Each species will have an entry a lot like this:
SPECIES NAME
Dexterity: min/max
Knowledge: min/max
Mechanical: min/max
Perception: min/max
Strength: min/max
Technical: min/max
Special Skills:
Special Abilities:
Size:
Capsule:
Frequency:
Species Name: The name of the species, natch!
Attributes (min/max): The attributes will be listed with a "minimum" and a "maximum" rank. This is not an absolute high or low number, but merely a guide to determine where an average adult of that species will be. A juvenile of that species will most likely have lower ranks in some atrributes.
Special Skills: This section will list any unusual or unique skills the species has due to its physiology or culture. These can be improved on.
Special Abilities: This section lists any physical or instinctual abilities the species has due to physiology or psychology. Unlike the skills, these cannot be improved.
Size: The size range of normal adult individuals
Capsule: A description of appearance, temperament, culture, politics.......etc.
ABINYSHI
Dexterity: 20/40
Knowledge: 15/45
Mechanical: 10/30
Perception: 27/50
Strength: 20/40
Technical: 15/40
Special Skills: N/A
Special Abilities: Tail: Abinyshi can use their tail as a third
arm at -10 below their regular rank in brawling. It does STR rank damage.
Size: 1.2-1.6 meters tall
Capsule: The Abinyshi are a short, relatively slender yellow-green
reptilian species. They possess two dark, pupil-less eyes that are set
close together. Their face has few features aside from a slight horizontal
slit of a mouth; their nose and ears, while extant, are very minute and barely
noticeable. They have a large, two-forked tail that assists in balance and
is used both as an appendage and a weapon.
The Abinyshi are a gentle people and have taken a rather passive role in the
scheme of things. This has allowed them to be pushed nearly to extinction
by the Empire. They try to avoid the Empire, neither endorsing nor
opposing the New Order. However, when the Empire discovered that the
Abinyshi homeworld, Inysh, had vast natural resources, the race was hunted and
enslaved by Imperial forces.
Frequency: Presumed Extinct (An Abinyshi character should be an extremely
rare - if not singular - occurrence. Seek Domino's permission before
using)
ABYSSIN
Dexterity: 17/40
Knowledge: 10/37
Mechanical: 10/30
Perception: 10/30
Strength: 20/40
Technical: 10/27
Special Skills: Survival (Desert): During character conception, Abyssin
receive 20 points for every 10 points placed in this skill, and until the character
reaches a desert survival skill rank of 60, each point of advancement is at start-up cost.
Special Abilities: Regeneration: Abyssin have this ability at a rank of 20.
When creating an Abyssin character, a player may spend points to make this ability
stronger. A certain number of hours after being wounded, the Abyssin is one wound level
healthier. The number of hours is 12, minus 10% of the character's regeneration ability
rank.
Size: 1.7-2.1 meters tall
Capsule: Humanoid bipeds with long limbs and thin, well-muscled bodies from a
desert world known as Byss (not the same Byss that Emperor Palpatine hid on between ROTJ
and Dark Empire). Their upper and lower jaws protrude slightly, forcing their teeth to be
visible unless the being makes a concentrated effort to keep teeth from view. The most
distinctive feature of an Abyssin is the single eye (with slit-pupil) in the center of its
forehead.
Due to the Abyssin race's ability to regenerate, violence and brutality is a way of life
for these nomads. Primative, the Abyssin utilize archaic technology on their homeworld.
Off-planet, they make great man-servants and bodyguards. In Star Wars, A New Hope, an
Abyssin is seen when Obi-Wan cuts the arm from Ponda Baba (see Aqualish entry below)!
Frequency: Rare
AQUALISH
Dexterity: 20/40
Knowledge: 10/30
Mechanical: 17/37
Perception: 20/40
Strength: 20/47
Technical: 17/30
Special Skills: Two types of Aqualish exist, finned and non-finned. Finned Aqualish
receive a bonus of 20 to their swimming skill, but lose 20 on dexterity skills (such as
blasters, melee, thrown weapons......other skills too. I'll contact you if you want a
skill that a finned aqualish will be penalized for). Non-finned Aqualish receive no
swimming bonus, but they are perfectly comfortable in a watery environment with their
finned relatives. They have no penalties for Dexterity actions.
