scavengers and rivals to the Ugors. Squib salvagers reclaim, refurbish, and resell rubbish both planetside and deep in space. Many work directly for the Squib
Merchandising Consortium, while others operate independently. Although most operate within the law, some find work as forgers, thieves, and even crime lords.
Appearances and Examples: Grees, Sligh and Emala "helped" Han Solo and Princess Leia during the skirmishes on Tatooine in the novel Tattooine Ghost.
Squib Species Traits:
Ability Score Modifiers: -2 Str, +2 Dex, -2 Wis, +2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Squib base speed is 4 squares.
Natural Diplomat: A Squib may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: A Squib with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
Automatic Languages: Squibbian.
Alternate Squib Species Traits:
Ability Score Modifiers: Str -2, Dex +2, Wis -2, Cha +2
Size: Small
Speed: 4 squares.
Conditional Bonus Feat: Members of this species gain Skill Focus (Persuasion) as a bonus feat if they are trained in that skill.
Born haggler: Members of this species may reroll any Persuasion check to haggle or improve a target’s attitude, but they must abide by the second result, even if it’s
worse than the first one.
SSI-RUU
The Ssi-ruuk (singular: Ssi-ruu), are bipedal saurians with long snouts and tails that invaded from the Unknown Regions of the galaxy shortly after the Battle of
Endor and are believed to be the ancient progenitors of the P’w’ecks. Ssi-ruuk rely on a technology called entechment that involved extracting the life-energies of
sentient beings and using them as power sources for their mechanical technology. They have a sizable war fleet and rule an empire called the Ssi-Ruuvi Imperium in
the Ssi-ruuk Star Cluster near the Galaxy's rim. Ssi-ruuvi society is deep compartmentalized, dominated by a rigid caste system based on skin color which signifies
one's socio-economic standing: blue Ssi-ruuk are the politicians and leaders dominating the executive Elder's Council which administrated the Imperium;
gold Ssi-ruuk dominate the Conclave, which is entirely concerned with religious affairs, and perform religious ceremonies like the Consecration Ceremony, which
"consecrated" foreign planets to enable their annexation by the Imperium; yellow Ssi-ruuk study sciences and operate the technology employed by the Ssi-ruuvi
Imperium; red Ssi-ruuk comprise the military caste; green Ssi-ruuk comprise the largest caste and staunchly uphold the caste system as worker; black Ssi-ruuk are
very rare and work as assassins and espionage agents for the Imperium; and brown Ssi-ruuk are outcasts of Ssi-ruuvi society, being the product of forbidden caste
intermarriage, and, if not destroyed at birth, perform the most menial jobs in Ssi-ruuvi society. Most Ssi-ruuk are xenophobic due to their stringent religious beliefs
and the remote position of their home territory in the Ssi-ruuk Star Cluster. Their religious fear of dying on an unconsecrated world prevents most Ssi-ruuk from
traveling outside their Star Cluster. Thus, they remain largely unknown to the rest of the galaxy, and contact with outsiders is limited.
Appearances and Examples: Ivpikkis was Admiral of the Ssi-Ruuk fleet that attacked Bakura in the novel Truce at Bakura.
Ssi-ruu Species Traits:
Ability Score Modifiers: +2 Str, -2 Wis.
Medium-size.
Speed: Ssi-Ruuk base speed is 6 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Force-Blind: Ssi-Ruuk can’t take the Force Sensativity feat, can’t make Use the Force checks, and never gain Force Points.
Scent: See Ewok trait (SECR page 26).
Poor Eyesight: Ssi-ruuk take a -2 penalty on Perception checks involving sight.
Conditional Bonus Feat: A Ssi-Ruuk with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
Automatic Languages: Ssi-ruuvi.
Alternate Ssi-ruu Species Traits:
Ability Score Modifiers: Str +2, Wis -2
Size: Medium
Speed: 6 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Bullying: Members of this species may reroll any opposed Perception check vs Deception and any Persuasion check to intimidate, but they must abide by the second
result, even if it’s worse than the first one.
Force-incapable: Ssi-ruu can't become force-sensitive or use the force in any way.
Nearsighted: Ssi-ruu suffer a -2 penalty on Perception checks requiring visual input.
Special: This species requires GM approval to play before the New Jedi Order era.
99
STENNES SHIFTER
Hailing from the planet Stennaros, these pale-skinned, sunken-eyed humanoids are completely hairless and naturally force sensitive.
