THE GALAXY • 14
them to run rampant. Where once the decency of common citi tion of the Declaration, resistance cells spring up on Imperial
zens could hold criminals in check, the oppression of the Empire planets throughout the galaxy. With three major worlds willing
stamps out most of the resistance left in the general populace, to take a stand against the Empire, others find the resolve to
leaving organized crime to prosper as never before. resist as well.
In the wake of the Clone Wars, the Empire seizes control of The Death Star Plans
the economic and trade assets of the former members of the The early years of the Rebellion see some success. One of the
Confederacy. This turn of events creates a commercial void as
the Empire puts strict limitations on trade — a void that will most notable accomplishments is the theft of the plans for the
quickly be filled by smugglers and criminal cartels. Large smug newly completed Death Star. The leaders of the Rebel Alliance
gling cartels, such as the one run by Jorj Car’das, engage in have known about the existence of the Death Star since before
lucrative contraband operations across the galaxy. The black the organization’s founding — in fact, several of them had been
market flourishes, and despite Imperial efforts to crack down on held hostage on the incomplete space station before the signing
criminals, in truth it is only legitimate businesses and their hon of the Corellian Treaty. But on Toprawa, Rebel agents steal the
est customers that suffer from Imperial regulations. plans and transmit them to the Alliance. The plans eventually
make their way to the Tantive IV, the ship carrying Leia Organa.
The Dark Times begin their end with the signing of the Corel The capture of the plans is the first step toward bringing down
lian Treaty. Mon Mothma, Garm Bel Iblis, and Bail Organa create the Empire, setting off a chain of events that eventually leads to
the document that officially establishes the Rebel Alliance, the Emperor’s death.
which is considered to be the act of treason that begins the
Galactic Civil War. The treaty has its origins in a clandestine The Battle of Yavin
meeting on Corellia, but is finalized on Kashyyyk. The Death Star plans fall into the hands of a young farm boy
THE REBELLION from Tatooine named Luke Skywalker. After Alderaan is
destroyed in retribution for its rebellion, Luke rescues Princess
The events of the Classic/Original Trilogy (Episode IV: A New Leia and arrives at Yavin IV. Shortly thereafter, the Battle of
Hope, Episode V: The Empire Strikes Back, and Episode VI: Yavin takes place, resulting in the destruction of the Death Star.
Return of the Jedi) take place during this era. Not only is this the first major blow that the Rebellion lands
against the Empire, but it also brings Skywalker — and Han Solo
The largest element that distinguishes the Rebellion era from — into the Alliance. The Battle of Yavin inspires more systems to
the Dark Times is the presence of the Rebel Alliance. Also known join the Rebels and marks the start of a time when the Empire
as the Alliance to Restore the Republic, the organization is dedi begins to take the Rebellion seriously.
cated to ridding the galaxy of the tyranny of the Empire. How
ever, since the Empire still has a merciless grip on untold worlds, The Battle of Derra IV
the Rebellion must operate in secret. Most of the Alliance is The Rebel Alliance suffers its first crushing defeat above Der
organized into decentralized cells that receive sporadic instruc
tions from Alliance leaders. ra IV. Imperial forces ambush a Rebel supply convoy, destroying
it. The convoy’s destruction is a major blow to the Rebels’ supply
Within these cells are individual heroes who have given up chain and leaves them shorthanded at their new base on Hoth.
their normal lives in the service of the Rebellion. They live in the The Battle of Derra IV ends the euphoria the Alliance had felt
shadow of the Empire’s power, lying low until the time comes to since its victory at Yavin and sets up a defeat that nearly unrav
strike. Many cells operate openly on remote worlds, escaping the els the Rebellion a short time later.
Empire’s notice until they rise to action. The life of a Rebel is
hard; it demands sacrifice and tough work. In the end, the sol The Battle of Hoth
diers of the Rebellion know that they have left their former lives The Rebel defeat at the Battle of Hoth is the first in a series
for a purpose, and that one day all the hardships they endured
will result in the downfall of the Empire. of events that comes close to eliminating several of the
Alliance’s greatest heroes. With Echo Base understaffed as a
The Rebellion era lasts for only about four and a half years, result of the convoy ambush at Derra IV, the Empire overruns
from the Battle of Yavin (some site the signing of the Corellian the base and scatters its occupants to the far reaches of the gal
Treaty as the beginning of this Era) until the Battle of Endor. axy. More important, the battle sets off a sequence of events
This period, also called the Galactic Civil War, pits the Alliance that leads to the capture of Rebel leader Han Solo and nearly
against the Empire in a struggle to free the galaxy. The follow results in the loss of both Luke Skywalker and Leia Organa. For
ing section highlights some of the major events in the Rebellion tunately, Lando Calrissian’s assistance on Cloud City foils Darth
era that serve as mile-stones in galactic history. Vader’s plans, leaving Luke and Leia free to fight another day.
The Corellian Treaty The Capture of the Suproso
The Rebellion era arguably begins with the signing of the
During the search for Han Solo, the Rebellion chances upon
Corellian Treaty, the document that founded the Rebel Alliance. knowledge of a freighter, the Suproso, which transports more
The three primary founders are Mon Mothma, Bail Organa, and than its manifest indicates. In truth, the ship carries information
Garm Bel Iblis. Having been brought together under false pre about the construction of the second Death Star, and the
tenses by agents of Darth Vader, the governments of Chandrila, Alliance learns that the Emperor is overseeing the final stages of
Alderaan, and Corellia agree to form an alliance, pooling the its construction. Combining this knowledge with technical read
resources of their resistance groups to form the Rebellion. outs of the battle station, the Rebellion hatches a plan to strike
Shortly thereafter, the Rebel Alliance issues the Declaration to a decisive blow against the Empire.
Restore the Republic, a political document that makes clear the
purpose and mission of the new organization. With the publica
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The Battle of Endor safe places to hide from the Empire. Although some spaceports
After Luke, Leia, and others rescue Han Solo from Jabba the and out-of-the-way worlds might have only a small Imperial
presence, there are still Imperial forces on nearby planets, as
Hutt, the time for the attack comes at last. As the Alliance sabo well as sector task forces jumping from system to system in
tages the Death Star’s shield generator on Endor, the Rebel fleet search of Rebel activity.
assaults the incomplete space station. However, the ships fly
into a trap, and only through the guile of Rebel leaders such as The Empire hasn’t staged a military occupation of the entire
Han Solo and Lando Calrissian does the Alliance fight through galaxy; instead, it has converted the cultures and philosophies
to victory. Shortly before the station’s destruction, Luke Sky of many worlds to the New Order. Young men and women grow
walker redeems Darth Vader, who in turn slays the Emperor. up dreaming about attending the Imperial military academies,
With the second Death Star destroyed and the Emperor dead, and noble families of the galaxy vie with one another for the
the Alliance finally claims the upper hand in the Galactic Civil Empire’s favor. Local bureaucrats have become Imperial officials
War. with the full might of the Empire at their backs. Humanocen
trism (the view that Humans are the most important species in
The Bakura Incident the galaxy) is at an all-time high, encouraged by Emperor Palpa
Immediately after the Battle of Endor, Rebel forces rallied to tine as a means of controlling the populace. Indeed, many of the
galaxy’s citizens are more than simply the subjects of Imperial
the defense of the distant Imperial world of Bakura, the target tyranny — they are willing participants. Citizens’ organizations
of an invasion by the mysterious Ssi-ruuk. (While the Rebels such as COMPNOR indoctrinate people into believing that it is
helped defeat the aliens, the encounter remains classified.) their civic duty to serve unquestioningly and to abandon per
Shortly after the Bakura Incident, the Alliance (temporarily sonal freedom in order to strengthen the Empire.
renamed the Alliance of Free Planets) repelled a preliminary
invasion by the Nagai, who allied with desperate Imperial fac The military, cultural, and political strength of the Empire
tions. makes the Rebellion’s task especially important. Within two
decades, the Empire has transformed worlds that once backed
An Empire at its Peak the Republic into supporters of Emperor Palpatine. The Rebel
A major difference between the Rebellion era and the Dark Alliance knows that with each passing day, the Empire grows
stronger. In many ways, this is the galaxy’s most desperate hour,
Times era is that during the Rebellion era, the Empire has as countless words teeter on the edge of forgetting what free
reached its full power. Its grasp on the galaxy is like a iron, and dom was like.
even the most distant reaches of known space have been con
verted to the Imperial New Order. As a result, there are very few
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A NEW REPUBLIC Imperial sympathizers remained active in many planetary
governments, stirring resentment against the laws of the New
One month after the Battle of Endor, Mon Mothma and the Republic. Those who profited from policies of the Emperor retal
Alliance’s leaders declared the founding of a “New Republic.” iated through force and sabotage when the New Republic’s “ide
The New Republic spent the next three years unifying its forces alistic diplomats” promised to remove those fortunes in the
and chipping away at territory once held by the Empire. The name of “justice.”
Empire’s loss of territory was precipitated by the greed of those
who remained in power: Palpatine carefully cultivated a climate Many member worlds owed allegiance to the New Republic
of fear and cut-throat political maneuvering among his advisers in name only, their governments retaining the same bureaucrats
and military leaders. Now, petty disputes among Moffs and who brought terror to enslaved populations under the Empire.
nobles often erupted into full-scale warfare. Those who once The New Republic set its sights on bringing universal laws and
served the Empire now set their sights on creating their own rights to the galaxy, yet provincial and local law was found more
personal strongholds. Miscommunication, distrust and conflict often than not. The economy faltered due to the devastation
plagued the lawless Imperial territories. Imperial soldiers were inflicted upon the galaxy’s communications and transportation
pitted against each other and desertion rates skyrocketed. The networks.
New Republic slowly increased its sphere of influence by over
whelming Imperial groups which had exhausted their resources All these factors posed a serious threat to the New Republic’s
through senseless in-fighting. stability, but the strong leadership skills of people such as Mon
Mothma, Admiral Ackbar and the Bothan Borsk Fey’lya held the
Imperial loyalist officers and nobles sponsored a number of government together. Five years after the Emperor’s death, the
reunification efforts, although they failed due to lingering New Republic controlled over three quarters of the territory
feuds. Several claims of “royal” lineage to Emperor Palpatine — once under the Empire’s rule.
and thus claims to the throne — were discredited, only increas
ing the sense of confusion and conflict. With the Empire disor The Thrawn Campaign
ganized and disheartened, the New Republic’s military forces Five years after the Battle of Endor, the New Republic faced
marched toward the Core Worlds.
the most serious challenge since its founding. One of the
The Fall of Coruscant Emperor’s great military strategists, Grand Admiral Thrawn,
returned from the Unknown Regions of the galaxy. Rallying
Three years after Palpatine’s death, members of Rogue whole fleets to his command and using a series of brilliant tacti
Squadron engineer the capture of Coruscant, and the New cal maneuvers, Thrawn nearly managed to depose the New
Republic seizes control of the seat of galactic power. Imperial Republic and his forces restored Imperial rule to half of the gal
forces salvaged what they could and fled to stronghold areas axy.
such as the Deep Galactic Core and pockets of the Outer Rim
Territories. Return of the Emperor
Despite Thrawn’s defeat at the Battle of Bilbringi, Imperial
While the New Republic waged its military campaign against
rogue military commanders such as Warlord Zsinj, it also dealt forces rallied to recapture several Core systems, including Corus
with the challenges of keeping the peace among its member cant. The New Republic was steadily pushed back, with its mili
worlds. Internal squabbles plagued the New Republic’s govern tary leaders establishing a new main base in Hutt Space on the
ment: the conflicts between the Mon Calamari and the Bothans fifth moon of Da Soocha.
were but the best-known of the lingering feuds. Other struggles
were concealed by the language of diplomats. With the New Republic on the run, the Imperial factions
returned to bickering and these conflicts soon degenerated into
all-out civil war. Coruscant was devastated, whole sections of
the planet leveled. The worst fears of the New Republic
were realized — it was learned that somehow Emperor Pal
patine had returned in a clone body. Operating from the
“fortress world” Byss in the Deep Core, Palpatine launched
an all-out attack on Calamari with his new World Devasta
tor super weapons. Luke Skywalker, seeking a means by
which to defeat Palpatine, embraced the dark side — but he
also provided the computer command codes that allowed
the New Republic to seize control of the World Devastators
and halt the attacks. Luke was brought back from the dark
side and the combined efforts of Leia Organa Solo and Luke
defeated the Emperor.
Despite Palpatine’s fall, Byss and the vast military fleets
remained virtually intact. Imperial Executor Sedriss, one of
Palpatine’s trusted warriors, initiated “Operation Shadow
Hand,” a complex battle plan designed to destroy the New
Republic. It was soon learned that the Emperor had reincar
nated himself in a clone body, but New Republic forces ral
lied to once again defeat Palpatine in a dramatic military
campaign that culminated in a battle above Byss itself.
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The Jedi Praxeum The Jedi learn, to their horror, that this intractable new ene
Within a year of Palpatine’s defeat, the New my cannot be sensed through the Force. The Jedi, former
guardians of peace, become the hunted prey of the Yuuzhan
Republic managed to retake Coruscant and begin Vong. Meanwhile, the extra-galactic intruders continue their
the tedious task of rebuilding the once-splendid relentless advance toward the Core, crushing any force that
capital. Jedi Luke Skywalker, acknowledging the dares stand in their way. A few worlds surrender without a fight,
need to train a new generation of Jedi Knights, while those that resist are rendered uninhabitable. In time Cor
established his Jedi praxeum, or academy, on uscant itself falls, signaling the death of the New Republic.
Yavin IV. Princess Leia Organa Solo accepted the
post of Chief of State upon Mon Mothma’s retire Eventually the Yuuzhan Vong discover their history may not
ment. New Republic military forces defeated the be as they thought, when the living planet Zonama Sekot came
fleet of Admiral Daala, a former close aide of to Coruscant and fought defensively against the Yuuzhan Vong,
Grand Moff Tarkin and the head of the Maw “welcoming home it’s true inhabitants.”
Installation, a secret super weapon research lab.
The new Galactic Federation of Free Alliances (Galactic
The New Republic Thrives Alliance) allows the Yuuzhan Vong to surrender and take Zona
Following Daala’s defeat, the last decade of the ma Sekot as their homeworld. While not all Yuuzhan Vong
accept this, the primary threat of the Yuuzhan Vong ends as
era saw several major campaigns against the New Zonama Sekot flies into hyperspace to seek a new home for the
Republic, (such as the Black Fleet crisis, and the Yuuzhan Vong in the Unknown Regions.
Corellian conflict) but the government withstood
them all. This time could be regarded as a kind of Though the war is over, many threats still exist. Some
“golden age”: freedom had returned to many Yuuzhan Vong and their cults still fight against technological
worlds in the galaxy, while a new generation of Jedi Knights civilization. The Galactic Alliance has to rebuild the galaxy. And
stood ready to defend the New Republic. Trade and commerce the New Jedi Order seeks out threats to peace and justice.
networks had been rebuilt and many of the wounds of the past
began to heal. Perhaps the Republic had been restored in both LEGACY ERA
deed and name.
This era includes the early years of the Galactic Alliance, but
NEW JEDI ORDER ERA focuses on the time surrounding the Imperial Civil War, particu
larly starting around the year 137 ABY. During this era, the
In this era the New Republic is in place, although a small Empire rules the galaxy with Darth Krayt on the throne, and the
Imperial remnant maintains control of a portion of the galaxy. Galactic Alliance Core Fleet (what is left of it) represents one of
The Jedi, on the rise again thanks to the efforts of Luke Sky the last hopes of freedom and democracy. At the same time, the
walker, are at a crossroads. Some members of the order, which Jedi are scattered and hunted, while rebellious Imperial forces
numbers about one hundred individuals, want to take a more pit themselves against the ruling tyrants.
direct and deliberate role in galactic affairs. Skywalker, mean
while, is struggling with whether or not he wants to reestablish The Ossus Project
the Jedi Council. Rash Jedi have led New Republic officials to be Nearly a century after the defeat of the Yuuzhan Vong and
wary of the Knights and suspicious of their true motives. Indeed,
this leads to varying degrees of mistrust and even fear in the the establishment of the Galactic Alliance, a powerful and influ
general populace, many of whom still remember the Emperor’s ential Jedi named Kol Skywalker champions a cause that many
anti-Jedi rhetoric from years before. see as risky, even dangerous. What Skywalker proposes comes to
be called the Ossus Project, and its premise is bold: to take
The Vong War
The first galaxy-wide threat in the New Jedi order era is the
Yuuzhan Vong invasion. It begins with Nom Anor, a spy who
sows additional seeds of discord throughout the galaxy. His
efforts give rise to anti-technology cults dedicated to the
destruction of innocent droids. Masking his true identity, he
recruits agents from the native populations to carry out acts of
sabotage and subversion. Nom Anor, however, is only the begin
ning of the Yuuzhan Vong threat.
The Yuuzhan Vong are humanoids that follow a religion of
pain and nature. They hate machines of all kinds, using instead
living technology that they have bioengineered to serve as ships,
weapons, and tools. These fierce, holy warriors seek to conquer
the galaxy and bring their faith to the infidels who regularly
make use of unclean machines. Their invasion begins on far-
flung worlds such as Belkadan and Helska, but they quickly
widen their hold on key sectors of the Outer Rim and Mid Rim,
terraforming worlds to produce the yorik coral and other living
materials that serve as their ships and weapons.
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THE GALAXY • 14
Yuuzhan Vong terraforming biotechnology and use it to rebuild unbeknownst to Emperor Roan Fel, has been working behind the
devastated worlds. Skywalker advocates allowing the Yuuzhan scenes to reach an agreement with the Sith. The Sith emerge as
Vong — many of whom now coexist in the galaxy among those a fighting force on the side of the Empire, openly opposing the
that they once sought to conquer — to develop terraforming Galactic Alliance and the Jedi Order. With the aid of these dark
methods to restore ravaged worlds such as Caamas, Honoghr, Force-users, the revitalized Empire sweeps across the galaxy.
and Ossus.
The decisive battle in the Sith-Imperial War occurs at Caa
Collaborating with Yuuzhan Vong shapers, Alliance and Jedi mas. Years of battling the Empire have depleted the Galactic
scientists develop a plan to transform dead worlds into vibrant, Alliance’s resources and strained the capabilities of the Jedi
livable planets similar to the way that the Yuuzhan Vong trans Order, and too many neutral worlds have united under the ban
formed Coruscant during their galactic invasion. ner of the resurgent Empire. At the end of the Battle of Caamas,
after his superiors order him to surrender, Admiral Gar Stazi of
The first terraforming test is conducted on Ossus. In a short the Galactic Alliance takes a remnant of the Core Fleet and
amount of time, Yuuzhan Vong biotechnology restores Ossus to flees, leaving the Empire in control of the galaxy.
its state as a lush jungle world. After this rousing success, other
worlds vie for a chance to be restored. A small number are cho Although the Battle of Caamas marks the end of the war, the
sen for the second phase of the Ossus Project. However, efforts Sith have one more victory to achieve. Against the wishes of
to revitalize these worlds are sabotaged by the resurgent Sith Emperor Fel, the Sith attack the Jedi at Onus, slaughtering them
whose existence is still unknown to both the Jedi and the galaxy and scattering the few remaining Jedi to the far corners of the
at large. As a mysterious disease ravages the inhabitants of galaxy. With the massacre at Ossus, the Jedi Order is crushed
these worlds, the galaxy’s mistrust of the Yuuzhan Vong surges and the last hopes of any victory for the Alliance are dashed.
once more. The Yuuzhan Vong are blamed for the sabotage, Kol
Skywalker and the Jedi are accused of complicity, and the Sith Ascent of the Empire
divide the galaxy once more.
Following the destruction of the Jedi Order at Ossus, Darth
The Sith-Imperial War Krayt seizes control of the Empire by force. He murders the man
he believes is Emperor Roan Fel — a man later revealed to be a
Shortly after the apparent Yuuzhan Vong sabotage becomes decoy — and demands the fealty of the Moff Council. When the
public knowledge, worlds and sectors begin seceding from the Moffs acquiesce, Darth Krayt becomes the new Emperor, and the
Galactic Alliance. The Galactic Empire, still prominent and pow Sith Lords and apprentices under his command become the new
erful, withdraws from the Alliance. Anger toward the Alliance rulers of the galaxy.
and hatred for the Yuuzhan Vong causes many worlds, some
prominent and powerful, to flock to the Empire for protection. The real Roan Fel retreats into exile, taking his loyal Imperial
With new-found resources and a tide of support, the Empire Knights and other Imperial personnel with him. In his absence,
grows in power and size, allowing it to challenge the Galactic Darth Krayt’s Empire solidifies its hold on the galaxy through
Alliance militarily. fear and military might. Across the galaxy, shipyards produce
Imperial warships, and within a few short years the Empire
War between the Galactic Alliance and the Galactic Empire becomes as powerful as it was during the height of Emperor
rages for some time, with both sides trading victories and Palpatine’s tyranny. Stormtroopers are recruited and trained, the
defeats, until a new faction enters the scene. The Moff Council, Imperial Navy patrols the space in all parts of the galaxy, and
the Sith Lords and their Moff cronies squeeze the
planets under their control.
The Imperial Civil War
Seven years after the Battle of Caamas, the
Empire-in-exile, under the command of Roan Fel,
begins concerted efforts to undermine Krayt’s author
ity. By disrupting the plans of the Sith, this Imperial
insurgency sparks an all-out civil war. Meanwhile,
Admiral Stazi and the remnants of the Galactic
Alliance Core Fleet continue to engage in hit-and-run
attacks against Imperial forces. Though its supplies are
low and its fleet is constantly on the move to avoid
detection, the Alliance grows ever more daring with
its attacks. The crowning achievement of the Alliance
rebellion proves to be the capture of a prototype Star
Destroyer, stolen from the Empire’s shipyards at Mon
Calamari.
The Jedi, scattered across the galaxy, begin to
rebuild their fallen Order. The reappearance of Cade
Skywalker, the son of Kol Skywalker, offers a glimmer
of hope to those who long for freedom. Cade, howev
er, has rejected his destiny time and again, meaning
that the galaxy may need other heroes to step up and
do what he will not.
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TECHNOLOGY relied upon a complex network of hundreds of thousands of
transceiver satellites to transfer messages through hyperspace.
The pervasive influence of the Republic has spread advanced
technologies such as hyperdrive, blasters, droids, and repulsorlift However, the HoloNet was very expensive to maintain. Its use
generators across the Known Galaxy. What follows is a summary was commonly restricted to official Republic government func
of some of the common technologies travelers are likely to tions and the largest corporations, yet it provided a vital sense
encounter. of belonging and membership to the average citizen.
STARSHIPS During his rise to power, Palpatine seized control of the mili
tary and governmental portions of the Net and used censors to
The society of the Known Galaxy depends upon starships for oversee academic, civilian and corporate communications.
travel among the millions of stars and worlds. Travel between Increasingly, access to the HoloNet was directed to the Imperial
worlds requires a “hyperdrive,” while a “sublight drive” is used military, although several “private” HoloNet networks sprung up
for travel within a system. to service the needs of civilian corporations. Military censors
ensured that no treasonous or seditious messages were broad
Hyperdrive cast over the HoloNet (although Rebel and fringe computer
It is unknown whether hyperdrive was invented by the slicers often found ways to hide messages within transmissions).
humans of the Core Worlds or introduced by alien traders from In later years, the HoloNet networks continue to service most
far off in the Unknown Regions, but this miraculous technology, of the galaxy, although this technology still remains prohibitive
which predates the Republic, allowed the formation of a galac ly expensive for many citizens.
tic civilization.
Hypertransceivers
Hyperdrive allows starships to quickly and easily journey Hypertransceivers, also called “hyperradio,” are a cheaper and
between stars, sometimes in a matter of hours. (Ships without
hyperdrives are limited to sublight speeds, meaning that it less-sophisticated form of instantaneous communication. Like
would take years just to reach a system’s nearest stars.) the HoloNet, the technology relies on a network of satellites to
broadcast messages through hyperspace. Many HoloNet trans
While there are many makes and brands of hyperdrive, they ceivers carry hyperradio transmissions, but dedicated hyper
are all similar in function. The universal nature of hyperdrive transceiver satellites are considerably cheaper.
components allows starship mechanics to maintain and repair
the units with relative ease. This, combined with the relatively Hypertransceivers allow for instant, real-time communication
low cost of a hyperdrive, enables many citizens to afford their with any world in the galactic network (although not every sys
own ships; those that cannot purchase a starship still have tem is serviced). The medium is limited to audio and video trans
access to interstellar travel by hiring ship owners for transit or mission. While still ridiculously expensive for everyday
by purchasing tickets from one of the galaxy’s many passenger communications, citizens can buy transmission time in the event
lines. of an emergency.
Sublight Drives Subspace Transceivers
Sublight drives allow starships to travel within a star system. Subspace transceivers allow faster-than-light audio, video
They are used to propel a ship far enough from a planet’s sur and hologram communications, but their ranges are quite limit
face to make a safe jump to hyperspace, and for trips between ed. Small subspace transceivers may only reach a few light-years
planets or moons in a system. Ships also use their sublight drives away, although high-powered units can reach a distance of well
for atmospheric flight. over 100 light-years. Most starships have a subspace transceiver
for distress signals, and the average citizen can normally afford
The most common sublight drive is the Hoersch-Kessel ion to send a subspace message at a relatively modest cost.
drive, which is extremely efficient, mechanically simple and
quite affordable. This type of unit, manufactured under many Many sector governments maintain subspace satellite net
different brand names, can be found on vessels ranging from works for a sector-wide communications grid. In theory, mes
the small, suborbital Incom T-16 Skyhopper to Imperial Star sages can be relayed across the galaxy by skipping them across
Destroyers. several subspace networks, but it can take several days (or even
weeks) for a message to be delivered. That, of course, assumes
COMMUNICATIONS that the message isn’t inadvertently “terminated” while crossing
networks. Security is also a concern with such messages.
There are several communications technologies in widespread
use. Military and government forces use the HoloNet and hyper Private citizens often send messages aboard NewsNet drone
transceivers for instantaneous communication along secured ships or starship couriers, which deliver messages, package and
channels; private citizens often must make do with more limited news on a regular schedule to various systems. These ships are
subspace communication networks. significantly slower than subspace relays, but using them is also
fairly cheap.
The HoloNet
The HoloNet was built during the height of the Republic and Comms, Intercoms, and Comlinks
Comms, intercoms and comlinks all use essentially the same
was one of its greatest accomplishments. Using specially-devel
oped hyperspace technology to link all members of the Republic technology: cheap, speed-of-light communication systems, simi
in a real-time holographic communication network, the HoloNet lar to old-style radionics and broadcast systems.
Comlinks are short-range two-way communication devices.
Smaller units can be hand-held, and most vehicles and buildings
have an integrated comlink array.
