This page serves as a showcase for the original Star Wars Species I have developed and builds for existing Species in the SW Universe. For each Species, I give a description, game data, and any sketches/illustrations I may have for the race.
Akrennians are tall, lanky beings who are deceptively strong and extremely sly. Hailing from the swamp world of Akren in the Outer Rim, Akrennians tend to think of themselves as superior to other beings and can be extremely arrogant.
Personality: Akrennians tend to be sly, sharp-witted, and arrogant. They love to goad others and can be somewhat standoffish.
Physical Description: Akrennians are tall, lanky beings with grey skin, large ears, large muzzles topped with a single small horn in their nose. Akrennians stand between 1.8 and 2.2 meters tall.
Homeworld: Akren in the Outer Rim.
Language: Akrennians speak Akrennese and Basic.
Example Names: Preed
Age in Years: Child 1-11; young adult 12-17; adult 18-34; middle age 35-49; old 50-64; venerable 65+.
Adventures: Akrennians tend to be drawn to power or the allure of power. They don’t always work well in a group, though they can prove to be an integral part of any team.
Ability Modifiers: +2 Str, -2 Wis. Akrennians are stronger than they appear, but are not as aware of their surroundings as other species.
Medium-size: As Medium-size creatures, Akrennians have no special bonuses or penalties due to their size.
Speed: Akrennian base speed is 10 meters.
Close to the Chest: Akrennians are adept at keeping their true thoughts and motivations to themselves and gain a +2 species bonus on Bluff checks.
Automatic Languages: Speak Akrennese, Speak Basic, Read/Write Akrennese, Read/Write Basic.
Amphibiosians are the amphibious inhabitants of the planet Amphibios 9 in the Expansion Region. Due to their amphibious ancestry, Amphibiosians have two distinct life phases. The first phase is as a tadpole that lasts for 20 years. The second is a humanoid form. They also have evolved a unique physiology. Instead of a skeleton of bone and cartilage, they have a system of fluid-filled bladders. This allows them to be extremely flexible and led to the development of a defense mechanism whereby the Amphibiosian can inflate his head 3 sizes in order to scare off predators. Amphibiosians also have the ability to change the pigmentation of their skin to blend in with their surrounding environment as well as adhesive pads on their fingers and toes that allow them to climb sheer walls.
Amphibiosians reproduce by exchanging genetic information through simple touch when they enter a reproductive phase. The offspring are carried by the males.
Personality: Amphibiosians tend to be pessimistic and are not known for their courage.
Physical Description: Amphibiosians appear as green-skinned, humanoid amphibians. They have long, spindly limbs with long three fingered hands and three toed feet. Their heads are elongated with prominent ear flaps, nostril slits, and large, yellow eyes. Amphibiosians stand between 1.5 and 1.7 meters tall.
Homeworld: Amphibios 9 in the Expansion Region.
Language: Amphibiosians speak Amphibese and Basic.
Example Names: Kiff Kroker
Age in Years: Child 1-20; young adult 21-27; adult 28-49; middle age 50-64; old 65-79; venerable 80+.
Adventures: Amphibiosians work well in groups. Although they prefer to talk their way out of fighting, they are still capable of defending themselves.
Ability Modifiers: -2 Str, +2 Dex, -2 Con. Amphibiosians have agile minds and bodies, but are not strong.
Medium-size: As Medium-size creatures, Amphibiosians have no special bonuses or penalties due to their size.
Speed: Amphibiosian base speed is 10 meters.
Camouflage: Amphibiosians have the ability to change the pigmentation of their skin to blend in with their surrounding environment. This ability takes a full-round action to initiate and provides a +5 bonus on Hide checks.
Adhesive Pads: Amphibiosians have adhesive pads on their fingers and toes. These pads grant a +4 bonus on Climb checks. Amphibiosians can also move along the ceiling as if they were on the floor.
Defense Mechanism: As a means to scare off predators, Amphibiosians can inflate their heads to up to 3x their normal size. This ability grants a +2 bonus on Intimidate checks.
Extreme Flexibility: Due to their unique physiology and their skeletal system of fluid-filled bladders, Amphibiosians are extremely flexible. Because of this, they gain a +2 bonus on Escape Artist checks.
Automatic Languages: Speak Amphibese, Speak Basic, Read/Write Amphibese, Read/Write Basic.
The Bene Tleilax or Tleilaxu are a secretive society of genetic manipulators. They control a powerful corporate genetics house that exports everything from artificial eyes to clones. Because of their wealth and power, they control a number of planets in the Unknown Regions. The Bene Tleilax view their work as the work of their god and their culture follows a very monastic bent. Their society is said to be a meritocracy.
Only male Tleilaxu deal with the galaxy at large; females have never been seen off world.
Personality: Tleilaxu view other sentients with contempt and distrust. They believe all non-Tleilaxu are powindah infidels and are, as such unclean. This leads them to undergo intense cleansing rituals after dealing with the rest of the galaxy. On the whole, Tleilaxu tend to be arrogant, secretive, manipulative, and somewhat vicious.
Physical Description: Tleilaxu appear almost like human children; being short and having elfin faces. However, the resemblance ends there as they have a grey complexion and small pointed teeth. Tleilaxu stand between 1.2 and 1.5 meters tall.
Homeworld: Tleilax in the Unknown Regions
Language: Tleilaxu speak Tleilaxu and Basic.
Example Names: Bijaz, Tylwyth Waff, Kilaam Norvu
Age in Years: Child 1-9; young adult 10-15; adult 16-39; middle age 40-49; old 50-69; venerable 70+.
Adventures: Few Tleilaxu can stand entering the galactic community and dealing with other species, those who do tend to be diplomats or somewhat more seedy characters. Tleilaxu tend not to engage in blatant violence, and prefer to manipulate those around them.
Ability Modifiers: -2 Con, +2 Int, +2 Wis, -2 Cha. Tleilaxu tend to be intelligent but lacking in social graces.
Medium-size: As Medium-size creatures, Tleilaxu have no special bonuses or penalties due to their size.
Speed: Tleilaxu base speed is 10 meters.
Gifted Geneticist: Tleilaxu excel in gene manipulation and gain a +2 species bonus on Knowledge (genetics) and Profession (geneticist) checks.
Control Tleilaxu Creations: Any Tleilaxu can control Teilaxu-made Face Dancers, clones and Futars through a complex whistling language. The target Face Dancer, clone, or Futar may attempt to resist this control by succeeding a Will saving throw (DC 18).
Automatic Languages: Speak Basic, Speak Tleilaxu, Read/Write Basic, Read/Write Tleilaxu.
The Chichin homeworld is the swampy, waterlogged planet Sissnik, which orbits a red giant in the Outer Rim. Sissnik has never been a tourist hotspot (except for underwater cave explorers taking advantage of the planet's numerous submerged limestone caverns) and the Chichins themselves consider their homeworld to be so unpleasant that few have remained there. Most opt to seek their fortunes in the larger universe instead.
Always a fiercely competitive species even among themselves, Chichins have largely channelled this trait into mercantile pursuits, with many of the species pursuing material success at all costs. Though not all Chichins are businesspeople of questionable ethics, enough are to give the species a rather negative reputation among other species.
Chichins have two genders, and reproduce through external fertilization of 50 or more eggs. Only a few young survive to adulthood, though, and Chichin parents have been known to sometimes consume their own weak or nonviable young – a custom many other species regard with revulsion.
Personality: Chichins are fiercely competitive and flamboyant.
Physical Description: Chichins are small and wiry bipeds with smooth, reptilian skin and brown, green or grayish mottled complexions. Chichins are also famous throughout the known worlds for their flamboyant tastes in clothing and headgear. Chichins stand between 1.4 and 1.7 meters tall.
Homeworld: Sissnik in the Outer Rim.
Language: Chichins speak Chichese and Bocce.
Example Names: Miskich
Age in Years: Child 1-9; young adult 10-15; adult 16-34; middle age 35-45; old 46-49; venerable 50+.
Adventures: Chichins are typically merchants, selling both legal and illegal goods.
Ability Modifiers: -2 Str, +2 Wis, +2 Cha. Chichins are excellent salesmen, but are somewhat weaker than other sentients.
