin, silvery eyes, and are 
  generally more lean than their 
  human counterparts. They have 
  no horns.
  Society: Male Dathomirian Zabraks 
  are known as Nightbrothers. They center 
  around power and the warrior way. They 
  are trained from birth to fight with axes, 
  daggers, swords, and their bare hands. They 
  may be difficult to control, easily give into 
  anger, and have little patience, but they still 
  have the discipline that Zabraks are known 
  for. They are brave in the face of fear, tough 
  in the face of pain, and strong-willed enough 
  to stay vigilant. Females are the Nightsisters. 
  Sometimes referred to as witches, they are ac-
  tually very different to the human witches in 
  that the Nightsisters draw on the Dark Side 
  of the Force. Less brutish than the males, 
  Nightsisters focus on their Dark Side magic. 
  They worship the Winged Goddess and the 
  Fanged God. The two groups live separate-
  ly and have a mostly peaceful relationship 
  despite the fact that the Nightbrothers are 
  essentially slaves to the Nightsisters. Ironi-
  cally, they make a relatively small percent 
  of Dathomir’s population, which is almost 
  entirely human.
  Homeworld: Dathomirian Zabraks, as 
  the name implies, are native to Dath-
  omir. An obscure Outer Rim world, 
  it has a very small population. Tem-
  perate, it is beautiful by most standards and possess-
  es a diverse ecosystem that includes oceans, forests, 
  mountains, canyons and deserts. The male Dathomirian 
  Zabraks are isolated on the far side of the planet in a 
  small village. Females stay closer to the other human 
  witches and ride on the native rancors.
  Language: Dathomirian Zabraks do not have their own 
  language and are fluent in Basic. While there are reli-
  gious chants, they are not a useable tongue.
  SPECIES ABILITIES (MALE)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 80
  • 1 rank in Brawl or Melee
  • Fearless: Recieve the talent “Confidence.”
  SPECIES ABILITIES (FEMALE)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Deception or Melee
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  THE FORCE
  A
  ll of the Nightbrothers have enough midi-chlo-
  rians to be considered Force-sensitive, but, 
  unlike their Nightsister counterparts, rarely prac-
  tice their abilities. A player who is a Nightbrother 
  could choose to have a Force Rating of zero and 
  ignore this aspect entirely, explaining it by his 
  lack of training. Perhaps the player truly can’t 
  use the Force do to a rare genetic defect. Having 
  a higher Force Rating is also possible, of course, 
  and the player could be very skilled with it, like 
  Darth Maul or Savage Oppress. Nightsisters are 
  more likely to know the Force, as it is very much 
  ingrained in their culture. Those genetic defects 
  who are not Force-sensitive could be possible, 
  but would likely be an outcast from birth. Oth-
  erwise, Nightsisters are almost certain to have 
  a Force Rating of at least one. Of course, some 
  may choose to hide their powers.
  NOTE
  D
  athomirians are from The Clone Wars TV 
  show, which contradicts many of the prior 
  Legends sources regarding Dathomir and its 
  populace. Their use is not recommended in a 
  purely Legends setting.
  
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  DATHOMIRIAN HUMAN
  A primitive culture of humans isolated on the planet of 
  Dathomir, the Dathomirans are entirely Force-sensitive, 
  although only the females, who rule their people, are 
  trained to use their powers. Known as the Witches, they 
  follow the Light Side and often tame rancors.
  Physiology: Dathomirians, or Dathomiri, are a group of 
  humans who share a common ancestor in a Jedi Knight 
  named Allya. They are typically in good physical condi-
  tion, and their hair color ranges from brown to black. All 
  are Force-sensitive to some extent.
  Society: Dathomirians have existed for millenia, and 
  many ancient Dathomirians were even Force-sensitive, 
  but their modern society ultimately began 600 years 
  ago, when Allya came to their world. She had been 
  exiled by the Jedi and came to Dathomir in search of 
  solitude. At the time, they were small in number, as 
  they were easy prey for the rancors. Allya taught Dath-
  omirian women the ways of the Force, allowing them 
  to subdue the rancors, while those outside of her so-
  ciety faced extinction. Men voluntarily became slaves 
  and breeding stock under Allya and her daughters, for 
  there was no other way for them to survive. Becoming 
  known as the Witches of Dathomir, Allya’s daughters 
  formed distinct clans, each named after its closest land-
  mark. Ruled by an elderly matriarch, each clan lives in a 
  fortified village, and the women are trained as warriors. 
  They ride rancors as mounts, and they use primitive 
  armor and weapons. The clans often raid each other, 
  although the conflicts are half-hearted and viewed more 
  as a sport. Men, on the other hand, are slaves who are 
  used to breed and do menial labor, and they do not train 
  in the Force or even know of their potential power. Many 
  men try to escape, but few succeed. However, they are 
  allowed to go free if they save a woman’s life.
  Homeworld: Dathomir has slightly below-average 
  gravity and is an idyllic planet with forests and moun-
  tains. The Witches number in the thousands, and they 
  have no space travel. Prior to the blockade, offworlders 
  occasionally came to the planet to recruit mercenaries, 
  but it is now totally isolated. After Gethzerion’s defeat, 
  Dathomir will join the New Republic, although it will re-
  main a fairly primitive planet.
  Language: Dathomir’s inhabitants prior to Allya came 
  from the Paecian Empire, where they spoke Paecian. 
  Some continue to speak Paecian, but most also know 
  Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Discipline or Melee
  • Rancor Tamers: Receive the mentor discount on 
  the Enhance Basic Power and the Influence Basic 
  Power. When using an Influence Power check on an 
  animal, add bb
  bb.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE BOOK OF LAW  
  AND THE NIGHTSISTERS
  D
  athomirian morality is based around the Book 
  of Law, a document written by Allya herself, 
  although every clan has its own slight variations. 
  It forbids the use of certain Force powers, and it 
  also repeats many Jedi ideals about avoiding an-
  ger. Its most important tenet, which all agree on, 
  is simple: “Never concede to evil.” Dathomirian 
  Witches use the Force as spells, which they sum-
  mon via chanting, singing, or dancing. It is very 
  rare for them to be able to concentrate and use 
  the Force without such rituals. Spells associated 
  with the Dark Side, also known as Shadow Mag-
  ic, are forbidden, and those who use them are 
  exiled. Many such exiles repent and eventually 
  return to their clans, but a few join the Night-
  sisters, a recently-created clan devoted to the 
  use of Shadow Magic. Gethzerion, their founder, 
  is incredibly powerful, and she effectively rules 
  the planet. Gethzerion is so powerful that Palpa-
  tine, who once sought to colonize Dathomir, has 
  abandoned the planet and cut off all offworld 
  contact in order to strand her. Gethzerion will 
  acquire a shuttle and attempt to flee the planet 
  after the fall of the Empire, but she will be killed 
  when her shuttle is destroyed. Afterwards, the 
  Witches will be liberated from the Nightsisters, 
  and a few will go on to join Luke Skywalker’s Jedi 
  Academy.
  
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  THE COMPLETE SPECIES GUIDE
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  DEFEL
  Defel are small canines who have a natural ability to be-
  come almost entirely invisible in darkness, making them 
  a natural fit in jobs related to infiltration. However, their 
  overall temperment is not inclined toward this line of 
  work, and many more prefer the field of metallurgy.
  Physiology: When viewed in normal light, the Defel 
  don’t appear to be a particularly exceptional species. 
  They are about one and a third meters tall, with a stocky 
  build making up for their short size. They have fur that 
  is black or dark brown, although their exposed skin at 
  the jaw appears greenish. They are canines who have 
  claws and sharp teeth. Their red eyes can see excellently 
  in the dark but are blinded by light. As such, many of 
  them wear visors to avoid being blinded by the brighter 
  lights found in the rest of the galaxy. However, their 
  most unique abilities happen in the dark. With less light, 
  they can’t be seen at all. In fact, the only way to real-
  ize their presence is to see their shadows. Especially if 
  they’re willing to stand still, that makes them almost 
  impossible to spot.
  Society: Defel are a cooperative people who help oth-
  ers and share resources communally in their society. 
  Despite this tendency, they are also very independent 
  and can survive without help when needed. Defel are 
  tough and determined; they are scared of very little. 
  They have a strong sense of honor and are very honest. 
  They will often refuse to associate with those who have 
  broken their word.
  Homeworld: The Defel come from Af’El, an Outer Rim 
  world. Because of violent storms, all of the cities are 
  underground. Much of the light is ultraviolet. Because 
  of very high gravity, space travel is more difficult than 
  with other planets.
  Language: Defel speak Defel, and they are not fond of 
  Basic. However, those who do leave Af’El often learn it 
  out of necessity.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Resilience or Stealth
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Light Absorption: When in darkness, appear only 
  as a shadow. When standing still in the dark, cannot 
  be seen without a dddd
  dddd Perception check. 
  When attempting Stealth checks in darkness, add 
  1-5 additional boosts.
  • Light-Sensitivity: Remove bbb for darkness, 
  add bbb for brightness.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ASSASSINATION OR METALLURGY
  A
  lthough their innate abilities make the Defel 
  very effective as assassins and thieves, they 
  are actually more notable for a very different 
  ability. For the most part, the Defel are not a 
  particularly intelligent people. They didn’t dis-
  cover space travel or even agriculture on their 
  own. However, they are extremely intelligent in 
  one field: metallurgy. As an underground society, 
  they have been naturally inclined toward mining 
  and metalworking. Their mining technologies are 
  actually very advanced, and their homeworld 
  has exceptional quantities of a rare metal called 
  meleenium. They are also great metalworkers. 
  Many of the Defel who travel offworld are actu-
  ally more prized for their metalworking abilities 
  than any combative advantages gained by their 
  physiology.
  
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  Star Wars Roleplaying
  DEVARONIAN
  The Devaronians have great gender diversity. Males are 
  bald, have horns, are extremely gregarious and eat only 
  meat. The females, on the other hand, are very much 
  opposite: They are furry, lack horns, and are omnivo-
  rous.
  Physiology: Devaronians are mammals that have 
  evolved horns as a mutation to fend off predatory birds. 
  The males are taken straight from a thousand myths, 
  embodying the creatures known as demons. They have 
  red, yellow or orange skin, with long ears and two horns 
  atop the forehead. They lack hair and tend to have a sly 
  smile. The females are much different in appearance. 
  While they have a face of the same color, the rest of their 
  body is generally covered in white, brown, or gray fur. 
  All females also have no horns, and females without fur 
  have circular spots on their forehead where their horns 
  would be. All Devaronians have silver-based blood that 
  appears black when outside the body. Their dual livers 
  and unique filtration systems allow them to be almost 
  entirely resistant to poisons. Furthermore, they have a 
  much denser body than their humanoid counterparts, 
  making them heavier than they appear.
  Society: As a wise man once said, “I know the differ-
  ence between a Devaronian and a demon, and I would 
  rather trust the demon.” Devaronians are sly and clev-
  er, and they don’t exactly have the best reputation for 
  morals. Devaronian society is female-lead, since the 
  males tend to be more gregarious. They are often found 
  riding on tramp freighters or working as scouts, where 
  they travel the galaxy at the first chance. Females are 
  more stationary, preferring to stay on Devaron with the 
  family. For their part, males send as much money back 
  home as possible. Both are content with this arrange-
  ment, as males like to wander, and females view them 
  as disruptive to home life. Couples mate in the season 
  of “Koh’hibril” and typically never see each other again. 
  Although Devaronians have a relatively high percent of 
  Force-sensitives, they have developed religious tradi-
  tions related to the Force.
  Homeworld: Devaron sits in the Colonies on the Corel-
  lian Trade Spine. It is a lush world of jungles.
  Language: Devaronese is a language of grunts and 
  growls, but the practical Devaronians mostly use Basic. 
  Few even bother to learn their native language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Deception
  • 1 rank in Survival
  • Multiple Livers: Add bbb
  bbb on Resilience checks 
  to deal with poisons, including alcohol.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  TEETH
  D
  evaronian teeth are also different by gender: 
  Males have sharp, pointed incisors, while fe-
  males possess molars and canines as well. One 
  in fifty males has a retractable set of “female” 
  teeth as well as his male ones. These males were 
  preferred as scouts in ancient times, since they 
  can eat a greater variety of foods. These rare 
  males (and all females) can survive off of plants, 
  although all Devaronians prefer a carnivorous 
  diet.
  
  73
  THE COMPLETE SPECIES GUIDE
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  DEVLIKK
  A short avian species native to swamps, the Devlikks’ 
  homeworld of Ord Radama has become industrialized 
  by human colonists, but many wish to return a more 
  rural state. Their magnetic sense gives them a natural 
  sense of direction, so they excel in navigating narrow 
  tunnels.
  Physiology: Devlikk are a shorter avian species, less 
  than one and a half meters tall on average, and they 
  have unique proportions, including a small tail, a long 
  neck, and stubby legs. Their skin comes in shades of 
  tan, yellow, and green, and it is accented with promi-
  nent lime-colored feathers. Their face features red eyes 
  and a long beak. Their hands have three fingers and 
  they have three toes per foot, with the central digit 
  being the longest on each. Their digits end in a dark 
  claw for traction, as they often run on all fours to make 
  up for their short legs. Despite their unique physiol-
  ogy, Devlikk have no problems using things designed 
  for humans, including taller chairs. Their most unique 
  ability is a sensitivity to magnetic fields, which they use 
  for navigation, as they always know which way is north. 
  They have a very short lifespan, maturing to adulthood 
  in two years and typically dying before the age of ten. 
  Although most Devlikk wear a shirt or tabard, they are 
  comfortable without clothing.
  Society: Devlikk have large families and tend to be on 
  the more social side. Although they are capable of using 
  technology and living in advanced societies, they have 
  a strong preference for nature and seek to preserve the 
  wetlands and bogs that they live in.
  Homeworld: The Devlikk homeworld of Ord Radama, 
  once a swampy one, has been overtaken by human im-
  migrants, who make up the majority of the population 
  and hold most of the wealth and power. It sits at a major 
  hyperlane crossroad and plays a major role in galac-
  tic trade, particularly in exporting its mineral deposits 
  and wines. While the biggest cities, like Livien Major 
  and New Raido, are very advanced, most Devlikk live in 
  slums such as the Barrows. Their original architecture, 
  mostly buried underground, is a maze-like network of 
  small tunnels, and it is almost impossible to navigate 
  without their combination of magnetic sense and small 
  size.
  Language: Devlikk no longer use a native language 
  and typically only know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Coordination or Perception
  • Swamp Dwellers: Remove b for wet conditions, 
  add b for dry conditions.
  • Magnetic Sense: When in a strong magnetic 
  field, know direction at all times and add b on all 
  Coordination or Piloting checks and bb
  bb on checks 
  to navigate mazes or buildings.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  IMPERIAL OCCUPATION
  D
  evlikk are ruled by the Imperials, whose rule is 
  a harsh one. They are often forced into servi-
  tude or slavery at the hands of wealthy nobles, 
  and they resent the Empire. However, most Dev-
  likk do not dare oppose the Empire directly, and 
  they only subvert Imperial rule through subtle 
  forms of resistance, like passing along intelli-
  gence to the Rebel Alliance.
  
  74
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DIATHIM
  Diathim are renowned for their mythical beauty, and 
  they are generally regarded as spacers’ legends rather 
  than a real species. However, they do indeed exist, and 
  they can fly, survive in space, and glow, but their radi-
  ance is notoriously hypnotic, often inadvertantly caus-
  ing diasters.
  Physiology: Diathim are angelic creatures renowned 
  for their beauty. Generally, they are humanoid in shape 
  but over two meters tall, and they have six wings. They 
  are tall and thin, with long arms and legs. Some non-hu-
  man species report Diathim as appearing more similar 
  to their own physiology, but all observe them as beau-
  tiful females with glowing skin. To humans, they have 
  wide eyes and a small nose. They are capable of both 
  flight and gliding, and they can survive in the total vac-
  uum of space. Their most dangerous ability, however, is 
  one of hypnosis, which often brings disaster to nearby 
  travelers.
  Society: Diathim are creatures of legend, known as An-
  gels to the rest of the galaxy and said of spacers to be 
  both beautiful and mysterious. Although many of the 
  myths regarding them are just tall tales, the Diathim are 
  in fact real. They are a simple but peaceful people, and 
  they have a fascination with starships. If a starship nears 
  their world, they tend to mob it, and their hypnosis can 
  mesmerize the pilots, often bringing fatal results. Few 
  Diathim ever enter the rest of the galaxy, and they gen-
  erally live in isolation.
  Homeworld: Diathim currently live on Millius Prime, a 
  rocky moon that orbits the planet of Iego. Iego is a plan-
  et of rocky wastelands in the Ash Worlds of the Outer 
  Rim. According to legend, all of its inhabitants, even 
  immigrants, are immune to hunger and aging. Iego 
  and its countless moons are mostly considered a myth 
  among the rest of the galaxy, and the system’s location 
  is known to very few.
  Language: Diathim do not seem to have a native lan-
  guage, and they generally speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • Natural Hypnosis: Receive 2 ranks in the talent 
  “Distracting Behavior.”
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain.
  • Natural Radiance: Always count as having an 
  active glow-rod. Add up to bbbb
  bbbb on Stealth 
  checks made in darkness.
  • Space-Dwellers: Do not take wound or strain 
  damage due to vacuum, unbreathable atmosphere, 
  or abnormal air pressure. When in space for long 
  periods of time, make an d Resilience check. For 
  every s, may spend 1 week in space without 
  penalty. After this span, suffer 1 wound per day.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  TRAPPED ON IEGO
  D
  iathim are native to Iego’s largest moon, Mil-
  lius Prime, but they abandoned it and went to 
  Iego after the Separatists set up a base on the 
  moon. For a brief period, the Diathim and Iego’s 
  other inhabitants were totally isolated, as a grid 
  of automated defenses preventing anyone from 
  leaving the system. Although this defense grid 
  was destroyed, allowing the Diathim to return to 
  their original home, it is still rare for Diathim to 
  travel to other star systems.
  NOTE
  D
  iathim come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, nothing prevents Diathim 
  from existing in Legends.
  
  75
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DOWUTIN
  Dowutin believe in the very simple tenet that physical 
  strength is the source of morality, so that anything they 
  are able to do is good. They are giant humanoids be-
  cause they never stop growing and live almost indefi-
  nitely.
  Physiology: Dowutin are massive humanoids who can 
  live for centuries, and dying of old age is unheard of for 
  them. While most other species become frail as they 
  age, Dowutin never stop growing and getting stronger. 
  As teenagers, Dowutin resemble Wookiees in size and 
  strength, but by their fifth century, they are a mountain 
  of muscle weighing a metric ton. They have leathery, 
  brown skin, and their hairless head has two tusks on the 
  chin. The material of their tusks also makes up sharp 
  claws, which make them even more formidable in com-
  bat. Dowutin physiology comes with one big drawback, 
  however: They eat almost half their weight every 
  day, so affording food can be very difficult.
  Society: Dowutin are a very straightfor-
  ward people, and their society is 
  among the most simple in the 
  galaxy. They have few cities, 
  governments, or even or-
  ganized social structures, 
  as they often survive 
  entirely on their own. 
  Children are left be-
  hind by their families 
  at a very young age and 
  must learn to fend for them-
  selves. If given the choice, they 
  are solitary, but they will team up 
  if it benefits them. They are very 
  blunt in conversation, easily ag-
  itated, and not at all amiable. 
  Dowutin are valuable as mer-
  cenaries and bodyguards be-
  cause of their size, but they 
  absolutely refuse to take 
  orders from anyone who 
  is physically weaker than 
  them. As such, those who 
  employ Dowutin will com-
  mand them in more sub-
  tle ways, typically phras-
  ing their commands as 
  suggestions or advice.
  Homeworld: Dowutin come from Dowut, a world in the 
  western part of the Core. It has a harsh environment and 
  is fairly frigid. The Empire has taken over their planet, 
  but Dowutin are useless as slaves because they refuse 
  to take orders, and most of them are nomadic enough 
  that they simply ignore the Imperial cities.
  Language: Dowuta is a loud language spoken in a low 
  voice, and most non-Dowutin lack the vocal cords to 
  pronounce it. Conversely, few Dowutin see a reason to 
  learn Basic unless they travel offworld.
  SPECIES ABILITIES (OLD)
  • Wound Threshold: 16+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 85
  • 1 rank in Resilience
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Silhouette 2
  SPECIES ABILITIES (YOUNG)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Resilience
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  4
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  MIGHT MAKES RIGHT
  D
  owutin believe that might makes right in 
  the most literal sense: They settle disputes 
  through brawls or organized contests of strength. 
  The idea of grudges, revenge, or justice are all 
  foreign to them. As they see it, if they are strong 
  enough to accomplish something, they have ev-
  ery right to do it, and the same applies for oth-
  ers. Strength in the literal sense is very import-
  ant to them; it is a measure of worth and earns 
  them respect. As such, they are often confused 
  when they interact with other species, who eval-
  uate people using criteria that the Dowutin find 
  unimportant.
  NOTE
  U
  nlike many of the species in this guide, Dow-
  utin are exclusive to Canon. However, just as 
  many Legends species could also exist in Can-
  on, nothing prevents Dowutin from existing in 
  Legends.
  
  76
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DRABATAN
  An amphibious species, the Drabatans are known for 
  their incredible musical gifts. However, one of their sing-
  ers, Sa’Kalla, protested the Empire, and her martyrdom 
  has prompted the much of the species to resist the Em-
  pire.
  Physiology: Amphibians with gray-green skin, the 
  Drabatans have small eyes and no nose, making their 
  wide mouth their most prominent feature. Drabatans 
  also have powerful lungs, which they use to bellow out 
  vocals of songs. They come from eggs, after which they 
  live as tadpoles in the mud before growing legs and 
  becoming bipedal. As adults, spend much of their time 
  in freshwater, where they are excellent swimmers. They 
  eat insects and small fish, and although they are slightly 
  shorter than humans, they are every bit as athletic.
  Society: Drabatans are among the most musically gift-
  ed species in the galaxy, and song permeates every as-
  pect of their lives. Many work as musicians, typically 
  vocalists, for operas, theaters, and bands, where they 
  are seen throughout the galaxy. Songs written by the 
  Drabatans can be appreciated even without transla-
  tion, and particularly excel with somber songs. On their 
  homeworld, the Pipada Symphony Chamber Chorus is 
  among the best musical groups 
  in the galaxy. Even for those 
  who do not take up a career 
  in music, Drabatan schools 
  teach through songs, and 
  families generally store 
  their history through 
  song. 
  Drabatans 
  value 
  expres-
  sion 
  in 
  all 
  ways, 
  how-
  ever, so free 
  speech is es-
  sential to them, 
  and they are strong-
  ly opposed to Imperial 
  ways. They love to take 
  up causes, so they can 
  often be seen leading 
  protests throughout the 
  galaxy.
  Homeworld: Drabatans 
  come from Pipada, a 
  steamy swamp planet 
  with architecture that is 
  both above and below 
  the water. Their biggest 
  cities are built in lakes, 
  which have tall towers 
  that also extend deep 
  beneath the depths. Most Drabatans live on small 
  ponds, while a few have built their homes in treetops.
  Language: Most Drabatans know three languages, in-
  cluding Drabatese, which is difficult to write because 
  volume also determines meaning. In Drabatese, small-
  er words are combined to form longer ones with com-
  plex meanings. They have a second language which is 
  simpler, quieter, and better suited to written form, and 
  most also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Charm or Leadership
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  SA’KALLA
  S
  hortly after the Declaration of a New Order, 
  Drabatan resistance to the Empire was spurred 
  on by a prominent singer named Sa’Kalla, who 
  loudly criticized Imperial rule. Their planet was 
  blockaded, stormtroopers violently quashed 
  protests, and Sa’Kalla herself was arrested. The 
  Drabatans grew angrier, and as tensions mount-
  ed, the Imperials believed that their torture had 
  finally broken Sa’Kalla. She was ordered to pro-
  claim her allegiance to the Empire in front of 
  hundreds of thousands of Drabatans, but she 
  did the opposite, and shouted that they needed 
  to resist. She was killed on stage, the Drabatans 
  rioted, and they briefly took their planet, but Im-
  perial reinforcements quickly retook it and placed 
  the planet under martial law. Many Drabatans 
  are now in the Rebel Alliance, and they often 
  shout Sa’Kalla as a war cry.
  NOTE
  U
  nlike many of the species in this guide, 
  Drabatans are exclusive to Canon. However, 
  just as many Legends species could also exist in 
  Canon, nothing prevents Drabatans from exist-
  ing in Legends.
  
  77
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DRAEDAN
  Although they are aquatic, Draedans are similar to hu-
  mans in that they are diverse in temperament and have 
  created many different nations. These governments are 
  often at war with one another, and some fight proxy 
  wars on behalf of the Alliance and Empire.
  Physiology: Draedans are a species of amphibians 
  with silver or green scales and a long tail. On land, they 
  have a hunchbacked posture, and their tail is used for 
  balance. They are excellent swimmers thanks to their 
  webbed, three-fingered hands and tail, and they also 
  have fins on their back and near their ears. They are a 
  fierce species, boasting claws and sharp teeth, and they 
  are carnivorous. Draedans require a moist environment 
  if they are only land, and they are also very vulnerable 
  to temperature extremes because of their cold blood. 
  However, they can survive high pressures in water, and 
  they can breathe in both saltwater and freshwater.
  Society: Draedans are diverse in temperament, but 
  they are known to be very emotional and easily aggra-
  vated. Their reputation has been tainted by the fact that 
  their society is one of warfare, as it has been for most of 
  its history. They have many nations, including many tyr-
  annies but also several democracies. All governments, 
  however, are almost constantly at war with one another. 
  They are successful in trading with the rest of the gal-
  axy, exporting wood, coral, medicinal drugs, and gems, 
  although they are technologically rather simplistic. They 
  have built submersible vehicles, environmental suits to 
  travel on land, and energy weapons, but they have yet 
  to engineer a hyperdrive and must rely on offworlders 
  if they ever want to leave their planet. Generally, these 
  offworlders are associated with the criminal underworld, 
  so Draedans in the broader galaxy often become mer-
  cenaries.
  Homeworld: Draedans come from the Outer Rim plan-
  et of Sesid, which is covered mostly by oceans. They 
  mostly live among its coral reefs or in underwater for-
  ests of laterans, but they also venture its forests on land 
  occasionally.
  Language: Draedans have no known native language 
  and typically speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Warfare
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Cold-Blooded: Add b for cold or hot conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  DRAEDANS AND THE EMPIRE
  D
  raedans were allowed to go about their busi-
  ness unregulated during the days of the Old 
  Republic, and human colonists on their planet 
  left them alone. In recent years, however, they 
  have had to deal with the Empire, which allied 
  itself with the nations of Feynir and Maeril. These 
  two nations have received Imperial weapons in 
  exchange for their riches in medicines and other 
  goods. This intervention has meant most other 
  Draedan nations are now opposed to the Em-
  pire, so they often trade with the Rebel Alliance. 
  Using smugglers, they have bought technology 
  from the rebels and their affiliates, which they 
  have also received in exchange for medicines. As 
  such, most Draedans are now involved in a proxy 
  war between the Rebel Alliance and the Galactic 
  Empire.
  
  78
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DRAETHOS
  Draethos are telepathic reptiles who are very warlike. 
  In addition to be staunchly focused on conquest for its 
  own sake, and they always try to uphold tradition, so 
  changing these views is almost impossible.
  Physiology: Vaguely reptilian with gray, blue, or black 
  scales, the Draethos are distinguished by a lipless 
  mouth with a large overbite. Their face also features a 
  nose split into two distinct tubes with one nostril each 
  and eyes  split apart to the sides of their head. They 
  boast excellent night vision, and their webbed hands 
  also end in claws. Most notably, they can live more than 
  800 years. However, they still reach adulthood by 18. 
  They are also capable of telepathy, which allows them to 
  contact the mind of anyone within 500 meters. Howev-
  er, they have no way to read the minds of others, so this 
  telepathy only works for one way messages unless they 
  are with another Draethos.
  Society: The Draethos are a species of aggressive war-
  riors, and all of them are judged by the martial skills 
  that they are expected to demonstrate. Their wealthy 
  aristocrats provide income to large swaths of merce-
  naries, hunters, and gladiators, whom they use to gain 
  wealth or improve their social standing. They are also 
  very slow to change in any way, and they rely heavily on 
  tradition. They have a very hard time adapting to the 
  rapid changes that occur in other cultures, which means 
  that even though they aren’t especially xenophobic, 
  most prefer to stay among their own people.
  Homeworld: Draethos come from the isolated Outer 
  Rim planet of Draethos, which they call Thosa. It is a 
  very dry world comprised of mountains and caves. It is 
  ruled by a military dictatorship.
  Language: Most Draethos encountered offworld can 
  speak Basic, but those on their home planet typically 
  only know Draethos. It is a language of fast clicks and 
  sighs which other species cannot pronounce.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Melee
  • Cave Dwellers: Remove b for darkness, add b 
  for brightness.
  • Claws: Brawl +1 Brawl damage as wounds and 
  have a Crit rating of 3.
  • Telepathy: 
  May 
  communicate 
  telepathically, 
  projecting messages silently to one or more beings 
  within 500 meters.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  PEACEFUL DRAETHOS
  A
  mong the Draethos, pacifism is not a trait 
  that is appreciated. However, it is still a trait 
  that can appear, albeit rarely. A small minority 
  of Draethos who pop up randomly in the pop-
  ulation are peaceful and intellectual, likely be-
  cause of a single recessive gene. These coun-
  terculture Draethos mostly share a common 
  fate: exile. Typically, this exile is by choice, as 
  peaceful Draethos struggle to live among their 
  violent brethren. Exile is so common for peaceful 
  Draethos that a majority of Draethos in the wider 
  galaxy are intellectuals. They are typically so en-
  thralled by their subjects of choice that they only 
  learn about them and never actually apply their 
  knowledge for hundreds of years.
  
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  DRALL
  Short rodents who are intellectual by nature, the Drall 
  are one of the three species present in the Corellian Sys-
  tem. They are a very civilized people who are very dig-
  nified. They love storytelling, which they greatly enjoy.
  Physiology: Drall are short rodents of about one me-
  ter in height. They have clawed hands of four fingers 
  as well as four clawed toes. Their ears point upward 
  from the top of their head. They have a short muzzle 
  as well on their face. Their entire body is covered in 
  fur, which is usually brown, black, or gray. Though they 
  have descended from burrowing creatures, they have 
  long lost an ability to dig any better than most other 
  species. Similarly, though they used to hibernate, they 
  have since lost that ability.
  Society: Drall are diligent, refined, and gentle. Not only 
  are problem solving and other scientific pursuits natural 
  to them, they also are detail oriented and are known to 
  focus and record details. Drall records have recorded 
  even the most trivial of events and have done that for so 
  long that “prehistoric” events do not exist. Drall prefer 
  intellectual pursuits as their career and in their hobbies. 
  Most are abstract thinkers who work at the grander 
  scale. On their homeworld, most Drall work in agricul-
  tural research, and they are typically too cautious to go 
  offworld. Those that do are often hired as researchers. 
  Anywhere they think, they will often decorate as a cave, 
  which was their original habitat. They find that it helps 
  them focus better. Drall have no formal government but 
  are ruled by the large family groups instead. Each family 
  is led by a Duchess, who is the eldest female. Drall also 
  have a tradition of gossiping. They are not hostile and 
  tend to get along well if they choose to interact. When 
  not thinking as a hobby, they prefer reading or hearing 
  stories. Storytelling sessions are referred to as Ta’sharr. 
  They are held daily among Drall families, under the di-
  rection of Duchesses.
  Homeworld: Drall come from Drall, one of five habit-
  able planets in the Corellian System. It is a temperate 
  world of forests and is best known for great food and its 
  “Boiling Sea.” It has below average gravity. Some are in 
  other parts of the Corellian System, just as humans and 
  Selonians inhabit their world.
  Language: Drall speak Drallish, and almost all also 
  know Basic. They can speak it without issue and are 
  generally literate in both.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 110
  • 1 rank in Discipline or Knowledge-Education 
  • Sophisticated: Receive the talent “Respected 
  Scholar.”
  • Problem Solvers: Add b when providing skilled 
  assistance.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  DRALL CLOTHING
  G
  iven their fur, most Drall choose not to wear 
  clothing. This does have two major excep-
  tions, however: Many wear a belt to help carry 
  belongings, and they also like jewelry. This jew-
  elry typically includes gems of some sort, which 
  they view as valuable art. A Drall PC could fol-
  low these trends, but Drall are also practical. If it 
  were needed, they would wear armor.
  
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  DRESSELLIAN
  Dressellians are primitives who place very high value in 
  freedom and independence. Their face is wrinkled so 
  they are often called “Prune Faces.” On their homeworld 
  of Breehara, they are hunter-gatherrs and farmers.
  Physiology: Dressellians are near humans best iden-
  tified by their hairless, wrinkled forehead and face, 
  which sometimes earns them the derogatory nickname 
  “prune face.” They have an orange or brown skin. They 
  are tall, thin, and tough. Some have yellow eyes. Their 
  hands have five fingers, which are clawed. They have 
  teal blood.
  Society: Dressellians are primitive and are known for 
  valuing freedom above all else. They prefer isolationism, 
  even though they participate in political matters and or-
  ganize as necessary. They are peaceful in most cases, 
  but they are capable of warfare and willing to do it if 
  they feel their rights are threatened. Their homeworld 
  was discovered by Bothans over two centuries ago, but 
  they mostly kept to themselves. They have a democratic 
  government, but they are in strong support of a smaller 
  government, so it is of little relevance.
  Homeworld: Dressel is an extremely backwater Mid 
  Rim planet of plains, forests, and small hills. Most Dre-
  sellians live on grasslands of the continent Breehara as 
  hunter-gatherers or farmers. It has very low levels of 
  technological development.
  Language: Dressellians have taken thousands of years 
  to invent a language, but they have finally created 
  Dressellese, which also includes a written form. They 
  use the language of their Bothan friends to an extent. A 
  few know Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Survival
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  AGAINST THE EMPIRE
  T
  en years ago, Dressellians found their first ma-
  jor enemy in the Galactic Empire. Though they 
  were part of the Confederacy during the Clone 
  Wars, they were too minor to be invaded by the 
  Republic. However, ten years ago, they first met 
  the Empire. The Empire came in search of re-
  sources and the Dressellians were quick to resist. 
  Though they were unsuccessful at first, they are 
  skilled at riding the native selldus as cavalry and 
  have become masters of guerilla warfare. Bothan 
  smugglers have shipped them weapons, which 
  made them effective enough to win. Not consid-
  ering occupation worth the cost, the Empire has 
  now pulled out.
  
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  DROID
  Mechanical contrustions designed to serve, droids 
  come in countless shapes and sizes. Some are simple; 
  others replicate sentience. All are intended to be owned 
  by sentients, but things don’t always turn out that way.
  Physiology: While certain standard models exist, typ-
  ically based on humanoid design, the construction of 
  droids is only truly limited by the creativity and funds of 
  the creator. They almost always have durasteel plating 
  of sorts and internal wires to control them.
  Society: While rumors have long existed of all-droid 
  communities, and a few small havens of rogue droids 
  do likely exist, droids have no notable society 
  of their own. They instead toil within the 
  rest of the galaxy. However, they are not 
  perfect within their role, and many have 
  strange quirks or inefficient personal-
  ity traits. The personality of droids 
  can vary even further with time, 
  as glitches can occur, or go-
  ing without memory wipes 
  paves a road towards fur-
  ther personality. Some, 
  such as the bounty 
  hunter 4-LOM or the 
  assassin IG-88A have 
  gone entirely rogue, working 
  to further their own ends. The 
  rest, however, tend to continue in 
  service, and even those who com-
  plain still live to serve.
  Homeworld: Droids have no home-
  world, although certain planets are 
  more common than others for man-
  ufacturing them. Regardless, most 
  droids leave where they were origi-
  nally manufactured and are shipped 
  across the galaxy to the many beings 
  who need them.
  Language: Most droids are limited 
  based on what their creators deem 
  necessary. Though some can speak languages like Basic 
  fluently, many use binary to communicate. Others are 
  programmed with little conversing ability at all and are 
  simply told what to do.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 190
  • Durasteel Plating: Receive the talent “Enduring.”
  • Mechanical Beings: Do not need to eat, sleep, 
  or breathe and ignore effects of toxins or vacuum. 
  Have a cybernetic implant cap of 6. Gear of 1 
  encumbrance or less may be built-in, ignoring 
  encumbrance threshold. May not become Force-
  sensitive, and when being targeted by Force 
  Powers, cause the check to automatically fail. When 
  healing, replace stimpacks with emergency repair 
  patches, Medicine with Mechanics, and bacta tanks 
  with oil baths. 
  • Specialized: Gain free ranks in 6 skills from career 
  instead of 4, and 3 from specialization instead of 2.
  MAY CHOOSE 0-3 OF THE  
  FOLLOWING ABILITIES:
  BULKY
  • Ponderous: May only spend 1 maneuver moving 
  per turn. Encumbrance threshold is equal to 
  15+Brawn.
  LARGE
  • +2 WT
  • Silhouette 2
  LIMBLESS
  • +30 XP
  • Limbless: Encumbrance threshold is equal to 
  Brawn and may not carry items in hands. May 
  interact with computers or vehicles.
  SMALL:
  • -2 WT
  • Silhouette 0
  WITH JETPACK:
  • -10 XP
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain.
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  1
  WILLPOWER
  1
  PRESENCE
  1
  DROIDS AND LIFE
  A
  s much as they may advance and create the 
  illusion of sentience, droids are not truly sen-
  tient. (Although this is certainly up for debate, 
  especially among many droid’s rights activists) 
  This means that most treat them as objects, al-
  though some owners may grow attached in time. 
  While their value makes droids rarely mistreat-
  ed, they often do dangerous jobs or work with-
  out stopping for days. Tedious toil is the life of 
  a droid, and right or wrong, it is how things go. 
  While droids do differ, few ever consider their 
  deeper place in life, and few sentients ever both-
  er to ask them.
  
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  DUG
  Dugs are small mammals that walk and their arms and 
  use their feet for manipulation. They make natural bul-
  lies, and they constantly insult others. They have been 
  treated as second-class citizens by their Gran conquer-
  ors.
  Physiology: Dugs are small mammals, averaging about 
  a meter in height. Despite their small size, however, they 
  have a well-muscled body. The most interesting feature 
  of Dug physiology is the fact that they use their legs for 
  grasping, carrying, and fine manipulation while walking 
  on their arms. Some, however, walk on all fours. Their 
  legs (which they use as arms) have two knees each, 
  allowing them greater dexterity. They have brown, gray, 
  or purple skin that is smooth. It hangs loosely at the 
  neck. Their face is unique as well. They have pointed 
  ears and a snout. This snout features a piglike nose and 
  a mouth that always seems to snarl. Dug eyes, some-
  what on the side of their snout, are yellow or blue.
  Society: Dugs are aggressive creatures who like to es-
  tablish dominance with their bullying ways. Natural with 
  insults, they are experts at angering others. However, 
  Dugs themselves are undisciplined and easily angered. 
  Dugs are little more than a slave species to the Gran, 
  who conquered their home. They are paid minimal wages 
  and treated as second class citizens thanks to the power 
  that the Gran hold in politics. They still live in primitive 
  villages in the treetops of their homeworld, which they 
  call “tree thorps.” Experiences with the Gran leave Dugs 
  xenophobic, and they are rarely seen offworld. Those 
  that are tend to come in groups with others of their kind 
  and be criminals or risk-takers, sometimes both.
  Homeworld: Dugs come from Malastare, a high gravity 
  world in the southern part of the Mid Rim that is rich in 
  fuel. The diverse terrain of forest, desert, and methane 
  lakes make it ideal as a hub for podracing. The Dugs 
  have been forced onto the western part of the world by 
  their Gran oppressors.
  Language: Dugs speak Dug, a language that is mostly 
  suppressed by the Gran. Forced to learn Gran, many 
  Dugs choose not to learn Basic, so as to force the use 
  of their language. Dugs that speak Basic tend to have a 
  deep voice. Their speech also tends to be full of insults 
  and rudeness.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 100
  • 1 rank in Brawl
  • Pilots: Receive the talent “Defensive Driving.”
  • Silhouette 0
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  PODRACING
  U
  nder the oppression of the Gran, Dugs have 
  few opportunities for fame or success. Howev-
  er, their innate coordination and piloting skilled 
  allows them one opportunity: podracing. The 
  sport is incredibly dangerous, but the risk taking 
  Dugs, with little to lose, do it anyway. Malastare 
  is hub for podracing, allowing some lucky Dugs 
  enough credits to get offworld, where they can 
  compete on locations without the bigotry.
  
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  DUINUOGWUIN
  A secretive and reclusive species that can survive in 
  space, the Duinuogwuins boast mythical powers and are 
  almost impossible to find. However, they will appear to 
  intervene in galactic event when they are needed most.
  Physiology: According to all known laws of aviation, 
  there is no way that a Duinuogwuin should be able to 
  fly. Its wings are too delicate to get its fat body off the 
  ground. The Duinuogwuin, of course, flies anyways. 
  Because Duinuogwuin don’t care what humans think is 
  impossible. Duinuogwuin can even fly through space, 
  an environment that they are capable of surviving for 
  equally mysterious reasons. Because they can survive 
  in a vacuum, it is theorized that they are able to recycle 
  everything in their body, surviving for months without 
  needing to consume anything, They are also extremely 
  long-lived, often living for at least six millenia. How-
  ever, none of their abilities is as awe-inspiring as what 
  is apparently some form of cold fusion, allowing them 
  to exhale superheated gases in an awe-inspiring attack. 
  Duinuogwuin have a snake-like body covered in small 
  gray scales, and they are almost always at least ten me-
  ters in length. Their body is divided into segments, each 
  with a pair of legs, and each leg ends in a foot with 
  two clawed toes. Their last segment is their chest, head 
  and neck, which they hold upright. Their head features 
  floppy ears, sparkling eyes on the side, and a long snout 
  with teeth sticking out. Duinuogwuin are theorized to be 
  the distant ancestors of species such as Kadri’Ra and 
  Krayt dragons. They have no distinct genders, but they 
  are known to create haploid gametes and reproduce 
  sexually. How their offspring are gestated is yet another 
  mystery.
  Society: Also known as Star Dragons, the Duinuogwuin 
  are a wise people known to be philosophical and pen-
  sive. They are decisive, but not rash, and they are also 
  extremely patient and detached. They are preoccupied 
  with their thoughts and almost always ignore questions 
  about their species or history. They also stay far from 
  their own, never living in the same sector as another 
  Duinuogwuin out of respect for one another’s territory. 
  Some Duinuogwuin live in total isolation, but many in-
  teract with the rest of the galaxy. Despite their superior 
  power and wisdom, they view other species as equals, 
  and they often run organizations from behind the 
  scenes, using their wisdom to guide others. Although it 
  is almost impossible to find them, they will make them-
  selves known when they are needed. At birth, most Du-
  inuogwuin are savage monsters who are barely sentient, 
  but such members of the species are killed immediately 
  by their parents to protect the galaxy, and only those 
  who are wise live on.
  Homeworld: Duinuogwuin come from Xuaquarres, an 
  Outer Rim planet in the Ash Worlds which is carefully 
  hidden away from almost everyone. It is also home to 
  one of Emperor Palpatine’s storehouses.
  Language: Duinuogwuin speak a language of the same 
  name that uses hisses and growls which cannot be re-
  produced by other species.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 50
  • 1 rank in Discipline or Knowledge-Lore
  • Cold Fusion: Once per week, may exhale 
  superheated gases using Ranged-Light, dealing 8 
  damage at the planetary scale with close range and 
  have Crit rating of 2. Have Blast 6 and Breach 6.
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain.
  • Space-Dwellers: Do not take wound or strain 
  damage due to vacuum, unbreathable atmosphere, 
  or abnormal air pressure. When in space for long 
  periods of time, make an d Resilience check. For 
  every s, may spend 1 month in space without 
  penalty. After this span, suffer 1 wound per day.
  • Silhouette 3
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  GRAVEYARD OF THE DRAGONS
  A
  s is fitting for their mystery, Duinuogwuin al-
  most never die in public, and they have never 
  once been successfully captured. Traditionally, 
  a Duinuogwuin will return to their homeworld 
  when it is time for them to die, a place they call 
  the Graveyard of the Dragons.
  
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  DUROS
  Reptiles with blue or green skin who often travel the 
  spacelanes, the Duros have left their homeworld be-
  cause of industrial pollution. Though some stay near-
  by on orbital cities, many have left their home entirely. 
  They value travelling so much that they often refer to 
  one another with the title “traveller.”
  Physiology: Duros are hairless humanoids with blue 
  or green skin. They have pupiless red eyes and lack a 
  nose. They are somewhat thin in comparison to humans 
  but make up for it with knowledge. Duros were one of 
  the first (if not the first) to develop the hyperdrive, and 
  they are naturals when it comes to navigation. They are 
  similar to humans in height, but some are taller. Their 
  head has sunken cheeks, a wide cranium, and is gener-
  ally somewhat wrinkled. These wrinkles are horizontal at 
  eyebrow level, though they lack hair for eyebrows, verti-
  cal surrounding where their nose would be, and vertical 
  dropping down to the edges of their mouth. They still 
  have a sense of smell, and the olfactory organ is still di-
  rectly underneath their eyes. Descending from reptiles, 
  they lay eggs and are born in a larval grub stage.
  Society: Duros tend to be adventurous and gregarious 
  but not typically violent, reckless, or thrill-seeking. It is 
  tradition to refer to a Duros as “traveller,” regardless of 
  occupation. They always care for their young and give 
  them special attention, as a way of separating them-
  selves from the Neimoidians. Economically, many Duros 
  work as navigators, explorers, or pilots, while others 
  stay on Duros and use their intellect to work in the 
  many industries. The Duros starship industry is one of 
  the most prominent businesses on Duros and is entirely 
  operated by its many shareholders. Duros also have im-
  portant traditions around borrowing money, and failure 
  to follow these traditions can create a severe social stig-
  ma. Duros are also noted for their good memory and 
  love for telling stories about their many travels.
  Homeworld: Duros come from the Core World that is 
  Duro. The world is highly polluted, and the Duros live in 
  orbital cities, although this will change during the Yuu-
  zhan Vong War. There are still some droid-operated fa-
  cilities on the planet’s surface. The twenty orbital cities 
  support most of the housing and industrial needs, in 
  addition to the orbiting shipyards.
  Language: The Duros language of Durese is common 
  as a lingua franca amongst spacers due to the prom-
  inence of Duros, and it is an influence in Basic. The 
  Duros, eager to travel and meet others, generally know 
  Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Astrogation or Piloting-Space
  • Intuitive Navigation: Receive the talent “Galaxy 
  Mapper.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  NEIMOIDIAN COUSINS
  D
  uros are relatives to the Neimoidians, who 
  are a Duros offshoot that colonized Neimoid-
  ia. The relationship between the two species is 
  somewhat strained, as many Duros look down 
  on their cowardly relatives. It is a bad insult to 
  mistake a Duros for a Neimoidian. While Nei-
  moidians once showed great patriotism and de-
  sire to outdo their relatives, many Neimoidians 
  now pretend to be Duros thanks to their humil-
  iation in the Clone Wars. Some Duros, for their 
  part, respect the Neimoidians and their business 
  skills.
  
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  EBRANITE
  Eight-limbed cave dwellers, the Ebranites are primitive 
  and slow to trust outsiders, but they are very loyal to 
  their family and their clan, the latter of which is called a 
  thilda. They rarely use technology, which they associate 
  with Imperial oppressors.
  Physiology: Troglodytes with brown or gray skin who 
  are slightly shorter than humans on average, the Ebran-
  ites are skilled climbers because of their claws and pre-
  hensile toes. They have no visible hair, nose, or ears, 
  and their dark eyes lack pupils. They have infrared vision 
  and see well in the dark. They have six arms, each of 
  which ends in a six-fingered, clawed hand. Despite their 
  size, they are surprisingly tough and have a thick hide.
  Society: The Ebranites are a very determined people 
  who are slow to trust outsiders and very easily angered. 
  They are a primitive people, and they distrust technolo-
  gy because they associate it with the Empire. Although 
  they were mostly ignored during the days of the Old 
  Republic, they had offworld contact with Carosite trad-
  ers. Recently, the Empire has taken a more active role in 
  governing their planet. Those suspected of anti-Imperial 
  sentiment are sent to lu-ramin mines in the Grythsorin 
  canyons. However, the Ebranites have fought back very 
  successfully, demonstrating surprising resourcefulness 
  and ferocity. Although some have joined the Rebel Al-
  liance, a majority choose to stay on their homeworld.
  Homeworld: Ebranites hail from the Mid Rim planet 
  of Ebra, which is in the Dousc system. It is covered in 
  caves, canyons, and mountains, terrain in which they 
  excel.
  Language: Ebranese is a spoken language of honks 
  and grunts. The Ebranites do not have writing and use 
  simple pictographs to draw past events.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Survival
  • Troglodytes: Remove b for darkness, add b for 
  brightness.
  • Six Arms: May have three times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Climbing Claws: Add bb
  bb on checks to climb.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Rage: When using Brawl or Melee, deal +1 
  damage when wounded, or +2 damage when 
  critically injured.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  THILDA STRUCTURE
  E
  branites are extremely loyal to their nuclear 
  families. In their families, children get very lit-
  tle freedom, and although males take a leader-
  ship role, the mothers are more highly respect-
  ed. 20 to 30 of these families will unite to form a 
  “thilda,” in which they work together to protect 
  each other. Although family loyalty is always the 
  most important, Ebranites are also very loyal to 
  their thildas, and they tattoo their thilda’s logo 
  on their uppermost left arm. To betray or com-
  pletely cut ties with one’s thilda is unheard of. 
  Thildas are led by a council called the “ghantar.” 
  Wars between thildas are relatively rare.
  
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  ECHANI
  Combat is not just a way of life for the near-human 
  Echani. For them, it is also a way of communication. 
  They value speed, so they rarely use armor or heavy 
  weapons.
  Physiology: Echani are near-humans with lighter skin, 
  silver hair, and silver eyes. The Thrysian subspecies has 
  dark skin and hair. They are generally lighter in build, 
  but also quick. This is more a result of cultural differenc-
  es than genetic differences, but it is still prominent in 
  almost all Echani. They are not very diverse in appear-
  ance, and all of them look very similar, especially to out-
  siders. Some theorize that Echani are the result of ge-
  netically modified humans, and there is some evidence 
  to suggest that Arkanians, infamous for biology, (also, 
  ironically, silver-haired near-humans) are responsible.
  Society: Echani society focuses strongly on hand-to-
  hand combat but is surprisingly similar to that of many 
  modern Humans. It lacks the more brutal focus of oth-
  er combat-respecting cultures and believes that martial 
  arts are a skill to be respected. Though they might have 
  disagreements, many Echani find that they respect each 
  other more after a fight. Traditional Echani weapons 
  and armor are light, to account for their lack of physical 
  strength. Some prefer to not wear armor at all, as it can 
  restrict their movement. They are not inclined towards 
  blasters culturally. This contrasts with their rivals, the 
  Mandalorians, who use heavy armor, lots of gear, and 
  plenty of blasters. Echani society is somewhat female 
  dominated. Thyrsians are the opposite in many ways. 
  They are a Force cult worshiping the “Son of Suns,” and 
  some have turned to Sith ways. They also prefer heavier 
  weapons and equipment.
  Homeworld: Echani hail from the world of Eshan. It is 
  in the Inner Rim. Thyrsians are from Thyrsus, which is 
  nearby.
  Language: The Echani have no unique language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 85
  • 1 rank in Brawl or Melee
  • Quick Blows: Though damage is still dependant 
  on Brawn rating, may use Agility with Brawl and 
  Melee instead of Brawn. If this is chosen, must 
  also add bb
  bb when using Melee weapons with 4 
  or more encumbrance. This is chosen at character 
  creation, and cannot be changed afterwards without 
  significant training.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  COMBAT AS COMMUNICATION
  E
  chani are adept at using combat as commu-
  nication. Not only is martial arts important 
  as a sport or hobby, it is also a universal way 
  to understand someone. Even Echani generals 
  can see into the emotions of their rival leader 
  through a battle. Hand-to-hand combat is seen 
  as expression and art. Since they look so simi-
  lar, combat is even vital towards identification in 
  their culture.
  
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  ELOM
  Simple creatures who mostly live in caves, the Elom 
  are large, furry, and well-suited for digging. Imperial 
  oppression has caused some to unite with the Elomin, 
  going against millenia of separation. They are a very 
  peaceful people.
  Physiology: Eloms are bulky humanoids who are com-
  pletely herbivorous and covered in gray or brown fur. 
  Not unlike Whiphids, their face is the only part of their 
  body not covered in fur. This face is a wrinkled mess of 
  high nostrils, black eyes that see well in the dark, and 
  small twin tusks. They have no neck. Their claws may be 
  sharp, but they are designed for digging, not combat. 
  Each hand has three, including an opposable thumb. 
  They also have three toes, one of which points back-
  wards. It is not uncommon or surprising to see an Elom 
  without clothing, although some do choose to wear it. 
  While some Eloms have a tail, not all of them do.
  Society: Despite their brutish appearance, Eloms are 
  peaceful creatures. They are simple and, to some, un-
  sophisticated. Most are content to live a simple life, 
  earning a primitive living and raising a family. They are 
  social creatures with a strong desire for belonging. Un-
  fortunately, many fall into the wrong crowds. Their naive 
  nature makes them easily manipulated, so many end 
  up working as criminals or enforcers if they leave their 
  homeworld. They almost never hold grudges and tend 
  to see the best in people. Not only are they forgiving, 
  but they rarely expect misdeeds from others. While 
  some work against the Empire, they continue to offer 
  forgiveness. Eloms live in underground cities that are 
  called cseria. These are generally small towns. Each cse-
  ria has a yearly meeting, where members resolve dis-
  putes and trade goods.
  Homeworld: Eloms come from the chilly deserts of 
  Elom, which is an Outer Rim world. They share it with 
  the Elomin, descendants of Zabrak colonists. The mines 
  are a source of Lommite. Most of civilization is in the 
  A’driannamieq Mountains.
  Language: Eloms speak Elom. This language requires 
  the unique structure of the Elom mouth, so they find it 
  difficult to speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Resilience
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Digging Claws: Spend 2 maneuvers to tunnel 
  through loose soil, moving 1 range band.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  ELOMS AND ELOMIN
  T
  he Eloms share their world with the mathe-
  matically minded Elomin. These people once 
  considered the Eloms to be non-sentient and 
  held them as slaves. While few Eloms bear a 
  grudge, some Elomin do find it unsettling that 
  they are not the sole owners of their world. The 
  two species kept a peaceful separation, split 
  apart by cultural differences. Now, that has 
  somewhat changed. Elomin are now slaves to 
  the Empire, working in mines near Elom caves. 
  Many Eloms have chosen to stand up to the 
  Empire, sneaking themselves and others (both 
  Elom and Elomin) into deeper, unexplored 
  caves. Most Elomin now respond with gratitude. 
  The actions of the Empire make some choose to 
  leave Elom entirely and join the Rebel Alliance.
  
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  ELOMIN
  Distant relatives to the Zabraks who have reddish skin, 
  the Elomin are obsessive when it comes to logic, hy-
  gene, and pattern-finding. They have now become Im-
  perial slave, but some find freedom with help from their 
  furry Elom neighbors, a species that they were typically 
  very separate from.
  Physiology: Elomin have skin that is orange, red, or 
  rusty brown and horns atop their head. A long lost off-
  shoot of the Zabraks, they have four horns on top of 
  their head and two more on the cheeks. Their physiol-
  ogy also includes neck wattles, spanchons, four stom-
  achs, generative nodes, a six-chambered heart, and 
  long hairs which grow behind their ears. They have 
  somewhat long ears, their eyes are black, red, orange, 
  or yellow, and they have no nose, only nostrils. They are 
  somewhat smaller than humans, averaging five thirds of 
  a meter tall.
  Society: Elomin are obsessed with order and patterns. 
  They seek to find patterns even where none exist and 
  are compulsive when it comes to organization. One 
  odd result of this is that they are unable to cope with a 
  Marg Sabl maneuver, as demonstrated by Grand Admi-
  ral Thrawn in a skirmish over Obroa-skai. They are also 
  extremely hygienic, polishing their horns and combing 
  ear hair. They are also excellent at math. As one Elo-
  min said, “Physical calculus is the foundation of logical 
  analysis, and logical analysis is the foundation of Elom 
  civilization.” They consider the logical, predictable, and 
  completely accurate field that is mathematics to be very 
  important. Under Imperial rule, the Elomin are mostly 
  slaves in mines.
  Homeworld: The world of Elom is a cold and barren 
  desert. It has long had struggles with a lack of water, but 
  it has been able to trade away minerals from the mines 
  in exchange for water.
  Language: Elomin can speak Basic without difficulty. 
  They have their own language as well, Elomin.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Charm
  • 1 rank in Knowledge-Education
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  ELOMIN AND ELOMS
  T
  he Elomin live on the surface of their plan-
  et, initially unaware of the Eloms. These bulky 
  creatures live underground, and they have had a 
  strained relationship with the Elomin. While the 
  Elomin were at one point Zabrak colonists, the 
  Eloms have lived on Elom for all of recorded his-
  tory. Even when the Eloms were discovered, the 
  Elomin explorers never told the other Elomin. 
  They found it difficult to accept that they weren’t 
  the sole owners of the planet. While the Eloms 
  planned for a peaceful yet isolated coexistence, 
  the Elomin considered them non-sentient. A Re-
  public study found the Eloms to be sentient and 
  gave them rights to territory. The two species re-
  mained mostly isolated because of differences in 
  lifestyle, but recent circumstances have caused 
  some of the more moral Eloms to do battle with 
  the Empire, freeing Elomin from the mines.
  
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  EM’LIY
  Em’liy are a hardy people with a devotion to their faith 
  and their warrior ways. They were humiliated by the Em-
  pire, who drove them from their cities in a devasting 
  invasion, and they have since been forced to live as 
  nomads in their world’s wilderness.
  Physiology: Em’liy are tall and muscular humanoids 
  whose mottled skin can range in color from tan to yel-
  low to blue. They have no body hair, but they have dark 
  hair on top of their head which they braid into topknots. 
  Their face is noseless and features fin-like protrusions to 
  the sides of their small, yellow eyes. Their nostrils and 
  ears are covered in permeable membranes to protect 
  them from wind and sandstorms.
  Society: Em’liy are survivors: a hardworking people 
  who have an “every man for himself” mentality. They 
  take nothing for granted, expect selfishness from oth-
  ers, and detest those who are lazy or dependent. They 
  work hard to survive and built themselves a successful 
  society. However, Imperial forces drove them from their 
  cities years ago, and the Em’liy were disgraced. Con-
  sidering themselves unworthy of the name they once 
  held, they now call themselves the “Nomads,” and they 
  became even hardier and more tenacious than before. 
  Although they have begun to rebuild, many still feel lost 
  and restless. Although they have lost their arrogance, 
  they are still very hard to impress. However, once they 
  are impressed, they are extremely loyal and will can 
  even befriend former enemies. The Em’liy are also high-
  ly skilled warriors. In battle, they give themselves over 
  to ferocity, handing control to their instincts in what 
  they call the Spirit of Battle. They detest the Empire, 
  but they have also been told lies which has many of 
  them distrust all humans. However, nomadic Em’liy who 
  have more experience with other species often learn 
  that their prejudices were incorrect.
  Homeworld: Em’liy come from Shalyvane, a desert 
  planet in the Outer Rim. For many years, the Em’liy 
  were nomadic or survived in Shalyvane’s wilderness, but 
  now, some of them have begun to rebuild their capital 
  city of Chinshassa.
  Language: Most Em’liy are bilingual, knowing their na-
  tive language of Em’liy and Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Stealth or Survival
  • Spirit of Battle: Once per encounter as an action, 
  may make an dd
  dd Discipline check to enter the 
  Spirit of Battle, gaining +1 Melee Defense and 
  increasing ranks in Melee by 1. Once combat ends, 
  must exit the Spirit of Battle and suffer a number of 
  strain equal to the number of rounds spent in the 
  Spirit of Battle.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  RELIGION AND CASTES
  E
  m’liy are a religious people who worship a 
  number of gods. Four of these gods, Argwin, 
  Damilini, Criclamon, and Dojufi, are also names 
  of their castes. Members of these four castes are 
  distinguished by their amount of topknots, which 
  ranges from one to three depending on caste. 
  Each caste is led by its eldest member. Recently, 
  the Damilini have been disliked, since they were 
  the caste responsible for guarding a sacred place 
  called the “Circle of Kavaan” when the Empire 
  bombarded it.
  
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  EWOK WARFARE
  T
  hough their small size and lack of advanced 
  technology is indeed a major limit, Ewoks can 
  be effective combatants on their own homeworld 
  or anywhere with home field advantage. As prim-
  itive hunters, they know how to set traps for sin-
  gle animals, but they have other abilities as well. 
  They have access to poison-tipped arrows and 
  many are archers. Others use log based traps, 
  which can trip larger foes. These are designed 
  to fend off larger predators, but will later beat 
  Imperial AT-STs. Even a primitive attack such as 
  thrown rocks can work, since most armor isn’t 
  designed to stop such an attack
  EWOK
  Ewoks are primitive and seemingly irrelevant to the 
  grand scheme of the galaxy. Living only on the isolated 
  forest moon of Endor, they have yet to develop technol-
  ogy or space travel. Despite this, they will be vital to the 
  Empire’s defeat.
  Physiology: Ewoks are small creatures, though their 
  bulk and fitness make up for this to an extent. Aside 
  from eyes, nose, and mouth, they are covered in fur. 
  This fur is mostly brown, though it can also be gray 
  or black. They have three toes and fingers. Ewoks are 
  distinctive for their large, black eyes and a small but 
  sensitive nose. They are omnivorous in diet.
  Society: Ewoks have a primitive society, but they are 
  still sentient and intelligent. They are very superstitious, 
  however, and have many religions, gods, and rituals. 
  They hold the forests of their homeworld to be sacred, 
  believing themselves descendants of the “Great Tree.” 
  They are ruled by a chief and Council of Elders, while a 
  medicine man handles most religious affairs. Ewoks are 
  still practical and need to focus much of their time on 
  getting food. For food, they aren’t opposed to eating 
  sentients, either. Ewok villages are high in the trees, 
  which are made of wood and connected by a series of 
  bridges. Some live on the forest floor as fishers or hunt-
  ers. Although they have demonstrated quick grasp of 
  outside technology, their own technology is still basic. 
  Innovations include hang gliders and fire.
  Homeworld: Ewoks live on the Forest Moon of Endor, 
  which is shared with several other sentient species. This 
  includes the Yuzzum, which they have a strained rela-
  tionship with. However, they mostly stay out of each 
  other’s way. Later, it will be host to the construction of 
  the Second Death Star, a major battle in the Galactic 
  Civil War, and the death of Emperor Palpatine. The plan-
  et is currently backwater, obscure, and rarely travelled 
  to by other sentients.
  Language: Ewokese is a primitive tongue, which is not 
  known by many. Their vocal cords can handle Basic, just 
  as humans can speak Ewokese.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Stealth or Survival
  • Scent: Remove b for concealment from combat 
  checks if target is within short range.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  
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  IMPERIAL RULE
  F
  alleen are very oppressed by the Empire, since 
  the local Moff fears their manipulative abilities. 
  The Empire has nationalized many corporations, 
  taken profits, and restricted movement off of 
  Falleen. The only exceptions for the pilgrimages 
  and Imperial traffic. Many Falleen exploit those 
  exceptions to get offworld, while others come to 
  the Rebel Alliance for help. The arrogant nobles 
  generally try to battle the problems on their own.
  FALLEEN
  Manipulation is the preferred weapon of the Falleen, 
  and they combine natural effectiveness with powerful 
  pheromones. They are arrogant and eager to take ad-
  vantage of others. They are feared by the Imperials, so 
  they now face heavy restrictions.
  Physiology: Falleen are reptilian near-humans with 
  scaled green skin. They can temporarily change skin col-
  or and emit pheromones to persuade in conversation. 
  Males have spinal ridges. They have silky hair that is 
  typically black and prominent cheekbones. Hair is typi-
  cally worn in a long topknot or braid for both males and 
  females. They have talons on their fingers and toes
  Society: Falleens are arrogant in nature and are or-
  ganized into a feudal system of government. The low-
  er classes include artisans, technicians, laborers, and 
  slaves. Upper level ruling houses conduct business 
  on behalf of the planet. The nobles often use political 
  scheming and manipulation to maneuver into positions 
  of greater power. They are not emotional and instead 
  value careful planning. While eager to take advantage 
  of the more emotional outsiders, they shun emotion 
  in themselves and rein it in with intense training. The 
  social structures on Falleen prevent most Falleen from 
  leaving their home, but those who do leave are careful 
  to keep outside influences away from their society. They 
  venture into the galaxy for a few reasons. Some are sold 
  to outsiders as slaves, while young nobles leave their 
  home on a pilgrimage of sorts, learning to harness their 
  manipulative abilities. Many Falleen also enjoy offworld 
  art, though they view other species as inferior.
  Homeworld: Falleen is a self-sufficient Mid Rim world. 
  It is a hub for industry, but is blockaded by the Empire. 
  The terrain includes forests, mountains, and plains.
  Language: Falleen almost entirely know Basic in order 
  to deal with outsiders, but they also view their own lan-
  guage, Falleen, as being superior.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Charm
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 3.
  • Pheromones: Emit pheromones as an incidental, 
  suffering 2 strain to upgrade the ability of a Charm, 
  Deception, or Negotiation check. Does not work on 
  targets with breath masks or without lungs.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  
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  FARGHUL
  Farghuls are notorious for their mischief, and although 
  they are often criminals, they often seem to take their 
  work lightly. They detest the Jedi, who at one point de-
  stroyed one of their smuggling bases.
  Physiology: The Farghuls are a species that is very fe-
  line. They have fur covering their entire body, as well 
  as fur on most of their head. This fur is typically brown. 
  They also have pointed ears and greenish eyes. They 
  have a prehensile tail and claws on their fingers. Howev-
  er, their most noteworthy physical capabilities come in 
  terms of fitness. Farghuls are a very athletic people with 
  great strength and speed who are typically in excellent 
  physical condition. This, especially when combined with 
  their sharp claws, means that many Farghuls are excel-
  lent fighters.
  Society: Farghuls are known to be a people who are 
  very oriented toward crime. This isn’t just a stereotype, 
  however. It is very true that many Farghuls are smug-
  glers, con artists, pickpockets, bounty hunters, and 
  mercenaries. Although it would seem that this would 
  make them opposed to the Empire, this isn’t always 
  true: They’re often willing to fight for the Empire against 
  the Jedi. Not unlike the Ubese, the Farghuls have devel-
  oped a culture that fears the Jedi, who once destroyed a 
  Farghul smuggling base. They still don’t trust politicians 
  or governments of any sort, however. Similarly, they are 
  also slightly xenophobic. Farghuls are also a species 
  that is obsessed with appearance. They are extreme-
  ly self-conscious about it, and they often wear fancy 
  clothes and jewelry in order to look better. Although 
  what they do wear is fancy, they wear relatively little 
  clothing in comparison to many other species.
  Homeworld: Farrfin, the homeworld of the Farghuls, 
  is a temperate planet in the Core Worlds composed 
  mostly of mountains and oceans. Its gravity is slightly 
  below-average. It is a world devoted mostly to criminal 
  activities of all sorts, such as spice smuggling, pickpock-
  eting, and rigged gambling. Its main cities are Farlhu, 
  Jahhnu, and Geltyu.
  Language: Farghuls speak Farghul, and many of them 
  also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Deception or Skulduggery
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  IT WAS JUST A JOKE
  A
  lthough many Farghuls are in fact criminals, 
  they aren’t as serious as some. Most Farghuls 
  who swindle will give back what they stole if they 
  are caught. Whether this is for fear of repercus-
  sions or because of some strange moral code, 
  no one knows. It is quite possible that they view 
  crime and swindling as just a game, since they 
  are known to be a species that is very playful 
  and mischievous. Criminals or not, almost all 
  Farghuls enjoy telling bad jokes and pranking 
  those that they come across.
  
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  FEEORIN
  Feeorins are a warlike people who never feel the effects 
  of old age until they suddenly drop dead. All are strong, 
  athletic, and resistant to heat, but their elders are the 
  strongest.
  Physiology: The Feeorins are large and tall humanoids 
  who are very tolerant to heat. They are strong and also 
  very fit, able to continue prolonged exercise without 
  needing as much rest as other species. Their skin is typi-
  cally blue or green, but it can also be gray or black. They 
  have no hair, but they do have long tendrils which ex-
  tend from their head. Similar to Nautolans, the tendrils 
  are about half of a meter long. Their red eyes see well 
  in the dark, and about half of them have a nose. Unlike 
  many other species, they do not become weaker with 
  age. Instead, they grow stronger, although they don’t 
  learn wisdom as much as other species. Eventually, at 
  some point between 300 and 400 years old, they drop 
  dead, dying of old age without warning.
  Society: Feeorins resemble humans in that they can 
  have a great diversity of personalities, but their spacers 
  are typically selfish and grumpy. They are very easily an-
  gered, while they don’t make friends easily. They have a 
  reputation of being very dangerous. Feeorins are a very 
  religious people, and their dead elders are buried in the 
  Sanctum of the Exalted, where they are believed to con-
  trol the weather. Only the Exalted are allowed to enter 
  this sacred necropolis, a title bestowed to the oldest 
  and strongest of the Feeorin. Most Feeorin are very tra-
  ditional, somewhat primitive, and have a tribal mindset, 
  but their spacefaring members are often more practical.
  Homeworld: Feeorins have abandoned their home af-
  ter climate change made it uninhabitable, but their larg-
  est colony is on Odryn. Odryn has plentiful jungles, and 
  trees are used to build homes on its mountainsides. The 
  planet is considered uncomfortably hot by humans, but 
  the Feeorins have little issue with the temperature. Very 
  few outsiders visit Odryn, and its natives rarely leave. 
  Most of the nomadic Feeorin come from parents who 
  were also nomadic.
  Language: Feeorin speak Feeorin, and many of them 
  learn Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 13+Willpower
  • Starting XP: 85
  • 1 rank in Athletics or Resilience
  • Dark Vision: Remove b for darkness, add b for 
  brightness.
  • Heat Tolerance: Remove b for hot conditions, 
  add b for cold conditions.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  DWINDLING POPULATION
  T
  he original homeworld of the Feeorin has been 
  rendered uninhabitable because of climate 
  change, and it has been abandoned. The Feeorin 
  population has suffered in response: Although 
  they have sent out many colony ships to find a 
  new home, they have struggled to survive as no-
  mads. Not the best at peaceful interaction, they 
  have been unwelcome on many of their new col-
  onies. Native species often fight back by hunt-
  ing them down, considering the Feeorins to be 
  raiders. Now, there are fewer than 1,000,000 
  Feeorins who have survived. While some live in 
  successful colonies, many others are nomadic.
  
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  FEFZE
  Fefze are insects with an incredible digestive system that 
  allows them to eat almost anything, and although they 
  are unintelligent on their own, they can form swarms 
  that are more intelligent. Fefze don’t think for them-
  selves, only for the swarm, which they are completely 
  loyal to.
  Physiology: The Fefze are a species of insects who are 
  protected by a hardened black carapace which is split 
  down the middle, and they can extend it off of their 
  body to form wings. Although they are not optimized 
  for flight, they can manage it in short bursts. Their head 
  and legs are less protected, but they can curl up under 
  their shell as a defense mechanism. Like most insects, 
  Fefze walk on six legs and have a body split between 
  their head, thorax, and abdomen. Although they can 
  use their front limbs for manipulation, they have no 
  hands, so properly using technology is difficult. Their 
  head features two prominent mandibles at their mouth, 
  and they have wide compound eyes on either side of 
  their head. They also have two antennae above their 
  eyes, both of which fulfill three major functions. The an-
  tennae give them their sense of both hearing and smell, 
  but they also can be rubbed together to produce unique 
  sounds, which they use to communicate. They live for 
  only ten years on average. Fefze also boast an incred-
  ibly advanced digestive system, with which they can 
  gain nutrition from almost any carbon-based material, 
  including dirt or mulch. They have a supply of acid in 
  their mouth that they spit on their food before they con-
  sume it, which helps with digestion but also separates 
  carbohydrates and proteins. Fefze consume both, but 
  they can regurgitate the proteins at will. They do this 
  if confronted by predators, as the predators will gen-
  erally choose to eat the easily accessible protein rather 
  than give chase. Additionally, the acidic spit itself can 
  be used to attack.
  Society: Fefze live only in swarms of ten to one hundred 
  members, as they are unintelligent when alone but as 
  sentient as any other species when studied as a group. 
  They care little for themselves as individuals, as they 
  place the good of the swarm above all. They have expe-
  rienced great success with their lifestyle, because their 
  unique digestive system gives them a bountiful supply 
  of food. As such, they have had little reason to develop 
  advanced technology, but they have created great art. 
  Many are musicians, although their music is unique and 
  unpopular among other species. They also enjoy visual 
  art, but their works are rarely permanent. Mostly made 
  of sand or small organisms, their works last for short 
  periods of time.
  Homeworld: Fefze come from the hot Mid Rim planet 
  of Fef, a primitive forest world with a thick atmosphere
  Language: Fefze typically speak their native language 
  of rubbing antennae together and rarely know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Knowledge-Education
  • Hardened 
  Carapaces: 
  Receive 
  the 
  talent 
  “Enduring.”
  • Acidic Spit: Once per encounter, may attack suffer 
  2 strain to attack using acidic spit with Ranged-
  Light, dealing 4 base damage at engaged range. 
  May spend x to blind opponent.
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. Suffer 4 strain for every 
  round spent flying.
  • Swarms: May become part of a swarm with other 
  Fefze if within 100 meters of its other members, 
  sharing all memories and gaining +1 Intellect.
  • No Hands: Reduce encumbrance threshold by 2 
  and may not carry items in hands. May not use 
  technology requiring fingers, such as blasters. At 
  the GM’s discretion, add up to bbb on checks 
  where fingers are beneficial, such as Piloting.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  SWARM DANCING AND MATING
  O
  ne of the most popular forms of Fefze art is 
  their choreographed dances, which are re-
  spected even among other species. These danc-
  es are often done on their own as entertain-
  ment, but their original purpose is for mating. 
  In these joyous events, two swarms get together 
  to dance and mate. Afterwards, the females lay 
  their eggs within a globute of protein paste se-
  creted by the males. Most of the eggs remain 
  within the swarm, allowing them to repopulate 
  and keep the swarm alive for hundreds of years. 
  Others, however, are kept separate and form a 
  new swarm.
  
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  FELUCIAN
  Entirely Force-sensitive, the Felucians have a deep re-
  lationship with their native environment via the Living 
  Force. Although they are primitive, they are united un-
  der a single government, and they were once guided in 
  the Force by Jedi Master Shaak Ti.
  Physiology: An agile but resilient species of amphibi-
  ous sentients, the Felucians are slightly taller and more 
  athletic than most species. They are camouflaged with 
  moist gray skin which is marked with colored stripes. 
  Their brawny arms end in four webbed digits with suc-
  tion cup tips, each evenly spaced. Additionally, they 
  have smaller but more dexterous hands extending from 
  their wrists, each with three fingers. Visually, their most 
  distinctive feature is their face, a mass of tendrils with 
  luminescent tips. Their eyes, appearing as a dark gap 
  between the tendrils, see well in the dark, and their 
  mouth is also a gap between their tendrils. All are 
  Force-sensitive, and they have a strong connection to 
  the Living Force. Conversely, they are very vulnerable 
  to Dark Side degradation, which causes their tendrils to 
  become dry and limp.
  Society: Felucians have a primitive society in the wild 
  jungles of Felucia, away from more industrialized Gos-
  sams, but they are united under a single tribe. This is 
  because Felucians are barbaric by most standards and 
  extremely unpredictable, so any independent tribes 
  or individuals could put their entire society at 
  risk. They live in small huts made of fungi, and 
  they clothe themselves with only bones or 
  scraps of plants, although most decorate 
  themselves with beads, and some wear 
  a traditional headdress. They use 
  primitive weapons, and they ex-
  tract poisons and medicines from 
  plants. They have a symbiosis 
  with the yerdua poison-spit-
  ter, a semi-sentient plant 
  that guards their vil-
  lages in exchange 
  for being fed and 
  cared for. Their 
  planet’s eco-
  system 
  was 
  damaged 
  in 
  the Clone Wars, but life grew 
  back, and the Felucians thrived 
  for a time. However, four 
  years ago, the Empire be-
  gan to attack them out of 
  fear for their Force-sen-
  sitivity.
  Homeworld: A steamy jungle planet, Felucia was 
  somewhat industrialized by Gossams in the Commerce 
  Guild, but much of the planet remains totally primitive. 
  Composed of hostile animals and fungi, the jungle’s 
  ecosystem and the Felucians themselves act as a single 
  entity united by the Living Force.
  Language: Felucians rarely speak Basic, instead using 
  their barking native tongue, Felucianese.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Resilience or Stealth
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Rancor Tamers: Receive the mentor discount on 
  the Enhance Basic Power, the Move Basic Power, 
  and the Influence Basic Power. When using an 
  Influence Power check on an animal, add bb
  bb.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  CASTES AND THE FORCE
  F
  elucians have a caste system, including mush-
  room farmers, warriors and scouts marked 
  blue, shamans marked red, and chieftains 
  marked yellow. Most are capable of using teleki-
  nesis for simple pushes, and warriors and scouts 
  use the Force to enhance their physical skills, 
  but shamans focus on more advanced tech-
  niques like healing and protection. Chieftains 
  often specialize in taming the native rancors. Al-
  though chieftains have the most political power, 
  shamans are trusted as spiritual leaders. Trained 
  to resist the Dark Side, shamans will throw 
  Dark-Siders into the Ancient Abyss, a sarlacc 
  that kills them. In recent decades, Felucian soci-
  ety was dominated by a uniquely gifted chieftain 
  in Jedi Master Shaak Ti, who trained them in the 
  Force. Although her death at the hands of Galen 
  Marek four years ago plunged their people into 
  the Dark Side, they have since returned to the 
  Light Side.
  
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  FILORDUS
  A canine species known for their fierce determination, 
  the Filordi have six limbs, including two for walking, two 
  for grasping, and two they can walk or act as weapons. 
  Although they are opportunistic, they struggle greatly 
  with long-term planning.
  Physiology: Filordi are canines with six limbs who are 
  covered in short, brown hair. Their uppermost limbs 
  have three-fingered hands, their middle pair is used 
  to help walk and have pincers, and their bottom pair 
  are thick and used exclusively for walking. When they 
  fight, they often use their pincers as weapons, but it is 
  very hard for them to stand on only two legs. They are 
  somewhat short, averaging under a meter and a half in 
  height. Despite their smaller size, they are tough and 
  very resilient. Their face has an elongated snout and 
  large ears, the latter of which they can use to protect 
  their black eyes from wind and rain. They all have blue 
  stripes, although some have more prominent stripes 
  than others. Filordi are asexual, so none of them have 
  a gender. They reproduce by giving birth a week after 
  they have died. An infant Filordus is a clone of his or her 
  dead parent. They are able to crawl at birth and become 
  adults by the age of fifteen.
  Society: Filordi are a persistent, obsessive people who 
  go to extreme lengths to get what they want in the short 
  term. They are extremely opportunistic and highly re-
  sourceful, so they find a way to consume everything 
  that is available to them. They are intelligent and adapt 
  quickly. These abilities have given them some success in 
  business, as they were once a prominent species in the 
  Metatherian Cartel, a Trade Federation offshoot based 
  on Cularin.
  Homeworld: Filordi come from Filordis, an Inner Rim 
  planet with a ren sun. It is a rocky wasteland and has 
  many thunderstorms. Many Filordi have attempted to 
  terraform it.
  Language: Filordi speak Filordian, a language which 
  lacks many of the consonant sounds that Basic has. 
  They have a gravelly voice, and they often ignore certain 
  consonants when speaking Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • Pincers: Deal +1 Brawl damage as wounds and 
  have a Crit rating of 3. When using Brawl with 
  pincers, suffer 1 strain for every maneuver spent 
  moving. May use pincers for Brawl even when 
  holding other gear or weapons.
  • Sensitive Ears: Add b on auditory Perception 
  checks.. Triple all sonic damage and, at the GM’s 
  discretion, increase sonic damage from 0 to 1.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SHORTSIGHTEDNESS
  D
  espite their drive to succeed, the Filordi are 
  almost completely incapable of long term 
  planning, and their inability to think ahead has 
  cost them. Their homeworld is a wasteland 
  plagued by harsh weather, so they have needed 
  to terraform it. Many others prefer to abandon 
  it in favor of more habitable planets in the rest 
  of the galaxy. Their foolishness can create other 
  problems, too: Since they will become complete-
  ly obsessed with their goals without thinking 
  things through, they are very easy to swindle if 
  given what they want.
  
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  FLAKAX
  Although they are not capable of telepathic hive minds 
  like some species, the Flakax are insects who are abso-
  lutely loyal to their hive. The majority of their species is 
  infertile, simply acting as drones to perform labor for 
  their queen.
  Physiology: Flakax are bipedal insects native to a des-
  ert environment with a black body, and they have a dis-
  tinct thorax and abdomen. They have large compound 
  eyes on either side of their head, small mandibles sur-
  rounding their beak-like mouth, and two antennae atop 
  their hairless head. Their arms have three pincer-like 
  fingers, and their feet have two toes. Their abdomen is 
  bioluminescent, which can flash on and off or use as a 
  flashlight. They have three genders: males, females, and 
  sterile drones. The latter make up most of their society 
  and are parthenogenetic children of the queen.
  Society: Flakax have a hive-based society, and they 
  have little identity or purpose outside of their hive. Most 
  are drones who exist solely to work. Males are responsi-
  ble only for breeding, while females take up leadership 
  positions. They are ruled by a female queen who is also 
  solely responsible for laying eggs. Males are typically 
  eaten by the queen after they reproduce. Queens are 
  responsible for guiding the hive, providing direction, 
  emotion, and creativity on behalf of its entirety. Most 
  queens care little for anyone outside the hive, as do 
  her subjects. Although many hives have little technol-
  ogy and no tools, their strong unity makes them ex-
  cellent builders. They all live underground in massive 
  colonies, and they hunt for food above ground at dusk. 
  A few Flakax are without hives: This can happen after 
  the death of a queen, and it is also not unprecedented 
  for males to run away if they are about to be eaten. 
  However, these individuals are rendered purposeless by 
  their lack of a hive, so they are generally psychopathic, 
  suicidal, or otherwise insane.
  Homeworld: Flakax come from the backwater Expan-
  sion Region planet of Flax, which is tectonically very 
  active, creating enormous mountains. Although it has 
  many seas, this unique geography prevents moisture 
  from reaching the land, and most of the planet is a des-
  ert.
  Language: Flakax typically speak their native language 
  as well as Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Resilience
  • Desert Dwellers: Remove b for dry conditions, 
  add b for wet conditions.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  FLAKAX AND THE EMPIRE
  B
  ecause of their work ethic and devotion to 
  their hive, the Flakax are excellent in manu-
  al labor such as building and mining. The latter 
  is especially common in the modern era, where, 
  despite their onetime allegiance to the Confed-
  eracy of Independent Systems, they have mined 
  much of their world in service to the Empire. 
  They are willing to mine out their lands for lit-
  tle pay because the Empire is giving them pro-
  tection in exchange, and the Flakax see this as 
  a worthwhile sacrifice. Like all things, they ap-
  proach their work with austere devotion.
  
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  FLORN LAMPROID
  Many debate the sentience of the Florn Lamproids, who 
  are clever hunters that communicate but have little civ-
  ilized society. What is not up for debate as that they 
  are top predators, combining strength and venom with 
  stealth and reflexes.
  Physiology: Florn Lamproids are among the galaxy’s 
  top predators. Related to reptilian parasites, they have 
  a very muscular serpentine body that grows six meters 
  long and is packed with muscle. They propel themselves 
  using their tail, and they have six short arms, each with 
  simple pincers that are ineffective for grasping most 
  technology. They have a wide mouth surrounded by four 
  large fangs, and they have four eyestalks above their 
  head, which can see in all directions. Lamproids have 
  brown, gray, green, or pink skin. They excel in stealth 
  and can quickly wrap up a victim using their tail. Once 
  constrained, the victim is finished off using a poisonous 
  stinger and their poisonous saliva. Their teeth can easily 
  chew up flesh, and they drink blood. Lamproids rarely 
  wear clothing, and they identify other Lamproids using 
  pheromones. Many are Force-sensitive, and they tend 
  to excel in telepathy.
  Society: Florn Lamproids are cunning enough to suc-
  ceed as hunters and as members of galactic society, but 
  they have little interest in the arts. Almost all live as 
  hunters of some sort, whether they are primitive preda-
  tors, assassins, or bounty hunters. Despite these short-
  comings, many have been able to acclimate to modern 
  technology, live in some civilized societies, and a few 
  have even joined the Rebel Alliance.
  Homeworld: Lamproids come from Florn, a jungle 
  planet on the fringes of the Outer Rim that has an in-
  credibly dangerous wilderness. To the rest of the galaxy, 
  their homeworld is a mystery, because they have many 
  colonies as well. Most of these colonies are uncivilized 
  worlds with vast sections of forest that they can hunt in.
  Language: Lamproids who are more civilized generally 
  speak Basic, but they have no language of their own. 
  They have a hissing voice, and they convey emotions by 
  shifting their fangs.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 13+Willpower
  • Starting XP: 70
  • 1 rank in Cool or Survival
  • 1 rank in Stealth
  • Superb Reflexes: Receive the talent “Rapid 
  Reaction.”
  • Constriction: May spend aa on a Brawl check 
  to immobilize the target and induce suffocation. 
  Escaping constriction requires an Athletics check 
  opposed by Brawl. Constricted victims may be 
  poisoned using stinger or fangs as a maneuver, 
  which disorient the victim for and deal 2 wounds 
  per round until the victim passes a ddd
  ddd Resilience 
  check.
  • Extra Limbs: May have 3 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Eyestalks: Can see in all directions.
  • Pincers: Upgrade the difficulty of any checks to use 
  technology designed for species with fingers, such 
  as most starship controls or blasters.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  HUNTER AND HUNTED
  B
  ecause they lack culture or art, the sentience 
  of the Lamproids is often debated. Although 
  they have not adapted much intelligence for so-
  cial interactions, they are clever hunters and can 
  solve many puzzles. As such, they are often legal 
  to hunt, especially under the Empire. However, 
  they pose an incredible challenge because of 
  their natural fitness, stealth, weapons, and intel-
  ligence, so only the most skilled of hunters will 
  prey on the Florn Lamproids.
  
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  FOSH
  Light, mysterious avians from an unknown world, Fosh 
  are an extremely rare sight. They are selfish, manipula-
  tive, and a bit annoying to some. Their tears are incred-
  ible chemicals which can range to miracle medicines to 
  poisons.
  Physiology: Fosh are small but nimble avians who are 
  rather frail. Their skin is red, purple, or pink. They are 
  further distinguished by a multitude of feathers that 
  grow from the backs of their heads. These feathers 
  change color by mood. Orange is indicative of content-
  ment, while gray is more angry or dissatisfied. Green is 
  used to show focused thought or amusement. Normally, 
  the feathers are blue or purple. Their head also features 
  two small red antennae, soft whiskers, red eyes, and a 
  beaked mouth. Their arms and legs are thin and typically 
  less feathered. Their feet have two clawed toes and their 
  hands have four clawed fingers. They have two knees on 
  each leg, with the lower one pointing forward. Fosh also 
  have very unique tears, which females in particular can 
  manipulate to create various minor pheromones. Those 
  who are Force-sensitive can further enhance this ability, 
  creating even more powerful liquids. This includes both 
  poisons and powerful healing fluids similar to bacta.
  Society: Fosh are a mysterious people who tend to be 
  loners. They are secretive, private, and also very rare. 
  So rare, in fact, that many have considered them to 
  be extinct for the past 30 years. The average sentient 
  likely wouldn’t even recognize them. They are a quiet 
  people who prefer to listen rather than speak. When 
  they do speak, however, it is usually for good reason. 
  They are very manipulative, devious, and would likely 
  be good in politics. Despite that, they have no politi-
  cal representation, as no one knows of their homeworld 
  or government. While wise enough to appease should 
  their lives be threatened, Fosh are often quite annoy-
  ing. In conversation, they use riddles and analogies to 
  confuse those that listen. They are selfish, arrogant, and 
  sometimes even rude. Most notably, they are also quite 
  speciesist. They view all other species as subordinate, 
  merely toys within their own machinations. Fosh are dif-
  ficult to predict, often pursuing complicated goals with 
  even more complicated schemes. What exactly they 
  hope to accomplish in these schemes is another one of 
  the many mysteries surrounding the Fosh.
  Homeworld: The Fosh homeworld is not known to 
  the rest of the galaxy. Some theorize that they come 
  from the Corporate Sector. Considering the bias against 
  non-human species in that region, it is possible that 
  they were hunted to being nearly extinct.
  Language: Fosh speak a language called Fosh that is 
  known by very few non-Fosh. Most also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Coordination or Deception
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  SECRET CULTURE
  J
  ust because the Fosh are so secretive doesn’t 
  mean their culture doesn’t exist. Players con-
  trolling a Fosh should consider the various mys-
  teries of Fosh culture and try to better flesh out 
  the species. While they should tell their GM, 
  keeping it secret from the other players can pro-
  vide many opportunities for interesting roleplay-
  ing as well. However, the detached nature of the 
  Fosh may make it difficult to get along, so being 
  a Fosh shouldn’t be chosen lightly.
  
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  FRENK
  Frenk are green-skinned repitiles that show relations to 
  Rodians. They are tall and thin, and many are exception-
  al athletes. Those seem away from their homeworld are 
  almost always bounty hunters.
  Physiology: Frenk are thinly built reptiles of about two 
  meters in height. They have spotted green, orange, or 
  pink skin. Their dexterous body is extremely thin above 
  the waist before widening. Their hands are four-fingered. 
  Their head is hairless and has extremely sunken cheeks. 
  Their head is further distinguished by a conical nature, 
  four nostrils, and large black eyes. Frenk are distant rel-
  atives to Rodians, who share somewhat similar traits.
  Society: Frenk value combative abilities and hunting, 
  which makes many of them eager to be bounty hunters. 
  They are also community oriented and often prefer to 
  work in teams. Despite this inclination, they are very 
  quiet in general, and they are not particularly socia-
  ble or friendly when interacting with outsiders. On their 
  homeworld, their population is small enough to survive 
  as nomadic groups of hunters, similar to their Rodian 
  ancestors, and they succeed despite relatively small 
  amounts of technology. Their government is minimal, 
  although recent Imperial involvement has changed that 
  somewhat. A small percent of Frenk resist the Empire, 
  but their primitive lifestyle has meant that most Frenk 
  are unaffected by the Empire.
  Homeworld: The world of Gorobei is a terrestrial planet 
  full of jungles. Vicious predators of many sorts fill it, 
  while a single spaceport provides technological imports 
  and transit offworld for those who wish to be bounty 
  hunters.
  Language: Frenk mostly speak Fen, a dialect combining 
  Rodese and Basic. Some learn to speak both tongues.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Athletics
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  RODIAN RELATIVES
  F
  renk and Rodians share similar culture, a nev-
  er forgotten link from their past. Long ago, a 
  group of Rodians hired Arkanians to genetically 
  modify their clan by creating a superior genome. 
  The experiment succeeded to an extent, giving 
  the new Rodians an ability to speak Basic and 
  better abilities as athletes. However, their intel-
  ligence dropped in result, causing the Arkanians 
  to consider it a failure. When they attempted to 
  terminate the “failed experiments,” they escaped 
  via starship before crashing on the far-off planet 
  Gorobei. Thought dead, they created a society 
  of their own before eventual rediscovery. While 
  some maintain a friendly rivalry with the Rodi-
  ans, many hold harsh feelings over their species 
  being a “failure.”
  NOTE
  F
  renk come from The Clone Wars TV show, 
  which often contradicts Legends sources. Fur-
  thermore, everything following below is based 
  on the author’s own assumptions. However, 
  just as many Legends species could also exist 
  in Canon, nothing prevents Frenk from existing 
  in Legends.
  
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  FROZIAN
  Frozians are friendly and tenacious, but their charms are 
  hindered by their extreme pessimism. They were one 
  of the first species to resist the Empire, and their world 
  was bombarded as a result. Infertile off of the home-
  world, they now face extinction.
  Physiology: Frozians are tall and thin humanoids with 
  an extra joint on each of their limbs. Because of this, 
  their range of motion is different than other species, 
  and their method of walking is seen as very off-putting. 
  Despite their extra joints, they are clumsier than most 
  other species. They are covered in brownish fur, and 
  they have very long, black whiskers which can resem-
  ble a mustache. They have a feline head with a snout 
  that features a small mouth and an identifiable nose. 
  They can move their nose and whiskers at will when they 
  create facial expressions. They have wide, brown eyes 
  which have excellent peripheral vision and pointed fur 
  at the back of their head.
  Society: Frozians are strong-willed and moral. They are 
  a kind and generous people, eager to give to those in 
  need. They are also extremely diligent, working very 
  hard and keeping their promises to the letter. Most of 
  them are very intelligent and excel in technical work. 
  This combination of integrity, charity, and tenacity 
  makes them thrive in whatever societies they join. How-
  ever, they have one trait that can make them very hard 
  to befriend: Frozians are extremely pessimistic. Even 
  though they don’t want to depress those around them, 
  the melancholy outlook of a Frozian can sadden even 
  the most optimistic of spirits. Many make a conscious 
  effort to do otherwise when around non-Frozians, but 
  few manage to succeed. Most enjoy the company of 
  other species, and aside from their pessimism, they as-
  similate easily.
  Homeworld: Frozians come from the peaceful low-grav-
  ity planet of Froz, a world in the Corellian Sector with 
  low gravity and unique flora that is necessary for them 
  to breed. Years ago, it was decimated via Base Delta 
  Zero, forcing the Frozians to disperse. Eventually, the 
  New Republic will begin restoration efforts, and scien-
  tists will attempt to recreate Froz’s natural environment.
  Language: Most Frozians speak Frozian, their native 
  language. They also typically know another language 
  from whichever society they integrate into. They have a 
  tendency to repeat sentences for emphasis, a grammat-
  ical trend originating from Frozian.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  A DYING PEOPLE
  F
  rozians were one of the first people to defy the 
  Empire, and many joined rebel movements. In 
  response, the Moff governing their sector decid-
  ed to bombard their planet from orbit, devastat-
  ing all life on their planet. Immediately, almost all 
  Frozians resorted to active resistance against the 
  Empire, and almost all of them are now in the 
  Rebel Alliance. However, the Frozians are infertile 
  without the conditions on their homeworld, so 
  the species’ already slim population will only de-
  crease. It is estimated that in about 100 years, 
  they will all be dead. As is fitting for their person-
  ality, most have accepted their fate.
  
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  GAMORREAN
  Brutal mammals related to pigs, Gamorreans focus their 
  life on warfare. They are extremely violent and uncivi-
  lized, making interaction with other species difficult.
  Physiology: Gamorreans are burly hogs with green or 
  brown skin. They are similar to humans in height but 
  weigh much more. Their mind is not advanced, and they 
  are really only good at brutal melee… or so the stereo-
  types say. This isn’t all true, however. Many Gamorreans 
  are indeed like this, but there are still exceptions. Some 
  are more thin, similar to a human. (They are frowned 
  upon and viewed as less than ideal.) Amongst the less 
  warlike females, skin color can vary as well: black, brown, 
  pink, yellow, and rarely white are all possible for them. 
  They have two horns atop their head and sharp incisors 
  on 
  the 
  lower 
  jaw that tend to stick 
  out. Their 
  eyes are beady. Most 
  notably 
  about 
  their 
  face, however, is the 
  nose. This snout, par-
  ticularly hog-like, 
  further 
  enforces the “pig-
  gish” appearance. 
  Their beady eyes 
  are gold, brown, or black. Most 
  are covered in parasitic bloodsuckers known as morrts. 
  They actually show affection to these, viewing them as 
  pets. They live to 45 years old, though their warlike way 
  of living means that few males last that long.
  Society: Gamorreans live in a clan based society, which 
  is strictly divided by gender. The males, “boars,” simply 
  fight. They devote their life to a constant cycle of train-
  ing, going to war, and healing. The females, “sows,” do 
  all of the productive work. This includes farming, hunt-
  ing, manufacturing, and running businesses. Males are 
  traded and switch between clans, while females stay in 
  the same clan. Clans differ, but are mostly in double or 
  sometimes triple digits. At birth, there are ten males to 
  every female, but the males have such a short lifespan, 
  making the number somewhat closer. Gamorreans call 
  summer “wartime,” since it is when they fight. Fall, or 
  “croptime,” sees the final skirmishes before they settle 
  in for winter. In “coldtime,” they mostly stay in their 
  homes as a family. Then spring, or “slushtime,” is for 
  preparing for war, marrying, or giving birth.
  Homeworld: Gamorreans come from Gamorr and have 
  colonized Pzob. Procedure programs for visiting Gamorr 
  consist of a single line: DO NOT VISIT GAMORR. It is 
  average in climate and possesses diverse terrain. Prom-
  inent mushrooms are used as food.
  Language: Gamorrese is a simple language that only 
  Gamorreans can speak. Its runic alphabet is only known 
  by sows. Gamorrreans cannot speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 95
  • 1 rank in Brawl or Melee
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  HONOR IN BATTLE
  G
  amorreans have strict beliefs about the com-
  bat that they so adore. They refuse to use 
  ranged weapons in their wars, viewing them as 
  insufficient for demonstrating their “boarness.” 
  They still use them against outsiders or dishon-
  ored Gamorreans. However, wars are a game 
  to them that has strict rules. They stick to their 
  melee weapons or fists. They also strictly avoid 
  the use of “magic,” which can include anything 
  from the Force, stealth, or even superior tactics.
  
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  GAND
  One of the more distinctive species of insectoids in the 
  galaxy, the Gand are a very mysterious species. Some 
  have no lungs, while other breathe ammonia. They re-
  fer to themselves using their names, which they earn 
  through accomplishments. Some have abilities that al-
  low them to track targets via mysterious rituals.
  Physiology: Gand are an odd species of insectoids that 
  puzzle xenobiologists. They are shorter than humans in 
  size and have three fingers that can match the dexterity 
  of five-fingered species like humans. They are covered 
  in a brown, green, purple, or tan chitinous exoskeleton 
  that is wrinkled and hairless. They have large, silvery 
  eyes. Where Gand are so unique is in the respiratory 
  system. Most of the Gand do not seem to need air at 
  all, receiving everything they need from food. Further-
  more, they excrete waste through their skin, emitting a 
  musky odor of methane. Other subspecies have lungs 
  and breathe ammonia. Such Gand typically wear respi-
  rator masks.
  Society: Gand have a closed culture, just like their 
  biology, so they are a mystery to everyone else. They 
  are humble, soft spoken, and polite. Although they are 
  extremely humble and rarely brag, they place achieve-
  ment above all else and judge everyone by it. They live 
  in small “pocket colonies’’ that are ruled by a central 
  government. Religion, centered around the ammonia 
  mists of their world, is a prominent force in Gand cul-
  ture. The Ruetsavii, a group of elders, observes the peo-
  ple. All Gand receive the name “Gand,” until a major 
  accomplishment allows them to use their family’s name. 
  Further greatness, such as becoming a Findsmen, allows 
  them to use a first name. Gand culture includes a slave 
  trade, which is mostly accepted.
  Homeworld: Gand come from Gand, an Outer Rim 
  world covered in ammonia and methane. It is closed to 
  offworlders, and most trade is handled through space 
  stations. Foreigners who are allowed on the surface al-
  most always stay in the Alien Quarters.
  Language: The clicking language of the Gand can really 
  only be replicated by droids, and most Gand lack the 
  vocal cords to speak Basic. Relying on mechanical trans-
  lation devices, these Gand never use pronouns, since 
  names carry such an important weight.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Discipline
  • Rituals: Once per session when tracking a target, 
  may make a ddd
  ddd Discipline check to meditate. If 
  successful, receive a relevant (but likely ambiguous) 
  vision.
  GAND SUBSPECIES
  WITHOUT LUNGS
  • Lungless: Remove penalties for suffocation.
  WITH LUNGS
  • Ammonia Breathers: Need an ammonia mask 
  to breathe in a normal environment. Oxygen is a 
  dangerous atmosphere of rating 8.
  • +10 XP
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  FINDSMEN
  G
  and culture is most well-known for the Finds-
  men, an odd sect of their people. These Find-
  smen work in mysterious ways, seeing omens 
  and signs in the strangest places. Through 
  these, they can discover the location of the tar-
  get. These bizarre rituals are extremely odd to 
  any non-Gand, yet they somehow work. Most 
  consider this to be a connection to the Force, 
  but the Findsmen themselves claim otherwise.
  
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  THE COMPLETE SPECIES GUIDE
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  GANK
  A violent and serious species typically devoted to mer-
  cenary work, the Ganks are prominent in Hutt Spaces as 
  thugs and hired guns. They are covered in cybernetics 
  and armor, so they give off a mysterious and almost 
  droid-like aura.
  Physiology: Ganks are a species of entirely cyborgs 
  who augment their skills and physique with mechanical 
  devices. In addition, they almost always cover their en-
  tire body in their traditional body armor. Those that see 
  a Gank outside of his or her armor, which is very rare, 
  will see a furry yellow body. Their head is squared-off 
  and their mouth is almost in a frown or snarl. Their eyes, 
  not far above the mouth, are small. Though short, they 
  are heavy, with broad shoulders and thick limbs. The 
  cybernetic implants also allow for silent communication 
  with other Ganks.
  Society: Ganks are a brutal people with a reputation as 
  such. Aside from the Ganks themselves, no one really 
  knows much about the species. They almost all view 
  battle and mercenary work as their calling in life and 
  have no qualms about murdering anyone. This earns 
  them the name “Gank Killers.” Few seem to object to it. 
  They can be violent as a result of any perceived or real 
  insult, although they can get along better with employ-
  ers. Even for those who successfully approach a Gank, 
  they are cold and mysterious. They have a taboo against 
  exposed flesh and entirely cover themselves in armor. 
  Although they almost always travel in packs, evidence 
  of a society or leader remains yet to be seen.
  Homeworld: The original Gank homeworld is unknown, 
  but they came to Nar Shaddaa and made it their home-
  world. Nar Shaddaa is the Hutt-controlled moon of Nal 
  Hutta, covered in cities that house all sorts of illicit 
  activities. They seem to live with their Hutt crime lord 
  employers, or they may be nomadic entirely. Such mys-
  teries, just like the others, can only be answered by the 
  Gank Killers themselves.
  Language: Since Ganks can communicate silently, the 
  nature of their language remains yet another mystery. 
  They can understand and speak Basic, however, if they 
  need to get a point across.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Coercion or Vigilance
  • Cyborgs: At character creation, gain up to 2 free 
  cybernetic implants of up to 5,000 credits combined 
  value. Additional credits at character creation may 
  be used to increase the 5,000 credit cap. Have a 
  cybernetic implant cap of 3+Brawn.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  MERCENARIES
  T
  he use of Ganks as bodyguards by Neimoid-
  ians is one of the few notable cases in history 
  in which the Bounty Hunter’s Guild did not main-
  tain complete control of the field. Such is not 
  the only notable feat by the Ganks in mercenary 
  fields. Their overall history as hitmen, enforcers, 
  and mercenaries is well known, and they have 
  good relations with many Hutt crime lords. Their 
  abilities seem far superior to that of any compe-
  tition. The Hutt relations, as well as their overall 
  nature, makes them seen as immoral and low-
  class to most citizens of the galaxy. For this, or 
  perhaps some other unknown reason, they or-
  ganized, fought, and lost in a war against the 
  Republic over 5,000 years ago.
  
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  GEN’DAI
  A boneless species with no centralized organs, the 
  Gen’Dai can live for millenia and heal from almost any 
  injury almost instantly. Although they are peaceful by 
  nature, their mind degrades before their body does, 
  sometimes making their eldest members psychotic.
  Physiology: A boneless species, the Gen’Dai are vir-
  tually a formless jumble of corded muscle and nerve 
  bundles. Because of this, they typically inhabit heavy 
  armor made for humanoids to give themselves a form 
  to pass as any number of species in the galaxy. The only 
  distinct part of a Gen’Dai is their head, which is typically 
  bald, has two eyes, nose slits, and a mouth full of ra-
  zor-sharp fangs. Gen’Dai also have two large, wing-like 
  ears, but they are usually folded below their jawlines 
  to hide distinguishing features. Gen’Dai are completely 
  void of vital organs, allowing them to survive injuries 
  unthinkable for other species, giving them a reputation 
  of being virtually immortal. The Gen’Dai also have a de-
  centralized nervous system, giving them near-instanta-
  neous reflexes. This also allows them to function after 
  sustaining heavy injuries and to have an absurd sense 
  of touch: For example, they can feel a human heartbeat 
  from up to 200 meters away. The only known way to kill 
  a Gen’Dai is to atomize their body all at once.
  Society: The Gen’Dai are a peaceful people who prac-
  tice a philosophy of “perfection of permanence,” mean-
  ing that all change is an illusion. This leads philosophers 
  from their species to preach that taking an active role in 
  anything is pointless and detrimental. Since their home-
  world’s destruction long ago, the species has taken to a 
  nomadic lifestyle, journeying the stars in isolation.
  Homeworld: The homeworld of the Gen’Dai was razed 
  long ago by the Sith Empire, leading the race to their 
  current nomadic lifestyle. While the planet still exists, 
  no one knows where it is, and it is unlikely that it could 
  support life, even if it were to be rediscovered.
  Language: The Gen’Dai speak their own native lan-
  guage of Gen’Dai. As they are an ancient species, each 
  living 4,000 to 7,000 years, they have a low birth rate 
  and population. Thus, Gen’Dai is rarely used and has 
  been all but forgotten, and most know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 22+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 50
  • 1 rank in Resilience
  • Decentralized Organs: Receive 2 ranks in the 
  talent “Durable.”
  • Advanced Nervous System: May make tactile 
  Perception checks from up to Long range as if 
  Engaged. Difficulty to perceive the subject is 
  upgraded once per range band of distance.
  • Regeneration: Recover 1 wound per round or 
  minute at all times, and may attempt to heal critical 
  injuries once at the end of each encounter or once 
  per 2 hours minimum. When healing the “Maimed” 
  injury, reattach the limb.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  1
  MENTAL DEGENERATION
  D
  espite all their durability, the regeneration 
  abilities of the Gen’Dai do not extend to their 
  mind, which deteriorates over time. This psycho-
  sis leads to older members of the species be-
  coming extremely violent. These members of the 
  species often take jobs as mercenaries or bounty 
  hunters, giving the species as a whole an image 
  of savagery to the wider public.
  
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  GEONOSIAN
  Geonosians are flying insectoids notable for helping the 
  Separatists in the Clone Wars. They enjoy violence, but 
  a majority of the Geonosians are worker drones whom 
  the nobles use for manufacturing.
  Physiology: Geonosians are tough insectoids who are 
  only partially sentient. In many ways, they are a conun-
  drum. While they are barely intelligent enough to man-
  age sentience, the Workers are excellent in mechanics. 
  They are thinner than most other sentients, but the Sol-
  diers are surprisingly strong. Even the Nobles are devi-
  ous despite their lack of complete sentience. The No-
  bles and Soldiers have wings, while the drones do not. 
  Most other traits are more uniform across castes: hard, 
  brown skin, three fingers and toes on each 
  hand and foot, and double-kneed legs. 
  Their hairless head points down and 
  forward, and their eyes are red.
  Society: Geonosian so-
  ciety is best defined by its 
  caste system: A majority 
  are Worker drones, who 
  live in poverty as slaves for 
  the projects of the No-
  bles. Though the Soldiers 
  receive a higher status, 
  they are still nevertheless 
  put in dangerous condi-
  tions and fight in wars that 
  they have no stake in. The 
  Nobles control all and are 
  typically selfish in nature. Dif-
  ferences in psychology are nota-
  ble between castes. Workers are not 
  typically ambitious; they only do what 
  they’re told to. Soldiers are just the op-
  posite and can be very competitive. All of 
  them have little value for life, and ritual combat 
  is important as entertainment. Some lucky low-
  er-class ones can even acquire a higher status by win-
  ning as a gladiator. They are not very friendly towards 
  other species and don’t trust them. Most also prefer 
  to stay on their homeworld amongst their own people.
  Homeworld: An Outer Rim world near Tatooine, Ge-
  onosis is a dry, dusty planet of red rock. It is plagued 
  by radiation, so most Geonosians live underground or 
  in stone buildings. It is, of course, the site of the first 
  battle in the Clone Wars, where the Republic took over 
  Geonosian factories. While it used to be successful in 
  the business of arms manufacturing, association with 
  the Separatists has ruined its reputation. The planet is 
  also surrounded by an asteroid belt.
  Language: Geonosians sepak Geonosian, a clicking 
  tongue. Some of the Nobles speak Basic as well, and all 
  Geonosians are capable of speaking Basic.
  SPECIES ABILITIES (NOBLE)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Deception or Leadership
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. Must land every 5 rounds.
  SPECIES ABILITIES (SOLDIER)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 85
  • Tough Chitin: Receive the talent “Durable.”
  • Hoverers: Can move on the vertical axis and ignore 
  any penalties for terrain. Must land every 5 rounds.
  SPECIES ABILITIES (WORKER)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • 1 rank in Mechanics
  • Teamwork: When providing or receiving skilled 
  assistance on a Mechanics check, add bb
  bb.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  2
  2
  2
  1
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  2
  2
  3
  1
  2
  2
  COST OF WAR
  T
  he bold move of aligning with the Confeder-
  acy cost the Geonosians. Losers in the war, 
  they are now not on very good terms with the 
  Empire. While Geonosian Nobles remain rulers, 
  many others are now slaves to the Empire. The 
  handful of revolts have been quickly put down.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  
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  GIGORAN 
  Furry primitives from the snowy world of Gigor, almost 
  all Gigorans who leave their homeworld do so as slaves. 
  Unlike the short-tempered Wookiees, their nonviolence 
  makes them easier to control.
  Physiology: Gigorans possess enough intelligence to 
  match that of many sentients, although they still are 
  very primitive in their technology. They are large, furred 
  creatures with white fur. They have a wide mouth, pig-
  like nose, and tiny eyes. They have three-toed feet and 
  four-fingered hands which have claws on both. They are 
  strong enough to be excellent for combat or physical 
  labor.
  Society: Gigorans are very family-oriented, and most 
  are more than willing to sacrifice for their relatives. 
  Though they have a very fierce appearance, they are 
  actually quite peaceful. Though dangerous as preda-
  tors, they are kind and docile when with other sentients. 
  Gigorans are arranged into groups called home-clans, 
  which are tribes of hunter-gatherer nomads who live in 
  caves. They further organize themselves into smaller 
  family groups.
  Homeworld: Gigorans come from the snowy planet 
  of Gigor, an Outer Rim world. Its only sentient inhabi-
  tants are Gigorans. They live a primitive lifestyle, using 
  stone-age technology to hunt through the mountains 
  and caves.
  Language: Gigorans who are taken offworld learn Basic 
  fairly quickly. While they are capable of speaking it, they 
  still prefer to use their native language of grunts when 
  they can.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 105
  • 1 rank in Resilience
  • Fur: Remove b for cold conditions, add b for hot 
  conditions.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  2
  2
  1
  2
  GIGORANS AS SLAVES
  T
  ragically, their lack of technology and weak 
  wills have made Gigorans easy prey for sla-
  vers. Their natural strength makes them quite 
  valuable as well. This mostly occurs in the My-
  taranor sector, which also includes Kashyyyk, the 
  Wookiee homeworld. (Another large and furry 
  slave species) Almost all of the Gigorans seen 
  off of their homeworld are escaped slaves or 
  current slaves. Those that escape are often on 
  the run from bounty hunters. Many still live in 
  peace on their homeworld, but more and more 
  are also forced to leave their homeworld each 
  day. Because of their size, Gigorans are effective 
  fighters. Many fight to end the slavery of their 
  people, while others hope to end slavery gal-
  axy-wide by joining the Rebel Alliance.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  Complete Species Guide
  GIVIN
  Math is the cornerstone of Givin society. They are very 
  logical and intelligent, even if their skeleton-like facial 
  features are very unnerving to some. Their homeworld, 
  Yag’Dhul, is prone to sudden loss of air, so they can 
  survive in a vacuum.
  Physiology: Givin are covered in a bony exoskeleton 
  that is chalk-white. Their exoskeleton bears striking 
  similarities to the human bone structure, meaning that 
  Givin can appear to be very creepy for many humans. 
  The exoskeleton allows them to survive in total vacuum 
  or other conditions involving air pressure and poisonous 
  atmospheres. In order to maintain these advantages, 
  they need to eat three times as much as humans. They 
  are similar to humans in height and have five-fingered 
  hands and three-toed feet. Beneath this odd aesthetic 
  is a brilliant mind with incredible skill when it comes 
  to mathematics. Givin evolved this to predict the odd 
  orbits of their world’s many moons.
  Society: The highly intelligent Givin, above all things, 
  value mathematics. They are ruled by their best math-
  ematicians, who form the “Body Calculus.” Their most 
  powerful leader, the planetary governor, is determined 
  by the winner of a contest that requires calculations of 
  extremely difficult multidimensional differentials. These 
  leaders then make decisions based on null-modal prob-
  ability. Givin use their mathematical nature to build 
  what they deem to be the best ships and spend a long 
  time designing them. However, these starships are not 
  often compatible with outsiders and lack pressurization 
  systems (Givin can survive vacuum) or navicomputers. 
  (Givin can make the calculations easily.) They respect 
  other shipbuilding species, like Duros and Verpine, but 
  have a subtle arrogance toward anyone who cannot sur-
  vive in a vacuum.
  Homeworld: Givin come from the odd world of 
  Yag’Dhul, which sits in the Mid Rim at the intersection 
  of the Rimma Trade Route and the Corellian Trade Spine. 
  Though this means it is heavily trafficked, the world it-
  self is not very popular. Not only is it difficult to interact 
  with Givin, but the three moons produce extreme tidal 
  forces. These affect the oceans and the atmosphere, so 
  the world is subject to unpredictable flooding and sud-
  den loss of air.
  Language: Givin speak the language of Givin, though 
  many know Basic. Its written form includes mathemat-
  ical symbols and requires a knowledge of calculus to 
  read.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Astrogation or Knowledge-Education
  • Exoskeletons: Do not take wound or strain 
  damage due to vacuum, unbreathable atmosphere, 
  or abnormal air pressure.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  GIVIN GREETINGS
  G
  ivin apply math even in their greetings. They 
  traditionally greet one another by each asking 
  a math question. The difficulty of these ques-
  tions can vary, although roots of simple quadrat-
  ics are among the most common. Even though 
  these roots are often rational, some outsiders 
  cannot find them in their heads, so Givin can 
  find others to be very rude. Because of both 
  their navigational talents and shipyards, Givin 
  have been sought after in many wars. However, 
  the ambassadors sent to them must often learn 
  more mathematics.
  
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  GORMAK
  Technologically advanced nomads, the Gormak were at 
  one point the sworn enemies of the Voss, but millenia 
  ago, the two species put aside their differences to fight 
  off the Sith Eternal Empire. They have green skin and 
  frills on the sides of their head.
  Physiology: The Gormak are green-skinned humanoids 
  with no nose or hair. Their most unique visual feature is 
  their frills, which line the sides of their head, just above 
  the ears. They have clawed, three-fingered hands, mak-
  ing them formidable fighters. They have red, orange, or 
  blue eyes, and males have a pattern of small concentric 
  circles between their eyes.
  Society: Gormak are a unique society in that they are 
  culturally very primitive, but they excel with technolo-
  gy. Despite their inability to achieve space travel, the 
  Gormak are among the best in the galaxy at building, 
  modifying, and scavenging technology. They are often 
  miners, taking advantage of the many valuable minerals 
  on their world to build technology. Gormak live in camps 
  of small tribes, typically as nomads. Each clan is ruled 
  by a Shaman, who is chosen based on technical skills. 
  They excel with cybernetics, which they typically test on 
  trapped animals, turning them into cyberbeast. Gormak 
  are extremely competitive and hostile, often resorting to 
  warfare or combat to solve their problems.
  Homeworld: Gormak come from Voss, a mining planet 
  in the Tion Cluster. It has a rocky landscape with a few 
  forests and a hazy, yellow sky. During their war against 
  the Voss, they were mostly found in the Gormak Lands. 
  Their largest settlement of Gorma-Koss, a mountainside 
  city with about 10,000 Gormak ruled by their King, 
  Jokull.
  Language: Gormak have a simple native language 
  called Gormak, and very few of them know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Mechanics
  • Technical Sophistication: Receive the talent 
  “Gearhead.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  GROMAK AND VOSS
  T
  he Gormak are suspicious of all outsiders, but 
  they were especially hateful of the Voss, their 
  distant ancestors. In the time of the Old Repub-
  lic, the Gormak were at war with the Voss, and 
  they viewed the Voss as an abomination that 
  needed to be destroyed if their species were to 
  prosper. Although they outnumbered the Voss, 
  the Voss have many Force-sensitive prophets, 
  which granted the Voss the edge they needed to 
  survive. Although the Voss defended themselves 
  well, it was prophesied that the Voss would all 
  die if the Gormak became extinct, so the Voss 
  were never too aggressive. Foresight allowed the 
  Voss to fight off the Sith Empire, forcing both the 
  Empire and the Republic to fight against the Gor-
  mak in order to earn the Voss’s favor. However, 
  when the Eternal Empire took over the Voss sys-
  tem, the only way for the Gormak to survive was 
  to forget their long-standing hatred and ally with 
  the Voss. Both species had heavy losses, but 
  each survived, validating the Voss’s prophecy.
  