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Comms are used for ship-to-ship or ship-to-planet commu THE KNOWN GALAXY
nications — they can interact directly with comlinks or inter
coms. The galaxy has over one hundred million stars in an area of
space over 100,000 light years in diameter: much of it remains
Intercoms are internal ship-board communication systems unknown and unexplored even today. The Known Galaxy — the
and are typically “hard-wired” into a ship. area of space mapped and settled by the Old Republic and the
Empire — has millions of officially-logged and inhabited planets,
Planetary and local communication grids often use comlink including colonies, corporate-owned worlds, and protectorates.
transceivers, “hard-wired” intercoms or any of a number of vari Millions of worlds that aren’t on Imperial or Republic logs but
ants on this technology. are nonetheless inhabited remain hidden in remote systems and
on the fringes of civilization.
REPULSORLIFT VEHICLES
Even within the Known Galaxy, there are vast tracts of unex
Most vehicles are powered by a form of anti-gravity drive plored space. Hyperdrive travel across the Republic/ Empire can
called “repulsorlift.” These drives repel against a planet’s gravity, take months if one strays from the known trading routes, yet
allowing the vehicles to hover and fly above the planet’s sur fortunes await those lucky enough to discover new worlds
face. Repulsorlift drives don’t work in space — although they teeming with resources and native civilizations eager to trade
can be used aboard starships by repelling against the ship’s arti for advanced technology.
ficial gravity field.
Because of the size of the Known Galaxy, the Old Republic
Landspeeders, snowspeeders, speeder bikes and sail barges created regions as a convenient means of grouping worlds; the
use repulsorlift drives. Some high-performance vehicles, such as terminology remains in use today. Each region contains many
swoops and T-16 Skyhoppers, add ion drive afterburners to sectors. The Republic’s original definition of a sector was any
increase speed. Many starships are equipped with repulsorlift area of space with 50 inhabited planets, but as colonization and
drives for fine maneuvers during landings on a planet’s surface. exploration added worlds to the Republic, many sectors grew
and expanded far beyond their original borders.
DROIDS
CORE WORLDS
Droids are intelligent, mobile automatons used throughout
the Empire. There are an amazing variety of droid designs, rang It was from here that the Republic’s first explorers branched
ing from specialized-function to general labor units. The out in their efforts to colonize and explore the galaxy. Corus
machines may be designed for any number of fields, including cant (capital of the Republic, and the Empire), Corellia, Chandri
labor, military, scientific, protocol, communications, and engi la and many other ancient homeworlds are in this region. The
neering. Core Worlds region is among the most densely populated and
wealthiest regions of the galaxy.
Within the Empire and even the Republic, droids are general
ly treated as property. Some people harbor a deep sense of dis During Palpatine’s rule, this area was a stronghold of Imperial
trust and prejudice against the machines. support. Core Worlders tended to accept the Empire as a neces
sary extension of the Old Republic; the populace seldom heard
MEDICINE AND CYBORGING about Imperial tyranny in the outer regions.
Medical technology in the galaxy is quite sophisticated. Most of the Core Worlds region was under New Republic
Advanced medicines can heal many deadly diseases, while bacta control within three years of Palpatine’s death. In its early days,
tanks often allow individuals to completely recover from severe support for the New Republic was broad, but not particularly
injuries. Advanced cybernetics and prosthetics can replace sev deep — the people simply wanted peace and prosperity. When
ered limbs. Cyborg units allow users to directly interface with the New Republic reclaimed the Core Worlds a second time
droids, computers and communication systems, while enhanced (after the final defeat of the revived Emperor), the New Republic
cybernetic limbs allow individuals to enhance their physical gained widespread support.
capabilities beyond natural limits. In grave cases, life-support
systems can sustain individuals who otherwise would die from THE COLONIES
their injuries.
The Colonies region was one of the first portions of The Slice
ASTROGRAPHY to be settled. The area soon established its own identity, and
most worlds broke away from the direct control of their found
The following sections covering astrography, politics and cul ing planets. Now this region is very heavily populated and
ture offer only the broadest generalities. Even the lowliest vil industrialized, yet it lacks the prestige and tradition of the Core
lage and city tends to have vast cultural variations: rich and Worlds (or so those from the Core Worlds would have you
poor; contrasting political, social and moral views; neighbor believe). Although all of the worlds have been free for millennia,
hoods where differing species are in the majority, and so forth. the term “Colonies” lingers.
Very few planets have homogeneous cultures, and guidelines
should only be taken as that: a summary of a category that has This area was ruthlessly controlled by the Empire, creating a
a multitude of exceptions to disprove the “stereotype.” great deal of support for the Alliance.
That being said, the galaxy is vast... so vast that no person While the New Republic pushed into the Core Worlds, the
could ever travel its breaths, or understand every intricacy of its remaining Imperial regimes inflicted great damage rather than
cultures, economy, etc... Therefore a particular beings account of allow the Colonies to fall to the New Republic. After several bit
the galaxy may differ (even greatly) from another. ter battles, the final Imperial governments were overthrown. The
area was a firm ally of the New Republic.
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INNER RIM PLANETS MID-RIM
Originally known as “The Rim” when this area was first The Mid-Rim has fewer resources, less wealth and a smaller
opened to settlement, rapid colonization and venture corpora population than the Expansion Region, yet it offers opportunity
tions quickly built an economic powerhouse. to those willing to work hard. Several worlds have bustling
economies, while vast tracts far from the main trade routes
The Inner Rim Planets region is diverse, with vast agricultural remain unexplored providing many havens for pirate fleets.
and industrial concerns. The area avoided the chronic overpopu
lation problems of the Core Worlds and the Colonies by opening Imperial strategists feared the region could provide suitable
up the “Expanded Rim,” which was renamed the Expansion locations for Rebel bases. The area remained a stronghold of
Region. Imperial support even a full decade after the Battle of Endor.
This area was held in check under the Empire, with martial In recent years, the New Republic pushed into the region,
law being more common than not, resulting in a major popula forcing the Imperials to resort to hidden bases and makeshift
tion drain in the final years of Imperial rule. Many citizens chose shipyards. While the New Republic eventually wrested control of
to relocate to the Expansion Region rather than face repression the region, the fierce campaign exacted a heavy toll. Public sup
at the hands of overzealous Imperial governors. port for the New Republic is strong... but there are a great many
Imperial sympathizers in hiding.
Even as the New Republic captured Coruscant, this region
remained in thrall to brutal Imperial military leaders. This region OTHER REGIONS
was freed by the New Republic shortly before Grand Admiral
Thrawn began his campaign; the victory celebrations ended just What follows are brief descriptions of several additional
in time for Thrawn’s armada to arrive and re-subjugate the regions scattered throughout the Known Galaxy. This list is far
rebellious worlds. from comprehensive; rather, it is intended to give the reader a
sense of the immense size of the galaxy.
This area was finally freed of Imperial rule several years after
Thrawn’s defeat. Many worlds joined the New Republic, Centrality
although there is lingering anger among many citizens who feel The Centrality is a “quaint” (some would say “backward”)
that the New Republic didn’t make enough of an effort to free
the region. region of space best known for its corrupt politicians and the
Oseon asteroid field, which supports many pleasure palaces and
EXPANSION REGION vacation resorts. A puppet government of the Empire, the Cen
trality long ago swore allegiance to Palpatine in exchange for a
Formerly a center of manufacturing and heavy industry, the certain degree of autonomy. Lando Calrissian spent some of his
Expansion Region began as an experiment in corporate-con youth wandering this region of space.
trolled space. While profits were amazing, the Republic found it
difficult to regulate this area and it was removed from corpo Corporate Sector
rate control, although the ruling companies received generous Described as “one wisp off one branch at the end of one arm
compensation when the Corporate Sector was created.
of the galaxy,” the Corporate Sector is about as far from the
Early in its history, the Expansion Region fueled much of the Core as one could get. A region of space encompassing tens of
The Slice’s economic growth, providing raw materials for star thousands of stars — yet completely lacking in native intelligent
ships and heavy industry. Due to millennia of intensive mining species — the Sector was ruled with an iron fist by the Corporate
and development, most of the region’s planets are now played Sector Authority. Thanks to well-established trade routes, the
out. In recent centuries, the Expansion Region has suffered from Sector’s goods could be transported to the Empire proper: met
prolonged economic distress. The area relied on a handful of als and technology coming out of the Sector helped fuel much
massive “port systems,” which generate transportation revenues of the Empire’s military build-up. The Authority had complete
(and Imperial shipping contracts). In recent years, the region has discretion as long as it met Palpatine’s quotas. Smuggler Han
seen an influx of “refugees” from the Inner Rim Planets and it Solo operated here for a brief time.
has tried to promote itself as a cheap alternative to the heavily-
populated and more expensive Core Worlds and Colonies Deep Core
regions. The Deep Core lies at the heart of the galaxy and borders the
Under the Empire, this region provided several important Core Worlds. A region of densely-packed stars, the region was
staging areas for military and cargo fleets entering the outer long thought impassable. However, Palpatine sponsored explo
territories. Due to the region’s reliance on military shipping, the ration missions which pioneered several routes and cataloged
Empire had much popular support prior to Palpatine’s death. hundreds of potentially habitable worlds. The reincarnated
Emperor Palpatine used the Deep Core world of Byss as his base
After the New Republic liberated Coruscant, the Expansion of operations.
Region generally allied with the new government. In the early
days, New Republic support was bolstered by Darvon Jewett, the Hapes Cluster
charismatic governor of the Boeus sector. In recent years, Jewett A small, independent cluster of 63 settled worlds, the Hapans
went on to be selected as a New Republic Senator, while the
Expansion Region has experienced a modest economic boost due ruling this area of space are extremely isolationist, militantly
to corporate investment and increased trade. defending their borders. While not part of the Empire, the
region maintained an uneasy peace with nearby Imperial gover
The region is a blending of the culture of the Core worlds, nors. The worlds of the Cluster are very wealthy, but Hapan star
with the independence and individualistic spirit of the Rim ship technology lags somewhat behind the standards of the
worlds. This spirit is highly treasured by the residence of the
Expansion Region.
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Empire and the Republic. It is relied on the support of hundreds of varied alien communities).
thought that the Hapan govern The Republic standardized trade and legal codes, while allowing
ment, led by the Queen Mother, is each planet and people to maintain local culture, customs, laws,
somewhat repressive, but the Clus language and government.
ter’s “closed borders” have kept a
tight curtain of secrecy around the Even under the Empire, local cultures and governments often
region. remained intact if they surrendered their freedom and promised
to serve the Emperor. Those who dared to question Imperial
Hutt Space policies faced forceful subjugation, but the cultures which sub
This region of space borders the mitted to Imperial rule often were left to their own devices...
provided, of course, they stayed away from “sensitive” issues
Outer Rim Territories and is owned such as political reform and Imperial policy.
almost in its entirety by the various
Hutt clans. Although the area was With the rise of the New Republic, renewed emphasis has
part of the Empire, the Hutts been placed on balancing the need for universal legal principles
seemed to have a high degree of and respecting local legal and cultural traditions among member
autonomy. A region known for its criminal activities, lawless worlds.
worlds such as Nar Shaddaa, the “smuggler’s moon,” are notori
ous throughout the Outer Rim. Humans
Humans — particularly those from Coruscant, the Corellians,
Outer Rim Territories
The Outer Rim Territories is an immense area of space, widely the Chandrilans and the Alderaanians — have traditionally had a
large impact on Republic culture and politics. One of the more
regarded as one of the last bastions of civilization before reach numerous species, there are dense human populations in the
ing Wild Space and the Unknown Regions. The Outer Rims Terri Core and human settlements can be found throughout the gal
tories is character zed by lightly-settled frontier worlds axy.
populated by rugged individualists. Notable planets of the
region include Tatooine (Arkanis sector), Calamari (homeworld The rise of Emperor Palpatine brought about the rise of
of the Mon Calamari), Ryloth (homeworld of the Twi’leks), “Human High Culture:” the ideology that humans were inher
Eriadu (capital of Seswenna sector, the sector ruled by Moff ently superior to aliens. While this philosophy was not supported
Tarkin) and Bakura. by all humans — most found the idea of “Human High Culture”
repugnant — many aliens found their rights and freedoms
Tion Hegemony restricted under Imperial law and faced a high degree of preju
The Tion Hegemony is an outlaying region of space bordered dice that was formally encouraged by Imperial dictates.
by the Cronese Mandate and the Allied Tion. While the Tion The rise of the New Republic has seen a return to the days of
Hegemony is now considered a galactic backwater, it was once humans and alien species fully cooperating and sharing ideas, as
the center of power for Xim the Despot, the barbarian warlord was the norm during the height of the Old Republic. Unfortu
who conquered a vast empire long before the founding of the nately, lurking in the darkest corners of human society are some
Galactic Republic. who still embrace the Empire’s “humans first” philosophy.
Wild Space Aliens
This term applies to any area of space on the fringe of the The number of alien civilizations in the Known Galaxy is
Known Galaxy; Wild Space is the “frontier” of the galaxy. Wild staggering. Duros, Aqualish, Rodians, Wookiees, Sullustans,
Space areas typically have a handful of remote settlements Bothans... just a list of alien species would fill scores of
catering to isolationists, speculators and scouts looking for datascreens. Amazingly, despite fundamentally different biologi
potentially lucrative colony worlds. cal drives and perspectives — indeed, entirely different ways of
understanding the universe — many aliens have had a long and
Unknown Regions peaceful history as members of the Republic.
The term “Unknown Regions” is applied to any area of space
far beyond the borders of the Known Galaxy. These areas of
unexplored space are exceptionally remote and lightly populat
ed, with perhaps a few isolated settlements, independent scouts,
“lost colonies” and native civilizations.
CULTURE
AND SOCIETY
The Republic Senate was entrusted with the incredible
responsibility of governing an entire galaxy. One of its main
tasks was to establish universal law while maintaining the peace
among its many alien and human cultures (ranging from planet-
wide nation states to monarchies that had lasted thousands of
years to insectoid hive minds to coalition governments that
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The Empire made a great effort to marginalize the impact of TIMEKEEPING AND THE CALENDAR
alien civilizations, but the New Republic has worked hard to
ensure that all beings are treated as equals. The New Republic “Galactic standard” timekeeping measurements are derived
wants all species to have the opportunity to excel and contrib from those which originated on Coruscant. While many planets
ute their unique skills, cultures, arts and technology. maintain traditional local timekeeping measurements, all official
communications and records use galactic standard measures.
It is interesting to note that many people tend to discuss an
“alien species” as if all its members belong to a single “culture” There are 60 standard seconds in a standard hour, 24 stan
— this perception is flawed. Consider the diversity of human cul dard hours in a standard day, five standard days in a standard
tures, languages and perspectives... and remember that many week and seven standard weeks in a standard month. A standard
alien species are equally varied. year is 368 standard days: ten standard months plus three fete
weeks and three more holidays, all devoted to traditional cele
ECONOMY brations, festivals and observances.
The Known Galaxy’s economy is perhaps the ultimate “econo MONEY
my of scale.” Worlds with billions of inhabitants producing tril
lions of credits in goods per year are little more than a footnote Credits is the standard term for money, although depending
in the grand scheme of things. upon a person’s reference point, they may be referring to a
completely different currency. For thousands of years, Republic
Many worlds strive to develop a self-sustaining economy or credits were the common currency of the galaxy.
have a few key industries and conduct trade with only a handful
of nearby planets. Other worlds are extremely specialized, pro As the Republic waned and the Rise of the Empire
ducing only certain products and entirely dependent upon oth approached (circa Episodes I-III). Republic credits (also called
ers for essential goods. Huge starports (such as those found at “dataries”) no longer had much value beyond the Core Worlds
Kuat and Byblos) and fleets of super transports and bulk and the Inner Rim. Instead, local currencies became popular.
freighters make such restricted planetary economies possible. More often, people living and working in the distant regions
wanted to trade in hard currency, not electronic credit chips.
The galaxy has many huge corporate conglomerates operat
ing in dozens of fields and with facilities in several regions: San During the rule of the Empire, Imperial credits were the only
the/Sienar Technologies, SoroSuub Corporation and The Tagge universally accepted currency in the Known Galaxy. Because
Company (TaggeCo.) are but three examples of the galaxy’s more they were backed by the entire galactic economy, and the
famous conglomerates. Empire was perceived to be exceptionally stable, credits were
considered of value almost anywhere, even outside the bound
Smaller companies may “only” have operations in a few key aries of the Empire. Imperial credits could be issued in a variety
sectors. The corporations that are barely noticed by galactic of ways, including electronic credit sticks and cards, stocks,
economists operate in only a handful of systems. Most systems coins, corporate and bank notes, and credit vouchers.
also support a large number of “local” companies, which are
rarely known outside of their home systems, but which manage Cred sticks can be encrypted with security codes to prevent
to compete against the major conglomerates through a combi theft and to allow secure interplanetary transfer of money.
nation of “home system pride,” excellent product quality and However, what makes an electronic cred stick secure also makes
shrewd marketing. it traceable — needless to say, most criminal elements in the gal
axy use coins for exchange, or launder their money through
Powerful guilds, other professional groups and trade associa many sources so that it is difficult to trace the “electronic path.”
tions also figure prominently in galactic affairs.
Another key player in the economy — despite official claims
to the contrary — is the galactic underworld. Under the Empire,
a single organization — Black Sun — controlled much of the gal
axy’s crime, although the Hutts and other groups were key play
ers in this “industry.” Under the New Republic, criminal interests
have better kept themselves hidden from the scrutiny of the
government, although their influence is undoubtedly just as
strong.
The Galactic Republic’s economy was quite diversified, with
strong industrial, transportation, communication, agricultural
and medical industries. Under Palpatine, the economy was large
ly directed into supporting the military infrastructure, empha
sizing weapons and starship manufacturing.
The New Republic, on the other hand, inherited an economy
in shambles: years of ceaseless warfare, particularly in areas long
controlled by Imperial remnant groups, devastated many indus
trial facilities and crippled communication and transportation
networks. With a limited amount of investment capital — and
the need to continue fighting the Empire, on several fronts —
the New Republic’s economic recovery has been slow.
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Imperial credit coins were issued in many denominations: 0.1, THE FORCE
0.2, 0.5, 1, 2, 5, 10, 20, 50, 100, 200, 500, 1,000, 2,000 and 5,000
credits. Larger denomination coins existed, but they weren’t Knowledge of the Force and how to manipulate it is what
widely circulated. gives the Jedi power. An energy field generated by all living
things, the Force permeates the galaxy. The Force has both a
With the rise of the New Republic, Imperial credits became positive and a negative side: the light and the dark.
worthless. The New Republic issued its own currency — also
called credits — However, individual planets, regions, and sectors While even Jedi scientists were at a loss to explain exactly
also adopted their own currencies, and the Imperial remnants what the Force is, long ago, the Jedi Knights learned how to feel
issued their own scrip. During the many conflicts between the the ebb and flow of the Force. They mastered its power, using it
New Republic and the Imperial remnants, the exchange values to accomplish deeds others would call “miraculous.”
of these currencies fluctuated wildly (at least in those areas
where both currencies were in use — on many New Republic The light side represents peace, tranquility... life itself. Power
worlds it was illegal to possess Imperial currency and vice-versa). in the light side comes through meditation, thought and disci
Some traders made a good living “speculating” on currency fluc pline. The light is called upon to defend others from evil and to
tuations, but a great many also lost fortunes in this risky mar do what is good.
ket. Barter was often a preferred method of exchange in those
troubled days. The dark side represents all that is evil: death, selfishness,
greed, destruction and anger. The dark side isn’t more powerful
The New Republic credit eventually emerged as the leading than the light, but it is easier... quicker. Those who are quick to
currency by the time of The New Jedi Order era. feel hate or fear are tempted by the dark side.
Many planets, local governments, banks, guilds and corpora At the height of the Republic, many people believed in the
tions issue their own currencies, notes and “marks” — which may power of the Force, largely due to the beneficial actions of the
or may not be accepted depending upon where in the galaxy Jedi Knights. The Empire waged an extensive campaign to stamp
you are. The currencies’ depends entirely upon the stability and out belief in the Force... a campaign that was largely successful.
financial status of the issuer. Several companies specialize in (Of course, many in the Rebellion believed in the power of the
buying “non-standard currency” (offering the seller New Repub Force and “May the Force be with you” was a common rallying
lic credits or locally-acceptable currencies) on the premise that cry in the ranks of the Alliance.)
those credits can be “resold” somewhere else at a profit.
The rise of the New Republic and Luke Skywalker’s founding
Carrying Credits of the Jedi praxeum on Yavin IV has sparked renewed interest
Currencies can be issued in any number of forms: coins, elec and belief in the Force, although there are still skeptics who say
the Force is no more than “simple tricks and nonsense.”
tronically-encoded flimsiplast notes, or even simple metal slugs,
beads or anything else that happens to be handy for the issuer. Most people spend their entire lives unaware of the Force’s
The most common method for keeping track of your credits are influence. Whether good, evil, or neutral, they are blind to the
the credit chip or cred stick. These contain memory algorithms
that can securely monitor the amount of credits available to the
owner and accurately add to and subtract from the amount as
transactions occur.
LANGUAGE
Intelligent species have developed a bewildering array of
communication forms. Fortunately, Basic, the standard language
of the Old Republic, enables almost everyone to understand
almost everyone else.
Basic, derived from the native tongue of Coruscant’s Humans,
is designed to be easy to understand and pronounce. Most alien
species can speak it, and almost all of them can understand it.
It’s the official language of the Old Republic and the Empire
(and the New Republic and Galactic Alliance after it) and most
records, scholarly texts and other works are stored in Basic.
Nonetheless, there are many other languages in use. It isn’t
unusual for someone to speak several languages: Basic, a native
tongue, a couple of regional dialects, and a smattering of trade
languages. A well-traveled citizen may speak dozens of lan
guages.
Translation devices are readily available for various lan
guages. These computers can either vocalize specific phrases in a
particular languages, or — in the case of the more expensive
models — translate entire sentences in “real time.”
260 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
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power of the Force — although they may subconsciously use its Jabba’s palace and the assembled Rebel fleet suggested that
power, calling it luck, fate, destiny, religion or magic. Such there was a lot more going on beyond what was shown on-
beings can commit evil, yet not be swallowed by the dark side; screen.)
they can do good, yet not find the path of the Jedi and the
light. Of course, the characters need a reason to stay put in your
meticulously-designed setting. A base of operations or an arch-
However, to those who are “Force-sensitive,” the Force is villain who hounds them every step of the way can provide that
more than an abstract concept. They can feel the Force flowing motivation.
through them. A Force-sensitive person is more closely attuned
to the Force than most people and is able to somehow sense the By limiting the scope of the game to a small region of space,
mystic rhythms of the universe. While this gives the individual it makes it much easier for the player characters to play a major
many advantages, it also makes the person more susceptible to role there — Luke Skywalker and the others may have destroyed
the corrupting influence of evil. the Empire, but it’s up to the characters to overthrow the local
Moff and defeat the space pirates who plague the shipping
Now that you know a lot more about the galaxy, you can lanes.
start making decisions about the types of games you want to
run. CHARACTERS
After you’ve played a few games, you might want to turn For convenience, the Star Wars roleplaying game divides
back to this chapter — particularly the sections on history and characters up into four broadly-defined social “classes,” with
astrography — where there are plenty of ideas that you can plenty of variety in each class. When setting up a game, you
develop for games. must decide what types of characters are appropriate so the
players know which templates to pick from.
ROLEPLAYING SETTINGS
The “Good Guys”
Now that you know the basics of how the galaxy works, you This type of game revolves around the soldiers, diplomats and
can start deciding what type of game you want to create. Your
options for Star Wars adventures are virtually unlimited, but supporters of the Republic, Rebel Alliance and the later New
here are a few ideas and suggestions. (Of course, there’s no Republic.
“right” or “wrong” ways to do things — if you and the players
are enjoying the way the game is run, you’ve done your job.) In the Old Republic, many characters will be “underdogs”
fighting against the Sith or Mandalorians.
LOCATIONS
During the Rise of the Empire Era, players may play the role
The galaxy is a really big place and your adventures can hap of freedom fighters in a Separatist system, attempting to sabo
pen anywhere in it. Through all the game books, comics and tage the forces of Count Dooku.
novels, there are literally hundreds of fleshed-out worlds you
can drop into your adventures. Most Rebel character games, however, will revolve around
underground Alliance freedom-fighters trying to defeat the
When it comes to creating new worlds, you can fit almost awesome Galactic Empire. This type of game may be more than
anything into the galaxy as long as you “limit” it properly. If the characters constantly being sent to foil Imperial plots — per
something is really powerful, you have to explain why it didn’t haps the game revolves around Rebel spies working undercover
show up in the movies, novels and comics. By making something on an Imperial world; perhaps the characters are responsible for
just “dangerous” instead of “the most dangerous,” or “the best in rescuing Rebel agents who’ve had their covers blown. Maybe the
the sector” rather than “the best in the galaxy,” you can throw characters are sent to help rebuild a world devastated by an
some really great settings and ideas into your game. Imperial occupation and the adventures revolve around the
characters dealing with extremely dangerous situations with
Some gamemasters choose the “galaxy-spanning” approach, very limited resources.
where characters go gallivanting all over the place. In one
adventure, they may visit the heart of the Core Worlds, only to “New Republic” games may simply be “Rebels” in a different
go racing out to the remote Outer Rim worlds in the next. The time — the heroes are still fighting to overthrow the Empire. The
characters will get to visit many exciting places and this method switch is that the “New Republic” characters are now the
is a good way to create the sense of scope that makes Star Wars respectable ones — instead of sneaking around and hiding from
a fun gaming environment. Imperial forces, they now must formally represent the New
Republic to new governments. Naturally, they make great tar
Other gamemasters may set their games in one of the estab gets for any Imperial forces that happen to be sore losers.
lished regions (the Corporate Sector is a popular choice). You
may even limit your game setting to a single sector or a handful There are many more New Jedi Order and Legacy game
of worlds. options such as political intrigue, corporate espionage, scouting
and exploration, setting up trade routes, and smuggling goods
By only using a few worlds in your setting (at least to start to resistance groups on Vong/Imperial-held worlds.
with), you can concentrate on creating really interesting planets,
characters and settings. Even a “limited” setting (with only a few The “Bad Guys”
worlds) can still evoke the sense of wonder that’s essential to a Star Wars is very clearly a story about good versus evil and
great Star Wars game. (The original Star Wars movies only used
seven planets, yet the audience got the impression that the gal it’s expected that you’ll be playing the good guys. Still, there are
axy was a lot larger: the scenes set in the Mos Eisley cantina, some people who want to see what it’s like on the other side of
the war. Players may want to take on the role of Separatist
characters or the forces of the Yuuzhan Vong. Imperial charac
ter-oriented games can focus on rank-and-file soldiers and
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14 • THE GALAXY
pilots, or involve spying on local governments suspected of While it may be impractical to allow player characters who
being disloyal to the Empire, or center around political and are truly part of the independent class — after all, there’s not
court intrigue — imagine trying to survive in the cut-throat much challenge when characters can buy their way out of any
environment of the Emperor’s court. problems — those who strive to be part of the independent class
yet lack limitless resources can be a challenge to play.