Medium-size: As Medium-size creatures, Chichins have no special bonuses or penalties due to their size.
Speed: Chichin base speed is 10 meters.
Skill Bonus: Chichins gain a +3 species bonus on Diplomacy checks made to buy or sell goods of any kind. This ability stacks with a Scoundrel’s illicit barter special ability.
Automatic Languages: Read/Write Bocce, Read/Write Chichese, Speak Bocce, Speak Chichese.
A race of humanoid beings with its appearance and habits very similar to crabs. They have very interesting sexual life. They breed only once a life. They find a partner, lay eggs in a sea and then ... they DIE. Sex is just an act of breeding and the word "love" is unknown for them.
The Decapodian life cycle is complex and somewhat bizzare. They begin life as a sort of coral growth from which their siblings are born. They then pass through a series of other forms before finally reaching adulthood.
Personality: Decapodians are generally friendly and amiable. However, they are known to fight to the death over matters of honor and whether abbreviations count in Scrabble.
Physical Description: In their adult stage, Decapodians resemble humanoid crustaceans. They have a bright red exoskeleton, pincer claw hands and feet, and mouth tentacles. Decapodians stand between 1.5 and 1.8 meters tall.
Homeworld: Decapod 10 in the Outer Rim.
Language: Decapodians speak Decapodese and Basic.
Example Names: John Zoidberg, Harold Zoid, Edna, Vinnie.
Age in Years: Child 1-7; young adult 8-15; adult 16-24; middle age 25-29; old 30-39; venerable 40+.
Adventures: Decapodians are found regularly throughout the galaxy in any number of roles.
Ability Modifiers: +2 Str, -2 Dex, -2 Wis. Decapodians are strong, but not very agile.
Medium-size: As Medium-size creatures, Decapodians have no special bonuses or penalties due to their size.
Speed: Decapodian base speed is 10 meters.
Ink Bladder: Decapodians have a small bladder that they can use to spray a dark ink as a means to blind and confuse potential threats. A Decapodian can target up to 3 opponents adjacent to him with his ink spray, as long as they are adjacent to each other as well. Those targeted must make a Reflex saving throw (DC 12) or be blinded. The target can wipe the ink away from his eyes with a move action that draws an attack of opportunity on his next turn.
Natural Armor: A Decapodian’s exoskeleton provides him with a +2 natural armor bonus to Defense.
Natural Weapon: In lieu of a normal unarmed attack, Decapodians use their claws which do 1d6 slashing damage plus the Decapodian's Strength modifier. This attack does not provoke an attack of opportunity.
Automatic Languages: Speak Basic, Speak Decapodese, Read/Write Basic, Read/Write Decapodese.
Dreciens are a race of large, white humanoids from the planet Dreks IV in the Mid Rim. They are extremely powerful physically, but are not very agile nor are they very charismatic. An odd radiation field around their planet has led to the Dreciens' bleached skin, hairless bodies, and orange, pupilless eyes that can see into the ultra violet and infrared spectrums. Dreciens make excellent soldiers and hired muscle since they are not only strong but tough. However, most Dreciens are gentle with a profound love for all forms of life. Those that leave Dreks IV to become soldiers/mercenaries are considered outcasts and are shunned by other Dreciens.
Personality: Dreciens tend to be quiet and stoic. They are not strong in interpersonal dealings.
Physical Description: Humanoid, Dreciens are white, hairless giants with broad, two-toed feet, large, three-fingered hands, squared heads, flat noses, and totally orange eyes. They stand between 1.9 and 2.4 meters tall.
Homeworld: Dreks IV in the Mid Rim.
Language: Dreciens speak Drek. Many learn to speak Basic.
Example Names: Grax, Trik, Mer.
Age in Years: Child 1-10; young adult 11-17; adult 18-49; middle age 50-79; old 80-89; venerable 90+.
Adventures: Very few Dreciens leave Dreks IV. Those who do travel out into the galaxy are usually soldiers, bodyguards, thugs, or any type of hired muscle.
Ability Modifiers: +4 Str, -2 Dex, +2 Con, -2 Wis, -2 Cha. Dreciens tend to be physically powerful but lack finesse when dealing with others.
Medium-size: As Medium-size creatures, Dreciens have no special bonuses or penalties due to their size.
Speed: Drecien base speed is 10 meters.
Bonus Feat: Dreciens gain Toughness at first level.
Hardy: Dreciens are a hardy species and gain a +2 species bonus on Fortitude saving throws.
Low-Light Vision: Dreciens can see just equally well in both normal and low light conditions.
Automatic Languages: Speak Drek, Read/Write Drek.
Coming from the Unknown Regions, the dreaded Drej are beings of pure energy who are driven to eradicate all organic life from the galaxy. Luckily, there are only a small number of Drej and they have yet to mobilize beyond the boarders of the Unknown Regions. Lone Drej have been spotted, but it is suspected that they have broken the bond of thraldom of their Queen and are acting on their own.
Personality: Drej have little personality to speak of. Most are unthinking drones being directed by the Drej Queen. Those who manage to overcome the thrall of the Queen tend to be quiet and moody.
Physical Description: Vaguely humanoid in shape, Drej appear as blue crystalline beings with long legs and arms, short bodies, and no faces. Drej can be any height, but most appear around 1.8 meters tall.
Language: Drej speak Binary.
Example Names: Drej have no names and are simple referred to as “Drej”.
Age in Years: Child 1-4; young adult 5-9; adult 10-24; middle age 25-34; old 35-39; venerable 40+.
Adventures: Most Drej are mindless pawns of the Drej Queen. Those who become independent mostly become thugs, soldiers or bounty hunters. Drej don’t work well with organics.
Ability Modifiers: +2 Dex, -2 Int, -2 Cha. Drej are very quick and agile but not intelligent.
Medium-size: As Medium-size creatures, Drej have no special bonuses or penalties due to their size.
Speed: Drej base speed is 10 meters.
Resistant to Physical Damage: Drej are made up of pure energy and suffer only half damage from any physical attack. Any being trying to strike a Drej must make a Fortitude saving throw (DC 12) or be stunned.
Natural Weapon: Drej have the ability to form ranged energy weapons from their limbs. These weapons do 3d6 points of energy damage with a range increment of 10m and have an effectively unlimited amount of shots. They can only be fired in single shots; not in multi- or autofire modes.
Physical Limitation: Drej are unable to handle conventional weapons and items nor can they wear conventional armor. Skills such as Treat Injury and Heal Other have no effect on Drej. Instead they must "recharge" using generators.
Ionization Vulnerability: Drej are susceptible to ion weapons and suffer damage when hit with an ion blast.
Automatic Languages: Speak Binary, Read/Write Binary.
Servants of the Bene Tleilax, Face Dancers are near-perfect mimics; their name is derived from their ability to change their appearance literally at will.
Originally, Face Dancers were Tleilaxu trained to mimic others using acting and makeup, enhanced by plastic surgery. As time went on, the Tleilaxu began to use genetic manipulation to enhance natural ability, so that Face Dancers could change height, increase and decrease apparent mass, change colouring and texture, and change facial features. This genetic manipulation continued to such an extent that Face Dancers could be considered a sub-species of humanity or even another species entirely.
Face Dancers have been employed for a number of purposes. Initially, their principal use was entertainment--they served as comedians, impersonators, and actors. However, their identity-stealing skills made them highly useful as spies and assassins.
In time the Face Dancers became genetic eunuchs. They became sterile creatures, with full sentience but no sense of self and a genetically programmed loyalty to the Tleilaxu masters. They can be controlled by being forced into a hypnotic state with some predefined sound (often a specific whistling noise).
Personality: Face Dancers tend to be arrogant and manipulative. They pride themselves in their abilities. However, Face Dancers are totally submissive to their masters.
Physical Description: In their natural form, Face Dancers are pasty white humanoids of average height and build with flat faces.
Homeworld: Tleilax in the Unknown Regions
Language: Face Dancers speak Basic and Tleilaxu, though many learn a number of other languages.
Example Names: Scytale, Hayt
Age in Years: Child 1-8; young adult 9-18; adult 19-44; middle age 45-55; old 56-69; venerable 70+.
