Alien Races of the Battle Zone: S-Z

S|T|U|V|W|X|Y|Z

S

SAA'KAUN - Race design by Judas Templar
Dexterity:
25/65
Knowledge: 10/25
Mechanical: 20/40
Perception:
20/50
Strength:
30/65
Technical: 20/50
Special Skills:  N/A
Special Abilities: 
Armor:  Armored carapace provides Str+10 protection against energy damage and Str+20 protection against physical damage
Claws: 
"Wrist" blades do Str+20 damage.  Claws do Str+15 damage
Force Immunity:  Saa'Kaun are immune to mental manipulation through the Force.  They cannot ever be Force Sensitive.
Plasma Blast: 
The plasma blast is a method of disposal of excess energy that the Saa'Kaun have in their bodies.  They utilize this as an offensive capability.  Because the ability draws on excess energy/energy reserves within the beings' bodies, the damage will diminish with each use.   Damage is Str+25 for first 5 shots/day; Str+15 for next 5 shots/ day; Str+5 for next 5 shots/day; damage is Strength rank for next 5 shots/day; Str-5 for next five shots/day; Str-15 for next 5 shots/ day; Str-15 for next 5 shots/ day; and so on...
Size:  2.3-2.8 meters tall; 2.6-3.1 meters wide; 2.9-3.6 meters long
Capsule: 
Physically, the Saa'Kaun have multiple compound eyes, and have five appendages which end in claw-like manipulators, strong enough to be capable of bending or breaking several strong materials.  The five limbs are positioned on the ventral and dorsal sides of the individual.  Three limbs on the ventral side are set in a triangular pattern, with two limbs at the front of the creature and one in the rear to maintain stability. The two dorsal limbs originate from the rear, roughly above the individual's third leg, and function as their arms. The creatures are long and squat, however, the vast majority still tend to tower over smaller, humanoid races.  Their limbs are incredibly thick, and have incredibly large shoulders to support their frame. In a setting, such as a corridor, this arrangement allows them to run equally well along a ceiling, floor, or wall.  The highly durable reddish-black hued carapace does not seem original to the creature's physiognomy, and seems to contain compartments, and also allows the creature to exist in empty space, akin to a space suit, which suggests an organic-artificial fusion.  Most Saa'Kaun also seem to possess weaponry integrated into their exoskeleton, typically a single plasma cannon embedded in a large open space in the left shoulder, and 18" - 20" wrist-mounted blades mounted beneath what could be considered the creatures palms, and further exhibit properties of an organic-artificial fusion. The plasma weapon itself
may be a type of focusing device, powered by the energy of the being itself, but it remains unknown.
These details seem to indicate that the Saa'Kaun could not have adapted as other terrestrial species had, but were most likely "constructed" by another entity, and had spent the majority of their evolutionary process in zero gravity.
Although the Saa'Kaun are blatantly genocidal, their motives and origins continue to remain a mystery. Evidence recovered from the artifacts of races eradicated by the Saa'Kaun indicate they have a limited sensitivity to dimensional disturbances.  It is unknown whether or not the Saa'Kaun came into the galaxy by chance, cycle, or extra-dimensional travel.
Very little is known about Saa'Kaun society, however, a leading hypothesis is the "Hive Mind" theory, arguing that Saa'Kaun society is broken down into specialized functions, driven by a collective intelligence.  The most convincing evidence for this theory is the behavior of the Saa'Kaun in their environment, and the manner in which their technology progresses.  Although it becomes obvious that the Saa'Kaun are sentient, and can even show curiosity.  It appears as though the development of technology occurs as an evolutionary response, instead of any initiative on their part.  The remains of civilizations near the Unknown Regions seem to support this assumption, as the weaponry used was on the order of several millennia old, and can be clearly traced back to Saa'Kaun weapon variants in use today.
Saa'Kaun communication appears to occur in the electro-magnetic spectrum, and translating their language proves to be extremely difficult, as well as unpleasant to listen to. In short, the sound of their communication seems to occur in a long, echoing, reverberating note, with scratching pulses at certain intervals.
Saa'Kaun rarely, if ever appear on terrestrial surfaces.  While they can perform adequately in planetary atmospheres and gravities, they seem to dislike it.  As a result, even given their extremely violent nature, Saa'Kaun will never attack on the ground unless sufficiently provoked.  However, in space, this becomes an entirely different issue.  If for any reason, one of their craft is boarded, the result is a swift, efficient, and violent response.  They will rarely board enemy vessels, if ever, and do not exhibit any interest in conventional planetary resources, and only rarely show any interest in other species' technology.  This presented a conundrum as to how the Saa'Kaun acquired resources for their technology, and where they lived.  And few possess the knowledge as to how they did so.  The Saa'Kaun technology harnesses the energies found in the gases of neutron stars to power their strange craft, and they mine asteroids for more hull materials.  The Saa'Kaun typically inhabit space stations surrounding the neutron stars they mine, and the bulk of them live in porous asteroids.  It is still unknown how the Saa'Kaun sustain themselves as lifeforms, as they have no mouths, however, a popular theory is that they absorb stellar energies through tiny pores in their exoskeleton, or have some type of specialized mechanism that allows this.
The effects of the force on the Saa'Kaun remains for the most part, unknown.  They appear to be totally immune to many types of mind manipulation.  Due to the lack of biological information, the effects of other abilities remains yet another unknown.
Frequency:  Unique