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  GOSSAM
  The Gossam are small reptiles with blue-gray skin. They 
  place extreme value is appearance and pleasing others. 
  They were also very prominent in the Confederacy of 
  Independent Systems, so they are now hunted by the 
  Empire or live as slaves.
  Physiology: Gossam are short reptiles. They are a 
  little over a meter tall and have a pebbled texture to 
  their blue-gray skin. Their body is thinly built, but their 
  three-fingered hands are reasonably dexterous. Their 
  feet have two black toes each. Gossam have two knees 
  on each leg. They have hair and no visible nose or ears. 
  Their face is further distinguished by being covered in 
  horizontal wrinkles.
  Society: Gossam live in a society that values appear-
  ance, reputation, and pleasing others. They tend to use 
  elaborate clothing to please other sentients, as well as, 
  for females, molding their hair back to form a cone-
  like shape, that points backwards before pointing up 
  at the end. Gossam are skilled at business and very 
  shrewd. However, they are selfish, and their clever prac-
  tices can sometimes give them a reputation of being 
  untrustworthy. Things produced by Gossam tend to be 
  cheap for manufacturing. As reptiles, Gossam lay eggs. 
  Though the eggs require little practical care, there is 
  strong tradition and social pressure to take care of 
  them. And the Gossam, eager to please, do just that. 
  Before they are hatched, the eggs are shown off and 
  receive decoration in their nest. Parents also throw “egg 
  parties.” In this event, the egg is shown off for friends 
  and relatives to see. These ceremonies tend to be late 
  in the incubation period, in hopes that the birth can be 
  shown off as well. Gifts are given to the parents, espe-
  cially if the parents have a high status.
  Homeworld: Gossam come from Castell. It is in the 
  Colonies, a wealthy region of space, and sits on the Per-
  lemian Trade Route. It is very urban and industrialized. 
  The Gossam also have colonized Felucia.
  Language: Gossam speak Gossam, a croaking lan-
  guage. Do to their knack for business, most speak Basic 
  as well. Gossam words and names tend to be short.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Deception
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  REBELS
  T
  hough they tend to be independently mind-
  ed, many Gossam once ended up working for 
  the Commerce Guild, which had almost com-
  plete control over the species. They were typical-
  ly locked into ten year deals, with their housing 
  and food being provided as part of the contract. 
  However, during the Clone Wars, the Commerce 
  Guild was in strong favor of secession, but Cas-
  tell was surrounded by Republic territories and 
  was soon retaken. The Commerce Guild was also 
  absorbed after the war, but that was not the big-
  gest effect on Gossam. During the war, Gossam 
  were banned from Coruscant. Those already on it 
  were not warned and became fugitives, so many 
  had to either hide, smuggle themselves offworld, 
  or rebel. While they once fought the Republic, 
  many now fight the Empire under the banner of 
  Whiplash. While independent from the Rebellion, 
  this secretive organization has had great success 
  rebelling from the Coruscant underworld. Oth-
  ers now fight the Empire from elsewhere, as the 
  Empire has enslaved Castell and greatly discrim-
  inated against them.
  
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  ANTARIAN RANGERS
  O
  ne mildly Force-sensitive Gotal, after not get-
  ting into the Jedi Order, created the Antarian 
  Rangers. Though now filled with members of ev-
  ery species, the Antarian Rangers still are based 
  on the Gotal homeworld of Antar IV. This para-
  military organization was volunteer funded to 
  assist the Jedi in logistics, exploration, combat, 
  and funding. Now labelled co-conspirators with 
  the Jedi, Antarian Rangers are almost extinct. 
  However, some survive in hiding.
  GOTAL
  The ability to sense emotions has had a major impact 
  on Gotal culture. Their head-cones detect energy fields, 
  which allow them to detect emotions but also make 
  them vulnerable to other forms of electromagnetic ra-
  diation, which can cause discomfort. Though extremely 
  empathetic, the idea of expressing emotions through 
  speech is foreign to them.
  Physiology: Gotals are burly humanoids that have 
  evolved from hunter tribes on the plains of their home-
  world. They are covered in coarse, dense fur, which can 
  be brown, tan, or gray. Their face includes beady red 
  eyes and small vestigial nostrils. Their heavily knobbed 
  brows include two conical horns that can detect elec-
  tromagnetic waves and many other types of energy. 
  This extreme sensitivity allows them many abilities and 
  acts as their primary sense. For the most part, they 
  can sense and read the feelings of any nearby life, even 
  those who are extremely adept at hiding it. They use it 
  to hunt prey with ease and understand fellow sentients.
  Society: Gotals used to live a nomadic lifestyle, moving 
  to avoid the unpredictable nature of their world. They 
  had difficulties with planting crops, so they hunted in-
  stead. Though they now have been able to form cities, 
  many still honor the pastoralist lifestyle. Gotals are one 
  the few species that has managed anarchy successfully, 
  since their ability to read emotion gives them a natu-
  ral empathy. Furthermore, their ability to detect anger 
  gives them a natural aversion to conflict. The awareness 
  of emotion also means that most Gotals find love at 
  first sight. From birth, Gotals are bombarded by every 
  kind of energy imaginable, (such as the emotions of 
  others, radio waves providing connection to the Ho-
  loNet, or emissions from droids) which cause discom-
  fort. The sensory overload makes them temperamental, 
  and they only learn to deal with it completely by the 
  age of about twelve. Even then, some technology can 
  still cause discomfort. Though they have created emis-
  sions-free starships, droids still cause them a great deal 
  of discomfort. They have yet to be able to create droids 
  that are truly pain-free, causing anti-droid sentiment in 
  Gotal society.
  Homeworld: Antar IV is one of six moons that orbits 
  Antar. It is 60% water, and the land is mostly plains. It 
  has a highly unpredictable climate because of its twin 
  suns and bizarre orbits. Even light level changes quick-
  ly with eclipses. It was a very loyal Confederacy world, 
  defended from the Republic mostly by its own people.
  Language: Gotals speak Antarian, but the language 
  lacks a way to describe emotion, since they can sense 
  it. It also relies on their ability to sense brain waves. 
  When speaking Basic, they rarely use words to describe 
  emotion, and using tone is also too strange for them. 
  Thus, they are monotone.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Energy Sensitivity: Once per encounter as a 
  maneuver, sense the presence and emotional state 
  of everyone within short range. May use this ability 
  to upgrade the difficulty twice when opposing a 
  Deception check. When around droids or other 
  electromagnetic radiation, but no more than 
  twice per encounter, suffer 1 strain at the GM’s 
  discretion.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  
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  Complete Species Guide
  GRAN
  Gran are social and community-oriented. They are best 
  distiungished by their three eyes. They are very often 
  colonists, are abide on many planets. Though the Gran 
  on Kinyen are socialist, those on other planets some-
  times demonstrate more racist or aggressive tenden-
  cies.
  Physiology: Gran are three-eyed creatures with leath-
  ery brown or tan skin. Their face is further defined by 
  prominent nostrils, eyestalks, large, wide ears that 
  droop down, and four appendages atop the head that 
  point upward. They have six-fingered hands and six toes 
  on each foot. They do not have an obvious neck. The 
  Gran have excellent eyesight, allowing them infrared vi-
  sion and more. Among other Gran, these eyes can also 
  detect minute changes in physiology, learning emotion. 
  They have two stomachs and digest food slowly, so they 
  can go for days without eating. When they do eat, they 
  need grass.
  Society: Gran have a community-based outlook, and, 
  on Kinyen, this goes to the point of socialism. They 
  raise their children to do specific jobs, which means that 
  Kinyen Gran can have a rather limited education. Few 
  Gran find this to be an issue, although the occasional 
  one does leave in order to do something else. This social 
  outlook goes back to their earliest history, where they 
  lived in herds for safety. All Gran depend on their fam-
  ily and friends socially and economically, so not having 
  them for emotional support can drive them criminally 
  insane. To Gran, the harshest punishment is exile, and 
  leaving their kin and friends behind forever is worse 
  than death. Gran on Kinyen are almost entirely followers 
  of the Doellinist religion, which supports extreme paci-
  fism and has an emphasis on community.
  Homeworld: The Gran make natural colonists, so they 
  can come from many worlds. Kinyen includes colorful 
  cities that delight their keen sense of sight and features 
  goatgrass, their favorite food. Malastare is the second 
  most populated world by Gran, featuring high gravity. It 
  is known for podracing and a fuel industry.
  Language: Almost all Gran know Gran and Basic, but 
  the social creatures can want even more. Many Gran will 
  learn other languages as well.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • 1 rank in Charm or Negotiation
  • 1 rank in Perception
  • Keen Senses: Remove bb from Perception 
  checks. Remove bb for concealment in combat.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  GRAN COLONIES
  M
  alastare is planet colonized and ruled by the 
  Gran where the native Dugs are oppressed 
  as slaves. When Gran first colonized Malastare, 
  the Dugs (rightly so) saw it as an invasion. The 
  political influence of the Gran got the Republic 
  on their side and the Gran were able to win the 
  war against the Dugs. The Gran on Kinyen find 
  this abhorrent and consider the less benevolent 
  Gran on Malastare to be a different species cul-
  turally. This is true for many colonies, such as 
  Hok. The Gran are versatile and adaptable, so 
  they have developed many colonies. However, 
  while they start of microcosms of Kinyen, they 
  rarely stay that way when the Gran adapt to their 
  new surroundings.
  
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  GREE
  Once a great species, cephalapods called the Gree had 
  some of the most advanced technology the galaxy had 
  ever seen. However, no one, including the Gree them-
  selves, knows how to properly use it anymore, and the 
  species has become isolated and forgotten.
  Physiology: A very alien species of gray-skinned ceph-
  alopods, the Gree have six tentacles instead of limbs. 
  Four are used as manipulators, while two drag along 
  the ground for locomotion. Because of this structure, 
  they are much shorter than humans, generally about 
  one meter tall. Gree breath a Type II atmosphere and 
  require a spongy breath mask to survive in a normal 
  atmosphere, and they have no visible mouth. They in-
  stead communicate by releasing sounds through the 
  fleshy folds under their gray eyes. Above their eyes is 
  a tall, sloping forehead, and they have a drooping sac 
  behind their head that stores some of their brain.
  Society: At the zenith of Gree society, there were four 
  castes: Administrators, Crafters, Operators, and Re-
  searchers, each distinguished forehead tattoos, but only 
  the Operators, who use but do not create technology, 
  remain. As such, their technological knowledge has pla-
  teaued. The Operator caste is subdivided into guilds, 
  which Gree are also born into. Their society has been 
  redefined into a hierarchy: At the top are the grandmas-
  ters, the most wealthy and powerful Gree, who are rec-
  ognized as being highly skilled. Guildmasters rule local 
  guilds, which are then composed of masters. Masters 
  have the most direct control over technology, so 
  the masses, referred to as lesser Gree, are al-
  most mindless and must perform menial la-
  b o r 
  for a master in order to earn 
  food or shelter. Before a 
  Gree can become a mas-
  ter, they must learn as 
  an apprentice and then 
  become a senior assis-
  tant, but most lack 
  the drive or atten-
  tion span to do this 
  and simply remain in 
  the masses. Being an 
  apprentice is very diffi-
  cult, as most masters 
  hoard their knowl-
  edge, which is why 
  so much of the best 
  Gree technology has 
  been forgotten. Trad-
  ers facilitate negotia-
  tions between masters 
  and other species, and 
  although they are 
  looked 
  down 
  upon as mem-
  bers 
  of 
  the 
  masses, they perform a vital role.
  Homeworld: Gree have isolated themselves in a north-
  ern part of the Outer Rim called the Gree Enclave, which 
  contains their homeworld, Gree, as well as Asation, Li-
  cha In, Lonatro, Malanose, and Te Hasa. They allow few 
  visitors and are known to almost no one. Some Gree use 
  large vessels such as the Rokak’k Baran as mobile cities 
  that travel within the Enclave.
  Language: The Gree language, Gree, is a strange 
  tongue in that it is based almost entirely on combina-
  tions of colors and shapes that have secondary meta-
  phorical meanings in addition to their literal definitions.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Knowledge-Lore or Mechanics
  • Atmospheric Requirement: Need a breath mask 
  to breathe in a normal environment. Oxygen is a 
  dangerous atmosphere of rating 3.
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  1
  LOST TECHNOLOGY
  A
  lthough Gree are still a technologically skilled 
  people, their society and their technolo-
  gy most flourished 100,000 years ago, an era 
  they refer to as “the most ancient and forgotten 
  days.” At this time, they were far more techno-
  logically advanced than even modern society, but 
  they have since forgotten their past secrets of 
  highly advanced navigation devices, dimensional 
  engineering, terraforming, and quanta-technol-
  ogy. They were heavily reliant on droids, espe-
  cially for military roles, but their version of droid 
  technology was unique, and they have a distaste 
  for modern droids. Gree technology has a unique 
  philosophy in that their devices are “played” 
  similarly to musical instruments. In fact, they 
  often create music in addition to their primary 
  function. Gree technology is therefore very alien 
  to outsiders, just as their own ancient technology 
  is alien to them.
  
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  GUNGAN
  Gungans are reverent for nature and relatively primitive. 
  They come from Naboo, the homeworld of Empreror 
  Palpatine. They are amphibians, so most of their cities 
  are underwater.
  Physiology: Most Gungans are Otalla; some are Anku-
  ra. The Ankura are heavier and green, while the Otalla 
  are lighter and orange. They both start as Tadpoles be-
  fore becoming amphibious. They also are both flexible 
  and have strong legs for running, swimming, and jump-
  ing. The Otalla have haillu, which act as ears, but are 
  long and fin-like. Haillu are among many tools that Otal-
  la Gungans use for expression, as well as flaring nostrils, 
  a wide mouth on their bill, and yellow eyestalks. Though 
  Ankura have a more humanoid facial structure, they are 
  equally expressive. Both also have a long tongue, which 
  they use to catch insects. Their strong teeth help with 
  eating smaller amphibians. Whiskers can grow with age. 
  They have four fingers and three toes. Although they 
  can breathe underwater, they can also hold their breath 
  for longer than most if needed. Though suited to aquat-
  ic environments, they are not as well-adapted to dry 
  ones, where their skin can dry quickly.
  Society: Gungans are relatively primitive and reverent 
  for nature. Though they have unique technology, they 
  are otherwise not keen on intellectual pursuits. Though 
  generous and peaceful, they are also very harsh in pun-
  ishing. They welcome visitors and friends yet are suspi-
  cious until respect can be earned. Some Gungans can 
  be exiled, and it is difficult to return. It often takes great 
  deeds in order to undo the punishment from exile. Gun-
  gans have many gods which can have an effect on their 
  life. They also have life-debts, which are enforced by 
  the gods. Their lifestyle in sedentary, but they still are 
  mostly hunter-gatherers in the swamps.
  Homeworld: The Gungan home of Naboo is in the Mid 
  Rim and is swampy. It is most notable for being the 
  homeworld of Emperor Palpatine and the place of a pro-
  test by the Trade Federation that led to Palpatine’s first 
  election as Chancellor.
  Language: Gungans have mostly abandoned their old 
  language, but they still use a dialect of Basic. It is dif-
  ferent enough to make them sound unintelligent, but 
  still similar enough to be understood by most. Players 
  controlling a Gungan should research this extensively.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  • Aquatic: Can breathe underwater and remove 
  penalties for underwater movement. Remove b for 
  humidity, add b for dry conditions.
  • High Jump: Able to jump very high or far. Once 
  per round as a maneuver, suffer 3 strain to move 2 
  range bands either vertically or horizontally.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  GUNGANS AND HUMANS
  G
  ungans share their homeworld with the hu-
  man colonists on Naboo, who have oppressed 
  them. Though Gungans have chosen to stay 
  relatively isolated, it goes back to long ago, 
  when humans first pushed Gungans underwater 
  through war. Gungans find the humans cowardly, 
  and humans find Gungans to be barbaric. Their 
  past conflicts only further help this tension.
  
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  H’DRACHI
  H’drachi are peaceful and spiritual mammals that rarely 
  worry about anything, and many are gifted in the Force. 
  They often excel in precognition, but very few are gifted 
  with any other powers.
  Physiology: H’drachi are smaller mammals with yellow 
  skin and short, brown hair. Their arms and legs are rela-
  tively thin, and they have three-fingered hands and two-
  toed feet. All of their digits end in sharp nails, which 
  provide traction but do little in combat. They have a for-
  ward-pointing snout and typically have a white beard. 
  They have an unusually strong connection to the Force.
  Society: H’drachi are peaceful, and they are subservi-
  ent to a population of human colonists. They have very 
  little interest in galactic politics, and their homeworld 
  has remained out of most wars. Because the H’drachi 
  Seers can often predict the future, most of them value 
  patience and worry very little.
  Homeworld: H’drachi come from M’haeli, a planet that 
  is ruled by human monarchs and occupied by the Em-
  pire. An agriworld in the Expansion Region, it has vast 
  plains and a few mountain ranges. Most of civilized so-
  ciety is at the more temperate equator, such as the cap-
  ital of N’croth, since other parts of the planet are very 
  cold. Human colonists have most of the planet’s wealth, 
  and the H’drachi typically live in ghettos. Although the 
  Rebel Alliance once sought to take over the planet, and 
  the humans have begun guerrilla warfare against the 
  Empire, both have been unsuccessful. Grand Moff Lynch 
  and his forces currently keep the planet under Imperial 
  control.
  Language: The H’drachi have no known language of 
  their own, and most of them know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Discipline
  • Gifted Seers: Receive the mentor discount on the 
  Forsee Basic Power. When purchasing a Strength or 
  Duration upgrade for Forsee, double that upgrade’s 
  effects.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  THE TIME-STREAM
  A
  s a very religious people, the H’drachi have 
  developed their own views of the Force. The 
  vast number of Force-sensitive H’drachi refer to 
  their ability as being able to perceive the time-
  stream. They call themselves the H’drachi Seers, 
  since most of them only exhibit precognition, 
  with other Force abilities being extremely rare. 
  However, what they lack in telekinesis or physical 
  augmentation, they make up for with precogni-
  tion. They can see the future with extreme preci-
  sion, especially with multiple H’drachi. As such, 
  the H’drachi are well-aware that the Empire will 
  fall, and they decided to simply wait out the war. 
  Most H’drachi Seers are distinguished by a col-
  orful tunic, a large turban, and a multitude of 
  charms.
  
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  H’NEMTHE
  H’nemthe are pacifistic, romantic, and philosophical. 
  However, they only view death as a change in form prior 
  to their afterlife, so they are willing to die very easily. 
  There are 20 males to every female, but this difference 
  is reuced by the fact that males are killed after repro-
  ducing.
  Physiology: Reptilians of a rough pink, orange, or 
  blue-gray skin, the H’nemthe are best known for one 
  trait: the females have tongues that are as sharp and as 
  deadly as swords, which they use to kill the males after 
  mating. 95% of H’nemthe are male at birth, although 
  the females make up for this with a significantly longer 
  lifespan. Their face has large black or green eyes and a 
  notable beak above their mouth. Their face is also very 
  bony and ridged, with four head cones at the top. These 
  cones can sense the electromagnetic spectrum, allowing 
  a H’nemthe to read the emotions of others. They have 
  three-fingered hands with claws.
  Society: H’nemthe are mostly peaceful, artistic, and 
  philosophical. Poetry is a venerated tradition, and their 
  music is popular galaxy-wide. They live in a direct de-
  mocracy. Though they rarely leave their homeworld, 
  those that do are often musicians or artists. Under Im-
  perial control, a handful have also joined the Rebel Al-
  liance.
  Homeworld: H’nemthe come from a planet of the 
  same name. It is very green due to its heavy forests, 
  but it has a rapidly fluctuating climate due to the tid-
  al pulls of its three moons. It includes the carnivorous 
  plant m’iiyoom, which is also called the Nightlily.
  Language: H’nemthe is also a language, one of squeals 
  and squeaks. This makes it irritating to many. The writ-
  ten form is a continuous line. The H’nemthe also typi-
  cally know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Coercion or Discipline
  • Energy Sensitivity: Once per encounter as a 
  maneuver, sense the presence and emotional state 
  of everyone within short range.
  H’NEMTHE GENDERS
  FEMALE
  • Sharp Tongue: Deal +2 Brawl damage as wounds, 
  and have the Pierce 2 and Vicious 1 qualities.
  MALE
  • +15 XP
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  NOT DEATH, BUT SACRIFICE
  F
  or all their brutal ways, H’nemthe are surpris-
  ingly romantic. Males are willing to face cer-
  tain death in order to reproduce, which they be-
  lieve gives them major rewards in their afterlife. 
  Though otherwise timid, males devote much of 
  their lives towards finding a partner. They believe 
  that after death, they become angels with the 
  sacred duty of guarding their offspring. Females 
  have strictly vegetarian diets until their first time 
  mating, in which they get their first meat: their 
  lover’s eviscerated body. The H’nemthe do not 
  find this to be brutal and view death as a mere 
  change in form.
  
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  HAPAN HUMAN
  A matriarchial culture of humans isolated in the Hapes 
  cluster, the Hapans are known for both their beauty 
  and their wealth. Their politics are literally cutthroat, as 
  assassinations among the noble families are incredibly 
  common.
  Physiology: Hapans are a race of humans who have 
  evolved two distinct traits. Their first is their beauty, 
  which they are well-known for. Furthermore, they have 
  very poor vision in the dark, because there is a great 
  deal of starlight on their worlds.
  Society: Hapans have a very hierarchical society, and 
  they are capable of incredible cruelty to gain power. 
  Assassination among nobility is common in order to 
  advance, and their politics are incredibly cutthroat. As 
  such, most Hapans are extremely paranoid. In their so-
  ciety, men are seen as inferior and unintelligent, with 
  their value mostly restricted to breeding. Servants oc-
  cupy the lowest tier, while farmers are above them, 
  and businesswomen occupy a middle tier. 
  The highest status belongs to the nobili-
  ty, who are ruled by the Queen Mother. 
  The Queen Mother is seen as almost god-
  like, and every noble house vies 
  to gain power by offer-
  ing one of their men as 
  a consort to the Queen 
  Mother. Oftentimes, no-
  ble families assas-
  sinate the Queen 
  Mother or her off-
  spring in order to 
  get their preferred 
  successor. 
  Hapans 
  can be incredibly 
  haughty, 
  view-
  ing those of lower 
  status as innately 
  inferior. They value 
  beauty and appear-
  ance, and they see 
  physical 
  deformities 
  as worse than death. 
  Hapans are a wealthy 
  people 
  who 
  have 
  built an isolationist 
  society with a large, 
  but mostly untested, 
  military. They consider 
  themselves pacifists, but 
  they fiercely defend their 
  territory from all outsiders. 
  However, Hapans have ac-
  tually had a peaceful relation-
  ship with the Empire, which has 
  made no serious attempt to an-
  nex them, perhaps because Ha-
  pans are humans and dislike the Jedi. Their technology 
  is unique, and although their turbolaser technology is 
  poor, they have some unique inventions. The most nota-
  ble is the Gun of Command, a weapon that generates an 
  electromagnetic field which disables thought processes, 
  rendering its victim confused and susceptible to manip-
  ulation. They also excel in making prosthetics.
  Homeworld: Hapans come from the isolated Hapes 
  Cluster in the Transitory Mists, and hyperspace travel 
  entering or leaving the Cluster is difficult. Their capital 
  is on the planet Hapes, a temperate, urban planet. The 
  cluster is densely packed with hundreds of stars, mean-
  ing that their planets are always well-lit, even at night. 
  They rule 93 star systems and 63 inhabited planets.
  Language: Hapans rarely know Basic because of their 
  isolation, and they typically speak their native tongue, 
  Hapan.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Charm or Deception
  • Manipulators: Receive the talent “Kill with 
  Kindness.”
  • Nighttime Blindness: Remove b for brightness, 
  add b for darkness.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  DARK ORIGINS
  T
  he matriarchal society of the Hapans is not 
  unexplained, and neither is their beauty. Ha-
  pans descend from the Lorell Raiders, a band 
  of pirates from 4,000 years ago that discovered 
  the Hapes Cluster and used it as a retreat. Fur-
  thermore, they took their most beautiful female 
  prisoners to Hapes, whom they often raped. 
  Over many generations, a sizeable population of 
  Hapan women, selectively bred for beauty, be-
  came prisoners in the Hapes Cluster, while their 
  sons became pirates once they were old enough. 
  However, the Hapans were ultimately freed when 
  the Jedi defeated the Lorell Raiders, and they es-
  tablished their own isolated society. When they 
  did so, they vowed to never be ruled by a man 
  again, and Hapan men have been servants ever 
  since.
  
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  Complete Species Guide
  SECESSIONS
  T
  hough the Harch do not live on the Aqualish 
  world of Ando, they were firmly aligned with 
  Ando in the battles against the Andoan Free 
  Colonies. When the Republic stepped in to save 
  the Andoan Free Colonies and demilitarized 
  Ando, the Harch and Aqualish grew dissatis-
  fied. This resulted in both being eager to leave 
  the corrupt regime and join the Confederacy. 
  Though they lost, their drive for independence 
  continues. Now, many Harch continue to fight 
  against the Empire.
  HARCH
  Arachnids of distant relations to the Aqualish, the Harch 
  are long-lived, tough, and ambitious. They have a poi-
  sonous bite and six arms, providing impressive capabil-
  ities in combat.
  Physiology: The Harch are spider-like 
  creatures with eight limbs. They 
  use two for walking and have 
  six to use as arms. These 
  arms are clustered to-
  gether, three on each 
  side. The front two 
  arms have two 
  elbows 
  each. 
  Each hand has 
  three 
  fingers, 
  which includes 
  an 
  opposable 
  thumb. 
  They 
  have two toes 
  on their feet. 
  Harch are larger 
  than most sen-
  tients, 
  similar 
  to their Aqualish 
  cousins. With extra 
  eyes, they are, in partic-
  ular, related to the Ualaq 
  subspecies of Aqualish. 
  (Harch consider the de-
  bate on the intricacies 
  of their genetics to be 
  obscene, 
  however.) 
  They are tough and 
  resilient to go with this 
  strength. They are cov-
  ered in brown hair, which grays 
  at the face. This face lacks a neck and is very circular in 
  nature. They have six red eyes, arranged in a semi-cir-
  cle, two large mandibles that they keep neatly groomed, 
  and a mouth with four teeth. These teeth have a bite 
  that is somewhat poisonous, but can only slow down a 
  victim. This mouth also tends to make a clicking sound 
  that they use when they think.
  Society: While the Harch are just as aggressive as 
  their Aqualish relatives, they also have more restraint. 
  As much as they value strength and aggression, they 
  also focus on resilience and patience. They are smarter 
  than the Aqualish, but negotiation and diplomacy do 
  not come naturally to them. However, they are cunning 
  enough to find ways to rule over the Aqualish. They live 
  in the Spiverelda, a region of space that refers to their 
  and the Aqualish worlds. Their history with the Aqual-
  ish is an ugly one, complete with all the turbulence of 
  the two species being aggressive in nature. When there 
  weren’t wars going on, the Harch have served many 
  roles. Sometimes, they have been cunning manipulators 
  from behind the scenes. In others, they were dictators 
  ruling over both peoples. Every once in awhile, they 
  have been a cast down species.
  Homeworld: The Harch come from Secundus Ando, a 
  Mid Rim world in the Spiverelda.
  Language: The Harch speak Basic, and many know an 
  Aqualish dialect or two.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 85
  • 1 rank in Resilience
  • Six Eyes: Remove b for darkness or brightness.
  • Extra Limbs: May have 3 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Venomous Bite: May spend aaa on a 
  successful Brawl check to bite. A target who has 
  been bitten must succeed in a ddd
  ddd Resilience 
  check or receive the critical injury “At the Brink.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  NOTE
  H
  arch come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, nothing prevents Harch 
  from existing in Legends.
  
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  HERGLIC TRADE EMPIRE
  T
  he Herglics were one of the first species to 
  create hyperspace technology and used their 
  innovations to create a powerful empire cen-
  tered around trade and technology. Herglic 
  technology from that time is long lost, but it is 
  considered to be at a level that goes unparal-
  leled, even in comparison to that at the current 
  time. This early empire collapsed, and the tech-
  nology was lost. Herglics continued on and were 
  prominent as scouts and explorers in the galaxy. 
  Their Trade Empire rose again and stayed sep-
  arate from the Republic for a while, although it 
  eventually joined around 13,000 BBY. Heglics 
  again rose to greatness in 5,500 BBY, when they 
  proved instrumental in developing the Rimma 
  Trade Route. Now, the Herglics have become 
  less successful under the Galactic Empire, al-
  though Giju is still prominent in the technology 
  industry.
  HERGLIC
  Herglics are friendly and gregarious, but their large size 
  makes it difficult for them to fit in with things designed 
  for smaller humanoids. They are aquatic and descend 
  from whales. Many become addicted to Sabacc and oth-
  er forms of gambling.
  Physiology: Herglics, sometimes called Koodans, are 
  whale-like creatures native to the world of Giju. They 
  breathe through a blowhole and still have fins instead 
  of hands. Their skin occasionally has white portions but 
  is mostly a darker color. This is either black, purple, or 
  dark blue. They are tall, up to three meters high, and 
  especially wide in comparison to other large sentient 
  species. Their blubber-covered body is well-muscled, 
  making them quite strong. Their fins make it somewhat 
  difficult to use human technology, but it is not impossi-
  ble. Their skin is smooth and hairless, not unlike that of 
  many other aquatic mammals. They don’t have much of 
  a neck, and their head has a wide mouth and black eyes. 
  They are comfortable in aquatic conditions but cannot 
  breathe underwater. However, they can hold their breath 
  for a fairly long time. They still have a blowhole that they 
  use to breathe. Their natural size and blubber makes 
  them quite tough as well.
  Society: Herglics are gentle, easygoing creatures and 
  are always ready to explore, travel, and be social. How-
  ever, they are very sensitive about their size, as they 
  are too large for some human accommodations. For this 
  reason, many form their own communities, sticking to-
  gether when they are a minority. Herglics live in groups 
  that are called “pods,” or “pakk” in Herglese. The one 
  flaw that many Herglics have is gambling. Addicted to 
  Sabacc and other games of chance, they are a common 
  sight at casinos. When not gambling, Herglics are very 
  active in galactic trade, and many work in the technolo-
  gy business as well.
  Homeworld: The Herglic homeworld of Giju is a wet 
  world in the southern portion of the Colonies. It is on the 
  Rimma Trade Route, which its Herglics helped to create. 
  Its islands are covered by cities, which are hubs for the 
  technology manufacturing industry. Its many spaceports 
  make it great for all kinds of trade.
  Language: The Herglic language is known as Herglese. 
  Most Herglics know basic and can speak it without is-
  sue. Thanks to the influence of the Herglics, many 
  Herglese words are incorporated into the vocabulary 
  of nearby worlds. One, a “hauum” sound, is that of a 
  Herglic clearing his blowhole. It is used to begin a sig-
  nificant remark.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Cool
  • Aquatic: Can hold breath for a long time and remove 
  all movement penalties for being underwater. 
  Remove b for humidity, add b for dry conditions.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  3
  
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  HIROMI
  Hiromi are insects from the Unknown Regions with a 
  baffling psychology: They have knack for outside-the-
  box problem solving and engineering, but they are blind 
  to incredibly obvious facts. They are also extremely cow-
  ardly, but they see themselves as the opposite.
  Physiology: Insectoids with brown or olive skin, the Hi-
  romi are on the shorter side but relatively stocky. They 
  have no hair, but they do have two white antennae atop 
  their head. They have large, yellow eyes with green pu-
  pils, and they have a tongue, which is rare among in-
  sects. On both sides of their mouth, they have a loose 
  flap of skin in a triangular shape. They also have a 
  sharply pointed chin.
  Society: Hiromi are an extremely cowardly people; they 
  have an incredibly strong instinct for self-preservation. 
  Whenever presented with a chance to fight, they will al-
  most always suggest some sort of alternative- bringing 
  in reinforcements, hiding, or even abandoning the con-
  flict altogether. Although they will ultimately do what is 
  required of them, they always prefer to take on the eas-
  iest possible tasks, even if these tasks do little to con-
  tribute to their goals. For whatever reason, they have 
  an image of themselves which is the exact opposite of 
  this reality: They consider themselves to be a species of 
  conquerors, and describe themselves as “glorious” and 
  “ruthless.” They enjoy cheering and will celebrate even 
  the most meaningless of achievements whenever they 
  have a chance. Another obstacle preventing them from 
  reaching their goals is an extreme lack of patience, as 
  they will often quit a task in order to eat or play. All of 
  these oddities ultimately stem from the unique logic of 
  the Hiromi. The Hiromi excel in creative thinking and lat-
  eral logic, and they have the mental capabilities to solve 
  incredibly complex problems, but they lack much of the 
  more basic logic that other species take for granted. As 
  such, even their most elaborate plans are plagued by 
  seemingly obvious issues.
  Homeworld: The location and name of the Hiromi 
  homeworld is unknown, but they are one of the few 
  species that has contact with the Tofs from Companion 
  Besh as well as the rest of the galaxy. They consider 
  their territory an Empire, although it is likely quite small.
  Language: Likely because of their time spent trying to 
  conquer the galaxy, a majority of the Hiromi know Basic 
  as well as their native tongue.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Deception or Knowledge-Warfare
  • Victory Lap: When healing strain at the end of an 
  encounter that can be considered successful, heal 
  2 additional strain.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  GALACTIC CONQUEST
  F
  or about 2,000 years, the Hiromi have been 
  waiting for the opportunity to take control of 
  the entire galaxy, but when they do so, their 
  attempts will be abysmal. Their current plan is 
  to force the galaxy into a civil war, which they 
  intend to start by pitting the Lahsbee and the 
  Ewoks against each other. Although both species 
  are obscure and relatively harmless, the decep-
  tions of the Hiromi will ultimately fall apart. They 
  will then invade Zeltros, successfully conquering 
  the palace kitchens because the Zeltrons won’t 
  care enough to bother fighting them. At that 
  point, they will be certain that the entire galaxy 
  will soon follow, and they will celebrate by eating 
  lunch. They will work alongside the Zeltrons and 
  Luke Skywalker to defeat the Tofs, a violent spe-
  cies whose invasion will pose a legitimate threat. 
  However, upon realizing that their conquests 
  mean nothing, the Hiromi will return home.
  
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  HO’DIN
  Ho’Din specialize in all things related to plants and bot-
  any. They are tall and thin with snake-like protrusions on 
  their head. They have an extreme focus on preserving 
  environments and being eco-friendly, which is enpha-
  sized in their religion.
  Physiology: The Ho’din are taller than two and half 
  meters, with some being up to three meters tall. De-
  spite their size, they are thin creatures. They have vary-
  ing colors of skin which can be orange, yellow, green, 
  or blue. They have long and thin limbs and their suc-
  tion-cupped fingers are also long and thin. They have 
  large black eyes. Most unique about their appearance 
  is their strange version of hair. Their “hair” is thick and 
  snake-like, red or maroon in color. These tubes are actu-
  ally covered by scales. Yet another unique feature about 
  them is that they have two hearts. While they claim to 
  be related to plants, they are likely of reptilian origin.
  Society: The Ho’Din are generally peaceful and enjoy 
  focusing on the studies of ecology and botany. Their 
  society has three ranks that individuals achieve through 
  time, experience, and training. The youngest and least 
  experienced are known as Learners. The more knowl-
  edgeable Ho’Din can be Healers. Finally, the greatest 
  title is that of Master Gardener. They developed an in-
  terest in ecology when their society industrialized, which 
  brought an unexpected ecological consequence: para-
  sites. After that time, which the refer to as the Great 
  Rape of the Land, they returned to a simpler lifestyle 
  and devoted themselves to ecology. While they are 
  willing to use technology on planets that are “already 
  damaged,” they avoid bringing it to planets that are 
  free of tech. Gardening and ecology often take up much 
  of their money and time, as they work to improve the 
  ecosystem of their own planet and even to create “gar-
  den worlds” on other planets where they can commune 
  with nature. They are also excellent healers, particularly 
  when it comes to herbal therapies.
  Homeworld: The Ho’Din come from the rainforest 
  planet Moltok, which they have terraformed and filled 
  with ecological wonders of all sorts. It mostly focuses on 
  an herbal industry. It also has volcanoes, whose ashes 
  give the world a crimson sky. The Ho’Din share it with 
  the Makurth, a species often employed as bodyguards 
  and mercenaries in the criminal underworld.
  Language: The Ho’Din speak Ho’Din, a croaking lan-
  guage. They often use plant-based metaphors and id-
  ioms.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Knowledge-Xenology or Medicine
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  [DINANTE FLI’R]
  T
  he Ho’Din are ruled by a theocracy, the priests 
  of the [Dinante Fli’R]. This religion worships 
  nature, particularly plants. According to their 
  history, the Ho’Din were once mobile plants 
  themselves, before being turned into animals af 
  punishment for going against [Dinegia]. Much 
  their actions are done in hopes of completing 
  the [Flik’a kirki], or Virtuous Cycle of Nature. 
  Those who do enough to complete this can be 
  supposedly reborn as plants. Their customs fol-
  low along with this. For example, conception is 
  done in a ceremony that mimics the conception 
  in plants. Even in funerals, they give the body as 
  a gift to the soil on the forest floor.
  
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  HOOJIB
  Small quadrupedal rodents who lack technology, the 
  Hoojibs may be mistaken for non-sentient creatures, 
  but they are sentient, and they have a a very communal 
  society. They do not speak, but they can communicate 
  amongst themselves or with others via telepathy.
  Physiology: Hoojibs are a species of smaller, quadru-
  pedal rodents distinguished by a long antenna, floppy 
  ears, and wide eyes. They are covered in fur, which is 
  typically tan or yellow, but it can also be blue, white 
  or pink. What they lack in size they make up for in 
  speed and agility, and they are able to navigate their 
  native forests with ease. Hoojibs do not need to eat 
  other animals or plants, and they instead survive by 
  consuming energy directly, similar to plants. Hoojibs can 
  sustain themselves by receiving energy from droids or 
  other electronic devices that produce or use significant 
  amounts of power. Hoojibs are also telepathic, able to 
  broadcast their thoughts into the minds of nearby sen-
  tients.
  Society: The Hoojibs are a deeply communal society, 
  valuing friendship and camaraderie amongst their own. 
  Their government is led by a single spokesmind, who 
  communicates on behalf of their people. They rarely 
  use technology of any sort, but they are nevertheless 
  a civilized people with a rich culture. Hoojibs have tele-
  pathically connected with underground being called the 
  Darker, which was created when another sentient spe-
  cies, the Arbrans, who are now extinct, attempted to rid 
  their minds of all evil thoughts using advanced technol-
  ogy. They succeeded, but the evil became manifested in 
  the Darker. Hoojibs see the Darker as the embodiment 
  of evil, and he will be killed in a few years with help from 
  the Rebel Alliance.
  Homeworld: Hoojibs come from Arbra, a planet which 
  has many environments, including rainforests, moun-
  tains, and caves. It is a primitive world on the surface, 
  but underground, it has devices capable of harvesting 
  the core’s geothermal heat. This energy is released as 
  electricity throughout the Hoojib’s cave, and they feed 
  off of it.
  Language: Hoojibs cannot speak any verbal language, 
  although they can make simple sounds like yelps or 
  cries. Their telepathy can be understood by beings who 
  know any language. They typically understand Basic.
  SPECIES ABILITIES
  • Wound Threshold: 7+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • Energy Feeders: May survive off of absorbing 
  electrical energy.
  • Telepathy: Cannot speak. May communicate by 
  telepathically “broadcasting” speech to all beings 
  within short range. May also “whisper,” broadcasting 
  only to those who are engaged.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  HOOJIBS AND REBELS
  H
  oojibs will first encounter offworlders when 
  the Rebel Alliance will scout their homeworld 
  in search of a location to build a base following 
  the Battle of Hoth. The relationship between the 
  two will be tense at first, but they will eventually 
  unite after the rebels help kill a Yuuzhan Vong 
  monster called the Slivilith, which will attack 
  their home. The Rebel Alliance will build a base 
  in the cavern where Hoojibs live, and the two 
  will interact with each other frequently, thus pro-
  viding the Hoojibs with opportunities to travel 
  offworld and enter the wider galaxy.
  
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  Star Wars Roleplaying
  HOUK
  Houk possess a powerful combination of stubborn-
  ness, cleverness, and raw strength. They have had a 
  long-standing conflict with the Weequays, and they have 
  also been drawn into conflict with the Galactic Empire.
  Physiology: Houk are an extremely large and strong 
  race. They average more than two meters in height, 
  very few species can rival their incredible strength, and 
  they have thick skin which protects them from many 
  types of harm. Their skin is blue or purple with splotches 
  of orange or beige on their head and chest, and they 
  have a ridged forehead instead of hair. Although they 
  lack a visible nose or ears, their face is distinguished by 
  prominent jowls on their chin and beady, yellow eyes.
  Society: Houk are a fundamentally selfish people who 
  are disliked by almost all. They have a reputation to 
  be bullies, and they are very short-tempered. They are 
  also completely without honesty, as they are willing to 
  backstab anyone and do not respect contracts or prom-
  ises that they have made. They expect to get what they 
  want, and most of them demonstrate great tenacity in 
  doing whatever is necessary to fulfill their desires. De-
  spite their violent tendencies, they’re smarter than they 
  look. Although they are not especially skilled in tech-
  nology or book smarts, their cleverness can be compa-
  rable to that of a Hutt. Despite their willingness to be 
  violent at a moment’s notice, many of them prefer to 
  use stealth and deception in combat. Still others devote 
  their stubbornness and perseverance toward hard work. 
  Of all of their wars, their most notable conflict is with 
  the Weequays, a species native Sriluur, where the Houk 
  set up a colony. They have recently begun a ceasefire, 
  but tensions on Sriluur are still very high.
  Homeworld: The Houk come from Lijuter, a planet 
  in the Reibrin system of the Outer Rim. Although it is 
  dry and unwelcoming, its many space stations and two 
  moons see a very deal of traders, smugglers, and other 
  underworlders. They also have 31 nearby colonies, all of 
  which answer to the Lijuter Congress.
  Language: Houk speak Houkese, a grunting language 
  which uses precise differences in pitch to distinguish dif-
  ferent words. They have barely invented a written lan-
  guage, as they still use pictograms to represent most 
  nouns.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 70
  • Thick Skin: Receive the talent “Durable.”
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  3
  PRESENCE
  1
  HOUK AND THE EMPIRE
  T
  he Empire felt that the Houk had the poten-
  tial to become perfect slaves: burly but will-
  ing to submit. Although the former assessment 
  is correct, the latter is very wrong. Houk are a 
  strong-willed people who do not give up, and 
  they are also clever enough to fight back effec-
  tively. These factors caused the program to fail. 
  Of the hundreds of Houk who were captured, 
  most refused to obey and were killed. At least 
  one Houk escaped and joined the Rebel Alliance 
  out of spite. However, Houk are not idealistic, so 
  those present in the Alliance are almost certainly 
  motivated by revenge.
  
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  HUHK/LAHSBEE
  A species of primitive felines, the Lahsbee undergo such 
  a dramatic metamorphosis at puberty that they take a 
  new name: Huhk. Lashbee are tiny and playful, while 
  Huhk are large and ferocious.
  Physiology: The Huhks and Lahsbees are bipedal fe-
  lines with pointed ears and yellow eyes. They have a 
  short nose and sharp teeth. They are also covered in fur, 
  which can range in color from shades of red, pink, and 
  yellow to shades of blue, gray, and brown. They have 
  two separate names because they undergo a dramat-
  ic transformation once they reach adulthood. Lahsbees 
  are the children, and they are even smaller than human 
  children, while the adults, Huhks, grow to a whopping 
  three meters tall.
  Society: Lahsbees and Huhks each have their own soci-
  ety, and each has a distinct culture. Huhks are mindless 
  savages, roaming around cities or wilderness in search 
  of prey and almost never interacting with other sen-
  tients. Although the Huhks will typically try to murder 
  Lahsbees if they ever encounter one, they can be tem-
  porarily calmed using music, a technique that the Lahs-
  bees employ frequently. Conversely, the Lahsbees are 
  actually quite civilized, living in rural communities where 
  they cheerfully play for much of their youth. Although 
  they use some simple technology, they detest all forms 
  of advanced electronic technology, and they wish to be 
  far away from modern conveniences.
  Homeworld: Lahsbees and Huhks come from Lahs-
  bane, a primitive planet with jungles and canyons. They 
  travel using simple hot air balloons or gliders. It is back-
  water enough that it is rarely visited, and spacers are 
  further deterred by a pollen which can clog the intake 
  valves of starships.
  Language: Both Lahsbees and Huhks share the lan-
  guage of Huhk, and they rarely speak Basic.
  SPECIES ABILITIES (HUHK)
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 110
  • 1 rank in Brawl
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 2
  SPECIES ABILITIES (LAHSBEE)
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 115
  • 1 rank in Charm
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 0
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  DRAMATIC DIMORPHISM
  P
  uberty dramatically changes the Lahsbees, 
  and if a a Lahsbee PC wishes to undergo this 
  transformation, they must spend five XP and wait 
  several months. After that, they increase Brawn 
  by two, decrease Intellect by one, decrease Pres-
  ence by one, increase Wound Threshold by five, 
  and decrease Strain Threshold by one. Addition-
  ally, they become Silhouette 2, receive a rank in 
  Brawl, and reduce ranks in Charm by one.
  
  125
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  HUMAN
  The most common species in the galaxy, humans are 
  widespread thanks to being adaptable and well-round-
  ed. They have been the benefactors of speciesism from 
  the Empire and Republic and are typically the standard 
  from which other species are judged.
  Physiology: Human physiology is very versatile and is 
  a baseline from which other species are often described. 
  Very few features set them apart from any other spe-
  cies, and have entirely the “common” ones. They have 
  two arms, two legs, and stand a bit below two meters 
  in general. They have five-fingered hands and five-toed 
  feet, with an opposable thumb on each hand. Their 
  head has hair in varying shades of brown or blonde, 
  or gray or white with age. Their skin is tan, peach, or 
  brown. Their eyes are blue, green, or brown with dark 
  pupils, and typically have eyebrows. Unlike many other 
  species, they sometimes have hair around their mouth 
  and on their chin.
  Society: Over time, humans have developed into mul-
  tiple societies across thousands of planets and have 
  merged and travelled so much that they are said to rep-
  resent the average of all other cultures in the galaxy. 
  Still, human culture is a very complex subject. Almost 
  all have a unique background from whatever planet they 
  may come from. Those from some may come from a 
  culture of extreme peace, while others may come from 
  a planet valuing battle and military service. Others may 
  come from one of recklessness and independence, with 
  others may come from a culture valuing conformity. The 
  species as a whole is notable for being very diverse, and 
  humans, more than most other species, tend to vary in 
  personality. This makes them more widespread than any 
  other species, and also a fascinating subject for many 
  geneticists.
  Homeworld: Humans have no specific homeworld, 
  though they are theorized to hail from Coruscant itself. 
  They have spread to nearly everywhere, from bustling 
  Core Worlds to Mid Rim settlements to Outer Rim shad-
  owports. The former in particular is very common, as 
  many Outer Rim worlds are dominated by existing pop-
  ulations of native species.
  Language: While some humans learn other languages 
  to communicate with other cultures, Basic is the only 
  one that most use.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in any 2 non-career skills
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  HUMANITY UNDER THE EMPIRE
  H
  umanity has gotten a particularly large ad-
  vantage under the Empire. Though the course 
  of history has been dotted with some degrees 
  of human superiority, the Empire has been the 
  most blatant major government in supporting 
  humans since the Pius Dea controlled Republic 
  over 20,000 years ago. Not only are humans 
  less likely to be oppressed by the Empire, they 
  are ideal candidates for dealing with Imperials, 
  who will often dislike non-humans. These oppor-
  tunities do come with a cost, however, as some 
  non-humans resent the species over their past 
  transgressions. More than any other species, 
  humans have backgrounds relating to being a 
  part of or allied with the Empire. These expe-
  riences often involve a whole lot of injustice, 
  which can shape them for their lives.
  
  126
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  HUTT
  No species is more well-known for crime than the Hutts. 
  They are massive, slug-like creatures who lead many of 
  the most powerful crime rings in the galaxy. What they 
  lack in coordination they make up for in deviousness, 
  heartlessness, and bulk.
  Physiology: Hutts are slug-like creatures with skin that 
  is green or brown. Their body is thick and well-covered 
  in fat, and they lack legs. Their arms are also short, 
  and the four fingers on each hand are quite chubby. 
  Despite all of their physical limitations, Hutts are not 
  to be underestimated. Behind the ugly, chubby exterior 
  lies a devious mind, (which is also resistant to the Force) 
  and their influence is also great. Not only that, but they 
  can make surprisingly formidable combatants thanks to 
  their bulk and mass. Their neckless head has a wide 
  mouth and yellow eyes, lacking hair or a nose. While 
  some Hutts are so large that they are completely immo-
  bile, most can manage to slowly slither about if needed. 
  Their skin is slippery, and they lack bones. Hutts are 
  also known for their smell, which can be sickening to 
  a particularly sensitive person and disgusting for most. 
  They are hermaphrodites, allowing them to reproduce 
  with or without a mate. They can live for 1,000 years.
  Society: Hutts value cunning and good business, and 
  most are completely immoral. They also tend to be par-
  anoid. Hutts view all other species as subordinate, so 
  they have no reservations about slavery, spice dealing, 
  and extortion. Almost all tend to be crime lords. Be-
  neath their business oriented exterior, what many fail to 
  realize is that Hutts feel threatened and make most ac-
  tions out of fear. Though ruthless, they are not prone to 
  war. They instead view violence as wasteful and accom-
  plish control by more cunning means. This will change 
  after the Yuuzhan Vong war in 25 ABY, in which their 
  holdings will be badly damaged. While Hutts are far too 
  savvy to be manipulated and persuaded by others, they 
  tend to be extremely offended if they are not flattered. 
  Almost all keep slaves, who they use for most manual 
  labor. For large-scale operations, however, they prefer 
  indentured servants.
  Homeworld: While their influence brings them all over 
  Hutt space, they mostly call Nal Hutta home. It is fairly 
  urban and extremely swampy.
  Language: Though Hutts can speak Basic, most choose 
  not to. Their own language, Huttese, is somewhat of a 
  lingua franca on the more illicit parts of the Outer Rim.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Coercion or Discipline
  • Fat: Receive the talent “Enduring.”
  • Stubborn: Receive the talent “Nobody’s Fool.”
  • Awkward: Add bbb to all Brawl, Coordination, 
  and Melee checks.
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 2.
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  LORDS OF NAL HUTTA
  I
  n addition to being naturally savvy, Hutts also 
  hold great political power. As the controllers of 
  Hutt space, the Hutt Council is almost impossi-
  ble to oppose. It is a very independent region, 
  as not even the Empire can control Hutt space. 
  Species native to the region have mostly been 
  subjugated as slaves. Hutts are the only law in 
  that portion of the galaxy.
  
  127
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  IAKARU
  Relatively primitive primates, the Iakarus’ arboreal na-
  ture gives them great coordination, reflexes, and spatial 
  awareness, which makes them excellent pilots. An Impe-
  rial invasion of their planet, mining for compounds that 
  can be used in pharmaceutical drugs, has driven many 
  Iakaru from their homes.
  Physiology: Iakaru are a species of arboreal primates 
  covered in fur that is mostly thick and dark brown, but 
  they have patches that are lighter-colored and softer on 
  their belly and face. They have a short neck support-
  ing their head that features small eyes with red pupils 
  and a scrunched nose. They have thick eyebrows and 
  whiskers. Iakaru are an agile, gymnastic people who 
  have excellent balance and can easily swing between 
  branches. These treetop athletics have given them su-
  perb three-dimensional spatial awareness and an innate 
  understanding of distances and relative motion, skills 
  that make them great pilots.
  Society: Iakaru live in clans of about 50, led by the 
  eldest female, that occupy the canopy of a single large 
  tree, which is often a kilometer high. They generally 
  control a territory with a handful of nearby trees but 
  stick to only one as their home. Males stay with their 
  tree-clan for life, but females can change clans when 
  they marry. They have no individual possessions, ev-
  erything they use belongs to the entire tree-clan and is 
  stored in the tree trunk, although they can brawl over 
  food. They have some technology, including solar-pow-
  ered repulsorlifts, as a few clans near mountains have 
  been able to mine. They have developed agriculture, 
  farming both fruits and insects.
  Homeworld: Iakaru hail from Iakar, a lush jungle planet 
  with many mountain ranges that is in the Elrood sector. 
  They live at the top of the giant trees, while rodents, 
  felines, and giant spiders live below the canopy.
  Language: Iakaru speak using a chattering tongue 
  called Iakari, and those who learn Basic can only speak 
  it with a very thick accent. They tend to squeal or bark 
  in arguments or when threatened, and they will howl if 
  they are away from home at night.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Piloting-Space
  • Brachiation: Remove b for moving through forest 
  or jungle terrain, add b on checks to swing, climb, 
  or jump.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  CORPORATE COLLUSION
  I
  akaru were only discovered during the Clone 
  Wars, when pharmaceutical companies came to 
  their planet in search of compounds with medic-
  inal use. Corporate security for companies like 
  Chiewab, Fabreth Medical, and Merisee Prime 
  quickly forced the Iakaru to concede a small 
  amount of their territory and retreat back further 
  into the forests. The Imperials continued this 
  trend and doubled down on it, occupying the 
  planet, burning forests to make way for garrisons 
  and labs, and capturing many Iakaru for study. 
  Losing their homes has caused the Iakaru to be-
  come desperate and frustrated, so many have 
  decided to leave their home behind by stealing 
  starships and venturing into the larger galaxy.
  NOTE
  U
  nlike many of the species in this guide, Ia-
  karu are exclusive to Canon. However, just 
  as many Legends species could also exist in 
  Canon, nothing prevents Iakaru from existing in 
  Legends.
  
  128
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ICEHEAD
  The name “Icehead” says it all: Their face does indeed 
  appear to be made of ice. Adapted to colder climates, 
  Iceheads often use their slippery head to skate across 
  the ground.
  Physiology: Standing at about one and a half meters 
  tall on average, Iceheads have a thin, wiry body cov-
  ered in sleek, black skin. Their hands have three clawed 
  digits, and their legs each end in one large, pointed 
  foot. As their colloquial name suggests, Iceheads have 
  a head that, to many, resembles a block of ice. Every 
  part of their head is slick, shiny, and white, even down 
  to the inside of their mouth. The species is seemingly 
  immune to any form of cold conditions and can move 
  completely unhindered in any amount of snow. When 
  on a slick surface, the Iceheads can use their quickest 
  form of locomotion: flipping onto their head and sliding 
  along the surface in a process similar to how one might 
  ice skate. This allows them to move at high speeds while 
  on ice and is their preferred mode of transportation.
  Society: On their arctic homeworld, Iceheads have a 
  rigid feudal system, with most members of a community 
  serving as a warrior, a guard, or a hunter. If they fail in 
  one of their combative roles, they are given another role 
  in society, which labels them as too weak to be a true 
  warrior. The only respectable members of their society 
  that don’t revolve around combat are the sorcerer no-
  bles, who are strong in the Force, manipulating the ice 
  and snow to their whim. Those who are warriors use the 
  Icehead traditional clubs, which are flat wooden boards 
  with a paddle-like end. Iceheads must constantly regen-
  erate the layer of ice protecting their head, which they 
  do by dousing their head in water on a daily basis. In 
  social situations, they are gruff, rarely speaking unless 
  there is something important to say.
  Homeworld: Located near Companion Besh, Crylonis 
  IV is a planet totally covered by frozen tundra, and its 
  distance from the wider galaxy means that Icheads are 
  a rare sight. Crylonis IV is populated by many savage 
  arctic beasts, which the Iceheads continue to struggle 
  against. The cities, made with assistance from the no-
  bles, are made of bricks of snow.
  Language: Iceheads can speak Basic but prefer to use 
  their own language, Ivigysh, or the language of whoever 
  is employing them at the time.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl or Melee
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Frozen Bodies: Remove all b for cold conditions, 
  add bb
  bb for hot conditions. Double damage from 
  fire or fire-based weapons.
  • Ice Skating: Immune to movement penalties due 
  to snow. When on a slick surface, such as ice, may 
  begin ice skating as a maneuver. When ice skating, 
  must spend at least 1 maneuver per round moving, 
  but this maneuver may move twice as far. Must 
  spend a maneuver to stand up after ice skating.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  ICEHEADS OF ENDOR
  I
  ceheads have been stranded on Endor for many 
  years, where they have fallen into the service of 
  a ruler called the Snow King. Living and working 
  around his Snow Palace, the Iceheads are happy, 
  and they show their worth by hunting and fight-
  ing in the name of this powerful sorcerer.
  NOTE
  L
  ittle is known about Icehead society. The re-
  mainder of this information, excluding the 
  “Iceheads of Endor” section, is based on the 
  little available information and mostly on the 
  author’s own assumptions. Players are not obli-
  gated to follow this, but it is encouraged that if 
  not, they imagine their own aspects of Icehead 
  culture.
  
  129
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  IKTOTCHI
  Iktotchi give off a harsh and cold appearance, andthey 
  are very intimidating thanks to their horns. They are 
  gifted in both precognition and telepathy, which gave 
  them a good reationship with the Jedi Order.
  Physiology: Iktotchi are hairless near-humans with 
  tough red-tan skin and downward-curving horns that 
  can regenerate. The horns are not actually useful for 
  combat but nevertheless come across as intimidating 
  to some. They possess very powerful psychological abil-
  ities, including precognition and telepathy. While the 
  former loses some effect once they go off of their home-
  world, it is nevertheless prominent enough to keep most 
  Iktotchi banned from gambling. Their telepathy allows 
  them to communicate with others. They have rather 
  large hands and fat fingers, which somewhat limit their 
  dexterity. Despite this, reflexes and foresight more than 
  make up for this when they are in a pilot’s seat or han-
  dling weapons.
  Society: Iktotchi are known to be stoic and unemotion-
  al, but this is somewhat a façade over a more sensitive 
  interior. They rarely interact with other species and ar-
  en’t very good at it when they do. Both telepathy and 
  precognition can often harm more than help, painting 
  them as crazed wizards with mysterious powers that 
  should be feared.
  Homeworld: Iktotch is the third moon of the gas giant 
  Iktotchon, an arid moon of windy deserts in the Expan-
  sion Region. The Iktotchi developed their precognition, 
  in fact, to predict the winds and storms. It is highly sep-
  arated from the rest of galactic society and blockaded 
  by the Empire. This is thanks to the wishes of both Ik-
  totchi and Imperials. The precognition is strongest for 
  Iktotchi when on Iktotch and decreases with distance.
  Language: Iktotchi are perfectly capable of speaking 
  Basic, but they also have their own language of Ik-
  totchese.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Vigilance
  • Precognition: May sometimes receive visions of 
  the future. These can be handled by the GM and 
  may have varying degrees of ambiguity. When 
  making Initiative checks, may spend x to gain +3 
  s.
  • Telepathy: May silently communicate with other 
  sentients of choice within medium range.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  PRECOGNITION, TELEPATHY,  
  AND THE FORCE
  J
  ust because they possess abilities similar to 
  Force-sensitives does not mean all Iktotchi are 
  Force-sensitive. However, they do have strong 
  traditions in the Force, as first taught them by 
  the Kwa long before they were civilized. Precog-
  nition has served them well throughout history: 
  When Republic scouts first discovered the plan-
  et, the Iktotchi had already inscribed the Re-
  public logo into the planet’s surface to welcome 
  them. While they maintained a good relationship 
  with Jedi and many served the Order, they lived 
  in relative isolation. They foresaw the Clone Wars 
  and rise of the Empire but could do little to stop 
  it. They did, however, prepare for a massive wave 
  of immigration as people fled Imperial rule. They 
  now live in isolation, safe from the Empire. While 
  Iktotchi can very well have predictions of a num-
  ber of future events, the Yuuzhan Vong War is 
  one notable exception, as they are entirely dis-
  connected from the Force.
  
  130
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  IOTRAN
  The Iotrans are militaristic and value order and justice. 
  They have extremely high numbers employed asoldiers 
  or policemen, and the Iotran Bracemen bring “justice 
  (often controversially) on other planets.
  Physiology: Iotrans are a people with brown or black 
  skin. While they have no visible ears, they are capable 
  of hearing. They also lack hair. Iotrans have yellow eyes 
  and a broad but flat nose. While bald, their head is dec-
  orated by small horns around their eyes. These spikes 
  also appear on their elbows, shoulders, and hands. 
  Their skin is covered in spots that have a slightly dif-
  ferent color. They are also often wrinkled. Their hands 
  have just four fingers, although they are perfectly ca-
  pable of effectively gripping technology. Their feet have 
  just two toes each. While they are fairly average in size, 
  Iotrans tend to be strong and tough thanks to their 
  military-based culture, which ensures that almost all of 
  them are in excellent physical condition.
  Society: Iotran society values strength and stability 
  above all else. In most ways, this is reflected through 
  their incredibly large focus on military and police oc-
  cupations. This can still create conflict in their politi-
  cal views, however. For example, most support the 
  Empire, as it exemplifies the centralized strength and 
  military power that the Iotrans find necessary. Howev-
  er, others consider the Republic to be a more stable 
  form of government, simply because it lasted for longer. 
  Their technology is still very primitive, and many still 
  use slugthrowers or surface vehicles. Their droids and 
  computers are also much simpler. Iotrans prefer mili-
  tary occupations in stunning numbers. At most times, 
  about half of their homeworld’s population is somehow 
  involved with the Iotran Police Force, or IPF, which en-
  forces the laws on their planet. From an early age, they 
  are trained for the military or police. They are ruled by 
  the highest ranking officials in the IPF. Many Iotrans are 
  inducted after 14 seasons, which is about 18 standard 
  years. Since there is such a great supply of law enforce-
  ment on their homeworld, most venture offworld as 
  mercenaries, policemen, or bodyguards.
  Homeworld: Iotrans come from Iotra, a windy Outer 
  Rim world that is mostly industrial. It is the fifth planet 
  in its star system.
  Language: Iotrans speak Tranese, a very precise lan-
  guage. While Iotrans find Basic to be imprecise and 
  confusing, they typically understand the benefits of 
  learning it.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Ranged-Heavy or Ranged-Light
  • Militaristic: Receive the talent “Bodyguard.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  IOTRAN BRACEMEN
  M
  any of the more notable Iotrans are those 
  who are the Iotran Bracemen. These people 
  are often taken from the best of the best in the 
  IPF. The Iotran Bracemen bring justice on other 
  worlds according to Iotran laws, without respect 
  for where they have jurisdiction or when there 
  are different laws on other planets. While they 
  sometimes track down fugitives and bring them 
  to local law enforcement, the actions of Iotran 
  Bracemen often include incidents of vigilante 
  justice that are far more morally questionable. 
  Especially considering their lack of any jurisdic-
  tion, the Iotran Bracemen create a great many 
  diplomatic incidents.
  
  131
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  ISHI TIB
  Aquatic creatures who live in large schools, the Ishi Tib 
  are known for their organizational abilities. They are ex-
  tremely reverent for nature and place way more value 
  than other species in ecological sustainability.
  Physiology: Ishi Tib are aquatic creatures with green 
  skin. They have a head that strongly resembles a 
  five-pointed star: A beak forms one point, the eyestalks 
  atop their head make the next two, and their cheek 
  pouches also resemble two more points. Their lungs act 
  as gills, which they do not have externally. They have an 
  acute sense of smell from their two nostrils, although 
  they have no nose. The Ishi Tib are best in humid con-
  ditions and need water to survive. If they do not bathe 
  themselves in salt water for more than 24 hours, their 
  skin begins to crack, and they bleed internally and ex-
  ternally. Eventually, this will cause death.
  Society: Ishi Tib live in underwater cities on coral reefs, 
  evolved to farm for food such as fish, seaweed, and crus-
  taceans. Like fish, they call their communities “schools.” 
  Schools have up to 10,000 Ishi Tib. The schools have a 
  community oriented nature, as Ishi Tib have no families. 
  The school governs reproduction, and the fertilized eggs 
  are hatched in mass hatcheries near the reefs. Children 
  are then raised communally. Ishi Tib are disciplined and 
  meticulous in their work. Many find work as accoun-
  tants, executives, or managers thanks to their drive to 
  get things done and almost perfectionist nature. Ishi 
  Tib were aligned with the Confederacy during the Clone 
  Wars, since the Republic let the brutal dictator Suribran 
  Tu hold power, and he was publicly executed by Dooku. 
  It is now under Imperial control.
  Homeworld: Ishi Tib come from the water planet of 
  Tibrin. The oceans are somewhat shallow, however. They 
  mostly live in coral reefs and sandbars. It is in the Mid 
  Rim. Environmental concerns mean that the planet still 
  has very little technology.
  Language: Ishi Tib speak Tibrinese, a language of 
  squeals and honks. It still has a hieroglyphic alphabet. 
  They can also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • Aquatic: Can breathe underwater and remove 
  penalties for underwater movement. Remove b for 
  humidity, add b for dry conditions.
  • Water Dependence: For every 24 hours without 
  bathing in salt water, reduce wound threshold by 2. 
  Remove penalties upon bathing in salt water.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  ENVIRONMENTALISTS
  I
  shi Tib are well known for showing a reverence 
  for the environment. To most outsiders, this 
  is viewed as more of an obsession, which holds 
  them back. To Ishi Tib, it is simply a motivation 
  and a purpose. In reality, both may be true to 
  some extent. Ishi Tib mostly focus their laws on 
  how to best protect the environment and not 
  waste natural resources. Although their organi-
  zational skills put them in high demand, Ishi Tib 
  are often unwilling to accept jobs over concern 
  for a company’s environmental policies. Howev-
  er, not all Ishi Tib are like this. One who does 
  not share these values would likely be an outcast 
  and might wish to find a new life elsewhere.
  
  132
  THE COMPLETE SPECIES GUIDE
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  THE LAW OF LIFE
  T
  he Law of Life is one of the most sacred Itho-
  rian values. It states that for every plant har-
  vested, two shall be grown to replace it. This 
  goes beyond plants, however, and extends to 
  everything. Should an Ithorian kill anything, they 
  will attempt to create two clones. In one case, 
  they captured “Spore,” a person who murdered 
  hundreds. Since they could not clone him, they 
  only imprisoned him and buried him when he 
  died.
  ITHORIAN
  While many live in space for practical reasons, the Itho-
  rians do so in order to protect the sacred jungles of their 
  homeworld. They are peaceful and pacificistic, so few 
  ever kill. When they do need to fight, they often use 
  their four powerful throats to bellow.
  Physiology: Ithorians are large, mammalian herbivores 
  that average two meters in height. Their leathery skin 
  is brown, and they have a long neck that curves up-
  ward before reaching a T-shaped head. At the sides of 
  their head are black eyes, and they tend to be hairless. 
  They have four throats and a mouth on either side of 
  their neck. They have four-toed feet and five-fingered 
  hands and tend to be less coordinated. Females have 
  two humps at the back of their head; males have one. 
  They also have the powerful ability to roar, which can 
  damage the ears of anyone nearby.
  Society: Ithorians are peaceful creatures who are very 
  respectful of life. They especially value plant life, treat-
  ing vegetation with excellent care. They worship the 
  “Mother Jungle” and are led by a High Priest. They are 
  completely pacifistic, and most devote their life towards 
  ecology or the study of plant life. They are also conver-
  sational and social, possessing a curiosity and respect 
  for the beliefs of others. They are curious and gregar-
  ious by nature, so many explore the galaxy. They or-
  ganize into self-sustaining, autonomous herdships that 
  participate in a communal government. The herdships 
  get together at “the Meet’’ each season, which is every 
  five standard years. This is a grand gathering on the 
  surface of their world celebrated with a festive, regal 
  ceremony. The Ithorians are generous, and many have 
  trading centers that give away things to the poor.
  Homeworld: Ithorians come from the lush, rainforests 
  of Ithor, a Mid Rim world. They hold their planet to be 
  sacred and protect it carefully. It is pristine, without any 
  touch of civilization to be seen. They have floating cit-
  ies, known as herdships. Since the surface is so sacred, 
  going down to it is strictly forbidden, unless an Ithorian 
  should plan to stay permanently or if they have “heard 
  the call” of Mother Jungle. It includes sentient, tele-
  pathic, bafforr trees in addition to a multitude of other 
  flora.
  Language: Ithorese requires four throats to speak, but 
  many Ithorians also speak Basic with a “stereo” effect.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Survival
  • Ithorian Bellows: May attack using Resilience, 
  dealing 6 base damage as strain to all within short 
  range, and have a Crit rating of 4. Have Concussive 
  1 and Slow Firing 2, but suffer 3 strain when using 
  this attack.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  
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  THE COMPLETE SPECIES GUIDE
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  IYRA
  Cephalopods with radial symmetry who struggle dra-
  matically on land, the Iyra have a caste system based 
  on the amount of tentacles they have. All are wise but 
  arrogant, yet they are subservient to those with more 
  tentacles. Since they grow more tentacles with age, this 
  is seen as a fair system.
  Physiology: Iyra are symmetrical, aquatic creatures 
  who grow tentacles and eye stalks in pairs as they age. 
  At birth, they have only four tentacles and four eyes. 
  Their build is unique, with a large mouth on their un-
  derside and all of their organs in a single central body. 
  They are about half of a meter tall, but their tentacles 
  can span a diameter of one or two meters. As aquatic 
  creatures, they can breath underwater, thrive in humid 
  atmospheres, and swim very quickly. However, they are 
  vulnerable to dry conditions, and they cannot move very 
  effectively on land, as they must slowly drag themselves 
  with their tentacles. Because they lack bones, they can 
  somewhat contract and expand their body. They can 
  also control their skin color and even create textures or 
  patterns on their skin.
  Society: Iyra are wise and philosophical, but they are 
  also extremely arrogant. They typically don’t like oth-
  er species, although they are somewhat more amia-
  ble toward species with extra limbs. They mate twice 
  each year in a ritual in which males change their skin 
  color and perform elaborate dances. The females then 
  choose a partner, although they do not remain together 
  for long, and the children are raised by others of the 
  four-tentacled caste.
  Homeworld: The Iyra hail from an Outer Rim water 
  world, F’tral. It is a successful trade world that exports 
  gravity projectors and inertial compensators. Because 
  carnivorous plants dominate the few land masses, their 
  cities are underwater. Those who leave F’tral almost 
  always live on water worlds, although they sometimes 
  settle for low-gravity planets. Those living on land often 
  use “floating ponds,” repulsor chairs equipped with a 
  tank of water.
  Language: The Iyra speak a native language whose 
  written form contains swirls and dots. Those who need 
  to can also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Knowledge-Education or Mechanics
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Camouflage: Add bb
  bb on all Stealth checks.
  • Extra Eyes: Add b on visual Perception checks. 
  May see in all directions.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Ponderous: May only spend 1 maneuver moving 
  per turn when on land.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  CASTE SYSTEM
  I
  yra society is divided into strict castes based on 
  the number of tentacles that they have. Those 
  with fewer tentacles always defer to those who 
  have more, but few disagree with this arrange-
  ment: Since they gain tentacles as they grow 
  older, they all can move up in society. Those who 
  lose tentacles move down a caste, as the Iyra be-
  lieve that such events demonstrate carelessness. 
  They also cut off the corresponding eyestalk af-
  ter losing a tentacle. When Iyra with the same 
  amount of tentacles disagree, they often discuss 
  peacefully. However, they sometimes settle mat-
  ters via duel, which ends when one of them loses 
  a tentacle and is forced to defer. One side effect 
  of this system is that when among other species 
  with four limbs, even young Iyra almost always 
  consider themselves to be superior.
  
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  THE COMPLETE SPECIES GUIDE
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  JAWA
  Jawas are extremely timid nomads who prowl the des-
  erts of Tatooine in massive sandcrawlers. They are 
  skilled mechanics and expert scavengers, talents which 
  they use to trade for what they need.
  Physiology: Jawas are short, rodent-like creatures with 
  glowing, yellow eyes. They are almost always entirely 
  shrouded in dark brown robes, and only their furred 
  hands are visible. They have a shrunken face, though 
  few have ever been able to see them. Jawas are well-
  known to be odorous. Most species find the smell repul-
  sive, but this potent odor means a lot to the sense of 
  smell of a Jawa. It can tell lots of things, ranging from 
  mood and maturity to ancestry and lineage. They can 
  even tell health or their last meal based on this one 
  simple sniff. This is mostly the result of an aversion to 
  bathing, which Jawas consider to be a waste of water. 
  They also boast exceptional night vision and a strong 
  immune system. Their high body temperature results in 
  a fast metabolism, and an efficient digestive system al-
  lows them to survive almost entirely off of one food: the 
  hubba gourd. Though sour, they grow well on Tatooine.
  Society: Jawas are timid scavengers that live commu-
  nally. They travel Tatooine in search of scrap, which rusts 
  very slowly due to a lack of moisture. They have a rep-
  utation for being good with mechanics and for finding a 
  use for anything. They also are known as scavengers and 
  thieves, though they find this to be a compliment. They 
  travel in Sandcrawlers, old vessels that are big and slow. 
  They interact to trade with other clans at swap meets, 
  where they trade scrap, navigation data, and even mar-
  riages. These are arranged by parents in order to ensure 
  genetic diversity and make a good profit while they’re 
  at it. The Great Swap Meet is held annually, where every 
  Jawa clan travels to the Dune Sea just before storm 
  season. In addition to sandcrawlers, Jawas have large 
  fortresses that protect them. They almost never fight 
  anything directly and instead hide within their fortresses 
  or sandcrawlers. Jawas have a complex clan system and 
  a hierarchy through which information is passed.
  Homeworld: Jawas come from the desert world of Ta-
  tooine. It is a backwater Outer Rim world with twin suns. 
  This heat, combined with a lack of water, makes it in-
  hospitable to almost all who come. In addition to Jawas, 
  there are the warlike Tusken Raiders, some moisture 
  farmers, and a large criminal element.
  Language: Jawaese is the high-pitched Jawa language, 
  which requires scents to create. The more simplified 
  Jawa Trade Language is used to interact with custom-
  ers. They cannot speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Mechanics
  • Scavengers: Receive the talent “Utinni!”
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Olfaxes: Add b on olfactory Perception checks, 
  and may identify other Jawas using smell.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  SHAMANS
  S
  hamans are a powerful influence in Jawa clans. 
  Each clan has a Shaman to oversee all of the 
  major day-to-day operations. While Shamans 
  are always female, females otherwise receive 
  very little respect in Jawa society. The Shamans 
  are often consulted for their wisdom, since they 
  are believed to possess many abilities. This in-
  cludes foresight, spells, hexes, and blessings. To 
  become a Shaman, a Jawa must either have a 
  Force ability that they can use to perform magic 
  or overcome an illness while receiving a hallu-
  cinatory vision. Some Shamans are also trained 
  by a current Shaman and chosen as a successor.
  
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  JENET
  Rodents who typically live as scavengers, the Jenets 
  have a number of unique customs, and their impressive 
  memory allows them to be obsessive about all of them. 
  They always greet one another with insults, which they 
  take with pride: As they see it, being famous enough to 
  be insulted is a good thing.
  Physiology: Jenets are a species of rodents notorious 
  for sheer ugliness. Shorter in size and typically thinner, 
  the Jenets are also very flexible: They can even dislocate 
  limbs and separate bones in their cranium when need-
  ed. This allows them to squeeze through a gap as wide 
  as the distance between their whiskers. Their digits all 
  in end claws, and they have four-toed feet. Their skin 
  is pink and oily, but the back of their head and chin is 
  covered in white, gray, or red hair. Their head features 
  an elongated muzzle and includes a sensitive nose at 
  the front, keen red eyes that see well in the dark, sharp 
  yellow teeth, and pointed ears. They have an incredible 
  memory which is accurate, detailed, and completely in-
  fallible. As scavengers, they can eat almost anything. 
  Even though they live for about 70 years, they can 
  reach adulthood in a decade and produce multiple lit-
  ters of babies every year.
  Society: Jenets are known to be very obnoxious, and 
  they are obsessed with trivialities. They never discard 
  anything, and they typically store their garbage for 
  later use. As they are scavengers by nature, most of 
  them survive by sorting through large piles of garbage 
  called Community Heaps. They do not hunt for survival, 
  although will scavenge off of corpses that are already 
  dead. They dislike manual labor, although they have 
  a healthy work ethic and great attention to detail. Al-
  though they were typically prey, their cunning allowed 
  them to kill off all of their predators in an event called 
  the Great Conquest, which is remembered through long 
  ballads.
  Homeworld: Jenets hail from the Outer Rim planet of 
  Garban, which is in the Tau Sakar system. It is covered 
  in Community Heaps which are managed by their in-
  credibly complex bureaucratic government. An Imperi-
  al presence takes some Jenets offworld as slaves, and 
  these Jenets have been selectively bred to be unintelli-
  gent and obedient.
  Language: Jenets speak Jenet, a language with no 
  written version. It is composed of high pitched squeaks 
  and squeals. Their name typically includes a list of their 
  accomplishments. To prevent deceit, Jenets never intro-
  duce themselves; they can only be introduced by two 
  third parties who know their name.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • Low-Light Vision: Remove b for darkness, add b 
  for brightness.
  • Accurate Memories: Never forget anything, even 
  trivial details.
  • Claws: Brawl +1 Brawl damage as wounds and 
  have a Crit rating of 3.
  • Scavengers: Add b on olfactory Perception 
  checks. Remove penalties for eating spoiled or 
  rotten food.
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  GREETINGS AND TACT
  A
  lthough it is common knowledge that Jenets 
  care little for tact, this isn’t entirely true: In 
  fact, they have an entirely different standard for 
  politeness. It derives from their incredible mem-
  ory, which allows Jenets to hold grudges indefi-
  nitely. This means that many Jenets will begrudge 
  someone over gossip that they heard years ago. 
  Since they have little reservations about insults, 
  Jenets will constantly bring up these criticisms, 
  even if they are untrue. As such, they typical-
  ly greet each other with insults, and they take 
  pride in it: The way they see it, every insult is a 
  demonstration of fame.
  
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  SURROUNDED BY ENEMIES
  K
  aleesh have always been a primitive people, 
  mostly fighting with spears and swords. This 
  changed, however, when they were armed by the 
  Republic. This was done as a way for the Re-
  public to indirectly attack the Bitthævrians, an 
  independant planet that the Kaleesh also feared. 
  The Kaleesh again found war shortly before the 
  Clone Wars, but this time, they were not aided 
  by the Republic. Invaded by Yam’rii slavers, the 
  Kaleesh fought back in a brutal war. Their lead-
  er, Qymaen jai Sheelal, then invaded the other 
  Yam’rii colonies. In desperation, the Yam’rii used 
  their political influence to wager a corrupt bar-
  gain that would cause the Republic to step in 
  on behalf of the Yam’rii. The Kaleesh could not 
  defeat both, and victory turned to defeat. The 
  Yam’rii retook Kalee, continuing to take Kaleesh 
  as slaves. Harsh punishments by the Senate 
  then created an even more strained relationship 
  between the Kaleesh and the Republic. Sheelal 
  would go on to become Grievous, and Kalee a 
  CIS world. For their part in the war, the Kaleesh 
  are punished by the Empire.
  KALEESH
  Most notable as the people who brought the great war-
  rior General Grievous into the galaxy, Kaleesh are a war-
  like people who worship death as part of their religion. 
  They are organized into tribe that occassionally unite 
  against a common enemy.
  Physiology: The Kaleesh are reptilian humanoids who 
  typically have red or brown skin. Their hands each have 
  four claws, two of which are opposable thumbs. Their 
  feet have five toes. They also possess excellent night vi-
  sion from thermal pits beneath their yellow eyes. Almost 
  all of them keep their face hidden behind a traditional 
  mask, but those that don’t reveal two upward tusks in 
  their mouth, nostrils without a nose, a hairless scalp, 
  (though they do have eyebrows) and upward point-
  ing ears. Their chin also has downward pointing tusks. 
  While the notable Kaleesh cyborg General Grievous had 
  a digitigrade stance, most Kaleesh who do not have 
  such cybernetics use a plantigrade one.
  Society: Kaleesh are a warlike people, through and 
  through. They are also highly spiritual. Perhaps a result 
  of the frequency of war, death is very important in their 
  society. From skeleton-like masks to elaborate burials, 
  and even worshipping dead Kaleesh as gods if they 
  have done great things, it is clear that death is relevant. 
  Though many of these gods are ancient ancestors, Gen-
  eral Grievous is one of the more recent additions. Their 
  holiest temple is called Shrupak, and they have fiercely 
  defended it during conflicts. Of all the rituals, war may 
  be the most sacred. Most view it as their calling in life, 
  and war between tribes is both sacred and essential. 
  The tribes do sometimes unite against a common ene-
  my, which they can find relatively easily in the various 
  nearby planets. Despite this, they have little by way of 
  unified government. A more unique aspect of tir culture 
  is that they are polygynous, a practice in which males 
  can have multiple wives.
  Homeworld: Kalee is a humid world of rainforests and 
  beaches in Wild Space. It also has some more arid re-
  gions as well as rocky ones of cliffs and canyons. Ani-
  mals such as mumuu and karabbacs act as prey for the 
  Kaleesh, who use them for meat, hides, and bones.
  Language: Kaleesh speak Kaleesh, and some know Ba-
  sic. Because of their isolation, however, Basic speakers 
  are few and far between.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Melee
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  
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  CONQUEST AND KALLER
  T
  he Kalleran planet of Kaller has never had a 
  single ruler, but many offworld organizations 
  have held power on smaller parts of it. Because 
  of its location and natural resources, it is worth-
  while to have a stake on it, and the Kallerans 
  have dealt with every type of colonist under the 
  sun, including the Pykes and the Mandalorians. 
  Some offworlders have ruled territories as war-
  lords, some have taken over land peacefully to 
  conduct business, and some have worked along-
  side the Kallerans to benefit mutually. Some 
  areas with little to offer have been left alone, 
  and the Kallerans have owned them for all of 
  their history. Many Kalleran organizations and 
  governments have worked to profit off of the 
  offworlders, pitting them against one another, 
  striking deals, or taking part in new industries. 
  All Kallerans have benefited in some ways from 
  technology imports and overall advancements to 
  society because of offworld influence. Recently, 
  one organization to take a claim on Kaller was 
  the Confederacy of Independent Systems, but 
  they were repelled by the Republic. Surprising-
  ly, the Imperials have mostly ignored the Kalle-
  rans. Most Kallerans accept the offworlders as 
  an inevitability, and they have become tolerant 
  of other species. Regardless, many have come 
  to dislike the constant drama, and such Kalleran 
  will often take to the stars in search of a more 
  stable life.
  KALLERAN
  Though surprisingly frail, Kallerans are athletic and have 
  both prehensile toes and sensitive antennae. They are 
  an independant people, so they have mostly ignored the 
  many governments and organizations that have tried to 
  colonize their homeworld.
  Physiology: Kallerans are a tall, thin, and flexible peo-
  ple who have a distantly aquatic heritage. They can-
  not breathe underwater, but they swim well and have 
  retained the ability to breathe directly through their 
  greenish skin. Because of this ability, they have no need 
  for a nose. Kallerans have excellent senses thanks to 
  their antennae, which smell and hear, and the fins on 
  their head, which are actually giant ears. Kalleran are 
  strong despite their slim build because they have very 
  dense muscles, but this compact nature also makes 
  them far less durable. They have three prehensile digits 
  on both their hands and feet, so they rarely use shoes 
  in order to use their toes.
  Society: Kallerans are known to be extremely individ-
  ualistic, with little focus on collective success or team-
  work. They are typically selfish, rarely acting out of mor-
  al responsibility, and they care little about ideological 
  causes, including governments. They have little interest 
  in galactic politics, and they have never even united un-
  der one government as a species.
  Homeworld: Kaller is a temperate but somewhat dry 
  planet with two suns. It has very unpredictable weather 
  because of this strange orbit. They mostly live in smaller 
  towns near rivers, and traditional homes are made from 
  stone in order to withstand the harsh weather.
  Language: Kallerans almost always know Basic, but 
  they still learn one of their native languages, which are 
  specific to regions but share many similarities. Imperials 
  generally refer to these languages as Kall languages. 
  Much of their vocabulary uses antennae movements, 
  so Kallerans can communicate silently, but with limited 
  vocabulary.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain 
  Threshold: 
  11+Willpower
  • Starting XP: 95
  • 1 rank in Streetwise
  • Hypersensitive Antennae: 
  Receive 
  the 
  talent 
  “Heightened Awareness.”
  • Aquatic Heritage: Remove 
  all movement penalties for 
  being underwater.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  NOTE
  U
  nlike many of the species in this guide, Kalle-
  rans are exclusive to Canon. However, just as 
  many Legends species could also exist in Can-
  on, nothing prevents Kallerans from existing in 
  Legends.
  
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  KAMINOAN
  The Kaminoans are obsessed with genetic perfection 
  more than anything else. They’re cloners (good ones, 
  too) who have no qualms about the enslavement of 
  whatever sentients they create. They are extremely cold 
  and emotionless.
  Physiology: Kaminoans are tall, thin creatures who 
  have evolved from aquatic creatures. Their skin is 
  a bright white, and they have a long neck. Their al-
  mond-shaped eyes are black with colored pupils. They 
  have nostrils but no nose, and their head is hairless. 
  Seeing in the ultraviolet spectrum is another one of their 
  oddities, meaning that the whites that appear on their 
  skin and in their architecture are actually several differ-
  ent colors to them. They have 
  long, three-fingered hands, as 
  well as very long legs and a 
  small torso. For males, their 
  head is topped with a spiked 
  ridge.
  Society: Kaminoans are ar-
  rogant 
  but 
  polite, 
  believing 
  themselves to be better than 
  all other species. They are cold 
  and calculating, not prone to 
  displaying emotion at all. They 
  are not prone to morals either, 
  an advantage in the cloning 
  business. They sell clones as 
  slaves, who have worked in 
  armies or mines. The Kami-
  noans are obsessed with 
  genetic perfection and 
  willing to do anything to help 
  evolve their species to be bet-
  ter. They do have some respect 
  for others who feel the same 
  about their species, but they 
  rarely let any of these feelings 
  show in their dealings. The 
  Kaminoans are isolationist by 
  nature, only interacting with 
  offworlders for business in 
  most circumstances. They 
  treat their creations with 
  meticulous care, carefully 
  constructing a perfect ge-
  nome, but they treat the 
  beings that they create as 
  products, not actual peo-
  ple who have rights. The 
  Kaminoan cloning indus-
  try was most famous for 
  their highly successful 
  work creating a Grand 
  Army of the Republic, 
  but neither them nor 
  others have been able to reach such greatness again.
  Homeworld: Kamino is isolationist, off of many maps 
  and outside the galactic disk. It is flooded worldwide 
  and receives almost constant rain. The Kaminoans have 
  built cities on stilts, which sit above the waves.
  Language: Kaminoans speak Kaminoan, but despite 
  their isolationism, most know Basic. They typically speak 
  it with a gentle tone.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • 1 rank in Medicine
  KAMINOAN CASTES
  BLUE EYES
  • 1 rank in Resilience
  GRAY EYES
  • 1 rank in Leadership
  GREEN EYES
  • 1 rank in any non-career skill
  YELLOW EYES
  • 1 rank in Knowledge-Xenology
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  CASTE SYSTEM
  K
  aminoans have a caste system based on eye 
  color, which they consider to be an important 
  trait. Gray pupils are the best, and Kaminoans 
  with these are given important roles in leader-
  ship and administration. Yellow eyes make up 
  the middle class, filling jobs in the sciences that 
  they are so well known for. Blue eyes are the low-
  er class, doing manual labor. Green eyes are the 
  worst, and babies with green eyes are quickly ex-
  ecuted. These roles are a well-established part of 
  Kaminoan society, and any Kaminoan who might 
  speak out against them would quickly become 
  an outcast or worse.
  
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  WIGG ASSASSINS
  O
  nce the Clone Wars started, the Karkarodons 
  became shocked that the Republic wouldn’t 
  allow planets the right of self-government. The 
  planet showed widespread support for the Con-
  federacy and many joined the CIS forces. While 
  some fought as soldiers, others became an elite 
  group known as the Wigg Assassins and tried 
  to kill monarchs and dictators of all sorts in the 
  name of the Confederacy. Most notably, one 
  was successful in assassinating a Mon Calamari 
  monarch. Many also tried to kill Suribran Tu, a 
  dictator on Tibrin. Most of the Wigg Assassins 
  have been executed by the Republic or Empire 
  for war crimes, but some still live in hiding.
  KARKARODON
  Karkarodons are aquatic predators descending from 
  sharks. They are physically strong and have powerful 
  jaws, making them very dangerous. Some can be power 
  hungry, so they have learned the hard way how danger-
  ous monarchies and dictatorships can be.
  Physiology: Karkarodons are shark-like humanoids 
  who are deadly predators. Their large body is very mus-
  cular, making them very effective in a brawl. However, 
  Karkarodons are carnivorous predators, so these brawls 
  often purely serve the purpose of subduing or distract-
  ing prey before their jaws do the real damage. Karkaro-
  dons have a large mouth with dozens of small but sharp 
  teeth. Their head is flat at the top with nostrils in be-
  tween their grayish eyes. They also have gill slits. They 
  can breathe both underwater and on land, and they can 
  walk on land as well as swim. Both their hands and feet 
  are webbed to allow this ability. Their body is blue on 
  their back and white or gray on the chest and front.
  Society: Karkarodons value independence and determi-
  nation. Children are hatched from eggs without knowing 
  families and learn to survive on their own. Most live 
  nomadically hunting fish. For all their fearsomeness, 
  Karkarodons are also known as fierce champions of de-
  mocracy. This is because, to them, monarchs are incred-
  ibly dangerous. Karkarodon psychology causes them to 
  become sadistic and power-hungry should they reach 
  the chance at power, even if they were benevolent be-
  fore then.
  Homeworld: Karkaris is a water world in the Outer Rim 
  with small towns and scattered islands. Its people are 
  nomadic, so there is little infrastructure. Transit to or 
  from the planet is carefully monitored by the Empire.
  Language: The Karkarodons have hundreds of some-
  what similar languages in what is called the Kar’rok lan-
  guage family. Some also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Powerful Jaws: When using Brawl, may spend 
  aaa to bite, inducing a Critical Injury and also 
  adding the Pierce 1 and Vicious 2 qualities.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  NOTE
  K
  arkarodons come from The Clone Wars TV 
  show, which often contradicts Legends sourc-
  es. Furthermore, everything following below is 
  based on the author’s own assumptions. How-
  ever, just as many Legends species could also 
  exist in Canon, nothing prevents Karkarodons 
  from existing in Legends.
  
  140
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  KEL DOR
  Kel Dors are a harsh people who view morality in very 
  black-and-white terms. They have tough orange skin 
  but cannot survive in a normal environment off of their 
  homeworld, Dorin. They must instead rely on masks and 
  goggles.
  Physiology: Kel Dors are orange-skinned creatures that 
  require helium to breathe and are poisoned by oxygen. 
  They have dark eyes, although Force-sensitive ones 
  have silver eyes. This doesn’t really matter, however, as 
  they need to wear goggles on other worlds. They are 
  considered by most species to be unattractive due to 
  their facial structure. Although it is rarely seen, behind 
  the mask is a nose that is just short of beak and a gap-
  ing opening that transitions into a large mouth. They 
  have no teeth, instead having upper and lower hard pal-
  ettes, which are only visible when their lips are pulled 
  back. Their wrinkled head has no hair, and there are 
  extrasensory organs to the sides of their head. These 
  terminate with four small black or gray tusks that sur-
  round the mouth. These give them heightened reflexes. 
  Without a mask, they cannot breathe, and their voice is 
  very quiet. Without goggles, they are essentially blind. 
  They are also weaker than most species.
  Society: Kel Dors value justice and use it firmly. They 
  view morals in black and white and punish harshly. 
  Stealing food to stay alive can be a death sentence. De-
  spite this, Kel Dors are also known for hospitality. They 
  also have very high rates of Force-sensitivity and have 
  developed a Force tradition: the Baron Do Sages. While 
  the Sages only used their power to control weather at 
  first, they have become more versatile. The Baran Do 
  have an affinity for using the Force to predict and can 
  stop conflicts before they happen. The Baron Do were a 
  large group but lost some of their numbers to the Jedi 
  Order once they made contact. These small numbers, 
  however, make the group obscure enough to survive un-
  der the rule of the Empire.
  Homeworld: Kel Dors come from Dorin, a dark, dusty 
  world. It has a helium atmosphere, requiring humans to 
  wear a breath mask. Kel Dors do not need a mask or 
  goggles. It has very unpredictable weather.
  Language: Kel Dors speak both Kel Dor and Basic. It is 
  simple, as they express creativity visually and tactilely.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Education
  • Helium Breathers: Need a helium mask to breathe 
  in a normal environment. Oxygen is a dangerous 
  atmosphere of rating 4. Need goggles to see in a 
  normal environment.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  HIDDEN ONES
  A 
  notable subset of the Baran Do are the Hid-
  den Ones. Fearful of facing the same fate as 
  the Jedi Order, the Hidden Ones were created by 
  Tokra Hazz to keep the Baran Do after in a purge. 
  Composed of less than fifty members, they are 
  ruled by the Hidden One. The culture revolves 
  around a Baron Do Sage willing himself to die. 
  While this is common among the Baran Do, 
  some only fake their deaths. After a dying cer-
  emony, they are carried to caverns, where they 
  receive new names and are considered dead. The 
  Hidden Ones are very traditional in their ways 
  and stubborn. Though they may preserve knowl-
  edge, they do nothing to seek new knowledge or 
  learn new skills. They refuse to let any members 
  leave the caverns. The Hidden Ones will return 
  to living society in forty years thanks to an in-
  tervention by Luke Skywalker and his son, Ben.
  
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  KENTRA
  Primitive yet amiable, Kentra are large felines capable of 
  flight. They are unique in that they have been relatively 
  isolated, but their culture was formed based on a brief 
  interaction with a Jedi Knight, so they have developed a 
  religion based on Jedi ways.
  Physiology: The Kentra are a large sentient species 
  which exhibits feline traits such as a tail, pointed ears, 
  and claws for traction. They are very muscular, and they 
  have a long, snake-like torso. A pair of large, bat-like 
  wings are mounted on their back. Their species comes 
  in four different races, each distinguished by the color 
  of the fur that covers their body. The brown folk have 
  brown fur and are mainly farmers. The jungle folk, who 
  have black fur, are avid and cunning hunters. The spot-
  ted folk, who have spotted fur, live as nomads on the 
  plains, and they rely on their speed to chase their prey 
  while hunting. Finally, there are the well-camouflaged 
  striped folk, who live near rivers and are very patient 
  hunters.
  Society: Kentra are a simple and jovial people with a 
  strong sense of honor and honesty. Honor is the primary 
  social measure in Kentra culture, and dishonorable acts 
  can result in banishment. Typically, the Kentra live in vil-
  lages among the branches of the colossal buntra trees, 
  and their homes are built out of wood. However, some 
  larger cities are built alongside mountain ranges. Their 
  social structure is based on nests, family, and village 
  folk. Nests are organized into regional clans and racial 
  flocks. The major cities often have lords who are then 
  placed in national councils to aid King Jerius in ruling 
  the planet. The Kentra are a warrior people. Soldiers are 
  chosen and trained from an early age. They were taught 
  honor, and they only use their skills for the benefit of the 
  nest, rather than in the name of the individual. Soldiers 
  who violate this code are dismissed and banished. Sol-
  diers typically carry primitive weapons like swords and 
  spears, but they are also proficient in using bows and 
  arrows.
  Homeworld: Their homeworld, Orellon II, is a planet in 
  the Mid Rim that is covered in jungles, plains, and vol-
  canic mountains. About a third of the planet’s surface 
  is covered in water.
  Language: Mimicking the recordings left behind by the 
  Jedi Knight, the Kentra merged their own language and 
  basic together, creating a language they referred to as 
  Bas’c which they speak to this day.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Melee
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. Must land every 5 rounds.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE HOLY ORDER OF THE JE’ULAJISTS
  T
  he religion of the Kentra people is known as 
  the Holy Order of the Je’ulajists, and they wor-
  ship the prophet Tandre. In reality, the ‘prophet’ 
  was a human Jedi Knight from the Old Republic, 
  who crash landed on the planet 200 years ago 
  and decided to teach the people of the planet 
  the ways of the Jedi. As he taught their peo-
  ple, he created computer programs to continue 
  their training after he left the Kentra, and his 
  lightsaber is also kept safe as the Sword of Hon-
  or. The name of their religion was a corruption 
  on the word “geologist,” which they heard in his 
  recording.
  
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  KERESTIAN
  Kerestians are a savage people, their bulkier size help-
  ing them in combat, but they were not always that way: 
  Much earlier in their history, they were more civilized. A 
  few civilized Kerestians escaped into space by freezing 
  themselves in carbonite before they society collapsed, 
  and they continue to be found.
  Physiology: Broad-shouldered and over two meters 
  tall, the Kerestians are typically a strong species. They 
  have tan skin and green eyes with slit pupils. They have 
  a single nostril which connects to their mouth, and they 
  lack ears. They also have air holes along their cheek-
  bones. Their dark hair is long and thin, and it grows 
  along two stripes atop their head.
  Society: Kerestians are a savage people; they are not 
  civilized, and they resort to constant violence in order to 
  survive. They are often cannibals, and they mostly live 
  as primitive hunter-gatherers. For those who do leave 
  their home, they almost always work as mercenaries of 
  some sort. They enjoy wilderness hunting for sport, al-
  though a majority of them also do it out of necessity to 
  survive. Their barbarism is so great that it is difficult to 
  mate: When Kerestians are approached by one of their 
  own, it is likely because they are being hunted for food. 
  They have a mythology which describes an afterlife in 
  the Great Darkness. They believe that the only thing 
  they can bring with them into the Great Darkness is a 
  weapon called a darkstick.
  Homeworld: Kerestians come from Kerest, a cold 
  and inhospitable Outer Rim planet which is covered in 
  glaciers.
  Language: Kerestians speak the complicated language 
  of Kerestese, a tongue with many rules. Although many 
  lost Kerestians are willing to learn Basic, they typically 
  only speak Kerestese when they are first discovered.
  SPECIES ABILITIES (MAINLINE)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Resilience or Survival
  SPECIES ABILITIES (LOST)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  LOST KERESTIANS
  T
  he current state of Kerestian society is not 
  how it always was. More than 1,000 years 
  ago, they were a more civilized society with ad-
  vanced technology such as nuclear power and 
  space travel. However, they never invented the 
  hyperdrive, and they never had offworld contact. 
  However, a massive ice age devastated ecosys-
  tems and changed life as they knew it. Their so-
  ciety collapsed, and they had to compete with 
  each other for food, bringing about the brutal 
  culture they have now. However, as things fell 
  apart, many Kerestians chose to flee, flying into 
  deep space at sublight speed. Using carbonite 
  to freeze themselves, these Kerestians survived 
  for centuries, and some are still flying through 
  space today. Some died when their ships mal-
  functioned, but others have been found and 
  reawakened. When these ancient Kerestians 
  are discovered, they are typically very civilized. 
  “Lost” Kerestians are a compassionate people, 
  saddened by the decline of their society. They 
  are well educated, and most of them enjoy var-
  ious arts. Just as they took to the stars millenia 
  ago, many lost Kerestians continue to be explor-
  ers or colonists.
  
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  KERKOIDEN
  A shorter species with blue skin, the Kerkoidens have a 
  ferocious appearance but value civility. They were prom-
  inent in the Confederacy of Independent Systems, where 
  many of them made effective military commanders.
  Physiology: Kerkoidens are a shout species with an-
  cestors who were quadrupedal predators. They have 
  thin hips but strong limbs and wide shoulders, and their 
  four-fingered hands have sharp claws that they use in 
  combat. Kerkoidens have green or blue skin and no hair, 
  their head features both a long snout with sharp tusks 
  and a large crest at the top. They have red eyes, and 
  they lack obvious nostrils. Despite their bulk, Kerkoidens 
  are on the shorter side, generally less than a meter and 
  a half tall.
  Society: Kerkoidens are naturally aggressive, but they 
  belay their more animalistic tendencies using their nat-
  ural cunning, and they place very high value on being 
  recognized as a civilized and intelligent species. As such, 
  they often combine these tendencies through military 
  occupations, which sate their aggressive psyche while 
  still demonstrating discipline and intelligence. Other-
  wise, Kerkoidens generally appear calm, intelligent, and 
  dignified, but they are quick to lose their temper and 
  often start fights. Economically, they have become very 
  industrialized and believe strongly in capitalism, which 
  they see as an indicator of a true civilization. They spe-
  cialize in narrow fields of work, and they typically begin 
  schooling for their specific career as early as ten years 
  old.
  Homeworld: Kerkoidens come from the Expansion Re-
  gion planet of Kerkoidia, which is a temperate indus-
  trialized world with mostly savannas and jungles. The 
  Empire rules the planet with an iron fist.
  Language: Kerkoidens generally speak their native lan-
  guage of Kerkoidese. Although some can speak Basic, 
  most prefer their native tongue because of their grow-
  ing sense of nationalism.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Knowledge-Warfare
  • Refined Strategies: Receive the talent “Clever 
  Commander.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  SECESSION AND REVOLT
  K
  erkoiden society, like most industrialized ones 
  outside of the Core Worlds, fell on the wrong 
  side of Republic taxation and saw tariffs rob 
  them of some of the vast profits that could have 
  further bolstered their economy. Being burdened 
  by the distant Galactic Republic piqued the natu-
  ral aggression of the Kerkoidens, and they were 
  quick to voice their support for Count Dooku’s 
  secessionist movement. Wanting to protect the 
  Confederacy, a militarist fervor polarized the 
  Kerkoidens against the wealthy humans of the 
  Core Worlds, only for an aggressive Republic 
  military campaign to subjugate their planet early 
  in the war. Kerkoidens are now occupied by the 
  Empire, with harsh restrictions punishing them 
  for their role in the war. Militarism has not died 
  down in recent decades, and most Kerkoidens 
  are now longing for a chance to take revenge on 
  the Empire.
  NOTE
  K
  erkoidens come from The Clone Wars TV 
  show, which often contradicts Legends sourc-
  es. Furthermore, everything following below is 
  based on the author’s own assumptions. How-
  ever, just as many Legends species could also 
  exist in Canon, nothing prevents Kerkoidens 
  from existing in Legends.
  
  144
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  KHIL
  A species that has been rather successful in galactic 
  commerce, the Khil are gifted with a combination of 
  friendliness and work ethic. They value unifying the 
  galaxy, so they often travel to other planets, welcome 
  foreigners to their own homeworld, and detest the Em-
  pire’s xenophobia.
  Physiology: The Khil are humanoids with gray-green 
  skin. They have wide variation in height, as some adults 
  aren’t much higher than a meter, while others are two 
  meters tall. They have pointed ears and dark gray eyes. 
  Their most notable features are their hullepi, which are 
  similar to tentacles. Each Khil has six hullepi that they 
  use to breath, speak, and absorb liquid nutrients. Very 
  uniquely, they only consume water, organic debris, bac-
  teria, and juices.
  Society: Khil are a people who are hardworking and 
  ambitious. Though not particularly greedy, they do val-
  ue success in their careers, and they detest laziness and 
  wasting time. Their mentality is also very arrogant in 
  that they believe they can achieve anything if they are 
  willing to work hard enough. They are business-orient-
  ed, and many find work in management positions. From 
  corporations to individual traders, they are a people 
  who have made a massive impact on the economy of 
  the galaxy. Further encouraging their impact on the gal-
  axy is the fact that they are a friendly people who are 
  polite and willing to embrace other cultures. Despite 
  their many successes, their extreme tenacity has the 
  drawback of sometimes causing mood swings or ner-
  vous breakdowns.
  Homeworld: Khil come from Belnar, a swampy world 
  in the Colonies. The cities on Belnar aren’t as urban as 
  those on other worlds. Instead, they are lower in den-
  sity and have a number of parks. These parks are in 
  wetlands, and Khil value them for aesthetic purposes as 
  well as a place to feed.
  Language: The Khil speak Khilese, an extremely mu-
  sical language that only they can speak. Most of them 
  also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Discipline
  • Entrepreneurial Spirits: Receive the talent 
  “Wheel and Deal.”
  • Hullepi: May survive off of absorbing bacteria and 
  organic debris for food.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  CITIZENS OF THE GALAXY
  A
  s a very social people, the Khil consider 
  themselves as “citizens of the galaxy.” They 
  place more value in galaxy-wide unity than unity 
  of their own species. Because of this welcom-
  ing perspective, many Khil are found offworld, 
  and their cities are often filled with other spe-
  cies. They value peaceful interaction, but they 
  have a strong military to ensure that they ar-
  en’t attacked. All Khil are called to military ser-
  vice at least once in their lifetime. Although the 
  Khil valued the unity provided by the Republic, 
  many now oppose the Empire, as it violates their 
  peaceful and democratic values.
  
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  Complete Species Guide
  KHOMMITE
  The Khommites once decided that their species acheived 
  optimal genetic structure. As such, they ceased to re-
  produce normally and instead created new members by 
  cloning the best of their society. They are very fond of 
  uniformity and are slow to adapt.
  Physiology: Khommites are a species of near-humans 
  that believe their genetics are perfect. All Khommites 
  are clones, so they all have others who share their ge-
  netic material. They still have some genetic diversity, as 
  there are plenty of different individuals that they can 
  be cloned from. All of these individuals were viewed as 
  having “perfect” genetics. All Khommites have skin that 
  is somewhere between tan, brown, and green. They can 
  be as tall as two meters or as short as barely over a 
  meter. Their digestive system is extremely specified and 
  is only able to consume certain processed wafers. They 
  have no hair and lumps on their forehead and scalp. 
  They have no biological genders. Despite this, they are 
  referred to with masculine pronouns for the sake of sim-
  plicity.
  Society: Khommites value organization and mathemat-
  ical perfection. That is why their society is so uniform. 
  They are extremely adverse to change, so their society 
  has remained the same for the past millennium. This will 
  eventually change when Admiral Daala will attack the 
  Khommites in 12 ABY, forcing them to adapt.
  Homeworld: Khommites come from Khomm, a world 
  on the edge of the Deep Core. It is isolated and has 
  mostly ocean and plains. It is perfectly organized into 
  cities of uniform grids that are unchanging. Many vis-
  itors are driven crazy by the blandness of the planet.
  Language: The Khommites generally speak both 
  Khomm and Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 100
  • 1 rank in Medicine
  • Optimization: May train any 1 skill up to 3 during 
  character creation.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  CLONING PRACTICES
  T
  hough their expertise is not as well-known, 
  Khommites have been extremely good cloners 
  for about 1,000 years. However, they refuse to 
  adapt and innovate, so their expertise is limited 
  to cloning the certain individuals that they have 
  chosen. Although clones are theoretically all the 
  same, and cloning Force-sensitives is thought 
  to be impossible, Khommite practices will break 
  both these laws very rarely. Every once in a 
  while, a Khommite will be Force-sensitive. The 
  Dorsk clones are particularly prone to becoming 
  Force-sensitive, as evidenced by Dorsk-81 and 
  Dorsk-82, beings who will eventually join Luke 
  Skywalker’s Jedi Order. They view them as un-
  desirable flukes. All clones are given the name 
  of the person they are cloned from followed by a 
  number showing the order of their creation.
  
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  KIAN’THAR
  A hardworking species of reptiles adapted to living in 
  swamps, the Kian’thar are gifted with empathic abilites 
  that allow them to sense the emotions of those around 
  them. As such, they get along well with others, and 
  many enjoy exploring the galaxy despite originating 
  from a backwater world.
  Physiology: Kian’thar are a species of semi-aquatic 
  reptiles with maroon or pink scales. Instead of a nose, 
  they have two dangling tentacles, and they have droop-
  ing tendrils extending from their eyebrows. Their eyes 
  are yellow and lack pupils, and their neck is protect-
  ed by multiple keratin plates. They are bulky, and their 
  hands have four thick fingers, making them somewhat 
  uncoordinated. Their most unique ability is their em-
  pathy: Similar to Gotals and Zeltrons, the Kian’thar are 
  capable of sensing the emotions of the people around 
  them.
  Society: On the whole, Kian’thar are a kind and peace-
  ful people. This is partly because their ability to sense 
  emotions makes it much easier for them to empathize 
  with anyone. Although they are prone to mood swings, 
  they are disciplined and hardworking. They show con-
  stant determination, and it was this drive that caused 
  them to take up a somewhat nomadic lifestyle. They 
  continue to enjoy exploration, and many relish the chal-
  lenge of assimilating with offworld cultures. For those 
  who remain on their homeworld, controlling animals is 
  essential: They ride flying bentails and herd an aquatic 
  species known as the derlac. Offworld, their empathy 
  makes them excel in any role that requires social inter-
  action, such as being an ambassador, counselor, or con 
  artist.
  Homeworld: The Kian’thar come from Shaum Hii, a 
  backwater Outer Rim world with relatively few people. 
  It is swampy, and the Kian’thar have built their villages 
  along the shores.
  Language: Kian’thar speak Kian’thar, a language which 
  uses bubbling sounds and croaks. Many Kian’thar can 
  also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • Animal Affinity: Receive the talent “Beast 
  Wrangler.”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Empathy: Once per encounter as a maneuver, 
  sense the presence and emotional state of everyone 
  within short range. May use this ability to upgrade 
  the difficulty twice when opposing a Deception 
  check.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  IITH’LON AND LLLUN
  T
  he Kian’thar come from a region of space 
  which is very hard to navigate, so it took a 
  long time for them to be discovered by the rest 
  of the galaxy. About 300 years ago, a group of 
  Shistavanen scouts finally made contact with the 
  Kian’thar, and the concept of interacting with 
  the galaxy has been a major controversy among 
  their people ever since. A faction known as the 
  Lllun advocate trading with the galaxy, joining 
  the Republic, and encouraging immigration. The 
  Iith’lon want isolation and wish to avoid the ex-
  ploitation that is common in the Republic. How-
  ever, the two sides are more peaceful than many 
  other political factions, and both sides under-
  stand that the other has good intentions. For 
  what it’s worth, more than 2,000,000 Kian’thar 
  have left their home galactic community, and 
  Shaum Hii has developed ties with Black Sun and 
  the Hutts.
  
  147
  THE COMPLETE SPECIES GUIDE
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  KIFFAR
  An individualistic species of near-humans, the Kiffar are 
  capable of breeding with humans but are still considered 
  to be their own species. They value their independence, 
  are loyal to their clan, and have mostly stayed out of 
  galactic affairs.
  Physiology: The Kiffar are very closely related to hu-
  mans, enough that they can interbreed. The biggest 
  visual difference between the two is that the Kiffar al-
  ways wear tattoos that represent their clan. Kiffar typi-
  cally have dark hair, and they generally style it into long 
  dreadlocks. Kiffar are more likely to be Force-sensitive, 
  which is typically manifested in psychometry, a rare 
  Force power that about one percent of the Kiffar pop-
  ulation can use. Using psychometry, Kiffar can touch 
  objects and receive visions from the Force that show 
  them the object’s past.
  Society: Kiffar are a people who value their own in-
  dependence, staying out of galactic affairs and being 
  ruled only by themselves. They see outsiders as danger-
  ous and are generally nationalists. They are organized 
  into clans, and clan heritage is very important to them. 
  Their markings, which they call qukuuf, are passed 
  down through the family maternally, but Kiffar with a 
  human mother will typically use their father’s tattoos. 
  Conversely, clan membership is passed down paternally, 
  and those with a human father can join their mother’s 
  clan. Clans were once constantly in tension with one 
  another, typically through complex alliances, while oth-
  ers engaged in open warfare. This changed 3,500 years 
  ago under the reign of the Sith Empire, who brought 
  tyranny to the Kiffar and killed many of them. With a 
  far smaller population ever since, the Kiffar have been 
  mostly united.
  Homeworld: Kiffar inhabit the Azurbani System, which 
  contains the planets Kiffu and Kiffex. The two planets 
  orbit each other, generating electric storms that the Kif-
  far use to generate energy. Kiffu is their somewhat arid 
  homeworld, while Kiffex is an agricultural world that also 
  has their prisons.
  Language: Kiffar do not use a native language, and all 
  know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Discipline
  • Psychometry: When using the Foresee power 
  while touching an inanimate object or corpse, may 
  see events relating to the object’s past rather than 
  the future.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  KIFFU GUARDIANS
  K
  iffu Guardians, also known as the Guardians of 
  Kiffu, are an important Kiffar institution that 
  acts as a police force in their space. The Kiffu 
  Guardians wear black armor, and they share a 
  symbol with clan Vos, which is a gold five-point-
  ed star outlined by a circle. The leader of the 
  Guardians is known as the sheyf, and the sheyfs 
  have absolute power over Kiffar society. One 
  of the most prominent sheyfs in recent history 
  was Tinté Vos, who began her career as a Kiffu 
  Guardian and rose through the ranks. In order to 
  take the throne, however, she needed to defeat 
  two rivals, Pethros and Quian Vos. She sacrificed 
  them to the Anzati Dark Jedi Volfe Karkko and 
  adopted their son, Quinlan Vos. He was even-
  tually taken from Tinté by the Jedi, who trained 
  him, but Quinlan would encounter her again 
  after he joined Count Dooku during the Clone 
  Wars. During this encounter, Quinlan uncovered 
  the truth and killed Tinté in his rage. In the re-
  sulting power vacuum, the Confederacy was able 
  to rule Kiffu and Kiffex, although the Vos family 
  would retake power after the war.
  
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  KILLIK
  Originally from Alderaan but now living in the Unknown 
  Regions, the Killiks are hive-minded insects who arrange 
  themselves into nests, each of which has its own genet-
  ics. The hive minds they form are capable of telepathi-
  cally influencing both its members and outsiders.
  Physiology: Killiks are a species of eusocial insects who 
  organize themselves into hives known as nests, each of 
  which is a distinct subspecies. Depending on the nest, 
  their size and other characteristics can vary dramati-
  cally. What all Killiks generally have in common is that 
  they have a segmented body with two powerful legs and 
  four arms, three-fingered hands with claws, and a pro-
  tective exoskeleton made of black or green chitin. They 
  have antennae, mandibles, and glowing, red eyes on 
  the side of their head. Killiks can reproduce quickly, 
  with females being able to lay thousands of 
  eggs and larvae reaching adulthood 
  in a few years, but they rarely re-
  produce so quickly unless there 
  are enough resources. Almost 
  all Killiks are females, and the 
  males are only used for repro-
  duction. The most unique abil-
  ity of the Killiks is that they can 
  form a hive mind: Using pher-
  omones and electromagnetic 
  waves, they can communicate 
  telepathically. 
  Furthermore, 
  with enough exposure, Kil-
  lik pheromones can alter the 
  structure of non-Killik brains, 
  seducing aliens and grant-
  ing them telepathy, so they 
  become part of the hive as 
  Joiners. Telepathy has limit-
  ed range, but they can form 
  chains of Killiks to extend its 
  signal. Each nest has differ-
  ent castes, including war-
  riors, assassins, attendants, 
  and membrosia givers, who 
  secrete a potent form of al-
  cohol called membrosia.
  Society: Killiks, who call themselves the Kind, act as 
  a nest rather than distinct individuals, and all are con-
  trolled by what they call the nest’s Will. The nest ab-
  sorbs the skills and knowledge of every individual, and 
  it also averages their personalities. While each nest has 
  its own personality, they are typically peaceful but seek 
  to increase their numbers. Killik nests do not care about 
  individuals, only the entire nest’s success, so they are 
  extremely industrious and will sacrifice lives on a whim. 
  Their combined memory makes them very knowledge-
  able, but they cannot distinguish which memories are 
  true and which are memories of fiction.
  Homeworld: Killiks originate from Alderaan, but the 
  species migrated to the Unknown Regions around 
  30,000 BBY. There, they control a number of planets 
  in their pocket of space and are unknown to all but the 
  Chiss.
  Language: Killiks use telepathy for most communica-
  tions, but they also have a native language, Killik. It is 
  a visual sign language, using dance to convey meaning.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Chitinous 
  Exoskeleton: 
  Receive 
  the 
  talent 
  “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Hive Mind: Communicate telepathically and 
  automatically provide or receive assistance with all 
  other Killiks of the same hive within extreme range. 
  To act against the nest, must pass a Discipline vs. 
  Discipline check opposed by the nest.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  THE DARK NEST
  I
  n 27 ABY, the Jedi Raynur Thul and Dark Jedi 
  Welk and Lomi Plo crash landed on Yoggoy, a 
  Killik colony, and they became Joiners. Raynur 
  Thul helped the Killiks expand, while the Dark 
  Jedi formed the Gorog secretive nest and ma-
  nipulated Killik politics to start a war against the 
  Jedi, Galactic Alliance, and Chiss. The Killiks ul-
  timately lost, and the Gorog nest was exposed, 
  so they returned to the Unknown Regions. From 
  then on, the Jedi placed nanotechnology on 
  their colonies that would sabotage them if they 
  attempted to overpopulate again.
  NOTE
  E
  very Killik nest has different genetics, which 
  may translate into different stats. This stat 
  block should serve as a base but may be modi-
  fied as needed.
  
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  KITONAK
  Kitonaks are one the slowest species in the galaxy. They 
  are incredibly meticulous, so much so that many mis-
  take them for being asleep. They are relatively small and 
  often move by burrowing or slithering.
  Physiology: Kitonaks are chubby but small humanoids 
  with off-white, pink, or tan skin. Their skin is thick and 
  keeps them well protected in most cases. They can go 
  for a very long time without eating and go for four hours 
  without breathing. This comes at the cost of low energy. 
  Kitonaks are as slow as they come and actually often 
  move by slithering. They can also move by burrowing. 
  Their eyes, ears, and mouth are small, and their head 
  also lacks hair. A nearly cylindrical portion of flesh wraps 
  around their head, which ends in a nose. They can also 
  smell from their feet, which have two toes.
  Society: Kitonaks are extremely patient, and many are 
  painfully slow to interact in social situations. This makes 
  many mistake them for being asleep or non-sentient, 
  although the Kitonaks are typically too simple to utilise 
  this underestimation. They are calm and take a long 
  time before deciding anything. They live nomadically 
  and often lose their possessions to desert winds. They 
  are scared of caves, which are considered passages to 
  the underworld. They are democratic, but low technol-
  ogy and slow communication between tribes makes the 
  government a negligible force. Kitonaks ritually mate in 
  rivers for the “Great Celebration of Life” during rains. 
  The couples then return to the river in the next decade 
  to be together for the birth, also done underwater.
  Homeworld: Kitonaks wander the deserts of Kirdo III, 
  a windy planet. They hunt chooba, which can feed them 
  for a month.
  Language: Kitonaks speak Kitonese, and many also 
  speak Basic very slowly. They are generally silent.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Lore
  • Thick Hides: Receive the talent “Durable.”
  • Desert Inhabitants: May go up to 4 months 
  without eating.
  • Diggers: May spend 2 maneuvers to tunnel 
  through loose soil, moving 1 range band.
  • Methodical: May only spend 1 maneuver per turn 
  moving. This does not apply when digging.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SMALL EXCITEMENTS
  T
  he highlight of the day for Kitonaks is the sto-
  rytelling session. Every night, the tribe gets 
  together to tell a story together. Each member 
  takes turns adding their own details and plot 
  twists, and the story slowly progresses over the 
  course of days. For the youth of crowded tribes, 
  another bold adventure can be taken. Some 
  choose to become wanderers, in search of less 
  populous tribes. These nomads play their flutes 
  to attract attention as they wander the desert.
  