Adventures: Face Dancers are drawn to the underworld of the galaxy. Few become frontline soldiers, preferring mostly to stay under the radar. There are no Face Dancer Force-users.
Ability Modifiers: +2 Dex. Face Dancers are quite agile and graceful.
Medium-size: As Medium-size creatures, Face Dancers have no special bonuses or penalties due to their size.
Speed: Face Dancer base speed is 10 meters.
Shapeshift: A Face Dancer can alter its appearance to appear as a member of another Medium-size humanoid species. Changing appearance is a full-round action and grants a +10 species bonus on Disguise checks. A Face Dancer gains none of the special qualities or species traits of the mimicked species, but the effect lasts as long as the Face Dancer wishes. Whenever a Face Dancer changes form to appear as any species other than Face Dancer, it must succeed at a Fortitude save (DC 12) or suffer 1 point of temporary Constitution damage immediately after the transformation. A Face Dancer can reduce the transformation time to a move action, but doing so raises the save DC to 18.
A Face Dancer cannot create or conceal heavy clothing as part of the transformation and immediately reverts to its natural form when stunned, fatigued, exhausted, unconscious, dying, or dead.
Mimic: In addition to their generic shape-changing ability, Face Dancers can mimic specific individuals. In order to mimic a being, the Face Dancer must observe the target for at least a day. For every day of observation after the first, the Face Dancer gains a +1 species bonus on Disguise checks when disguised as the target up to a maximum of +5 (this is instead of the +10 gained from Shapeshifting).
Graceful: Face Dancers gain a +2 species bonus on all Balance, Entertain (dance), and Tumble checks.
Mule: Face Dancers are neither male nor female and cannot reproduce.
Automatic Languages: Speak Basic, Speak Tleilaxu, Read/Write Basic, Read/Write Tleilaxu.
A new genetic creation from the Bene Tleilax, the Futars were created as the ultimate trackers. By splicing the genes of native wild cats and a humanoid species, the Tleilaxu have created a vicious creature suited for combat and reconnaissance.
Personality: Futars are aggressive and vicious, like the wild animals they were derived from. They are simple-minded creatures, unable to speak in complete sentences.
Physical Description: Futars are humanoid, though their faces are somewhat feline in appearance. Their large mouths are fitted with large sharp canines capable of tearing flesh. Futars stand between 1.7 and 1.9 meters tall.
Homeworld: Tleilax in the Unknown Regions
Language: Futars speak Tleilaxu and Basic.
Example Names: Futars rarely have individual names and are referred to mostly as “Futar”. However, some have been given names by members of other species.
Age in Years: Child 1-8; young adult 9-15; adult 16-39; middle age 40-49; old 50-59; venerable 60+.
Adventures: Futars excel in combat and tracking and make excellent scouts and bounty hunters. Due to their animal-like behaviour, they rarely work in mixed groups. There are no Futar Force-users.
Ability Modifiers: +2 Str, +2 Dex, -4 Int. Futars are strong and agile but slow-witted.
Medium-size: As Medium-size creatures, Futars have no special bonuses or penalties due to their size.
Speed: Futar base speed is 10 meters.
Bonus Feat: Futars gain Track at first level.
Track By Scent: Futars are excellent trackers and can follow trails by scent. They gain a +2 on Survival checks used for tracking.
Primitive: Futars with heroic or professional classes receive the bonus feat Weapon Group Proficiency (primitive weapons) instead of the usual Weapon Group Proficiency bonus feats.
Illiterate: Futars cannot initially read or write. A Futar may spend 2 skill points for each language it knows to gain the ability to read and write that language.
Natural Weapons: In lieu of a normal unarmed attack, Futars can use their claws. A Futar’s claws do 1d6 slashing damage plus its Strength modifier. However, a Futar can also choose to make a bite attack instead of making a normal unarmed strike. A bite attack does 1d4 piercing damage plus its Strength modifier. Neither attack provokes an attack of opportunity.
Automatic Languages: Speak Basic, Speak Tleilaxu.
A reptiloid species of unknown origin, Grepoans pop up throughout the galaxy from time to time. These short, bug-eyed, beaked beings are known for their intelligence and ingenuity, as well as their excitability and absentmindedness. There are stories of a Grepoan developing a weapon that could destroy an entire planet and then misplacing it only to detonate it when he found it again and tried to figure out what it did.
Personality: Grepoans are highly excitable and rather forgetful. However, they tend to be intelligent and display a rather good sense of humour.
Physical Description: Grepoans are short and almost turtle-like. They have green skin with large yellowish eyes and beaked mouths. Grepoans stand between 1.2 and 1.5 meters tall.
Language: Grepoans speak Grepese and Basic.
Example Names: Gune
Age in Years: Child 1-11; young adult 12-14; adult 15-34; middle age 35-49; old 50-59; venerable 60+.
Adventures: Grepoans are draw to occupations that allow them to tinker with things.
Ability Modifiers: +2 Int, -2 Wis. Grepoans are intelligent, yet easily distracted.
Medium-size: As Medium-size creatures, Grepoans have no special bonuses or penalties due to their size.
Speed: Grepoan base speed is 10 meters.
Bonus Feat: Grepoans gain Gearhead at first level.
Mechanical Aptitude: Grepoans are very good with mechanical devices and gain a +2 species bonus to any Craft skill check that involves a mechanical device.
Automatic Languages: Speak Basic, Speak Grepese, Read/Write Basic, Read/Write Grepese.
From the idyllic planet of Kalderash in the Keldash Nebula Cloud, Kalderans are a race of evolved avioids. Socially, the Kalderans are a very contradictory species. Among themselves, Kalderans are radically democratic, almost to the point of chaos. Kalderan society is organized from the bottom up along roughly anarcho-syndicalist lines, with small numbers organizing themselves into so-called affinity groups, a dozen or more affinity groups making up local councils or soviets, and so on up to the governing Commune itself. Nearly every decision is arrived at through consensus among -- a process which would be paralyzing to most other species, but seems to work well for the Kalderans.
Unfortunately, this Kalderan love for democracy no longer extends to other species. The Kalderans have undertaken a vigorous campaign of conquest over their region of space, ruling firmly over their territories and ruthlessly crushing rival political entities.
Kalderans have two genders, with the female typically laying one to two eggs per cycle. The male typically stays with the egg until hatching, a process which takes between 150 and 175 days. As befits their collectivist culture, many Kalderans participate in the rearing of young, who still maintain relationships with both parents well into adulthood.
Personality: Kalderans are aggressive and ruthless. They are outwardly cold to all non-Kalderans and view them with suspicion.
Physical Description: Kalderans are robust bipeds with an average height slightly taller than a human, but significantly lighter due to hollow bones and a more gracile build. Though descended from flightless, featherless avians, Kalderans have a more reptilian appearance, with elongated heads and fragile, photosensitive eyes that are often shielded using glasses or goggles.
Homeworld: Kalderash in the Keldash Cloud in the Outer Rim, though they control a number of planets throughout the Cloud.
Language: Kalderans speak Kalderese.
Age in Years: Child 1-11; young adult 12-14; adult 15-34; middle age 35-49; old 50-59; venerable 60+.
Adventures: Most Kalderans remain in their own territory. Those that do leave to join the galactic society are generally mercenaries and bounty hunters.
Ability Modifiers: +2 Wis, -2 Cha. Kalderans are keen-eyed and observant, but tend to be gruff.
Medium-size: As Medium-size creatures, Kalderans have no special bonuses or penalties due to their size.
Speed: Kalderan base speed is 10 meters.
Natural Armor: A Kalderan’s scaly hide provides a +1 natural armor bonus to Defense.
Darkvision: Kalderans can see in the dark up to 20 meters. Darkvision is black and white only but otherwise functions as normal sight.
Automatic Languages: Read/Write Kalderese, Speak Kalderese.
Feared throughout the galaxy, the Magog are a ravening force that lays waste to whole civilizations. Their origins are steeped in mystery; some believe that they were engineered genetically others think they originated somewhere in the Deep Core.
The Magog are parasites and must use other creatures as hosts to their larvae. They lack anything resembling culture and are dedicated to sowing chaos throughout the galaxy.