SARKANS
Dexterity:
10/40
Knowledge: 20/45
Mechanical: 10/40
Perception:
20/50
Strength:
30/65
Technical: 10/30
Special Skills:  N/A
Special Abilities: 
Night Vision:  The Sarkans have excellent night vision and operate in darkness with no penalty
Cold Blooded:  Sarkans are cold blooded.  If exposed to extreme cold, they grow extremely sluggish - all attributes and skills recieve a 30 rank penalty.  They can die from exposure to freezing temperatures within 20 minutes.
Tail:  Sarkans can use their thick tail to attack, inflicting Strength + 30 damage.
Size: 
1.9-2.2 meters tall
Capsule: 
The Sarkans are tall bipedal saurians.  A lizard descended species with thick, green, scaly hides and yellow reptilian eyes.  They have long, tapered snouts, and razor-like fangs.  They also possess claws, though they are rather small; Sarkans often decorate their claws with multicolored varnishes or clan symbols.  They seem to share a common lineage with the reptilian Barabels, but scientists have been unable to conclusively prove a genetic link.
Sarkans are very difficult to negotiate with.  They have a rigid code of conduct, and all aliens are expected to fully understand and follow that code when dealing with them.  Aliens that violate the protocol of the Sarkans are often dismissed as barbarians.
Frequency: 
Uncommon

S'KRRR
Dexterity:
30/50
Knowledge: 20/45
Mechanical: 10/30
Perception:
20/50
Strength:
30/50
Technical: 15/35
Special Skills:  N/A
Special Abilities: 
Chitin Blades:  S'krrrs' forearms have chitinous blades running along their outer edge - when sharpened, these blades cause STR+20 damage when brawling.
Size: 
1.4-2.1 meters tall
Capsule: 
The S'krrr are bipedal insectoids.  Their heads resemble a common Earth ant, and they have only one pair of legs and one pair of arms.  They come in many colors (just like a new car!):  black, red, orange, or gray.  Theirs is a feudal society with separate castes:  workers, royalty, and warriors.  S'krrr are not necessarily locked into their castes from birth, a worker or a royal can become a warrior, a warrior or a royal can become a worker (though why a royal would want to leave the caste to become a worker is beyond me).  Although a worker may not move directly into the royalty caste, a warrior may be so elevated, and therefore a worker could conceivably reach royalty at some point.  All shifts in caste depend on a S'krrr's achievements.
S'krr come from the planet S'krrr in the Ishanna system, and share that system with the humans on their neighboring planet, Rabaan.  Once in a while a dispute arises between the two races, and they settle their differences by sending one warrior from each world to the moon that orbits Rabaan, the "combat moon."  (See Rabaanites)
Frequency: 
Unique

SLUISSI
Dexterity:
10/20
Knowledge: 10/35
Mechanical: 20/30
Perception:
15/40
Strength:
15/40
Technical: 20/50
Special Skills:  Technical Aptitude:  Sluissi receive an extra 40 ranks, which must all be used for Technical skills.  These ranks can be split up in any way among any Technical ability.  Unfortunately, when a Sluissi performs an action based on Technical skills, the action takes twice as long as for other species.
Special Abilities: 
N/A
Size: 
1.5-1.8 meters tall
Capsule: 
Sluissi are humanoids from the waist up, but from the waist down they have a snake-like body that ends in a slithering tail.  The technologically advanced Sluissi inhabit the star system of Sluis Van, where they are renowned for their ability to repair and maintain starships.
In general, Sluissi are methodical and, to some, plodding.  They take their time with everything they do.  This often means a job takes longer than expected, but it is always done well.  They can try the patience of many species with their own patient, easy-going mannerisms.
Due to their love of tinkering, Sluissi can often improve upon engine efficiency, power output, and system responses in even the oldest, most worn-out craft.  Of course, this kind of tinkering takes time, and captains who are in a hurry should not even consider asking for assistance.  Sluissi consider themselves mechanical artists of the highest order, and high art cannot be rushed. 
Frequency: 
Rare

