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The Clone Wars Sourcebook Species

By Keith Kappel and Ryan Brooks Alien Species [Knowledge [alien species] +6] [Knowledge [history] +8] A The Galactic Republic was made up of tens of thousands of worlds inhabited by thousands of sentient species. During the Clone Wars, these sentient beings were divided between the loy- alist forces of the Grand Army of the Republic, and the traitorous Confederacy of Independent Systems. The following are some of the alien species known to the galaxy during the Clone Wars.

Aleena The Aleena live in semi-nomadic tribes along the grassy plains and lakes of Aleen. Despite their wandering nature, the Aleen are technologically adept and fully capable of modern feats such as space travel. The Aleen have many large cities, which all have a special area for local Aleena nomads who are traveling from town to town. An Aleen city of ten million inhab- itants may only have one million permanant residents, the rest are just temporary residents or Aleen nomads. The Aleen are one of the many planets to host a Jedi Chapter House. This miniature version of the Jedi Temple on Coruscant is designed to act as a resupply and way station for fellow jedi on missions, and to test infants for force sensitivity on Aleen and the surrounding sector. The Aleena have grown to trust the Jedi over the centuries and often appeal to them to settle trade disputes or other minor squabbles. Most Aleena work as independent contractors in a technical field on Aleen, building anything from comlinks to capital ship components. Many are known to travel off-world to work in the private sector, or pursue other interests. Personality: Aleena are a skittish species known for their ability to turn tail and run at the first sign of trouble. The Aleena are very social, however, and when in a safe environment are usually quite the entertainers. Physical Description: Aleena are vaguely reptillian, with blue and green shades of skin. They are exceedingly short, their long, thick trunk-like bodies offset with short, stubby limbs. A fan-shaped bony ridge protrudes from their skulls, often accented with colors ranging from pearl, yellow and red. : Aleen, an inner-rim world sitting on the border with the colonies region. Language: Aleena speak and read Aleen. Thier speech is slightly high pitched and nasal. Example Names: Tsui Choi, Bogg Tyerell, Ratts Tyerell, Deland Tyerell, Djulla Tyerell, Doby Tyerell, Mab Kador. Age in Years: Child 1-10; young adult 11-15; adult 16-35; middle age 36-53; old 54-64; venerable 65+. Adventurers: Aleena adventurers are typically tech special- ists or scoundrels. Aleena force sensitives are common enough to justify the placement of the Jedi chapter house on Aleen, and the Jedi Order has a number of Aleena among their ranks.

Aleena Species Traits -2 Strength, -2 Con, +4 Dex. Small: As Small creatures, Allena gain a +1 size bonus to their defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They must use smaller weapons than Medium-size beings use, and their lifting and carrying limits are three-quarters those of Medium-size characters. Adventurers: Coway adventurers are typically soldiers or scouts. Coway force sensitives occur at about the same rate as most species, though only a few are discovered by the Jedi Order.

Coway Species Traits Ability Modifiers: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma. Medium-Size: As Medium-size creatures, Coway have no special modifiers due to their size. Speed: Coway base speed is 10 meters. Darkvision: Coway can see in the dark upt o 20 meters. © LTD. Darkvision is black and white only but otherwise functions as normal sight. Poison Resistance: Due to a very strong acid used to digest food in their stomachs, Coway receive a natural +4 Fort save an aleena family bonus to save versus ingested poisons or spoiled food. Speed: Aleena base speed is 6 meters. Free Language Skills: Speak Coway. Quick-Change Metabolism: When under attack, an Aleena can alter their metabolism as a free action, allowing them to Coway Commoner: Init +1 (dex); Defense 11 (+1 dex); Spd10m;VP/ increase their base speed to five times normal for two rounds. WP 0/10; Atk +2 melee (1d8+2, Spear) or +1 ranged; SQ: Darkvi- This increase has the side effect of multiplyuing your jump sion, Poison Resistance; SV Fort +2, Ref +1, Will -1; SZ M; FP distance by 3 during this time period. After using this ability, the 0; DSP 0; Rep +0; Str 12, Dex 10, Con 12, Int 10, Wis 8, Cha 8. Aleena becomes fatigued for 1D4 hours. Challenge code A. Natural Swimmers: All Aleen get a species bonus of +4 to Equipment: Spear, variety of personal belongings. the swimming skill. Skills: Climb +3, Craft (any one) +5, Move Silently +2, Speak Free Language Skills: Speak Aleen. Coway, Survival +1. Feats: Weapon Group Proficiency (Simple Weapons). Aleena Commoner: Init +2 (dex); Defense 13 (+2 dex, +1 size); Spd 6m;VP/WP 0/8; Atk -2 melee (1d2-1, unarmed) or +2 ranged; SQ Quick-change Metabolism; SVFort -1, Ref +2, Will +0; SZ S; FP 0; DSP 0; Rep +0; Str 8, Dex 14, Con 8, Int 10, Wis 10, Cha 10. Challenge code A. Equipment: Toolkit, survival pack, variety of personal belong- ings. Skills: Craft (any one) +5, Profession +3 (any one), Read/write Aleen, Speak Aleen, Survival +1, Swim +5 Feats: None.  Coway ©lucasfilm LTD. The Coway are one of two species that share the fifth world in the circarpous system, known as Circarpous V or Mimban. The Coway are primarily cave-dwellers content to forage for raw meat and fungi within their cave systems, abandoned Thrella wells. The Coway are exceptional climbers and tunnelers, and have chosen to go deeper into their caves rather than deal with coway the Imperial mining concerns that have taken over their planet Eirrauc of late. The Eirrauc were a primitive species of migratory omnivores. Personality: Coway are a violent and aggressive spe- They traveled in groups around their mild world developing their cies known to settle most of their conflicts through personal arts, specifically music and drama. They had mobile hydroponic combat. gardens and gifted artisans, when two migratory communities Physical Description: Coway are humanoid with very small

Alien Specie Alien met, they often engaged in much trading. beedy inset eyes and skin covered in a soft grey down. Their The Eirraucs practiced a pure democracy, where every limbs are slightly lanky, contrary to their exceptional strength. member of the community had a full vote on every issue facing Homeworld: Circapous V/Mimban, an expansion region the migratory band. If an Eirrauc felt strongly opposed to a world near Gyndine and Manaan. particular decision, he was free to join another community at Language: Coway speak Coway. Thier speech is slightly gut- his leisure. This often occured when two communities crossed teral and grating. paths. Example Names: B’dard Tone When the Empire took control of the galaxy, the hardworking Age in Years: Child 1-9; young adult 10-14; adult 15-44; Eirraucs were enslaved. The peaceful beings were too passive middle age 45-59; old 60-74; venerable 75+. s  Alien Specie s

- ©lucasfilm LTD. ©lucasfilm - eirrauc Equani, while only around two while Equani, Init +0; DefenseInit VP/WP Spd Atk 10m; 0/8; 10; The homeworld original was the of Equani Equani are usuallyEquani reserved, compassionate tools, variety personal of belongings. Weapon Group Proficiency (simple weapons). Climb +5, Craft (any one) +5, Jump +3, ProfessionClimb +5, Craft +3, +5, Jump one) (any (any Physical Description: Homeworld: The are a very Equani large species evolved from predators Personality: meters tall, are incredibly large-bodied. Their is covered bulk in short-pale fur ranging from browns blondes to grays. and Their eyes are very large, always and the match Their color fur. their of mouths are also large, filled with double-rows sharp teeth. of Their four hands end in fingers claws. with small Equanus, a planet the System. in Nharl was It scorched by a solar +1 melee or +0 SQ: ranged; Sensitivity, Climate +1 Extra-Limbs, SV Fort Spot), Tongue; +0, +2 Jump, Ref Gallop, Skill Bonus (+2 Dex FP Con SZ 10, +0; 8, DSP 12, 0; Rep Str M; 0; Int +1; Will +1, Cha Wis Challenge 10, 10. 10, code A. Equipment: Skills: +4,one) Read/Write Survival Eirraucii, Speak Eirraucii, Spot +2, +4. Feats: Equani on homeworld their Equanus. of Though most appear Equani incredibly large fierce, and they tend be to gentle-souled beings more interested culture. high As in a species, they are incred ibly sensing adept at emotions, put this ability many and to variouswork in fields such as psychology. Unfortuantely, just before the Clone Wars, a mysterious solar flare incinerated all life on Equanus, leaving only the few thousand were that Equani off-world alive. The species extinction is considered imminent, the of Clone the in and wake Wars eruption, theories many have surfaced regarding the destuction the species of empathic rang from ing super-laser Republic weapon tests other of number a to conspiracy theories. understandingand others. toward They are excellent listeners known for well and dispensing good advice, traits make that them excellent minders, or psychologists. Eirrauc Commoner: - - - - The Eirraucs are six-limbed beings Daushoroc, Puroth, Tamoss Child 1-13; young adult 14-19; adult 20-44; adult 14-19; young adult Child 1-13; Eirrauc’s leave who Eirrauus are typically Eirrauus Typically a very pacifist species, the Eirrauc are Eirraucs speak read and Eirraucii. ). RoleplayingStar Game, Ultimate Alien Anthol Age in Years: Adventurers: Homeworld: Language: Example Names: Physical Description: Personality: Free Language Skills: Read/Write Eirraucii, Speak Eirraucii. Bonus Feat: Eirraucs with the Force-Sensitve Sense and Skill Bonus:Eirrauc have exceptional three-hundred degree Tongue: The Eirrauc tongue can perform Tongue: a melee attack that Extra-Limbs: Eirrauc have four arms, two are also which of Gallop: The Gallop: Eirraucs have two mid-limbs can that function Medium-Size: As Medium-Size: Medium-size creatures, Eirraucs have no Speed: Eirrauc base speed meters. is10 Sensitivity: Climate Erriaucs have trouble operating in Ability Modifiers: +2 Str, -2 Con -2 Ability Modifiers: Str, +2