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  KLATOOINIAN
  A ridiculously unfair treaty that has been around for 
  millenia keeps the Klatooinians in service to the Hutts. 
  The Klatooinians are canines who place extreme value in 
  age, loyalty, and tenacity. They consider time to be the 
  most powerful force in the universe.
  Physiology: Klatooinians are humanoids with a dog-
  like face and no hair. Their skin is brown, tan, or olive 
  green, and their face has heavy eyebrows, clear, dom-
  inant, jowls, and a blunt nose. Their hands are strong 
  and have natural dexterity, giving them an edge with 
  blasters. They are roughly the height of a normal hu-
  man, although sometimes a bit taller
  Society: Klatooinians value loyalty, perseverance, and 
  tenacity. As one of the older civilizations in the galaxy, 
  they have a long history. Like the Weequays, another 
  common servant to the Hutts, they let religious beliefs 
  dominate their culture. They celebrate time, and they 
  are ruled by elders. These elders, who form the Council 
  of Elders, are judged by age and their understanding of 
  Klatooinian culture. The latter is judged by ceremonial 
  debate. This council rules the planet from a palace which 
  is situated near the Fountain of Ancients. Klatooinian 
  education teaches their youth Huttese, Klatooinian his-
  tory, and lore about the glories of Klatooinians in Hutt 
  servitude. They are then transferred into slavery for a 
  Hutt and are given a more practical education on what 
  they need to know for their job. They do martial work 
  very well, and although they have learned many differ-
  ent crafts, the Hutts generally prefer them in bodyguard 
  or mercenary roles. Because they value tradition, most 
  Klatooinians prefer simpler weapons such as slugthrow-
  ers and swords.
  Homeworld: The Outer Rim world of Klatooine is an 
  arid world consisting of deserts and savannas. It is in 
  the Si’Klaata Cluster at the northern tip of Hutt Space. 
  The primary feature is the Fountain of Ancients, which 
  is a gap in the crust that has sprayed out liquid wintri-
  um. The wintrium freezes on contact with air and looks 
  like water in mid-flow. Nearly indestructible, it has never 
  been harvested, as the Klatooinians (and the Hutts who 
  protect the Fountain) forbid it.
  Language: The Klatooinian language, Klatooinian, 
  is now dead. Although a few ancient texts have been 
  found, it has yet to be fully resurrected, and the Hutts 
  forbid its use. Otherwise, Klatooinians know Huttese 
  and can speak Basic if needed.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Brawl or Ranged-Heavy
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  TURNING OF THE SEASONS
  K
  latooinians have been in Hutt servitude for 
  millenia, and have been mostly content to do 
  so. This is because of the Treaty of Vontor, which 
  places Klatooinians in the power of the Hutts. In 
  exchange, the Hutts have vowed to protect the 
  sacred Fountain of Ancients. Considered to be 
  a gift from their gods (known as the Ancients) 
  the Klatooinians forbid anyone from touching or 
  nearing the structure. Modern technology must 
  stay at least a kilometer away, so as to keep the 
  area as it was in ancient days. Klatooinians re-
  vere time, however, and believe that everything 
  else must wither away in the face of time, even 
  their treaty. Now, many Klatooinians are ready to 
  shake off the shackles of servitude and win their 
  freedom. They hide in secret enclaves and try 
  to revive their dead language and culture. The 
  Hutts have responded with harsher restrictions, 
  only to find that this just increases resistance.
  
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  KOORIVAR
  A difficult past has caused the near-human species 
  called the Koorivar to become greedy, shady, and busi-
  ness-oriented. Because of a great deal of work, they 
  have managed to settle on the world of Kooriva.
  Physiology: Koorivar are near-humans, but they are 
  distinguished by a tall horn atop their head and dif-
  ferent skin color. Their skin can be yellow or green in 
  males and purple or red in females. Though they are 
  often hooded, they actually have several horns which 
  surround their large, spiralling horn. Horns are an im-
  portant status symbol to Koorivar. Large horns are very 
  prominent in the upper class, while those with smaller 
  horns end up in the lower class. Those who lose their 
  horns can be banished. Their skin is scaled and their 
  eyes are yellowish.
  Society: Koorivar value financial prowess and business 
  success above all. Even marriage is entirely focused on 
  getting optimal financial benefit. In school, Koorivar 
  learn little other than how to trade, conduct business, 
  and negotiate. They almost always focus on being busi-
  ness administrators, traders, or merchants. Many start 
  their own business at the age of ten or earlier.
  Homeworld: The original Koorivar homeworld is long-
  lost, and though many are dispersed, their homeworld 
  is now Kooriva. It is a jungle planet in the Inner Rim. It 
  has economically struggled under Imperial rule.
  Language: Koorivar speak Koorivar, although the lan-
  guage also requires hand gestures. Many also know Ba-
  sic, as it is important for business.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 100
  • 1 rank in Deception or Negotiation
  • Savvy 
  Liars: Receive the talent “Plausible 
  Deniability.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  IN SEARCH OF A WORLD
  F
  or all their wealth, Koorivar long struggled 
  to gain what other species take for granted: 
  a homeworld. Their own home planet has long 
  been uninhabitable due to an unstable star, so 
  they searched the galaxy for a new home. They 
  eventually decided to lease the planet of Koori-
  va. After several centuries, they named them-
  selves the Koorivar and petitioned the Senate to 
  buy the world. They were turned down and were 
  forced off of Kooriva shortly after. For more than 
  500 years, they travelled the galaxy and worked 
  together to gain influence. Learning the shady 
  ways that they are now known for, they even-
  tually got enough power to overturn the vote. 
  However, even after owning Kooriva, it wasn’t 
  all perfect. The Republic cracked down on them 
  for illegal activities of all sorts, they dealt with a 
  blockade over Kooriva, and they faced sanctions. 
  During the Clone Wars, the Koorivar on Repub-
  lic worlds faced newfound troubles. The Koorivar 
  held great power with the Corporate Alliance, 
  which sided with the CIS, so Kooriva joined the 
  Confederacy, Thanks to that, the Koorivar on 
  Republic planets like Coruscant were persecuted 
  and many were forced to leave. The species has 
  suffered greatly under Imperial rule as further 
  punishment for the Clone Wars. The dwindling 
  Corporate Alliance has fled to the Corporate Sec-
  tor.
  
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  KORUN HUMAN
  Force-sensitive humans from the planet Haruun Kal, the 
  Korunnai were nearly wiped out by the Empire. They are 
  loyal to the herds they own, their family, their extended 
  family, and their sense of courage and integrity, in that 
  order.
  Physiology: Korunnai are a group of primitive humans 
  who descend from a line of Jedi. All are Force-sensitive 
  to some extent, and they also boast a tolerance to tox-
  ins. Otherwise, they are genetically identical to humans, 
  but they are less diverse, having exclusively darker skin 
  and black hair.
  Society: Korunnai live a primitive lifestyle among clans 
  of their extended family that they refer to as Ghôsh-
  es. They refer to those within their Ghôsh as Dôshallai, 
  meaning clan-brothers. They survive by herding animals 
  called grassers, and they use akk dogs for protection. In 
  order to tame these animals, they use the Force, which 
  they know as the Pelekotan, an entity that controls 
  nature itself. They view themselves as products of the 
  Pelekotan, which they exist to serve. They excel in using 
  the Pelekotan to guide animals, and their powers in that 
  domain are often superior to those of Jedi. Their spiritu-
  al leader is called the lor pelek, a shaman who is also a 
  skilled warrior. Although they were allies of the Republic 
  during the Clone Wars, their population was decimated 
  by an Imperial bombardment shortly after the war, and 
  few Korunnai survived.
  Homeworld: Korunnai come from the volcanic planet 
  of Haruun Kal, a planet with a toxic atmosphere, espe-
  cially in the lowlands. As such, the Korunnai live in the 
  jungles on mountains and plateaus, where the toxins 
  are at a low enough concentration for them to survive. 
  It also has many fungi which destroy metals, although 
  coating metals in portaak amber allows them to survive 
  for short periods of time. It is governed mostly by off-
  worlders, whom the Korunnai call Balawai.
  Language: Korunnai speak Koruun, also known as Ko-
  runni, and they have a distinct way of communicating 
  even when they use Basic. They always measure dis-
  tances using travel time, and they shift their head to the 
  side rather than shrugging.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Survival
  • Animal Tamers: Receive the mentor discount on 
  the Influence Basic Power. When using an Influence 
  Power check on an animal, add bb
  bb.
  • Poison Tolerance: Add bb
  bb on Resilience 
  checks to deal with poisons, and reduce ratings of 
  dangerous atmospheres by 1.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE FOUR PILLARS
  O
  ne of the most important aspects of Korunnai 
  culture is the Four Pillars, a guide to their mo-
  rality. The most important pillar is Herd. As they 
  depend on the grasser herds to survive, they are 
  expected to place Herd above everything else, 
  including other pillars. Beneath it is Family, for 
  whom they are expected to defend, caring for 
  their elders and teaching their children. Beneath 
  Family is Duty, which is their commitment to 
  work hard and serve their entire Ghôsh. Finally, 
  there is Honor, which is beneath all other pillars. 
  Honor is a commitment to integrity and courage.
  
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  Tiny, annoying sentients that many consider to be ani-
  mals, the Monkey-Lizards are primitive scavengers who 
  have began to explore the galaxy by stowing away on 
  ships. They enjoy mockery and pranks, so many are 
  used as court jesters.
  Physiology: Kowakian Monkey-Lizards are small ar-
  boreal creatures, averaging two thirds of a meter tall, 
  with relatively long limbs and a tail. They are reptiles, 
  although they have a beaked mouth and no teeth. They 
  also have very long ears and yellow eyes on their trian-
  gular head. They are further distinguished by a small 
  mane of hair growing around their neck. They have 
  clawed hands and feet, which they typically use for 
  climbing. Their mind is not very developed, and their 
  sentience is debatable. They come in many colors, in-
  cluding tan, red, yellow, green, and blue. They survive 
  mostly by scavenging and have a stomach that allows 
  them to eat even the most rotten of foods.
  Society: Kowakian Monkey-Lizards live in large groups 
  that share a nest. They often enjoy swinging through 
  treetops and exploring. Most of them survive by eating 
  insects, worms, and rodents. Barely sentient, they are 
  quite mischievous and greatly enjoy destruction. They 
  also enjoy mockery through their well-timed laughter, 
  by throwing things, or by pulling pranks. They are cru-
  el even to other Monkey-Lizards and will never share 
  food. They have some structure to their society, and 
  each member of the nest is given a particular role. Some 
  scavenge, some guard, some scout. The oldest female 
  is their leader.
  Homeworld: Kowakian Monkey-Lizards come from 
  rainforests on the Outer Rim world of Kowak. A pop-
  ulation of Zygerrians and their slaves also live on the 
  planet.
  Language: Kowakian Monkey-Lizards have a chirping 
  language of their own, but they also can repeat lan-
  guages that they hear. Some can understand Basic or 
  Huttese if they have heard it for long enough.
  SPECIES ABILITIES
  • Wound Threshold: 5+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 110
  • 1 rank in Survival
  • Foragers: Receive the talent “Forager.”
  • Excellent Stomachs: Suffer no penalties for eating 
  spoiled or rotten food.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  TRAVELLING THE GALAXY
  S
  towing away on ships has allowed Kowakian 
  Monkey-Lizards to traverse the galaxy. They 
  have infested the swamps of Baroonda, for ex-
  ample. They are also taken offworld by crime 
  lords. While frowned upon in civilized society, 
  they seem to get along better with more shady 
  figures. These figures enjoy them as pets, court 
  jesters, and even spies. While they are too stub-
  born to be properly trained, they are cunning 
  enough to understand what owners want. Be-
  cause of this, they will behave if their well-being 
  is at stake. They are typically smart enough to 
  know when that is the case.
  KOWAKIAN MONKEY-LIZARD
  
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  KREVAAKI
  Crustaceans protected by thick plates, the Krevaaki have 
  eight tentacles, but they often conceal all but two of 
  them beneath their robes to have a humanoid posture. 
  They are similar to the Jedi in many ways: Force-sensi-
  tivity is common among them, and even those who lack 
  the Force are deeply philosophical.
  Physiology: Krevaaki are shallow-water crustaceans 
  who are protected by a tough, red-brown shell. They 
  have eight tentacles, although these tentacles become 
  increasingly specialized as they age. Once they become 
  adults, six of their tentacles can only be used for walk-
  ing. Their upper two have opposable thumbs but lack 
  fingers, so the Krevaaki somewhat struggle with using 
  technology. Their head is hairless and has pointed ears 
  near the top of it, and they have large, blue eyes. On 
  their chin, they have six tiny tentacles that they use as 
  olfactory organs. Because of their unique appearance, 
  most species have a hard time understanding their facial 
  expressions, and it is harder for them to interact with 
  others. Their unique body structure is also unsettling to 
  some species, so they often cover up their six tentacles 
  that act as legs using long robes, so that they can as-
  sume a more humanoid posture.
  Society: Krevaaki are a philosophical people who value 
  wisdom. Not unlike the Jedi, they are peaceful, resolv-
  ing conflicts when necessary but doing so humbly and 
  nonviolently whenever possible. Furthermore, they seek 
  to purify themselves of negative emotions like hatred or 
  jealousy and find inner peace. They meditate frequently 
  and constantly seek wisdom, and very few of them are 
  truly interested in money or fame. Many enjoy explora-
  tion, so they are often found expanding the frontier as 
  scouts or colonists.
  Homeworld: Krevaaki hail from Krevas, an Outer Rim 
  planet. Krevaaki inhabit its shallow swamps, and the 
  rest of the planet is covered in oceans.
  Language: Most Krevaaki know both verbal and written 
  Kreva, and those who explore the galaxy also generally 
  learn Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Resilience
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Stoic: Add b on all Deception checks, add b on 
  all Charm checks.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  KREVAAKI AND THE FORCE
  K
  revaaki have a strong connection to the Force, 
  and even those who cannot truly sense it seek 
  to understand its power or even feel its calling. 
  Many Krevaaki leave their home in order to learn 
  more about the Force, and countless others obey 
  what they sense to be their destiny. They can 
  make bold decisions that make little sense ratio-
  nally because they believe that is what they have 
  been called to do by the Force.
  
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  KRISH
  The Krish are obsessed with competitions and games 
  of all sorts, and they bring a competitive approach to 
  everything they do that often allows them to conquer 
  difficult tasks. Many are hunters, a field where their ex-
  ceptional athleticism is particularly useful.
  Physiology: Krish have a muscular, athletic body and 
  gray-brown skin. Their wiry hair at the back of their 
  head is typically dark red, although it can vary in col-
  or. They have a bony ridge going along their skull that 
  starts at the nose and goes all the way around their 
  head. Their face is very wrinkled, and their eyes are red. 
  Whenever they are even mildly amused, Krish will smile 
  prominently.
  Society: Krish are by nature extremely aggressive and 
  competitive. They have come to love sports and oth-
  er games, and they place high value in entertainment. 
  They also enjoy puzzles, and many are gamblers. They 
  respond extremely well to adversity, but they are prone 
  to boredom when faced with easier tasks. As such, many 
  Krish will intentionally handicap themselves in order to 
  provide a challenge with certain tasks. Their love of ex-
  citement and sport has prevented them from experienc-
  ing real success in the galaxy, as they can be lazy and 
  distracted in many jobs. Although they can be excellent 
  hunters when focused, they are easily goaded, and their 
  tendency to handicap themselves can become an issue.
  Homeworld: Krish come from the Mid Rim planet of 
  Sanza, which is also known as Krish. It has many rain-
  forests, but a majority of habitable land that isn’t used 
  up by industry has been devoted to making stadiums, 
  resorts, or race tracks. This can make it a popular tourist 
  destination.
  Language: The Krish have a gruff language which uses 
  grunting and bellowing. Their written language is ex-
  tremely complicated, as their alphabets are optimized 
  to minimize the amount of symbols needed.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 100
  • 1 rank in Athletics or Cool
  • Skilled Hunters: Receive the talent “Expert 
  Tracker.”
  • Easily Distracted: When encountering a puzzle, 
  contest, sport, or game, may become distracted at 
  the GM’s discretion. When passing up on a chance 
  to watch or play, must pass a ddd
  ddd Discipline 
  check or suffer 2 strain and become disoriented 
  for the remainder of the encounter. May spend 10 
  XP at character creation to remove this penalty 
  permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BUSINESS AND POLITICS
  K
  rish can be surprisingly successful in many 
  businesses or even politics, as they can treat 
  these fields like any other game. This tendency 
  to game the system gives them a reputation of 
  being very selfish, deceitful, or corrupt. Although 
  these tactics are often successful, their short at-
  tention span makes it hard for them to achieve 
  any real wealth or power. Once they have what 
  they want, they will often retire or move on so 
  that they can focus on new challenges.
  
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  KRYTOLLAK
  Shell-covered mammals who eat vegetables and rocks, 
  the Krytollaks are psychologically inclinded to support 
  monarchs and value order. This makes them supporters 
  of the Empire, although they have only had limited con-
  tact with the outside galaxy.
  Physiology: Krytollaks are mammals with an exoskel-
  eton in addition to their internal bones, granting them 
  extra protection. Because of this brown, black, or green 
  shell, they are often mistaken for insectoids. They are 
  actually capable of growing their exoskeleton, which 
  they keep for their entire life. They also live a bit longer 
  than humans and never stop growing, so elder members 
  of their people can be up to three meters tall. Females 
  are generally larger than males by a decimeter or two in 
  height. Both their mouth and their dark eyes are visible 
  through slits in their shell, and they have no distinct 
  head. They have three-fingered hands, and they have 
  front-facing and rear-facing toes which are both clawed. 
  Krytollaks do not eat meat, but they do consume vita-
  mins and minerals by eating rocks to supplement their 
  diet of vegetables. They consider rocks or plants from 
  other planets to be delicacies.
  Society: Unified by a single planetary government, Kry-
  tollaks believe in the need for monarchy and order and 
  are all ruled by Empress Devir. They also have a racial 
  hierarchy in which those with green shells, about one 
  in 25 Krytollaks, are royals, while the rest are workers. 
  They all place high value in hand-to-hand combat, often 
  brawling to resolve disputes. These brawls are relative-
  ly harmless because of their shells, so they are quite 
  friendly. Serious disputes are resolved in duels with 
  weapons, although ranged weapons of any kind are for-
  bidden. Although they have these violent tendencies, 
  they are still very restrained in most situations. They 
  are patient, listening carefully and remaining silent or 
  responding passively before coming to a decision, but 
  they are slow to forgive.
  Homeworld: Krytollaks come from Thandruss, a planet 
  with two moons that is in the Expansion Region. It was 
  discovered very recently by the rest of the galaxy, when 
  their technology was only steam-powered. Now, they 
  have quickly embraced new technology, but it is hard to 
  acquire. They view vibroblades as a rare commodity and 
  seek to own their own hyperdrives.
  Language: As they have only been discovered by the 
  galaxy very recently, Krytollaks generally don’t speak 
  Basic and only know their native language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Brawl or Melee
  • Hardened Shell: Receive the talent “Enduring.”
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  KRYTOLLAKS AND THE EMPIRE
  B
  ecause of their cultural inclination toward 
  monarchy, the Krytollaks practically worship 
  Emperor Palpatine. However, they recognize 
  the failures of his subordinates, and many are 
  frustrated by high Imperial taxes. As such, they 
  hope to inform Palpatine of their plight so that 
  he can rat out corruption and improve his Em-
  pire. Nevertheless, they still see the Empire as a 
  necessity that exists for the greater good, and 
  they see the Rebel Alliance as a dangerous or-
  ganization that will bring anarchy or a very cor-
  rupt democracy if they succeed. Empress Devir 
  has many Imperial advisors, and Krytollak nobles 
  now dress in way based on the attire of Imperial 
  nobility, typically wearing the gray uniforms of 
  the Imperial Military.
  
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  INSECT EATERS
  K
  ubaz eat insects and view all insectoid crea-
  tures as mere food. This includes Verpine, 
  Geonosians, Gand, Killiks, and Fefze. They also 
  eat non-sentient insects, and many Kubaz travel 
  the galaxy to bring their clans information about 
  the cuisine on other planets. When Kubaz first 
  began to explore, they were very violent towards 
  the Verpine. That incident required Republic in-
  tervention in order to stop it. This has long kept 
  the Kubaz trapped on their homeworld, as they 
  have been discouraged by various governments 
  from developing the hyperdrive.
  KUBAZ
  The Kubaz are insect-eating mammals who place ex-
  tremely strong emphasis in protocol, family, and art. 
  Because of their diet, they consider all insects to be 
  nothing more than food, even the sentient ones. This 
  has caused many governments to keep them isolated 
  on their homeworld of Kubindi, away from the likes of 
  Verpine, Geonosians, Gand, and X’ting.
  Physiology: Kubaz are insect-eating mammals with 
  green or black skin. Their head is similar in shape to a 
  Rodian head, with a snout that acts as a highly sensitive 
  nose and as a mouth with two rows of teeth. This snout 
  also has the size and dexterity to effectively find and 
  grab bugs in small crevices, which the Kubaz eat. Their 
  black hair is short and bristled. Their eyes are sensitive, 
  both in terms of recognizing details and being damaged 
  by some types of light. Therefore, they are almost al-
  ways seen wearing goggles of some sort if they are on 
  any worlds with a red or yellow star.
  Society: Kubaz live underground nests that have a clan 
  structure. With each clan ruled by a Queen, Kubaz take 
  the name of the Queen that they have descended from. 
  Kubaz are obsessed with tact and decorum, highly em-
  phasizing the family unit as well as being strict in their 
  proper courtesies. Kubaz value culture and have a love 
  for art and literature. Not only that, but their odd mor-
  al codes do not consider thievery of such things to be 
  wrong. The earliest conflicts in Kubaz history are the 
  Hive Wars, a bloody civil war over their food supply: 
  insect farms. Kubaz were saved by genetic engineering, 
  a field that they called “insecticulture.” These sciences 
  allowed them to create insects that grew bigger and 
  tastier, as well as color coding them by clan. The Kubaz 
  have long attempted space travel, but recent efforts 
  have been sabotaged by the Empire. While the Empire 
  blames the Rebel Alliance on these attacks, many of the 
  clever Kubaz are able to see through these lies. A few 
  have joined the Alliance.
  Homeworld: Kubaz come from the world of Kubindi, 
  an Outer Rim planet not far from Hutt Space. Their sys-
  tem’s sun is a blue giant, which makes the world sun-
  baked and lacking in vegetation. For this reason, Kubaz 
  mostly live underground, eating insects out of their bur-
  rows. It is home to a multitude of insect species
  Language: Kubazian is the language of the Kubaz. 
  Most learn Basic as well, but with a nasally accent. They 
  tend to be only literate in their own tongue. They also 
  have a non verbal language, which they can also use. 
  It requires hand signals of touching the head, nose, or 
  shoulders.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Born Spies: Receive the talent “Stalker.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  
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  KUSHIBAN
  Kushiban are small lagomorphs who a simple society 
  based around small-scale agriculture and weaving. They 
  are kind, pacifistic, and generous, and they have a 
  reverance for the Jedi.
  Physiology: Kushibans are a very small species of lag-
  omorphs who are typically less than a meter long. Al-
  though they run best when standing on all four limbs, 
  they can stand on two limbs in order to use their front 
  limbs for manipulation. They are excellent leapers for 
  their size, and they can jump higher than a human and 
  climb many surfaces. In general, they are nimble and 
  quick. They have a soft, bushy tail and long ears, but 
  their face has more in common with primates than oth-
  er lagomorphs. Their wide eyes can change color, and 
  they often change to match the eye color of whomever 
  they’re looking at. One of the most unique abilities that 
  Kushibans have is color-changing fur. They can change 
  it to match a particular environment for camouflage, but 
  it also changes naturally based on their mood if they 
  don’t try to control it. It is white when they are calm or 
  asleep, gray when they’re upset, and black when they’re 
  mourning.
  Society: Kushibans are a very simple people who have 
  very little technology. They have negligible industrializa-
  tion and are mostly agricultural. They use fire to defend 
  themselves and farm silkweed to make fabrics. They 
  rarely choose to leave their home planet or embrace the 
  technology of the rest of the galaxy. They are a commu-
  nal people who are very generous and kind. However, 
  they are quick to anger and have little tolerance for bul-
  lies and cynics. Although they aren’t completely isolated 
  from the rest of the galaxy, they are not a commonly 
  seen species. Because of their appearance, many as-
  sume them to be pets or vermin. The Kushibans are very 
  reverent toward the Jedi, and they are honored when 
  Jedi search among them for apprentices. A number of 
  Kushiban have become Jedi. However, most Kushibans 
  find the idea of a Kushiban Jedi to be laughable.
  Homeworld: Kushibans come from Kushibah, a planet 
  in the northern part of the Outer Rim. It is isolated and 
  obscure with almost no advanced technology. It is the 
  home of a species of animal called the xinkra, who often 
  attempt to eat the Kushibans but are easily scared away 
  by fire.
  Language: Because of their isolated nature, few 
  Kushibans speak Basic. They typically only use their own 
  language, Kushiban.
  SPECIES ABILITIES
  • Wound Threshold: 7+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • Camouflage: Add b on Stealth checks.
  • Mood Fur: Upgrade the difficulty of Deception 
  checks opposed by someone who understands the 
  significance of fur colors.
  • Superb Mobility: May leap up to a meter with no 
  check. May climb up steep surfaces.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  KUSHIBAN WEAVING
  K
  ushibans have an economy based primarily on 
  agriculture and weaving. They grow silkweed 
  and mix it with their own fur in order to make 
  tapestries in a variety of colors. The silkweed 
  harvest is a very important date on their planet. 
  Most impressive about their success is that they 
  do it almost entirely without technology, using 
  only rakes, scythes, spindles, and torches. De-
  spite the value in their tapestries, the Kushibans 
  still make a relatively small impact on the galac-
  tic economy.
  
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  Complete Species Guide
  KYUZO
  An honorable, loyal species known for their combative 
  skills, Kyuzo have built up strength as an adaptation 
  to their high-gravity homeworld of Phatrong. Some are 
  organized into clovocs, which act as police and militia 
  while also fighting for show.
  Physiology: Kyuzo are a physically strong species, 
  having adapted to the high gravity of their homeworld, 
  Phatrong. They are large, as well, often above two me-
  ters tall. They have green skin, which can vary from olive 
  and almost brown to a more bluish turquoise. Their skin 
  is wrinkled. They have black eyes with yellow dots in 
  the center. They have four fingers and are adjusted to 
  breathing in high-pressure atmospheres.
  Society: Kyuzo society is centered around honorabili-
  ty and loyalty. Oaths are considered unbreakable. They 
  have a strong sense for justice, which they often execute 
  using the clovocs. The clovocs are similar to a police 
  force and uphold the warrior traditions from the Kyuzo. 
  Local governments hire the clovocs to keep the peace, 
  and they also battle for spectacle. (though not to the 
  death) They clovocs vary greatly in terms of culture. 
  While not all Kyuzo are fighters, many are. They have 
  a respect for rogues and social outcasts, which are pre-
  dominantly featured in their myths and stories. Large 
  islands and continents form their own political entities, 
  which are bonded by a relatively loose alliance.
  Homeworld: The Kyuzo homeworld of Phatrong has 
  high gravity and high atmospheric pressure. Its oceans 
  are divided by long, thin, continents which are fairly 
  mountainous. Some of these mountains are bordered 
  by plains and hills, while other surround fjords and can-
  yons.
  Language: Kyuzo speak the language known as Kyuzo. 
  Its words are very short and aren’t particularly difficult 
  for humans to pronounce. Kyuzo are capable of compre-
  hending Basic, but they find it difficult to pronounce and 
  the grammar to be fairly confusing.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Coordination
  • High Jump: Able to jump very high or far in normal 
  gravity. Once per round as a maneuver, may suffer 
  3 strain to move 2 range bands either vertically or 
  horizontally.
  • High-Pressure Adaptations: Need a breath mask 
  in a normal environment. Without a breath mask, 
  add b on all checks.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  WAR HELMETS
  K
  yuzo war helmets can act as a shield, a thrown 
  weapon, or a melee weapon. As a shield, the 
  wearer gains +1 melee defense when holding or 
  wearing it. As a thrown weapon, it uses Ranged-
  Light, has short range, deals 4 damage, has 
  Knockdown, Disorient 1, Cumbersome 3. For 3 
  a, it may ricochet back to the thrower. As a 
  Melee weapon, it has engaged range and deals 
  damage of Brawn +1, but otherwise keeps the 
  qualities of the thrown version. It has Encum-
  brance 3, Rarity 8, and costs 750 credits. En-
  cumbrance decreases to 1 when worn.
  NOTE
  T
  he Kyuzo come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, nothing prevents Kyuzo 
  from existing in Legends.
  
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  LABOI
  Fur-covered canines who lack limbs, the Laboi are 
  adapted to temperature extremes, many are Force-sen-
  sitive, using telekinesis to make up for their physical 
  shortcomings. They value age, so their longest mem-
  bers are seen as the most valuable.
  Physiology: The Laboi are fur-covered canines with a 
  serpentine body structure. Their fur is colorful, coming 
  in shades of green, indigo, and crimson, but it loses its 
  color in the daytime and becomes white, making them 
  less vulnerable to bright sunshine. They have sharp 
  teeth for combat, and their canine muzzle also features 
  a large nose with four nostrils. They have an excellent 
  sense of smell, allowing them to track prey with ease. 
  It also helps to identify food, although this makes them 
  picky eaters. They have wide eyes and prominent circu-
  lar ears atop their head. Even as adults, their body can 
  be as short as two meters or as long as ten meters, and 
  their tail is somewhat prehensile, allowing them to grasp 
  objects such as simple sticks. Laboi larvae are known as 
  worms, and the amount of worms per birth increases as 
  the mothers age. Young, short mothers generally give 
  birth to a single worm, while the older, longer mothers 
  can give birth to up to twenty at one time. Laboi have a 
  relatively high rate of Force-sensitivity, as older females 
  will occasionally develop telekinetic powers.
  Society: Laboi have a deep respect for age, and they 
  see their shortest members as almost worthless. This 
  is in part because smaller Laboi are most vulnerable 
  to predators. They are a philosophical society, and a 
  few follow a religion that connects to the Force. How-
  ever, they are still very aggressive, and food is their 
  biggest priority, even over their companions. A few have 
  no qualms about eating sentients, a minority that has 
  severely harmed their overall reputation. When they are 
  not hunting and fighting, the Laboi are an artistic sort: 
  They enjoy music as well as tending to gardens of mul-
  ticolored crystals. Many have no interest in the rest of 
  the galaxy, but for those who take part in offworld work, 
  their lack of arms means that they often work behind 
  the scenes. Many are scholars or philosophers, while 
  others find work as businessmen, both 
  legal and illegal.
  Homeworld: Laboi come 
  from the unique Outer 
  Rim planet of Laboi 
  II, which has a very 
  slow rotation, so day-
  time and nighttime 
  last for a little less 
  than three standard 
  months each. Strong 
  winds provide some 
  moderation to the tem-
  perature, but nighttime is 
  still freezing, while many 
  rocks melt because of the 
  extreme heat during the 
  day. This melting means 
  that the geography is 
  constantly changing, so 
  it has no plant life. How-
  ever, it has a rich diversity 
  of animal life and features 
  a number distinct minerals 
  and crystals. These rare 
  crystals attract the planet’s 
  only offworld trade.
  Language: Because of their isolation, most Laboi only 
  know their native language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Fur: Remove b for hot or cold conditions.
  • Advanced Olfaction: Add b on olfactory 
  Perception checks. When smelling to find the 
  general direction of a target, make difficulty equal 
  to distance in kilometers.
  • Limbless: Reduce encumbrance threshold by 6 
  and may not carry items in hands. May not use 
  technology requiring hands, such as blasters or 
  vehicles. When wielding Melee weapons with tail, 
  add bbb.
  • Sharp Teeth: Deal +1 Brawl damage as wounds 
  and have a Crit rating of 3.
  • Telekinetic Powers: Receive the mentor discount 
  on the Move Basic Power and its Strength upgrades.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  HUNTING PACKS
  L
  aboi are organized into hunting packs, each of 
  which is ruled by its longest (and therefore old-
  est) male called the pack leader. The pack leader 
  then sends out smaller groups called hunts, each 
  of which is also ruled by the largest available 
  male, who is called the chief. Most of the dan-
  gerous work is carried out by smaller Laboi. They 
  typically hunt ovalyans, an animal the size of a 
  bantha. This is dangerous, as ovalyans will also 
  prey on smaller Laboi if given the chance.
  
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  LANNIK
  Lannik may be small, but they are some of the toughest, 
  most confident, and bravest people in the galaxy. They 
  are very violent, and some see them as rather primitive. 
  Imperial control has kept them isolated on their home-
  world of Lannik.
  Physiology: Lannik are short humanoids with pink-
  ish-tan skin. They stand just over one meter tall. While 
  many hold a grizzled look of battle scars, the only fea-
  ture otherwise distinguishing them are wide ears, which 
  droop downward off of either side of their head. Despite 
  their size, these ears actually provide very little unique 
  benefits as sensory organs. While some consider the 
  Lannik to be possible relatives of Yoda’s species, such 
  claims are without evidence.
  Society: Lannik are brutal and primitive but neverthe-
  less intelligent and strong-willed. They are known for 
  being excellent in battle and at keeping a clear head, 
  staying calm despite fear or emotion. They can often 
  find solutions out of dangerous situations, thanks to this 
  ability. For all their strengths, they are also known to be 
  bellicose, not to mention arrogant. Lannik never back 
  down in a fight. Now, this fight is often the Empire. 
  While the Lannik have long been independent, this goes 
  strictly against Imperial views, which have been seek-
  ing to annex the planet. They have yet to succeed. The 
  Lannik are also known for their many traditions, which 
  outsiders generally find to be strange and primitive.
  Homeworld: Lannik come from a world of the same 
  name which is in the Mid Rim. It contains mountains 
  and forests primarily. It is unique in that it has large 
  amounts of resources that are not yet tapped into, since 
  it is so isolated and the Lannik have little interest in 
  mining. It has been separate from many galactic gov-
  ernments in peace, though that is now threatened by 
  the Empire.
  Language: Most Lannik speak Basic as well as their 
  native language, Lannik.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 95
  • 1 rank in Knowledge-Warfare or Streetwise
  • Indomitable: Remove b from critical injuries, fear, 
  or the disoriented condition.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  A HISTORY OF WAR
  L
  annik history is filled with strife and conflict, 
  dating back to their first contact with the Re-
  public. Corellians and Duros first came to the 
  planet bringing high technology. The Lannik be-
  came split on how to use it. And so, factions were 
  created and war began. As conflict raged, only 
  criminal groups came in to stop it, which was 
  to no avail. Eventually, the Republic itself inter-
  vened, ending the conflict. While they sought to 
  reduce technology imports, it was unsuccessful, 
  and technology became prominent. This has led 
  to several criminal groups controlling the planet 
  as well as smuggling in devices. They have also 
  been ruled by an oppressive monarchy, with the 
  only thing close to liberation being a terrorist 
  group known as Red Iaro. Under Imperial con-
  trol, fewer Lannik have left their home. While not 
  as warlike as some, the tradition of war affects 
  every Lannik, and many find it to be their calling. 
  Some turn instead to the thrill of sports, such as 
  Pugil.
  
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  LASAT
  A species of carnivorous mammals with fur, wide eyes, 
  and pointed ears, the Lasat’s most valuable asset is 
  their cunning. They excel in building and setting traps 
  when they hunt, and their ingenuity has made it difficult 
  for the Empire to enslave them.
  Physiology: Lasat are a sentient species of carnivorous 
  mammals with a humanoid body structure, but they are 
  covered in light brown fur. Females also have tan fur, 
  but theirs is much shorter than that of males. Because 
  of this, male Lasat are often mistaken for Wookiees, es-
  pecially in the case of their biggest members, but they 
  are much shorter, thinner, and their facial structure is 
  significantly different. Lasat also have a tail. They have 
  no fur or hair on their face, and they have a very small 
  nose. Their yellow eyes are very large, allowing them to 
  see well in the dark, and they have long, pointed ears. 
  These ears actually help them to dissipate heat off of 
  their body. Combined with their insulating fur, Lasat are 
  adapted to a wide range of temperatures.
  Society: Lasat are a cunning people, typically setting 
  up traps in order to catch their prey. Their cleverness 
  gives them a knack for mechanics, including the con-
  struction of explosives. They have a strong tradition of 
  oral storytelling, which generally emphasizes the impor-
  tance of cunning. They are almost entirely nomadic, but 
  a few of them do inhabit city-states, typically living in 
  mud-brick buildings. City-states often go to war, hiring 
  the nomads as mercenaries. Their rulers are mostly reli-
  gious figures, whose roles are hereditary.
  Homeworld: Lasat come from Lasan, a very arid planet 
  in the southern part of Wild Space. It has some moun-
  tains, but almost all Lasat have chosen to live in its flat 
  deserts.
  Language: Lasat generally speak Basic, but when they 
  do, they refer to themselves in the third person, rather 
  than using pronouns.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Mechanics or Survival
  • Ears and Fur: Remove b for cold or hot conditions.
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  LASAT AS SLAVES
  L
  asat are a cunning people, typically setting up 
  traps in order to catch their prey. Their clever-
  ness gives them a knack for mechanics, includ-
  ing the construction of explosives. They have a 
  strong tradition of oral storytelling, which gen-
  erally emphasizes the importance of cunning. 
  They are almost entirely nomadic, but a few of 
  them do inhabit city-states, typically living in 
  mud-brick buildings. City-states often go to war, 
  hiring the nomads as mercenaries. Their rulers 
  are mostly religious figures, whose roles are he-
  reditary.
  
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  Complete Species Guide
  LEPI COLONISTS
  T
  he Lepi are often colonists for many reasons. 
  The first is their incredibly fast reproductive 
  rate, with families having dozens of children. 
  This meant that the overpopulation of their world 
  came quickly and they have colonized much of 
  their star system. Some still need to venture 
  out further to avoid overpopulation. However, 
  there are more factors behind their expansion: 
  Lepi are naturally gregarious creatures who are 
  curious and prefer to explore. Many like to be 
  explorers and colonists.
  LEPI
  Once skittish herbivores, the Lepi are large, carnivo-
  rous, and adventurous. They have extremely high ener-
  gy and breed at incredible rates. They love to explore, 
  partially because their number increase so rapidly.
  Physiology: Lepi are furry green creatures that have 
  distinctive buck teeth and long ears. They have large 
  feet and strong legs. This, combined with a fast metab-
  olism and a skinny frame, gives them impressive speed. 
  They have a tail that varies greatly in length. Their face 
  also has black eyes and whiskers. While there is a mis-
  conception that the Lepi eat space carrots, they are ac-
  tually carnivorous.
  Society: Lepi are known for their flightiness; they are 
  often skittish herbivores who like to stay moving. This is 
  enhanced by their curiosity and desire to explore. They 
  are impulsive and typically have very aggressive goals 
  for adventure and fame. They are also very prideful 
  creatures who like to brag and show off. Going with this 
  is the fact that they can be very sensitive, in particular 
  when it comes to insults about their families or their 
  rodent-like appearance. These insults can bring about 
  violence or anger from them. Despite this issue, many 
  get along well. Humor in particular is one of their strong 
  suits. They are a religious people, which they often take 
  with them through lucky charms.
  Homeworld: The Lepi come from the Coachelle sys-
  tem in the Terr’skiar sector of the Mid Rim. While their 
  original homeworld is Coachelle Prime, they have also 
  colonized all five planets and the asteroid belt in their 
  star system. They have a notable droid industry, called 
  Coachelle Automata, which produces the LEP servant 
  droid. Coachelle Prime is a world of vibrant colors.
  Language: Lepi speak Lepese, also known as Lepp. 
  Most, however, quickly learn Basic as a secondary lan-
  guage. Non-Lepi can speak their language without is-
  sue.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Athletics or Coordination
  • High Energy: Receive the talent “Dodge.”
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  LORRDIAN HUMAN
  A culture of near-humans, the Lorrdians were enslaved 
  millenia ago during the Kanz Disorders and were forbid-
  den from speaking. They developed a sign language to 
  communicate, and excel at reading body language to 
  this day, so they are almost impossible to lie to.
  Physiology: Lorrdians are a race of humans defined 
  more by their culture than their genetics, although they 
  tend to have darker skin and hair.
  Society: The Lorrdians’ most unique cultural trait is 
  their kinetic communication, in which they use body lan-
  guage to communicate. Among their own, this ability is 
  simply a language, but to those unfamiliar with it, it also 
  gives Lorrdians a double-edged power to hide their own 
  emotions and intentions while easily reading those of 
  others. By analyzing the silent communication of those 
  they interact with, they have an uncanny ability to read 
  the intentions of others. On the other hand, they are 
  acutely aware of their own posture, facial expressions, 
  and subtle movements, which they are able to control in 
  order to hide what they think. Many use this ability to 
  succeed as mimics or actors.
  Homeworld: Lorrdians come from Lorrd, an Outer Rim 
  planet with diverse terrain ranging from glaciers to des-
  erts. It is known mostly for its academics, and it has one 
  of the galaxy’s most renowned universities.
  Language: Lorrdians typically speak Basic, but they 
  can also use silent kinetic communication as their native 
  language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Deception
  • 1 rank in Perception
  • Kinetic Communication: As a maneuver, may 
  sense the emotional state of anyone in sight by 
  passing a Perception check opposed by Deception. 
  May spend a to gain vague knowledge of their 
  intentions. May also oppose Deception checks 
  using Perception.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE KANZ DISORDERS
  A
  lmost 3,000 years ago, the Argazdan Re-
  doubt seceded from the Republic in a conflict 
  known as the Kanz Disorders. Under this new 
  government, Lorrdians were taken over by the 
  Myrialites, who enslaved their population. Un-
  der the rule of their harsh masters, the Lorrd-
  ians were not allowed to speak to one anoth-
  er, so they developed the subtle sign language 
  that they use to this day. This language allowed 
  them to easily coordinate resistance in a way 
  that the Argazdans could not recognize, but 
  they remained enslaved for 300 years because 
  the Republic was preoccupied by a number of 
  other conflicts. Eventually, they were freed by 
  Lorrdian Jedi Mari-Elan Nora. Since then, they 
  have mended relations with the Argazdans, who 
  now regard their ancestors’ brutality as shame-
  ful. Many Lorrdians continue to be anti-slavery 
  advocates, hoping that the galaxy can move on 
  from its mistakes during the Kanz Disorders.
  
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  PARASITIC DESTRUCTION
  T
  o many, Lugubraa are parasites. If a horde 
  comes about without elders to guide it, they 
  become essentially feral and tear through popu-
  lations and ecosystems. Lugubraa have plagued 
  the Rakata and the Crokes, and they killed all 
  but one Niordi.
  LUGUBRAA
  Voracious eaters and fierce fighters, the parasitic Lugu-
  braa are generally simple-minded, and they form hordes 
  that often plague the Unknown Regions. They are blind, 
  but they have echolocation and can also sense heat.
  Physiology: A shorter species with a tube-like body, 
  Lugubraa have a leechlike appearance and a number 
  of unique physiological features. Their skin, typically a 
  shade of light gray, is actually an auditory organ, as they 
  have no ears. Additionally, their skin is very thick and 
  provides them with excellent protection in combat. Lu-
  gubraa are incredibly durable and can also stand atten-
  tively for days on end without rest, but their most dis-
  tinct form of survivability is that they can tolerate many 
  c o m b i n a -
  tions of air pressure 
  and gases in the 
  air, including the 
  vacuum of space. 
  Lugubraa 
  have 
  stubby legs, mak-
  ing them shorter 
  in stature, and a tail. 
  Although they technically 
  have four arms, two of them are 
  vestigial stubs. The other two are more 
  dexterous, and their fingers have a combi-
  nation of 
  suction cups and 
  tiny barbs, giving 
  them an incredibly 
  strong grip. However, if 
  they wish to grasp prey, 
  they also use their mouth, 
  which is at the top end of their 
  body. This wide maw has sharp 
  teeth arranged in rings, making it 
  almost impossible to escape from. 
  This mouth encompasses their entire face, as they 
  lack eyes, ears, or a nose. However, they can acutely 
  sense heat, and they have echolocation to map out of 
  their surroundings. Although this often compensates 
  for their lack of vision, they still struggle to use ranged 
  weapons. Lugubraa are voracious eaters, requiring an 
  incredible amount of food, and they also reproduce very 
  quickly, making them like a plague that can devastate 
  ecosystems if unchecked. They grow in size quickly, 
  but they behave like domestic animals for their first six 
  months of life. For their next fifty years, they are sen-
  tient but simple-minded. If they reach the age of fifty, 
  they undergo sudden cognitive growth.
  Society: Lugubraa generally form hordes, where the 
  intelligent elders lead them by making mercenary con-
  tracts and devising genius plans, as the rest are sim-
  ple-minded and only use short sentences. However, 
  even elderly Lugubraa are simple in that they have only 
  one goal: food. Many hordes are hired as mercenary 
  armies so they can eat their enemies, while others find 
  work as guards, where their simple resolve is valuable.
  Homeworld: Lugubraa come from an asteroid belt in 
  the Unknown Regions called the Stratos Distribution, 
  but they have visited, colonized, or ravaged many other 
  planets.
  Language: Lugubraa speak Lugubraal but can also 
  learn trade languages like Sy Bisti and Rammocate.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 13+Willpower
  • Starting XP: 110
  • Inexorability: Receive the talent “Durable.”
  • Blind: Upgrade the difficulty of all checks twice. 
  Upgrade the difficulty of Perception and Vigilance 
  checks 3 times. Suffer further penalties at the GM’s 
  discretion.
  • Leechlike Maw: When using Brawl, may spend 
  aa to latch onto the target, ensnaring the 
  target for 3 rounds or until the target passes an 
  Athletics check opposed by Brawl. While the target 
  is ensnared, deal +1 Brawl damage as wounds and 
  have a Crit rating of 2 and Vicious 1.
  • Unique Senses: May sense using echolocation, 
  and may also sense heat, negating the effects of the 
  Blind ability in most cases, adding b on checks to 
  detect warm-blooded creatures, and gaining further 
  benefits when applicable. Add b on all Ranged-
  Heavy and Ranged-Light checks.
  • Vacuum-Dwellers: Do not take wound or strain 
  damage due to vacuum, unbreathable atmosphere, 
  or abnormal air pressure.
  LUGUBRAA AGES
  OLD
  • Intellect 3, Agility 1
  YOUNG
  • Brawn 3, Intellect 1
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  1
  
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  LURMEN
  Lurmen are peaceful creatures who have descended 
  from lemurs. They are often stereotyped as helpless vic-
  tims, but this is largely their own choice: They rarely 
  resist troubles and instead attempt to deal with oppres-
  sion through passive-aggression and words.
  Physiology: Lurmen are 
  lemur-like 
  humanoids that 
  are 
  small 
  in size but 
  make 
  up 
  for it with their quickness. They 
  are fast as well, able to quickly run on two feet, four 
  feet, or curl up into a ball and roll. Their furry body can 
  come in various shades of brown and gray with stripes. 
  They have a cat-like nose and large yellow eyes. Some 
  have wide ears as well. They have thin limbs and a small 
  body that averages one meter in height. They also have 
  a long tail.
  Society: Lurmen are staunch pacifists who are deter-
  mined, strong-willed, and a bit stubborn. They are also 
  brave, should they be forced into combat. Even in this, 
  they tend to use non-lethal means. Some are excellent 
  at defending themselves with ropes. They are a bit of a 
  conundrum in some ways. While undeniably stubborn, 
  they also let others have their way with them, and some 
  are even willing to die by this passive-aggressive meth-
  odology. While sometimes simplistic in their ways, they 
  still generally do what is needed to prosper if there isn’t 
  anyone to oppose them. They managed to make profits 
  off of the mineral resources on their world before the 
  takeovers by the Banking Clan. They also have displayed 
  some ingenuity in their homes, moving the giant, fall-
  ing seedpods on their colony on Maridun. Despite these 
  successes, Lurmen are often viewed as a defenseless 
  people and are consistently portrayed as helpless vic-
  tims in need of defense.
  Homeworld: Lurmen come from Mygeeto, an icy world 
  covered in crystals. Any still on Mygeeto are slaves to 
  the IGBC, which is under direct control of Emperor Pal-
  patine.
  Language: Lurmese is the collective name for the dia-
  lects of the many Lurmen tribes. Most also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 85
  • Rolling: As a maneuver, may begin rolling. When 
  rolling, must spend at least 1 maneuver per round 
  moving, but this maneuver may move twice as far.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  HELPLESS VICTIMS
  L
  urmen prospered until a takeover of the Inter-
  Galactic Banking Clan on their world. The Re-
  public did little to stop it as the Lurmen became 
  slaves to the Muuns. They worked in mines, har-
  vesting the crystal deposits of the planet. The 
  Lurmen were passive-aggressive as ever, content 
  to remain in the situation and have the moral 
  high ground on any debates they should enter. 
  Mygeeto was an effective moneymaker for the 
  Banking Clan. (which, at the time, was aligned 
  slightly towards the Confederacy) Seeking to 
  take away IGBC assets, the Republic brought war 
  to Mygeeto. With some Lurmen suddenly free, 
  many of them decided to leave. They wanted no 
  part in the Clone Wars. They mostly stuck to-
  gether, setting up colonies on worlds like Mari-
  dun.
  NOTE
  L
  urmen come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, nothing prevents Lurmen 
  from existing in Legends.
  
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  LUTRILLIAN
  Bald mammals with long ears and a large nose, the Lu-
  trillians are often seen in the galaxy because they are 
  nomadic and adventurous. They are business-oriented 
  and often greedy, but they are still often very likable.
  Physiology: Lutrillians are chubby mammals whose 
  blubber keeps them warm. Their thick skin can be red-
  dish, tan, or a pale white. Their hands can have three, 
  four, or five fingers, which occasionally include claws. 
  Their neckless head has pointed ears, large black eyes, 
  a wide cleft mouth, and a flat nose. Brown hair can grow 
  atop their head and on their jowls.
  Society: Lutrillians are typically nomadic and adven-
  turous. Many enjoy business, a job in which they are 
  cunning and bold. Their ways have even created the 
  phrase “Lutrillian Bargain:” a deal in which both sides 
  benefit, but one side does much better. Despite greed, 
  they get along very well, tending to be likable. They 
  are gregarious in their quest for profit, travelling the 
  galaxy during their adventures. They have been friendly 
  towards those that have come to them, although this 
  has created animosity with one of their neighbors: the 
  Mugaari. These once ruled a sector of space including 
  Lutrillia, before Republic annexation ousted them from 
  power. The Mugaari blame the Lutrillians in particular 
  for this event, as they have gotten along the best with 
  the humans.
  Homeworld: Despite having just 800 million people, 
  Lutrillia is very crowded. A cold planet, it is very dis-
  tinctive for a modern yet nomadic lifestyle. The cities 
  are wheeled, travelling around the planet in order to 
  reach new resources and avoid predators. Half these 
  cities go east, the other half go west. Smaller transports 
  go between the cities. These cities are very crowded, 
  so many Lutrillians chose to find new opportunities on 
  a different planet. They have colonies on Kirtarkin, Ger-
  renthum, and Ione.
  Language: Lutrillians speak Lutrillian, as well as Basic 
  to conduct business with. It is a rather choppy language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Negotiation
  • Blubber: Receive the talent “Enduring.”
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  CROWDED CITIES
  C
  oming from a crowded homeworld has had 
  many effects on the Lutrillians. One of the 
  most notable is a lack of respect for personal 
  space. While their social skills can often make 
  up for this error, it has also had another major 
  effect: dispersing the Lutrillians. They are a com-
  mon sight throughout the Greater Javin, where 
  they act as entrepreneurs and merchants. It can, 
  of course, have different effects on each Lutril-
  lian. One might seek urban areas similar to that 
  of his home, while another might seek to avoid 
  cities, choosing to start life anew in a more rural 
  location.
  
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  M’SHINN
  The mossy exterior of the M’shinni hides a mammalian 
  physiology, although they reproduce via parthenogene-
  sis. Because of this, M’shinn are loyal to large groups 
  called Rootlines, and every member of a Rootline has 
  identical genetics. They are a species focused on agri-
  culture, and they are prominent colonists.
  Physiology: Humanoids with a large head, the M’shinni 
  have no hair and are instead covered in moss, which 
  gives them the nickname “mossie.” This moss, which 
  covers their entire body except their feet and three-fin-
  gered hands, is a separate species which acts as a sym-
  biote. The moss absorbs sweat and dead cells, and it 
  supplies nutrients to the M’shinni in exchange. The nu-
  trients from the moss are especially important for heal-
  ing. The moss can change in color over time based on 
  the light; it can range from yellowish green to emerald 
  with patches of blue and black. Their large head has 
  bulging, black eyes and nostrils in their cheeks. As her-
  bivores, their mouth has bony ridges instead of teeth. 
  M’shinni are entirely female, and they reproduce by par-
  thenogenesis, in which mothers create babies who share 
  all of their genes. Because of this, M’shinni in the same 
  Rootline look identical. Parthenogenesis occurs natu-
  rally without conscious intent when there are abundant 
  resources, with a minimum of three years between each 
  baby. M’shinni babies are about a centimeter long and 
  spend their first three months being carried around in 
  their mother’s pouch.
  Society: M’shinni are all extremely loyal to their Roo-
  tline, which are families of M’shinni who share the same 
  genetics, each of which contains about 1,000 mem-
  bers. In order to distinguish themselves, M’shinni often 
  wear jewelry or shave some of their moss. They never 
  wear clothes, since the moss needs light. All M’shinni 
  are very loyal to their Rootline, and betrayal is unheard 
  of. Every one of their planets is ruled by a Council of 
  the Wise, which includes the oldest member in each 
  Rootline. All of their land is owned collectively by one 
  Rootline, and individuals farm their Rootline’s land to 
  gain status and wealth. The M’shinni are almost always 
  involved in agriculture as scientists, farmers, or garden-
  ers, and they have a friendly rivalry with the Ithorians in 
  the botanical industry. Their innovations include plants 
  which can act as lights or medicines, and they have also 
  designed heat-resistant species.
  Homeworld: M’shinni originally come from Genassa, a 
  Mid Rim agriworld which has farms both on the ground 
  and in biospheres in space. Some come from their many 
  nearby colonies in the M’shinni Sector.
  Language: M’shinni can speak Basic. It is unknown 
  whether or not they have their own language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Survival or Knowledge-Xenology
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  M’SHINN AGRIWORLDS
  M
  ’shinni eventually ran out of farmland on 
  their homeworld, but the development of 
  the hyperdrive allowed them to colonize oth-
  er worlds and increase their population. They 
  continue to terraform and colonize planets for 
  agriculture, and land on these worlds is divided 
  among Rootlines, as decided by Councils of the 
  Wise. One such planet, Agriworld-2079, is the 
  home of the Skrilling species, whom the M’shinni 
  have impoverished.
  
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  NOTE
  Mandalorians are a culture and a religion, not a 
  species, but their unique ways create the need 
  for a unique profile. Members of any species 
  who follow Mandalorian culture may use this 
  profile, modifying their starting stats. 
  True Mandalorians, Death Watch members, 
  those raised as Mandalorians who have aban-
  doned their former ways, certain Clone Troop-
  ers trained by Mandalorians such as Kal Skirata 
  and Walon Vau may use these stats.
  MANDALORIAN
  Mandalorians are a culture that includes people of 
  countless species, but their warrior-like ways make them 
  seem like a species of their own. They are extremely 
  honorable and known for their distinctive armor.
  Physiology: Mandalorians have no specific phys-
  iology or bloodline. They can come from any spe-
  cies or family.
  Society: Mandalorians have a rich cul-
  ture valuing honor, family, and war-
  fare. They judge status purely by 
  merit, which is mostly combative 
  ability. They have a loose govern-
  ment of chieftains who rule clans, all 
  subordinate to a single “Mand’alor.” 
  They are generous and get along 
  well with their own, allowing 
  for minimal economic reg-
  ulations. They are ruthless 
  in combat and often get 
  involved in wars for the 
  sake of it as mercenaries. 
  Mandalorians place high 
  value in family. Marriage 
  is done shortly after the age 
  of sixteen and is for life, and 
  childhood lasts until age thir-
  teen. Adoption is a common 
  practice as well. Being dis-
  owned by a child is con-
  sidered one of the worst 
  insults, and doing so earns 
  the title of “dar’buir.” Mandalo-
  rians strive to follow the “Resol’nare,” a series of six 
  tenets. These tenets are wearing Mandalorian armor, 
  speaking the Mando’a language, defending one’s fam-
  ily, raising children in the Mandalorian ways, contribut-
  ing to the clan’s welfare, and rallying to the Mand’alor 
  if summoned. Mandos are not entirely united, however. 
  Death Watch is a more brutal group that wiped out most 
  True Mandalorians at Galidraan and focus on terrorism 
  rather than honorable warfare. Mandalorians also have 
  a religion, which includes becoming a collective soul af-
  ter death, the Manda.
  Homeworld: Mandalore is a difficult Outer Rim world 
  of a diverse ecosystem. The True Mandalorians have lost 
  power to the Empire.
  Language: Most Mandalorians know Mando’a and Ba-
  sic. While Mando’a can be spoken by itself, most Man-
  dalorians speak Basic while occasionally inserting Man-
  do’a. Mando players should extensively study Mando’a.
  SPECIES ABILITIES
  • Abilities are species dependent
  • Wound Threshold: Species dependent
  • Strain Threshold: Species dependent
  • Starting XP: -15
  MAY CHOOSE 1 OF THE FOLLOWING SPECIAL 
  ABILITIES:
  • Enduring Warriors: Receive the talents “Hard 
  Headed” and “Toughened.”
  • Gadgeteers: Receive the talent “Jury Rigged.”
  • Combative Natures: Any 3 Combat skills become 
  career skills.
  • Snipers: Receive the talent “True Aim.”
  BRAWN
  -
  AGILITY
  -
  INTELLECT
  -
  CUNNING
  -
  WILLPOWER
  -
  PRESENCE
  -
  MANDALORIAN ARMOR
  O
  utsiders (or “aruetiise”) rarely see a Mando 
  outside armor. Armor means many things for 
  Mandalorians. Some, such as Boba Fett, wear it 
  but have no other connection to the true Man-
  dalorian ways. For most, it is a vital element of 
  culture and protection. Mandalorian Armor uses 
  the profile for Heavy Battle Armor but has 6 
  Hard Points, Rarity 8, and costs 5,500 credits. It 
  comes in many colors and includes many plates 
  in a distinctive pattern over a body glove, with a 
  helmet that has a T-shaped visor. Different col-
  ors represent different concepts, including blue 
  for reliability, gray for mourning, red to honor a 
  parent, black for justice, for revenge, green for 
  duty, orange for a lust for life, and white for a 
  new beginning. Most include jetpacks and built-
  in gadgets. Some are made with beskar, or Man-
  dalorian Iron.
  
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  MANTELLIAN SAVRIP
  Savrips are hulking creatures that some consider to be 
  non-sentient. Despite their powerful combative skills, 
  they have been hunted and reduced to living in Ord 
  Mantell’s Scraplands.
  Physiology: Mantellian Savrips are hulking crea-
  tures who are typically four meters tall. They are wide, 
  hunched over, and extremely muscular. Their arms are 
  long enough to easily reach the ground and have sharp 
  claws on each hand. They have three toes and four fin-
  gers. Savrips are bald but have a humanoid face; how-
  ever, they have sharp fangs with poison in them. Their 
  neck is fairly long. Savrips are barely sentient, but they 
  are still smart enough to use tools, speak a language, 
  and create clothing for themselves. They live for about 
  500 years.
  Society: Despite the fact that they are sentient, Savrips 
  are still a very brutal species, and they are inclined to-
  ward combat. Few use technology, much less under-
  stand it. They speak very little. They generally hunt prey 
  in the wild to survive, but others make it as bounty 
  hunters or hired guns.
  Homeworld: Savrips come from Ord Mantell, a lawless 
  Mid Rim world that was first established as a Pius Dea 
  outpost. It features urban sprawls such as Worlport, 
  but most of the native native Savrips live in the giant 
  junkyards that are the Scraplands. It is a very industri-
  al planet that focuses on manufacturing. Pollution has 
  greatly harmed the world, raising the temperature and 
  melting ice caps. Bounty hunters are very common on 
  the world, so it has developed a reputation for being 
  unsafe for smugglers.
  Language: Although Mantellian Savrips don’t talk very 
  much, they can speak Basic. Most speak their own lan-
  guage, which is called Savrip.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 100
  • 1 rank in Brawl or Resilience
  • Thick Hides: Receive the talent “Durable.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Fangs: May spend aa on a successful Brawl check 
  to bite. A target who has been bit must succeed in 
  an dd
  dd Resilience check or be immobilized for 5 
  rounds.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  • Silhouette 2
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  4
  1
  1
  2
  2
  1
  PREJUDICE
  M
  antellian Savrips have been prejudiced 
  against throughout history. Most of this 
  comes back to the recurring debate that is their 
  sentience. To many, Savrips are non-sentient and 
  can be treated as livestock. Many on Ord Man-
  tell who murder as part of their business blame 
  these murders on Savrips. Killing Savrips for food 
  is still sanctioned by the Empire, as some people 
  enjoy their meat. Because of this, Savrips have 
  had their population reduced and only survive in 
  the Scraplands. Even some of those who used 
  Savrips for work consider them like animals who 
  must be kept on a leash and given very simple 
  tasks. Perhaps the most notable use of Savrips 
  is their appearance in dejarik, a strategy game 
  in which players control various animals and at-
  tempt to kill their opponents’ animals. Savrips 
  are one of the pieces in this game.
  BRAWN
  4
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  
  171
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  MARASAN
  A species heavily dependent on cybernetics, the 
  Marasans developed their unique technology in isola-
  tion until recent years, when they were discovered by 
  the Empire. They have refused to work with their Em-
  pire, and the subsequent retialiations have devastated 
  their society.
  Physiology: Marasans are a species of larger herbivores 
  with short but thick legs, long arms, and wide hips. As 
  marsupials, Marasan females are also distinguished by 
  a pouch on their stomach. They have a wide mouth 
  and lack a nose. Their eyes, high on their forehead, are 
  small, but they make up for them with sensory stalks 
  that grow from their cheeks. Marasans generally do not 
  wear clothes, but they do have a band of cybernetic 
  implants going around the back of their hairless head, 
  which augment their brain and allow them to commu-
  nicate instantly with one another. Although their cyber-
  netics augment their mind, their body is much slower 
  than they can think, so they are quite clumsy.
  Society: Marasans have a distinct mindset because of 
  their cybernetics. They are typically deep in thought, 
  constantly making mathemati-
  cal calculations, so they aren’t 
  always focused in the present. 
  They are fairly easygoing, but 
  they are also socially awk-
  ward, 
  speaking 
  before 
  they think in ways that 
  often come across as 
  rude or quirky. They 
  developed a peace-
  ful society and are 
  heavily reliant on 
  the mathematical 
  intuition 
  granted 
  to them by their 
  implants to com-
  municate, predict 
  weather, and nav-
  igate the stars.
  H o m e w o r l d : 
  Marasans 
  come 
  from 
  Marasai, 
  a 
  high-tech planet in 
  the Inner Rim which 
  is isolated from the 
  rest of the galaxy 
  by a nebula. They 
  have 
  twenty 
  colonies, all of 
  which are within 
  the same neb-
  ula.
  Language: Because 
  they 
  were 
  discov-
  ered by the galaxy 
  only recently, most 
  Marasans 
  only 
  know 
  their native language.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Astrogation
  • 1 rank in Knowledge-Education
  • Cybernetics: Always count as having a datapad, 
  navicomputer, and comlink available, which do not 
  count toward the cybernetic implant cap.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  MARASANS AND THE EMPIRE
  P
  rior to being discovered by the Empire, the 
  Marasans formed a democratic government 
  called the Mindnet in which citizens constantly 
  interacted with elected officials called Electnodes 
  using their implants. The Marasans were inad-
  vertently discovered by the Imperials, who were 
  exploring their nebula in search of planets with 
  mineral resources or stable hyperlanes. They 
  demanded that the Marasans assist with their 
  search, who declined. Although the Marasans had 
  the extensive navigation data the Empire need-
  ed, the Imperials had no way to extract it from 
  such foreign computers without the Marasan’s 
  assistance. Changing plans, the Imperials devel-
  oped a form of ion weapon called a resonator 
  which could disrupt their cybernetics to painful 
  results. They even created a larger-scale version 
  of the technology which could torture them at 
  a planet-wide scale. Now helpless, the Marasan 
  government has collapsed, and of the twelve bil-
  lion sentients who once made up their society, 
  there are a couple hundred stragglers who fled 
  the Empire by escaping into the broader galaxy. 
  A few of their colonies remain hidden, where 
  they harbor most of the last free Marasans. For 
  their part, the Rebel Alliance believes that inter-
  vening to help the Marasans would only subject 
  the species to further punishment.
  
  172
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  MEERIAN
  Meerians are long-standing victims of the Republic’s 
  corruption and now suffer from imperial tyranny, being 
  harmed rather than helped by Bandomeer’s vast min-
  eral resources. Although they are durable and resilient, 
  their naïve form of optimism has made them easy to 
  exploit.
  Physiology: Meerians are a species of near-humans 
  with metallic hair and eyes, typically silver or gold in 
  color. They are much shorter than humans on average, 
  generally a bit more than a meter tall. Although they 
  are slow because of their short strides, they are bulky 
  and resilient despite their stature. Their most notable 
  physiological advantage evolved relatively recently, in 
  order to adapt to polluted mines: Their lungs natural-
  ly filter out toxins, allowing them to survive in highly 
  toxic atmospheres where other species would require a 
  breath mask.
  Society: Meerians are a meticulous species, going about 
  their business calmly and without haste. They tend to be 
  optimistic and cheerful, and they have a friendly de-
  meanor. They prefer to speak eye-to-eye, and they gen-
  erally use repulsorlift chairs to elevate themselves to the 
  eye level of other species. As they see it, literally looking 
  down on someone will prevent both parties from viewing 
  each other as equals. Meerians emphasize such ideas 
  of equality and fairness, and they excel at viewing con-
  tentious issues from all points of view, so they are seen 
  as fair judges. However, their strong empathy makes it 
  hard for them to make decisions, so they will often de-
  liberate for a long time before acting on anything. It also 
  makes them submissive and agreeable towards others.
  Homeworld: Meerians are now a minority on their 
  homeworld of Bandomeer, a planet with vast mineral re-
  sources. It has one large continent and one large ocean, 
  which divide the planet almost exactly in half. Offworld 
  mining interests have devastated its ecosystem, turning 
  it into a polluted mess.
  Language: Most Meerians are bilingual, speaking Basic 
  as well as their native language of Meerian.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 130
  • 1 rank in Resilience
  • Poison Tolerance: Remove penalties for most 
  toxins or reduce difficulty to resist toxins by up to 2 
  at the GM’s discretion.
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  CORRUPTION AND EXPLOITATION
  M
  eerians have been at the mercy of offworld 
  interests since their homeworld of Bando-
  meer was first discovered by the larger galaxy, 
  and they have been fighting for their rights ever 
  since. In particular, they seek to stop and repair 
  the pollution brought on by the mining business-
  es. They were too primitive to have any real sway 
  in the Galactic Republic, although they did man-
  age to become the legal owners of the planet. 
  However, corruption in the Republic meant that 
  this title accomplished very little in practice. Un-
  der the Empire, private corporations have been 
  replaced with the Imperial government itself, 
  which has taken a more active role in exploit-
  ing Bandomeer and quashed resistance with its 
  army. These difficult conditions have made the 
  Meerians more cynical and selfish with every 
  generation, and many now flee their planet to 
  find a better life elsewhere.
  
  173
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  MELITTO
  Insects who are adaptated to live in hot, dark, and tox-
  in-filled caves, the Melittos use unique cilia rather than 
  sight and have a distinct physiology that allows them 
  to tolerate their harsh environment. They live in hives, 
  which include mostly males, whom the females control 
  using pheromones.
  Physiology: Insects evolved to deal with hot and dark 
  conditions, the Melittos are cold-blooded and cannot 
  see. Instead, they use cilia, short strands that cov-
  er their body which are capable of sensing vibrations, 
  electrical fields, and scents. 
  This combination is 
  often more effective 
  than sight, especial-
  ly when it comes to 
  identifying individuals 
  and detecting chemi-
  cals. For males, the cilia 
  also detect the phero-
  mones from the females 
  who control them. Cilia 
  are colored for young 
  Melittos but become 
  gray for adults. They are 
  also covered in grayish 
  chitin, hard plates that 
  resemble large scales. They 
  survive by eating sugars in 
  liquid form, which they get 
  from the sap of a coral-like 
  organism 
  called 
  bleed-
  ing rock. They also require 
  a number of the toxins in 
  their environment, such as 
  smoke. Melittos in a normal 
  environment use masks to 
  supply these toxins and con-
  vert food into sweet liquids.
  Society: Similar to Selonians, 
  Melittos have a hive-based soci-
  ety. Each hive is ruled by a single 
  queen, who then commands young 
  females called myrmitrices. These myr-
  mitrices use pheromones to control the 
  males, called myrmites. Myrmites make 
  up a majority of the population and con-
  duct all of the work. This mostly includes 
  farming the sap of the bleeding rocks, a 
  very difficult process. All Melittos are also prone to re-
  solving conflict violently. Such radical sociology makes it 
  hard for them to get along with non-Melittos.
  Homeworld: Melittos come from the volcanic planet of 
  Li-Toran. Fumes fill the air, and all Melittos live under-
  ground. It has a single Imperial garrison called Dome-
  town.
  Language: Melittos speak via smell, using a language 
  of pheromones. Often, their breath masks can convert 
  verbal Basic to smells and vice versa.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Perception
  • Heat Tolerance: Remove bb for hot conditions, 
  add b for cold conditions.
  • Atmospheric Requirement: Need a mask to 
  breathe in a normal environment. Non-toxic 
  environments are a dangerous atmosphere of rating 
  6. May ignore penalties for toxins such as smoke.
  • Blind: Upgrade the difficulty of all checks twice. 
  Upgrade the difficulty of Perception and Vigilance 
  checks 3 times. Suffer further penalties at the GM’s 
  discretion.
  • Cilia: May sense vibrations and electrical fields, and 
  have extremely effective smell, negating the effects 
  of the Blind ability in most cases, adding bb
  bb on 
  checks to identify people or chemicals, and gaining 
  further benefits when applicable.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  RONIN IN THE GALAXY
  W
  hen a hive gets too large, one or more 
  myrmitrices are exiled, and they take their 
  myrmites with them. Typically, multiple groups 
  of these exiles form a single new hive, and the 
  females battle for power. Males on the losing 
  side are exiled permanently, and they are hive-
  less ronin, free of any myrmitrice’s control. This 
  can mean freedom: Ronin can leave their home 
  and live independently or join adoptive hives off-
  world. There are even rumors of a ronin-only hive 
  on Li-Toran. However, it can also mean a life of 
  slavery, since the Empire values their immunity 
  to toxins.
  NOTE
  U
  nlike many of the species in this guide, Mel-
  ittos are exclusive to Canon. However, just as 
  many Legends species could also exist in Can-
  on, nothing prevents Melittos from existing in 
  Legends.
  
  174
  THE COMPLETE SPECIES GUIDE
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  MENAHUUN
  A species of primates who often live in aquatic con-
  ditions, the Menahuun developed a violent culture in 
  response to the threat posed by Republic colonists on 
  their homeworld, Lamaredd. They were nearly wiped 
  out about 500 years ago by Hugo Bartyn, but they sur-
  vived and eventually formed a democratic government 
  alongside the colonists.
  Physiology: Lemuroid primates who are adapted to 
  both arboreal and aquatic conditions, the Menahu-
  un can climb and swim very well. They can hold their 
  breath for a long time underwater and have clawed toes 
  for climbing. Although they are smaller and weaker than 
  humans, they do benefit from excellent vision with black 
  eyes that are as big as those of a Bith. They can see 
  shapes even without any apparent light. They are cov-
  ered in fur, which typically ranges from greenish brown 
  to reddish brown. Because of their fur, they rarely wear 
  anything more than a loincloth. They have long arms 
  and two knees on each leg, providing them with excel-
  lent flexibility. They only live for about 50 years, and 
  they reach adulthood at the age of ten.
  Society: Originally living in a bountiful environment, 
  the Menahuun developed a culture of pacifism. They 
  were dividing into tribes of nomadic hunter-gatherers 
  who typically got along and occasionally collaborated. 
  In the past five centuries, however, this has changed. 
  Without abundant resources, they became competitive, 
  devious, and violent. They began to hate outsiders and 
  practice warfare. However, they still typically use duels 
  to settle matters before war. As their world is strong in 
  the Force, they have some knowledge of it. Calling it 
  the “Pa’ela,” a number of shamans are Force-sensitive.
  Homeworld: Menahuun come from Lamaredd, which 
  they call the “Great Menahua.” It is mostly water, and 
  it is rich in both seafood and minerals. Settled by the 
  xenophobic explorer Hugo Bartyn 500 years ago, it was 
  populated mostly with indentured servants of aquatic 
  species. About 30 years ago, the Bartyn’s rule came to 
  an end, freeing the inhabitants.
  Language: The Menahuun speak Menahu, and they 
  can also speak Basic. Although their isolation once 
  prevented most Menahuun from learning Basic, recent 
  events may have changed this.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Aquatic: Can hold breath for a long time and remove 
  all movement penalties for being underwater. 
  Remove b for humidity, add b for dry conditions.
  • Advanced Eyesight: Remove all b for darkness.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  THE BARTYNS, ORO, AND THE RECKON-
  INGS
  A
  bout 500 years ago, the explorer Hugo Bar-
  tyn settled Lamaredd on behalf of Outer Rim 
  Oreworks (ORO) and hunted down the Mena-
  huun. Driving them nearly to extinction, the 
  survivors retreated to the inhospitable Northern 
  Woods, where they became competitive and vi-
  olent. Dubbing Bartyn “the Slayer,” they hid for 
  about 250 years until a pipeline polluted their 
  environment. Interpreting it as an intentional at-
  tack, they moved south and eventually settled in 
  an abandoned mine they called Hua’Bal, where 
  they sought to learn about human technology. 
  Around 30 years ago, they finally prepared to 
  attack Barytn’s Landing, the human settlement 
  ruled by Bartyn’s descendants. They intended to 
  settle the matter by a duel between their cham-
  pions and the city’s champions, although how 
  events transpired is unknown. However, the re-
  appearance of the Menahuun would cause ORO 
  to abandon the planet, ending the Bartyns’ rule 
  and allowing the formation of a more democratic 
  government.
  
  175
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  MIKKIAN
  A diverse species of humanoids, the Mikkians have sen-
  sory tendrils extending from their head that can vary 
  dramatically in appearance. They value honesty above 
  all else, never resorting to manipulation or even daring 
  to sugarcoat the truth.
  Physiology: Mikkians are a diverse species of human-
  oids who come in various bright colors, including red, 
  pink, lime green, yellow, and light blue, even differing 
  within families. Also distinguishing them from humans 
  and each other are their tendrils, which replace their 
  hair and ears. No two Mikkians have the same tendrils, 
  and they can vary greatly. Some have a handful, oth-
  ers dozens, some have tendrils as long as half a me-
  ter, others the size of fingers. They can be cylindrical or 
  ribbon-like, and while many have tendrils with no pat-
  tern, many have tendrils with form crests or fins. Ten-
  drils are important for expression among Mikkians, as 
  they tend to wave around involuntarily. These motions 
  change based on emotional state, but non-Mikkians 
  rarely notice or understand such changes. Tendrils are 
  very important sensory organs: They hear much more 
  effectively than human ears, and they can also measure 
  magnetic fields, waves, temperature, and humidity.
  Society: Mikkians are a spiritual people whose code of 
  honor places loyalty and kinship above all else. Honesty 
  and integrity are seen as very important as well, and 
  they will only resort to deception or trickery in extremely 
  dire situations. Accordingly, 
  they are also very blunt, 
  never sugarcoating the 
  truth. They respect war-
  rior traditions, and they 
  value 
  discipline, 
  honor, 
  and honesty in battle.
  Homeworld: Mikki-
  ans come from the 
  Expansion 
  Region 
  planet 
  of 
  Mikkia, 
  which is one of the 
  galaxy’s more di-
  verse planets and 
  features 
  environ-
  ments ranging from 
  jungles and moun-
  tains to plains and 
  deserts.
  Language: 
  Mikki-
  ans speak Mikkian, 
  a language that is 
  melodic and tends 
  to merge words to-
  gether. It has many 
  different 
  dialects, 
  which often result 
  in 
  miscommuni-
  cation when they 
  meet 
  Mikkians 
  from other re-
  gions. 
  They 
  take pride in 
  their 
  lan-
  guage 
  but 
  are typical-
  ly 
  willing 
  to 
  learn 
  Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Discipline
  • Tendrils: Add b on auditory Perception checks. 
  May also detect magnetic fields, radiation, and 
  small changes to temperature or humidity.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  JEDI AND IMPERIALS
  M
  ikkians were strong supporters of the Old 
  Republic, and they supported the Jedi in 
  particular. The Force is also part of their own re-
  ligion, and many of their priests are Force-sen-
  sitive. Being a Jedi is seen as the highest honor 
  for Force-sensitive Mikkians, however. Because 
  they value honesty, Mikkians refuse to renounce 
  the Jedi, and they openly criticize the Empire 
  that destroyed the Jedi Order. Mikkians refuse 
  to even pay lip service to the Empire, and the 
  more the Imperials pressure them, the more they 
  come to resent the Empire.
  NOTE
  M
  ikkians come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, nothing prevents Mikkians 
  from existing in Legends.
  
  176
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  LUKA SENE
  T
  he Luka Sene are a Force tradition that is 
  prominent among Miraluka. Unlike the Jedi or 
  Sith, this group focuses entirely on further en-
  hancing the power to sense. Many Luka Sene 
  become Jedi. While they still go about their lives 
  like other Miraluka and only mix in occasional 
  training, they also have an important job: the 
  Luka Sene stay on alert for the Dark Side. For 
  those who fall, the Luka Sene send out Sene 
  Seekers to attempt to redeem. Should that fail, 
  the Sene Seekers attempt a live capture. If no 
  other options are available, they will try to kill 
  the unredeemable.
  MIRALUKA
  The only things that separate Miraluka from humans 
  are their lack of eyes and their strong connection to the 
  Force. The latter makes up for the former, as they can 
  see even better with the Force. They are a selfless peo-
  ple who typically focus on the benefit of groups.
  Physiology: Miraluka are near-humans with one criti-
  cal distinction: their lack of eyes. Miraluka are entirely 
  blind, and all are incapable of physical sight. However, 
  they make up for their blindness with the Force. Through 
  the Force, they can see as clearly as any sentient. Al-
  though not all are trained in the Force, all Miraluka 
  are Force-sensitive. They can breed with humans, and 
  half-Miraluka typically possess both physical sight and 
  Force sight. For those with a quarter or less of Miraluka 
  blood, they have no Force sight.
  Society: Miraluka are patient, determined, and me-
  ticulous. They are also very selfless and often devote 
  themselves to serving higher causes. They are also 
  extremely unified as a race. To them, fellow members 
  of their species are essentially family. They even call 
  other Miraluka “brother” or “sister.” They have a very 
  strong connection to the Force culturally and believe in 
  the gods Ashla and Bogan: archaic names for the Light 
  and Dark Side, respectively. They do not believe in good 
  and evil, however. Despite their differences, they have 
  good relations with the Jedi Order. Many were Jedi, and 
  countless others served the Order in administration or 
  logistics. For that, they have been targeted by the Em-
  pire for genocide.
  Homeworld: With their original homeworld destroyed, 
  the Miraluka have relocated to Alpheridies. However, 
  because of Imperial genocide, many have fled and gone 
  into hiding. Before the Empire, it was a self-sustainable 
  agricultural world ruled by oligarchs.
  Language: In addition to Basic, the Miraluka speak Mi-
  ralukese.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Perception or Vigilance
  • Blind: Upgrade the difficulty of all checks twice. 
  Upgrade the difficulty of Perception and Vigilance 
  checks 3 times. Suffer further penalties at the GM’s 
  discretion.
  • Force Vision: Even with a Force Rating of 0, may 
  spend 15 XP to be able to see with the Force, 
  removing the Blind ability. Have all the abilities 
  of normal sight and ignore penalties for lighting 
  conditions or concealment. May not use Force 
  Vision when completely disconnected from the 
  Force.
  • Jedi Knowledge: Receive the mentor discount on 
  the Farsight Basic Power and the Sense Basic Power.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  
  177
  THE COMPLETE SPECIES GUIDE
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  Complete Species Guide
  TATTOOS
  M
  irialans have tattoos that represent achieve-
  ments. After a major test or challenge, they 
  place a unique, highly geometric tattoo on their 
  face or hands. This means that the more tattooed 
  Mirialans are more skilled, typically. (Or at least 
  the most accomplished) Mirialan society allows 
  the heavily marked citizens greater opportunities 
  and advantages. However, despite its cultural 
  and societal importance, many Mirialans do not 
  fully understand the complex system of how the 
  tattoos are chosen and designed. This system re-
  flects Mirialan culture well, demonstrating their 
  focus on accomplishments and showing them 
  off to the world. Further uniqueness in Mirialan 
  looks is created by their traditional headdress-
  es. These headdresses are especially common 
  amongst Mirialans who become Jedi.
  MIRIALAN
  Mirialans are coordinated and flexible near-humans with 
  green skin. They are known for their discipline and focus 
  on accomplishments. They all use tatoos to represent 
  their acheivements. They understand the Force and 
  strongly beleive in destiny.
  Physiology: Mirialans are yellow or green-skinned 
  near-humans. They are further distinguished by their 
  flexibility and coordination. Many make excellent ath-
  letes. Their eyes also are sometimes different to humans 
  and can come in colors like red, orange, gray, and pur-
  ple, in addition to the common blue and green. While 
  Mirialans are undeniably alien, they do possess a phys-
  iology close enough to that of a human to limit some 
  Imperial persecution.
  Society: Mirialan culture has a primitive understanding 
  of the Force, and they are more likely to possess it than 
  many other species. They have produced a few notable 
  Jedi, including the traditionally-minded Luminara Unduli 
  and her padawan, Barriss Offee. Those who lack the 
  Force (which are still a majority of the species) still be-
  lieve in it and feel that the Force guides their lives. They 
  all understand the Cosmic Force, which they also refer 
  to as fate. They are task-oriented and believe strong-
  ly that the success, failure, discipline, and decisions of 
  an individual have control over their destiny. Since they 
  also think that the Cosmic Force has a destiny for them, 
  they find it very important to obey the Force. That is the 
  view of the Mirialans: Destiny is chosen and governed 
  by the Force, yet it is reached by their own decisions, 
  successes, and failures. Some are more practical, how-
  ever, and not all believe in these deeper mysteries. The 
  Empire has yet to make a move against the Mirialans, 
  presumably because their philosophies are just differ-
  ent enough from Jedi ones to be safe. Aside from their 
  Force traditions, Mirialans tend to be serious and a bit 
  stubborn. They tend to be wise and somber as well.
  Homeworld: Mirialans come from the Outer Rim world 
  of Mirial. It is a cold and dry world, not far from the 
  Hydian Way. Its primary terrain is desert. The planet was 
  aligned with the Confederacy of Independent Systems 
  during the Clone Wars.
  Language: Mirialans speak Basic and have no lan-
  guage of their own. Their vocal cords have no difficulties 
  speaking it as well, giving them a fairly normal voice.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Discipline
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  
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  MON CALAMARI
  Mon Calamari are an idealistic species of aquatic crea-
  tures who have successfully fought off the Empire on 
  their home planet. They are idealistic and artistic, and 
  they also have a love for space travel. Their shipyards 
  supply a great deal of the Rebel Alliance’s fleet.
  Physiology: Mon Calamari are aquatic creatures with 
  red-brown skin. Their skin can, rarely, vary to shades of 
  salmon, blue, or silver. They have no hair, and their head 
  is domed at the top. Their yellow eyes protrude to either 
  side, and their faces have nostrils, but no nose. Their 
  mouth is wide and typically is higher near the middle, 
  creating a frowning appearance. They don’t have a chin, 
  but males have small protrusions known as barbels in 
  that area. Their webbed hands have five fingers, which 
  are clawed. Though not practical, they have three suc-
  tion cup-like holes on their palms. They are at home 
  in both land and water and can dive up to 30 meters 
  deep before they struggle with water pressure. Fright-
  ened Mon Calamari, especially juveniles, can drown un-
  derwater. They can swivel their eyes independently, and 
  they use their eyes to show emotion. Even when out of 
  water for a while, Mon Calamari tend to smell like salt 
  or sea water. They are somewhat smaller than humans.
  Society: Mon Calamari have a very advanced, highly 
  civilized culture. Their art, literature, and music is con-
  sidered to be amongst the best in the galaxy, and they 
  see everything as a work of art. Viewing stars as “islands 
  in the ocean of space,” they have shown a longing for 
  space travel since the beginning. They are soft-spoken 
  and gentle, not prone to anger or emotional responses. 
  They are also well-known for their dedication. Once a 
  Mon Calamari sets his mind to something, it is almost 
  impossible to change it. They are intellectual by nature 
  and well known for organizational and analytical skills. 
  They are particularly excellent tacticians, as indicated 
  by Admiral Ackbar, whose tactical skills will win multiple 
  wars. They have a long-standing rivalry with the Quar-
  ren, whom they have historically ruled over.
  Homeworld: Mon Calamari come from the world of 
  Dac, also known as Mon Cala and, rarely, Mon Cala-
  mari. They share the world with several other sentient 
  species, most notably their rivals, the Quarren. The oth-
  ers are the Whaladons, Moappa, and Amphi-Hydrus. It 
  is almost entirely ocean and contains both floating cities 
  and underwater cities. Mon Calamari, better suited to 
  land, are prominent on the former. It is one of the few 
  worlds that has successfully driven off the Empire.
  Language: Mon Calamari speak Mon Calamarian, and 
  most of them also learn Basic, but with a gurgling tone.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  SHIPYARDS
  T
  he Mon Calamari shipyards are renowned. The 
  ships have an elegant, streamlined, design 
  and are almost organic in appearance. The Mon 
  Calamari have a reputation as some of the best 
  starship engineers in the galaxy, and rightfully 
  so. However, their artistic dedication to each ship 
  means that they take a long time to construct, 
  and prices are high. Mon Calamari ships have 
  entered the Rebellion and are highly effective as 
  the bulk of the fleet. Many Mon Calamari have 
  joined the Rebellion and take up roles as com-
  manders, engineers, and warriors.
  
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  MORSEERIAN
  A mysterious species of methane-breathers with two ex-
  tra arms, the Morseerians are common sight among the 
  spacelanes as traders, but they are introverted loners. 
  Their homeworld and their culture remain mysterious.
  Physiology: The true appearance of the Morseerians 
  is mostly unknown because it is hidden behind an en-
  vironmental suit, but they clearly have an extra set of 
  arms. It also seems that their head is longer than that 
  of most species, shaped somewhat like a pickle. They 
  are smaller than many species, being comparable to 
  human teenagers in size and weight. Without their en-
  vironmental suit, it is revealed that their skin is actually 
  translucent, and their viens, arteries, and other organs 
  are visible. Their large eyes are black and lack pupils, 
  and their nose and mouth are very small.
  Society: Morseerians are known to be an extremely se-
  cretive people, and they come off as highly introverted 
  when around outsiders. They are typically peaceful, but 
  they quickly retaliate when provoked. Most Morseeri-
  ans are traders, but they are cautious around strangers. 
  As such, they only do business with those they have 
  encountered before. As merchants, they prefer to in-
  teract with other traders, such as the Squibs, a spe-
  cies that they have excellent relations with. They also 
  have a mysterious relationship with the Drackmarians, 
  a species which seems to protect and possibly rule the 
  Morseerians. Many Morseerians work as smugglers for 
  Drackmarians, although this relationship disintegrated 
  after the Empire conquered the Drackmarians. Because 
  the Empire has been attempting to locate the Morseeri-
  an homeworld, many Morseerians have returned home 
  to hide from the Empire.
  Homeworld: To this day, the Morseerians are tight-
  lipped regarding their origins. Even their real name is 
  unknown; the term “Morseerian” is derived from one of 
  their few known colonies, Morseer. They are extremely 
  few in number, almost all of them refuse to venture any-
  where near the Core Worlds. Their true home is rumored 
  to be in the Outer Rim and likely has a methane atmo-
  sphere. Their colony of Morseer is an Outer Rim planet 
  controlled by the Drackmarians.
  Language: As frequent traders, the Morseerians typi-
  cally know Basic or Huttese. Like everything else, their 
  native language is a mystery.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Negotiation
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Methane Breathers: Need an environmental suit 
  to survive in a normal environment. Oxygen is a 
  dangerous atmosphere of rating 8.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  MYSTERIES OF THE MORSEERIANS
  J
  ust because the Morseerians are so secretive 
  doesn’t mean their culture doesn’t exist. Play-
  ers controlling a Morseerian should consider 
  the various mysteries of Morseerian culture and 
  try to better flesh out the species. While they 
  should tell their GM, keeping it secret from the 
  other players can provide many opportunities 
  for interesting roleplaying as well. However, the 
  detached nature of the Morseerians may make 
  it difficult to get along, so being a Morseerian 
  shouldn’t be chosen lightly.
  
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  THE COMPLETE SPECIES GUIDE
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  Complete Species Guide
  MRLSSI
  Mrlssi are small avians who are notable for the univer-
  sities on their home planet of Mrlsst. In the past, their 
  homes would be devastated by ecological damage, so 
  they have learned to treasure knowledge, which could 
  not be lost.
  Physiology: Mrlssi are a tiny species of avians with 
  light blue or gray skin that is typically ridged. Instead 
  of wings, they have normally sized arms and clawed 
  hands. They still have clawed feet and often walk in a 
  digitigrade stance, though some also use a plantigrade 
  one. They only have feathers on their elbows and behind 
  their head. These feathers are generally gray or light 
  brown, but can sometimes be colorful. Their head has 
  nostrils but no nose as well as a slight beak. Their eyes 
  are typically red or orange with black pupils.
  Society: Mrlssi are a scholarly people known for be-
  ing fond of knowledge rather than material possessions. 
  This is because geological instabilities would often de-
  stroy their buildings and possessions during their early 
  history. While those who gathered possessions would 
  be ruined, those who instead sought knowledge would 
  be better able to rebuild in the aftermath. Though their 
  world is now more stable, they still continue to have 
  scholarly traditions. They are not fond of travel, so they 
  are rarely seen offworld. Those who do travel only go if 
  there is a very good reason to do so and come home 
  as quickly as possible. While humor is very important to 
  them, Mrlssi humor is very confusing to other sentients.
  Homeworld: Mrlsst is a planet in the Tapani sector of 
  the Colonies. The Mrlssi make up about half of the pop-
  ulation, with the remainder being filled mostly by immi-
  grant students. The areas not covered by cities mostly 
  include swamps and rainforests of greenstalk trees. It 
  also has a farming industry.
  Language: Mrlssi speak Tsi, a high-pitched language 
  that they find musical. Many other sentients find it an-
  noying, but some enjoy it. They are mostly fluent in 
  Basic, but their voice is generally very accented.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • College 
  Connections: 
  Receive 
  the 
  talent 
  “Respected Scholar.”
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  MRLSSI UNIVERSITIES
  T
  hough many work as scientists, farmers, or 
  inventors, the Mrlssi are most known in the 
  rest of the galaxy for their universities. These 
  universities are generally the best in the Tapani 
  Sector and even renowned at the regional and 
  galactic scales. One of the more notable ones 
  is the Mrlsst Trade and Science Academy. This 
  school is one of the best for applied science and 
  is particularly notable for developing technolo-
  gies for shipping food and livestock. Many Mrlssi 
  do work that somehow involves these colleges, 
  and most of their offworld acquaintances are 
  also likely met at the Mrlssi universities.
  
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  THE COMPLETE SPECIES GUIDE
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  Complete Species Guide
  MUSTAFARIAN
  Selfish and egotistical insectoids with a high tolernace 
  for hot and dry conditions, the Mustafarians are involved 
  in mining molten metals from their volcanic homeworld. 
  They have two sub-species: The Northern ones focus on 
  mechanics, while the Southern ones are better suited 
  for physical labor.
  Physiology: Mustafarians are an insectoid species with 
  leathery, tan skin. They rely very little on water and have 
  much less of it in them than other species. They have 
  two-toed feet, a long snout, and beady, black eyes. 
  They are also very well adapted to hot and dry condi-
  tions, where they thrive. They have two subspecies, one 
  originating from the northern hemisphere and the other 
  from the southern hemisphere. The Northern is taller 
  than a human; the Southern is shorter than a human. 
  Northerns are thin and frail, while Southerns are burly 
  and tough. Northerns have two fingers and a thumb, 
  Southerns have four fingers and a thumb. While North-
  erns have a knack for mechanics, Southerns often focus 
  on heavy lifting.
  Society: Mustafarians are egotistical creatures, focus-
  ing most of their efforts on profiting as much as pos-
  sible. They are self-centered towards their species as 
  well, showing little feelings or caring about outsiders. 
  (Although they do interact for business purposes) Their 
  culture relies heavily on symbolism throughout architec-
  ture, literature, and other forms of art. The Northerns 
  and Southerns do display pride in their specific cultures, 
  but they are relatively similar, and the two groups are 
  mostly united in the quest for maximum profit margins.
  Homeworld: Mustafar is an incredibly hot planet that is 
  very unstable in regards to volcanic activity. The planet 
  is covered in lakes and rivers of lava, and even the caves 
  provide just a small drop in heat. It is mostly devoted 
  to mining, and lava fleas are used to traverse the pun-
  ishing terrain.
  Language: Mustafarians generally know Basic to use in 
  business, although they also have their own language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Negotiation
  • Heat Adaptations: Remove bb
  bb for hot or dry 
  conditions, add b for cold or wet conditions.
  MUSTAFARIAN SUBSPECIES
  NORTHERN
  • 1 rank in Mechanics
  • Technicians: Receive the talent “Gearhead”.
  SOUTHERN
  • Stocky Builds: Receive the talent “Enduring.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BACKFIRED BUSINESS
  T
  he Mustafarians have long maintained good 
  relations with the Techno Union, their main 
  buyer. In exchange for minerals, they buy food-
  stuffs and technology. Thanks to their treaty with 
  the Techno Union, they had good reason to ally 
  with the Confederacy. They were not attacked by 
  the Republic until the very end. As everything 
  began to unravel, the Separatist Council needed 
  a place to hide. Mustafar was chosen. The Em-
  pire punished them for that role, although not 
  as badly as some planets. They indirectly aid-
  ed in an attempted recreation of the Separatists 
  during the Empire, though the attempt failed 
  and Mustafar was orbitally bombed. Though 
  the destruction of the Techno Union has harmed 
  them, some enjoy the newfound independence.
  
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  THE COMPLETE SPECIES GUIDE
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  MUUN
  The InterGalactic Banking Clan (IGBC) has put the Mu-
  uns on the financial map as an incredibly important spe-
  cies. They are analytical, love exploiting loopholes, and 
  find emotion to be immature. Such traits put them in an 
  excellent position to lead the banking industry.
  Physiology: Muuns are a mathematically-minded 
  near-human species with a knack for finances. Averag-
  ing two meters in height, they are tall and thin. They 
  get little sun, so their skin is pale-white or pinkish and 
  can even verge on light gray. They have a flat nose, 
  tiny ears, and a slim mouth, all on their hairless head. 
  Their skull is elongated upward, but thin, not unlike the 
  rest of their body. Their arms, legs, and fingers are also 
  long and thin. They have three hearts, two of which can 
  be consciously controlled to increase or decrease body 
  temperature.
  Society: Muun society values shrewdness and intelli-
  gence and is divided hierarchically based on these traits. 
  Bankers, lawyers, scientists, and diplomats receive the 
  best benefits, while the commoners rarely go away from 
  their jobs on the surface. There is fierce competition: 
  capitalism in its purest form. Muuns are greedy but not 
  wasteful in their spending like the Neimoidians. They are 
  cold and emotionless, considering emotion immature. 
  They also acknowledge it as a weakness that they often 
  exploit in others. Muuns value fairness and view con-
  tracts as being almost sacred. However, they are very 
  much willing to exploit loopholes. They are cautious and 
  slow to act, never acting on impulse. Instead, they rely 
  on their advanced mathematical skills to calculate po-
  tential profits or losses for their ventures.
  Homeworld: Muunilinst, nicknamed “money-land” and 
  pronounced with the second “n” silent, is the Muun 
  homeworld. It is rich in minerals, but banking is by far 
  the largest business. It is in the northern part of the 
  Outer Rim, in Muun Space.
  Language: The Muuns speak Muun, a language which 
  is mostly binary, containing the “um” and “eh” sounds 
  at various pitches and timings. Its script is stenograph-
  ic. The Muuns consider it to be mathematically perfect, 
  although they rarely speak it when around outsiders. 
  Almost all Muuns are fluent in both Muun and Basic, as 
  well as literate in both.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 85
  • 1 
  rank 
  in 
  Knowledge-Core 
  Worlds 
  or 
  Knowledge-Education
  • Conscious Heart Control: Remove b for 
  temperature by using more/fewer hearts.
  • Deep Pockets: Gain +1,000 starting credits.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  THE INTERGALACTIC BANKING CLAN
  M
  uuns are best known as bankers, and many 
  work with the InterGalactic Banking Clan, or 
  IGBC. The IGBC represents much of the Muuns’ 
  influence and is easily the most powerful bank in 
  the galaxy. The bank controls assets all over, on 
  Aargau, Muunilinst, Niro, and Mygeeto. Unfor-
  tunately for the Muuns, the IGBC financed the 
  Separatists in the Clone Wars, though not ex-
  clusively. Because they are too influential to be 
  dissolved, they continue to operate despite their 
  past sedition. However, Imperial officials have 
  tight control, with countless administrators from 
  offworld ensuring that the Muuns remain loyal 
  to Palpatine.
  
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  MYNEYRSH
  Myneyrshi are adapted to a primitive lifestyle, with nat-
  ural armor and a knack for hunting. They are extremely 
  superstitious and fear technology, and they are almost 
  entirely isolated from the rest of the galaxy, as their 
  homeworld of Wayland is known to very few.
  Physiology: Myneyrshi are four-armed bipeds who 
  have two upper torsos, which often makes them over 
  two meters tall. Their small feet have large toes and 
  their hands have four fingers. They have only one dom-
  inant hand. Their skin is glass-like and crystalline, which 
  provides them with natural armor. It typically appears to 
  be bluish. Their hair is long and dark, typically brown, 
  green, or blue. Their head features an elongated snout, 
  pointed ears, and white eyes. They are excellent hunters 
  thanks to keen senses and stealth.
  Society: One of the galaxy’s most superstitious spe-
  cies, the Myneyrshi place very high value in ritual and 
  tradition. In one such ritual, the satna-chakka, a peace 
  offering is made by offering a fowl to another party 
  in silence. They share a world with two other species, 
  Psadans and humans who descend from isolated col-
  onists. The humans have regressed technologically to 
  a point where the three species are on equal footing. 
  The Myneyrshi are a warlike people, and they especially 
  hate the Psadans. The two species are constantly at war, 
  despite some cases of unifying against the Empire. For 
  food, they typically partake in rudimentary agriculture 
  and hunting.
  Homeworld: The Myneyrshi live on Wayland, a world 
  of forests and mountains. It is currently under Imperial 
  occupation, where a number of natives are enslaved to 
  build a storehouse for the Emperor. It will soon be ruled 
  by the Guardian, who will later be seceded by Joruus 
  C’baoth. Wayland is obscure and has little contact with 
  the rest of the galaxy.
  Language: The Myneyrshi speak Myneyrsh. Many My-
  neyrshi also know Psadan, and some know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Melee
  • Natural Armor: Receive the talent “Enduring.”
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Forest Dwellers: Add b on all Perception, Stealth, 
  and Survival checks when in a forest.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  MYNEYRSHI AND TECHNOLOGY
  N
  ot unlike the Yuuzhan Vong who will eventually 
  invade them, the Myneyrshi detest technolo-
  gy. This is born from humans using it to oppress 
  them, which occurred both when the early colo-
  nists had technology and when the more recent 
  Imperial occupation occured. However, there are 
  some Myneyrshi who live offworld, because Way-
  land isn’t in complete isolation. These Myneyrshi 
  generally have no taboos regarding technology.
  
  184
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  Star Wars Roleplaying
  NAGAI
  Near-humans from Companion Besh, the Nagai are 
  skilled in combat, alluring in social interactions, and 
  disciplined in all things. They are currently ruled by the 
  Tofs, but they will invade the rest of the galaxy after the 
  Battle of Endor in order to find a base of operations with 
  which to fight back.
  Physiology: Tall and thin near-humans who have whit-
  ish skin, gray eyes, and blue-black hair, the Nagai may 
  look thin and frail to most. However, the exact opposite 
  is true: They are an athletic people who are typically in 
  superb physical condition. Their reflexes and agility are 
  exceptional. They also have very unique vocal abilities. 
  Because of their enhanced vocal range, they can change 
  their voice when needed to tailor to certain situations. It 
  can make them soothing or even hypnotic.
  Society: Nagai are a very determined people who are 
  serious and disciplined. They are courageous and place 
  high value in combat. They especially focus on melee 
  combat and use a number of traditional weapons such 
  as the Tehk’la blades and Swiftcut foils. Melee combat is 
  valued as part of daily life for exercise, meditation, and 
  sport. Skill with blades is viewed as a status symbol. 
  Also important for status is honor, which means every-
  thing to them. This honor means many moral commit-
  ments such as loyalty to family or helping their society. 
  They are generally fairly selfish excluding their families 
  and the situations where their honor is at stake. They’re 
  arranged into ranks known as Circles, which are based 
  on martial prowess. However, this institution has be-
  come less rigid in recent years. They are also a very 
  individualistic people who typically have a wide variety 
  of clothing types and hairstyles.
  Homeworld: Nagai come from Nagi, an arid world 
  found in the satellite galaxy known as Companion Besh. 
  Like much of the rest of Companion Besh, it is ruled by 
  the Tofs. They have very little connection with the rest 
  of the galaxy. After their invasion of the galaxy, they will 
  be awarded Saijo, where a small number of Nagai will 
  settle.
  Language: Nagai speak Nagaian, a somewhat musical 
  language. Those who travel to the rest of the galaxy 
  often know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Discipline or Melee
  • Enhanced Vocal Range: Add b on all Charm, 
  Deception, and Leadership checks.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  BEATING THE TOFS
  T
  he Nagai are one of many species in Com-
  panion Besh who have found a major enemy 
  in the militant species known as the Tofs. The 
  Tofs sought to conquer as much territory as pos-
  sible, which included the Nagai as well as the 
  shipbuilding Faruun and the Maccabree. How-
  ever, the Nagai lead a resistance with the three 
  subjugated species. It will eventually gain the as-
  sistance of Lumiya, and they will invade the rest 
  of the galaxy after the Battle of Endor. Although 
  they will do this with hopes of gaining resourc-
  es and a base from which to fight the Tofs, the 
  Tofs will end up tracking them and conducting an 
  invasion of their own. The Nagai will eventually 
  ally themselves with the Alliance as well as some 
  Mandalorians to retake their home.
  
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  Complete Species Guide
  MUSIC
  N
  autolan music occasionally ends up in the 
  hands of the more savvy music aficionados, 
  although it is seen as very strange by outsiders. 
  The notes are longer, and they come in weird 
  patterns with occasional pauses. Nautolans find 
  these pauses to be vital, but other species just 
  find that the music is rather strange.
  NAUTOLAN
  Amphibious humanoids from the oceans of Glee Anselm 
  who can sense emotions through pheromones, Nauto-
  lans are skilled athletes. They place 
  high value in family.
  Physiology: 
  Nauto-
  lans are aquatic crea-
  tures who are similar 
  to humans in size and 
  structure, 
  although 
  they are a bit 
  more 
  muscu-
  lar. They are 
  natural ath-
  letes, 
  and, 
  of 
  course, 
  good swim-
  mers. Nau-
  tolans 
  are 
  better on land 
  than many other 
  aquatic species, al-
  though their infants 
  must spend much 
  of their time under-
  water. Adults are ca-
  pable of living com-
  pletely on land or 
  completely underwa-
  ter for as long as they 
  need, although they 
  find arid conditions to 
  be very difficult. Their 
  skin is an olive green, 
  although it can vary 
  towards brown or blue. 
  They have no hair, and the 
  top of their head is instead covered by tentacles. About 
  a dozen fall behind their head to the shoulder blades, 
  and two typically fall in front of them, dropping to waist 
  level. Their eyes are black or maroon. Their tentacles 
  have pheromone detecting abilities, which make them 
  very effective at reading emotions. Their bony exoskel-
  eton is tough, making them durable fighters. A final 
  oddity to make Nautolans different from humans is the 
  fact that they lay eggs.
  Society: Nautolans act in accordance with people 
  around them, being calm and rational when among 
  agreeable company but acting very aggressive when 
  confronted. Nautolan society is centered around the 
  family unit. Staying with family for life is a very import-
  ant virtue to Nautolans. The governments are very local, 
  with a Council of Elders ruling each city. The “elders,” 
  interestingly enough, are not determined by age, and 
  many young politicians are on these councils. They do 
  have a central government, but it is made up entirely of 
  representatives from each city’s Council of Elders. They 
  have no cultural affinity for the Force, but many Nauto-
  lans are Force-sensitive. Not many Nautolans travel the 
  galaxy, but their affinity for both land and water makes 
  it very much possible.
  Homeworld: Nautolans hail from the water world of 
  Glee Anselm. A Mid Rim world, it is mostly covered by 
  lakes, seas, swamps, islands, and beaches. Although 
  storms such as hurricanes are common, the tempera-
  ture is fairly mild. The animal life is mostly very deep 
  underwater, where neither of its sentient species can 
  survive the pressure. The Nautolans share the world 
  with the more land-oriented Anselmi. The Nautolans 
  have become more land dwelling, but many still live in 
  the oceans.
  Language: Nautolans speak Nautila, a language de-
  signed to be spoken underwater. Since it is not able to 
  be properly pronounced on land, many Nautolans also 
  know Anselmi or Basic. They have problems pronounc-
  ing neither. While most Nautolans know Nautila, very 
  few know both Basic and Anselmi.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  • Low-Light Vision: Remove b for darkness, add b 
  for brightness.
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Pheromone Detection: Add b when identifying a 
  liar or detecting someone’s emotional state.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  NAZZAR
  Athletic equines who are tall, durable, and nimble, 
  the Nazzar are known best for their religion of Ulizra. 
  Through their faith, they all have a strong moral com-
  pass, but they have isolated themselves from the rest of 
  the galaxy in order to protect their culture.
  Physiology: The Nazzar are large equines, distin-
  guished by their elongated snout, mane, and eyes on 
  the side of their head. They also have four-fingered 
  hands and long ears. They are an athletic species, both 
  agile and physically powerful, and they stand about two 
  meters tall. Their skin is dark and covered in fur that 
  ranges in color from gray to brown to blue. They have 
  prominent nostrils and their eyes lack pupils. Although 
  they mature at a normal rate, they live for several de-
  cades longer than humans.
  Society: Nazzar are a very noble and trustworthy peo-
  ple, and they have a strong moral compass. They are 
  also a very spiritual people, united by their belief in the 
  tenets of Ulizra, although they are divided into four-
  teen sects. One of the most important aspects of their 
  spirituality is selflessness, as they believe the group is 
  more important than the individual. They abhor other 
  cultures, and they seek to keep their beliefs untainted 
  by the rest of the galaxy. As such, they are very isolated 
  on their homeworld, only interacting with the rest of 
  the galaxy when absolutely necessary and being very 
  cold toward outsiders if they travel. Very few Nazzar 
  live away from their people, especially since the Empire 
  came to power, an event that caused many of them to 
  return home. Occasionally, a Nazzar preacher will at-
  tempt to bring their religion of Ulizra to other societies, 
  but their message is rarely accepted, and they typically 
  give up eventually. A few Nazzar abandon Ulizra en-
  tirely, and they typically leave their home to become a 
  fanatical follower of some other religion, cult, or political 
  fringe group.
  Homeworld: Nazzar come from Nazzri, a temperate 
  Mid Rim planet covered by plains with dense vegetation. 
  They have also colonized three nearby star systems, all 
  of which form their own isolated cluster. Although they 
  were once part of the Republic, the Empire has yet to 
  interact with the Nazzar, and they will ignore their invi-
  tation to join the New Republic. Their government, once 
  a monarchy, is now run by a group of religious oligarchs.
  Language: Nazzar typically speak and read their native 
  language, Nazzar.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  THE BOQERI
  O
  ne of the other reasons that a Nazzar can be 
  found off of their homeworld is by going on 
  a boqeri. The boqeri is almost like an exile, al-
  though it is self-imposed and typically only done 
  by those who are wealthier and in good stand-
  ing. A boqeri is ultimately a search for spiritual 
  truth, and the seeker traditionally returns home 
  once they have reached the understanding that 
  they seek. However, some find the galaxy to be 
  a very interesting place and decide not to return 
  home.
  
  187
  THE COMPLETE SPECIES GUIDE
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  NEIMOIDIAN
  Shrewd and greedy, the Neimoidians are the more cow-
  ardly relatives of the Duros. Though they are poor and 
  will starve unless they are greedy enough as children, 
  they are often very wealthy as adults, which they flaunt 
  with ornate clothing.
  Physiology: Distant relatives to the more successful 
  Duros, Neimoidians have a noseless face that is gray-
  green in color. Their red eyes have pupils that still split 
  horizontally, and their cheeks are still somewhat sunken, 
  but they are distinguished by their lumpy forehead and 
  a mouth that naturally frowns. They smell using organs 
  that are just below their eyes. They have five fingers 
  and two claw-like toes. Their lungs expand and contract 
  wildly when a Neimoidian is under stress, leading to the 
  phrase that Neimoidians are the only species with an 
  organ devoted to worrying. Neimoidians are very prone 
  to disease, and they have carried many diseases to oth-
  er parts of the galaxy. They are born live but in a larval 
  grub state. Their body desiccates rapidly after death.
  Society: Neimoidian society values greed and places 
  finances above all else. Up until age seven, Neimoid-
  ian children are grubs who must fight for the little food 
  that they receive. This teaches greed, which they see 
  as a virtue. Even after this, Neimoidian education also 
  ensures the survival of the greediest. These acts cause 
  many Neimoidians to come to hate their homeworld and 
  be quick to leave it. Neimoidians are immoral by nature 
  and use any methods necessary to get what they want, 
  including deception. They are excellent businessmen, 
  powered by greed. Perhaps the most infamous charac-
  teristic for Neimoidians is cowardice, which makes them 
  a laughing stock to other cultures. Neimoidians are the 
  distant relatives to the Duros, who tend to dislike them. 
  Neimoidians used to respond to this with a planetary 
  pride, considering their culture more successful and 
  trying to distinguish themselves with every opportunity. 
  However, the collapse of the Trade Federation and their 
  losses in the Clone Wars have left the Neimoidian cul-
  ture humiliated, and the species is portrayed as villain-
  ous, lazy, greedy, and cowardly. Now, many Neimoidians 
  pretend to be Duros.
  Homeworld: Neimoidia is a world in the Colonies, but 
  many Neimoidians come from their purse worlds of 
  Cato Neimoidia, Deko Neimoidia, and Koru Neimoidia. 
  It centers around fungus farming and is ruled by a Trade 
  Monarch.
  Language: The staccato croaks of Pak Pak are the Nei-
  moidian tongue, but most know Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • 1 rank in Deception or Negotiation
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  2
  CLOTHING
  T
  heir focus on status is especially portrayed 
  in the complex rituals of Neimoidian cloth-
  ing. Clothing shows rank, wealth, and prestige. 
  Symbolic meanings are hidden in the fabrics, 
  patterns, and colors of the robes and hats. Nei-
  moidians rarely part with their fancy clothes, es-
  pecially hats, which they are only separated from 
  in death.
  
  188
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NELVAANIAN
  A nomadic species of blue-skinned warriors native to 
  the frigid lands of Nelvaan, the Nelvaanians combine 
  their physical prowess with spiritual devotian. This at-
  tracted the attention of General Greivous, who, with 
  help from the Techno Union, mutated many some of 
  them to become hulking monsters.
  Physiology: Nelvaanians are lupine mammals who 
  have blue-gray fur to protect them from the cold. They 
  are predators, and their fingers and toes have claws for 
  combat. Their head has a pointed chin and long ears, 
  and they have long, black hair. Their snout also features 
  a dog-like nose and a mouth full of sharp teeth. Their 
  eyes are black. Most Nelvaanian warriors have tattoos, 
  which are geometric and typically have spirals com-
  posed of rectangles.
  Society: Nelvaanians are a warrior people, and they 
  are highly spiritual. They live 
  in hunter-gatherer tribes, and 
  their lifestyle is very primitive. 
  Males are typically responsible 
  for fighting and hunting, while 
  females focus on building, 
  gathering, 
  and 
  rais-
  ing children. Raising 
  children 
  is 
  con-
  sidered to be a 
  sacred duty and 
  a great honor. 
  Their 
  religion 
  worships their 
  planet itself, 
  which they 
  know 
  as 
  the “Great 
  Mother.” 
  Tribes are 
  ruled 
  by 
  one 
  Chief-
  tain and one Shaman, 
  the former of whom 
  leads them in practical 
  matters, while the lat-
  ter deals with spiritual 
  rites.
  Homeworld: Nelvaan is a frigid Outer Rim planet with 
  below-average gravity. It has many mountains and gla-
  ciers, most of which are covered in trees. It has an aban-
  doned Techno Union laboratory, which was destroyed 
  during the Clone Wars. Many Nelvaanians live in small 
  villages, although they do not farm, so they must travel 
  to find food.
  Language: Nelvaanians speak Nelvaanese, although 
  many of the mutant ones have a noticeably different 
  accent.
  SPECIES ABILITIES (MUTANT)
  • Wound Threshold: 16+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Melee
  • Cold Adaptations: Remove b for cold conditions, 
  add b for hot conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Silhouette 2
  SPECIES ABILITIES (NORMAL)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 75
  • 1 rank in Melee
  • Cold Adaptations: Remove b for cold conditions, 
  add b for hot conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  MUTANT NELVAANIANS
  A
  lthough the Nelvaanians were mostly isolat-
  ed and had little interaction with the rest of 
  the galaxy, they caught the attention of General 
  Grievous because of their similarities to his own 
  people, the Kaleesh. The respect was mutual, 
  because the Nelvaanians believed him to be a 
  figure from their mythology. Skakoan engineers 
  from the Techno Union experimented with cy-
  bernetic augmentations for the Nelvaanians, 
  using steroids as well as microelectronics to 
  turn many of the males into 3-meter tall giants. 
  Unfortunately for the CIS, the Nelvaanians in-
  volved came to regret their involvement. The 
  facility was attacked by Anakin Skywalker, and 
  most of the subjects destroyed their cybernetics 
  to fight against the CIS and return to their tribe. 
  Although the mutant Nelvaanians were small in 
  number, epigenetic changes during the experi-
  ments caused their male descendants to retain 
  some of the mutations.
  
  189
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NETI
  Neti are Force-sensitive plants with a long lifespan who 
  are capable of shape-shifting. They are reclusive and 
  mysterious, and they are few in number, as their home-
  world was destroyed millenia ago.
  Physiology: Neti are a plant-based species with the 
  ability to change their shape relatively freely. The Neti 
  cannot shape-shift like the Clawdites or Shi’idos in order 
  to disguise themselves, but they can move in incredible 
  ways to become a humanoid biped, a hunched quadru-
  ped, or a structure resembling a tree. They are incapa-
  ble of walking as a tree and slow as a quadruped, but 
  they always retain their branch-like arms. They can also 
  increase or decrease their size, becoming as small as a 
  human or as large as ten meters. When resting, they 
  tend to be tree-like and about five meters tall. Regard-
  less of size and shape, their skin is always tough, gray, 
  and bark-like, and they have photosynthetic foliage at 
  the top of their body that can be green, black, or brown. 
  In the short term, they can survive entirely off of photo-
  synthesis, even though they only drink a tenth as much 
  water as other species. Neti live for about 3,000 years, 
  and their seeds, released every few centuries, often lie 
  dormant for over 1,000 years.
  Society: The Neti are secretive and secluded, but they 
  are also philosophers, explorers, and intellectuals. 
  They enjoy pondering deep mysteries, and they can be 
  friendly to those willing to discuss with them. Because 
  they only reproduce once every few centuries and live 
  for a very long time, their population is small, and they 
  rarely leave the areas they call home.
  Homeworld: Neti were first found on Ryyk, a planet 
  which was destroyed by a supernova 4,000 years ago. 
  Many now live isolated on Nerit, a temperate moon of 
  Ossus, while others are found on Myrkr, a jungle planet 
  which has been historically kept secret. No research has 
  proven their true origin, and many consider the species 
  to be mythical.
  Language: Neti are taught the Neti language from 
  birth, a language made very complex by its combina-
  tion of verbal and gesture-based communication. Many 
  of them also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Discipline or Resilience
  • Massive: Receive 2 ranks in the talent “Enduring.”
  • Photoautotrophic: Do not require normal food, 
  surviving only off of sunlight, Carbon Dioxide, and 
  small amounts of water for long periods of time, 
  especially in a tree-like Silhouette 3 state.
  • Shape-Shifters: As an action, may attempt to 
  shape-shift by suffering 2 strain and making an 
  dd
  dd Resilience check. If successful, may choose 
  to be bipedal, quadrupedal, or Silhouette 2. May 
  also make a ddd
  ddd Resilience check to become 
  Silhouette 1. When quadrupedal, may only 
  spend 1 maneuver per turn moving, but increase 
  encumbrance threshold by 2. Be fully mobile when 
  bipedal. When Silhouette 1 or 2, remove the effects 
  of Massive. May revert to tree-like Silhouette 3 
  without a check.
  • Tree-like: Still possess arms, but may not walk, 
  run, or become prone. Add up to bbbb
  bbbb on 
  Stealth checks in forests or among foliage.
  • Wooden Body: Double damage from fire or fire-
  based weapons.
  • Silhouette 3
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  NETI, THE FORCE, AND TRANCES
  T
  he Neti are entirely Force-sensitive, although 
  their secluded nature means that not all of 
  them are trained to use their powers. Many of 
  them excel in using trances, and photosynthesis 
  allows them to sustain themselves much more 
  easily than other species. Combining the Force 
  with their plant-like physiology, they can elon-
  gate their lifespan and hibernate for millenia. 
  Many Neti did this after the destruction of Ryyk, 
  awaiting rescue in remote locales. Some remain 
  undiscovered to this day.
  