SQUIBS
Dexterity:
27/47
Knowledge: 10/30
Mechanical: 20/40
Perception:
20/40
Strength:
10/30
Technical: 10/30
Special Skills: N/A
Special Abilities:
N/A
Size:
1 meter
Capsule:
Squibs are small furry bipeds with tufted ears, five-fingered hands and five-toed feet. Their eyes are positioned on the sides of their heads and are extremely large compared to their bodies. Their fur ranges from deep red to brilliant blue They have short muzzles with two tiny black nostrils and a mouthful of sharp teeth.
Squibs are generally confident, and cheerfully egotistical beings with an annoying penchant for curiosity. They tend to examine, and comment on, everything around them regardless of any apparent danger.
Squibs love to haggle. They define haggling as any kind of conniving deal that lets both sides think (for a while at least) that they got the better of the other.
Squibs are into junk, and collect great troves of worthless items.
Frequency:
Uncommon

SSI-RUUK
Dexterity:
20/50
Knowledge: 15/40
Mechanical: 10/35
Perception:
10/35
Strength:
30/50
Technical: 17/37
Special Skills:  N/A
Special Abilities: 
Enhanced Sense (Smell):  Ssi-ruuk have highly developed olfactory senses.  They are able to use this sense to search for things if they know the scent, and can smell when a human is lying (85% of the time).
Poor Vision:  Ssi-ruuk have poor vision compared to humans.  At ranges greater than 50 meters their vision is ineffective without outside aid.
Natural Body Armor:  Ssi-ruuk have a thick hide and scales that provides protection:  20 rank protection against physical damage, 10 rank against energy damage.
Tail:  Ssi-ruuk tails inflicting Strength + 10 damage.
Claws:  Ssi-ruuk claws do Strength + 20 damage.
Force Blindness:  The Ssi-ruuk are incapable of sensing or using the Force.  Ssi-ruuk may not be Force-sensitive.
Size: 
1.9-2.2 meters tall
Capsule: 
Warm-blooded saurians, the Ssi-ruuk are from a globular star cluster located between the trailing spiral arms of the galaxy.  Adult Ssi-ruuk stand approximately 2 meters tall, with a massive body, and huge muscular tails.  Their short upper limbs are well-muscled, and end with three clawed, prehensile digits.  They communicate with a language of complex bird-like honks, whistles, and musical chords.  The chord-phrases convey a great deal of information with just a few honks and whistles.  it is believed that humans are incapable of speaking or hearing Ssi-ruuvi 100% accurately:  a number of the guttural honks and throat clicks that are essential components of the language are extremely difficult or impossible for human mouths to reproduce, and several of the higher notes of the language are beyond the human hearing range.
The Ssi-ruuvi religion dictates that if a Ssi-ruuk dies away from a properly consecrated world, that Ssi-ruuk's spirit is doomed to wander the galaxy without rest.  Consequently, Ssi-ruuk tend to avoid open conflict away from their own planets, preferring to have droids and slaves do their fighting for them while they monitor the battle from a distance.  If confronted on an unconsecrated world, or in space, they are very likely to flee from the battle.
Frequency: 
Rare

SULLUSTANS
Dexterity:
10/30
Knowledge: 10/27
Mechanical: 20/43
Perception:
10/33
Strength:
10/27
Technical: 10/37
Special Skills: N/A
Special Abilities:
Location sense: Once a Sullustan has been somewhere, he always remembers how to return there - he cannot be lost if he can figure out where a landmark is.
Size:
1-1.8 meters
Capsule:
Sullustans are jowled, mouse eared humanoids with huge eyes. They live in enormous subterranean caverns beneath the surface of their homeworld. Sullust is a volcanic planet with an inhospitable atmosphere of thick billowing clouds of hot noxious air. The caves of the Sullustans provide a comfortable environment for them to flourish in, as the surface of the planet can only be braved for a short period of time.
Sullustans speak in a chattering language and are known throughout the galaxy as able pilots and navigators. Due to their development in caverns, their eyes and ears are suited to see in low-light environments and to hear the slightest of sounds.
Sullust is also home to the SoroSuub Corporation, a leading mineral-processing company that has energy, space mining, food packaging, and techno-production divisions throughout the galaxy. Almost 50% of the Sullustan population owe their livelihood to SoroSuub.
SoroSuub is an Imperial corporation, but many Sullustans are in league with the Rebel Alliance.
Frequency:
Uncommon