legs the of Eirrauc can them perform help great leaps, as and checks. jump to such +2 gain feats the bonus gain feat Aware. does 1d2+str damage. does 1d2+str spot to checks.vision, as and such +2 gain The powerful rear multiple weaponsmultiple apply (see mutliweapon fighting feat descrip tion in Pageogy, 219 species bonus checks on climb grapple and checks. An Eirrauc has one primary three and hand off hands. An Eirrauc can wild four to weapons,up but the normal penalities for fighting with speed instead double, Eirraucs of running, when and can move six to up times move their speed instead quadruple. of used as extra legs sometimes. The extra limbs give Eirraucs a +4 as either additional arms or additional legs. As a result, the if Eirrauc’s two mid-limbs carrying are not or holding anything, charging, Eirraucswhen can move three to up times move their extremely or cold hot environments, suffer and from or cold hot weather effects twice as quickly with double the effects, and take a -4 penalty or cold hot all to weather related fort saves. special modifiers size. their to due Eirrauc Species Traits fringers or scoundrels less and commonly scouts or tech special ists. Warfare Eirrauc in society, is of unheard so soldiers are extremely rare society their and has no direct leaders, so nobles are likewise rare. Jedi ranks have been known include to Eirraucs. middle age 45-59; old 60-74; venerable 75+. venerable 75+. middle age 45-59; old 60-74; peach being the predominant skin tone. and theyand eyes have of a pair on either side snout. their of They tend stand to two at meters a comfortable in when position, though standing they when full their height at are closer 2.4 to meters.Their skin ranges pigments, through normal human with with a middle pair of limbs that can limbs that of with a middle pair function as either additional legs or arms. The snouted heads sit a long, atop slender neck, hard workers hard have and great a interest the in arts. They arecare ful thinkers, are and accustomed speaking to mind. their Their most predominant trait, is sense their however, responsibility. of They feel a deep loyalty whatever to groups they associate with. own way. Many Eirraucs Many way. becomeown traders buy and fellow their Eirrauc’s freedom with profits. their to secureto freedom, own their thoseand few have that escaped slaveryhave joined the Rebellion or resist the their in Empire flare, believed to have been caused when the Republic tested a Belderone locals sold out the Firrerreo during the Vong invasion, new superlaser. The only living Equani are those few thousand and after the massacre, the number of Firrerreo estimated to be that were off world at the time. in the galaxy numbers in the hundreds. Language: Equani speak and read Basic. Equani voices are Personality: Firrerreo tend to be fairly reserved, but exhibit low and smooth, considered very calming. a full range of personalities found in humans. After Lord Hethrir Example Names: Klo Merit. killed off most of the planet and his fellow Firrerreo, the surviv- Age in Years: Child 1-12; young adult 12-18; adult 19-37; iors tend to be withdrawn and sad, but fiercly loyal to any other middle age 38-55; old 56-84; venerable 85+. Firrerreo they may find. Adventurers: Equani encountered off-world are almost Physical Description: Firrerreo closely resemble baseline always tech specialists or scoundrels. While there is not a strong humans on the outside. Their hair is naturally streaked with a tradition of Equani Jedi, all Equani are incredibly empathic and variety of colors ranging from yellows, browns and reds. Fir- open to the Force. rerreo also have a nictating membrane that protects their eyes, further distinguishing them from baseline humans. Their skin Equani Species Traits comes in a subtle variety of colors ranging from browns, golds Ability Modifiers: +2 Wis, -2 Int. and pale whites. Large: Large-Size: As Medium-size creatures, Equani suffer Homeworld: Firrerre, an Outer Rim world near Endor and a -1 size penalty on Defense, a -1 size penalty on attack rolls, Bakura. and a -4 penalty on Hide checks. They have a face/reach of Language: Firrerreo speak and read Firrerrese. Aleena speak 2m by 2m. Their lifting and carrying limits are double those of and read Aleen. Thier speech is slightly high pitched and nasal. Medium-Size characters. Example Names: Hethrir, Rillao, Sesseri Dio, Tigris, Tantos. Speed: Equani base speed is 10 meters. Age in Years: Child 1-11; young adult 12-17; adult 18-55; Empathic: All Equani are able to sense moods empathically, middle age 56-89; old 90-124; venerable 125+. and the Empathy Force Skill is considered a class skill regardless Adventurers: Firrerreo adventures are typically nobles. of if the Equani has the Force-Sensitive Feat or not. If the Equani Firrerreo force sensitives are quite common, and quite a few Fir- does have the Force Sensitive Feat, they gain a +4 bonus to all rerreo have gone on to become Jedi or force adepts. Empathy rolls and checks. Free Language Skills: Read/Write and Speak Basic Firrerreo Species Traits Ability Modifiers: +2 Int. Equani Commoner: Init +0 (dex); Defense 9 (+0 dex, -1 size); Spd Medium: As Medium-size creatures, Firrerreo have no special 10m; VP/WP 0/10; Atk +0 melee (1d4, unarmed) or +0 ranged; modifiers due to their size. SQ: Empathic; SV Fort +0, Ref +0, Will +1; SZ L; FP 0; DSP 0; Rep +0; Str 10, Dex 10, Con 10, Int 8, Wis 12, Cha 10. Challenge code A. Equipment: Variety of personal belongings. Skills: Diplomacy +4, Empathy +2, Gather Information +3, Profession (any one, usually Minder) +5, Read/Write Basic, Sense Motive +2, Speak Basic. Feats: Trustworthy.  Firrerreo The Firrerreo exist in a strict clan-based system where only the most powerful of all Firrerre’s clans is allowed travel off- world. As such, the species is rather rare off of Firrerre. Firrerreo cities are mostly vertical affairs, built into cliff faces. The planet is predominantly composed of mountainous terrain with some of the galaxy’s largest waterfalls covering the landscape. After the rise of the Empire, Darth Vader took two Firrerreo under his tutelage. Hethrir was named the Procurator of Justice, ©lucasfilm LTD. and his mate Rillao was trained in the ways of the force as well. As procurator, Hethrir was tasked with condemning planets that were seditious. To prove his loyalty, one of the first planets he destroyed was Firrerre.

Alien Specie Alien Hethrir unleashed a deadly Hive Virus that wiped out every man, woman and child on the planet. The planet was put under a quarentine blockade and became a tomb. The only Firrerreo still in the galaxy are those who were off-world when the plague spread. Only a few thousand Firrerre are in existance during the New Republic era. Most of these were from colony ships that were still in a sublight journey to another planet. The remaining Firrerreo were allowed to settle on Belderone. Unfortunately, the firrerreo s  Alien Specie s - - - - holwuff Init +0 (dex); Defense 12 (+2 SQ); Spd6m;VP/ +0Init Defense (dex); (+2 12 Tools, Variety personal of belongings. Weapon Proficiency (simple weapons). Craft two) +5, Profession (any +5, Read/Write one) (any

The Kaleesh are inhabitants the of hostile world the of Kalee, Bonus Feat: Gearhead Artistic Crafters: All Holwuff believe making techol their in Natural Armor: Holwuffs have thick skin provides that a +2 Free Language Skills: Read/Write Speak and Holwuff ©lucasfilm LTD. ©lucasfilm Kaleesh located Ter Dantooine the and in near Outer Muunilist Rim ritories bordering the Kadok regions. These humanoids reptilian are known for obsession their with battle conquest. and They treasure conflict the and sense only that power victory of can bestow upon them. The Kaleesh evolved a tribal society into and are deeply spiritual race, the following teachings poly their of ogy world and artistic. a Holwuff If first sculpts a scale model of whatever is it they are craft, going to they bonus receive to a +2 crafting item. that armornatural bonus defense. to Holwuff Commoner: or unarmed) +0 SQ: ranged; Artistic melee (1d2, +1 Atk WP 0/10; Crafters, Natural Armor; SV FP SZM; 0; Fort +0, +0, Ref -1; Will Wis 8, Cha Dex 8.Chal 12, Con Int 10, +0; 10, DSP 12, Rep Str 0; lenge code A. Equipment: Skills: Holwuff, Speak Holwuff. Feats: - The Holwuff’sare large creatures Rogwa Wodrata Init +2 (dex); Defense 10 (+) dex); Spd Defense (dex); (+) 10 +2 Init Child 1-12; young adult 13-18; adult 19-35; 19-35; adult 13-18; young adult Child 1-12; Holwuff encountered off-world are almost Alliga Holwuffs are driven craftsmen enjoy who Holwuff read speak and Alligan, a language Robes, datapad, variety personal of belongings. None. Craft Knowledge: +5, Diplomacy one) Firrerreo (any +2, Adventurers: Example Names: Age in Years: Homeworld: Language: Physical Description: Personality: Hailing fromHailing the planet Alliga, the Holwuff are best known Medium: Medium-Size: As Medium-Size: Medium-size Medium: creatures, Holwuffs Speed: Holwuff base speed meters. is 10 Ability Modifiers: -2 Wis, -2 Cha, +2 Str, +2 Int. +2 Ability Str, Modifiers: Cha, Wis, +2 -2 -2 Free Language Skills: Read/Write Firrerrese, Speak Firrerrese. Power of a Name: Firrerreo Name: a of Power society interesting has an quirk Nictating Membrane: Because the of protective membrane Speed:Firrerreo base speed meters. is 10 Quick Healers: Firrerreo regain points wound double at the have no special modifiers size. their due to Holwuff Species Traits always Tech Specialists,always Tech Fringers or Scoundrels. there Whlie a strongis not tradition Holwuff of Force Users, is it believed possible. middle age 36-55; venerable old 56-79; 80+. and slightlyand less hairy. consisting growls, of roars, barks body and language. hypothosized they that are yet experiment another conducted ago by Arkanian mad geneticists.millinia As such, they share the largeWhipid’s frame long and snout. Their skin is even thicker, to enjoy reverse enjoy to engineering existing technology giving and an it artistic edge. They are very cultured, live and lives filled with art. believed be to distant evolutionary cousins the of Whipid. is It planet’s economy is dependent on the niche market, the and Holwuff people are masters plying at trade. their artisticallyexpressing themselves through technology. They tend of theof rich among the upper class contract Holwuff specialists createto personalized functional works art, of ranging from items as as small comlinks as to large as star cruisers. The entire Holwuff as craftsmen. Their people are reknowned througout the galaxy as being able craftto the finest luxury technology items. Many Firrerreo. Feats: Equipment: Skills: Clans +4, Profession Read/write one), Firrerreo, (any +3 Speak 10m;VP/WP 0/10; Atk +0 melee (1d4, unarmed) or +) ranged; SQ ranged; or unarmed) +) +0 Atk melee (1d4, 10m;VP/WP 0/10; Nictating Membrane, Quick Healers; SV Fort +0, +0, Ref +0; Will Wis 10, FP DexSZ DSP +0; 10, 0; Str 12, M; 0;Rep Con Int 10, 10, Cha Challenge 10. code A. in Firrerreoin culture receive do not this SQ. Firrerreo Commenor: speaking aloud full their name, the Firrerreo feels compelled to obey. This requires the Firrerreo save a will or make to DC 18, else they must obey the command. Firrerreo up grow do that not alty search to spot and checks events during such as sandstorms snowstormsand underwater. or when someone when that in commands a Firrerreo do to something normal rate. covering a Firrerreo’seyes, they only the take half normal pen