Personality: Magog tend to be vicious and savage. They look at other sentients as meals and have even been known to eat the weaker members of their own kind. Magog hate weakness and revere strength of will and prowess in battle.
Physical Description: Magog are short furry humanoids with faces from countless nightmares of other species. They have large, tufted ears, flat noses, beady yellow eyes and large, lipless, fang-filled teeth set into the rough, scaly skin of their faces. Their hands only have three digits; a thumb and two large fingers that ends in terribly hooked claws. Magog stand between 1.4 and 1.7 meters tall.
Homeworld: Unknown, possibly somewhere in the Deep Core.
Language: Magog speak Magog. Magog has no written alphabet.
Example Names: Bloodmist, Redplague. However, Magog who choose to exist with other sentients will usually adopt a name from the culture they are most likely to interact with.
Age in Years: Child 1; young adult 2-4; adult 5-34; middle age 35-44; old 45-49; venerable 50+.
Adventures: Individual Magog are rarely found throughout the galaxy. They instead travel in large groups looking for food and hosts. Magog who go against the grain tend to be attracted to roles where very little training is required (Magog Tech Specialists and Nobles are extremely rare). Although they have been known to be able to access the Force, most Magog Force-users are Adepts, and many fall to the lure of the Dark Side.
Ability Modifiers: +4 Str, +2 Con, -2 Int, -4 Cha. Magog are immensely strong and physically tough, but they tend to be less intelligent than other sentients.
Medium-size: As Medium-size creatures, Magog have no special bonuses or penalties due to their size.
Speed: Magog base speed is 10 meters.
Primitive: Magog with heroic or professional classes receive the bonus feat Weapon Group Proficiency (primitive weapons) instead of the usual Weapon Group Proficiency bonus feats.
Natural Weapons: In lieu of a normal unarmed attack, Magog use their claws. A Magog’s claws do 1d6 slashing damage plus its Strength modifier. However, a Magog can choose to make a bite attack instead of making a normal unarmed strike. A bite attack does 1d4 piercing damage plus its Strength modifier. Neither attack provokes an attack of opportunity.
Venom: A Magog’s bite contains a powerful neurotoxin that renders its victim paralyzed so that the Magog can use the victim as a host for its eggs. If the Magog inflicts Wound Point damage on a bite attack the victim must make a Fortitude saving throw (DC 18) or suffer 2d6 points of damage to Dexterity. A failed second saving throw results in paralysis.
Darkvision: Kalderans can see in the dark up to 20 meters. Darkvision is black and white only but otherwise functions as normal sight.
Parasite: Magog reproduce by laying eggs in a living host. These eggs hatch within a week of impregnation. The larvae then feed off the host until they reach maturity at which point they burst out of the host, killing her in the process. The eggs are difficult to detect and remove (Treat Injury/Surgery check of 20, failure means that eggs are still in host), while the larvae are even more difficult to remove without killing the host (Treat Injury/Surgery check of 25 to remove the larvae while the host must make a Fortitude saving throw of DC 20 or die).
Frenzied Hunger: In addition to Constitution checks against vitality/wound damage while starving, a Magog must also make a Will check (DC 12) or enter into a feeding frenzy. While in this frenzy, the Magog will attempt to eat any available animal (including other sentients). This means that a starving Magog will attack his companions if no other source of food is available.
Automatic Languages: Speak Magog.
The Mangalores have made a name for themselves as mercenaries and hired muscle throughout the galaxy. From the Outer Rim world of Mangalore, the Mangalores are a race of warriors dedicated to the honour and glory of battle. Though somewhat simple-minded, Mangalores are still a force to be reckoned with; their single-minded dedication to honour and fighting, as well as their terribly short tempers make them tenacious fighters.
In addition to their battle prowess, Mangalores also have the ability to change their shape to appear as any other medium-sized humanoid species.
Personality: Mangalores are extremely violent and hot tempered. Despite their love of violence, Mangalores are not simple thugs, but have a clearly defined code of honour. Of course, they can be blinded by this code as easily as by their tempers; which makes them exceedingly dangerous.
Physical Description: Mangalores are large, muscular humanoids with lumpy green-brown skin, three-fingered hands, and large heads with gaping mouths, sloping foreheads, and down-turned ears. Mangalores stand between 1.7 and 2.1 meters tall.
Homeworld: Mangalore in the Outer Rim.
Language: Mangalores speak Mangalore and Basic.
Example Names: Aknot
Age in Years: Child 1-8; young adult 9-16; adult 17-44; middle age 45-55; old 56-69; venerable 70+.
Adventures: Mangalores tend to be mercenaries or bounty hunters. They rarely show any technical ability and Force-using Mangalores are all but unheard of.
Ability Modifiers: +2 Str, -2 Int, -2 Cha. Mangalores are somewhat simple, but exceptionally strong.
Medium-size: As Medium-size creatures, Mangalores have no special bonuses or penalties due to their size.
Speed: Mangalore base speed is 10 meters.
Shapeshift: A Mangalore can alter his or her appearance to appear as a member of another Medium-size humanoid species. Changing appearance is a full-round action and grants a +10 species bonus on Disguise checks. A Mangalore gains none of the special qualities or species traits of the mimicked species, but the effect lasts as long as the Mangalore wishes. Whenever a Mangalore changes form to appear as any species other than Mangalore, he or she must succeed at a Fortitude save (DC 12) or suffer 1 point of temporary Constitution damage immediately after the transformation. A Mangalore can reduce the transformation time to a move action, but doing so raises the save DC to 18.
A Mangalore cannot create or conceal heavy clothing as part of the transformation and immediately reverts to his or her natural form when stunned, fatigued, exhausted, unconscious, dying, or dead.
Automatic Languages: Speak Basic, Speak Mangalore, Read/Write Basic, Read/Write Mangalore.
Descended from large, jumping lizards that once roamed their homeworld, Mantrins are at home bounding across the open plains of Mantri. Others will tell you that an acceptable alternative it to verbally tear into someone.
Mantrins skin colour can vary from a dark black to a pale yellow. The most common are the Sogowan Mantrins who have a red-brown colour.
Personality: Mantrins tend to be loudmouthed, pushy, and irritable. They are loyal to those they have befriended, but dangerous when crossed.
Physical Description: Mantrins are large beings with long, triple jointed legs, fanlike ears, a beaked mouth, and a thick tail. Mantrins stand between 2 and 2.8 meters tall, though they tend to walk around stooped over.
Homeworld: Mantri in the Expansion Region.
Language: Mantrins speak Mantrese and Basic.
Example Names: Stith
Age in Years: Child 1-12; young adult 13-18; adult 19-50; middle age 51-79; old 80-95; venerable 96+.
Adventures: Mantrins are drawn to fighting professions. They form strong bonds to anyone that befriends them, which is a rare occurrence for any being outside their own species.
Ability Modifiers: +2 Wis, -2 Cha. Mantrins are good at reading people and situations, however, other beings find them to be off-putting.
Large-size: As Large creatures, Mantrins suffer a –1 penalty on attack rolls, -1 to Defense, -4 to Hide, but gain a +4 bonus on grapple checks.
Speed: Mantrin base speed is 10 meters.
Long Jumper: Mantirns’ legs are adapted for jumping and they gain a +4 species bonus on Jump checks.
Natural Weapon: A Mantrin can kick as many times in a round as she has attacks. The kick deals 1d4 points of blugeoning damage plus the Mantrin's Strength modifier. The Mantrin's kick attack does not provoke an Attack of Opportunity.
Automatic Languages: Speak Basic, Speak Mantrese, Read/Write Basic, Read/Write Mantrese.
The peaceful Marklars hail from the planet Marklar in the Deep Core. They rarely take part in the affairs of the galaxy and prefer to stay on their paradisiacal world. Despite their high technology, the Marklars have kept their world a pristine jungle with a vast and complex ecosystem.
The language of the Marklars is interesting because they refer to every person, place or thing, as ‘Marklar’.
Personality: Marklars tend to be tranquil and accepting of others. They abhor unnecessary violence.
Physical Description: Marklars are tall humanoids with long, three-fingered hands, large craniums, and no noses. Marklars stand between 1.7 and 2 meters tall.
Homeworld: Marklar in the Deep Core.