SVIVRENI
Dexterity:
10/40
Knowledge: 10/30
Mechanical: 20/40
Perception:
10/45
Strength:
20/50
Technical: 10/35
Special Skills:  N/A
Special Abilities: 
Stamina:  Due to the harsh nature of the planet Svivren, the Svivreni start with an automatic 20 ranks added to both Stamina and Willpower.
Size: 
.6 - .9 meters tall
Capsule: 
A species of stocky, short humanoids.  They possess a remarkable toughness bred into them by the harshness of Svivren, their home planet.  They are heavily muscled.
Traditionally, Svivreni wear sleeveless tunics and work trousers, covered with pouches and pockets for carrying the various tools they use in the course of their work.  Svivreni are excellent mineralogists and miners, and are often hired by large corporations to oversee asteroid and planetary mining projects.  Their expertise in the area of prospecting is well known and well regarded; many have become successful scouts.
Frequency: 
Rare

T

TASARI
Dexterity:
10/40
Knowledge: 10/40
Mechanical: 10/30
Perception:
20/50
Strength:
10/35
Technical: 10/25
Special Skills: N/A
Special Abilities:
Force Sensitivity:  Because of  the crystals (Tasar Crystals) that are found on their planet, more Tasari are sensitive to the Force than is usual.
Size:
1.4-1.7 meters tall
Capsule:
Tasari are hairless humanoids with scaly skin.  They have large beaked noses and feathery crests that give their faces a superficial resemblance to those of birds.  They tend to be shorter and of lighter build than the average human.  Their natural lifespan is about 120 standard years.
Tasari mate for life, and rarely does one of their species take a second mate after the first one passes away.  The females lay three to five eggs at a time, and they do not lay a second clutch until the young from the first batch have been raised.  Both parents take part in raising the young.  Tasari mature into adulthood in 15 standard years.
Frequency:
Rare

TELTIORS
Dexterity:
30/57
Knowledge: 15/45
Mechanical: 15/45
Perception:
10/40
Strength:
20/40
Technical: 15/40
Special Skills: N/A
Special Abilities:
Manual Dexterity:  At character creation, Teltiors receive a 20 rank bonus to any skills that require complicated finger work (such as droid and computer repair, medicine or first aid, etc.  E-mail me regarding the precise skills for which this is available).
Skill Bonus:  Teltior characters can choose from one of the following skills:  agriculture, bargain, con, first aid, or medicine.  In that chosen skill the character receives a bonus of 10 ranks at the time of character creation.
Stealth:  Meris have a 20 rank bonus in Sneak at the time of character creation.
Size:
1.5-2.2 meters tall
Capsule:
The Teltiors are a tall humanoid race, closely related to the Meris.  They have pale blue to dark blue or black skin.  They do not have the pronounced conical ridges, eyebrow ridge and folds of neck skin that the Meris have.  They do have a prominent vestigial tail and three fingered hands.  The three fingers have highly flexible joints, giving the Teltiors much greater manual dexterity than many other species.  They traditionally wear their hair in long ponytails down their backs, although many females have taken to shaving their heads.
Teltior have been more willing than their Meris brethren to leave Merisee, and many have found great success as traders and merchants.  Although the Teltiors do not like to speak of this, there are also many of their race who lead quite successful lives as con men.
Frequency:
Common (in Elrood Sector) / Rare (in the rest of the galaxy)

TINNELL
Dexterity:
20/35
Knowledge: 10/30
Mechanical: 20/40
Perception:
20/45
Strength:
15/40
Technical: 30/60
Special Skills: N/A
Special Abilities:
Claws: All Tinnell have claws that do strength + 15 damage in hand-to-hand situations.
Size: 1.2-1.8 meters tall
Capsule:
Tinnell act like they are completely clueless; blissfully ignorant of almost everything.  "Innocent" and "naive" are apt descriptions.  They are, however, master mechanics and have an uncanny knack for improvisation.  They like to take things apart and put them back together in strange and different ways.  The odd thing is that, although they look like a mightmare, these creations actually work - most of the time.  They will take apart other systems looking for parts, then leave them disassembled.  
Tinnell are a felinoid species, with short fur (ranging anywhere in color from brown, black, orange, or gray).  Tinnell on their homeworld are like enormous housecats, looking for mischief and chasing smaller animals.  Their level of technology is such that they use crude tools for everything, but once exposed to the galaxy at large they adapt rather easily.
Frequency:
Rare (Any plans to bring a Tinnell into the storyline, either as a player character or as a non-player character, must first be approved by Domino.  They are more rare than "Rare," but not rare enough to fit into the "Unique" classification)