Although generally xenophobic, they are capable of stealing living energy from nearby beings. They also are able to blend unnoticed into
any crowd due to a limited ability to alter their appearance. Though many people have heard of Stennes Shifters, the existence of the
species is considered only a legend. Scientists believe that the Stennes Shifter is a genetic variant of the Stennes race, which first
appeared some 5,000 before the Battle of Yavin. They were discovered by the ancient Jedi Knights, who noted them for their innate
sensitivity to the Living Force. Their xenophobic tendencies are believed to stem in part from millennia of persecution by other species.
Unlike shape-changing species, the Stennes Shifters use telepathic manipulation to alter their appearance.
Appearances and Examples: Stennes Shifter Trinto Duaba appears in the cantina scene in A New Hope .
Stennes Shifter Species Traits:
Ability Modifier: Cha –2
Extraordinary Stealth: Stennes shifters may reroll any Stealth check made to avoid notice, taking the best of both results. In addition, any Stennes shifter trained in
Stealth gains Skill Focus (Stealth) as a bonus feat.
Force Stealth: A Stennes shifter that becomes Force-Sensitive may make a Use the Force check instead of any Stealth check, and he may reroll Use the Force
checks made for this purpose, also keeping the best result.
Speed: 6 squares.
Size: Medium.
Language: Stennesian
STEREB (Official Wizards of the Coast Web Enhancement stats)
Jokingly called “hairless Wookiees” by the few who have seen them, Stereb have been found on a number of worlds with rocky crusts. Not technologically adept, the
Stereb live in harmony with the surfaces of a planet, working elaborate stone passages underground in the belief that they’re part of the world’s circulatory system.
Stereb are deliberate and methodical. Not being very curious, they tend to take things at face value. They are not aggressive and usually fight only if forced into a
confrontation. Stereb average about 2.2 meters tall. Their mostly hairless bodies range from pale red to brown with reddish undertones. They have overly long arms
and large hands and feet. The Stereb homeworld is unknown, although small enclaves have been found on Serroco, Prakith, and a few other lightly populated
planets. Given their lack of technology, some suspect that the Stereb were transported to several planets as slave labor far back in their history. They are able
mimics, and there are a number of Basic words in the Stereb language. Most Stereb prefer to remain within the safety of their enclaves. The few Stereb who wander
abroad are most likely to be scouts. Stereb Force-users are very rare.
Appearances and Examples: A Stereb appears in the Star Wars Knights of the Old Republic comic, Issue 14: “Days of Fear, Part 2.”
Stereb Species Traits
Ability Score Modifiers: +4 Str, –2 Dex, +2 Con, –2 Int, –2 Cha
Size: Medium
Speed: 6 squares
Darkvision: Stereb ignore concealment or total concealment from darkness. However, they cannot perceive colors in total darkness.
Primitive: Stereb do not gain Weapon Proficiency (pistols), Weapon Proficiency (rifles), or Weapon Proficiency (heavy weapons) as starting feats at 1st level, even if
their class normally grants those feats.
Subterranean: Stereb are adapted to a subterranean life and can take 10 on Survival checks when in an underground environment, even when distracted or
threatened.
Tough: Like the stone they work with, Stereb are physically hardened, gaining a +5 species bonus to their damage threshold and a +2 species bonus to their
Fortitude Defense.
Conditional Bonus Feat: Stereb are very adept when working with stone. Any Stereb that has Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus
feat. However, this bonus applies only when the Stereb character is working with stone.
Automatic Languages: Stereb.
SWOKES SWOKES
Hailing from the arid and ugly planet of Makem Te in the Perlemian Route of the Outer Rim, the native Swokes Swokes have nevertheless an
impeccable sense of aesthetics, as can be seen in their having extensively decorated their homeworld using only primitive technology. A
Swokes Swokes looks like a nightmare, with pasty, rubbery flesh of greenish gray or off-white, a crown of horns, two expressionless fish-
eyes, and a mouthful of fangs. Their nervous systems are remarkably primitive, more like those of flatworms than of sentient beings.