  190
  THE COMPLETE SPECIES GUIDE
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  NIKTO
  A species that are mostly enslaved by the Hutts, Nikto 
  are strong and tough. They have many races which have 
  evolved for different environments. They are also very 
  serious and prone to violence.
  Physiology: Nikto are reptilians that have many races. 
  They are all humanoid in size and have leathery skin. 
  Many have horns. Their eyes are black and protected 
  by a membrane, and they tend to have rather blank 
  expressions. Despite this, many are more observant and 
  cunning than they would seem at first glance. They have 
  five subspecies, all of which can interbreed, but a Nikto 
  of mixed parents will typically end up with one race or 
  the other, rather than a mix. The Red Nikto are des-
  ert inhabitants, and they are the most common. They 
  have red-brown skin, forehead ridges, a flap over their 
  nose, and facial horns. The Green Nikto, coming from 
  the forests, have green-brown skin, a multitude of small 
  facial horns surrounding the eyes, and claws used for 
  climbing. The Mountain Nikto have blue-gray skin, fa-
  cial fins, and a flap over their nose. The Pale Nikto, 
  coming from islands, have white skin, lots of small facial 
  horns around the eyes, and facial fins. The Southern 
  Nikto have yellow-orange skin, a flap over the nose, and 
  breathing tubes.
  Society: The Nikto have had a bloody history of wars 
  between subspecies, but they eventually united to deal 
  with more pressing issues, such as the harsh nature of 
  their homeworld. They have nevertheless developed a 
  culture of fierce warriors, and all are effective in combat. 
  They are tenacious and determined, and always willing 
  to do what it takes to survive. They are almost entirely 
  without humor.
  Homeworld: The Nikto have been molded by the harsh 
  nature of their world, Kintan. It has a diverse ecosystem, 
  including forests, archipelagos, magma fields, swamps, 
  rocky wastelands, deserts, and mountains. Most even-
  tually are taken off Kintan to go to Nal Hutta or other 
  Hutt worlds.
  Language: Nikto learn Nikto as their native language, 
  but all eventually learn Huttese as well.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  NIKTO SUBSPECIES
  GREEN (KADAS’SA’NIKTO)
  • 1 rank in Coordination
  • Climbing Claws: Add b when climbing surfaces 
  that can be pierced by a claw.
  MOUNTAIN (ESRAL’SA’NIKTO) 
  • 1 rank in Survival
  • Survivalists: Receive the talent “Outdoorsman.”
  PALE (GLUSS’SA’NIKTO)
  • 1 rank in Athletics
  • Island Natives: Remove b for wet conditions, add 
  b for dry conditions.
  RED (KAJAIN’SA’NIKTO) 
  • 1 rank in Resilience
  • Desert Natives: Remove b for hot or dry 
  conditions, add b for cold or wet conditions.
  SOUTHERN (M’SHENTO’SU’NIKTO) 
  • 1 rank in Perception
  • Ultrasonic Senses: Remove b from Perception 
  checks.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  2
  2
  2
  1
  HUTT SERVANTS
  N
  ikto are one of the many species that are al-
  most entirely enslaved by the Hutts. Few re-
  sist it, as the life on their homeworld is even 
  more arduous. The Hutts have encouraged the 
  Nikto to become powerful warriors, and the Nik-
  to have done little to resist it. A few Nikto have 
  escaped from their Hutt masters, but doing so 
  is very dangerous for them. They are often cap-
  tured and brought back into servitude before 
  they can leave Hutt Space.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  
  191
  THE COMPLETE SPECIES GUIDE
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  NIMBANEL
  Mathematically-inclined reptiles, the Nimbanel are 
  highly adept puzzlers, and they excel in jobs that in-
  volve finance or data analytics. They voluntarily left the 
  Republic and joined Hutt Space in order to remain a part 
  of the BoSS while retaining relative independence.
  Physiology: Nimbanels are a species of herbivores 
  who are warm-blooded reptilians. They are humanoids 
  with gray-purple skin, but they are best distinguished 
  by two fleshy lumps which hang over their mouth and 
  resemble a human mustache in shape. Their nostrils are 
  also on these lumps, and their eyes are dark and circu-
  lar. Although many are bald, some have a bit of dark 
  hair behind their head or on their cheeks. Additionally, 
  they boast a highly advanced mind which is adept at 
  puzzle-solving. From a genetic standpoint, nothing pre-
  vents them from being physically strong, but a majority 
  of them strongly prefer to use their mind rather than 
  their body.
  Society: Nimbanels are a people who excel in mathe-
  matics, puzzle-solving, and bureaucracy of all sorts. A 
  majority of the plants they once ate required complex 
  tool usage to access, which prompted cultural value for 
  such skills. They compete in clan rivalries with forms of 
  information stockpiling, complex paperwork, and con-
  volution of all sorts. Nimbanels are also an extremely 
  competitive people who value success and have little 
  tolerance for those who stand in their way. These traits 
  made them excel in the bureaucratic webs of the Repub-
  lic, while many others found success as a part of BoSS. 
  Eventually, BoSS attempted to cut ties with the Nim-
  banels, but they found a way to retain power by making 
  a deal with the Hutts. The outcome of this deal included 
  Hutt annexation of Nimban and Hutt access to Nim-
  ban’s databanks, although the Nimbanels managed to 
  maintain much of their internal freedom. In exchange, 
  they received Hutt backing in their venture to remain 
  a part of BoSS. To this day, they are the only species 
  to have petitioned the Hutts requesting to be annexed. 
  Although they can be involved with business ventures of 
  all sorts, many work for the Hutts.
  Homeworld: The Nimbanels come from Nimban, a ter-
  restrial planet that is now on the border of Hutt Space. 
  It is divided into multiple states, which are each ruled by 
  a coalition of clan councils.
  Language: Nimbanels are gifted with snouts that can 
  effectively articulate many languages. Among these 
  tongues are their own native language of Nimbanese, 
  Basic, and Huttese. Most Nimbanels know all three of 
  these languages.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  MUHNDEES
  T
  he most important form of competition 
  in Nimbanel society is the muhndee. In a 
  muhndee, rival clans compete with each other 
  in a way that resolves heated conflicts via a sim-
  ple game. Rival clans, which are common among 
  Nimbanels, challenge each other with a riddle, 
  paradox, arithmetic problem, or other puzzle, 
  and each clan gets one year to solve it. In more 
  recent years, they have also used muhndees to 
  resolve elections: Every five years, family heads 
  hold electoral muhndees to grant positions on 
  clan councils.
  
  192
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  NOEHON
  Small but nimble insects who live in trees, the Noehons 
  have a musky scent that they use to mark their property. 
  They are organized into a hierarchy, and they are notori-
  ously obsessive in getting what they want.
  Physiology: Noehons are a species of short insects with 
  four arms and two legs. Averaging just above one meter 
  in height, they are nimble but not very strong. Their 
  green carapace is relatively soft, lacking the chitin that 
  protects other insects, and it is covered in short bristles. 
  Their red eyes are enormous and multifaceted, and they 
  have two small antennae instead of hair. Their mouth 
  also has two prominent mandibles which each have a 
  gland for producing scents. Because of these glands, 
  Noehons emit a powerful, musky odor that they can use 
  to identify themselves and mark their property. Since 
  they are arboreal, Noehons are excellent climbers.
  Society: Noehons are an obsessive people, willing to go 
  to great lengths to fulfill their goals and letting nothing 
  stand between them and their destiny. They are orga-
  nized, wasting nothing, and they are highly adaptive to 
  new challenges. Noehons live in tribes known as welds, 
  which are isolated groups of 200-10,000 led by a dom-
  inant male. Often, adolescent males will attempt to 
  seize power in their weld by killing the leader once they 
  come of age. Welds often trade goods and technolo-
  gy with one other, and adolescent females are some-
  times traded as well. Some welds prefer to steal from 
  the smaller or more vulnerable welds. Industrialization 
  from offworlds has allowed for more advanced warfare 
  using blasters.
  Homeworld: Noehons come from the jungle planet of 
  Noe’ha’on, which is located in the Expansion Region. 
  Using spacecraft from offworlders, they have begun to 
  colonize nearby worlds.
  Language: Noehons speak Noehonese, a language 
  which uses clicks from their mandibles and skreaks as 
  well as scents. Because of this unique method of com-
  munication, they struggle with learning other languag-
  es. However, they see many offworlders, so learning 
  Basic is usually worthwhile.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • Arboreal: Add bb
  bb on checks to climb.
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Scent: Unless thoroughly washed multiple times 
  per day, produce a strong scent, adding a b on 
  Stealth checks. This scent may also linger on items, 
  clothing, or even other people after close contact.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  SLAVERY AND THE NOEHONS
  N
  oehons have a hierarchical society, making 
  slavery seem very natural for them. Frequent-
  ly, Noehons are taken as slaves or transferred 
  offworld as indentured servants. They sheep-
  ishly obey, for the most part. Conversely, when 
  Noehons are free, they are unnecessarily cruel. 
  Even those who do not practice slavery are very 
  abusive and harsh toward their underlings. They 
  also use their scent to mark subordinates, just as 
  they would label their territory or property.
  
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  NOGHRI
  Small reptiles with sharp claws, the Noghri are renowned 
  for their reflexes and combative abilities. They are excel-
  lent as assassins and bodyguards. The Empire has used 
  manipulation to acquire their services, and the Noghri 
  essentially worship Darth Vader.
  Physiology: Noghri are reptiles with blue or gray skin 
  who are somewhat shorter than most humans. Like 
  most reptiles, they have no hair, but they don’t have 
  scales, either. They are very fast and are well-muscled 
  enough to make up for their smaller size. Their black 
  eyes tend to be quickly moving, although their nose is 
  very effective as well. They have ridged eyebrows and a 
  mouth full of sharp teeth. They have claws on both their 
  fingers and toes. Perhaps their most powerful ability is 
  their reflexes, which are among the best in the galaxy.
  Society: Noghri society places heavy value on honor 
  and loyalty. Many will serve another for life as a body-
  guard or assassin. They are completely serious and fo-
  cused on whatever task they may be assigned to. They 
  are fearsome and willing to kill, and many devote them-
  selves to combative professions. They have a clan based 
  society, and most Noghri are closely knit with their fam-
  ilies. The clans center around a meeting center called 
  a dukha, and are ruled by a “maitrahk,” who acts as a 
  lore keeper.
  Homeworld: The Noghri homeworld of Honoghr is eco-
  logically devastated. Once a world of farming and hunt-
  ing in rainforests, it is now a desert.
  Language: The Noghri native language is Honoghran, 
  although many learn Basic to interact with Imperials. 
  Their voice is raspy and quiet.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Brawl or Melee
  • Killers: Receive the talent “Lethal Blows.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Superb Reflexes: Add s on all initiative checks.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  SERVANTS OF THE EMPIRE
  M
  any Noghri work for the Empire as the 
  Noghri Death Commandos. During the 
  Clone Wars, a ship full of a chemical weapon, 
  trihexalophine1138, crashed onto the Noghri 
  homeworld. Ecological disaster ensued, and the 
  Noghri faced extinction. Only an intervention 
  by the Galactic Empire saved the people. Darth 
  Vader offered to provide Imperial help in fixing 
  the planet as long as the Noghri were to serve 
  the Empire during that time. Little do the Noghri 
  know that the repairs have been sabotaged by 
  the Empire so as to continue indefinitely and put 
  the Noghri in indefinite servitude. Many Noghri 
  serve the Empire as elite assassins, calling them-
  selves the Noghri Death Commandos. All are 
  very loyal to the Empire and practically worship 
  Vader himself. Eventually, the Imperial treachery 
  will be exposed by the New Republic, and the 
  Noghri will serve as bodyguards to Vader’s hier, 
  Leia.
  
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  Complete Species Guide
  NOSAURIAN
  The Nosaurians are stubborn and proud, but they have 
  dealt with great troubles under the Republic. Their at-
  tempts to secede during the Clone Wars have made 
  them victims of Imperial oppression, which is even 
  worse than that from the Republic. They are horned and 
  tend to bray at a setting sun.
  Physiology: Nosaurians are a species of smaller rep-
  tiles best distinguished by their horned head. Their feet 
  are birdlike, with three toes pointing forward and one 
  pointing back. Both fingers and toes are clawed, mak-
  ing them formidable when unarmed, despite a smaller 
  size. Their tough hide is scaled, typically light green or 
  brown. They can also be black, gray, green, yellow, or-
  ange, or red. Their scales are lighter at the chin and bel-
  ly. Their eyes, near the top of their hairless head, cannot 
  see color. They have two nostrils but no nose, and their 
  wide mouth has sharp teeth. Their mouth has a further 
  distinguishing ability: emitting light at will.
  Society: Though not the most friendly when around 
  outsiders, (particularly humans) Nosaurians are typical-
  ly level-headed and congenial. They live in clans, which 
  sometimes stay on their own as independent towns, 
  while others make larger city-states. They are a proud 
  people, very set in their ways.
  Homeworld: New Plympto is a swampy Core World 
  that is home to the Nosaurians and a small human pop-
  ulation. Native crustaceans called rikknit are the only 
  major source of industry, as their eggs are edible. Re-
  duced numbers of rikknit have significantly reduced the 
  Nosaurian population. Homes on the world are domed 
  mounds of soil, arranged in rings to provide a central 
  community space.
  Language: Nosaurian is a tongue that is mostly high 
  pitched, but it is lower-pitched if a Nosaurian is angry or 
  upset. The written form uses many metaphors related to 
  nature. While Nosaurians are capable of speaking Basic, 
  many dislike the language for association with human 
  oppressors.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • Scavengers: Receive the talent “Forager.”
  • Claws and Horns: Deal +1 Brawl damage as 
  wounds, and have a Crit rating of 3. May spend 
  aa to add the Pierce 2 quality by hitting with 
  horns.
  • Sing Down the Sun: On homeworld, must bray at 
  the setting sun, or may feel compulsion anywhere 
  by rolling a y. Braying incapacitates for 2 rounds, 
  and resisting requires a ddd
  ddd Discipline check.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  ONE OPPRESSOR TO ANOTHER
  N
  osaurians were first introduced to the galaxy 
  through contact with Corellians. From then 
  on, they were represented in the Senate by the 
  Corellians, and Corellians held economic control. 
  Losing all profits from trade, Nosaurians came to 
  dislike the Corellians. After the Republic banned 
  the export of rikknit eggs, their main product, 
  Nosaurians joined the Confederacy. With help 
  from the droid army, they attempted to fight 
  back the Republic attackers. The deactivation of 
  the CIS army sealed defeat, and they are now 
  oppressed by the Empire. Mostly enslaved, re-
  sistance still continues but with little success.
  
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  NUIWIT
  Small herbivorous lizards who live in a hot and dry des-
  ert, the Nuiwits’ total pacifism has done them a great 
  deal of harm. Another sentient species, the primitive 
  Avogwi, prey on them frequently, but the Nuiwit refuse 
  to exterminate them.
  Physiology: Also known as the Altorians, the Nuiwit 
  are typically quadrupedal lizards who have scaled skin 
  which is gray-green or gold-brown. They have a long 
  tail, which they can detach in order to escape preda-
  tors. If they do this, the tail regrows in about a month. 
  Additionally, they can use their tail for balance, allow-
  ing them to stand on their two back legs and use their 
  hands for manipulation. Even standing up, they are still 
  shorter than other species, about one and a half me-
  ters tall. They have clawed hands and feet for traction 
  when they move, although they provide few benefits in 
  combat. Their front limbs also have a rear-facing digit in 
  addition to the three front-facing digits. The Nuiwit have 
  bulging eyes on eyestalks, granting them 360 degree 
  vision with which to recognize predators. Their head 
  also features a long tongue, and they have nostrils but 
  no nose. They do have a row of spikes from the back 
  of their head to along their neck and all the way down 
  their back and tail. Nuiwit are adapted to a hot and dry 
  environment, as they are cold-blooded. Nevertheless, 
  they are still only awake at morning and twilight, when 
  the temperature is reasonably cool. They are also entire-
  ly herbivorous, a trait which has no doubt caused their 
  diminutive stature and lack of combative abilities.
  Society: Nuiwit are extremely pacifist, becoming hor-
  rified by violence of any type. They live a simple life 
  in closely-knit communities that survive off of agricul-
  ture and industry. Even before they were discovered by 
  the wider galaxy, the Nuiwits had a reasonable degree 
  of advanced technology, including highly refined agri-
  cultural sciences, basic droids, and extensive mining. 
  When their world was first discovered by Rego Mineral 
  Company about sixteen years ago, they were quick to 
  engage in commerce. Their traditional handicrafts have 
  sold well on the wider market, and they also experi-
  enced financial success by trading away mining rights to 
  the offworlders. Their politics are fairly civilized, as they 
  are ruled by a Council of Elders who typically have the 
  best interests of the entire society in mind.
  Homeworld: As their second name of Altorians indi-
  cates, Nuiwit come from Altor 14, a planet composed 
  of warm deserts and dry plains. It is on the fringe of 
  galactic society, at the edge of the southeastern Outer 
  Rim, and its population is under one million sentients.
  Language: Given their recent discovery, Nuiwit tend 
  to use their native language, although their frequent 
  contact with offworlders means that most of them also 
  know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Cold-Blooded: Remove b for hot conditions, add 
  b for cold conditions.
  • Desert Dwellers: Remove b for arid conditions, 
  add b for wet conditions.
  • Bulging Eyes: Can see in all directions.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  NUIWIT AND AVOGWI
  T
  o the Avogwi, the other sentient species na-
  tive to their homeworld, the Nuiwit are just 
  a species of prey who may be killed without re-
  morse. However, the Nuiwit refuse to take any 
  offensive action against the Avogwi, even to fight 
  in self-defense, because of their strictly pacifistic 
  nature. The Nuiwit are technologically far supe-
  rior to the Avogwi, and their use of commerce 
  has allowed them to control an increasingly large 
  amount of territory that they use to farm and 
  mine. This territory was once the hunting grounds 
  of the Avogwi, but Nuiwit civilization prevents 
  them from hunting. As such, even though the 
  Nuiwit refuse to take direct action against the 
  Avogwi, they are nevertheless responsible for the 
  Avogwi’s declining population. As the Nuiwit see 
  it, this approach may cost them their own lives 
  in the short term, but it will ultimately result in 
  prosperity once the Avogwi are forced to relocate 
  or change their brutal ways. Indeed, many Avog-
  wi now look offworld to find work.
  
  196
  THE COMPLETE SPECIES GUIDE
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  NUKNOG
  Ill-tempered reptiles, the Nuknog are shorter with a 
  ridge on their head but are better known for their con-
  stant complaining. They are incredibly short-sighted, 
  focusing only on their most immediate wants with no 
  plan for the future.
  Physiology: Nuknog are short reptiles who are just 
  more than one meter tall. They have leathery skin which 
  is wrinkled and red-brown in color. Nuknog have a 
  unique shape with very short legs, a wide stomach, and 
  a long neck. They have a tall, bumpy, ridge atop their 
  hairless head, and their head is widest at the jaw and 
  near the eyes. Their nostrils are flat on their head, lack-
  ing a nose. Their eyes are black, and they have a series 
  of bumps along their jawline. They have three toes on 
  their feet, and they have four-fingered hands.
  Society: Nuknog are a short-sighted people, irrational 
  and quick to complain. They are extremely petty, get-
  ting upset over everything and rarely showing gratitude 
  to anyone. They are highly suspicious of everyone, and 
  they are quick to find scapegoats. They are eager to get 
  out of difficult situations, but they are generally unwill-
  ing to do any work for it in the short run. As such, they 
  typically end up trading one problem for another. This 
  also makes them easily manipulated.
  Homeworld: Nuknog come from the Outer Rim planet 
  of Sump, a planet which has been dramatically polluted 
  by extensive mining. It is humid, and most of the sur-
  face is covered in swamps which are extremely toxic. It 
  can barely sustain life, and the pollution dramatically 
  reduces the lifespan of the Nuknog.
  Language: Nuknog speak Nuknog, a language with a 
  simple alphabet. It is gruff, and it uses a number of 
  barks and squeaks. Those who sell themselves as slaves 
  also typically learn Basic.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 7+Willpower
  • Starting XP: 110
  • 1 rank in Perception
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  MISTREATMENT AND SLAVERY
  T
  he Nuknog were once a people who were 
  employed and, for the most part, satisfied. 
  They sold their planet to a mining company in 
  exchange for jobs, food, and shelter, and this ar-
  rangement lasted almost 1,000 years. Although 
  the jobs were dangerous, food was relatively 
  scarce, and the barracks were small, the Nuknog 
  were employed and the situation became rela-
  tively stable. This changed when the Republic 
  arrived, forcing the mining companies to dis-
  solve over the mistreatment of the Nuknog. The 
  Nuknog society collapsed. Although the Repub-
  lic provided emergency food supplies in order to 
  appease popular opinion sympathizing with the 
  Nuknog, they did nothing to rebuild the society 
  that they destroyed. The Nuknog were left unem-
  ployed, and life on their homeworld is completely 
  terrible. Few can survive for more than half of 
  their lifespan, and they have no real industries. 
  As such, the only hope for most Nuknog is by 
  selling themselves into slavery in exchange for 
  passage offworld, an exchange which usually im-
  proves their quality of life. Because of how much 
  the Republic destroyed their economy, Nuknog 
  were strong supporters of the Separatists. How-
  ever, they end up under Imperial control after 
  the war.
  
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  OMWATI
  Omwati are blue-skinned avians who are relatively thin 
  but boast an incredible mind for engineering. Although 
  some live as members of the civilized galaxy, their 
  homeworld was kept isolated by Grand Moff Tarkin, who 
  ruled it and recruited many Omwati as engineers.
  Physiology: Omwati are thin humanoids distinguished 
  by their light blue skin. Their thin face, which often gives 
  off a youthful appearance, typically features blue eyes 
  and a sharp chin. Instead of hair, they have feathery 
  threads which sparkle and can appear iridescent. These 
  threads naturally come in shades of orange, yellow, or 
  white, but many Omwati dye them in other colors. They 
  have a highly advanced brain which is extremely pli-
  ant during youth. If properly trained and encouraged, 
  a young Omwati can become a brilliant scientist or en-
  gineer.
  Society: Omwati are gifted with an excellent memory, 
  which makes them intelligent and perceptive in most 
  cases. It also gives them wisdom, as they apply lessons 
  from the past. Additionally, they are gifted artistically, 
  and they excel in music. They place very high value in 
  their relationships with friends and family. Thanks to 
  these traits, society on their homeworld was highly suc-
  cessful. Unified under a single government, they main-
  tained peace while advancing technology and steward-
  ing their resources.
  Homeworld: Omwat is a world in the Southern part of 
  the Outer Rim which features savannas, mountains, and 
  cities which resemble honeycombs. It has no contact 
  with the rest of the galaxy. Many Omwati live offworld 
  on planets like Coruscant.
  Language: The Omwati speak Omwatese, a very musi-
  cal language with a flowing written form. Tone is vital to 
  the language, so they struggle with Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Technical Skills: Receive the talent “Gearhead.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  TARKIN AND THE OMWATI
  C
  urrently, a very small number of Omwati live 
  in the larger galaxy, as their homeworld was 
  lost from all records long ago. However, little do 
  these Omwati know that their planet was redis-
  covered during the waning days of the Galactic 
  Republic, which chose to keep it secret. Tarkin 
  controlled the affair, and he gave them Republic 
  technology to study. After more than a decade, 
  Tarkin returned as a Grand Moff, and he had the 
  power he needed to exploit the Omwati. Dis-
  tracting them with diplomats who told them of 
  the rest of the galaxy, Tarkin constructed an or-
  bital education facility to conduct his operations. 
  Once it was completed, he ordered the Omwati 
  to give him hundreds of their most promising 
  youth, who would be trained in modern engi-
  neering. For those who failed to develop as Tar-
  kin hoped, they were executed and their home 
  cities were destroyed. The ten who succeeded 
  were taken offworld, like Qwi Xux, went on to 
  help design the Death Star. With Tarkin dead, 
  the Omwati are again isolated. However, around 
  15 BBY, they will reach the orbital facility, where 
  they will discover hyperdrive technology. After 
  making contact with the New Republic, many 
  will attempt to find their kidnapped children. The 
  Omwati from the rest of the galaxy will welcome 
  their brethren.
  
  198
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  ONGREE
  Ongree are amphibians with eyes on the side of their 
  head and a high mouth, which makes them look very 
  odd. They are diplomatic and reserved, often preferring 
  to carefulyl observes situations from all angles.
  Physiology: Ongree are an amphibious species that 
  many find odd because of a face that seems upside 
  down. They have no hair, but their tall head has a wide, 
  lipless, mouth near the top. Their eyes, resembling 
  those of Mon Calamari, are on stalks near the bottom of 
  their head that go off to the side. They have red irises 
  and a triangular pupil. On their chin, they have small 
  tentacles extending down. Their skin is yellow, orange, 
  or red in most cases. They have just two wide fingers, 
  but they can still manage decent dexterity with small 
  objects. As humpbacks, they are somewhat awkward 
  when walking on land.
  Society: Ongree are a peaceful people known to be 
  content with observation and study. They are often ex-
  cellent judges of character, and many consider them 
  to be a wise people. They have a love for poetry and 
  literature, but they prefer metaphors so complex that 
  the significance and meaning in their art is often lost 
  on non-Ongree readers. They are a restrained people 
  who are stereotyped as advocates of the middle ground; 
  they rarely show extreme devotion to any cause. Though 
  some say that this ability to have multiple perspectives 
  is a result of their spread-out eyes being able to see 
  from multiple angles, this connection is coincidental.
  Homeworld: Ongree come from the ocean planet of 
  Skustell, an Outer Rim world that has a history of neu-
  tral isolation. Not hostile to anyone, Skustell has be-
  come known as a safe pace among Imperials in a region 
  that is otherwise teeming with rebels. Each city on Skus-
  tell is divided into “suruael” sections of above the water 
  and “suouael” portions that are underwater.
  Language: Because of their isolation, many Ongree 
  only speak Ongreenen. However, it is impossible to 
  speak outside of water, so some have learned Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  ONGREE CULTS
  T
  hough Ongree often have neutral, unexcep-
  tional viewpoints, some are also more accept-
  ing of radical beliefs in comparison to other sen-
  tients. Many Ongree who meet cultists give them 
  legitimate consideration, and some fall sway to 
  strange beliefs. Some of the notable instances 
  involving Ongree cultists include a group that 
  worshipped Revan on Nar Shaddaa during the 
  Cold War and a cult of 493 (176 of which were 
  Ongree) who sought to kill a deity named Shi’lak 
  by committing one of the galaxy’s largest mass 
  suicides.
  NOTE
  L
  ittle is known about Ongree society. The re-
  mainder of this entry is based on subtle 
  comments and the author’s own assumptions.
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Ongree culture.
  
  199
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  Complete Species Guide
  ORTOLAN
  Ortolans are chubby creatures with an amazing sense 
  of smell, which they use to find food. Ortolans have fur 
  which they often dye and are known for being obsessed 
  with music, food, or both.
  Physiology: Ortolans are a chubby race slightly smaller 
  than most humans. They have large, floppy ears and 
  a long snout. While Ortolan skin may appear to be 
  smooth and rubbery, it is actually covered in a thin layer 
  of velvety fur. This fur is naturally blue, but many choose 
  to dye it in other colors, like pink. (This actually started 
  when they wanted a use for food dyes, since they view 
  dying food as a waste of time.) Their hands have four 
  chubby fingers that end in suction-cup like tips. Their 
  thumbs are not opposable, giving them some difficulties 
  when it comes to coordination and manipulating tech-
  nology. Ortolans also have beady black eyes and a trunk 
  that is well-adapted to eating and smelling. This smell 
  can sense food from two kilometers away. Their large 
  ears also give them an excellent sense of hearing, which 
  can sense things in the subsonic range.
  Society: Ortolan society puts an emphasis on the fam-
  ily unit, as education is entirely the responsibility of 
  the parents. Since this is sometimes impractical, gifted 
  children are occasionally sent to other families. Though 
  their lifespan is similar to a human one in length, they 
  reach adulthood by seven and are then kicked out of the 
  family. Ortolans barter for goods and do not have a sys-
  tem of money. They still understand the concept, how-
  ever, and use credits to trade with offworlders. Ortolans 
  are not warlike in nature and attempted neutrality in the 
  Clone Wars. This did not last, however, when financial 
  administrator Belo Tusus decided to place Orto in the 
  allegiance of the Separatists. Though droids liberated 
  the planet from Republic rule after a brief skirmish, war 
  returned to Orto. The Jedi Knight Nem Bees sabotaged 
  many Ortolan factories while undercover as an ordinary 
  citizen. Bees and his clones then fought a long battle 
  to take over the planet that only ended when the droid 
  shutdown was issued.
  Homeworld: Ortolans come from the frigid Outer Rim 
  world of Orto and are under Imperial rule. The frozen 
  wasteland is populated by cities and mines for radioac-
  tive fuels and heavy metals. While the growing season 
  is short, they import plenty of food. Despite being tech-
  nically under Imperial rule, the Empire mostly leaves it 
  alone in exchange for its resources from mining.
  Language: Ortolans speak Ortolan, and most are flu-
  ent in Basic. Ortolan consists of grunts and hoots.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Advanced Olfaction: When smelling for food, 
  make difficulty equal to twice the distance in 
  kilometers.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  TWIN OBSESSIONS
  O
  rtolans are known for two obsessions: music 
  and food. In addition to consuming food with 
  their mouths, they can also absorb it in their 
  fingertips. While their chubby fingers and lack 
  of opposable thumbs make them unsuitable for 
  many musical instruments, they can still play 
  one very well: the organ. While their sense of 
  smell makes them excellent chefs as well (a bit 
  on the perfectionist side) they sometimes take 
  up unfavorable contracts when offworld, work-
  ing hard and only being paid in food.
  
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  OSSAN
  Ossans are rodents who boast an impressive, muscular 
  body, but this musculature turns to fat if they spend 
  enough time in normal gravity. They are extremely un-
  intelligent, being irrationally suspicious of good deals 
  while accepting other bargains where they gain next to 
  nothing.
  Physiology: Ossans are a larger species of rodents who 
  have a wide upper jaw forming a snout, and they have 
  long, drooping ears. Their nose has a single nostril, and 
  their eyes are dark. They have short legs and long arms, 
  and they are typically very well-muscled. However, they 
  are adapted to a high-gravity environment, and they 
  lose much of their musculature after a few months in 
  normal gravity. After that, they end up extremely chub-
  by. Their fingers have slight claws, and they have a thin 
  layer of fur over most of their body.
  Society: Ossans have a cheerful attitude and tend to 
  see all things from a ridiculously optimistic perspective, 
  even to the point of delusion. In fact, they are rather 
  dim-witted and tend to fall for cons, despite the fact 
  that they see themselves as incredibly cunning. For ex-
  ample, they routinely fall prey to an animal called the 
  cucul because it somewhat resembles a floating log. 
  Although this prevents the Ossans from financial suc-
  cess, it does not prevent them from being happy: No 
  matter their predicament, they always see themselves 
  as perfectly capable of succeeding in it. On their home-
  world, they are primitive, not even possessing bows and 
  arrows, and their villages struggle to survive because 
  of the Ossans’ general incompetence. Some Ossans 
  manage to land good jobs offworld because of their 
  strength, but once their muscle deteriorates, they are 
  often left unemployed.
  Homeworld: Ossans come from the primitive Outer 
  Rim world of Ossel II. It has high gravity and is known 
  for the resilient syp wood.
  Language: Ossans typically speak their native lan-
  guage as well as Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 130
  • 1 rank in Melee
  • Thick Fat: Receive the talent “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • High-Gravity Adaptations: After spending 3 
  months in a high-gravity environment, temporarily 
  gain +1 Brawn. After spending 3 months in normal 
  or lower gravity, redact this benefit.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  POOR BARGAINS
  O
  ssans may fancy themselves as masters of 
  commerce, but that couldn’t be farther from 
  the truth. They are so unreasonably suspicious 
  that they will back out of many good deals, re-
  fusing to sell anything in exchange for credits 
  and also frequently turning down reasonable 
  offers of goods in exchange for other goods. 
  However, they can also be oblivious to extremely 
  one-sided deals. Oftentimes, they will sell their 
  wood in exchange for being granted a tour of 
  day on trading ships. Despite giving away both 
  their goods and labor in exchange for next to 
  nothing, Ossans nevertheless always think they 
  got the better end of the deal. As such, Ossans 
  encountered offworld are often indentured ser-
  vants or willing slaves, and many have been tak-
  en to the Senex-Juvex sectors. However, their 
  unintelligence means that they are often let go 
  from their duties prematurely.
  
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  P’W’ECK
  A slave species to the Ssi-ruuk, the P’w’ecks are Sau-
  rischians who have a similar combination of reptile and 
  avain physiology as their masters, but they are smaller. 
  They will eventually free themselves during the Yuuzhan 
  Vong War.
  Physiology: Like their Ssi-ruu masters, the P’w’ecks 
  are bipedal Saurischians, and they share many other 
  traits with the Ssi-ruuk. They have protective scales and 
  claws that help them in combat, and they are blind to 
  the Force. They have bad eyesight but make up for it 
  using their sense of smell, which is more advanced than 
  human smell and can sense emotions. To smell, they 
  use two tongue-like appendages that come out of holes 
  above their mouth. They are smaller than Ssi-ruuk, clos-
  er to humans in terms of physical strength, and the Ssi-
  ruuk believe that the P’w’ecks are also less intelligent. 
  P’w’ecks have brown scales, which look similar to scales 
  of Ssi-ruuk who are born from mixed castes.
  Society: The P’w’ecks are slaves to the Ssi-ruuk, who 
  justify their prejudice using a religious text called the 
  G’nnoch. Both species live in an isolated region of space 
  on the edge of the galaxy known as the Ssi-ruuvi Im-
  perium. Although the Ssi-ruuk wish to expand their 
  territory, they fear dying on unconsecrated worlds, so 
  they will not expand. Young P’w’ecks are slaves who 
  do menial labor, typically acting as beasts of burden or 
  crewing starships. Once they are fifteen years old, the 
  P’w’ecks are enteched. This is extremely painful, leaving 
  them conscious and eventually driving them to mad-
  ness. During entechment, the P’w’ecks are bound and 
  used as a mechanical power source, generally powering 
  battle droids or starships. After the Battle of Endor, the 
  Ssi-ruuk will begin an invasion of both the known gal-
  axy and Chiss space, mostly using the P’w’eck-powered 
  droids on their front lines. However, the invasion will 
  be repelled on both fronts, and Chiss retaliation will lay 
  waste to their homeworld, Lwhekk.
  Homeworld: P’w’ecks are from Lwhekk, a steamy jun-
  gle planet in the Ssi-ruuk star cluster.
  Language: P’w’ecks speak the melodic language of the 
  Ssi-ruuk, which is called Ssi-ruuvi. A few P’w’ecks learn 
  Basic so that they can act as translators for the Ssi-ruuk.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Resilience
  • Natural Armor: Receive the talent “Enduring.”
  • Force-Blind: May not become Force-sensitive.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Olfaxes: Add b on visual Perception checks, but 
  remove this penalty if smell can also be used. May 
  also smell emotions, upgrading the difficulty when 
  opposing a Deception check.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  UPRISING
  F
  ollowing the Chiss counterattack, the Ssi-ruuk 
  will rebuild their society, even advancing the 
  entechment process so that it becomes pain-
  less, allowing the P’w’ecks to last much longer. 
  During the Yuuzhan Vong War, they will be ready 
  to invade again, this time with the plan of send-
  ing a diplomatic mission to Bakura that will claim 
  to be the P’w’eck Emancipation Movement, ar-
  riving with news that the P’w’ecks had won. The 
  team’s true purpose will be to peacefully con-
  secrate Bakura, which the Bakurans will allow 
  the P’w’ecks to do. After that, the Ssi-ruuk will 
  be able to invade. However, they will ultimately 
  be undone by the P’w’ecks themselves, who will 
  conduct a real uprising with help from the Ga-
  lactic Federation of Free Alliances. At the same 
  time, the Ssi-ruuvi Imperium will be crippled by 
  a Yuuzhan Vong invasion. The P’w’ecks will be 
  victorious, and most of them will resettle on Ba-
  kura, where they can live free.
  
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  PA’LOWICK
  Powerful lungs help the Pa’lowick to dive deep under-
  water, but they also help to sing. They are notable for 
  putting high value in music. Though some travel the 
  stars, many live much more simple lives as fishermen 
  or farmers.
  Physiology: Pa’lowick are aquatic creatures with long 
  limbs. They are somewhat scrawny but boast some of 
  the best lungs in the galaxy. These lungs are contained 
  in a chubby torso, which transitions to the head in a 
  neckless blob. Their head contains eyestalks that sur-
  round a long proboscis, which eventually ends in hu-
  man-like lips. The younger ones have tusks in a second, 
  lower mouth as well. Their skin is yellow mottled with 
  green-blue spots. Their limbs end in four fingers or toes, 
  each with an opposable thumb or backwards toe. While 
  humanoid in size, an air-filled bladder makes them very 
  light.
  Society: Pa’lowick have a simple society, and most are 
  content to keep it that way. They are shy, patient, and 
  have many proud traditions. These are very important to 
  them, and, while they are respectful to outsiders, they 
  always uphold their own ways. Their government is feu-
  dal, and communities are large but independent of one 
  another. They rarely travel offworld, and most prefer the 
  simplistic life of a farmer, fisherman, hunter, or storytell-
  er. Storytellers are very important to Pa’lowick and hold 
  a high place within society. Most of their knowledge and 
  history is stored orally through the storytellers.
  Homeworld: Pa’lowick come from the marshy planet of 
  Lowick, which is also filled with rainforests. It is notable 
  for isolation, staying unaligned in galactic affairs. It is 
  also a relatively recent addition to the galactic commu-
  nity, still just a few centuries in.
  Language: The impressive vocals of Pa’lowick can 
  speak Basic just fine. (Loudly at that) They also have 
  their own language, Lowickese.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • Scavengers: Receive the talent “Forager.”
  • Aquatic: Can hold breath for a long time and remove 
  all movement penalties for being underwater. 
  Remove b for humidity, add b for dry conditions.
  PA’LOWICK AGES
  OLDER
  • +5 XP
  YOUNGER
  • Tusks: Deal +1 Brawl damage and have a Crit 
  rating of 3.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  MUSIC
  F
  ew things define the Pa’lowick better than 
  their love for song. Even their first major ap-
  pearance on the galactic scale was through sing-
  er Larisselle Chatruni. Their biology makes them 
  well-equipped for it, but even those who are not 
  skilled nevertheless enjoy singing. Music and 
  storytelling is seen as the pinnacle of entertain-
  ment. However, it also isn’t just for entertain-
  ment: Music is also very sacred, and singing is 
  a vital rite of passage. Those that struggle with 
  music find themselves outcasts in Pa’lowick soci-
  ety. For many others, music provides a way off-
  world and an eventual career, where they have 
  more opportunities than they could ever dream 
  of on their isolated homeworld.
  
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  PAAERDUAG
  Paaerduags are a species where two separate beings, 
  one large and one small, attach to one another during 
  adolescence. The larger part is responsible for all mo-
  tion, while the smaller part is the only one that can 
  speak Basic.
  Physiology: Paaerduags start off life as two distinct 
  types of individuals: Some of smaller creatures with 
  green skin and four eyes, others have yellowish skin and 
  a hunchbacked posture. As they grow up, these two 
  beings fuse together and form a single being, with the 
  smaller part attached to the back of the larger. The larg-
  er part is responsible for movement, while the smaller 
  being provides two extra sets of eyes, granting their 
  combination omnidirectional vision. Each being has 
  two-fingered hands, and the larger part has two-toed 
  feet. Although they can think independently, the beings 
  can coordinate telepathically with one another.
  Society: Paaerduags are a haughty people who tend to 
  keep to themselves, for the partner attached to them 
  is often all the company they need. They take pride in 
  their unique physiology, often boasting about the supe-
  riority of having two heads to other species. As such, 
  they respect species of similar physiology, like Troigs, 
  Yuvernians, and Cha’wen’he. Although they can be clev-
  er, they are vulnerable to overconfidence and tend to 
  underestimate their adversaries.
  Homeworld: Paaerduags come from an Outer Rim 
  planet which is referred to as Sorjus in Basic, although 
  its true name is only pronounceable by them. Sorjus is a 
  backwater planet that partakes in little trade.
  Language: Paaerduags speak Brun’grraun, a language 
  which uses the harmony between both beings. The larg-
  er part speaks in a voice that is too low for humans to 
  hear, while the speech of the smaller part is audible to 
  other species. The smaller part is biologically capable of 
  speaking Basic, although they rarely learn it.
  SPECIES ABILITIES (LARGER PART)
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Resilience
  • Multiple Heads: Must be attached to a smaller 
  part Paaerduag character. The two can act as 
  separate individuals in terms of personality, stats, 
  actions, initiative order, and critical injuries. They 
  share a wound threshold, which is the average of 
  their two wound thresholds. They may communicate 
  telepathically with each other.
  SPECIES ABILITIES (SMALLER PART)
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Negotiation 
  or Perception
  • Multiple Heads: Must 
  be attached to a larger 
  part 
  Paaerduag 
  character. The two 
  can act as separate 
  individuals in terms 
  of personality, stats, 
  actions, 
  initiative 
  order, 
  and 
  critical 
  injuries. They share a 
  wound threshold, which 
  is the average of their 
  two 
  wound 
  thresholds. 
  Always remain in the same 
  location as the larger part, 
  never requiring a maneuver to 
  do so. They may communicate 
  telepathically with each other.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  SEEKING A CONNECTION
  P
  aaerduags are not born connected, so they 
  have some choice in who they spend their lives 
  attached to. This takes place at the young age 
  of eight during the fall, during which the larger 
  parts gather in a city center, and smaller parts 
  climb atop the back of their preferred partner. 
  If the larger part dislikes the potential partner, 
  they may shake the smaller part off, thus begin-
  ning another round of searching. Those without a 
  partner at the end die by the age of ten.
  NOTE
  L
  ittle is known about Paaerduag society. The 
  remainder of this entry is based on subtle 
  comments and the author’s own assumptions.
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Paaerduag culture.
  
  204
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  PACITHHIP
  Pacithhips are pachiderms who are slow to accept 
  change, although they maintain an outgoing demeanor. 
  They are relatively primitive and were discovered only 
  recently by the Empire, but many enjoy exploring the 
  galaxy, and they make excellent merchants.
  Physiology: Pacithhips are a species of pachyderms, 
  a physiology shared with the Ortolans and the Crag-
  moloids. Similar to these species, they are slow and 
  bulky. Despite their great mass, they are stocky and bit 
  shorter than humans on average. They have eyes on 
  either side of their head, optimized to give them 360 
  degree vision. They also have a trunk with a nostril and 
  tusk on either side of it, and the tusks are sharp enough 
  to use in combat. However, the tusks are also thin and 
  elegant, providing them with an important aesthetic. 
  Their gray skin can be mottled with varying shades of 
  blue or yellow, and it is also very wrinkled. In addition 
  to their arms and legs, they also have a long tail. They 
  have a long neck, and the back of their head is protect-
  ed by a thick ridge of bone.
  Society: Pacithhips are a people who are quick to ac-
  cept the status quo, and they are generally very pas-
  sive. They almost never question authority, which makes 
  them well-adapted to assimilate into many different cul-
  tures or become colonists. They greatly enjoy meeting 
  people from very different species, and they are will-
  ing to accept a variety of unique customs. This makes 
  them very skilled in social situations, and many excel 
  as merchants or traders. Their homeworld was discov-
  ered only recently by Imperial-backed scouts, and they 
  were defeated relatively easily by their technologically 
  superior conquerors. Once the Empire is defeated, they 
  will begin to reverse-engineer Imperial technology and 
  emigrate offworld en masse.
  Homeworld: The Pacithhip homeworld of Shimia is 
  somewhat primitive, relying mostly on fossil fuels and 
  only recently using hyperdrive or repulsorlift technology 
  brought by the Empire. It is an Outer Rim planet not far 
  from the Corellian Run, and its terrain includes grass-
  lands, mountains, and oceans.
  Language: Almost all Pacithhips learn Basic from an 
  early age, which they speak without issue. They also 
  still use their own language of Smimiese, which includes 
  snorts and bellows and has a pictographic alphabet.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Knowledge-Xenology
  • Thick Hides: Receive the talent “Enduring.”
  • Omnidirectional Vision: May see in all directions, 
  adding b on visual Perception checks.
  • Claws and Tusks: Deal +1 Brawl damage as 
  wounds, and have a Crit rating of 3. May spend 
  aa to add the Pierce 2 quality by hitting with 
  tusks.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  CASTE SYSTEM
  P
  acithhips have a caste system which features 
  three roles: the farmer, the warrior, and the 
  scholar. The farmers are an all-encompassing 
  group of manual laborers who have been ex-
  panded to include manufacturers as well as peo-
  ple who make food or textiles. Scholars include 
  lawyers, politicians, engineers, and teachers. 
  Warriors mostly act as police or soldiers. None 
  of the three castes are seen as objectively bet-
  ter or of higher importance than the others. A 
  Pacithhip’s caste is determined by tusk shape, 
  which can only be determined once they are ful-
  ly-grown adults. The tolerance of the Pacithhips 
  allows for a great deal of flexibility in the caste 
  system, especially in modern times. Although 
  everyone on their homeworld is expected to 
  somewhat comply with the role of their caste, 
  those who cannot fit in are encouraged no mat-
  ter what, even if their destiny is elsewhere.
  
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  PANTORAN
  Pantorans are near-humans with blue skin and yellow 
  eyes who are adapted to the cold. They are typically 
  proud and independent; most Pantorans are eager to 
  demonstrate their skills. They are not great as team 
  players, but they are excellent leaders.
  Physiology: Pantorans are blue-skinned near-humans 
  with yellow eyes. Their hair is black, blue, lavender, or 
  silver. They are resistant to low temperatures as well, 
  only needing light clothing in frigid climates.
  Society: Pantorans are from a region of space that is 
  infested with slavers, spice merchants, crime lords, and 
  other shady characters. More reputable in nature, they 
  have developed a proud tradition and are fiercely inde-
  pendent in nature. Pantorans tend to be determined, 
  prideful, and eager to demonstrate their skills. Though 
  teamwork is not their strong suit, they are still excel-
  lent in roles like leadership and, for some, manipula-
  tion with their charms. Pantoran nation states are or-
  ganized into a democracy and politics are considered to 
  be an art form. Ruled by the Pantoran Assembly, most 
  of the power is given to the Speaker. The Chairman is 
  second-in-command, checking the Speaker’s powers. 
  Under Imperial rule, Pantora has now been cut off from 
  the rest of the galaxy. Three main groups suggest solu-
  tions to this predicament. The Appeasers believe that 
  joining the Empire is the only option and the best one. 
  They point out economics as the biggest benefit. The 
  Republicans favor independence, citing the atrocities of 
  the Empire and its opposition to Pantora’s core values. 
  The Expansionists are small in number, and the most 
  oppressed. They favor banding with the nearby spice 
  dealers and slavers.
  Homeworld: Pantorans come from Pantora, an Outer 
  Rim world of marshes and plains. It is very cut off from 
  the rest of the galaxy but still technologically advanced. 
  The nearby world of Orto Plutonia has been viewed as a 
  good resource to many Pantorans, but a treaty with Talz 
  colonists during the Clone Wars has prevented Pantoran 
  interference on the world. Some Pantorans, however, 
  seek to open trade with Orto Plutonia and intermix the 
  two cultures.
  Language: The language of Pantoran has so many di-
  alects by region, so it is fairly impractical. Most Panto-
  rans know Basic, and many also know Huttese.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Cool or Negotiation
  • Cold Adaptations: Remove b for cold conditions, 
  add b for hot conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  MARKINGS
  T
  hough Pantorans, like most species in the 
  modern galaxy, are democratic, they still have 
  their feudal traditions. They use yellow markings 
  on their foreheads and cheeks to symbolize lin-
  eage. This is mostly because of a cultural interest 
  in genealogy, lineage, and history. Other Panto-
  rans treasure different relics, like art or jewelry 
  from their ancestors.
  NOTE
  P
  antorans come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  However, just as many Legends species could 
  also exist in Canon, relatively little prevents 
  Pantorans from existing in Legends.
  
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  PARWAN
  Electric gasbags with tentacles, the Parwans are so light 
  that they can float on the air. Their electrically charged 
  bodies give them a powerful combative ability, as they 
  can shock enemies into submission.
  Physiology: Parwans are lightweight gasbags with 
  thin, tentacle-like limbs. Their skin varies in color, from 
  orangish-brown to a blue-gray. They have four tenta-
  cles that act as legs, extending from their thin waist. 
  They use these for propulsion and tethering as they 
  float through the air. Their upper two tentacles start at 
  the shoulder, and these long, thin appendages act as 
  arms. Their arms have three fingers each and are nim-
  ble enough to grasp technology like blasters excellently. 
  However, most Parwans who fight use a much different 
  weapon: electricity. Parwans are electrically charged, so 
  merely touching adversaries can shock them enough to 
  subdue. A Parwan head is thin, and, instead of hair, it 
  has a mushroom-like top. They have three eyes, but the 
  arrangement of their face is otherwise quite humanoid
  Society: Parwans place value in emotion and expres-
  sion, viewing it important to have and share their feel-
  ings. For this reason, they live in a tightly-knit family 
  that sticks together for life. Since sharing negative feel-
  ings can have negative effects for everyone, they tend 
  to lean on the optimistic side. They tend to work well in 
  teams or groups and interact with people closely, often 
  sharing their feelings but expecting the same from oth-
  ers. This nature makes many of them find interest in art, 
  music, or literature.
  Homeworld: Parwa is a gas giant, where the Parwans 
  first began to float around. They are herbivores, floating 
  around and feeding on colonies of photosynthetic, float-
  ing plants. It has a few cities, which float via repulsorlift. 
  The Empire doesn’t allow most Parwans offworld, but 
  doesn’t bother to control much of the planet.
  Language: Parwans can speak Basic as well as their 
  own language, Gu’waru, which sounds like gibberish to 
  most outsiders.
  SPECIES ABILITIES
  • Wound Threshold: 7+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Coordination
  • Electric: After hitting with a successful Brawl 
  check, may shock an opponent, dealing 5 strain. 
  The shock attack ignores soak. (Note that the Brawl 
  attack itself does not.)
  • Gasbags: Float, ignoring movement penalties for 
  terrain, and may move upwards as well. Do not 
  suffer fall damage. May only spend 1 maneuver 
  moving per turn.
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  HUNTER OR HUNTED
  T
  heir natural weapons and unique movement 
  makes many Parwans naturally fit for the pro-
  fession of bounty hunting. They are also hunted, 
  however. Many Parwans tend to like art and liter-
  ature to the point of stealing, so they have a rep-
  utation for being untrustworthy, and this makes 
  it a good business to hunt and kill the thieves. 
  Some are even killed “preemptively.” Many Par-
  wans will claim that their obsession with arts is 
  so great that they literally cannot resist stealing 
  and barely have a choice in the matter.
  NOTE
  P
  arwans come from The Clone Wars TV show, 
  which often contradicts Legends sources. Fur-
  thermore, everything following the physiology 
  section is made up entirely, as I need to fill this 
  page, and having societal information should 
  make Parwan characters more interesting. How-
  ever, just as many Legends species could also 
  exist in Canon, nothing prevents Parwans from 
  existing in Legends.
  
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  PATROLIAN
  Patrolians are small amphibians who seem to involved 
  in crimes whenever they are seen off their homeworld. 
  They have skin that is either lavender and pink or lime 
  and yellow. They are also a species that places high val-
  ue in teamwork.
  Physiology: Patrolians are small aquatic creatures. One 
  race has skin that is lavender or pink, while the other 
  has a color of yellow or lime green. Either way, the skin 
  is slippery and mottled with dots. They are hairless, al-
  though they do have a crest at the back of their head. At 
  the neck is a frill, lining from ear to ear. Or rather, where 
  they would have ears. Their eyes are red with black pu-
  pils. They have slight eyestalks. They also lack nostrils, 
  and their nose instead transitions straight to the mouth, 
  which is placed closer to the chin. They are also more 
  resistant than other species to electric shocks.
  Society: Patrolians have strong values in teamwork and 
  being social, even though they have no families. They 
  travel together in large schools that contain hundreds 
  of members. Their people are subordinate to a group 
  of human colonists, who have long ignored their wish-
  es and treated them as second-class. The Patrolians 
  have taught crime to their fellows as a way to regain 
  the advantage, to which the colonists have responded 
  with harsher rules. It is bad enough that many have 
  left. Those that do have developed a habit of crime and 
  troublemaking.
  Homeworld: Patrolia is an ocean world, although it has 
  its fair share of land. It is in the Inner Rim. The world 
  is mostly employed in fishing, mining, or underwater 
  farming. Human colonists rule the planet and make up 
  about half of the population.
  Language: Patrolians are practical, speaking Basic in 
  a gurgled tone. They have abandoned their native lan-
  guage.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Skulduggery or Streetwise
  • Aquatic: Can breathe underwater and remove 
  penalties for underwater movement. Remove b for 
  humidity, add b for dry conditions.
  • Electric Resistance: Reduce damage from electric 
  shocks by 2.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  SQUADS
  T
  he subunit of the school is the squad. While 
  Patrolians have no families and are born in 
  mass hatcheries, they are organized into squads. 
  The nature of a squad depends on the school, 
  but they tend to consist of five to ten people who 
  share a profession. Patrolians are sorted into 
  squads from birth based on genetic analysis but 
  can be changed. These act as families in most re-
  gards and also provide education to young mem-
  bers. When offworld, they tend to form “squads” 
  as well, with people of their profession.
  NOTE
  P
  atrolians come from The Clone Wars TV show, 
  which often contradicts Legends sources. 
  Furthermore, everything following the physiol-
  ogy section is made up entirely, as I need to 
  fill this page, and having societal information 
  should make Patrolian characters more inter-
  esting. However, just as many Legends species 
  could also exist in Canon, nothing prevents Pa-
  trolians from existing in Legends.
  
  208
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  Complete Species Guide
  PAU’AN
  Natural leaders with a long lifespan, the Pau’ans are 
  intimidating thanks to their gray face. They only eat raw 
  meat, further making them creepy. Despite this, they 
  get along well and are typically well-liked by those who 
  they lead.
  Physiology: Pau’ans are tall, gray-skinned humanoids. 
  At two meters, they are still similar enough to humans 
  to be humanoid. They have no hair, and their skin is 
  gray. As carnivores, they have jagged incisors to chew 
  meat. They prefer it raw. Augmenting their intimidat-
  ing appearance, their eyes are black, sunken into red 
  eye sockets. Their skin has vertical lines and wrinkles 
  from a lack of sunlight. The lighting conditions also give 
  them excellent vision in darkness. They live up to 700 
  years, so they are nicknamed the “Ancients.” Despite 
  their great height, they are thin, making them relatively 
  weak.
  Society: Pau’ans naturally prefer leadership and gov-
  ernment roles. Many first begin working with managing 
  small teams of laborers before they move up. They are 
  empathetic as leaders, understanding and respecting 
  the desires, perspectives, and needs of their subordi-
  nates. This allows success in which each city is controlled 
  by a single Master of Port Administration, a hereditary 
  title. The Administrators are advised by several other 
  councils. Each Administrator additionally serves on the 
  Utapauan Committee, which is the planetary govern-
  ment. However, the cities are mostly autonomous, and 
  the Committee rarely makes major decisions. Pau’an so-
  ciety varies greatly by city. Most tend to like art, some-
  thing that shows in their unique architecture. They also 
  prefer to use elaborate clothing to impress and demon-
  strate status. They are currently under the control of the 
  Empire, which has not cared about the Pau’ans. Utapau 
  is having its resources harvested, and some Pau’ans are 
  now taken as slaves.
  Homeworld: The site of the final battle in the Clone 
  Wars, Utapau is a minor Outer Rim world covered in 
  rocky sinkholes. The surface is very windy, so both spe-
  cies are forced to live in the sinkholes. 95% of the plan-
  et is powered by wind. Native animals are useful for 
  many roles, so airspeeders and other means of transit 
  are replaced by the lizard-like varactyls who can climb 
  walls and the flying dactillions.
  Language: Utapese is the Pau’an language. They tend 
  to speak Basic as well. The Utai have their own lan-
  guage, which some Pau’ans also know.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • 1 rank in Coercion or Leadership
  • Night Vision: Remove b for darkness.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  PAU’ANS AND UTAI
  P
  au’ans share their homeworld with the Utai. 
  The two are thought to be distant relatives. 
  They co-exist peacefully, and they complement 
  each other well. This first began thanks to Timon 
  Medon, a Pau’an leader who first experimented 
  in merging the species. Just as the Pau’ans have 
  a strong preference for leadership, the Utai typ-
  ically prefer simple, menial labor. They get along 
  well because of this. More common conflicts are 
  the ones between cities, which tend to result 
  in societal and economic rivalries or embargos 
  rather than outright bloodshed. Each city has 
  great pride in their unique culture.
  
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  PHINDIAN
  Phindians are shorter beings with brown skin, yellow 
  eyes, and a snout. They are only amiable around family 
  and close friends, and they are very closed off around 
  anyone else. Given their mechanical skills, most of them 
  prefer interactions with droids as opposed to organics.
  Physiology: Phindians are brown-skinned beings who 
  are a touch shorter than humans. They are thin, and 
  they have very flexible arms which are long enough to 
  reach down to their knees. Their eyes, yellowish in col-
  or, are generally surrounded with white splotches. Some 
  Phindians have these white spots all over their body. 
  Their wrinkled head is hairless, and they have a large 
  nose and a snout. They have four-fingered hands, and 
  their feet have 3 claw-like toes. They generally prefer 
  simple clothing with little decoration.
  Society: Phindians typically get along very well with 
  their family and close friends, coming across as affec-
  tionate and emotional. However, they are less friendly 
  with strangers, distant friends, or business associates. 
  Though highly perceptive, they typically come off as 
  aloof in these circumstances because they are so un-
  willing to speak, and interacting with them can be exas-
  perating. They are grumpy and irritable, frequently sar-
  castic and far too fond of hyperbole. Ultimately, these 
  traits stem from their near-universal desire to focus on 
  technology rather than other people. They greatly enjoy 
  tinkering, and many of them would much rather talk 
  to an obedient droid than have to deal with a fellow 
  sentient. As such, many Phindians found offworld are 
  technicians or engineers.
  Homeworld: Phindians come from the technologically 
  advanced Outer Rim planet of Phindar, which is temper-
  ate and mostly urban.
  Language: Phindians generally speak both Phindian 
  and Basic with a soft, raspy voice. Phindian has very 
  long groups of vowels and sounds very soft.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Tinkerers: Receive the talent “Gearhead.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  THE SYNDICAT
  O
  ne of the most unique inventions of the Phin-
  dians is a device which is capable of erasing 
  memories, and this device made its owner, the 
  Syndicat, incredibly powerful. The Syndicat was 
  a criminal organization, and it used control over 
  resources as leverage against the Phindian peo-
  ple. Oftentimes, they would erase the memories 
  of their enemies and then exile them. However, 
  the Syndicat did not last forever, and it was over-
  thrown during a democratic revolution more than 
  30 years ago, which began with help from the 
  Jedi. The new government, which supported the 
  Separatists during the Clone Wars, ended after 
  the takeover of the Empire, but democracy will 
  return to the Phindians shortly after the Battle 
  of Endor, and they will end up joining the New 
  Republic a year after their liberation.
  
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  PHO PH’EAHIAN
  Mechanically inclined rodents with four limbs who are 
  distantly related to the Chadra-Fan, the Pho Ph’eahians 
  share their relatives’ outgoing spirit. However, they are 
  distinguished by their obsession with hygiene.
  Physiology: The Pho Ph’eahians are a species of ro-
  dents who are similar to the Chadra-Fan with their bat-
  like face, which has large ears, a black nose, and small 
  eyes. However, they are distinguished by being larger, 
  and their fur is blue-gray rather than brown to provide 
  better camouflage. Most notably, they have four arms, 
  and these extra limbs are particularly advantageous in 
  helping them to climb.
  Society: Pho Ph’eahians are amiable and outgoing, not 
  unlike the Chadra-Fan they resemble. They enjoy get-
  ting fame or attention and generally do their best to 
  make friends. They are best known for their technical 
  skills, and their society already possessed a great deal 
  of technology such as nuclear power, sublight space 
  travel, and repulsorlifts when the rest of the galaxy 
  made contact with them. After reverse-engineering the 
  hyperdrive, they joined the greater galactic community 
  to do engineering of all sorts. Their technical skills travel 
  well, making them a common sight on many worlds.
  Homeworld: The adaptations of the Pho Ph’eahians 
  toward cold, mountainous environments are, of course, 
  reflections of their homeworld’s terrain. They are native 
  to the mountainous regions on Pho Ph’eah, a frigid Out-
  er Rim planet. Pho Ph’eah has a very elliptical orbit, so 
  it warms up briefly before going through a long season 
  of darkness. Although Pho Ph’eahians have travelled 
  to many planets throughout the galaxy, they are most 
  prominent in regions close to their homeworld, such as 
  the Corporate Sector.
  Language: The Pho Ph’eahians have created a lan-
  guage known as Pho Ph’eahese, which is considered to 
  be very sophisticated. Every spoken syllable, typically 
  a squeak or bark of some sort, translates to a single 
  written character, and their voice is very high-pitched if 
  they speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Mechanics
  • Thermal Fur: Remove b for cold conditions, add 
  b for hot conditions.
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.” Add b on 
  checks to climb.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  1
  PRESENCE
  2
  CLEANLINESS AND HYGIENE
  P
  ho Ph’eahians are extremely superstitious 
  when it comes to staying clean, mostly be-
  cause they try to be the center of attention. 
  Pho Ph’eahians believe in a strong connection 
  between their physical body and their soul, con-
  sidering the body to be a “sacred manifestation 
  of the spirit.” As such, they fear that any dirt, 
  wound, or stain on them could transfer over to 
  the soul. They consider anything related to hy-
  giene or cleaning to be extremely important.
  
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  THE COMPLETE SPECIES GUIDE
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  PHUII
  The Phuii are shorter but nimble saurians, and they 
  are known for their love of sports and games. They are 
  extremely competitive and can be arrogant, so they 
  are not always well-liked, but they can make excellent 
  podracers.
  Physiology: Phuii are a rather dexterous saurian spe-
  cies that has a lean body and a long neck. Although 
  they can be as tall as humans, many are significantly 
  shorter, some being only one meter tall. Their legs have 
  a knee that bends backwards, and they move around 
  by hopping around on their three-toed feet. Although 
  some also have three fingers on their hands, others 
  have four digits. They show similar sorts of diversity in 
  that some have a tail while others do not, and they also 
  have varying skin colors in light green, yellow, and gray. 
  Some have a single skin color, while others have a sig-
  nificantly lighter color on their chest and on the front 
  of their face. Their face features a duck-like beak that 
  they sometimes use to peck in a brawl, and they have 
  red, orange, or yellow eyes on the sides of their head. 
  Even young Phuii have wrinkles on their skin, especially 
  their neck, and they also have a lumpy crest at the top 
  of their head.
  Society: Phuii are best known for their love of sports 
  and gaming, industries which most of them work in on 
  their homeworld. Fitting with their competitiveness, 
  they tend to be overconfident and arrogant, often fo-
  cusing on threats and intimidation when they interact 
  with others. Because of this lack of tact, they tend to be 
  more practical instead of being focused on their appear-
  ance, often choosing to wear simple attire like coveralls.
  Homeworld: The Phuii homeworld, Phu, is known for 
  its gaming and sports industries. It is relatively small in 
  population, is of very little consequence politically, and 
  was neutral during the Clone Wars. However, it is in the 
  Colonies, has technology up to the galactic standard, 
  and has been a part of the greater galaxy for millenia.
  Language: Given their relatively frequent interactions 
  with the rest of the galaxy, Phuii generally speak lingua 
  francas like Basic or Huttese in favor of any native lan-
  guage.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Coercion
  • Gifted Racers: Receive the talent “Shortcut.”
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  PHUII PODRACERS
  O
  ne of the most popular sports among the Phuii 
  is podracing, a sport where they have earned 
  notoriety thanks to famed Phuii podracers such 
  as Mars Guo and Chros-filik. Many Phuii take up 
  podracing as a hobby or as professionals, and 
  Phuii who leave their homeworld are very likely 
  doing so because of podracing or another sport.
  
  212
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  Star Wars Roleplaying
  PHYDOLON
  In an incredible biological phenomenon, the Phydolons 
  are the combination of two separate species, one mam-
  mallian and the other fungal. Coming from a backwater 
  world, they are deeply spiritual and incredibly reliant on 
  their community.
  Physiology: Phydolons are actually a symbiote of two 
  other non-sentient species that have coevolved: hu-
  manoids known as the Agarans and a rhizome known 
  as the Orucytes. Their overall body structure is that of 
  the mammalian Agaran, but most of their tissues are 
  made of the Orucyte fungus. Their 
  consciousness is shared between 
  the two organisms, and neither 
  species can achieve sentience 
  on its own. In some ways, they 
  act as a single mind, but at 
  times, they act more like a 
  pair of distinct individuals. 
  Their fungal tissue has a 
  white or pink color, while 
  their body structure is 
  very long and lean. They 
  also have long limbs and 
  fingers. They have draping 
  tendrils of flesh instead of 
  hair, and their large, black 
  eyes are near the top of 
  their flat face and spread 
  out near the sides of 
  their head. They have 
  a small mouth and no 
  nose.
  Society: Phydolons are a 
  quaint people who live to-
  gether in very closely-knit 
  groups, and they are very pro-
  vincial. Their social order is infor-
  mal, but they are generally ruled 
  by the wisest among their people. 
  Their unique biology grants them 
  a sort of gestalt consciousness 
  with the other Phylodons, al-
  lowing them to convey emo-
  tions, even without words, 
  via their shared connection 
  to the Orucytes. They also 
  have a very strong sense of 
  community and belonging, 
  so they selflessly contribute to 
  the needs of the group. The fungal part of their biology, 
  which is the more social part, feels very isolated if they 
  ever leave their own people, so they rarely leave their 
  homeworld. Privacy is not a concern for them, so their 
  homes are often without walls or doors.
  Homeworld: A backwater planet in the Outer Rim, 
  Mydasos is a lush planet that is home to the Phydolons. 
  Its terrain includes swamps, small seas, vast forests, 
  and jagged mountain ranges. It was discovered relative-
  ly recently, within the past century.
  Language: Because of their innate empathy, Phydo-
  lons have little need for a complex language, and their 
  tongue is very simple. They typically dislike Basic, as 
  they find it to be unnecessarily complicated.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Cool or Discipline
  • Symbiotic Resilience: When recovering 1 or 
  more wounds through natural rest or a bacta tank, 
  recover 1 additional wound.
  • Symbiotic Isolation: When healing strain at the 
  end of an encounter, heal 1 fewer strain if no other 
  Phydolons are present.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  SYMBIOSIS AND THE FORCE
  P
  hydolons are deeply spiritual, almost monas-
  tic, and they are more likely to be Force-sensi-
  tive than other species. They have a very strong 
  connection to the Living Force because of their 
  superb empathy and deep connections to those 
  around them. Force-sensitive Phydolons see the 
  Living Force as very welcoming and familiar, us-
  ing it as a source of interconnectivity and un-
  derstanding. Using it for power is unheard of to 
  them.
  NOTE
  U
  nlike many of the species in this guide, Phy-
  dolons are exclusive to Canon. However, just 
  as many Legends species could also exist in 
  Canon, nothing prevents Phydolons from exist-
  ing in Legends.
  
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  POLIS MASSAN
  The Polis Massans are a species that has devoted them-
  selves to discovering their long-lost ancestors in the Po-
  lis Massa asteroid field. Most cannot speak, but they 
  are all capable of telepathic broadcasting.
  Physiology: Polis Massans, also known as Kallidahins, 
  are short and thin. They have a long neck and smooth, 
  gray skin. Their face is flat, with the only features be-
  ing emotionless black or red eyes. It is also covered 
  by an osmotic membrane, which absorbs their nutri-
  ents. They have four-fingered hands. What makes Polis 
  Massan most unique is their telepathy. Only a few rare 
  members, known as Speakers, have vocal cords. All can 
  communicate telepathically, making their words heard in 
  a broadcast manner.
  Society: Polis Massans are kind and extremely respect-
  ful of life. They value it in all forms and possess a great 
  curiosity about biology. They are not aggressive, avoid-
  ing direct confrontation. They are gifted in intellectu-
  al fields, like medicine and archaeology. Polis Massans 
  tend to be good workers, enjoying the job that they 
  choose and finding fulfillment in it. They are also a very 
  communal people, focusing on the good of their society 
  instead of individual goals.
  Homeworld: They originate from Kallidah, hence their 
  name. After entirely moving to Polis Massa, they have 
  been known to many as Polis Massans. The planet itself 
  is gone, but the largest of the remaining asteroids has 
  taken up the name “Polis Massa.” These asteroids are 
  well-settled by the Polis Massans, and many are the 
  sight of archaeological digs.
  Language: Polis Massans have their language of Mas-
  san, which requires hand signs as well as audio that is 
  created via telepathy or vocal cords.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Xenology or Medicine
  • Telepathy: May communicate by telepathically 
  “broadcasting” speech to all beings within short 
  range. May also “whisper,” broadcasting only to 
  those who are engaged.
  POLIS MASSAN SUBSPECIES
  NO VOCAL CORDS:
  • No Vocal Cords: Cannot speak.
  VOCAL CORDS:
  • -10 XP
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  XENOBIOLOGISTS
  P
  olis Massans have a great curiosity towards 
  other species, and many devote their life to 
  researching others. Given their lack of diplomat-
  ic skill, they do this at a distance. This is best 
  demonstrated by their desire to research their 
  extinct ancestors, the Eellayin. The Eelayin were 
  the original inhabitants of Polis Massa, before it 
  was destroyed. Since they have uncovered a sig-
  nificant amount of genetic material, many Polis 
  Massans wish to clone an Eellayin. Despite the 
  high quality of Polis Massan cloning facilities, the 
  material was too incomplete to successfully clone 
  an Eellayin on their initial attempts. Recently, 
  they have asked for help from the Kaminoans, 
  a species of expert cloners. With help from Ka-
  minoan specialists, the teams continue to make 
  progress.
  
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  THE COMPLETE SPECIES GUIDE
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  PRIAPULIN
  A species of aquatic gastropods, the Priapulins have a 
  peaceful rule over their planet of Priap. They move by 
  slithering their snake-like body, leaving their six limbs 
  available for grasping objects.
  Physiology: Priapulin are gastropods, a group of slug-
  gish creatures with no skeleton who move around by 
  slithering. They are four meters long on average, and 
  they typically have about half of their length flat on their 
  ground. They have five notochords on their back, each 
  of which is visible as a circular bump. They are orange 
  in color and have darker red spots on their back. Sep-
  arating their stomach from their back are a number of 
  thin, hair-like cilia, appendages which can extend up to 
  their chin. They have no facial hair, but their face fea-
  tures three sets of prominent eyebrows, each of which 
  has two purple eyes below it. They also have no nose. 
  On the sides of their body are multiple limbs. The up-
  permost of these limbs end in thorny balls for combat, 
  the middle set has hooks for grasping, and the last two 
  are flat to help with moving. They have additional limbs 
  below their main six which are smaller. The Priapulin 
  are also an aquatic species, and they can swim well and 
  breathe underwater.
  Society: Priapulin are a very peaceful race; they have 
  gone centuries without war and avoided the many con-
  troversies of galactic politics. They follow an extremely 
  rigid code of honor which emphasizes loyalty. Priapulin 
  are also known for their sense of humor. Although they 
  typically stay on their homeworld, the Priapulin can be 
  very good pilots.
  Homeworld: Priapulin rule the water world of Priap, a 
  planet which is in the Arrowhead of the Core Worlds. 
  It is home to multiple sentient aquatic species, all of 
  whom interact peacefully with each other.
  Language: Priapulin speak Pria, a language which 
  non-Priapulin have a very hard time pronouncing. They 
  can speak Basic in a whisper, although they have a few 
  unique measurement conventions: They measure time 
  in 10 hour “tides,” and measure distance in “salt pans” 
  which are just longer than a kilometer.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Piloting-Space
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Extra Limbs: May have 3 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.” Have 
  2 hooked limbs, 2 spatulate limbs, and 2 thorny 
  limbs. May not perform complex manipulation such 
  as using ranged weapons with spatulate or thorny 
  limbs.
  • Thorny Limbs: When using thorny limbs, deal +1 
  Brawl damage as wounds and have a Crit rating of 
  3.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  FOOD-KIN
  D
  espite their apparent kindness and pacifism, 
  there is a dark symbiosis that sustains the 
  Priapulin. It involves the Crast, a sentient spe-
  cies of crustacean that the Priapulin refer to as 
  the food-kin. The Priapulin eat the Crast, who 
  willingly sacrifice themselves. This is because 
  the eggs of the Crast can only be properly in-
  cubated inside the stomach of a Priapulin. Once 
  hatched, the Priapulin raise the Crast children as 
  their own. The Priapulin are at the top of their 
  planet’s food chain, and they collaborate symbi-
  otically with a number of the sentient species on 
  their planet.
  
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  PSADAN
  Primitive hunters, the Psadans have a combination of 
  bulk and simple stubbornness that aids them in combat. 
  They have a long-standing conflict with the Myneyrshi, 
  who also inhabit their homeworld of Wayland.
  Physiology: Psadans are large creatures with very high 
  shoulders and a wide torso, but their arms and legs are 
  stubby, thus limiting their speed and dexterity and mak-
  ing them somewhat shorter than humans on average. 
  Their tan-gray skin is thick and leathery, providing them 
  with excellent protection. They are particularly well-de-
  fended from behind, where they have rock-solid plates 
  for their skin. They have two-toed feet and four-fingered 
  hands. Their scalp is bald, but some have brown hair 
  on their chin and below their red eyes. Their small nose 
  sits directly between their eyes, and they have a wide 
  mouth. Their simpler brain is quite resistant to telepath-
  ic Force Powers.
  Society: The simplistic nature of the Psadan brain has 
  made them extremely stubborn, and they are also very 
  eager to solve problems by fighting. Psadans partake in 
  various forms of nature worship, and one of the more 
  notable tenets that they follow is never wasting any-
  thing. Psadans are almost all hunters, and they neve let 
  any part of their prey go to waste. Most Psadans wear 
  various bones and sections of skin, which can be used 
  as armor or simply act as a decorative trophy.
  Homeworld: Psadans come from Wayland, an obscure 
  arboreal planet in the Outer Rim. It is mostly wilderness, 
  and it has little contact with the rest of the galaxy. The 
  Imperials have a base at Mount Tantiss, where slaves of 
  both species work to build a storehouse for the Empire. 
  This storehouse will be protected by the Guardian, who 
  will be succeeded by Joruus C’baoth.
  Language: Psadans speak Psadan, a language with 
  grunts and groans. They typically have a deep voice, 
  and many Myneyrshi learn the Psadan language as well.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Melee or Resilience
  • Thick Skin: Receive the talent “Enduring.”
  • Obstinate: When targeted by a telepathic Force 
  Power, increase the difficulty by 2.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  PSADANS, MYNEYRSHI, AND IMPERIALS
  G
  iven their warlike tendencies and stubborn-
  ness, it is no surprise that the Psadans have 
  not gotten along well with the Myneyrshi, the 
  other sentient species found on their homeworld. 
  However, that changed when the Empire came 
  to Wayland, and they attempted to enslave both 
  species. The Psadans and Myneyrshi were unit-
  ed by their common enemy, but their attempts 
  to fight off the Empire were unsuccessful, and 
  many Psadans were such to work carving the 
  Empire’s secret base in Mount Tantiss. Ultimate-
  ly, the Psadans will be left alone in 9 ABY when 
  Palpatine’s base is destroyed, although their 
  population will be threatened again by the Yuu-
  zhan Vong, as most of them are too stubborn to 
  evacuate their homeworld.
  
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  THE PYKE SYNDICATE AND THE SITH
  T
  he Pyke Syndicate has dealt multiple times 
  with the Sith, starting with their early deal with 
  a man named Tyranus. A Jedi named Sifo-Dyas 
  ordered the creation of a clone army as a result 
  of manipulation from the Sith by Darth Plagueis, 
  known as banker Hego Damask. The Sith Darth 
  Tyranus needed Sifo-Dyas killed as a way to take 
  control of the clone project. As Sifo-Dyas was 
  on his way to meet with the Pykes, Tyranus paid 
  them to shoot down and kill Sifo-Dyas’s shuttle. 
  They did so, but took Silmann, Valorum’s aide 
  and Sifo-Dyas’s partner, alive. This backfired 
  when the Jedi discovered the matter during the 
  Clone Wars, and Tyranus, revealed to be Dooku, 
  killed Pyke leader Lom Pyke as cover-up. Around 
  that time, the Pykes were involved with the Sith 
  as members of Darth Maul’s Shadow Collective, 
  which briefly took over Mandalore.
  NOTE
  P
  ykes are from The Clone Wars TV show, which 
  contradicts many of the prior Legends sourc-
  es regarding Kessel and the criminal under-
  world. Their use is not recommended in a purely 
  Legends setting.
  PYKE
  Criminal enterprises are very important to the Pykes. 
  They live not far from Kessel on their homeworld of Oba 
  Diah, which puts them in prime position to handle much 
  of the spice smuggling. Their prominence has somewhat 
  dwindled with time, and they are now longer as 
  powerful as they once were.
  Physiology: Pykes are thin hu-
  manoids with green or gray skin. 
  They have a long neck and a 
  pod-shaped hexagonal head 
  that is wider at the bottom. 
  They have a small face in 
  their head’s center that 
  typically has purple eyes. 
  They also have two ten-
  tacles 
  coming 
  down 
  from their chin and two 
  small spikes coming out 
  of the back of their head. 
  They have two large toes 
  per foot and three fingers on 
  each hand.
  Society: The Pykes are a clever spe-
  cies that are not trustworthy and 
  have what it takes to succeed in the 
  underworld. They are superb liars 
  but are capable of improvising if 
  their deceptions break down. As 
  such, it is no surprise that they 
  are notable for their presence in 
  the Pyke Syndicate, also known 
  as the Pyke family. The Pyke Syndi-
  cate was very prominent more than 
  thirty years earlier, around the time 
  of the Naboo Crisis, when they held 
  a near-monopoly on Kessel’s glit-
  terstim. They continue to operate 
  major spice-mining operations 
  on Kessel.
  Homeworld: 
  The 
  Pykes 
  come from Oba Diah, a 
  rocky, cliff-covered world not 
  far from Kessel and on the 
  Kessel Run. This has set them up well to profit in the 
  glitterstim industry. It is fairly urban and has been under 
  the influence of the Pyke Syndicate. Lom Pyke was once 
  leader of the Pyke Syndicate and Minister of Oba Diah 
  before he was killed and replaced by Marg Krim.
  Language: The Pykes typically speak Basic in a way 
  that sounds slow and almost robotic. Like the Gand, 
  they avoid pronouns. Some know other languages like 
  Huttese if they need them.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Deception or Knowledge-Underworld
  • Underworld Connections: Receive the talent 
  “Black Market Contacts.”
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  
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  QUARREN
  Quarren are pessimistic, paranoid, and slow to trust. 
  This has made it hard for them to get along with the 
  Mon Calamari, who have attempted to remold Quar-
  ren culture. They finally have something that resembles 
  freedom with a more egalitarian government and free-
  dom from the Empire. Quarren live deep underwater on 
  Dac, as they are an aquatic species.
  Physiology: Descending from cephalopods, Quarren 
  are aquatic creatures. Thanks to the conical nature of 
  their hairless forehead and their downward-pointing 
  ears, Quarren have a head that is very triangular in 
  shape. Three sharp fangs line a tiny mouth that sits near 
  the chin. Four prehensile tentacles sit right next to this, 
  dropping down to the chest. Above the tentacles, they 
  have two alluring turquoise eyes. They have no visible 
  nose or hair. Their skin is a leathery orange, sometimes 
  pink, brown, or gray-green. Quarren typically have 
  three suction cup fingers on each hand, but some have 
  five fingers or claws.
  Society: Quarren are determined and stubborn. They 
  are also distrustful and pessimistic by nature. They al-
  ways try to adhere to tradition, only changing when 
  absolutely necessary. This tendency makes them dis-
  trustful of the more idealistic species, such as the Mon 
  Calamari, who share their home. Though the Quarren 
  had peace for untold ages, their first encounter with the 
  Mon Calamari started a feud that lasts to this day. The 
  Mon Calamari eventually won when they first fought. 
  Though the Quarren mostly live on the seafloor and 
  Mon Calamari in floating cities, the Mon Calamari tried 
  to teach Quarren their ways. This made tension and 
  boiled over into war every once in a while, such as when 
  the Quarren attempted to secede in the Clone Wars. 
  Although the Mon Calamari are mostly responsible for 
  upsetting the Empire, both species were persecuted as 
  slaves under Imperial rule. Many Quarren who escaped 
  this fate tended to just run. Others, however, make 
  the difficult choice of fighting back. The two have now 
  worked together to successfully free their homeworld.
  Homeworld: Quarren come from the oceans of Mon 
  Cala, an Outer Rim world that is also known as Dac. 
  They mostly live in mining colonies beneath the sea. It 
  is free from Imperial rule after a hard-fought struggle.
  Language: Quarren speak Quarrenese, but it is difficult 
  to speak in air, so they also can speak Basic in a gurgled 
  tone.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Negotiation
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  RIVALRIES
  B
  y nature, the Quarren are distrusting and not 
  very amiable. However, much of their hatred 
  is well placed. They hate the Empire for enslav-
  ing them, which is certainly fair. However, many 
  place as much hate in the Rebellion for upsetting 
  the Empire in the first place. And, of course, they 
  have a standing tradition of hating the Mon Cal-
  amari. The Mon Calamari have historically been 
  much wealthier and much more powerful. Their 
  monarchs have ruled the planet for generations, 
  often favoring their own people. As such, there 
  is great animosity between the two societies. 
  Quarren seen offworld might share these opin-
  ions, or may have abandoned politics in favor of 
  more pressing personal issues. Some more ami-
  able spirits may focus on their shared past and 
  be happy to see their neighbors.
  
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  Complete Species Guide
  QUERMIANS AND XEXTOS
  L
  ong ago, when Xextos were in hunter-gath-
  erer tribes, an Arkanian geneticist began ex-
  perimenting with Xextos, hoping to make them 
  taller so as to grant better vision. He brought 
  them to the nearby world of Quermia, and these 
  GMO cousins became known as Quermians. The 
  Quermians are very tall, even in comparison to 
  species like Wookiees. Though they  once denied 
  the fact that they were related, the Xextos now 
  hold a grudging respect for the Quermians and 
  their intellect, who get along very well for their 
  part.
  QUERMIAN
  The Quermians are a taller version of the Xexto species 
  that has been genetically created on Quermia. They are 
  very peaceful because they lacked predators, and they 
  are prominent as diplomats and philosophers.
  Physiology: More or less, Quermians are a tall version 
  of the Xexto species. They have a long neck, extremely 
  pale skin, and four long arms. Though large, they are 
  not actually that strong, and most are weaker than av-
  erage humans because of their thin nature. Their hair-
  less head has yellow eyes. Though they lack a nose, 
  they can smell via their four-fingered hands. They have 
  two brains, which has benefits in terms of intellect but 
  drawbacks when it comes to developing split personali-
  ties. Their mouth is almost permanently in what humans 
  generally consider to be a knowing smile. Interesting-
  ly enough, this knowing smile actually describes the 
  Quermian personality quite well.
  Society: Quermians were herbivores without predators 
  when they developed their culture, so they are mostly 
  peaceful. This has also given them plenty of time to de-
  velop philosophies, making them prominent as philoso-
  phers. They are capable of reading body language very 
  well, something many recognize as telepathy. Some 
  xenobiologists believe this claim, but the Quermians 
  themselves claim otherwise. Since they are so good at 
  reading body language and recognizing emotions, many 
  become diplomats.
  Homeworld: Quermia is a peaceful Outer Rim planet 
  not far from the Xexto homeworld of Troiken. It has lush 
  vegetation and very few animals.
  Language: Quermians typically know Basic, as well as 
  their own melodious, vowel-filled tongue of Quermian. 
  They also tend to be literate in both.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Perception
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Body Language Readers: Once per encounter, 
  may make a Perception check opposed by the 
  Deception of a chosen NPC. If successful, add b 
  on all social checks made against that NPC for 
  the rest of the encounter and know that NPC’s 
  current emotional state. May also silently converse 
  with other Quermians by reading body language, 
  although more complicated or specific messages 
  may require a check at the GM’s discretion.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  QUOR’SAV
  A large species of avians, the Quor’savs’ strange ap-
  pearnce makes them an easy target for racism, and they 
  fear outsiders after their first contact resulted in the 
  outbreak of a virus. They are a paranoid species, con-
  stantly on the lookout for danger, and they have strong 
  protective instincts.
  Physiology: Quor’sav have an avian appearance, al-
  though they share many characteristics with mono-
  tremes. They are very large, at three to four meters 
  tall, and they have long legs and powerful muscles. Ex-
  cluding their legs, their body is covered in yellow feath-
  ers, and they have short arms that somewhat resemble 
  wings. They have a very long neck, and their head has 
  blue eyes on its sides and a sharp, orange beak that 
  they use for combat. They sleep and relax by perching 
  rather than laying down or sitting, for which they use 
  a specialized seating rack or resting rack, and they are 
  known to have very vivid dreams. They have a unique 
  internal biology, and their heart is in their lower abdo-
  men. They are very vulnerable to diseases, especially 
  those related to air quality. Quor’sav reproduce by lay-
  ing eggs, which take a year to hatch.
  Society: Quor’sav are known for their paranoia and 
  anxiety, and they are rarely calm. They have strong 
  protective instincts, particularly among females. Since 
  they are so large, those who connect with non-Quor’sav 
  view them like children, so they often attempt to take 
  up a parental role in such interactions. They express 
  emotions visually in ways that are different than other 
  species, often through their feathers. Their feathers are 
  smooth when calm, stiff when surprised, and can shake 
  with anger. When very happy, they tend to grimace, 
  an expression which typically confuses other species. 
  Quor’sav have long been independent, but they have 
  joined the Empire in response to an economic recession. 
  Although their economy has improved, some are now 
  mandated to join the Imperial Military.
  Homeworld: Quor’sav come from Uaua, a planet in a 
  rural part of space called the Centrality. It is known for 
  its many insects, which the Quor’sav eat.
  Language: Quor’sav typically do use a language of 
  their own, and they generally speak Basic with a high-
  pitched voice.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • Protective Instincts: Receive the talent “Body 
  Guard.”
  • Beak and Legs: When using beak, deal +1 Brawl 
  damage as wounds and have a crit rating of 3, but 
  have the Inaccurate 1 quality. When using legs, 
  deal +1 Brawl damage.
  • Frail Constitutions: Add bb on checks to resist 
  poisons. Double penalties induced by air quality 
  and develop illnesses caused by air quality much 
  more frequently.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  MUTUAL XENOPHOBIA
  T
  he Quor’sav have had strained relations with 
  outsiders, a fear that dates back to their first 
  contact, over 3,000 years ago. When mamma-
  lian offworlders first encountered the Quor’sav, 
  they brought with them a virus that the Quor’sav 
  were devastated by. Ever since then, they have 
  been wary of outsiders and try to maintain an 
  isolationist stance. Although they can be friendly 
  to other avians, they tend to dislike mammals, 
  especially primates. Conversely, their strange 
  appearance often prompts prejudice or jokes 
  from humans. They also have troubles with the 
  Yam’rii, a sentient species of carnivorous insects 
  who greatly enjoy eating Quor’sav eggs.
  
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  QWOHOG
  The Qwohog, known to some as the Wavedancers, are 
  an aquatic species that is energetic and charismatic. 
  They were first discovered by the Rebel Alliance, but 
  after the Empire discovered their world, they have had 
  little interactions with outsiders.
  Physiology: Qwohog are also known as Wavedancers, 
  because they are aquatic and very nimble in the water. 
  They are very short, just over a meter high on aver-
  age, but they are still fairly athletic for their size. Their 
  smooth skin is covered in scales, some of which stick 
  out on top of their head and around their wrists and 
  ankles. These scales are typically tan or silver in color. 
  They have gill slits in their armpits that allow them to 
  breathe underwater, although their lungs do not work 
  in saltwater. The Qwohog do not have nostrils, but they 
  can still smell using a ridge of skin above their mouth. 
  Their greenish eyes have no visible pupils, and their long 
  ears point upwards.
  Society: Driven and energetic, the Qwohog can be 
  playful but also very devoted to whatever task is at 
  hand when they need to work. They are a very social 
  people, and they place great value in their communities. 
  In the greater galaxy, they try to meet new people and 
  often enjoy trade, and they are driven by a desire to 
  explore. They are extremely amiable to strangers, but 
  they can be unforgiving and surprisingly ferocious when 
  wronged. On their homeworld, they are technologically 
  primitive but can make many useful things to trade, in-
  cluding textiles, food, and medical products.
  Homeworld: The Outer Rim planet of Hirsi is covered 
  in freshwater lakes, and it has very little land. While the 
  Qwohog are primarily aquatic, the land is prized by off-
  world interests, currently Imperial, who mine the rudic 
  crystals to use them in sensors.
  Language: The Qwohog have a native language which 
  only works underwater. They can use sign language to 
  communicate on land, but recently, Anomid technicians 
  have created a vocalizer mask for the Qwohog. This de-
  vice, costing 100 credits, analyzes jaw movements and 
  can be programmed to play corresponding sounds from 
  almost any language.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • Aquatic: Can breathe in freshwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions. When 
  breathing saltwater, suffer 1 wound per minute.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  QWOHOG AND THE ALLIANCE
  T
  he Qwohog’s homeworld was actually first dis-
  covered by the Rebel Alliance, who came to it 
  in search of valuable rudic crystals. For a brief 
  period of time, the Qwohog’s only contact with 
  the outside galaxy was to trade with the Rebel 
  Alliance. However, their planet was later discov-
  ered by the Empire, who forced the Alliance off-
  world and began their own mining operations. 
  Although neither the Qwohog nor the Empire 
  like each other very much, they coexist mostly 
  peacefully, and they barely interact, leaving the 
  Qwohog isolated again. The Empire will with-
  draw from the planet as they decline following 
  the Battle of Endor, allowing the Rebel Alliance 
  to establish a permanent base. Many Qwohog 
  will travel offworld via Rebel ships, and they will 
  form colonies throughout the galaxy in the fol-
  lowing years.
  
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  RAKATA
  Once savage primitives, the Rakata were gifted with the 
  Force by the Kwa, and they ended up turning to Dark 
  Side and building an Empire. However, they fell from 
  glory when a plague cut them off from the Force.
  Physiology: Rakata are smooth-skinned humanoids of 
  aquatic ancestry that have a tall cranium. They have 
  eye stalks protruding from the sides of their head and a 
  multitude of sharp teeth. Their hands have three digits, 
  each tipped with a sharp claw designed for combat. The 
  species is typically slender and very uniform in height. 
  Most Rakata have gray or red-gray skin, although more 
  rare subspecies exist such as the blue-skinned Droot, 
  the red-striped Ikalik, and the black Bukesek. The Raka-
  ta are carnivores, even feeding on other sentient spe-
  cies or each other.
  Society: Rakata were once savages, but they were 
  gifted with knowledge of the Force and technology by 
  the Kwa. The Rakata took this knowledge and betrayed 
  the Kwa. Rather than finding balance in the Force as 
  instructed, the Rakata channeled only darkness. They 
  began spreading, using their Force-based hyperdrive 
  technology to form their Infinite Empire. However, this 
  technology was limited and could only reach worlds that 
  were strong in the Force. They conquered any species 
  they met, driving many to extinction. However, some 
  races, especially those strong with the Force, were 
  taken as slaves. With or without their technology, 
  the Rakata are an immoral and cruel species. 
  They are xenophobic but prone to infight-
  ing, and they are relentless conquerors 
  who are unwilling to compromise. They 
  are divided into the priest and warrior 
  castes, and the two castes are con-
  stantly at odds with one another. Mod-
  ern Rakata feel a profound emptiness 
  after being cut off from the Force, and 
  a majority live as primitive cannibals.
  Homeworld: The original Raka-
  tan homeworld is Lehon, a tropical 
  world in a remote portion of the 
  galaxy known as the Tempered 
  Wastes. The surface of the planet 
  is almost entirely covered in oceans, 
  with a number of islands and archi-
  pelagos dotting the surface. Although 
  their population on Lehon is extinct, they 
  have scattered colonies in a region of the 
  Unknown Regions known as the Rakatan 
  Archipelago.
  Language: Typically, Rakata only speak 
  Rakata. However, they are fast learners 
  and able to speak other languages.
  SPECIES ABILITIES (PRE-PLAGUE)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Astrogation
  • Savages: Receive the talent “Lethal Blows.”
  • Islanders: Remove b for wet conditions, add b 
  for dry conditions.
  • Dark-Siders: Start as a Dark-Sider by default.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  SPECIES ABILITIES (POST-PLAGUE)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Savages: Receive the talent “Lethal Blows.”
  • Islanders: Remove b for wet conditions, add b 
  for dry conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Severed Connection: May not become Force-
  sensitive.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE PLAGUE
  S
  uddenly and mysteriously, as quickly as they 
  grew their Empire, it fell. A plague ravaged 
  the Rakata species, killing off a majority of them 
  and robbing the rest of Force-sensitivity. Un-
  able to use their own technology or control their 
  slaves, the Rakata retreated back to their home 
  planet. Over a considerably short period of time, 
  the Rakatan civilization faded, transforming back 
  to their original barbarism. In just a few gener-
  ations, the Infinite Empire became nothing but 
  legend and the Rakata trended toward extinc-
  tion. Although their population on Lehon died 
  1,000 years ago, a handful have survived on 
  other scattered colonies.
  
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  RANAT
  Dimunitive rodents with sharp teeth, the Ranats have 
  a questionable degree of sentience. They are ferocious 
  and crafty warriors, and it is often legal to kill them be-
  cause of the threat they can pose.
  Physiology: Nimble rodents who are about one meter 
  tall, the Ranats are surprisingly strong for their size and 
  boast claws and long incisors. Both of these can be used 
  for combat but also make them excellent at digging. 
  The incisors grow constantly, so Ranats constantly gnaw 
  on things to wear them down. They have a tail and are 
  covered in brown, gray, or red fur, which is typically oily 
  and dirty. Because of this fur, most Ranats wear little 
  more than a hood or belt. They live for about 20 years, 
  reaching adulthood at three and breeding rapidly after-
  wards. Their red or black eyes, which see well in dark-
  ness, are on the sides of their head to enhance periph-
  eral vision. Their visage is dominated by their incisors, 
  although the front of their snout also features a very 
  sensitive yellow nose. They have small ears which lie 
  flat on their head.
  Society: Ranats are not particularly 
  smart or well-educated, but they 
  are crafty and devious. They can 
  use technology but are rare-
  ly any good at building it. 
  They also lack the arts that 
  define other species, and 
  they mostly scavenge for a 
  living. They are selfish, not 
  particularly honest, and 
  lacking many emotions 
  such as empathy. They 
  enjoy combat, and 
  they call themselves 
  “Con 
  Queecon,” 
  which means “the 
  c o n q u e r o r s . ” 
  Although 
  they 
  lack 
  concepts 
  such as regret or 
  surrender, they 
  are 
  extremely 
  vengeful. 
  They 
  are arranged into 
  tribes of about 100, 
  each of which lives in a 
  well-defended burrow of complex 
  layout. Their only loyalties are toward their tribe. Most 
  unique about Ranats is their diet: As omnivores, they 
  will eat almost anything, also including carpets or fab-
  rics. They also eat children, including those from other 
  species and defective newborns of their own species. 
  Non-defective Ranat children are raised communally, 
  and they never know their parents.
  Homeworld: Although the Ranats once lived on Rydar 
  II, they were nearly exterminated by humans about 200 
  years ago. However, they re-established their species 
  on the Outer Rim resort world of Aralia, where their 
  population boomed, and they killed much of the native 
  wildlife. Aralia is a tropical world, and human colonists 
  are building a large amusement park on it.
  Language: Ranats have their own chittering language 
  called Ranat, and only they know its written form. Al-
  though they can speak Basic, few choose to learn it.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 75
  • 1 rank in Brawl
  • Advanced Senses: Remove b for darkness, add 
  b for brightness. Add bb
  bb on olfactory Perception 
  checks.
  • Claws and Teeth: Deal +1 Brawl damage as 
  wounds and have a Crit rating of 3, and may spend 
  aa to add the Pierce 2 quality by hitting with 
  teeth. Spend 2 maneuvers to tunnel through loose 
  soil, moving 1 range band.
  • Never 
  Surrender: 
  When 
  fighting 
  against 
  overwhelming odds, count as having the talent 
  “Lethal Blows” or increase ranks in “Lethal Blows” 
  by 1.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  RANATS AND THE LAW
  R
  anats are classified as semi-sentient based 
  on their violent tendencies. It is legal to kill 
  a Ranat in self-defense, and it is illegal for them 
  to own weapons. Furthermore, the government 
  on Aralia has been attempting to exterminate 
  them, as their warrens have been in the way of 
  construction projects. For their part, the Ranats 
  have been equally indiscriminate in attacking the 
  humans. Although they are technically under 
  quarantine, many have escaped to other worlds 
  such as Tatooine.
  
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  RANTH
  A nimble species of canines, the Ranth are emotional 
  and place a great deal of value in family. They have 
  a notable cultural division in that some are primitive 
  nomads while others have formed a permanent society.
  Physiology: Ranth are furry creatures with canine fea-
  tures. Covered in shimmering fur which can range from 
  blue-gray to brown, they are slightly shorter than hu-
  mans but boast excellent agility, speed, and reflexes. 
  They have a tail for balance, and their legs have an extra 
  joint, thus dividing them into three distinct segments. 
  They also have sharp claws on each finger, which grants 
  them an edge in combat. Their nose is mostly human-
  oid, but their ears, located near the top of their head, 
  and long and pointed. They have dark eyes and sharp 
  canine teeth.
  Society: Ranth are not a homogeneous species, and 
  they have diverged into two very distinct cultures: the 
  nomadic (or savage) Ranth and the civilized Ranth. 
  Both are very easily angered, but neither will hold 
  grudges for very long, and they are quick to forgive 
  after they vent their anger. The civilized Ranth are very 
  flamboyant, using dramatic but 
  ultimately harmless methods of 
  demonstrating their feelings. The 
  more primitive nomadic Ranth 
  are prone to violent fits, and 
  they take great pride in their 
  physical abilities. Such sav-
  age Ranth are passionate, 
  greatly contrasting the 
  apathy of their civi-
  lized cousins. Civ-
  ilized Ranth often 
  excel when it comes 
  to 
  thoughtfulness, 
  wisdom, and obser-
  vation. Nomadic Ranth 
  and more competitive, 
  excelling with their de-
  termination and cunning. 
  Both groups of Ranth place 
  strong value in family, and 
  just as civilized and nomadic 
  Ranth have their own values 
  and history, every family is 
  also unique. As determined 
  by the family’s elder, each 
  has its own set of values 
  and traditions.
  Homeworld: 
  Ranth 
  come from Caaraz, 
  a tide-locked planet 
  which never rotates. 
  The day side is un-
  inhabitable, and al-
  though two moons provide light on the night side of the 
  planet, it is frigid and covered in glaciers. The civilized 
  Ranth live in cavernous cities, while nomadic Ranth sur-
  vive in the wilderness.
  Language: Ranth speak their own language, which 
  uses growls and purrs, and their written language uses 
  combinations of short lines to form characters.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Vigilance
  • Thick Fur: Remove b for cold conditions, add b 
  for hot conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  RANTH CULTURES
  CIVILIZED RANTH
  • 1 rank in Charm or Knowledge-Education
  NOMADIC RANTH
  • 1 rank in Survival
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BITTER DIVISIONS
  E
  ver since the Ranth now known as the civilized 
  Rath settled on glaciers and formed perma-
  nent communities, the two groups have always 
  feuded. Although they often leave each other 
  alone, they are violent if they do interact. Civ-
  ilized Ranth developed industry and joined the 
  galactic community, and they are friendly toward 
  the Imperial occupation, which has brought in 
  new technology and started a technological rev-
  olution. The Imperials came in search of a hid-
  den Rebel base, but their attempts to search for 
  the Alliance were hindered by attacks from the 
  nomadic Ranth. Unable to counterattack against 
  the hit-and-run attacks by nomads, Imperials 
  called on the civilized Ranth to help lead their 
  forces through the wilderness and track the no-
  madic Ranth. This has dramatically increased the 
  racial tensions, and brought on what is almost 
  civil war.
  
  224
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  RATTATAKI
  Bald near-humans with pale skin, the Rattataki are a 
  warlike people. They are ruled by a number of warlords, 
  and gladiatorial combat is a staple in their culture.
  Physiology: Rattataki are near-humans, although they 
  are distinguished by their pale skin. Although they are 
  also bald, it is theorized that they descended from 
  human colonists. Because they are typically warriors 
  of some sort, the Rattataki are generally in excellent 
  shape.
  Society: The Rattataki are a very violent people who 
  have been hardened by the challenges of surviving on 
  their treacherous homeworld. Throughout their history, 
  there have never been enough resources to sustain the 
  combined populations of the Rattataki and their neigh-
  bors, so warfare has been constant. Despite their prim-
  itive appearance, the Rattataki are not to be underesti-
  mated or seen as simpletons: Many have demonstrated 
  impressive ingenuity in designing weapons, and others 
  have shown great charisma as warlords. Rattataki war-
  lords have constantly been at odds with one another, 
  pillaging in order to survive. Before the Clone Wars, 
  many warlords were defeated by stranded Jedi Ky Na-
  rec, who brought peace to the planet. After his death, 
  he was avenged by his Padawan, a Rattataki named 
  Asajj Ventress. Ventress turned to the Dark Side, kill-
  ing the warlords responsible for Narec’s death, and she 
  united the planet, finishing what she and Narec started. 
  This peace no doubt ended once Ventress’s reign came 
  to end after she abandoned the Confederacy by faking 
  her death at the Battle of Boz Pity.
  Homeworld: Rattataki are forged by the violent world 
  of Rattatak, an Outer Rim planet which is almost com-
  pletely isolated from the rest of the galaxy. It has harsh, 
  mountainous terrain, and water is scarce. It is governed 
  by various warlords, and about two thirds of the popula-
  tion is Rattataki. The remainder is composed of various 
  immigrant species such as humans, Zabraks, and Vollick 
  as well as the other native species, the Trogodiles.
  Language: Rattataki typically speak their native lan-
  guage of Rattataki.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Ranged-Heavy or Ranged-Light
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  GLADIATORIAL COMBAT
  I
  n Rattataki society, gladiatorial combat is es-
  sential. Oftentimes, the mere suggestion that 
  a citizen opposes their local warlord or has com-
  mitted some other crime is enough to earn a 
  death sentence as a gladiator. Rattataki gladi-
  atorial pits are their only real contribution to 
  the galaxy, but they are quite impressive: It is 
  a spectacle that attracts spectators and partici-
  pants from across the Outer Rim and Unknown 
  Regions. They are diverse places, and the fight-
  ers who last long typically display a number of 
  unique abilities. Those who end up in Rattata-
  ki gladiatorial arenas can find enemies ranging 
  from advanced droids to hulking monsters to a 
  number of sentient warriors who can display a 
  wide variety of skills and weapons.
  
  225
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  REIGAT
  A large species of near-humans, the Reigats are not 
  known for their social graces but make up for it with 
  physical strength. They have grayish skin and dark blue 
  hair.
  Physiology: Reigats are a species of humanoids with a 
  large, dense body. Their strength is known to be on par 
  with Gammorians and Wookiees. Due to their immense 
  size and strength, they are often recruited as muscle 
  for various organizations, despite occasionally having a 
  short temper. They have greyish, mottled skin. Although 
  they have very little body hair, they have dark blue hair 
  atop their head, matching the hue of their eyelids and 
  lips.
  Society: Reigats are generally a species of loners, lead-
  ing to their reputation as being strong and silent. Even 
  the most social of Reigats typically don’t speak unless 
  spoken to. The exception to this is once a year  when 
  they have a “breeding drive,” during which members 
  of the species become incredibly talkative to those of 
  the opposite sex. They become aggressive, but not nec-
  essarily effective, in flirting, typically among their own 
  kind. Despite their planet being under Imperial control, 
  it is mostly left alone. However, they are still forced 
  to follow the Empire’s strict guidelines on society and 
  life. Reigats, being rather proud, dislike following these 
  guidelines, but they rarely do anything to actively re-
  sist. Many prefer instead to simply leave their planet for 
  neutral space.
  Homeworld: Reigats hail from the arid scrublands of 
  Reigalius, a backwater planet in the Mid Rim. The land-
  scape is covered in tall grasses and hills covered by thin 
  trees and large animals. Reigats live in relative isolation 
  all over the planet, often preferring to live and hunt on 
  their own outside of mating and raising their young. 
  Most of the cities on the planet were founded and pop-
  ulated by offworld species, although they now contain a 
  few of the more social Reigats.
  Language: Reigats, over the years, have all learned Ba-
  sic, their original language being all but forgotten.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Brawl or Melee
  • Towering 
  Statures: 
  Receive 
  the 
  talent 
  “Intimidating.”
  • Rage: When using Brawl or Melee, deal +1 
  damage when wounded, or +2 damage when 
  critically injured.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  COMBAT
  A
  s their society is heavily based on combat, 
  Reigat men and women fight aggressively for 
  mates during their “breeding drive.” In all phases 
  of life, they spend much of the recreational time 
  brawling and training. This leads them to be 
  highly sought after as criminal muscle. They are 
  in even higher demand considering their num-
  bers are very limited due to their mating only 
  occurring at one specific time in the year. A 
  crime lord with a Reigat bodyguard is either well 
  respected or very wealthy.
  NOTE
  L
  ittle is known about Reigat society. The re-
  mainder of this entry is based on subtle 
  comments and the author’s own assumptions.
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Reigat culture.
  
  226
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  RELLARIN
  Although Rellarins have an intimidating appearance, 
  with expectional bulk, plates protecting their body, and 
  large hands, they are actually peaceful and philosoph-
  ical. They are primitive, and their only export is wise 
  advise, which they give out freely.
  Physiology: Rellarins are a large, imposing species, 
  boasting particularly hands. Rather than fleshy skin, 
  they have thick plates, dark brown in color, which pro-
  tect them. They have no hair, and their head is distin-
  guished by small, dark eyes, pointed ears, and feeding 
  spikes, the latter of which greatly enhances their intim-
  idating appearance. In addition to their bulky hands, 
  they are larger than humans on average, with two me-
  ters in height being fairly normal for them. They can 
  live for significantly more than 200 years, and they are 
  adapted to colder climates.
  Society: Rellarins are known for their wisdom and 
  peacefulness. It is their only real interaction with the 
  rest of the galaxy: They export and import very little, 
  but many come to them in search of advice. Many of 
  another species called the Swaze have made an annual 
  tradition of visiting the Rellarins to seek their counsel. 
  Their wisest are their tribal leaders, known as un’Yala, 
  who are often Force-sensitive. The un’Yala are typically 
  good leaders, keeping their entire tribe’s interests in 
  mind when they make decisions. Rituals play an import-
  ant role in their life, and if the Force-sensitives have any 
  tangible powers, they always attribute them to rituals. 
  They also think using these rituals, exploring the deep 
  philosophical mysteries of life using tangible traditions. 
  Their rituals are dependent on their specific theology, 
  which varies based on region. There are at least 57 dis-
  tinct cultural groups of Rellarins, each with their own 
  culture and faith. Nevertheless, they are all mostly unit-
  ed by a simple, primitive lifestyle. They revere the nat-
  ural world around them, and they have no interest in 
  using any sort of technology despite having access to 
  offworld goods. Their technology is at a stone-age level, 
  and they make clothing using animal skins or manually 
  knitted cloth. Because of this rigorous lifestyle, Rellarins 
  are also very hard workers.
  Homeworld: Rellarins come from Rellnas Minor, a 
  moon of the gas giant Rellnas. It is in the Expansion 
  Region and has a diverse scope of environments, but 
  the Rellarins live mostly in the polar archipelagos and 
  coastlines, where they have access to its oceans.
  Language: Rellarins almost always know at least four 
  languages, one from their one cultural group and at 
  least three others from their neighbors. Each group has 
  its own language, but many languages share common 
  roots. For example, all eight of the languages from 
  the Riha Archipelago are derived from a root language 
  called nanilas.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Knowledge-Xenology or Survival
  • Thick Skin: Receive the talent “Enduring.”
  • Cold Adaptations: Remove b for cold conditions, 
  add b for hot conditions.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SPORTS AND COMPETITIVENESS
  B
  ecause of their strong work ethic, Rellarins 
  are extremely competitive and seek to excel in 
  everything they do, including sports. However, 
  they are very humble and good-natured, rare-
  ly harboring any ill will toward their opponents. 
  They are much more likely to focus on beating 
  their personal records and improving over time 
  than boasting or comparing themselves to their 
  peers.
  
  227
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  REVWIEN
  A species of plants, the Revwiens have a cylindrical 
  trunk for their body and leaves for their limbs. They are 
  a detatched and calm people, and many of them are 
  highly spiritual.
  Physiology: Revwiens are a species of sentient plants 
  with circular symmetry. Their body is mostly composed 
  of a cylindrical trunk which is wider at the bottom. They 
  have a ring of budstalks which act as eyes atop their 
  trunk, and above that is a hemispherical seedcase. They 
  are bright in color, appearing in all colors of the rainbow, 
  and they are capable of photosynthesis, although they 
  also need to absorb nutrients from soil. Extending from 
  below their trunk are their leaves, which are capable of 
  both hearing and moving. Each diverges into two ends 
  similar to fingers, and they are flexible enough to act as 
  arms or legs. They can have as few as six or as many 
  as eleven leaves, and they use four to walk with on av-
  erage. Although they do not wear clothing, a few wear 
  jewelry or small bags.
  Society: Revwiens are calm and detached, demonstrat-
  ing a high degree of fatalism, believing that all things are 
  predestined with a reason. This also makes them very 
  patient, focusing on long-term solutions to their prob-
  lems. They dislike conflict, but they generally do a good 
  job of staying calm under pressure. They are, however, 
  very uncomfortable when they see plants casually cut 
  down for any purpose, be it food or building material. 
  Revwiens will always try to talk their way out of trouble, 
  but they will never lie under any circumstances. They are 
  typically devoted to learning, but their universities are in 
  meadows, as they have no buildings. This is mostly be-
  cause they are very nomadic, and they have no large so-
  cial organization. Their communities are small, governed 
  by an informal democracy, and migrate annually. This 
  nomadic approach makes them enjoy leaving their plan-
  et to explore the galaxy, where their child-like curiosi-
  ty is piqued. Many explore aboard starships, and they 
  have an interest in learning about new technologies. On 
  their home, they use plants for their technology, with 
  which they have created everything from tape and med-
  icines to primitive weather forecasters.
  Homeworld: Revwiens come from the backwater Outer 
  Rim planet of Revyia, which has jungles along its equa-
  tor and is otherwise covered by plains. It has no real 
  cities, and they only have one space station.
  Language: Revwiens typically speak Basic in addition 
  to their native language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 80
  • 1 rank in Knowledge-Education
  • Budstalks: May see in all directions.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Photoautotrophic: Do not require normal food, 
  surviving only off of soil nutrients, sunlight, Carbon 
  Dioxide, and water for long periods of time.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  TYIA PHILOSOPHY
  R
  evwiens have a religion devoted to the Tyia, 
  which means breathe in their tongue. Its fol-
  lowers generally retreat to the jungles, where 
  they seek a connection with their inner spirit 
  called the Tyia before joining together with oth-
  er spirits in a bond called in a Thuwisten. Ulti-
  mately, their bonds come from the Force. If a 
  Revwien falls to the dark side, they generally 
  seek to convert more followers. Other Revwiens 
  refuse to call these dark-siders by name in or-
  der to dishonor them. They sensed Order 66 
  and were disturbed by it, so many Thuwistens 
  now travel the galaxy in search of Jedi, but they 
  have managed to avoid conflict with the Empire, 
  probably because they pose no real threat. They 
  rarely use lightsabers, and they focus on healing 
  and preaching. Most Thuwistens wear a trian-
  gular decorative amulet with three green discs.
  
  228
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  RI’DAR
  An isolated species of flying primates, the Ri’Dar are 
  naturally very vigilant and energetic to react to the 
  predators on their world. They are focused only on the 
  short term, rarely planning for their future, and they 
  display dramatic mood swings.
  Physiology: A species of flying primates, the Ri’Dar 
  have flaps of skin under their arms going down all the 
  way to their feet that can give them a wingspan of up 
  to three meters. Their tail is flat and wide, ideal for a 
  rudder, and they are lighter, as they are only a meter 
  tall. However, they can only fly in the low gravity of their 
  homeworld, and they can only glide on other worlds. 
  To keep up their high energy, they consume about half 
  their body weight in fruits, fungi, and insects every day. 
  Ri’Dar have a high birth rate and mature quickly, but few 
  live long enough to mate. They are covered in brown fur, 
  aside from a gray patch on their face, which is also dis-
  tinguished by wide, red eyes and pointed ears, both of 
  which are very sensitive. Their forehead is sloped back, 
  they have large eyebrows, and their jaw is quite large as 
  well. Ri’Dar hands and feet can have four to eight digits, 
  six on average, and their toes are more prehensile than 
  those of other species. They do not wear clothing.
  Society: Ri’Dar are an extremely perceptive and vigi-
  lant people, constantly on the lookout for danger and 
  ready to run. They are nervous at all times, and they 
  react powerfully to everything. No emotion comes in 
  small amounts for the Ri’Dar, but they change moods 
  frequently in response to even the smallest things. This 
  is because Ri’Dar care little about the future and focus 
  only on the immediate. Ri’Dar have a primitive society, 
  limited to swords and spears as technology, but they 
  are capable builders and can use or even repair offworld 
  tech if given the chance. Every family inhabiting a single 
  tree groups together to form a warren, and warrens are 
  then arranged into cities.
  Homeworld: Ri’Dar come from the low-gravity Outer 
  Rim planet of Dar’Or. It is a planet mostly covered by 
  oceans that is very humid, and it features massive waza 
  trees that are about 200 meters tall. Because these 
  trees blot out the sun, the areas beneath them are in 
  twilight, and the forest floor has only fungi. However, 
  a network of baloo vines lives throughout the middle 
  levels, forming a multilevel network of thin soil layers.
  Language: Because of their isolation, Ri’Dar typically 
  do not know Basic and only know their native language.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 110
  • 1 rank in Perception or Vigilance
  • Hypervigilance: 
  Receive 
  the 
  talent 
  “Rapid 
  Reaction.”
  • Gliders: May glide downwards to nearly horizontally, 
  ignoring fall damage. May not glide upwards or fly 
  sustainably in normal gravity.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  ELIX INVADERS
  R
  i’Dar have long been plagued by predators 
  known as indolas, a canine species boasting 
  a deadly combination of speed and durability. 
  The Ri’Dar are rarely able to defeat them, but 
  they are able to fly away. However, they now face 
  a second predator. The elix, a species of pred-
  atory avian from a nearby world, was brought 
  to Dar’Or when their own world’s sun went su-
  pernova. Dar’Or was declared a nature preserve 
  for the elix, enforced by Imperial law. What the 
  ecologists did not predict is that the elix now 
  prey upon the Ri’Dar, who are extremely vulner-
  able when they take to the air to flee the indolas. 
  Elix meat is a rare commodity, so the Ri’Dar are 
  often visited by smugglers who seek to poach 
  the birds, their only real offworld contact. Be-
  cause of their short term thinking, some Ri’Dar 
  will go with these smugglers on a whim. This 
  means that Ri’Dar often learn mechanical and 
  piloting skills if seen offworld, and they are often 
  thrown into a criminal environment. However, 
  they are prone to homesickness.
  
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  RISHII
  Rishii are primitive avians who have a great deal of in-
  terest in learnign about the outside galaxy. They are 
  natural linguists, and they tend to repeat any new lan-
  guages they hear, often annoying those who are unfa-
  miliar with that trait.
  Physiology: Rishii are a species of carnivorous avi-
  ans who have yellow skin covered by brown and white 
  feathers. They are fully capable of flight, and they move 
  much faster than other species while in the air. Howev-
  er, their wings also have very dexterous three-fingered 
  hands at the ends, so they can use human technology. 
  They have four-toed feet with talons, and their legs have 
  an extra joint in them. Their head is distinguished by a 
  beak and yellow eyes, which are extremely keen. They 
  also have excellent hearing. They have tufts of feathers 
  above their eyes, similar to eyebrows in other species. 
  They are slightly shorter than humans on average.
  Society: The Rishii are a primitive people, even though 
  their hands are well-suited for tool use. They use Stone 
  Age technology, with no knowledge of metals. They 
  typically build slings to hurl projectiles from the air, al-
  though a few also wield melee weapons such as spears 
  and staffs. They do take an interest in trading with off-
  worlders to get technology, although they are more fas-
  cinated by the metals present than the technology itself. 
  Referring to them as shiny rocks, they tend to buy old 
  technology and use it as a building material. They live 
  in tribes that they call nests, each containing a few fam-
  ilies and being ruled by a chieftain. They are extremely 
  peaceful, accepting their neighbors and living in harmo-
  ny. Most of their neighbors are H’kig, a religious group 
  focused on living a simple lifestyle. No Rishii have been 
  willing to convert to their religion, however, and they 
  live separately. One of the strangest concepts in Rishii 
  culture is the legendary Maungur, a predator from the 
  polar regions that they see as violent and unreasonable. 
  They represent conflict and turmoil in their folklore, but 
  the Rishii actually respect the Maungur, and they forbid 
  killing them. Maungur are very rare and mostly stick to 
  the valleys, but they occasionally climb up the moun-
  tains to prey on Rishii, who generally flee. Rishii avoid 
  valleys inhabited by Maungur and only refer to them in 
  cryptic references.
  Homeworld: Rishii come from Rishi, a planet located in 
  the Abrion sector, near the Rishi Maze. The Rishii live on 
  its mountain ranges, while it also has warmer swamps 
  and jungles. For the non-native settlers, it is mostly a 
  mining planet, and it has also become a safe haven for 
  criminals and smugglers.
  Language: Rishii typically do not speak Basic, but they 
  can quickly learn languages by mimicking what they 
  hear.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Perception
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. When flying, move twice 
  as quickly.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  MIMICRY
  R
  ishii excel with languages, and they have one 
  of the most adaptable voiceboxes in the gal-
  axy, capable of mimicking almost any sound. 
  They take full advantage of this ability by repeat-
  ing any new words they hear, which can be prob-
  lematic if a Rishii encounters a new language. 
  They repeat back all of what they are told, to 
  the letter with perfect pronunciation, which most 
  misinterpret as mockery.
  
  230
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  RODIAN
  Rodians are green-skinned lizards who have an extreme 
  reverance toward hunting. They are generally seen off-
  world as bounty hunters, but they are also known for 
  their playwriting, which is also centered around hunting.
  Physiology: Rodians have evolved from lizards who 
  were natural climbers. They can no longer climb like 
  their ancestors but still possess suction-cup like fingers. 
  They have either spikes or hair atop their head, the for-
  mer more common for males, and the latter more com-
  mon for females. The skin is typically green, although it 
  can be teal or purple. It has a bumpy texture. They have 
  large, circular black eyes that include thermal vision, 
  and their ears are pointed. Their head ends with a long 
  snout, which includes a mouth and olfactory detection. 
  On their forehead, two saucer-like protrusions are used 
  to detect vibrations from the air. They have a distinctive 
  smell as well, which most humans find to be unappeal-
  ing.
  Society: Rodians have a violent history, and it reflects 
  in their culture. They first fashioned tools in order to 
  hunt dangerous, larger predators that roamed Rodia. 
  Rodians became experts at hunting and ruled Rodia. 
  Nearly every other major species died, and Rodians ran 
  out of things to hunt. So, they fought each other. First, 
  it was gladiatorial hunts amongst their best. Then, it 
  was minor skirmishes. Then, tribal wars flared up. This 
  violent nature almost prevented Rodia from entering the 
  galactic community, but Rodian leadership convinced 
  their people to suppress their violent nature and live 
  with the Republic. Large clans still dominate the world. 
  Now, Rodian culture is still centered around the idea of 
  hunts, not unlike Trandoshans. Rodia is obsessed with 
  violence and death, and leaving it requires permission 
  from one’s clan. The clans only allow the best hunters 
  and warriors to leave into the rest of the galaxy, but 
  others leave illegally.
  Homeworld: Rodia, an Outer Rim world, is their place 
  of origin. It is hot and humid, covered in dense cities 
  with large expanses of jungle as well. It sits in the south-
  east corner of the galaxy, not far from the Corellian Run. 
  While it was once teeming with dangerous animals, 
  many are now hunted to extinction. It is currently ruled 
  by the warlord known as Navik the Red of the Chattza 
  clan, who has established Iksaayuma as the capital.
  Language: The Rodian language of Rodese is still very 
  common, since few Rodians leave their homeworld, and 
  they have difficulties speaking Basic. Given their tenden-
  cy for working on the fringe, many also know Huttese, a 
  language which they can pronounce much more easily.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Survival
  • Hunting Culture: Receive the talent “Expert 
  Tracker.”
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  DRAMA
  D
  rama is one of the stranger aspects of Rodian 
  culture. It all started as a simple way to take 
  the focus off of killing each other and return the 
  glorious hunts of old. Harido Kavila wrote the 
  first play. It was a simple, graphic, and bloody 
  retelling of a Rodian hunt. This so amused them 
  that it is a major focus of Rodian culture to this 
  day. Other writers advanced the art further, ex-
  amining more deep subjects related to the fears 
  and longings of a hunter. These plays are now 
  popular all around the galaxy.
  