If the players want to play “true” bad guys (those who choose
to be evil), the gamemaster is strongly encouraged to make sure Other Options
the characters get what they deserve (and then some) — this is a There are many other game opportunities for gamemasters
universe where evil is punished. On the other hand, not every
one who worked for the Empire or the Separatists was a thor and players. Some ideas may be suitable to “one-shot” games,
oughly despicable person — General Madine was once an while others can form the basis of a truly memorable long-term
Imperial commando and Mara Jade was the Emperor’s Hand, a campaign.
high-level security operative. Some people felt that the best
way to reform the Empire was from within, while others Groups of Jedi characters can be used in either Old
believed that they had to work within the Imperial system to Republic/Republic games, or they can be novice and intermedi
protect their homeworlds or families. Still others were so patri ate students from Luke Skywalker’s Jedi academy on Yavin IV.
otic that they discounted any rumors of atrocities — when con
fronted by the truth behind the Empire, they had to make Perhaps the characters can be a group of Twi’leks cooperating
difficult choices. All of these themes can make for a memorable to save their home city from pirate attacks and slavers, all the
“bad guy” characters game. while trying to earn honor and prestige for their individual
clans.
Fringers
The characters could be a group of Sullustans all employed by
Those who work in the shadows of society, on the edge of the SoroSuub Corporation — they may be torn between a sense
the law, are collectively called “the fringe.” This group includes of duty to their employer (SoroSuub is an Imperial-allied com
people such as smugglers, bounty hunters, mercenaries, pirates, pany and the government of the Sullustan people) and the
dealmakers, infochants and computer slicers. (Of course, many desire to do what is right. The characters may slowly be drawn
rather despicable professions are also a part of the fringe.) into the Rebellion, or they may be playing a behind-the-scenes
role in SoroSuub’s eventual alignment with the Rebel Alliance
Many players enjoy the excitement of playing fringe charac (as happened shortly before the Battle of Endor).
ters — they’re flamboyant and quick with both a blaster and an
amusing quip. Fringe games can be set almost anywhere and For a more humorous angle, perhaps the characters are
during any era — such characters may end up helping the novice (and inept) Gamorrean mercenaries, faced with the chal
Alliance; New Republic-era fringe games may find the charac lenge of learning the ropes in a bewildering and unfairly com
ters either supporting the new government or conning into con plex society. What more could one want out of life than food
flict with its “hard-nosed enforcers.” and the chance to flex one’s muscles in a good brawl?
Due to the tyrannical policies of the Empire, many once-le Now, if only you can find someone who understands your
gitimate cargo haulers were forced into smuggling, although language.
there are also those who truly love the free-wheeling fringe life
style. Other character possibilities can include cold-hearted mer SO MUCH TO EXPLORE
cenaries or “heart of gold” profiteers torn between their desire
for wealth and a deeply-ingrained sense of morality. There’s an incredible amount of material you can use in
developing your Star Wars adventures.
Just as with the Imperial characters, gamemasters are
encouraged to make sure that immoral characters get exactly • West End Game’s and Womp Rat Press’ line of game prod
what they deserve. ucts include sourcebooks, Galaxy Guides, Adventure Journals,
supplements, stat books and adventure books. These products
Independents provide short stories, detailed character backgrounds, and plenty
of new starships, aliens, planets, droids and equipment for your
The independent characters are composed of those with vast games... and all with complete game statistics.
wealth and the leisure time to freely travel among the stars. The
reasons for their journeys vary — perhaps business, government • Bantam Spectra and Del Rey’s line of Star Wars novels, the
negotiations, recreation or socializing — but these fortunate Young Jedi Knights and Junior Jedi Knights series from Boule
beings live on the wealthiest worlds, attend the best parties, vard Books, the original Star Wars novels from Del Rey Books,
know the most important people, and visit the poshest vacation and special projects like The Illustrated Guide to the Star Wars
worlds. Universe, The Star Wars Technical Journal, the “Essential
Guides,” the “Art of” books and many other Star Wars publica
During the Republic, this includes nobles and members of the tions introduce new characters and situations. These stories con
ruling classes, those with rich inheritances, merchants, elite tinue the development of the Star Wars galaxy and can inspire
politicians, corporate leaders, talented artisans, and anyone else many original adventures.
gifted with both great wealth and high social standing.
• Likewise, new Star Wars adventures from Dark Horse
During the reign of the Empire, most members of the inde Comics also introduce many new characters, planets, ships and
pendent class were either part of the Imperial establishment or other elements.
said just enough to be allowed to go about their business with
out much interference. Under the New Republic, many members • LucasArts’ video/computer games X-Wing, TIE Fighter,
of the independent class distanced themselves from the new Rebel Assault, Rebel Assault II, Dark Forces, Knights of the Old
government since it seemed to lack the will and the resources to Republic, and The Force Unleashed all add an exciting new
coerce “proper” behaviors, as the Empire had. dimension to the Star Wars universe that can be used in your
games.
262 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
15 CHAPTER FIFTEEN
GAMEMASTER
CHARACTERS
“I’ve met countless beings in my journeys across the
galaxy and always have I found a uniqueness in the per
sonalities of each of them, from Mandalorian warriors
to the Emperor himself. Those of you who choose to
wander the galaxy had better pay attention, for things
and people are not always what they at first may seem.
You’ve no idea how often rogues become heroes, and
heroes become villains. And for this reason I warn you
not to rely on an initial impression of anyone you meet.
“I’ve visited exotic locales and seen awe-inspiring nat
ural and artificial sights, but the most enthralling and
exciting of all have been the individuals I have come
across. Truly, the greatest variety in nature is to be
found in the heart, whether that of a human or an alien.
“Good luck in your explorations, and
by all means, be careful.”
As a gamemaster, the most enjoyable and challenging of
responsibilities is populating your adventures. Each adventure
will have its own flavor and its own original cast of characters
— all of them created by you.
For the players, giving life to their character is rea
sonably simple. With only one or two characters to
flesh out and give life to, the players will have their
character conceptions well charted rather early. The
gamemaster, on the other hand, has the task of filling out
the rest of the universe. At first, this would seem
to be a difficult task, but with the proper
techniques this challenge becomes quite
easy to handle and very rewarding.
The driving force behind many adventures
and most campaigns are the gamemaster
characters. These characters can range
from the simple Rebel soldier intent on
doing his duty, to the master villain plotting
the overthrow of the Republic and dogging the player
characters’ heels from adventure to adventure.
To give life to these characters and make them
memorable is one of the most enjoyable parts of
gamemastering and roleplaying. When designing characters,
the first issue is how important the character will be to the
adventure.
! 263THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
14 • THE GALAXY
RECORD-KEEPING CHARACTER CONCEPTION
After a few gaming sessions, the number of gamemas One of the best starting points for gamemaster character
ter characters you have created will make it difficult to creation is in the development of a history and background for
keep their individual personalities and abilities straight. the character. There are some important questions that should
Their personalities and attitudes will probably start to blur be answered in order to more readily define a character and
in your memory. This is where record-keeping comes in — start the creation process.
if you have a log of each important gamemaster character
and continually update it as the character is used in an The first of these is the character’s conception and role in the
adventure, then you’ll find it easy to make sure that you campaign. When you first devise a character, whether it be a
are properly playing the characters. minor character to help the players and advance the storyline or
a major villain, it is important to define what the basic concep
For characters that are relatively unimportant, you can tion of the character is and leave enough room to allow the
use a smaller log. Most of the time, you will only have to character to grow in future adventures.
note significant skills and a couple of personality traits
that allow you to quickly get into character. Will this character be a minor villain showing up occasionally
to make life difficult for the heroes, or will he be the major vil
For more important characters, you can use an expand lain, driving the storyline ever forward in the manner of Darth
ed log. This expanded log should give you a lot more room Vader and Emperor Palpatine?
to make notes about the character’s background, person
ality and other factors, and you also should leave plenty The gamemaster characters could be set up to aid the players
of room to add more details as the character is used in on a short term basis, much like Lando Calrissian or Yoda.
your adventures.
In the cases of Lando and Darth Vader, the characters grow
If the character is just going to be an “extra” (someone who and mature as the storyline progresses. In The Empire Strikes
is present for atmosphere or scenery, as opposed to an impor Back, Lando is a shadowy scoundrel and a friend from Han’s past
tant personality), the character creation process is very quick. who can’t be trusted. Lando then is forced to turn over Han to
Often, it is enough to determine the character’s appearance, the Empire, and after helping with Han’s rescue, vows revenge
what the character will do in the scene and what his most on the Empire and actively leads the space assault on the second
important skills are. Death Star.
If the character is going to be important, such as a major vil Of course, Darth Vader goes from being a menacing, irre
lain, someone that the player characters will interact with deemably evil villain to a truly tragic figure — the fallen Jedi,
throughout an adventure, or someone who drives the plot turned to evil, who at the moment of truth returns to the light
“behind the scenes,” then the character requires more work. side of the Force, redeeming himself and saving his son and the
Rebel Alliance.
When you walk into the cantina, the first thing
you notice is the Wookiee. Lurking near the door, he These easiest way to think of the characters are in movie
is tall, shaggy and smells of a few too many Dentari terms:
an Ripples. You’re probably better off giving the
hulking brute a wide berth. A few steps deeper into • Extras are simply gamemaster characters with only a little
the bar and you finally spot the man you are here to development. They range from cannon-fodder villains like
see, D’Voras Brin, smuggler extraordinaire. stormtroopers, to most of the aliens in the cantina scene, to the
Rebel soldiers at the Battle of Hoth.
Brin’s demeanor gives you chills. The bearded,
black-clad trader was definitely ready for any hint of • Supporting characters are those minor characters who con
trouble. The specially modified holster on Brin’s hip tribute to an adventure, and thus need more development, but
is designed to allow for a fast draw of what looks don’t require complete details to be used in an adventure. Sam
like a pared-down repeating blaster unit that was ple supporting characters include Grand Moff Tarkin, Lobot and
somehow crammed into the frame of a blaster pistol. Bib Fortuna.
It looks like it makes big holes in things. Maybe this
wasn’t such a good idea. • Lead characters are those characters who are major contribu
tors to the story, and are almost as or as important as the player
With that small read-aloud, two gamemaster characters have characters. These characters need complete game stars, fully
already been introduced. The Wookiee at the bar, only barely fleshed out personalities and objectives and they probably will
mentioned, is a gamemaster character that at this point only also need highly detailed backgrounds. Good examples of lead
needs a small amount of work. D’Voras Brin, on the other hand, characters include Darth Vader, Obi-Wan Kenobi, Yoda, Lando
will prove to be a much more important character and require Calrissian and Jabba the Hutt.
more preparation and attention from the gamemaster.
EXTRAS
The development of D’Voras Brin and the unknown Wookiee
will help to illustrate some of the ways to give gamemaster For extras, development simply requires the use of a charac
characters more depth and meaning. ter template or the creation of the base attribute and skills and
species for the character. One or two lines on behavior and
appearance are enough for roleplaying the character.
264 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
An Imperial stormtrooper need not The capsule provides whatever infor
be more than a notation of the appro mation is necessary to understand the
priate attributes, skills and equipment, character — their motives, objectives,
and notes of what the character’s personalities, history, appearance and
actions and objectives will be in the distinct mannerisms can all be described
adventure. Since these characters are in the capsule.
“extras,” their motives will be straight
forward: capturing the Rebel spies, Here are some examples:
keeping order in Jabba’s palace, getting
the best price when buying Luke’s land • Lennar is a small-time con man and
speeder and so forth are likely objec hired gun. This mangy, scarred Human
tives. considers himself a ladies’ man but the
truth is that he is repulsive, overbearing
SUPPORTING CHARACTERS and generally incompetent.
For supporting characters, a more • Cross a Sullustan smuggler with some
detailed conception is necessary. These one with the scavenging instincts of a
characters are more individualized and Jawa and you’ll get Byun Tenab. While
have more personalized objectives. These he is a skilled pilot and knows his way
characters will probably take a minor around most spaceports, venturing onto
role in an adventure — they might be his rubbish filled ship will test the toler
very important to a single scene or they ance of anyone, except maybe a Squib.
might show up throughout an adven His advice not to go “exploring” on his
ture but don’t do anything too signifi ship shouldn’t be taken lightly.
cant.
• Imperial Governor Defaris Muslo is a
When devising a supporting charac cunning and cruel manipulator. He hates
ter, consider what impact and role this the Rebel Alliance, blaming the Rebels
character is going to play in the adven for the death of his beautiful daughter
ture. Does the character have Force Marna. What Defaris doesn’t know is
skills? Is he a mercenary for hire, or a that she was a Rebel operative who died
pilot desperate for someone to fund his way off planet? These at the hands of an Imperial torture
characters are frequently used in adventures to provide infor droid. Defaris has been known to construct elaborate traps to
mation or equipment or limited assistance to the characters. corner Rebel operatives. He is unaware that Imperial Intelligence
These types of characters can also be an intermediary foe, some suspects him of being a Rebel operative because of his daugh
where between standard army troops and the major villains who ter’s actions; he is targeted for assassination.
will be the focus of an adventure — a good example might be a
Moff’s assistant who sets a trap for the characters. Building the Capsule
Now that you’re familiar with the idea of capsule descrip
LEAD CHARACTERS
tions of your characters, the details and information that can be
Lead characters are those who will take an active part in an used in this area will be explained in greater detail.
adventure, either making a major difference in several scenes, or
participating throughout the adventure and taking at least one BACKGROUND
vital action during the adventure. A lead character might be a
trusty retainer of another character who sacrifices himself to Where a character came from and what he has experienced
save his friends or a slicer who figures out how to circumvent a gives insight into what the character thinks and feels. Was she
security code to get the characters into a top secret Imperial originally from a small farming planet or from some populous
base. Of course, major villains are also lead characters, but so world at the forefront of technology, with all of the state-of-
can neutral characters be “leads.” For example, a smuggler might the-art conveniences? Did the character have an easy time
be a lead character if he keeps on showing up in an adventure growing up or was it filled with crisis upon crisis? These aspects
and makes a major difference in how the story is resolved — he add depth to the experience and personality of a character.
might not help the characters, but he might hinder the Imperials
for his own reasons. Also very important is the character’s family. A strong family
life and the character’s experiences as a youth have a strong
THE CAPSULE impact on forming the values and beliefs of the character —
someone who has had a close-knit and very honorable family
Now that you’ve thought about how important a character is will probably see life differently than someone who was
likely to be in an adventure, it is time to conceptualize the char orphaned as a child and raised in the company of pirates.
acter and put down the basic information on paper. The easiest
way to do this is the “capsule” — a verbal snapshot of the char A character’s motivations can often be understood if the
acter that allows you as gamemaster to instantly understand character’s background is known. Someone who’s family was
and be able to play this character. killed by the Empire is likely to have revenge as a motive. Some
one who has made a living as a smuggler and is currently stuck
in a job as a desk clerk at a spaceship yard will probably do just
about anything to get back into space.
! 265THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
15 • GAMEMASTER CHARACTERS
While background can be a very useful tool, it isn’t necessary tunics all give additional flavor and insight to the character. Let
to completely detail the history of every character; it is simply a your gamemaster characters also have a variety of dress and
useful tool for insight. Of course, the background can be paint style.
ed in very broad strokes and added to as the need arises.
Every culture might have its basic elements of dress but each
Anyone of these developments helps add detail and depth to person will customize them to suit her personality and personal
the characters. With this issue in mind, let’s take a look back at sense of style. Weather-beaten, greasy coveralls show a fighter
D’Voras Brin and the unknown Wookiee... mechanic’s devotion to his work, while a career military man
will show his dedication to order through his neat and tidy
The gamemaster has set up the current plot so that clothing with not a stitch out of line.
the player character hero, Stannik Nhaa, a young Rebel
trooper, needs to get off planet quickly and quietly. Another personal expression can be effected with jewelry.
Stannik has heard that the smuggler D’Voras Brin can Necklaces, earrings and bracelets of unique or exotic materials
get anything or anyone anywhere in the sector for a can point out a lot about a character’s travels.
price.
Along with dress, equipment and personal possessions reflect
The gamemaster decides that Brin is a Human, a character’s personality. Every person in their travels will
approximately two meters tall, with long dark hair, an encounter some item or possession that appeals to them and
unkempt mustache and beard. He dresses in blacks and this item becomes a constant prop for the character. This goes
deep reds and keeps his face hidden from view most of far beyond standard weapons — some characters might have a
the time with a hooded cloak. The most apparent “lucky charm,” like a glazed rock that they keep strapped to
thing about Brin is his heavily modified blaster and their wrist. Other characters, like Boba Fett, might choose to dis
holster, both specially modified to provide a quick play gruesome Wookiee scalps as a means of intimidating others
draw and a nasty punch — a warning to those who and proving their fearlessness and skill.
would cross him. The gamemaster also decides that
Brin is a smuggler with connections on both sides; For a Jedi, the lightsaber gives a clue to the character’s pro
he’ll work for either the Empire or the Rebellion, and it fession and background. Han Solo, a man of action, let his
doesn’t matter to him as long as the money’s good. He blaster be a keen insight into his character and motivations. The
is slow to anger but also never forgets a slight. outer trappings of a character show a lot more depth than just
being useful tools and gimmicks.
The Wookiee, named Gaartatha, is currently looking
for help since his last partner was hauled away by an PERSONALITY
Imperial press gang looking for more slaves for a dis
tant work colony. Gaartatha barely escaped. Now he is At this point, having given the characters a bit of history and
mourning the loss of his companion and looking for a distinct “look,” it becomes necessary to decide how they act.
some possible lead in rescuing his old companion, As gamemaster, you should decide how the character acts “in
while indulging in a lot of drink. He knows he can’t do general”: does he have a keen wit, is he a flirt, does he seem
anything on his own, but is looking for the opportuni dour and withdrawn or does he seem preoccupied with other
ty to find some aid in rescuing his friend. things? Giving a character distinct personality traits, like telling
bad jokes, or having the character be self-centered and com
PHYSICAL DESCRIPTION plain about every slight, is a great way of distinguishing one
gamemaster character from another.
The easiest way to distinguish a new gamemaster character is
to give him or her an unusual and distinctive appearance. When Then, you might want to consider how the character acts in
trying to create or describe gamemaster characters, you should certain conditions. Does he respond well to pressure or does he
try to use detailed adjectives to get across certain qualities. A panic? Does he get into a fight easily or is he calm? Does he
character who has “smooth, shiny blackish-brown skin with blame others when things don’t go well?
sparkling brown eyes” seems more interesting than a character
who is described in very plain terms. Putting details into these When deciding upon a personality for a character, look to
descriptions helps the players get a good mental image of the people you know, real world personalities and characters from
character. fiction. Well-formed characters have detailed and complex per
sonalities, and most people are never entirely predictable. You
Some qualities that you need to consider include species should strive to make your characters interesting enough to
(Human or otherwise); skin, hair and eye color; weight and hold the players’ attention.
build; and, body language. You should also mention prominent
distinguishing marks (like scars or tattoos), and any other readily One easy way of making a character memorable to the play
apparent physical qualities. ers is to add a notable speech mannerism. A character with a
slight lisp, a high squeaky voice or peculiar accent will stick
Another important factor in appearance is dress. People you more than a character with ordinary vocal mannerisms.
meet on the street today have their own distinctive style of
dress. This also holds true for many of the characters in the Star Each planet is unique and should breed its own native accent
Wars universe. and vocal characteristics. Imperial soldiers seem to have a crisp,
British accent, indicative of their training in the Core Worlds.
Obi-Wan with his Jedi robes, Han with his loose vest and Han Solo, a cocky Corellian, seems to have a very “All-American”
casually worn blaster holster, and Luke with his loose sleeved accent, so we can assume that this is the standard Corellian
accent. Aliens have unique accents as well as unusual speech
patterns — for example, Yoda’s way of speaking makes him
instantly recognizable to players.
266 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
Of course, accurately portraying these speech patterns takes Perhaps a gamemaster character seemed to be an ally when
practice and if you intend on using this technique, make sure the player characters first encountered her. However, she is, in
that you have mastered the character’s voice so that you can fact, an Imperial spy and is gathering information on the char
stay “in character.” acters before turning them over to the Empire. Perhaps a char
acter has incurred a huge debt between meetings with the
CONTACTS AND RESOURCES player characters and is willing to do anything, including selling
his friends out, to get the money to eliminate that debt. Perhaps
Few characters are isolated individuals. Most have friends, the gamemaster character has heard that the player characters
family, associates and others who can come into play during an somehow betrayed him and thus, he is avoiding the player char
adventure. Darth Vader had the resources of the Empire at his acters.
command, seemingly answering only to the Emperor himself. He
could call upon whole fleets for his quest to turn Luke Skywalk GAME STATISTICS
er to the dark side of the Force. The hardware Lord Vader used
ranged from specially modified prototype TIE fighters to Imperi This final step in character creation is very important, but the
al Star Destroyers and two Death Stars. gamemaster must remember that game statistics must be bal
anced by the character’s background and the abilities of the
Some major villains will be able to draw on a vast quantity of player characters. Game statistics are important to the
resources from any number of sources. A much overlooked tool gamemaster, but the players want to interact with an interesting
of major villains are other gamemaster characters, who can dis person. Having figured out the character’s background, person
tract or injure the player characters while the major villains sets ality and physical description, the final piece of the character
his plot into motion. creation puzzle is determining the appropriate game statistics.
To parallel this concept, Vader had stormtroopers, army and When designing a character, you must keep in mind both the
navy soldiers and bounty hunters to do his bidding. An effective skills of the player characters and the “averages” of the Star
major villain will not reveal his hand or become directly involved Wars universe. Villains should have sufficient combat skills (and,
until the time is ripe or he is forced into confrontation because of course, others skills as well) to give the characters a chal
of the failure of lackeys. A good manager knows how to use his lenge; if a character is going to repair a starship, he must have
employees and resources effectively. appropriate repair skills for the task.
This is not to say that all major villains should have whole A character’s skills should reflect the character’s background
starfleets at their command, but a shrewd major villain will not and experiences. Just because a skill seems attractive to you as
confront the characters until he is convinced he has final victory gamemaster does not mean that a character should have it.
or he has no choice (such as the characters having eliminated all Look critically and objectively at the character to determine if
of his other resources). the skill is appropriate and viable.
Many beginning gamemasters forget this in their early One or two minor out of the ordinary skills can also add a
adventures. They devise a great villain and then send him direct touch a flavor to the character. Luke Skywalker, young Jedi, is
ly into battle against the characters. Instead, the characters also familiar with moisture farming and droid repair, as well as
should be whittled down by lackeys, traps and less important those skills that make him a Jedi and an excellent pilot. His roots
villains so that the major villain has a chance against a group of add flavor to the character and his skills should reflect those
well armed and resourceful characters. roots.
GROWTH Giving characters high levels in skills that directly oppose the
player characters’ skills creates an opponent that is a true chal
As the players encounter gamemaster characters over the lenge. The players must react differently than if they were con
course of adventures, they should learn that the gamemaster fronting a group of poorly skilled individuals and perhaps be
characters grow and change just as their characters do. forced to use other skills they normally don’t depend on.
Gamemaster characters should never stagnate; instead, their
personalities, ideals, objectives and attitudes grow and change
as much as the player characters’ personalities
and objectives change. This is easy with sketchy
characters — if the gamemaster has a clean slate
to begin with when using a gamemaster charac
ter, he can compose the personality over time to
fit the adventures.
The characters’ long term and current goals
help to properly delineate how this previously
unknown character will fit in with the storyline
and interact with the characters.
Is the Rebel trooper fighting for the Rebellion
for the purpose of defending his home, personal
glory, or perhaps making some money on the
side? Is this character volunteering for a danger
ous assignment just to get away from her unit
and make contact with some black marketeers?
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15 • GAMEMASTER CHARACTERS
In the case of D’Voras Brin, the gamemaster has obviously Balancing
decided that this sly and shady character will be good with Because of the flexibility of the Star Wars skill system and
blaster and will perhaps even be specialized in heavy blaster
pistol. Other good skills for Brin would include bargain, con, the number of different special abilities that are available to
search, persuasion and sneak, along the lines of Percep characters, no “balancing” system is going to be perfect. Charac
tion-based skills, and astrogation and space transports in ters skills, attributes, special abilities, Force powers and Charac
regards to Mechanical-based skills. Other good skills include ter Points can vary wildly, so this system is only an
streetwise, languages and possibly value. approximation.
Gaartatha, the Wookiee Scout, on the other hand would be Here are some hints:
more suited to Knowledge, Technical and Mechanical skills,
including alien species, survival, planetary systems and astro • Remember that skills must be comparable to each other to
gation, but the gamemaster has decided that a few more physi really make a difference. For example, if a character has com
cal skills including brawling, melee combat, blaster or puter programming/repair 10D, he is really talented at computer
bowcaster add depth and flavor to the character. Also taken operations, but this skill is useless in a combat scene. If you are
into consideration is that Gaartatha is intended to function as planning on characters being used only for combat, you might
an ally for the player’s character for an extended period of time. want to just check skills that apply in combat; if you are having
The gamemaster will also take into account the characters’ skills characters compete against each other (for example, both are
and tailor the Wookiee’s skills to complement them. bargaining over the price of a blaster), then only compare their
bargain and other related skills (like con, streetwise or intimida
Using Templates tion if you think these skills will come into play).
Using character templates can be a great short-cut for creat
• First, count up the attribute dice. For example, a character
ing gamemaster characters. If you need to create a group of that had Dexterity 2D, Knowledge 3D, Mechanical 2D, Percep
bounty hunters or smugglers from scratch, the templates can tion 4D, Strength 3D and Technical 3D would have 17 dice in
save a lot of time. attributes.
If using a “player character” level individual, use the same • Then, count the skill dice. Only count skill dice above the
attributes and apply as many skill dice as you feel are necessary attribute. For example, if a character had Dexterity 3D and
for the adventure (see below). If you are using an “average level” blaster 5D, you would only count 2D for the blaster skill.
character, you can simply subtract one die from each attribute
and assign skill dice as necessary. This system is for “quick” char • When adding up “+” pips, remember that a “+3” counts as one
acters — with aliens, subtracting one die may reduce a character die. For example, a character has Dexterity 3D, blaster 4D+1,
below his species’ minimum attribute; for quick gaming, this dodge 3D+2 and melee combat 3D+2. This would equal 3D
shouldn’t be that much of a problem. However, for more impor attribute dice and 1D+5 skill dice, which by changing each +3
tant characters, you will want to use the more detailed into 1D of skill, becomes 2D+2
approach below.
• Only count skill specializations above the basic skill. For exam
Often, you will find that a template doesn’t quite get you the ple, if a character has blaster 5D and the blaster pistol special
character you want for a given adventure. Write a new tem ization at 8D, the blaster pistol specialization would only count
plate. Take the number of attribute dice for the species and allo as three dice.
cate them as you see fit as long as they equal to or higher than
the species’ minimum levels. • If a character gets dice or loses dice because of special abili
ties, count these dice as dice for purposes of play balance. For
Given time, you might even want to write up this new tem example, if a character has a special ability that gives him +2D
plate as a player character type for the use of your players. to search, count this as two extra dice when balancing charac
ters.