Swokes Swokes are nearly impervious to pain, since they lack the critical pain receptors that communicate sensitive touch. Their slow-
flowing “blood” is more like watery sap and they can regenerate lost limbs. Swokes Swokes are ruthless bullies and tyrants who crave
wealth, fame and power. They are demons on the battlefield, and there have been many battles on Makem Te. Nevertheless, Swokes
Swokes are devoutly religious, and carry pouches on their person with the remains of ancestors in them, such as a finger-bone, tooth or dried
appendage. Aside from the cities of solid iron rising from the desert of their planet, impossibly delicate in their architecture considering the
strength of their manufacture, the planet’s most famous construction is the Tract, a checkerboard necropolis of polished stone squares, each
supporting a short pillar called a stela. One tile is laid for every fallen Swokes Swokes. The process, which has been going on for millennia, has produced an
astonishing 1.2 trillion memorial squares taking up more than 7 percent of Makem Te’s total landmass. The Swokes Swokes also have a knack with training wild
animals, as can be seen by their taming and domesticating the various species of giant desert snakes such as the strong and obedient schinga equa, the
subterranean schinga klaug, the tiny schinga picai, the venom-dripping schinga ikkow, and the pureblooded serpent-stallion known as the schinga shikou. The
100
Swokes Swokes government is comprised of hereditary-caliphs from prominent families who rule each city, but the pursuit of personal power is greatly encouraged.
Monetary rewards await those who excel, and high status is also exemplified by the surgical implantation of jewelry next to internal organs. These adornments are
visible only when a Swokes Swokes is screened by a bioscanner. Swokes Swokes of note also distinguish themselves by taking on double names.
Appearances and Examples: Gragra, a gorgmonger that worked the Mos Espa marketplace, and Yeb Yeb Adem’Thorn, senator of Makem Te, appear in “The
Phantom Menace.” Oakie Dokes was a patron in the Outlander Club in “Attack of the Clones.”
Swokes Swokes Species Traits:
Ability Score Modifiers: +2 Str, +2 Con, -2 Dex, -2 Int, -2 Cha
+1 Natural Armor Bonus to defense, stacks with Armor Bonus.
At each age increment above adult, Swokes Swokes gain a +1 bonus to Fortitude Defense.
May reroll Endurance checks, but you must keep the second result.
Regenerate Limb, like the Trandoshans in SECR.
Size: Medium
Speed: 6 squares
Languages: Basic, Swoken.
SY MYRTHIAN
The Sy Myrthians are bulky, docile gastropods from the tranquil planet of Sy Myrth, and move around on one giant foot, shuffling and
slithering for locomotion. In a pinch, itis also capable coiling and then making great leaps that belie their large bodies. They possess
porcine-like noses, and beady eyes. Their entire body is covered with fur and males and females alike possess beards, often groomed into
numerous goatees. Their arms tend to be tiny and underpowered for their large size. They are primarily business-beings that act as
salesmen and customer service representatives for the businesses of the galaxy. Their naturally outgoing nature makes them very proficient
in dealing with customers. Because their planet has always been so tranquil, they never found the need to adapt against predators. Their
thick hide is a result of fatty tissues stored as a protective layer for warmth during their cold season. Sy Myrthians prefer to spend time with
friends and loved ones.
Appearances and Examples: Toonbuck Toora was the senator of Sy Myrth in the Senate of the Galactic Republic in The Phantom Menace
and Attack of the Clones.
Sy Myrthian Species Traits (by the folks at FandomComics.com)
Ability Score Modifiers: -2 Strength, -2 Dexterity, +4 Constitution,
+2 Charisma. Silver-tongued and built tough, Sy Myrthians are not
particularly agile or strong.
Size: As Medium creatures, Sy Myrthians have no special bonuses or
penalties due to their size.
Speed: Sy Myrthian base speed is 3 squares.
Great Leap: As a full-round action, a Sy Myrthian may attempt a
great leap, which reduces the DC modifier for long and high jumps to one
third their normal DC. For example, clearing a 3-meter-wide (2-squarewide)
pit requires a successful DC 3 Jump check instead of 9.
Natural Armor: A layer of thick blubber provides Sy Myrthians with
a +1 natural armor bonus to their Reflex Defense. A natural armor bonus
stacks with armor bonuses.
Low-Light Vision: Sy Myrthians ignore concealment (but not total
concealment) from darkness.
Automatic Languages: Basic and Myrtheen.
--T--
TALORTAI
The Talortai are a mysterious species with both avian and reptilian qualities. Their bodies are covered in both scales and down and a large rostrum is the
predominant feature on their birdlike face. They are immune to the effects of aging, and at least one known member (Urai Fen) demonstrated the ability to rapidly
regenerate injuries. They are known to be Force-sensitive, able to distinguish between the light and dark sides of the Force, in addition to the ability to detect its
presence. The Force comprises a large part of this species’ life; however, for unknown reasons, many do not become Jedi or Sith.