  231
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ROONAN
  Roonans are short humanoids with blue-gray skin and 
  turquoise eyes. They are a common sight in urban en-
  vironments and busy Core Worlds like Coruscant. They 
  are also notable for developing seemingly random ad-
  dictions to certain comforts.
  Physiology: Roonans are short but humanoid aliens 
  with a large, wrinkled head. Their skin is blue, gray, or 
  green. Their face is noseless and hairless, and they are 
  mostly filled instead by their large, shimmering blue 
  eyes. Below these eyes is a lipless mouth filled with tiny 
  teeth. Their hands have five fingers, all of about the 
  same length.
  Society: Roonans are an emotional sort, often taking 
  things personally and in very melodramatic ways. They 
  tend to say what comes to their minds. They are often 
  mildly arrogant and consider themselves to be superi-
  or. Despite these tendencies that make them struggle 
  socially, they are often found in politics. This is because 
  they do boast excellent knowledge of geography, have 
  a knack for all things related to rules, and are just disci-
  plined enough to keep their opinions to themselves if it 
  really matters. Roonans also are very fond of traditions, 
  and their assorted traditions tend to be observed by 
  almost all members of the species. As rule followers, 
  they value creativity very little and tend to avoid innova-
  tion or other creative solutions in favor of more proven 
  methods.
  Homeworld: The planet of Roona is a minorly inhabited 
  world of mining operations in the Expansion Region, but 
  most Roonans come from families that have immigrated 
  to another world, often one in the Core.
  Language: Roonans rarely speak their native language 
  of Roonian, instead choosing to use Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Core Worlds
  • Small Comforts: At character creation, choose a 
  specific stimulus, such as a food, sight, sound, or 
  smell to be particularly fond of, with GM approval. 
  When passing up on a chance to enjoy the stimulus, 
  must pass a ddd
  ddd Discipline check or suffer 2 
  strain and become disoriented for the remainder 
  of the encounter. May spend 5 XP at character 
  creation to remove this penalty permanently.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  SMALL COMFORTS
  R
  oonans have a tendency to gain an almost ad-
  dictive liking of some small comfort. While the 
  exact psychology remains mysterious, almost 
  all Roonans develop some liking. To further hin-
  der the species, breaking the addiction always 
  seems to result in the creation of a new one and 
  anything too easily acquired never acquires the 
  liking. Instead, they tend to like something mod-
  erately harder to find, but still feasible: a certain 
  type of music when played live, a particular food, 
  or a rare smell. While some do manage the dis-
  cipline to resist the comfort, it tends to have a 
  distracting effect.
  NOTE
   
  Little is known about Roonan society. The 
  remainder of this entry is based on subtle 
  comments and the author’s own assumptions.
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Roonan culture.
  
  232
  THE COMPLETE SPECIES GUIDE
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  RUURIAN
  Ruurians are smaller insects with sixteen tiny limbs. 
  Their larvae are skilled intellectuals and natural lin-
  guists, while their adults, who develop the ability to fly, 
  are lazier less intelligent.
  Physiology: Ruurians are smaller in size, but they have 
  a long, segmented body with a tube-shape, and they 
  have sixteen limbs. Six of these limbs act as stubby legs, 
  While the remaining ten can be used as arms, complete 
  with four fingers. They are typically beige or light gray 
  on their chest, and their back is a mottled blue, green, 
  or red. They have a small tail at one end, while the top 
  of their body has a tiny head with a beak-like mouth 
  and spread-out eyes. Although they lack hair, they have 
  two prominent, white feathers on their forehead which 
  act as antennae. Their young are known as larva, while 
  older Ruurians become chroma-wings, named for the 
  brightly colored wings that they grow.
  Society: Just as the Ruurians undergo a physical meta-
  morphosis, they also complete a major psychological 
  transformation while they are pupas. Larval Ruuri-
  ans hatch from eggs and are ready to enter 
  the workforce almost immediately. They are 
  highly intelligent, and they have a knack 
  for learning languages. They excel 
  in professional and scholarly circles 
  thanks to their responsible nature, 
  but they also have a thoughtful and 
  emotional side, so many of them 
  are also great artists. This chang-
  es dramatically with age, and they 
  emerge from their chrysalis as 
  changed beings. Chroma-wings are 
  more aloof, less intelligent, 
  and lazier with age, 
  letting the younger 
  Ruurians take care 
  of their needs. They 
  typically only eat, 
  sleep, and mate. 
  Both ages of Ruuri-
  ans are loyal to a 
  single one of their 
  143 colonies.
  Homeworld: Ruurians hail from the steamy planet of 
  Ruuria, which is near the corporate sector. Amid its hot 
  and humid jungles, they have some of the finest aca-
  demic institutions in the galaxy as well as many facto-
  ries.
  Language: Larval Ruurians typically know many lan-
  guages, including their own highly advanced tongue, 
  Ruurese.
  SPECIES ABILITIES (LARVA)
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Knowledge-Education
  • Expert Linguists: Know 1 extra language.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.” Every hand is 
  only half as strong as a normal hand, so a 1-handed 
  weapon requires 2 hands, and a 2-handed weapon 
  requires 4 hands.
  • Silhouette 0
  SPECIES ABILITIES (CHROMA-WING)
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 85
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. Must land every 5 rounds.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.” Every hand is 
  only half as strong as a normal hand, so a 1-handed 
  weapon requires 2 hands, and a 2-handed weapon 
  requires 4 hands.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  METAMORPHISM
  R
  uurians are metamorphic, and at around 34 
  years old, they can enter a chrysalis, and they 
  eventually emerge as a chroma-wing, the form 
  that they live as for their final decade or so of 
  life. If a larva PC undergoes this transforma-
  tion, they must spend five XP and spend sev-
  eral months in a chrysalis before emerging as a 
  chroma-wing, after which they increase Presence 
  by one and gain the ability to fly. However, their 
  mind degrades, so their Intellect decreases by 
  one, they reduce ranks in Knowledge-Education 
  by one, forget the extra language they learned, 
  and reduce Strain Threshold by two.
  
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  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  DYSFUNCTIONAL FAMILIES
  A
  s much as Rybets hate the Hutts, they may 
  hate their own even more. In particular, the 
  males and females cannot stand each other. 
  For the males, their fear may be justified: The 
  much larger and stronger females often kill their 
  mates. Such strife ensures that they can never 
  settle together, but Rybets feel a drive to mate 
  once every decade of their adult life, allowing 
  them to overcome their loathing of the other 
  gender. They generally slave their ships together 
  after laying a clutch of three to eight eggs, and 
  they often stay together for a year or two before 
  their urge to mate wears off. Once that happens, 
  conflict starts up, and either the male takes his 
  ship and runs away, or the female kills him. Ei-
  ther way, the children are kicked off their moth-
  er’s ship at age five, once they become young 
  adults. If their father was killed, the profits from 
  selling his ship are given to them as an inheri-
  tance.
  RYBET
  Rybets are amphibians who make natural smugglers, as 
  they are nomadic, cunning, and immoral. They detest 
  the Hutts, but they also have a deep divide between 
  genders, only getting together to mate before the male 
  either runs away or is eaten by the female.
  Physiology: Rybets are squat creatures of aquatic an-
  cestry with mottled skin that is a mix of green, yellow, 
  orange, or brown. The males are shorter and weaker, 
  less than one and a half meters tall, while the females 
  are stronger and larger by comparison, more 
  comparable to humans in height and 
  strength. Both genders have four long 
  fingers and three long toes, each with 
  suction-cupped tips. Their hairless 
  and earless head has a face with 
  prominent nostrils, stripes along 
  their cheeks, and large, yellow eyes.
  Society: A species of ill-tempered 
  nomads, the Rybets have a 
  strong hatred for the Hutts, 
  and it is largely reciprocal. Ac-
  cording to the Rybets them-
  selves, they hail from Varl, 
  the ancient homeworld 
  of the Hutts, but left 
  the planet following a 
  war between the two 
  species. The Hutts, 
  along with most schol-
  ars, dismiss such tales, but neither can offer an expla-
  nation for the Rybet’s true origins. Now, the Rybets 
  roam the stars aboard starships, avoiding settling down 
  on any one planet. They are inclined towards immoral 
  lifestyles, with a disregard for ethics and an opportunis-
  tic outlook. They are clever with a knack for crime, so 
  they are rarely trusted, but they make up for it with a 
  knack for starships, allowing them to pilot tramp fight-
  ers, smuggle contraband, or work as starship engineers.
  Homeworld: Although Rybets claim to have originated 
  from Varl, they are now a completely nomadic species, 
  only knowing their starships as home.
  Language: The grunting and croaking tongue known 
  as Rybese is the Rybet language, and almost all Rybets 
  speak and write despite rarely encountering their own. 
  Of course, almost all of them know Basic.
  SPECIES ABILITIES (FEMALE)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Piloting-Space
  • Spacers: Receive the talent “Galaxy Mapper.”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Piloting-Space
  • Spacers: Receive the talent “Galaxy Mapper.”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  
  234
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  RYN
  A nomadic people who are despised and distrusted by 
  just about everyone, the Ryn are not the swindlers that 
  most expect them to be. What they are is a species that 
  is musical, observant, and superstitious.
  Physiology: Somewhat small near-humans, Ryn have 
  tan or gray-green skin and brittle white hair. They have 
  a long tail which ends in white hair. Their white hair 
  tends to be all over their face and body. Not only is it on 
  top of their head, but most also grow it on the sides of 
  their head. It is typically pointed straight back. They also 
  typically have hair as eyebrows and a mustache. They 
  have a very triangular nose that ends in a sharp point. 
  Their nose also possesses innate musical abilities. They 
  can accurately play any pitch in a tone, similar to that 
  of a flute. Many also possess talent for other musical 
  instruments. Others use their nose to accurately recre-
  ate the binary language that droids use. They also have 
  a face that is distinguished by yellow eyes and pointed 
  ears. Despite their extreme cleanliness, they have an 
  unpleasant odor.
  Society: Ryn are a nomadic people who are wide-
  ly disrespected by the rest of the galaxy. They are so 
  widespread, in fact, that their original homeworld is 
  unknown, even to them. This is also because the Ryn 
  keep little written history. Many of them are musically 
  talented and value music greatly. They claim to have 
  invented Sabacc, which was a symbolic way for them to 
  represent their lore with the figures on the cards. They 
  have a reputation for being con artists and swindlers, 
  which is only somewhat correct. These views are so 
  prominent that enslaving them or hunting them is legal 
  on many planets. They are a very superstitious people, 
  and one of the most notable applications of their super-
  stition is in sleeping. For them, it is taboo to sleep in the 
  same place twice, so they must often rearrange sleeping 
  quarters if they settle somewhere. They are also very 
  obsessive when it comes to being clean.
  Homeworld: The Ryn have no known homeworld. 
  Many inhabit the Corporate Sector
  Language: The Ryn language is a very musical one. 
  Since it is outlawed in many places, and Ryn are rarely 
  among their own, the Ryn almost all know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Knowledge-Lore or Knowledge-
  Underworld
  • Social Skills: Receive the talent “Smooth Talker.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  MYSTERIOUS ORIGINS
  S
  ince they keep little written history, their past 
  existence, background, and homeworld are 
  all mysteries. A few have bothered to theorize 
  about their origins. Two major ideas are com-
  monly accepted. The first is that they descend 
  from human musicians who broke away from the 
  baseline species in order to populate a planet 
  that lacked art. They then evolved separately. 
  This isn’t unreasonable, as many have great mu-
  sical skills. Another idea is that they separated 
  from the rest of the humans by being a mer-
  cenary group that fought throughout the Inner 
  Rim. Travelling together, they eventually evolved 
  their own unique features. The latter is some-
  what more credible based on a linguistic fact: 
  They use very similar words for non-Ryn and ci-
  vilian. Their lack of a homeworld has meant that 
  they haven’t been able to unite under a govern-
  ment and protect their own. Surprisingly, many 
  Ryn have found refuge in the Corporate Sector, 
  a region which is otherwise known for prejudice.
  
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  THE COMPLETE SPECIES GUIDE
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  S’KYTRI
  Strong but delicate mammals who can fly, male S’kytri 
  are blue while females are green. They are currently en-
  slaved by the Empire, but their society has also become 
  divided between elders who support a traditional patri-
  archy and a youth counterculture.
  Physiology: S’kytri are tall and thin, muscular but light. 
  They are mammals but share many traits associated 
  with avians, so they have hollow bones and a thin body. 
  They have very large wings attached to their shoulder 
  blades, which are feathered. Otherwise, they have a hu-
  manoid body structure. They have no 
  hair on the sides or back of their 
  head, only a spike of hair resem-
  bling a feather at the very top 
  of their scalp. This hair is 
  between dark red, or-
  ange, yellow, or white. 
  Generally, they have 
  deep eye sockets 
  and 
  large 
  lips. 
  Their skin is typ-
  ically blue for 
  males or green 
  for females, but 
  less than one in 
  every 
  hundred 
  S’kytri 
  hatch 
  with 
  reverse 
  p i g m e n t a t i o n 
  matching 
  the 
  other 
  gender. 
  These babies are 
  considered to be 
  horrific 
  abomina-
  tions, and they are 
  typically killed imme-
  diately after they hatch. 
  Additionally, the Outland 
  Clans have red or orange 
  skin.
  Society: Known as “the Wind-
  born” in their native language, 
  the S’kytri are a proud people. 
  To them, flight makes them 
  an innately superior species in 
  comparison to any other flight-
  less sentients. They place very high value on tradition 
  and “old world” values, which are enforced by a promi-
  nent patriarchy. They do not care for advanced technol-
  ogy and prefer a more primitive lifestyle, and they are 
  very environmentally conscious. They view their home-
  world as a living being and nurture it as such. They are 
  a peaceful people, but they will fight courageously when 
  absolutely necessary. To accomodate flight, they wear 
  relatively little clothing and prefer tighter garb rather 
  than anything that might create unwanted air resis-
  tance. Males generally also wear anklets which show 
  their clan’s insignia. There are three types of clans: 
  Highland Clans, Lowland Clans, and Outland Clans, the 
  latter of which are distinguished by their red or orange 
  skin and are seen as outcasts.
  Homeworld: The Outer Rim planet of Skye is the S’kytri 
  homeworld, although many offworlders, particularly Im-
  perials, refer to it as Marat V. It is a mountainous planet 
  with a mostly temperate climate. As loyal allies of the 
  Jedi, Skye was a Republic ally that was later conquered 
  by the Empire. It is currently ruled by Majestrix Kharys, 
  a cruel Imperial puppet appointed by Darth Vader. Un-
  der his rule, all other S’kytri are enslaved. After the fall 
  of the Empire, Skye will become relatively isolated, re-
  fusing to join the New Republic and avoiding offworld 
  contact.
  Language: Basic is the language of the S’kytri for all 
  practical purposes, as their native language of S’kytric 
  died. However, the folk revival places a heavy emphasis 
  on returning to S’kytric, so it is now seeing renewed 
  usage in those arts.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Discipline
  • Flight: If carrying 5 or less encumbrance, can move 
  on the vertical axis and ignore any penalties for 
  terrain. Must land every 5 rounds.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  CULTURE WARS
  A
  lthough much of S’kytri society is traditional 
  and subservient to the elder patriarchs, young 
  adults have pride of their own, and it has creat-
  ed a growing youth counterculture. Increasingly, 
  they refuse to abide by the norms set by their el-
  ders. Simultaneously, the S’kytri are slaves to the 
  Empire, and its harsh rule encourages a change 
  toward Imperial doctrine and human culture, 
  which has upset almost all S’kytri. In response 
  to these dramatic changes to society, many are 
  demanding a return to tradition. Folk songs and 
  traditional art of all types have been making a 
  comeback in S’kytri society.
  
  236
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  Complete Species Guide
  SAKIYAN
  Borderline near-humans, the Sakiyans appear as bald 
  humans with differing skin tones. However, their internal 
  biology is much different, allowing greater strengh and 
  enhanced senses. They have also manage to retain in-
  dependence from the Hutts despite being in Hutt Space.
  Physiology: Sakiyans are considered near-humans 
  by many, as, aesthetically, they are often very similar 
  to humans. The race with tan skin in particular looks 
  very similar to humans. Others have black, red, green, 
  bronze, or purple skin. Their skin is also highly reflec-
  tive. They have pointed ears and no hair, making them 
  look somewhat different than humans as well. However, 
  internal biology is where they are more unique. Their 
  brain is large, about twice the size that humans and 
  most other sentients have. They also have extremely 
  acute senses and more muscle power. Their eyes can 
  come in many colors, including red, orange, blue, yel-
  low, and gray.
  Society: Sakiyans place high value in their concept of 
  honor, which they generally devote their lives to increas-
  ing. Monthræl is their personal honor, tracking their own 
  accomplishments and their destiny. Even more import-
  ant is yithræl, which tracks the honor of their clan. Clan 
  honor is vital to them, so clan members often work to-
  gether to increase their yithræl. Honor can be achieved 
  through good deeds, land, or wealth, but providing for 
  a family is the most important factor. Death greatly re-
  duces honor, so Sakiyans are often very determined to 
  survive. They greatly value hunting as a tradition, hob-
  by, and sport. Sakiyans are willing to interact with other 
  species, but many are arrogant. They view other species 
  as “half-blind,” which, in comparison to their own abil-
  ities, is accurate.
  Homeworld: Saki is an industrialized world in Hutt 
  Space which is humid and full of jungles. The Sakiyans 
  hunt much of the native wildlife. It is well prepared for 
  military defense and has repulsorlift platforms to evac-
  uate civilians as well as hidden bunkers underground.
  Language: Sakiyans speak Sakiyan. Most learn either 
  Huttese or Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Perception or Vigilance
  • Hunters: Receive the talent “Expert Tracker.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  1
  HUTT RIVALS
  G
  enetic advantages, advanced technology, and 
  the will to survive have given the Sakiyans the 
  advantages they need to resist Hutt rule. De-
  spite being in the middle of Hutt Space, their 
  planet remains independent politically. The Sa-
  kiyans pride themselves on independence and 
  keep Hutt influence far away from their culture. 
  The Hutts do, however, possess large economic 
  influence over the planet. The Sakiyan’s techno-
  logical expertise makes their skills very valuable 
  to Hutts, and repulsorlift technology in particular 
  has made them a great profit. The relationship 
  seems to benefit both species, allowing for peace 
  between them.
  
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  SANYASSAN
  Sanyassans are a larger species who are known for their 
  complete lack of morality. They are bullies by nature, 
  especially their biggest members, and they have been 
  a thorn in the side of the Moddell Sector, where they 
  pillage without remorse.
  Physiology: Sanyassans are built for battle, and it can 
  be seen clearly in their intimidating stature. They vary 
  greatly in height, and although smaller Sanyassans can 
  be comparable to humans in height, others can be as 
  tall as two and a half meters. Either way, they have a 
  thick, muscular build, giving them a very imposing phy-
  sique. They are reptiles with leathery skin that comes 
  in various shades of yellow, tan, or gray. Their face is 
  similar to that of many primates, but their high fore-
  head, deeply set eyes, and high cheekbones give them 
  a very skull-like appearance. They also have a flat nose 
  and glowing yellow or green eyes. Their skin is tight, 
  and their lips are especially thin. Their hair is dark and 
  mostly behind their head, and they typically let it grow 
  very long, falling to their shoulders.
  Society: Almost all Sanyassans care little for morality; 
  they are willing to steal whatever they can take and kill 
  anyone weaker than them. Sanyassans are also known 
  for their short temper. They are cunning but dispassion-
  ate predators, but they do have a very dark and even 
  sadistic sense of humor. Despite these roguish traits, 
  the Sanyassans are uncomfortable when alone and 
  much prefer to be in the company of other Sanyassans, 
  both fighting and celebrating as a group. In groups, size 
  is very important, as larger and taller Sanyassans are 
  typically able to bully their smaller contemporaries, and 
  there is often prejudice against the more drawfish mem-
  bers of their race. Sanyassans have a very poor grasp of 
  technology, better than many primitive species but not 
  by much, so they are almost completely incapable of 
  maintaining or repairing the technology they have, and 
  they struggle to operate more complex devices.
  Homeworld: On their homeworld of Sanyassa IV, in 
  the Moddell Sector of the Outer Rim, most Sanyassans 
  want to leave it and take to the stars. It is a dreary 
  world drenched by rainfall, and a corrupt government 
  only makes living conditions worse. They have no laws 
  against predatory behaviors like theivery or murder, so 
  it is essentially an anarchy.
  Language: Sanyassans speak Snayassan, a language 
  with a growling and shrieking tone and a hieroglyphic 
  script. They can also speak Basic, although they typical-
  ly struggle with understanding its grammar.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Coercion
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  CULTURE WARS
  S
  anyassans were once a somewhat advanced 
  society, although as long as they have had 
  contact with the rest of the galaxy, they have 
  been known as an amoral people living under 
  a corrupt kleptocracy. They have little technical 
  skills, but they were able to steal starship tech-
  nology from visitors early in their history, and 
  they took to the stars as raiders and warlords. To 
  many, the Sanyassans are mysterious and known 
  only as the Marauders, and they are feared 
  throughout the sector. They steal any technology 
  that they can, and they are notoriously sadistic. 
  A small colony of isolated Sanyassans also exists 
  on Endor because of a starship crash, where they 
  are known as the “demons from the dark star.”
  
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  SARKAN
  Few species are more obsessed with elaborate proto-
  cols than the Sarkans. They are formidable combatants 
  because of their size and tough scales and are also ex-
  tremely wealthy from gem mining. However, they are 
  also very vulnerable to the cold.
  Physiology: Cold-blooded reptiles that can be more 
  than two meters tall, Sarkans are physically powerful 
  thanks to the toughness granted from their size and 
  thick green or blue scales. They also boast sharp fangs 
  and small claws, though they use the latter more for dec-
  oration than combat. Like their Barabel relatives, they 
  have a powerful tail, which is often their most effective 
  weapon when unarmed. Their long head has no hair and 
  black eyes on either side. They have four fingers and 
  two toes. Despite the innate advantages present in their 
  physiology, Sarkans are also vulnerable because of it. As 
  they are cold-blooded, they are extremely vulnerable to 
  cold, which can kill them. Most Sarkans can last twenty 
  minutes in an environment below freezing.
  Society: Sarkans are known to have an extreme-
  ly wealthy society because of the great mineral riches 
  available to them. They are also known to be obsessive 
  when it comes to protocols, many of which can be in-
  credibly tedious to outsiders. Though they often deco-
  rate themselves with fancy clothing and gems, they find 
  the gems to be useless. Though they have abandoned 
  the caste systems of old, they still typically travel in 
  groups of at least three as a holdover from this past.
  Homeworld: Sarkans come from Sarka, a Mid Rim 
  planet that is mostly jungle. It is the only planet in the 
  galaxy known to have the valuable nova rubies, which 
  are impractical aside from decoration. They rarely leave 
  their home planet, instead letting the aliens come to 
  them.
  Language: There are five major languages among the 
  Sarkans, the most notable of which is Sarkese. It com-
  bines subtle gestures with sounds, making it complex. 
  Most Sarkans know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 90
  • Tough Scales: Receive the talent “Durable.”
  • Vast 
  Wealth: 
  Receive 
  the 
  talent 
  “Sound 
  Investments.”
  • Night Vision: Remove all b for darkness, add b 
  for brightness.
  • Cold-Blooded: Remove b for hot conditions, and 
  b for cold conditions. May only spend 1 maneuver 
  moving per turn in conditions below 10 degrees 
  Celsius. When conditions are freezing or close to 
  freezing, must make a ddd
  ddd Resilience check. 
  If failed, treat the environment as a dangerous 
  atmosphere of rating 1. Increase to dddd
  dddd and 
  rating 2 if below -10 degrees.
  • Tails: When using tail, deal +1 Brawl damage, may 
  knockdown for a, and have the Disorient 2 
  quality.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  PROTOCOLS
  N
  ot only are Sarkans obsessive about protocol, 
  but such protocols are incredibly complex. 
  For example, when greeting an ambassador, the 
  greeter must make a greeting of at least an hour 
  in a Sarkan language that summarizes their life, 
  mostly focusing on victorious battles, roman-
  tic relationships, and gem mining. To have this 
  greeting be less than an hour is either insulting 
  or demonstrates the greeter’s insignificance. 
  Species with tails must then complete hours of 
  ritual dances, which must also be executed flaw-
  lessly to avoid insult.
  
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  SARKHAI
  A species of near-humans whose technical expertise has 
  made them successful, the Sarkhai use tattoos to scare 
  away predators. They are typically pale with light hair 
  as well.
  Physiology: Sarkhai are a species of near-humans dis-
  tinguished by very pale skin and white hair. Most have 
  blue eyes. They almost always have facial tattoos, a 
  tradition that has now become very important to their 
  culture, but it started off for the more practical purpose 
  of intimidating predators. The only non-superficial dif-
  ference between Sarkhai and humans is that Sarkhai are 
  far less likely to be Force-sensitives, with the Sarkhai 
  Jedi Nadia Grell being the only known exception.
  Society: Sarkhai are a technologically advanced spe-
  cies, particularly in the realm of military technology, 
  which was sought after during the Galactic War. They 
  typically prefer to avoid direct confrontation in combat, 
  focusing on preparation and intimidation in order to 
  give themselves the advantage they need in order to 
  survive.
  Homeworld: Sarkhai come from a planet of the same 
  name that is found in the Mid Rim. Is it ruled by a mon-
  archy, and it is primarily covered by forests.
  Language: Sarkhai have no current native language, 
  and they only use Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Coercion
  • Technological Sophistication: Receive the talent 
  “Gearhead.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  VITAL TECHNOLOGY
  D
  uring the Galactic War, Sarkhai were seen 
  as a very important planet because of their 
  defense technology, which could make them a 
  valuable ally to either side, and both the Repub-
  lic and Sith Empire sought to bring them into 
  their fold. The Sarkhai were technically part of 
  the Rift Alliance, which was a coalition of plan-
  ets that protested the Republic, provided mu-
  tual defense, and sought to secede. However, 
  the Sarkhai were only present out of curiosity, 
  and they had no actual interest in betraying the 
  Republic. In fact, King Sethun and Queen Ny-
  scha, the Sarkhai monarchs, were willing to do-
  nate a legion of their troops to the Republic in 
  order to help mend relations between the two 
  factions. They intended to present the troopers 
  to the Jedi at a ceremony, but their soldiers were 
  assassinated beforehand by Blaesus and Lord 
  Kyrus, two Sith. The monarchs themselves were 
  taken captive, but the Sith offered to spare them 
  and their world if they ordered their remaining 
  soldiers to kill the Jedi. However, the monarchs 
  feared betrayal, so they turned down the offer 
  and ended up being rescued. From then on, the 
  Sarkhai were staunch allies of the Republic.
  
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  SATHARI
  Family is everything to the Sathari, so they almost never 
  leave their home planet of Arbooine. They are also very 
  methodical and loyal. Physically, they are light avians 
  who are nimble but weak and are also capable of glid-
  ing.
  Physiology: The Sathari are avians with mostly blue 
  feathers, although parts of their body can have white, 
  green, or purple feathers. Their head has four red eyes 
  and a black beak as well as long feathers that can grow 
  up to a meter. They are very light, but they are similar to 
  humans in size. They have four clawed fingers on each 
  hand and three clawed toes on each foot, one of which 
  is vestigial. Their hands are quite dexterous, and they 
  can use tools and weapons just as well, if not better, 
  than other sentient species. They have long feathers on 
  their forearms which vaguely resemble wings. They can 
  use these wings to glide, but they cannot fly or hover.
  Society: Sathari culture values family above all else, 
  and they always stay close to their family. Few ever 
  leave their homeworld or even hometown, as to do so 
  means leaving family behind. They adapt this idea to-
  ward their friends as well, staying very devoted to any 
  friends. This fierce loyalty also goes hand-in-hand with a 
  long memory, so many Sathari will also hold grudges for 
  life. They are slow to act and not keen on jumping into 
  things early or figuring things out as they go. Instead, 
  most Sathari will carefully study a problem and come up 
  with the perfect plan, then execute it. As a result, they 
  struggle with improvising but are effective and efficient 
  should everything go as they have planned.
  Homeworld: Sathari come from Arbooine, an Outer 
  Rim planet which is suspected to have ties to the Rebel-
  lion. It is largely forested. The Sathari have built much 
  of their cities and towns in the massive elrit trees, which 
  can grow to hundreds of meters in diameter. Most of 
  the planet’s fauna has four eyes, like the Sathari. The 
  settlements are ruled locally.
  Language: Sathari speak their native tongue of Arbori 
  as well as Basic. Their voice sounds very much like rau-
  cous squawking, although their conversations can be 
  restrained at times. Typically, conversations switch sud-
  denly between calm discussion and chirping chaos.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Coordination
  • Gliders: May glide downwards to nearly horizontally, 
  ignoring fall damage. May not glide upwards or fly 
  sustainably.
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  SATHARI ARCHITECTURE
  B
  uilding in massive trees has created unique 
  challenges for the Sathari, which, in turn, 
  have created very unique buildings. Their build-
  ings are still wooden and orb-like and are sus-
  pended from branches. They move around using 
  flight and rope bridges. They also carve tunnels 
  through the trees themselves. Their trees are en-
  tirely covered in carvings. Since fire cannot be 
  used for light, the Sathari rely on mirrors to re-
  flect natural light into their streets. Due to the 
  translucent red leaves, the cities are in a perpet-
  ual dusk, even during the daytime. The cities are 
  entered at the bottom, where visitors must pass 
  through a large gate.
  
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  SAUVAX
  A tougher species of crustaceans, the Sauvax have six 
  legs, thick chitin, and bulky pincers for hands. They 
  generally live as simple farmers and fishers in small 
  communities, and they mostly mind their own business.
  Physiology: The Sauvax are amphibious crustaceans 
  with a very hard layer of chitin protecting them. Their 
  chitin is a mix of red and blue, similar to their soft flesh 
  in color, but it has small spikes covering it for defense. 
  This durable shell covers their entire head and torso, 
  as well as much of their limbs, but their abdomen and 
  tail are unprotected. They are comparable to humans 
  in height, but they are large, bulky creatures. Their ab-
  domen is flat with two fin-like tails at the back, which 
  they use for swimming. They have six spike-like legs for 
  walking on land, all of which lack feet. They have pow-
  erful arms extending from their broad shoulders, and 
  each arm has both a large claw and smaller digits for 
  grasping. The larger claws have little dexterity, but three 
  pincers, one of which is opposed, extend from the base 
  of the claw. However, even the smaller digits are not as 
  flexible as those of humans, so Sauvax struggle greatly 
  with wielding blasters and using other technology. Their 
  keen eyes are spread out to give them wider peripheral 
  vision, while they also have two antennae that augment 
  their senses.
  Society: Sauvax generally come across as a bit rude to 
  outsiders, as they mostly keep to themselves and have 
  a narrow-minded focus on their own 
  business. 
  They’re fairly impatient and respond 
  a n g r i l y 
  when disturbed, but they are hard 
  w o r k -
  ers. Their culture is very complex and is not well-un-
  derstood by most outsiders. As amphibians, they gen-
  erally inhabit coastal regions, and they both hunt, fish, 
  and farm for food. Their primary crops are algae and 
  slime, while their aquatic prey includes anemones, sea 
  urchins, and sea brackens. They have a multipurpose 
  spear known as the “gruush” that they can use for ei-
  ther task. They live “kuuvans,” which are tribal villages. 
  Their homes, built near the shore, are made of stone 
  and wood, and they also have communal structures for 
  storage, drying meat, or running meetings. Despite 
  their relatively primitive lifestyle, they have access to 
  technology and contact with the outside galaxy.
  Homeworld: The Sauvax come from the Mid Rim planet 
  of Leritor, a primarily ocean world which also has fertile 
  plains for farming and a mineral-rich crust. It has been 
  settled by human colonists who run industrial farms far 
  from the coasts. Both cultures have a treaty promising 
  to leave the other alone, although they trade with each 
  other occasionally.
  Language: Sauvax speak their own language of Sau-
  vax, and some also speak and understand a little bit 
  of Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Perception
  • Hardened Shell: Receive the talent “Enduring”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  POLITICS AND DIPLOMACY
  F
  or all their physical prowess and aggressive-
  ness, the Sauvax are not imperialist, and they 
  prefer peaceful negotiations to war. However, 
  Sauvax do not immediately meet face to face 
  during a diplomatic interaction; rather, they 
  must first exchange gifts to demonstrate their 
  sincerity. This is difficult for non-Sauvax, because 
  the customs surrounding gift-giving are very 
  complex, and an improper gift can be a great 
  insult. They also typically conduct diplomacy 
  while dining, but their unique cuisine is difficult 
  for outsiders to stomach. Sauvax generally ar-
  en’t offended when outsiders dislike their food, 
  although they sometimes do mock such aliens.
  
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  SEDRIAN
  Sedrians are aquatic mammals with brown fur and a hu-
  manoid torso. Their society is centered around a myste-
  rious Force-sensitive entity called the Golden Sun, which 
  provides them with energy and can also heal them.
  Physiology: Sedrians are aquatic mammals who have 
  a humanoid torso and arms. They are covered in short 
  fur that comes in various shades of golden brown, and 
  they lack legs, instead using a thick tail and two fins 
  for propulsion. While this part of their body is stream-
  lined for underwater movement, their torso is upright, 
  and they have two arms that are perfectly capable of 
  grasping tools. Their head features small ear holes, wide 
  eyes, and a snout with whiskers. These whispers fulfill 
  multiple sensory roles, as they can detect temperature, 
  electric current, and even analyze sound underwater. 
  Sedrians have gills to breathe underwater, but they also 
  have lungs. As they live almost entirely underwater, it 
  is a mystery how or why they acquired this strange ad-
  aptation. Some suspect that they spent time on land, 
  although modern Sedrians no longer do so.
  Society: Sedrians are a peaceful people, and they 
  tend to be quiet and content. They do not use lethal 
  weapons, and they take little interest in technology or 
  science. They have little interest in leaving their home-
  world, and most of those who do are taken unwillingly 
  as slaves. Offworld and away from their own kind, slaves 
  tend to be more violent and somewhat irrational. The 
  few who go offworld willingly are often part of the Shah-
  lik family, who have lived on Kailor V for several gener-
  ations. Such Sedrians tend to be explorers or farmers, 
  and both kinds prefer aquatic planets.
  Homeworld: Sedrians come from the Outer Rim planet 
  of Sedri, which is covered by shallow oceans and coral 
  reefs. The Golden Sun has a strange impact on the plan-
  et’s gravitational readings, making it appear exponen-
  tially larger than it is, so hyperspace travel to and from 
  the planet is rare, and Sedri is mostly isolated.
  Language: Sedrians rarely speak Basic, instead using 
  their native tongue of Sedri, and they have a very deep 
  voice. Their speech includes a handful of barks and 
  whistles.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Cool
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  THE GOLDEN SUN
  S
  edrian society is centered around an en-
  tity known as the Golden Sun, which is a 
  Force-sensitive entity that is composed of thou-
  sands of sentient coral. Its power gives off great 
  light and energy. Although the Sedrians are not 
  aware of its intelligence, they do worship it as a 
  source of power. They devote their lives to the 
  religion surrounding the Golden Sun, and they 
  contemplate its mysteries. The Golden Sun pow-
  ers their technology and is also capable of heal-
  ing, all using the Force. They are ruled by the 
  High Priest of the Golden Sun, who has made 
  the mistake of closing the dome in the temple 
  that houses it. Because the Golden Sun feeds off 
  microorganisms that flow by, it is essentially be-
  ing starved, and it has been communicating its 
  plight to the High Priest telepathically, though 
  dreams. Unfortunately, he does not understand 
  the message, and he instead now doubts his 
  own sanity. With help from a bishop named 
  Karak, Imperial forces recently stole the Golden 
  Sun and turned it to the Dark Side in an attempt 
  to exploit its power, but the Sedrians managed 
  to foil the plot with help from rebel agents.
  
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  SELKATH
  The Selkath are an aquatic species that once benefit-
  ed from kolto, a miracle healing liquid found on their 
  planet. However, with bacta becoming more popular, 
  wealthy pacism turned into impoverished anarchy. They 
  are now Imperial slaves, and their planet has become a 
  resort world.
  Physiology: Selkath are fish of a shark-like nature. They 
  have mottled skin that is typically blue and gray, but it 
  can also come in pinks or greens. All are aquatic crea-
  tures that can swim and breathe underwater with ease. 
  They are capable on land but tend to prefer more moist 
  climates. Their head points forward, flat at the top with 
  eyes on the side. A mouth is at the forward end and 
  is surrounded by two cephalic lobes that they stroke 
  in thought. Females also have tendrils at the back of 
  their head. Their hands have three fingers each, one 
  of which is a thumb. These hands also include venom 
  tipped claws that are retractable. However, these claws 
  are an extreme taboo that represent their more violent, 
  primitive past. Their feet have just two large toes.
  Society: The Selkath have a long history of peaceful 
  neutrality. However, for all their overall pacifism, some 
  have recently trended towards more violent tendencies. 
  This is a result of poverty from isolation and takeover 
  by warlords. Forgetting former prosperity, the Selkath 
  have been very primitive and warlike. They are also op-
  pressed by the Empire, which has now enslaved them.
  Homeworld: Selkath come from Manaan, an ocean 
  world in the Inner Rim. It is the only source of kolto. The 
  Empire has recently turned it into a resort.
  Language: Selkath is the Selkath language, a gurgling 
  tongue that can be spoken by non-Selkath. Some Selk-
  ath also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Coercion or Medicine
  • Medical 
  Backgrounds: 
  Receive 
  the 
  talent 
  “Surgeon.”
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  KOLTO DEALERS
  K
  olto is a liquid with healing properties that 
  is only found on the Selkath homeworld. The 
  prominence of the kolto market was a major 
  asset to the Selkath in their early history, as it 
  gave them great leverage. For all its value to mil-
  itaries, the Selkath remained neutral during the 
  many wars between Republic and Sith. Some, of 
  course, smuggled the substance. They lost that 
  leverage when bacta replaced kolto as being 
  more effective, so they tried to join the Repub-
  lic. They failed and were forced to return under-
  water, where they became primitive. Holding a 
  strong grudge against the Republic, they joined 
  the Confederacy.
  
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  SELONIAN
  Related to aquatic mammals, the Selonians are nimble 
  felines who can on two or four limbs. They live in dens 
  that are almost entirely infertile females, so male or fer-
  tile female Selonians and extremely rare.
  Physiology: Selonians are furry mammals that de-
  scended from aquatic creatures. They average two me-
  ters tall, with the females being larger. They are covered 
  by brown, black, or gray fur, with tan fur on their stom-
  ach. They have a flexible spine, giving them dexterity. 
  They have clawed hands which they can use for digging 
  or climbing. Their face is very cat-like. Their eyes are 
  black, and whiskers cover the face. Their nose is also 
  black and circular. While some choose to wear clothing 
  when offworld, they rarely wear clothes when amongst 
  other Selonians. This is a result of the fact that very 
  few Selonians are fertile. Selonians are equally capable 
  of walking on four legs or two. Many are also capable 
  swimmers.
  Society: Selonians value honesty and community. Few 
  understand the very unique alien culture. The chief con-
  cern for a Selonian is the good of the den, which is the 
  unit that they live in. While this may make them seem 
  as very unselfish to outsiders, they are very indifferent 
  to those who are not in their den. Each den controls 
  territory on their homeworld, and the cities are a col-
  lection of dens. Each den has a specific job or task that 
  they specialize in, and they aid and support the other 
  dens via a complicated system of bartering and owing 
  favors. Selonians also place extreme value in honesty, 
  and to lie is a crime as bad as murder. Although Se-
  lonians are capable warriors, they are not as warlike 
  or prone to violence as the Empire makes them out to 
  be. Although their societal structure is more similar to 
  non-sentient insects, Selonians are as technologically 
  advanced as the rest of the galaxy.
  Homeworld: Selonia is an ocean world in the Corellian 
  system that is filled with underground caves and cities. 
  These caves are actually dug by Selonians and act as 
  the dens. Underground tunnels connect the islands, as 
  the seas are full of monsters. Orbital shipyards create 
  ships, but they lack hyperdrives and are only designed 
  from transit within the Corellian system. As part of the 
  Corellian system, it is a Core World.
  Language: Selonians speak the language of Mandaba, 
  which they refer to as “home talk.” A select few females 
  are chosen by the Queen to be fluent in Basic and spe-
  cialize in dealing with offworlders. Many have a passable 
  familiarity with Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Coordination
  • Cavers: Remove all b for darkness, add b for 
  brightness.
  • Tails: When using tail, deal +1 Brawl damage with 
  Agility, and have the Disorient 2 and Knockdown 
  qualities.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  DEN STRUCTURE
  S
  elonians live in dens of about 500 members. 
  They have sub-dens for females who are born 
  of the same father, but these (known as sects) 
  still contain about 100 members. Females of the 
  same sect are genetically identical. In the den, 
  there is one fertile female, who is the Queen. 
  The Queen has complete power in the den, 
  and all serve the Queen. There are a handful of 
  males (five on average) who are fertile, and the 
  rest are infertile females. The males are typically 
  only used for breeding, and they work with the 
  Queen to populate the society. The rest of the 
  females work to support the den.
  
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  SEPHI
  The Sephi are near-humans with pointed ears who are 
  an extremely artistic people. They are ruled by a mon-
  arch but place high value in independence. Their home-
  world, Thustra, is a very influental planet in its sector.
  Physiology: The Sephi are sentient near-humans best 
  distinguished by their pointed ears. They tend to range 
  on the side of being taller and thinner than most hu-
  mans, but short or fat Sephi are not unheard of. They 
  are typically in decent physical condition. Their hair, 
  similarly colored to that of humans, is often decorat-
  ed into a tall spiral. Their skin is also generally some-
  what more purple or gray than human skin. They are 
  extremely long-lived, and some have lived for more than 
  200 years. They are capable of interbreeding with other 
  similar species such as Arkanians and humans.
  Society: Though the Sephi ruled by a monarch, they are 
  a people who support freedom and have fought strongly 
  against corruption. They are also a very artistic people 
  who focus on making things beautiful. Even their military 
  vehicles demonstrate an artistic intent that goes beyond 
  pure practicality. Because of their long lifespan, they are 
  a fairly sedentary people that are slow to change.
  Homeworld: The Sephi come from Thustra, a world 
  in the northeast portion of the Expansion Region with 
  plains, forests, and mountains. It is very influential in 
  the Sumitra sector, where it is found. The Sephi have 
  designed it very artistically, and the architecture is ex-
  tremely impressive. It will eventually be one of the first 
  planets to fall to the Yuuzhan Vong in their early ad-
  vances.
  Language: The Sephi have no commonly used native 
  language, and most of them speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE FIGHT FOR FREEDOM
  T
  he Sephi were once staunch defenders of the 
  Republic and strong allies to the Jedi. Howev-
  er, they were willing to draw a line as Republic 
  corruption became more apparent in the Seces-
  sionist Crisis. Though the Sephi were ruled by 
  the monarch King Alaric for centuries, he was a 
  mostly benevolent king who did what was best 
  for his people. They were quick to attempt to join 
  the Separatists, so their corrupt Loyalist senator 
  Navi began to instigate a plan that could lead 
  to a Republic counterattack against his people. 
  Jedi Grand Master Yoda was sent to Thustra to 
  attempt to convince his good friend King Alaric 
  to stay in the Republic, but he chose to kill the 
  King after his devotion to the Separatists became 
  apparent. The Sephi stayed devoted to fighting 
  for their freedom during the Clone Wars after 
  the death of King Alaric, choosing to side with 
  the Separatists during the rest of the war. Such 
  sentiments continue in the people to this day.
  
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  SHARD
  One of the galaxy’s more unique sentient species, the 
  Shards are sentient crystals who think and communicate 
  using electrical signals. Although they are stationary by 
  nature, some have purchased cybernetics that allow 
  them to move and speak like other sentients.
  Physiology: A Shard’s physical makeup is rather sim-
  ple, as they are just silicon-based, irregularly structured 
  crystals about a third of a meter in height. Their crys-
  talline body uses electrical impulses to think, similar to 
  the brains of other species. New Shards are born by 
  growing off the old individuals, and they typically only 
  die when natural erosion destroys their body, causing 
  them to be very long-lived. Akin to simple rocks, they 
  cannot move or speak on their own. However, many use 
  a droid body, which they can control with their electrical 
  impulses, to move, sense, and speak. There are many 
  different models of droid bodies, resembling anything 
  from an astromech to an assassin droid, depending on 
  how the Shard wants to live.
  Society: Shards on their homeworld live in colonies of 
  hundreds of thousands of individuals, all of them con-
  nected via their elec-
  tromagnetic communication 
  abilities. Being an 
  almost 
  eternally 
  living 
  and 
  stationary 
  species, they tend to be 
  incredibly patient, 
  sometimes taking centu-
  ries to reach the mutual 
  consensus that is required 
  by their race to make offi-
  cial political decisions. They 
  only achieved their current 
  state thanks to trading with 
  human 
  colonists, 
  buying 
  droid bodies by selling min-
  ing rights. Once disconnect-
  ed from their communities 
  and allowed to leave the 
  planet, Shards become in-
  satiably curious and almost 
  intoxicated by new sensory 
  experiences. This teaches 
  them to think faster and more 
  abstractly than their traditional 
  counterparts. Some believe this 
  lifestyle is a corruption of their 
  culture, while others welcome 
  the new information and abil-
  ities.
  Homeworld: The Shard 
  homeworld was a planet 
  called Orax, which was 
  a mostly barren planet 
  full of hot springs and 
  wonderful 
  mineral 
  formations. Recently, 
  mining 
  operations 
  have begun on the surface, killing thousands of Shard 
  colonies and harvesting precious minerals from the 
  planet’s crust.
  Language: The Shards speak in a unique electromag-
  netic communication method only able to be under-
  stood directly by other Shards. However, when implant-
  ed in a droid , their communication method is able to 
  be turned into Galactic Basic, among other languages, 
  using a vocoder.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 130
  • Durasteel Plating: Receive the talent “Enduring.”
  • Mechanical Bodies: Do not need to eat, sleep, 
  or breathe and ignore effects of toxins or vacuum. 
  Have a cybernetic implant cap of 6. When healing, 
  replace stimpacks with emergency repair patches, 
  Medicine with Mechanics, and bacta tanks with oil 
  baths.
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  THE IRON KNIGHTS
  A
  round 50 BBY, a Jedi Master by the name of 
  Aqinos took a group of Force-sensitive Shards 
  which he had trained in the ways of the Jedi, 
  naming them the Iron Knights. He brought them 
  to assist in the Arkanian Revolution, but after-
  wards, the Jedi responded to their existence with 
  dismay. They refused to believe that inorganic life 
  forms could truly understand the Force, and ex-
  pelled Master Aqinos from the Jedi Order. From 
  there, Aqinos took his order of Iron Knights to 
  the planet of Dweem, where he trained them as 
  his own version of the Jedi Order. They will stay 
  isolated on the planet for 70 years, surviving the 
  Great Jedi Purge, before they will be welcomed 
  in the New Jedi Order.
  
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  SHASHAY
  The Shashay are small avians with colorful feathers that 
  can glide but not fly. They are very loyal to their own 
  people, and although they have kept their homeworld’s 
  location secret in order to avoid Imperial exploitation, 
  some have been prominent singers in the wider galaxy.
  Physiology: A species of colorfully feathered avians, 
  the Shashay are no longer capable of flight, but they can 
  still use their retractable feathers to glide, slowing their 
  falls enough to survive them. Despite their lack of flight, 
  they retain a mind which is well-suited for flight, so they 
  are excellent pilots and navigators. They are shorter 
  than humans, averaging a bit less than one and half 
  meters tall, and they tend to be physically weaker and 
  more vulnerable to treacherous environments as well. 
  While their hands are humanoid, their feet have three 
  sharp talons that they can use in combat. Similarly, they 
  have a sharp beak. Their nostrils are on the sides of this 
  beak, and their dark eyes are on the side of their head, 
  which has a crest of feathers at the back.
  Society: Shashay are a people who are very nationalist, 
  fiercely loyal to their own and slow to trust outsiders. 
  Although they have a few other communities, on their 
  homeworld, they live in Nestclans and are governed by 
  the Nestmothers of the Shashay. Those native to their 
  homeworld rarely travel anywhere else. The Nestmoth-
  ers have the final say on whether or not Shashay are 
  allowed to leave their homeworld, although few Shashay 
  feel any desire to do so. If they do enter the rest of the 
  galaxy, it is generally as singers, because their unique 
  vocal cords give them a beautiful voice. Others take 
  advantage of their flying skills as pilots or navigators. 
  However, they are generally expected to send money 
  back to their own people. Their homeworld’s location 
  is totally secret, so they do not use navicomputers and 
  instead rely on their own memory when travelling to or 
  from it.
  Homeworld: The Shashay homeworld, Crytal Nest, is 
  in Wild Space, south of the Outer Rim. Its location is 
  secret. However, worlds such as Coruscant are home to 
  smaller enclaves of Shashay.
  Language: The Shashay native language is a series of 
  twittering chirps, and they are incapable of speaking 
  Basic. However, the songs they can sing in their native 
  tongue can be appreciated and enjoyed even by those 
  who do not understand them.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Astrogation or Piloting-Space
  • Natural Navigators: Receive the talent “Galaxy 
  Mapper.”
  • Musical Gifts: Receive the talent “Smooth Talker.”
  • Beak and Talons: When using Brawl, may spend 
  a to hit with beak or talons, dealing +1 Brawl 
  damage as wounds and having a Crit rating of 3.
  • Gliders: May glide downwards to nearly horizontally, 
  ignoring fall damage. May not glide upwards or fly 
  sustainably.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  SHASHAY AND THE ALLIANCE
  S
  hashay have been so secretive about their 
  world in part because they know that they are 
  bound to be exploited, and they especially dis-
  like the New Order. They have been contacted 
  by the Rebel Alliance, and although they refused 
  at first, witnessing more of Imperial cruelty has 
  made them more interested in trying to stop 
  the Empire. They have recently made an agree-
  ment with the Alliance, and they have begun to 
  work in small numbers as navigators and pilots. 
  Although the rebels seek to use the Shashay’s 
  secrecy to their advantage and build a base on 
  their homeworld, the Shashay do not yet trust 
  that the Alliance can seriously threaten the Em-
  pire.
  
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  SHAWDA UBB
  Being very stationary, the Shawda Ubb are a very rare 
  sight off of their homeworld. They are frog-like amphib-
  ians who are small and slow, but they can spit venom. 
  Their homeworld, Manpha, exports petroleum.
  Physiology: The Shawda Ubb are small, frog-like crea-
  tures of an amphibious nature. Their skin is green with 
  some yellow on their chest. Their limbs are long and 
  thin, each capped by a three-fingered hand or three-
  toed foot. While they do have claws on their toes, their 
  primary weapon is acidic spit, which can paralyze both 
  predators and prey. The Shawda Ubb themselves are 
  quite awkward creatures, however, and they cannot 
  move as quickly as most other creatures. Their legs 
  mostly bend outward and not forward. They have a 
  small crest that goes down their back and on top of 
  their head. They are also quite fat for their size, pos-
  sessing a wide stomach. Shawda Ubb can range from 
  a third of a meter tall to one meter tall. Their head has 
  no hair and instead features a forward-pointing snout, a 
  wide mouth, tiny eyes, and ridged eyebrows. They have 
  no nose. They are also amphibious, so arid conditions 
  make their skin crack. They also don’t fare well in heat, 
  although they can handle a cool environment. While 
  they have a navel, the Shawda Ubb actually reproduce 
  by laying eggs. They strongly prefer uncooked food and 
  typically eat fish.
  Society: Shawda Ubb are sedentary creatures that pre-
  fer to settle, staying in one place for all their life. As 
  such, they rarely leave their hometowns, and few ever 
  leave their homeworld. This isolated nature means that 
  they are also quite suspicious of outsiders and strang-
  ers, even though they can be very friendly when within 
  their own family or other social groups. They are also a 
  very observant people. While they have a decent stan-
  dard of living and access to technology, they are not 
  particularly keen on using it and prefer a simple lifestyle. 
  They are also good with music. One particular innova-
  tion in music that they have created in the growdi. It has 
  a wide base that they sit with a hose that connects to 
  the main flute-like portion of the instrument.
  Homeworld: The Shawda Ubb come from Manpha, 
  a swampy planet populated by small communities. Its 
  only spaceport is in the capital of Shanpan, which also 
  does the most catering to offworlders. Aside from ex-
  porting petroleum and importing food, the planet is 
  otherwise very isolated.
  Language: Since so few travel offworld, most Shawda 
  Ubb only know their native language.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Cold Adaptation: Remove b for cold conditions, 
  add b for hot conditions.
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  • Venom: Twice per day as an d check, may spit 
  paralytic venom using Ranged-Light. A target who 
  has been hit by this venom must succeed in a 
  ddd
  ddd Resilience check or be immobilized for the 
  rest of the encounter.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  PETROLEUM INDUSTRY
  W
  hile the Shawda Ubb once lived a simple life 
  as hunter-gatherers, they are now somewhat 
  more advanced. Their main industry is petro-
  leum, which they extract and refine. The business 
  isn’t actually managed by large corporations, 
  however. Instead, the Shawda Ubb manage their 
  operations as small scale businesses, one for 
  each community. The towns handle the process 
  up until refinement, after which they ship it to 
  the capital. There, larger companies handle cre-
  ating plastics or managing exports with the oil.
  
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  SHI’IDO
  The Shi’idos are secretive and mysterious, unwilling to 
  disclose much about their own people, but they are very 
  curious about other cultures. They are incredibly skilled 
  shape-shifters, able to change their appearance into al-
  most anything, and they can supplement their disguises 
  with telepathic illusions.
  Physiology: The Shi’idos are a species of sentients 
  with pale gray skin, a wide mouth, and deeply set eyes. 
  However, they are rarely seen in this form. Their bones 
  are thin, and their tendons are detachable. They have 
  hidden folds of flesh that can become exposed in order 
  to increase their size. They can mimic nearly any species 
  in the galaxy, even those who have completely different 
  physiology. They call this “skinshifting,” although most 
  non-Shi’idos call it shape-shifting. Younger Shi’idos can 
  only change the color of their skin, but those above the 
  age of 150 can change into just about anything. They 
  live up to 500 years. They also have no difficulties with 
  shape-shifting for extended periods of time. For any 
  minor imperfection that comes in their disguises like 
  smells or clothing that is hard to replicate, they have 
  a solution as well: a form of projective telepathy that 
  effectively allows them to cast illusions. However, this 
  ability requires extreme concentration.
  Society: Shi’idos are a shy spe-
  cies who prefer to avoid di-
  rect 
  confrontations 
  and 
  conflicts. Those who leave 
  their homeworld typical-
  ly display this trait to a 
  somewhat lesser degree. 
  Although 
  they 
  them-
  selves are a very secre-
  tive people, they are 
  innately curious and 
  seek to learn about 
  the rest of the galaxy. 
  They enjoy travelling 
  as well as sciences 
  regarding other parts 
  of the galaxy. They 
  also have tightly-knit 
  extended families and 
  know distant relatives 
  very well.
  Homeworld: 
  The 
  Shi’idos hail from an 
  isolated planet in the 
  Unknown 
  Regions 
  called 
  Lao-Man. 
  They call it Sh’shu-
  un. It stays out of 
  most galactic af-
  fairs.
  Language: Shi’idos speak Shi’dese, and most of those 
  venturing offworld also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Knowledge-Xenology
  • Skinshifting: As a maneuver, may suffer 1 strain 
  to shape-shift. Must make an d Resilience check 
  to shape-shift into a Silhouette 1 being, an dd
  dd 
  Resilience check for shape-shifting into Silhouette 
  2, or a dddd
  dddd Resilience check for shape-shifting 
  into Silhouette 3. If successful, change appearance 
  to match that of a previously observed character. 
  t may be spent to become stuck in that form for 
  1 week per t. Any observers who would want to 
  recognize the disguise must attempt a Perception 
  check opposed by Deception. b or b can be 
  added based on how much either have observed 
  the individual, whether the clothing matches, or 
  other factors.
  • Projective Telepathy: As an action, may suffer 
  1 strain to make an d Discipline check to cast 
  illusions by causing individuals within medium 
  range to experience a certain sensory detail for 1 
  round. May project illusions to add b and remove 
  applicable b on Perception checks for recognizing 
  shape-shifting.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  FEAR OF THE UNKNOWN
  B
  ecause they’re so hard to identify and a very 
  isolated people, the unique powers of the 
  Shi’idos scare many in the rest of the galaxy. 
  It is often assumed that Shi’idos would use 
  shape-shifting for assassination, espionage, or 
  thievery, but they often lack the temperament 
  for these professions. Instead, a majority of 
  Shi’idos focus on occupations that are safer and 
  do more to sate their curiosity.
  
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  SHISTAVANEN
  Predatory canines who are extremely fierce, the 
  Shistavanen are very isolationist. Though somewhat 
  more comfortable among their own kind, they aren’t 
  very comfortable when around outsiders.
  Physiology: Shistavanen are born hunters and good 
  ones at that. They have a wolf-like appearance and the 
  skills to match. These are both a result of natural evo-
  lution as well as interference from genetic engineering. 
  The genetic engineering’s source remains unknown to 
  this day. Shistavanen have keen senses and are naturals 
  in the outdoors, but they also boast a speed, ferocity, 
  and knack for combat. They also have five sharp claws 
  on each hand and three sharp claws on each foot. Their 
  face earns them the nickname of “wolfman.” This is be-
  cause of sharp incisors, a canine nose and snout, point-
  ed ears, and glowing black eyes. They are all fur-cov-
  ered, which is brown. Most do not have fur on their 
  hands or face. Though they are capable of running on 
  two feet, they prefer going on all fours for longer runs. 
  Shistavanen are very proud of their fierce physiology and 
  will often boast about their species’ accomplishments or 
  take on dangerous tasks in order to demonstrate their 
  hunting prowess.
  Society: One major difference between Shistava-
  nen and their canine ancestors is their isolationism. 
  Shistavanen society is cut off from the rest of the galaxy, 
  and they colonized nearby worlds so that they wouldn’t 
  have neighbors. Unapologetic in that they prefer trad-
  ers of their own kind, Shistavanen society is certainly 
  not common knowledge to the rest of the galaxy. For 
  their part, most other species aren’t eager to interact 
  with Shistavanen either: If their predatory appearance 
  isn’t scary enough, their ferocious ways can be most 
  unsettling. Like Trandoshans, most Shistavanen revere 
  “the hunt” and tend to find joy, employment, or both 
  in hunting.
  Homeworld: Uvena Prime, the Shistavanen home-
  world, is very isolated. It is in the Seswenna sector of 
  the Outer Rim. Its terrain is mostly forests and plains. 
  While it is mostly isolated, it still has a normal level 
  of technology. Most Shistavanen on the planet make a 
  living as hunters.
  Language: Shistavanen can speak Basic with a harsh, 
  deep, growling tone, although few are literate in Basic. 
  Their own language of Shistavanen contains barks and 
  growls.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 80
  • 1 rank in Brawl or Survival
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Hunter’s Instincts: May optionally use Survival for 
  initiative.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  1
  SHISTAVANEN FAMILIES AND FRIENDS
  T
  hough not social, a minority of Shistavanen 
  do travel the hyperlanes as bounty hunters, 
  mercenaries, or scouts. They still tend to stick 
  to themselves, however. Many things cause 
  this. For some, it is personal pride, for others, a 
  preference to be alone. Still more do it because 
  they simply can’t get along very well. When a 
  Shistavanen does make a good friend from an-
  other species, they tend to get very close, how-
  ever. In order to befriend a Shistavanen, one 
  must earn their respect. Once respect is earned, 
  however, Shistavanen can be very dedicated and 
  give them as much respect as would be given to 
  family. This occurs most often with those whom 
  they hunt or fight with.
  
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  SIC-SIX
  A species of eight-limbed arachnids with a black cara-
  pace, the Sic-Six have incredibly potent senses, espe-
  cially when it comes to hearing. They are skilled with 
  technology and the arts, but they dislike interactions 
  with their own people.
  Physiology: Sic-Six are a species of carnivorous arach-
  nids who are distinguished by a number of unique fea-
  tures. The most notable are their senses, which include 
  mandibles that grant them an advanced sense of smell 
  and eight red eyes, which combine to see in the ultra-
  violet, visible, and infrared spectrums, allowing them to 
  see well in darkness. However, neither their sight nor 
  their sense of smell compares in effectiveness to their 
  hearing. Sic-Six actually have tympanic membranes 
  throughout their entire body, and they can detect even 
  the faintest noises from hundreds of meters away. The 
  converse of this ability is that they are incredibly vul-
  nerable to loud sounds. Anything from loud music to 
  nearby shouts to explosions can deal serious damage 
  to their body, and those who know they will encoun-
  ter a Sic-Six will almost always use concussive or sonic 
  weapons. Like many arachnids, they have a hard shell 
  of protective chitin, which is typically black, and they 
  walk around on eight legs. Around other species, many 
  but not all of them wear clothing. Although they are 
  stable enough on six legs to use their front two legs as 
  manipulators, they have no hands, so they struggle to 
  use most tools or technology. They have a head with 
  poisonous fangs, a small thorax from which their limbs 
  are attached, and a fat abdomen that they use to spin 
  webs. The webs are not strong enough to trap prey. 
  Instead, they make noise when broken, acting as a sur-
  veillance system that they use to detect prey.
  Society: Sic-Six are a very advanced species technolog-
  ically, and they also enjoy studying arts and humanities. 
  They consider themselves superior to other species be-
  cause of these traits. Strangely enough, they like to in-
  teract with other species but detest their own kind, only 
  getting together to briefly mate. They guard their ter-
  ritory closely, building webs everywhere, even in public 
  places, in order to protect themselves from intruders. 
  This is because of deep-seated insecurities: Sic-Six are 
  extremely uncomfortable with things that are beyond 
  their control.
  Homeworld: Sic-Six come from Sisk, an Outer Rim 
  planet that continues to be disorganized and rural be-
  cause of their antisocial nature. Its sun has collapsed in 
  recent years, dramatically cooling the planet and forcing 
  them to rely on technology.
  Language: Sic-Six have a high-pitched voice and tend 
  to scream at random points throughout their speech.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Stealth
  • Hardened 
  Carapaces: 
  Receive 
  the 
  talent 
  “Enduring.”
  • Infrared and Ultraviolet Vision: Remove bb for 
  darkness, add b for brightness.
  • Advanced Senses: Add b on olfactory Perception 
  checks and bbb
  bbb on auditory Perception checks. 
  Quadruple all sonic damage and, at the GM’s 
  discretion, increase sonic damage from 0 to up to 
  4.
  • Fangs and Stinger: May spend aaa on a 
  successful Brawl check to bite or sting. A target 
  who has been bitten or stung must pass an dd
  dd 
  Resilience check or become Disoriented and 
  Immobilized for the rest of the encounter.
  • No Hands: Reduce encumbrance threshold by 2 
  and may not carry items in hands. May not use 
  technology requiring fingers, such as blasters. At 
  the GM’s discretion, add up to bbb on checks 
  where fingers are beneficial, such as Piloting.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  3
  WILLPOWER
  1
  PRESENCE
  1
  VALUABLE VENOM
  S
  ic-Six venom is fatal to the animals on their 
  homeworld, but it is far less dangerous to 
  other species of different physiology. In gener-
  al, it is similar to many drugs, giving an intoxi-
  cating effect, although short-term paralysis can 
  also occur. Sic-Six venom is among the galaxy’s 
  most well-known intoxicants, although it is very 
  expensive. Many Sic-Six have sold their venom, 
  and a few have made fortunes by directly biting 
  patrons in a process known as fanging. Unfortu-
  nately for the Sic-Six, fanging is often outlawed, 
  and some have been enslaved as fangers.
  
  252
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SINITEEN
  Fittingly referred to as “brianiacs,” the Siniteens are a 
  highly intelligent species with a knack for mathematics. 
  They have yellowish skin, and their large head has wrin-
  kles resembling those of a brain.
  Physiology: Siniteen are humanoids who are distin-
  guished by their large head. Instead of hair, they have 
  a large cranium which features numerous wrinkles. The 
  wrinkles form a pattern that somewhat resembles a hu-
  man brain, thus giving them the nickname “brainiacs.” 
  This is quite apt, since they are an extremely intelligent 
  species and are capable of performing complex math in 
  their head. Their skin can range in color from light gray 
  to beige to a bright yellow. Their eyes are also yellow 
  and lack pupils.
  Society: Siniteen are known for their intellectualism, 
  not their interpersonal skills. They are far too blunt to 
  get along well with others, so most of them resort to 
  bullying to get what they want. They are typically intro-
  verted and prefer to be left alone: A good math problem 
  is all the company they need. They have little respect 
  for legality, as they are very arrogant and consider their 
  own moral codes to be superior to those of others. As 
  such, many Siniteen who cannot find a way to apply 
  their mathematical talents will work in criminal enter-
  prises. Their government is almost nonexistent, as the 
  Siniteen live in what is essentially anarchy. All corpo-
  rations have private security firms which enact justice 
  as they see fit, and most citizens pay to be under the 
  protection of “police guilds.” In recent decades, Siniteen 
  have become somewhat more peaceful, enforcing the 
  law via sabotage and blackmail rather than murder.
  Homeworld: Siniteen come the mountainous Outer 
  Rim planet of Sinita, which is highly industrialized and 
  has very low gravity. Its low levels of oxygen make ex-
  ercise difficult, so Siniteen let machines do most of the 
  work.
  Language: Siniteen mostly speak Basic, although they 
  continue to use technology in their many native lan-
  guages, most of which are more compatible with coding.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Coercion
  • Navigators: Receive the talent “Galaxy Mapper.”
  • Hyperintelligence: Remove penalties for making 
  an Astrogation check without a navicomputer.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  SINITEEN AND THE MINING GUILD
  S
  everal decades ago, the anarchy on Sini-
  ta caught the attention of the Mining Guild. 
  Thinking the lack of regulations could bring 
  profit, they began to mine with little concern 
  for the environment, and they sabotaged the 
  economy to lower wages. However, the Mining 
  Guild underestimated how the Siniteen would 
  fight back. With no regulations, the Siniteen en-
  acted revenge as they saw fit, essentially going 
  to war with the Mining Guild and driving them 
  offworld. However, they also pressed their offen-
  sive to other planets, and the Mining Guild took 
  advantage of their political influence to portray 
  the Siniteen as aggressors and demand a Repub-
  lic intervention. The Siniteen were forced to pay 
  reparations, many were arrested, and the Mining 
  Guild was able to continue operations on Sinita. 
  Ever since, most Siniteen have detested all forms 
  of galactic government, believing that planets 
  should rule themselves.
  NOTE
   
  Little is known about Siniteen society. The 
  remainder of this entry is based on subtle 
  comments and the author’s own assumptions. 
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Siniteen culture.
  
  253
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SITH
  While the Sith are best known for being an organiza-
  tion of Force-sensitives, they get their name from the 
  Sith species, who have similar ideals. The Sith have four 
  castes, each with a unique focus.
  Physiology: The Sith are a species of near-humans 
  with red skin, pointed ears, and tentacles above their 
  mouths in place of facial hair. Almost the entire species 
  is Force-sensitive, but not all of them. They have small, 
  hard protrusions coming out at their elbows and chin, 
  similar to horns. They have pointed teeth and a preda-
  tor-like face. Some have three fingers, others have five. 
  They also vary greatly in skin tone. This is because much 
  of the species is interbred with humans to some degree, 
  so some are more red than others. They have a strictly 
  defined caste system based on subspecies, who vary 
  in genetics. The Massassi have entirely glowing yellow 
  eyes and are much more muscular. They have very lit-
  tle intelligence, although they can follow 
  orders when directed. The Zuguruk are 
  equally loyal, but have the mental ca-
  pacity for mechanics, building, and 
  labor. They are typically bulky and 
  slow. The Kissai are the smallest, 
  although they typically hold great 
  power in the Force. The Sith’ari 
  are generally the most related to 
  humans and also the most pow-
  erful.
  Society: Sith devote their ex-
  istences to war, conquer-
  ing, and the pursuit 
  of power. They don’t 
  view anything as cruel 
  and have little to no morality. They 
  also were 
  known to use sentient sacrifices in 
  worship of 
  their gods. They worship the Dark 
  Side 
  and 
  value strength in the Force. Al-
  chemy and 
  sorcery are ways of life in their 
  culture, be-
  ing included in all parts of daily 
  life. The Mas-
  sassi and Zuguruk are very loy-
  al when provided worthy masters. While the Kissai are 
  more independent and capable of leadership, they were 
  still ultimately servants to the ambitious Sith Lords.
  Homeworld: The Sith used to come from the rocky 
  planet Korriban, which is now their tombworld. Many 
  once lived on Zoist or Dromund Kaas.
  Language: The Sith’ari generally knew Basic, although 
  the others historically only spoke their native language, 
  Sith.
  SPECIES ABILITIES (KISSAI)
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Discipline or Knowledge-Lore
  • Dark-Siders: Start as a Dark-Sider by default.
  • Sith Secrets: Receive the mentor discount on all 
  Force powers.
  SPECIES ABILITIES (MASSASSI)
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Discipline or Melee
  • Dark-Siders: Start as a Dark-Sider by default.
  SPECIES ABILITIES (SITH’ARI)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 95
  • 1 rank in Coercion or Leadership
  • Dark-Siders: Start as a Dark-Sider by default.
  • Sith Secrets: Receive the mentor discount on all 
  Force powers.
  SPECIES ABILITIES (ZUGURUK)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • 1 rank in Athletics or Mechanics
  • Dark-Siders: Start as a Dark-Sider by default.
  REMAINING SITH
  F
  ew Sith remain, as their numbers have been 
  greatly reduced after countless wars against 
  the Republic. They have been considered extinct 
  for several thousand years. A few do continue to 
  exist, however. Some Sith’ari may have found a 
  way to preserve their existence. Some exiled Kis-
  sai live among the Sorcerers of Tund, However, 
  many of them went mad, and one, Rokur Gepta, 
  recently destroyed all life on Tund shortly before 
  his own death.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  
  254
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Complete Species Guide
  SKAKOAN
  Deep fear of outsiders and high levels of skill with ma-
  chines define Skakoan society. They require a high-pres-
  sure methane atmosphere to survive, so they cannot 
  survive in most environments without a pressurized suit.
  Physiology: Skakoan physiology is a mystery to many, 
  as the species remains hidden behind a pressurized suit. 
  Requiring a high-methane, high-pressure atmosphere, 
  they are greatly endangered by a normal environment. 
  While the body behind the suit is rather weak, they do 
  boast a keen mind with a knack for technology. This 
  technological focus is not perfect enough, however, 
  as their pressure suit requires constant adjustment to 
  handle their voice and is rather expensive. Most pres-
  sure suits have blue or purple robes, a metallic shoul-
  der-piece that acts as armor, a thick, green fabric over 
  the head, black goggles, and black gloves.
  Society: Skakoans are deeply xenophobic and are rare-
  ly seen off of their homeworld. They are a very selfish 
  people who focus on self-preservation above all else. 
  Skakoans are a very religious people, worshipping a 
  deity known as the Albino Cyclops that resides in the 
  Gates of Grontessiant. Their most sacred site is known 
  as the Power Mounds, and it is believed that at the 
  Power Mounds, chosen individuals can enter the myth-
  ical realm. They have a government which is composed 
  of Skakoans who are known to be highly efficient. They 
  refer to their job as “organizing the world’s progress.” 
  The Skakoans were firmly allied with the CIS during the 
  Clone Wars, so they have been punished by the Empire.
  Homeworld: Coming from the arrowhead of the Core, 
  Skako is similar to Coruscant in its urban cityscape, just 
  without the charm or aesthetic to its buildings. The only 
  remnants of its original ecology are thick vines and an-
  imals called octuptarras. The isolationist Skakoans re-
  ceive few visitors, so offworlders are a rare sight. Those 
  that do must wear pressurized suits.
  Language: Skakoans speak Skakoverbal and write 
  Skakoform. It is a binary language with its roots being 
  drawn from coding.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 80
  • 1 rank in Knowledge-Education
  • 1 rank in Mechanics
  • Atmospheric Requirement: Need a pressure 
  suit to survive in a normal environment. Standard 
  pressure with minimal methane is a dangerous 
  atmosphere of rating 8.
  • Technological Wealth: Receive a free pressure 
  suit at character creation. This pressure suit costs 
  2,500 credits, has Soak 2, Encumbrance 4, and 3 
  hard points. It generates a high pressure, methane-
  filled environment.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  PERCEPTIONS VS. REALITY
  D
  ue to a robotic appearance, technological 
  savviness, and knack for logic, the Skakoans 
  are often viewed as heartless and cold. In reality, 
  they are quite emotional. However, they are still 
  a people that prefer to keep to themselves and 
  have selfish goals. It is true that many Skakoans 
  are uncomfortable among outsiders and do not 
  really trust them. They find other species to be 
  unsettling, just as unsettling as others find them 
  to be.
  
  255
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SKRILLING
  Stubborn negotiators who eat corpses, the Skrillings are 
  typically used as cheap labor on the farms of the more 
  advanced M’shinni. On the whole, they are a very per-
  sistent people who value patience. When more abrupt 
  action is needed, they fight with acidic vomit.
  Physiology: Skrillings are short, fat, and slow creatures 
  who feed on corpses. They are perfectly capable of eat-
  ing foods that are spoiled or rotten. They typically have 
  leathery, wrinkled gray skin. Their head is hairless, dis-
  tinguished by sunken black eyes and eight breathing 
  tubes. These small holes, surrounding a ridged portion 
  on the face, can smell very well. When Skrillings smell, 
  they deeply inhale through their breathing tubes, cre-
  ating a high-pitched whistle that can be heard for kilo-
  meters. This sense is very effective. They have several 
  rows of sharp teeth to chew through their food: carcass-
  es. Skillings eat almost entirely carcasses, feeding upon 
  even the most rotten of meats. Their head also has a 
  bony crest at the top, which they use to get out of eggs 
  as children. While they only have three fingers, they still 
  possess a very strong grip. In order to deter predators, 
  the Skrillings use their highly acidic vomit. However, the 
  attack isn’t very effective unless they can get it in a tar-
  get’s eyes. Skrillings reproduce through eggs.
  Society: Skrillings are a patient but determined people 
  who are generally quite persistent. This applies to ne-
  gotiation in particular. When amongst their own, they 
  have developed a highly complex system with which 
  they share carcasses. However, going along with this is 
  a long-winded process of bargaining, requesting, and 
  appeasing. When with others, this translates into what 
  they consider a waste of time. However, Skrillings have 
  an aversion to conflict, so they are typically somewhat 
  more concise.
  Homeworld: The Skrillings’ homeworld is now known 
  as Agriworld-2079. It is a Mid Rim planet of mostly 
  grassy plains. Many Skrillings can be found on war-torn 
  worlds, where corpses are abundant.
  Language: The Skrilling language is Skrilling. They can 
  speak Basic, but have a nasally voice because of their 
  breathing tubes.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Negotiation
  • Scavengers: Receive the talent “Utinni!”
  • Acidic Vomit: Once per encounter, may suffer 2 
  strain to attack using acidic vomit with Ranged-
  Light, dealing 4 base damage at engaged range. 
  Have a Crit rating of 4, and may spend x to blind 
  opponent.
  • Excellent Stomachs: Suffer no penalties for eating 
  spoiled or rotten food.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  M’SHINNI COLONISTS
  T
  he Skrillings’ homeworld is a colony to the 
  much more advanced M’shinni species. Much 
  of the Skrilling culture has been lost with time, as 
  they have been forced to assimilate. Their orig-
  inal name is long-lost, and “Skrilling” is actually 
  a nickname that has been given to them. The 
  M’shinni colonists are farmers, and some have 
  hired Skrillings as low-wage laborers. Since the 
  Skrillings are peaceful, they do not fight back 
  with violence
  
  256
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SLJEE
  Sljees cannot see, but they are olfaxes who ahave a 
  highly advanced sense of smell. They have a short and 
  wide body, and their short legs are very slow, but their 
  vast amout of tentacles can be advantageous.
  Physiology: Sljees are gray-skinned sentients with an 
  extremely unique physiology that includes multiple legs, 
  eight tentacles, and six stalky protrusions that serve as 
  olfactory organs. Their body is wide, often one and a 
  half meters or more in diameter, but they are relatively 
  short at about one meter tall. This squat makeup makes 
  them very sturdy and also allows them to carry more 
  than other species. They can hear and speak like most 
  sentients, but they are completely incapable of sight. 
  They make up for this disadvantage with their extremely 
  sensitive sense of smell. Such highly advanced olfaction 
  allows them to identify many things, although it can be 
  overwhelmed and confused by new scents.
  Society: Sljee culture is by nature very communal, so 
  they often stay in groups among their own if they go off-
  world. Despite the radical differences in how they sense, 
  many still attempt to interact with those from other cul-
  tures. They thrive in busy environments like cities and 
  work best in teams. They are also somewhat impatient 
  and are typically quick to act. This does make Sljees 
  an industrious and hardworking people, and even those 
  who reject honest work in favor of more illicit activities 
  tend to be very dedicated to their work.
  Homeworld: 
  Language: 
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 110
  • Blind: Upgrade the difficulty of all checks twice. 
  Upgrade the difficulty of Perception and Vigilance 
  checks 3 times. Suffer further penalties at the GM’s 
  discretion.
  • Extra Limbs: May have 4 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Olfaxes: May use extremely effective smell, 
  negating the effects of the Blind ability in some 
  cases. May identify specific objects and individuals, 
  navigate spaces, and even interact with specially 
  designed devices through smell. At the GM’s 
  discretion, may suffer 1 strain in response to a new 
  scent.
  • Ponderous: May only spend 1 maneuver moving 
  per turn.
  • Slab-Shaped: May set up to 10 encumbrance on 
  back and carry it without penalty.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  RESTAURATEURS
  A 
  number of Sljees found in the galaxy work in 
  restaurants. This is in part because of their 
  physiology: being built like a table is beneficial 
  for waiters, while a keen sense of smell is useful 
  in cooking food. However, this trend is also a 
  result of their culture. Since many of the plants 
  that Sljees eat require a great deal of prepara-
  tion, cooking is viewed as a very important skill 
  in their society.
  NOTE
   
  Little is known about Sljee society. The remain-
  der of this entry is based on subtle comments 
  and the author’s own assumptions. Players are 
  not obligated to follow this, but it is encouraged 
  that if not, they imagine their own aspects of 
  Sljee culture.
  
  257
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SLUDIR
  Reptiles who value combat above all else, the Sludir be-
  lieve that might makes right, making it hard for them 
  to get along in civilized societies. They were discovered 
  by slavers, and their primitive society was easily con-
  quered, so many are now slaves, and those who escape 
  end up being members of the underworld.
  Physiology: Reptiles with a humanoid torso, the Sludir 
  are bulky creatures with six legs. They are very well-pro-
  tected in combat thanks to their thick skin as well as 
  tough, shell-like plates over their back and sides, which 
  they take great pride in. Both their skin and shell are 
  generally orange or brown. Their hair is long, thick, and 
  generally braided, and their face is dominated by a long 
  snout with four nostrils. They have a large jaw, but their 
  black eyes are very small. Further enhancing their com-
  bative abilities are claws, three of which are on each 
  hand and foot. However, the most unique ability of the 
  Sludir is associated with reproduction: Sludir in the late 
  stages of pregnancy can effectively hold their embryo in 
  stasis at will, extending the pregnancy by up to a year 
  if needed.
  Society: Sludir have a feudal society with a prominent 
  caste system. The most powerful class are the warriors, 
  who act as soldiers and rulers. Below them are artisans, 
  and workers make up the bottom tier of their society. 
  Sludir become adults after completing a rite of passage 
  specific to their caste, after which combat is the most 
  important way to rise through the ranks. Clan and family 
  are very important to them, and Sludir take great pride 
  in their lineage. Dying without an heir is seen as ex-
  tremely dishonorable. They bear the honor of their clan 
  and their family, so immoral Sludir impact the reputa-
  tions of their entire family line, and particularly honor-
  able Sludir are venerated by their descendants. They 
  were isolated until a few years ago, when slavers dis-
  covered their society. They were no match for offworld 
  technology, so they were quickly subjugated, and many 
  were herded offworld as gladiators. Imperial rule dou-
  bled down on slavery, forcing many of the artisans and 
  workers into labor camps. Such policies have spread out 
  the Sludir, and many have escaped to now run free in 
  the broader galaxy. A few have formed a coalition to 
  retaliate against the Empire and stop the enslavement 
  of their people; fewer have joined the Rebel Alliance. 
  Cultural differences such as the Sludir’s strange sense 
  of honor and use of trial by combat make it very difficult 
  for them to get along in the Alliance, however. More 
  common are Sludir involved in criminal activity, where 
  their “might makes right’’ mentality is most acceptable. 
  Many are slavers themselves.
  Homeworld: Sludir come from the Outer Rim planet of 
  Sluudren, a harsh backwater world in the Chorlian sec-
  tor. Imperial slavery has lead to the collapse of society, 
  and even after the Empire’s fall, re-estabishing a stable 
  government will take time.
  Language: Sludir speak Sludese, a verbal language of 
  snorts and grunts. It has no written language, although 
  they write base-six mathematics.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Melee
  • Natural Armor: Receive the talent “Enduring.”
  • Fearless: Receive the talent “Confidence.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  HONOR IN BATTLE
  C
  ombat is absolutely essential to the Sludir, not 
  only as a way of life, but also as a source of 
  morality. Their legal system, as well as all lead-
  ership, operates on the basis of trial by combat, 
  and even kings can be dethroned if defeated in 
  solo combat. However, the way that they fight 
  is also crucial. Most use primitive weapons such 
  as swords, and ranged weapons such as blasters 
  are forbidden, Sludir never retreat, hide, or use 
  any sophisticated tactics whatsoever; such ma-
  neuvers are considered cowardly.
  
  258
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  SLUISSI
  Sluissi are green-scaled reptiles who resemble snakes. 
  Though they can slither upright and have two arms, they 
  still lack legs. They are a very intelligent people who are 
  prominent as technicians, particularly with shipbuilding.
  Physiology: Sluissi are very snake-like creatures with 
  no legs, only a well-muscled tail. They almost all have 
  light brown or olive-green scales. Their arms are surpris-
  ingly humanoid, with the exception of one fewer finger 
  on each. Near the wrist, their arm widens in a manner 
  that is almost winglike. These “wings” help in propelling 
  movement when they crawl on the ground. Few Sluis-
  si move this way, however, and most slither while up-
  right. Their head has a rear-pointing extension near the 
  back, a sharp crest. Their beady eyes are entirely black. 
  They have no nose and instead smell with their forked 
  tongue. Like many sentients, however, they have lost 
  any useful sensitivity when smelling.
  Society: Sluissi get along very well for many reasons. 
  Most notable is an easy-going attitude. They will for-
  give anything and rarely get angry at anyone. They are 
  also known for being very respectful of protocols. While 
  perhaps annoying to some, this meticulous focus is nev-
  ertheless very important to them. Beyond their unique 
  skills as mechanics, they also are very hard-working and 
  dedicated, focusing on their work and often enjoying 
  it. Often, this work is mechanical, though they can find 
  many other occupations. This dedication also comes 
  with a slowness and a focus perfecting their work in-
  stead of being efficient with time.
  Homeworld: Sluis Van itself is a rocky Outer Rim world 
  on the Rimma Trade Route with mostly industrial uses. 
  Most focus is on the famed orbital shipyards, which em-
  ploy many Sluissi. It is ruled by a Congregate, which is 
  led by a ruler known as a “Khedive.”
  Language: Sluissi speak Sluissese. While most can also 
  speak Basic, they add a strong hissing accent to the 
  language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Discipline
  • 1 rank in Mechanics
  • Starship Workers: Receive the talent “Solid 
  Repairs.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  A POWERFUL INDUSTRY
  G
  iven their skill as mechanics, the Sluissi, of 
  course, have an excellent shipbuilding indus-
  try. While there are many companies involved, all 
  share similar characteristics. All focus on high-
  er-end ships, viewing their crafts as art. Every 
  step of the manufacturing process is careful-
  ly undertaken, and it reflects in the both final 
  price tag and the vessel’s performance. This also 
  makes Sluissi vehicles more rare in the galaxy. 
  Most Sluissi shipyards and repair facilities are 
  space stations over their homeworld, but not 
  all are. These shipyards are also a valuable mil-
  itary asset. After becoming disappointed by the 
  Republic, the Sluissi shipyards were valuable to 
  the Confederacy. Though they held up well for a 
  time, it would not last. Once the defeat of other 
  CIS worlds left them isolated, the Republic liter-
  ally starved Sluis Van to death by blockading it. 
  Losing the war has put them on the Empire’s bad 
  side, but their industry continues to be used by 
  the Imperials. While the Empire isn’t very popu-
  lar on Sluis Van, the Sluissi have not made major 
  action against the Empire. Shortly after Endor, it 
  will be liberated by the New Republic.
  
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  SNIVVIAN
  Physiology: Short humanoid mammals, the Snivvians 
  are distinguished by a protruding jaw with sharp teeth. 
  This occasionally earns them the nickname “Snaggle-
  tooth.” Their mouth often gives off the impression of 
  smiling. The snout also has a very large and sensitive 
  nose with prominent nostrils. They are very well-adapt-
  ed to cold conditions because of their thick brown skin, 
  and most have brown hair atop their head as well. They 
  have small black eyes.
  Society: Snivvians are an extremely artistic people. 
  They specialize in many art forms, including holography, 
  sculpting, painting, music, and writing. They also have 
  an art form unique to their culture known as the trans-
  novel. This tendency started because the extreme cold 
  would force the Snivvians to spend extremely long peri-
  ods of time waiting in underground caverns. Technolog-
  ical progress has reduced the need for this, but there is 
  still a strong cultural and psychological desire to contin-
  ue the tradition. The Snivvians are a very adventurous 
  people who like to explore and experience thrills. They 
  are also fascinated with other cultures. Some who travel 
  the galaxy are motivated by a desire to be portrayed in 
  future art. Despite their typical role as peaceful artists, 
  the Snivvians also have sociopathic tendencies. They 
  are able to curtail these in most cases, and sometimes 
  use genetic modification to do so. However, when twin 
  males are born, at least one will always end up being a 
  psychotic genius.
  Homeworld: Snivvians come from Cadomai Prime, 
  which is an extremely cold planet. It has extremely cold 
  winters, which the Snivvians use to wait out in caves. 
  Some of their sociopathic tendencies have resulted in 
  dictators, but the Snivvians have now managed a peace-
  ful democracy. Their leaders are chosen based purely on 
  artistic ability.
  Language: Snivvians speak Snivvian, but most also 
  know Basic so that they can communicate with others in 
  the galaxy. They have a nasally accent. Some only know 
  Snivvian because they prefer it and don’t wish to assim-
  ilate. Almost all Snivvians are pleased with a chance to 
  use their native language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Charm
  • Thick Skin: Remove b for cold conditions, add b 
  for hot conditions.
  • Advanced Olfaction: Add b on Perception checks 
  that use smell.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  TROUBLED HISTORY
  A 
  common source of inspiration in Snivvian art 
  are actually their troubles. The Snivvians have 
  dealt with tragedy because after first exploring 
  space, they attracted the attention of the Thalas-
  sian slavers. Their skins were often sold for their 
  thermal properties. The practice could very well 
  have ended Snivvian culture, but the Republic 
  stepped in and did enough to keep some Snivvi-
  ans free. As was so often the case with the Old 
  Republic, they still did relatively little to protect 
  the Outer Rim civilization of non-humans from 
  exploitation. They would continue to be vulner-
  able and have to deal with the Thalassians from 
  time to time.
  
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  SPINER
  Introverted mammals who defend themselves by shoot-
  ing quills, the Spiners are nearing extinction after their 
  sun went supernova. They are few in number and dis-
  persed, so they have mostly been forced to assimilate 
  into the wider galaxy.
  Physiology: Spiners are a species of brown-furred 
  mammals who tend to be fairly athletic. They vary in 
  size more than some other species, as both males and 
  females can range from a diminutive one and a half 
  meters to a towering two and a quarter meters. They 
  have small, dark eyes with deep sockets, pointed ears, 
  and they also have a slight snout. However, their most 
  prominent feature is their protective quills, which line 
  their back and arms. Although they act as a defensive 
  measure, they can also be used as a ranged weapon. 
  The Spiners can release quills at will, launching them 
  several meters behind them like an arrow. In order to 
  best use their quills, Spiners generally wear little to no 
  clothing over their back. Their fingers and toes have 
  claws, but their hands and feet can be similar to human 
  hands and feet in structure. Some have a rear-pointing 
  claw on their feet and only have three toes.
  Society: The Spiners are an introverted people for the 
  most part, keeping to themselves and generally prefer-
  ring not to speak. They come off as kurt with strangers, 
  but they can still be very loyal to their friends. They are 
  also, for the most part, an honest people. Much of their 
  culture has been lost to assimilation with the rest of the 
  galaxy, as their traditions were generally incompatible 
  with non-Spiner cultures.
  Homeworld: The Spiner homeworld of Worxer was de-
  stroyed 200 years ago. Before its destruction, it was 
  mostly isolated and unimportant. Aside from a few ad-
  vancements in geothermal energy, Worxer’s technology 
  was generally far below the galactic standard.
  Language: Because the Spiners are so thinly spread, 
  they have had little motive to use their native language, 
  Worxi, and since adopted Basic as their tongue. Worxi 
  is now a dead language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • Quills: Up to 8 times per day, may use Ranged-
  Light to shoot quills out of back, dealing 4 damage 
  at short range. Have Crit 3, Pierce 1, and Inaccurate 
  2. May only shoot backwards. May also deal base 
  quill damage if attacked from behind using Brawl.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  FACING EXTINCTION
  E
  volving on an isolated world deep in a hard-
  to-reach part of the Elrood sector, the Spiner 
  civilization was mostly independent until roughly 
  200 years ago. At that time, offworld scientists 
  realized that their star was going supernova, and 
  the Spiners attempted to evacuate with help 
  from the Republic. However, only a few thousand 
  escaped, and they have been too thinly spread 
  to reproduce enough that dying members are 
  replaced. As such, their numbers have dwindled 
  ever since. Further exacerbating their extinc-
  tion is a genetic flaw that makes them infertile 
  outside the Elrood sector where they originat-
  ed. However, some evidence points to the exis-
  tence of lost Spiner colonies settled prior to their 
  homeworld’s destruction. Such colonies may be 
  the only way for the Spiners to avoid extinction.
  
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  THE ART OF BARGAINING
  F
  or Squibs, bargaining is an incredibly com-
  plicated art form. While they are clever, they 
  will never lie or break a deal. There are many 
  other rules related to bargaining, however. First, 
  anything that is free is always a good deal. Sec-
  ond, bargaining is the most important form of 
  communication. Because of this sacredness, it 
  must be done face-to-face. Third, when dealing 
  with their nemesis, the Ugors, there are no rules. 
  Their favorite tactics also include using complex-
  ity to confuse the other people and pestering for 
  as long as possible. While they typically love all 
  deals, tangible objects are their favorite.
  SQUIB
  Trading is absolutely vital to the Squibs, and they think 
  of it as art. They speak a very unique dialect of Basic 
  with strange idioms. Since they are generally scaven-
  gers, many work aboard slavage vessels. They are small 
  rodents with very sensitive fur.
  Physiology: Squibs are small creatures, about a me-
  ter tall, who have rodential and canine heritage. They 
  are entirely covered in fur, which is white, gray, black, 
  brown, red, purple, or blue. The fur is actually very sen-
  sory. Its combination of using smell and touch can do 
  many things that human senses cannot. Their ears can 
  also rotate in order to detect specific sounds. They have 
  large eyes on the side of their head that are black, blue, 
  yellow, red, or brown. Their head ends in a whiskered 
  muzzle with black nose and a mouth of canine teeth. 
  While they have gender, males and females are difficult 
  to distinguish visually for outsiders. They have a rela-
  tively short lifespan.
  Society: Squibs are curious, confident, and cunning. 
  They are very friendly with strangers, eagerly trying to 
  find friends and trading partners. However, once they 
  know someone, they can become very annoying. They 
  let their curiosity run wild, often handling things that ar-
  en’t theirs. They also have a knack for bargaining, which 
  is one of the most important traits in their society. While 
  they do some honest trading, much of their haggling 
  involves scams or horribly one-sided deals. This is re-
  flective of an overall nature that is bold and confident. 
  Still, however annoying they may be, Squibs know that 
  cheerfulness never hurts when trying to make a deal. 
  They are fierce enemies with the Ugor species. Since 
  Squibs are excellent scavengers, they have made many 
  deals to get jobs as garbage workers. Though the work-
  ing conditions are poor, they are able to keep any scrap 
  that they would like.
  Homeworld: Squibs come from Skor II, a world in the 
  southern part of the Outer Rim that is on the verge of 
  supporting the Rebel Alliance. It is a terrestrial planet 
  of diverse terrain, so its many resources are very scat-
  tered. It is ruled by King Ebareebaveebeedee.
  Language: Squibs almost always speak Basic, as that is 
  what most trading is done in. They have a high-pitched 
  voice and use weird expressions. They also know their 
  own language, Squibbian, which they use to secretly 
  communicate amongst themselves.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Negotiation
  • Scavengers: Receive the talent “Utinni!”
  • Fur: Add b on olfactory and tactile Perception 
  checks.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  
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  SRRORS’TOK
  Srrors’toks are felines who have a primitive society, and 
  they are mostly ferocious warriors. However, the have a 
  tradition of life debts that they take very seriously, and 
  those who get into one often travel offworld in order to 
  fulfill it.
  Physiology: Srrors’toks are a species of felines covered 
  in golden fur who tend to be burlier than humans. Their 
  hands boast four clawed fingers, and their feet have four 
  clawed toes. Additionally, they have sharp fangs behind 
  their cleft lips. They have whiskers and a triangular nose, 
  above which are eyes with slit pupils. They have large, 
  pointed ears and a thin prehensile tail. Despite their fur, 
  they are adapted to warmer climates and are vulnerable 
  to cold temperatures. Although they prefer to go with-
  out clothes, they will wear them on colder planets.
  Society: Srrors’toks are ferocious, cunning predators 
  by nature, although they have not developed advanced 
  technology. Most still live in the wilderness, cut off from 
  any civilized society. Despite their primitivism, they have 
  a strong sense of honor and morality. Srrors’toks will 
  never betray a fellow Srrors’tok or any friend, nor will 
  they ever abandon one another in times of need. Do-
  ing so is not just immoral to them; it is an unthinkable 
  possibility.
  Homeworld: Srrors’toks come from Jankok, a steamy 
  backwater planet covered by rainforests. It is in the Out-
  er Rim and has no spaceports.
  Language: Srrors’toks have a growling voice and strug-
  gle to speak Basic. If they ever learn Basic, which is rare, 
  they have a thick accent and are hard to understand. 
  Their native tongue, Hras’kkk’rarr, uses both verbal 
  growls and gestures.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Survival
  • Heat Tolerance: Remove b for hot conditions, 
  add b for cold conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  LIFE DEBTS
  O
  ne of the most unique facets of Srrors’tok mo-
  rality is that of the life debt, which states that 
  if someone saves their life, the Srrors’tok then 
  owes their life to serving that person. They will 
  do anything to fulfill their life debt, even serving 
  someone who they see as evil, and if they cannot 
  fulfill the life debt, they are expected to commit 
  suicide as punishment. Generally, life debts mean 
  they act as a bodyguard of sorts, although it can 
  also mean fulfilling another role for the organi-
  zation that the beneficiary is a part of, and the 
  debt lasts for life. Life debts can be cancelled if a 
  Srrors’tok acquires a second life debt: Although 
  they generally try to fulfill both contracts, this is 
  typically not possible when the two beneficiaries 
  are enemies of one another. Should this happen, 
  they generally cancel the older debt, but they 
  sometimes cancel both. However, it is seen as 
  incredibly dishonorable to intentionally take up 
  a second life debt in order to get free of the 
  first. They speculate that allowing Srrors’toks to 
  intentionally get into life debts would lead to a 
  complex network of debts and the end of their 
  society.
  
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  SSI-RUU
  Ssi-Ruuk are a very prejudiced religious people, and 
  they have a strict caste system which includes slaves. 
  They control a small Empire in the Unknown Regions, 
  southwest of the galaxy, but they are hesitant to invade 
  any new planets because they fear dying on an uncon-
  secrated world.
  Physiology: Ssi-ruuk are a species of 
  large Saurischians who are fierce war-
  riors. They are bipedal and have clawed 
  hands and feet. Although they are taller 
  than most species and weigh a whopping 350 
  kilograms on average, they are extremely agile for 
  their size. Ssi-ruuk have a protective layer of scales, 
  which come in varying colors depending on caste. 
  These scales are thick and can protect them from 
  blasters. Ssi-ruuk have poor eye-
  sight, but they have an excellent 
  sense of smell using two tongue-
  like appendages which can also 
  sense emotions.
  Society: Ssi-ruuk are a very spir-
  itual people, and they have built 
  the Ssi-ruuvi Imperium based on 
  their beliefs in a book known as 
  the G’nnoch. Although they wish 
  to expand, they fear dying on un-
  consecrated planets, so they rarely 
  ever leave their isolated star clus-
  ter. They use a unique technology 
  known as entechment, in which 
  captured organics can be used 
  as a power source. Although the 
  Ssi-ruuk claim otherwise, this 
  process leaves them conscious 
  and is extremely painful. Only 
  “inferior beings” like slaves 
  are enteched. Soon, Emperor Palpatine will make con-
  tact with the Imperium, ceding a few Outer Rim worlds 
  to the Ssi-ruuk in exchange for entechment technology. 
  After Palpatine’s death, the Ssi-Ruu will invade Bakura, 
  but they will be driven back by the Alliance and devas-
  tated by the Chiss. They will manage to consecrate Ba-
  kura during the Yuuzhan Vong War, but a slave uprising 
  will topple Ssi-ruuk society.
  Homeworld: Ssi-ruuk come from Lwhekk, a steamy 
  jungle planet in the Ssi-ruuk star cluster that they rule.
  Language: Ssi-ruuk speak a melodic language called 
  Ssi-ruuvi, which humans cannot reproduce. They rarely 
  learn other languages and prefer to use droid transla-
  tors.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  • Natural Armor: Receive the talent “Enduring.”
  • Force-Blind: May not become Force-sensitive.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Olfaxes: Add b on visual Perception checks, but 
  remove this penalty if smell can also be used. May 
  also smell emotions, upgrading the difficulty when 
  opposing a Deception check.
  SSI-RUU CASTES
  BLACK SCALES
  • 1 rank in Stealth
  BLUE SCALES
  • 1 rank in Deception or Leadership
  BROWN SCALES
  • 1 rank in any non-career skill
  GOLD SCALES
  • 1 rank in Discipline
  GREEN SCALES
  • 1 rank in Resilience
  RED SCALES
  • 1 rank in Brawl
  YELLOW SCALES
  • 1 rank in Mechanics or Medicine
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  1
  SOCIAL HIERARCHIES
  S
  si-ruuk are a highly prejudiced people. At the 
  top of society are blue-scaled nobles and gold-
  scaled priests, while those with yellow scales 
  work as scientists. Those with black scales work 
  as assassins, and those with red scales make up 
  the military. Most Ssi-ruuk have green scales, 
  and they are used as workers. Marriage between 
  castes is forbidden, and children from multiple 
  castes end up brown. Such brown-scaled Ssi-
  ruuk are often killed at birth or used as slaves. 
  There is also a species called the P’w’ecks, who 
  are similar to the Ssi-ruuk but are smaller and 
  always have brown scales. The P’w’ecks are seen 
  as inferior and often enteched. Similarly, the Ssi-
  ruuk seek to conquer all other species.
  
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  Complete Species Guide
  SULLUSTAN
  Sullustans are a small and mouse-like people who are 
  very eager to explore and be outgoing. They developed 
  a great sense of direction living in tunnels on Sullust, so 
  they are excellent navigators.
  Physiology: Sullustans are small near-humans with a 
  mouse-like appearance. They have tan, gray or pink 
  skin, with little hair. A few grow hair on their chin, while 
  some females have it on top of their head. Their eyes 
  are large, black, and fairly sensitive to light. This sen-
  sitivity causes them to get corneal defects at about 30 
  years old. They have very large ears and facial jowls 
  which are known as dewflaps. Navigating the cave sys-
  tems gives them an innate sense of direction, which also 
  helps them when navigating through hyperspace. They 
  are also very resistant to alcohol.
  Society: Sullustan society is very outgoing and amia-
  ble, always looking to interact. Sullustans are curious 
  in nature and looking to explore the galaxy. They pre-
  fer to learn through mistakes and experience, making 
  some consider them to be reckless. Sullustans orga-
  nize themselves into Warren-clans, which include one 
  polyandrous female and several males, as well as their 
  young. Sullustan economy is very capitalist, which they 
  do to benefit people. In addition to the notable starship 
  industry on Sullust, they also attract tourists for their 
  high-tech underground cities. Perhaps the most unique 
  business is hairstyling, where the hairless Sullustans, 
  surprisingly, are renowned. The Empire has put Soro-
  Suub corporation into power on Sullust, and the move is 
  mostly opposed by the democratic Sullustans.
  Homeworld: The Outer Rim world of Sullust is a volca-
  nic planet, and can be found on the Rimma Trade Route. 
  It has rocky deserts and mountains as well. A major hub 
  of trade, especially with the starship industry, it “shines 
  as a nova of capitalism.” The Sullustans live almost en-
  tirely in the underground caves. While the volcanoes 
  aren’t very active in some parts of the planet, few are 
  completely gone. The atmosphere is barely breathable 
  thanks to volcanic pollution, but this does not affect the 
  underground caves, which are safe.
  Language: Sullustans speak Sullustese, a chattering 
  language with fairly short words. The pronunciation is 
  somewhat difficult, but not impossible, for humans. 
  Since Sullustans are a common sight amongst the stars, 
  many spacers speak Sullustese. Many but not all Sul-
  lustans know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Astrogation
  • Large Eyes: Remove b for darkness, add b for 
  brightness.
  • Born Pilots: Receive the talent “Skilled Jockey.”
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BURIAL RITES
  S
  ullustans have very unique burial rites, and 
  death, known as “Eternal Sleep,” is treated 
  with reverence. They have vast crypts and vaults, 
  which are guarded by crypt masters. The most 
  elaborate of their rites is referred to as “tomb 
  walling.” The bodies are covered in stone bricks, 
  which are placed one at a time, with the closest 
  relatives placing first, and minor friends going 
  last. The placer of the final block then gives an 
  address, with a number of words equal to the 
  age of the deceased being in years.
  
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  SVIVRENI
  The greatest asset of the Svivreni is their incredibly 
  stubbornness and determination. Despite their small 
  stature, they are resilient and tough, making excellent 
  miners and metalworkers.
  Physiology: Svivreni are short equinoids who make up 
  for their small size with musculature. They also have 
  long arms for their size and hooves that allow them to 
  run only slightly slower than a human. Their skin is pink-
  ish, and their head features wide eyes and a projecting 
  snout as well as two pointed ears. They typically have 
  copper-colored hair on their forearms and atop their 
  head, which they rarely cut. They typically only braid it, 
  and this braid can go as far as their knees, especially 
  among older Svivreni. They live for about 125 years and 
  are very resilient.
  Society: Svivreni are one of the galaxy’s most stub-
  born species. They rarely change their mind about any-
  thing and react adversely whenever someone attempts 
  to persuade them. Younger Svivreni will often defend 
  their viewpoints via brawl. Although older ones are 
  even more uncompromising, they fight less. They resist 
  outside influences in their culture, so many of them do 
  not like the Empire. Although they are currently under 
  Imperial control, they will eventually join the New Re-
  public and put up an incredible defense against Thrawn 
  through sheer determination. Despite capabilities for vi-
  olent resistance when needed, they are harsh on crime. 
  They ban weapons, and violent crimes on their home-
  world are punishable by death. This tends to ward off 
  most criminals. One of the most unique aspects of their 
  culture are their complex greetings and farewells. For 
  example, they consider saying “goodbye” to be bad 
  luck and instead use the phrase “as the journey begins, 
  so go.”
  Homeworld: Svivreni hail from Svivren, a mountainous 
  Outer Rim world with a harsh climate. Despite the chal-
  lenges that the Svivreni face, it is a prominent trade 
  world that exports technology and other metal prod-
  ucts. It is ruled by the Svivreni Trade Alliance and has 
  a population of eight billion, including many immigrant 
  humans, Sullustans, and Ewoks.
  Language: The Svivreni language can only be spoken 
  by Svivreni, although they are capable of speaking Ba-
  sic. Not all Svivreni know Basic, however.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Athletics or Resilience
  • Stubborn: Receive the talent “Nobody’s Fool.”
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  MINING AND METALLURGY
  S
  vivreni are renowned throughout the galaxy 
  for their abilities as miners and metalworkers, 
  which helped make their backwater home into a 
  successful trade world. They also run the Svivren 
  Xenomineralogy Institute, which is considered 
  the best college for xenomineralogy. They have 
  a natural talent for recognizing a mineral’s value 
  and are employed in all levels of mining. Most 
  Svivreni miners wear sleeveless clothes so as to 
  maximize flexibility and have many pockets to 
  carry tools. Svivreni also value recognition from 
  peers, although there is no consensus among 
  them as to who is the best mineralogist in his-
  tory.
  
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  SWOKES SWOKES
  Chubby and incredibly ugly, the Swokes Swokes are in-
  credibly durable and unrelenting with incredible regen-
  erative abilities. They are religious, and placing a great 
  deal of importance on correctly burying the dead and 
  often carrying the body parts of their ancestors with 
  them.
  Physiology: Swokes Swokes are chubby creatures with 
  white or gray skin and no hair. Their wide mouth cannot 
  frown and features several pointed teeth in a seeming-
  ly random arrangement. They have small bluish horns 
  around their neck and atop their head. Their nostrils 
  vary in number from one to three. Their eyes are blue, 
  red, or white, and they have black eye sockets. This 
  overall facial appearance is unattractive to almost all 
  other species in the galaxy, although some instead view 
  them as comical. Many Swokes Swokes have a tail which 
  ends in four knobby spikes, while others lack this feature 
  entirely. Swokes Swokes are among the galaxy’s hardest 
  to kill creatures. They are absolutely relentless in com-
  bat because of a number of factors. Their thick, blub-
  bery skin acts as excellent protection, they have greatly 
  reduced sensitivity to pain, and quick regenerative abil-
  ities ensure that any wounds they do suffer, even lost 
  limbs, can be healed in a little over a week.
  Society: Swokes Swokes are a people who are viewed as 
  brutes. This is very true: They are a violent people who 
  are quick to fight and often try to solve their problems 
  with straightforward combat. They are typically very 
  selfish and use wealth as an important measure of sta-
  tus. One way to demonstrate this wealth is to surgically 
  embed gemstones. Many buildings operated by Swokes 
  Swokes use bioscanners to detect such gemstones and 
  determine the wealth of its occupants. Aside from their 
  wealth, they care little for hygiene or outward appear-
  ances. For example, they eat loudly and messily with 
  all parties sharing from a wide trough. Cannibalism is 
  a common punishment, but they view being eaten by 
  family as better than being eaten by strangers.
  Homeworld: The Swokes Swokes come from Makem 
  Te, an arid world in the Outer Rim. Large snake-like 
  creatures called schingas are domesticated as mounts. 
  It is rich in a number of metal ores, which has caused 
  a number of foreign mining companies to conduct op-
  erations. Most Swokes Swokes are suspicious of these 
  firms. It is ruled by a Council of Caliphs and its largest 
  city is Thousand Thousand.
  Language: Swokes Swokes speak their guttural native 
  language called Swoken, and most also know Basic. 
  They repeat names of things that are great, so success-
  ful Swokes Swokes often have names like “Yeb Yeb.”
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 14+Willpower
  • Starting XP: 80
  • Thick Skin: Receive the talent “Enduring.”
  • Reduced 
  Sensitivity: Add bb on tactile 
  Perception checks. Remove bb for pain.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 1 
  additional wound. May also regrow lost limbs after 
  about 10 days.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  PIETY IN DEATH
  T
  he Swokes Swokes are a very religious people. 
  They are divided into a number of sects which 
  each fight for the devotion of the people. One 
  sect, the Temple of the Beatific Razor, stressed 
  violent and zealous devotion and demonstrated 
  their piety by flaying parts of their skin. How-
  ever, this sect is now illegal. Most sects have a 
  number of features in common. They venerate 
  their ancestors and often carry pieces of their 
  bodies as relics. Funeral planning is an art form 
  to the Swokes Swokes. Whether buried or cre-
  mated, the remains of ancestors are stored in a 
  giant graveyard known as the Tract. Each person 
  is stored in a monument called a “stela.” Each 
  stela is contained in a two meter square of white 
  polished stone. The Tract Conviction, a govern-
  ment branch responsible for the Tract, employs 
  millions.
  
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  THE YLESIA TRAP
  T
  he t’landa Til often work with the Hutts, as 
  was demonstrated with a particularly clever 
  snare on Ylesia. Using male t’landa Til, the Hutts 
  would conduct religious ceremonies as part of 
  the made up “Cult of The One and The All.” 
  As people experienced Exultation, many would 
  become addicted and convert. They would then 
  go on a pilgrimage to Ylesia, where they would 
  improve themselves through hard work- the 
  hard work of mining spice for the Hutts. None 
  would resist for fear of being denied Exultation. 
  Although this particular scheme on Ylesia has 
  been foiled, there is no doubt that other t’landa 
  Til use their abilities to conduct similar opera-
  tions.
  T’LANDA TIL
  The t’landa Til are the less notable relatively to Hutts, 
  a quarupedal species of large reptiles with a horn atop 
  their head. Males have a telepathic ability to manipulat-
  ing emotions, and they can also emit vibrations which 
  can be addictive.
  Physiology: The t’landa Til are a species of horned 
  reptilians distantly related to Hutts. They are two me-
  ters tall or more and longer than they are tall. They are 
  quadrupedal, and all of their legs are short and wide. 
  Their arms, however, are the opposite: long and thin 
  with four fingers. They also have a thin tail. Their skin, 
  typically a grayish brown, is extremely loose with folds 
  and wrinkles, especially around their neck. This skin is 
  similar to Hutts in that it is thick and oily. They are also 
  similar to Hutts in many other ways. They can live for 
  several centuries and are resistant to Jedi mind tricks. 
  Like Hutts, they lack a neck and have a wide mouth, 
  but they are distinguished by a prominent facial horn 
  atop their forehead. Their white eyes have no pupils. 
  Their internal biology is unique as well. They have three 
  stomachs and two hearts. Perhaps the most unique as-
  pect of the t’landa Til, however, is found only in the 
  males. Using their inflated neck pouch, they can create 
  vibrations, both sonic and subsonic, that female t’landa 
  Til find to be pleasurable. They call this “Exultation.” It 
  is made much more valuable in that it has similar effects 
  on both males and females from a majority of other 
  sentient species. It is very similar to a narcotic in that 
  the pleasure experienced is extremely addictive. Male 
  t’landa Til also have minor empathic abilities that use 
  telepathy to trigger emotions, although they are much 
  less powerful than the vibrations.
  Society: As relatives to the Hutts, the t’landa Til are 
  similarly willing to conduct immoral activities of all sorts. 
  T’landa Til lack the success of the Hutts, however. Al-
  though some have had success in crime, almost all of 
  them still lack both the wealth and the power that most 
  of the Hutt kajidics possess.
  Homeworld: Like the Hutts, the t’landa Til come from 
  the swampy Outer Rim world of Varl. A cataclysmic 
  event of some sort left the planet as a wasteland, so 
  both the Hutts and the t’landa Til were forced to evac-
  uate. Many relocated to Nal Hutta, a swampy world 
  found in what is now called Hutt Space.
  Language: The t’landa Til have their own language, 
  t’landa Til. They are also practical enough to some-
  times know more common languages such as Basic and 
  Huttese.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 2.
  • Silhouette 2
  T’LANDA TIL GENDERS
  FEMALE
  • +15 XP
  MALE
  • Empathic: Once per encounter as an incidental, 
  may suffer 1 strain to cause a nearby being to 
  experience a particular emotion to a minor extent.
  • Vibrating Neck Pouches: May suffer 1 strain to 
  vibrate neck pouch, creating sonic and subsonic 
  vibrations that bring strong pleasure to anyone 
  within medium range. This cannot affect any being 
  that cannot hear. Those affected may develop an 
  addiction similar to when using a narcotic.
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  
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  T’SURR
  The T’surr seen in the galaxy are exclusively male, and 
  they are blue-skinned giants with extra eyes, sharp 
  teeth, and horns. These T’surr are brutal pirates, and 
  they value slaves above all else.
  Physiology: T’surr males are giants, generally about 
  two and a half meters tall, and they are extremely strong. 
  Incredibly strong and thickly built, the T’surr are made 
  even more intimidating by the crown of long horns and 
  lipless mouth full of sharp teeth. Female T’surr lack the 
  horns, and they are also much smaller in stature than 
  the males, making them far less intimidating. For all 
  T’surr, their four eyes are small, red, and see well in the 
  dark, and they also have excellent hearing. The extra 
  eyes give them great depth perception, which is highly 
  advantageous when using blasters. Their blue skin has a 
  shine similar to marble. They have three-fingered hands 
  as well as a pair of smaller arms with pincers at the end, 
  but these extra arms are so small that they are virtually 
  useless.
  Society: Forged by the harsh living conditions on their 
  homeworld, T’surr are as heartless as anyone. They are 
  absolutely ruthless rulers, and almost all are slavers, 
  pirates, or both. They view all other species like live-
  stock, and they do the same to their own kind if given 
  the opportunity. As dangerous as they may be, they are 
  extremely few in number, so they have not achieved as 
  much infamy as other slavers. They make little technol-
  ogy of their own, but they can capably use the technol-
  ogy that they steal and often keep trophies. However, in 
  the eyes of the T’surr, no amount of material wealth can 
  match the value of slaves. Without slaves, they have 
  nothing.
  Homeworld: T’surr come from a planet of the same 
  name, a high-gravity planet in the Expansion Region. 
  It is cold, windy, and has little water. The sun is distant 
  and provides little light, which is why the T’surr see so 
  well in darkness.
  Language: T’surr speak T’surrese, and they tend to 
  learn Basic as well so that they can command their 
  slaves more easily.
  SPECIES ABILITIES (FEMALE)
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Perception
  • Four Eyes: Remove b for darkness, add b for 
  brightness. Add b on all Ranged-Light, Ranged-
  Heavy, and Gunnery checks.
  SPECIES ABILITIES (MALE)
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Coercion
  • 1 rank in Perception
  • Four Eyes: Remove b for darkness, add b for 
  brightness. Add b on all Ranged-Light, Ranged-
  Heavy, and Gunnery checks.
  • Silhouette 2
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  GENDER ROLES
  T
  he galaxy has yet to see any female T’surr, 
  who are confined to the home. Although males 
  may seek to conquest offworld, they are subject 
  to the females in the home. For this reason, male 
  T’surr generally prefer to leave their homes once 
  they have had children, as they are subject to no 
  one once they take to the stars. Males describe 
  the females as small, timid creatures that are too 
  scared to leave their homes, but the galaxy has 
  yet to hear how the females respond to these 
  claims.
  
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  TALZ
  Talz are peaceful but physically powerful creatures 
  adapted to the cold. They are very simple and do not 
  understand the concept of ownership. Many are Impe-
  rial slaves.
  Physiology: Talz are tall creatures with white fur. They 
  grow to be two to two and half meters tall, though they 
  only live for about 50 years. They have four eyes, the 
  larger of which see well in darkness. Their smaller eyes, 
  of course, are for the daytime. Their white fur blends 
  in well with the snow on their homeworld and protects 
  them from the cold. Their fur can also be light gray or 
  pink. Their noseless face is distinguished by having dark 
  gray fur and four black eyes. Near the chin, a proboscis 
  extends, which they use to eat and communicate. Their 
  large hands have sharp claws, making them effective 
  brawlers.
  Society: Despite their combative advantages, Talz 
  are peaceful creatures. Although they defend them-
  selves when needed, they are generally quite gentle 
  and kind. They are diligent workers, though very prim-
  itive. More than once, Talz have been considered to be 
  non-sentient. They do not use tools very often but still 
  understand technology like starships or blasters at a 
  basic level. They live in primitive shelters, which they 
  construct for warmth. Their one complicated thing is 
  a complex system of families, extended families, and 
  clans. Going along with that are sophisticated rules, 
  which are designed to distribute resources as effec-
  tively as possible. The Talz are not considered to be 
  sentient, so the Empire has enslaved them. Although 
  they hope for freedom, violence is not a response that 
  the Talz use. However, many now distrust all humans or 
  other species that resemble humans. Talz still live free 
  on other small colonies, like Hoth.
  Homeworld: The Talz homeworld, Alzoc III, is a snowy 
  planet, like their other home on Hoth. It is off of many 
  records, so few people know of the slavery of the Talz. 
  It is in the southern part of the Outer Rim and is rich in 
  minerals. The planet has some greenery but is mostly 
  ice.
  Language: The Talz speak Talzzi, a language of chirps 
  and buzzes. Pitch is very important for determining the 
  words as well. Due to the structure of their proboscis, 
  the Talz cannot speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 95
  • 1 rank in Resilience
  • Four Eyes: Remove b for darkness or brightness.
  • Thick Fur: Remove b for cold conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  OWNERSHIP
  T
  alz fail to understand the concept of owner-
  ship. They will innocently borrow someone 
  else’s things but allow others to do the same to 
  them. This creates a perception that Talz tend to 
  be thieves, and many people closely guard their 
  possessions when around a Talz. Many have 
  tried and failed to explain the concept of owner-
  ship to Talz, but few ever succeed.
  