ASSIGNING DICE
• Count Force skill dice as double the number of comparable
When distributing skills, pay attention to what the character skill dice. This is because characters have access to so many dif
is supposed to be. If the character is supposed to be a pilot, he ferent Force powers. For example, a Jedi character has control
should have well developed piloting skills for the ship he flies. 2D, sense 1D+1 and alter 1D+2. This would normally add up to
The level of skills should also match the character’s level (see 5D in dice, but because they are Force skill dice, this should
section below). count as 10D.
Don’t fall into the trap of having every character type being • Count every 5 Character Points as one die. This is because
the same in regards to skills and attributes. Just as every person while a character will be able to temporarily boost a skill, the
you meet is different in one way or another, so should every boost only lasts for one round.
gamemaster character be different, whether they’re pirates,
Rebels, smugglers or Imperial Star Destroyer captains. • Count each Force Point as one die.
When assigning attributes and skills, there are two types of • Counting equipment dice as optional: as equipment can be a
standards that can be applied. The first, the “universe” standard, deciding factor in an encounter, you may wish to do so. If the
is based on how characters are supposed to stack up against equipment is relatively permanent (a blaster rifle, which can be
everyone else in the Star Wars universe. The second, the “char fired multiple times), count the damage as normal dice. If the
acter” standard, is designed to allow you to assign skill levels equipment is expendable (like grenades), count 5D worth of
based on how much of a challenge the gamemaster characters damage as 1D of dice.
are supposed to be to the player characters.
• Starships and vehicles should not be figured in this system.
268 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
• Player characters get Character Points and Force Points for CHARACTER LEVELS AND TYPES
going on adventures. Gamemaster characters receive the same
points as player characters for the same types of actions. Please Are the character types (extras, supporting characters
note that characters do get Character Points for “doing what and lead characters) directly related to the number of dice
they are supposed to do,” although if these actions aren’t dan they get? Sometimes.
gerous, the point totals are correspondingly lower. Therefore,
while a starship engineer isn’t going off on adventures too For example, most extras will qualify as “average” or
often, he does earn Character Points to increase his skills just by “novice” level characters. However, there are always those
doing his job. times that a character is an extra — just a walk-on in an
adventure — but the character has a lot of experience and
THE UNIVERSE STANDARD a high number of dice. The character is important, but
isn’t important in the adventure being run.
With the universe standard, you can rate characters based on
how they compare to other characters in the Star Wars universe The paradox comes because the die system is a way of
and how experienced they are. ranking experience and abilities relative to everyone else
in the Star Wars universe. It’s entirely possible that the
This is a comparison of skill levels as based on the die system characters will come across a really dangerous bounty
in the Star Wars Roleplaying Game. Use the chart below: hunter in an adventure, and thus he would have skills to
match, but he isn’t central to the plot.
Die Description
Code Below human average for an attribute. Therefore, these guidelines are just that — guidelines.
Human average for an attribute and many They can be altered and tinkered with as you see fit for
1D your games.
2D skills.
3D Average level of training for a Human. Superior: This type of character has had a great deal of expe
4D Professional level of training for a Human. rience in his lifetime and will probably present a formidable
5D Above average expertise. challenge to the characters. This type of character has 76 to 150
6D Considered about the best in a city or dice.
7D geographic area. About 1 in 100,000 people Master: These characters have achieved an almost unbeliev
will have training to this skill level. able level of mastery and experience. This kind of ranking is
8D Among the best on a continent. About 1 in reserved for characters with the capabilities of Luke Skywalker,
10,000,000 people will have training to this Han Solo and Darth Vader. These characters have more than 150
9D skill level. dice.
Among the best on a planet. About 1 in
10D 100,000,000 people will have training to
11D this skill level.
12D+ One of the best for several systems in the
immediate area. About 1 in a billion people
have a skill at this level.
One of the best in a sector.
One of the best in a region.
Among the best in the galaxy.
Character Levels
By using the “Universe Standard,” and the die ranges below,
you can rate characters on relative levels of experience. Please
note that the die values listed here are supposed to include all
attribute dice, skill dice, and dice equivalents of Force Points,
Character Points and Special Abilities.
Average: This character is truly average, and has probably
only had one or two “adventures” in his lifetime, if any. The
character has up to 20 dice.
Novice: This character is a little bit better than average, and
is about the maximum reasonable skill level for characters with
average attributes (12D attribute range). Beginning player char
acters, at 18 attribute dice, 7 skill dice and 1 die for the one
Force Point, for a total of 26 dice, are in this range. These char
acters have up to 35 dice.
Veteran: This character is more experienced than a novice.
The character is likely to be very good at a few key skills, but is
weak in others. This character has 36 to 75 dice.
! 269THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
15 • GAMEMASTER CHARACTERS
THE CHARACTER STANDARD ROLEPLAYING CHARACTERS
This system is more geared to balancing gamemaster charac Now that the characters have been prepared, it is time to
ters versus the abilities of the player characters. For best results, breathe life into these individuals. The gamemaster is responsi
the relevant skills in a particular scene, whether they are com ble for dozens and perhaps, over the span of a lengthy cam
bat, interaction, knowledge, piloting or technical skills, should paign, even hundreds of personalities, so it is important to keep
be compared directly against each other to get the most bal notes on the characters you portray.
anced situation.
The gamemaster must take the capsule summary and put
If you want to compare the characters as a whole, use the those attitudes, behaviors and beliefs into action. While some of
“Total Dice” column. If you want to compare the characters on a this information may be contained in the summary, it is up to
skill-for-skill basis, use the “Specific Skill” column. All numbers the gamemaster to portray it accurately.
are relative to the player characters.
First, determine a character’s general outlook and attitude. Is
Challenge Total Specific the character grim and silent, cheerful and talkative, generous
Level to a fault, determined yet good-hearted, or hateful and vindic
None Dice Skill tive?
Minor −15D or more −3D or more
Moderate (−5D) to (−14D) −2D Han Solo as first seen in the Mos Eisley cantina seemed to be
Serious (−4D) to (+4D) (−1D) to (+1D) a slick smuggler out to make a credit. By the end of Return of
Major (+5D) to (+14D) +2D the Jedi, he becomes a crusader for good. Darth Vader is deter
+15D or more +3D or more mined and relentless, not letting any obstacle get in the way of
his goals.
ADVANCING SKILLS
Take the opportunity to act out a character fully. Using dif
As a gamemaster character goes through various adventures, ferent voices and accents adds more flavor to character and
he should receive Character Points and Force Points in the same makes them much more memorable. Use body language, actions,
way that player characters do. This way, the character can add specific phrases and facial expressions to get the character
new skills and improve existing ones in a fair and equal manner. across to your players.
Of course, it is important to point out that most player char Vary the attitudes of characters in the same profession, since
acters will be involved with more dangerous situations than not every bartender is going to agreeable and jolly, especially if
gamemaster characters, and thus gain more Character Points. he lives in a more sinister part of the city. Likewise for any other
character, there are a variety of backgrounds and attitudes
dependent on the surroundings and atmosphere.
270 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
Take the opportunity as gamemaster to take all the roles USING ALLIES
you’ve seen on the big screen and act them out yourself. This is
your big chance to shine and show your friends the depth of Giving the characters allies in an adventure is a double-
your acting talent. And don’t worry about being embarrassed by edged sword. On the one hand, the character can lend aid
any critiques of your performance. or extra firepower to the group of characters, or provide
them with a vital contact. On the other hand, the
At some point in the future your players will make a com gamemaster characters can’t be too good. The players
ment on some scenario that was memorable because of a char should never feel that they are competing with or inferior
acter that you created and “hammed up.” This character would to these characters. You should give these characters skills
not have been memorable without your performance. that complement the player characters’ skills and don’t
come into direct competition. Gamemaster allies have the
To add to your performance, add a variety of vocal character capacity to be a great source of entertainment for the
izations. Give the characters distinctive accents, a noticeable players and also a bottomless well of possible adventure
stutter, a lisp or some other odd speech pattern. Remember that ideas.
every region and every planet will have its own particular
accents and speech patterns. One of the easiest ways to introduce a new adventure
hook is through information discovered or related by a
Other usable devices include a lack of contractions. For gamemaster character. If this character is a familiar and
example, “isn’t” becomes “is not”, “weren’t” becomes “were not.” repeating character, the players tend not to feel as forced
This speech style lends a more formal feel to a character’s per into a plot-line as when a nameless, faceless high ranking
sona. Also, inverting words and dropping words from sentences Rebel official walks up to them and tells them they’re now
can lead to memorable speech styles. on their way to some remote sector of space. If the same
idea is put forth by a familiar character overhearing a
Another way to make your characters have more reality and rumor and relaying it to the characters or having discov
depth is to add mannerisms and repetitive actions. A character ered the information himself, the players are more likely
might blink excessively, wring his hands, walk with a limp or to go along without bristling at the idea.
have some other odd physical abnormality.
You can also make notes of “non-gaming adventures.” While
Some of these can be acted out, others will have to rely on the player characters were off saving the galaxy, odds are the
your description of the noticeable problems. Other physical dif gamemaster characters were doing something too. A gamemas
ferences that can be noted are scars, cyber-replacement parts ter character log sheet provides a perfect place to note these
and missing limbs. These add a bit of flavor to a character that kinds of adventures and decide how they affect the character in
may give more insight to the character’s background and per terms of game statistics and how they will behave in the future
sonality. (for example, a character on the run from bounty hunters will
probably be much more secretive than he was before the bounty
RECORD-KEEPING was levied — these kinds of happenings should be integrated
AND EXPERIENCE into your game).
As a character is used more and more in your adventures, you Also, note whatever special equipment or resources the char
will want to add more information to a gamemaster character's acter might have at his or her disposal, whether it’s a specially
notes. While you are running that character, the notes should be modified heavy blaster pistol or an Imperial Star Destroyer. No
in front of you for easy reference. You may want to have a piece detail is too small to be overlooked and you’ll also be surprised
of scratch paper attached to each character’s notes. While you how much you can forget with the passage of time.
are gaming, note on the scratch paper important events, typical
sayings (“I’ve got a bad feeling about this,” for example), new Another use for this detailed character log is that after the
personality traits and other things that influence your portrayal character has been out of a play for a while, it might be useful
of the character. After the adventure, look at the scratch paper to reintroduce the character in order to introduce a new plot
and decide what traits and notes should be transferred to the idea. Simply by browsing through your archives of old charac
character’s permanent character notes. ters, plot-lines and adventures will start to spontaneously gen
erate
For example, you will want to keep track of how the charac
ter interacts with the different player characters (Han Solo just For example, you might not have a good idea for an adven
doesn’t get along with C-3P0 and treats Luke like a kid brother). ture, but you then come across the character log of a smuggler
Is the character friendly with a certain player character or have who got the player characters off the planet “fast, with no
they been involved in a memorable encounter? A shared history questions asked.” What happened to him? Did the Empire finally
with your player’s characters will keep these characters fresh catch up with him and throw him in prison? Did he finally set
and real. Take the time to reminisce with your players in charac up that little shipping company he was working on and go legit?
ter. It also gives you insight into what characters your players Is he still in the smuggling business, and will he be willing to
liked and disliked. help the characters out of another bind? Is he in a bind and will
he ask the characters for help? A lot of possibilities will spring to
Note what actions the character took part in, and how well mind as you review those old characters and let your mind wan
the succeeded or how badly they failed. With villains, it’s very der as to the possibilities.
important to note as to whom they might have a grudge against
and how their plans were foiled. A smart villain will remember
who it was that foiled their plans and how they did it — and
probably seek revenge. Never commit the same mistake twice.
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15 • GAMEMASTER CHARACTERS
From any of those ideas listed above, whole new adventures while fixing something else, and she can always caution the
could be generated, whether it is a daring raid of an Imperial characters about how they should treat their ship, and them
prison planet or coming to the aid of the new shipping company selves, with a little more care.
now troubled by the claws of the Empire.
THE MAJOR CHARACTER:
Also, this log can give you a ready cast of characters that can
be dropped in at a moments notice, already prepared for play. REPUBLIC SENATOR
With the simple change of a name and a later write-up,
gamemaster character generation is a snap. The player characters may interact with this gamemaster
character extensively in roleplaying encounters or they may
As gamemaster, your characters should receive the depth and become familiar with the personality of this gamemaster char
consideration that your players give their characters. Take the acter in other ways (such as through rumors and secondhand
time to develop a feasible and playable background for all your information).
characters. And let your player’s insights help mold and shape
future characters. They are the ones who struggle against and KARE FONTIN
fight with your creations. Your players can give you ideas as to
character development that you may not have thought of. Type: Old Senatorial
DEXTERITY 1D
THE EXTRA: KNOWLEDGE 4D
Alien species 9D, bureaucracy 12D, cultures 8D, languages 10D,
GAMORREAN GUARD
willpower 10D
This is the character that shows up in only one encounter MECHANICAL 3D
and has a very limited range of actions. Astrogation 4D+2
PERCEPTION 4D
Gamorrean Guard: All stats are 2D except: Dexterity 3D, Bargain 10D, command 10D, con 12D, hide 7D, persuasion 8D, search
melee combat vibroaxe 4D+1, melee parry 3D, Strength 4D.
Move: 8. Vibroaxe (damage STR+3D+1). 7D
STRENGTH 1D
THE SUPPORTING CHARACTER: TECHNICAL 1D
Droid programming 3D, security 4D
SULLUSTAN MECHANIC Force Points: 3
Character Points: 16
This character may appear in more than one encounter and Move: 8
will interact with the player characters more than once. Capsule: Kare Fontin is a very old former senator who served during
SULAHB the days of the Republic. He is well over 100 years old, and while
his body has become quite frail over the years and he is a little
Type: Sullustan Mechanic hard of hearing, his mind and his wit are as keen as ever.
DEXTERITY 1D
Blaster 2D, dodge 3D This character can be used in a variety of ways. When first
KNOWLEDGE 2D introduced to the players, their characters are charged with
Value 3D escorting him from Coruscant to Beta Olikark. Assuming that
MECHANICAL 2D Fontin gets along with the characters, he may call upon him for
Space transports 2D+2 escorts on future diplomatic missions. Likewise, the characters
PERCEPTION 2D now have a powerful friend in the Republic government who
Bargain 3D+1 may be able to grant them special favors.
STRENGTH 1D+1
TECHNICAL 3D+2 TYPICAL CHARACTERS
Droid repair 4D, space transports repair 6D
Special Abilities: The following are representative gamemaster characters that
Enhanced Senses: Sullustans have advanced hearing and vision. players may encounter. Some individuals will have higher or
lower scores, scaled to meet the demands of the players’ charac
Whenever they make Perception or search checks involving vision ters and the situation.
in low-light conditions or hearing, they receive a +2D bonus
Location Sense: Once a Sullustan has visited an area, she always If you need another type of character, whether a bounty
remembers how to return to the area — she cannot get lost in a hunter, a scout, a trader, a Jedi, or one of thousands of other
place that she has visited before. This is automatic and requires character types, you may want to model the character after one
no die roll. When using the astrogation skill to jump to a place a of the character templates. When you do create a new character
Sullustan has been, the astrogator receives a of +1D bonus to her type, keep the stats handy — you may want to reuse the charac
die roll. ter’s stats for a new character even if the “personalities” of the
Character Points: 3 characters are completely different.
Move: 10
Capsule: Sulahb is a Sullustan mechanic who repairs the starship of The “Standard Specialist” below is a basic template for any
the player characters. She is a quiet, hard-working person who is kind of quick character. The specialist may be a mechanic, slicer,
very meticulous in her work. or even just a custodian. This makes it very easy to assign skills
quickly.
Sulahb is the kind of character who can be used at the
beginning or end of every adventure. As she crawls out from Standard Specialist: All stats are 2D; any three skills at 4D.
under that leaking landing strut, she can tell the characters Move 10.
what she repaired, hold up the old worn parts she came across
272 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
THE GALACTIC EMPIRE operation 3D+2, Strength 2D+2, brawling 3D+2, swimming
4D+2, Move 10, 12 (swimming). Blaster speargun (blaster: 5D, 0-
The Galactic Empire is a vast and highly organized govern 10/50/100 [air], 0-5, 25/35 [underwater], speargun: 4D, 0-
ment ruled over by Emperor Palpatine. The Galactic Empire 5/15/25 [underwater]), concussion grenades (5D/4D/3D/2D),
seized power at the end of the Clone Wars following an seatrooper armor (+1D physical and energy, increases swimming
unprecedented military build-up and the destruction of the Jedi by +2D).
order.
Scout Trooper: All stats are 2D except: blaster 4D, brawling
The Empire is divided into sectors, each of which is governed parry 4D, dodge 4D, Mechanical 3D, repulsorlift operation:
by a Moff and guarded by military forces. The Empire’s authority speeder bike 3D+2, brawling 3D, Move: 10. Holdout blaster
on any given world can range from a single garrison (found (3D+2), scout armor (+2 physical, +2 energy), blaster pistol (4D),
mostly on backwater planets like Tatooine) to an intense pres blaster rifle (5D), concussion grenades (5D/4D/3D/2D), survival
ence with a stormtrooper on every street corner (as in the Deep gear.
Core and important Core worlds) .
Cold Assault Stormtrooper (Snowtrooper): All stats are 2D
Stormtroopers except: blaster 5D, blaster artillery 4D, brawling parry 4D,
Stormtroopers are the elite troops of the Empire, trained to dodge 3D, survival: arctic 4D, search 3D+1, brawling 4D. Move:
10. Blaster Pistol (4D), Blaster Rifle (5D), concussion grenades
fight and die without fear or question. Squads of stormtroopers (5D/4D/3D/2D), food and water packs, ion flares, snowtrooper
strike terror into the hearts of civilians throughout the galaxy, armor (+1D physical and energy, −1D Dexterity and related skill
enforcing the Emperor’s will with ruthless zeal and efficiency. rolls), terrain grip boots (+1D to climbing), survival kit.
Stormtroopers are a separate force from the troops of Impe Zero-G Assault Stormtrooper: All stats are 2D except: Dex
rial Forces and do not answer directly to Imperial military offi terity 3D, blaster 4D, brawling parry 5D, dodge 4D, grenade 5D,
cers. They are obedient and devoted to the Emperor. They cannot missile weapons 5D, survival 5D+1, Mechanical 3D, astrogation
be bribed, blackmailed, or seduced. Any such attempt automati 4D+2, powersuit operation: spacetrooper armor 6D, repulsorlift
cally fails. operation 5D+2, space transports 5D+2, starship gunnery 4D,
starship gunnery: proton torpedo launcher 5D+2, Perception
After recognizing the need for troopers with special equip 2D+2, search 5D+2, brawling 3D, stamina 4D, demolitions
ment and training, the Emperor ordered the development of 3D+1, security 4D+1, powersuit repair 4D+1, Move 11. Space
additional types of stormtroopers, including (but not limited to) trooper armor (+4D physical, +3D energy, −1D Dexterity and
snowtroopers, sandtroopers, and scout troopers. related skill rolls, Space 1, Move 8, grenade launcher (missile
weapons skill. 5-50/100/200 [in space: 0/1/2], concussion
Imperial Stormtrooper: All stats are 2D except: Dexterity 3D, grenades (ammo: 30, 5D/4D/3D/2D, blast radius 0-2/4/6/10),
blaster 4D, brawling parry 4D, dodge 4D, brawling 3D. Move: 10. gas/stun grenades (ammo:30, 5D/4D/3D/2D [stun], blast radius
Stormtrooper armor (+2D physical, +1D energy, −1D to Dexteri 0-2/4/6/8), mini-proton torpedo launcher (starship gunnery
ty and related skills), blaster rifle (5D), blaster pistol (4D).
skill, 6D, ammo 6, 25-100/300/700, [in space: 1/3/7]),
Aquatic Assault Stormtrooper: All stats are 3D except: blaster cannon (6D, 10-50/100/150), laser cutters (3D
blaster 4D, brawling parry 4D, Mechanical 3D, aquatic vehicle starfighter-scale).
Imperial Officers
Admired, respected, and teared, the officers of the
Imperial Army and Imperial Navy are drawn from
prestigious families with long histories of military ser
vice. Few are promoted up from the lower ranks. Most
are inducted straight into officer training academies,
instructed in doctrine, leadership, and tactics, and
then awarded commissions. There, if they distinguish
themselves, they finally get a chance to rise through
the upper echelons — but rarely do they find occasion
to dirty their hands.
Typical Imperial Naval Officer: Dexterity 2D+2,
blaster 4D+2, blaster 4D+2, dodge 4D, Knowledge 3D,
bureaucracy 4D, planetary systems 3D+1, tactics:
capital ships 5D, tactics: fleets 4D, Mechanical 3D+2,
capital ship piloting, 4D, Perception 3D+1, bargain
5D+1, command 4D+1, hide 4D, Strength 2D+1,
brawling 3D+2, stamina 3D+1, Technical 3D, capital
ship repair 4D+1. Move 10. Blaster pistol (4D), com
link.
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Typical Imperial Army Officer: Dexterity 2D+2, blaster 4D+2, TIE Fighter Pilot: All stats are 2D except: Dexterity 3D+1,
blaster 4D+2, dodge 4D, Knowledge 3D, bureaucracy 4D, plane blaster 4D+1, dodge 4D+1, planetary systems 3D, Mechanical
tary systems 3D+1, tactics: ground combat 5D, Mechanical 4D, sensors 4D+2, starfighter piloting 6D, starship gunnery 5D,
3D+2, repulsorlift operation, 4D, walker operation, 4D, Percep Perception 3D, command 4D, search 4D, Strength 3D, stamina
tion 3D+1, bargain 5D+1, command 4D+1, hide 4D, Strength 4D, computer programming/repair 3D+1, starfighter repair 5D.
2D+1, brawling 3D+2, stamina 3D+1, Technical 3D, walker Move: 10. Navigation computer linkup helmet (internal comlink,
repair 4D+1. Move 10. Blaster pistol (4D), comlink. +1D to sensors), high gravity stress flight suit with life support
equipment, one week emergency rations, blaster pistol (4D), sur
Imperial Army Troopers vival gear).
The standard trooper of the Imperial Army, these individuals
Typical Imperial Naval Trooper
are the most visible symbol of the Empire on most worlds. They To protect its vast number of capital ships without relying on
are confident, arrogant and eager to fight, and hate the Rebel
Alliance/New Republic with amazing ferocity. help from the Army, the Navy has created a corps of troopers to
act as soldiers. These troops handle security, control hangar traf
Imperial Army Trooper: Dexterity 3D, blaster 4D+1, dodge fic, and monitor sensor arrays when their combat skills are not
4D+1, grenade 3D+2, vehicle blasters 3D+2, Knowledge 1D+1, required.
survival 2D+1, Mechanical 1D+1, repulsorlift operation 2D+1,
Perception 2D, Strength 3D+1, brawling 4D+1, Technical 1D. Imperial Naval Trooper: Dexterity 2D+1, blaster 3D+1,
Move: 10. Blaster rifle (5D), field armor and helmet (+1D physi blaster: blaster rifle 4D+2, brawling parry 3D+1, dodge 3D+1,
cal, +2 energy), grenades (5D), helmet comlink, survival gear, grenade 3D+1, melee combat 3D+1, melee parry 3D+1, running
utility belt with supplies. 3D+2, Knowledge 1D+1, intimidation 2D+1, streetwise 2D+1,
Mechanical 1D+2, repulsorlift operation 2D+2, capital ship
Veteran Imperial Army Trooper: Dexterity 3D, blaster 4D+1, shields 2D+2, Perception 3D, command 4D, search 4D, Strength
blaster: heavy blaster pistol 5D+1, blaster artillery 3D+2, 2D+2, brawling 4D+2, stamina 3D+2, Technical 1D, security 2D.
brawling parry 3D+1, dodge 4D+1, grenade 3D+2, melee com Move: 10. Blast helmet (+1D to physical, +1 energy), blaster pis
bat 4D, melee parry 3D+2, missile weapons 4D, vehicle blasters tol (4D), comlink.
3D+2, Knowledge 1D+1, intimidation 2D+2, law enforcement
2D+2, law enforcement: Imperial law, streetwise 2D+1, survival
2D+1, Mechanical 1D+1, ground vehicle operation 2D+1, hover
vehicle operation 2D+1, repulsorlift operation 2D+1, Perception
2D, command 3D, hide, 2D+2, search 3D, sneak 2D+2, Strength
3D+1, brawling 4D+1, Technical 1D, blaster repair 2D, first aid
2D. Move: 10. Blaster rifle (5D), field armor and helmet (+1D
physical, +2 energy), grenades (5D), helmet comlink, survival
gear, utility belt with supplies.
Typical Imperial Pilot
Imperial pilots receive top-level training at the Imperial
Academies and must endure countless hours of pre-commission
ing flight exercises before transferring to combat units. Like
most members of the Empire’s military organization, pilots con
sider themselves the most-skilled in the galaxy, second to none.
Their arrogance often dominates their personalities, and the
Rebel Alliance has learned to exploit this weakness. Few Imperial
pilots have enough to skill to become TIE pilots. The Empire’s
main starfighter requires expert handling and pinpoint firing
accuracy to make up for its lack of hyperdrive and shields.
Imperial Pilot: All stats are 2D except: Dexterity 2D+1,
blaster 3D+1, dodge 3D+1, Knowledge 1D+1, planetary systems
2D+1, survival 2D+1, value 2D+1, Mechanical 3D, astrogation
4D, capital ship gunnery 4D, capital ship piloting 5D, capital
ship shields 4D, communications 3D+1, sensors 3D+1, space
transports 4D, hide 3D, investigation 3D, sneak 3D,
climbing/jumping 3D, stamina 3D+1, Technical 1D+1, capital
ship repair 3D+1, capital ship weapons repair 2D+1, computer
programming/repair 2D+1. Move: 10. Blaster pistol (4D), flight
suit, navigational computer linkup helmet (internal comlink,
+1D to sensors), survival gear.
274 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
GAMEMASTER CHARACTERS • 15
REBEL FORCES Clone Trooper
To counter the threat of the Trade Federation’s droid armies,
The Rebel Alliance fights against the tyranny of the Empire in
order to restore justice and freedom to the galaxy. Formed by the Republic deploys an army of cloned warriors. The clones’
loyalists such as Mon Mothma and Senator Bail Organa, the creators, the Kaminoans, conceive the clones from a single
Rebel Alliance struggles against the Empire at every turn. It uses genetic blueprint (that of the bounty hunter Jango Fett), mak
guerrilla warfare and undercover violence to weaken the Imperi ing a few alterations to ensure the troopers’ rapid maturation
al machine and help free the oppressed people of the galaxy. and unwavering obedience. The true loyalty of the clone troop
Though the Alliance sometimes engages in direct military action ers is revealed at the end of the Clone Wars, when Darth Sidious
against the Empire, as seen at the Battle of Yavin or the Battle issues Order 66 and turns the clones against the Jedi order.
of Endor, most of the efforts of the Alliance take place under
the guise of legitimate activity. For this reason, the Alliance has Although identical in appearance, clone troopers have differ
attracted not only freedom fighters but also outlaws, smugglers, ent levels of training, which accounts for their varying levels of
and even pirates. ability. Clone troopers can’t be bribed, blackmailed, or seduced.
Any such attempt automatically fails.