TOGORIANS
Dexterity:
20/50
Knowledge: 10/30
Mechanical: 10/40
Perception:
20/40
Strength:
20/50
Technical: 10/40
Special Skills: N/A
Special Abilities:
Claws: Togorian claws do strength + 10 damage.
Teeth: Togorian teeth do strength + 20 damage.
Size:
2.5-3 meters (males) / 1.6-2.2 meters (females)
Capsule:
Togorians are feline bipeds and are an impressive, intimidating sight just about anywhere. They have slender, fur covered bodies and sinewy muscles and appear to be equally suited to slinking through a forest or running across open terrain to chase their prey. Their faces are almost completely feline in character, down to the twitching whiskers on the muzzle, the slit-pupils of their eyes, attentive triangular ears, and needle-sharp teeth. Fur coloration of the species varies from gray-white to black, and distinctive markings are common.
Females of the species are cunning and always willing to deal. They have a tendency to be collectors. Males are aloof and suspicious of outsiders, especially "White Shells" and "Metal Men" (stormtroopers and droids, respectively). However, the males are exceedingly clever and become offended if someone thinks them unintelligent and brutish.
Togorian females like to reward themselves with a trip across the galaxy, to fulfill some kind of wanderlust they feel before they settle down. Males off of Togoria, if they are not serving in a militia or as a bodyguard, will be searching for their betrothed mate to return home.
Frequency:
Rare

TRIANII
Dexterity:
25/40
Knowledge: 20/40
Mechanical: 15/40
Perception:
20/40
Strength:
20/50
Technical: 15/50
Special Skills:  Acrobatics:  Trianii receive a 10 rank bonus in this skill
Martial Art:  Against someone without this ability, the Trianii martial art adds 10 to the fighter's strength rank for damage purposes. Against someone with this ability, it works exactly like Brawling would.
Special Abilities: 
Prehensile Tail:  Trianii have limited use of their tails.  They have enough control to move light objects (under three kilograms - approximately 6.6 pounds), but the control is not fine enough to move heavier objects or perform fine manipulation (such as aiming a weapon).
Claws:  Adds 10 to brawling damage.
Female Superiority:  After allocating points for attributes, a female Trianii character gets an additional 5 to the ranks of her Dexterity and Strength.
Size: 
1.5-2.2 meters tall
Capsule: 
The Trianii evolved from feline ancestors, with semi-prehensile  tails and sleek fur.  They have a wide range of coloration.  They have excellent balance, eyesight, and hunting instincts.  Trianii females are generally stronger, faster, and more dexterous than the males, and their society is run by tribunals of females.
Much of their female-dominated society is organized around their religious ways.  Dance, art, music, literature, even industry and commerce, revolve around their religious beliefs.  In the past, they had numerous competing religions, ranging from fertility cults to large hierarchical orthodoxies.  These diverse religions peaceably agreed upon a specific moral code of conduct and beliefs, building a religious coalition that has lasted for thousands of years.
The Trianii controlled their space in peace.  Then, the Corporate Sector Authority expanded toward Trianii space.  By most reckoning, with tens of thousands of systems to be exploited, the Authority need never have come into conflict with the Trianii.  Such thinking ignores greed, the principle upon which the Authority was founded.  The Authority tried to force the Trianii to leave, but the Trianii fought back.  Eventually the famed Trianii Rangers, the independent space force of the Trianii race, interceded.  Their efforts have slowed the predations of the Authority
Frequency: 
Rare

TWI'LEKS
Dexterity:
10/30
Knowledge: 10/40
Mechanical: 10/23
Perception:
20/47
Strength:
10/30
Technical: 10/30
Special Skills: N/A
Special Abilities:
Twi'leks use their headtails to communicate in a secret language with each other. Even in a room full of individuals, two Twi'leks could communicate in private using a language of complex motions with their headtails.
Size:
1.6-2.4 meters
Capsule:
Tall, thin humanoids from Ryloth, in the Outer Rim. Their headtails, twin appendages protruding from the backs of their skulls, distinguish them from the hundreeds of humanoid species found in the known galaxy.
Twi'leks are known for their skills of persuasion, business, and other related skills.
Tw'lek females are common throughout the galaxy as dancing girls, and slavers often make stops on Ryloth to "harvest" young twi'leks for slavery on a yearly basis.
Frequency:
Uncommon