Language: Marklars speak Marklar.
Example Names: All Marklars are referred to as Marklar.
Age in Years: Child 1-9; young adult 10-19; adult 20-49; middle age 50-75; old 76-89; venerable 90+.
Adventures: Marklars rarely leave their homeworld. Those that do are generally peaceful diplomats. However, there have been a few cases of Marklar becoming Jedi.
Ability Modifiers: -2 Str, +2 Wis. Marklars lack physical strength, but are strong mentally.
Medium-size: As Medium-size creatures, Marklars have no special bonuses or penalties due to their size.
Speed: Marklar base speed is 10 meters.
Soothing Presence: Marklars have a calming effect on those around them and gain a +2 species bonus on Diplomacy checks.
Automatic Languages: Speak Marklar, Read/Write Marklar.
"Mawg! I'm a Mawg; half man, half dog. I'm my own best friend." - Barf (Spaceballs)
Personality: Mawgs tend to be intensely loyal to their friends and prefer to travel in groups that may or may not include other Mawgs.
Physical Description: Humanoid, Mawgs look to be a cross between a human and a dog. Their bodies are covered with fur, with the exception of their faces. They have pointed ears that sit on the top of their head as well as a tail. Mawgs stand between 1.5 and 1.9 meters tall.
Language: Mawgs speak Mawg and Basic. Mawg has no written alphabet.
Example Names: Barfolomew, Rexhold, Roverick
Age in Years: Child 1-9; young adult 10-13; adult 14-40; middle age 41-60; old 61-95; venerable 96+.
Adventures: Mawgs often form close bonds with traveling companions and will often follow those friends into danger, despite any misgivings. Mawg adventurers tend to be scouts or fringers.
Ability Modifiers: -2 Int, +2 Cha. Mawgs tend to be less intelligent than humans but are extremely easy to get along with.
Medium-size: As Medium-size creatures, Mawgs have no special bonuses or penalties due to their size.
Speed: Mawg base speed is 10 meters.
Bonus Feat: Mawgs gain Track at first level.
Track By Scent: Mawgs are excellent trackers and can follow trails by scent. They gain a +2 on Survival checks used for tracking.
Excellent Hearing: Mawgs have a heightened sense of hearing and gain a +2 on Listen checks.
Automatic Languages: Speak Mawg and Basic, Read/Write Basic.
The enigmatic Mondoshawans are known throughout star systems as akin to intergalactic paladins. Never seen outside of their armor, Mondoshawans take grand causes upon themselves and follow them through regardless of personal sacrifice. These causes are usually for the good of the galaxy at large, though the Mondoshawans rarely seek help from others, preferring to remain with their own kind.
All Mondoshawans have an innate facility to tap the Force, though few have ever been trained as Jedi.
Personality: Mondoshawans are dedicated to the causes they set for themselves. As such, they tend to be doggedly single-minded, and condescending and short-tempered with others.
Physical Description: Mondoshawans are never seen outside their protective armor. However, they are large with thick, round bodies, stubby legs, long arms, and small heads. Mondoshawans stand between 2.5 and 3 meters tall.
Homeworld: Mondoshaw in the Inner Rim
Language: Mondoshawans speak Shawan.
Example Names: Mondoshawans rarely use their names in their dealings with other species. For this reason there are no examples of Mondoshawan names.
Age in Years: Child 1-12; young adult 13-17; adult 18-200; middle age 201-250; old 251-299; venerable 300+.
Adventures: When it comes to adventuring, Mondoshawans are very diverse; able to fill any role required of them. They don't particularly like or trust members of other species, though they will work with them in service of their cause.
Ability Modifiers: -4 Dex, +2 Int, +2 Wis. The Mondoshawans' bulk inhibits their movement, though they make up for it with an agile mind.
Large-size: As Large creatures, Mondoshawans suffer a -1 penalty on attack rolls, -1 to Defense, -4 to Hide, but gain a +4 bonus on grapple checks.
Speed: Mondoshawan base speed is 6 meters.
Bonus Feat: Mondoshawans gain Force-Sensitive at first level.
Automatic Languages: Speak Shawan, Read/Write Shawan.
The frozen world of Neptune IV is home to both the aristocratic Neptunians and the industrious Neptunian Elves. Evolving from a common ancestor, both the Neptunians and the Neptunian Elves have purple skin and four arms.
The taller Neptunians are seen off-world more often then the more reclusive Neptunian Elves.
Personality: Neptunians are generally good-natured and helpful. However, there are examples of arrogant opportunists as well.
Physical Description: All Neptunians are four-armed, purple-skinned humanoids. Neptunians stand between 1.6 and 1.9 meters tall, while Neptunian Elves stand just under a meter.
Homeworld: Neptune IV in the Outer Rim.
Language: Neptunians speak Basic.
Example Names: Elzar, Heather
Age in Years: Child 1-8; young adult 9-20; adult 21-75; middle age 76-100; old 101-120; venerable 121+.
Adventures: Neptunians make good adventures and can fit into any role.
Ability Modifiers: Neptunians: None. Neptunian Elves: -2 Str, +2 Int.
Medium-size: As Medium-size creatures, Neptunians have no special bonuses or penalties due to their size.
Small-size: As Small creatures, Neptunian Elves gain a +1 bonus on attack rolls, +1 to Defense, and a +4 on Hide checks, but suffer a -4 penalty on grapple checks.
Speed: Neptunian base speed is 10 meters. Neptunian Elf base speed is 6 meters.
Extra Limbs: Neptunians have four arms. The extra limbs give them a +4 species bonus on Climb checks and grapple checks. They can hold items in each of their four hands.
A Neptunian has one primary hand and three off hands. A Neptunian can wield up to four weapons, but the normal penalties for fighting with multiple weapons apply.
Bonus Feat: Neptunians receive the bonus feat Multidexterity, which reduces the penalties they suffer when wielding weapons in both their primary and off hands. They ignore the 15 Dexterity prerequisite for this feat.
Skilled Craftsman (Elves only): Neptunian Elves are excellent craftsmen and gain a +4 species bonus on all Craft checks.
Automatic Languages: Read/Write Basic, Speak Basic.
The little, three-eyed aliens known as Nibblonians appear to be no more than dim-witted animals. However, they are really members of an ancient race of intelligent beings who have existed for eons. According to Nibblonian scholars, the planet Eternium and its inhabitants came into existence 17 years before the explosion that created the universe. This is generally thought to be misinformation, though there have been dimensional anomalies discovered around the planet that may show the claim to be true.
Nibblonians are extremely long-lived and are renowned for their ability to eat a huge amount of food in a single sitting.
Personality: Nibblonians are peace-loving beings who prefer to use their intellect than resort to violence.
Physical Description: Nibblonians are small creatures with short, black fur, small three fingered hands, two large eyes and a smaller eye supported by a stalk on top of their head, a nose with a single nostril, and a large, fang-filled mouth. Nibblonians stand roughly 0.3 meters tall.
Homeworld: Eternium in the Deep Core.
Language: Nibblonians speak Eternian. However, they can also communicate via telepathy.
Example Names: Nibblonians use names given to them by other beings for convenience since in the time it would take to pronounce one letter of their true name “a trillion cosmoses would flare into existence and sink into eternal night”.
Age in Years: Child 1-12; young adult 13-17; adult 18-unknown.
Adventures: Nibblonians work well in groups, though they prefer to allow others to think of them as unintelligent pets allowing them to remain inconspicuous.
Ability Modifiers: -4 Str, -2 Con, +2 Int, +2 Wis, +2 Cha. Nibblonians tend to excel in mental exercises, but are less physical than other species.
Tiny-size: As Tiny creatures, Nibblonians gain a +2 bonus on attack rolls, +2 to Defense, +8 to Hide, but suffers a -8 penalty on grapple checks.
Speed: Nibblonian base speed is 4 meters.
Telepathy: A Nibblonian can communicate telepathically with any number of beings within 500 meters. A being that wishes to resist telepathic contact with a Nibblonian must roll a Will save against DC 12 plus the Nibblonian's Wis bonus. A successful saving throw denies the Nibblonian telepathic contact, although the character in question knows that a Nibblonian (or something) has attempted to invade his or her mind. The Nibblonian can continue to attempt to establish contact for as long as the target is within range. All beings that receive telepathic communication from a Nibblonian "hear" the message in their own primary language.
