Alien Species

Arcona
Attribute Dice:
12D
DEXTERITY 1D+1/3D
KNOWLEDGE 1D/3D
MECHANICAL 1D+1/3D+1
PERCEPTION 1D+2/3D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Skills:

Strength skills:
Digging: Time to use: One round or longer. Allows the Arcona to use their talons to dig through soil or other similar substances.
Special Abilities:
Senses: Arcona have weak long distance vision (add +10 to the difficulty level of all tasks involving vision at distances greater than 15 meters), but excellent close range senses (add +1D to all Perception skills involving heat, smell or movement when within 15 meters.
Thick Hide: Arcona have tough, armored hides that add +1D Strength when resisting physical damage. Talons: Arcona have sharp talons which add +1D to climbing and digging, and do STR+1D damage.
Salt Weakness: Arcona are easily addicted to salt. If an Arcona consumes salt, it must make a Very Difficult willpower roll not to become addicted. Salt addicts require 25 grams of salt per day, or they will suffer -1D to all actions.
Move: 8/10
Size: 1.7-2 meters tall

Bith
Attribute Dice:
12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/6D
MECHANICAL 2D/5D
PERCEPTION 2D/5D
STRENGTH 1D/2D
TECHNICAL 2D/5D
Special Abilities:

Vision: Bith have the ability to focus on microscopic objects, giving them a +1D to Perception skills involving objects less than 30 centimeters away. However, as a consequence of this, the Bith have become extremely myopic. The suffer a penalty of -1D for any visual-based action more than 20 meters away and cannot see more than 40 meters under any circumstances.
Scent: Bith have well-developed senses of smell, giving them +1D to Perception skills when pertaining to actions and people within three meters.
Manual Dexterity: Although the Bith have low overall Dexterity scores, they do gain +1D to the performance of fine motor skills - picking pockets, surgery, fine tool operation, etc. - but not to gross motor skills such as blaster and dodge.
Move: 5/8
Size: 1.5-1.75 meters tall

Bothan
Attribute Dice:
12D
DEXTERITY 1D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 3D/5D
STRENGTH 1D+2/3D+2
TECHNICAL 2D/4D+1
Move:
10/12
Size: 1.3-1.5 meters tall

Chadra-Fan
Attribute Dice:
12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D+1/4D+1
PERCEPTION 2D/5D
STRENGTH 1D/2D+1
TECHNICAL 2D/4D
Special Abilities:

Sight: The Chadra-Fan have the ability to see in the infrared and ultraviolet ranges, allowing them to see in all conditions short of absolute darkness.
Smell: The Chadra-Fan have extremely sensitive smelling which gives them a +2D bonus to their search skill.
Story Factors:
Tinkerers: Any mechanical device left within reach of a Chadra-Fan has the potential to be disassembled and then reconstucted. However, it is not likely that the reconstucted device will have the same function as the original. Most droids will develop a pathological fear of Chadra-Fan.
Move: 5/7
Size: 1 meter tall

Devaronian
Attribute Dice:
12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D+2
STRENGTH 2D/4D
TECHNICAL 1D/3D
Story Factors:

Wanderlust: Devaronian males do not like to stay in one place for any extended period of time. Usually, the first opportunity that they get to move on, they take.
Move: 8/10
Size: 1.7-1.9 meters tall

Duros
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+1/2D+2
MECHANICAL 2D/4D+2
PERCEPTION 1D/3D
STRENGTH 1D/3D
TECHNICAL 1D+2/4D
Special Abilities:
Starship Intuition: Duros are, by their nature, extremely skilled starship pilots and navigators. When a Duros character is generated, 1D (no more) may be placed in the following skills, for which the character receives 2D of ability: astrogation, mounted weapons, sensors, and starship piloting. This bonus also applies to any specializations. If the character wishes to have more than 2D in the skill listed, then the skill costs are normal from there on.
Move: 10/12
Size: 1.8-2.2 meters tall

Ebranite
Attribute Dice:
12D
DEXTERITY 2D+1/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D+1/4D+2
TECHNICAL 1D/2D+2
Special Abilities:

Rock Climbing: All Ebranites gain a +2D bonus to climbing in rough terrain such as mountains, canyons, and caves.
Rock Camouflage: All Ebranites gain a +1D+2 bonus to sneak in rocky terrain due to their skin coloration and natural affinity for such places.
Thick Hide: All Ebranites have a very thick hide, which gains them a +2 Strength bonus against physical damage.
Vision: Ebranites can see in the infrared spectrum, allowing them to see in complete darkness provided there are heat sources.
Frenzy: When believing themselves to be in immediate danger, Ebranites often enter a frenzy in which they attack the perceived source of danger. They gain +1D to melee combat or parry. A frenzied Ebranite can be calmed by companions, with a Moderate persuasion or command check.
Story Factors:
Technology Distrust: Most Ebranites have a general dislike and distrust for items of higher technology, preferring their simpler items. Some Ebranites, however, especially those in the service of the Alliance, are becoming quite adept at the use of high-tech items.
Move: 6/8 (running), 14/18 (climbing)
Size: 1.4-1.65 meters tall

Ewok
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D+2/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/2D+2
Special Skills:
Dexterity Skills:
Thrown weapons: bows, rocks, sling, spear. Time to use: one round. The character may take the base skill and/or any of the specializations.
Mechanical Skils:
Glider: Time to use: one round. The ability to pilot gliders.
Technical Skills:
Primitive Construction: Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only simple tools. This skill is good for building sturdy houses, vine bridges and rock hurling catapults (2D speeder-scale damage).
Special Abilities:
Skill Bonus: At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.
Skill Limits: Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.
Smell: Ewoks have a highly developed sense of smell, getting a +1D bonus to their search skill when tracking by scent. This ability may not be improved.
Story Factors:
Protectiveness: Most human adults will feel unusually protective of Ewoks, wanting to protect them like young children. Because of this, Humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive - and unusually tolerant of the Human attitude.
Move: 7/9
Size: 1 meter tall

Gamorrean
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D
MECHANICAL 1D/1D+2
PERCEPTION 1D/3D
STRENGTH 3D/5D
TECHNICAL 1D/1D+2
Special Abilities:
Voice Box: Due to their unusual voice apparatus, Gamorreans are unable to pronounce Basic, although they can understand it perfectly well.
Stamina: Gamorreans have great stamina - whenever asked to make a stamina check, if they fail the first check, they may immediately make a second check to succeed.
Skill Bonus: At the time the character is created only, the character gets 2D for every 1D placed in the melee weapons, brawling and thrown weapons skills.
Story Factors:
Droid Hate: Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other players consider the scene amusing), the character should receive an extra Character Point.
Reputation: Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.
Slavery: Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.
Move: 7/10
Size: 1.3-1.6 meters tall

Gran
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 1D/4D
TECHNICAL 1D/3D
Special Abilities:
Vision: Grans' unique combination of eyestalks gives them a larger spectrum of vision than other species. They can see well into the infrared range (no penalties in darkness), and gain a bonus of +1D to notice sudden movements.
Move: 10/12
Size: 1.1-1.8 meters tall

Hutt
Attribute Dice: 14D
DEXTERITY 0D+1/3D
KNOWLEDGE 2D/5D
MECHANICAL 1D/3D+2
PERCEPTION 2D/5D
STRENGTH 2D/5D
TECHNICAL 1D/4D
Special Abilities
Force Resistance: Hutts have an innate defense against Force-based mind manipulation techniques and roll double their willpower dice to resist such attacks. However, because of this, Hutts are not believed to be able to learn Force skills.
Story Factors:
Reputation: Hutts are almost universally despised, even by those who find themselves benefitting from the Hutt's activities. Were it not for the ring of protection with which the Hutts surround themselves, they would surely be exterminated within a few years.
Self-centered: Hutts cannot look "beyond themselves" (or their offspring or parents) in their considerations. However, because they are master manipulators, they can compromise - "I'll give him what he wants to get what I want." They cannot be philanthropic without ulterior motives.
Move: 0/4