U

UBESE - True Ubese
Dexterity:
20/45
Knowledge: 10/30
Mechanical: 10/25
Perception:
20/50
Strength:
10/30
Technical: 20/35
Special Skills:  N/A
Special Abilities: 
Survival:  Due to living in the harsh conditions of their homeworld, True Ubese have an automatic 20 ranks in Survival.
Technical Aptitude:
  At the time of character creation, True Ubese receive 20 ranks for every 10 ranks they buy in any Technical Skills.
Type II Atmosphere Breathing:
  True Ubese require adjusted breath masks to filter and breathe Type I atmospheres (the standard atmosphere of habitable planets).  Without the masks, Ubese suffer a 10 rank penalty to all skills and attributes. 
Size:
1.75-2.25 meters tall
Capsule: 
The Ubese were an isolated species for that existed without the attention of the rest of the galaxy.  The residents of the Uba system lived peacefully, cultivating their lush planet and honing their highly complex culture.  then off-world traders discovered Uba and brought new technology to the planet, awakening an interest within the Ubese that soon grew into obsession.  they hoarded whatever technology they could get their hands on, trading away whatever they could to acquire more technology.  Initially, the Ubese society benefited from new technology.  Productivity rose in all aspects of business, the economy of the people was booming, and health conditions grew to unprecedented levels.  Then the population boom that followed the growth in wealth forced the colonization of several other worlds in their system.
With each colony that moved from Uba, the Ubese culture became more and more diluted, with clan boundaries being broken down.  Ambitious individuals were able to influence public and political opinion and the Ubese technological influence in the sector grew rapidly.  The local sector authorities discovered that the Ubese were manufacturing weapons which had been banned since the formation of the Galactic Republic, so they put a stop to Ubese technological business before it became a major threat.  After a debate driven by fear and misinformation, the sector council decided a preemptive strike would sufficiently punish the Ubese and reduce their influence in the region.
~Continued in the entry for Yrak Pootzck Ubese
Frequency:
Rare

UBESE - Yrak Pootzck Ubese
Dexterity:
20/40
Knowledge: 15/37
Mechanical: 10/30
Perception:
17/40
Strength:
15/35
Technical: 15/40
Special Skills:  N/A
Special Abilities: 
Increased Stamina:  Due to the relatively low oxygen content of the atmosphere of their homeworld, Yrak Pootzck Ubese receive a 10 rank bonus on worlds of Type I atmosphere (the standard atmosphere of habitable planets). 
Size:
1.7-2.2 meters tall
Capsule: 
The orbital strikes against the Ubese planets caused unstable, large-scale tactical weapons to bathe those worlds with radiation.  Uba III was hit so profoundly that when the weapons stockpile there was detonated it shattered the planet's crust - orbital forces later tore the world apart and scattered the remains into what is now known as the Uba Asteroid Belt.  Survival was possible only on Uba IV, the Ubese homeworld.  Survivors reportedly eked out a pathetic existence sucking in oxygen poor air and scrounging across ravaged landscapes in search of shelter and food.  Sector authorities were so ashamed of their actions that they refused to offer aid and wiped all references to the Uba system from official star charts.  The system was placed under quarantine, preventing traffic from the region.  Coruscant never heard of the devastation.
The survivors on Uba scratched out a tenuous existence from the scorched ruins, poisoned soil, and parched oceans.  Billions had died in the initial strikes against their world, but the destruction of the world produced a new breed of  savage nomads.  They excelled at scavenging what they could from the devastation.
Some Ubese survivors were relocated to a nearby system, Ubertica.  Several concerned activist groups within the sector organized the feeble rescue attempt, which managed to relocate only a few dozen families from the handful of survivors.  The quarantine on the system was brutally effective and the relief efforts were shut down.  The survivors on Uba, known as the "True" Ubese, soon came to call the rescued Ubese the "Yrak Pootzck" (the phrase implies impure parentage and cowardly ways).  While the True Ubese struggled for survival on their homeworld, the Yrak Pootzck Ubese on ubertica slowly propagated and found their way into the galaxy.
Frequency:
Rare