Adventurers: Kalee adventurers are quick to anger and ready to fight. More often than not they will instigate the conflict to begin with. They see nothing wrong with simply taking the things they want and fighting to the death if anyone has anything to say about it otherwise. Kalee are forceful and merciless, and often intolerant, sometimes abusive when their demands are questioned or if not carried out to their satisfac- tion within a span of time that they feel is ample. Despite all of these qualities, a Kalee is not so foolish as to press on when it becomes apparent that they can no longer control the situation or win the fight. Most Kalee take the role of a fringer, scout, or soldier.

Kalee Species Traits +2 Dexterity, -2 Charisma: Kalee are very agile and flexible but due to their appearance and demeanor tend to be somewhat cold-hearted and overbearing to others.

©lucasfilm LTD. Medium-Size: As Medium-sized creatures, Kalee have no special bonuses or penalties due to their size. Kalee base speed is 10 meters Survivalists: +2 species bonus on Survival checks: Kalee have evolved on an arid world and have become quite accustomed to surviving in harsh environments. Resist Heat: +2 species bonus on Fortitude saves vs. heat: Kalee are able to sustain themselves in much higher tempera- tures than most other species. Vulnerable to Cold: -2 species penalty on Fortitude saves vs. cold: Kalee are a reptilian species and as thus do not fare well in cold weather conditions. 1 extra feat at 1st level: Kalee are quite adaptable as they are able to learn specific tasks with ease. Automatic Languages: Speak and Read/Write Kaleesh and Basic.

kaleesh Kalee Commoner: Init +1 (Dex); Defense 11 (+1 Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3, unarmed), +1 ranged; SQ Spe- theistic religion. The Kaleesh built sprawling temples in honor of cies Traits; SV Fort +0, Ref +1, Will +0; SZ M; FP 0; Rep +0; Str their deities that scattered the countryside of their dangerous 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8. Challenge Code A.  world. In the Rise of the Empire Era, although the Kaleesh once Equipment: Cobbled war mask, desert cloak, personal weapon fought alongside the Jedi Knights against the Bitthaevrians, the (melee or ranged), survival pack, variety of personal belongings. Kalee have a deep-seeded hatred for the Jedi and the Republic Skills: Profession (hunter) +2, Read/Write Basic, Read/Write for their territorial loss during the war with the Yam’rii. Kalee, Speak Basic, Speak Kalee, Survival +3. Personality: Kalee most commonly exhibit a domineering Feats: None. nature, and a pushy (often quite literally) impatience when their demands aren’t met with expedience. They are also extraordi- narily arrogant and selfish. Moappa Physical Description: Kalee are tall and slender, often The Moappa is one of the most versatile creatures known to standing between 1.8 and 2.2 meters tall. They are covered with exist on Mon Calamari and other worlds. An individual Moappa reddish-orange scales that accent their cold yellow eyes. The is merely a foot-long, glowing pink jelly-creature that lives in Kalee typically wrap their skin in cloth to protect them from the ocean. Alone, the creatures are harmless and rather simple the blistering suns on Kalee, leaving only their long four-fin- organisms, operating on instinct. gered hands exposed as to manipulate their weaponry without However, the Moappa are able to gather and form a hive impedance. Most Kalee wear masks carved from some of the mind, greatly increasing their mental powers as well as thier Alien Specie Alien most ferocious creatures of their world such as the karabbac or physicality. They typically assemble in large, flexible pillars or a muumuu. vaguely humanoid shape when combining. Regardless of their Kaleesh Homeworld: The harsh world of Kalee, located in shape, their characteristics and abilities remain based on how the Outer Rim territories in the Raioballo sector. many are joined in the hive. Language: Kalee speak Kaleesh. Example Names: Qymaen jai Sheelal, Ronderu lij Kummar. Moappa Species Traits Age in Years: Child 1-10, Young Adult 11-17, Adult 18-40, Breathe Underwater: The Moappa can breathe underwater Middle Aged 41-60, Old 61-80, Venerable 81+ normally and cannot drown in water. It also has a +4 species s

 Alien Specie s ©lucasfilm LTD. ©lucasfilm a huge moappa 13; Init +4 (Improved Init Predator 13; Predator 9; Init +6Predator (Dex, Init 9; Predator 11; Init +5 (Dex, +5 Init Predator 11; Predator 7; Init +8 (Dex, Init Predator 7; Improved 00): 00): ,000): 5 5 0): 5 1- 5 5 01- 01-1, 1-2 5 5 5 Improved Initiative, Rugged. Improved Initiative, Cosmopolitan Rugged. (any), Improved Initiative, Cosmopolitan Rugged, Track. (any), Hide +4, Spot +6, Survival +10, Swim +16, Cosmopolitan Hide +4, +16, Spot Swim +6, Survival +10, Hide +5, Spot +5, Survival +8, Swim +12, CosmopolitanHide +5, Spot +5, Survival +8, +12, Swim Cosmopolitan +16, Swim Spot +5,Hide Survival +3, +10, Hide +7, Spot +2, Survival Spot +2, +6, +8. Swim Hide +7, Improved Initiative, Cosmopolitan two), Rugged. (any Skills: skillskills points). (4 Feats: VP/ DR 20; Spd 9 m (swim); Defense Size); Initiative); 8 (-2 melee (see smother attack) or +23/+18/+13 Atk WP 195/28; SQ ranged; Amorphous Form, Breathe Underwater, +13/+8/+3 Feats: m (swim); Spd DR 12 8; Size); Dex, Defense (+4 Initiative); 15 +1 melee (see smother attack) or +9/+4 +7/+2 Atk VP/WP 56/12; SQranged; Amorphous Form, Smother Breathe Underwater, Dex 10, Str SZ S; 18, +2; Will +9; Ref Attack, Fort Telepathy; +7, 6, Int Wis 9, Cha Con 10. 12, Skills: skillskill points). (2 Feats: m Spd Dex); 11 DR 10; DefenseImproved (+2 Initiative); 12 melee (see smother attack) +11/+6 Atk VP/WP 90/15; (swim); SQ ranged; Amorphous Form, Breathe Underwater, or +11/+6 Str Smother Attack, SZ M; Fort +3; Will Telepathy; +8; Ref +9, 8, Int Dex Wis 9, Cha Con 10. 15, 15, 15, Skills: skillskill points). (2 Feats: Spd 10 DR 15; Dex, Size); -1 DefenseImproved Initiative); (+1 10 melee (see smother +16/+11/+6 Atk VP/WPm (swim); 132/18; SQ ranged; Amorphous Form, Breathe attack) or +12/+7/+2 Will +8; Ref Smother Attack,Underwater, Fort Telepathy; +12, SZ L; 20, 8, Str Int Con Wis Dex 9, Cha 18, +3; 10. 12, Telepathy; Fort +5, Ref +9; Will +1; SZ T; Str 6, Str Dex SZ 20, T; Con 10, Fort +1; Will Telepathy; +5, +9; Ref 5,Int Wis 8, Cha 10. Skills: Typical Huge Moappa (1, Typical Small Moappa ( Typical Medium Moappa (2 Typical Large Moappa ( - Predator 3; Init +11 (Dex, +11 Init Predator 3; ): 5 Predator 1; Init +10 (Dex); Defense +10 Init Predator 1; Predator 5; Init +9 (Dex, +9 Predator Init 5; Improved 0): 5 - 6 Hide +9, Spot +2, Survival Spot +2, Hide +9, +6, +7. Swim Hide +11, Spot +2, Survival Spot +4. +2, +5, Swim Hide +11, Improved Initiative, Rugged. Rugged. Survival Swim Intimidate Intimidate Knowledge Search Spot Escape Artist Hide Telepathy: When the When Moappa INT an Telepathy: 8 or gains more, of they Amorphous Form: attacked When energy by an weapon Smother Attack: singleMoappaA can attach itself beinga to Initiative); Defense 17 (+5 Dex, +2 Size); DR 7; Spd 13 m (swim); m (swim); Spd 13 DR 7; Dex, Size); Defense (+5 Initiative); +2 17 meleeVP/WP (see +3 Atk 40/10; smother attack) or +8 ranged; SQ Amorphous Form, Smother Breathe Attack, Underwater, Skills: Feats: +10 ranged; SQ ranged; AmorphousForm, Smother Breathe +10 Underwater, 4, SZ Dex Str D; 25, +1; Will Attack, Fort Telepathy; +10; Ref +3, Con 8, 3, Wis Int 8, Cha 11. Improved Initiative); Defense 21 (+7 Dex, Spd DR 6; Defense +4Improved Size); (+7 Initiative); 21 +0 Atk melee(see VP/WP smother attack) m (swim); 21/8; or 14 +12; Will -1; SZ 2, F; Dex Str Wis 30, 8, Con Cha 1, 12. 4, Int -1; Will +12; Skills: Feats: Typical Fine Moappa (single): -3 Atk VP/WP Dex, m (swim); 5/4; Spd 15 +8 Size); (+10 28 SQ ranged; Amorphous Form,melee (see smother attack) or +11 SmotherBreathe Attack, Underwater, Fort Telepathy; +0, Ref