Special Abilities: N/A
Size: 1.8-2 meters tall
Capsule: From Ando, the Aqualish are stocky humanoids with large, hairless heads, huge
eyes, and inwardly curved tusks. Two distinct sub-races of Aqualish exist, recognizable by
the configuration of their hands. The Aquala are finned with a cupped hand that has no
fingers and only a stubby opposable thumb. The Quara have five fur covered, claw-like
fingers.
Aqualish are a beligerent species and will provoke a fight if for no other reason than
boredom, such as Ponda Baba in the Mos Eisley Cantina.
The finned members of the species are more prone to be stay on Ando, while the fingered
members are more apt to spacetravel. Aqualish are good hired thugs and bounty hunters.
Frequency: Uncommon
ARAMANDI
Dexterity: 20/40
Knowledge: 10/40
Mechanical: 10/30
Perception: 20/40
Strength: 20/40
Technical: 10/30
Special Skills:
Special Abilities: Heavy Gravity: Whenever Aramandi are on a
planet with lighter gravity than their homeworld, they receive a 15 rank bonus
to dexterity and strength related skills (but not against damage).
Size: 1-1.5 meters tall
Capsule: The Aramandi are short, stout four-armed humanoid jungle
dwellers. Their skin tone runs from a light red color to light brown, and
they have four solid black eyes. They usually dress in styles traditional
to their people, but Aramandi serving on starships have adopted styles similar
to other crew members.
They are adept at climbing, and get around that way almost as easily as other
species walk (provided there is a handhold for them to move with).
Offworlders visiting Aramandi cities and ships find moving around to be rather
challenging because of this.
Frequency: Rare
ARCONA
Dexterity: 13/30
Knowledge: 10/30
Mechanical: 13/33
Perception: 17/30
Strength: 20/40
Technical: 10/30
Special Skills: Digging: Arcona have sharp talons that enable them to dig
through soil or other subtances quickly. They don't really tunnel around as such, just
digging to bury things. The rank of this skill determines the how quickly an
Arcona can dig through a material, and how durable its talons are for
digging. BZ participants writing an Arcona character should consult
me regarding a material's Strength rank.
Special Abilities: Senses: Arcona have weak long distance vision (-10 to search
skills right from the start), but they have great smell, touch, and hearing senses (+10
regarding those senses)
Talons: The talons of an Arcona can be used for digging (see above) as well as for
fighting (+10 to brawling damage)
Thick Hide: Arcona have tough skin that adds +10 to resist physical damage (but not
energy damage).
Salt Weakness: Arcona are easily addicted to salt. If an Arcona consumes salt, it
must have a Willpower skill rank of 30 or it will be immediately addicted to salt. If it
consumes salt again, it must have a Willpower rank of 35 (and so on.....). Once addicted
to salt, an Arcona must consume 25 grams of salt per day or suffer -10 to all actions.
Size: 1.7-2 meters
Capsule: Arcona are bipedal humanoids from Cona. They are scaleless reptiles with
triangular heads and large glittering eyes. Their skin ranges in color from dark brown and
gray to deep black, and bears a resemblance to fibrous wood.
Arcona believe more in the rights of a whole group over the rights of an individual, and
therefore have a fairly communal culture. The group is primarily the family, though this
can include anyone who is willing to put up with the rules.
Arcona are involved in all sorts of activities throughout the galaxy, and many prefer to
be in spaceports if they are not living on Cona.
Frequency: Common
BARABEL
Dexterity: 20/40
Knowledge: 10/23
Mechanical: 10/30
Perception: 13/47
Strength: 30/50
Technical: 10/23
Special Skills: N/A
Special Abilities: Natural Body Armor: The black scales of a Barabel act as
armor, providing a +20 bonus against physical attacks and a +10 bonus against energy
attacks.
Radiation Resistance: Because of the proximity of their homeworld to its sun, the
Barabel have evolved a natural resistance to most forms of radiation. They receive a +20
bonus when defending against the effects of radiation.
Vision: Barabels can see in the infrared radiation spectrum, giving them the
ability to see in absolute darkness, provided there is a source of heat in the
environment.