V

VERPINE
Dexterity:
13/30
Knowledge: 13/30
Mechanical: 17/37
Perception:
13/40
Strength:
13/30
Technical: 20/50
Special Skills: N/A
Special Abilities:
Body Armor: Verpine have chitinous covering that acts as armor providing protection of 10 against physical attacks.
Microscopic Sight: Verpine automatically have Search (Microscopic) at +10 rank levels at character creation *Don't worry about the math, I'll figure that part out*
Organic Telecommunication: Verpine have the ability to communicate with other Verpine and with specially tuned comlinks because they can send and receive radio waves through their antenna.
Technical Bonus: All Verpine receive a +20 rank level bonus in any technical skill they choose at character creation
Size:
1.9 meters
Capsule:
Highly evolved, bipedal insectoids with thin, stick-like bodies covered by plates of flexible chitinous material. They have two huge black eyes that dominate their faces. They have short snouts and small, toothless mouths. Their antenna extend from the sides of their faces.
The Verpine dislike conflict and have become experts in arbitration and compromise.
Verpine make great technicians and mechanics.
Frequency:
Rare

VRATIX
Dexterity:
10/40
Knowledge: 10/30
Mechanical: 10/25
Perception:
17/50
Strength:
20/40
Technical: 20/40
Special Skills:  Bargain:  Because of their cultural background, Vratix receive a 20 rank bonus in Bargain at the time of character creation.
Jumping:  Vratix have powerful hind legs that are able to leap to heights/lengths equal in distance to 5% of their Jump skill rank (distance is in meters).  Vratix receive this skill automatically at +20 ranks at character creation, and can immediately add points to it. 
Special Abilities:
Mid-arm Spikes:  Vratix can use these sharp weapons in combat, causing STR+10 damage.
Size:
1.8-2.6 meters tall
Capsule:
Vratix are an insectoid race with greenish-gray skin and black bulbous eyes.  They stand upright upon four slim legs, two long and two short.  The short legs are connected behind the powerful forelegs about halfway down on each side, and are used for additional spring in the tremendous jumping ability Vratix possess.  Two slight antennae rise from the small head that provide them with acute hearing abilities.  The long, thin neck connects the head to a substantially larger, scaly, protective chest.  Triple-jointed arms folded into a V-shape extend from the sides of the chest and end in three-fingered hands.  Sharp, angular spikes jut the midsection of the arms, which are sometimes used in combat.
A group of Vratix terrorists called the Ashern (which means "Black Claw" in their language) have taken to coloring themselves black and sharpening their already formidable arm-spikes (giving them STR+15 damage with their spikes).
Vratix are a species torn by competition between the bacta manufacturing companies that control their society, Xucphra and Zaltin.  They have exceptional bargaining skills, which make them great traders and diplomats.  Many have left the bacta refinement life to escape social conflicts and become merchants, doctors, or Rebels throughout the galaxy. 
Frequency:
Rare

VULTAN
Dexterity:
20/50
Knowledge: 20/40
Mechanical: 20/40
Perception:
20/40
Strength:
20/40
Technical: 20/40
Special Skills: N/A
Special Abilities:
N/A
Size:
1.5-1.8 meters
Capsule:
The Vultan people reside on the planet Vulta in the Atreyis system. The Atreyis system is on the spinward edge of the Mid Rim. The Vultan civilization has existed for more than fourteen millennia, gradually taking shape from a feudal agricultural economy into a flourishing technological center. Vultan males have a net of interconnecting cartilage that covers their heads, forming a first defense against cranial injury. The females have a similar covering, but the cartilage protrusions point away from the head rather than lying against it.
The Vultans are loyal to the Empire, as their world is near such expansion systems as Alderaan, and they have become rich based on the Imperial credit.
Frequency: Rare

W

WHIPHIDS
Dexterity:
20/40
Knowledge: 10/30
Mechanical: 10/30
Perception:
20/43
Strength:
20/47
Technical: 10/30
Special Skills: N/A
Special Abilities:
Claws: Whipid claws do strength + 10 damage.
Size:
2-2.6 meters
Capsule:
Hulking bipeds with long yellow or golden fur and stubby, furred tails. They can weigh up to 400 kilograms. Their faces have a prominent forehead and long, bowed cheekbones. Two upturned tusks sprout from the jaw and the eyes protrude slightly.
Whipids are ferocious predators that have a true love for hunting. They love to track something down and kill it. If you can convince a Whipid that you are not prey, they are most certain to be friendly to you.
Whipids in the galaxy are commonly seen as mercenaries, trackers/scouts, and some serve as bounty hunters.
Frequency:
Uncommon