The Rebel Alliance is loosely organized into cells that can
operate relatively independently of Alliance command. Each cell Clone Trooper: Dexterity 3D+1, blaster 4D+1, blaster
operates on Imperial worlds or out of hidden bases, such as the artillery 3D+2, brawling parry 4D, dodge 4D+1, grenade 4D,
base on Hoth. Any worlds that sympathize with the Alliance find Knowledge 2D, survival 3D, Mechanical 2D+1, Perception 3D,
themselves the targets of Imperial wrath. Alliance agents are Strength 3D+1, brawling 4D, stamina 4D+2, Technical 2D.
always on the run from the Empire, and Rebels that are cap Move: 10. DC-15s Blaster Pistol (3D), DC-15 Blaster Rifle (5D+1),
tured are dealt with swiftly and harshly. Clone Trooper Armor (+2D physical and +1D energy, increases
Dexterity and related skills by +1D).
Typical Rebel Alliance Soldier
The standard infantry trooper of the Rebel Alliance/New ARC Trooper
The ARC Troopers are elite clone units that were personally
Republic is a dedicated volunteer who believes in the cause.
Many do not conform to the “mold,” as they left their former trained by Jango Fett. Whereas most clone troopers are trained
(non-military) lives to become soldiers in the battle against the to work as a unit, ARC Troopers function well as individuals,
Empire. making them even more formidable as foes.
Rebel Alliance Soldier: All stats are 1D+2 except: Dexterity ARC Trooper: Dexterity 3D+2, blaster 8D+2, blaster (repeat
3D+2, blaster 5D+2, grenade 4D+2, Knowledge 1D, Strength 3D, ing blaster) 9D+1, brawling parry 5D+1, dodge 6D+1, grenade
brawling 4D, Technical 1D+2, demolitions 2D+2. Move: 10. 5D+1, melee combat 5D+1, melee parry 5D+1, missile weapons
Blaster pistol (4D), grenades (5D), macrobinoculars (+1D to 5D+1, Knowledge 2D+2, intimidation 4D+1, survival 5D+1, tac
search greater than 50 meters), comlink, blast vest (+1D physi tics 5D+2, Mechanical 3D+1, Perception 2D+1, command 5D,
cal, +1 energy). search 7D, search (tracking) 7D+1, Strength 3D+2, brawling
4D, climbing/jumping 5D+2, swimming 5D+1, Technical 2D+1,
Typical Rebel Pilot armor repair 3D, blaster repair 4D, computer programming/
Like Rebel soldiers, most Alliance pilots gave up their former repair 3D+2, demolition 4D+1, security 4D. Move: 10. Light
repeating blaster (5D), comlink, 5 frag grenades (5D), ARC Troop
careers to fight the Empire on the front lines of the Galactic er Armor (+1D physical and +2 energy, increases Dexterity and
Civil War. These brave individuals receive little combat training related skills by +1D).
before entering battle, so most have to rely on skills they
learned before joining the Alliance. THE FRINGE
Rebel Pilot: All stats are 2D except: blaster 4D, dodge 3D, Fringers live at the edges of society. Criminals, independents,
Knowledge 1D, planetary systems 2D+2, Mechanical 3D, traders, and mercenaries of all kinds consider themselves
starfighter piloting: X-wing 6D, starship gunnery 4D, Perception fringers. While not all members of the fringe are criminals (cer
1D+2, Strength 2D+2, computer programming/repair 3D. Move: tainly, many are hard-working and honest folk), anyone who
10. Blaster pistol(4D), comlink, sealed flight suit. operates far from the seat of galactic power or outside the
bounds of the law can be considered part of the fringe.
GALACTIC REPUBLIC
Assassin
Consisting of thousands of civilized worlds, the Galactic An assassin usually maintains a cover that enables him to
Republic is the oldest governing body in history. Senators from
its constituent worlds determine policy and enact laws, ensuring travel freely, yet also explains why he’s in a given location at a
that peace and prosperity reign throughout the galaxy. given time. Many assassins hold jobs as merchants, sales repre
sentatives for interstellar corporations, or diplomats. A truly vil
The greatest threat to the Galactic Republic is the Confedera lainous assassin has a “signature” consisting of a particular
cy of Independent Systems, a coalition of worlds that believes approach or some memento left with his victims.
the Republic has become corrupt. The Senate authorizes the
deployment of a vast clone army to quell the Separatist threat, Assassin: Dexterity 3D, blaster 5D, dodge 5D, firearms 5D,
leading to the Clone Wars and ending with the destruction of Knowledge 2D, languages 3D, law enforcement 3D, streetwise
the Separatist leadership and the dissolution of the Republic in 3D+2, survival 3D, willpower 3D+1, Mechanical 2D, repulsorlift
favor of a new Empire. operation 3D, Perception 3D, search 4D, sneak 4D+1, Strength
! 275THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
15 • GAMEMASTER CHARACTERS
2D, brawling 4D, climbing/jumping 4D, stamina 3D+2, Technical Knowledge 1D+2, Mechanical 1D+2, Perception 1D+1, Strength
2D. Move 10. Equipment varies widely. 2D+2, brawling 4D+2, Technical 2D. Move 10. Blaster pistol (4D),
vibroblade (STR+2D).
Bounty Hunter
Bounty hunters track and recover sentient beings to bring Haughty Smuggler
Smugglers sneak their contraband past the watchful eyes of
them to “justice” even if that’s little more than a Hutt’s personal
vendetta. Before the Empire, most bounty hunters were mem the authorities. They are often brash, very arrogant, largely due
bers of a galaxy-wide guild that worked openly, taking contracts to the risky world that they live in.
to hunt down criminals for various authorities. During the
Emperor’s reign, the guild fragmented, leaving a large number Smuggler: Dexterity 2D+1, blaster 4D, dodge 4D+1, Knowl
of independent operatives. Though they occasionally band edge 1D+1, streetwise 4D+2, Mechanical 2D+2, astrogation
together to tackle particularly difficult targets, most of the time 4D+2, space transports 5D+2, starship gunnery 4D+2, Percep
they work alone, vying against each other to collect the largest tion 2D, bargain 2D+2, con 4D+1, Strength 2D, Technical 1D+1.
rewards. Bounty hunters differ from assassins in that they usual Move 10. Heavy blaster pistol (5D).
ly seek to capture their targets, not kill them.
Typical Merchant
Bounty Hunter, Novice: All stats are 2D except: blaster Merchants either maintain a shop in a spaceport or plan
3D+2, dodge 3D+1, melee combat 3D+1, survival 2D+1, investi
gation 3D, sneak 3D, brawling 3D+2. Move: 10. Protective vest et-side city, or else travel the galaxy plying their wares wherever
(+2 physical, +1 energy), heavy blaster pistol (5D), knife there is demand. Most practice their business fairly, although
(STR+1D). some take every opportunity to exploit unwary buyers.
Bounty Hunter, Veteran: All stats are 2D except: blaster Merchant: All stats are 2D except: streetwise 2D+2, repul
4D+2, dodge 4D+1, grenade 4D, melee combat 4D+2, melee sorlift operation 2D+1, bargain 4D, con 3D+2, persuasion 2D+2.
parry 3D+1, streetwise 3D, survival 2D+2, investigation 3D+1, Move: 10. Clothing, datapad (holding transaction records), 200
sneak 3D+2, brawling 3D+2, blaster repair 1D+2. Move: 10. credits, various wares for sale.
Blast vest (+1D physical, +1 energy), heavy blaster pistol (5D),
blaster rifle (5D), hold out blaster (3D), grenade (5D), knife Slick Gambler
(STR+1D). Gamblers are common sights at the local spaceport cantinas.
Bounty Hunter, Master: All stats are 2D except: blaster 6D, They may be down-on-their-luck lowlifes, high-rollers, or even
dodge 5D, grenade 4D, melee combat 4D+2, melee parry 3D+1, cheats. Gamblers are always after the next big score, which usu
intimidation 3D, streetwise 3D, survival 2D+1, astrogation 4D, ally involves the player character’s pockets.
beast riding 2D, space transports 5D, starship gunnery 5D,
starship shields 5D, investigation 4D, sneak 4D+2, brawling Gambler: Dexterity 2D+2, Knowledge 2D, languages 2D+2,
5D+2, stamina 3D+2, armor repair 2D+1, blaster repair 2D+1. Mechanical 1D+1, Perception 3D, bargain 4D, con 4D+2, gam
Move: 10. Bounty hunter armor (+2D physical, +1D energy, −1D bling 5D, hide 4D, Strength 1D+2, Technical 1D+1. Move: 10.
Dexterity), 2 heavy blaster pistols (5D), blaster rifle (5D), hold Hold-out blaster (3D).
out blaster (3D), thermal detonator (10D), vibroknife (STR+3D).
Thugs
Enforcers Thugs are street toughs aspiring to become swoop champi
Enforcers often began their careers as streetwise thugs,
ons, grunts working for a local crime lord, security guards, or
crawling up from the darkest, filthiest pits of the galaxy, to law enforcers prone to breaking heads and taking bribes.
positions within the criminal underworld.
Thug: All stats are 2D except: blaster 2D+1, brawling parry
Enforcer: Dexterity 2D+2, blaster 4D+2, brawling parry 3D+2, dodge 2D+2, melee combat 3D, melee parry 2D+2, intim
4D+2, dodge 4D+1, melee combat 4D, melee parry 3D+2, idation 3D+2, streetwise 3D+2, brawling 4D, lifting 3D, stamina
2D+2. Move: 10. Comlink, vibroblade (STR+1D), blast vest (+1D
physical, +1 energy).
276 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
16 CHAPTER SIXTEEN
ALIENS
“Urrrgghe Errghher Gurugggu... [ACTIVATE TRANSLATOR]
“Ahem, beg your pardon... shall we begin? The galaxy
teems with species and civilizations of a bewildering
variety. Humans often make the mistake of dismissing
an entire species as “All Aqualish behave this way...” or
“All Twi’leks think like that...” And while sometimes such
statements may be accurate, I would caution one travel
ing into space that every member of an alien species is
unique from every other, just as every human is in some
ways different from any other. Individ
uality is not merely a human trait,
my friends.
In this section, you will find an over
view of some of the species to be
found in the galaxy. The Republic
usually was inclusive of alien species.
While the Empire has for the most
part chosen to ignore the significant
contributions these aliens can make to
galactic society, the Rebellion has
embraced their diversity and profited from it.
Given time, you may find you do so as well.
ALIENS IN THE GALAXY
Although humans have long dominated the Known Galaxy, there are
thousands of known intelligent alien species. Many of these species can be
encountered almost anywhere. During the time of the Rise of the Empire,
aliens were very integrated into society.
Emperor Palpatine ruled through fear and manipulation. Part of his
“New Order” plan was clearly weighted heavily in favor of humans, and
relegated most alien species to the role of second-class citizens. Very few
aliens were allowed to serve in the Imperial forces, although, a few aliens
— such as Grand Admiral Thrawn — did achieve positions of great power.
If adventures are set in the time period of the Empire (dur
ing the original Star Wars movies), aliens will often
be at a disadvantage when dealing with Imperial
troops and even many of the “average” humans of
the galaxy. The degree of prejudice depends on the
individual, the alien species and what the gen
eral temperament of that section of the galaxy
is (some governors maintained power by whip
ping the masses into an anti-alien frenzy).
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14 • THE GALAXY
If adventures are set in the time period of the Rise of the Special Skills: A listing of any unique or very special
Empire, the New Republic, or the New Jedi Order, aliens face less ized skills which are common to that species. The skill list
prejudice, although it still exists; it is simply no longer fashion ing also notes the attribute that the skill is associated
able. The New Republic, which found great support from aliens with. In general, anyone can learn a special skill provided
during the civil war, welcomed most aliens as equals. Now, how they receive proper instruction.
ever, many aliens are exhibiting a great degree of anger towards
humans — the pent-up frustration born of decades of discrimi Special Abilities: Some aliens have special abilities
nation. which are only available to a particular species. These are
generally physiological traits (claws, tails, sharp teeth, and
A Note on Race and Species so forth) and cannot be “learned” by members of a differ
Many people in the galaxy use the word “race” when refer ent species.
ring to various aliens. While this usage is common, it is also Story Factors: Story factors affect most, if not all,
incorrect. The proper term for each alien is “species,” as “race” is members of a given species. Story factors include notes on
a term used to denote different sub-groups of a particular the alien’s culture, life cycle or beliefs other people hold
species, distinguished by different physical characteristics. This about the species in general. These story factors can be
distinction is an important one because, like humans, many alien used as an aid for both the player and gamemaster (and
species have a number of races. canny gamemasters can often spin these factors into an
ongoing Star Wars adventure).
GAME INFORMATION
Move: The minimum starting Move for an average
Each species description is followed by game informa character (as well as a player character), and then the
tion. Here’s what the various categories represent: maximum Move for a member of that species. If the
species has two or more prime modes of movement, all
Personality: The generalized behavior and demeanor of will be listed. All beginning characters start with the first
the average being of the species. number under “Move.” The second number is the species’
maximum move.
Physical Description: Describes the look, size, shape,
weight, and height of an average alien of the species. Size: The common or average height for adult mem
bers of the species.
Homeworlds: The planet from which the species is
known to hale from. For rules on creating an alien player character, turn
back to the section “Creating a New Template” in the
Languages: The primary language used throughout “Characters” chapter.
known space is called Basic. Most characters can speak
Basic, and even more characters understand it even if they HUMANS
can’t speak it. Nonhuman characters can generally also
speak, read, and write the language associated with their Humans dominate the Core Worlds and can be
species; for example, Cereans speak, read, and write Cere found in virtually every corner of the galaxy. They
an as well as Basic. In game terms they have the lan are the ancestors of early spacefaring pioneers,
guage: Cerean specialized skill at 5D. This has no effect on
the general language skill which must be acquired conquerors, traders, travelers, and
through normal skill selection. refugees. Humans have always been
people on the move. As a result, they
Example Names: Some common names (and some his can be found on almost every inhabit
torically notable names) of creatures of the particular ed planet. As a species, Humans are physi
species. cally, culturally, and politically diverse. Hardy or
fine, light-skinned or dark, Humans remain one
Adventurers: Some reasons why a member of the of the most dominant species throughout all eras
species might venture out into the greater galaxy and join of play.
an adventuring party.
Personality: Human personality runs the
Game Statistics gamut of possibilities, though members of this
Attribute Dice: This is the number of attribute dice for species tend to be highly adaptable, tenacious,
and willing to keep striving no matter the odds.
an “average” member of the species. Most gamemaster They are flexible and ambitious, diverse in their
characters will have this total number of attribute dice. tastes, morals, customs, and habits.
Player characters and some gamemaster characters get six
additional attribute dice. Physical Description: Humans average about
1.8 meters tall. Skin shades run from nearly black
Attribute Die Ranges: Each species has a separate list to very pale, hair from black to blond. Men are
ing for each attribute (Dexterity, Knowledge, Mechanical, usually taller and heavier than women. Humans achieve maturi
Perception, Strength and Technical). Except in a small ty about the age of 15 and rarely live beyond 100.
number of cases, members of that species may not have
an attribute listing lower than the first number (the mini Homeworlds: Various, including Coruscant, Corellia, Naboo,
mum) or higher than the second number (the maximum). Tatooine, and Alderaan.
With experience, characters can invest Character Points to
increase their attributes above the maximum.
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ALIENS • 16
Languages: Humans speak, read, and write Basic. They often REPUBLIC CLONE
learn other languages as well, including obscure ones.
Attribute Dice: Add 2D to the stats below, without adding more than
Example Names: Anakin, Ben, Biggs, Boba, Han, Lando, Leia, 2 pips to any single attribute.
Luke, Mara, Owen, Padmé, Talon, Wedge, Winter.
DEXTERITY 3D
Adventurers: Humans aren’t afraid to try anything, and KNOWLEDGE 2D+1
Human adventurers the most audacious, daring, and ambitious MECHANICAL 2D+2
members of an audacious, daring, and ambitious species. A PERCEPTION 2D+1
Human can earn glory by amassing power, wealth, and fame. STRENGTH 3D
More than any other species, Humans champion causes rather TECHNICAL 2D+1
than territories or groups. Special Abilities:
Military Training: All clones go through intensive military training
HUMANS
throughout their formative years. At character creation only,
Attribute Dice: 12D clone characters receive an extra 2D to spend on military-related
DEXTERITY 2D/4D skills.
KNOWLEDGE 2D/4D Story Factors:
MECHANICAL 2D/4D Obedient: Clones are conditioned to obey their superior’s orders with
PERCEPTION 2D/4D out question, loyally following the chain of command.
STRENGTH 2D/4D Accelerated Growth: Clones age twice as fast as normal humans.
TECHNICAL 2D/4D Move: 10/12
Move: 10/12 Size: 1.83 meters tall
Size: 1.5-2.0 meters tall
ERA NOTES: SPECIES
Near-Humans
Human-derived species, called “near-humans,” are remark Nonhuman characters have some restrictions placed
upon them, depending on the era in which your campaign
ably similar to baseline humans, but due to local environments is set. The restrictions for the more popular eras are
have evolved unique adaptations to their surroundings. described below.
The appearances of near-human’s can vary wildly. While most The Old Republic, Rise of the Empire and The Dark
near-humans have the same game stats as normal humans, Times (1,000 to 0 years before Episode IV). During the
some near-human races will have different attribute minimums time that saw the erosion of the Old Republic and the rise
and maximums, or possibly special abilities. Physical traits will of the Empire, including the period around Episodes I-III,
also be markedly different, and can provide hints about the all species participated in a more or less cosmopolitan gal
individual’s home planet. (For example, squat and muscular axy. The only restrictions on your choice of an alien
near-humans may come from a high-gravity environment; dark- species in this time frame refer to species that have not
skinned near-humans may come from a planet with high expo yet “been discovered” by the galaxy at large. Ewoks, there
sure to ultraviolet radiation; and so forth.) fore, are not available if your campaign is set in this era.
Near-human species often have unique, or minor special The Rebellion (0 to 5 years after Episode IV). The
abilities which set them apart from the standard Human game Empire was particularly entrenched with anti-alien senti
statistics. ments. During this period of galactic history, most alien
species were either enslaved or subjugated by the Empire.
Republic Clone In the Outer Rim, nonhuman species continued to carry
The basic clone trooper is bred for obedience and military on their lives as normally as they were able, but in the
more civilized regions, non-humans were relegated to the
discipline. This can stifle players who want more free will. status of second-class citizens — or worse. Many aliens
Instead, the player could choose to play and ARC Trooper or joined the Rebellion, fighting alongside humans in an
effort to throw off the shackles of oppression and tyranny.
Republic clone commando; Ewoks show up late in this era, during the Battle of Endor,
both unit types are clones and free Wookiees rarely appear due to their status as
based on the original Jango slaves of the Empire.
Fett template, but they have
more of Fett’s personality The New Republic (5 to 25 years after Episode IV). Late
and fewer behavioral restric in this era, with the decline of the Empire and the birth of
tions than standard clone the New Republic, non-humans once again take a promi
troopers. They receive special nent and equal role in the affairs of the galaxy.
training better suited to
heroic careers, and many The New Jedi Order and beyond (25+ years after
have destinies that stretch Episode IV). All alien species are available without restric
out beyond the Clone Wars. tion in this time frame. The era is marked by the New
Note that this set of stats is Republic’s battle against the Yuuzhan Vong invaders and
for use by player characters tainted by growing distrust of the Jedi Knights.
or major gamemaster char
acters. For “average” clones
gamemaster characters, see
the “Gamemaster Characters”
chapter.
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16 • ALIENS
ANZAT Long-lived: Anzati are practically immortal, and can live for eons.
Stealthy: Because they must secretly hunt sentient beings, Anzati
Almost every culture in the galaxy has a legend about
immortal creatures that lurk in the shadows, existing only to have grown adept at maintaining their stealth and secrecy. This is
feed upon the unwary. And in most cases, the Anzati are the reflected in a +1D bonus to their hide and sneak skills.
monsters of those legends. They have roamed the galaxy for Vampires: The Anzati feed from living beings: for every turn spent
eons, cunning predators hidden amid the crowd, capable of feeding, 2 pips are subtracted from the victim’s Knowledge,
invisibly and efficiently tracking, killing, and feeding on their Mechanical, Perception, and Technical attributes. If any one
prey, taking nourishment from their victims’ life energy con attribute is reduced to 0 or less, the victim dies. The damage to
tained within the gelid substance they call soup. Despite their the attributes is permanent, and reduces skills accordingly.
long life span, few Anzati are expert scholars, and although they Move: 10/12
indulge in different pastimes throughout their lives, Anzati Size: 1.6-1.8 meters tall
rarely pursue skills that do not directly relate to the hunt.
AQUALISH
Personality: For Anzati, the hunt for soup is their primary
goal, and they pursue it with the devotion of an addict craving The Aqualish are tusked bipeds from the
the next fix. The common belief is that Anzati view all others as planet Ando, whose appearance com
mere livestock, but only the most decadent Anzati subscribe to bined aspects of arachnids and pinniped
this view. However, Anzati do enjoy the perverse joke that form aquatic mammals. Aqualish have a rep
ing friendships with other utation for being nasty, crude and
species is akin to playing with their food. aggressive, and generally pursue off-
world careers as mercenaries, bounty
Physical Description: Although hunters, and pirates.
their appearance is similar to that
of Humans, the Anzati are an Personality: As a species, the
unusual species, and are most Aqualish have nasty, belligerent disposi
noted for their lack of a readily tions and a tendency towards violence.
detectable pulse and for Their desire for revenge is usually
their low body temperature. well-developed. The Aquala hate
An Anzat’s other distinguishing their Quara relatives, which is char
physical trait is a pair of acteristic of each of the subspecies
cheek pouches, each of shared hatred of each other as they all
which conceals a proboscis believe their race to be the most superior.
that extends for feeding.
Physical Description: Th Aqualish people are made up of
Homeworld: Anzati are three distinct races which included the Aquala, the Ualaq and
native to Anzat, a mountainous the Quara. Although they all have their differences, their base
world located in the Mid Rim. line genetic structure is the same and their appearances do not
The planet’s sky is covered in an aurora that has deep religious vary so drastically as to characterize them as different species.
significance for the Anzati. All Aqualish have two facial tusks which curve down over their
mouths; a trait which adds to their appearance as arachnids.
Languages: Anzati speak Anzat, an ancient language known These facial tusks are highly sensitive to heat and cold.
only to them.
The Aquala subspecies is considered to be the baseline Aqual
Example Names: Akku Seii, Dannik Jerriko, Nikkos Tyris, Rath ish breed. Having finned hands and two bulbous black eyes, the
Kelk ko, Salje Tasha, Volfe Karkko. Aquala are unable to manipulate most machinery or equipment
developed by species with fingered hands. As a result, Aquala
Adventurers: Due to their predatory nature, Anzati find tend to remain on their homeworld in greater numbers than
themselves drawn to the professions of assassin and bounty either of the other subspecies.
hunter, which enable them to hunt for nourishment. It is the
rare Anzat that does not shun the morality of the Jedi Knights, The Quara have developed clawed, five-fingered hands and
although Force users are not uncommon among the Anzati. like the Aquala have two eyes. Combined with the Ualaq, the
Quara make up only ten percent of the Aqualish population. This
ANZAT is largely due to their ability to use equipment designed off-
Attribute Dice: 14D world for fingered species. Thus, they are the subspecies more
DEXTERITY 2D/5D commonly found off-world.
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D The Ualaq, considered by some specialists to be the result of
PERCEPTION 2D/4D genetic mutation, have four eyes instead of two and fingered
STRENGTH 2D/5D hands which vary from three to five digits on each. As the least
TECHNICAL 1D+1/4D common subspecies, the Ualaq often times journey far from
Special Abilities: Ando to avoid discrimination by the Aquala.
Anzati Tracking: Anzati are able to sense the Force in others, and
each is automatically considered Force-sensitive and possessing Homeworld: Aqualish are native to Ando, a mountainous
of the Sense Force skill. When tracking prey, Anzati oftentimes world located in the Mid Rim. The planet’s sky is covered in an
use Force powers such as Life Detection, Life Sense, Receptive aurora that has deep religious significance for the Anzati.
Telepathy, Sense Force, and Sense Force Potential.
Languages: All three Aqualish subspecies speak mutually
intelligible dialects of the same language, Aqualish.
Example Names: Gorothin Vaggar, Po Nudo, Ponda Baba.
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ALIENS • 16
Adventurers: While Aqualish are rare in the galaxy, they can Off world, Barabels take up professions that make use of
easily find employment as mercenaries, bounty hunters, and their predatory nature, the most common being bounty hunting.
bodyguards. In addition, many of the more intelligent members Surprisingly, Barabels willingly follow orders once a chain of
of the species are able to control their violent tendencies, and command is clearly established, making them prized members of
channel their belligerence into a stead fast determination, mercenary units. They carry out orders efficiently and quickly,
allowing them to function as adequate, though seldom talented, but they are not hesitant to challenge a leader if their survival is
clerks and administrators in a variety of fields. A very few threatened. Barabels are also frequent and popular participants
Aqualish — those who can totally subvert their aggressive ten in the sport of shockboxing. The monstrous brute Tull Raine
dencies — have actually become extremely talented marine biol holds the Outer Rim title for years, developing a reputation for
ogists and aqua-scientists. killing opponents in the ring.
AQUALISH Personality: Barabels are ruthlessly pragmatic and indepen
dent. They express a wide range of emotions with a simple “siss
Attribute Dice: 12D ing” sound, causing other races to view them as mean spirited or
DEXTERITY 2D/4D at least constantly angry. Barabels’ aggressive nature and preda
KNOWLEDGE 1D/3D tory instincts frequently lead them to solve problems with the
MECHANICAL 1D+2/3D+2 direct approach, and they have no qualms about killing.
PERCEPTION 2D/4D
STRENGTH 2D/4D+2 Physical Description: Barabels are towering bipeds with rep
TECHNICAL 1D+2/3D tilian features: a prominent jaw; sharp teeth; a long tail; and
Special Abilities: remarkably tough, dark scales. Barabels are between 1.9 and 2.2
Fins: Aqualish are born with the natural ability to swim. They receive meters in height, adding to their fearsome reputation.
a +2D bonus for all movement attempted in liquids. However, the Homeworld: Barab I.
lack of fingers on their hands decreases their Dexterity, and the
Aqualish suffer a −2D penalty when using equipment that has not Languages: Barabel and those who have spent time off-
been specially designed for its fins. world are likely to speak Basic.
Hands: The Quara and Ualaq do not receive the swimming bonus, but
they are just as “at home” in the water. They also receive no Example Names: Baraduk, Ragath, Saba, Shaka-ka, Tesar,
penalties for Dexterity actions. The Ualaq are most likely to be Tibor, Vangar.
encountered off-world.
Story Factors: Adventurers: Few Barabels chose to leave their homeworld,
Belligerence: Aqualish tend to be pushy and obnoxious, always look but those who do usually become bounty hunters and trackers.
ing for the opportunity to bully weaker beings. More intelligent Others are recruited into mercenary companies, and several
Aqualish turn this belligerence into cunning and become manipu shockboxing promoters feature Barabels in their stables.
lators.