Appearances and Examples: Urai Fen, the bodyguard of Zann Consortium leader Tyber Zann, appeared in the “Star Wars: Empire at War: Forces of Corruption”
video game.
Talortai Species Traits:
Ability Score Modifiers: -2 Int.
Medium-size.
Speed: Talortai base speed is 6 squares.
101
Extraordinary Recuperation: See SECR pg 32.
Sense Darkness: When using the Sense Force application of the Use the Force skill, a Talortai who makes a successful Use the Force check may also learn whether
or not the character has fallen to the darkside.
Bonus Feat: Talortai gain Force Sensitive as a bonus feat.
Automatic Languages: Talortai.
TARASIN
Tarasin are reptilian humanoids covered in translucent scales that allow their color-changing skin below to show through. Tarasins also have a colorful fan of flesh
and scales—known as a kampo]— that opens around their heads when they experience strong emotional distress, which can be a detriment to negotiations, as it is
difficult for a Tarasin to hide discomfort. This color-changing ability is useful for camouflage and communication, and the scales naturally repel heat. Quills, known
as sa'tosin, grow from the backs of their forearms. Tarasin are native to the planet Cularin and believed to be descended from the same stock as the native
predatory beasts known as the kilassin. Tarasin are incredibly attuned to the Force, and their society is based on a symbiotic relationship with their planet. Their
religion is also based on the worship of nature, and any actions made against the natural order of the planet are punished. Because of their relationship with the
planet, most Tarasin only travel off-planet for very short periods of time, and only for a short distance. When logging corporations began to discover the exotic trees
of Cularin, the Tarasin were driven to fight off several attempts to clear a forest. The skin of a Tarasin is unusual in that it can change its coloration in response to the
Tarasin's mood, and also as a form of communication. A more complex form of communication is achieved by simply changing the colors of the fingers on one hand,
rather than openly expressing oneself by changing their body color. Naturally, a Tarasin is the light green color of the horonna plant's leaves. White skintone indicates
joy, while black signifies the end of a conversation. Orange skintone, when similar to that of the gargrell flower, indicates that the Tarasin is angry or irritated,
depending on the intensity of the coloration. When a Tarasin changes its skin color to purple - a color which does not naturally exist in the ecosystem of Cularin - it is
often done in one's home, and indicates amusement. Yellow, like the vine of the arrgrar, indicates illness in an individual, while blue indicates a level of respect or
deference on the part of the speaker. Among the distinguishing parts of the Tarasin form are the kampo, the Tarasin name for their head-fan,.
Appearances and Examples: Liriana was the leader of the Wyrd, a group of Tarasin dark side witches in the Wizards of the Coast web article Liriana: Dark Force
Witch of Cularin.
Tarasin Species Traits:
Ability Score Modifiers: No change from information given in Ultimate Alien Anthology.
Medium-size: No change from information given in Ultimate Alien Anthology.
Speed: Tarasin base speed is 6 squares.
Cold Blooded: Yinchorri recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme heat.
Skin Color Change: A Tarasin can use its color changing skin to camouflage itself, allowing it to reroll any Stealth checks made to hide and keep the better result.
Tarasin suffer a -5 penalty to Deception checks, as its color changing skin and multicolored fan make hiding emotions difficult.
Silent Communication: No change from information given in Ultimate Alien Anthology.
Conditional Bonus Feat: A Tarasin with Use the Force as a trained skill gains Skill Focus (Use the Force) as a bonus feat.
Automatic Languages: Tarasinese and Tarasin Silent Color Language.
Alternate Tarasin Species Traits:
Ability Score Modifiers: Str -2, Int +2, Wis +2
Size: Medium
Speed: 6 squares.
Bonus feat: Tarasin gain Force-Sensitive as a bonus feat.
Heat resistant: Members of this species gain a +2 bonus to their Fortitude defense vs natural heat
Camouflage: A Tarasin may spend a swift action to gain partial concealment by changing color to match the surroundings.