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  TARASIN
  Humanoid reptiles with color-changing skin, the Tarasin 
  are naturally spiritual and have a strong connection to 
  the Force. They were once plagued by corporate inter-
  ests, but they have since been left alone.
  Physiology: Tarasin are slightly undersized reptilian hu-
  manoids  who have translucent scales and color-chang-
  ing skin. They can change colors to better camouflage 
  themselves, but they also change colors based on their 
  mood. They have enough control over it that they can 
  communicate with other Tarasin by changing colors, but 
  it is also a tell that makes it harder for them to lie or 
  bluff. Similarly, they have a thin fan of skin around their 
  neck that spreads out when they are agitated. They lack 
  a nose or ears, and their face is distinguished by a wide 
  mouth, prominent cheekbones, and large, black eyes. 
  They are cold-blooded, mostly adapted for a warm cli-
  mate, and they have a tail for balance.
  Society: Tarasin have moved past 
  a nomadic life and formed tribal 
  communities known as irstats 
  that have a few dozen mem-
  bers and are generally a day’s 
  journey apart. The chieftan, 
  known as the Irstat-Kes, is 
  typically the second-oldest fe-
  male, while the eldest female, 
  known as Mother, is revered 
  as perfect. Tarasin are intelli-
  gent and curious by nature, 
  and generally amiable in 
  their interactions. Such 
  traits allowed them to 
  welcome Republic explor-
  ers when they first arrived 
  on their planet, but tensions 
  grew when natural resources 
  were plundered by offworld 
  factions generally interested 
  in mining. Tarasin tribes and 
  Trade Federation droids esca-
  lated violence against one an-
  other, and the Tarasin demon-
  strated surprising competence 
  with offworld weapons. Eventual-
  ly, the Jedi intervened and negoti-
  ated the Cularin Compact with both 
  sides, a peace treaty that greatly 
  limited corporate interests on Cu-
  larin. From then on, the Tarasin 
  were mostly left alone, and the 
  scale of industry, mostly con-
  ducted by the Metatherian 
  Cartel, was greatly reduced.
  Homeworld: 
  Tarasin 
  come 
  from the steamy rainforests of 
  Cularin, an Expansion Region world which is full of life 
  and strong in the Force. It has a few small cities operat-
  ed by offworld interests such as the Metatheran Cartel. 
  In 32 BBY, the usage of a Sith Artifact caused the plan-
  et to seemingly disappear for the next decade, which 
  passed by in a blink for those on Cularin.
  Language: Tarasin speak Tarasinese, but they often 
  choose to communicate by changing skin colors, which 
  is silent and can often go unnoticed.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • Cold-Blooded: Remove b for hot conditions, add 
  b for cold conditions.
  • Color-Changing Skin: Upgrade the difficulty of 
  Deception checks, but add b on Stealth checks. 
  May also communicate with other Tarasin by 
  changing skin colors.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  TARASIN AND THE FORCE
  A
  ll Tarasin have some connection to the Living 
  Force, although few possess the ability to use 
  it in very tangible ways. For most, it allows them 
  to connect with nature in ways that other spe-
  cies cannot. Their entire planet is strong with the 
  Force, so they value its natural resources. They 
  are mostly vegetarian and rarely hunt for food, 
  only medicinal compounds or skins. In particular, 
  the hardwood ch’hala trees play an important 
  role in their religion and are sacred to them. In 
  119 BBY, a Jedi Academy opened near Cularin, 
  which many Tarasin joined. Although they hide 
  their connection to the Force from the Empire, 
  it is likely that many surviving Jedi now take ref-
  uge among the Tarasin. A few of the Tarasin who 
  are strongest in the Force will join the New Jedi 
  Order.
  
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  TARONG
  The Tarong are large flying reptiles with talons and sharp 
  beak who are peaceful despite their predatory heritage. 
  They are a very social people, often living with many 
  extended family members, and they have a fascination 
  with protocol droids.
  Physiology: Tarongs are a species of large, flying rep-
  tiles with clawed feet and hands. Additionally, they have 
  prominent wings with a wingspan of ten to twenty me-
  ters, although they can fold them up to enter small-
  er spaces. The wings are leathery, but they have a few 
  feathers on the bottom. Similarly, they have a distinctly 
  avian head which is also feathered. They have a beak, 
  and their eyes, which see in the infrared, granting them 
  excellent low-light vision, are on the side of their head. 
  Tarongs also boast excellent hearing, although do not 
  have any sense of smell. Their feathers come in shades 
  of brown and olive, and their skin typically matches its 
  color. In addition to their wings, they have a wide tail to 
  help them fly, and they move exceptionally quickly while 
  flying. They are also carnivorous, preying upon small 
  mammals such as rodents and marsupials. Tarongs nev-
  er wear clothing unless they are in a cold environment, 
  although they will wear simple jewelry.
  Society: Tarongs are an extremely talkative people who 
  enjoy conversation of any sort. They always try to talk 
  to their prey, as they would never eat anything that can 
  talk to them. Because of this trait, they are endlessly 
  amused by protocol droids, whom they often treat as 
  family. They are peaceful whenever it is possible, and 
  their prefered tactic if they need to defend their home is 
  to pick up the adversary and fly them to a remote or in-
  accessible location. They are also known for their love of 
  gems and jewelry, which they typically decorate them-
  selves and their protocol droids with. Despite access to 
  offworld technology such as droids, they are otherwise 
  fairly primitive, living in small huts in the treetops. They 
  live with a larger extended family, and twelve to thirty 
  families combine to form a tribe.
  Homeworld: Tarongs were first discovered by the Re-
  public on two worlds, Iri and Disim, and it was unclear 
  which was their original home or how they spread to an-
  other planet. They were genetically almost identical, and 
  they have since interbred extensively, thus totally elim-
  inating any differences between the two species. Both 
  Iri and Disim are both rural forest planets with some 
  mining industries that are found in the Epidimi system 
  of the Mid Rim.
  Language: Tarongs tend to be good linguists, as they 
  can naturally pick languages up by mimicking them. 
  They typically know Basic as well as at least one other 
  language.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Charm
  • Advanced Senses: Remove b for darkness and 
  add b on auditory or visual Perception checks.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. When flying, move twice 
  as quickly.
  • Silhouette 2
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  TARONG POLITICS
  N
  one of the Tarong tribes have any sort of for-
  mal government, although they meet with 
  nearby tribes every season. Presiding over these 
  meetings is the closest thing they have to po-
  litical leadership, although they change leaders 
  every meeting. They dislike the Empire, mostly 
  because Imperial governors are less interesting 
  in conversation, so they avoid interacting with 
  the Imperials. They do enjoy exploring the galaxy 
  and learning about offworld politics, although 
  they have little interest in replicating them in 
  their own society.
  
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  TARRO
  A taller species of near-humans with red hair, pointed 
  ears, and claws, the Tarro are loners who are focused 
  only on their own business. Their homeworld was de-
  stroyed, so they are scattered, and many go to the Out-
  er Rim, as they detest bureaucracy.
  Physiology: Tarro are tall humanoids with clawed 
  hands that have seven fingers each. This combination 
  of size, athleticism, and natural weapons make them 
  formidable combatants. They have a high forehead and 
  lack eyebrows, and their nose is quite flat. They have 
  pointed ears, and their mouth is full of sharp teeth. They 
  have gray-green skin and yellow eyes, while hair color 
  is dependent on sex. Males have navy blue hair, while 
  females have reddish brown hair.
  Society: Tarro are not especially immoral, but they are 
  generally rude and not very friendly. Tarro are loners, 
  and they are extremely self-centered. They expect oth-
  ers to leave them alone, and they often get frustrated 
  that others are in their way. They are also extremely 
  stubborn, always sticking with doing things their way. 
  Despite these attitudes, the Tarro managed to build 
  a very technologically advanced society, and they are 
  highly intelligent. They cannot stand bureaucracy or pa-
  perwork, so they generally choose to live on the fringes 
  of the galaxy, where legality is of little concern. They 
  generally live on the move as mercenaries or bounty 
  hunters, avoiding any long-term attachment to people 
  or places.
  Homeworld: Tarro come from Tililix, an isolated planet 
  in the Unknown Regions that has now been destroyed. 
  They have not adopted a new homeworld, and they 
  have now scattered throughout the Outer Rim.
  Language: Tarro have managed to preserve their na-
  tive language, Tarrese, a tongue that is very similar to 
  Basic, but it is harsher-sounding and has a wider variety 
  of sounds. Most of them know some Basic, since they 
  rarely encounter other Tarro.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Mechanics
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Loners: Add b when targeted by a Leadership 
  check. May not perform the assist maneuver.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  APOCALYPSE
  A
  lmost a century ago, the Tarro’s star system 
  was destroyed when their sun exploded with-
  out warning. Many have speculated that this ca-
  tastrophe was caused by the Tarro themselves, 
  that they may have built some sort of super-
  weapon could have destroyed the star system, 
  but any evidence regarding the system’s de-
  struction has been destroyed in the cataclysm. 
  Only a few hundred Tarro survived, and they 
  have scattered, leaving the species on the verge 
  of extinction. Down to about 350 members, a 
  few of them now look for lost Tarro colonies that 
  are currently lost to time. Similarly, the disper-
  sion of the Tarro has caused them to lose almost 
  all of their original culture, although their atti-
  tude as obstinate loners remains unchanged.
  
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  TAUNG
  An ancient species that is now extinct, the Taungs are 
  the cultural ancestors of the Mandalorians. They were a 
  group of warriors that fought over Coruscant in its early 
  history before they colonized Mandalore and developed 
  the culture that the Mandalorians follow to this day.
  Physiology: A now-extinct species of humanoids who 
  had gray-green skin, the Taungs were bigger, taller, 
  heavier, and stronger than humans. Their hairless head 
  had tendrils and was typically hairless, and they had a 
  pointed chin. They had glowing eyes and lacked a nose. 
  Taungs also boasted claws to further enhance their 
  combative abilities, and they matured quickly, reaching 
  adulthood at thirteen.
  Society: The Taungs were a violent, warlike group of 
  people who were all expected to be warriors first and 
  foremost. Their god, Kad Ha’rangir, is a destroyer who 
  brought growth through the cycle of death and rebirth. 
  As such, warfare was seen as the instrument of the divine. 
  Sloth, personified by a deity called Arasuum, was seen 
  as the worst vice. Religion and politics were intimately 
  intertwined, and their laws were known as the Canons 
  of Honor. They typically fought to resolve disputes, gen-
  erally in unarmed combat to the death. Despite their 
  codes of honor, Taungs were ruthless warriors, loyal only 
  to their own kin. Their clans were nomadic and mostly 
  independent, although they were governed by a single 
  ruler called the Manda’lore. Al-
  though Taungs were primitive 
  by modern standards, they 
  sought to use as advanced 
  technology 
  as 
  possible, 
  and they constantly inno-
  vated to reverse-engineer 
  their 
  opponents’ 
  tech-
  nology. However, ancient 
  Taungs wore little armor, 
  unlike later Mandalorians, 
  as they saw it to be more 
  honorable.
  Homeworld: The Taungs 
  were native to Coruscant, 
  which was then known 
  as Notron, before they 
  moved to Roon. Their 
  final home, Mandalore, 
  was and is a rural plan-
  et composed mostly 
  of forests, grasslands, 
  and deserts.
  Language: 
  The 
  Taungs’ original lan-
  guage was a very ar-
  chaic form of Mando’a, 
  although it has changed 
  little over recent mil-
  lennia. Although the 
  Taungs often learned 
  many other languages, 
  they strongly preferred 
  to use Mando’a when 
  possible. Their names were almost always Mando’a 
  words intended to describe them.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 85
  • 1 rank in Melee
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  TAUNGS AND MANDALORIANS
  T
  he Taungs were very prominent more than 
  100,000 years ago, before the creation of the 
  Republic or even the Infinite Empire. At this time, 
  they battled the Zhells, a species theorized to 
  be the ancestors of modern humans, for control 
  of the planet Coruscant. Ultimately, the Taungs 
  were defeated and mostly fled to Roon, where 
  they lived for tens of thousands of years. Even-
  tually, a Taung known as Mandalore the First led 
  them to conquer a new homeworld, killing native 
  beasts known as Mythosaurs. Their homeworld 
  became known as Manda’yaim, or Mandalore in 
  Basic, and they dubbed themselves Mando’ade, 
  or Mandalorians in Basic, meaning Children of 
  Mandalore. As the Mandalorian Crusaders ex-
  panded their territory, they subjugated, en-
  slaved, or exterminated many species, but some 
  members of other those species voluntarily sac-
  rificed their past lives to be reborn as Mandalori-
  ans. Over time, other species became prominent 
  among the Mandalorians. Almost 4,000 years 
  ago, the Taung population was decimated by 
  the Mandalorian Wars, and they became extinct 
  shortly thereafter. However, their culture lives on 
  among Mandalorians of other species.
  
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  TCHUUKTHAI
  A mysterious species likely hailing from the Unknown 
  Regions, the Thuuckthai are giant quadrupedal beasts 
  protected by green natural armor and sharp claws. Al-
  though they are philosophical and romantic by nature, 
  they often use their fierce appearance to scare outsiders 
  who try to pry into their business.
  Physiology: Tchuukthai appear as ferocious beasts, and 
  they boast immense size and physical strength. They 
  have a quadrupedal structure, but they can stand on two 
  feet and use their forelimbs to grasp things if needed. 
  They are two meters tall when quadrupedal, and three 
  meters tall when bipedal. Further complementing their 
  combative abilities is their natural armor, which is made 
  out of thick, green plates that cover their head, back, 
  and joints. Even where they lack armor, their leathery 
  skin is thicker than that of most species and provides 
  them with some protection as well. Many Tchuukthai 
  do not wear clothing, although those who interact with 
  other species frequently will typically do so. Both their 
  hands and feet have prominent claws on their digits. The 
  Tchuukthai are ceratopsia, and they have a tail as well 
  as a beaked face. Their head is also distinguished by 
  their head-fins, which extend out of their beak, pointing 
  sideways before curving upwards, and they have small 
  eyes without pupils. Some Tchuukthai have small patch-
  es of white or light gray fur on their chin, on the end of 
  their tail, or on the backs of their limbs, but their scalp 
  is always completely hairless.
  Society: Tchuukthai are thoughtful and philosophical. 
  Some of them prefer to be left alone with their thoughts, 
  but it is also not uncommon for them to be more so-
  ciable. Despite their appearance, Tchuukthai are actu-
  ally extremely peaceful, and they detest violence of any 
  sort. They are best known for their romantic poetry, an 
  art form that is very important to them. However, these 
  renowned poems are difficult to translate into Basic, and 
  outsiders typically struggle to appreciate or even com-
  prehend their poems’ true meaning and depth.
  Homeworld: The Tchuukthai homeworld is a subject of 
  great mystery to the galaxy. Although it is speculated to 
  be in the Unknown Regions, they refuse to disclose any 
  more specific information about their planet of origin. 
  All seem to come from elsewhere, as none have been 
  born in the broader galactic community.
  Language: Tchuukthai typically speak Tchuukthese, a 
  guttural language. Many of them who interact with the 
  rest of the galaxy speak Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 60
  • 1 rank in Charm or Coercion
  • Natural Armor: Receive the talent “Enduring.”
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Quadrupedal Structure: When carrying large 
  objects or people on back, reduce their encumbrance 
  by 4 to a minimum of 4. When bipedal, add b on 
  all checks that use Brawn or Agility.
  • Silhouette 2
  BRAWN
  4
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  1
  INTIMIDATION AND SECRECY
  T
  chuukthai are shrouded in mystery, and the 
  rest of the galaxy does not even know their 
  name. To the rest of the galaxy, they have been 
  labelled as Wharls, which they generally accept 
  without comment. Tchuukthai ignore or refuse to 
  answer the many questions they receive about 
  their origins, and only a handful have been 
  known in the galaxy. Many more have been sight-
  ed briefly, in ways that have crafted legends and 
  myths about their people. Tchuukthai have actu-
  ally encouraged these myths, and many work to 
  create a more intimidating reputation. Although 
  they refuse to fight directly, their threatening ap-
  pearance that they can easily scare off others 
  without conflict, a solution that they find easier 
  and more peaceful. To accomplish this, they gen-
  erally use dramatic displays of strength or act 
  like ferocious animals, and anyone who gets too 
  curious is almost always scared into disregarding 
  them once they witness such incredible acts.
  
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  TEMOLAK
  Temolaks are known mostly as scavengers, and they are 
  very stubborn, which they back up with durability. They 
  generally sell their technology to primitive peoples, as 
  other advanced species often take advantage of them.
  Physiology: Temolaks are a bulky species protected by 
  tough, clay-colored skin. They boast many redundant 
  organs, which allows them to survive more punishment 
  than other species. Their face is compact, with small 
  eyes and a short nose with large nostrils. They have 
  vertical ridges on their chin and small horns on their 
  cheeks. They have fin-like protrusions on their forearms, 
  but they have lost all major benefits of their aquatic 
  heritage.
  Society: 2,000 years ago, water evaporated on the 
  Temolaks’ homeworld, so they took to the stars in or-
  der to harvest ice from the planet’s rings. Since then, 
  they have acquired hyperspace technology, and they 
  have essentially abandoned their homeworld to live as 
  scavengers amongst the stars. They live aboard packed 
  starships built from scrap metal, and they are remark-
  ably thorough scavengers. They are typically timid and 
  quiet, but they can be fiercely stubborn if someone at-
  tempts to steal their salvage. Even the majority of pi-
  rates know that fighting with Temolaks is rarely worth 
  the effort. Many Temolaks also operate space stations 
  that were once abandoned, using them as headquarters 
  or warehouses. They rarely do business with technologi-
  cally advanced species, as they generally prefer to trade 
  with the primitive species who see simple technology 
  as precious valuables. Among other advanced species, 
  they are generally far too quick to trust and too easily 
  manipulated.
  Homeworld: Spacefaring Temolaks are typically no-
  madic and have little reason to return to their home-
  world of Zirulast, which is now a backwater planet with 
  a small population. It is a dry planet found in the Ex-
  pansion Region.
  Language: Most Temolaks speak Temolish, their gut-
  tural native language, as well as Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • 1 rank in Resilience
  • Scavengers: Receive the talent “Utinni!”
  • Thick Skin: Receive the talent “Enduring.”
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  1
  TEMOLAK SALVAGE CONSORTIUM
  D
  uring the Republic Classic Era, the Temolaks 
  would often fight amongst themselves, fight-
  ing over garbage in long skirmishes that were 
  clearly counterproductive. Since then, they have 
  formed the Temolak Salvage Consortium, an 
  organization responsible for maintaining peace 
  among the salvage crews. The Consortium as-
  signed specific territories to each crew, reducing 
  conflict. However, it has become highly regulated 
  under the Empire, so many Temolaks have now 
  left it to work independently.
  
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  TERRELIAN JANGO JUMPER
  Terrelian Jango Jumpers are a species of very athletic 
  near-humans who are light and skinny. They skin is gen-
  erally blue-green, and they have red-orange hair.
  Physiology: Terrelian Jango Jumpers appear as very 
  skinny humanoids with long legs, weighing only fifty ki-
  lograms on average. They have red eyes, blue or tur-
  quoise skin, and red hair. However, they are actually 
  very unique as incredibly gifted athletes, superior to al-
  most all other species and even rivalling Jedi with their 
  combination of long-jumping abilities and stamina on 
  foot.
  Society: The athleticism of the Terrelian Jango Jumpers 
  is a result of their ancestors’ nomadic lifestyle, where 
  they would wander in search of food and chase prey on 
  foot. Their leaping ability proved essential in traversing 
  valleys and catching prey over short distances. Although 
  modern members of the species are more civilized, they 
  never truly felt the need to develop permanent homes. 
  As such, they continue to live in large speeders or other 
  portable homes, and they prefer to take their jobs with 
  them, making seasonal migrations back and forth. This 
  tendency for travel has also made them a prominent 
  sight in the spacelanes, and many enjoy tourism as a 
  hobby. However, incidents of bigotry following their first 
  contact have made them scared of outsiders, and some 
  disguise themselves as humans using face paint out of 
  fear for such racism.
  Homeworld: Terrelian Jango Jumpers come from the 
  Inner Rim planet of Terrelia. It is a mountainous planet 
  with few permanent settlements, although their tech-
  nology is otherwise up to the galactic standard.
  Language: Terrelian Jango Jumpers are generally bi-
  lingual, speaking their native language of Erreli as well 
  as Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Athletics or Coordination
  • High Jump: Able to jump very high or far. Once 
  per round as a maneuver, suffer 3 strain to move 2 
  range bands either vertically or horizontally.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  TERRELIAN JANGO  
  JUMPERS AND SPORTS
  A
  lthough Terrelian Jango Jumpers are excellent 
  athletes, they are too skilled for their own 
  good in some ways: In most sports, their excep-
  tional physiology is seen as an unfair advantage, 
  so they rarely compete against humans. How-
  ever, they have developed their sports leagues, 
  many of which attract excellent viewership be-
  cause of how gifted their athletes are. The Ter-
  relian Smashball League has gained galaxy-wide 
  attention in particular, but the vast majority of 
  the Terrelian Jango Jumpers themselves actually 
  find such sports to be boring and overcompli-
  cated. They prefer footraces, both sprints and 
  distance runs, as the purest form of competition.
  NOTE
  T
  errelian Jango Jumpers come from The Clone 
  Wars TV show, which often contradicts Leg-
  ends sources. Furthermore, everything following 
  the physiology section is based on the author’s 
  own assumptions. However, just as many Leg-
  ends species could also exist in Canon, nothing 
  prevents Terrelian Jango Jumpers from existing 
  in Legends.
  
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  THAKWAASH
  The Thakwaash are a very strong species of equines who 
  all have multiple personalities. Although some of their 
  older members can change personalities at will, most 
  simply change between them at random.
  Physiology: The Thakwaash are a species of large 
  equine sentients. They are incredibly strong, often pos-
  sessing three times the strength of an average human. 
  They are also very large at around three meters tall. 
  They have a long face that features pointed ears, promi-
  nent nostrils, and black eyes. They have hair on much of 
  their body, including atop their head and on their neck. 
  This hair, like their skin, is typically brown. They all have 
  multiple personalities, so they consider it to be a normal 
  behavior rather than a disorder.
  Society: Thakwaash are known to be a very unpredict-
  able people, which is mostly a result of their psychology. 
  They are one of the few peoples who remain completely 
  apart from the Empire, mostly because their incredible 
  strength makes them very tough to defeat in a fight. 
  Although they have fought the Empire, they now remain 
  isolated and lack hyperdrive technology. They will be 
  discovered by the larger galaxy shortly after the Battle 
  of Endor.
  Homeworld: Thakwaash hail from an Outer Rim planet 
  known as Thakwaa, which is a temperate world consist-
  ing mostly of plains and grasslands. It is independent 
  from the Empire and completely isolated.
  Language: Thakwaash speak Thakwaese, a language 
  whose verbal form consists of growling, snorting, and 
  neighing. Because of their multiple personalities, most 
  Thakwaash choose to refer to themselves in the plural 
  form.
  SPECIES ABILITIES
  • Wound Threshold: 15+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  • Multiple Personalities: Must have at least 2 
  distinct personalities. For each personality, choose 
  a unique skill. Gain +1 ranks in that skill when 
  using that personality. At the beginning of each 
  encounter, choose a personality randomly. Once 
  per encounter, may roll an dd
  dd Discipline check to 
  switch to a particular personality. May gain or lose 
  personalities over time.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  MULTIPLE PERSONALITIES
  T
  hakwaash are a very unique people in that they 
  all have multiple personalities. They general-
  ly develop more over time, and some can even 
  create particular personalities at will. They view 
  these personalities as entirely different people. 
  Like two separate individuals, these personalities 
  often have different skill sets. It also helps them 
  see from other points of view and better predict 
  other people. Oftentimes, one or more of these 
  personalities is insane. However, they still have 
  some control over their personalities. Especially 
  among older Thakwaash, it is possible to switch 
  between them at will.
  
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  Complete Species Guide
  THEELIN
  Art is very important to the Theelin. Pink-skinned near 
  humans who are typically quite charming, the Theelin 
  are a dying people. Mutations have made many of them 
  infertile, and they have had to resort to crossbreeding 
  with humans.
  Physiology: Theelin are colorful near-humans, but their 
  genetics have been problematic of late. A series of mu-
  tations first started during the waning decades of the 
  Republic, and those mutations have made almost all 
  members of the species infertile amongst each other. 
  Rare already, fully blooded Theelin are almost extinct. 
  Those remaining are very old. Recent attempts at cross 
  breeding with humans have had some success, but their 
  numbers continue to dwindle, and infant mortality is 
  high. Crossbreeding makes Theelin a diverse species. 
  Most have mottled skin of some bright color, often pink, 
  red, or lavender. They also have brightly colored hair 
  in most cases. Many have outward-pointing horns at 
  their forehead. Otherwise, they are mostly human, but 
  some have features such as hooved feet or three-fin-
  gered hands.
  Society: Theelin are artistic and outgoing, often enjoy-
  ing the performing arts. Many also are into fashion. The 
  Theelin Divas are among the best singers in the galaxy, 
  so many Theelin take the name Diva to honor them. 
  Regardless of craft, almost all tend to be optimistic and 
  happy. As social creatures, they work best in teams.
  Homeworld: Theelin come from Suggero, a Mid Rim 
  plant on the Hydian. A hub for fashion and art, it at-
  tracts enough immigrants to refill its dying population.
  Language: All Theelin speak Basic, favoring it over 
  their now-dead native language.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Charm or Coordination
  • Performers: Receive the talent “Distracting 
  Behavior.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  A DYING PEOPLE
  W
  ith pure-blooded Theelin slowly dying away 
  and only partial success with crossbreeding, 
  the Theelin are approaching what many consider 
  to be an inevitable extinction. Despite this, they 
  continue to make the most of their situation. For 
  many, this sense of impending doom is almost 
  poetic, and the emotions associated with it make 
  for some of the best art yet from the species. For 
  others, it can make for great fear, knowing that 
  their time is short. Perhaps others may desper-
  ately seek a child to continue the species at all 
  costs. Still others may become deeply saddened 
  by this reality.
  NOTE
  N
  o knowledge exists regarding the homeworld 
  or language of the Theelin. The remaining in-
  formation is made up. Players are not obligated 
  to follow this.
  
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  THISSPIASIAN
  Thisspiasians are snake-like creatures with a martial his-
  tory who are fierce warriors. They have four arms and 
  are extremely intimidating to most other sentients, es-
  pecially considering their carnivorous diet.
  Physiology: Thisspiassians are repitalian creatures dis-
  tinguished by their hairy head and long tail. Their skin is 
  naturally an olive green, but their face is hidden behind 
  a prominent beard that leaves only their mouth, red 
  eyes, and nostrils exposed. This hair is black, brown, 
  or blonde in youth, graying and whitening with age. In-
  stead of legs they have a long tail, which can be strong 
  enough to carry large objects or fight with. It can be 
  coiled underneath them to sit. Their tail is scaled, 
  though the rest of their body is not. They occasionally 
  shed their skin. Though hidden to many, Thisspiassians 
  actually have four arms, each ending with a sharply 
  clawed hand. Most keep their lower pair tucked away, 
  as they are smaller and weaker. Though they only sleep 
  for about two hours per day, they do require a five or six 
  hour meditation as well. Unlike the powerful Jedi Oppo 
  Rancisis, most Thisspiasians live for about 100 years.
  Society: Thisspiassians are proud warriors who hold 
  fighting as very honorable. They use ritual unarmed 
  combat to decide disagreements, such as when Jedi 
  Master Oppo Rancisis used it to force the planet’s Blood 
  Monarch into staying with the Republic. They have a 
  facade of tranquility in most cases but are still fueled 
  by a fierce inner rage. Meditation is very important to 
  them, and not meditating makes them prone to being 
  very emotional. The Blood Monarch rules the planet, 
  but the lineage has been very out of touch with society 
  and is seen as archaic. Elected parliament handles most 
  day-to-day affairs.
  Homeworld: Thisspias is a rocky Expansion Region 
  world that is currently controlled by the Empire. After 
  the murder of the Blood Monarch and bombardment of 
  the planet, the Empire enslaves most Thisspiasians and 
  has been subduing the many rebel movements on the 
  planet.
  Language: Thisspiasian is a hissing tongue spoken by 
  most Thisspiasians. Most can speak Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 75
  • 1 rank in Discipline
  • Claws: When using claws, deal +1 Brawl damage 
  as wounds and have a Crit rating of 3.
  • Extra Limbs: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Tails: When using tail, have the Knockdown 
  quality. May also carry a single object of up to 6 
  encumbrance with tail that doesn’t count towards 
  encumbrance threshold.
  • Meditators: Require only 2 hours of sleep, but 
  must meditate at least 5 hours throughout the day.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  DINNER TIME
  T
  hough omnivorous, they prefer to eat live 
  birds, rodents, and insects. For larger ani-
  mals, they can unhinge their jaws. Typical meals 
  have the animals caged at the center of the ta-
  ble before being dipped in seasonings and eaten 
  whole. They have learned to change such tastes 
  when around outsiders. However, they continue 
  to dislike the practice of cooking.
  
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  THOLOTHIAN
  The Tholothians are a near-human species known for 
  their Force-sensitivity. They have extremely long lifes-
  pans, and that extra time often allows them to become 
  very wise.
  Physiology: Tholothians are a near-human species. 
  Their most notable distinction is that they live much lon-
  ger than humans, so many are very wise. Visually, their 
  skin is much darker and they have white tendrils pro-
  truding from their head. Their eyes are generally blue 
  or indigo. Most females cover their hair in a traditional 
  headdress. The species is very rare, but those that do 
  exist are often Force-sensitive.
  Society: Tholothians are a peaceful people known for 
  an elaborate system of social customs and traditions 
  and focus on family. They live in large groups of extend-
  ed families, which all share a household. These house-
  holds are very important to them, and Tholothians tend 
  to know all of their family very well. Offworld, this often 
  transfers to friends and allies instead, though they often 
  continue to maintain connections with family. Tholothi-
  ans are fond of expression, though their understanding 
  of art is much different and more abstract than other 
  species. Tholothians also have a taboo against pets, a 
  concept which they find inhumane.
  Homeworld: Tholoth is an urban world in the Colonies. 
  The entire population is contained in a single city, which 
  has become relatively crowded.
  Language: The Tholothian language of P’olothin is 
  considered somewhat archaic and impractical, so it is 
  mostly used in formal situations among their own. Oth-
  erwise, Basic is generally used by them.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Xenology
  • 1 rank in Negotiation
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  CONVERSATIONAL ODDITIES
  T
  hough Tholothians not raised among their 
  people can certainly be exceptions, many Tho-
  lothians follow several unwritten laws of conver-
  sation. Advice is considered valuable, and a wise 
  quote is considered fair compensation for help, 
  rather than “thank you.” When greeting, mutual 
  bowing is common, regardless of status differ-
  ences. The final one that occurs often is the ten-
  dency to always address an elder as “Dovosan,” 
  which is a word from their own language.
  NOTE
  L
  ittle is known about Tholothian society. The 
  remainder of this entry is based on subtle 
  comments and the author’s own assumptions.
  Players are not obligated to follow this, but it is 
  encouraged that if not, they imagine their own 
  aspects of Tholothian culture.
  
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  TINTINNA
  Tiny rodents who hail from a backwater world, the Tin-
  tinna are amiable and often enjoy exploring the galaxy. 
  Their own technology is very lacking, but they can be 
  surprisingly capable mechanics if given the chance.
  Physiology: Tintinna, also known as Tin-Tin Dwarves or 
  T’iin T’iin, are small rodents with brown, gray, or green 
  fur and pink skin. They are biologically very similar to 
  the Ranats, and they are bipedal, just under a meter tall 
  on average, and they have a long tail as well as claws 
  on their hands and feet which they use for digging. They 
  have small ears and eyes, both of which are rather per-
  ceptive, and their face is also distinguished by a snout. 
  Not unlike the Ranats, their teeth grow constantly, so 
  they must chew on things often in order to keep them 
  at a reasonable length.
  Society: Tintinna are quite friendly, unlike many other 
  species of rodents. They are curious and amiable, and 
  many of them enjoy exploring the galaxy or meeting 
  new people. Because of this, those who explore the gal-
  axy often find themselves on tramp freighters or oth-
  erwise involved with space travel. On their homeworld, 
  they live in underground burrows that they dig manu-
  ally, although a few farmers and traders live above the 
  ground. They are divided into tribes, each of which is 
  ruled by a chief and a shaman.
  Homeworld: Tintinna come from a rural backwater 
  planet called Rinn, which is the Baxel sector of the Out-
  er Rim. They live in its mountains, and they typically 
  build using only wood, although some offworlders have 
  begun to mine on the planet. It is near Hutt Space, and 
  because it has little government of any sort, it is a ha-
  ven for smugglers. As such, most Tintinna who leave 
  Rinn and explore the galaxy start their journey with a 
  smuggler.
  Language: Tintinna typically speak Basic if they are 
  found off of their homeworld.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Mechanics or Perception
  • Digging Claws: Spend 2 maneuvers to tunnel 
  through loose soil, moving 1 range band.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  PRIMITIVE YET INTELLIGENT
  T
  he technological skills of the Tintinna are 
  unique, in that they have a knack for me-
  chanics and technology, but their own society 
  is relatively primitive. Prior to offworld contact, 
  their world was no more advanced than using 
  steam power. Even now, they are still fairly prim-
  itive on their homeworld, mostly working with 
  wood and still delivering news by word of mouth. 
  Those who see them often assume that they are 
  non-sentient. However, Tintinna are indeed sen-
  tient, and they are completely capable of using 
  and understanding advanced technology if they 
  are given the chance.
  
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  TISS’SHAR
  Bipedal reptiles with sharp claws and teeth, the Tiss’shar 
  are focused and emotionless, carrying out business with 
  cold precision. They have many subspecies, each of 
  which is the most gifted in a certain area, but all display 
  excellent technical skills.
  Physiology: Tiss’shar are carnivorous therapods who 
  appear to be a very primitive species, but the biped-
  al reptilians are surprisingly intelligent. In addition to 
  their keen mind, Tiss’shar boast excellent night vision, 
  sharp teeth and claws, and capable strength despite 
  their shorter stature. They have a long neck, a notice-
  able beak, and a tail for balance. Although their hands 
  are four-fingered, they have just three toes on each 
  foot. Most do not wear any clothing. Tiss-shar have 
  fairly durable scales whose coloration is dependent on 
  subspecies. Sil-ar have diamond markings behind their 
  head, ask-ar have red facial markings, orl-ar are green 
  with orange strikes on their back, nil-ar have red bands 
  around their eyes, ankles, wrists, and tail, kal-ar have 
  concentric bands, and isk-ar have white scales.
  Society: Tiss’shar are a focused people who are shrewd 
  and efficient. In everything from business to recreation, 
  they have a strong drive to succeed, but they are very 
  detached. They plan their steps carefully and execute 
  them with cold-blooded precision. They 
  are highly successful entrepre-
  neurs, generally focusing on the 
  technology industry, but their 
  businesses are unique in that 
  employees get very little salary 
  but very high benefits. Among 
  the Tiss’shar, businesses pay for 
  their employee’s housing, educa-
  tion, food, and health care. Their 
  world is ruled by the most success-
  ful businessmen, who make up the 
  Tiss’sharl League. Not all Tiss’shar 
  have lost their more primitive in-
  stincts, so many are assassins. 
  Tiss’shar are renowned as very 
  professional assassins, and they 
  honor their contracts to the letter. 
  In Tiss’shar business and politics, 
  assassination is very common.
  Homeworld: Tiss’shar come from 
  Tiss’sharl, a rainforest world near 
  the Corporate Sector. Their knack for 
  business has brought many Tiss’shar 
  to the Corporate Sector.
  Language: Tiss’shar is a lispy lan-
  guage of hisses and shrieks, and 
  most Tiss’shar also know Basic. 
  They have hyphenated names with 
  three short parts.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Negotiation
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Claws and Teeth: Deal +1 Brawl damage as 
  wounds and have a Crit rating of 3. May spend 
  aa to hit with teeth, gaining the Pierce 1 and 
  Vicious 2 qualities.
  TISS’SHAR SUBSPECIES
  ASK-AR
  • 1 rank in Coordination
  ISK-AR
  • Receive the talent “Gearhead.”
  KAL-AR
  • 1 rank in Charm
  NIL-AR
  • 1 rank in Stealth
  ORL-AR
  • 1 rank in Athletics
  SIL-AR
  • Receive the talent “Convincing Demeanor.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  SUBSPECIES
  U
  nlike species such as the Aqualish, subspe-
  cies has little to do with status among the 
  Tiss’shar, but each subspecies boasts a slightly 
  different skillset. Sil-ar, the most common sub-
  species, are more likely to focus on business 
  than other Tiss’shar, as are the kal-ar. The isk-
  ar are the most mechanically inclined, while 
  the Tiss’shar’s reputation as excellent assassins 
  comes mostly from the nil-ar. The most athletic 
  of the bunch are the orl-ar and the ask-ar.
  
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  TOGNATH
  Possessing both mammallian and insectoid physiology, 
  the Tognath cannot breath or speak in a normal atmo-
  sphere, and their senses are dulled, making them less 
  vulnerable to pain. They keep to themselves, and most 
  of them are miners.
  Physiology: Tognath are one of the more primitive 
  sentient species in the galaxy. They have both insec-
  toid and mammalian physiology, including an endoskel-
  eton and an exoskeleton. Their sensory system is far 
  less advanced than that of most other species, so to 
  compensate, they use cybernetic implants to help them 
  with hearing, sight, and coordination. Their ability to 
  sense pain is also very weak, but this plays more to 
  their advantage than anything, allowing them to fight 
  through pain more easily. They also require a breathing 
  apparatus and pressure suit on most planets, as they 
  are adapted for a high density atmosphere rich in sulfur. 
  Additionally, their voice is too low to be heard by most 
  other species, so they require devices to raise its pitch. 
  Their eggs grow in a suspension jelly, and they hatch 
  in a larval state, and they feed directly off a parent’s 
  bloodstream for six months before they enter a cocoon 
  and undergo metamorphosis, emerging as a bipedal 
  child.
  Society: Not particularly amiable, the Tognath are an 
  extremely quiet and secretive people, and they are re-
  nowned for their confidentiality. They focus almost ex-
  clusively on their career early in life, and only lay eggs 
  once they retire, allowing them to raise their children 
  very attentively. They live in homes on stilts over vol-
  canic mountains, because the mountain region is the 
  only one with access to fresh water. Most Tognath are 
  miners, and a few are farmers on the plains, but some 
  conduct the very dangerous and highly romanticised job 
  of float farming. Float-jellies are massive, air-filled crea-
  tures that float around eating volcanic ash, and the se-
  cretions on their back create a rich soil which can grow 
  prized fungi and mosses. The best float farmers are Egg 
  Mates, because they can communicate very easily.
  Homeworld: Tognath come from Yar-Togna, a volcanic 
  planet with a high-pressure atmosphere full of fumes. 
  Violent fault lines create rare compounds that are valu-
  able to mine, so the Empire nationalized the industries 
  and enslaved the Tognath. Even those who escape Yar-
  Togna resent the Empire, because they cannot nurture 
  their larvae without Yar-Togna’s nurseries.
  Language: Tognath speak in a very low voice and can-
  not be heard without an amplifier in their mask.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • Cybernetic 
  Enhancements: 
  Receive 
  free 
  cybernetics that upgrade all Coordination and 
  Perception checks. Count as 1 implant toward the 
  cybernetic implant cap.
  • Atmospheric Requirement: Need a pressure 
  suit and breath mask to breathe or speak in a 
  normal environment. Receive a free pressure suit at 
  character creation. Standard pressure with oxygen 
  is a dangerous atmosphere of rating 5.
  • Underdeveloped 
  Nerves: 
  Add 
  bb 
  when 
  targeted by a Coercion check. Remove 
  bb
  bb for pain.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  EGG MATES
  S
  ometimes, two or even three eggs from the 
  same clutch fuse while in suspension jelly, and 
  although they separate once they hatch, result-
  ing larvae form a very close emotional bond. 
  The term for this cannot be properly translated, 
  but the closest term for it is “egg mates.” De-
  pending on when they fused, some egg mates 
  have a very weak telepathic bond, allowing them 
  to sense each other’s emotions and location as 
  long as they are within a few hundred meters.
  
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  TOGORIAN
  Togorians are so stubborn that when males and females 
  couldn’t agree between a hunter-gatherer lifestyle or 
  one of a sedentary farmer, the two genders split and 
  only come together to mate. They are dangerous feline 
  predators with sharp claws.
  Physiology: The Togorians are a species of predato-
  ry feline creatures who have sharp claws and are very 
  tough. This combination makes many of them work in 
  combat-oriented jobs, a role that they excel in. While 
  the females aren’t much larger than humans, the males 
  can grow from two and half meters to three meters tall. 
  They have black, brown, white, or gray fur covering their 
  entire body, which is sometimes striped. They have four 
  fingers and three toes, all of which are clawed. Their 
  head is elongated forward at the mouth, chin and nose. 
  They are further distinguished by green eyes, whiskers, 
  sharp teeth, pointed ears, and a black nose.
  Society: Togorians believe in survival of the fittest, 
  and they are always ruling by the strongest member. 
  They are merciless, crushing opposition with no re-
  grets. Males find face-to-face combat to be honorable, 
  although they do not always extend this courtesy to 
  non-Togorians. Togorian society is completely separated 
  by gender, as the males and females are too stubborn 
  to agree on a way of life. The males live as nomadic 
  hunters, using their fierce strength and natural claws to 
  hunt and survive. They have progressed little, as most 
  dislike technology. The females have chosen a safer 
  style of life, being sedentary farmers for both crops and 
  livestock. Now, they are demanding negotiators who 
  are quite clever and value material possessions. Many 
  enjoy access to luxury goods. With these differences, 
  even mates see each other just one month per year. The 
  males are more isolated, trading very little and hating 
  outsiders. While females trade out of necessity, most 
  still don’t trust outsiders.
  Homeworld: Togoria is the Mid Rim planet which is 
  home to the Togorians. It contains plains, forests, and 
  hills. Outsiders are only allowed in the capital city, 
  Caross. The planet has allied with the Confederacy and 
  is now showing support for the Rebel Alliance.
  Language: Togorians have a harsh-sounding language 
  called Togorian. Most females know Basic.
  SPECIES ABILITIES (FEMALE)
  •  Wound Threshold: 13+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • 1 rank in Negotiation
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  SPECIES ABILITIES (MALE)
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl or Survival
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  ROUGH CROWD
  W
  hile their natural instincts put them in a 
  good position to be deadly warriors, the 
  people that they have interacted with have also 
  brought them down that path. Early in their his-
  tory, they were unsuccessfully invaded by Man-
  dalorian Neo-Crusaders. However, the Mandal-
  orians were so impressed by the Togorians’ skills 
  in defending their planet that they recruited 
  them. Many of the Mandalorian Togorians never 
  returned home after the defeat of the Neo-Cru-
  saders, returning to Mandalore or becoming 
  mercenaries, bounty hunters, or pirates. Many 
  of their descendants still work in those jobs.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  
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  TOGRUTA
  Togruta are mammals with strong instincts for working 
  togeter and living in packs. When not amng their own 
  people, they are typically extremely lonely. They are 
  near-humans who scan sense via echolcation in their 
  montrals.
  Physiology: Togruta are a carnivorous species of mam-
  mals. They have skin that tends to be red or orange but 
  can stray towards yellow or purple. They have white pig-
  mentation all over their body and face, an adaption to 
  blend in with the grass of their home. The patterns vary 
  by individual. They have gray lips and eyes of all sorts 
  of colors. Aside from color, the only obvious visual dif-
  ference between Togruta and humans is their montrals. 
  Instead of hair, Togruta have montrals, which are similar 
  to Twi’lek lekku. These head-tails are colored in a pat-
  tern of white and blue stripes. Two short ones spike up-
  ward, while two long ones fall down their chests to waist 
  level. One or two more of equal length are also behind 
  them. These grow with age. They act as ultrasonic sen-
  sors, allowing Togruta to sense space via echolocation.
  Society: Togruta value teamwork, unity, and togeth-
  erness. Since most creatures on their homeworld are 
  fellow pack animals, they need to work together to beat 
  such numbers. Some Togruta have a hard time fulfilling 
  personal goals, since they focus on the needs of their 
  group. They tend to be peaceful and quiet but still long 
  for companionship, especially with fellow Togruta. How-
  ever, they can get along excellently with other cultures 
  as well. They have a spiritual connection to the land bol-
  stered by their ability to sense the environmental space. 
  One way that they follow this is by not wearing shoes, 
  so they do not break the bond between them and the 
  ground. They wear many teeth and pelts of animals that 
  they kill, especially the dangerous akul.
  Homeworld: Togruta come from Shili, a temperate 
  world in the Ehosiq Sector. They hunt herbivores in the 
  scrublands while sleeping and living in forest canopies. 
  Most still survive with this primitive lifestyle.
  Language: Togruta are typically fully fluent in Basic, 
  although some may use rather strange metaphors and 
  expressions from their native tongue, Togruti.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Perception
  • Pack Instincts: When performing the assist 
  maneuver, grant bb
  bb instead of b.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  THE WEAK
  I
  n their tightly knit communities, Togruta dis-
  tribute food and resources equally to everyone. 
  In exchange for this, everyone is expected to do 
  their part and fulfill the role that they have been 
  given. Considering it to be nature’s way, Togruta 
  packs break ties with those who fail, and they are 
  left behind to fend for themselves. Not only is it 
  dangerous for those Togruta who are left behind, 
  but such events have a great psychological im-
  pact on any Togruta that this happens to.
  
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  CATASTROPHE
  T
  he Toong first had their only world war trig-
  gered by a surprising event: first contact with 
  the rest of the galaxy. Shocked by the existence 
  of other sentients and superior technology, the 
  Toong homeworld somehow plunged into war 
  from it. It took intervention from Jedi and a first 
  contact specialist to save the species. Luck would 
  have it that the Toong weren’t in the clear yet, 
  however. A poisonous comet collided with their 
  world, devastating it. In addition to the many 
  deaths, it also caused mass immigration to the 
  nearby planet Tund. Tund suffered a catastrophic 
  event of its own during the time of the Empire.
  TOONG
  Toong are creatures with a massive head that have came 
  into the galaxy to flee disaster on their homeworld. They 
  are absolutely terrified of any form of social interaction, 
  and they avoid argument at any cost.
  Physiology: Toong are odd fellows, yellow-colored 
  creatures of long limbs, a tiny body, and a huge head. 
  Their head has three protrusions similar to antennae, 
  pointing upward to sense. At the top are small but wide 
  eyes which surround an equally small nose. Then their 
  head widens into large cheek pouches which store food 
  before thinning down into a diamond shape. Their chin 
  is jowled.
  Society: Toong society is mostly peaceful, and although 
  Toong get along well, they are often terrified of social in-
  teraction. (Or, at the very least, do not enjoy it.) Though 
  not widely known enough to severely hinder them, it 
  is no secret that the Toong will almost always give in 
  when in an argument. While they can get along with 
  others, they really only feel safe when with family. They 
  also are often afraid of large, open spaces. While some-
  what reluctant, the Toong have been travelling off of 
  their homeworld to explore the galaxy. One Toong, the 
  podracer Ben Quadinaros, even managed to achieve 
  significant fame in his sport.
  Homeworld: Toong’L is the actual Toong homeworld, 
  though it was hit by a poisonous comet in 45 BBY. Since 
  it is now barren, many Toong now come from Tund. Tund 
  is in the Centrality and has a long history of ancient 
  civilizations such as the Sharu and Rakata. It is a world 
  strong in the Dark Side as well, home to cults of out-
  cast Sorcerers. While once lush and beautiful, the final 
  Sorcerer of Tund badly damaged the planet via an elec-
  tromagnetic torpedo. It is now nearly permanently poi-
  soned by radiation, and none inhabit it. The surviving 
  Toong have again been dispersed.
  Language: Toong speak Toongese and Basic and are 
  known to stutter nervously in both.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Piloting-Planetary
  • Social Anxiety: No more than once per session, 
  the GM may trigger a social anxiety attack, and 
  be terrified of in a particular social encounter. If 
  this occurs, cannot be involved in that interaction 
  without passing an dd
  dd fear check. May spend 5 
  XP during or after character creation to remove this 
  penalty.
  BRAWN
  2
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  NOBLESSE OBLIGE
  T
  oydarians are ruled by a king, but there are 
  plenty of other nobles to bicker over the oth-
  er roles. They constantly scheme against one 
  another, trying to earn the king’s favor. This is 
  viewed as an important and practical way to sep-
  arate the strong from the weak and the clever 
  from the foolish. Most Toydarians take to the 
  competition effortlessly, naturally doing so. This 
  way of thinking extends all the way down to the 
  lower levels of society as well. Many Toydarians 
  will strike out on their own, seeking to find a 
  wealthy life of success on the fringe.
  TOYDARIAN
  Toydarians are chubby creatures to get around by hov-
  ering. They are ruled by the Hutts, but they have thrived 
  unde rthe crime lords thanks to their business skills. 
  They use scheming naturally as a way to separate the 
  clever from the foolish.
  Physiology: Toydarians are small creatures who fly via 
  the wings on their back and the light gases in their bel-
  ly. Their face is best distinguished by a wrinkled trunk 
  that protrudes down. Behind the trunk is a wide mouth, 
  complete with buck-toothed incisors. Their thin arms 
  and legs have three fingers and three webbed toes. 
  Their legs have two knees each, though they are rare-
  ly used thanks to their preference for hovering. They 
  have highly active metabolism and burn plenty of ener-
  gy with their constantly moving wings. This means that 
  they constantly need food and eat in large quantities 
  whenever possible. While they mostly rely on high-en-
  ergy processed goods to fill their needs, ancient times 
  saw them fight over food very often. This metabolism 
  also gives them a pleasant odor, similar to sweetspice. 
  The Toydarian brain is also immune to any manipulation 
  by the Force.
  Society: Toydarians were subjugated by the Hutts long 
  ago, yet they have fared well in comparison to other 
  slave species. Their standard of living increased under 
  Hutt rule, and it ended up being, for all intents and pur-
  poses, a business merger. They have kept a good dis-
  tance from both the Hutts and the rest of society, aside 
  from when it occasionally comes to financial interests. 
  They still mostly live in Hutt space, working under vari-
  ous Hutts. They generally tend to be good at interacting 
  with people but still capable when it comes to betrayals 
  or thievery. This makes them excellent in many roles for 
  their Hutt masters, such as accounting, business man-
  aging, or even being majordomos. Many also choose to 
  trade elsewhere, carving out a niche for themselves and 
  going to work as merchants and traders.
  Homeworld: Toydaria is a swampy world in Hutt space. 
  It is full of muck and mud, with both insects and al-
  gae found in large quantities. These aren’t the only 
  bad things about Toydaria, either. Monsoons are com-
  mon, fungi of all types break out as plagues, and the 
  grabworms are dangerous carnivores. Regardless, the 
  Toydarians place great pride in their home planet.
  Language: Toydarian is their native tongue, but Hutt 
  rule has ensured that almost all Toydarians know 
  Huttese. Still, the Toydarians are enterprising as ever, so 
  most learn Basic to interact with any human customers. 
  However, they tend not to be literate in it.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 2.
  • Hoverers: Can move a meter off of the ground, 
  ignoring fall damage and any penalties for terrain.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  3
  
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  BAD BLOOD
  T
  randoshans have long been at odds with the 
  Wookiees, a species that shares their star 
  system. The feud began when Wookiees bru-
  tally murdered a Trandoshan scouting party on 
  Kashyyyk and has continued ever since. Their 
  wars continued on and off, with the Old Republic 
  siding with the Wookiees time and time again. 
  Emperor Palpatine finally listened to the Tran-
  doshans, allowing them to represent their sys-
  tem in the Senate and buying Wookiee slaves 
  from the Trandoshans. Most Trandoshans are 
  happy with this arrangement.
  TRANDOSHAN
  The arch-nemesis of the Wookiees, Trandoshans are 
  repitalian hunters who focus their lives on hunting to 
  please their goddess, Scorekeeper. They are an effective 
  combination of physical strength, sharp claws, and re-
  generative abilities.
  Physiology: Generally about two meters tall, Tran-
  doshans (referred to as T’doshok in their own language) 
  are cold-blooded reptiles. They have three-fingered 
  hands and three-toed feet, all of which end in spiked 
  claws. Their lack of thumbs means that they have some 
  difficulties when using technology like blasters, but 
  they make up for it with their innate love of combat. 
  They also boast infrared vision, and they can heal much 
  more effectively than most, even regrowing limbs. Their 
  scales vary greatly in color, with shades generally green, 
  brown, or orange. Their face is distinctive for having red 
  eyes and a mouth of sharp teeth. They also have small 
  spikes instead of hair.
  Society: Trandoshan society focuses on strength, hunt-
  ing skills, self-reliance, and resilience. Trandoshan chil-
  dren are born in groups of four and are raised by their 
  mother. Even just after birth, they can walk and have 
  hunting instincts. By the age of two, they can go on 
  their first hunts, and they are independent at age ten. 
  Trandoshan society is centered around the hunt. While 
  this causes many to become bounty hunters or big-
  game hunters, many take a different path but still con-
  sider it a “hunt.” Of course, what an individual considers 
  to be a hunt, Trandoshan society as a whole can consid-
  er it to be a frivolous waste. Their hunts are judged in 
  jagganath points, or “divine marks.” A successful hunt 
  provides jagganath points based on its difficulty. Humili-
  ation can cause a Trandoshan to lose all of his jagganath 
  points, only for that Trandoshan to earn them back by 
  getting revenge. At the end of their life, Scorekeeper 
  tallies the jagganath to determine their status in the 
  afterlife.
  Homeworld: Their homeworld is known as Hsskor, but 
  in Basic it is referred to as Trandosha. It is an arid world, 
  with deserts, grasslands, and high mountains. It shares 
  a star system with Kashyyyk, the forested Wookiee 
  homeworld.
  Language: The Trandoshan language of Dosh sounds 
  to humans as a series of hisses and snarls. Trandoshans 
  are capable of speaking Basic, although they generally 
  have a very strong hissing sound added to it.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 85
  • 1 rank in Brawl or Perception
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Infrared Vision: Remove b for darkness.
  • Regeneration: When recovering 1 or more wounds 
  through natural rest or a bacta tank, recover 1 
  additional wound. May also regrow lost limbs after 
  a few months.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  
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  TRIANII 
  Trianii are fur-covered felines with claws and a prehen-
  sile tail, and the males are smaller and weaker than 
  most species. They are adept at using technology, but 
  they have taken an isolationist stance as a result of their 
  preference to be without authority.
  Physiology: Trianii are slender felines with short fur 
  that can come in many colors and patterns. The males 
  are smaller and weaker than most other species, but 
  females are average in build. Both boast sharp claws 
  and a prehensile tail, which assist them in combat. Their 
  face is distinctly feline, with pointed ears, glowing eyes, 
  and whiskers. Trianii rarely wear clothing unless it is nec-
  essary to protect them or carry gear.
  Society: Trianii are a very individualistic and 
  curious people, and they are stubborn when 
  it comes to achieving their goals. They don’t 
  easily submit to authority and generally pre-
  fer to be left alone. Such attitudes are re-
  flected in their politics, as they have 
  warded off all attempts to annex 
  them by the CSA thanks to 
  the Trianii Rangers, an elite 
  force devoted to policing 
  and defending the Trianii’s 
  sector of space. They have 
  refused to join all major 
  galactic governments, and 
  live in their own isolat-
  ed region of space. Trianii 
  are a very technologically 
  advanced society, and they 
  are highly intelligent. Mostly be-
  cause of their superior strength, the 
  females rule the Trianii. Their govern-
  ment is mostly composed of local, 
  all-female tribunals known as yu’nar.
  Homeworld: Trianii come from Trian, 
  a world just north of the Corporate 
  Sector, and they have many nearby 
  colonies. Trianii space is mostly iso-
  lated.
  Language: Trianii speak Trianii, a 
  language with growls and purrs, and 
  their written language has charac-
  ters for each syllable.
  SPECIES ABILITIES (FEMALE)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Coordination
  • Claws: When using claws, deal +1 Brawl damage 
  as wounds and have a Crit rating of 3. Add b on 
  checks to climb.
  • Prehensile Tails: May carry 1 object of up to 3 
  encumbrance with tail that doesn’t count towards 
  encumbrance threshold. May not use tail to fire 
  blasters.
  SPECIES ABILITIES (MALE)
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 95
  • Claws: When using claws, deal +1 Brawl damage 
  as wounds and have a Crit rating of 3. Add b on 
  checks to climb.
  • Prehensile Tails: May carry 1 object of up to 3 
  encumbrance with tail that doesn’t count towards 
  encumbrance threshold. May not use tail to fire 
  blasters.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  SPIRITUALITY
  T
  rianii are an extremely spiritual people, but 
  their differing beliefs nearly lead to a holy war. 
  Thousands of different religions were a problem 
  for a Trianii, so many of their leaders got to-
  gether to discuss one unifying religion that all 
  could agree on. Now, all Trianii believe in the 
  same common principles, but they also believe 
  in their traditional religions, which tend to focus 
  on minor details. Such traditional religions are 
  numerous, with each tradition held by only a few 
  families. Spirituality is important in all aspects of 
  a Trianii’s life, including business, art, and rec-
  reation.
  
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  TROIG
  The Troigs have two heads, and each head displays a 
  moderate level of independence from the other. This 
  makes them excellent multitaskers, and they are also a 
  very outgoing people who are charismatic and adept in 
  social situations.
  Physiology: Troigs are very unique in that they have 
  two (or, in rare cases, more) heads, each of which can 
  act as an independent being to an extent. The heads 
  have separate personalities and often argue with each 
  other. Separation via surgery is possible, but at least 
  one head is always killed. The heads do have telepathic 
  communication with each other, and they typically share 
  most knowledge. Their heads, both atop long necks, are 
  roughly conical. Some have hair, horns, or both. They 
  also vary in that some have tentacles and the back of 
  their craniums. They all have prominent brows, and their 
  skin can come in many colors. Often, each side of the 
  body is a different color. They have a tail that ends in 
  a spiky lump and an egg-shaped chest. Their legs are 
  spread far apart and have no feet. Each head has con-
  trol over two arms, but only one of the four arms is 
  dominant. Most Troigs do not wear any clothing.
  Society: Troigs are typically outgoing and curious. They 
  can focus on a number of occupations, but they are 
  especially good at those that require social skills. Their 
  ability to multitask also helps with many industries, even 
  though they lack advanced technology. They are often 
  enthralled by a desire to leave home and explore the 
  galaxy, such as AndroosinLiann, who hosted a popular 
  talk show called Essence.
  Homeworld: Troigs come from Pollillus, a world in the 
  western part of the Core Worlds near the Koornacht 
  cluster. It was discovered relatively recently, shortly be-
  fore the Battle of Naboo. Despite its isolated location, 
  many Troigs are leave Pollillus and explore.
  Language: Troigs are talented linguists, and if one head 
  knows a language, both know it. Their unique physiol-
  ogy creates many unique grammatical rules. First, they 
  typically refer to the two heads in the singular as one 
  body. They also combine names of each head by putting 
  the infix “sin” in between them.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • Multiple Heads: Must be attached to one other 
  Troig character. The two can act as separate 
  individuals in terms of personality, stats, actions, 
  initiative order, and critical injuries. They share a 
  wound threshold, which is the average of their two 
  wound thresholds. They must always remain in the 
  same location, only moving when both spend a 
  maneuver to move in the same direction. They may 
  communicate telepathically with each other.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  PSYCHOLOGY OF TWO HEADS
  T
  he individuality of the heads is up for debate. 
  They each think independently and have sep-
  arate personalities, but they have a telepathic 
  connection and almost always work together. 
  However, this isn’t always the case, and that 
  sometimes brings about moral conundrums. 
  One head can sometimes exhibit extreme mental 
  illnesses while the other is unaffected, which may 
  make it necessary to separate heads and kill one 
  of the Troigs. The left head, known as the Sap-
  rah, is typically more emotional, while the right, 
  called the Saprin, is more logical. Rarely, there 
  are Troigs with three or more heads, and they are 
  often revered as celebrities.
  
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  TUNROTH
  Tunroth are almost entirely devoted to hunting and 
  boast the uncanny ability known as quarry sense. They 
  are confident and aggressive, mostly working with bows 
  and swords.
  Physiology: The Tunroth are strong creatures who are 
  natural hunters. They have two opposable thumbs on 
  each hand with one central digit. Their feet are similar to 
  that. They have tough, brown skin. They have an elon-
  gated, hairless skull that slopes backward. Their head 
  also has sunken, black eyes and a mouth full of fangs. 
  They have no nose. They have four spikes on their lower 
  jaw, which they often replicate in their clothing. Tunroth 
  skin is leathery and can come in various colors. Normal-
  ly, it is dark brown or yellow, but a rarer race has or-
  ange skin. They have natural instincts as hunters, which 
  combine to make what they refer to as quarry sense. 
  Through quarry sense, they have an uncanny ability to 
  know what general direction a target has gone.
  Society: Tunroth value hunting above all else. It is a 
  profession, a way of life, a hobby, and even a spirituality. 
  Children learn to hunt from their parents at a very early 
  age before they typically become hunters themselves. 
  They intimidate many other sentients because of their 
  aggressiveness and confidence. The latter comes from 
  their generally optimistic outlook. The Tunroth are also 
  very determined and hard-working. They have faced 
  near-extinction when they were attacked by the Lortans, 
  but help from the Galactic Empire has allowed them to 
  survive. They are still fairly primitive in terms of technol-
  ogy. Most fight with bows or melee weapons.
  Homeworld: Tunroth come from the Jiroch system in 
  the Mid Rim, where they live mostly on three planets. 
  These planets are Jiroch-Reslia, Kalok, and Salok.
  Language: Tunroth speak Tunrothese, a simple lan-
  guage of grunts. Many can speak Basic, although few 
  are literate in it.
  SPECIES ABILITIES
  • Wound Threshold: 13+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 85
  • 1 rank in Melee or Ranged-Light
  • 1 rank in Perception or Survival
  • Quarry Sense: Once per session, when tracking a 
  quarry, may make a ddd
  ddd Perception, Streetwise, 
  or Survival check. Which of those skills is chosen 
  by the GM based on circumstances. May reduce 
  difficulty to dd
  dd for targets who are known about. 
  If successful, get a general sense of the direction 
  that the target is in.
  BRAWN
  AGILITY
  INTELLECT
  CUNNING
  WILLPOWER
  PRESENCE
  3
  2
  1
  2
  2
  2
  TUNROTH HUNTERS
  W
  hile almost all Tunroth are hunters in one 
  way or another, not all belong to the Tunroth 
  Hunters. This group does include a fairly large 
  percent of Tunroth, however. The Tunroth Hunt-
  ers are an elite organization, joining it requires 
  a three month rite. They are judged by hunt-
  ing prowess as well as character. It is composed 
  of 27 levels, and all Tunroth seek to increase 
  their level. The highest level, Stiilran, has not 
  been achieved for millennia, however. The three 
  members who have the highest levels, known as 
  the Assemblage of the Three, govern the Tun-
  roth and lead the organization. Tunroth Hunters 
  are often sent offworld as bounty hunters.
  
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  TUSKEN RAIDER
  Primitive and mysterious humanoids who lurk in the 
  Tatooine wilderness, Tuskens are extremely brutal and 
  have tense relations with nearby scavengers and farm-
  ers.
  Physiology: Precious little is known about the physiol-
  ogy of the Tusken Raiders. While some are kidnapped 
  humans assimilated into the culture, most Tuskens are 
  a species of their own. They are almost always covered 
  in robes and have gloved hands, a bandaged or 
  helmeted head, goggles, and wrapped feet. For all 
  the curiosity surrounding Tuskens, few have had the 
  opportunity, or the courage, to find out. They are 
  known to be humanoid in stature, though marginally 
  stronger. They also are more resistant to the heat 
  than most species.
  Society: Tusken ways are brutal and violent, doing 
  whatever is necessary to survive. This includes cov-
  ering all skin to protect from heat. This has created 
  a taboo against having any exposed skin. They are 
  organized into a clan structure of 20 to 30 per clan, 
  with each clan living a nomadic life together through 
  the desert. While they lack advanced technology, 
  they are not afraid to use technology, such as stolen 
  cycler rifles. Tusken children are known as Uli-ah, 
  before they go through rites of adulthood at fifteen 
  years old.
  Homeworld: Tuskens come from the desert world 
  of Tatooine. It is a backwater Outer Rim world with 
  twin suns. In addition to Tuskens, there are diverse 
  criminals, timid Jawas, and moisture farmers. Mois-
  ture farmers and Jawas both fear the Tuskens, who 
  often raid them for food, supplies, or sentient pris-
  oners.
  Language: Tuskens have a guttural language called 
  Tusken. It has no written form, and none speak Ba-
  sic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • 1 rank in Melee or Survival
  • Desert Dwellers: Remove b for hot or dry 
  conditions, add b for cold or wet conditions.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  ODD TRADITIONS
  T
  usken history is entirely oral, passed down 
  through a single member who is known as the 
  Storyteller. The Storyteller can recite their histo-
  ry in perfect accuracy, though the ordeal is more 
  than an hour long. Tuskens have many other in-
  teresting traditions. Those who ride banthas, for 
  example, have such a close bond that they are 
  left to die once their mount is gone. Youth have 
  a ritual known as “bloodrite,” where they must 
  capture a creature and torture it to death over 
  the course of weeks. The most skilled do it on 
  humans, while others do it against dewbacks or 
  hulak wraids.
  NOTE
  T
  his profile represents genetic Tuskens only. 
  Assimilated humans may use the standard 
  human profile.
  
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  TWI’LEK
  Colorful near-humans with head-tails called lekku, the 
  Twi’leks are often seen as attractive to others. Despire 
  their social skills, they have been unable to escape op-
  pression from the Hutts: Many are now slaves.
  Physiology: Twi’leks are a species of near-humans dis-
  tinguished by their colorful skin and head-tails. The for-
  mer comes in almost any color, including blue, green, 
  yellow, purple, orange, and, rarely, red. These colors 
  indicate ancestry, region of birth, and clan. Males have 
  human-like ears, but females have small conical protru-
  sions instead. Although the rest of their head and body 
  is human, they have lekku instead of hair. These lekku, 
  or head-tails, project from the back of their head and 
  drop down behind them. They can be moved as a form 
  of silent communication and are also sensitive to pain.
  Society: Twi’leks value family and are organized into 
  clans. They are enterprising in nature and very sly in 
  conversation. Their government is an alliance of head 
  clans, which control a small town or region of a larger 
  city. The head clans are ruled by the five most import-
  ant Twi’leks in them, and the power is given based on 
  influence or bloodline as opposed to voting by merit. 
  Tradition states that when one of the five leaders in a 
  head clan dies, the other four are exiled into the dan-
  gerous, sun baked, Bright Lands, where vicious lyleks 
  prowl. However, some clever Twi’leks find ways around 
  these exiles. The clan system also leaves a vulnerable 
  lower caste. These individuals of unfortunate bloodline 
  are used as fodder in the slave trade by their own clans. 
  While any Twi’lek leader would publicly deny accusa-
  tions of slavery, shifting blame to other clans, almost all 
  of them practice in “contracted indenturehood.”
  Homeworld: Twi’leks come from the Outer Rim world 
  of Ryloth. It is hot, dry, and rocky, as well as plagued 
  by slavers, spice dealers, and crime lords. Ryloth is a 
  source of ryll, a spice that makes it a hub for illicit activi-
  ties. It is not far from Hutt space. For the above reasons, 
  as well as their enterprising nature, it is not uncommon 
  to see Twi’leks on other worlds as well.
  Language: Twi’leks speak Ryl, yet almost all of them 
  also know Basic. The more special language of the 
  Twi’leks is Lekku, or Twi’leki. Using subtle movements of 
  their lekku, they can add emphasis to everyday speech. 
  In some cases, they choose to rely entirely on Lekku, 
  communicating in perfect silence.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Charm or Deception
  • Desert Adaptations: Remove b for hot or dry 
  conditions, add b for cold or wet conditions
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  TWI’LEK ENTERTAINERS
  T
  wi’lek dance is considered to be among the 
  best art forms in the galaxy, and it is grace-
  ful and sensual. However, this has played more 
  to the harm of Twi’leks, as it has led to many 
  being sold as slave dancers. Despite this, many 
  Twi’leks began a path to success that all start-
  ed when the slave trade first forced them off of 
  Ryloth. Even the lower level caste members that 
  are not slaves tend to leave or run away from 
  Ryloth in fear of that fate.
  
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  TYNNAN
  Small mammals covered by thick fur, the Tynnans are 
  adapted to icy waters. They are patient and detail-ori-
  ented, but they have such a wealthy economy that they 
  no longer need to work.
  Physiology: Small mammals of aquatic ancestry, the 
  Tynnans have thick, brown fur that protects them from 
  frigid waters. Although they once used their long teeth 
  to create dams for homes, they no longer do this, and 
  their buckteeth have been becoming shorter and shorter 
  with each generation. Their head also features a snout, 
  on which are whiskers and a black nose. Their eyes are 
  small, and they often need ocular enhancers, but they 
  have large ears that hear very well. They are excellent 
  swimmers with webbed hands, webbed feet, and a tail. 
  They can hold their breath for a very long time, and 
  many spend a majority of their time in the water. Al-
  though they are often less than one and a half meters 
  tall, they are fit and surprisingly strong for their size. 
  Because of their fur, most Tynnans do not wear clothing. 
  However, most have pouches or belts to carry things.
  Society: Tynnans are a very patient people of careful 
  planners who are detail-oriented and prepare for every-
  thing. They are enthusiastic in carrying out these plans, 
  but they lack such enthusiasm over religion- they are 
  too pragmatic for such beliefs. Politically, they joined 
  the Confederacy of Independent Systems during the 
  Clone Wars and have stood up to the Empire. Although 
  they pay some taxes to the Empire, their formidable 
  defenses have prevented a complete Imperial takeover. 
  However, such defenses will not be effective enough 
  when the Yuuzhan Vong invasion targets their planet.
  Homeworld: Tynnans come from the wealthy Expan-
  sion Region world of Tynna, which is an important busi-
  ness partner to the Corporate Sector. It is arboreal, cold, 
  and full of many seas and lakes. The environment is 
  very well-protected, and it is considered to be a beau-
  tiful planet by many. The population, mostly Tynnan, is 
  relatively small, as it has less than one billion residents.
  Language: Tynnans speak their native language of Tyn-
  nan, and they are also capable of speaking Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Charm
  • Aquatic: Can hold breath for a long time and remove 
  all movement penalties for being underwater. 
  Remove b for humidity, add b for dry conditions.
  • Thick Fur: Remove b for cold conditions, add b 
  for hot conditions.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  SEIZING THE MEANS OF PRODUCTION
  T
  he Tynnan government is essentially socialist, 
  as all industrial profits are taken by the govern-
  ment and given to society. They preserve the en-
  vironment carefully and are surprisingly wealthy, 
  so there is enough money for the government to 
  pay everyone the cost of living. Most incredibly, 
  they are not required to work, and they have a 
  great deal of free time to devote to sports such 
  as water wall or other hobbies such as travel-
  ling. Even more strange about their government 
  is that anyone can be forced into political service 
  via a random lottery. Although Tynnans are typ-
  ically well-informed in political affairs because of 
  this, not all wish to govern. Such Tynnans typical-
  ly have no choice other than fleeing the planet or 
  entering politics for one year.
  
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  UBESE
  Violent near-humans who need a mask to speak and 
  breathe in a normal atmosphere, the Ubese have be-
  come mostly nomadic after their homeworld and colo-
  nies were orbitally bombarded. They detest the Repub-
  lic, who was responsible for the event, so most find work 
  on the fringes.
  Physiology: Ubese are near-humans who appear fairly 
  humanoid but actually have several major differences. 
  They have fair skin and their narrow face is character-
  ized by large green or blue eyes and high cheekbones. 
  They have dark hair on their head but cannot grow fa-
  cial hair. It is their respiratory and vocal systems that 
  vary the most in comparison to humans: They cannot 
  breathe in normal Type 1 atmospheres but are instead 
  adapted toward breathing air that is parched and low in 
  oxygen. Their vocal cords are less effective than most, 
  as they cannot speak louder than a whisper. Almost all 
  wear a special mask with an air filter and a microphone 
  to accommodate for these differences.
  Society: Ubese are a violent and xenophobic people, 
  but this is not entirely by nature. They were once so-
  phisticated and peaceful despite a relatively primitive 
  level of technology. However, with advances in technol-
  ogy brought on by contact with the Republic thousands 
  of years ago, their society flourished. A massive popu-
  lation boom caused them to colonize their system and 
  form individual nations. However, they also became very 
  prideful and rejected diplomacy as they began a military 
  buildup. In response, the Republic sector authorities 
  conducted orbital bombardments that devastated their 
  society. Their original home, Uba III, was destroyed. 
  Uba I, II, and V were rendered uninhabitable. Uba IV re-
  mained barely habitable. To this day, the Ubese remain 
  bitter over this event, hating the Republic and the Jedi 
  who served it. They rarely befriend any non-Ubese but 
  are loyal to each other. Despite being very nomadic, 
  they have little respect for customs or laws on other 
  planets. They typically choose careers where they can-
  not carry out violence without repercussions.
  Homeworld: The Ubese are nomadic, but they origi-
  nate from either Uba IV or Ubertica. Both worlds have 
  low amounts of oxygen. Uba IV is a toxic wasteland that 
  is barely habitable, while Ubertica features plains and 
  hills. Evidence of the Uba system has been wiped from 
  most records, so only True Ubese know its location.
  Language: The Ubese have a hard time speaking, so 
  they often use a sign language called Ubeninal. They 
  can also speak Ubese, although they have no written 
  language. They typically choose not to speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • Low-Oxygen Adaptations: Need a mask to 
  breathe in a normal environment. Regular oxygen 
  levels have a dangerous atmosphere of rating 2. 
  Cannot speak louder than a raspy whisper without 
  a microphone.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  TRUE UBESE VS. YRAK POOTZCK
  J
  ust as the Ubese hate the rest of the galaxy 
  and are only loyal to their own, they also hate 
  those of the other race. It started shortly after the 
  bombardments of the planets in the Uba system 
  when a number of Ubese were transported away 
  from the inhospitable Uba IV to a planet dubbed 
  Ubertica. The Ubese who remained considered 
  them to be cowardly and impure, and they called 
  those on Ubertica the “yrak pootzck.” Ever since 
  then, the True Ubese and the yrak pootzck have 
  been engaged in a blood feud. However, they 
  still hate outsiders, especially Jedi, more than 
  those of another race.
  
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  UGNAUGHT
  Ugnaughts are dependable laborers with porcine phys-
  iology. They have often been slaves, but some tribes 
  earned their freedom by agreing to build Cloud City, a 
  place where many now live and work.
  Physiology: Ugnaughts are porcine humanoids who are 
  short but bulky enough to compete with larger species 
  when doing manual labor. Similar to humans in most 
  respects, they have a distinctive snout with two promi-
  nent nostrils. They also have two sharp buck-teeth pro-
  truding from their lower jaw. Their skin is tan or pink. 
  Their white or gray hair appears on their chin and head. 
  Ugnaughts are also resistant to pain and able to go 
  through long periods of discomfort. Despite their small 
  size, they live for an average of 200 years.
  Society: Ugnaughts are dependable and industrious, 
  naturally suited to hard work and manual labor. They 
  often find jobs as mechanics and technicians. Ugnaught 
  parents pass down their occupation to the children, so 
  all Ugnaughts have a “blood profession.” They will al-
  ways do this job, unless there are too many laborers. If 
  this happens, they entire a “blood duel,” which is fought 
  to the death. The winners, of course, can keep their job. 
  Otherwise, Ugnaughts are peaceful. Ugnaught children, 
  or Ugletts, learn their job from their parents, though 
  some may get schooling elsewhere. Their greeting is to 
  bow silently, which is responded by a guttural purring. 
  They take personal offense to the common greeting of 
  yaa-yaah and tend to throw things when greeted that 
  way. Ugnaughts are organized into tribes. Often, entire 
  tribes are sold as slaves. Ugnaughts are often seen as 
  slaves, thanks to their mechanical inclinations, industri-
  ous nature, tolerance for pain, and peaceful ways. They 
  are ruled by elected councils called “terends,” which is 
  made up of members that they call “ufflors.”
  Homeworld: Ugnaughts come from Gentes. It has a 
  somewhat poisonous atmosphere and is filled with 
  swamps and volcanoes. It is in the Anoat sector, not far 
  from Bespin. It is sparsely populated, since many Ug-
  naughts live abroad as slaves or on Cloud City.
  Language: Ugnaughts speak Ugnaught. It has grunts 
  and squeals. It is difficult to learn but not impossible for 
  humans to speak. Ugnaughts generally don’t bother to 
  learn Basic, though they can do so if needed.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Mechanics
  • Dependable: Remove b from Computers and 
  Mechanics checks.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  UGNAUGHTS ON CLOUD CITY
  T
  he Botrut, the Iscred, and the Irden are the 
  three tribes that mostly inhabit Cloud City, an 
  obscure tibanna mining station on the world of 
  Bespin. They were purchased by Ecclessis Figg, 
  the architect of Cloud City. He offered them a 
  deal: if they built and maintained the city, they 
  would receive freedom, a share in profits, and 
  residence on Cloud City. To this day, they inhab-
  it Cloud City, and most work as the mechanics 
  maintaining it. Others manage businesses there. 
  To feel more at home, they have their own laby-
  rinth of small, red-lit tunnels that only they can 
  navigate. They receive a share of Cloud City’s 
  profits, but what they spend it on is anyone’s 
  guess.
  
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  UGOR
  The Ugors are sentient protozoa, and although they are 
  technically a single cell, they can form pseudopodia to 
  act like limbs or organs. They are greedy scavengers by 
  nature, and they have rivalry with the Squibs.
  Physiology: Ugors are one of the galaxy’s most unique 
  sentient species, as they are unicellular protozoa. Their 
  brain, a highly evolved nucleus, works with individual 
  molecules, making it much more efficient than that of 
  another species. Instead of blood, they have cytoplasm. 
  Instead of organs, they have organelles and pseudopo-
  dia, the latter of which can be created at will. This makes 
  them capable of shape-shifting, which they use to spe-
  cialize in certain abilities. For example, they can create 
  limbs or enhance their physical power. They can also 
  create facial features such as a smiling mouth or even 
  a simple tool when needed. All of these abilities, how-
  ever, require concentration and use up pseudopodia, so 
  they must sacrifice an ability for every one they gain. In-
  ternally, they are capable of digesting almost anything, 
  particularly garbage. However, their physiology is not 
  without flaws. Their most comfortable form, a limbless 
  blob, is very slow, while humanoid structures cannot be 
  maintained indefinitely. They are generally unattractive, 
  with slimy skin and a bad smell, and they require a great 
  deal of food to survive.
  Society: Ugors are greedy and selfish, and they are ex-
  cellent negotiators. However, they are pompous, hard 
  to get along with, and have a reputation as swindlers, 
  so most prefer to avoid doing business with them. Most 
  Ugors are obsessed with food and garbage, and their 
  cuisine is incredibly complex. They worship salvage, 
  which they consider to be holy relics that they must ac-
  quire with violence if needed. Many Ugor salvage teams 
  patrol the galaxy in dreadnaughts, all of which are con-
  trolled by the Holy Ugor Taxation Collection Agency. 
  Once salvage is brought back to the Paradise System, 
  they are willing to give their relics to “pilgrims” who 
  provide a “donation.”
  Homeworld: The Ugors control the entire Paradise Sys-
  tem, which is filled with their salvaged technology.
  Language: Ugors mostly speak Ugor, but they also typ-
  ically know a trade language such as Basic or Bocce, 
  and many know Squibbian. They often mispronounce 
  words; for example, “give” is pronounced “gib.”
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Negotiation
  • Scavengers: Receive the talent “Utinni!”
  • Amorphic: May shape-shift as an d Discipline 
  check, changing shape and general proportions 
  or gaining up to 2 arms and 2 legs. Furthermore, 
  may reduce up to 3 characteristics by 1. With 
  each reduction, may choose 1 Amorphic Benefit to 
  possess until that characteristic is increased. At the 
  end of each encounter, must pass an dd
  dd Discipline 
  check or remove Amorphic Benefits and revert to a 
  limbless blob.
  • Amorphic Benefit 1: Increase 1 characteristic by 
  1.
  • Amorphic Benefit 2: Form more than 4 limbs, 
  gaining the ability to have 3 times as much gear in 
  their hands and not needing to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  • Amorphic Benefit 3: Reshape 1 limb into a simple 
  tool such as a dagger, bag, or lock pick. May not 
  form items larger than 3 encumbrance or items 
  involving technology such as a blaster or datapad.
  • Amorphic Benefit 4: Create advanced sensory 
  organs, adding bb
  bb on all Perception checks and 
  removing b for lighting conditions.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  UGORS AND SQUIBS
  U
  gors have a mortal enemy in the Squibs, a 
  fellow scavenger species that they find sinful. 
  They do not allow Squibs in their system and de-
  sire the complete extermination of the Squibs. 
  However, some corrupt Ugors will tolerate Squibs 
  if given an “exorcism fee.”
  
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  UMBARAN
  Umbarans are bald near-humans with pale skin ad-
  opted to darkness. They make excellent spies and are 
  extremely manipulative. Their society is organized into 
  more than 100 castes, which mos Umbarans devote 
  themselves to rising in.
  Physiology: Umbarans are a near-human species 
  adapted to low-light conditions. They are tall, thin, and 
  can be mistaken for stunningly pale humans. Further 
  adding to this “almost human” idea are sunken eyes and 
  hairless head. While they boast excellent vision when in 
  low-light and can see the ultraviolet spectrum, Umba-
  rans are just the opposite in bright conditions, where 
  they are easily blinded.
  Society: Umbarans make natural spies: They are known 
  to never reveal their own views and intentions, hiding 
  behind layers upon layers of deception. They, in turn, 
  can see through the deceptions of others in most cas-
  es. In combat, stealth and subterfuge are their allies, 
  and they do anything in order to avoid direct confron-
  tation. They are also manipulative, and many excel in 
  leadership. Their abilities with persuasion are seemingly 
  supernatural, and their gaze is very unnerving to most 
  sentients. They tend to hold power and influence above 
  all else, using it to measure their worth. These grim 
  views and lack of kindness often lead to an extreme-
  ly cold and dark sense of humor. Umbarans held high 
  standing in the Republic because of their manipulative 
  skills, and they are now close allies of the Empire. Many 
  use their skills as spies to hunt Jedi.
  Homeworld: Umbara is a dark planet. Its nature earns 
  Umbarans the nickname “shadow people.” It is an Ex-
  pansion Region world in the Ghost Nebula with dense 
  fog and perpetual darkness, where the Umbaran’s night 
  vision is very necessary.
  Language: Umbarans speak Umbarese, and most are 
  literate and fluent in Basic as well.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 90
  • 1 rank in Cool or Discipline
  • Night Vision: Remove bb for darkness, add bb 
  for brightness
  • Supernatural Influence: Add b on Coercion, 
  Deception, and Negotiation checks.
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  3
  PRESENCE
  2
  CASTE SYSTEM
  U
  mbarans arrange themselves into more than 
  100 castes, but these castes are not rigid 
  enough to always contain the wily Umbarans. 
  For Umbarans, rising up in caste is a game that 
  consumes their lives. Hard work is rarely the op-
  tion for them, and they instead attempt assas-
  sinations, blackmail, trickery, and deception to 
  rise through the ranks. While failed attempts are 
  punished harshly, the rewards for success appeal 
  to any Umbaran. Failed attempts also often re-
  sult in punishment to the family, causing many 
  Umbarans to hold very hard feelings towards 
  relatives. Only the top ten levels are allowed to 
  leave their homeworld and the top level rules the 
  planet, as the “Rootai.”
  
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  UTAI
  Natural followers, the Utai are often seen as manual 
  laborers. They are especially good at all things related 
  to taming animals, a useful talent with the varactyls and 
  dactillions found on their sinkole-covered homeworld of 
  Utapau.
  Physiology: Utai are relatively short, but they are stout-
  ly built. Their skin is a pale pink or tan and is leathery in 
  texture. Their oblong head has no hair and points back-
  wards, with eyestalks on either side holding a pair of 
  large, dark eyes that can see well in the dark. They have 
  no nose, and their head ends in a puckered mouth. They 
  have two-fingered hands and four-toed feet. Their fat 
  fingers end in tips which look like suction cups. Unlike 
  their Pau’an neighbors, they prefer their meat cooked.
  Society: Utai find their worth typically through manual 
  labor, handling animals in particular. They possess an 
  almost innate gift when it comes to the handling of ani-
  mals, whether it be the flying dactillians or sprinting var-
  actyls. The Utai have spent their time in the tunnels and 
  caves on the sides of sinkholes, where they continue to 
  live. They are currently under the control of the Empire, 
  which has not cared about the Utai. Utapau is having 
  its resources harvested, and some Pau’ans and Utai are 
  now taken as slaves. While the nature of the Utai makes 
  them more capable of dealing with slavery than others, 
  some do step up for freedom. Rebel strike teams have 
  had a decent track record in stirring up Utai revolts.
  Homeworld: The site of the final battle in the Clone 
  Wars, Utapau is a minor Outer Rim world covered in 
  rocky sinkholes. The surface is very windy, so both spe-
  cies are forced to live in the sinkholes. 95% of the plan-
  et is powered by wind. Native animals are useful for 
  many roles, so airspeeders and other means of transit 
  are replaced by the lizard-like varactyls who can climb 
  walls and the flying dactillions.
  Language: The Utai language is one of burbling glottal 
  hoots. Most also know Utapese, the Pau’an language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Athletics
  • Tamers: Receive the talent “Beast Wrangler.”
  • Dark Vision: Remove b for darkness, add b for 
  brightness.
  • Natural Followers: Add b when targeted by a 
  Leadership check. When performing the assist 
  maneuver, grant bb
  bb instead of 1.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  UTAI AND PAU’ANS
  U
  tai share their homeworld with the Pau’ans, 
  who are thought to be their distant relatives. 
  They co-exist peacefully, and they complement 
  each other well. This first began thanks to Timon 
  Medon, a Pau’an leader who first experimented 
  in merging the species. Just as the Utai typically 
  prefer simple, menial labor, the Pau’ans have a 
  strong preference for leadership. The Utai get 
  along well with the Pau’ans, as they are treat-
  ed fairly by Pau’an employers and taken into 
  account by Pau’an lawmakers. More common 
  conflicts are the ones between cities, which tend 
  to result in societal and economic rivalries and 
  embargos rather than outright bloodshed. Each 
  city has great pride in their unique culture.
  
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  VAGAARI
  A fierce species with two mouths and purple skin, the 
  Vagaari have pillaged the Unknown Regions, occasional-
  ly coming into conflict with the Chiss. They are typically 
  slavers, and they have very little grasp of morality, often 
  using their slaves as living shields on their ships.
  Physiology: Vagaari are humanoids who are shorter 
  in stature thanks to their stubby legs. They have violet 
  eyes and dark hair, and their ears are very high on their 
  head. Most notably, their chin splits, and they have two 
  separate mouths on each cheek. Their skin borders be-
  tween hues of tan and purple. Vagaari have large hands, 
  and their feet have four toes.
  Society: Vagaari are a people who prefer to act rather 
  than speak, and they are extremely warlike. They have 
  developed little technology of their own, but they are 
  a prominent spacefaring species because of their abil-
  ities as pirates and slavers. Vagaari boast a dangerous 
  combination of cruelty and ingenuity that has allowed 
  them to enslave other species throughout Chiss space 
  who make up for the weaknesses. They are general-
  ly nomadic, but they have begun to make a military 
  buildup on hidden planets in order to gather strength 
  after their forces were decimated by Chiss Commander 
  Thrawn prior to the Clone Wars. Their government, the 
  Vagaari Empire, is ruled by a leader called the Miskara. 
  Although they may be seen as simple brutes wanting 
  only to loot for pleasure, they are still prideful and val-
  ue their appearance: Most wear elaborate robes and a 
  decorative mask to compensate for their lack of height.
  Homeworld: Vagaari come from Vagar Praxut, a planet 
  in the Unknown Regions near the Chiss Ascendency, al-
  though they have adopted a nomadic lifestyle.
  Language: Vagaari speak a number of languages, in-
  cluding their native language, Vagaari, as well as trade 
  languages such as Minnisiat, Sy Bisti, and a pidgin form 
  of Basic.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Brawl or Melee
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  UNIQUE TECHNOLOGY
  A
  lthough much of their vessels are stolen or 
  built by slaves of smarter species, Vagaari 
  do use a number of living things, both sentient 
  and non-sentient, in their own unique innova-
  tions. They are known to use their slaves as living 
  shields, holding them in transparisteel cages on 
  the hulls of their ships so that the vessels cannot 
  be attacked without killing innocents. Although 
  they fashion themselves as warriors, they often 
  prefer to attack using trained animals. These in-
  clude stinging insects called schostri and speedy 
  yet resilient canines called wolvkil. Wolvkil can 
  be held in stasis and carried around by a single 
  Vagaari but are easy to unleash in combat. Per-
  haps because of these tendencies, they will form 
  alliances with the Yuuzhan Vong, and the Vagaari 
  Empire will expand after the Yuuzhan Vong War 
  weakens the rest of the galaxy.
  
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  VERPINE REPRODUCTION
  V
  erpine are hermaphrodites, meaning that 
  they can reproduce on their own. They do not 
  generally do this, however, in favor of creating 
  biological diversity. Verpine lay eggs, which are 
  fertilized by another person rather than the one 
  who laid the egg. Naturally, about five percent of 
  Verpine are intelligent, but the high-tech species 
  now uses an enzyme to make sure that all of the 
  eggs end up being intelligent. The unintelligent 
  Verpine were barely sentient and were just used 
  as drones.
  VERPINE
  Verpine are green-skinned insects with several benefits 
  in their physiology. Perhaps most notable is their in-
  credible inteligence, which they use to build excellent 
  technology. In addition, they boast instant radio com-
  munication wth their antennae, a hardened carapace, 
  and microvision.
  Physiology: Verpine are insectoid creatures with an 
  expertise for technology. Though thin-limbed, they av-
  erage nearly two meters in height. Their body is cov-
  ered in a flexible yet hardened carapace, which is a dark 
  green. It has a plated sort of texture, giving a wrinkled 
  appearance. Unlike many other insects, they only have 
  four limbs and lack wings. Their large red or black eyes 
  are split to either side of their head, giving them en-
  hanced peripheral vision. They have two-toed feet and 
  three-fingered hands. A Verpine head has an elongated 
  snout, like a Rodian head. They do not have a nose, and 
  their mouth is toothless. They also do not have a heart. 
  Two antennae protrude backwards and down, each 
  starting behind an eye. These are extremely sensitive to 
  radio waves, allowing the Verpine to communicate with 
  one another or with technology silently over many kilo-
  meters. While Verpine do tend to identify with a gender, 
  they do not have gender biologically.
  Society: Verpine have nearly instant communication 
  from their antennae, so the hives act as a consensus 
  democracy. Instead of electing a government, they vote 
  on every single issue. These antennae are vital to their 
  membership in society, and those who damage their an-
  tennae tend to be outcasts and criminals. Verpine aren’t 
  known for fighting and tend to compromise instead, but 
  they do build rather excellent weapons. Verpine are now 
  under the control of the Empire but are openly support-
  ive of the Rebel Alliance. Their pacifistic nature prevents 
  them from fighting off the Empire, but they do attempt 
  to manufacture technology for the rebels, such as the 
  B-Wing starfighter.
  Homeworld: Verpine do not know their homeworld 
  but now inhabit the Roche asteroid field, which includes 
  Nickel One, Slayn, and Korpil. Roche is in the Mid Rim 
  and includes mostly Verpine, with the occasional Impe-
  rial, as the Empire keeps a close watch on the system.
  Language: The Verpine can communicate with silent 
  radio using their antennae, which they generally do. 
  These waves are converted to sound, which the Verpine 
  can also replicate verbally. The language is known as 
  Verpine. Most Verpine are fluent in Verpine and Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Mechanics
  • Hardened 
  Carapaces: 
  Receive 
  the 
  talent 
  “Enduring.”
  • Microvision: Add b on checks to see tiny details 
  up close.
  • Radio Communication: May communicate with 
  technology or other Verpine through radio waves, 
  which have a range of 100 kilometers.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  
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  Complete Species Guide
  VODRAN
  The Vodrans are reptiles known for their gullibility. Given 
  their location in Hutt Space, they were an easy target to 
  become ruled by the Hutts. They have lost their previ-
  ous culture and now believe they have only ever existed 
  as Hutt servants.
  Physiology: The Vodrans are reptilians who are sim-
  ilar to humans in terms of size and proportions. They 
  have leathery skin that is brown or olive, and they lay 
  eggs. The remaining notable differences from humans 
  that Vodrans have are in their head. They have no hair 
  and instead have horns. There are two horns on their 
  chin and four more on either side on their black, sunken 
  eyes. They have no nose and only tall slits for nostrils. 
  Their face has very weak muscles in it, limiting their 
  capability for facial expression.
  Society: Vodrans are a people who are very selfless and 
  trusting. They easily devote themselves to a cause, and 
  almost all do everything in their power to support “the 
  value of the many.” The other side of that coin is that 
  they are very gullible, assuming benevolence in all oth-
  ers. Because of their communal nature, they struggle 
  with some of the social intricacies such as innuendo or 
  etiquette. In general, they are a straightforward people. 
  They have a deep respect for any authority and strongly 
  chastise nonconformity. They generally have very little 
  individuality or desire for innovation. As for their cul-
  ture, Vodrans have essentially no unique culture.
  Homeworld: Vodrans come from Vodran, a swampy 
  world in the Si’Klaata Cluster of Hutt Space. They typ-
  ically only travel when commanded to do so by their 
  Hutt master. As such, many are taken to work on Nal 
  Hutta or Nar Shaddaa, but few ever leave Hutt Space. 
  Vodran itself has been given advanced technology from 
  the Hutts. It is also noteworthy in that it is the home-
  world of the dianoga species.
  Language: The Vodrans have abandoned their na-
  tive language in favor of Huttese, the Hutt language. 
  Huttese is a major language among illicit parts of the 
  galaxy.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in any 2 non-career skills
  • Loyal: After 1 month of serving a person or cause, 
  may become extremely loyal. When doing things to 
  serve that cause or person, add b to all Willpower 
  checks.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  HUTT SERVANTS
  A 
  multitude of societal factors has made the 
  Vodrans an easy target for manipulation. This, 
  combined with being in Hutt Space, makes them 
  one of the many species that is devoted to serv-
  ing the Hutts. Unlike the others, however, they 
  are very loyal to their masters and view the rela-
  tionship as mutually beneficial. They have never 
  attempted to revolt. Hutts have essentially rede-
  signed Vodran culture from the ground up to fit 
  their own desires. They have even written history 
  so that the Vodrans didn’t even exist until they 
  became Hutt servants. They have adapted much 
  of Hutt culture into their own, although they be-
  lieve their role is to serve rather than be served. 
  Vodrans are organized into clans, each of which 
  corresponds to a Hutt clan that they serve.
  
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  VOR
  A frail species of avian, the Vors are calm austere to 
  most other species except in their music, which is re-
  nowned throughout the galaxy. They are highly intelli-
  gent, and they excel in coordinating with others of their 
  species.
  Physiology: Vors are a winged sentient species with 
  green skin that has avian and reptilian heritage. They 
  are a graceful people with natural dexterity and agility, 
  although they have thin bones and lack the strength of 
  other species. However, their light bones allow them to 
  fly with their leathery wings. They have a superb under-
  standing of weather, and they fly exceptionally well in 
  strong winds. They wear very little clothing, as it inter-
  feres with flight. They have webbed hands on the end 
  of their wings, but their thumbs are only partially op-
  posable. Their head is pointed with a beak and obsidian 
  eyes on either side. They are extremely sensitive to pol-
  lution, as they are adapted to a very pure atmosphere 
  that is on their homeworld. They are a very intelligent 
  people, and their mental capacity is particularly excep-
  tional when it comes to coordinating with other Vors. 
  They can work together with little to no verbal commu-
  nication. Some suspect this to be a telepathic ability, 
  while others believe it is a skill that they have.
  Society: Vors are a hardworking people who are seen 
  as very emotionless to most. This is not entirely true: 
  Such reactions are just done in a way that non-Vors 
  cannot recognize them. This seeming austerity makes 
  them excellent at lying or gambling, but that is not what 
  most of them do. Instead, they put their intellect toward 
  work such as art or music. They are calm and peace-
  ful, focused on the bigger picture more than any one 
  moment. As such, they place the needs of their society 
  above their own desires. They rarely leave their home-
  world and prefer to avoid the rest of the galaxy.
  Homeworld: Vors come from Vortex, a world in the 
  northern part of the Mid Rim. Because of the tilt in its 
  axis, it has very strong winds. They are arranged into 
  tribes on their homeworld. Their homes resemble bun-
  kers in that they are small and partially underground. 
  Each settlement contains homes in a concentric circle.
  Language: Vors speak Vortexlex, a language featuring 
  squawks and whistles. They often sing when working.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 90
  • 1 rank in Deception
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain.
  • Sensitive Biology: Double penalties induced by air 
  quality and develop illnesses caused by air quality 
  much more frequently.
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  VOR MUSIC
  T
  he Vors are renowned for their music, which is 
  their only form of emotional expression com-
  prehensible to outsiders. The most prominent 
  example of their music is found at the magnifi-
  cent Cathedral of the Winds, in which the build-
  ing itself is used as an organ. It is one of the 
  Twenty Wonders of the Galaxy. The Vors them-
  selves fly around and cover up holes with their 
  bodies, acting with incredible synchronization. 
  Especially since it isn’t recorded, their annual 
  Concert of the Winds is renowned throughout 
  the galaxy. However, as protest for the rule of 
  the Empire, they have sealed all openings in the 
  Cathedral and refuse to perform for non-Vors. 
  Unfortunately, once the Vors finally begin to per-
  form the Concert of the Winds again, it will be 
  destroyed because of Imperial sabotage.
  
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  VOSS
  Longtime enemies of the Gormaks, the Voss are a spe-
  cies whose Mystics excel in using the Force to predict 
  the future and heal. The remainder of the species are 
  Commandos, devoted to warfare and outdoor survival.
  Physiology: Voss are a near human species, and they 
  display notable sexual dimorphism. Males have blue 
  s k i n 
  with glowing orange eyes, while females have 
  crimson skin with glowing blue eyes. 
  They have no hair or pupils, but their 
  face is distinguished by markings of 
  maroon and blue for females or 
  navy blue and white for males. 
  Force-sensitivity is very com-
  mon among their species. 
  Their strangest biological 
  trait is that they cannot 
  sexually mature until 
  they perform particu-
  lar rituals during their 
  marriage ceremony.
  Society: Voss are 
  reserved and qui-
  et: Instead of us-
  ing words, they 
  are more likely 
  to express them-
  selves through 
  symbolic 
  art, 
  which is tradi-
  tionally 
  black 
  and white. All adults are 
  required to perform a term of 
  military service, becoming known 
  as Commandos. They learn martial 
  arts and survival skills, and even those who return to ci-
  vilian life afterwards typically retain the skills. The most 
  important group of people in their society are called the 
  Mystics, who are Force-sensitive. Mystics must undergo 
  years of training, culminating in a dangerous pilgrim-
  age, but once they do, Mystics are extremely skilled 
  as healers and prophets, although none expand their 
  skills beyond those two powers. Mystics are revered, 
  but they live isolated in either the Tower of Prophecy or 
  the Shrine of Healing. Those gifted with foresight have 
  infallible visions, but the Interpreters, the group that 
  debates and meditates on these visions, can be falli-
  ble. Once the interpreters come to a conclusion, their 
  word is law, and it is enacted to the letter by their gov-
  ernment, which is called the Three. Voss never disobey 
  laws and are completely loyal to their government, even 
  accepting major destruction in the short term if it is 
  necessary to survive in the long run.
  Homeworld: Voss come from Voss, a mining planet in 
  the Tion Cluster. It has a rocky landscape with a few for-
  ests and a hazy, yellow sky. During the war against the 
  Gormak, the Voss were only in the mountaintop city of 
  Voss-Ka. Offworlders are not allowed in Voss-Ka proper 
  and are restricted to embassies.
  Language: Voss typically speak their native language, 
  Voss, and Basic. They have a slightly robotic voice.
  SPECIES ABILITIES (MYSTIC)
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • Gifted Prophets: Receive the mentor discount on 
  the Forsee Basic Power and the Heal/Harm Basic 
  Power. When purchasing a Strength or Duration 
  upgrade for Forsee, double that upgrade’s effects.
  SPECIES ABILITIES (COMMANDO)
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Survival
  • Martial Arts Training: Receive the talent “Feral 
  Strength.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  ENDLESS CONFLICT
  I
  n the time of the Old Republic, the Voss were 
  at war with the Gormak, their distant ancestors. 
  Although they were outnumbered, the ability to 
  see the future granted the Voss the edge they 
  need to survive. Although they defended them-
  selves well, it was prophesied that the Voss would 
  all die if the Gormak became extinct, so the Voss 
  were never too aggressive. Foresight allowed the 
  Voss to fight off the Sith Empire, forcing both 
  the Empire and the Republic to fight against the 
  Gormak in order to earn the Voss’s favor. How-
  ever, when the Eternal Empire took over the Voss 
  system, the only way for the Voss to survive was 
  to ally with the Gormak. Both species had heavy 
  losses, but each survived, validating the proph-
  ecy.
  
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  VRATIX
  Vratix are six-limbed insects that are notable for produc-
  ing bacta, which is easily available on their homeworld 
  of Thyferra. They are excellent at logic and puzzle-solv-
  ing, but they struggle with abstract concepts like art.
  Physiology: The Vratix, also known as Thyferrans, are 
  six-legged insectoid creatures with green and white 
  ridged skin. Their skin color changes slightly due to the 
  chemical denin, which is released based on emotion. 
  They are fast jumpers, using their four powerful legs to 
  leap great distances. While their back legs are very thin, 
  their front legs are very thick and have three toes. Both 
  these legs have thighs that point up and shins that go 
  back down. They have a tail that points up and back. 
  They have a long, thin torso and a long neck; both are 
  white on the front. They have thin arms with two elbows 
  each and three-fingered hands that they use for manip-
  ulation. Their short and wide head has large, black or 
  brown eyes, antenna, and four small mandibles. Vratix 
  have minor telepathic abilities, as they can transmit 
  thoughts to those who are closely related to them. They 
  are a species of hermaphrodites, which means that they 
  have no genders and can reproduce with others or cre-
  ate perfect clones of themselves on their own.
  Society: Vratix are a very logical species. They can 
  solve complex problems and puzzles, so many make 
  great mathematicians, engineers, or scientists. In those 
  fields and others, they are very detail-oriented but fre-
  quently fail to recognize the bigger picture. Despite 
  their technological inclinations, they find it impolite to 
  communicate through technology, as they instead pre-
  fer to converse in person. Their intelligence often fails 
  to comprehend the mysteries related to art, literature, 
  or music. These abstract concepts are incredibly foreign 
  to them. They are still socially capable, however. They 
  have a mentality similar to that of many hive minds, 
  sacrificing their own desires for the good of their society.
  Homeworld: Vratix come from Thyferra, a planet in the 
  Inner Rim. It is a moist world that imports most of what 
  it needs by selling bacta.
  Language: Vratix speak Vratix, a clicking language that 
  uses pitch for meaning. Almost all also know Basic, al-
  though they avoid the use of singular pronouns.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Knowledge-Education or Medicine
  • High Jump: Able to jump very high or far in normal 
  gravity. Once per round as a maneuver, may suffer 
  3 strain to move 2 range bands either vertically or 
  horizontally.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  BACTA BUSINESS
  T
  he Vratix have had great economic success in 
  the galaxy thanks to valuable resources pres-
  ent on their planet, which can be used to make 
  bacta. Bacta is a potent healing liquid that is 
  prominent throughout the galaxy. While bacta 
  exported to the rest of the galaxy is cheaper and 
  diluted, the bacta on Thyferra is incredibly po-
  tent. The business is entirely controlled by the 
  two companies in the Bacta Cartel: Zaltin and 
  Xucphra. This monopoly exists thanks to Impe-
  rial regulation and has caused highly increased 
  prices from the trust. Since prices are so high, 
  smuggling the bacta is popular. It is also taken 
  up by the Rebel Alliance. While a small group 
  of mostly humans manage the production and 
  get profits, most of the manual labor is done by 
  millions of Vratix. The Black Claw group has been 
  working to restore Vratix control through sabo-
  tage for years.
  
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  VULPTEREEN
  Vulptereens are reptiles distinguished by a long snout, 
  and they are short but surprisingly hardy. They live on 
  the Deep Core planet of Vulpter, which has become 
  highly polluted by industry.
  Physiology: Vulptereens are short but bulky reptiles 
  best distinguished by a very long snout. They have 
  teeth pointing down out of their mouth on their snout, 
  and they have six tusks on the snout as well. They have 
  pointed ears and yellow eyes on the sides of their head 
  that are adapted to darkness. They have poor depth 
  perception but make up for it with echolocation. They 
  also have an antenna-like feeler atop their snout. They 
  have clawed hands for traction, and thick skin for pro-
  tection. Their skin comes in a mix of yellow on their un-
  derside and green or gray elsewhere. They are durable 
  in harsh environments, but their lack of a centralized 
  brain means that they can lose mental capacity if they 
  are maimed.
  Society: Vulptereens are not a particularly intelligent 
  people, and their biggest strength is their hardiness. 
  They are also known to be decent pilots, a profession 
  that many of them take part in.
  Homeworld: Vulptereens come from the Deep Core 
  planet of Vulpter. It has been highly industrialized for a 
  long time, so the once very verdant world is now highly 
  polluted and colder than most planets on average. It 
  cannot sustain agriculture, so they import food and ex-
  port their technology. It is mostly urban or toxic waste-
  land, with vast tracts of land devoted to waste dumps. 
  One of the planet’s most unique features is the Or-
  bital Advertisement Ring, a giant structure surrounding 
  the planet composed entirely of billboards. Leaving the 
  planet is almost impossible, as the Empire has cut off 
  access to the Deep Core.
  Language: Vulptereens speak Vulpterish, and they of-
  ten learn Basic in order to do business with offworld 
  companies.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 110
  • 1 rank in Piloting-Planetary or Piloting-Space
  • Natural Hardiness: Remove b for temperature, 
  humidity, or air conditions. Add b on Resilience 
  checks to withstand such conditions.
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • Silhouette 0
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  VULPTEREENS, AMARANS, AND THE 
  TRADE FEDERATION
  M
  any Amarans have worked with the Trade 
  Federation as managers or middle men, 
  often conducting business on the Vulptereen 
  homeworld of Vulpter. Amarans made up about 
  six percent of the population, and the planet 
  was used as a storage world for the Trade Fed-
  eration, with its underground facilities managed 
  by immigrant Amarans while the Vulptereen had 
  to handle the menial labor, typically drilling tun-
  nels. This arrangement meant that the Vulpter-
  een strongly disliked the Amarans, whom they 
  saw as aristocratic. After the end of the Clone 
  Wars, the Amaran immigrants who worked for 
  their Trade Federation suddenly lost their off-
  world benefactors in addition to being trapped 
  on the planet by Imperial regulations regarding 
  the Deep Core. As such, the two species are still 
  forced to live together and reconcile their dif-
  ferences.
  
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  VURK
  Vurk are nomadic amphibians with green skin. They are 
  often very philosophical and emphasize honesty and in-
  tegrity. They are very calm and measured. Despite this 
  sophistication, being nomadic makes other species look 
  at them as primitive.
  Physiology: Vurk are green-skinned amphibians. They 
  can breathe both water and air with equal ease, though 
  their body isn’t entirely adapted to land-based life. They 
  are roughly humanoid in proportion, though males are 
  marginally taller. Vurk have a hairless head, which is in-
  stead topped by a crest, pointing up and back. Their 
  eyes are black and bulbous, spread to the sides of their 
  head to maximize field of vision. Their skin is leathery, 
  and their hands have just three fingers.
  Society: Vurk live a nomadic lifestyle, causing many 
  other sentients in the galaxy to view them as primitive. 
  This is very much false, however. Vurk are actually highly 
  sophisticated, and many follow a complex philosophy. 
  This philosophy particularly emphasizes personal free-
  dom and honesty. This is a view shared by most Vurk, 
  who will seek to avoid being controlled and possess a 
  strong personal integrity. They are also very calm and 
  cool. This makes many find diplomacy as a possible 
  career path. Though they tend to get along very well, 
  some also become formidable warriors. Defending in-
  tegrity is seen as very important, so some Vurk, nor-
  mally calm, can burst into angry action. Vurk are also 
  well-adapted to travel the galaxy, as their nomadic ways 
  greatly reduce any desire for a permanent home. Others 
  use their intellect to find jobs as mechanics or doctors.
  Homeworld: Vurk come from Sembla, (historically 
  known as Utavurk) a world of archipelagos and shallow 
  seas of warm water. For all its potential as a resort plan-
  et, its volcanic nature forces a continual choice to be 
  nomadic. Some deposits of coral and crystal provide a 
  source of credits. It is relatively isolated, backwater even 
  for an Outer Rim world. It also holds a reputation for 
  neutrality, which it has protected with its many excellent 
  diplomats.
  Language: Vurk speak Semblan, and many also know 
  Basic. They are also typically literate in both. Semblan is 
  a deep language of croaks.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Discipline
  • Aquatic: Can breathe underwater and remove all 
  movement penalties for being underwater. Remove 
  b for humidity, add b for dry conditions.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  MARRIAGE TRADITIONS
  F
  or all its sophistication, Vurk culture still pos-
  sesses a rather outdated system of marriage, 
  in which families control the children. Males in 
  particular often find themselves married off by 
  their families, though time, as always, threat-
  ens to change the traditional ways. Those that 
  are not married by adulthood typically remain 
  bachelors. While most Vurk are content with this 
  arrangement, some do seek change. Since this 
  can make them outcasts in society, many choose 
  to leave, attempting to start afresh in the larger 
  galaxy, where opportunities are abundant.
  
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  VUVRIAN
  Vuvrians have 12 eyes and can see in all directions. 
  They are insects and are also known for having sensi-
  tive skin, which allows them to have incredible sense 
  via touch. They often are tourists because they are very 
  interested in learning about the galaxy and its peoples.
  Physiology: Vuvrians are thin insectoids with twelve 
  eyes. They are about as tall as humans, but they are 
  much lighter. They have an oblong head with flexible 
  antennae, and they typically have gray or brown fur. 
  The most powerful abilities that Vuvrians have are their 
  senses. Having twelve eyes benefits them in many ways 
  and gives them powerful omnidirectional vision, but 
  they also have extremely sensitive skin that can detect 
  minute changes in air currents or temperature. This al-
  lows them to do many impressive feats, such as recog-
  nizing the amount of people in a room via its tempera-
  ture. On the other side of this coin, they are extremely 
  sensitive to pain.
  Society: Vuvrians are peaceful, intelligent, and curious. 
  Despite their odd appearance, they are very outgoing 
  and often manage to be effective in social situations and 
  even charming. They are known to be skilled in mat-
  ters of argument and debate, and they have a knack 
  for making others sympathize with them. This is in part 
  because they are skilled at recognizing quirks in other 
  cultures and typically have a genuine interest in under-
  standing other peoples. They have had good relations 
  with the Jedi, and many Vuvrians have become Jedi. 
  Despite persistent xenophobia, many Vuvrians work 
  with the Empire as negotiators and diplomats.
  Homeworld: Vurdon Ka is an Inner Rim world that is 
  peaceful and picturesque. It is moss-covered and known 
  for its gardens. Most Vuvrians consider it to be a perfect 
  paradise.
  Language: Most Vuvrians know and are literate in Ba-
  sic and Vuvrian.
  SPECIES ABILITIES
  • Wound Threshold: 7+Brawn
  • Strain Threshold: 7+Willpower
  • Starting XP: 85
  • 1 rank in Charm or Negotiation
  • 1 rank in Perception
  • Extra Eyes: Add b on visual Perception checks. 
  May see in all directions.
  • Sensitive Skin: May detect minute changes in air 
  currents or air temperature to sense. May get a 
  general sense of the amount of people in a room 
  with an dd
  dd Perception check. May recognize 
  movements with a ddd
  ddd Perception check.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  3
  VUVRIAN TOURISTS
  T
  hough many Vuvrians enjoy observing the 
  sights of the galaxy and meeting new people, 
  they are only motivated by curiosity. They are of-
  ten seen as travellers and tourists, but they have 
  little desire to live anywhere other than Vurdon 
  Ka. This is in part because of the fact that they 
  are almost never satisfied with living conditions 
  off of their homeworld. Those that do settle have 
  the puzzling habit of gravitating to planets with 
  a harsher climate.
  
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  WEEQUAY
  Weequays mostly follow their god known as Quay, who 
  gives them advice via simple toys. While lacking in tech-
  nology, they are by no means straightforward. Many 
  work for the Hutts. They can communicate with pher-
  omones.
  Physiology: Weequays are human-
  oids of about 
  two meters in height. Their skin is 
  rough, gen-
  erally wrinkled and in shades of 
  brown, gray, 
  or black. To provide protection 
  from 
  the 
  harsh desert sunlight, their eyes are sunken back. Their 
  hair is long and typically braided into a single topknot, 
  with the number of braids representing each year spent 
  offworld. On their chin and jawline, small bones stick 
  out, similar to horns.
  Society: Weequay society is complex but brutal. It is 
  very impersonal and without pity. They live in clan units 
  and are expected to worship and please their gods. The 
  gods represent both natural forces on the planet and 
  native animals. The most important two are Quay, rep-
  resenting their moon, and Am-Shak, the god of thunder. 
  They must sacrifice worthy opponents to these gods, 
  generally a large beast of some sort. Given the recent 
  end to their war with the Houk, Weequays are more 
  trained in modern technology and tactics, and some are 
  now less satisfied by their primitive ways. These factors 
  have caused a recent increase in the number of We-
  equays who live abroad in the galaxy.
  Homeworld: Weequays live on Sriluur, which is their 
  homeworld as well as a Houk colony. The two species 
  have fought over the planet for the past 200 years, 
  and are now in an uneasy peace after ten years of open 
  violence. It is inhospitable by most standards. A hot, 
  arid, planet, it is filled with deserts, acidic seas, and 
  volcanoes. The planet is just Coreward of Hutt Space, 
  still in the Outer Rim. It is on the Sisar Run. The plan-
  et is under constant intrigue, with the two species still 
  uneasy with each other, the Empire trying to keep order 
  and power, neither species liking the Empire, plenty of 
  criminal activity, and the Hutts also trying to have con-
  trol over a planet which was historically theirs.
  Language: Between clans, Weequays speak Sriluurian, 
  but within their clan, they use pheromones to commu-
  nicate. Since this is completely silent, they often give a 
  foreboding appearance. Those who leave Sriluur gen-
  erally can speak Basic, although they generally have a 
  deeper voice than most humans.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Athletics or Resilience
  • Pheromones: May communicate silently with 
  members of the same clan within long range in a 
  way completely undetectable to other species that 
  lack advanced olfaction.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  1
  FOLLOWERS OF QUAY
  T
  he name “Weequay” literally translates to 
  “Follower of Quay,” and that is what most 
  Weequays are. Most have a totem that is con-
  sidered to be a part of the god himself, which 
  they will generally consult before doing any-
  thing. Most other sentient races, of course, view 
  Quay as a superstition, and the totem to be 
  nothing more than a clever child’s toy. Because 
  of this, Weequays in more public positions will 
  deny their use of Quay. On their homeworld, 
  however, there is strong social pressure in favor 
  of their god.
  
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  WHALADON
  A giant species of mammals the size of many starships, 
  the Whaladons live only underwater. Native to Dac, they 
  are peaceful and known for their sing-songs, but they 
  are battling extinction.
  Physiology: Whaladons are a species of giant ceta-
  ceans who can grow up to 30 meters in length. Although 
  they breathe air a few times per day, they are entirely 
  aquatic, and they swim deep in the ocean. They have 
  fins to propel them through the water, including a giant 
  horizontal tail. They have a very wide mouth, which they 
  use to feed on plankton and small fish. They have tiny 
  eyes on the side of their head that see well in the dark, 
  allowing them to dive deep into the ocean trenches. 
  Their navy blue skin is covered in ridges, especially on 
  their underside. There is a rare subspecies known as the 
  humpback Whaladon, which has three humps on their 
  back and lighter skin.
  Society: Whaladon society is isolated and peaceful, and 
  they rarely interact with the Mon Calamari and Quarren 
  who share their homeworld of Dac. They are social crea-
  tures with a rich musical tradition that has been passed 
  down through the generations. Although few members 
  of other species can understand Whaladon music, it can 
  be appreciated by many. They are somewhat revered by 
  other sentients, regarded as almost mystical wonders of 
  the deep sea. Although Whaladons are generally peace-
  ful, they strongly wish to be left alone and are known to 
  attack submarines that cross into their territory.
  Homeworld: Whaladons come from the world of Dac, 
  also known as Mon Cala and, rarely, Mon Calamari. 
  They share the world with several other sentient spe-
  cies, including the Mon Calamari, Quarren, Moappa, 
  and Amphi-Hydrus. It is almost entirely ocean and con-
  tains both floating cities and underwater cities. They live 
  outside the cities established by other species, wander-
  ing the depths on their own, although they have estab-
  lished an embassy of sorts near the city of Aquarius. 
  Dac is one of the few worlds that has successfully driven 
  off the Empire, although at this point, the Whaladons 
  are typically indifferent to its politics.
  Language: Whaladons rarely know Basic or any of the 
  other languages known on Mon Calamari, and they 
  typically only speak their own language. The Whaladon 
  language is a musical one, composed of their traditional 
  sing-songs.
  SPECIES ABILITIES
  • Wound Threshold: 18+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Charm
  • Aquatic: Can hold breath for a very long time 
  and remove all movement penalties for being 
  underwater, but may not move on land. Treat air as 
  a dangerous atmosphere of rating 1. 
  • Night Vision: Remove b for darkness, add b for 
  brightness.
  • No Hands: May not wield normal weapons or pilot 
  vehicles. May only carry objects if using wearable 
  storage such as a backpack or utility belt.
  • Silhouette 4
  BRAWN
  5
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  3
  BATTLING EXTINCTION
  S
  everal years ago, the Whaladons were nearly 
  wiped out by a volcanic cataclysm, but they 
  survived thanks to the coordination of a lead-
  er named Leviathor. Since then, Leviathor has 
  acted as the leader of their race. However, the 
  Whaladons are not in the clear yet: Shortly after 
  the Battle of Endor, the Empire will reestablish 
  their presence on Dac. Building the Whaladon 
  Processing Center in the city of Aquarius and 
  operating out of a giant submarine, they will 
  hunt Whaladons for their meat, which will be 
  considered a delicacy, often sold to the Imperial 
  elites for their most exclusive banquets. The Wh-
  aladons will again face extinction, but Leviathor 
  will contact the New Republic, who will rat out 
  the Imperial operation in time to save the Wha-
  ladons. However, the Imperial hunting will wipe 
  out almost all of the humpback Whaladons, with 
  Leviathor being their only surviving member.
  