Move: 9/12 (walking), 5/7 (swimming, Aquala only) BARABEL
Size: 1.8-2 meters tall
Attribute Dice: 12D
BARABEL DEXTERITY 2D/4D
KNOWLEDGE 1D/2D+1
A towering reptilian species, the Barabel are relative new MECHANCIAL 1D/3D
comers to the galactic community. Having evolved from noctur PERCEPTION 1D+1/4D+2
nal predators, Barabels are well-suited to cope with prolonged STRENGTH 3D/5D
periods of darkness, and they retain much of their ancestors’ TECHNICAL 1D/2D+1
ferocity. Special Abilities:
Natural Body Armor: The black scales of the Barabel act as armor,
Several centuries prior to the formation of the
Empire — at least according to Barabel providing a +2D bonus against physical attacks, and a +1D bonus
against energy attacks.
legend — an Ithorian Jedi explorer named Radiation Resistance: Because of the proximity of their homeworld to
Noga-ta came to their world and its sun, the Barabel have evolved a natural resistance to most
peacefully settled a millennium- forms of radiation. They receive a +2D bonus when defending
long civil war stemming from a against the effects of radiation.
dispute over prime hunting Vision: Barabels can see infrared radiation, giving them the ability to
grounds. This instills a high regard see in compete darkness, provided there are heat differentials in
for the Jedi in all Barabel for cen- the environment.
turies to follow, even in the Story Factors:
wake of the Galactic Empire’s Jedi Respect: Barabels have a deep respect for Jedi Knights, even
anti-Jedi propaganda. For a though they have little aptitude for sensing the Force. They will
short time, the Barabels were almost always yield to the commands of a Jedi Knight (or a being
hunted by illegal safaris set up that represents itself believably as a Jedi). Naturally, they are ene
by Imperial-backed Planetary mies of the enemies of Jedi (or those who impersonate Jedi).
Safaris, but a massed uprising by Reputation: Barabels are reputed to be fierce warriors and great
the Barabels compelled the hunters, and they are often feared. Those who know of them
Empire to intervene and put almost always steer clear of them.
a stop to the hunts. Move: 11/14
Size: 1.9-2.2 meters tall
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BITH Adventurers: Given their predilection for intellectual and
peaceful pursuits, most Bith heroes are nobles. Force-users are
Bith have been part of the Galactic uncommon, but some Bith have served with distinction in the
Republic for thousands of years. Jedi Order over the millennia.
Intellectually advanced humanoids,
Bith have over-sized brains evolved to BITH
handle abstract skills such as lan-
guage, mathematics, music, and Attribute Dice: 12D
scientific analysis. This fundamental DEXTERITY 1D/3D
shift to the intellect has caused brain KNOWLEDGE 2D/6D
functions related to instinct and bio- MECHANICAL 2D/5D
logical drives to diminish. Their greater PERCEPTION 2D/5D
brainpower also means that Bith need STRENGTH 1D/2D
to spend only four hours in a meditative TECHNICAL 2D/5D
trance to regain the energy that most Special Abilities:
species require eight hours to recover. Vision: Bith have the ability to focus on microscopic objects, giving
As a culture, Bith find the concept of them a +1D to Perception skills involving objects less than 30
warfare abhorrent, and most are pacifists. During the time of centimeters away. However, as a consequence of this, the Bith
the Republic, the Bith are one of the loudest proponents for have become extremely myopic. The suffer a penalty of −1D for
finding diplomatic solutions and for banning weapons and the any visual-based action more than 20 meters away and cannot
industries of war. This pacifistic streak has roots in the Bith’s see more than 40 meters under any circumstances.
past, when competition between two major corporations got Scent: Bith have well-developed senses of smell, giving them +1D to
out of hand, resulting in the release of a biological weapon that Perception skills when pertaining to actions and people within
turned the surface of Clak’dor VII into an ecological wasteland. three meters.
The survivors consequently sealed their cities in immense domes, Manual Dexterity: Although the Bith have low overall Dexterity
while many ambitious Bith left their homeworld to travel the scores, they do gain +1D to the performance of fine motor skills
galaxy. During the time of the Clone Wars, the Bith hole up in — picking pockets, surgery, fine tool operation, etc. — but not to
their domed cities, remaining neutral and trying to ride out the gross motor skills such as blaster and dodge.
worst of the fighting. Their wholesale return to galactic society Move: 5/8
does not occur until well into the time of the New Republic. Size: 1.6-1.9 meters tall
Bith are highly sought after in a wide variety of fields, BOTHAN
including engineering, programming, education, commercial art,
and, most importantly, ship design. Music is a vital and revered Native to Bothawui, these short,
pursuit in Bith society. Bith musicians are relatively common fur-covered humanoids have had
(and welcome) and can be found playing in extravagant opera hyperspace travel for thousands of
houses, seedy cantinas, and everything in between. years. Bothans use information as a
measure of wealth and power, even
Personality: Bith are calm and rational, with a natural talent wielding it as a weapon when neces-
for technical and intellectual pursuits. Despite (or as a result of) sary. The Bothan SpyNet, one of the
its violent past, Bith culture is pacifistic. Individual Bith, howev largest intelligence agencies during
er, run the range of demeanor, but most Bith lean toward using most eras, plays an important role in
nonaggression to overcome difficulties. All Bith are stimulated the Galactic Civil War.
by intellectual problems and artistic endeavors.
Culturally, Bothans don’t believe
Physical Description: Bith are humanoid in shape; their most in direct conflict because it destroys
notable features are their bulbous heads and huge black eyes. people, material, and even infor-
Their skin is often somewhere between gray and pink, although mation. They prefer behind-the-
some Bith have skin tints of yellow or green. They lack an exter scenes manipulation, watching and
nal nose but have a finely tuned sense of smell. Their large eyes waiting for information that they
give them incredibly focused vision, allowing them to see into can use to gain status and influence. This attitude makes espi
the microscopic scale, but in turn, they have poor long-range onage a natural part of their culture. While others often find
vision. Bothans to be manipulative and irritating, no one wants to lose
access to their SpyNet. As a result, nearly all groups have at
Homeworld: Bith originate from Clak’dor VII, a small planet least some contact with the Bothans.
in the Outer Rim that suffered heavily from the effects of bio
logical warfare during a brief civil conflict. The inhabitants now Personality: Bothans are curious, manipulative, crafty, suspi
reside in domed cities and rarely venture out of them onto the cious, and even a bit paranoid. They can be irritating, but they
surface of the planet. are also loyal and brave.
Languages: Bith speak and read Bith. Those who leave the Physical Description: Bothans are covered with fur that rip
confines of their cities learn Basic as well. ples in response to their emotional state. They have tapered ears,
and both male and female Bothans sport beards. They average
Example Names: Doikk, Figrin, Jinkins, Lirin, Nalan, Tech, about 1.6 meters tall and have a maturity rate and life span
Tedn, Thai. slightly greater than Humans.
Homeworld: The industrial world of Bothawui, with various
colony worlds throughout the Mid Rim Territories.
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Languages: Bothans speak, read, and write Bothese and established a large colony on Alderaan (before that planet too
Basic. was destroyed).
Example Names: Borsk Fey’lya, Karka Kre’fey, Koth Melan, Languages: Caamasi speak, read, and write Caamasi and
Tav Breil’lya, Tereb Ab’lon. Basic.
Adventurers: Bothan adventurers, often SpyNet operatives, Example Names: Elegos A’Kla, Ylenic ltskla, Releqy, Tegas
engage in daring missions at great personal risk. In addition, Sulkec, Meqli Likarin.
many Bothan heroes serve as soldiers, pilots, and diplomats.
Their curiosity leads some to be explorers and scouts. Adventurers: As pacifists, Caamasi are never soldiers or simi
larly aggressive character types. Heroic Caamasi are typically in
BOTHAN government or business support roles, particularly diplomats.
Prior to the rise of the Empire, those extremely rare Caamasi
Attribute Dice: 12D who are strong in the Force might become Jedi diplomats and
DEXTERITY 1D/4D consulars. During the days of the Empire, Caamasi Force-users
KNOWLEDGE 2D/4D concealed their abilities.
MECHANICAL 1D/3D
PERCEPTION 3D/5D CAAMASI
STRENGTH 1D+2/3D+2
TECHNICAL 2D/4D+1 Attribute Dice: 12D
Move: 10/12 DEXTERITY 1D+2/4D
Size: 1.3-1.8 meters KNOWLEDGE 2D/4D+1
MECHANICAL 1D/4D
CAAMASI PERCEPTION 2D/4D+2
STRENGTH 1D/3D
The Dark Times were truly the TECHNICAL 1D/4D
Caamasi’s darkest hours. The Caamasi Special Abilities:
homeworld fell victim to one of the Memory Sharing: Caamasi can store and share memories with others
vilest plots of the new Emperor. Only
a few months after the end of the of their species. Force-users can also share memories with Caa
Clone Wars, the Empire, with help masi, though this requires a successful use of either receptive
from internal agents, hammered telepathy (to receive a memory) or projective telepathy (to share a
Caamas in a devastating orbital memory).
bombardment. The world was Wise and Tranquil: Due to their reputation for being peaceful and
effectively destroyed, along with wise, Caamasi gain a +2 pip bonus to all bargain and persuasion
the vast majority of the Caamasi rolls.
people. Most of those who survived Move: 10/12
were off-world at the time. A few Size: 1.6-2.0 meters tall
would return to investigate rehab-
ilitating the planet, but most CATHAR
relocated to refugee camps on
Kerilt, Susevfi, and Alderaan. Kerilt and Alderaan would eventu The Cathar are a proud, passionate, and loyal species of
ally host large colonies of Caamasi. bipedal feline humanoids, well known for their long-standing
friendships and ferocity in battle. They dwell in large city-trees,
All Caamasi can create vivid telepathic memories called each meticulously carved with friezes depicting the city’s heroes
memnii (singular memnis), which can be shared with others of and history. The planet Cathar is a wild place, with many ecolog
their species and with Jedi who possess at least a rudimentary ical niches and huge insect predators. The Cathar easily hold
command of telepathy. A memnii is as vivid to the one who their own, aided by their natural claws and passionate combat
receives it as it is to the one who participated in the event ability. Physically, the Cathar vary greatly in size and features.
remembered. Caamasi are driven to share memnii as a form of Some are muscular, with pronounced manes and beards, but
collected history and ancestral wisdom. After the destruction of others have Human-like proportions, with fine, short hair cover
Caamas, memnii take on even greater importance as the only ing their bodies.
way for young Caamasi to know their lost homeworld.
Cathar have high moral values, learned from family and soci
Personality: Caamasi possess great moral strength and a ety. As such, Force-sensitive Cathar
deep respect for others. They are artistic, freethinking, gentle, often become Jedi, though they
and contemplative. They are also well-known pacifists. know the Jedi way to be in
direct opposition to their
Physical Description: A Caamasi’s body is tall, lean, and cov natural instincts. Cathar know
ered in down. It has long arms with thin, three-fingered hands. all too well the story of
The coloration of the downy coat is typically golden with purple Crado’s fall to the dark side
rings around the eyes and three matching stripes on the tops of under Exar Kun. However
the head that extend to the shoulders. Less common colorations they might find strength in
feature radically darker hues in the same patterns. fact that Crado’s mate was
able to turn away from the
Homeworlds: The Core World of Caamas, prior to its devasta dark path and regain the
tion. The few survivors, along with Caamasi who were off-world Jedi way.
at the time, migrated to Kerilt in the Algara system and also
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How Cathar are viewed in the galaxy depends on the exact Cerean society is matriarchal,
time frame of the game. A nonaligned Rim world, Cathar is dev and the Cerean culture’s
astated in the Mandalorian Wars prior to the Mandalorian inva traditional values emphasize
sion of the Republic. Remnants of the species flee off world to living in harmony with nature
survive. The extent of the massacre on this remote world and minimizing any impact
remains unknown to the Republic until an expedition led by on the environment from
Revan brings the atrocity to the attention of the galaxy at large, technology. The peaceful philo-
winning him the support of many Jedi. The Cathar begin reset sophies of the Jedi appeal to
tling their planet after the Mandalorian Wars, working to Cereans, and many join the Order.
rebuild their society. Cathar survivors find sympathy on Republic
worlds after Revan’s discovery, but many are too proud to use Personality: Cereans tend to be
defeat to their advantage. Prior to the battle, the Cathar are calm, rational, and extremely logical.
treated as any other species in the galaxy.
Physical Description: Cereans
Personality: Cathar are moral and passionate creatures with average about 2 meters tall, with
strong ties to tradition and family. They have great passion in all elongated craniums housing binar
emotions, with love and hate holding equal strength. Despite brains. They have a maturity rate
their reputation, Cathar are even-tempered, but do not hesitate and life span similar to those of Humans.
to act when needed.
Homeworld: The blissful planet Cerea.
Physical Description: Cathar have leonine features, the dis
tinctiveness of which varies by individual. Males have large Languages: Cereans speak, read, and write
manes, short beards, and tusks jutting from the lower jaw. Cerean & Basic.
Females have smaller manes but impressive fangs along the
upper jaw. Cathar coloration ranges from light yellow to dark Example Names: Ki-Adi, So Leet, Sylvn, Ti-Dal, Maj-Odo.
beige, sometimes accented with dark stripes.
Adventurers: Cereans who become adventurers do so in spite
Homeworld: Prior to the Battle of Cathar, most hail from of their peaceful traditions. Still, when a cause or situation leads
their Cathar itself. After the battle, Cathar find refuge on most down this path, a Cerean tries to keep these traditions intact,
any Republic world. avoiding aggression when possible. The binary brain allows a
Cerean to constantly weigh both sides in any disagreement and
Languages: Cathar speak Catharese and Basic, using low give two points of view equal consideration. This ability extends
growls and similar sounds to emphasize their point. even to issues surrounding the Force, and a Cerean Force-user
often contemplates the light side and the dark side simultane
Example Names: Crado, Elashi, Feeth, Ferroh, Juhani, Lardu ously.
cias, Marn-shara, Nodon, Nonak, Stragos, Sulvar, Tinisho.
CEREAN
Adventurers: Cathar adventurers can be of any background.
Force-sensitive Cathar often become Jedi. Cathar smugglers, Attribute Dice: 12D
pirates, and bounty hunters are relatively rare, for even they DEXTERITY 1D/3D+1
cannot escape their own instinctive morals. KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
CATHAR PERCEPTION 1D+2/4D+1
STRENGTH 1D+1/4D
Attribute Dice: 12D TECHNICAL 1D+1/4D
DEXTERITY 2D/4D+2 Special Abilities:
KNOWLEDGE 1D/3D+2 Initiative Bonus: Due to outstanding cognitive speed, Cereans gain a
MECHANICAL 1D/4D
PERCEPTION 1D/4D +1D bonus to all initiative rolls.
STRENGTH 1D/4D Dual Hearts: Cereans can function with only one of these hearts, but
TECHNICAL 1D/3D+2
Special Abilities: the demands placed on their circulatory system by their binary
Claws: Cathar have claws that do STR+1D damage. brains are no laughing matter. A Cerean reduced to functioning
Move: 12/14 on only one heart must sleep 2/3 of a given day to maintain his
Size: 1.6-1.8 meters tall mental performance.
Move: 11/12
CEREANS Size: 1.8-.2.2 m
Cereans are a sophisticated and cultured humanoid species CHADRA-FAN
native to Cerea, a world on the fringes of known space. Their
elongated heads distinguish them from most other humanoid Known for being among the most cheerful and friendliest
species. beings of the galaxy, the Chadra-Fan are found in many places.
On their native world, hurricanes and tsunamis frequently wipe
Cereans established contact with the rest of the galaxy short out their homes, so the Chadra-Fan have developed an intense
ly before the Galactic Republic was transformed into the Empire, fear of water and choose new homes on arid planets. This expe
swiftly gaining fame as expert astrogators, cryptographers, and rience with frequent destruction also leads them to regard few
economists. Few patterns or trends escape the notice of a Cere things as being truly permanent. Chadra-Fan embrace the
an. moment and enjoy themselves as much as they can, living with
a contagious zest for life.
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Chadra-Fan are notorious for CHISS
their love of tinkering, frequently
disassembling and reassembling Originating on the cold world
unattended devices into something of Csilla in the Unknown Regions,
different. Chadra-Fan find work the Chiss were largely unknown to
in industrial research, and con- the greater galactic community
ventionally trained engineers until five years after the Battle of
attempt to duplicate Chadra- Yavin, when a Chiss known as
Fan creations. Grand Admiral Thrawn rallied the
Imperial remnants and went to
Personality: Gregarious, ex- war against the New Republic.
uberant, and outgoing to a fault, Even then, the Chiss remained an
Chadra-Fan are not picky when it enigmatic, secretive species. Their
comes to friends and frequently origins are largely unknown, even
suffer from depression if left to the Chiss themselves, though
alone for extended periods of some scientists believe they are
time. They are inquisitive, descended from an isolated human
particularly about machinery, colony lost to time.
and are hard pressed to restrain
the urge to tinker with any device The Chiss are technologically
within reach. advanced, keenly interested in art
and science, and skilled at mathematics.
Physical Description: No more than a meter tall, with flat Though logical in their mindset, they are also appreciative of
noses and round, dark eyes, Chadra-Fan are covered in fur philosophy and interested in other cultures. Given their xeno
everywhere except for their fingers, toes, and large ears. phobic tendencies, it comes as no surprise that the Chiss use
their understanding of non-Chiss cultures to gain a tactical
Homeworld: The Chadra-Fan are native to Chad, a world advantage over potential adversaries.
located in the region of the Outer Rim known as the Slice. Cov
ered with extensive marshes and bayous, the planet has nine Chiss society is highly ordered and structured. Rule of law is
moons, which give the world a complex tidal cycle. controlled and enforced by a small number of ruling “families.”
These ruling families, also known as clans or houses, are more
Languages: The Chadra-Fan language sounds substantially akin to different branches of government than to actual familial
different from Basic, so those Chadra-Fan who speak Basic do so units. As a rule, a Chiss will never knowingly do anything to
with a very squeaky tone. bring shame upon his or her family, for entire lines have been
exiled for the actions of a single family member.
Example Names: Fandar, Gudb, Kabe, T’achak T’andar, Tekli,
Tutti Snibit. The culture of the Chiss is based on a strict code of conduct.
As a rule, they do not attack an enemy unless they are attacked
Adventurers: Chadra-Fan are often found to be spacefarers. first. Thrawn ignores this imperative when he seizes control of
They are drawn smuggler and scouting trades, which better the Imperial remnant, and consequently he is exiled from his
enable them to indulge their boundless curiosity. people. Although most Chiss are peaceful, once embroiled in
military conflict, they do not relent until their enemy is either
CHADRA-FAN totally destroyed or completely subjugated.
Attribute Dice: 12D Personality: Many of the galaxy’s perceptions of the Chiss
DEXTERITY 2D/4D and how they behave is initially based on the personality of
KNOWLEDGE 1D/3D Grand Admiral Thrawn. As the years pass, it becomes increasing
MECHANICAL 2D+1/4D+1 ly obvious that all Chiss are individuals, and that Thrawn was an
PERCEPTION 2D/5D exceptional member of his species in a number of ways. As such,
STRENGTH 1D/2D+1 the impression of the Chiss held by the galaxy at large is that
TECHNICAL 2D/4D they are arrogant, aloof, and calculating individuals. While this
Special Abilities: may be true in some instances, Chiss personalities are as varied
Sight: The Chadra-Fan have the ability to see in the infrared and as those of any other species. In general, they tend to be well-
educated, artistic, and cautious in their dealings with strangers.
ultraviolet ranges, allowing them to see in all conditions short of
absolute darkness. Physical Description: Chiss have deep blue skin and red
Smell: The Chadra-Fan have extremely sensitive smelling which gives glowing eyes. The shade of their skin and the crimson of their
them a +2D bonus to their search skill. eyes deepens with the amount of oxygen in the atmosphere
Story Factors: that they breathe. They tend to have black hair, though some
Tinkerers: Any mechanical device left within reach of a Chadra-Fan individuals, especially female Chiss, develop gray hair as they
has the potential to be disassembled and then reconstructed. age.
However, it is not likely that the reconstructed device will have
the same function as the original. Most droids will develop a Homeworld: The frigid world of Csilla, in the Unknown
pathological fear of Chadra-Fan. Regions.
Move: 5/7
Size: 1 meter tall
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Languages: Cheunh is the complex and nuance-laden lan deep and complex sense of honor, especially toward their fami
guage of the Chiss. Most non-Chiss have difficulty learning the lies and patrons. Their cities are built underground, and Defel are
intricacies of Cheunh. Chiss, on the other hand, have little diffi accomplished miners and metallurgists — one of the reasons
culty mastering Basic, but most of them are unfamiliar with it. that outsiders contacted them in the first place. Af’EI is one of
the few planets blessed with large quantities of meleenium, a
Example Names: Chiss traditionally have long, tripartite primary component in the manufacturing of durasteel.
names. When dealing with non-Chiss, these names are abbrevi
ated. Examples of abbreviated Chiss names include Dreel, Prakk, Most Defel are content to remain in the safety of their
Karyce, Lev, Sorn, Szardra, Thrawn, Voss, and Zilvad. underground cities, and the planet’s tortuous gravity and harsh
conditions mean that it has few visitors. Defel that leave Af’EI
Adventurers: Their keen mental acuity allows the Chiss to are drawn toward professions that take advantage of their natu
excel at nearly any occupation they choose to pursue. However, ral stealth and invisibility, such as thief, assassin, scout, and
there are no known Chiss Jedi, and it is currently unknown bodyguard. Most of the galaxy’s inhabitants believe that the
whether Chiss society is home to any Force traditions. Defel are only characters from stories-invisible demons that lurk
in the shadows.
CHISS
Personality: Defel love independence and freedom. They are
Attribute Dice: 12D a proud people with a strong sense of self, almost to the point
DEXTERITY 2D/4D of stubbornness. Defel are loyal to friends, family, and employ
KNOWLEDGE 2D/4D ers, but they are not always trustworthy in the conventional
MECHANICAL 2D/4D sense. They like to work in secrecy and rely on conniving and
PERCEPTION 2D/4D manipulation to get their way with other species.
STRENGTH 2D/4D
TECHNICAL 2D/4D Physical Description: Defel are a short, mammalian species
Special Abilities: with canine like faces and sharp white teeth. Their arms and legs
Low Light Vision: Chiss can see twice as far as a normal human in are relatively long for their frames and end in sharp talons that
are used for digging and scratching rather than combat. Most
poor lighting conditions. The gamemaster should allow Chiss importantly, their special fur renders them nearly invisible in
characters to make the appropriate Perception-based skill checks normal light, making a Defel appear to be little more than a
at a lower difficulty than normal human characters. patch of shadow. In ultraviolet light, however, Defel appear in
Skill Bonuses: At the time of character creation only, Chiss characters bright, vibrant colors ranging from golden to a brilliant azure.
gain 2D for every one die they assign to the tactics, command, Defel are effectively blind in normal light and must wear special
and scholar: art skills. visors to see when away from their planet.
Tactics: Chiss characters receive a permanent +1D bonus to all tac
tics skill rolls. Homeworld: Defel come from the planet Af’EI, which orbits
Move: 10/12 the super-giant Ka’Dedus in the Outer Rim. The world receives
Size: 1.6 to 2.1 meters tall. few visitors because of its high gravity and its unusual atmos
phere that blocks all but ultraviolet light.
DEFEL
Languages: Defel speak and read Defel. Adventurous Defel
Defel come from the high- that leave the homeworld learn Basic.
gravity world of Af’El, which
orbits the super-giant Ka’De Example Names: Arleil, Klaar, Morr, Defeen, Thar’quan, Vox.
dus. The planet is unusual in
that the atmosphere absorbs Adventurers: The few Defel that leave the gravity well of
all light except that in the their home planet take advantage of their stealthy and elusive
ultraviolet spectrum. The nature, and most become some kind of scoundrel or scout. Their
Defel, along with every keen intellect also means that some Defel become nobles. Defel
other animal on the Jedi are almost unheard of.
planet, have evolved to
see perfectly well in DEFEL
ultraviolet, but they are
completely blind when Attribute Dice: 12D
exposed to other wavelengths DEXTERITY 2D/4D
of light. Defel that leave their KNOWLEDGE 1D/3D
homeworld must wear special MECHANICAL 1D/3D
visors that allow them to see. This PERCEPTION 2D/4D
evolution also had an interesting effect STRENGTH 3D/4D+1
on Defel fur, making the creatures effectively TECHNICAL 1D/3D
invisible in the normal light in which most other species oper Special Skills:
ate. This near-invisibility has earned the Defel the nickname Dexterity Skills:
“wraiths” because in visible light, they appear as nothing more Blind Fighting: Time to use: one round. Defel can use this skill instead
than vague shadows.
of their brawling or melee combat skills when deprived of their
Due to the crushing gravity and harsh seasons of their home sight visors or otherwise rendered blind. Blind fighting teaches
world, Defel bind together into close-knit communities to sur the Defel to use its senses of smell and hearing to overcome any
vive. However, they also possess a strong streak of independence blindness penalties.
in personal matters. They are tough, resilient creatures with a Special Abilities:
Invisibility: Defel receive a +3D bonus when using the sneak skill.
Claws: The claws of the Defel can inflict STR+2D damage.
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Light Blind: Defel eyes can only detect ultraviolet light, and the pres joined the Rebellion — not because of politics, but because they
ence of any other light effectively blinds the Defel. Defel can were annoyed that their freedom to travel was being curtailed.
wear special sight visors which block out all other light waves,
allowing them to see, but if a Defel loses its visor, the difficulty of Noteworthy female Devaronians on their homeworld tend to
any task involving sight is increased by one level. avoid the militaristic and adventurous careers. However, any
female Devaronian hero found elsewhere is already an excep
Story Factors: tional individual who has decided to challenge the traditions of
Reputation: Defel are considered to be a myth by most of the galaxy her culture.