Size: 1.9-2.2 meters
Capsule: A race of bipedal reptiloids with horny, black scales made of keratin
covering their bodies from head to tail and sharp, needle-like teeth (reaching lengths of
5 centimeters or more) filling their mouths. They are natural hunters and well adapted to
finding prey in the harsh environment of their homeworld, Barab I.
Barabel are extremely loyal to their mates and their parents and show protective affection
for their young. Outside of that select group all other beings are met with aggression.
Unlike some aggressive species, however, Barabel temper that aggression with intelligence,
understanding that cooperation is often necessary to achieving a goal. This makes them
valuable additions to military/mercenary units.
Barabels have a deep respect for Jedi Knights, even though they have little aptitude for
sensing the Force. They will almost always yield to the commands of a Jedi (or a being who
represents itself believably as a Jedi). Naturally, they are enemies of the enemies of
Jedi (or those caught impersonating Jedi)
Barabels have a reputation as fierce warriors and competent hunters, and they are well
feared. Those who are familiar with the race tend to steer clear of them.
Frequency: Uncommon
BIMM
Dexterity: 13/40
Knowledge: 20/40
Mechanical: 10/27
Perception: 13/47
Strength: 10/27
Technical: 10/23
Special Skills: N/A
Special Abilities: N/A
Size: 1-1.5 meters
Capsule: Bimms are very friendly. They have sing-song voices that sound nearly
mystical, and their language is composed of songs and ballads which sound like they were
written in five-part harmony. Every Bimm wears similar garments, covering their
half-furred bodies in tooled yellow clothes.
One of the prime Bimm activities is shopping. A day is not considered complete unless a
Bimm has engaged in haggling for or discovering a bargain. To them, haggling is an art.
Frequency: Uncommon
BITH
Dexterity: 10/30
Knowledge: 20/60
Mechanical: 20/50
Perception: 20/50
Strength: 10/20
Technical: 20/50
Special Skills: N/A
Special Abilities: Manual Dexterity: Although Bith do not have high Dexterity
attributes, they do gain +10 to skills that utilize fine motor skills, such as picking
pockets, surgery, fine tool operation, etc. They do not gain this bonus to gross motor
skills such as Blaster and Dodge.
Size: 1.5-1.75 meters
Capsule: You're familiar with the Cantina Band in Star Wars, right? Those are Bith.
They are highly passive, due to the chemical catastrophe that devasted their homeworld
(Clak'dor VII) just before the galactic civil war began. They are totally polite and go to
great lengths to not offend.
The Bith government has worked hard to promulgate the ideals and goals of the Empire,
providing support for the computer programming needs of the Imperial military and
assisting in the review of designs of all new Imperial equipment. Because of this, the
Empire has given great amounts of aid to the race to recover their homeworld from its
ecological ruin (unlike Honoghr, where the Empire did everything possible to keep that
planet in shambles).Bith are employed throughout the galaxy, by both the Empire and by
private corporations, in occupations requiring extremely powerful intellectual abilities.
Frequency: Common
BOTHANS
Dexterity: 10/30
Knowledge: 30/50
Mechanical: 10/30
Perception: 35/55
Strength: 15/35
Technical: 15/40
Special Skills: N/A
Special Abilities: Communication: Bothans can manipulate their fur to
express emotions and subtle statements. This communication is too subtle
for non-Bothans to catch more than surface meaning from it, so there is no need
to rank it as a method of communication.
Size: 1.5-1.75 meters
Capsule: Bothans are notorious (thanks to the novels) for being
opportunistic and predatory. They are also well documented as martyrs and
sacrificial nerfs and they use this to their advantage when they can.
Power and prestige are important to Bothans, and are based on control and
influence. A Bothan does not have to possess material wealth, but simply
to display the means to control or influence those who do.
Bothans range in colors as various as Wookies and other fur-covered races.
They have short-snouted faces and elfin ears.
Frequency: Common
BRUBBS
Dexterity: 20/40
Knowledge: 10/30
Mechanical: 20/40
Perception: 10/30
Strength: 30/50
Technical: 10/30
Special Skills: N/A
Special Abilities: Natural Body Armor: The Brubb have thick hide that
provides a bonus of +20 against physical attacks, but nothing against energy attacks.