Moappa gets the class following skills complex ideas converse and being, with another but is unable readto thoughts or control without minds further, specific training. gain the telepathygain ability. With this ability, they can have tele pathic conversations distancesat 2 KM of per INT point score, canand call more Moappa join its to form distances at 4 KM of per INT point score. Moappa telepathy is able communicate to enough of theenough of same Moappa recombines group reach to the same size category. scattered, splits it the individual into Moappa becomes and disoriented regroups it for minutes while 2d4 is and unable to perform actions any recombining. than other specific Note that Moappa retains intelligence group personality their as soon as must a successful make Fortitude order in saving (DC throw 15) regenerate.to the If Moappa takes group damage wound equal orto greater than ten, must it a Fortitude make saving throw (DC 20) or become scattered. the If Moappa becomes group half. Any time damage wound is inflictedhalf. on a Moappa as group, a move action they can attempt add to additional Moappa its to form, regenerating those lost points. wound The Moappa group other fineother sized creatures or items. Getting a single Moappa off requires attack an action a strength and check, DC 15. lightsabers),(including the damage is automatically reduced by or item, wrapping its jelly body over its and it tail it. around This can be used cover to or a hand mouth, or completely envelop bonus on swim checks. Moappa Note that die water out of taken hours. 1d4 within Typical Tiny Moappa ( Typical Diminutive Moappa (2- Smother Attack, Telepathy; Fort +16, Ref +8; Will +4; SZ H; Str 30, Dex 10, Con 25, Int 10, Wis 10, Cha 9. Skills: Hide +2, Spot +7, Survival +13, Swim +24, Cosmopolitan skills (4 skill points). Feats: Improved Initiative, Cosmopolitan (any two), Rugged, Toughness.

Typical Gargantuan Moappa (5,001-10,000): Predator 15; Init +3 (Dex, Improved Initiative); Defense 3 (-1 Dex, -4 Size); DR 25; Spd 8 m (swim); VP/WP 300/38; Atk +30/+25/+20 melee (see smother attack) or +14/+9/+4 ranged; SQ Amorphous Form, Breathe Underwater, Smother Attack, Telepathy; Fort +22, Ref +8; Will +5; SZ G; Str 40, Dex 8, Con 35, Int 12, Wis 11, Cha 8. ©lucasfilm LTD. Skills: Hide +1, Spot +8, Survival +13, Swim +31, Cosmopolitan skills (4 skill points). Feats: Improved Initiative, Cosmopolitan (any two), Rugged, Toughness (x2).

Typical Colossal Moappa (10,001+): Predator 17; Init +2 (Dex, northern (left) and southern (right) Improved Initiative); Defense 0 (-2 Dex, -8 Size); DR 30; Spd 6 m mustafarians (swim); VP/WP 442/56; Atk +36/+31/+26/+21 melee (see smother attack) or +15/+10/+5/+0 ranged; SQ Amorphous Form, Breathe Age in Years: Child 1-9, Young Adult 10-15, Adult 16-45, Underwater, Smother Attack, Telepathy; Fort +29, Ref +8; Will Middle Aged 46-60, Old 61-75, Venerable 75+ +6; SZ C; Str 50, Dex 6, Con 50, Int 14, Wis 12, Cha 8. Adventurers: Northern Mustafarian adventurers most often Skills: Hide +0, Spot +9, Survival +17, Swim +35, Cosmopolitan take on the role of scouts and nobles, being much more accus- skills (4 skill points). tomed to relations with others and business-oriented. They are Feats: Improved Initiative, Cosmopolitan (any two), Rugged, also sometimes seen in the role of Tech Specialist. The Southern Toughness (x2). Mustafarians are typically much more brutish in nature, filling the roles of Fringer, Scout, Soldier or Tech Specialist. Note that the Moappa gains a feat once every 3 levels, starting with first level, and can buy the Cosmopolitan feat, Northern Mustafarian Species Traits representing training from meeting with outside sources. -2 to Strength, +2 to Dexterity. Medium-sized: As medium-sized creatures, Mustafarians have no special modifiers due to size. Mustafarian Speed: Mustafarian base speed is 10 meters. Hailing from the volcanic world of Mustafar, the inhabitants Natural Armor: Mustafarians have a thick hide that is almost of this world bear a striking resemblance to the Kubaz, with their impervious to the heat associated with the damage from blaster long trunk for noses and sloping foreheads. Although the planet weapons. As such, Mustafarians receive a +2 bonus to defense 10 is barely habitable, several species sprung to life on the cooled for their natural armor. portions of the lava floe. There are two separate and distinct Observant: Mustafarians are accustomed to spotting mineral races of Mustafarian: one being tall and slender from the north- deposits on the bright lava floes of their home planet and thus ern hemisphere, while the others are much shorter and stout in receive a +2 species bonus to all Search and Spot checks. appearance and come from the southern region of the planet. Mustafarians receive Armor Proficiency (light) as a bonus Neither race of Mustafarian much care for the doings of beings feat. Almost all Mustafarians wear armor fashioned from the not from their world, and live fairly isolated from the rest of the molted carapaces of the native lava flea. galaxy in their underground network of caves and warrens. Free Language Skill: Read/Write and Speak Mustafarian. Personality: Mustafarians are somewhat reclusive, choosing to remain on their homeworld, tending to the mineral harvest- Southern Mustafarian Species Traits ing of their planet. The Mustafarians are very observing and +2 to Strength, +2 to Dexterity, -2 to Intelligence, -2 to sometimes inquisitive. Charisma Physical Description: Mustafarians hailing from the Medium-sized: As medium-sized creatures, Mustafarians northern region of the planet are very tall and slender, most have no special modifiers due to size. commonly standing approximately 2.0 to 2.2 meters tall. The Speed: Mustafarian base speed is 10 meters. Alien Specie Alien Southern Mustafarians are squatter, standing approximately 1.6 Natural Armor: Mustafarians have a thick hide that is almost to 1.8 meters tall, and carry a much broader build. Both races of impervious to the heat associated with the damage from blaster Mustafarian have dark gray skin, long trunks for noses, and fore- weapons. As such, Mustafarians receive a +2 bonus to defense heads that slope steeply towards their necks. The Mustafarians for their natural armor. are almost always seen in thick protective garb and eye goggles. Observant: Mustafarians are accustomed to spotting mineral Mustafarian Homeworld: The volcanic world of Mustafar in deposits on the bright lava floes of their home planet and thus the Outer Rim near the Hydian Way. receive a +2 species bonus to all Search and Spot checks. Language: Mustafarians speak Mustafarian. Example Names: Chivos, Donko Jen, Fralideja, Renlo Hens. s