Third Eye: Due to the location of their third eye, Nibblonians gain Alertness as a bonus feat at first level.
Automatic Languages: Speak Eternian, Read/Write Eternian.
Nietzscheans are a Human subspecies (Homo sapiens invictus) whose members are bigger, faster and stronger than normal humans. They are resistant to most poisons and diseases and can survive in harsher environments than normal humans.
Nietzscheans originated on a deep space station that was founded by a geneticist. They believe that strife and conflict would inevitably reshape men into something better and stronger than what they once were. As a human subspecies, Nietzscheans took these words to heart and use genetic engineering and nanotechnology to reshape themselves into the ultimate survivors.
Nietzscheans built their culture on the pillar of social genetic competitiveness. Their single-minded devotion to self-improvement and the propagation of the their own genes can strike other species (even their non-Nietzschean cousins) as selfish and arrogant, yet in practice the Nietzscheans’ boundless energy and willpower has made them valued contributors to galactic society.
Nietzscheans arrange themselves by family clans, or “prides”. These prides are arranged under a dominant Alpha male that is charged with making decisions for the entire pride. A Nietzschean’s loyalty to his pride is unquestionable.
Personality: Nietzscheans tend to be somewhat cold to other (lesser) species. They can be arrogant and consumed by self-interest, even manipulative at times. However, they have also been known to follow causes they deem worthy and can be extremely loyal to those who show courage. The most important thing to a Nietzschean is life (his life and those of his children). To a Nietzschean, self-preservation and the protection of his offspring is paramount.
Physical Description: Nietzscheans appear to be normal humans, only taller and more powerfully built. The only feature that sets them apart from their human cousins are a set of three bony armblades on each forearm. Nietzscheans stand between 1.8 and 2.1 meters tall.
Homeworld: Ayn Rand Deep Space Station in the Mid Rim along the Perlemian Trade Route, close to the Hapes Cluster. They also control a number of planets in the Sector.
Language: Nietzscheans speak Basic.
Example Names: Tyr Anasazi, Telemachus Rhade, Charlemagne Bolivar, Gaheris Rhade.
Age in Years: Child 1-8; young adult 9-18; adult 19-49; middle age 50-64; old 65-79; venerable 80+.
Adventures: Nietzscheans can be found throughout the galaxy in a number of different roles. They excel as scouts and soldiers, though they can be anything. Due to their genetic selection and reliance on nanotechnology, there are no Nietzschean Force-users.
Ability Modifiers: +2 Str, +2 Dex, -2 Wis, -2 Cha. Nietzscheans are stronger and quicker than normal humans but they tend to be off-putting when dealing with other sentients.
Medium-size: As Medium-size creatures, Nietzscheans have no special bonuses or penalties due to their size.
Speed: Nietzschean base speed is 12 meters.
Bonus Feat: Nietzscheans gain an extra feat at first level (as if they were human).
Resilient: Nietzscheans are naturally resistant to toxins and illness and gain a +2 species bonus on Fortitude saving throws.
Strong Will: Despite their low Wisdom, Nietzscheans are strong willed and gain a +2 species bonus on Will saving throw.
Natural Weapon: A Nietzschean can choose to attack using his armblades instead of making a normal unarmed strike. A Nietzschean’s armblades does 1d6 slashing damage plus his Strength modifier. An armblade attack does not provoke an attack of opportunity.
Automatic Languages: Speak Basic, Read/Write Basic.
The Nightsiders once hailed from the Krrendar system in the Outer Rim. But once they developed primitive industry, the Nightsiders ran roughshod over their homeworld, until by the time of first contact with the Galactic Republic, Krrrendar IV was nearly uninhabitable. Since their homeworld was evacuated, the Nightsiders can be found on a variety of mostly impoverished planets and outposts.
Nightsiders are asexual and reproduce by parthenogenesis. They release huge quantities of "seeds" into the oceans of the worlds they've settled, seeds which hatch into non-sentient tadpole-like aquatics that roam the oceans. Nightsiders only take interest in their "children" once they've emerged from the waters and metamorphosed into full-fledged adults.
Because of their reproductive method, Nightsiders have no real connection to their parents. They have no permanent mates. As hatchlings, they literally eat their own siblings to survive. As a result, their society is ruthlessly competitive, with little or no check on even the most despicable behavior.
Personality: Shrewd and opportunistic, Nightsiders are immoral, egocentric beings who are always looking for a way to gain wealth and power.
Physical Description: Nightsiders are dark-furred, nocturnal bipeds, averaging about 1.4 meters in height.
Homeworld: Krrendar IV in the Outer Rim.
Language: Nightsiders speak Basic.
Example Names: Geren Tex, Telaisius.
Age in Years: Child 1-4; young adult 5-8; adult 9-26; middle age 27-40; old 41-54; venerable 55+.
Adventures: Nightsiders tend to hire others to do their work for them. If they do work with others, it’s usually only a means to get what they want. Nightsiders are typically Scoundrels.
Ability Modifiers: +2 Wis, -2 Cha. Nightsiders are very good at reading people and situations, though are rarely taken at their word.
Medium-size: As Medium-size creatures, Nightsiders have no special bonuses or penalties due to their size.
Speed: Nightsider base speed is 10 meters.
Bonus Feat: Nightsiders have gained a reputation for being devious and underhanded and gain Infamy as a bonus feat at first level.
Darkvision: Nightsiders can see in the dark up to 20 meters. Darkvision is black and white only but otherwise functions as normal sight.
Automatic Languages: Read/Write Basic, Speak Basic.
Omicronians from the planet Omicron Persei 8 are a long-lived, aggressive, reptilian species. Omicronian society is a structured monarchy, whose rulers’ reigns can last for centuries. They are also prolific breeders; a single female can lay up to three billion eggs in a season.
Known for there bad tempers, Omicronians are generally avoided by other sentients.
Personality: Omicronians have terrible tempers and can be set off by even the slightest thing. They tend to be loudmouthed bullies who storm about when they don’t get their way.
Physical Description: Omicronians are large, scaly reptiloids with three clawed hands, big, fang-filled mouths, yellow eyes, and three horns on the crown of their heads. Omicronians stand roughly 2.5 meters tall.
Homeworld: Omicron Persei 8 in the Outer Rim.
Language: Omicronians speak Omicronese.
Example Names: Lrrr, Ndnd, Jrrr.
Age in Years: Child 1-11; young adult 12-18; adult 19-100; middle age 101-150; old 151-199; venerable 200+.
Adventures: Omicronians make excellent thugs, mercenaries, and soldiers.
Ability Modifiers: +4 Str, -2 Dex, +2 Con, -2 Wis, -4 Cha. Omicronians are strong and physically though, but lack the ability to work well with others.
Large-size: As Large creatures, Omicronians suffer a –1 penalty on attack rolls, -1 to Defense, -4 to Hide, but gain a +4 bonus on grapple checks.
Speed: Omicronian base speed is 10 meters.
Natural Armor: Omicronians have scaly hides and gain a +1 natural armor bonus to Defense.
Natural Weapons: In lieu of a normal unarmed attack, Omicronians use their claws which do 1d6 slashing damage plus the Omicronian's Strength modifier. An Omicronian can also choose to make a bite attack instead of making a normal unarmed strike. A bite attack does 1d4 piercing damage plus its Strength modifier. Neither attack provokes an attack of opportunity.
Physical Intimidation: Omicronians use their Strength modifier instead of their Charisma modifier for Intimidate checks.
Automatic Languages: Speak Omicronese, Read/Write Omicronese.
From the planet Ugroth in the Core Worlds, Perseids were a secluded species until they came into contact with early hyperspace explorers. Upon gaining access to hyperdrive technology, there was a mass exodus of Perseids from their homeworld with millions of Perseids leaving to explore the stars.
Since the exodus, Persieds have become an integral part of galactic society. They are excellent bureaucrats, scientists, and teachers, and have become valuable administrators throughout the galaxy.
On their homeworld, Perseids govern themselves via meritocracy. Their Overseers are individuals scientifically chosen for their vast knowledge and superior intellect.