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  WHIPHID
  Hunter-gatherers on the frigid world of Toola, Whiphids 
  are strong and tough as well as experts with wilderness 
  survival. They may be very violent and somewhat prim-
  itive, but they still understand the necessity of peaceful 
  interaction and teamwork.
  Physiology: Whiphids are large creatures, averaging 
  about two and a half meters in height. They have thick 
  brown fur, which protects them from their homeworld’s 
  cold temperatures. Their face is mostly hairless, al-
  though hair can grow on their chin and atop the head. 
  They have two fairly large tusks which protrude from the 
  lower jaw. Their cheekbones are sunken in, and their 
  face is elongated. Their nose appears as two slits in the 
  face, and their black eyes are small. Their hands have 
  three fingers, and they have three toes on each foot. 
  Both end in claws.
  Society: Whiphid society on Toola is relatively primitive. 
  They live in tribes, each with three to ten couples. They 
  are ruled by an elder, who is known as the Spearmas-
  ter. Whiphids stay as families for survival reasons but 
  generally don’t form emotional attachments with them. 
  They travel across Toola on sleds, which are made from 
  bone, tusk, and leather hide and are pulled by the do-
  mesticated Tuggles. They are nomadic during the winter, 
  living on hunting grounds in animal hide tents. They are 
  more stationary in the summer, when they make a base 
  of operations. It is constructed from rock and covered 
  with mud or animal hide. They hunt large animals like 
  caraboose and motmot. Whiphids are solitary and ag-
  gressive in general.
  Homeworld: A frigid world in the northwest portion of 
  the Outer Rim, Toola is the home of the Whiphids. Is 
  it filled with glaciers, frozen oceans, and a snowy tun-
  dra. Life is centered around the thin equatorial region, 
  which is the warmest. There are also hot springs, which 
  occasionally burst out of the ground. They are a vital 
  resource for all of the native species.
  Language: The Whiphid language is simple, containing 
  about 8,000 words. It is called Whiphid. It has no writ-
  ten form and consists of snorts, growls, and barks. Most 
  Whiphids can speak it, although many cannot speak or 
  understand Basic.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Thick Fur: Remove b for cold conditions, add b 
  for hot conditions.
  • Claws: Deal +1 Brawl damage as wounds and have 
  a Crit rating of 3.
  • Hardy Survivalists: Add automatic s to Survival 
  checks and can survive for several weeks without 
  food thanks to reserve blubber.
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  PEACE
  W
  hiphid tribes interact surprisingly well. They 
  rarely fight and will meet at hot springs. 
  They trade together or unite on especially diffi-
  cult hunts. War between tribes is unheard of, as 
  is stealing or raiding. This is because Whiphids 
  view fighting amongst themselves to be ineffi-
  cient, since it reduces the number of available 
  hunters. Bullies are also rare in Whiphid society. 
  A bully is typically taken on a long hunt with 
  his Spearmaster to “sort him out.” Should the 
  bully fail to correct his ways, he typically never 
  returns from that hunt. The aggressive nature of 
  the Whiphids is more evident in relations with 
  individuals.
  
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  WOL CABASSHITE
  An incredibly intelligent species of tiny mollusks, the 
  Wol Cabasshites cannot move or talk on their own. They 
  are capable of telepathy using magnetic pulses, but 
  their philosophical musings are so bizarre and abstract 
  that they are hard to comprehend regardless.
  Physiology: Wol Cabasshites are a smaller species of 
  sentient mollusks that are parasitic, feeding on metals 
  and plasma from wherever they are attached. Less than 
  a meter long when they are curled up, Wol Cabasshites 
  are composed mostly of a large stomach, and they have 
  two eyes and a long tongue extending from one end of 
  their body. They do not need to breathe at all, so they 
  can survive in just about any pressure or atmosphere, 
  even in the vacuum of space, so long as they have a food 
  source. Their internal organs are pressurized, and they 
  are also immune to temperature extremes. Because of 
  their incredible natural hardiness, Wol Cabasshites are 
  extremely long-lived. When they do need to reproduce, 
  they expel their stomach lining, which grows into a new 
  member of their species. They can do this asexually, 
  but they can also be fertilized by one another via their 
  tongue. Wol Cabasshites are unable to move on their 
  own or speak aloud, but they can emit magnetic puls-
  es and lick one another to communicate. However, this 
  form of communication is very difficult to use with other 
  species.
  Society: Wol Cabasshites are incredibly intelligent, but 
  their strengths are in philosophy rather than technology. 
  They devote their incredibly long life to contemplation, 
  and because of how advanced they are in these areas, 
  they can be almost impossible to truly comprehend, 
  even if they communicate their ideas in a translated 
  form. Although devices have been developed that in-
  terpret their magnetic signals, making them capable of 
  speaking aloud, moving, or writing down their ideas, 
  Wol Cabasshites have been mostly indifferent to them, 
  and many continue a lifestyle of isolated contemplation.
  Homeworld: Wol Cabasshites come from the Outer 
  Rim planet of Wol Cabassh, but their ability to survive 
  in a vacuum means that they can be found all through-
  out the wider galaxy. They often attach themselves to 
  starships.
  Language: For the Wol Cabasshites, communication is 
  a blend of licking one another and manipulating mag-
  netic fields to directly impact individual neurons. This 
  works fine for communicating among their own, but it is 
  very difficult to use as a way of speaking with other spe-
  cies, especially if they are not in physical contact with 
  the one they wish to speak to. Although it has an almost 
  musical quality, even those who spend decades with Wol 
  Cabasshites are often baffled by their language.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 130
  • 1 rank in Knowledge-Education or Knowledge-
  Lore
  • Hardened Shells: Receive the talent “Enduring.”
  • Pressurized Organs: Remove b for temperature.
  • Magnetic Communication: May communicate 
  silently with other Wol Cabasshites within medium 
  range in a way completely undetectable to other 
  species. To speak to other species within medium 
  range without touching, must pass a ddd
  ddd 
  Discipline check, and may not be completely 
  understandable 
  regardless. 
  May 
  purchase 
  a 
  personal conveyance to translate, which costs 
  1,000 credits.
  • Limbless: Reduce encumbrance threshold by 4 
  and may not move without a mechanical assistance, 
  which costs 1,000 credits.
  • Unique Diets: Remove penalties for all toxins 
  and do not take wound or strain damage due to 
  vacuum, unbreathable atmosphere, or abnormal air 
  pressure.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  1
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  CONFUSION AND MYTHS
  B
  ecause they typically lack the motivation and 
  the means to properly communicate, Wol 
  Cabasshites are shrouded by mystery, and many 
  believe they are capable of mind control. For the 
  few who recognize their incredible intelligence, 
  Wol Cabasshites are fascinating to study, but 
  their philosophy can be impossible to compre-
  hend by even the greatest minds of the rest of 
  the galaxy.
  
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  Complete Species Guide
  LIFE DEBT
  T
  he life debt is a unique aspect of Wookiee 
  culture, and can work as an obligation or mo-
  tivation. Whenever someone saves the life of a 
  Wookiee, that Wookiee will enter a life debt with 
  him. The Wookiee will pledge loyalty, and the 
  only way to repay the debt is for the Wookiee to 
  sacrifice his own life.
  WOOKIEE
  Short-tempered but loyal, Wookiees are a furred species 
  and are very strong. Their rivalry with Trandoshans has 
  made them enslaved. They are also known for life debts, 
  which state that a Wookiee who is saved by someone 
  must devote their life to serving him.
  Physiology: Wookiees are tall, furry mammals who are 
  generally at least two meters in height. Their sheer size 
  isn’t the only reason to be afraid of them, however. That 
  size includes plenty of muscle, making them excellent 
  brawlers, and their temper is notoriously short. They 
  have long limbs and retractable claws that they use to 
  climb. These claws are never used for combat, howev-
  er, as that is considered to be extremely dishonorable. 
  Their fur comes in shades of brown, white, gray, or 
  black. It is darkest around the middle of their lifespan, 
  which lasts several centuries.
  Society: Although their physique may give off the ap-
  pearance of an intimidating brute, Wookiees are very 
  loyal and honorable. They live in tight bonds of family 
  and friendship, which is often practical. When venturing 
  into the lowest depths of their homeworld, Wookiees 
  are generally hunted by creatures dangerous enough 
  to frighten even their bravest members. The Wookiees 
  first travelled into space by flying the starfighter of Tran-
  doshan scouts whom they had killed. Ever since, Wook-
  iees and Trandoshans have had bad blood. Their wars 
  brewed up every once in a while over the course of the 
  Old Republic, most of which ended when the Repub-
  lic mediators sided with the honorable Wookiees. The 
  Trandoshans finally got their revenge, however, once the 
  Galactic Empire came to power. Emperor Palpatine sid-
  ed with the Trandoshans, who took advantage. Kashy-
  yyk rebelled against the Empire from the start, and 
  Trandoshans worked with the Empire to put down the 
  uprising. Trandoshans supply the Empire with Wookiee 
  slaves, and the Empire has learned to exploit the tight 
  family bonds.
  Homeworld: Wookiees come from the tall forests on 
  Kashyyyk, a fairly relevant world in the Mid Rim. It is 
  covered in wroshyr trees, which are kilometers tall. 
  Wookiees inhabit the seventh level of the forest, which 
  is near the canopy. It gets more dangerous as height 
  decreases. Although they have advanced technology, 
  they still live in wooden huts, which are connected using 
  bridges and branches to form cities.
  Language: The Wookiees have a few languages, the 
  most prominent of which is Shyriiwook. It amazes many 
  linguistic scholars, as the tongue is just a combination of 
  grunts, roars, and growls. All other Wookiee languages 
  are similar in sound. Humans and most (if not all) other 
  species are incapable of pronouncing Wookiee languag-
  es, just as Wookiees cannot speak Basic. Despite this, 
  almost all Wookiees understand Basic, and surprisingly 
  many non-Wookiees can comprehend Shyriiwook.
  SPECIES ABILITIES
  • Wound Threshold: 14+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Climbing Claws: Add b when climbing surfaces 
  that can be pierced by a claw.
  • Wookiee Rage: When using Brawl or Melee, deal 
  +1 damage when wounded, or +2 damage when 
  critically injured.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  WOOSTOID
  Mathematically-inclined sentients who value structure, 
  the Woostoids have been able to automate much of the 
  businesses on their world, so they have to work very 
  little. They are very pacificist, and they are easily dis-
  traught whenever there is chaos or disorder.
  Physiology: Woostoids are thin humanoids with a tall, 
  noseless head and sunken cheeks. Their skin generally 
  has an orangish tint. They have large, black eyes that 
  rarely blink, and their hair is generally long and red. 
  They have no visible ears, just holes in the sides of their 
  head. Most Woostoids prefer to wear long robes.
  Society: A very pacifist people, the Woostoids are ex-
  tremely averse to warfare, mostly because of their frail 
  build. They are a very logical people, and they excel at 
  finding patterns and connections, but they can become 
  extremely flustered when they witness chaos or ran-
  domness. In those cases, they become frustrated by the 
  futility of their search for explanation. Because of their 
  preference for order, Woostoids are strong supporters 
  of the Empire and other centralized governments, even 
  though they are disturbed by the Imperial love of war. 
  Their skills with logic make them excellent researchers, 
  and they also excel in computer technology. Woostoids 
  operate the HoloScan Database, a gigantic library which 
  is recognized to be one of the Wonders of the Galaxy. 
  A kilometer high and several kilometers wide, it is one 
  of the best places in the galaxy to conduct detailed re-
  search. Others focus on data analytics or bureaucratic 
  occupations, where they are also very well-suited.
  Homeworld: Woostoids come from Woostri, an Expan-
  sion Region planet with highly advanced technology. It 
  has become a major vacation spot, known for beaches, 
  amusement parks, and theaters. Tourists are welcomed 
  by the Woostoids.
  Language: Woostoids speak Woostese, a language 
  which is very precise, but it also has many different re-
  gional dialects. They have no abbreviations or contrac-
  tions, as they believe that their language is already op-
  timized. Because of how often they interact with other 
  species, most Woostoids also speak Basic.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 8+Willpower
  • Starting XP: 100
  • 1 rank in Computers
  • 1 rank in any Knowledge skill
  • Scholars: Receive the talent “Improved Researcher.”
  • Easily Flustered: When in combat or when 
  presented with an extremely chaotic situation, 
  must pass a ddd
  ddd Discipline check or become 
  disoriented for 2 rounds.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  BENEFICIARIES OF AUTOMATION
  C
  omputer industries have made the Woostoids 
  very wealthy, and many of the businesses on 
  Woostri are almost entirely automated. To take 
  advantage of this advanced technology and 
  combat unemployment, the Woostoids have ex-
  panded both taxes and government welfare pro-
  grams, allowing most of the species to live easily 
  off of the business that basically run themselves. 
  Now, they work very little, and they have been 
  able to shift their focus towards recreation.
  
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  WROONIAN
  Blue-skinned near-humans who have been financially 
  successful, the Wroonians’ charisma and love for travel 
  has allowed them to excel in many ventures across the 
  galaxy. Many are religious, which they display via their 
  tattoos.
  Physiology: Wroonians are slightly shorter than hu-
  mans, but they are almost identical in terms of build 
  and internal anatomy. However, they are visually distin-
  guished by their blue skin and yellow eyes. Furthermore, 
  they tend to have darker hair than humans.
  Society: Seen all throughout the galaxy, the Wroonians 
  are a successful species who have become very wealthy 
  thanks to their powerful trade guilds. They love to travel 
  and explore, both in space and over oceans, and many 
  are smugglers or traders. They are very easy to get along 
  with, a fun-loving and friendly people who excel in social 
  situations of all sorts. This is a skill which helps them in 
  many fields of work, from politics to crime. Wroonians 
  are also known as excellent storytellers, and they will 
  rarely pass up an opportunity to boast about their ac-
  complishments. Although they have been skeptical of 
  Palpatine’s power since the Clone Wars, they continue 
  to live peacefully and successfully under Imperial rule.
  Homeworld: Wroonians come from the relatively small 
  but very wealthy Inner Rim planet of Wroona, which is 
  mostly covered by oceans. Its continents are long and 
  thin, covered by forests and mountains, but the planet 
  is best known for its beaches, and the Wroonians also 
  have a strong tradition of seafaring for commerce. They 
  have many colonies, including the arid, mountainous 
  world of Saleucami, which means “oasis” in the Wroo-
  nian language. This is because all of the other worlds 
  near Saleucami are barren and uninhabitable.
  Language: Wroonians speak their native language of 
  Wroonian.  Because of their prominence in the galaxy 
  off of their homeworld, almost all of them know Basic 
  very well and can speak it without issue.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 100
  • 1 rank in Piloting-Space
  • 1 rank in any Knowledge skill
  • Friendly Demeanors: Receive the talent “Kill with 
  Kindness.”
  • Underworld Savviness: Receive the talent “Street 
  Smarts.”
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  SPIRITUALITY
  W
  roonians are very spiritual, although it is a 
  more materialistic faith than that of many 
  other cultures. One of the most important ways 
  that Wroonians express their devotion is actually 
  through their appearance: Pious Wroonians have 
  tattoos on their face and ornate traditional robes 
  that are decorated with tassels.
  
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  XAMSTER
  A smaller reptilian species with incredible reflexes, 
  the Xamsters have yellow or blue skin and a beak-like 
  mouth. They live symbiotically and peacefully with the 
  semi-sentient malvil-trees on Xagobah, but their life-
  style was disrupted when the Clone Wars were brought 
  to them, and both sides drafted the Xamsters.
  Physiology: Xamsters are reptilians with loose skin in 
  shades of yellow, green, and blue. With short legs, they 
  are only about one meter tall. They have four digits on 
  each of their limbs. They have a long neck and lack 
  hair, although their head is topped by two large, point-
  ed ears. Their face features a beak-like mouth and red 
  eyes. Three vertical crests traverse across their body: 
  one at the back of their head, one on their stomach, and 
  one on their lower back. The Xamsters’ most distinc-
  tive ability is their reflexes: Their brain is very advanced 
  when it comes to processing sensory inputs, and they 
  are able to think and react somewhat quicker than other 
  species. Many Xamsters do not wear clothing, but they 
  often carry bags and pouches.
  Society: Xamsters live symbiotically with a semi-sen-
  tient species of fungi on their world called malvil-trees. 
  These unique life-forms are each bound to a single fam-
  ily unit of Xamsters. The Xamsters name their tree, and 
  they treat it like a pet by fertilizing it and providing it 
  with food. In exchange, the malvil-trees obey the family 
  of Xamsters that lives with them, moving its branch-
  es on command and allowing them to live inside of it. 
  Xamsters also harvest their tree’s spores, which can be 
  used for a number of tasks, including ones that induce 
  paralysis or improve vision. Malvil-trees will sometimes 
  eat creatures that pass by, but if a Xamster is coat-
  ed by their spores, they will be granted safe passage 
  and recognized as equals. Although Xamsters have a 
  somewhat primitive lifestyle, they are perfectly capable 
  of using technology if they need to. With other species, 
  they tend to be reasonably nice and well-mannered, al-
  though they have a strange social custom in that they 
  must repeat a question before they answer it.
  Homeworld: Xamsters come from the Outer Rim plan-
  et of Xagobah, which has a blue sun. It is of diverse 
  terrain, including jungles, swamps, and mountains, but 
  all of it is covered by vast amounts of fungi, which re-
  lease many spores into the air. These spores generally 
  require offworlders to take medications and antidotes 
  before travelling to Xagobah, and they cast the entire 
  planet in a hazy mist.
  Language: Xamsters rarely speak Basic and typically 
  only speak their native tongue of clicks and growls.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  • 1 rank in Piloting-Planetary or Vigilance
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  XAMSTERS AND THE CLONE WARS
  X
  amsters are peaceful by nature and detest vi-
  olence, but they were dramatically impacted 
  by the Clone Wars. Wat Tambor came to their 
  world to conduct biological research on their 
  unique fungi sixteen months after the Battle of 
  Geonosis, setting up the Mazariyan fortress. Lat-
  er in the war, it was besieged by the Republic, 
  which turned into a very large battle. During the 
  conflict, both sides forcibly recruited Xamsters 
  to fight for them, forcing the peaceful natives 
  to take up arms for the first time to fight in a 
  war that had nothing to do with them. The event 
  was a traumatic one for their entire society, and 
  many of the malvil-trees died because they were 
  unattended.
  
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  XEXTO AND QUERMIANS
  L
  ong ago, when Xexto were in hunter-gatherer 
  tribes, an Arkanian geneticist began exper-
  imenting with Xexto. He brought them to the 
  nearby world of Quermia, and these GMO cous-
  ins became known as Quermians. The Quermians 
  are very tall, even in comparison to species like 
  Wookiees. The Xexto hold a grudging respect for 
  the Quermians, whose expertise at reading body 
  language makes them excellent diplomats. They 
  are quality intellectuals as well. Aside from these 
  traits, Quermians are essentially identical to Xe-
  xto. Once, the Xexto denied any genetic connec-
  tion, but such claims have been disproven.
  XEXTO
  Xexto are short four-armed creatures with pale skin who 
  are are known for their courage and recklessness. They 
  are often thrill seekers and few will back down from a 
  challenge. They are distant relatives to the Quermians, 
  who are opposite to them in many ways.
  Physiology: Xexto are short and very thin creatures 
  with relatively long limbs. They rarely stand at more 
  than one and a half meters tall. Their torso is tiny, and 
  they have two arms coming from each shoulder. Each 
  of their four arms has four long fingers. Unlike some 
  other species with fewer fingers, they have opposable 
  thumbs. Their feet have four long toes as well, and they 
  generally stand entirely on their toes. Their skin is gen-
  erally a pasty chalk-white but can also be lavender or 
  pale yellow. Their eyes are a dark purple or black. They 
  have a very long neck, which connects to their hair-
  less, noseless head. Their brain is actually split, with the 
  head portion controlling primitive actions and reflexes 
  and the part in the stomach dealing with logic and cre-
  ative thinking.
  Society: Xexto value courage but are still very even tem-
  pered. They admire risks, excitement, and thrill-seek-
  ing, and rarely back down from a dare. Questioning the 
  courage of a Xexto is one of the worst insults. However, 
  they are otherwise not prone to dramatic emotion.
  Homeworld: Xexto come from the world of Troiken. It 
  is a very unique world in that it is tidally locked, and 
  only a thin strip is habitable. One half is an extremely 
  hot desert, and the other half is a cold tundra. The in-
  habited middle band is made up of dense forests and 
  mountains. The Xexto live in the trees and are still trying 
  to deal with the Challat eaters, which are carnivorous, 
  palm-sized, insects that attack in swarms. It is a hub for 
  podracing. Troiken was the site of the Stark Hyperspace 
  War, which set up several pieces in Palpatine’s rise to 
  power.
  Language: Xexto speak Xextese, and although most 
  Xexto are fluent in Basic, they are generally only literate 
  in Xextese.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 90
  • Courage: Receive the talent “Confidence.”
  • Four Arms: May have twice as much gear in their 
  hands and do not have to suffer strain for a second 
  maneuver. Still may not make 3 maneuvers in a 
  round without “Unmatched Mobility.”
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  2
  
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  XI’DEC
  Eight-limbed insects who display incredible genetic di-
  versity, the Xi’Dec are have hundreds of genders, each 
  of which is highly specialized to fill a particular job. 
  Those with rare genders are seen as very valuable be-
  cause of their unique skill sets.
  Physiology: Xi’Dec are a species of incredible diversity 
  based on gender, each of which is capable of fulfilling 
  a highly specialized role. This makes Xi’Dec incredi-
  bly adaptable as a species, as genders can change in 
  frequency in order to respond to new circumstances. 
  Depending on which genders are involved in parent-
  ing, Xi’Dec can reproduce by giving birth live, laying 
  eggs, budding, or a number of other unique options. 
  Children never have the same gender as either parent, 
  and Xi’Dec have more than 180 officially catalogued 
  genders, but there are countless more that have only a 
  handful of members, remaining obscure and unknown. 
  The most common are the Xi’Alpha, who compose six 
  percent of the population. Xi’Alpha have a shiny black 
  carapace with vestigial wings. They have eight legs, and 
  they are able to stand on any two and use the others 
  as arms. Their head features mandibles surrounding a 
  mouth, six slits to smell with, and a dozen eye stalks. All 
  are somewhat insectoid, but other genders include war-
  riors with spears for arms, small but nimble messengers 
  who can fly, and constructors with long limbs. Some are 
  humanoid in shape, some are significantly larger than 
  other Xi’Dec, and others can develop claws, antennae, 
  or natural armor.
  Society: Gender has a huge impact on how a Xi’Dec 
  acts, and they tend to have a one-dimensional person-
  ality and a narrow skill set. All live within their fami-
  ly units, however, and they tend to focus on advanc-
  ing their entire family rather than achieving individual 
  goals. Otherwise, they can be very diverse in political 
  structure and organization. They have little interest in 
  mass production because of their diversity, but they ex-
  cel in biology, geology, and climate sciences.
  Homeworld: Xi’Dec come from Stic, an Outer 
  Rim planet with a rapidly changing climate 
  that is currently very hot. Their unique so-
  ciety attracts some tourists.
  Language: Xi’Dec tend to be excellent linguists, learn-
  ing Basic, their native tongue, and often other languag-
  es.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 90
  • Extra Limbs: May have 3 times as much gear in 
  their hands and do not have to suffer strain for a 
  second maneuver. Still may not make 3 maneuvers 
  in a round without “Unmatched Mobility.”
  XI’DEC GENDERS
  CONSTRUCTOR
  • 1 rank in Athletics and Mechanics
  • Long Limbs: May reach twice as far, and 
  encumbrance threshold is equal to 8+Brawn.
  LARGE
  • Brawn 3, Presence 1
  • +2 WT
  • Silhouette 2
  MESSENGER
  • Agility 2, Brawn 1, Cunning 1
  • -1 WT
  • 1 rank in Coordination
  • Flight: Can move on the vertical axis and ignore 
  any penalties for terrain. When flying, move twice 
  as quickly.
  • Silhouette 0
  WARRIOR
  • Spears: Deal +2 Brawl damage as wounds and 
  have a Crit rating of 3.
  XI’ALPHA
  • +10 XP
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  VALUE OF DIVERSITY
  B
  ecause genders are so specialized, having 
  more genders in their family gives Xi’Dec a 
  huge advantage and allows them to become 
  more powerful and technologically advanced. 
  Members of rare and more specialized genders 
  often take advantage of this, demanding huge 
  compensation for marrying. Xi’Dec also often 
  mistake other species for rare genders.
  NOTE
  T
  he vast diversity of Xi’Dec genders may trans-
  late into different stats. This stat block should 
  serve as a base, but new genders may be de-
  signed as needed.
  
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  YAKA
  Yaka are large near-humans who are relatively unintelli-
  gent by nature, but many have been given cybernetics 
  that make them much smarter. However, the cybernetics 
  make them harder to get along with: They become more 
  stoic, and their humor becomes very dark.
  Physiology: Yaka are humanoids on the larger side-
  they average two meters tall, and they have well-mus-
  cled limbs. Like many of the galaxy’s species, this high-
  er strength comes at the cost of intelligence, as they are 
  naturally simpletons who are unskilled in technology. 
  However, the Yaka are beneficiaries of a centuries-old 
  Arkanian experiment which gave them cybernetic im-
  plants. These implants have enhanced their mental ca-
  pabilities, making them highly intelligent. Because of 
  their cybernetics, they have an expressionless face and 
  have metal plates wrapping around their head.
  Society: Yaka are not especially friendly; they are often 
  seen as emotionless and stoic because their cybernet-
  ics make it hard to express emotions via facial expres-
  sion. They excel in technological tasks, and many of 
  them wish to grant their children these same abilities. 
  As such, almost all Yaka will give their children cyber-
  netic brain implants. Most Arkanians are proud of the 
  Yaka species, as they demonstrate a successful project 
  which benefited a lesser species and made them more 
  advanced. However, there are some who question the 
  ethics of implanting Yaka with the cybernetics: The Ar-
  kanians conducted their experiments forcibly after con-
  quering the Yaka.
  Homeworld: The Yaka homeworld is in the Yaka system 
  of the Colonies. They live very close to the icy planet of 
  Arkania, which is the home of the species who first gave 
  them the implants.
  Language: Although they can speak Basic without is-
  sue, Yaka also know their native language of Yakan.
  SPECIES ABILITIES (WITH IMPLANTS)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 70
  • 1 rank in Computers or Mechanics
  • Cyborgs: If implants are removed or disabled, 
  reduce Intellect by 2 and may increase Presence by 
  1 after a month of recovery. Implants cost 10,000 
  credits after character creation and do not count 
  toward the cybernetic implant cap.
  SPECIES ABILITIES (WITHOUT IMPLANTS)
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 100
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  TWISTED HUMOR
  A 
  side effect of the cybernetics is how it affects 
  the Yaka’s psychology. Because of their ad-
  vanced intelligence and ability to quickly solve 
  problems, they grow bored very easily. In or-
  der to entertain themselves, many Yaka are 
  constantly coming up with sarcastic retorts or 
  pranks. This tendency is persistent even in situa-
  tions that other species would consider too dark 
  for humor. As such, Yaka will often find irony and 
  comedy in even the saddest deaths. Despite this 
  oddity, their cybernetics are still seen as incred-
  ibly advanced.
  
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  YAM’RII
  A naturally aggressive species of insects, the Yam’rii 
  have a small Empire in the Outer Rim have no qualms 
  about violently colonizing primitive planets. They are in-
  clined towards combat, especially those lack hands and 
  instead have sharp, serrated forelimbs.
  Physiology: Yam’rii, also known as Huk, are sentient 
  vespids, although their mantis-like appearance is more 
  reminiscent of their Verpine relatives. They are a fear-
  some species, over two meters tall and protected by 
  durable chitin which can be green, gray, or brown. Their 
  neck is long and narrow, and they have a triangular 
  head with wide, black eyes on either side. They have 
  small nostrils and a wide mouth. For natural defense, 
  they have spikes on the back of their head and on their 
  shoulders. Their rest of their body is split into a tho-
  rax and a pointed abdomen. Their limbs are thin but 
  powerful, and they have two-toed feet. Their arms are 
  long and have two joints each. Some have two fingers 
  but lack thumbs, while others have no hands at all. Al-
  though this makes it difficult for them to hold objects, 
  those who lack hands have forelimbs which are pointed 
  and serrated, making them deadly weapons in combat. 
  They are carnivores, and they especially enjoy eating 
  eggs.
  Society: Yam’rii are a quick-tempered people who are 
  violent and have little respect for others. They are capa-
  ble thieves, especially when it comes to eating eggs. As 
  such, many Yam’rii will devote time to stalking various 
  birds or reptiles, such as the Quor’sav. They are militant 
  and ruled by warlords, although they are still intelligent 
  enough to have advanced technology and engage in ga-
  lactic commerce.
  Homeworld: Yam’rii come from the forested world of 
  Huk, and they also rule a number of other colonies such 
  as Kalee, Abbaji, and Tovarskl which they exploit for 
  slaves and natural resources.
  Language: Yam’rii can speak Basic. It is unknown if 
  they also use a native language.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 100
  • 1 rank in Stealth
  • Hardened 
  Carapaces: 
  Receive 
  the 
  talent 
  “Enduring.”
  YAM’RII SUBSPECIES
  WITH FINGERS:
  • -10 XP
  WITH SERRATED FORELIMBS:
  • Serrated Forelimbs: Deal +2 Brawl damage 
  as wounds and have a crit rating of 3. Reduce 
  encumbrance threshold by 2 and may not carry 
  items in hands. May not use technology requiring 
  fingers. At the GM’s discretion, add up to bbb 
  on checks where fingers are beneficial, such as 
  Piloting.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  1
  COLONIALISM
  Y
  am’rii have a history of imperialism, as they 
  have recognized its necessity to achieve pros-
  perity in the galactic economy. They set up col-
  onies on many nearby worlds, and their location 
  on the fringe allowed them to take whatever they 
  could. Exploitation of natives became common, 
  and the Yam’rii became prosperous. However, 
  they ran into trouble one they encountered the 
  Kaleesh, a warlike species capable of fighting 
  back. The Yam’rii began to lose, and they even-
  tually decided to cut their losses and leave the 
  Kaleesh alone. However, the Kaleesh warlord, 
  Grievous, was not satisfied: He continued the 
  crusade and attempted to force the Yam’rii to 
  abandon their other colonies. Just when Yam’rii 
  colonialism seemed over, they finally used their 
  political influence to demand a Republic inter-
  vention. With help from the Jedi, the Kaleesh 
  were butchered and enslaved. In the end, the 
  Yam’rii colonies were restored.
  
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  YARKORA
  The Yarkora are among the most mysterious peoples 
  in the galaxy, as they are very tight-lipped about their 
  culture and origin. They are very secretive, but they are 
  surprisingly adept at using charm and other forms of 
  manipulation o get what they want.
  Physiology: Yarkora are mammals descending from 
  ungulates. Slightly taller than most humans, they pos-
  sess large, three-fingered hands and are covered in thin 
  fur. Their brown skin is similar in color to the fur. They 
  do have rougher fur that can be more varied in color 
  above their mouth and behind their head. They are fur-
  ther distinguished by a head with a long snout pointing 
  forward. Their eyes are split off to the sides of their 
  head, giving them good peripheral vision. These eyes 
  are quite effective, possessing incredible vision. They 
  also have a large nose and ears which are much more 
  effective than those of humans. They also have a multi-
  tude of additional organs that make them much tougher 
  than most humans.
  Society: The Yarkora are a very mysterious people, so 
  very little is known about their culture. Most of what is 
  known is based on how they behave when travelling the 
  spacelanes. They are incredibly secretive, unwilling to 
  discuss their background with outsiders. Few are even 
  willing to be friends with outsiders. Most are also loners, 
  seen with no other Yarkora around them either. Though 
  they have never been represented in any government 
  (no one knows of their homeworld or government) a few 
  have gotten involved in the Galactic Civil War. Most oth-
  ers seem to focus on selfish goals, working for criminal 
  types. They are very unnerving and even creepy, so they 
  can often get any information they need in exchange for 
  going away. Most of the time, they instead rely on other 
  tactics. This includes their skills as con artists, their keen 
  senses, and their knack for making others talk. Married 
  Yarkora live apart and rarely meet.
  Homeworld: The Yarkora homeworld, supposedly in 
  the Outer Rim, is one of the many mysteries surround-
  ing the species. It is rumored to be arid.
  Language: Yarkora speak Yarkora, although they only 
  speak Basic when around outsiders.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 85
  • 1 rank in Charm or Deception
  • Creepy 
  Demeanors: 
  Receive 
  the 
  talent 
  “Intimidating.”
  • Keen Senses: Remove bb
  bb from Perception 
  checks. Remove bb
  bb for concealment from combat 
  checks.
  BRAWN
  2
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  3
  WILLPOWER
  2
  PRESENCE
  2
  SECRET CULTURE
  J
  ust because the Yarkora are so secretive doesn’t 
  mean their culture doesn’t exist. Players con-
  trolling a Yarkora should consider the various 
  mysteries of Yarkora culture and try to better 
  flesh out the species. While they should tell their 
  GM, keeping it secret from the other players can 
  provide many opportunities for interesting role-
  playing as well. However, the detached nature 
  of the Yarkora may make it difficult for the PC 
  to get along, so being a Yarkora shouldn’t be 
  chosen lightly.
  
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  YEVETHA
  Yevetha are thin, ghoulish near-humans with very sharp 
  retractable claws. Though now Imperial slaves, their 
  roles will soon be reversed, as the Yevetha have extreme 
  xenophobia and view any non-Yevetha as vermin.
  Physiology: Yevetha are thin and ghoulish. They have 
  an extremely powerful ability in their retractable dew 
  claws, blades that can come out of their wrists. These 
  are as long and almost as effective as a vibroblade. They 
  have small spikes all over their body, generally on their 
  chin, back, and one on their forehead. The largest of 
  these spikes are where humans would have ears. They 
  have black, red, or blue eyes. They are bald and have a 
  very small nose. Their skin is generally yellow or green. 
  They have six-fingered hands and six-toed feet, all of 
  which end in claws. Children need to drink blood to sur-
  vive, which is typically given to them by their mother. 
  They give birth with eggs, which they call “birth casks.”
  Society: Yevetha are a persistent and extremely violent 
  people. They are obsessed with death and do not be-
  lieve in incarceration or imprisonment. They are a very 
  religious people, and their religion is centered around 
  blood and sacrifice. The Darama, who leads the reli-
  gion, is also the Viceroy, who is the political leader. They 
  are also extremely hierarchical. The higher castes are 
  completely justified in killing those of a lower caste, 
  even without any particular reason. While Yevetha can 
  lose status, they cannot gain it. They still consider low-
  er-class Yevetha to be better than non-Yevetha, who 
  are considered to be nothing but vermin. They believe 
  themselves to be the only form of intelligent life in the 
  universe. They learn new skills quickly and have become 
  excellent with technology. In war, they are absolutely 
  brutal but somewhat erratic: They never surrender and 
  ignore humanitarian consequences.
  Homeworld: The Yevetha come from N’zoth, a Core 
  World in the Koornacht Cluster. Any Yevetha on N’zoth 
  are enslaved by the Empire and work in shipyards. It is 
  arid and harsh. Giat Nor is the capital.
  Language: The Yevetha are isolationist and xenophobic, 
  so they detest Basic and refuse to learn it. As such, al-
  most all of them only speak their language of Yevethan.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 80
  • 1 rank in Mechanics
  • Dew Claws: May extend or retract dew claws as 
  an incidental. With extended dew claws, deal +1 
  Brawl damage as wounds and have a Crit rating of 
  2 and Vicious 1.
  BRAWN
  1
  AGILITY
  2
  INTELLECT
  3
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  IMPERIAL CONTROL
  T
  he Imperials have had a great effect on the 
  Yevetha. Now conquered by the Empire, they 
  have become entirely enslaved. They are treat-
  ed brutally by the Imperials with a cruelty that 
  matches what they might have towards other 
  sentients. The shipyards where they work are 
  successful and make quality ships. Although 
  the Yevetha seek to eliminate the Imperials, 
  the many attempts at revolution have been put 
  down. They will need to wait for several more 
  years, when Ysanne Isard will pull ships back to 
  the Core Worlds. Since the Imperials are human, 
  the Yevetha will have no qualms about treating 
  them just as cruelly as they are now treated.
  
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  YINCHORRI
  Strong, cold-blooded reptiles with green skin, the Yin-
  chorri believe that “might makes right.” This philosophy 
  lead to an uprising in 33 BBY, an event which ended 
  in the defeat of their military and the isolation of their 
  people.
  Physiology: The Yinchorri are a species of cold-blood-
  ed reptilians who are much larger and stronger than 
  humans. They also boast great endurance and better 
  tolerance for pain. One of the most unique aspects of 
  their biology is a resistance to telepathic uses of the 
  Force such as mind tricks. Yinchorri have a turtle-like 
  head with yellow eyes and two nostrils at the front of 
  their snout. Their skin is typically green or brown.
  Society: Yinchorri are strong-willed and believe that 
  anything is morally acceptable as long as they are capa-
  ble of doing it. They are a violent people who are vicious 
  and unruly, and they will use force to take what they 
  want. Although they are quick to fight, they are still very 
  loyal in marriage and with their family. They typically 
  distrust aliens at first but can change their mind with 
  time. Their planet is arranged into city-states that have 
  their own political and military structures. Their society 
  is also divided into castes: the Intelligentsia, who gov-
  ern, and the warriors, who fight. However, for all their 
  warlike tendencies, neither caste is any good when it 
  comes to military tactics and planning. They are also a 
  religious people who believe in legends of a spirit world 
  that coexists with reality.
  Homeworld: Yinchorr is an Expansion Region world 
  composed mostly of rocky deserts. It is primarily ag-
  ricultural. They also have colonies within their system 
  on the ocean world of Yitheeth and the gas giant of 
  Yibikkoror.
  Language: Most Yinchorri speak Yinchorri and Basic 
  but are only literate in Yinchorri.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 13+Willpower
  • Starting XP: 80
  • Cold-Blooded: Remove bb for hot conditions, 
  add b for cold conditions.
  • Force Resistance: When targeted by a telepathic 
  Force Power, increase the difficulty by 3.
  YINCHORRI CASTES
  INTELLIGENTSIA:
  • 1 rank in Leadership or Mechanics
  WARRIOR:
  • 1 rank in Melee or Resilience
  BRAWN
  3
  AGILITY
  1
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  THE YINCHORRI UPRISING
  A
  fter joining the Republic in 58 BBY, the Yin-
  chorri were introduced to a great deal of new 
  technology, which they were quick to embrace. 
  In 33 BBY, they also received cortosis armor 
  thanks to manipulation by Darth Plagueis and 
  began to take territories. First, they took the 
  Golden Nyss Shipyards, then Mayvitch 7, and 
  they murdered the Jedi diplomats sent to them. 
  After that, a large invasion by Jedi and Judicials 
  defeated the Yinchorri, and their system was 
  again left isolated. Although a small Imperial 
  presence was eventually developed, they are 
  still mostly left alone. This will eventually change 
  once the Yinchorri oppose the Empire in 3 ABY, 
  when Yinchorr will be bombarded and cleansed 
  of all Yinchorri.
  
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  YODA’S SPECIES
  Yoda’s species is a great mystery, their name and home-
  world unknown to the rest of the galaxy. They are short 
  creatures with green skin and long ears with a long lifes-
  pan, and their only known members are Jedi.
  Physiology: A smaller species of green-skinned human-
  oids, members of Yoda’s Species are most distinguished 
  by long ears similar to those of Lanniks. Their hands and 
  feet each have three front-facing digits, each ending in 
  a longer nail, and they also have a backwards-pointing 
  toe on each foot. They have prominent wrinkles on their 
  face, including a grid of ridges on their forehead. They 
  only have hair behind their head, and they have a small 
  nose and eyes. They are an extremely long-lived spe-
  cies, often living over 900 years.
  Society: Yoda’s Species is a peaceful one that tends to-
  wards a life of detached philosophy and contemplation. 
  They are entirely Force-sensitive, but they are extremely 
  few in number. They study and meditate on the Force 
  for all of their lives, only meeting with one another to 
  teach the young or debate, and they mostly survive off 
  of primitive agriculture, augmented by the Force. Their 
  views tend to match up very well with Jedi teachings, 
  but they are much more passive. Similar to Jedi, they 
  do not bond with their family: Children typically change 
  hands through a multitude of genetically unrelated pa-
  rental figures throughout their first century of life.
  Homeworld: They come from a Deep Core planet with 
  no offworld contact. It is teeming with plant and animal 
  life but is mostly wilderness, with each of them watching 
  over a vast tract of land.
  Language: Members of Yoda’s Species speak Basic, 
  but they have developed unique grammatical structures 
  in recent millennia that change word order.
  SPECIES ABILITIES
  • Wound Threshold: 8+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 80
  • 1 rank in Discipline
  • Force Prodigies: Receive the mentor discount on 
  all Force powers.
  • Silhouette 0
  BRAWN
  1
  AGILITY
  3
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  3
  PRESENCE
  2
  MYSTERIOUS JEDI
  A
  lthough all are Force-sensitive to some ex-
  tent, it is only those who are strongest in the 
  Force that earn the right to become Jedi. These 
  elect few are chosen at birth, and they are the 
  only members of the species who travel offworld. 
  They only bother to maintain a single ship for 
  their entire species, known as the Yaniket, which 
  takes the babies to the Jedi Temple on Corus-
  cant and then flies back automatically. Babies 
  are sent off with numerous holorecordings which 
  teach them their name, advise them in the ways 
  of the Force, and expose them to the unique 
  grammar associated with the species. These Jedi 
  often take decades to watch all of the recordings, 
  after which they learn only from their Jedi com-
  panions. Although other Jedi welcome them into 
  the Order, their mystique means that they are 
  generally loners, detached from their fellow Jedi.
  
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  YUUZHAN VONG
  The Yuuzhan Vong will eventually bring about an incred-
  ibly brutal war and be responsible for hundreds of tril-
  lions of deaths. This is because of their powerful organic 
  technology and religious convictions. They value pain, 
  sacrifice, and death as service to their gods.
  Physiology: Yuuzhan Vong are humanoids from anoth-
  er galaxy with lavender, gray, or yellow skin. They are 
  somewhat larger than most humans and live for much 
  longer. They have a sloped forehead on their ridged 
  head, and about half have pointed ears. Their nose is 
  very short and stubbed, so they have an almost skel-
  etal appearance. A few have black hair, though many 
  are bald. Some have small protrusions under their eyes, 
  which are generally blue. They have a very unique ner-
  vous system which is more sensitive. They themselves 
  are entirely cut off from the Force, meaning that their 
  actions are impossible to foresee, their mind is impossi-
  ble to read, and their body is impossible to manipulate.
  Society: The Yuuzhan Vong are a very religious peo-
  ple who are reverent towards pain. They glorify it as a 
  way of living, believing that their body is made to be 
  sacrificed for their many gods. Many cut themselves or 
  even sever limbs. While they never impair their abilities, 
  some with higher standing do amputate themselves be-
  fore replacing their limbs or organs with those of an-
  other creature. Those who fail in the process of getting 
  implants or do not adhere to religion are called Shamed 
  Ones. The Shamed Ones are slaves who are viewed as 
  cursed and completely expendable. They are forbidden 
  from attending the religious services that the other Yuu-
  zhan Vong consider to be vital. In these services, they 
  generally draw blood as worship. They are ruled by a 
  Supreme Overlord, who can supposedly communicate 
  directly with their main god, Yun-Yuuzhan. The Inten-
  dant Class focuses on politics.There is also a Warrior 
  Caste, who devote themselves to battle. The Shaper 
  Caste specializes in creating biotechnology. Their Priest 
  Caste specializes in religious matters. Workers, the larg-
  est caste, do menial labor. The Yuuzhan Vong children 
  are raised by designated caretakers, and they do not 
  know their families until they are older. They place high 
  value in discipline and obedience.
  Homeworld: Their original homeworld of Yuuzhan’tar 
  is destroyed, but the Yuuzhan Vong have reached the 
  outskirts of the galaxy. They live in space aboard giant 
  worldships, planning an invasion that will come in about 
  30 years. After killing trillions but losing the war, they 
  will resettle on Zonama Sekot.
  Language: The Yuuzhan Vong speak Yuuzhan Vong. 
  Some understand Basic using tizowyrm translators.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 14+Willpower
  • Starting XP: 85
  • Force Immunity: When being targeted by Force 
  Powers, cause the check to automatically fail.
  YUUZHAN VONG CASTES
  • Intendant: 1 rank in Deception or Negotiation
  • Priest: 1 rank in Deception or Knowledge-Lore
  • Shaper:1 rank in Knowledge-Xenology or Medicine
  • Warrior: 1 rank in Melee or Resilience
  • Worker: 1 rank in Discipline or Resilience
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  BIOTECHNOLOGY
  Y
  uuzhan Vong are notable for possessing bio-
  technology. They detest electronic technology, 
  and most do everything in their power to kill and 
  destroy those with technology. While this in-
  cludes electronics, they also hate other contrap-
  tions. They have created lots of organic things, 
  including ships, weapons, armor, and computers. 
  In addition to conquering and killing those who 
  use technology and destroying the technology 
  itself, they also seek to Vongform planets by 
  bringing their own unique forms of life.
  
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  YUZZUM
  Yuzzum are tall primitives from the forest moon of En-
  dor. Their musical language makes many of them excel-
  lent singers, so some use that as a profession should 
  they leave their isolated homeworld. Though shy, they 
  are very friendly and typically get along well.
  Physiology: Yuzzums are furry humanoids with long, 
  thin limbs. They are typically taller than most, at above 
  two meters, although some dwarf Yuzzums are born. 
  These are almost always social outcasts. They have no 
  neck, though their face varies. Some have a wide mouth 
  with notable teeth, while others have fangs. They have 
  eyes that can be black or yellow. They have four fingers, 
  hooves or claws as feet, and hairless arms and legs. The 
  rest of their body is covered in thick, brown fur.
  Society: Yuzzums still live a primitive lifestyle. While 
  some have managed to craft spears and basic tools, 
  others live completely without technology. They hunt 
  small creatures such as ruggers. Some have tamed 
  arachnids, which are called rakazzaks. They can be 
  found offworld for a few reasons. Some have established 
  colonies. Others are taken as musicians, something that 
  they are innately talented with. Also, despite their sen-
  tience, some still end up as pets. These ones are typi-
  cally captured and taken offworld in mass. Yuzzums can 
  be a bit shy but get along well if given the chance. They 
  are brave, however, and their large size can scare off 
  many predators.
  Homeworld: Yuzzums come from the Forest Moon of 
  Endor, in the Moddel sector. This obscure moon orbits 
  a gas giant and is relatively close to the Unknown Re-
  gions. It is composed of forests mainly, with huge trees. 
  Later, it will be host to the construction of the Second 
  Death Star, a major battle in the Galactic Civil War, and 
  the death of Emperor Palpatine.
  Language: Yuzzums speak Yuzzum, which is musical 
  by nature. This makes many of them excellent singers. 
  Some are taken offworld to be singers.
  SPECIES ABILITIES
  • Wound Threshold: 9+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 110
  • Friendly: Receive the talent “Smooth Talker.”
  • Mobile 
  Predators: 
  Receive 
  the 
  talent 
  “Outdoorsman.”
  • Primitive: Upgrade the difficulty of any checks 
  involving advanced technology. This counts as any 
  technology not available on their home planet, 
  although individual pieces of technology they 
  become familiar with over an extended period of 
  time can become exempt from this at the GM’s 
  discretion. May spend 10 XP at character creation 
  to remove this penalty permanently.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  2
  SHARED HOME
  Y
  uzzums share their moon with another primi-
  tive yet sentient species in the Ewoks. This is 
  a somewhat strained relationship. Most Yuzzums 
  do not know the Ewok language, but mostly be-
  cause many Ewoks know the Yuzzum language. 
  Despite this ability to communicate, the primi-
  tive species still do what they must to survive. 
  For the Yuzzums, this can mean eating baby 
  Ewoks, which are called woklings. The Yuzzums 
  and Ewoks live mostly separately, each going 
  about their own unique way of life. They also 
  share their world with the rodent Teeks, aquatic 
  Gorphs, and the Ewok’s cousins, the Duloks.
  
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  ZABRAK
  Zabrak are strong-willed and disciplined near-humans 
  distinguished by horns. They have a very high pain tol-
  erance and believe that they can acheive greatness if 
  they work hard enough. Their stubborness has lead to a 
  strong resistance against the Empire on Iridonia.
  Physiology: Zabrak are tough near-humans that are 
  best distinguished by their horned head. Zabrak have 
  many subspecies that have varying skin tones and horn 
  patterns. Though the arrangement of horns varies, all 
  of these subspecies have about ten, and they are about 
  three centimeters long. While most have dark hair, they 
  generally do not grow facial hair. One rarer subspecies 
  does have eyebrows. Their skin is similar to human skin 
  in the various colors that it comes in. They have a high 
  tolerance for pain as well as a second heart.
  Society: Zabak are determined and confident. They 
  strive for greatness and work hard to get it. Though 
  they don’t generally develop arrogance in their success, 
  they do have a strong sense of competition. They be-
  lieve that nothing is impossible if they work hard enough 
  and constantly attempt to prove the doubters wrong. 
  They accomplish this with dedication, hard work, and 
  an intense focus. The independently natured Zabrak 
  do not like living under Imperial rule, and their defi-
  ant spirit gives many the will to fight back. The Empire 
  has responded with harsher penalties, increased taxes, 
  and more garrisons. This has only increased the ani-
  mosity between Zabrak and Imperials. The Zabrak are 
  also notable for having facial tattoos. These tattoos are 
  thin lines across the face. They are received in a rite of 
  passage and can show history, lineage, personality, or 
  achievements.
  Homeworld: Iridonia, the Zabrak homeworld, is a 
  harsh planet with acid pools and windy canyons. It is 
  in the northern part of the Mid Rim. Being situated on 
  major hyperlanes, it is fairly important. The Zabrak also 
  have eight colonies in addition to their long-evolved off-
  shoots on Elom.
  Language: Zabrak speak their native tongue of Zabraki 
  as well as Basic. Most are also literate in both languag-
  es. Their voice tends to be a low-pitched baritone.
  SPECIES ABILITIES
  • Wound Threshold: 11+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 95
  • 1 rank in Brawl or Survival
  • Fearsome Countenances: Add a on all Coercion 
  checks.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  MARTIAL TRADITIONS
  Z
  abrak have developed strong martial tradi-
  tions, and those on Iridonia have developed 
  a physical style of martial arts in order to com-
  bat the rugged terrain. It is mandatory for all 
  children to learn this. This means that Zabrak 
  number among the best martial artists in the 
  galaxy. Although Zabrak on the colonies share 
  the Iridonians’ drive for excellence, they tend to 
  apply it in other fields, such as science, math, 
  art, entertainment, or history.
  NOTE
  T
  his represents all Zabrak subspecies, which 
  have only aesthetic differences. However, the 
  Elomin have evolved enough to receive a unique 
  profile.
  
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  ZEHETHBRA
  Violent and easily offended, ZeHethbra are furred ca-
  nines that are devoted to defending their territory. They 
  have a biochemical spray to ward off attackers.
  Physiology: The ZeHethbra are furry mammals who 
  typically defend themselves through releasing a gas-
  eous compound that can stun or slow down enemies. 
  They are somewhat larger than humans and are typi-
  cally stronger. Their four-fingered hands have claws for 
  traction, and they also have a small tail. Those from the 
  south have white or blue fur, while those from the north 
  have red or brown fur. Either way, they generally have 
  a white stripe of fur that goes from their dog-like nose 
  up their forehead, over their head, and down their back. 
  Their face is very canine, having black eyes, triangular 
  ears, a snout, and pointed teeth. Their combination of 
  acute smell and pheromones allow them to easily iden-
  tify one another through scent.
  Society: ZeHethbra come from many cultures, as the 
  species has divided into more than 80 slightly different 
  groups. All of these groups value honesty, leadership, 
  and status. They are organized into clans of extended 
  families, which they can identify by smell. ZeHethbra 
  value their clans and do what they can to gain status 
  within them. They often leave their homeworld and ex-
  plore, so the ZeHethbra have many colonies. One such 
  colony on Malastare caused them to go to war with the 
  Dugs.
  Homeworld: ZeHethbra come from the Mid Rim planet 
  of ZeHeth. It is temperate, with mountains and forests 
  making up much of the terrain. It has giant trees which 
  are filled up with urban centers. The roots of these trees 
  are used as underground lairs and dens.
  Language: The ZeHethbra speak a language of the 
  same name. To an outsider, it sounds like an angry se-
  ries of grunts and gurgles. Most eventually learn Basic 
  as a second language.
  SPECIES ABILITIES
  • Wound Threshold: 12+Brawn
  • Strain Threshold: 11+Willpower
  • Starting XP: 90
  • 1 rank in Brawl
  • Spray: Once per encounter as a maneuver, may 
  spray a biochemical compound that affects all 
  engaged non-Zehethbra. Those affected must 
  succeed in a dddd
  dddd Resilience check or suffer 4 
  strain and be disoriented for 1 round.
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  1
  WILLPOWER
  2
  PRESENCE
  2
  ANGRY OUTBURSTS
  T
  he ZeHethbra are best known for their out-
  bursts of anger. They are easily ticked off, get-
  ting highly offended by what others consider a 
  minor insult. They are particularly sensitive when 
  it comes to personal space and defending their 
  territory. They will generally growl or spit in re-
  sponse to any insult. When they are amongst 
  their own, this typically results in a competitive 
  match of snorting. In some cases, they will attack 
  when aggravated, using their physical strength 
  and biochemical sprays to get revenge. These 
  attacks rarely are intended to be fatal.
  
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  ZELOSIAN
  Near-humans at first glance who are actually plants, the 
  Zelosians are photoautotrophs who tend to enjoy learn-
  ing about galaxy and all the life it contains. They are 
  very superstitious, having a deep-seated fear of dark-
  ness, which represents all that is evil in their mythology.
  Physiology: Zelosians appear to be a near-human spe-
  cies, sharing a similar build to humans as well as hair 
  and facial features. However, they are actually very dif-
  ferent at the fundamental level. Zelosian heritage is one 
  of plants, and they suspect that their humanoid appear-
  ance, sentience, and ability to move are all the result of 
  careful genetic engineering. Although they are capable 
  of eating foods like humans, they can also survive using 
  photosynthesis, thanks to the chlorophyll in their blood, 
  which turns it into a green sap. Unlike humans, they 
  are unaffected by alcohol, but they can be intoxicated if 
  they eat sugar. The most obvious visual difference be-
  tween Zelosians and humans are in their eyes: Zelosian 
  eyes are always bright green, and they cannot see in 
  darkness.
  Society: Fitting for their physiology, Zelosians are 
  known for their knowledge of plant life, and they also 
  enjoy studying biology in general. They are a gregarious 
  people, but they have a deep-seated fear of darkness. 
  All of their mythology uses light to represent good and 
  darkness as evil, and one of the most terrifying events 
  for them is called the Day of Sepulchral Night. Occur-
  ring less than once per century, it is an eclipse that also 
  causes the lowest tides that the planet ever sees. They 
  stop their lives during the eclipse, remaining indoors out 
  of fear. Another will come soon, shortly after the Battle 
  of Endor.
  Homeworld: The Zelosian homeworld, Zelos II, is a 
  mountainous Mid Rim world with many oceans. It has 
  four moons, which are responsible for dramatic tides. A 
  backwater world with about 10 million people, its larg-
  est industries are mining and tourism surrounding its 
  spas, casinos, and oceans.
  Language: Zelosians speak their native language of Ze-
  losian, and many also know Basic.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 10+Willpower
  • Starting XP: 110
  • 1 rank in Knowledge-Xenology or Survival
  • Gregarious: Receive the talent “Galaxy Mapper.”
  • Nighttime Blindness: Remove b for brightness, 
  add b for darkness.
  • Photoautotrophic: Do not require normal food, 
  surviving only off of sunlight, Carbon Dioxide, and 
  water for long periods of time.
  • Unique Digestive System: Remove all effects of 
  alcohol, but suffer similar effects from sugar.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  2
  CUNNING
  2
  WILLPOWER
  2
  PRESENCE
  2
  ZELOSIANS AND THE EMPIRE
  Z
  elosians are currently serving the Empire 
  through their mining industries, but they are 
  kept in the dark about this fact. After the Battle 
  of Endor, the Zelosians will become fully inde-
  pendent and establish themselves as a neutral 
  planet, although they will remain under martial 
  law. The Empire will continue to maintain a se-
  cret mining operation in the months following 
  the Battle of Endor, but it will be destroyed by 
  the Zelosians, who will then join the New Re-
  public.
  
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  STEREOTYPES VS. REALITY
  Z
  eltrons have certainly developed a reputation 
  as being lazy, careless, and, most notably, in-
  appropriate, but these do not represent every 
  member. Some Zeltrons could very well not follow 
  these stereotypes, but they still have to deal with 
  the consequences of their species’s reputation. 
  Not only this, but they can very well become an 
  exile when among their people, with social pres-
  sures forcing them to leave their home.
  ZELTRON
  Zeltrons are red-skinned near-humans who have pher-
  omones that make them more attractive. They are also 
  empaths, so they are extremely effective in social situa-
  tions. They are lazy, reckless, and focus on being happy. 
  They are also very romantic and shun monogamy.
  Physiology: Zeltrons are near-humans that tend to be 
  attractive in build. They have black, red, or dark blue 
  hair and pink or red skin. Aside from that, they have 
  no other visual differences from humans. However, they 
  have unique special abilities that add further to their 
  charms. First are pheromones: Similar to Falleen, they 
  can emit pheromones into the air as a way of manipu-
  lating others. In addition, they have a limited telepathic 
  ability, allowing them to read emotions. They have an 
  excellent metabolism, staying in good shape despite of-
  ten eating the richest of foods. Because they have two 
  livers, they are very resistant to alcohol.
  Society: Zeltrons value living life to its fullest and hav-
  ing fun. They are generally careless in nature and tend 
  to easily give in to their own laziness. Their reckless 
  attitude and knack for charm makes them naturals 
  as scoundrels and con artists. Perhaps the most well 
  known characteristic of Zeltron culture is their romantic 
  nature: They shun monogamy and tend to obsess over 
  their pursuit of love. They make no secret of it and are 
  known to dress in shockingly revealing attire. They also 
  have a strong cultural focus towards positive emotions 
  like joy, love, and pleasure, while their ability to sense 
  emotions makes them strongly shun anyone who feels 
  anger, fear, or sadness.
  Homeworld: Zeltrons come from Zeltros, an Inner Rim 
  world. It is ruled by an elected monarch and is econom-
  ically successful as a hub for luxury. One of the most 
  expensive vacation destinations, it includes art, casinos, 
  theaters, dining, parties, and (most popular of all) the 
  Zeltrons themselves. It has its fair share of wealthy im-
  migrants, typically vacationers who end up staying.
  Language: Zeltrons speak Basic and have no notable 
  languages of their own.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 12+Willpower
  • Starting XP: 100
  • 1 rank in Charm
  • Pheromones: Emit pheromones automatically, 
  adding b on all Charm checks and adding a to all 
  Deception and Negotiation checks. Does not apply 
  on targets with breath masks or without lungs.
  • Empathy: Once per encounter as a maneuver, 
  sense the presence and emotional state of everyone 
  within short range. May use this ability to upgrade 
  the difficulty twice when opposing a Deception 
  check.
  BRAWN
  2
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  1
  PRESENCE
  3
  
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  Complete Species Guide
  ZYGERRIAN
  Zygerrians are most notable for almost always working 
  as slavers. They believe that the strong have the right 
  to control the weak and have little compassion. They are 
  physically strong and have feline characteristics.
  Physiology: Zygerrians are near-humans with some 
  reddish fur. They are mostly distinguished by their su-
  perior strength and the four bony appendages on their 
  chin. They have red-brown fur surrounding their face. 
  They have wide triangular ears at the upper half of their 
  head and a mostly feline appearance with otherwise an-
  gular features. They have some fangs in their mouth, 
  which is typically frowning.
  Society: Zygerrians are most notorious as a culture 
  for their acceptance of slavery. It is a central focus in 
  their philosophy, and they believe that the strong have 
  the natural right to control the weak. They believe in 
  strength above all else, both physically and mentally. 
  Signs of weakness are a taboo to them, and they always 
  try to be seen as strong. Those who do show weakness 
  can end up being slaves themselves, or even executed. 
  They are very hated, although it is somewhat intention-
  al: Fear gives them power. In addition to slavery, they 
  are known for all sorts of violence, such as piracy and 
  warfare. They have a long tradition of settling their dif-
  ferences by a fistfight. Their society is heavily divided by 
  class. Those of noble blood receive the best positions, 
  most slaves, and most respect. The most powerful noble 
  is a monarch, while the other less powerful nobles get to 
  take up an “honorable” position in their military.
  Homeworld: Though they travel the galaxy, Zygerri-
  ans originate from Zygerria. It is an Outer Rim world of 
  great underworld presence, although its impressive ar-
  chitecture brings in a few tourists from the Core Worlds. 
  The planet is otherwise full of mesas.
  Language: Zygerrians mostly use Basic in a heavy ac-
  cent, but they also have their own language, Zygerrian.
  SPECIES ABILITIES
  • Wound Threshold: 10+Brawn
  • Strain Threshold: 9+Willpower
  • Starting XP: 95
  • 1 rank in Coercion
  BRAWN
  3
  AGILITY
  2
  INTELLECT
  1
  CUNNING
  2
  WILLPOWER
  3
  PRESENCE
  1
  THE BUSINESS OF SLAVERY
  Z
  ygerrians have had a long tradition in slav-
  ery, which has put them at odds with the law 
  for a long time. Though they mostly got away 
  with their practices under a very corrupt Old 
  Republic, they have had cases of attempting 
  to overreach their Slave Empire and have been 
  quashed by the Jedi or other military. During 
  the Clone Wars, with the Republic and Confed-
  eracy busy fighting a war, they again tried to 
  expand by making an under the table deal with 
  Darth Tyranus, who supplied them with slaves 
  captured in secret via his battle droids. Howev-
  er, they again got too aggressive and again un-
  derestimated Jedi prowess. Despite that, they 
  are now in a very good position under the Em-
  pire. Emperor Palpatine (who ordered Tyranus 
  into dealing with them two decades earlier) has 
  allowed slavery, and their Zygerrian Slave Em-
  pire is thriving as well as ever. Many Zygerrians 
  are now quite wealthy.
  NOTE
  Z
  ygerrians mostly use Basic in a heavy accent, 
  but they also have their own language, Zy-
  gerrian.
  
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  AGILITY 3 
  Aleena .................... 13
  Ardennian ............... 22
  Asogian .................. 25
  Blood Carver ........... 39
  Cathar .................... 45
  Cha’wen’he ............. 48
  Chadra-Fan ............. 49
  Colicoid .................. 61
  Dashade ................. 68
  Dathomirian ............ 69
  Devlikk ................... 73
  Dug ........................ 82
  Echani .................... 86
  Farghul ................... 92
  Felucian .................. 95
  Fosh ....................... 99
  Frenk ...................... 100
  Gen’Dai .................. 105
  Ho’Din .................... 121
  Hoojib .................... 122
  Iakaru ..................... 127
  Jenet ...................... 135
  Kaleesh ................... 136
  Klatooinian .............. 150
  Kowakian Monkey-Lizard 
  153
  Kushiban ................. 158
  Lepi ........................ 163
  Lurmen ................... 166
  Mirialan .................. 177
  Nagai ..................... 184
  Nazzar .................... 186
  Nelvaanian .............. 188
  Noehon................... 192
  Noghri .................... 193
  Nosaurian ............... 194
  Nuknog................... 196
  Parwan ................... 206
  Phuii ....................... 211
  Qwohog .................. 220
  Ranat ..................... 222
  Ranth ..................... 223
  Ri’Dar ..................... 228
  Rishii ...................... 229
  Rodian .................... 230
  Rybet ..................... 233
  Sathari .................... 240
  Selonian .................. 244
  Shashay .................. 247
  Shistavanen ............. 250
  Spiner ..................... 260
  Sullustan ................. 264
  Terrelian Jango Jumper 
  276
  Thisspiasian ............. 279
  Tintinna .................. 281
  Toong ..................... 286
  Vor 303
  Xamster .................. 316
  Xexto ...................... 317
  Yoda’s Species ......... 324
  BRAWN 3 
  Abyssin ................... 9
  Amani..................... 14
  Anx ........................ 17
  Aqualish ................. 20
  Avogwi ................... 26
  Barabel ................... 29
  Besalisk .................. 34
  Brubb ..................... 42
  Charon ................... 53
  Chevin .................... 55
  Chironian ................ 56
  Chistori ................... 58
  Coway .................... 65
  Cragmoloid ............. 66
  Dantari ................... 67
  Dathomirian ............ 69
  Dowutin .................. 75
  Duinuogwuin ........... 83
  Elom....................... 87
  Em’liy ..................... 89
  Feeorin ................... 93
  Florn Lamproid ........ 98
  Gamorrean .............. 102
  Geonosian ............... 106
  Gigoran................... 107
  Harch ..................... 118
  Herglic .................... 119
  Houk ...................... 123
  Huhk/Lahsbee ......... 124
  Hutt ....................... 126
  Icehead ................... 128
  Kalleran .................. 137
  Karkarodon ............. 139
  Kentra .................... 141
  Kerestian ................. 142
  Krish ....................... 155
  Krytollak ................. 156
  Kyuzo ..................... 159
  Laboi ...................... 160
  Lugubraa ................ 165
  Melitto .................... 173
  Nautolan ................. 185
  Nelvaanian .............. 188
  Nikto ...................... 190
  Ortolan ................... 199
  Paaerduag ............... 203
  Psadan ................... 215
  Quor’sav ................. 219
  Rakata .................... 221
  Reigat ..................... 225
  INDEX BY CHARACTERISTICS
  
  333
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  Rellarin ................... 226
  S’kytri ..................... 235
  Sanyassan ............... 237
  Sarkan .................... 238
  Sauvax .................... 241
  Sith ........................ 253
  Sludir ...................... 257
  Srrors’tok ................ 262
  Ssi-ruu .................... 263
  Swokes Swokes ........ 266
  t’landa Til ................ 267
  T’surr ..................... 268
  Talz ........................ 269
  Tarong .................... 271
  Taung ..................... 273
  Temolak .................. 275
  Thakwaash .............. 277
  Togorian .................. 284
  Trandoshan .............. 288
  Tunroth ................... 291
  Tusken Raider .......... 292
  Weequay................. 309
  Whiphid .................. 311
  Wookiee ................. 313
  Xi’Dec..................... 318
  Yaka ....................... 319
  Yam’rii .................... 320
  Yinchorri ................. 323
  ZeHethbra ............... 328
  Zygerrian ................ 331
  BRAWN 4 
  Dowutin .................. 75
  Mantellian Savrip ..... 170
  Tchuukthai ............... 274
  BRAWN 5 
  Whaladon ............... 310
  CUNNING 3 
  Advozse .................. 11
  Anzat...................... 18
  Askajian .................. 24
  Ayrou ..................... 27
  Balosar ................... 28
  Berrite .................... 33
  Bothan ................... 41
  Chevin .................... 55
  Clawdite .................. 59
  Codru-Ji .................. 60
  Dathomirian ............ 69
  Devaronian .............. 72
  Ewok ...................... 90
  Farghul ................... 92
  Geonosian ............... 106
  Gossam .................. 110
  Gotal ...................... 111
  Houk ...................... 123
  Hutt ....................... 126
  Jawa ....................... 134
  Jenet ...................... 135
  Koorivar .................. 151
  Kowakian Monkey-Lizard 
  153
  Lasat ...................... 162
  Morseerian .............. 179
  Muun ..................... 182
  Myneyrsh ................ 183
  Neimoidian .............. 187
  Patrolian ................. 207
  Pyke ....................... 216
  Ranat ..................... 222
  Rybet ..................... 233
  Ryn ........................ 234
  Sakiyan ................... 236
  Shawda Ubb ............ 248
  Shistavanen ............. 250
  Sic-Six..................... 251
  Sith ........................ 253
  Squib ...................... 261
  Togorian .................. 284
  Togruta ................... 285
  Umbaran ................. 298
  Utai ........................ 299
  Weequay................. 309
  Yarkora ................... 321
  INTELLECT 3 
  Adarian ................... 10
  Aing-Tii ................... 12
  Anomid ................... 16
  Anzellan .................. 19
  Arkanian ................. 23
  Baragwin ................. 30
  Bardottan ................ 31
  Bith ........................ 37
  Bivall ...................... 38
  Celegian.................. 46
  Cerean .................... 47
  Chadra-Fan ............. 49
  Chiss ...................... 57
  Colicoid .................. 61
  Cosian .................... 64
  Drall ....................... 79
  Duros ..................... 84
  Elomin .................... 88
  Frozian .................... 101
  Givin ....................... 108
  Gormak ................... 109
  Gree ....................... 113
  Hiromi .................... 120
  Ho’Din .................... 121
  Ishi Tib .................... 131
  Kaminoan ................ 138
  Kerestian ................. 142
  INDEX BY CHARACTERISTICS
  
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  Kerkoiden ................ 143
  Khil ........................ 144
  Khommite ............... 145
  Lugubraa ................ 165
  M’shinn .................. 168
  Marasan ................. 171
  Mon Calamari .......... 178
  Mrlssi ..................... 180
  Muun ..................... 182
  Neimoidian .............. 187
  Nimbanel ................ 191
  Omwati ................... 197
  Phindian ................. 209
  Pho Ph’eahian ......... 210
  Polis Massan ........... 213
  Quermian ................ 218
  Roonan ................... 231
  Ruurian ................... 232
  Sakiyan ................... 236
  Sephi ...................... 245
  Sic-Six..................... 251
  Siniteen .................. 252
  Sith ........................ 253
  Skakoan .................. 254
  Sluissi ..................... 258
  Tarro ....................... 272
  Temolak .................. 275
  Tiss’shar ................. 282
  Trianii ..................... 289
  Tynnan .................... 294
  Ugnaught ................ 296
  Verpine ................... 301
  Vor  ........................ 303
  Vratix ..................... 305
  Vurk ....................... 307
  Vuvrian ................... 308
  Wol Cabasshite ........ 312
  Woostoid ................ 314
  Yaka ....................... 319
  Yevetha ................... 322
  INTELLECT 4 
  Columi .................... 62
  NO 3 
  Abednedo ............... 8
  Bartokk ................... 32
  Bilar ....................... 35
  Chandrilan Human ... 52
  Chev ....................... 54
  Corellian Human ...... 63
  Dathomirian Human . 70
  Defel ...................... 71
  Draedan .................. 77
  Droid ...................... 81
  Gank ...................... 104
  Hapan Human ......... 117
  Human ................... 125
  Korun Human .......... 152
  Lorrdian Human ....... 164
  Meerian .................. 172
  Mustafarian ............. 181
  Ossan ..................... 200
  Rattataki ................. 224
  Selkath ................... 243
  Shard ...................... 246
  Shi’ido .................... 249
  Sith ........................ 253
  Sljee ....................... 256
  Tholothian ............... 280
  Ugor ....................... 297
  Vodran .................... 302
  Wroonian ................ 315
  Xi’Dec..................... 318
  Zelosian .................. 329
  PRESENCE 3 
  Amaran .................. 15
  Anx ........................ 17
  Bimm ..................... 36
  Brubb ..................... 42
  Caamasi .................. 43
  Caarite .................... 44
  Diathim ................... 74
  Drabatan ................ 76
  Falleen .................... 91
  Fefze ...................... 94
  Gran ....................... 112
  Gungan ................... 114
  Herglic .................... 119
  Hoojib .................... 122
  Huhk/Lahsbee ......... 124
  Khil ........................ 144
  Kushiban ................. 158
  Lutrillian ................. 167
  Nuiwit ..................... 195
  Ongree ................... 198
  Paaerduag ............... 203
  Pacithhip ................. 204
  Pantoran ................. 205
  Pau’an .................... 208
  Qwohog .................. 220
  Ruurian ................... 232
  Snivvian .................. 259
  Theelin .................... 278
  Toydarian ................ 287
  Troig ....................... 290
  Twi’lek .................... 293
  Vurk ....................... 307
  Vuvrian ................... 308
  Whaladon ............... 310
  Zeltron .................... 330
  INDEX BY CHARACTERISTICS
  
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  Star Wars Roleplaying
  INDEX BY CHARACTERISTICS
  WILLPOWER 3 
  Adarian ................... 10
  Aing-Tii ................... 12
  Amani..................... 14
  Arcona .................... 21
  Askajian .................. 24
  Ayrou ..................... 27
  Bardottan ................ 31
  Bimm ..................... 36
  Bosph ..................... 40
  Caamasi .................. 43
  Cathar .................... 45
  Celegian.................. 46
  Chagrian ................. 50
  Chalactan ................ 51
  Dathomirian ............ 69
  Draethos ................. 78
  Dressellian .............. 80
  Duinuogwuin ........... 83
  Ebranite .................. 85
  Filordus ................... 96
  Flakax ..................... 97
  Frozian .................... 101
  Gand ...................... 103
  Geonosian ............... 106
  Gormak ................... 109
  H’drachi .................. 115
  H’nemthe ................ 116
  Houk ...................... 123
  Iktotchi ................... 129
  Iotran ..................... 130
  Ithorian ................... 132
  Iyra ........................ 133
  Kaminoan ................ 138
  Kel Dor ................... 140
  Kian’thar ................. 146
  Kitonak ................... 149
  Krevaaki .................. 154
  Kubaz ..................... 157
  Laboi ...................... 160
  Lannik .................... 161
  Lurmen ................... 166
  Menahuun .............. 174
  Mikkian ................... 175
  Miraluka ................. 176
  Nagai ..................... 184
  Nazzar .................... 186
  Nelvaanian .............. 188
  Neti ........................ 189
  Noehon................... 192
  Pa’lowick ................. 202
  Phydolon................. 212
  Polis Massan ........... 213
  Priapulin ................. 214
  Psadan ................... 215
  Quarren .................. 217
  Revwien .................. 227
  Roonan ................... 231
  Sarkan .................... 238
  Sedrian ................... 242
  Selonian .................. 244
  Skrilling ................... 255
  Svivreni ................... 265
  Swokes Swokes ........ 266
  T’surr ..................... 268
  Tarasin .................... 270
  Tchuukthai ............... 274
  Tognath .................. 283
  Toydarian ................ 287
  Ubese ..................... 295
  Umbaran ................. 298
  Vagaari ................... 300
  Voss ....................... 304
  Wol Cabasshite ........ 312
  Yevetha ................... 322
  Yinchorri ................. 323
  Yoda’s Species ......... 324
  Yuuzhan Vong .......... 325
  Yuzzum ................... 326
  Zabrak .................... 327
  Zygerrian ................ 331
  
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  AQUATIC 
  Aqualish ................. 20
  Bivall ...................... 38
  Celegian.................. 46
  Chagrian ................. 50
  Drabatan ................ 76
  Draedan .................. 77
  Felucian .................. 95
  Gungan ................... 114
  Herglic .................... 119
  Ishi Tib .................... 131
  Iyra ........................ 133
  Kalleran .................. 137
  Karkarodon ............. 139
  Kian’thar ................. 146
  Krevaaki .................. 154
  Mon Calamari .......... 178
  Nautolan ................. 185
  Ongree ................... 198
  Pa’lowick ................. 202
  Patrolian ................. 207
  Priapulin ................. 214
  Quarren .................. 217
  Qwohog .................. 220
  Rakata .................... 221
  Rybet ..................... 233
  Sauvax .................... 241
  Sedrian ................... 242
  Selkath ................... 243
  Shawda Ubb ............ 248
  Temolak .................. 275
  Tynnan .................... 294
  Vurk ....................... 307
  Whaladon ............... 310
  ARACHNID 
  Aqualish ................. 20
  Charon ................... 53
  Harch ..................... 118
  Sic-Six..................... 251
  AVIAN 
  Avogwi ................... 26
  Ayrou ..................... 27
  Besalisk .................. 34
  Cha’wen’he ............. 48
  Devlikk ................... 73
  Fosh ....................... 99
  Mrlssi ..................... 180
  Omwati ................... 197
  Phuii ....................... 211
  Quor’sav ................. 219
  Rishii ...................... 229
  S’kytri ..................... 235
  Sathari .................... 240
  Shashay .................. 247
  Tarong .................... 271
  Vor  ........................ 303
  CRANIOPOD 
  Bith ........................ 37
  CRUSTACEAN 
  Celegian.................. 46
  Krevaaki .................. 154
  Sauvax .................... 241
  FUNGI 
  Phydolon................. 212
  GASBAG 
  Parwan ................... 206
  GASTROPOD 
  Hutt ....................... 126
  Priapulin ................. 214
  INSECT 
  Bartokk ................... 32
  Blood Carver ........... 39
  Colicoid .................. 61
  Fefze ...................... 94
  Flakax ..................... 97
  Gand ...................... 103
  Geonosian ............... 106
  Hiromi .................... 120
  Killik ....................... 148
  Melitto .................... 173
  Mustafarian ............. 181
  Noehon................... 192
  Quermian ................ 218
  Ruurian ................... 232
  Tognath .................. 283
  Verpine ................... 301
  Vratix ..................... 305
  Vuvrian ................... 308
  Xexto ...................... 317
  Xi’Dec..................... 318
  Yam’rii .................... 320
  MAMMAL 
  Abednedo ............... 8
  Abyssin ................... 9
  Adarian ................... 10
  Advozse .................. 11
  Aing-Tii ................... 12
  Amaran .................. 15
  Anomid ................... 16
  Anzat...................... 18
  Anzellan .................. 19
  Aqualish ................. 20
  Ardennian ............... 22
  Arkanian ................. 23
  Askajian .................. 24
  Asogian .................. 25
  Balosar ................... 28
  Berrite .................... 33
  INDEX BY BIOLOGY
  
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  INDEX BY BIOLOGY
  Bilar ....................... 35
  Bimm ..................... 36
  Bosph ..................... 40
  Bothan ................... 41
  Caamasi .................. 43
  Caarite .................... 44
  Cathar .................... 45
  Cerean .................... 47
  Chadra-Fan ............. 49
  Chalactan ................ 51
  Chandrilan Human ... 52
  Chev ....................... 54
  Chevin .................... 55
  Chironian ................ 56
  Chiss ...................... 57
  Codru-Ji .................. 60
  Corellian Human ...... 63
  Coway .................... 65
  Cragmoloid ............. 66
  Dantari ................... 67
  Dathomirian ............ 69
  Dathomirian Human . 70
  Defel ...................... 71
  Devaronian .............. 72
  Dowutin .................. 75
  Drall ....................... 79
  Dressellian .............. 80
  Dug ........................ 82
  Ebranite .................. 85
  Echani .................... 86
  Elom....................... 87
  Elomin .................... 88
  Em’liy ..................... 89
  Ewok ...................... 90
  Farghul ................... 92
  Filordus ................... 96
  Gamorrean .............. 102
  Gank ...................... 104
  Gigoran................... 107
  Gormak ................... 109
  Gotal ...................... 111
  Gran ....................... 112
  H’drachi .................. 115
  Hapan Human ......... 117
  Herglic .................... 119
  Hoojib .................... 122
  Huhk/Lahsbee ......... 124
  Human ................... 125
  Iakaru ..................... 127
  Iktotchi ................... 129
  Iotran ..................... 130
  Ithorian ................... 132
  Jawa ....................... 134
  Jenet ...................... 135
  Kaminoan ................ 138
  Kel Dor ................... 140
  Kentra .................... 141
  Kerestian ................. 142
  Kerkoiden ................ 143
  Khil ........................ 144
  Khommite ............... 145
  Kiffar ...................... 147
  Kitonak ................... 149
  Klatooinian .............. 150
  Korun Human .......... 152
  Krish ....................... 155
  Krytollak ................. 156
  Kubaz ..................... 157
  Kushiban ................. 158
  Laboi ...................... 160
  Lannik .................... 161
  Lasat ...................... 162
  Lepi ........................ 163
  Lorrdian Human ....... 164
  Lurmen ................... 166
  Lutrillian ................. 167
  M’shinn .................. 168
  Marasan ................. 171
  Meerian .................. 172
  Menahuun .............. 174
  Mikkian ................... 175
  Miraluka ................. 176
  Mirialan .................. 177
  Muun ..................... 182
  Myneyrsh ................ 183
  Nagai ..................... 184
  Nazzar .................... 186
  Nelvaanian .............. 188
  Omwati ................... 197
  Ortolan ................... 199
  Ossan ..................... 200
  Pacithhip ................. 204
  Pantoran ................. 205
  Pau’an .................... 208
  Phindian ................. 209
  Pho Ph’eahian ......... 210
  Phydolon................. 212
  Psadan ................... 215
  Quor’sav ................. 219
  Rakata .................... 221
  Ranat ..................... 222
  Ranth ..................... 223
  Rattataki ................. 224
  Reigat ..................... 225
  Rellarin ................... 226
  Ri’Dar ..................... 228
  Ryn ........................ 234
  S’kytri ..................... 235
  Sakiyan ................... 236
  Sarkhai ................... 239
  Sedrian ................... 242
  Selonian .................. 244
  Sephi ...................... 245
  Shistavanen ............. 250
  
  338
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Siniteen .................. 252
  Sith ........................ 253
  Skakoan .................. 254
  Skrilling ................... 255
  Snivvian .................. 259
  Spiner ..................... 260
  Squib ...................... 261
  Srrors’tok ................ 262
  Sullustan ................. 264
  Svivreni ................... 265
  Talz ........................ 269
  Tarro ....................... 272
  Taung ..................... 273
  Terrelian Jango Jumper 
  276
  Thakwaash .............. 277
  Theelin .................... 278
  Tholothian ............... 280
  Tognath .................. 283
  Togorian .................. 284
  Togruta ................... 285
  Toong ..................... 286
  Toydarian ................ 287
  Trianii ..................... 289
  Troig ....................... 290
  Tunroth ................... 291
  Tusken Raider .......... 292
  Twi’lek .................... 293
  Tynnan .................... 294
  Ubese ..................... 295
  Ugnaught ................ 296
  Umbaran ................. 298
  Utai ........................ 299
  Vagaari ................... 300
  Voss ....................... 304
  Weequay................. 309
  Whaladon ............... 310
  Whiphid .................. 311
  Wookiee ................. 313
  Woostoid ................ 314
  Wroonian ................ 315
  Yaka ....................... 319
  Yarkora ................... 321
  Yuuzhan Vong .......... 325
  Yuzzum ................... 326
  Zabrak .................... 327
  ZeHethbra ............... 328
  Zeltron .................... 330
  Zygerrian ................ 331
  MOLLUSK 
  Wol Cabasshite ........ 312
  OTHER BIOLOGY 
  Diathim ................... 74
  Droid ...................... 81
  Gen’Dai .................. 105
  Givin ....................... 108
  Gree ....................... 113
  Lugubraa ................ 165
  Morseerian .............. 179
  Paaerduag ............... 203
  Polis Massan ........... 213
  Shard ...................... 246
  Shi’ido .................... 249
  Sljee ....................... 256
  PLANARIAN 
  Amani..................... 14
  PLANT 
  Neti ........................ 189
  Revwien .................. 227
  Zelosian .................. 329
  PROTIST 
  Ugor ....................... 297
  REPTILE 
  Advozse .................. 11
  Aleena .................... 13
  Anx ........................ 17
  Arcona .................... 21
  Barabel ................... 29
  Baragwin ................. 30
  Bardottan ................ 31
  Brubb ..................... 42
  Chistori ................... 58
  Clawdite .................. 59
  Columi .................... 62
  Cosian .................... 64
  Dashade ................. 68
  Draethos ................. 78
  Duinuogwuin ........... 83
  Duros ..................... 84
  Falleen .................... 91
  Feeorin ................... 93
  Florn Lamproid ........ 98
  Frenk ...................... 100
  Gossam .................. 110
  H’nemthe ................ 116
  Ho’Din .................... 121
  Houk ...................... 123
  Icehead ................... 128
  Kaleesh ................... 136
  Kian’thar ................. 146
  Koorivar .................. 151
  Kowakian Monkey-Lizard 
  153
  Kyuzo ..................... 159
  Mantellian Savrip ..... 170
  Neimoidian .............. 187
  Nikto ...................... 190
  Nimbanel ................ 191
  Noghri .................... 193
  Nosaurian ............... 194
  INDEX BY BIOLOGY
  
  339
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INDEX BY BIOLOGY
  Nuiwit ..................... 195
  Nuknog................... 196
  P’w’eck ................... 201
  Pyke ....................... 216
  Rodian .................... 230
  Roonan ................... 231
  Sanyassan ............... 237
  Sarkan .................... 238
  Sludir ...................... 257
  Sluissi ..................... 258
  Ssi-ruu .................... 263
  Swokes Swokes ........ 266
  t’landa Til ................ 267
  T’surr ..................... 268
  Tarasin .................... 270
  Tarong .................... 271
  Taung ..................... 273
  Tchuukthai ............... 274
  Thisspiasian ............. 279
  Tintinna .................. 281
  Tiss’shar ................. 282
  Trandoshan .............. 288
  Vodran .................... 302
  Vor  ........................ 303
  Vulptereen............... 306
  Xamster .................. 316
  Yevetha ................... 322
  Yinchorri ................. 323
  Yoda’s Species ......... 324
  
  340
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  ARID 
  Arcona .................... 21
  Askajian .................. 24
  Avogwi ................... 26
  Brubb ..................... 42
  Mustafarian ............. 181
  Nikto ...................... 190
  Nuiwit ..................... 195
  Tusken Raider .......... 292
  Twi’lek .................... 293
  BRIGHT 
  Abednedo ............... 8
  Hapan Human ......... 117
  Zelosian .................. 329
  COLD 
  Aqualish ................. 20
  Gigoran................... 107
  Icehead ................... 128
  Laboi ...................... 160
  Lasat ...................... 162
  Muun ..................... 182
  Nelvaanian .............. 188
  Pantoran ................. 205
  Pho Ph’eahian ......... 210
  Ranth ..................... 223
  Rellarin ................... 226
  Shawda Ubb ............ 248
  Snivvian .................. 259
  Talz ........................ 269
  Tynnan .................... 294
  Whiphid .................. 311
  DARK 
  Abednedo ............... 8
  Advozse .................. 11
  Amani..................... 14
  Aqualish ................. 20
  Arkanian ................. 23
  Barabel ................... 29
  Berrite .................... 33
  Bilar ....................... 35
  Chiss ...................... 57
  Coway .................... 65
  Defel ...................... 71
  Ebranite .................. 85
  Elom....................... 87
  Feeorin ................... 93
  Felucian .................. 95
  Harch ..................... 118
  Jenet ...................... 135
  Kaleesh ................... 136
  Lasat ...................... 162
  Melitto .................... 173
  Menahuun .............. 174
  Nautolan ................. 185
  Pau’an .................... 208
  Ranat ..................... 222
  Selonian .................. 244
  Sic-Six..................... 251
  Sullustan ................. 264
  T’surr ..................... 268
  Talz ........................ 269
  Tiss’shar ................. 282
  Trandoshan .............. 288
  Ugor ....................... 297
  Utai ........................ 299
  Vulptereen............... 306
  HOT 
  Arcona .................... 21
  Askajian .................. 24
  Avogwi ................... 26
  Brubb ..................... 42
  Caarite .................... 44
  Dashade ................. 68
  Feeorin ................... 93
  Flakax ..................... 97
  Laboi ...................... 160
  Lasat ...................... 162
  Melitto .................... 173
  Mustafarian ............. 181
  Muun ..................... 182
  Nikto ...................... 190
  Nuiwit ..................... 195
  Sarkan .................... 238
  Srrors’tok ................ 262
  Tarasin .................... 270
  Tusken Raider .......... 292
  Twi’lek .................... 293
  Yinchorri ................. 323
  WET 
  Aqualish ................. 20
  Bivall ...................... 38
  Caarite .................... 44
  Celegian.................. 46
  Chagrian ................. 50
  Devlikk ................... 73
  Drabatan ................ 76
  Draedan .................. 77
  Felucian .................. 95
  Gungan ................... 114
  Herglic .................... 119
  Ishi Tib .................... 131
  Iyra ........................ 133
  Karkarodon ............. 139
  Kian’thar ................. 146
  Krevaaki .................. 154
  Menahuun .............. 174
  Mon Calamari .......... 178
  Nautolan ................. 185
  Nikto ...................... 190
  Ongree ................... 198
  INDEX BY ENVIRONMENTAL ADAPTATIONS
  
  341
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INDEX BY ENVIRONMENTAL ADAPTATIONS
  Pa’lowick ................. 202
  Patrolian ................. 207
  Priapulin ................. 214
  Quarren .................. 217
  Qwohog .................. 220
  Rakata .................... 221
  Rybet ..................... 233
  Sauvax .................... 241
  Sedrian ................... 242
  Selkath ................... 243
  Shawda Ubb ............ 248
  Tynnan .................... 294
  Vurk ....................... 307
  Whaladon ............... 310
  
  342
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  EXTRAGALACTIC 
  Kaminoan (Kamino) ......................................138
  Nagai (Nagi)................................................184
  Yuuzhan Vong (Yuuzhan’tar) ..........................325
  C-16 
  P’w’eck (Lwhekk) .........................................201
  Ssi-ruu (Lwhekk) ..........................................263
  F-8 
  Chiss (Csilla) ................................................57
  G-11 
  Rakata (Lehon) ............................................221
  H-16 
  Ayrou (Maya Kovel) ......................................27
  Ewok (Forest Moon of Endor) ........................90
  Icehead (Forest Moon of Endor) .....................128
  Rattataki (Rattatak) ......................................224
  Sanyassan (Sanyassa IV) ...............................237
  Yuzzum (Forest Moon of Endor) .....................326
  H-17 
  Ranth (Caaraz).............................................223
  H-19 
  S’kytri (Skye) ...............................................235
  H-20 
  Shashay (Crytal Nest) ...................................247
  H-7 
  Killik ...........................................................148
  H-9 
  Vagaari (Vagar Praxut) ..................................300
  I-16 
  Cerean (Cerea) ............................................47
  I-17 
  Kentra (Orellon II) ........................................141
  I-18 
  Nuknog (Sump) ...........................................196
  I-19 
  Thakwaash (Thakwaa) ...................................277
  I-7 
  Cragmoloid (Ankus) .....................................66
  J-10 
  Troig (Pollillus) .............................................290
  J-13 
  Bardottan (Bardotta) ....................................31
  Bivall (Protobranch) ......................................38
  Phuii (Phu) ..................................................211
  J-15 
  Krytollak (Thandruss) ....................................156
  J-16 
  Advozse (Riflor) ...........................................11
  Rellarin (Rellnas Minor) .................................226
  J-17 
  Qwohog (Hirsi) ............................................220
  J-18 
  Lutrillian (Lutrillia) ........................................167
  J-4 
  Asogian (Brodo Asogi) ..................................25
  Kaleesh (Kalee) ............................................136
  Yam’rii (Abbaji, Huk, Kalee, Oben, Tovarskl) ....320
  J-6 
  Ubese (Uba IV, Ubertica) ...............................295
  J-7 
  Fefze (Fef) ...................................................94
  Nautolan (Glee Anselm) ................................185
  Zabrak (Iridonia) ..........................................327
  J-8 
  Kel Dor (Dorin) ............................................140
  J-9 
  Blood Carver (Batorine) ................................39
  K-10 
  Yevetha (N’zoth) ..........................................322
  K-16 
  Noehon (Noe’ha’on).....................................192
  K-17 
  Tunroth (Jiroch-Reslia, Kalok, Salok) ...............291
  K-18 
  Talz (Hoth) ..................................................269
  Ugnaught (Gentes, Bespin) ...........................296
  K-20 
  Nagai (Saijo)................................................184
  Polis Massan (Polis Massa) ............................213
  Shawda Ubb (Manpha) .................................248
  K-4 
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  
  343
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  Muun (Muunilinst) .......................................182
  K-5 
  Lurmen (Mygeeto) .......................................166
  K-7 
  Vor (Vortex) .................................................303
  K-9 
  Farghul (Farrfin) ...........................................92
  L-10 
  Vulptereen (Vulpter) .....................................306
  L-12 
  Balosar (Balosar)..........................................28
  Khommite (Khomm) .....................................145
  L-13 
  Herglic (Giju) ...............................................119
  Mrlssi (Mrlsst) .............................................180
  L-14 
  Givin (Yag’Dhul) ...........................................108
  Kiffar (Kiffex, Kiffu) .......................................147
  Patrolian (Patrolia) .......................................207
  Terrelian Jango Jumper (Terrelia) ....................276
  Vratix (Thyferra) ...........................................305
  L-15 
  Gran (Kinyen) ..............................................112
  Roonan (Roona) ...........................................231
  Wroonian (Wroona) ......................................315
  L-16 
  Cha’wen’he (Wen’he’dinae) ...........................48
  L-17 
  Bilar (Mima II) .............................................35
  L-18 
  Ishi Tib (Tibrin) .............................................131
  Ossan (Ossel II) ...........................................200
  Srrors’tok (Jankok) .......................................262
  L-19 
  Mustafarian (Mustafar) .................................181
  L-2 
  Gree (Gree, Asation, Licha In, Lonatro, Malanose, Te 
  Hasa) .........................................................113
  Revwien (Revyia) ..........................................227
  L-20 
  Shard (Orax) ...............................................246
  L-4 
  Anx (Gravlex Med) .......................................17
  Dantari (Dantooine) .....................................67
  L-5 
  Ho’Din (Moltok) ...........................................121
  L-6 
  Ebranite (Ebra) ............................................85
  L-7 
  M’shinn (Agriworld-2079) ............................168
  Mantellian Savrip (Ord Mantell) .....................170
  Skrilling (Agriworld-2079) .............................255
  L-8 
  Chagrian (Champala) ....................................50
  Togruta (Shili) ..............................................285
  Yinchorri (Yinchorr) ......................................323
  L-9 
  Chandrilan Human (Chandrila) .......................52
  Skakoan (Skako) ..........................................254
  Taung (Notron) ............................................273
  M-10 
  Neimoidian (Neimoidia) ................................187
  Priapulin (Priap) ...........................................214
  M-11 
  Besalisk (Ojom) ...........................................34
  Columi (Columnus) .......................................62
  Corellian Human (Corellia) .............................63
  Cosian (Cosia) .............................................64
  Drall (Drall) .................................................79
  Duros (Duro) ...............................................84
  Nosaurian (New Plympto) .............................194
  Selonian (Selonia) .........................................244
  M-13 
  Aleena (Aleen) .............................................13
  Devaronian (Devaron) ...................................72
  M-14 
  Koorivar (Kooriva) ........................................151
  M-15 
  Baragwin (Old Barag) ...................................30
  M-16 
  Woostoid (Woostri) ......................................314
  M-17 
  Korun Human (Haruun Kal) ...........................152
  
  344
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Sullustan (Sullust) ........................................264
  M-18 
  Bith (Clak’dor VII) ........................................37
  H’nemthe (H’nemthe) ..................................116
  Parwan (Parwa) ...........................................206
  Shistavanen (Uvena Prime) ............................250
  Xamster (Xagobah) ......................................316
  M-19 
  Iakaru (Iakar) ...............................................127
  Kerestian (Kerest) ........................................142
  Ortolan (Orto) .............................................199
  Sluissi (Sluis Van) .........................................258
  M-20 
  Askajian (Askaj) ...........................................24
  Spiner (Worxer) ...........................................260
  Squib (Skor II) ..............................................261
  Ugor ...........................................................297
  M-21 
  Aing-Tii .......................................................12
  M-6 
  Ithorian (Ithor) .............................................132
  M-7 
  Baragwin (Denuhi-Eight) ...............................30
  M’shinn (Genassa) .......................................168
  M-8 
  Arkanian (Arkania) .......................................23
  Sljee (Sljee) .................................................256
  Yaka ...........................................................319
  M-9 
  Adarian (Adari) ............................................10
  Caamasi (Caamas) .......................................43
  Gossam (Castell) ..........................................110
  Khil (Belnar) ................................................144
  Vuvrian (Vurdon Ka) .....................................308
  N-11 
  Neimoidian (Cato Neimoidia, Deko Neimoidia, Koru 
  Neimoidia) ..................................................187
  N-12 
  Gotal (Antar IV) ...........................................111
  Tholothian (Tholoth) .....................................280
  N-14 
  Tynnan (Tynna) ............................................294
  N-15 
  H’drachi (M’haeli) ........................................115
  Kerkoiden (Kerkoidia) ...................................143
  N-16 
  Dug (Malastare) ...........................................82
  Gran (Malastare) ..........................................112
  ZeHethbra (ZeHeth, Malastare) .....................328
  Zelosian (Zelos II) .........................................329
  N-17 
  Hoojib (Arbra) .............................................122
  N-18 
  Omwati (Omwat) .........................................197
  N-19 
  Kitonak (Kirdo III) .........................................149
  Ongree (Skustell) .........................................198
  Pau’an (Utapau) ..........................................208
  Utai (Utapau) ..............................................299
  N-4 
  Lorrdian Human (Lorrd) ................................164
  N-5 
  Chev (Vinsoth) .............................................54
  Chevin (Vinsoth) ..........................................55
  Kian’thar (Shaum Hii) ...................................146
  N-6 
  Cathar (Cathar) ............................................45
  N-7 
  Feeorin (Odryn) ...........................................93
  Myneyrsh (Wayland) ....................................183
  Neti (Myrkr, Ryyk) ........................................189
  Psadan (Wayland) ........................................215
  N-8 
  Echani (Eshan) .............................................86
  Filordus (Filordis) .........................................96
  N-9 
  Berrite (Berri) ..............................................33
  Colicoid (Colla IV).........................................61
  O-10 
  Amaran (Amar) ...........................................15
  Celegian (Celegia) ........................................46
  Marasan (Marasai) .......................................171
  Zeltron (Zeltros) ...........................................330
  O-11 
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  
  345
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  Arcona (Cona) .............................................21
  Selkath (Manaan) .........................................243
  O-12 
  Coway (Mimban)..........................................65
  O-14 
  Iktotchi (Iktotch) ..........................................129
  O-17 
  Gungan (Naboo) ..........................................114
  O-19 
  Svivreni (Svivren)..........................................265
  O-6 
  Dathomirian (Dathomir) ................................69
  Dathomirian Human (Dathomir) .....................70
  Meerian (Bandomeer) ...................................172
  Morseerian (Morseer) ...................................179
  Wol Cabasshite (Wol Cabassh).......................312
  O-7 
  Flakax (Flax) ................................................97
  Mandalorian (Mandalore) ..............................169
  Sephi (Thustra) ............................................245
  Taung (Mandalore) .......................................273
  O-8 
  Miraluka (Alpheridies) ..................................176
  Thisspiasian (Thisspias) .................................279
  O-9 
  Hapan Human (Hapes Cluster) ......................117
  P-10 
  Lepi (Coachelle Prime) ..................................163
  Umbaran (Umbara) ......................................298
  P-11 
  Temolak (Zirulast).........................................275
  P-12 
  T’surr (T’surr) ..............................................268
  P-14 
  Krish (Sanza) ...............................................155
  Tarasin (Cularin) ...........................................270
  P-15 
  Falleen (Falleen) ...........................................91
  P-16 
  Clawdite (Zolan) ...........................................59
  P-19 
  Pantoran (Pantora) .......................................205
  Talz (Alzoc III) ..............................................269
  P-20 
  Lasat (Lasan) ..............................................162
  P-4 
  Draedan (Sesid) ...........................................77
  P-5 
  Kushiban (Kushibah) .....................................158
  Pho Ph’eahian (Pho Ph’eah) ..........................210
  P-6 
  Kyuzo (Phatrong) .........................................159
  Phindian (Phindar) .......................................209
  P-9 
  Nazzar (Nazzri) ............................................186
  Togorian (Togoria) ........................................284
  Trandoshan (Trandosha) ................................288
  Wookiee (Kashyyyk) .....................................313
  Q-13 
  Dressellian (Dressel) .....................................80
  Q-15 
  Aqualish (Ando) ...........................................20
  Harch (Secundus Ando) ................................118
  Reigat (Reigalius) .........................................225
  Sauvax (Leritor) ...........................................241
  Q-16 
  Nelvaanian (Nelvaan) ...................................188
  Q-3 
  Bosph (Bosph) .............................................40
  Ruurian (Ruuria) ..........................................232
  Xi’Dec (Stic) ................................................318
  Q-4 
  Mirialan (Mirial) ...........................................177
  Q-5 
  Devlikk (Ord Radama) ..................................73
  Q-6 
  Amani (Maridun) .........................................14
  Lurmen (Maridun) ........................................166
  Q-7 
  Tarong (Iri, Disim) ........................................271
  Q-8 
  Sarkan (Sarka) .............................................238
  
  346
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  Verpine (Roche Asteroid Belt) ........................301
  R-10 
  Chalactan (Chalacta) ....................................51
  R-11 
  Toydarian (Toydaria) .....................................287
  R-13 
  Lannik (Lannik) ............................................161
  R-14 
  Bothan (Bothawui) .......................................41
  R-15 
  Huhk/Lahsbee (Lahsbane) .............................124
  R-16 
  Geonosian (Geonosis) ...................................106
  Jawa (Tatooine) ............................................134
  Rodian (Rodia) .............................................230
  Tusken Raider (Tatooine) ...............................292
  R-17 
  Pacithhip (Shimia) ........................................204
  Twi’lek (Ryloth) ............................................293
  R-3 
  Snivvian (Cadomai Prime) .............................259
  Trianii (Trian) ................................................289
  R-4 
  Draethos (Draethos) .....................................78
  Gigoran (Gigor) ............................................107
  Sith (Zoist) ..................................................253
  Tiss’shar (Tiss’sharl) .....................................282
  R-5 
  Elom (Elom) ................................................87
  Elomin (Elom) ..............................................88
  Sith (Korriban, Dromund Kaas) ......................253
  R-6 
  Anomid (Yablari) ..........................................16
  Felucian (Felucia) .........................................95
  Neti (Nerit) .................................................189
  R-7 
  Anzat (Anzat) ..............................................18
  Caarite (Caarimon) .......................................44
  Chadra-Fan (Chad) .......................................49
  Dashade (Urkupp) ........................................68
  Krevaaki (Krevas) .........................................154
  Paaerduag (Sorjus) .......................................203
  Ranat (Aralia) ..............................................222
  Ri’Dar (Dar’or) ............................................228
  R-9 
  Bimm (Bimmisaari) .......................................36
  S-10 
  Nimbanel (Nimban) ......................................191
  S-11 
  Sakiyan (Saki) ..............................................236
  S-12 
  Gank (Nar Shaddaa) .....................................104
  Hutt (Nal Hutta) ..........................................126
  t’landa Til (Nal Hutta) ...................................267
  S-15 
  Jenet (Garban) ............................................135
  Rishii (Rishii) ...............................................229
  Taung (Roon) ...............................................273
  S-16 
  Kowakian Monkey-Lizard (Kowak) ..................153
  S-18 
  Menahuun (Lamaredd) .................................174
  S-4 
  Sludir (Sluudren) ..........................................257
  Zygerrian (Zygerria) .....................................331
  S-5 
  Em’liy (Shalyvane) ........................................89
  Karkarodon (Karkaris) ...................................139
  Quermian (Quermia) ....................................218
  Swokes Swokes (Makem Te) ...........................266
  Vurk (Sembla) ..............................................307
  Whiphid (Toola) ...........................................311
  Xexto (Troiken) .............................................317
  S-6 
  Gormak (Voss) .............................................109
  Voss (Voss) ..................................................304
  S-7 
  Abyssin (Byss) .............................................9
  Duinuogwuin (Xuaquarres) ............................83
  S-8 
  Defel (Af’El) ................................................71
  Houk (Lijuter, Sriluur) ...................................123
  Laboi (Laboi II) ............................................160
  Sedrian (Sedri) .............................................242
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  
  347
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INDEX BY HOMEWORLD  
  AND COLONY LOCATIONS
  Weequay (Sriluur) ........................................309
  Wroonian (Saleucami) ...................................315
  S-9 
  Klatooinian (Klatooine) ..................................150
  Nikto (Kintan) ..............................................190
  Vodran (Vodran) ..........................................302
  T-10 
  Noghri (Honoghr) ........................................193
  Pyke (Oba Diah) ..........................................216
  T-14 
  Gamorrean (Gamorr) ....................................102
  T-5 
  Florn Lamproid (Florn) ..................................98
  T-6 
  Codru-Ji (Munto Codru) ...............................60
  T-7 
  Chironian (Chiron) ........................................56
  Diathim (Iego, Millius Prime) .........................74
  Toong (Toong’L) ...........................................286
  T-8 
  Gand (Gand) ...............................................103
  T-9 
  Iyra (F’tral) ..................................................133
  Kubaz (Kubindi) ...........................................157
  U-12 
  Barabel (Barab I) .........................................29
  Tintinna (Rinn) .............................................281
  U-13 
  Avogwi (Altor 14) ........................................26
  Nuiwit (Altor 14) .........................................195
  U-6 
  Mon Calamari (Dac) .....................................178
  Quarren (Dac) .............................................217
  Whaladon (Dac) ...........................................310
  U-7 
  Brubb (Baros) ..............................................42
  U-8 
  Quor’sav (Uaua) ..........................................219
  Sith (Tund) ..................................................253
  Toong (Tund) ...............................................286
  U-9 
  Pa’lowick (Lowick) ........................................202
  Sic-Six (Sisk) ................................................251
  UNKNOWN 
  Abednedo (Abednedo) .................................8
  Anzellan ......................................................19
  Ardennian (Ardennia) ...................................22
  Bartokk .......................................................32
  Charon .......................................................53
  Chistori .......................................................58
  Dowutin (Dowut) ..........................................75
  Drabatan (Pipada) ........................................76
  Fosh ...........................................................99
  Gen’Dai ......................................................105
  Hiromi ........................................................120
  Icehead .......................................................128
  Kalleran (Kaller) ...........................................137
  Lugubraa (Stratos Distribution) ......................165
  Melitto (Li-Toran) .........................................173
  Mikkian (Mikkia) ..........................................175
  Phydolon (Mydasos) .....................................212
  Rybet .........................................................233
  Ryn 234
  Sarkhai (Sarkhai) ..........................................239
  Shi’ido (Lao-mon) ........................................249
  Siniteen ......................................................252
  Tarro (Tililix) ................................................272
  Tchuukthai ...................................................274
  Tognath (Yar Togna) ......................................283
  Yarkora .......................................................321
  Yoda’s Species .............................................324
  
  ABEDNEDO
  8
  A gregarious species of mammals, Abednedo are similar to humans in 
  that they display a diverse set of abilities and can be found all through-
  out the galaxy, although they have had poor relations with the Galactic 
  Empire.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ABYSSIN
  9
  Primitive but powerful, the one-eyed Abyssin boast incredible strength 
  and toughness in addition to regenerative abilities. While some have 
  found them useful as mercenaries, their violent culture makes interaction 
  complicated.
  13 10
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ADARIAN
  10
  A species with a stubborn focus on financial success, the Adarians have 
  a strict caste system called screel’sara that defines their society. A hole 
  through the side of their head gives them a unique appearance.
  9 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  ADVOZSE
  11
  Advozsec are yellow-skinned herbivores with a single horn. They come 
  from Riflor, a geologically active planet. This caused most Advozse to 
  learn pessimism and selfishness, traits that continue in the species to 
  this day.
  11 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  AING-TII
  12
  A unique species of monks, the Aing-Tii are entirely Force-sensitive but 
  view the Force through a philosophy much different than the Jedi or Sith. 
  They are also very xenophobic and keep to themselves.
  10 10
  XP
  80
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  ALEENA
  13
  Aleena are adventurous reptiles who are very family-oriented. They are 
  small but very fast, and their advanced reflexes grant them an edge in 
  many sports, such as podracing.
  9 10
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  AMANI
  14
  The Amani are large worm-like predators from the grasslands of Mari-
  dun, where they live as primitive hunters. While some have been taken 
  as slaves, their large size and innate poison allow many to escape and 
  become mercenaries or bounty hunters.
  11 9
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  AMARAN
  15
  Small vulpines with a large tail, the Amarans are persistent negotiators 
  and savvy ranchers. They often work in animal handling, business, or 
  both. They have travelled to many planets and often many many lan-
  guages.
  9 11
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  ANOMID
  16
  Anomids are a mute species, so they must use a vocalizer mask or sign 
  language with their six-fingered hands. Despite this challenge, they have 
  had great financial success thanks to their technical skills.
  10 10
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ANX
  17
  A very tall people who are sociable and peaceful, the Anx love to talk. 
  While they may wear their emotions on their sleeve metaphorically, they 
  literally show them on a crest above their head. Anx evolved from herd 
  animals, so they are very attached to their large families.
  12 10
  XP
  90
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  ANZAT
  18
  Perhaps no species is more feared than the Anzati. Though near-human, 
  they have proboscises which can be used to “feed” off of the “soup” of 
  other sentients. They boast a number of superhuman abilites such as 
  incredible strength, immunity to heat or cold, and telepathy, all of which 
  combine to make them nightmarishly dangerous.
  11 11
  XP
  70
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  ANZELLAN
  19
  A tiny species averaging a quarter or a meter tall, the Anzellans are 
  adapted for technical work rather than anything physical, and they have 
  eyes which can see incredibly tiny details up close.
  6 10
  XP
  110
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  AQUALISH
  20
  Racial separations divide the Aqualish, and they are often belligerent. 
  Though they may lack subtlety, they make up for it with natural strength 
  and aquatic abilities.
  11 8
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ARCONA
  21
  Arcona are a very community-oriented species of reptiles who are very 
  restrained with one notable exception: They can become addicted if they 
  have too much salt, which acts like a narcotic for them.
  10 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  ARDENNIAN
  22
  A smaller species of six-limbed primates, the Ardennians are nimble and 
  coordinated, allowing them to swiftly navigate jungle environments. They 
  tend to be outgoing and friendly, and they develop strong bonds with 
  their allies.
  9 10
  XP
  85
  BRAWN1
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ARKANIAN (BASELINE)
  23
  Arkanians are arrogant and selfish near-humans who focus primarily on 
  science. They are often seen as geneticists, and they have a track record 
  of genetically modifying sentient creatures. They have even created spe-
  cies, such as the Quermians.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  ARKANIAN (OFFSHOOT)
  23
  Arkanians are arrogant and selfish near-humans who focus primarily on 
  science. They are often seen as geneticists, and they have a track record 
  of genetically modifying sentient creatures. They have even created spe-
  cies, such as the Quermians.
  9 11
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ASKAJIAN
  24
  Primitive near-humans native to the deserts of Askaj, they Askajians are 
  capable of storing large amounts of water in their body, which can make 
  them very builky.
  12 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  ASOGIAN
  25
  Asogians are a small species with a large head and short limbs, and 
  they are known for their child-like curiosity and desire to explore. Their 
  homeworld, Brodo Asogi, is on the edge of the galaxy, and they once 
  founded a major exploration into the intergalactic void.
  8 10
  XP
  105
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  AVOGWI
  26
  A solitary species of avian preditors, the Avogwi are completely primitive, 
  even preying on a fellow sentient species called the Nuiwit. They are 
  paranoid and believe that mutually beneficial interactions are impossible.
  10 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  AYROU
  27
  Ayrou are thin, lavender-skinned avians with a squawking voice that are 
  obsessive hoarders of trinkets. They also excel in gathering information, 
  and they are savvy negotiators despite their annoying demeanor.
  9 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  BALOSAR
  28
  The Balosars are near-humans who live in a society that is defined by 
  crime and poverty. They are extremely resistent to any form of drug 
  or poison, but they do export death sticks. Most look somewhat sickly.
  9 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  BARABEL
  29
  A species of clawed reptile with vicious jaws, Barabel are deadly. They 
  deal with harsh conditions on their homeworld of Barab I and mostly live 
  as primitive hunters. They do not understand some emotions like regret 
  and grief, often causing major and even violent misunderstandings.
  12 11
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  BARAGWIN
  30
  Baragwin make natural colonists; they are found on so many worlds 
  that their original homeworld is now forgetten. Though hunchbacked, 
  slow-moving, and not particularly attractive, they are resilient and excel 
  in mechanical professions.
  11 10
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BARDOTTAN
  31
  Dimunitive saurians, the Bardottans are a species that are known for 
  their reclusive, scholarly ways. They are also very spiritual, and some are 
  members of the Force tradition known as the Dagoyan Masters.
  9 10
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  BARTOKK
  32
  A species of insects with a hive mind, the Bartokk are unintelligent on 
  their own but can be more calculating in groups. They are often assas-
  sins, as their strange physiology allows them to regenerate quickly, and 
  their limbs can function without being attached to their body.
  12 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING1
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  BERRITE
  33
  A species of quadrupedal hunter-gatherers, Berrites are surprisingly 
  cunning and use their ugly appearance and primitive lifestyle to make 
  others underestimate them.
  11 9
  XP
  110
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BESALISK
  34
  Besalisks are brave and adventurous avians with four arms. They come 
  from the frigid glaciers of Ojom, where they live in relative isolation. Their 
  bulk provides great strength and protects them from the cold.
  12 7
  XP
  85
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BILAR
  35
  A playful species of primates, the Bilars are distinguished by a powerful 
  hive mind, or claqa, which unites them for life. They have an almost 
  telepathic ability to communicate with those in their claqa, but they can 
  go into shock if they are separated from their claqa.
  8 9
  XP
  110
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  BIMM
  36
  Bimms are two dimunitive species who share a culture and a world. One 
  is furred, the other is near-human, but both are amiable, peaceful, and 
  have a strong sense of morality.
  9 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE3
  ST
  WT
  DETAILED SPECIES INDEX
  
  BITH
  37
  Bith are a mathematical people who are experts in technology and music. 
  They have a large large yellow head that houses a powerful brain. They 
  are very pacifistic thanks to major damage caused by bio-weapons in a 
  wat that occured 300 years ago.
  9 11
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BIVALL
  38
  Bivall are a thin aquatic species with a beak-like mouth and wide eyes. 
  They are known more as academics than anything else, as they are seen 
  across many universities and hospitals.
  9 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BLOOD CARVER
  39
  Blood Carvers have a tribal society and do everything for their good of 
  their tribe rather than their own. They detest sloth and flattery, and they 
  focus on constant improvement in all things, especially the sculptures 
  that are the centerpiece of their culture.
  10 10
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BOSPH
  40
  Bosphs are porcine mammals with four arms who dislike social interac-
  tions but tend to enjoy travelling. They are ruled by their Force-sensi-
  tives, so they were orbitally bombarded by the Empire.
  11 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  BOTHAN
  41
  The Bothans are paranoid and rarely trust anyone. They are canines who 
  use their small size and enhanced senses to their benefit when it comes 
  to stealth. Since they run the Bothan Spynet, they are often seen in 
  this role.
  10 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  BRUBB
  42
  Although their hearing is very poor, Brubbs are a social people who enjoy 
  parties, banquets, and dances. They combine their charms with a dura-
  bility built to withstand a high-gravity desert with fierce winds.
  11 12
  XP
  90
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  CAAMASI
  43
  Caamasi are extremely pacifistic mammals that are known for their abil-
  ities as diplomats. They are known for their strong moral compass, but 
  that did not protect them from a vicious Imperial atrocity that resulted in 
  the deaths of most Caamasi.
  9 11
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE3
  ST
  WT
  CAARITE
  44
  Porcines adapted to a hot and wet environment, the Caarites have a 
  mind for business, and they have a charm that makes them very savvy 
  negotiators. They were once part of the Trade Federation but headed the 
  Metatherian Cartel in more recent years.
  9 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  CATHAR
  45
  Disciplined yet ferocious felines with sharp claws and fast healing, Cathar 
  have a history as warriors, although they were once devastated by Man-
  dalorians. They are religious and value honor.
  9 10
  XP
  85
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  CELEGIAN
  46
  Celegians are a species of large crustaceans adapted to cyanogen 
  oceans, so they must surround themselves with a chamber of the sub-
  stance when they are on other planets. They do not speak, instead using 
  their natural telepathy.
  9 10
  XP
  110
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  CEREAN
  47
  A binary brain allows the Cereans to have powerful intellectual abilities 
  and easily multitask. They have avoided technology on their home planet 
  in order to protect from environmental damage.
  10 11
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CHA’WEN’HE
  48
  A three-headed species, the Cha’wen’he are a people who are always on 
  the lookout for danger as a result of the many predators on their world. 
  They live in flocks which have no central leadership and are nomadic, so 
  they enjoy travelling.
  10 8
  XP
  95
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CHADRA-FAN
  49
  Chadra-Fan are optimistic and amiable, always seeing the best in others. 
  They love to tinker with mechanics. They are very small rodents who are 
  instinctively afraid of drowning, so many leave their homeworld of Chad.
  8 11
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  CHAGRIAN
  50
  Peace and justice are extremely important to Chagrians, as they are are 
  reserved and serene. Their pysiology is amphibious, so they are only 
  aquatic as children fore they can breathe on land. They cannot taste, so 
  they eat only for nutrition.
  11 10
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  CHALACTAN
  51
  Religion is vital to the near-human species known as the Chalactans, as 
  they arealmost all members of the Chalactan Adepts. They are extremely 
  strong-willed, as their beliefs center around self-control and discipline.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  CHANDRILAN HUMAN
  52
  Chandrilans are a unique human culture that have two notable things. 
  First is their extreme pacifism, as most prefer to settle disagreements via 
  debate. The other is their focus on protecting the environment, so their 
  planet is in excellent condition.
  9 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CHARON
  53
  Eight-limbed arachnids with sharp claws and the ability to shoot webs, 
  the Charon come from a pocket of space known as otherspace, where 
  they are almost entirely isolated from the rest of the galaxy. This is a 
  great relief, as their cult-like religion makes them wish to end all life 
  in the galaxy.
  12 10
  XP
  70
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  CHEV
  54
  Chevs are near-humans who are almost entirely enslaved by a much 
  larger species called the Chevin. Their predicament is a more civilized one 
  than that of other enslaved species, and harsher punishments are rare, 
  but they are still ultimately in bondage.
  10 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CHEVIN
  55
  A selfish people who still practice slavery, the Chevin put business first. 
  They are very large and tough, but most prefer to get what they want 
  through commerce. While they may drive a hard bargain, they are still 
  honest.
  12 11
  XP
  85
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CHIRONIAN
  56
  An athletic species of equines, the Chironians are quadrupedal and have 
  a fur-covered lower body, but their upper half is more humanoid. They 
  also have sharp horns that they use in combat.
  11 10
  XP
  80
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  CHISS
  57
  Chiss are a very calculating people who focus on planning and analyz-
  ing ahead of time as much as they can. They are distant relatives to 
  humans, but are now distinguished by their blue skin and red eyes that 
  have no pupils.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  CHISTORI
  58
  A very violent people, the Chistori are saurians know for their bad temper 
  and straightforwardness. Their few Force-sensitives are persecuted out 
  of fear, and most of them seen in the broader galaxy perform mercenary 
  work of some sort.
  11 8
  XP
  105
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  CLAWDITE
  59
  Shapeshifting is a powerful ability that defines the Clawdites. However, 
  it also works to their detriment, as on their homeworld, the religious 
  Zolanders find it to be heresy. However, their ability to disguise them-
  selves as almost anyone is also extremely useful.
  9 9
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  CODRU-JI
  60
  Codru-Ji have six limbs, and most live a relatively-low tech lifestyle. They 
  are known for their strange custom of harmless kidnappings in politics 
  and are seen as barbaric by many. Although the adults resemble humans, 
  young Codru-Ji are very canine and barely sentient.
  10 11
  XP
  80
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  COLICOID
  61
  Although they have a stinger that makes them fierce in combat, the 
  Colicoids are better known for their intellect and ability with building 
  droids and weapons. They are extremely dangerous to deal with, as they 
  are cannibalistic and ruthless.
  12 10
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  COLUMI
  62
  Columi are so focused on intelligence and technology that their limbs are 
  vestigial, and they cannot move or survive without technology. They were 
  prominent early in galactic history, but they have since taken up a more 
  isolationist stance, enjoying their advanced technology on their own.
  8 8
  XP
  120
  BRAWN1
  AGILITY1
  INTELLECT4
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CORELLIAN HUMAN
  63
  Corellians are a cocky breed of human that are very prominent in all 
  things related to ships. They build them, they fly them, and they are 
  good at both. Corellians are often risk takers or thrill seekers, so speed 
  is their primary focus.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  COSIAN
  64
  Scholarly reptiles with a beak and olive skin, the Cosians typically prefer 
  to observe rather than jump into action. They generally live as farmers 
  on Cosia, a planet found in the Deep Core.
  10 12
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  COWAY
  65
  Primitive humanoids distinguished by a thin layer of red fur, the Coway 
  live as simple hunter-gatherers in the dark caves of Mimban, but their 
  lifestyle has been upset by Imperial mining operations, drawing them into 
  conflicts with the offworlders.
  10 10
  XP
  110
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  CRAGMOLOID
  66
  Despite their incredible toughness and large size, the Cragmoloids are 
  gentle giants, and they detest all forms of trickery and dishonesty. They 
  face extinction because of a combination of habitat destruction, hunting, 
  and enslavement at the hands of a number of sinister interests.
  15 9
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (B-C)
  