Size: 1.5-1.7 meters
Capsule: Strong and sturdy bipedal reptiloids with pitted hides that are colored in
ranges of dusty yellow to grayish green, depending on their surroundings. Their faces are
vaguely humanoid with bony brows, a flat, triangular nose, and a narrow frowning mouth.
Many males have a tuft, or tufts, of course black hair growing out of the back of their
heads.
The Brubb homeworld, Baros, is a low-tech world with little to promise Brubb society. Any
able-bodied Brubb will work hard to get off-world to make their fortune. Brubbs are often
employed as mercenaries and hired guns.
Frequency: Uncommon
CAROSITES
Dexterity: 20/40
Knowledge: 20/50
Mechanical: 10/30
Perception: 20/45
Strength: 15/40
Technical: 20/50
Special Skills: N/A
Special Abilities: Medical Aptitude: Carosites automatically start
with a First Aid skill rank of 50; they may not add more points to this
skill at the time of character creation, but the skill is "free" for
them at that time.
Protectiveness: Carosites are incredibly protective of young patients and
other helpless beings. Their brawling and strength effectively have an
extra 20 ranks during combat when protecting the helpless.
Size: 1.3-1.7 meters tall
Capsule: Carosites are bipeds with peculiarly long necks. Their faces
have long snouts, small dark eyes, and a fine layer of fur. This fur
covers their bodies as well, keeping them warm. Their senses are extremely
acute, and their hands are very nimble and well coordinated.
They have a life expectancy of 120 standard years, but have a decidedly elusive
reproductive cycle. They are only able to reproduce twice in their lives,
bearing litters of one to six children. This accounts for the Carosites
intense respect for life. It was this respect that caused the Carosites to
develop their incredible medical proficiency (which has been a benefit to the
entire galaxy).
Frequency: Uncommon (in Elrood Sector) / Rare (outside of Elrood)
CHADRA-FAN
Dexterity: 20/40
Knowledge: 10/30
Mechanical: 23/43
Perception: 20/50
Strength: 10/23
Technical: 20/40
Special Skills: N/A
Special Abilities: Sight: 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: Chadra-Fan have extremely sensitive olfactory organs, giving them a +20
bonus to their search skill
Size: 1 meter
Capsule: Chadra-Fan are humanoids with mouse-like faces. You can see one in the Mos
Eisley cantina squeaking for another drink at the bar. The primary motivation of the
Chadr-Fan is fun. They will pursue any sort of action if they believe it will give them
enjoyment.
They love to tinker with technological things. They will take them apart then put them
back together, usually resulting in a bizarre malfunction.
They are good-natured beings and seem to like almost every being they encounter.
Frequency: Uncommon
COYNITES
Dexterity: 20/50
Knowledge: 10/40
Mechanical: 10/40
Perception: 10/45
Strength: 25/55
Technical: 10/30
Special Skills: Beast Riding: Tris: All Coynites
raised in traditional Coynite society have the Tris beast riding
specialization. Tris are equine beasts suitable for use as war-mounts,
draft animals, and pleasure riding.
At the time of character creation, a Coynite receives a 10 rank bonus to this
skill.
Special Abilities: Claws: Coynites have the sharp claws that do
Strength+20 and add 10 to their Brawling skill.
Intimidation: Coynites have a bonus 10 ranks to Intimidation at the
time of character creation.
Sneak: Coynites have a bonus 10 ranks in Sneak at the time of
character creation.
Size: 2-3 meters tall
Capsule: Coynites are tall and heavily muscled bipeds. They are
covered with a fine golden, white or black to brown fur. Their heads are
covered with a shaggy mane.
They are natural born warriors with a highly disciplined code of warfare.
A Coynite is rarely seen without armor and a weapon. They are ready to die
at any moment, and would prefer to die rather than be branded
dishonorable. Coynites could conceivably live up to 250 standard years,
but their warrior culture keeps the average life span at a mere 53 years.
They reach physical maturity in their early twenties.
Coynite children are born in litters of two to six children, and all children of
a litter are of the same sex.
To a Coynite, honor is life. The strict code of the Coynite law, the
En'Tra'Sol, must always be followed. Any Coynite who fails to follow this
law will be branded af'harl ("cowardly deceiver") and loses all rights
in society. Other Coynites will feel obligated to maintain the honor of
their species and hunt down an af'harl. Because an af'harl has no rights
or social standing, he or she may be murdered, enslaved, or otherwise mistreated
in any way that other Coynites see fit.