TARRO
Hailing from Tililix, a planet in the Til system deep in the Unknown Regions, Tarro are muscular humanoids with large foreheads, flat noses, bright yellow eyes and
skin color that varies from light gray to dark green. Tarro hair colors vary with their gender, with males having dark blue or black hair while females have brown hair,
sometimes tinged with red. Their seven-fingered hands have long curved claws, which they use along with their sharp teeth in hand-to-hand combat. Many non-Tarro
find their strength and natural weapons to be intimidating. Their faces are distinguished by their large foreheads and flat noses. Though they had an advanced
technological civilization, they had few ties with the rest of the galaxy, with alien freighters arriving in their system very rarely. This changed around 100 BBY when
their sun, Til, suddenly exploded. The cause of this explosion was still unknown during the Imperial era, though rumor among Tarro and non-Tarro alike blamed it on
an experimental superweapon. Only the Tarro who were off-world at the time survived—and they were less than five hundred in number. These refugees soon
scattered through the Unknown Regions and the Outer Rim. By the time of the Galactic Civil War, their descendants had dwindled in number to about three hundred
and fifty. As a result, little was known of their original culture—though they managed to preserve the Tarrese language. Tarro are independent by nature and
individualistic in philosophy. Most prefer to work alone, quickly losing their patience with others—even fellow Tarro. Some suppress these tendencies, and work in
groups—but even then, they are not shy about expressing dissatisfaction when things do not go their way. The largest group of Tarro recorded during the Imperial
era was a group of seven in Somin City on Seltos. Most others live a solitary life.
Appearances and Examples: Kassar Kosciusko was a Tarro Alliance Intelligence operative in the article “The Greel Wood Haven” in the Star Wars Adventure
Journal 6.
Tarro Species Traits:
Ability Score Modifiers: +2 Str, -2 Wis, -2 Cha.
Medium-size.
102
Speed: Tarro base speed is 6 squares.
Fiercely Independent: Tarro cannot use the aid another action. A Tarro with the Coordinated Attack feat ignores this trait.
Physical Intimidation: Tarro may add their Strength modifier instead of their Charisma modifier to Persuasion checks made to intimidate others.
Automatic Languages: Basic and Tarrese.
Alternate Tarro Species Traits:
Ability Score Modifiers: Str +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Natural weapon: Members of this species may make a claw attack (damage 1d4 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Natural defiance: Tarro gain a +2 species bonus to their Will defense.
Physical intimidation: When making a Persuasion check to intimidate a target, tarro may use their Strength modifier instead of their Charisma modifier.
Uncooperative: Tarro can't receive any bonuses from the aid another action, or any of the talents from the Leadership Talent tree.
Special: Less than 500 tarro remain in the galaxy, so GM approval is required to play one.
TARNAB
This humanoid alien race is from the planet of the same name, a world characterized by steppes and hilly regions and known for
its rings and electromagnetic storms caused by dangerous ion-charged asteroid activity. The Tarnab themselves are
characterized by a triangular skull, brownish skin and a crown of pale shaggy hair. They have a tapir-like snout and, at their
temples, four short horns.
Appearances and Examples: Senator Mot-Not Rab appears in “The Phantom Menace.” The Air Taxi driver Rayno Vaca
appears in the deleted scenes from “The Phantom Menace.” Onyeth Canavar is a Tarnab seen roaming the alleys of Coruscant
in “Attack of the Clones.”
Tarnab Species Traits:
Ability Score Modifiers: Str +2, Dex –2, Wis +2
Low-light vision: As per the SECR.
Imposing presence: A tarnab may reroll any Persuasion check made to intimidate, but he must keep the second check result.
Speed: 6 squares.
Size: Medium.
Language: Tarnab and Basic
TAUNG
The Taungs, later known as the Mandalorians, were a warlike Near-Human species with gray skin that dominated Coruscant thousands of years before the rise of
Humans. The Taungs and the thirteen native Human nations, the Battalions of Zhell, eventually battled for control of Coruscant. Though the Zhell were nearly
exterminated in a volcanic explosion, they managed to drive the Taungs from Coruscant. Due to the two years of darkness caused by the ash, the Taungs named
themselves the Warriors of the Shadow (Dha Werda Verda). The Taungs fled to Roon, where they remained for thousands of years, until, under the leadership of the
legendary Mandalore the First, the Taungs conquered another world which they renamed in honor of their leader, Mandalore. The species as a whole then also took
the name, becoming the Mandalorians (or Mando'ade in their native Mando'a). Eventually, as the Mandalorian species became extinct, their name became
associated with a multi-species organization of warrior clans, who, regardless of species, adhered to the tenets of the Mandalorians. These Mandalorians, who were
mostly baseline Humans, held the legacy of the Taungs in high regard.