Perseids are bisexual by nature, with each individual capable of both fertilizing another and gestating young itself. When wishing to reproduce, two Perseids typically form a temporary pair bond in which each individual impregnates the other. The pair stays together until the birth of the offspring, who are then turned over to the Perseid government for rearing and retain only a cursory connection to their biological parents.
Personality: Perseids are intelligent, peaceful beings. They are typically pleasant natured, if somewhat arrogant because of their natural intellectual superiority. A Perseid rarely shows attachment to anything or anybody, but instead focuses on gaining more knowledge.
Physical Description: Perseids are blue-skinned humanoids with black eyes, elongated earlobes, bony brows, and a long, bony chin. Perseids stand between 1.6 and 1.9 meters tall.
Homeworld: Ugroth in the Core Worlds.
Language: Perseids speak Persese and Basic.
Example Names: Hohne, Hasturi, Rekeeb.
Age in Years: Child 1-8; young adult 9-18; adult 19-44; middle age 45-55; old 56-69; venerable 70+.
Adventures: Perseids make excellent additions to any organization. They are exceptional diplomats, bureaucrats, scientists, engineers, and navigators.
Ability Modifiers: -2 Con, +2 Int. Perseids have focused on developing their minds at the expense of their bodies.
Medium-size: As Medium-size creatures, Perseids have no special bonuses or penalties due to their size.
Speed: Perseid base speed is 10 meters.
Keen Mind: Perseids tend to amass a great amount of knowledge and therefore gain a +2 species bonus on all Knowledge checks.
Instant Mastery: At first level, a Perseid may choose any Int based skill and instantly gain 4 ranks in it regardless of it being a cross-class skill or not.
Automatic Languages: Read/Write Basic, Read/Write Persese, Speak Basic, Speak Persese.
With their highly advanced technology and potent Force abilities, the Protoss have long considered themselves the most powerful species in the known galaxy. Although they are not a prolific people, they have learned to bolster the ranks of their military with robotic war machines and to combine their intrinsic Force ability with technology, thus producing some of the most effective warriors ever known. If the Protoss have a weakness, though, it is their refusal to accept change. The tenets of their major religion, known as the Khala, form a rigid path and the Protoss are loathe to deviate from it for fear of once again falling into civil strife.
Although the Protoss were originally divided into several warring tribes, they were united by a single scholar/philosopher known as Khas, or "he who brings order". Having studied the archaic, forbidden teachings of his ancestors, this mystic unearthed ancient, monolithic artifacts known as the Khaydarin Crystals. The power contained within these crystals -- along with his teachings -- are apparently responsible for the strengthening of the primordial, psychic link that all Protoss share. Khas also developed a strict religious, philosophical, and social structure christened the Khala. Under the Khala -- which translates roughly to Path of Ascension -- the Protoss have abandoned the crude tribal factions that led them into generations of vicious blood feuds and have instead created three castes: The Khalai (artisans and inventors), The Templar, (warriors and explorers) and The Judicator (administrators and leaders).
Personality: Protoss tend to be a proud race and at times they can seem condescending to other sentients. They follow strict codes of honor and will give their lives for a cause they deem worthy.
Physical Description: Protoss are tall, thin humanoids. They have scaly skin that ranges in color from pale white to pale blue, hands with three long fingers, reverse jointed legs, high domed heads, and glowing eyes of blue, yellow, or orange. They have no noses or mouths. Protoss stand between 1.9 and 2.2 meters tall.
Homeworld: Aiur on the fringes of Wild Space.
Language: Protoss don’t speak through ordinary means. Instead they communicate via telepathy. They do have a written language.
Example Names: Tassadar, Aldaris, Zeratul, Fenix, Artanis, Raszagal.
Age in Years: Child 1-50; young adult 51-100; adult 101-700; middle age 701-800; old 801-899; venerable 900+.
Adventures: Most Protoss remain on Aiur and dedicate themselves to its protection. However, there are cases of young Protoss exploring the galaxy. These Protoss are generally young warriors, explorers, or diplomats.
Ability Modifiers: +2 Int. The Protoss are a highly intelligent species.
Medium-size: As Medium-size creatures, Protoss have no special bonuses or penalties due to their size.
Speed: Protoss base speed is 10 meters.
Force Attuned: All Protoss gain Force-Sensitive at first level.
Telepathy: A Protoss can communicate telepathically with any number of beings within 500 meters. A being that wishes to resist telepathic contact with a Protoss must roll a Will save against DC 12 plus the Protoss's Wis bonus. A successful saving throw denies the Protoss telepathic contact, although the character in question knows that a Protoss (or something) has attempted to invade his or her mind. The Protoss can continue to attempt to establish contact for as long as the target is within range. All beings that receive telepathic communication from a Protoss "hear" the message in their own primary language.
Automatic Languages: Protoss may communicate telepathically with any creature or being regardless of language barriers. Read/Write Protoss.
From their homeworld on the fringes of the Outer Rim, the Rigelians watch and wait for the day humanoid ignorance leads to its downfall. On that day the Rigelians believe they will finally take control of the galaxy.
Millennia ago, the Rigelians made a bid for power by trying to invade the Core Worlds. They were beaten back by the combined forces of the Republic and the Jedi. Despite the setback, the Rigelians believe it is only a matter of time until they rule the galaxy. However, they have abandoned the idea of a frontal assault and now rely on more subversive means to carry out their plots.
Personality: Rigelians tend to be arrogant and condescending to other beings. They see themselves as superior to others and enjoy pointing out their short comings.
Physical Description: Rigelians are reptiloids who lack arms and legs and instead use tentacles to move about and manipulate things. Most Rigelians have 6 tentacles. Their long heads lack noses, but have a single, large eye, pointed ears, and a large, fang-filled mouth. Rigelians stand between 1.9 and 2.5 meters tall and have a reach of 4 meters.
Homeworld: Rigel IV in the Outer Rim.
Language: Rigelians speak Rigelian (which, by an astonishing coincidence, is exactly the same as Basic).
Example Names: Kang, Kodos, Serak.
Age in Years: Child 1-50; young adult 51-70; adult 71-350; middle age 351-444; old 445-525; venerable 526+.
Adventures: Rigelians rarely work with non-Rigelians. They are not combatants and there has never been a case of a Force-Sensitive Rigelian. However, they are excellent with technology and make surprisingly good diplomats and explorers.
Ability Modifiers: -4 Dex, +2 Int, +2 Wis, +2 Cha. Due to their size and body type, Rigelians are not very agile, though they tend to be intelligent and charismatic.
Large-size: As Large creatures, Rigelians suffer a –1 penalty on attack rolls, -1 to Defense, -4 to Hide, but gain a +4 bonus on grapple checks.
Speed: Rigelian base speed is 2 meters.
Gas Breather: Rigelians cannot survive without their native atmosphere, specifically a gas unique to their homeworld. A Rigelian without a suitable breath mask can hold his breath for a number of rounds equal to his Constitution score before he needs to make Constitution checks to avoid suffocation.
Stable: Rigelians cannot be knocked prone.
Automatic Languages: Speak Rigelian, Read/Write Rigelian.
During their early expansion and colonization of their home system, the Trandoshans colonized the world of Durkteel. Further away from the primary star, those Trandoshans who lived on Durkteel slowly adapted to the change in climate and eventually became shorter as a result. A curious adaptation of these Saurin (as they called themselves) was the evolution of an opposable thumb, a feature lacking in the Trandoshans who instead have three large, claw-like growths for fingers.
Personality: Saurin are less aggressive than Trandoshans and less competitive. Unlike their larger cousins, their lives are not consumed by the hunt, nor do they have anything against Wookiees. Most Saurin prefer to keep to themselves.
Physical Description: Saurin look a lot like their cousins, the Trandoshans, only smaller. Saurin also have dexterous two-fingered hands with opposable thumbs. Their scaly hides range in color from sandy brown to glossy green. Saurin stand between 1.5 and 1.7 meters tall.
Homeworld: Durkteel in the Mid Rim. The planet orbits the same sun as Kashyyyk, the Wookiee homeworld, and Trandosha (Dosha or Hsskor), the Trandoshan homeworld.