Frequency: Common (in Elrood Sector) / Rare (outside of Elrood)
DEFEL
Dexterity: 20/40
Knowledge: 10/30
Mechanical: 10/30
Perception: 20/40
Strength: 30/43
Technical: 10/30
Special Skills: Blind Fighting: Used when a Defel is deprived of its sight
visor or rendered blind, the Defel uses its senses of smell and hearing to overcome any
blindness penalties.
Special Abilities: Invisibility: Defel automatically start with sneak with a
+30 bonus.
Claws: A Defel's claws do great damage (strength plus 20).
Light Blind: Defel eyes can only detect ultraviolet light, and the presence of any
other light effectively blinds the Defel. Defel can wear special sight visors which block
out all other light waves, allowing them to see. If the Defel loses its visor or is
otherwise blinded, tasks will obviously become more difficult.
Size: 1.1-1.5 meters
Capsule: Defel appear to be nothing more than bipedal shadows with reddish eyes and
long white fangs. If they can be viewed under ultraviolet light, however, it is obvious
that they are stocky, furry, and range in color from brilliant yellow to crystalline
azure. They have long, triple-jointed fingers with long, sharp, yellowed claws. Their
snouts are lime-green.
They come from Af'El, a very large, high gravity world that orbits an
ultraviolet
supergiant star known as Ka'Dedus. Af'El has no ozone layer and ultraviolet light passes
freely to the surface while other gases in the atmosphere block out other wavelengths of
light. All lifeforms on Af'El have adjusted to this and can see only in the ultraviolet
spectrum. Most of these lifeforms have also adjusted to this in another fashion too; they
can only be clearly viewed under ultraviolet light.
Defel society is based on honor and cooperation. If you give your word to a Defel you
should keep your word, or he will mark you as traitorous.
Defel are considered to be a myth throughout the galaxy -- therefore, when they are
encountered, they are often regarded as supernatural beings. Most Defel in the galaxy
relish this perception.
Most Defel are happy knowing that if they wish to hide, no one will be able to spot them.
They often ignore surveillance equipment and characters who might have special perception
abilities. Yup, they're overconfident.
Frequency: Unique
DEOMINIAN - Human (see accompanying page)
Dexterity: 25/45
Knowledge: 25/50
Mechanical: 20/40
Perception: 30/50
Strength: 25/45
Technical: 20/40
Special Skills: Stamina: Deominians have a superhuman
endurance and are able to submit themselves to prolonged activity in comparison
to a human of commensurate ability. Deominians receive a 20 rank bonus in
Stamina at the time of character creation.
Special Abilities: Hyper-metabolism: The Deominian
metabolism requires a mature adult to eat a full meal at least four times a day,
but ideally seven or eight meals will keep the adult healthy and happy.
Longevity: Deominians have an
extremely long lifespan: The average adult lives between 300-450 years,
though some have lived as long as 600 years or more.
Size: 1.6-1.9 meters
Capsule: The race known as the Deominians are an apparent offshoot of
mainstream humanity, though their origins have been lost in antiquity. As
near as Deominian historians have been able to determine, the Deominian cloud
was discovered and settled by humans who thought to find wealth in the gases of
the nebula. It is believed that the unknown composition of the cloud
mutated the settlers' genes to give their descendants longevity and superhuman
stamina. This is only speculation. Deominians are human by all
appearances.
Frequency: Unique outside of Deominian cloud. The race is largely
regarded as myth throughout the galaxy, and the average galactic resident does
not truly believe they exist.
DEVARONIAN
Dexterity: 20/40
Knowledge: 20/40
Mechanical: 10/37
Perception: 20/47
Strength: 20/40
Technical: 10/30
Special Skills: N/A
Special Abilities: N/A
Size: 1.7-1.9 meters
Capsule: A mammalian biped species from Devaron. The males have completely hairless,
redtinted skin and dark horns growing from their heads. The females are covered with a mat
of thick fur ranging in color from white to brown, and they have no horns. The teeth of
the males are all incisors, but females have molars and canines as well.