— therefore, when they are encountered, they are often thought DEVARONIAN
to be supernatural beings. Most Defel in the galaxy enjoy taking
advantage of this perception. Attribute Dice: 12D
Overconfidence: Most Defel are comfortable knowing that, if they DEXTERITY 2D/4D
wish to hide, no one will be able to spot them. They often ignore KNOWLEDGE 2D/4D
surveillance equipment and characters who might have special MECHANICAL 1D/3D+2
perception abilities when they should not. PERCEPTION 2D/4D+2
Move: 10/13 STRENGTH 2D/4D
Size: 1.1-1.5 meters tall TECHNICAL 1D/3D
Story Factors:
DEVARONIAN Wanderlust: Devaronian males do not like to stay in one place for any
Devaronians are among the first extended period of time. Usually, the first opportunity that they
species in the galaxy to develop get to move on, they take.
interstellar travel, and the males of Move: 8/10
the species have been common Size: 1.7-1.9 meters tall
sights in spaceports throughout the
galaxy for thousands of years. After DUG
reaching middle age, Devaronian
males are driven by an urge to Dugs are an arboreal species
wander. As such, they are often from the Republic world of
found traveling the galaxy as Malastare. They are strong
tramp freighter captains and and agile for their size, and
scouts. Female Devaronians, on climb and jump exceptionally
the other hand, are content to remain in well. Dugs unwillingly share
a single location, and as such, raise the their homeworld with the Gran,
young and run the government of who established trade colonies on
Devaron. The males send as much Malastare in 8,000 BBY. The Dugs
money as they can back to their families on Devaron, but they fought a long, intense war against
seldom return to the homeworld. The females are content with the Gran. Eventually the Republic
this arrangement, as they tend to view the restless males as dis intervened and sided with the
ruptive to home life. Gran, negotiating a truce that
essentially demilitarized the
Personality: Devaronian males are bold, daring, bull-headed, Dugs.
rash, terse, unscrupulous, and stingy with their credits. They love
being the masters of their own destinies. Female Devaronians In response to their marginalization,
are generally bright, wise, scrupulous, and sharp-tongued. the Dugs developed a culture based, in large
part, on self-pity. They are self-congratulatory to a fault, and
Physical Description: Devaronian males are hairless with red- every Dug claims at least one celebrated hero or martyr in his
tinted skin, sharp incisors, and a pair of large horns growing family tree. Beads, worn on their ear fins, represent these pur
from their foreheads. Their appearance is not unlike the devils of ported patriots and their stories of heroism. To question the
a thousand myths. Female Devaronians are covered in thick fur legitimacy of a Dug’s collection of martyr beads is a grave insult
that ranges in color from brown to white. Females are hornless that can be retracted only by the death of the offending party.
and have prominent canine teeth.
Personality: The Dugs’ reputation for violence and bullying is
Homeworld: Devaron, a world of low mountains and deep well-deserved. As a species, they are adversarial, preferring to
valleys linked by thousands of rivers. solve problems through intimidation and hostile acts. They con
sider themselves to be beleaguered warriors, underdogs who
Languages: Devaronians speak and read Devaronese and must fight against the rest of the universe for what is rightfully
Basic. Their speech is guttural, and full of snarling consonants. theirs. Despite their best efforts, the Dugs are continually mired
in defeat. They tend to be xenophobic, and this fear of outsiders
Example Names: Dmaynel Kiph, Elassar Targon, Jubal, Kapp often manifests as blatant bigotry.
Dendo, Tyrn Jiton, Lak Jit, Oxbel, Saricia, Sires Vant, Trynic, Ulicx
Vinaq, Vilmarh Grahrk. Physical Description: Dugs are vaguely humanoid, in that
they possess a torso, two legs, and two arms. The positions of
Adventurers: Male Devaronian heroes tend to be scoundrels their limbs are reversed, however, so that they use their upper
or scouts. Invariably, they are found in occupations that allow limbs for walking and their lower limbs to manipulate objects.
them freedom to travel whenever and wherever they wish. Due
to the oppressive nature of the Empire, many Devaronian males
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They have brown skin, floppy ear flaps, and large mouths Physical Description: Duros average about 1.8 meters tall.
filled with broad, flat teeth. Male Dugs possess a flap of skin on They are hairless, with large eyes and wide, lipless mouths. Skin
their throats that can be inflated and used to produce mating color ranges from blue-gray to deep azure.
calls during the appropriate season.
Homeworld: The orbiting cities of the Duro system.
Homeworld: Malastare.
Languages: Duros speak and are literate in Durese and Basic.
Languages: Dug and sometimes Basic.
Example Names: Baniss Keeg, Ellor, Kadlo, Kir Vantai, Lai
Example Names: Drodwa, Flugello, Flugo, Gorlok, Langro Dis, Nootka, Monnda Tebbo.
Luvagwa, Pugwis, Reudulga, Sebulba, Sloor.
Adventurers: Duros adventurers include hyperspace explor
Adventurers: Dugs are drawn to occupations that involve ers, star charters, and spacers of all descriptions. They also tend
skulduggery and violence, and they make exceptional smugglers, to gravitate toward the sciences, including engineering and
gamblers, scouts, and soldiers. The typical Dug does not possess astrogation. Some Duros shun exploration in favor of smuggling
the mental acuity or patience required to become a Jedi. and trading, and a small number go into diplomatic professions.
DUG DUROS
Attribute Dice: 12D Attribute Dice: 12D
DEXTERITY 2D/4D+2 DEXTERITY 1D/4D
KNOWLEDGE 1D/3D+2 KNOWLEDGE 1D+1/2D+2
MECHANICAL 1D+2/4D+1 MECHANICAL 2D/4D+2
PERCEPTION 1D/3D+2 PERCEPTION 1D/3D
STRENGTH 1D+1/4D STRENGTH 1D/3D
TECHNICAL 1D/3D+2 TECHNICAL 1D+2/4D
Special Abilities: Special Abilities:
Climbing/Jumping Bonus: Due to their physiology, Dugs gain a +1D Starship Intuition: Duros are, by their nature, extremely skilled star
bonus to their climbing/jumping skill. ship pilots and navigators. When a Duros character is generated,
Shout: Dugs can issue forth a deep bellow which can be heard up to 1D (no more) may be placed in the following skills, for which the
character receives 2D of ability: archaic starship piloting, astroga
3 kilometers away. tion, capital ship gunnery, capital ship shields, sensors, space
Story Factors: transports, starfighter piloting, starship gunnery, and starship
Reputation: Dugs are known as bullies and thugs by most other sen shields. This bonus also applies to any specializations. If the char
acter wishes to have more than 2D in the skill listed,
tient species’, and are almost universally disliked by non-Dugs. then the skill costs are normal from there on.
Many crimelords, however, employ them as assassins and hench Move: 10/12
men. Size: 1.8-2.2 meters tall
Move: 6/8
Size: 1.2 m EWOK
DUROS Intelligent omnivores
native to one of the moons
Tall, hairless humanoids from orbiting Endor, Ewoks are
the Duro system, Duros were one almost unknown prior to the
of the first species to become a Battle of Endor. Ewoks live
major influence in the Galactic in tree-dwelling tribes
Republic, and many respected with gender-based division
scholars credited the Duros with of labor; males hunt, forage,
creating the first hyperdrive. The and make weapons, while
Duros have a natural affinity for females raise young and
space travel, possessing an innate handle other domestic tasks.
grasp of the mathematical under- Ewok culture revolves around
pinnings of astrogational comp- complex animistic beliefs
utations. Many tales are swapped involving the giant trees of the forest moon.
in cantinas about Duros astro-
gators calculating the coordinates Although technologically primitive, Ewoks are clever, inquisi
for supposedly impossible jumps tive, and inventive. Skittish and wary when first introduced to
in their heads. Although not machines, their curiosity soon overcomes fear.
as numerous as Humans, the Duros
are almost as omnipresent; all but the smallest settlements in Personality: Ewoks tend to be curious, superstitious, and
known space feature Duros populations. The Duros species has courageous, though they can be fearful around things that are
existed on other worlds in isolation from the rest of their kind, strange and new.
evolving in slight different directions from the baseline species.
Physical Description: Ewoks average about 1 meter tall. Their
Personality: A Duros tends to be intense and adventurous, fur color and pattern varies widely.
always seeking to learn what’s at the end of the next hyperspace
jump. They are a proud, self-sufficient, fun-loving people who Homeworld: The forest moon of Endor.
also have a tendency toward gregariousness.
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Languages: Ewoks speak Ewokese. They have no written form and strife — the
of their language. They can learn to speak Basic. products of crudity and
backward beings. Associa-
Example Names: Asha, Chirpa, Deej, Kneesaa, Latara, Logray, tions with other spe-
Malani, Nippet, Paploo, Shodu, Teebo, Wicket, Wiley. cies, therefore, are risky
to the Falleen and are
Adventurers: An Ewok adventurer may be motivated by a approached with caution.
love of excitement, a natural inquisitiveness, or a warrior’s
quest. Collecting powerful “magic” items from fallen opponents Falleen culture rein-
is sure way to earn the respect of the tribe. forces the sense of superiority
that pervades this species.
EWOK Their rigid caste society
confines them to societal
Attribute Dice: 12D roles and provides stability
DEXTERITY 1D+2/4D+2 and a sense of purpose.
KNOWLEDGE 1D/3D Other systems are far looser,
MECHANICAL 1D+2/3D+2 with little to no regard for
PERCEPTION 2D/4D+2 quality of birth or station.
STRENGTH 1D/3D Rather than contaminate
TECHNICAL 1D/2D+2 themselves and endanger their social system, the Falleen are
Special Skills: content to remain apart from the rest of the galaxy.
Dexterity skills:
Thrown weapons: bow, rocks, sling, spear: Time to use: one round. The Personality: Falleen are notoriously sparse with words, reti
cent to the point of being withdrawn. Fallen believe emotional
character may take the base skill and/or any of the specializa displays are unsophisticated. Therefore, they work to control
tions. their moods and expressions, deeply burying the wellspring of
Mechanical skills: feelings that boil within.
Glider: Time to use: one round. The ability to pilot gliders.
Technical skills: Physical Description: The Falleen are a reptilian species that
Primitive construction: Time to use: one hour for gliders and rope have a similar shape and size to Humans. Delicate blue-green
bridges; several hours for small structures, catapults and similar scales, supple and flexible, cover their bodies, growing thicker
constructs. This is the ability to build structures out of wood, and harder where they cover their spines. Falleen can and do
vines and other natural materials with only primitive tools. This grow hair, and for many, their hair is a point of pride. They wear
skill is good for building study houses, vine bridges and rock-hurl their black tresses long, pulled up into topknots or back in elab
ing catapults (2D, speeder-scale damage). orate braids. Some adorn their hair with combs, beads, and
Special Abilities: ornate nets made of priceless wire and gemstones.
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. Homeworld: The Falleen hail from a world of the same name
Skill limits: Beginning characters may not place any skill dice in any in the Mid Rim.
vehicle (other than glider) or starship operations or repair skills.
Smell: Ewoks have a highly developed sense of smell, getting a +1D Languages: Base and Falleen.
to their search skill when tracking by scent. This ability may not
be improved. Example Names: Savan, Xad, Xist, Xizor, Xora, Zule, Zurros.
Story Factors:
Protectiveness: Most human adults will feel unusually protective of Adventurers: Falleen adventurers are privileged youth, the
Ewoks, wanting to defend them like young children. Because of scions of the wealthy and powerful. It is customary on Falleen
this, humans can also be very condescending to Ewoks. Ewoks, for young adults to embark on pilgrimages into the galaxy to
however, are mature and inquisitive — and unusually tolerant of explore and learn about other cultures. During this time, the
the human attitude. Falleen pilgrims are expected to engage other cultures, finding
Move: 7/9 their failings and successes. When the Falleen comes of age and
Size: 1 meter tall claims her place at the head of her people, she can use her
experiences to better rule her subjects.
FALLEEN
FALLEEN
Of all the species to populate the galaxy, none are better
known for their intoxicating appearance than the Fallen. An Attribute Dice: 13D
exotic reptilian people, they are favored for their chiseled DEXTERITY 2D/4D
physiques and entrancing features. These qualities alone would KNOWLEDGE 2D/4D+2
solidify their place among the more handsome species, but their MECHANICAL 2D/4D
pheromones make then irresistible to other species. PERCEPTION 2D+1/4D+2
STRENGTH 2D+1/4D+2
Their gifts and allure enable the Fallen to move through oth TECHNICAL 2D/4D
er cultures with ease, but despite their advantages, Falleen pre Special Abilities:
fer to remain mysterious, withdrawing to their own world in Attraction Pheromones: Exuding special pheromones and changing
their own system. They do not lack the technology or where
withal to venture out into the stars, but their cultural predilec skin color to affect others gives Falleen a +1D to their persuasion
tions make such ventures undesirable. The Falleen regard skill, with an additional +1D for each hour of continuous prepara
themselves and their civilization to be among the greatest in the tion and meditation to enhance efforts — the bonus may total no
galaxy, and looking beyond their world, they find only chaos more than +3D for any one skill attempt, and the attempt must
be made within one hour of completing meditation.
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Amphibious: Falleen can “breathe” water for up to 12 hours. They Stamina: Gamorreans have great stamina — whenever asked to make
receive a +1D to any swimming skill rolls. a stamina check, if they fail the first check, they may immediately
make a second check to succeed.
Story Factors:
Rare: Falleen are rarely seen throughout the galaxy since the Imperial Skill Bonus: At the time the character is created only, the character
gets 2D for every 1D placed in the melee weapons, brawling and
blockade in their system severely limited travel to and from their thrown weapons skills.
homeworld.
Move: 9/12 Story Factors:
Size: 1.7-2.4 meters Droid Hate: Most Gamorreans hate droids and other mechanical
GAMORREAN beings. During each scene in which a Gamorrean player character
needlessly demolishes a droid (provided the gamemaster and oth
Gamorreans are green-skinned, er players consider the scene amusing), the character should
porcine creatures from native to receive an extra Character Point.
Gamorr. Their tendency toward Reputation: Gamorreans are widely regarded as primitive, brutal and
violence makes them valued mindless. Gamorreans who attempt to show intelligent thought
as criminal enforcers; though and manners will often be disregarded and ridiculed by fellow
viewed as mindless brutes, Gamorreans.
they don’t care so long as they Slavery: Most Gamorreans who left Gamorr did so by being sold into
are paid to fight. slavery by their clans.
Move: 7/10
Gamorrean civilization revolves Size: 1.3-1.8 meters tall
around the never-ending wars
between their clans. Preferring GAND
large melee weapons in combat,
many see ranged weapons as A strange species of
cowardly. Males live to fight; insect creatures, the Gand
females farm, hunt, and manu- have evolved in response to
facture weapons. Inter-clan hatred the toxic atmosphere of their
rarely fades, and anyone hiring Gamorreans should be aware of homeworld. In fact, two
their clans to avoid infighting. distinct types of Gand exist.
The more common has
Personality: Gamorreans are brutish, violent, and proud. They features typical of other
respect physical prowess and have no problem facing death species — lungs and the
against a foe they feel they are on at least equal footing with. usual assortment of internal
organs. The other type
Physical Description: Gamorreans average about 1.5 meters — rarely found outside
tall, with thick green skin covering powerful muscles. Close-set Gand — has no lungs,
eyes, a thick snout, tusks, and small horns give them a distinct and takes in the
look. nutrients it needs though
the materials it consumes.
Homeworld: The pre-industrial world of Gamorr.
Since the Gand cannot
Languages: Gamorreans speak Gamorrean. They have no tolerate other atmospheres, and
written version of the language. They can learn to understand outsiders cannot breathe Gand’s atmosphere. the species of this
but not speak other languages. far-flung world developed without outside interference, result
ing in a rich culture with peculiarities. The most notable aspect
Example Names: Gartogg, Jubnuk, Ortugg, Ugmush, Venorra, of the Gand is their lack of individual identity. A Gand must
Warlug . earn his name, his place, and his uniqueness through personal
accomplishments. As such, the lowliest Gand see themselves as
Adventurers: Some Gamorreans leave their homeworld as nothing more than aspects of the same whole.
slaves but later escape or buyout their contracts. Others sell
their contracts, finding employment as bodyguards or enforcers. The Gand rarely, permit non-Gand onto their world. Insular
A Gamorrean is constantly at war; it’s only a matter of figuring to the point of xenophobia. Gand have learned what can hap
out who the enemy is. pen to the delicate balance of their society when they allow
offworlders to pollute their people with ideas of independence
GAMORREAN and self-worth. The closest most ever come to the planet’s sur
face are orbiting space stations, the principle hubs of Gand
Attribute Dice: 11D trade and commerce.
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D Personality: Gand seem humble, soft-spoken and self-depre
MECHANICAL 1D/1D+2 cating. Until a Gand has achieved something of import, it refers
PERCEPTION 1D/3D to itself as simply “Gand.” As the Gand achieves more accom
STRENGTH 3D/5D plishments, it earns its identity, moving from the third person to
TECHNICAL 1D/1D+2 the first person and eventually gaining a name. If a Gand mis
Special Abilities: steps or fails, it will likely demote itself until it repairs the dam
Voice Box: Due to their unusual voice apparatus, Gamorreans are age to its character.
unable to pronounce Basic, although they can understand it per
fectly well.
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Physical Description: Short. stocky, and fleshy in appearance. stamina rolls with the same frequency as most characters for
Gand have three lingers on each hand, and their faces are lumpy purposes of determining the effects of sleep-deprivation. Unless
and unsettling. Gand have large, multifaceted eyes that betray otherwise stated, this is an assumed trait in a Gand.
little emotion. All Gand encountered off-world use a special Ultraviolet Vision: Gand can see in the ultraviolet color spectrum.
breathing apparatus that fits snugly into their facial orifice. Story Factors:
Martial Arts: Some Gand are trained in a specialized form of combat
Homeworld: Gand come come from the poisonous world of developed by a band of findsman centuries ago. The tenets of the
Gand. art are complex and misunderstood, but the few that have been
described. Two techniques are described below. There are believed
Languages: Geed lack the organs to speak any language oth to be many more.
er than Gand and, therefore, rely on transliterators to communi “Piercing Touch” Description: The findsman can use his chitinous fist
cate in other tongues. to puncture highly durable substances and materials. Difficulty:
Very Difficult Effect: If the character rolls successfully (and is not
Example Names: Muulish, Gore, Shoolush, Vaabesh, parried or dodged), the strike does STR+2D damage and can pen
Zaabahn, Zuckuss. etrate bone, chitin, and assorted armors.
“Striking Mist” Description: The findsman can sneak close enough to
Adventurers: Gand leave their homeworld for a variety of an opponent to prevent the victim from dodging or parrying the
reasons, usually as exiles, driven forth from their worlds and blow. Difficulty: Difficult Effect: If the character rolls successfully,
condemned to wander. Others occupy a singularly unique role as and rolls a successful sneak versus his opponent’s Perception, the
mystic hunters called Findsmen. Walking the path of truth, as findsman’s strike cannot be dodged or parried. The Gand must
they see it, they explore the galaxy, taking work as guardians, declare whether they are striking to injure or immobilize the vic
soldiers, and more commonly, as bounty hunters. tim prior to making the attempt.
Move: 10/12
GAND Size: 1.6-1.9 meters
Attribute Dice: 12D GEONOSIAN
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/4D Geonosians are an insectoid
MECHANICAL 1D+1/4D species divided into castes, native
PECEPTION 1D/4D+2 to the harsh rocky world
STRENGTH 2D/5D of Geonosis. Geonosians
TECHNICAL 1D/4D+2 construct immense,
Special Abilities: organic-looking spires
Ammonia Breathers: Most Gand do not respire. However, there is a within which reside
their hive colonies.
small number of Gand that are of older evolutionary stock and do
respire in the traditional sense. These Gand are ammonia There are two main castes
breathers and find other gases toxic to their respiratory system — of Geonosians: the wingless
including oxygen. drones that mostly work as
Exoskeleton: The ceremonial chemical baths of some findsmen initia laborers, and the winged
tions promote the growth of pronounced knobby bits on a Gand’s aristocrat, which includes
exoskeleton. The bits on a Gand’s arms or legs can be used as royal warriors serving as
rough, serrated weapons in close-quarter combat and will do scouts and providing security
STR+1 damage when brawling. to the hive. Though labeled “warriors,” Geonosians do not have a
Eye Shielding: Most Gand have a double layer of eye shielding. The standing military. They instead use their droid foundries to build
first layer is composed of a transparent keratin-like substance: armies for corporate interests wealthy enough to afford them —
the Gand suffers no adverse effects from sandstorms or condi entities such as the Trade Federation and the Techno Union.
tions with other airborne debris. The Gand’s second layer of eye Despite relatively simple minds, the Geonosians are adept at
protection is an exceptionally durable chitin that can endure sub mechanical construction, and are contractors to many of the
stantial punishment. For calculating damage, this outer layer has galaxy’s biggest manufacturing concerns. They are responsible
the same Strength as the character. for the construction of some of the largest feats of engineering
Findsman Ceremonies: Gand use elaborate and arcane rituals to find ever witnessed.
prey. Whenever a Gand uses a ritual (which takes at least three
hours) he gains a +2D to track a target. Geonosian society exists for the benefit of the few in the
Mist Vision: Having evolved on a mist-enshrouded world, Gand upper caste. Ruling members think nothing of forcing thousands
receive a +2D advantage to Perception and relevant skills in envi of workers to labor for their whims. They have overseen the cre
ronments obscured by smoke, fog, or other gases. ation of the spectacular architectural realm in which they all
Natural Armor: Gand have limited clavicle armor about their shoul live, adapting forms they once built by instinct into more
ders and neck, which provides +2 physical protection to that refined, spire-like structures.
region (they are immune to nerve or pressure point strikes to the
neck or shoulders.) Their caste system has evolved over millennia. Geonosians are
Regeneration: Many Gand — particularly those who have remained born into specific castes divided along the lines of their physical
on their homeworld or are of one of the very traditional sects — attributes. Though most Geonosians are content to live within
can regenerate lost limbs. Once a day, a Gand must make a their assigned castes, a few develop ambition and aspire to
Strength or stamina roll: a Very Difficult roll results in 20 percent ascend socially. The aristocrats are brutal in their management
regeneration; a Difficult roll will result in 10 percent regenera of the workers, forcing them to toil under harsh conditions
tion, a Moderate roll will not assist a Gand’s accelerated healing regardless of any dangers.
process, and the character must wait until the next day to roll.
Reserve Sleep: Most Gand need only a fraction of the sleep most liv
ing beings require. They can “store” sleep for times when being
unconscious is not desirable. As such, the Gand need not make
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Personality: The hardships of the native environment cou GIVIN
pled with rigid structure codified in their caste society has fos
tered a barbaric side to the Geonosians. Their simple minds view Even with the diversity of
brutal violence as entertainment, and Geonosians congregate in species in the galaxy, the Givin
massive execution arenas to watch victims doomed to die by often manage to shock or at
being subjected to savage creatures. least cause unease in most
humanoids, since they greatly
Physical Description: Geonosians are strong despite their resemble walking skeletons.
thin builds. Their tough exoskeletons provide protection from However, Givin are universally
physical impacts, and from bouts of radiation that occasionally sought after as starship builders
shower their world. and engineers, both for their
mathematically inclined minds
Homeworld: The world of Geonosis. and for their unique physiology
that allows them to survive in
Languages: Geonosians speak Geonosian, a strange clicking complete vacuum.
language. Aristocrat Geonosians often understand Basic Fluent
ly, some even speak it. Mathematics permeates
every aspect of Givin society,
Example Names: Gizor Dellso, Sun Fac, Karina the Great, so much so that even their
Poggle the Lesser, Ikvizl, Bogg, Tookra, Gorgt, Hadiss the Vaulted. language is infused with such concepts. Givin children start
training early, preparing their minds to handle incredibly com
Adventurers: Even those with the capacity to depart rarely plex equations. Rigorous competitions determine the best and
leave Geonosis. The importance of the hive is strongly ingrained the brightest students, who are sent to monasteries where they
in the Geonosian mind, and they are, as a whole, contemptuous spend their lives in deep contemplation, attempting to unravel
of other species. The few that have ventured off world usually the mysteries of life through formula and mathematics.
do so as work groups that ultimately benefit their home hives.
Geonosian contractors can be found at Baktoid Combat Autom The shipyards that circle Yag’Duhl, the Givin homeworld, pro
ata plants across the Rim. duce sturdy and elegant starships and compete on a level
matched only by the Duros and Verpine, the only species that
GEONOSIAN WORKER receive grudging respect from the Givin. However, Givin design
ers do not equip their ships with navicomputers, since most
Attribute Dice: 11D Givin can calculate hyperspace jumps in their heads, and they
DEXTERITY 1D+1/4D often overlook life-support systems. Members of other species
KNOWLEDGE 1D/3D+2 that purchase Givin-built ships must add these components.
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2 Personality: Givin are so analytic and logical that they think
STRENGTH 2D/4D+1 and converse in mathematical terminology. They typically keep
TECHNICAL 1D/4D to themselves, leading other species to consider them with
Move: 10/12 drawn and somber. Givin approach most events with only vague
Size: 1.6 meters tall interest. However, when presented with a mathematical puzzle,
they become animated and verbose, especially with anyone that
GEONOSIAN ARISTOCRAT can keep up with their explanations.
Attribute Dice: 12D Givin informally refer to members of other species as “soft”
DEXTERITY 2D/4D+2 and regard most of them with a mix of pity and contempt
KNOWLEDGE 1D/4D because of their inability to survive in a vacuum unaided.
MECHANICAL 1D/3D+2
PERCEPTION 1D+2/4D+1 Physical Description: Givin are gaunt and skeletal, with
STRENGTH 1D/3D+1 exteriors covered in sealed carapaces. These exoskeletons act as
TECHNICAL 1D+1/4D organic vacuum suits, allowing the Givin to survive in a com
plete lack of atmosphere and making them immune to the
Special Abilities: effects of inhalants. Their faces are best described as forlorn,
Flight: Geonosian aristocrats have wings, and are able to fly. with frowning mouths and dark, triangular eyes.
Natural Armor: Due to their thick chitinous shells, Geonosian aristo
Homeworld: Givin are from the planet Yag’Duhl, located in
crats gain a +2 pip bonus to Strength rolls made to resist any the Inner Rim. Massive tidal forces constantly tug at the water
form of damage. and atmosphere of the planet, exposing areas to hard vacuum.
Radiation Resistance: Geonosians gain a +2 pip bonus to Strength The Givin reside inside sealed cities that are able to withstand
rolls made to resist the effects of harmful radiation. the massive crush of tidal energy.
Story Factors:
Caste-Driven Society: Geonosians are born into a caste-dominated Languages: The Givin language is thick with mathematical
society. Any Geonosian worker who wishes to leave the toils of terms, and the written language conveys information using
his caste may do so by participating in gladiatorial combat, but at hundreds of mathematical symbols. Individuals without a
the very real risk of death. Geonosian aristocrats hold the power grounding in advanced mathematics find the species’ language
within their society, while the workers are considered more or less almost incomprehensible.
expendable.
Move: 10/12 (walk), 16 (flight)
Size: 1.7 meters tall
292 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
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Example Names: Elis Helrot, Lersia Narth, Na-Soth Larr, Nisil relationships with one another. Gotals prefer to be around their
Alarin, Siadru Nalas. own kind and dislike droids, mainly because the electromagnetic
fields produced by droids cause an irritating buzz perceptible to
Adventurers: Givin that leave their homeworld are likely to the Gotals’s heightened senses.
become nobles or scouts. Givin scoundrels are also relatively
common and have a propensity for gambling, a pursuit in which Gotals learned long ago to keep their opinions to themselves,
their mathematical skills give them an edge. Givin soldiers are and thus they make excellent negotiators and diplomats. Some
tough and make excellent troops in hard vacuum encounters. individuals, however, use their natural abilities for nefarious
Givin Force-users are rare. purposes and become assassins or bounty hunters, tracking their
prey by the emotional trail it broadcasts. Most species appreci
GIVIN ate the self-discipline that Gotals exhibit, but some are hesitant
to associate with members of the species for fear of having their
Attribute Dice: 12D private passions and motivations revealed.