WOOKIEES
Dexterity:
10/37
Knowledge: 10/23
Mechanical: 10/37
Perception:
10/23
Strength:
27/60
Technical: 10/33
Special Skills: N/A
Special Abilities:
Berserker Rage: If a Wookiee becomes enraged (the Wookiee or those to whom he has a life debt must be in immediate danger) then portray the character as if his strength is 20 points more than it is. The rage lasts as long as their are enemies present plus five minutes, or if someone is there to clam him down it is shorter.
Climbing Claws: Wookiees have retractable claws that are used for climbing ONLY. They add 20 to strength in regards to climbing. 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 circumstances. Yes, this does mean that a Wookiee who uses his claws under any circumstances other than climbing will be hunted and killed by other Wookiees.
Size:
2-2.3 meters
Capsule:
Wookiees are intelligent anthropoids that have apelike faces with piercing blues eyes and thick fur covering their bodies. They are very powerful; perhaps the single strongest intelligent species in the known galaxy, with violent, lethal tempers that dictate their actions.
Conversely, they are capable of gentle compassion and deep friendship. Wookiees can form bonds with beings of other races that take a priority over their own families.
In a fit of rage, Wookiees have been known to rip limbs off of droids, smash insolent machinery, and crush currently-occupied stormtrooper armor - accidentally, of course. Once a Wookiee has locked his grasp on an opponent, the battle is usually over.
Wookiees have a custom concerning friendships and debts of honor. The life debt is sacred to Wookiees and is pledged to a person or a group of people who act to save the Wookiee's life. In a life debt, the Wookiee becomes morally bound to protect his savior at all costs, even at the cost of his own life. A Wookiee will never break a life debt, for that would mean breaking a sacred honor. For a Wookiee this would be the equivalent of death.
Frequency:
Common

X

XA FEL - Human 
Dexterity:
10/30
Knowledge: 10/30
Mechanical: 10/45
Perception:
20/40
Strength:
10/20
Technical: 10/45
Special Skills:  Mechanical Aptitude:  The Xa Fel have a natural affinity for machinery and vehicles, particularly spaceships.  At the time of character creation they receive 2 bonus ranks for every 1 rank they place in any starship related skill or repulsorlift related skill.
Special Abilities: 
N/A
Size: 
1.5-1.8 meters tall
Capsule: 
The plight of the Xa Fel is a galactic tragedy and a perfect example of why mega-corporations often need supervision.  Kuat Drive Yards built a facility that dominated the planet Xa Fel and cost was the only concern.  Decades later, the planet is poisoned almost beyond repair.
The Xa Fel are a species-branch of humans (Xa Fel is apparently one of the countless "lost" colonies of ancient history).  The pollution and poverty of their world has left the Xa Fel permanently scarred.  many Xa Fel are undernourished or disfigured.  The damage effected the Xa Fel on a genetic level; new generations of Xa Fel tend to have respiratory problems, and when visiting "clean" worlds, Xa Fel often choke or pass out because they are unused to the purity of clean atmosphere.
Frequency: 
Rare - though they are humans in every respect, it is not at all common for any given being in the galaxy to encounter a human from Xa Fel

Y

 

Z

ZEXX
Dexterity:
10/30
Knowledge: 10/30
Mechanical: 20/40
Perception:
20/40
Strength:
20/60
Technical: 10/30
Special Skills:  N/A
Special Abilities: 
N/A
Size: 
1.8-2.5 meters tall
Capsule: 
The most prominent feature of the Zexx is the pair of wickedly shaped tusks that jut from the sides of their mouths.  These sharp bones can tear apart living tissues for consumption or for other, more fiendish purposes.  The Zexx have heavily muscled bodies and thick skeletons, giving them an imposing stature that often frightens individuals of smaller species.  Their skin color ranges from an off-white to a dark blue or gray.
The Zexx homeworld of Prazhi lies on an old trade route.  Before the arrival of galactic traffic the Zexx lived under a tribal system where strength and cunning held more importance than knowledge and intelligence.  The planet boasts several spaceports complete with cantinas, hotels, refueling and repair facilities, and markets for trading.  Many Zexx make a good living working at these spaceports, while others have found a lifestyle on board trading (or smuggling) vessels as bodyguards and loadlifters.
Every member of the species possesses a fierce sense of ownership and division of property.  Anyone who borrows an item from a Zexx without asking often finds himself flying quickly toward the nearest hard wall. 
Frequency: 
Rare

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