Appearances and Examples: Mandalor the Indomintable and Mandalore the Ultimate were Taungs appearing in the Dark Horse comics series Tales of the Jedi.
Taung Species Traits:
Abilitiy Modifiers: +2 Str.
Medium Size: Taungs have no penalities/bonuses due to their size
Speed: Taungs base speed is 6 squares
Survival Instinct: See Ithorian Trait (SECR pg 28)
Highly Technological: Taungs gain Weapon Proficiency (advanced melee weapons) as a starting feat.
Honor Bound: A Taung gains a +1 bonus to his Will Defense to resist outside influence if the action would be considered dishonorable or would otherwise cause him
to betray an oath or promise.
Automatic Languages: Basic and Mando’a
Alternate Taung Species Traits:
Ability Score Modifiers: None
Bonus feats: A taung gains Weapon Proficiency (advanced melee weapons) and Armor Proficiency (light) as bonus feats. If the taung gains Armor Proficiency (light)
from its starting class, he may choose Armor Proficiency (Medium) instead.
Speed: 6 squares.
Size: Medium.
Language: Mando’a
Note: Taung are extinct, and GM discretion is advised regarding their use as a PC race in any era after 4000-3900 BBY.
103
TCHUUKTHAI (also known as WHARLS)
Tchuukthai, also designated “Wharls” by bureaucrats of the Galactic Republic Bureau of Xenology, are sapient ceratopsian quadrupeds from the Unknown Regions.
They have bristly fur on their shoulders and back, and natural armor plating covering their head, joints, and vital organs. Where they lack armor plates, their skin is
thick and leathery, offering natural protection. Those that deal with other species generally wear clothing, while others do not. The Tchuukthai were considered
semi-mythical non-sentient creatures for millennia due to their quadrupedal stature and physiological inability to speak Basic, a false impression the Tchuukthai
encouraged, for the most part, with displays of bestial ferocity that discouraged explorers and curious visitors. However, many of the species were possibly taken
from their unknown homeworld as captive beasts as a result. The Tchuukthai are generally quite thoughtful, and although they often put on displays of ferocity for
outsiders, they generally disdain fighting. Some enjoy meeting outsiders while others prefer to be left alone. A number of famous love poems were composed by
Tchuukthai, although they translated poorly into Basic.
Appearances and Examples: Jedi Master Thon was ubiquitous in the Dark Horse Comics Tales of the Jedi comics series.
Tchuukthai Species Traits:
Ability Score Modifiers: Str 4, Dex –4
Thick hide: A tchuukthai’s scaly hide grants it a +5 natural armor bonus to Reflex defense.
Quadruped: A tchuukthai gains a +5 bonus on checks to avoid being tripped or pushed, plus its speed is increased when running on all fours.
Speed: 12 squares (quadruped), 4 squares (on two legs).
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on grapple checks, +5 to Damage Threshold, increased damage and weight allowance).
Languages: Tchuukthai
Alternate Tchuukthai Species Traits (by ORC_Tao):
Ability Score Modifiers: +4 Strength, -4 Dextirety.
Large Size: As Large creatures, Tchuukthai suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, they recieve a +5 size
bonus to their Damage Threshold, and their lifting and carrying limits are tripled when on all fours.
Speed: Tchuukthai base speed is 4 squares. When moving on all fours, their base speed increases to 8 squares. Switching from bipedal to quadrupedal stance
requires a Swift action. When in quadrupedal stance, a Tchuukthai cannot use its hands to wield weapons or carry objects.
Damage Reduction 2: Thanks to their tough, leathery hides, a Tchuukthai gains DR 2.
Natural Armor: Tchuukthai gain a +1 Natural Armor bonus to Reflex Defense, in account for their armored plating.
Primitive: See Gamorrean trait (SECR page 26).
Quadruped: When in quadrupedal stance, a Tchuukthai gains a +5 stability bonus to resist attempts to knock it prone.
Automatic Languages: Tchuukthese.