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D Personality: Because they can read the emotions of other
MECHANICAL 2D+2/4D+2 beings, Gotals have learned to be extremely polite and discreet
PERCEPTION 1D/3D with the information that they glean. They keep their own emo
STRENGTH 1D+1/3D tions to themselves and speak to others in neutral terms to
TECHNICAL 3D/5D maintain civility. Indeed, Gotals are incapable of expressing
Special Abilities: emotions in words, relying on their cones to communicate their
Mathematical Aptitude: Givin receive a bonus of +2D when using feelings to other Gotals. As a result, Gotals speak only in
abstract terms, leading most other sentients to think they are
skills involving mathematics, including astrogation. They can emotionless beings.
automatically solve most “Very Easy to Moderate” equations
(gamemaster’s option.) Physical Description: Gotals are tall creatures with flat, elon
Vacuum Protection: Every Givin has built-in vacuum suit which will gated faces. Thick, wiry hair covers most of their bodies. A
protect it from a vacuum or harsh elements. Add +2D to a Givin’s Gotal’s most notable feature is a pair of short cones that rises
Strength or stamina rolls when resisting such extremes. For a from his or her forehead. These cones pick up subtle variations
Givin to survive for 24 standard hours in a complete vacuum, it in the electromagnetic fields of other beings, providing the
must make an Easy roll, with the difficulty level increasing by one Gotal with the locations and emotional states of the other crea
every hour thereafter. tures.
Increased Consumption: Givin must eat at least three times the food
a normal Human would consume or they lose the above protec Homeworld: Gotals come from the moon Antar IV, located in
tion. Roughly, a Givin must consume about nine kilograms of food orbit around Antar in the Inner Rim.
over a 24 hour period to remain healthy.
Move: 8/10 Languages: Gotals speak Basic and Gotal. However, the form
Size: 1.7-2 meters tall of Basic they speak is devoid of emotional context. The Gotal
language is impossible for other species to learn, because so
GOTAL much of it relies on feedback relayed through their head cones.
Gotals are tall beings covered in Example Names: Abav Ghart, Glott, Kith Kark, Lishma, Mnor
thick fur that come from the moon Nha, Pari Notgoth, Tolokai, To-yel.
Antar IV, one of several that orbit the
gas giant Antar in the Prindaar System. Adventurers: Because Gotals can sense emotions, some take
The moon has a highly unusual cycle advantage of their abilities and become scoundrels or perhaps
of light and dark, sometimes illum- even diplomats. When Gotals become scouts, they usually do so
inated brightly and other times to escape the constant electromagnetic buzzing they experience
shrouded in complete darkness. when in close company with other species. Force-users are rela
To compensate for these tively common; combining their natural empathy with the Force
uncertain conditions, Gotals to great effect.
evolved special cones atop
their heads that sense subtle shifts GOTAL
in the electromagnetic field, allowing
them to operate in light or dark Attribute Dice: 12D
without hindrance. The cones DEXTERITY 1D+2/4D+2
are sensitive enough to sense KNOWLEDGE 1D/3D
not only the presence of MECHANICAL 1D/2D
living creatures nearby but PERCEPTION 2D/5D
also a creature’s mood or STRENGTH 2D+1/4D+1
intent. TECHNICAL 1D/3D
Special Abilities:
Emotions are an important part of Gotal culture. Young Energy Sensitivity: Because Gotals are unusually sensitive to radiation
Gotals live in a constant state of confusion as they are bom
barded by the emotions of others. Learning to handle this input emissions, they receive a +3D to their search skill when hunting
is what pushes a Gotal toward adulthood and maturity. Adult targets in wide open areas of up to 10 kilometers around them. In
Gotals are calm, almost serene beings, but despite their outward crowded areas, such as towns and cities, the bonus drops to +1D,
appearance, they feel the full breadth of emotions. Because they and the range drops to less than one kilometer. In areas with
are so sensitive to emotions, Gotals quickly form meaningful intense radiation, they suffer a −1D penalty to search because
their senses are overwhelmed by radiation static.
! 293THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
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Mood Detection: By reading the auras and moods of others, Gotals Adventurers: Heroic Gran are often nobles, smugglers,
receive a positive or negative bonus when engaging in interactive scouts, and bounty hunters. Prior to the Dark Times, Gran Jedi
skills with other characters. The Gotals makes a moderate Percep consulars were common, and it is possible that some survived
tion check and adds the following bonus to his Perception skills the initial Jedi purge. After the bombardment of Kinyen, individ
when making opposed rolls for the rest of that encounter: ualistic Gran find themselves open to other methods of serving
society, looking for new ways to resist the Empire.
Rolls Misses Difficulty By/Penalty: 6+/−3D; 2-5/−2D; 1/−1D
Roll Beats Difficulty By/Bonus: 0-7/1D; 8-14/2D; 15+/3D GRAN
Fast Initiative: Gotals who are not suffering from radiation static Attribute Dice: 12D
receive a +1D when rolling initiative against non-Gotal oppo DEXTERITY 1D/4D
nents. This is due to their ability to read the emotions and inten KNOWLEDGE 1D/3D
tions of others. MECHANICAL 1D/3D+1
PERCEPTION 2D/4D
Story Factors: STRENGTH 1D/4D
Droid Hate: Gotals dislike droids because the emissions produced by TECHNICAL 1D/3D
Special Abilities:
droids overwhelm their special senses. They receive a −1D to all Vision: Grans’ unique combination of eyestalks gives them a larger
Perception-based skill rolls when within three meters of a droid.
Reputation: Because of the Gotal’s reputation as being overly sensi spectrum of vision than other species. They can see well into the
tive to moods and feelings, other species are uncomfortable deal infrared range (no penalties in darkness), and gain a bonus of +1D
ing with them. Assign modifiers as appropriate. to notice sudden movements.
Move: 10/15 Move: 10/12
Size: 1.8-2.1 meters Size: 1.1-1.8 meters tall
GRAN GUNGAN
Gran originally came from the The Gungans are omnivorous
world and system of Kinyen in humanoids native to the swamps
the Expansion Region. They are of Naboo. Technologically
longtime members of galactic advanced, they rely on biotech,
society, with numerous colonies. growing instead of building their
Although most of these colonies homes and production facilities.
are peaceful, their colony on
Malastare quickly became While their culture is peace-
embroiled in a bitter conflict ful, it evolved from a series of
with the native Dugs, forcing long, bloody clan wars, and
the Gran to act aggressively to Gungans still admire strength
protect themselves. and cunning. Most communities
are devoted to farming or manufact-
Gran place society over self, and uring goods that are then traded to other
they receive training that comp- Gungan settlements, but they will reluctantly
lements both their personal trade with the Humans of Naboo.
talents and society’s needs.
The desire to maintain balance within Personality: Gungans tend to be inquisitive, cautious, and
society caused the Gran to establish alien-only areas of Kinyen. suspicious.
This was intended to restrict alien influence and avoid trouble
between species, such as what happened on Malastare. During Physical Description: Gungans range from 1.6 to 2 meters
the Dark Times, the Empire has pushed the Gran leadership to tall, with two eyestalks, floppy ears, and long tongues.
grant access to all areas. When the Gran refused, Kinyen was
subjected to orbital bombardment. The Kinyen Gran relented, Homeworld: Naboo.
but the incident inspired many Gran to resist the new Empire.
Languages: Gungans speak, read, and write Gunganese and
Personality: Gran are social and unable to stand solitude, or Basic.
isolation from other Gran, for any length of time. Most are talk
ative, friendly, and hospitable. They are slow to anger. Gran Example Names: Fassa, Jar Jar, Rugor, Tarpals, Toba, Tobler
friendships are for life. Gran from Malastare and other colonies Ceel, Yoss.
follow looser social codes than those from the homeworld.
Adventurers: Many Gungans leave their underwater cities to
Physical Description: The beige-skinned Gran have three dis explore. Since the treaty with the Humans of Naboo, some Gun
tinctive eye stalks with pitch-black eyes, ahead of small horns gans — perhaps driven by an impulse to regain the warrior spirit
and large, triangular ears. Males and females have similar builds. of old — have taken a larger step into galactic society.
Homeworlds: Kinyen, with colonies on many other worlds, GUNGAN
including Hok and Malastare.
Attribute Dice: 12D
Languages: Gran speak, read, and write Basic and Gran. DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
Example Names: Ainlee Teem, Aks Moe, Ask Aak, Baskol MECHANICAL 1D+1/4D
Yeesrim, Cera Vixe, Cruegar, Kea R-Lan, Mawhonic, Nadin Paal. PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
294 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
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Special Abilities: Members of the species also crave excitement — in fact,
Swimming: Gungans receive a permanent +1D bonus to all swim many Herglics become addicted to thrill seeking. This often
manifests as a tendency to gamble to excess; only a strong-
ming skill checks. willed Herglic can pass up a game of chance. Once they start to
Good Hearing: Gungans receive a +2 pip bonus to all Perception, and gamble, they do not stop unless forced to quit, and a Herglic
can easily lose everything — including the clothes off his or her
search checks involving their sense of hearing. back — in a short time by betting in the wrong casinos. For this
Story Factors: reason, all forms of gambling are outlawed or heavily regulated
No Respect: Gungans are not well respected in the galaxy. Most other on worlds with large Herglic populations.
species consider them the bad punch-line of a galactic joke, some Physical Description: Adult Herglics stand between 1.7 and
species even project intense hate for this ridiculous species. 2.2 meters in height, and their heavily muscled bodies are very
Move: 10/12 wide for their height. In fact, Herglics are so large that they
Size: 1.6-2.0 meters cannot fit through doorways or corridors built with less massive
beings in mind. Virtually all ships piloted by Herglics are either
HERGLIC specially constructed or extensively modified at yards operated
by their species.
Herglics are hulking bipeds
that evolved from water- Herglic bodies are hairless, and their skin ranges from a deep
dwelling mammals on the blue-gray to a black that is darker than the depths of space.
planet Giju. Their ancestors’ Some Herglics have white bellies or white stripes that run up the
fins and flukes have been sides of their bodes and terminate at their large, heavily lidded
replaced by arms and legs, eyes. Herglic eyes are nearly universally black in color, although
although Herglics still breathe some rare individuals might have blue or red eyes.
through blowholes on the
tops of their heads. Homeworld: Herglics originate on the Colonies Region world
of Giju, a planet known for its deep oceans and lush islands.
As a whole, Herglics are
great believers in fairness Languages: All Herglics know Basic and Herglic. Widely trav
and honesty. They are eled Herglics often learn up to a dozen different languages.
renowned for always being
upright traders and for Example Names: Stavros K’Hor, Udo Broxin, Fahjani Tohvar,
honoring any deal or bargain they make. They assume that oth Elbor Cruhn.
ers behave in a similar fashion, and few things anger a Herglic
more than deceit and cheating. Adventurers: Adventuring Herglics tend to be merchants
who deal with speculative cargo and ply out-of-the-way ports
Herglics are risk-takers, both by nature and by ancient cul on obscure trade routes, or they are explorers who scout lit
tural tradition. They love meeting new beings and experiencing tle-visited systems. Wealthy Herglics have been known to travel
the sights and sounds of new places. They developed space trav space looking for new experiences by becoming involved with
el independently of other species, and it is Herglic exploration unusual people or places. Some even work as spies or informa
that helped the Old Republic spread through the stars as quickly tion brokers, using their massive bulk to hide in plain sight —
as it did. Giju was among the first worlds in the Old Republic, surely no one that memorable could have been the source of the
and the Herglics often established trading posts in colonies just information that leaked from the ball hosted by the Moff last
for the excitement of visiting exotic locales. month.
Herglic mercantile networks were a vital part of the galactic HERGLIC
economy for thousands of years, and these networks stood loy
ally with the Old Republic during its greatest challenges because Attribute Dice: 12D
the Herglics supported the fairness and justice they saw in the DEXTERITY 1D/3D
galactic government. However, Herglics become increasingly KNOWLEDGE 1D/3D
marginalized as decadence, corruption, and greed took hold of MECHANICAL 1D/4D
the galactic government at virtually every level. PERCEPTION 1D+2/3D+2
STRENGTH 3D/5D
Many consider the Herglics to be cowards and traitors to the TECHNICAL 1D+1/4D+1
people of the galaxy, and they are viewed with contempt in Special Abilities:
many quarters even after the fall of Emperor Palpatine. But the Natural Body Armor: The thick layer of blubber beneath the outer skin
Herglics are happy to be in a position to help devastated worlds
rebuild by supplying them with high quality goods at fair prices. of a Herglic provides +1D resistance against physical attacks. It
gives no bonus to energy attacks.
Personality: Herglics are so easy-going and gregarious that Story Factors:
they drive more high-strung beings to distraction. Herglics love Gambling Frenzy: Herglics, when exposed to games of chance, find
interacting and socializing with others, and they are often very themselves irresistibly drawn to them. A Herglic who passes by a
generous when it comes to sharing wealth and good fortune. gambling game must make a Moderate willpower check to resist
Anyone in need usually finds his or her Herglic friends among the powerful urge to play. They may be granted a bonus to their
the first to offer assistance. Their helpful nature causes many roll if it is critical or life-threatening for them to play.
Herglics to fall victim to petty con artists, but professional crim Move: 6/8
inals know that when a Herglic feels betrayed, he or she will go Size: 1.7-2.2 meters
to great lengths to take revenge. More than one small-time
swindler has been stalked by top bounty hunters after taking
advantage of the wrong Herglic.
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HUTT IKTOTCHI
The Hutts are a sentient species of Hailing from the Expansion
large gastropods with short arms, wide region world of Iktotchon and
cavernous mouths and huge eyes, its moon, Iktotch, the
who control a large space empire in Iktotchi are a race of pre-
Hutt Space. The species is said to cognitive humanoids. All
originally hail from the planet Varl, Iktotchi possess this pre-
but no planet by that name appears cognitive ability, which
on any star charts. Their adopted manifests as vivid dreams,
homeworld is Nal Hutta. Members visions, or waking dreams.
of this species are most often Few Iktotchi have control
stereotyped as crime lords, and of how or when their
for good reason, as most mem- precognition manifests or
bers of the species are involved of what it reveals to them.
in organized crime. As a species, they know of
the Republic’s coming
Personality: Their thinking is des- long’ before their world
cribed as not being the same as humans. is visited, and they are pre-
In fact, it is claimed that they feel threatened on a subliminal pared to welcome the guests that would usher them into a vast
level. This fear they experience means that they are often para galactic society. Iktotchi are famed for their prowess as pilots,
noid, which is often a trait that is exploited in their species. Typ and attribute their success at the helm to nearly imperceptible
ically, Huts are intelligent, selfish, and manipulative beings. precognitive inclinations.
Physical Description: In appearance, a Hutt is an immense Personality: Iktotchi are a deeply emotional species. Despite
slug-like creature that has a thick body with a long muscular their sensitive qualities, their culture dictates that they must
tail with small arms located on the upper body. hide their feelings behind a veneer of quiet stoicism. Though
they respect the nature of diversity in the galaxy, the Iktotchi
Homeworld: Nal Hutta. have a hard time forming lasting friendships with members of
other species because of the Iktotchi’s occasional impatience
Language: Huttese. with species who lack their precognitive gifts and because of
other species’ overt suspicion of the Iktotchi’s precognition.
Example Names: Issulla, Grondo, Jabba, Yarella, Zordo.
Physical Description: The Iktotchi are a humanoid species
Adventurers: The Hutts are known to have several hideouts with large, downward-curving horns. Females have smaller
in remote, scarcely populated planets of the Outer Rim Territo horns than the males. Their skin is thick, tan, and hairless,
ries. The spice trade is one resource that the Hutts were known weather beaten by Iktotchon’s fierce winds. Their eye color
to extract and distribute throughout the galaxy, and may Hutts ranges from yellow to orange.
are involved in the sale, distribution, and trade of spice. All
members of the species, however, do not engage in business and Homeworld: Iktotchon.
criminal enterprises. Some become respected beings in the gal
axy such as doctors, scientists, and diplomats. Languages: Iktotchese.
HUTT Example Names: Arctan Meeso, Daedar Xicse, Liiren Baelar,
Niira Karl, Sacsee Tim, Seer Varree.
Attribute Dice: 14D
DEXTERITY 0D+1/3D Adventurers: Iktotchi who journey out into the galaxy
KNOWLEDGE 2D/5D become nobles, scouts, or soldiers. A small number excel as
MECHANICAL 1D/3D+2 scoundrels by using their species’ reputation for clairvoyance to
PERCEPTION 2D/5D run scams and rackets, despite a strong cultural prohibition
STRENGTH 2D/5D against using their visions to generate a profit. Because of their
TECHNICAL 1D/4D precognitive talents, there have been several notable Iktotchi
Special Abilities: Jedi.
Force Resistance: Hutts have an innate defense against Force-based
IKTOTCHI
mind manipulation techniques and roll double their Perception
dice to resist such attacks. However, because of this, Hutts are Attribute Dice: 12D
not believed to be able to learn Force skills. DEXTERITY 1D/3D+1
Story Factors: KNOWLEDGE 1D+1/4D
Reputation: Hutts are almost universally despised, even by those who MECHANICAL 1D+2/4D+1
find themselves benefiting from the Hutt’s activities. Were it not PERCEPTION 1D+1/4D
for the ring of protection with which the Hutts surround them STRENGTH 1D+2/4D+1
selves, they would surely be exterminated within a few years. TECHNICAL 1D+1/4D
Self-centered: Hutts cannot look “beyond themselves” (or their off Special Abilities:
spring or parents) in their considerations. However, because they Piloting Bonus: At the time of character creation, Iktotchi characters
are master manipulators, they can compromise — “I’ll give him
what he wants to get what I want.” They cannot be philanthropic gain a +1D bonus to archaic starship piloting, capital ship pilot
without ulterior motives. ing, space transports, or starfighter piloting (choose one). In addi
Move: 0/4 tion, they gain a +1D bonus to a related repair skill (archaic
Size: 3 to 5 meters long
296 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
ALIENS • 16
starship repair, capital ship repair, space transports repair, or Special Skills:
starfighter repair, depending on which piloting skill was chosen). Knowledge Skills:
Story Factors: Agriculture: Time to use: at least one standard week. The character
Precognition: All Iktotchi have a limited form of precognition. Most
Iktotchi are unable to control when these visions manifest, and has a good working knowledge of crops and animal herds, and
generally receive them as vivid dreams or daydreams. Force-sensi can suggest appropriate crops for a type of soil, or explain why
tive Iktotchi who possess the farseeing force power gain a +3D crop yields have been affected.
bonus on both control and sense rolls when using that power. Ecology: Time to use: at least one standard month. The character has
Move: 10/12 a good working knowledge of the interdependent nature of
Size: 1.6 to 2 meters tall. ecoshperes, and can determine how proposed changes will affect
the sphere. This skill can be used in one minute to determine the
ITHORIANS probable role of a life form within it biosphere: predator, prey,
symbiote, parasite or some other quick description of its ecologi
Ithorians are tall humanoids whose cal niche.
appearance leads many to refer to Story Factors:
them colloquially as “Hammer- Herd Ships: Many Ithorians come from herd ships, which fly from
heads.” Peaceful and gentle, planet to planet trading goods. Any character from one of these
Ithorians are widely recog- worlds is likely to meet someone that they have met before if
nized as talented artists, adventuring in a civilized portion of the galaxy.
brilliant agricultural Move: 10/12
engineers, and skilled Size: 1.8-2.3 meters tall
diplomats.
JAWA
Ithorians are perhaps the
greatest ecologists in the Jawas are short humanoids native
galaxy, devoting their to Tatooine. The Jawas have a poor
technology to preserving reputation and are regarded as
the natural beauty of their thieves at best, vermin at
homeworld’s jungles. They worst. Their off-putting nature
live in “herds,” dwelling is made worse by the sour
in cities that hover above smell that clings to them and
the surface of their planet and striving to maintain the ecologi their inexplicable and non-
cal balance in the “Mother Jungle.” sensical language. Jawas survive
by scavenging lost technology
Ithorians also travel the galaxy in massive “herd ships,” mas in the desert wastes. “Lost” for
terpieces of environmental engineering that carry a perfect Jawas is ambiguous; they are
replica of their native jungle. Many look forward to trading for likely to snatch up anything
the exotic wares the Ithorians bring from distant planets. that’s not bolted down.
Moisture farmers and others who
Personality: Ithorians tend to be calm, peaceful, tranquil, live far from the spaceports regularly find
and gentle. that their belongings have vanished in the night with only tell-
tale Jawa tracks leading off into the wasteland.
Physical Description: Ithorians are humanoid, ranging in
height from 1.8 to 2.3 meters tall, with long necks that curl for Jawas are intelligent and have a complex society. Gathering
ward and end in dome-shaped heads. They have two mouths, in extended tribes, Java life revolves around trade — not for
one on each side of their neck, producing a stereo effect when wealth, but for survival. Jawas look for guidance from their
they talk. shamans, usually a female Jawa with the ability to portend the
future and cast vicious hexes. Once a year. the Jawa tribes gath
Homeworld: Ithor, or a specific herd ship. er in the Dune Sea to exchange sons and daughters, to swap
stories and news, and to mingle among their own kind.
Language: Ithorians speak stereophonic Ithorese and Basic.
Personality: Jawas are peaceful. Preferring flight to con
Example Names: Fandomar, Momaw, Oraltor, Tomla, Trangle, frontations. They are, however, extremely cunning and capable
Umwaw. of great treachery if given cause. A fleeing Jawa seeks out its
allies and comes back in numbers to deal with threats. Even
Adventurers: Ithorians tend to concentrate on peaceful pro then, Jawas rarely confront their enemies directly, preferring to
fessions. They love to meet new beings and see new places. sabotage or steal vital equipment and let the desert do the
Often, wanderlust leads them to explore the greater galaxy for a nasty work for them. A Jawa can become fierce — even vicious
time before they eventually return home. — when cornered or when a shaman is threatened.
ITHORIAN Physical Description: Jawas wear brown hooded cloaks to
protect themselves frown the oppressive heat of the twin suns
Attribute Dice: 12D of Tatooine. They dip their clothing in a rancid soup to better
DEXTERITY 1D/3D seal in their moisture. This gives them their infamously unpleas
KNOWLEDGE 2D+2/5D ant odor. Jawas have sensitive, glowing orange eyes and are eas
MECHANICAL 1D/2D ily blinded by bright light. Beneath their coverings, Jawas are
PERCEPTION 1D+1/4D slight rodent creatures with tiny hands and feet.
STRENGTH 1D/3D
TECHNICAL 1D/2D+1
! 297THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED
16 • ALIENS
Homeworld: Jason are found almost exclusively on Tatooine. but those who do not are obviously inferior and deserve their
inevitable decline. This attitude is reflected in their cloning pro
Languages: The Jawa tongue is a complex language that cesses. where entire crops of clones might be eliminated due to
involves as much gesture and smells as it does sounds. Lacking a single, subtle flaw.
the organ to form words in Basic, and confronted with the fact
that other races cannot speak Jawa, they developed a shorthand Physical Description: Kaminoans are tall and gaunt, with
speech called Jawa Trade language. It essentially simplifies their pale skin, three-fingered hands, and tong necks. Their faces are
tongue to aid trading between themselves and non-Jawas. small and dominated by a pair of large, black eyes. Every male
Kaminoan has a fin-like crest on the top of his head, but female
Example Names: Akkit, Het, Oklect, Klepti, Tikkit, Tieel. Kaminoans have none.
Adventurers: Family is the heart of Jawa society and as such, Homeworld: Kamino.
they are loath to leave their extended tribal groups. A lone Jawa
likely has been driven out of its tribe, or it might be a lone sur Languages: Kaminoan and Basic.
vivor of an attack by Sand People or other desert denizens.
Example Names: Aya Lint Lama Su, Maru Lan, Tau Shet, Taga
JAWA Sal, Seva Ke, Taun We.
Attribute Dice: 12D Adventurers: Because they are genetically designed,
DEXTERITY 1D/4D Kaminoans are bred to fulfill a specific role or niche. They make
KNOWLEDGE 1D/3D+1 excellent leaders, merchants, and soldiers. Scoundrels, though
MECHANICAL 2D/4D+2 rare, are not unheard of. Kaminoans are not bred with Force
PERCEPTION 1D/3D sensitivity, though anomalies are possible. Kaminoan Jedi are
STRENGTH 1D/2D+2 essentially nonexistent.
TECHNICAL 2D/4D+2
Special Abilities: KAMINOAN
Technical Aptitude: At the time of character creation only, Jawa char
Attribute Dice: 12D
acters receive 2D for every 1D they place in repair-oriented Tech DEXTERITY 1D/4D
nical skills. KNOWLEDGE 1D+2/4D
Story Factors: MECHANICAL 1D/4D
Trade Language: Jawas have developed a very flexible trade language PERCEPTION 1D/3D+1
which is more intelligible to other species — when Jawas want it STRENGTH 1D+2/4D+1
to be intelligible. TECHNICAL 2D/4D+1
Move: 8/10 Special Abilities:
Size: 0.8-1.2 meters tall Hardy: Due to their innate hardiness, Kaminoans gain a permanent
KAMINOAN +2 pip bonus to survival and stamina skill checks.
Story Factors:
The watery planet of Kamino is home to a Cloners: Kaminoans are known as clone technicians. Kaminoans
species of cloners known as Kaminoans. These
tall aliens are the result of generations of turned to cloning early in their history, to better assist in the sur
selective breeding and genetic modification vival of their species.
that began when their world suffered a Move: 10/12
drastic change in climate. These restrictive Size: 2.3-2.6 meters
breeding programs have made Kaminoans
an extremely adaptable species. Apart KEL DOR
from gender, Kaminoans have little
variation, and to the untrained eye they all The Kel Dor evolved on Dorin, a world
look the same. Subtle variations have with an atmosphere consisting mostly of
been introduced into their genetic codes, helium and a gas that is unique to that
however, allowing for diversity within a world. As such, Kel Dor cannot breathe
strict set of parameters. on planets with common nitrogen/
oxygen atmospheres. Conversely,
The economy of Kamino is based on Dorin’s atmosphere is toxic to most
cloning for profit, but not every nonnative life.
Kaminoan is a cloner by trade. The
majority of Kaminoans support their On other planets, Kel Dor
communities with various skills and dwellings provide their native
specialized abilities. They strive to atmosphere (stored in large tanks).
perform their work flawlessly, and seek When outside, Kel Dor must wear
perfection. Because Kaminoans are breath masks and goggles. They
moderately xenophobic and rarely venture away from their can neither see nor breathe
homeworld, they are a rare sight in other parts of the galaxy. without these devices. Most
Kel Dor breath masks include
Personality: Kaminoans set themselves as superior to other vocoders that amplify the
forms of life. They harbor a private intolerance for imperfection, wearer’s speech; while their vocal cords function normally in
but they are, nonetheless, polite to outsiders. To a Kaminoan, their native atmosphere, Kel Dor must shout to produce sound
any species that seeks self improvement is worthy of respect, in other environments. Their eyesight, however, is enhanced
when they are away from Dorin.
298 ! THE STAR WARS ROLEPLAYING GAME: REVISED • EXPANDED • UPDATED