Iotran
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/3D+2
PERCEPTION 1D+2/4D
STRENGTH 2D/4D+1
TECHNICAL 1D/3D
Story Factors:
Military Training: Nearly all Iotrans have basic military training.
Move: 10/12
Size: 1.5-2.0 meters tall

Ithorian
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D+2/5D
MECHANICAL 1D/2D
PERCEPTION 1D+1/4D
STRENGTH 1D/3D
TECHNICAL 1D/2D+1
Special Skills:
Knowledge Skills:
Agriculture: Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.
Ecology: Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecoshperes, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life form within it biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.
Story Factors:
Herd Ships: Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.
Move: 10/12
Size: Up to 2.3 meters tall

Jawa
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 2D/4D+2
PERCEPTION 1D/3D
STRENGTH 1D/2D+2
TECHNICAL 2D/4D+2
Special Abilities:
Technical Aptitude: At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-oriented Technical skills.
Story Factors:
Trade Language: Jawas have developed a very flexible trade language which is virtually unintelligible to other species - when Jawas want it to be unintelligible.
Move: 8/10
Size: 0.8-1.2 meters tall

Kitonak
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D+1/4D
TECHNICAL 1D/3D
Special Skills:
Strength skills:
Burrowing: This skill allows the Kitonak to burrow through sand and other loose materials at a rate of 1 meter per round.
Special Abilities:
Natural Armor: The Kitonak's skin provides +3D against physical attacks.
Story Factors:
Interminable Patience: Kitonak do not like to be rushed. They resist attempts to rush them to do things at +3D to the relevant skill. In story terms, they seem slow and patient - and stubborn - to those who do not understand them.
Move: 4/8
Size: 1-1.5 meters tall

Kubaz
Attribute Dice: 12D
DEXTERITY 1D+2/3D+2
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D+2/4D+2
STRENGTH 1D/3D
TECHNICAL 2D/4D
Move: 8/10
Size: 1.5 meters tall

Mon Calamari
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/4D
MECHANICAL 1D+1/3D+1
PERCEPTION 1D/3D
STRENGTH 1D/3D
TECHNICAL 1D+1/4D
Special Abilities:
Moist Environments: In moist environments, Mon Calamari receive a +1D bonus for all Dexterity, Perception, and Strength tasks.
Dry Environments: In dry environments, Mon Calamari receive a -1D penalty for all Dexterity, Perception, and Strength tasks.
Amphibious: Mon Calamari can breathe both air and water and can withstand the extreme pressures of the ocean depths.
Story Factors:
Enslavement: Most Mon Calamari not directly allied with the Rebel Alliance are enslaved by the Empire, and the Empire has placed a high priority on the capture of any "free" Mon Calamari.
Move: 8/10 (walking); 9/12 (swimming)
Size: 1.3-1.8 meters tall

Quarren
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/4D
MECHANICAL 2D/4D+2
PERCEPTION 1D/3D+2
STRENGTH 1D/4D+1
TECHNICAL 1D+2/5D
Special Abilities:
Aquatic Survival: At the time of character creation only, characters may place 1D of skill dice in swimming and survival: aquatic and receive 2D in the skill.
Aquatic: Quarren can breathe both air and water and can withstand extreme pressures found in ocean depths.
Move: 9/12 (walking), 10/13 (swimming)
Size: 1.4-1.9 meters tall

Revwien
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D
PERCEPTION 1D/4D
STRENGTH 1D/3D+2
TECHNICAL 1D/3D+2
Move: 10/12
Size: 1-2 meters tall

Rodian
Attribute Dice: 12D
DEXTERITY 1D+2/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D+2
PERCEPTION 1D/3D+2
STRENGTH 1D/4D+1
TECHNICAL 1D/2D+1
Story Factors:
Reputation: Rodians are notorious for their tenacity and eagerness to kill someone in cold blood for the sake of a few credits. They are almost universally distrusted except within criminal circles, where they are valued employees.
Move: 10/12
Size: 1.3-1.8 meters tall