11 Alien Specie s ©lucasfilm LTD. ©lucasfilm - - - kiffar Init +0Init Defense (dex); dex); (+0 10 Kiffar encountered off-world can be almost Adventurers: 1 Extra Kiffar level: feat 1st at master to are quick special Free Language Skills: Read/Write Speak and Basic Ability Modifiers: None. As Medium-Size: Medium-size Medium: creatures, Kiffar Speed: Kiffar base speed meters. is 10 Psychometric Apptitude: Through selective breeding the 4 Extra skil points level 1st 1 extra and at skill each point at ized task are and varied talents. their in Near-Human Kiffar Commoner: or unarmed) +0 +0 Atk melee VP/WP (1d2, Spd 10m; 0/10; SQ:ranged; ; SVFort +0, +0, Ref +0; FP Will SZ DSP 0; Rep M; 0; any class,any but are most often scouts or soldiers. there While is a strongnot tradition Kiffar of Jedi, there Kiffar are many Force Users are members that the of Guardians, using Psycho their metric abilties keep peace to solve and crimes. Kiffar Species Traits have no special modifiers size. their due to Kiffar have been able increase to the occurance Force of Sen sitivity population. their within The Force Sensitives typically become Guardians, executive an branch based clan their of lords that government over Kiffu’s sister planet, Kiffex, as a prison the track help Guardians criminals, world. down they To have developed Force a unique ability them allows view that to object’san history as though experiencing by it merely touching object.an Kiffar order WIS in to waive the 15+ requirement of qualify for Psychometry. additional level. - - - - - Init +1 (Dex); Defense 13 (+1 Dex, (Dex); Defense (+1 13 +1 Init Init +1 (Dex); Defense 13 (+1 Dex, (Dex); Defense (+1 13 +1 Init Kiffar look be to ordinary humans Ailyn Asante Vel, Vos, Korto Vos, Kurlin Child 1-10; young adult 11-16; adult 17-32; 17-32; adult 11-16; young adult Child 1-10; Kiffu, the in Azurbani a world Rim the in Inner Kiffar experience the range entire human of Kiffar speak read and Basic. Heat protective variety armor, personal of belong Heat protective variety armor, personal of belong Armor Proficiency (light). Armor Proficiency (light). Profession Read/Write (businessman) Mustafarian, +2, BalanceProfession +3, Read/Write (harvester) Musta +2, Age in Years: Language: Example Names: Homeworld: Physical Description: Personality: Kiffar from hail the double worlds Kiffu of Kiffex. and While Free Language Read/Write Speak and Skill: Mustafarian. Mustafarians receive Armor Proficiency as a bonus (light) Excellent Footing: Historically the ones along zip to the lava Heat Resistance: SouthernMustafarians are more resistant Zac’ryah Vos. venerable 75+. middle age 33-49; old50-74; Vos, Pethros Vos, Quian Vos, Vos, Quinlan Sintas Tinte Vel, Vos, representing affiliation. clan their They are otherwise average humans. System Route. Trade near the Rimma with tanned skin often dreadlocks. long and in hair kept Their faces have peculiar markings paintedon them every morning, tige and power, while even the while clans, within tige dangerous power, and games are played for control. emotions personalities. and quick conferencequick with the clans, other can steer the Kiffar race through galactic politics. Clan politics are huge on Kiffu, nearly as intricate as Hapan politics. The various clans jockey for pres most Kiffar Kiffu claim as homeworld, their some are born on Kiffex, is primarily which a prison planet. The Kiffar are separated clans, into each and is clan ruled by a Sheyf. Typi one is clan cally, much more powerful the than others, after and Near-Human: Kiffar ings. Skills: Speak Mustafarian, farian, Spot +2. Search +1, Feats: +0; SZ M; FP 0; Rep +0; Str 12, Dex 12, Con 10, Int 8, Con Int Cha Dex Wis 10, 10, +0; FP 12, +0; 12, SZ Rep Str 0; M; 8. Challenge Code A. Equipment: Southern Mustafarian Commoner: melee (1d3+1, +1 Atk VP/WP Spd Natural Armor); 10m; 0/10; +2 SQ ranged; Species SV Will Traits; +1 unarmed), Fort +0, +1, Ref Skills: Speak Mustafarian,Search +2, Spot +2. Feats: +0; SZ M; FP 0; Rep +0; Str 8, Dex 12, Con 10, Int 10, Wis 10, Cha Wis+0; FP +0; 10, 8, 10, SZ Rep Str 0; Con Int Dex M; 10, 12, Challenge10. Code A. Equipment: ings. Northern Mustafarian Commoner: melee (1d3-1, -1 Atk VP/WP Spd Natural Armor); 10m; 0/10; +2 SQ ranged; Species SV Will Traits; +1 unarmed), Fort +0, +1, Ref feat. Almost Mustafarians all armor wear fashioned fromthe molted carapaces the of nativelava flea. in thein magma, Southern Mustafarians have acquired acute an sense balance of species receive and a +2 bonus Balance all to checks as a result. +2 bonusSaves to +2 versus heat. floes on shielded repulsor sleds retrieve to deposits mineral temperatures hot to northern than their cousins receiveand a +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Challenge Force Adepts such as Kar Vastor, and the Jedi have been known code A. to bring Korunnai into their ranks such as Mace Windu. Equipment: Variety of personal belongings. Skills: Craft (any one) +4, Profession (any one) +4, Read/Write Near-Human: Korunnai Species Traits Basic, Sense Motive +4, Speak Basic. Ability Modifiers: None. Feats: Weapon Proficiency (blaster pistols, simple weapons). Medium: Medium-Size: As Medium-size creatures, Korunnai have no special modifiers due to their size. Near-Human: Korunnai Speed: Korunnai base speed is 10 meters. Force Sensitive: All Korunnai are Force Sensitive and gain Natives to the planet of Haruun Kal, Korunnai are at constant this feat instead of the bonus feat humans gain at first level. In war with the Balawi. The Balawi consist of anyone who isnt the case where a Korunnai takes Force Adept, Jedi Guardian or indiginous to the planet. The two groups routinely annihilate Jedi Consular at 1st level, they retain their free bonus feat. each other, and the undersupplied native Korunnai are usually Toxic Resistance: Korunnai receive a +2 species bonus on forced back into the highland jungles. The species is entirely Fortitude saves against toxic substances and poisons. Force Sensitive to at least some degree. The most skilled with Free Language Skills: Read/Write and Speak Korunnal the Force tends to lead the Korunnai, and those next most pow- erful use the Force to form a bond with local Akk Dogs. Korun Commoner: Init +0 (dex); Defense 10 (+0 dex); Spd 10m; Personality: Korunnai tend to be suspicious and angry as VP/WP 0/10; Atk +0 melee (1d2, unarmed) or +0 ranged; SQ: a result of their constant fighting with the Balawi. However, if Toxic Resistance; SVFort +0, Ref +0, Will +0; SZ M; FP 0; DSP 0; you are Doshallai, or part of the same clan, Korunnai prove to be Rep +0; Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Challenge very loyal and caring. code A. Physical Description: Korunnai are dark skinned humans Equipment: Variety of personal belongings. with slightly flattened noses and thicker lips. They are geneti- Skills: Craft (any one) +4, Read/Write Korunnal, Speak Korunnal, cally baseline human. Survival +5. Homeworld: Haruun Kal, a war-torn world in the Mid-Rim Feats: Force Sensitive, Weapon Proficiency (Simple Weapons). between the Rimma Trade Route and Hydian Way. Language: Korunnai speak and read Korunnal. Korunnai voices are are rich and deep pitched, making for a powerful, Near-Human: Lorrdian commanding voice. Lorrdians were standard baseline humans until the Kanz Example Names: Besh, Chalk, Iolu, Lesh, Nuriin-Ar, Prouk, Disorders, a conflict that spread from the seeds planted by the Nick Rostu, Thaffal, Kar Vastor, Mace Windu. Sith War four thousand years before the Clone Wars. The Kanz Age in Years: Child 1-10; young adult 11-16; adult 17-32; Sector was in chaos, and the Argazdans enslaved the humans middle age 33-49; old 50-74; venerable 75+. of Lorrd. To control their new slave population, they forbid Adventurers: Korunnai encountered off-world are almost speaking. For three-hundred years, Lorrdians barely spoke to always Scouts or Soldiers. There is a strong tradition of Korunnai one-another, talking only when they were in secure locations. Instead, the Lorrdians developed a new language based on body movemetns and facial tics. After three-hundred years, the conflict ended with the inter- 12 vention of the Jedi. Five-hundred million Lorrdians were killed while enslaved. The Lorrdian culture has never been the same, and the people carry the weight of their enslavement with them thousands of years later. However, as a result of their hardship, Lorrdians are much more adept at reading body language. Many a sabacc table grows uneasy when a known Lorrdian takes a seat. Personality: Lorrdians are normally quiet and observant. They have a hardy spirit, and carry the weight of having been

©lucasfilm LTD. subjugated as a culture. Physical Description: Lorrdians look just like normal humans. Their skin tends to be a rich bronze and their hair trends toward dark, but standard human variations exist among them. Homeworld: Lorrd, a war-torn world in the Corporate Sec-

Alien Specie Alien tor Authority in the Kanz Sector. Language: Lorrdians speak and read Basic, and also can speak Lorrdian, a language based on reading bodylanguage. Example Names: Nee Alavar, Venra Andsof, Shen-and- Gretta Pikeual-Angeles, Fiolla, Norrion Glidamir, Ordith Huarr, Tolk Le Trene, Borth Pazz, Rewello, L’lacielo Sageon. Age in Years: Child 1-10; young adult 11-16; adult 17-34; middle age 35-49; old 50-74; venerable 75+.

korunnai s 13 Alien Specie s - Ropagu are a tall, reedy people, Felis Alverite, Sirrus. Child 1-14; young adult 15-21; adult 22-42; 22-42; adult 15-21; youngadult Child 1-14; Ropagu encountered off-world are almost Init +1 (dex); Defense 11 (+1 dex); Spd 10m; dex); Spd 10m; (+1 (dex); Defense 11 +1 Init Ropagi II, a planet the in Sector Mieru’kar Ropagu are extremely non-combative. Their Ropagu speak read and Basic. Ropagu are known Variety personal of belongings. Craft Diplomacy +3, one) +5, Gather Information (any Trustworthy. Homeworld: Language: Example Names: Age in Years: Adventurers: Afterfour-thousand years peace, of the Ropagu have learned Personality: Physical Description: Ability Dex. Modifiers: Con, +2 -2 As Medium-Size: Medium-size Medium: creatures, Ropagu Speed: Ropagu base speed meters. is 10 Great Debaters: first Atr level, instead 4 extra gaining of skill Free Language Skills: Read/Write Speak and Basic

Ropagu Commoner: SQ: ranged; Great or unarmed) +1 VP/WP +0 Atk melee 0/8; (1d2, +0; FP Will SZ +0; DSP 0; Rep M; 0; Debaters; +1, Ref SV Fort -1, Con Cha Dex Wis Challenge 8, 10, 10, 10. 10, codeStr Int 12, A. Equipment: Skills: +5, Profession Read/Write +3, one) Basic, (any Speak Basic. Feats: angled eyes are usually a pale pink. the Men of species often will facial long in grow trimmed hair mustaches, or braided strands from chin. their connecting the Kira Enarc and Hyperspace Run Routes the in Expansion Region. for great their debate, as and such can seem be to arrogant and argumentative speaking when with others don’t who examine issues as closely. middle age 43-64; old 65-94; venerable 95+. always Nobles Specialists. or Tech Ropagu are never soldiers. thereWhile a strong is not tradition Ropagu Force of Users, it has been known happen cases to in Master like Sirrus. Ropagu Species Traits have no special modifiers size. their due to points one and extra point per level, Ropagu automatically get two ranks both in Diplomacy Gather and Information, these two skills are always considered class skills for a Ropagu. native sentientspecies, the Kalduu, decided use to natural their telepathy steer to the Ropagumore a in productive direction. The Kalduu telepathically lobotomized the of Ropagu many in charge, filling heads their with peace. The culture imme entire turneddiately itselfaround, instead and a representative built democracy focused on debate. a level arugeto at most exists. are unaware Debates last for months or years, each side continually going back research to view. Societytheir is, fact, in the split down middle based on debate preference. Those focus who on past events live on the continent on Afterthought, those while debating the future live on Forethought. Regardless debate of preference, Ropagu are skilled technical workers accomplished and programmers. They export items such as droid personality matrices navigation and computers for star ships. race long ago was helped by the native Kalduu realize to they had no talent for combat, so and they focused instead on mental prowess. Ropagu society is arranged around debate in pursuit the of truth. They also inquisitive have an appetite for exotic foods. made frail-bodied and thin than standard by lower their gravity. They matchedtend have to against dark hair pale skin, their and ©lucasfilm LTD. ©lucasfilm - lorrdian Init +0Init Defense (dex); dex); (+0 Spd 10m; 10 Lorrdians encountered off-world are almost Variety personal of belongings. Craft +5, Read/Write one) Basic, (any Sense Motive +7, Skill Emphasis (Sense Motive). The Ropagu were once just colonized who humans the world Adventurers: Free Language Skills: Read/Write Speak and Basic Speak and Body Language: Lorrdians must spend the 4 bonus skill Medium: Medium-Size: As Medium-Size: Medium-size Medium: creatures, Lorrdians Speed: Lorrdian base speed meters. is 10 Ability Modifiers: None. of Ropagi ten-thousand II of years before the Clone Wars erupted. For six-thousand years, the Ropagu grew more barbaric, wag on each war theing for other planet’s Eventually, millinea. Near-Human: Ropagu Skills: Speak Basic, Speak Lorrdian. Feats: Body Language; SVFort +0, +0, Ref +0; FP Will SZ DSP 0; M; 0; Dex Cha +0; Wis 10, Challenge 10, 10. Rep Str 10, Con Int 10, 10, code A. Equipment: Lorrdian Commoner: or unarmed) +0 SQ: ranged; +0 Atk meleeVP/WP (1d2, 0/10; meters, the and two participating the in conversation must be able see to each clearly. other Lorrdian pointscharacte at creation on Sense Motive, Sense and Motive is always considered a class skill for Lorrdians. “Speak” Lorrdian Lekkuis language, treated but the the range Twi’lek like is only 4 have no special modifiers size. their due to happen in cases like L’lacielo Sageon.happen cases in L’lacielo like Near-Human Lorrdian Species Traits always Fringers, Scoundrels or Scouts. there While a is not strong tradition Lorrdian of Force Users, has it been known to Nediji The Nediji are descendent from avians on their homeworld of Nedij, where they dwell in eyeries tucked in craggy peaks. They are still very much influenced by the instincts of their ances- tors, and still hunt the same rath-scurriers their ancestors lived on. They are organized into flocks, led by a patriarch. Men have many wives, a status symbol among their people. Of course, not much is known about the Nediji because they very rarely leave the planet, and do not tolerate visitors. The only Nediji off-world are disowned by their people, and outcast to the rest of the galaxy. As such, most Nediji in the galaxy tend to be criminals