Language: Saurin speak a dialect of Dosh. Most also learn Basic.
Example Names: Hrchek Kal Fas, Sai’torr Kal Fas.
Age in Years: Child 1-11; young adult 12-14; adult 15-34; middle age 35-49; old 50-59; venerable 60+.
Adventures: Because of their less aggressive nature, Saurin tend to shy away from the combat oriented fields that Trandoshans excel at.
Ability Modifiers: None.
Medium-size: As Medium-size creatures, Saurin have no special bonuses or penalties due to their size.
Speed: Saurin base speed is 10 meters.
Natural Armor: A Saurin’s scaly hide provides a +1 natural armor bonus to Defense.
Darkvision: Saurin can see in the dark up to 20 meters. Darkvision is black and white only but otherwise functions as normal sight.
Automatic Languages: Read/Write Basic, Read/Write Dosh, Speak Basic, Speak Dosh.
The Than-Thre-Kull, or simply Than, are notable in that they are one of the few species to develop hyperdrive technology independently after the first hyperspace explorers began making contact with other worlds.
Than are an industrious species of sentient hermaphroditic insectoids. They mate by laying large clutches of eggs in a common burrow. Up to 100 Than place their eggs in any given burrow. The genetic material of all the Than in the spawn mix, produce tens of thousands of small, helpless grubs. Than grubs are not particularly intelligent, and spend several months eating specialized fungi grown on Than farms. After that time, the surviving grubs spin cocoons where they metamorphosize into adult Than. Only one in 100 Than survive to reach their adult stage, but those that do consider every Than who participated in their spawn their "parent." Thus, Than society is supported by a web of complex family relationships in which every Than has hundreds of parents and siblings to call on in times of need.
Native to San-Ska-Re, Than superficially resemble ants and live and work in large cities. However, Than do not share a collective "hive" intelligence. In fact, Than are highly individualistic. They take great pride in their appearance and are accomplished builders and engineers. The Than have a caste system specific to carapace color; yellow-brown “Amber” Than are the most common and do the bulk of the work, dark green “Emerald” Than are larger and stronger and serve as warriors, bright red “Ruby” Than are specialists in technology and building, and brilliant blue “Sapphire” Than are scholars and scientists. At the top of the caste pyramid are the shimmering “Diamond” Than, a royal caste of leaders and priests, and the head of the Diamond Than is the Overdiamond, the leader of the entire Than race.
Personality: Highly intelligent and industrious, Than are fiercely independent.
Physical Description: Than are humanoid insects with large heads, compound eyes, strong mandibles, antennae, and brightly coloured iridescent carapaces. Than stand about 1.6 meters tall.
Homeworld: San-Ska-Re in the Colonies.
Language: Than speak Kullish which is a combination of chirps and pheromones that cannot be deciphered by other sentients. Most Than also learn to speak Basic.
Example Names: Than names are typically presented as haikus, such as:
“Crimson sparkling in first light
dewdrops ignited on grass blades
refractions of dawn”
This is usually shortened to the last line; "Refractions of Dawn", or the last word; "Dawn". Another example of a shortened name is Clarion of Loss.
Age in Years: Child 1; young adult 2-5; adult 6-29; middle age 30-44; old 45-54; venerable 55+.
Adventures: Than make excellent party members. A Than’s occupation is dictated by its caste.
Ability Modifiers: (Amber Than): +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha; (Emerald Than): +2 Str, +2 Con, -2 Int, -2 Cha; (Ruby Than): -2 Str, -2 Con, +2 Int, +2 Cha; (Sapphire Than): -2 Str, -2 Con, +2 Int, +2 Wis; (Diamond Than): -2 Str, -2 Con, +2 Int, +2 Wis, +2 Cha.
Medium-size: As Medium-size creatures, Than have no special bonuses or penalties due to their size.
Speed: Than base speed is 10 meters.
Natural Armor: A Than’s exoskeleton provides it with a +2 natural armor bonus to Defense (or a +3 bonus for Emerald and Diamond Than).
Radiation Resistance: Than receive a +2 species bonus on Fortitude saves against radiation.
Automatic Languages: Read/Write Basic, Speak Basic, Speak Kullish.
Class by Caste:
Amber Than: Commoner
Emerald Than: Scout, Soldier, Thug
Ruby Than: Expert, Tech Specialist
Sapphire Than: Expert, Noble, Tech Specialist
Diamond Than: Diplomat, Expert, Noble
Scoundrels are rare in Than society, however, they can come from any caste. Also, there are very few Force-Sensitive Than, those who are tend to be Diamond Than.
Umbrites come from the densely populated planet of Zhu-Zhu Hwai in the Mid Rim, where eight billion citizens live in elaborately constructed underground warrens ranging in population from hundreds to the 185 million who live in Plyx Gribnath, the Umbrite captial.
Despite a vaguely mammalian biology, Umbrites reproduce much like insectoids. Umbrites have three genders-males, sterile females, and fertile females. Before the Umbrites developed technology and civilization, males existed only to fertilize the females, and once born the resulting young were fed and raised by the sterile females. But while their biology has remained the same, Umbrites have over the millennia developed more egalitarian ways of handling reproduction and child rearing.
Personality: As befits their insectoid social structure, Umbrites tend to be highly cooperative beings, renowned for their deep friendships with other beings (even across species lines) and loyalty.
Physical Description: Umbrites are robust bipeds averaging 1.6 to 2 meters tall, with deep-set eyes and a set of powerful pincers on their faces.
Homeworld: Zhu-Zhu Hwai in the Mid Rim.
Language: Umbrites speak Umbrese.
Example Names: Stam
Age in Years: Child 1-4; young adult 5-9; adult 9-39; middle age 40-54; old 55-64; venerable 65+.
Adventures: Umbrites can be integral parts of any group. Their natural affinity with others can create strong bonds within the group.
Ability Modifiers: +4 Str, -2 Dex, -2 Int. Umbrites are impressively strong, but not very agile.
Medium-size: As Medium-size creatures, Umbrites have no special bonuses or penalties due to their size.
Speed: Umbrite base speed is 10 meters.
Low-light Vision: Umbrites can see twice as far as normal in dim light, and they retain the ability to distinguish color and detail under these conditions.
Automatic Languages: Read/Write Umbrese, Speak Umbrese.
An ill-tempered species from the Expansion Region, Vogons are seen as a mistake of evolution; virtually unchanged from their prehistoric ancestors.
Vogon society is highly bureaucratic, filled with many legal procedures designed, as far as the rest of the galaxy is concerned, to make sure nothing ever happens on Vogsphere. The Vogons are massive consumers, turning Vogsphere into a desolate polluted husk of a planet.
Personality: Vogons are one of the most unpleasant races in the galaxy – not actually evil, but bad-tempered, bureaucratic, officious and callous.
(From The Hitchhiker’s Guide to the Galaxy)
Physical Description: Vogons are a large species with rubbery green skin, small pig-like foreheads and high domed noses. Vogons stand between 2.5 and 2.7 meters tall.
Homeworld: Vogsphere in the Expansion Region.
Language: Vogons speak Vog.
Example Names: Prostetnic Vogon Jeltz.
Age in Years: Child 1-9; young adult 10-16; adult 17-39; middle age 40-55; old 56-69; venerable 70+.
Adventures: Vogons rarely leave the safety of Vogsphere. The few who do are generally diplomats, bureaucrats or nobles. Most other sentients of the galaxy dislike being in close quarters with Vogons.
Ability Modifiers: +2 Con, -2 Int, +2 Wis, -4 Cha. Vogons are a hardy race, but are rather unpleasant to be around.
Large-size: As Large creatures, Vogons suffer a –1 penalty on attack rolls, -1 to Defense, -4 to Hide, but gain a +4 bonus on grapple checks.
Speed: Vogon base speed is 10 meters.
Bureaucratic: Vogons gain a +4 to Knowledge (bureaucracy) and Profession (bureaucrat) checks.
Third Worse Poets: Vogon poetry is the third worst in all the galaxy and, as such, they suffer a –4 penalty on all Entertain checks that involve a language aspect.
Automatic Languages: Speak Vog, Read/Write Vog.