Sullustan
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/2D+2
MECHANICAL 2D/4D+1
PERCEPTION 1D/3D+1
STRENGTH 1D/2D+2
TECHNICAL 1D/3D+2
Special Abilities:
Enhanced Senses: Sullustans have advanced senses of hearing and vision. Whenever they make Perception or search checks involving vision in low-light conditions or hearing, they receive a +2D bonus.
Location Sense: Once a Sullustan has visited an area, he always remembers how to return to the area - he cannot get lost in a place that he has visited before. This is automatic and requires no die roll. When using the astrogation skill to jump to a place a Sullustan has been, the astrogator receives a bonus of +1D to his die roll.
Move: 10/12
Size: 1-1.8 meters tall

Talz
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 2D+1/4D+1
STRENGTH 2D+2/4D+2
TECHNICAL 1D/3D
Story Factors:
Enslavement: One of the few subjects which will drive a Talz to anger is that of the enslavement of their people. If a Talz has a cause that drives its personality, that cause is most likely the emancipation of its people.
Move: 8/10
Size: 2-2.2 meters tall

Twi'lek
Attribute Dice: 11D
DEXTERITY 1D/3D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Tentacles: Twi'leks can use their tentacles to communicate in secret with each other, even if in a room full of individuals. The complex movement of the tentacles is, in a sense, a "secret" language that all Twi'leks are fluent in.
Move: 10/12
Size: Up to 2.4 meters tall

Vodran
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 2D/4D+1
TECHNICAL 1D/3D
Special Abilities:
Hutt Loyalty: Most Vodrans are completely loyal to the Hutt Crime Empire. Those so allied receive +2D willpower to resist betraying the Hutts.
Story Factors:
Lack of Individuality: Vodrans have little self image, and view themselves as a collective. They believe in the value of many.
Move: 10/12
Size: 1.6-1.9 meters tall

Weequay
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D+2
Special Abilities:
Short-Range Communication: Weequays of the same clan are capable of communicating with one another through complex pheromones. Aside from Jedi sensing abilities, no other species are known to be able to sense this form of communication. This form is as complex and clear to them as speech is to other species.
Move: 10/12
Size: 1.6-1.9 meters tall

Whiphid
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D
PERCEPTION 2D/4D+1
STRENGTH 2D/4D+2
TECHNICAL 1D/3D
Special Abilities:
Claws: Do STR+1D damage.
Move: 9/12
Size: 2.0-2.6 meters tall

Wookiee
Attribute Dice:
12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/2D+1
MECHANICAL 1D/3D+2
PERCEPTION 1D/2D+1
STRENGTH 2D+2/6D
TECHNICAL 1D/3D+1
Special Abilities:

Berserker Rage: If a Wookiee becomes enraged (the character must believe himself or those to whom he has pledged a life-debt to be in immediate, deadly danger) the character gets a +2D bonus to Strength for purposes of causing damage in melee combat (the character's attack skill is not increased). The character also suffers a -2D penalty to all non-Strength, non-melee combat attribute and skill checks.
Due to the Wookiee's great rage, a character must make a Moderate Perception total to calm down unless all enemies have clearly been controlled - unconscious, captured, killed or somehow otherwise physically restrained or stopped. Close friends of the Wookiee can coordinate with the Wookiee to make this easier.
Climbing Claws: Wookiees have huge retractable climbing claws which are used for climbing only. They add +2D to their climbing skill while using the claws. Any Wookiee who intentionally uses his claws in hand-to-hand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down - regardless of the circumstances.
Story Factors:
Reputation: Wookiees are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookiee.
Enslaved: Prior to the defeat of the Empire, almost all Wookiees were enslaved by the Empire, and there was a substantial bounty for the capture of "free" Wookiees.
Language: Wookiees cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them...though a Wookiee's intent is seldom misunderstood.
Honor: Wookiees are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel and unfair - but they have a code of honor. They do not betray their friends or desert them. They may break the "law", but never their code. The Wookiee Code of Honor is as stringent as it is ancient.
Atonement for a crime against Honor is nearly impossible - it is usually only achieved posthumously. But Wookiees falsely accused can be freed of their dishonor, and there are legends of dishonored Wookiees "coming back".
But those are legends...
Move: 11/15
Size: 2-2.3 meters