or other members of the underworld. Those who know of them ©lucasfilm LTD. consider them to be fast, ruthless and clever, in that order. Personality: Nediji have a wide range of personalities, but they are descendent from predatory birds, and still prefer to hunt live food. As such, Nediji tend toward cold and quiet evalu- ation. Physical Description: Nediji are humanoids with obvious avian ancestry. Their plumage has devolved down into a very light, soft down that can nearly be mistaken for fur usually in bright shades of blues and purples with darker coloration along the throat. Their stubby beaks are a very soft cartilidge filled with tiny razor sharp teeth. Their hands are tipped with yellow ongree talons. Homeworld: Nedij, a world in the East Spin-ward arm of the Ongree galaxy filled with thin, crisp air and craggy peaks in the Outer The Ongree are an amphibious race from the cluster of Rim. inhabitable planets in the Skustell region. The majority of the Language: Nediji speak and read Nedij. Nediji voices are Ongree home worlds are swampy or oceanic in nature. Ongree soothing and melodius. are very humanoid in shape, but possess two long eye stalks Example Names: Kaird. that begin near the top of their heads and curve downward Age in Years: Child 1-10; young adult 11-16; adult 17-32; towards their chins. middle age 33-49; old 50-74; venerable 75+. Personality: The physiology of the Ongree have taught Adventurers: Nediji encountered off-world are almost them to look at things from many different angles, because always Scoundrels, Scouts or Soldiers. Nediji still on Nedij are of this the Ongree are deft in the various fields of history and often Fringers or Scouts, and there are no known Nediji Force research. This same concept has also made them natural diplo- Users, but it is believed possible. mats and negotiators. Physical Appearance: The Ongree are a humanoid race Nediji Species Traits with bright orange skin. They have pointed heads with eye stalks 14 Ability Modifiers: -2 Con, +2 Dex. that protrude from the upper portion of their heads that slope Medium: Medium-Size: As Medium-size creatures, Nediji downward towards their beaked mouths. It is because of this have no special modifiers due to their size. configuration that the species looks as if their heads were put Speed: Nediji base speed is 14 meters. on upside down. Ongree possess two elongated fingers on each Blinding Speed: Nediji are capable of incredible speed and hand with an opposable thumb. reaction times, granting them a +2 bonus to initiative. Ongree Homeworld: The oceanic and swampland planets Infrared Vision: Nediji can see in the IR Spectrum of the Skustell Cluster. Ultraviolet Vision: Nediji can see in the UV Spectrum Language: The Ongree speak Ongree. Specific Odor: Nediji have a very specific odor about them Example Names: Acros-Krik, Coleman Kcaj, Pablo-Jill that is very spicy and sweet. The odor confers a -2 penalty to all Age in Years: Child 1-10, Young Adult 11-16, Adult 17-35, Hide checks when the opposition can smell the Nediji (within 15 Middle Aged 36-55, Old 56-70, Venerable 71+ meters) Adventurers: The majority of Ongree in the galaxy have Free Language Skills: Read/Write and Speak Nedij assumed positions in diplomacy and politics, thus making the Noble class a fitting role. Ongree are also capable Scouts on

Alien Specie Alien Nediji Commoner: Init +3 (dex); Defense 11 (+1 dex); Spd 10m; VP/ account of their keen powers of observation. WP 0/8; Atk +0 melee (1d2, unarmed) or +1 ranged; SQ: Blinding Speed, IR Vision, Specific Odor, UV Vision ; SV Fort -1, Ref +1, Ongree Species Traits Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 10, Dex 12, Con 8, Int 10, -2 to Strength, +2 to Dexterity, -2 to Constitution, +2 to Wis 10, Cha 10. Challenge code A. Wisdom. Equipment: Variety of personal belongings. Medium-sized: As medium-sized creatures, Ongree have no Skills: Craft (any one) +5, Profession (any one) +5, Read/Write special modifiers due to size. Nedij, Speak Nedij. Speed: Ongree base speed is 10 meters. Feats: Weapon Proficiency (Simple Weapons). s 5

1 Alien Specie s ©lucasfilm LTD. ©lucasfilm - - polis massans Init +0Init (Dex); Defense VP/ Spd 10m; 10; Free Language Read/Write Speak and Skill: Basic Kal and -2 to Strength, +2 to Intelligence, +2 to Wisdom. to Intelligence, to +2 Strength, to +2 -2 As Small: creatures, small size bonus Polis Massans a +1 gain Speed: Polis Massan base speed is 6 meters. Archeologists: The Polis Massan race has become experts Xenobiologists: Polis Massans excel xenobiology at and Polis Limited Massans Telepathy: can communicate with sight. lidah. Polis Massan Commoner: +0 unarmed), SQ ranged; Species melee (1d3-1, -1 Atk WP 0/10; FP +0; 8, SZ Rep Str 0; SV Dex M; Traits; Fort +0, +0, Ref +1; Will Cha 10. Wis 12, 12, Con Int 10, 10, axy order in further to the Polis Massan research on the Eellayin world. Polis Massans are most commonly seen Special as Tech ists, but are suitable as Fringers, Nobles Scouts and as well. Polis Massan Species Traits size bonus Defense, their to on attack rolls, a +1 a +4 and size bonus on Hide checks. They must use weapons smaller than Medium-size beings use, lifting their and carrying and limits are three-quarters those Medium-size of characters. theof archeological process, species a +2 bonus any to gaining Knowledge (archeology) or Search check. they Additionally, are the foremost research on race Eellayin minds the ancient and thus receive skill bonus Knowledge a +5 check. any to (Eellayin) medical procedures from a staggering species alien of number throughout the galaxy. They species receive a +2 bonus all to Knowledge species), (alien Knowledge Injury (biology) Treat and checks. each through other version a limited They telepathy. of are able converseto Polis with other Massans across short distances even obstructions when impede would them from doing so. Any Polis Massan is capable communicating Polis of with another Massan across a distance 200 of meters regardless of line of - - - - - Although they originate do not Polis Massans are a very and small Dznori Osh Xam, Scal, Maneeli Tuun, Selif Child 1-8, Young Adult 9-16, Adult 17-38, Old Adult 17-38, Adult 9-16, Child 1-8, Young Polis Massans are rarely seen from away the Init +1 (Dex); Defense 11 (+1 Dex); Spd 10m; (+1 (Dex); Defense 11 +1 Init Polis Massans are very dedicated work. their to Polis Massans are capable vocal of speech, but Variety personal of belongings. Sharp-eyed. Diplomacy +2, ProfessionDiplomacy Read/Write +2, +3, Basic, (any) Adventurers: Example Names: Age in Years: Language: Polis Massan Homeworld: Physical Description: Personality: This race diminutive, almost of faceless creatures not did Ongree receive the Sharp-eyed feat as a bonus feat. Free Language Read/Write Speak and Skill: Basic Ongree. and Level-headed: Ongree accustomed are quite with dealing to Keen Observation: The Ongree eye stalks enable the species 39-58, Venerable 59+ Polis Massan asteroid field, the gal venture but would out into Xam. prefer use to a form telepathic communication of amongst themselves. They also the Kallidah language for maintain occa sional use. sively protect this area space of as own. their The Massa Poilis asteroid field lies near the Subterrel in Outer off Rim the Hydian Way. or mouth, only beady small eyes membranes on white their that serve as a face. from the Polis Massa asteroid field, the Polis Massans obses communication they use amongst themselves. appearance. in child-like Polis Massans possess do not a nose archeological digs. Although they are fully capable speech, of they are soft-spoken being their due to more accustomed the to telepathic form of and remains fairly remains and isolated from the rest the of galaxy. During the Clone Wars, the Polis Massans however, traveled Kamino to learnto about so cloning they could apply these techniques genetic they any that to material happened upon their during field conducting archeological digs research and the that galaxy large beganat them calling Polis Massans. As Polis Massans, the race several maintains sealed outposts the in asteroid field unknown cataclysmunknown turned the the world asteroid into field the isit in present The were able trace day. to Kallidahin their genetic heritage back the to same Subterrel sector space of as the Eellayin. The spent Kallidahin so the much time in asteroid intense archeological exploration research, and the Kallida believedhin themselves the the of who Eellayin were the true inhabitants Polis Massa of eons ago before some Polis MassanPolis fromoriginate the asteroid belt was that once the planet of Polis Massa. this race Initially was known as the Kallidahin. After Speak Ongree, Spot +5. Feats: Dex 12, Con 8, Int 10, Wis 12, Cha 10. ConDex Wis 8, 12, 10, Int 12, Equipment: Skills: Read/WriteOngree, Sense Search Motive Speak +2, +3, Basic, Ongree Commoner: SQranged; Spe +1 unarmed), melee (1d3-1, VP/WP -1 Atk 0/8; +0; FP +0; 8, Will SZ Rep Str 0; M; cies +1, Ref SV Traits; Fort -1, with a +2 specieswith a +2 bonus Diplomacy all to checks. receive a +2 bonus Searchreceive all to Spot and checks a +2 as a result. matters diplomacy of negotiation and as and such are awarded observeto things from sides all a very in efficient They manner. Equipment: Variety of personal belongings. manipulations. They prefer very straight-forward combat to the Skills: Knowledge (alien species) +3, Knowledge (archeology) death. +3, Knowledge (Eellayin) +6, Profession (archeologist) +3, Read/ Physical Description: The southern Rattatak are much Write Basic, Read/Write Kallidah, Search +3, Speak Basic, Speak more humanoid in appearance, with the exception of their pale, Kallidah, Treat Injury +2. white skin and bald heads. The northern Rattatak are more burly, Feats: None. and have shark-like heads. There are also red, green, and blue Rattatak. All species tend to be in excellent shape, as fighting on the planet is constant. Rattatak Homeworld: Rattatak, a small war-torn world in the Outer- The Rattatak live in a series of fuedal warrior states and are Rim near Bakura. constantly at odds with each other over territory. The Rattatak Language: Rattatak speak and read Rattataki. Southern actually consist of five separate species, though their actual cul- Rattatak voices are coppery and high pitched, making for an tures are identical. There are hundreds of small warrior states on eerie but somewhat melodic speech pattern. Rattatak for much of it’s history prior to the Clone Wars. Around Example Names: Asajj Ventress, Aidus. twenty years prior to the onset of the Clone Wars, over half of Age in Years: Child 1-10; young adult 11-16; adult 17-32; Rattatak was united under the rule of Osika Kirske, a northern middle age 33-49; old 50-74; venerable 75+. Rattatak who had conquered many of the other warrior states. Adventurers: Rattatak encountered off-world are almost He maintained dominance of the planet for several years, always soldiers or scouts. Whlie there is not a strong tradition of expanding his empire, until a few years before the Clone Wars. Rattatak Force Users, it has been known to happen in cases like Asajj Ventress hooked up with stranded Jedi Ky Narec, and Asajj Ventress. the two began a years long campaign to rid Rattatak of the fuedal system of government. While Ky Narec died in one of Southern Rattatak Species Traits the many battles, Ventress managed to unite the entire planet Ability Modifiers: -2 Wis, +2 Dex. under one warlord leader, herself. It is unknown if after Ventress’ Medium: Medium-Size: As Medium-size creatures, Southern dissapearance into the Outer Rim if another warlord rose up Rattatak have no special modifiers due to their size. to take her place, or if the planet splintered back into separate Speed: Southern Rattatak base speed is 10 meters. warrior states. Warrior Culture: Rattatak have been involved in warfare Most Rattatak never get off-planet, though warlords have every day of their lives for eons. As such, all Rattatak receive been known to sell captured enemies as slaves to off-worlders. +1 to their Base Attack Bonus and Weapon Proficiency (simple On occasion, Rattatak are also able to get off-world to act as weapons). mercenaries or bounty hunters, though much of their money is Free Language Skills: Read/Write and Speak Rattataki sent back home to help finance their host-state. Personality: Rattatak are born and bred for combat. They Southern Rattatak Commoner: Init +1 (dex); Defense 11 (+1 dex); are gruff and matter of fact, and are not prone to trickery or Spd 10m;VP/WP 0/10; Atk +1 melee (1d2, unarmed) or +2 ranged; SQ: Warrior Culture; SVFort +0, Ref +1, Will +0; SZ M; FP 0; DSP 2; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 10. Challenge code A. Equipment: Traditional Southern Rattatak Axe and Spear, 16 Variety of personal belongings. Skills: Craft (any one) +5, Read/write Rattataki, Speak Rattataki, Survival +2. Feats: Weapon Proficiency (Simple Weapons).