TEEK
Indigenous to Endor’s forest moon, Teek outwardly appear as a mixture of a monkey and a rodent. Teeks are very small, have long
pointed ears surrounded by dirty white fur, black beady eyes and are constantly chattering. Like Ewoks, Teeks live in the forest and
feed on plants and berries. They are also very curious and tend to pilfer and hoard anything that looks interesting to them. They
usually leave other items, which, in their eyes, are of equal value, in the place of those that they steal (the actual owner usually sees
this differently). Ewoks avoid Teeks and consider them to be a constant annoyance. Because of their fast metabolism, Teeks are
move very quickly and are very nimble and hard to catch. Usually they wear ragged clothes and many pockets and bags dangle from
their belts to hold the things that they acquire.
Appearances and Examples: A Teek, referred to only by his species name, appeared in the made-for-television feature film “Ewoks:
The Battle for Endor.”
Teek Species Traits:
Ability Modifers: Dex +2, Wis –2
Bonus Feat: A teek gains Run as a bonus feat.
Primitive: As per the ewok trait in the SECR.
Speed: 12 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Language: Speak Teek (no written form of the language exists)
Alternate Teek Species Traits:
Ability Score Modifiers: +2 Dexterity, -2 Strength, -2 Charisma. Teeks are agile but weak and ill-liked by other species.
Small size.
Speed: Teek base speed is 10 squares.
Sneaky: A Teek may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
Fast Metabolism: Although small, Teeks have a base speed of 10 squares.
Primitive: Teeks do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants them.
Teek Trading Practices: Teek characters only recieve half of their starting credits for their class.
Conditional Bonus Feat: A Teek with survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Teek (speak only) and Ewokese (cannot speak).
104
TEEVAN
Hailing from the planet of the same name, Teevans are silver-skinned near-humans with highly-flexible bodies, allowing them to bend in ways that most humanoids
find difficult or impossible.
Appearances and Examples: Tru Veld appeared in several of the “Jedi Quest” novels.
Teevan Species Traits:
Ability Score Modifiers: Str –2, Dex +2
Flexible: A Teevan’s flexible body allows him to reroll any Acrobatics check and any Stealth check made to conceal an item.
Conditional Bonus Feat: A Teevan trained in Acrobatics gains Skill Focus (Acrobatics) as a bonus feat.
Size: Medium
Speed: 6 squares.
Language: Teevan & Basic
TELTIOR
The Teltiors were a tall humanoid race. They were closely related to the Meris, who also hailed from the planet Merisee in the Meris system. Merisee was an
agriworld in the Elrood Sector, located along the Elrood-Derilyn Run, and was known the "breadbasket" for the entire sector.
Appearances and Examples: The Teltior appear in West End Games roleplaying supplement Operation: Elrood.
Teltior Species Traits:
Ability Score Modifiers: +2 STR, -2 WIS
Conditional bonus feat: A Teltior trained in Stealth gains Skill Focus (Stealth) as a bonus feat.
Pack Mentality: If a Teltior is performing Aid Another with comrades of the same species or of the Meris species, the bonus becomes +3 instead of the normal +2.
This extra bonus does not apply if the Teltior is performing Aid Another with a member of a species other than Teltior or Meris.
Size: Medium
Speed: 6 squares
Languages: Teltior, Meris, Basic
TEMOLAK
Temolak are muscular, reddish-skinned aliens with scrunched faces, fanlike rdges along the chin, and small curved horns protruding from their cheekbones. Their
teeth are long and crooked, and their large nostrils flare when they speak. They have fin-like quills on the underside of their forearms, from the elbow to the wrist.
Temolak hail from the dry, dusty, ice-ringed planet Zirulast in the Expansion Region, and scavenge their home system and neighboring systems for derelict starships
and other materials to help bring credits home to their underdeveloped society. Temolaks are known to deal primarily with low-tech races, preferring to use any
advantage they can find to maintain their control. During the last days of the Old Republic, Temolak salvage crews often engaged in bloody conflicts for the rights to
certain locations. These skirmishes led to the formation of the Temolak Salvage Consortium. However, the Empire eventually discovered the Temolak, and the aliens
quickly fled into the Outer Rim in order to avoid the Imperial laws and taxes which were imposed on them. As a people, the Temolak were quiet and timid, but could
be resourceful and crafty when needed. Most Temolaks lived to be more than 100 years of age
Appearances and Examples: Temolak appear only in the Wizards of the Coast
Temolak Species Traits
Ability Score Modifiers: +2 Str, +2 Int, -4 Wis, -2 Con
Medium-size.
Speed: Tarro base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Resilient: +2 Fortitude Defense.
Automatic Languages: Temolish.