The two genders differ more than just in appearance. The males lead exciting lives full of
action and adventure...though they aren't exactly dependable or trustworthy. Females are
very dependable, but they are not at all interesting, leading dull dreary lives.
Devaronian males are common sights in almost every spaceport, and they take employment in
almost every line of work. They don't stay employed for long however, because their
lifestyle is that of a wanderer (they do send credits home to their families on Devaron
though). The females rarely leave their homeworld, preferring to have the comforts of the
galaxy brought to them. As a result, the above statistics are for Devaronian males, and I
will not allow a player to use a female Devaronian.
Frequency: Common (males) / Rare (females)
DUINUOGWUIN
Dexterity: 20/50
Knowledge: 20/50
Mechanical: 10/40
Perception: 20/50
Strength: 30/60
Technical: 20/40
Special Skills: Flight: Duinuogwuin can fly in both
space and atmosphere (600 kmh in atmosphere - considerably faster in space)
Special Abilities: Space Survival: Duinuogwuin can
survive in deep space without any artificial protection. The length of
time they can remain in space is determined by their Stamina rank. for
every 10 ranks they can remain in space for 2.5 months.
Size: 10-100+ meters long
Capsule: Duinuogwuin, or Star dragons, are a sad, noble species given to
championing lost causes. They are huge, snake-like multipeds with gossamer
wings and expressive, intelligent eyes. Star Dragons have one pair of legs
for every segmented body segment, and their wings are attached to the upper
portion of their body and stretch to 1.5 times their body length. The
scales covering a Duinuogwuin's body are gray, dirty white, silver, pale blue,
or black. This coloration remains constant throughout the Star Dragon's
life.
The Duinuogwuin are an ancient species. They are so old that the location
of their homeworld is unknown. They guard the secret carefully, and have
learned to treat questions about their natures, their pasts, and their origins
with polite indifference. They are also secretive about their physical
natures: they always refuse medical treatment and never die in public
places. Legends speak of planets that serve as Dragon Graveyards,
though no one has ever reported finding such a place.
Duinuogwuin may not have always been so secretive. There are numerous
myths of Star Dragons being directly involved in the affairs of the Old
Republic. However, the details of those stories is sketchy and it is not
easy to determine the extent of Duinuogwuin activity in those instances.
Legends also exist to suggest that the self-imposed isolation has to do with a
genetic flaw in the species. When Duinuogwuin mate, legends report that they often give birth to offspring who are unintelligent and extremely
violent. Such offspring are ravaging monsters which the parents are then
forced to destroy.
Still other Star Dragons are simply "evil," and they use their
intelligence to manipulate and destroy others. The Star Dragons also
consider these beings "genetic mistakes." It is believed that
one in every three Duinuogwuin are Force sensitive.
Frequency: Unique
DUROS
Dexterity: 10/40
Knowledge: 13/27
Mechanical: 20/47
Perception: 10/30
Strength: 10/30
Technical: 17/40
Special Skills: N/A
Special Abilities: Duros are practically born to be starship pilots and navigators.
Every member of the race seems to have a knack for it. When creating a Duros character,
two skills dealing with spacecraft may receive an automatic +20 ranking.
Size: 1.8-2.2 meters
Capsule: Tall and thin, blue-skinned humanoids. They evolved in the Duro star system.
They have a slit mouth, no nose, and large orange eyes. Duros tend to be calm, though they
are quite capable of action. Individually, they are hard, dependable workers. They love to
tell stories, usually detailing their exploits throughout the galaxy, and they are
powerfully drawn to professions involving space travel.
Duros were one of the first species to achieve hyperdrive space travel, and early in
galactic history they all but left their homeworld behind in favor of the space stations
(floating cities in space) that they were establishing. When visiting the Duro star
system, tourists and businessmen rarely go planetside. The Duros homeworld is almost
completely uninhabited. Once used for producing foodstuffs, it is now the location of an
Imperial Reprogramming Institute as well as a toxic waste dumping ground.
Duros are generally neutral, but the Empire is watching this race, concerned that any
member may join the Rebellion. Imperials know how good Duros pilots are, and how well they
might serve the Alliance.