Sephi The Sephi are ruled by a monarchy and are one of the more influential worlds in their sector. They have a small but well trained military and have full representation in the Galactic Sen- ©lucasfilm LTD. ate. They are generally considered one of the more peaceful and enlightened members of the Republic, and live in great utopian cities with architecture that focuses on both form and function, as well as a love for nature. Personality: Sephi are peaceful and serene, only pushed

Alien Specie Alien toward violence as an absolute last resort. They are gifted ora- tors, often speaking on multiple levels at once. While most Sephi are honest, they do possess a great capacity for manipulation. Physical Description: Sephi are humanoid in most respects, with several races. Their skin ranges in tones include a light lavender, pastel blues and greens and a pale white. Their ears are long and pointed at the top. Their hair was often worn in ceremonial buns, though those of more noble lineage tended

rattataks s 7 1 Alien Specie s - - - - - Blue-green, teal turquoise and Agapos, Aqinos, Gnosos, Hoil, Nee. Child 1-15; young adult 16-24; adult 25-35; 25-35; adult 16-24; young adult Child 1-15; Sunesi encountered off-world are almost Monor II, a world filled with lush vegetation Init +0Init Defense (dex); dex); (+0 Spd 10m; 10 Sy Myrthian’sSy are generally docile peace and Sunesis experience the full range human of Sunesi speak read and Sunese. Variety personal of belongings, tunic. Weapon Proficiency Weapons). (Simple Craft Profession +5, Listen one) (any +2, +5, one) (any Personality: Sy MyrthiansSy evolved on the Myrth. Sy tranquil planet of The Myrthians Sy get is broad which around on a single limb, Personality: Physical Description: Homeworld: Language: Example Names: Age in Years: Adventurers: Speed: Sunesi base speed meters. is 10 Ultrasound: Sunesi recieve and emit ultra-sonic frequencies Free Language Skills: Read/Write Speak and Basic and Ability Modifiers: +2 Int, +2 Wis, -2 Str, -2 Con. -2 Str, Wis, Ability -2 Modifiers: Int, +2 +2 As Medium-Size: Medium-size Medium: creatures, Sunesi

a pinch, is it also capable coiling then and making great leaps beliethat large their bodies. Early existance, their in the Myr Sy usedthians this leap spring to unsuspecting on top of prey from large distances or reach to fruit at on tall trees away, common on homeworld. their ful. They are very social beings, preferring spend to time with friends loved and ones. have no special modifiers size. their due to from craniums. their A successful Charisma a allows check DC 15 Sunesi scramble to conversations from listening devices. Sunese Sunesi Commoner: or +0 unarmed) SQ: ranged; Ultra melee (1d2, VP/WP-1 Atk 0/8; FP SZ +0; DSP 0; Rep Str M; 0; SVFortsound; +0, Ref +1; Will -1, Cha Challenge 10. code8, Dex Wis 12, A. Con 10, 8, 12, Int Equipment: Skills: Read/WriteBasic, Read/Write Sunese, Speak Basic, Speak Sunese. Feats: MyrthianSy They are primarily business-beings act that as salesmen cus and tomer service representatives for the businesses the of galaxy. Their naturally gregarious makes nature them very proficient in withdealing customers. Because planet their has always been so tranquil, they never found the need against adapt to predators. Their thick hide is a result fatty of tissues stored as a protective layer cold for their during warmth season. shuffle beenough to able slither, to scoot and In around slowly. and incapableand speech. of The spend children most time their of feeding they standard until reach about years 15 age. of that At point, theysweat a cocoon around themselves metamor and Sunesis adult phize into over the course a few of months. personalities emotions. and They do have a tendency toward being soft-spoken non-confrontational. and skinned two humanoids amphibious large growths globular peeking from head. their Their eyes are large, round black, and theyand have ears pivot that sound. toward Cirrifogand Doldur the in Mid-Rim’s Sector along the Corellian Run. middle age 36-54; old 55-84; venerable 85+. always Fringers, Nobles or Scouts. There is a strong tradition of Sunesi Force Adepts, occasionally and they are made Jedi. Sunesi Species Traits ©lucasfilm LTD. ©lucasfilm sephi Alaric, Dekluun, Moje, Navi, Fay. Child 1-11; young adult 12-16; adult 17-194; 17-194; adult 12-16; young adult Child 1-11; Sephi adventurers are usually nobles or Thustra. Init +0Init Defense (dex); dex); (+0 Spd 10m; 10 Sephi speak speech Sephil, a light almost that Formal robes, variety personal of belongings. Weapon Group Proficiency (Blaster Pistols). Diplomacy Knowledge +4, +3, one) Profession (any (any Sunesi refer themselves to as pilgrims, believe and life that Age in Years: Adventurers: Language: Example Names: Homeworld: Free Language Skills: Read/Write Sephi, Speak Basic, Speak Medium-Size: As Medium-Size: Medium-size creatures, Sephi have no Speed: Sephi base speed meters. is 10 Ability Constitution, Wisdom, Modifiers: Strength, -2 +2 -2 is a series journeys. of They are a spiritual people, are and rules by mostly their Force-Sensitive priestly caste. Sunesi start out life as small, black-furred creatures are only that barely sentient Sunesi Equipment: Skills: +5, Read/Writeone) Sephi, Speak Basic, Speak Sephi. Feats: VP/WP 0/8;Atk +0 melee (1d3, unarmed) or unarmed) +0VP/WP SQ; ranged; SV 0/8;Atk +0 melee (1d3, FP Dex SZ +0; DSP 10, 0; Rep Str M; 0; +0, Ref +1; Will Fort -1, Challenge code Cha 12. A. Con Wis10, 8, 12, 10, Int Sephi. Sephi Commoner: +2 Charisma. +2 special modifiers size. their to due Sephi Species Traits middle age 195-324; old 325-399; venerable 400+.middle age 195-324; scoundrels, though Sephi uncommon. Jedi all at are not sounds bells also tingling. Many like speak Basic. to haveto much more radical hairstyles spiraled that upward nearly forty centimeters. Sy Myrthian Commoner: Init +1 (dex); Defense 11 (-1 dex, +2 SQ); Spd 6m;VP/WP 0/14; Atk -1 melee (1d2, unarmed) or -1 ranged; SQ: Great Leap, Low-Light Vision, Natural Armor; SV Fort +2, Ref -1, Will +0; SZ M; FP 0; DSP 0; Rep +0; Str 8, Dex 8, Con 14, Int 12, Wis 10, Cha 12. Challenge code A. Equipment: Variety of personal belongings. Skills: Craft (any one) +5, Diplomacy +2, Jump +4, Profession (any one) +5, Read/Write Myrtheen, Speak Myrtheen. Feats: Weapon Proficiency (Simple Weapons).