  DANTARI
  67
  Distant relatives to humans who now live a primitive life on the plains of 
  Dantooine, the Dantari are arranged into nomadic tribes. They are a har-
  dy people and excellent survivalists, forged by their harsh way of living.
  11 11
  XP
  110
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DASHADE
  68
  The Dashade homeworld of Urkupp was destroyed millenia ago in a su-
  pernova, and they are still few in number. However, they have played 
  a prominent role in the Sith Wars, as their natural resistance to Force 
  powers makes them valuable allies in fighting against Jedi or Sith.
  11 10
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  DATHOMIRIAN (FEMALE)
  69
  The Dathomirians are small in number but have have a strong connec-
  tion the Force. The males, similar to Zabraks, are slaves who become 
  powerful marauders. The females, more humanoid, have adapted the 
  traditions of the Nightsisters.
  10 11
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  DATHOMIRIAN (MALE)
  69
  The Dathomirians are small in number but have have a strong connec-
  tion the Force. The males, similar to Zabraks, are slaves who become 
  powerful marauders. The females, more humanoid, have adapted the 
  traditions of the Nightsisters.
  11 12
  XP
  80
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  DATHOMIRIAN HUMAN
  70
  A primitive culture of humans isolated on the planet of Dathomir, the 
  Dathomirans are entirely Force-sensitive, although only the females, who 
  rule their people, are trained to use their powers. Known as the Witches, 
  they follow the Light Side and often tame rancors.
  11 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DEFEL
  71
  Defel are small canines who have a natural ability to become almost 
  entirely invisible in darkness, making them a natural fit in jobs related to 
  infiltration. However, their overall temperment is not inclined toward this 
  line of work, and many more prefer the field of metallurgy.
  10 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DEVARONIAN
  72
  The Devaronians have great gender diversity. Males are bald, have 
  horns, are extremely gregarious and eat only meat. The females, on 
  the other hand, are very much opposite: They are furry, lack horns, and 
  are omnivorous.
  11 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  DEVLIKK
  73
  A short avian species native to swamps, the Devlikks’ homeworld of Ord 
  Radama has become industrialized by human colonists, but many wish 
  to return a more rural state. Their magnetic sense gives them a natural 
  sense of direction, so they excel in navigating narrow tunnels.
  8 11
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DIATHIM
  74
  Diathim are renowned for their mythical beauty, and they are generally 
  regarded as spacers’ legends rather than a real species. However, they 
  do indeed exist, and they can fly, survive in space, and glow, but their 
  radiance is notoriously hypnotic, often inadvertantly causing diasters.
  10 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  DOWUTIN (OLD)
  75
  Dowutin believe in the very simple tenet that physical strength is the 
  source of morality, so that anything they are able to do is good. They 
  are giant humanoids because they never stop growing and live almost 
  indefinitely.
  16 9
  XP
  85
  BRAWN4
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  DOWUTIN (YOUNG)
  75
  Dowutin believe in the very simple tenet that physical strength is the 
  source of morality, so that anything they are able to do is good. They 
  are giant humanoids because they never stop growing and live almost 
  indefinitely.
  12 10
  XP
  110
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  DRABATAN
  76
  An amphibious species, the Drabatans are known for their incredible 
  musical gifts. However, one of their singers, Sa’Kalla, protested the 
  Empire, and her martyrdom has prompted the much of the species to 
  resist the Empire.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  DRAEDAN
  77
  Although they are aquatic, Draedans are similar to humans in that they 
  are diverse in temperament and have created many different nations. 
  These governments are often at war with one another, and some fight 
  proxy wars on behalf of the Alliance and Empire.
  12 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DRAETHOS
  78
  Draethos are telepathic reptiles who are very warlike. In addition to be 
  staunchly focused on conquest for its own sake, and they always try to 
  uphold tradition, so changing these views is almost impossible.
  12 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  DRALL
  79
  Short rodents who are intellectual by nature, the Drall are one of the 
  three species present in the Corellian System. They are a very civilized 
  people who are very dignified. They love storytelling, which they greatly 
  enjoy.
  8 12
  XP
  110
  BRAWN1
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DRESSELLIAN
  80
  Dresselians are primitives who place very high value in freedom and inde-
  pendence. Their face is wrinkled so they are often called “Prune Faces.” 
  On their homeworld of Breehara, they are hunter-gatherrs and farmers.
  11 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  DROID
  81
  Mechanical contrustions designed to serve, droids come in countless 
  shapes and sizes. Some are simple; others replicate sentience. All are 
  intended to be owned by sentients, but things don’t always turn out 
  that way.
  10 10
  XP
  190
  BRAWN1
  AGILITY1
  INTELLECT1
  CUNNING1
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  DUG
  82
  Dugs are small mammals that walk and their arms and use their feet 
  for manipulation. They make natural bullies, and they constantly insult 
  others. They have been treated as second-class citizens by their Gran 
  conquerors.
  9 8
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  DUINUOGWUIN
  83
  A secretive and reclusive species that can survive in space, the Du-
  inuogwuins boast mythical powers and are almost impossible to find. 
  However, they will appear to intervene in galactic event when they are 
  needed most.
  14 11
  XP
  50
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  DUROS
  84
  Reptiles with blue or green skin who often travel the spacelanes, the 
  Duros have left their homeworld because of industrial pollution. Though 
  some stay nearby on orbital cities, many have left their home entirely. 
  They value travelling so much that they often refer to one another with 
  the title “traveller.”
  11 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  EBRANITE
  85
  Eight-limbed cave dwellers, the Ebranites are primitive and slow to trust 
  outsiders, but they are very loyal to their family and their clan, the latter 
  of which is called a thilda. They rarely use technology, which they associ-
  ate with Imperial oppressors.
  13 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  ECHANI
  86
  Combat is not just a way of life for the near-human Echani. For them, 
  it is also a way of communication. They value speed, so they rarely use 
  armor or heavy weapons.
  10 12
  XP
  85
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ELOM
  87
  Simple creatures who mostly live in caves, the Elom are large, furry, and 
  well-suited for digging. Imperial oppression has caused some to unite 
  with the Elomin, going against millenia of separation. They are a very 
  peaceful people.
  10 9
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  ELOMIN
  88
  Distant relatives to the Zabraks who have reddish skin, the Elomin are 
  obsessive when it comes to logic, hygene, and pattern-finding. They 
  have now become Imperial slave, but some find freedom with help from 
  their furry Elom neighbors, a species that they were typically very sep-
  arate from.
  11 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  EM’LIY
  89
  Em’liy are a hardy people with a devotion to their faith and their warrior 
  ways. They were humiliated by the Empire, who drove them from their 
  cities in a devasting invasion, and they have since been forced to live as 
  nomads in their world’s wilderness.
  11 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  EWOK
  90
  Ewoks are primitive and seemingly irrelevant to the grand scheme of the 
  galaxy. Living only on the isolated forest moon of Endor, they have yet 
  to develop technology or space travel. Despite this, they will be vital to 
  the Empire’s defeat.
  10 10
  XP
  110
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  FALLEEN
  91
  Manipulation is the preferred weapon of the Falleen, and they combine 
  natural effectiveness with powerful pheromones. They are arrogant and 
  eager to take advantage of others. They are feared by the Imperials, so 
  they now face heavy restrictions.
  10 12
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  FARGHUL
  92
  Farghuls are notorious for their mischief, and although they are often 
  criminals, they often seem to take their work lightly. They detest the Jedi, 
  who at one point destroyed one of their smuggling bases.
  11 10
  XP
  85
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  FEEORIN
  93
  Feeorins are a warlike people who never feel the effects of old age until 
  they suddenly drop dead. All are strong, athletic, and resistant to heat, 
  but their elders are the strongest.
  12 13
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  FEFZE
  94
  Fefze are insects with an incredible digestive system that allows them to 
  eat almost anything, and although they are unintelligent on their own, 
  they can form swarms that are more intelligent. Fefze don’t think for 
  themselves, only for the swarm, which they are completely loyal to.
  10 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  DETAILED SPECIES INDEX (D-F)
  
  FELUCIAN
  95
  Entirely Force-sensitive, the Felucians have a deep relationship with their 
  native environment via the Living Force. Although they are primitive, 
  they are united under a single government, and they were once guided 
  in the Force by Jedi Master Shaak Ti.
  11 11
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  FILORDUS
  96
  A canine species known for their fierce determination, the Filordi have 
  six limbs, including two for walking, two for grasping, and two they can 
  walk or act as weapons. Although they are opportunistic, they struggle 
  greatly with long-term planning.
  12 9
  XP
  95
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  FLAKAX
  97
  Although they are not capable of telepathic hive minds like some spe-
  cies, the Flakax are insects who are absolutely loyal to their hive. The 
  majority of their species is infertile, simply acting as drones to perform 
  labor for their queen.
  10 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  FLORN LAMPROID
  98
  Many debate the sentience of the Florn Lamproids, who are clever hunt-
  ers that communicate but have little civilized society. What is not up for 
  debate as that they are top predators, combining strength and venom 
  with stealth and reflexes.
  10 13
  XP
  70
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  FOSH
  99
  Light, mysterious avians from an unknown world, Fosh are an extremely 
  rare sight. They are selfish, manipulative, and a bit annoying to some. 
  Their tears are incredible chemicals which can range to miracle medi-
  cines to poisons.
  8 10
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  FRENK
  100
  Frenk are green-skinned repitiles that show relations to Rodians. They are 
  tall and thin, and many are exceptional athletes. Those seem away from 
  their homeworld are almost always bounty hunters.
  9 11
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  FROZIAN
  101
  Frozians are friendly and tenacious, but their charms are hindered by 
  their extreme pessimism. They were one of the first species to resist the 
  Empire, and their world was bombarded as a result. Infertile off of the 
  homeworld, they now face extinction.
  9 10
  XP
  100
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  GAMORREAN
  102
  Brutal mammals related to pigs, Gamorreans focus their life on warfare. 
  They are extremely violent and uncivilized, making interaction with other 
  species difficult.
  12 11
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  GAND
  103
  One of the more distinctive species of insectoids in the galaxy, the Gand 
  are a very mysterious species. Some have no lungs, while other breathe 
  ammonia. They refer to themselves using their names, which they earn 
  through accomplishments. Some have abilities that allow them to track 
  targets via mysterious rituals.
  10 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  GANK
  104
  A violent and serious species typically devoted to mercenary work, the 
  Ganks are prominent in Hutt Spaces as thugs and hired guns. They are 
  covered in cybernetics and armor, so they give off a mysterious and 
  almost droid-like aura.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  GEN’DAI
  105
  A boneless species with no centralized organs, the Gen’Dai can live for 
  millenia and heal from almost any injury almost instantly. Although they 
  are peaceful by nature, their mind degrades before their body does, 
  sometimes making their eldest members psychotic.
  22 10
  XP
  50
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  GEONOSIAN (NOBLE)
  106
  Geonosians are flying insectoids notable for helping the Separatists in the 
  Clone Wars. They enjoy violence, but a majority of the Geonosians are 
  worker drones whom the nobles use for manufacturing.
  10 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  GEONOSIAN (SOLDIER)
  106
  Geonosians are flying insectoids notable for helping the Separatists in the 
  Clone Wars. They enjoy violence, but a majority of the Geonosians are 
  worker drones whom the nobles use for manufacturing.
  11 12
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  GEONOSIAN (WORKER)
  106
  Geonosians are flying insectoids notable for helping the Separatists in the 
  Clone Wars. They enjoy violence, but a majority of the Geonosians are 
  worker drones whom the nobles use for manufacturing.
  10 12
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  GIGORAN
  107
  Furry primitives from the snowy world of Gigor, almost all Gigorans who 
  leave their homeworld do so as slaves. Unlike the short-tempered Wook-
  iees, their nonviolence makes them easier to control.
  12 11
  XP
  105
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  GIVIN
  108
  Math is the cornerstone of Givin society. They are very logical and in-
  telligent, even if their skeleton-like facial features are very unnerving to 
  some. Their homeworld, Yag’Dhul, is prone to sudden loss of air, so they 
  can survive in a vacuum.
  11 12
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  GORMAK
  109
  Technologically advanced nomads, the Gormak were at one point the 
  sworn enemies of the Voss, but millenia ago, the two species put aside 
  their differences to fight off the Sith Eternal Empire. They have green skin 
  and frills on the sides of their head.
  11 10
  XP
  80
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  GOSSAM
  110
  The Gossam are small reptiles with blue-gray skin. They place extreme 
  value is appearance and pleasing others. They were also very prominent 
  in the Confederacy of Independent Systems, so they are now hunted by 
  the Empire or live as slaves.
  9 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  GOTAL
  111
  The ability to sense emotions has had a major impact on Gotal culture. 
  Their head-cones detect energy fields, which allow them to detect emo-
  tions but also make them vulnerable to other forms of electromagnetic 
  radiation, which can cause discomfort. Though extremely empathetic, 
  the idea of expressing emotions through speech is foreign to them.
  9 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  GRAN
  112
  Gran are social and community-oriented. They are best distiungished 
  by their three eyes. They are very often colonists, are abide on many 
  planets. Though the Gran on Kinyen are socialist, those on other planets 
  sometimes demonstrate more racist or aggressive tendencies.
  10 9
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  GREE
  113
  Once a great species, cephalapods called the Gree had some of the 
  most advanced technology the galaxy had ever seen. However, no one, 
  including the Gree themselves, knows how to properly use it anymore, 
  and the species has become isolated and forgotten.
  11 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  GUNGAN
  114
  Gungans are reverent for nature and relatively primitive. They come from 
  Naboo, the homeworld of Empreror Palpatine. They are amphibians, so 
  most of their cities are underwater.
  10 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  H’DRACHI
  115
  H’drachi are peaceful and spiritual mammals that rarely worry about any-
  thing, and many are gifted in the Force. They often excel in precognition, 
  but very few are gifted with any other powers.
  9 10
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  H’NEMTHE
  116
  H’nemthe are pacifistic, romantic, and philosophical. However, they only 
  view death as a change in form prior to their afterlife, so they are willing 
  to die very easily. There are 20 males to every female, but this difference 
  is reuced by the fact that males are killed after reproducing.
  8 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  HAPAN HUMAN
  117
  A matriarchial culture of humans isolated in the Hapes cluster, the Ha-
  pans are known for both their beauty and their wealth. Their politics 
  are literally cutthroat, as assassinations among the noble families are 
  incredibly common.
  10 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  HARCH
  118
  Arachnids of distant relations to the Aqualish, the Harch are long-lived, 
  tough, and ambitious. They have a poisonous bite and six arms, provid-
  ing impressive capabilities in combat.
  12 11
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  HERGLIC
  119
  Herglics are friendly and gregarious, but their large size makes it difficult 
  for them to fit in with things designed for smaller humanoids. They are 
  aquatic and descend from whales. Many become addicted to Sabacc and 
  other forms of gambling.
  13 10
  XP
  85
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE3
  ST
  WT
  HIROMI
  120
  Hiromi are insects from the Unknown Regions with a baffling psychology: 
  They have knack for outside-the-box problem solving and engineering, 
  but they are blind to incredibly obvious facts. They are also extremely 
  cowardly, but they see themselves as the opposite.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  HO’DIN
  121
  Ho’Din specialize in all things related to plants and botany. They are 
  tall and thin with snake-like protrusions on their head. They have an 
  extreme focus on preserving environments and being eco-friendly, which 
  is enphasized in their religion.
  9 10
  XP
  95
  BRAWN1
  AGILITY3
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  HOOJIB
  122
  Small quadrupedal rodents who lack technology, the Hoojibs may be mis-
  taken for non-sentient creatures, but they are sentient, and they have a 
  a very communal society. They do not speak, but they can communicate 
  amongst themselves or with others via telepathy.
  7 10
  XP
  110
  BRAWN1
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  DETAILED SPECIES INDEX (F-H)
  
  HOUK
  123
  Houk possess a powerful combination of stubbornness, cleverness, and 
  raw strength. They have had a long-standing conflict with the Weequays, 
  and they have also been drawn into conflict with the Galactic Empire.
  13 12
  XP
  70
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING3
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  HUHK/LAHSBEE (HUHK)
  124
  A species of primitive felines, the Lahsbee undergo such a dramatic 
  metamorphosis at puberty that they take a new name: Huhk. Lashbee 
  are tiny and playful, while Huhk are large and ferocious.
  13 9
  XP
  110
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  HUHK/LASHBEE (LAHSBEE)
  124
  A species of primitive felines, the Lahsbee undergo such a dramatic 
  metamorphosis at puberty that they take a new name: Huhk. Lashbee 
  are tiny and playful, while Huhk are large and ferocious.
  8 10
  XP
  115
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  HUMAN
  125
  The most common species in the galaxy, humans are widespread thanks 
  to being adaptable and well-rounded. They have been the benefactors of 
  speciesism from the Empire and Republic and are typically the standard 
  from which other species are judged.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  HUTT
  126
  No species is more well-known for crime than the Hutts. They are mas-
  sive, slug-like creatures who lead many of the most powerful crime rings 
  in the galaxy. What they lack in coordination they make up for in devi-
  ousness, heartlessness, and bulk.
  13 11
  XP
  80
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  IAKARU
  127
  Relatively primitive primates, the Iakarus’ arboreal nature gives them 
  great coordination, reflexes, and spatial awareness, which makes them 
  excellent pilots. An Imperial invasion of their planet, mining for com-
  pounds that can be used in pharmaceutical drugs, has driven many 
  Iakaru from their homes.
  9 10
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  ICEHEAD
  128
  The name “Icehead” says it all: Their face does indeed appear to be made 
  of ice. Adapted to colder climates, Iceheads often use their slippery head 
  to skate across the ground.
  11 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  IKTOTCHI
  129
  Iktotchi give off a harsh and cold appearance, andthey are very intim-
  idating thanks to their horns. They are gifted in both precognition and 
  telepathy, which gave them a good reationship with the Jedi Order.
  11 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  IOTRAN
  130
  The Iotrans are militaristic and value order and justice. They have ex-
  tremely high numbers employed asoldiers or policemen, and the Iotran 
  Bracemen bring “justice (often controversially) on other planets.
  12 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  ISHI TIB
  131
  Aquatic creatures who live in large schools, the Ishi Tib are known for 
  their organizational abilities. They are extremely reverent for nature and 
  place way more value than other species in ecological sustainability.
  12 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ITHORIAN
  132
  While many live in space for practical reasons, the Ithorians do so in 
  order to protect the sacred jungles of their homeworld. They are peaceful 
  and pacificistic, so few ever kill. When they do need to fight, they often 
  use their four powerful throats to bellow.
  9 12
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  IYRA
  133
  Cephalopods with radial symmetry who struggle dramatically on land, 
  the Iyra have a caste system based on the amount of tentacles they 
  have. All are wise but arrogant, yet they are subservient to those with 
  more tentacles. Since they grow more tentacles with age, this is seen 
  as a fair system.
  9 9
  XP
  90
  BRAWN1
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  JAWA
  134
  Jawas are extremely timid nomads who prowl the deserts of Tatooine in 
  massive sandcrawlers. They are skilled mechanics and expert scavengers, 
  talents which they use to trade for what they need.
  8 11
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  JENET
  135
  Rodents who typically live as scavengers, the Jenets have a number of 
  unique customs, and their impressive memory allows them to be ob-
  sessive about all of them. They always greet one another with insults, 
  which they take with pride: As they see it, being famous enough to be 
  insulted is a good thing.
  10 10
  XP
  80
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  KALEESH
  136
  Most notable as the people who brought the great warrior General Griev-
  ous into the galaxy, Kaleesh are a warlike people who worship death as 
  part of their religion. They are organized into tribe that occassionally 
  unite against a common enemy.
  12 11
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  KALLERAN
  137
  Though surprisingly frail, Kallerans are athletic and have both prehensile 
  toes and sensitive antennae. They are an independant people, so they 
  have mostly ignored the many governments and organizations that have 
  tried to colonize their homeworld.
  8 11
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  KAMINOAN
  138
  The Kaminoans are obsessed with genetic perfection more than anything 
  else. They’re cloners (good ones, too) who have no qualms about the 
  enslavement of whatever sentients they create. They are extremely cold 
  and emotionless.
  9 9
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  KARKARODON
  139
  Karkarodons are aquatic predators descending from sharks. They are 
  physically strong and have powerful jaws, making them very dangerous. 
  Some can be power hungry, so they have learned the hard way how 
  dangerous monarchies and dictatorships can be.
  12 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  KEL DOR
  140
  Kel Dors are a harsh people who view morality in very black-and-white 
  terms. They have tough orange skin but cannot survive in a normal 
  environment off of their homeworld, Dorin. They must instead rely on 
  masks and goggles.
  9 10
  XP
  110
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  KENTRA
  141
  Primitive yet amiable, Kentra are large felines capable of flight. They are 
  unique in that they have been relatively isolated, but their culture was 
  formed based on a brief interaction with a Jedi Knight, so they have 
  developed a religion based on Jedi ways.
  12 9
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KERESTIAN (LOST)
  142
  Kerestians are a savage people, their bulkier size helping them in com-
  bat, but they were not always that way: Much earlier in their history, 
  they were more civilized. A few civilized Kerestians escaped into space 
  by freezing themselves in carbonite before they society collapsed, and 
  they continue to be found.
  11 10
  XP
  100
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  KERESTIAN (MAINLINE)
  142
  Kerestians are a savage people, their bulkier size helping them in com-
  bat, but they were not always that way: Much earlier in their history, 
  they were more civilized. A few civilized Kerestians escaped into space 
  by freezing themselves in carbonite before their society collapsed, and 
  they continue to be found.
  11 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KERKOIDEN
  143
  A shorter species with blue skin, the Kerkoidens have a ferocious ap-
  pearance but value civility. They were prominent in the Confederacy 
  of Independent Systems, where many of them made effective military 
  commanders.
  10 9
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  KHIL
  144
  A species that has been rather successful in galactic commerce, the Khil 
  are gifted with a combination of friendliness and work ethic. They value 
  unifying the galaxy, so they often travel to other planets, welcome for-
  eigners to their own homeworld, and detest the Empire’s xenophobia.
  10 9
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  KHOMMITE
  145
  The Khommites once decided that their species acheived optimal genetic 
  structure. As such, they ceased to reproduce normally and instead creat-
  ed new members by cloning the best of their society. They are very fond 
  of uniformity and are slow to adapt.
  9 8
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KIAN’THAR
  146
  A hardworking species of reptiles adapted to living in swamps, the Ki-
  an’thar are gifted with empathic abilites that allow them to sense the 
  emotions of those around them. As such, they get along well with others, 
  and many enjoy exploring the galaxy despite originating from a back-
  water world.
  12 11
  XP
  80
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  KIFFAR
  147
  An individualistic species of near-humans, the Kiffar are capable of 
  breeding with humans but are still considered to be their own species. 
  They value their independence, are loyal to their clan, and have mostly 
  stayed out of galactic affairs.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KILLIK
  148
  Originally from Alderaan but now living in the Unknown Regions, the 
  Killiks are hive-minded insects who arrange themselves into nests, each 
  of which has its own genetics. The hive minds they form are capable of 
  telepathically influencing both its members and outsiders.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  KITONAK
  149
  Kitonaks are one the slowest species in the galaxy. They are incredibly 
  meticulous, so much so that many mistake them for being asleep. They 
  are relatively small and often move by burrowing or slithering.
  10 12
  XP
  110
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  KLATOOINIAN
  150
  A ridiculously unfair treaty that has been around for millenia keeps the 
  Klatooinians in service to the Hutts. The Klatooinians are canines who 
  place extreme value in age, loyalty, and tenacity. They consider time to 
  be the most powerful force in the universe.
  11 11
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (H-K)
  
  KOORIVAR
  151
  A difficult past has caused the near-human species called the Koorivar to 
  become greedy, shady, and business-oriented. Because of a great deal of 
  work, they have managed to settle on the world of Kooriva.
  9 12
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KORUN HUMAN
  152
  Force-sensitive humans from the planet Haruun Kal, the Korunnai were 
  nearly wiped out by the Empire. They are loyal to the herds they own, 
  their family, their extended family, and their sense of courage and in-
  tegrity, in that order.
  11 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KOWAKIAN MONKEY-LIZARD
  153
  Tiny, annoying sentients that many consider to be animals, the Mon-
  key-Lizards are primitive scavengers who have began to explore the gal-
  axy by stowing away on ships. They enjoy mockery and pranks, so many 
  are used as court jesters.
  5 8
  XP
  110
  BRAWN1
  AGILITY3
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KREVAAKI
  154
  Crustaceans protected by thick plates, the Krevaaki have eight tentacles, 
  but they often conceal all but two of them beneath their robes to have a 
  humanoid posture. They are similar to the Jedi in many ways: Force-sen-
  sitivity is common among them, and even those who lack the Force are 
  deeply philosophical.
  12 10
  XP
  95
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  KRISH
  155
  The Krish are obsessed with competitions and games of all sorts, and 
  they bring a competitive approach to everything they do that often al-
  lows them to conquer difficult tasks. Many are hunters, a field where 
  their exceptional athleticism is particularly useful.
  10 12
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KRYTOLLAK
  156
  Shell-covered mammals who eat vegetables and rocks, the Krytollaks 
  are psychologically inclinded to support monarchs and value order. This 
  makes them supporters of the Empire, although they have only had lim-
  ited contact with the outside galaxy.
  11 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  KUBAZ
  157
  The Kubaz are insect-eating mammals who place extremely strong em-
  phasis in protocol, family, and art. Because of their diet, they consider all 
  insects to be nothing more than food, even the sentient ones. This has 
  caused many governments to keep them isolated on their homeworld of 
  Kubindi, away from the likes of Verpine, Geonosians, Gand, and X’ting.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  KUSHIBAN
  158
  Kushiban are small lagomorphs who a simple society based around small-
  scale agriculture and weaving. They are kind, pacifistic, and generous, 
  and they have a reverance for the Jedi.
  7 10
  XP
  95
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  KYUZO
  159
  An honorable, loyal species known for their combative skills, Kyuzo have 
  built up strength as an adaptation to their high-gravity homeworld of 
  Phatrong. Some are organized into clovocs, which act as police and mili-
  tia while also fighting for show.
  11 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  LABOI
  160
  Fur-covered canines who lack limbs, the Laboi are adapted to tempera-
  ture extremes, many are Force-sensitive, using telekinesis to make up for 
  their physical shortcomings. They value age, so their longest members 
  are seen as the most valuable.
  11 10
  XP
  90
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  LANNIK
  161
  Lannik may be small, but they are some of the toughest, most confident, 
  and bravest people in the galaxy. They are very violent, and some see 
  them as rather primitive. Imperial control has kept them isolated on their 
  homeworld of Lannik.
  9 11
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  LASAT
  162
  A species of carnivorous mammals with fur, wide eyes, and pointed ears, 
  the Lasat’s most valuable asset is their cunning. They excel in building 
  and setting traps when they hunt, and their ingenuity has made it diffi-
  cult for the Empire to enslave them.
  9 10
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  LEPI
  163
  Once skittish herbivores, the Lepi are large, carnivorous, and adven-
  turous. They have extremely high energy and breed at incredible rates. 
  They love to explore, partially because their number increase so rapidly.
  11 10
  XP
  95
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  LORRDIAN HUMAN
  164
  A culture of near-humans, the Lorrdians were enslaved millenia ago 
  during the Kanz Disorders and were forbidden from speaking. They de-
  veloped a sign language to communicate, and excel at reading body 
  language to this day, so they are almost impossible to lie to.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  LUGUBRAA
  165
  Voracious eaters and fierce fighters, the parasitic Lugubraa are generally 
  simple-minded, and they form hordes that often plague the Unknown 
  Regions. They are blind, but they have echolocation and can also sense 
  heat.
  13 13
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  LURMEN
  166
  Lurmen are peaceful creatures who have descended from lemurs. They 
  are often stereotyped as helpless victims, but this is largely their own 
  choice: They rarely resist troubles and instead attempt to deal with op-
  pression through passive-aggression and words.
  9 11
  XP
  85
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  LUTRILLIAN
  167
  Bald mammals with long ears and a large nose, the Lutrillians are often 
  seen in the galaxy because they are nomadic and adventurous. They are 
  business-oriented and often greedy, but they are still often very likable.
  10 10
  XP
  95
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  M’SHINN
  168
  The mossy exterior of the M’shinni hides a mammalian physiology, al-
  though they reproduce via parthenogenesis. Because of this, M’shinn are 
  loyal to large groups called Rootlines, and every member of a Rootline 
  has identical genetics. They are a species focused on agriculture, and 
  they are prominent colonists.
  10 10
  XP
  100
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MANDALORIAN
  169
  Mandalorians are a culture that includes people of countless species, but 
  their warrior-like ways make them seem like a species of their own. They 
  are extremely honorable and known for their distinctive armor.
  -
  -
  XP
  -15
  BRAWN-
  AGILITY-
  INTELLECT-
  CUNNING-
  WILLPOWER-
  PRESENCE-
  ST
  WT
  MANTELLIAN SAVRIP
  170
  Savrips are hulking creatures that some consider to be non-sentient. De-
  spite their powerful combative skills, they have been hunted and reduced 
  to living in Ord Mantell’s Scraplands.
  14 8
  XP
  100
  BRAWN4
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  MARASAN
  171
  A species heavily dependent on cybernetics, the Marasans developed 
  their unique technology in isolation until recent years, when they were 
  discovered by the Empire. They have refused to work with their Empire, 
  and the subsequent retialiations have devastated their society.
  12 9
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MEERIAN
  172
  Meerians are long-standing victims of the Republic’s corruption and now 
  suffer from imperial tyranny, being harmed rather than helped by Bando-
  meer’s vast mineral resources. Although they are durable and resilient, 
  their naïve form of optimism has made them easy to exploit.
  11 12
  XP
  130
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MELITTO
  173
  Insects who are adaptated to live in hot, dark, and toxin-filled caves, 
  the Melittos use unique cilia rather than sight and have a distinct phys-
  iology that allows them to tolerate their harsh environment. They live 
  in hives, which include mostly males, whom the females control using 
  pheromones.
  11 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  MENAHUUN
  174
  A species of primates who often live in aquatic conditions, the Menahuun 
  developed a violent culture in response to the threat posed by Republic 
  colonists on their homeworld, Lamaredd. They were nearly wiped out 
  about 500 years ago by Hugo Bartyn, but they survived and eventually 
  formed a democratic government alongside the colonists.
  10 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  MIKKIAN
  175
  A diverse species of humanoids, the Mikkians have sensory tendrils ex-
  tending from their head that can vary dramatically in appearance. They 
  value honesty above all else, never resorting to manipulation or even 
  daring to sugarcoat the truth.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  MIRALUKA
  176
  The only things that separate Miraluka from humans are their lack of 
  eyes and their strong connection to the Force. The latter makes up for 
  the former, as they can see even better with the Force. They are a selfless 
  people who typically focus on the benefit of groups.
  9 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  MIRIALAN
  177
  Mirialans are coordinated and flexible near-humans with green skin. They 
  are known for their discipline and focus on accomplishments. They all use 
  tatoos to represent their acheivements. They understand the Force and 
  strongly beleive in destiny.
  10 11
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MON CALAMARI
  178
  Mon Calamari are an idealistic species of aquatic creatures who have suc-
  cessfully fought off the Empire on their home planet. They are idealistic 
  and artistic, and they also have a love for space travel. Their shipyards 
  supply a great deal of the Rebel Alliance’s fleet.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MORSEERIAN
  179
  A mysterious species of methane-breathers with two extra arms, the 
  Morseerians are common sight among the spacelanes as traders, but 
  they are introverted loners. Their homeworld and their culture remain 
  mysterious.
  10 11
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  MRLSSI
  180
  Mrlssi are small avians who are notable for the universities on their 
  home planet of Mrlsst. In the past, their homes would be devastated by 
  ecological damage, so they have learned to treasure knowledge, which 
  could not be lost.
  8 9
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (K-M)
  
  MUSTAFARIAN
  181
  Selfish and egotistical insectoids with a high tolernace for hot and dry 
  conditions, the Mustafarians are involved in mining molten metals from 
  their volcanic homeworld. They have two sub-species: The Northern 
  ones focus on mechanics, while the Southern ones are better suited for 
  physical labor.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  MUUN
  182
  The InterGalactic Banking Clan (IGBC) has put the Muuns on the financial 
  map as an incredibly important species. They are analytical, love exploit-
  ing loopholes, and find emotion to be immature. Such traits put them in 
  an excellent position to lead the banking industry.
  9 9
  XP
  85
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  MYNEYRSH
  183
  Myneyrshi are adapted to a primitive lifestyle, with natural armor and a 
  knack for hunting. They are extremely superstitious and fear technology, 
  and they are almost entirely isolated from the rest of the galaxy, as their 
  homeworld of Wayland is known to very few.
  10 10
  XP
  80
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  NAGAI
  184
  Near-humans from Companion Besh, the Nagai are skilled in combat, 
  alluring in social interactions, and disciplined in all things. They are cur-
  rently ruled by the Tofs, but they will invade the rest of the galaxy after 
  the Battle of Endor in order to find a base of operations with which 
  to fight back.
  10 11
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  NAUTOLAN
  185
  Amphibious humanoids from the oceans of Glee Anselm who can sense 
  emotions through pheromones, Nautolans are skilled athletes. They 
  place high value in family.
  11 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  NAZZAR
  186
  Athletic equines who are tall, durable, and nimble, the Nazzar are known 
  best for their religion of Ulizra. Through their faith, they all have a strong 
  moral compass, but they have isolated themselves from the rest of the 
  galaxy in order to protect their culture.
  13 9
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  NEIMOIDIAN
  187
  Shrewd and greedy, the Neimoidians are the more cowardly relatives of 
  the Duros. Though they are poor and will starve unless they are greedy 
  enough as children, they are often very wealthy as adults, which they 
  flaunt with ornate clothing.
  10 9
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING3
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  NELVAANIAN (MUTANT)
  188
  A nomadic species of blue-skinned warriors native to the frigid lands of 
  Nelvaan, the Nelvaanians combine their physical prowess with spiritual 
  devotian. This attracted the attention of General Greivous, who, with 
  help from the Techno Union, mutated many some of them to become 
  hulking monsters.
  16 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  NELVAANIAN (NORMAL)
  188
  A nomadic species of blue-skinned warriors native to the frigid lands of 
  Nelvaan, the Nelvaanians combine their physical prowess with spiritual 
  devotian. This attracted the attention of General Greivous, who, with 
  help from the Techno Union, mutated many some of them to become 
  hulking monsters.
  12 11
  XP
  75
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  NETI
  189
  Neti are Force-sensitive plants with a long lifespan who are capable of 
  shape-shifting. They are reclusive and mysterious, and they are few in 
  number, as their homeworld was destroyed millenia ago.
  12 11
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  NIKTO
  190
  A species that are mostly enslaved by the Hutts, Nikto are strong and 
  tough. They have many races which have evolved for different environ-
  ments. They are also very serious and prone to violence.
  11 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  NIMBANEL
  191
  Mathematically-inclined reptiles, the Nimbanel are highly adept puzzlers, 
  and they excel in jobs that involve finance or data analytics. They volun-
  tarily left the Republic and joined Hutt Space in order to remain a part of 
  the BoSS while retaining relative independence.
  10 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  NOEHON
  192
  Small but nimble insects who live in trees, the Noehons have a musky 
  scent that they use to mark their property. They are organized into a 
  hierarchy, and they are notoriously obsessive in getting what they want.
  10 11
  XP
  80
  BRAWN1
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  NOGHRI
  193
  Small reptiles with sharp claws, the Noghri are renowned for their reflexes 
  and combative abilities. They are excellent as assassins and bodyguards. 
  The Empire has used manipulation to acquire their services, and the 
  Noghri essentially worship Darth Vader.
  11 10
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  NOSAURIAN
  194
  The Nosaurians are stubborn and proud, but they have dealt with great 
  troubles under the Republic. Their attempts to secede during the Clone 
  Wars have made them victims of Imperial oppression, which is even 
  worse than that from the Republic. They are horned and tend to bray 
  at a setting sun.
  12 9
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  NUIWIT
  195
  Small herbivorous lizards who live in a hot and dry desert, the Nuiwits’ 
  total pacifism has done them a great deal of harm. Another sentient 
  species, the primitive Avogwi, prey on them frequently, but the Nuiwit 
  refuse to exterminate them.
  8 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  NUKNOG
  196
  Ill-tempered reptiles, the Nuknog are shorter with a ridge on their head 
  but are better known for their constant complaining. They are incredibly 
  short-sighted, focusing only on their most immediate wants with no plan 
  for the future.
  8 7
  XP
  110
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  OMWATI
  197
  Omwati are blue-skinned avians who are relatively thin but boast an 
  incredible mind for engineering. Although some live as members of the 
  civilized galaxy, their homeworld was kept isolated by Grand Moff Tarkin, 
  who ruled it and recruited many Omwati as engineers.
  9 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ONGREE
  198
  Ongree are amphibians with eyes on the side of their head and a high 
  mouth, which makes them look very odd. They are diplomatic and re-
  served, often preferring to carefulyl observes situations from all angles.
  10 10
  XP
  100
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  ORTOLAN
  199
  Ortolans are chubby creatures with an amazing sense of smell, which 
  they use to find food. Ortolans have fur which they often dye and are 
  known for being obsessed with music, food, or both.
  10 10
  XP
  100
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  OSSAN
  200
  Ossans are rodents who boast an impressive, muscular body, but this 
  musculature turns to fat if they spend enough time in normal gravity. 
  They are extremely unintelligent, being irrationally suspicious of good 
  deals while accepting other bargains where they gain next to nothing.
  12 12
  XP
  130
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  P’W’ECK
  201
  A slave species to the Ssi-ruuk, the P’w’ecks are Saurischians who have 
  a similar combination of reptile and avain physiology as their masters, 
  but they are smaller. They will eventually free themselves during the 
  Yuuzhan Vong War.
  10 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PA’LOWICK
  202
  Powerful lungs help the Pa’lowick to dive deep underwater, but they also 
  help to sing. They are notable for putting high value in music. Though 
  some travel the stars, many live much more simple lives as fishermen 
  or farmers.
  10 12
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  PAAERDUAG (LARGER PART)
  203
  Paaerduags are a species where two separate beings, one large and 
  one small, attach to one another during adolescence. The larger part 
  is responsible for all motion, while the smaller part is the only one that 
  can speak Basic.
  14 10
  XP
  100
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PAAERDUAG (SMALLER PART)
  203
  Paaerduags are a species where two separate beings, one large and 
  one small, attach to one another during adolescence. The larger part 
  is responsible for locomotion, while the smaller part is the only one that 
  can speak Basic.
  8 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PACITHHIP
  204
  Pacithhips are pachiderms who are slow to accept change, although they 
  maintain an outgoing demeanor. They are relatively primitive and were 
  discovered only recently by the Empire, but many enjoy exploring the 
  galaxy, and they make excellent merchants.
  10 10
  XP
  85
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  PANTORAN
  205
  Pantorans are near-humans with blue skin and yellow eyes who are 
  adapted to the cold. They are typically proud and independent; most 
  Pantorans are eager to demonstrate their skills. They are not great as 
  team players, but they are excellent leaders.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  PARWAN
  206
  Electric gasbags with tentacles, the Parwans are so light that they can 
  float on the air. Their electrically charged bodies give them a powerful 
  combative ability, as they can shock enemies into submission.
  7 11
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PATROLIAN
  207
  Patrolians are small amphibians who seem to involved in crimes when-
  ever they are seen off their homeworld. They have skin that is either 
  lavender and pink or lime and yellow. They are also a species that places 
  high value in teamwork.
  9 10
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PAU’AN
  208
  Natural leaders with a long lifespan, the Pau’ans are intimidating thanks 
  to their gray face. They only eat raw meat, further making them creepy. 
  Despite this, they get along well and are typically well-liked by those 
  who they lead.
  12 9
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  DETAILED SPECIES INDEX (M-P)
  
  PHINDIAN
  209
  Phindians are shorter beings with brown skin, yellow eyes, and a snout. 
  They are only amiable around family and close friends, and they are very 
  closed off around anyone else. Given their mechanical skills, most of 
  them prefer interactions with droids as opposed to organics.
  10 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  PHO PH’EAHIAN
  210
  Mechanically inclined rodents with four limbs who are distantly related 
  to the Chadra-Fan, the Pho Ph’eahians share their relatives’ outgoing 
  spirit. However, they are distinguished by their obsession with hygiene.
  10 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  PHUII
  211
  The Phuii are shorter but nimble saurians, and they are known for their 
  love of sports and games. They are extremely competitive and can be 
  arrogant, so they are not always well-liked, but they can make excellent 
  podracers.
  10 9
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  PHYDOLON
  212
  In an incredible biological phenomenon, the Phydolons are the combi-
  nation of two separate species, one mammallian and the other fungal. 
  Coming from a backwater world, they are deeply spiritual and incredibly 
  reliant on their community.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  POLIS MASSAN
  213
  The Polis Massans are a species that has devoted themselves to discov-
  ering their long-lost ancestors in the Polis Massa asteroid field. Most 
  cannot speak, but they are all capable of telepathic broadcasting.
  9 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  PRIAPULIN
  214
  A species of aquatic gastropods, the Priapulins have a peaceful rule over 
  their planet of Priap. They move by slithering their snake-like body, leav-
  ing their six limbs available for grasping objects.
  11 10
  XP
  80
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  PSADAN
  215
  Primitive hunters, the Psadans have a combination of bulk and simple 
  stubbornness that aids them in combat. They have a long-standing con-
  flict with the Myneyrshi, who also inhabit their homeworld of Wayland.
  14 10
  XP
  100
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  PYKE
  216
  Criminal enterprises are very important to the Pykes. They live not far 
  from Kessel on their homeworld of Oba Diah, which puts them in prime 
  position to handle much of the spice smuggling. Their prominence has 
  somewhat dwindled with time, and they are now longer as powerful as 
  they once were.
  9 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  QUARREN
  217
  Quarren are pessimistic, paranoid, and slow to trust. This has made it 
  hard for them to get along with the Mon Calamari, who have attempted 
  to remold Quarren culture. They finally have something that resembles 
  freedom with a more egalitarian government and freedom from the 
  Empire. Quarren live deep underwater on Dac, as they are an aquatic 
  species.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  QUERMIAN
  218
  The Quermians are a taller version of the Xexto species that has been 
  genetically created on Quermia. They are very peaceful because they 
  lacked predators, and they are prominent as diplomats and philosophers.
  10 10
  XP
  80
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  QUOR’SAV
  219
  A large species of avians, the Quor’savs’ strange appearnce makes them 
  an easy target for racism, and they fear outsiders after their first con-
  tact resulted in the outbreak of a virus. They are a paranoid species, 
  constantly on the lookout for danger, and they have strong protective 
  instincts.
  10 9
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  QWOHOG
  220
  The Qwohog, known to some as the Wavedancers, are an aquatic species 
  that is energetic and charismatic. They were first discovered by the Rebel 
  Alliance, but after the Empire discovered their world, they have had little 
  interactions with outsiders.
  9 11
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  RAKATA (POST-PLAGUE)
  221
  Once savage primitives, the Rakata were gifted with the Force by the 
  Kwa, and they ended up turning to Dark Side and building an Empire. 
  However, they fell from glory when a plague cut them off from the Force.
  12 8
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  RAKATA (PRE-PLAGUE)
  221
  Once savage primitives, the Rakata were gifted with the Force by the 
  Kwa, and they ended up turning to Dark Side and building an Empire. 
  However, they fell from glory when a plague cut them off from the Force.
  12 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  RANAT
  222
  Dimunitive rodents with sharp teeth, the Ranats have a questionable 
  degree of sentience. They are ferocious and crafty warriors, and it is often 
  legal to kill them because of the threat they can pose.
  10 10
  XP
  75
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  RANTH
  223
  A nimble species of canines, the Ranth are emotional and place a great 
  deal of value in family. They have a notable cultural division in that some 
  are primitive nomads while others have formed a permanent society.
  10 10
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  RATTATAKI
  224
  Bald near-humans with pale skin, the Rattataki are a warlike people. 
  They are ruled by a number of warlords, and gladiatorial combat is a 
  staple in their culture.
  12 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  REIGAT
  225
  A large species of near-humans, the Reigats are not known for their 
  social graces but make up for it with physical strength. They have grayish 
  skin and dark blue hair.
  13 9
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  RELLARIN
  226
  Although Rellarins have an intimidating appearance, with expectional 
  bulk, plates protecting their body, and large hands, they are actually 
  peaceful and philosophical. They are primitive, and their only export is 
  wise advise, which they give out freely.
  10 11
  XP
  80
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  REVWIEN
  227
  A species of plants, the Revwiens have a cylindrical trunk for their body 
  and leaves for their limbs. They are a detatched and calm people, and 
  many of them are highly spiritual.
  10 12
  XP
  80
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  RI’DAR
  228
  An isolated species of flying primates, the Ri’Dar are naturally very vig-
  ilant and energetic to react to the predators on their world. They are 
  focused only on the short term, rarely planning for their future, and they 
  display dramatic mood swings.
  8 9
  XP
  110
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  RISHII
  229
  Rishii are primitive avians who have a great deal of interest in learnign 
  about the outside galaxy. They are natural linguists, and they tend to 
  repeat any new languages they hear, often annoying those who are un-
  familiar with that trait.
  9 10
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  RODIAN
  230
  Rodians are green-skinned lizards who have an extreme reverance to-
  ward hunting. They are generally seen offworld as bounty hunters, but 
  they are also known for their playwriting, which is also centered around 
  hunting.
  10 10
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  ROONAN
  231
  Roonans are short humanoids with blue-gray skin and turquoise eyes. 
  They are a common sight in urban environments and busy Core Worlds 
  like Coruscant. They are also notable for developing seemingly random 
  addictions to certain comforts.
  9 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  RUURIAN (CHROMA-WING)
  232
  Ruurians are smaller insects with sixteen tiny limbs. Their larvae are 
  skilled intellectuals and natural linguists, while their adults, who develop 
  the ability to fly, are lazier less intelligent.
  8 9
  XP
  85
  BRAWN1
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  RUURIAN (LARVA)
  232
  Ruurians are smaller insects with sixteen tiny limbs. Their larvae are 
  skilled intellectuals and natural linguists, while their adults, who develop 
  the ability to fly, are lazier less intelligent.
  8 11
  XP
  90
  BRAWN1
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  RYBET (FEMALE)
  233
  Rybets are amphibians who make natural smugglers, as they are nomad-
  ic, cunning, and immoral. They detest the Hutts, but they also have a 
  deep divide between genders, only getting together to mate before the 
  male either runs away or is eaten by the female.
  10 10
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  RYBET (MALE)
  233
  Rybets are amphibians who make natural smugglers, as they are nomad-
  ic, cunning, and immoral. They detest the Hutts, but they also have a 
  deep divide between genders, only getting together to mate before the 
  male either runs away or is eaten by the female.
  9 10
  XP
  85
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  RYN
  234
  A nomadic people who are despised and distrusted by just about ev-
  eryone, the Ryn are not the swindlers that most expect them to be. 
  What they are is a species that is musical, observant, and superstitious.
  11 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  S’KYTRI
  235
  Strong but delicate mammals who can fly, male S’kytri are blue while 
  females are green. They are currently enslaved by the Empire, but their 
  society has also become divided between elders who support a tradition-
  al patriarchy and a youth counterculture.
  8 12
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (P-S)
  
  SAKIYAN
  236
  Borderline near-humans, the Sakiyans appear as bald humans with differ-
  ing skin tones. However, their internal biology is much different, allowing 
  greater strengh and enhanced senses. They have also manage to retain 
  independence from the Hutts despite being in Hutt Space.
  10 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING3
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  SANYASSAN
  237
  Sanyassans are a larger species who are known for their complete lack 
  of morality. They are bullies by nature, especially their biggest members, 
  and they have been a thorn in the side of the Moddell Sector, where they 
  pillage without remorse.
  12 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SARKAN
  238
  Few species are more obsessed with elaborate protocols than the Sar-
  kans. They are formidable combatants because of their size and tough 
  scales and are also extremely wealthy from gem mining. However, they 
  are also very vulnerable to the cold.
  12 8
  XP
  90
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  SARKHAI
  239
  A species of near-humans whose technical expertise has made them 
  successful, the Sarkhai use tattoos to scare away predators. They are 
  typically pale with light hair as well.
  9 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SATHARI
  240
  Family is everything to the Sathari, so they almost never leave their home 
  planet of Arbooine. They are also very methodical and loyal. Physically, 
  they are light avians who are nimble but weak and are also capable 
  of gliding.
  9 11
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SAUVAX
  241
  A tougher species of crustaceans, the Sauvax have six legs, thick chitin, 
  and bulky pincers for hands. They generally live as simple farmers and 
  fishers in small communities, and they mostly mind their own business.
  11 10
  XP
  95
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SEDRIAN
  242
  Sedrians are aquatic mammals with brown fur and a humanoid torso. 
  Their society is centered around a mysterious Force-sensitive entity 
  called the Golden Sun, which provides them with energy and can also 
  heal them.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  SELKATH
  243
  The Selkath are an aquatic species that once benefited from kolto, a mir-
  acle healing liquid found on their planet. However, with bacta becoming 
  more popular, wealthy pacism turned into impoverished anarchy. They 
  are now Imperial slaves, and their planet has become a resort world.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SELONIAN
  244
  Related to aquatic mammals, the Selonians are nimble felines who can 
  on two or four limbs. They live in dens that are almost entirely infertile 
  females, so male or fertile female Selonians and extremely rare.
  11 10
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  SEPHI
  245
  The Sephi are near-humans with pointed ears who are an extremely artis-
  tic people. They are ruled by a monarch but place high value in indepen-
  dence. Their homeworld, Thustra, is a very influental planet in its sector.
  10 12
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SHARD
  246
  One of the galaxy’s more unique sentient species, the Shards are sen-
  tient crystals who think and communicate using electrical signals. Al-
  though they are stationary by nature, some have purchased cybernetics 
  that allow them to move and speak like other sentients.
  10 11
  XP
  130
  BRAWN1
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SHASHAY
  247
  The Shashay are small avians with colorful feathers that can glide but not 
  fly. They are very loyal to their own people, and although they have kept 
  their homeworld’s location secret in order to avoid Imperial exploitation, 
  some have been prominent singers in the wider galaxy.
  9 9
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SHAWDA UBB
  248
  Being very stationary, the Shawda Ubb are a very rare sight off of their 
  homeworld. They are frog-like amphibians who are small and slow, but 
  they can spit venom. Their homeworld, Manpha, exports petroleum.
  8 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SHI’IDO
  249
  The Shi’idos are secretive and mysterious, unwilling to disclose much 
  about their own people, but they are very curious about other cultures. 
  They are incredibly skilled shape-shifters, able to change their appear-
  ance into almost anything, and they can supplement their disguises with 
  telepathic illusions.
  10 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  SHISTAVANEN
  250
  Predatory canines who are extremely fierce, the Shistavanen are very 
  isolationist. Though somewhat more comfortable among their own kind, 
  they aren’t very comfortable when around outsiders.
  12 10
  XP
  80
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING3
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  SIC-SIX
  251
  A species of eight-limbed arachnids with a black carapace, the Sic-Six 
  have incredibly potent senses, especially when it comes to hearing. They 
  are skilled with technology and the arts, but they dislike interactions 
  with their own people.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING3
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  SINITEEN
  252
  Fittingly referred to as “brianiacs,” the Siniteens are a highly intelligent 
  species with a knack for mathematics. They have yellowish skin, and their 
  large head has wrinkles resembling those of a brain.
  10 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  SITH (KISSAI)
  253
  While the Sith are best known for being an organization of Force-sensi-
  tives, they get their name from the Sith species, who have similar ideals. 
  The Sith have four castes, each with a unique focus.
  9 11
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SITH (MASSASSI)
  253
  While the Sith are best known for being an organization of Force-sensi-
  tives, they get their name from the Sith species, who have similar ideals. 
  The Sith have four castes, each with a unique focus.
  13 10
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SITH (SITH’ARI)
  253
  While the Sith are best known for being an organization of Force-sensi-
  tives, they get their name from the Sith species, who have similar ideals. 
  The Sith have four castes, each with a unique focus.
  11 11
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SITH (ZUGURUK)
  253
  While the Sith are best known for being an organization of Force-sensi-
  tives, they get their name from the Sith species, who have similar ideals. 
  The Sith have four castes, each with a unique focus.
  10 12
  XP
  95
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SKAKOAN
  254
  Deep fear of outsiders and high levels of skill with machines define 
  Skakoan society. They require a high-pressure methane atmosphere to 
  survive, so they cannot survive in most environments without a pres-
  surized suit.
  10 8
  XP
  80
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SKRILLING
  255
  Stubborn negotiators who eat corpses, the Skrillings are typically used as 
  cheap labor on the farms of the more advanced M’shinni. On the whole, 
  they are a very persistent people who value patience. When more abrupt 
  action is needed, they fight with acidic vomit.
  10 10
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  SLJEE
  256
  Sljees cannot see, but they are olfaxes who ahave a highly advanced 
  sense of smell. They have a short and wide body, and their short legs 
  are very slow, but their vast amout of tentacles can be advantageous.
  12 9
  XP
  110
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SLUDIR
  257
  Reptiles who value combat above all else, the Sludir believe that might 
  makes right, making it hard for them to get along in civilized societies. 
  They were discovered by slavers, and their primitive society was easily 
  conquered, so many are now slaves, and those who escape end up being 
  members of the underworld.
  13 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SLUISSI
  258
  Sluissi are green-scaled reptiles who resemble snakes. Though they can 
  slither upright and have two arms, they still lack legs. They are a very 
  intelligent people who are prominent as technicians, particularly with 
  shipbuilding.
  10 10
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SNIVVIAN
  259
  The Snivvians are a people who are excellent at dealing with the cold 
  that is present on their homeworld of Cadomai Prime. They learned to 
  spend lots of time waiting out the cold in caves, time that they spent 
  becoming excellent artists.
  10 11
  XP
  90
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  SPINER
  260
  Introverted mammals who defend themselves by shooting quills, the 
  Spiners are nearing extinction after their sun went supernova. They are 
  few in number and dispersed, so they have mostly been forced to assim-
  ilate into the wider galaxy.
  10 10
  XP
  100
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  SQUIB
  261
  Trading is absolutely vital to the Squibs, and they think of it as art. They 
  speak a very unique dialect of Basic with strange idioms. Since they are 
  generally scavengers, many work aboard slavage vessels. They are small 
  rodents with very sensitive fur.
  8 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SRRORS’TOK
  262
  Srrors’toks are felines who have a primitive society, and they are mostly 
  ferocious warriors. However, the have a tradition of life debts that they 
  take very seriously, and those who get into one often travel offworld in 
  order to fulfill it.
  11 10
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (S-S)
  
  SSI-RUU
  263
  Ssi-Ruuk are a very prejudiced religious people, and they have a strict 
  caste system which includes slaves. They control a small Empire in the 
  Unknown Regions, southwest of the galaxy, but they are hesitant to 
  invade any new planets because they fear dying on an unconsecrated 
  world.
  14 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  SULLUSTAN
  264
  Sullustans are a small and mouse-like people who are very eager to 
  explore and be outgoing. They developed a great sense of direction living 
  in tunnels on Sullust, so they are excellent navigators.
  9 10
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  SVIVRENI
  265
  The greatest asset of the Svivreni is their incredibly stubbornness and 
  determination. Despite their small stature, they are resilient and tough, 
  making excellent miners and metalworkers.
  10 12
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  SWOKES SWOKES
  266
  Chubby and incredibly ugly, the Swokes Swokes are incredibly durable 
  and unrelenting with incredible regenerative abilities. They are religious, 
  and placing a great deal of importance on correctly burying the dead and 
  often carrying the body parts of their ancestors with them.
  14 14
  XP
  80
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  T’LANDA TIL
  267
  The t’landa Til are the less notable relatively to Hutts, a quarupedal 
  species of large reptiles with a horn atop their head. Males have a tele-
  pathic ability to manipulating emotions, and they can also emit vibrations 
  which can be addictive.
  13 11
  XP
  80
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  T’SURR (FEMALE)
  268
  The T’surr seen in the galaxy are exclusively male, and they are blue-
  skinned giants with extra eyes, sharp teeth, and horns. These T’surr are 
  brutal pirates, and they value slaves above all else.
  10 10
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  T’SURR (MALE)
  268
  The T’surr seen in the galaxy are exclusively male, and they are blue-
  skinned giants with extra eyes, sharp teeth, and horns. These T’surr are 
  brutal pirates, and they value slaves above all else.
  13 10
  XP
  100
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TALZ
  269
  Talz are peaceful but physically powerful creatures adapted to the cold. 
  They are very simple and do not understand the concept of ownership. 
  Many are Imperial slaves.
  12 11
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TARASIN
  270
  Humanoid reptiles with color-changing skin, the Tarasin are naturally 
  spiritual and have a strong connection to the Force. They were once 
  plagued by corporate interests, but they have since been left alone.
  10 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  TARONG
  271
  The Tarong are large flying reptiles with talons and sharp beak who are 
  peaceful despite their predatory heritage. They are a very social people, 
  often living with many extended family members, and they have a fasci-
  nation with protocol droids.
  12 10
  XP
  85
  BRAWN3
  AGILITY1
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TARRO
  272
  A taller species of near-humans with red hair, pointed ears, and claws, 
  the Tarro are loners who are focused only on their own business. Their 
  homeworld was destroyed, so they are scattered, and many go to the 
  Outer Rim, as they detest bureaucracy.
  11 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TAUNG
  273
  An ancient species that is now extinct, the Taungs are the cultural an-
  cestors of the Mandalorians. They were a group of warriors that fought 
  over Coruscant in its early history before they colonized Mandalore and 
  developed the culture that the Mandalorians follow to this day.
  13 11
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TCHUUKTHAI
  274
  A mysterious species likely hailing from the Unknown Regions, the 
  Thuuckthai are giant quadrupedal beasts protected by green natural 
  armor and sharp claws. Although they are philosophical and romantic by 
  nature, they often use their fierce appearance to scare outsiders who try 
  to pry into their business.
  14 10
  XP
  60
  BRAWN4
  AGILITY1
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  TEMOLAK
  275
  Temolaks are known mostly as scavengers, and they are very stubborn, 
  which they back up with durability. They generally sell their technology 
  to primitive peoples, as other advanced species often take advantage 
  of them.
  11 12
  XP
  95
  BRAWN3
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE1
  ST
  WT
  TERRELIAN JANGO JUMPER
  276
  Terrelian Jango Jumpers are a species of very athletic near-humans who 
  are light and skinny. They skin is generally blue-green, and they have 
  red-orange hair.
  10 12
  XP
  90
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  THAKWAASH
  277
  The Thakwaash are a very strong species of equines who all have multiple 
  personalities. Although some of their older members can change person-
  alities at will, most simply change between them at random.
  15 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  THEELIN
  278
  Art is very important to the Theelin. Pink-skinned near humans who 
  are typically quite charming, the Theelin are a dying people. Mutations 
  have made many of them infertile, and they have had to resort to cross-
  breeding with humans.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  THISSPIASIAN
  279
  Thisspiasians are snake-like creatures with a martial history who are 
  fierce warriors. They have four arms and are extremely intimidating to 
  most other sentients, especially considering their carnivorous diet.
  11 8
  XP
  75
  BRAWN2
  AGILITY3
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  THOLOTHIAN
  280
  The Tholothians are a near-human species known for their Force-sensitiv-
  ity. They have extremely long lifespans, and that extra time often allows 
  them to become very wise.
  9 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TINTINNA
  281
  Tiny rodents who hail from a backwater world, the Tintinna are amiable 
  and often enjoy exploring the galaxy. Their own technology is very lack-
  ing, but they can be surprisingly capable mechanics if given the chance.
  8 11
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TISS’SHAR
  282
  Bipedal reptiles with sharp claws and teeth, the Tiss’shar are focused 
  and emotionless, carrying out business with cold precision. They have 
  many subspecies, each of which is the most gifted in a certain area, but 
  all display excellent technical skills.
  11 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TOGNATH
  283
  Possessing both mammallian and insectoid physiology, the Tognath can-
  not breath or speak in a normal atmosphere, and their senses are dulled, 
  making them less vulnerable to pain. They keep to themselves, and most 
  of them are miners.
  9 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  TOGORIAN (FEMALE)
  284
  Togorians are so stubborn that when males and females couldn’t agree 
  between a hunter-gatherer lifestyle or one of a sedentary farmer, the two 
  genders split and only come together to mate. They are dangerous feline 
  predators with sharp claws.
  13 10
  XP
  95
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TOGORIAN (MALE)
  284
  Togorians are so stubborn that when males and females couldn’t agree 
  between a hunter-gatherer lifestyle or one of a sedentary farmer, the two 
  genders split and only come together to mate. They are dangerous feline 
  predators with sharp claws.
  14 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TOGRUTA
  285
  Togruta are mammals with strong instincts for working togeter and living 
  in packs. When not amng their own people, they are typically extremely 
  lonely. They are near-humans who scan sense via echolcation in their 
  montrals.
  10 10
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TOONG
  286
  Toong are creatures with a massive head that have came into the galaxy 
  to flee disaster on their homeworld. They are absolutely terrified of any 
  form of social interaction, and they avoid argument at any cost.
  10 10
  XP
  110
  BRAWN2
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  TOYDARIAN
  287
  Toydarians are chubby creatures to get around by hovering. They are 
  ruled by the Hutts, but they have thrived unde rthe crime lords thanks 
  to their business skills. They use scheming naturally as a way to separate 
  the clever from the foolish.
  9 12
  XP
  90
  BRAWN1
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE3
  ST
  WT
  TRANDOSHAN
  288
  The arch-nemesis of the Wookiees, Trandoshans are repitalian hunters 
  who focus their lives on hunting to please their goddess, Scorekeeper. 
  They are an effective combination of physical strength, sharp claws, and 
  regenerative abilities.
  12 9
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TRIANII (FEMALE)
  289
  Trianii are fur-covered felines with claws and a prehensile tail, and the 
  males are smaller and weaker than most species. They are adept at using 
  technology, but they have taken an isolationist stance as a result of their 
  preference to be without authority.
  11 10
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TRIANII (MALE)
  289
  Trianii are fur-covered felines with claws and a prehensile tail, and the 
  males are smaller and weaker than most species. They are adept at using 
  technology, but they have taken an isolationist stance as a result of their 
  preference to be without authority.
  9 10
  XP
  95
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (S-T)
  
  TROIG
  290
  The Troigs have two heads, and each head displays a moderate level of 
  independence from the other. This makes them excellent multitaskers, 
  and they are also a very outgoing people who are charismatic and adept 
  in social situations.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  TUNROTH
  291
  Tunroth are almost entirely devoted to hunting and boast the uncanny 
  ability known as quarry sense. They are confident and aggressive, mostly 
  working with bows and swords.
  13 11
  XP
  85
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  TUSKEN RAIDER
  292
  Primitive and mysterious humanoids who lurk in the Tatooine wilderness, 
  Tuskens are extremely brutal and have tense relations with nearby scav-
  engers and farmers.
  11 11
  XP
  110
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  TWI’LEK
  293
  Colorful near-humans with head-tails called lekku, the Twi’leks are often 
  seen as attractive to others. Despire their social skills, they have been 
  unable to escape oppression from the Hutts: Many are now slaves.
  10 11
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  TYNNAN
  294
  Small mammals covered by thick fur, the Tynnans are adapted to icy wa-
  ters. They are patient and detail-oriented, but they have such a wealthy 
  economy that they no longer need to work.
  9 11
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  UBESE
  295
  Violent near-humans who need a mask to speak and breathe in a normal 
  atmosphere, the Ubese have become mostly nomadic after their home-
  world and colonies were orbitally bombarded. They detest the Republic, 
  who was responsible for the event, so most find work on the fringes.
  11 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  UGNAUGHT
  296
  Ugnaughts are dependable laborers with porcine physiology. They have 
  often been slaves, but some tribes earned their freedom by agreing to 
  build Cloud City, a place where many now live and work.
  9 12
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  UGOR
  297
  The Ugors are sentient protozoa, and although they are technically a 
  single cell, they can form pseudopodia to act like limbs or organs. They 
  are greedy scavengers by nature, and they have rivalry with the Squibs.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  UMBARAN
  298
  Umbarans are bald near-humans with pale skin adopted to darkness. 
  They make excellent spies and are extremely manipulative. Their society 
  is organized into more than 100 castes, which mos Umbarans devote 
  themselves to rising in.
  10 12
  XP
  90
  BRAWN1
  AGILITY1
  INTELLECT1
  CUNNING3
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  UTAI
  299
  Natural followers, the Utai are often seen as manual laborers. They are 
  especially good at all things related to taming animals, a useful talent 
  with the varactyls and dactillions found on their sinkole-covered home-
  world of Utapau.
  11 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  VAGAARI
  300
  A fierce species with two mouths and purple skin, the Vagaari have pil-
  laged the Unknown Regions, occasionally coming into conflict with the 
  Chiss. They are typically slavers, and they have very little grasp of moral-
  ity, often using their slaves as living shields on their ships.
  11 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  VERPINE
  301
  Verpine are green-skinned insects with several benefits in their physiol-
  ogy. Perhaps most notable is their incredible inteligence, which they use 
  to build excellent technology. In addition, they boast instant radio com-
  munication wth their antennae, a hardened carapace, and microvision.
  9 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  VODRAN
  302
  The Vodrans are reptiles known for their gullibility. Given their location 
  in Hutt Space, they were an easy target to become ruled by the Hutts. 
  They have lost their previous culture and now believe they have only ever 
  existed as Hutt servants.
  11 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  VOR
  303
  A frail species of avian, the Vors are calm austere to most other spe-
  cies except in their music, which is renowned throughout the galaxy. 
  They are highly intelligent, and they excel in coordinating with others 
  of their species.
  9 8
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  VOSS (COMMANDO)
  304
  Longtime enemies of the Gormaks, the Voss are a species whose Mystics 
  excel in using the Force to predict the future and heal. The remainder of 
  the species are Commandos, devoted to warfare and outdoor survival.
  11 11
  XP
  90
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  VOSS (MYSTIC)
  304
  Longtime enemies of the Gormaks, the Voss are a species whose Mystics 
  excel in using the Force to predict the future and heal. The remainder of 
  the species are Commandos, devoted to warfare and outdoor survival.
  9 9
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  VRATIX
  305
  Vratix are six-limbed insects that are notable for producing bacta, which 
  is easily available on their homeworld of Thyferra. They are excellent 
  at logic and puzzle-solving, but they struggle with abstract concepts 
  like art.
  9 11
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  VULPTEREEN
  306
  Vulptereens are reptiles distinguished by a long snout, and they are short 
  but surprisingly hardy. They live on the Deep Core planet of Vulpter, 
  which has become highly polluted by industry.
  11 12
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  VURK
  307
  Vurk are nomadic amphibians with green skin. They are often very phil-
  osophical and emphasize honesty and integrity. They are very calm and 
  measured. Despite this sophistication, being nomadic makes other spe-
  cies look at them as primitive.
  11 11
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  VUVRIAN
  308
  Vuvrians have 12 eyes and can see in all directions. They are insects 
  and are also known for having sensitive skin, which allows them to have 
  incredible sense via touch. They often are tourists because they are very 
  interested in learning about the galaxy and its peoples.
  7 7
  XP
  85
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING1
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  WEEQUAY
  309
  Weequays mostly follow their god known as Quay, who gives them ad-
  vice via simple toys. While lacking in technology, they are by no means 
  straightforward. Many work for the Hutts. They can communicate with 
  pheromones.
  10 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING3
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  WHALADON
  310
  A giant species of mammals the size of many starships, the Whaladons 
  live only underwater. Native to Dac, they are peaceful and known for 
  their sing-songs, but they are battling extinction.
  18 10
  XP
  90
  BRAWN5
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE3
  ST
  WT
  WHIPHID
  311
  Hunter-gatherers on the frigid world of Toola, Whiphids are strong and 
  tough as well as experts with wilderness survival. They may be very vi-
  olent and somewhat primitive, but they still understand the necessity of 
  peaceful interaction and teamwork.
  12 10
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  WOL CABASSHITE
  312
  An incredibly intelligent species of tiny mollusks, the Wol Cabasshites 
  cannot move or talk on their own. They are capable of telepathy using 
  magnetic pulses, but their philosophical musings are so bizarre and ab-
  stract that they are hard to comprehend regardless.
  11 11
  XP
  130
  BRAWN1
  AGILITY1
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  WOOKIEE
  313
  Short-tempered but loyal, Wookiees are a furred species and are very 
  strong. Their rivalry with Trandoshans has made them enslaved. They are 
  also known for life debts, which state that a Wookiee who is saved by 
  someone must devote their life to serving him.
  14 9
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  WOOSTOID
  314
  Mathematically-inclined sentients who value structure, the Woostoids 
  have been able to automate much of the businesses on their world, so 
  they have to work very little. They are very pacificist, and they are easily 
  distraught whenever there is chaos or disorder.
  9 8
  XP
  100
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  WROONIAN
  315
  Blue-skinned near-humans who have been financially successful, the 
  Wroonians’ charisma and love for travel has allowed them to excel in 
  many ventures across the galaxy. Many are religious, which they display 
  via their tattoos.
  10 10
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  XAMSTER
  316
  A smaller reptilian species with incredible reflexes, the Xamsters have 
  yellow or blue skin and a beak-like mouth. They live symbiotically and 
  peacefully with the semi-sentient malvil-trees on Xagobah, but their life-
  style was disrupted when the Clone Wars were brought to them, and 
  both sides drafted the Xamsters.
  9 11
  XP
  100
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  XEXTO
  317
  Xexto are short four-armed creatures with pale skin who are are known 
  for their courage and recklessness. They are often thrill seekers and few 
  will back down from a challenge. They are distant relatives to the Querm-
  ians, who are opposite to them in many ways.
  9 9
  XP
  90
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING2
  WILLPOWER
  1
  PRESENCE2
  ST
  WT
  XI’DEC
  318
  Eight-limbed insects who display incredible genetic diversity, the Xi’Dec 
  are have hundreds of genders, each of which is highly specialized to fill a 
  particular job. Those with rare genders are seen as very valuable because 
  of their unique skill sets.
  10 10
  XP
  90
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  DETAILED SPECIES INDEX (T-X)
  
  359
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  YAKA (WITH IMPLANTS)
  319
  Yaka are large near-humans who are relatively unintelligent by nature, 
  but many have been given cybernetics that make them much smarter. 
  However, the cybernetics make them harder to get along with: They be-
  come more stoic, and their humor becomes very dark.
  12 11
  XP
  70
  BRAWN3
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  YAKA (WITHOUT IMPLANTS)
  319
  Yaka are large near-humans who are relatively unintelligent by nature, 
  but many have been given cybernetics that make them much smarter. 
  However, the cybernetics make them harder to get along with: They be-
  come more stoic, and their humor becomes very dark.
  12 11
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  YAM’RII
  320
  A naturally aggressive species of insects, the Yam’rii have a small Empire 
  in the Outer Rim have no qualms about violently colonizing primitive 
  planets. They are inclined towards combat, especially those lack hands 
  and instead have sharp, serrated forelimbs.
  12 9
  XP
  100
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE1
  ST
  WT
  YARKORA
  321
  The Yarkora are among the most mysterious peoples in the galaxy, as 
  they are very tight-lipped about their culture and origin. They are very 
  secretive, but they are surprisingly adept at using charm and other forms 
  of manipulation o get what they want.
  12 10
  XP
  85
  BRAWN2
  AGILITY1
  INTELLECT2
  CUNNING3
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  YEVETHA
  322
  Yevetha are thin, ghoulish near-humans with very sharp retractable 
  claws. Though now Imperial slaves, their roles will soon be reversed, 
  as the Yevetha have extreme xenophobia and view any non-Yevetha as 
  vermin.
  11 11
  XP
  80
  BRAWN1
  AGILITY2
  INTELLECT3
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  YINCHORRI
  323
  Strong, cold-blooded reptiles with green skin, the Yinchorri believe that 
  “might makes right.” This philosophy lead to an uprising in 33 BBY, 
  an event which ended in the defeat of their military and the isolation 
  of their people.
  11 13
  XP
  80
  BRAWN3
  AGILITY1
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  YODA’S SPECIES
  324
  Yoda’s species is a great mystery, their name and homeworld unknown 
  to the rest of the galaxy. They are short creatures with green skin and 
  long ears with a long lifespan, and their only known members are Jedi.
  8 12
  XP
  80
  BRAWN1
  AGILITY3
  INTELLECT2
  CUNNING1
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  YUUZHAN VONG
  325
  The Yuuzhan Vong will eventually bring about an incredibly brutal war 
  and be responsible for hundreds of trillions of deaths. This is because of 
  their powerful organic technology and religious convictions. They value 
  pain, sacrifice, and death as service to their gods.
  11 14
  XP
  85
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  YUZZUM
  326
  Yuzzum are tall primitives from the forest moon of Endor. Their musical 
  language makes many of them excellent singers, so some use that as a 
  profession should they leave their isolated homeworld. Though shy, they 
  are very friendly and typically get along well.
  9 11
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE2
  ST
  WT
  ZABRAK
  327
  Zabrak are strong-willed and disciplined near-humans distinguished by 
  horns. They have a very high pain tolerance and believe that they can 
  acheive greatness if they work hard enough. Their stubborness has lead 
  to a strong resistance against the Empire on Iridonia.
  11 12
  XP
  95
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  ZEHETHBRA
  328
  Violent and easily offended, ZeHethbra are furred canines that are de-
  voted to defending their territory. They have a biochemical spray to ward 
  off attackers.
  12 11
  XP
  90
  BRAWN3
  AGILITY2
  INTELLECT2
  CUNNING1
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ZELOSIAN
  329
  Near-humans at first glance who are actually plants, the Zelosians are 
  photoautotrophs who tend to enjoy learning about galaxy and all the 
  life it contains. They are very superstitious, having a deep-seated fear of 
  darkness, which represents all that is evil in their mythology.
  10 10
  XP
  110
  BRAWN2
  AGILITY2
  INTELLECT2
  CUNNING2
  WILLPOWER
  2
  PRESENCE2
  ST
  WT
  ZELTRON
  330
  Zeltrons are red-skinned near-humans who have pheromones that make 
  them more attractive. They are also empaths, so they are extremely ef-
  fective in social situations. They are lazy, reckless, and focus on being 
  happy. They are also very romantic and shun monogamy.
  10 12
  XP
  100
  BRAWN2
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  1
  PRESENCE3
  ST
  WT
  ZYGERRIAN
  331
  Zygerrians are most notable for almost always working as slavers. They 
  believe that the strong have the right to control the weak and have little 
  compassion. They are physically strong and have feline characteristics.
  10 9
  XP
  95
  BRAWN3
  AGILITY2
  INTELLECT1
  CUNNING2
  WILLPOWER
  3
  PRESENCE1
  ST
  WT
  DETAILED SPECIES INDEX (Y-Z)
  
  360
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NAMES BY SPECIES
  Abednedo: Warren Vek, Burga Uticon, Grunf Danar, Ealt 
  Chaun
  Abyssin: Anami, Easym, Mador, Polcyc
  Adarian: Yeeru Meekel, Luur Tenefor, Ador Beldune, Denka 
  Melru
  Advozse: Kol Nurn, Roda Lem, Vel Ramdro, Peli Rolt
  Aing-Tii: Naran’Ak, Dalath’Opa, Woolab’Tommin, Cemman’Tu
  Aleena: Kazdar Ryler, Foir Xilor, Fi Tyrell, Manchi Pyell
  Amani: Xort, Jottar, Kilop, Jorojora
  Amaran: Darot Jy, Zami Ge, Aamola Ya, Lolel Sa
  Anomid: Yin Quill, Margrish Wirros, Edge Narroc, Mathils Vo
  Anx: Zode Ryy, Graxol Deriiv, Fotee Vaunk, Jerotle Seeker
  Anzat: Enrol Rurkki, Duktath Rourtus, Kuklia Yicma, Fefu 
  Tumduh
  Anzellan: Ellik Nwin, Vena Thil, Drem Lit, Cern Mik
  Aqualish: Qorr Pren, Thunz Olthonog, Rifke Ah, Sirdis Kau-
  zarm
  Arcona: Hil Ploo, Sart Waz, Deli Wes, Le Dorta
  Ardennian: Nario Ilk, Trent Gurut, Celen Pelet, Denelio Moin
  Arkanian: Supra Gororat, Gilot Dreetily, Hanna King, Kythri 
  Kasgon
  Askajian: Raj Ta’l Togro, Boron Da’rk’ Reto, Yarlo Ti’r’ Fo, 
  Certo Gi’l’ Siv
  Asogian: Nwarg, Xalas, Eiwligen, Drebglu
  Avogwi: Selek m’Ton, Jork d’Rev, Mellia-vono, Font x’Walt
  Ayrou: Noreekee, Chee’ad, Tessyn, Kuusa
  Balosar: Barit Tellor, Serba Laz’darro, Elori Teban, Fanter 
  Po’ildin
  Barabel: Shaka-So, Firtor Rolar, Sivvi Tebaratyl, Tharo Loratede
  Baragwin: Lurg Toshbin, Astaal, Herre Odle, Fylil Gra
  Bardottan: Nep Buik, Lore Sa, Marso Derit, Sapo Dilla
  Bartokk: Lulkk, Bartokk, Krekk, Urlkk
  Berrite: Releax, Darrish, Melle, Crellen
  Besalisk: Xerius Po, Retil Jebbiso, Druli Krell, Seart Pertoggo
  Bilar: Nulu Urgg, Vuutun Jerill, Cunerl Arrgu, Zunn Mululus
  Bimm: Rayc Ulthar, Pinto Rygerd, Glac Tulloob, Sindee Kay
  Bith: Kehi Rhuli, Racoo G’hin, D’himnil D’irno, Phecess Nor
  Bivall: Uonik Wios, Gut Centik, Eilo Kenuo, Authen Ruul
  Blood Carver: Pa Gara, Ku Tosh, Ko Len, Mu Fiev
  Bosph: Blarro Gurnin, Terru Buno, Burna Bella, Grena Mudu
  Bothan: Negt Mun’qesa, Bur Bwan’nen, Ul Ga’hetu, Ot 
  Trun’dita
  Brubb: Gark Nivak, Roneth Dilini, Arfeke Esel, Janyette Ilon
  Caamasi: Yennic Sa’to, Ixton Ri’kla, Surrien A’kla, Cardii Ri’toi
  Caarite: Belrem Mar, Zoda Brell, Fiana Jor, Velin Wir
  Cathar: Hymyrr Rhashus, Khyrbu Tida, Navuny Luzum, Duthu-
  sha Phuzi
  Celegian: Eelen, Guliik, Onvoid, Too
  Cerean: Voordinz-Fanz-Crod, Tcheeck-Wucys-Ce, Teln-Mis-Er-
  sudu, Ne-Nelemmod-Fon
  Chadra-Fan: Rootoran Toia, Pili So, Lemel Iso, Sevi Pote
  Chagrian: Deril Dusk, Saatai Roskor, Teni Ammel, Alti Murel
  Chalactan: Rellt Anno, Fio Till, Klossi Dev, Si Labran
  Chandrilan Human: Div Distrol, Sair Polon, Mon Seria, Rel 
  Ruthma
  Cha’wen’he: Dis’in’lor, Ika’wen’ehk, Relo’sa’ca, Vach’sa’nem
  Chevin: Guruta Run, Rurg Retoni, Seri Meh, Grui Murm
  Chironian: Nerin Colborn, Delik Vakt, Liens Paraton, Carlin 
  Elb,
  Chiss: Slez’isaisu’iara, Vleste’asok’zaurko, Hlirdu’tosh’unim, 
  Gith’ehem’caonu
  Chistori: Ishon, Densaw Prax, Ursh Wal, Vuller
  Clawdite: Gal Dyssall, Ves Vek, Cram Vertum, Soh Puk
  Codru-Ji: Drako-Attal, Asiik-Li, Tassa-Ro, Celia-Ka
  Colicoid: Kyrrik, Bzhat, Ytil, J’kilkrizt
  Columi: Jalicisx Trenth, Brastt Vont, Nillrten Dars, Qlenth 
  Casattie
  Corellian Human: Jerrik Del Orn, Elak Asten, Pillet Solo, Veni 
  Tollas
  Cosian: Tera Lorit, Sido Dear, Mel Sino, Annai Riubé
  Coway: N’gurg M’larn, Jaren C’trunk, P’len Voth, Drunnth 
  A’brat
  Cragmoloid: Ormoj, Vuula, Akoom, Urun
  Dantari: Dayan, Norr, Jendar, Uladi
  Dashade: Tel Sorath, Tessun Kel, Alaris Koth, Nos Kellex
  Dathomirian: Death Jezra, Aberrant Zavvol, Rujj Evriq, Cham 
  Antral
  Dathomirian Human: Erik Grjak, Rjillin Kor, Rettelle Fieden, 
  Tren Djo
  Defel: Dourlas, Yarchur, Gr’vesh, Freel
  Devaronian: Rehr Mandt, Haon Tumnuct, Bi Ruk, Then T’ruluv
  Devlikk: Daren Elgik, Baln Raosi, Fen Tenth, Rallith Wathage
  Diathim: Availian Senage, Meshith Whith
  Dowutin: Murrgron, Resenthar, Droongur Hiln, Brenlarrd
  Drabatan: Kik’Draba’Nakar In’Dreko Kit’Polrot 
  Fron’Rek’Cak’NeSola’Vinad, Paodok’Fix’Iton Gag’Kar’Bit 
  Froga’Krol Vik’Fao’Vik’Dratab’Kek, Sa’Kalla Ho’Klenk’Ki-
  tu Rit’Nek’Ti’ Li’Ish’Olgev’Batak’FefNik’Dar, Jo’Nak 
  Aka’Takat’Lonve La’Fao’Dik Nola’Dak’Linke’NeKek’Dig’Drek
  Draedan: Varil N’Garr, Nreck I’Toon, Celek S’Bren, Bruu D’Hun
  Draethos: Daili-Wa, Talon Ish, Shol Slyter, Nadir-Gorr
  Droid: G-3PO, R5-L3, 4L-789, IG-86
  Dug: Dalnou Gnilnoun, Creg Duolone, Pugne Dwiswesu, Rori 
  Brultinu
  Duinuogwuin: Shalyx’har’zan, Ir’cara’suhl
  Duros: Sol Soks, Gun Jaarlaim, Neimma Meig, Daihni Vabas
  Ebranite: Erox Vor’an, Groex Gal, Eretha Narra, Boda Etaan
  Echani: Briso Fen, Sur Tsimolla, Raskta Tsim, Ana Lennir
  Elom: Tanus Dlotrug, Drit Zytur, Glio Sanyt, Pli Satrol
  Elomin: Verrinimdius K’thog Riil, Belarvaden Tyk Corso, Lynal-
  iskar D’rel Fiolliameria, Hialrioled Te Toralerat
  Em’liy: Ji’kata Shiknar, Shanzar Dalohog, Evir’zan Fritzik, Tez’ra 
  Dros
  Ewok: Oocka Dantyk, Krabac Trimroomree, Gnina Tareck, Ezzi 
  Memredri
  Falleen: Trest Krar, Thest Suuj, Mes Wet, Min Matrum
  Farghul: Turll, Achop, Irka, Breela
  Feeorin: Crayl, Zun, Kren, Pryn
  This lists two sample male names followed by two sample female names.
  
  361
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NAMES BY SPECIES
  Fefze: (No individual names, examples of nest names as 
  follows) Ex’taka, Tik’ritik
  Felucian: Hagark, Narketh, Kargrek, Gokkuul
  Filordus: Grizztil Seimbo, Dreevan Oeppa, Surlan Brigeaol, 
  Anazzar Ftep
  Fosh: Vetor, Danget, Vergel, Lielia
  Flakax: (Drone names follow female names) Mirak, Cek, Ithit, 
  Xen, Teek, Arin
  Florn Lamproid: Sibe Nalor, Larryl Sinesh, Biste Hissh, An-
  thed Ibegon
  Frenk: Tilo Tarofito, Sare Fuldert, Rumi Deuslo, Lorta Paratoli
  Frozian: Scorylance, Micamberlecto, Rocatrinicel, Carlisgon-
  goris
  Gamorrean: Shukk Daff, Sleg Nubnauz, Grrodveks Girr, Kentu-
  ub Bnaullyelk
  Gand: T’ross Vryagg, Kin Nyiqru, Uk Kizey, C’nek Licki
  Gank: Goral, Traz, Giled, Lodesa
  Gen’Dai: Argnurn, Renge, Loedra, Vundle
  Geonosian: Tuzz Mokol, Gil Fod, Yuli Fompot, Dete Hogged
  Gigoran: Bruno, Grolot, Foetal, Crentur
  Givin: Elis Isen, Sag Yaroo, Isani Darro, Vulbus Gyryf
  Gormak: Nakle-Ta, Xanar-Ot, Drenuss, Harick-Rae
  Gossam: Min Cho, Xiri Gan, Shan Sien, Mei Tran
  Gotal: Kuun Mur, Kith Noric, Lum Sux, Thil Zirurn
  Gran: Virg Seaj, Bierreg Gos, Cid Miab, Tweb Zaarrorg
  Gree: Carath’k, Talak’k, Rupulk’k, Alak’k
  Gungan: Jow Penks, Yegg Disant, Os Teb, Fud Jillirm
  Hapan Human: Karyl, Ninivar, Tiore Kren, Telen Cofe
  Harch: Sacarious Trel, Folirdan Grast, Genei Trench, Tralot Ren
  H’drachi: Ch’la, G’cur, R’teen, Ch’nut
  Herglic: Melgo Mu, Ugo Traktrid, Kelri Guta, Noralt Terrut
  Hiromi: Hiryk, Oreg, Phoebe, Shika
  H’nemthe: Liakkor, S’Basso, Vishki, Garriel
  Ho’Din: Kutu Tulki, Usta Dero, Selki Meloo, Vala Uto
  Hoojib: Ilk, Wiln, Fellek, Ceuf
  Huhk/Lahsbee:
  Human: Ian Aldamar, Calen Hightower, Eckle Penin, Platt 
  Elgrin
  Hutt: Yulla, Turza, Glonte, Kristah
  Iakaru: Bison, Torat, Leknit, Venthin
  Icehead: Djerrik rek Wils, Vioppi nellin Saa, Ceceas coppi 
  Vorwaarin, Juliain roon Asik
  Iktotchi: Merki Vemer, Ralrel Ki, Corda Kiles, Cirko Var
  Iotran: Anvin Trig, Rova Zad, Terika Etan, Miria Tar
  Ishi Tib: Moch Catz, Hok Bezlaff, Ceshah Thun, Vali Nielbuw
  Ithorian: Jaals Diwmahl, Snels Mewrindobb, Fryb Raka, Cwul 
  Obezes
  Iyra: Met Illow, Heth Sar, El Reshil, Dar Eliss
  Jawa: Mnath Jiisec, Ktath M’eomizon, Ages Kkarikth, Whuibik 
  Peneteed
  Jenet: Rish Who Slew Vahgar the Drunken Houk, Channik Who 
  Built a starfighter and Flew to Ryloth, Lezarn Who Deals in 
  Spice, Fae Who Owns the Stumble Inn
  Kaleesh: Shaagh Lij Grys, Varg Bul, Tuge Skom, Yevna Shas
  Kalleran: Félan Pol, Patone Barlep, Nasîk Key, Iln Arzig
  Kaminoan: Gen Bra, Tok Defo, Co Simnii, Li Nurao
  Karkarodon: Trill Shardon, Lit Trano, Siil Meylee, Itha Tamlor
  Kian’thar: Ttul’Thar, Kreet’ah, Llleag’Mak, Khral’Nas
  Kel Dor: Gna Gokaass, Pa Goolruuros, Chan Nososs, Vo 
  Sandirris
  Kentra: Grene, Viic Hunter, Nimblehand, Nakasha Mogon
  Kerestian: Galasett Syn, Meetgolo Jip, Milacass Rit, Ossune 
  Sik Osik
  Kerkoidian: Garth Wiaficks, Piar Littsurk, Pagul Celth, Vuisat 
  Drocksome
  Khil: Gelgo Farnor, Tarlo Nargar, Focar Gannal, Gellt Otar
  Khommite: Shash 164, Kaell 96
  Kiffar: Marith Vos, Kyron Oxik, Sinros Ishnil, Trennil Dow
  Killik: (No individual names, examples of nest names as fol-
  lows) Yerey, Rollepellor
  Kitonak: Anarin, Enkor, Norzek, Rufar
  Klatooinian: Baybi Logtack, Uka Sec, Lecs Chuck, Vaot Debai
  Koorivar: Lessap Sou, Oro Avidité, Denaria Wasu, Solel 
  Traavai
  Korun Human: Garz Nillet, Jonn Ulu, Ell Fennek, Rem Salu
  Kowakian Monkey-Lizard: Tiroon R. Baud, Sartorious L. 
  Crumb, Paliciour C. Filte, Dariela J. Realp
  Krevaaki: Visto Skaasad, Craasadi, Chal-Vosa, Jol Kion-Tas
  Krish: Tyro Isher, Gamgalon Ratat, Endelor Darvat, Wiknar 
  Viveca
  Krytollak: Telik-With, Oo-Ed, Devir-Ran, Lathin-Ca
  Kubaz: Lar Fomoc, Zhiz Faisaz, Nimef K’re’duc, Ceblal Maraz
  Kyuzo: Emlo, Relpot, Dina, Ranol
  Laboi: At’arrt, V’maash, Ilik’qas, P’tell
  Lannik: Hunter Nel, Davod Ruun, Koral Sei, Senni Zash
  Lasat: Darrin Brud, Norakle Entnin, Urleng Zar, Ruffgel Har-
  itrono
  Lepi: Gagen, Roonis, Nevlin, Trixx
  Lorrdian Human: Terinek-Yulen Avagon, Elik Dinn, J’genthen 
  Siolle, Bennin le Neiv
  Lugubraa: Legumo, Liibooro, Laanrii, Lorgrombo
  Lurmen: Wag Sel Doo, Dur Mel, Adi Ret, Fel Si Gottoe
  Lutrillian: Atheloe, Flewel, Erathewen, Luthinoe
  Mandalorian: Duld Mirr, Drog Bini, Bi Starr, Jhool Ibo
  Mantellian Savrip: Claru, Gurv, Tek, Elkran
  Marasan: Jellel’atan, Falek’natar, Tendra’makin, Po’erat
  Meerian: RonChob, EelMat, CartVel, VelnTa
  Melitto: Arth Mulln, Sarco Ith, Foller Arc, Diss Plank
  Menahuun: T’kol, Henecho, Keycho, Uucheyek
  Mikkian: Tart, Fasan, Eskin, Tiplar
  Miraluka: Owfor, Ipkuun, Tinan, Shoriid
  Mirialan: Bedzoq Unili, Tozu Diulo, Wicou Loffae, Ubizlie Piolu
  Mon Calamari: Vrack Tichos, Ghuuss Ghertuptu, Vien Raack-
  di, Mu Orturgrian
  This lists two sample male names followed by two sample female names.
  
  362
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NAMES BY SPECIES
  Morseerian: Nilek Rillion, Bargeth Relb, Flyrl Sacorbel, Myor 
  Devker
  Mrlssi: Crlisst Herssek, Viresl Jasst, Kepor Dagwa, Pagda Luwa
  M’shinn: R’oeesh I’gash, N’lash Sh’leel
  Mustafarian: Rator Ghost, Chiv Dol, Chila Sator, Ulon Men’co
  Muun: Nix Tart, Tan Lort, Pol Notith, Sare Lithos
  Myneyrsh: Chyresh, Orychee, Panaysha, Eychani
  Nagai: Harmon T’kishava, Taru Essen, Eshi H’shaki, Seysha 
  N’taka
  Nazzar: Brryg Tallak, Srrn Kanas, Drrn Roqar, Crrl Jikat
  Nautolan: Pul Bruntont, Yonn Niturgamt, Haif Vrortork, Ye 
  Bastodum
  Neimoidian: Yiph Vuggo, Krul Drattath, Pu Trotba, Bluh 
  Buggod
  Nelvaanian: Izhsmash, Rorl, Senet-Adaz, Vervos
  Neti: Shal Koom, Tuwan Urlu, Frond Dra-loor, Shaken Rett
  Nikto: Doowl Zurg, Chit Jantounk, Hyth Borc, Drinsa Mindarg
  Nimbanel: Beels Lebeleb, Prenlarr Brelm, Sarab Mullo, Nirbel-
  la Tanless
  Noehon: Ki’nakra, Ri’zat, Tir’uh, Gi’kha
  Noghri: Kharagahk, Ruhk, Vor’cohv, Grah’gh
  Nosaurian: Moco Armstrong, Golor Sharphorn, Mesa Green-
  eye, Resa Longleap
  Nuiwit: Grassikin, Jjerrotonon, Cselpassit, Vellithish
  Nuknog: Ark Roose, Skoo Runkin, Buhar Lod, Vek Bolko
  Omwati: Helix Lur, Pillik, Xel Tanni, Girral
  Ongree: Ugo-Neb, Sairo-Nhoj, Eylin-Esh, Seva-Adnil
  Ortolan: Tatz Sron, Rob Leke, Fennes Tak, Blullo Romog
  Ossan: Jrup, Gelik, Fenth, Epol
  Paaerduag: Bug’un’Ull Dran, At’cholp Foon, Nrun’Durn Ma-
  gurth, Clunth’dun’gatcha Gurt
  Pa’lowick: Sam Dymo, Rato Snooli, Aneesa Snootles, Keeta 
  Chatrunis
  Pacithhip: Sossil Wekwa, Gepto Hukudi, Ossom Okwar, Aruka 
  Nektok
  Pantoran: Kosh Faalali, Tatsan Eekway Nalon, Ioni Palotolia, 
  Chiyo Riuchi
  Parwan: Darachur, Glurb, Gullat, Plutput
  Patrolian: Ilotinau, Robonu, Telisu, Dolipinat
  Pau’an: Cim Fezol, Nad Vlom, Yin Bred, Jiy Blovuy
  Phindian: Hem Fuuoni, Paxxi Derrida, Teeyr Verke, Banikou 
  Cleek
  Pho Ph’eahian: Shev, Cho’ree, Fe’heon, Rova
  Phuii: Jruk Guag, Lunk Fu, Noole-ulg, Tens Nuii
  Phydolon: Narr ol Venn, Plen ol Nojj, Fi ol Dienne, Vood ol 
  Ronj
  Polis Massan: Osh Tolt, Dzno Rit, Lolirt Xam, Ooli Tuun
  Priapulin: Skwelli Ilk, Art Kwinn, Calop Fnill, Kwaza Reej
  Psadan: Yaodi, Da’yid, Rsidd, Rhev
  P’w’eck: Ssowfor, Lw’yikkivin, Piuriissik, Rui’tk’aii
  Pyke: Gev Iet, Rof Crix, Ell Pyke, Sha Xisa
  Quarren: Qirgg Voz, Ret Wolg, Pilg Raakrell, Ban Zolls
  Quermian: Vinian Delko, Murr Lunt, Loo Yullt, Yaranos Poolo
  Quor’sav: Nar’tarnt C’sedro, Maylen Pat’reth, Neelnir Dealtip, 
  Bak’cluur Vinchot
  Qwohog:  Kei No Kay, Nemedor, Zaami, Ceyluun
  Rakata: Tul’rak, Shek’or, Wak’nas, Gorark
  Ranat: Targan Jeers, Marbor, Kleef Yalnal, Engal
  Ranth: Jaastal Rasheer, Foreez Ch’zori, Feychar Paska, Eshee 
  Dersat
  Rattataki: Cograv Shomo, Sruwir Iknar, Ubihuq Bithal, Xrapugr 
  Djannis
  Reigat: Bruck, Gronk, Moldisin, Wotor
  Rellarin: Derrik Eln, Mulen Egj, Woolet Givar, Menteln Ot
  Revwien: Muuruuv, Gargubur
  Ri’Dar: Eerik Tikell, Xex Weetheasin, Qeef Nelen, Venth 
  Tioneel
  Rishii: Naraack, Qarlan, Twaal, Varinsh
  Rodian: Stat Ieendyng, Mug Teenkeerrex, Wee Sweggers, Muz 
  Gramuotee
  Roonan: Halsel Bar Ovis, Aalt Net Sent, Melsey Sa Gane, Telki 
  Ol Dovis
  Ruurian: Reeor Bufaali, Laalu Daorjay, Tuur Raarbossi, Bivikorn 
  Phaanan
  Rybet: Brayg Krenimec, Gribbet Zedivek, Rilba Bronk, Brilf 
  Greepto
  Ryn: Clarfer, Romany, Lenya, Gafi
  Sakiyan: Ejaf Ya-Drun, Johr Penyk, Moja Skunkaz, Vihn Thas
  Sanyassan: Terak, Maygo, Dranjat, Zaykul
  Sarkan: Demesk, Tybellor, U’vala, Jilieren
  Sarkhai: Tonib Rutherson, Sethun Went, Nalidiya Sentar, 
  Celent Rike
  Sathari: Salith Sa’Thi, Tim Sa’Dinlo, Tsu Sa’Delin, Chith Sa’Co-
  ven
  Sauvax: Chuuvus, Vrujuun, Muurbux, Juucsuur
  Sedrian: Gurnonen, Rungur, Pordan, N’fuln
  Selkath: Shalas, Morkar, Showloar, Mantie
  Selonian: Mov Thes, Nok Dewondum, Lots Riavyan, Miar 
  Sorterruk
  Sephi: Roje, Aluun, Lirka, Deklis
  Shard: Dilix, Sero, Ilum, Pillitir
  Shashay: Weeth-ooeek, Veelealealea-ooth-cekcek, Bee-
  beel-get-cheekcheek, Tsea-kekoolealea
  Shawda Ubb: Rapatonololidiv Tivalithon, Darovitithor Lotolo-
  tosiv, Anelibirisol Gorothistithor, Raitheliunir Tinolothiasio
  Shi’ido: Lahn Murn, Borrogalus Tun, Nannom Darzu, Belia 
  Rooge
  Shistavanen: Vef Drukdet, Dik Dac, Kan Shrahveg, Saft Civ
  Sic-Six: Dilin-xon, Nivilith-mool, Vath-sor, Asilk-niosit
  Siniteen: Hal’Sted Lasil, Berk Limbic, Orthon Kerdek, Ron 
  Athil
  Sith: Tayâ, Lonai, Kiruaty, Chasbasy
  Skakoan: Kul Tambor, Rote Darnot, Clonbrag Dovor, Lol 
  Gerute
  Skrilling: Threx Qaspi, Doke Gerkin, Yettel Sarn, Vigik Orne
  S’kyrti: Rordys, Kailél, Aragh, Shelryn
  Sljee: Jeseej, Eejo, Leleesh, Uee
  Sludir: Zanjast Rahm, Quyik Ch’ton, Quen’kehr Nyshyk, 
  This lists two sample male names followed by two sample female names.
  
  363
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  NAMES BY SPECIES
  Quinril Vth’aak
  Sluissi: Vsil Ejahsa, Sluihz N’sehnor, Mektiss Risohr, Usahn 
  L’sehl
  Snivvian: Zogrov Eeist, Skitchto Arsh, Ikion Hivog, Zutmore 
  Myll
  Spiner: Yaff, Meejen, Prikler, Toira
  Squib: Galaneever-marmalios, Ebareebaveebeedee, Sleerinwil-
  pher-remalior, Meelawindmort
  Srrors’tok: Tahthier With, Oiis Villix, Jguha Entth, Fothex Nahr
  Sullustan: Bram Swymblob, Rieb Kaurl, Genn Niittee, Duoth 
  Haz
  Ssi-ruu: Th’kirrsirri, Sheeftut, Shuwkrith, St’tkliss
  Svivreni: Tyro Cistilic, Saqc’an Caladian, Cursteen Niraski, Silac 
  Ritalisar
  Swokes Swokes: Mokshok Mokshok Hosek’thorn, Bulga, Ullu 
  Ullu, Argra of Den
  Talz: Futh Bi Weda, Bru Zanta, Lindud Zerdi, Vide Nu Zirde
  Tarasin: Fissona, Meirana, Zyalana, Neliosa
  Tarong: F’taran, Sk’nilin, R’Casra, K’fetek
  Tarro: Paraster Daskalion, Ruskor Votaran, Terrant Skaya-
  nestro, Qald Qantaras
  Taung: Cuyan, Naast, Gra’tuar, Verburyc
  Tchuukthai: Tkur, Nrak, Zvod, Drol
  Temolak: Orborus, Chaiza, Zardanka, Unkave
  Terrelian Jango Jumper: Kenneth Mark, Cyiv Solet, Fenni 
  Pleek, Maeth Iosa
  Thakwaash: Soget Ekwesh, Hohass Riktha, Rogess Wiknash, 
  Hackthat Irsh
  Theelin: Febull Arroquitas, Finau Sant, Diva Sow, Rista Fun-
  quita
  Thisspiasian: Oppo Nobil, Toro Sasisis, Jara Rancisis, Niki 
  Tarathis
  Tholothian: Tal Divoria, Divi Sathan, Adi Lotania, Retooni 
  Retunlo
  Tintinna: Fix, Neeralin-raatho, Squeak, Breaker
  Tiss’shar: Heth-Lis-Fel, Lur-Sha-Han, Kal-Tan-Shi, Si-An-Nol
  t’landa Til: Teratil, Korraj, Tela, Detilza
  Tognath: Rentar, Drion, Nelrew, Mewenee
  Togorian: Muuurgh, Stavr, Coerle, Mrrov
  Togruta: Rukri Haani, Tuvro Zemuaks, Ahaamnam Phezil, 
  Kashra Vyshreks
  Toong: Kikipi Trilintio, Ben Satolioup, Ann Dinitrio, Sela Med-
  agazy
  Toydarian: Mol Fid, Lal Wuumda, Wona Pud, Siffle Pirza
  Trandoshan: Choort Rokro, Togg Kess, Tann Ryrdo, Baa Es
  Trianii: Shearran, Tuunac, Duarrid, Atuarre
  T’surr: Dyrago, Treykon, Reythan, Jeneyd
  Tunroth: Xarcce Kass, Tonas Tith, Dint Rotha, Ennil Palror
  Tusken Raider: Za Boggarr, Kak Barg, Qeeg Vogron, Tharn 
  Birr
  Troig: NerrosinBoosh, LobesinBeed, RandoosinFobe, Wuidsin-
  Blee
  Twi’lek: Ejebtirif Osilla, Simdupu Syndulla, Aayla Fi, Iezeb Pelu
  Tynnan: Nog Bowspritz, Oduteeg Barthewe, Razel Pondstrider, 
  Pel Utelfiin
  Ubese: Savax Poole, Arch Leane, Liash Kor, Cooex Xish
  Ugnaught: Six Nalbu, Karl Miku, Rukmoc Soc, Sotri Roc
  Umbaran: Mee Deelt, Pir Nenn, Sly Riu, Nyss Nith
  Utai: Muergo Vlo, Grunte Grot, Tlue Vant, Gavtu Stin
  Vagaari: Gulsh, Ethik, Sheelel, Arshish
  Verpine: Drm’x, Zyz T’x, Kuli Ned’et, Ss’s
  Vodran: Lakren Plooru, Meido Lycri, Saran Vydek, Kl’ietu 
  Nnakata
  Vor: Krini-ora, Cyll Nid, Ilk Boras, Fii-chien
  Voss: Naro-Mer, Mala-Su, Talsa-Ji, Esen-Fal
  Vratix: Seek’t Hirf, Thrati Drakra
  Vulptereen: Ron Walp, Nur Gun, Rett Crunk, Fen Dest
  Vurk: Sweilt Conber, Coltan Drital, Sintan Deluff, Filot Trebor
  Vuvrian: Gwent, Cimilak, Mylthea, Weelax
  Weequay: Qom Dra, Ev Dlemask, Piz Tlieskir, Qar Dla
  Whaladon: Moratith, Greethiac, Nabravo, Trawanique
  Whiphid: D’unkk, Churk, Grudik, K’Thark
  Wol Cabasshite: Mull Dwuin, Clelle Gruun, Tryool Ruth, 
  Gweth Ludge
  Wookiee: Grapirr, Nagbecca, Jitobuck, Ciiiraddik
  Woostoid: Bzan Jopol, Shome Trahan, Dria Shiko, Wan Akida
  Wroonian: Welioa Akir, Drixar Viol, O’leo Tedanya, Nethili 
  Cislo
  Xamster: Velan Maer, Olin Yeetho, Xamay Tesh, Cep Tiga
  Xexto: Onagsag Teral, Biliblib Fiastie, Setilin Nital, Tosupinui 
  Drevan
  Xi’Dec: Zinzhn L’tiof, Fftsan Ckullh
  Yaka: Redstar Rfit, Wruu Vork, Llowa Dar, Ruq Erkt
  Yam’rii: Ik Eek’alk, Cil Sic’kak, Lilit Keed’kil, Kitik Tik’nik
  Yarkora: Drand Theres, Vyl Thanash, Lafin Sila, Mera Ceke
  Yevetha: Ril Glaat, Shar Toorr, Glaf Par, Val Ashk
  Yinchorri: Arkarak, Kardek, Vooma, Solak
  Yoda’s Species: Yenin, Vellt, Elles, Yathed
  Yuuzhan Vong: Navong Shalt, Vua Tonot, Quoril Gorsat, 
  Tsavot Jamaa
  Yuzzum: Wam Dowza, Trot Durka, Lop Setlik, Smi Dentil
  Zabrak: Krumate Jolar, Brugroro Kolef, Dusone Kaler, Oegrim 
  Dilad
  ZeHethbra: Clynje, Thrartch, Gruntyl, Surtin
  Zelosian: Banellian Ith Nivar, Denthis Ele, Vunduala Olan, 
  Ceffle Cen Nul
  Zeltron: Davit Red, Mel Glo, Dani Littelia, Luxa Sont
  Zygerrian: Agruss Thantra, Grat Dra, Zolta Mintel, Marge 
  D’Nar
  This lists two sample male names followed by two sample female names.
  
  364
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  In some cases, I created my own images because no full-body 
  pictures were available. In these cases, I traced over portions 
  of pre-existing art and drew the rest on my own. Artwork used 
  for this is written in italics.
  Chris Trevas and William O’Connor, for creating many imag-
  es, including those for Amani, Anx, Anzat, Arcona, Askajian, 
  Besalisk, Cerean, Chevin, Clawdite, Devaronian, Dug, Duros, 
  Fosh, Gamorrean, Geonosian, Gossam, Gotal, Gran, Gungan, 
  H’nemthe, Hutt, Iktotchi, Jawa, Kaleesh, Kaminoan, Kel Dor, 
  Killik, Kitonak, Koorivar, Kowakian Monkey-Lizard, Kubaz, 
  Mirialan, Mon Calamari, Mustafarian, Nautolan, Neimoidian, 
  Nelvaanian, Noghri, Nosaurian, Ongree, Pa’lowick, Pau’an, Ro-
  dian, Ryn, Shistavanen, Skakoan, Ssi-ruu, Sullustan, Talz, This-
  spiasian, Togruta, Trandoshan, Twi’lek, Ugnaught, Umbaran, 
  Utai, Weequay, Whiphid, Yarkora, Yevetha, Yoda’s Species, and 
  Zabrak. They originally appeared in the New Essential Guide to 
  Alien Species.
  Several artists for the Ultimate Alien Anthology, for creating 
  many images, including the cover image as well as those for 
  Abyssin, Adarian, Advozse, Anomid, Arkanian, Ayrou, Bimm, 
  Blood Carver, Caarite, Celegian, Charon, Chev, Colicoid, Crag-
  moloid, Codru-Ji, Defel, Draethos, Ebranite, Em’liy, Falleen, 
  Farghul, Feeorin, Filordus, Frozian, Givin, Houk, Jenet, Keres-
  tian, Kian’thar, Khil, Khommite, Krevaaki, Krish, Kushiban, Lepi, 
  Meerian, Menahuun, Miraluka, Morseerian, Myneyrsh, Nazzar, 
  Noehon, Nuknog, Ortolan, Pacithhip, Phindian, Pho Ph’eahian, 
  Psadan, Quermian, Qwohog, Ranth, Sauvax, Shi’ido, Skrilling, 
  Sludir, Snivvian, Tarasin, Tarro, Tchuukthai, Temolak, Thak-
  waash, Togorian, Tunroth, Vodran, Vor, Vratix, Vuvrian, Xexto, 
  and ZeHethbra.
  Several artists for Fantasy Flight Games, for creating many im-
  ages, including those for Abednedo, Aqualish, Barabel, Bar-
  dottan, Bothan, Chadra-Fan, Chiss, Cosian, Devlikk, Dowutin, 
  Dressellian, Duros, Elom, Gand, Gank, Human, Ishi Tib, Kalle-
  ran, Klatooinian, Lannik, Lutrillian, Melitto, Mikkian, Mirialan, 
  Muun, Nikto, Pantoran, Phydolon, Quarren, t’landa Til, Toydar-
  ian, Trandoshan, Tunroth, Twi’lek, and Verpine.
  Countless people involved in creating the Star Wars films, for 
  making this universe amazing, but also creating many photos, 
  including those for Aleena, Anzellan, Bith, Chagrian, Chalactan, 
  Corellian Human, Drabatan, Droid, Ewok, Gigoran, Gungan, 
  Iakaru, Korun Human, Phuii, Polis Massan, Roonan, Shawda 
  Ubb, Tholothian, Toong, Tusken Raider, Vulptereen, Wroonian, 
  Xamster, and Yuzzum.
  Countless people involved in creating The Clone Wars, for cre-
  ating many images, including those for Bivall, Dathomirian, 
  Diathim, Frenk, Harch, Karkarodon, Kerkoidens, Kyuzo, Lur-
  men, Parwan, Patrolian, Pyke, Sakiyan, Siniteen, Theelin, Ter-
  relian Jango Jumper, and Zygerrian.
  Michael Manley and Aaron McClellan, for the Bilar, Brubb, Du-
  inuogwuin, Fefze, Flakax, Iyra, Laboi, Nuiwit, Ossan, Ri’Dar, 
  Sedrian, Squib, Ugor, and Xi’Dec images. They originally ap-
  peared in Galaxy Guide 4: Alien Races.
  Sam Wood and Mikael Noguchi, for creating many images, 
  including those for Drall, Elomin, Huhk/Lahsbee, Mantellian 
  Savrip, Mrlssi, Omwati, Rybet, Sluissi, Spiner, Woostoid, and 
  Yinchorri. They originally appeared in Alien Anthology.
  Mike Vilardi and Steve Bryant, for the Berrite, Cha’wen’he, 
  Draedan, Kryollak, Marasan, M’shinn, and Tarong images. 
  They originally appeared in Galaxy Guide 12: Aliens - Enemies 
  and Allies.
  Alien Encounters, for the Bosph, Lasat, P’w’eck, Shashay, Sl-
  jee, and Srrors’tok images.
  R. K. Post, for the Priapulin, Ranat, Ruurian, Tintinna, and Yaka 
  images. They originally appeared in The Essential Guide to 
  Alien Species.
  Terryl Whitlatch, for the Amaran, Swokes Swokes, and Troig 
  images. The former two originally appeared in The Wildlife of 
  Star Wars: A Field Guide, and the latter one originally appeared 
  in The Art of Star Wars Episode I: The Phantom Menace.
  Brandon McKinney and Scott Kolins, for the Coway and Dan-
  tari images. They originally appeared in The Essential Guide to 
  Planets and Moons.
  DeviantArt user Aliens-of-Star-Wars, for the Sarkhai and Voss 
  images.
  DeviantArt user Ryan-Rhodes, for the Cathar and Iotran im-
  ages.
  Joe Corroney, for the Nagai and S’kytri images. They originally 
  appeared in The University of Sanbra Guide to Intelligent Life: 
  The Marvel Series.
  Knights of the Old Republic Gallery, for the Rakata and Selkath 
  images.
  Michael Sutfin, for the Chandrilan Human and Hapan Human 
  images. They originally appeared in The New Essential Guide 
  to Characters.
  Mike Vilardi, for the Rellarin and Revwien images. The former 
  originally appeared in Alliance Intelligence Reports and the lat-
  ter originally appeared in Star Wars: The Roleplaying Game, 
  Second Edition, Revised and Expanded.
  Star Wars Encyclopedia, for the H’drachi and Ho’Din images.
  The Unknown Regions, for the Lugubraa and Vagaari images.
  An unknown artist, for the Gree image.
  An unknown artist, for the Neti image.
  INTERIOR ART CREDITS
  
  365
  THE COMPLETE SPECIES GUIDE
  Star Wars Roleplaying
  INTERIOR ART CREDITS
  An unknown artist, for the Zeltron image.
  Book of Sith, for the Sith image.
  Brian Ching and Tomás Giorello, for the Rattataki image. It 
  originally appeared in Republic 60: Hate and Fear.
  Brian Schomburg, for the Reigat image. It originally appeared 
  in Cracken’s Rebel Operatives.
  Chris Trevas, for the Chistori image. It originally appeared in 
  Jedi vs. Sith: The Essential Guide to the Force.
  Concept art for The Old Republic, for the Dashade image.
  Countless people involved in creating Ewoks, for the Icehead 
  image.
  Countless people involved in creating The Old Republic, for 
  creating the Gormak image.
  Curtis Arnold, Joe Wayne, and Tomás Giorello, for the Gen’Dai 
  image.
  Darren Tan, for the Dathomirian Human image. It originally 
  appeared in The Essential Reader’s Companion.
  Dave Stewart, Paul Gulacy, and Randy Emberlin, for the Yam’rii 
  image. It originally appeared in Crimson Empire II: Council of 
  Blood 2.
  DeviantArt user Codemus, for the Akurian image.
  DeviantArt user FicusArt, for the Rishii image.
  DeviantArt user Hyfigh, for the Avogwi image.
  DeviantArt user Phraggle, for the Asogian image.
  Diogo Saito, for the Ardennian image. It originally appeared in 
  Solo: A Star Wars Story: Meet the Crew.
  Greg Winters, for the Hoojib image. It originally appeared in 
  The Further Adventures: Planet of the Hoojibs.
  Han Solo and the Corporate Sector Sourcebook, for the Tynnan 
  image.
  HOON, for the Sephi image. It originally appeared as concept 
  art for Jedi: Yoda.
  Ian Fullwood. For the Shard image. It originally appeared in The 
  New Essential Guide to Droids.
  Jason Edmiston, for the Vurk image. It originally appeared as 
  packaging art for the Star Wars Legacy Collection.
  Jim Pavelec, for the Caamasi image. It originally appeared in 
  the Jedi Academy Training Manual.
  Joe Johnston, for the Sanyassan image. It originally appeared 
  in The Illustrated Star Wars Universe.
  Jedi Academy Training Manual, for the Aing-Tii image.
  Jeremy Jarvis, for the Svivreni image. It originally appeared in 
  Geonosis and the Outer Rim Worlds.
  Countless people involved in creating Knights of the Old Re-
  public, for the Paaerduag image.
  Michael Manley and Aaron McClellan, for the Sic-Six image. It 
  originally appeared in Galaxy Guide 2: Yavin and Bespin.
  Ralph McQuarrie, for the Sarkan image. It originally appeared 
  in Alien Anthology Addendum. (Also, thanks for everything he 
  did for Star Wars.)
  Ramón F. Bachs, for the Mandalorian image. It originally ap-
  peared on the cover of Jango Fett: Open Seasons.
  Reddit user Xisifer, for the Sathari image.
  Sperasoft, for the Ithorian image. It originally appeared in The 
  Old Republic.
  Scum and Villainy, for the Ubese image.
  Star Wars Adventure Journal 2, for the Kentra image.
  SWAG (Star Wars Artists’ Guild) user Asok, for the Herglic im-
  age.
  SWAG (Star Wars Artists’ Guild) user Mercy, for the Chironian 
  image.
  SWAG (Star Wars Artists’ Guild) user ReverendStrone, for the 
  Baragwin image.
  SWAG (Star Wars Artists’ Guild) user Thriggle, for the Bartokk 
  image.
  The Force Unleashed gallery, for the Felucian image.
  The Legion-Enjin user Golah, for the Selonian image.
  Tim McDonagh, for the Florn Lamproid image. It originally ap-
  peared in Star Wars: Alien Archive.
  Tomás Giorello, for the Kiffar image. It originally appeared on 
  the cover of Clone Wars Volume 8: The Last Siege, the Final 
  Truth.
  Tumblr user shop5, for the Zelosian image.
  What’s the Story? for the Wol Cabasshite image.
  Images for Hiromi and Taung are my own.
  
  A long time ago in a galaxy far, far away...
  From the central parts of the galaxy where humans dominate the Em-
  pire to the vast diversity of the Mid and Outer Rim and even beyond 
  into the Unknown Regions, where countless undocumented and mys-
  terious species live in relative isolation, the galaxy is teeming with 
  thousands of intelligent species. Whether they be heroic or villainous, 
  primitive or technologically advanced, deadly or docile, every member 
  of every species has a story waiting to be told.
  Explore the diversity of the galaxy with The CompleTe SpeCieS Guide! 
  This sourcebook explores the countless cultures and species that pop-
  ulate the galaxy and is fully compatible with the complete Star Wars 
  Roleplaying game lines of edGe of The empire, AGe of rebellion, and 
  forCe And deSTiny.
  This supplemental rulebook includes:
  • An incredible total of 324 species, allowing players with an almost 
  unlimited set of options at character creation.
  • A diverse selection of species hailing from many eras of storytelling, 
  including creations of the Original Trilogy, Expanded Universe, Pre-
  quel Trilogy, The Clone Wars, and Disney’s new Canon.
  • Modifications to many official species, offering alternatives to FFG’s 
  version in order to best represent every species.
  • Detailed indexes that sort through species by physiology, stats, or 
  homeworld location, allowing players to easily narrow down their 
  options.
  • An appendix with sample names, useful for both players creating 
  their characters and GMs needing to come up with names on the fly.
  Yaccarus
  A Species Sourcebook for Star Wars Roleplaying
  LAYOUTS FOR STAR WARS FAN PRODUCTS
  
SOURCE: textdata/thevault/Star Wars/FFG/Misc/Complete Species Guide 6 - June 2020.pdf