Frequency: Common
ELOMIN
Dexterity: 20/40
Knowledge: 17/37
Mechanical: 20/40
Perception: 20/40
Strength: 10/30
Technical: 23/40
Special Skills: N/A
Special Abilities: N/A
Size: 1.6-1.9 meters
Capsule: Tall, thin humanoids with two distinct features - ears which taper to points,
and four horn-like protrusions on the tops of their heads. When it was discovered by the
Old Republic, the Elomin considered themselves fairly advanced, but compared to the rest
of the galaxy they were quite primitive. Once Elom joined the Republic, they were cruising
hyperspace in starships, racing repulsorlift across open terrain, and mining ore with the
use of high frequncy lasers. This enabled them to plae their world's resources on the
galactic market.
Elomin admire the grace of order, and this is reflected in their predictable way of life.
Elom was placed under Imperial martial rule and the Elomin were turned into slaves, forced
to mine lommite for the Empire. Among its other uses, lommite is a major component in the
manufacturing of transparisteel. Domino de Devastator has seen fit to free the planet from
Imperial martial law and allow the Elomin to have limited rights to sell their world's
supply of lommite.
Frequency: Uncommon
EPICANTHIX - Human
Dexterity: 20/50
Knowledge: 20/40
Mechanical: 20/40
Perception: 20/50
Strength: 20/40
Technical: 20/45
Special Skills: N/A
Special Abilities: Cultural Learning: At the time of
character creation, Epicanthix receive 20 ranks for every 10 ranks they buy in
Cultures and Languages.
Size: 1.8-2.5 meters tall
Capsule: The Epicanthix are a genetically human people known for their
combination of warlike attitudes and high regard for art and culture. They
have lithe builds with powerful musculature. Through training, they
prepare their bodies for war, yet tone them for beauty. Although human in
appearance, they tend to be willowy and graceful. Their faces are slightly
longer than usual, with narrow eyes. They tend to wear their hair long and
tied back in ceremonial styles which are not only attractive but practical.
Since the Epicanthix world is in the isolated Pacanth Reach sector, they are not
too familiar with many galactic institutions outside of their sphere of
influence. They sometimes become overwhelmed with unfamiliar and fantastic
surroundings of other worlds far from their own.
Frequency: Rare
ETTI - Human
Dexterity: 20/40
Knowledge: 20/40
Mechanical: 20/35
Perception: 20/40
Strength: 20/35
Technical: 20/35
Special Skills: N/A
Special Abilities: Affinity For Business: At the time of
character creation, Etti receive 20 ranks for every 10 ranks they buy in the
following Skills: Bureaucracy, Business, and Bargaining.
Size: 1.7-2.2 meters tall
Capsule: The Etti are a race that cares only for material wealth and
outward appearance. While genetically human, they tend to have lighter,
less muscular physiques than the average human. Their flesh is quite pale
and soft, and their hair is very fine and textured.
The ancestors of the Etti opposed the political and military policies of the
Galactic Republic. The dissidents pooled their resources and purchased
several colony ships. Declaring the Republic to be tyrannical and
oppressive, they left the Core Worlds and followed several scouts to a new world
far-removed from the reach of Coruscant. On this new planet, Etti, they
developed a civilization based on high culture and aesthetic pleasures.
Shunnig contact with the outside galaxy, their culture stagnated and became
decadent.
Frequency: Rare
EVRISHI
Dexterity: 20/50
Knowledge: 20/50
Mechanical: 15/40
Perception: 20/40
Strength: 15/40
Technical: 20/40
Special Skills: Preternatural Willpower & Intimidation:
Evrishi automatically receive an extra 15 ranks in these two skills.
Charisma: Due to their highly attractive appearance, Evrishi
receive a 10 rank bonus to Bargain, Command, and Persuasion.
Special Abilities: Longevity: Evrishi have a prolonged
lifespan; the average adult lives between 150-180 standard years.
Size: 2.0-2.7 meters tall
Capsule: The Evrishi race are from a region of the galaxy near Elrood
sector (the fifth planet of an uncharted system). The Evrishi are an
elegant people; even the paupers among them have a certain regal quality in
their appearance to outsiders. Slender builds and pointed ears make these
beings look like a race straight from childhood fantasy tales, but their cunning
and courage in battle tells a story more suited for strategy lessons at the
Imperial Academy.
Frequency: Rare
STUDY MORE ALIEN RACES
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