Vippit

©lucasfilm LTD. The Vippit are a race of cephalopods native to the planet of Nal Hutta. Vippit resemble giant snails, with a large turquoise shell and a single multi-toed foot that left yellowish mucus as they move. The species is capable of equally dividing their atten- tion between two separate tasks by dedicating an eye atop long stalks to the subject at hand and utilize both hemispheres of their brain both independently and simultaneously. The informa- tion then integrates into both halves of the brain as the Vippit slept. This combined with their ability to go for days without nourishment or rest makes them one of the hardest workers as well as quickest learners of all the beings in the Galactic Repub- lic. Their massive shells are also an area of great interest. Vippits take great pride in the appearance of their shells and treat it as a status symbol amongst their kind. The Vippits polish their shells as a means of contact, and decorate the shells with viptiels – a native plant of their home world. Personality: Vippit have an affinity for legal matters, and pay attention to detail. They can very easily get caught up in sy myrthian the tasks they are performing and work on them for days at a Physical Description: The Sy Myrthians are large gas- time. They are extremely loyal, and value the traditions of their tropods, and move around on one giant foot, shuffling and culture. slithering for locomotion. They possess porcine-like noses, and Physical Description: Vippits resemble gigantic snails. They beady eyes. Their entire body is covered with fur and males and have large, flat, turquoise shells on their backs that they often females alike possess beards, often groomed into numerous polish to a shine and decorate with a plant native to Nal Hutta goatees. Their arms tend to be tiny and underpowered for their known as viptiels. Extending from their heads are two large, large size. flexible eye stalks that they can use to focus on two tasks at 18 Homeworld: Sy Myrth. the same time. A singular, large foot protrudes from the bottom Language: Sy Myrthians read and speak Myrtheen, a lan- of their shell that contains dozens of tiny toes that they use to guage consisting of deep, gutteral noises. propel themselves along, leaving a trail of mucus where ever Example Names: Toonbuck Toora, Brookish Boon. they go. Age in Years: Child 1-12; young adult 13-18; adult 19-35; Vippit Homeworld: The barren, marshy world of Nal Hutta, middle age 36-55; old 56-79; venerable 80+. located deep inside Hutt Space along the Mid Rim and Outer Adventurers: Sy Myrthians encountered off-world are Rim border. almost always Nobles or Scoundrels. Whlie there is not a strong Example Names: Doolb Snoil tradition of Sy Myrthian Force Users, it is believed possible. Age in Years: Child 1-10; Young Adult 11-16; Adult 17-65; Old 66-95; Venerable 96+ Sy Myrthian Species Traits Adventurers: The Vippit have an extremely good mind for matters of law and technicalities. Vippits almost always Ability Modifiers: -2 Str, -2 Dex, +4 Con, +2 Cha. assume the role of lawyers or legal councilors as nobles. They Medium: Medium-Size: As Medium-size creatures, Sy Myr- are very rarely seen acting as soldiers, and are even less likely as thian have no special modifiers due to their size. scoundrels. Speed: Sy Myrthian base speed is 6 meters. Alien Specie Alien Low-Light Vision Great Leap: For a full round action, a Sy Myrthian may Vippit Species Traits attempt to make a great leap. The result of a jump check propels -2 to Strength, -2 to Dexterity, +4 to Intelligence. the Sy Myrthian five times further or higher than a normal jump Medium-sized: As medium-sized creatures, Vippits have no check would. special modifiers due to size. Natural Armor: Sy Myrthians have thick skin that provides a Speed: Vippits base speed is 4 meters. +2 natural armor bonus to defense. Shell: The Vippit carry a durable shell on their backs and Free Language Skills: Read/Write and Speak Myrtheen receive a +4 armor bonus to Defense and a +2 Reflex save bonus s 9 1 Alien Specie s - - - and and

” “A Slicer’s“A . ” The X’Ting the Ord planet inhabit of G’Mai Duris Child 1-6; Young Adult 7-15; Adult 15-55; Old Adult 15-55; Adult 7-15; Young Child 1-6; X’Ting are rarely seen off Ord of Cestus. is a freelance developer and writer from Addi is a freelance graphic artist, web designer and

“Cracken’s Crew: The Invisible War

Init +1 (Dex); Defense 13 (+1 Dex, Natural +2 (Dex); Defense (+1 13 +1 Init l s Variety personal of belongings. Multi-dexterity. Craft Knowledge +3, (technology) (any) Read/Write +3, . ” Keith Kappe Ryan Brook X’Ting Homeworld: Example Names: Age in Years: Adventurers: X’Ting receive the Multi-dexterity feat as a bonus feat. Free Language Skills: Read/Write Speak and X’Tingian. +2 to Strength, +2 to Dexterity, to Cha Wisdom, to to Strength, to +2 -2 -2 +2 Medium-sized: As medium-sizedcreatures, X’Ting have no Speed: Vippits base speed meters. is 10 Natural Armor: X’Ting have exoskeleton a tough benefit and Crafters: The X’Ting adore technology possess and a level of Poison the At bottom Stinger: the of X’Ting abdomen is a wound damagewound is dealt the target must a Fortitude make Save or become infected(DC 15) dam initial with deadly poison (1d6 age, secondary 2d6 damage). X’Ting Commoner: or unarmed) melee (1d3+1, +1 Atk VP/WP SpdArmor); 10m; 0/10; SQ ranged; Species Traits; stinger), +1 melee (1d3+1d4+1/20, +1 Dex FP 12, +0;SV 12, SZ Str Rep 0; M; Fort +0, +0, Ref -1; Will Wis 8, 10, Con Int Cha 10, 8. Equipment: Skills: X’Tingian, Speak X’Tingian. Feats: Credits son, IL. He is the creator Fandom of Comics as the as writer well for the fan series “Tales of the Chu’Unthor fromwriter Augusta, GA. He is the co-creator Fandom of Comics additionin the the to of upcoming writer fan series Tale Cestus, located Territories. the in OuterRim Venerable 73+ 56-72; encountering a X’Ting when However, out amongst othersthe in galaxy they generally fill role. any X’Ting most commonly act as Fringers Specialist, Tech and but are also seen performing the duties Scouts of Soldiers. and X’Ting Species Traits risma. special modifiers size. to due bonus Defense. to from a +2 expertise crafting. in X’Ting bonus receive Craft all to (any) a +2 Knowledgeand (technology) skill checks. long stinger one-quarter meter long. The X’Ting a +1d4 gains damage bonus attacking when when and with this stinger, - The X’Ting are insect creatures X’Ting are extremely secretive, especially with Init -1 (Dex); Defense 9 (-1 Dex) Front, 13 (-1 Dex) (Dex); Defense (-1 Front, 9 (-1 13 -1 Init Variety personal of belongings. Diplomacy Knowledge +3, +4, (galactic Profession law) None. Physical Description: Personality: These insectoid creatures also referred as to Cestians are the Free Language Skills: Read/Write Speak and Basic Vippit. and Fast Learner: Vippits are able focus to on two tasks the at Legal Mind: Vippits Legal Mind: legal to are well-tuned matters and thick bristles. vestigial of A pair protrudes wings from their backs, the at bottom and abdomen their of contains a large capablestinger, injecting of a powerful victims. toxin into of arms are usedof for finer These manipulation. arms are con nected oblong an to segmented body containing three stomachs organs protected internal other and exoskeleton by a shiny and standing approximately two meters tall. They possess two pairs arms,of one set is considered the primary are and used pair for things requiring great strength movement. and The second pair they step foot on Ord Cestus. They a strong maintain respect for the Jedi value and technology, but hold the deepest appreciation for things crafted. hand all for the feared Killer” “Jedi series battle droid. matters involving culture home their their and planet. Generally, off-worlders see who too much are forbidden from leaving once perpetuate the species. During the Clone Wars the X’Ting acted as independent contractors, designing assembling and battle droids for the highest was It they bidder. were responsible who arrived on the planet rallied and the X’Ting fight to against arachnid oppressors. Fifty a great plague however, years later, swept through the X’Ting population, millions, killing destroying the X’Ting leaving and Royal Family, only X’Ting a handful of to altering their appearance their altering every cycle hulking from the smaller, frames the of males, the to considerably larger female form. It is said the that X’Ting gained control Ord of Cestus some 150 years before the Clone Jedi unnamed Wars an when Knight subtle status levels, greatly and valued attention detail to and expert craftsmanship. X’Tingphysiology is such the that gender theof adults cycles between female and male every three years, military forces, years later in and acted as prison a Republic colony. X’Ting are evolved from flying insects, possessing a vestigial of pair attached wings segmented their to bodies. The X’Ting society a caste is of that system containing dozens of inhabitants the of planet Ord Cestus, a barren red-rock planet oncethat served depot munitions for ancient as Republic an Feats: X’Ting Equipment: Skills: Read/Write +3, (lawyer) Basic, Read/Write Vippit, Sense Motive Speak+3, Basic, Speak Vippit. Dex, +4 Natural Armor) Sides; and Rear VP/WP Spd 4m; 0/10; SQ ranged; Species SV -1 Traits; unarmed), melee (1d3-1, -1 Atk +0; FP +0; 8, Will SZ Rep Str 0; Fort Dex M; 8, +0, Con 10, -1, Ref Cha Wis 10, 10. 14, Int Vippit Commoner: same time with situations problem with dealing learning and solving. Because this, of Vippits earn2 skill points per level in addition class their to modifier intelligence and skill points. technicalities.other They bonus Diplomacy receive all to a +2 Senseand Motive checks. when attackedwhen from behind or from side either as they if behind one-half cover.