Alternate Temolak Species Traits:
Ability Score Modifiers: Str +2, Int +2, Wis -4, Cha -2
Size: Medium
Speed: 6 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Great Fortitude: Members of this species gain a +2 bonus to their Fortitude defense.,
THAKWAASH
Thakwaash are tall, lean, bipedal equinoids covered with short, brown fur and hail from the planet Thakwaa. Their elongated faces sport broad, flat noses and wide
mouths. The hair on the head of a Thakwaash is considered quite beautiful, being full-bodied and deeply colored. Each individual Thakwaash is a collection of
separate minds, each doing a specialized function, and any one of which able to take control of the individual's mind and act. They possess, on average, three times
the physical strength of an average human male.
105
Appearances and Examples: Hohass Ekwesh piloted an X-Wing for Wraith Squadron in the novel X-Wing novels Wraith Squadron, Iron Fist and Solo Command.
Thakwaash Species Traits:
Ability Score Modifiers: +4 Str, -2 Dex, -2 Wis, -2 Cha.
Large-size: As Large creatures, Thakwaash suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and
carrying capacity is doubled, and they recieve a +5 size bonus to their Damage Threshold.
Speed: Thakwaash base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Multiple Personality Disorder: A Thakwaash has several different personalities, each with its own demeanor and special talent. Switching from one personality to
another takes a move action and requires a successful Charisma check (DC 10).
Each manifested personality gives the Thakwaash the benefits of the Skill Focus feat for one skill of his or her choice for which he has Skill Training. The Thakwaash
loses the benefits of Skill Training on all other skill checks while manifesting the desired personality. These modifiers persist until the Thaakwash manifests another
personality or is dazed or knocked unconscious. A stunned or unconscious Thaakwash adopts a neutral personality that applies no bonus or penalty to skills.
A Thakwaash who wishes to manifest the same personality for longer than 1 hour must spend a Force Point to do so. Failure to spend a Force Point means that a
random personality takes hold (possibly the “neutral” one). Each Force Point spent in this manner allows the Thakwaash to maintain his personality for an additional
hour.
Automatic Languages: Thakwaese.
Alternate Thakwaash Species Traits:
Ability Score Modifiers: Str +4, Dex -2, Wis -2, Cha -2
Size: Large
Speed: 8 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Multiple personality: Once per round, a thakwaash may spend a move action to gain a +2 bonus on any skill check (the thakwaash effectively uses the aid another
action on itself).
THEELIN
Theelin are near-Humans notable for their artistic talent, their colorful appearance, and their unfortunate physiological history. The original appearance of the Theelin
is uncertain, as almost all known "Theelin" are not full-blooded specimens, but hybrids. It is possible that some aspects of these individuals' appearances were not
from their Theelin genes, but from other Human or near-Human ancestors; the differences could also be related to the very mutations that were plaguing the species.
Most, however, had vividly colored hair and pale skin, sometimes with purple or reddish tones, and often mottled with colorful spots. A series of mutations arose
among their species during the last years of the Galactic Republic that led to genetic incompatibilities within their species, making it impossible to produce offspring.
Even attempts to continue the species by cross-breeding with Humans and other near-Humans could not stop the slide towards extinction due to the high infant
mortality rates from which such couplings suffered. Theelins inevitably dwindled in number — only a few million Theelin and Theelin hybrids remained by the time
the Republic fell, and pure Theelin were extinct by 10 ABY. Some of their greatest works were produced in these years, however, as an epitaph for a dying people.
Theelin performers and artists created many of the Galactic Republic's greatest works of art. The Theelin Divas, an all-female religious order, were recognized by
many scholars of music as the greatest singers in the Galaxy. Because of the rarity of the Theelin, many female Theelin and part-Theelin were named "Diva" at birth,
in hopes that they would develop the musical talent necessary to continue the traditions of the Diva order.
Appearances and Examples: Rystáll Sant, a Human/Theelin hybrid with six small horns on the sides of her head was part of the Max Rebo Band in the Special
Edition of the “Return of the Jedi.” Diva Funquita and the half-Human Diva Shaliqua were two slaves of Jabba the Hutt that appeared in his skybox during the pod
race in “The Phantom Menace.” The three-fingered, half-Human outlaw tech Shug Ninx appeared in the “Dark Empire” comics and other Expanded Universe
sources.
Theelin Species Traits:
Ability Modifer: Cha +2
Innate Charm: A theelin may reroll any Persuasion check, but must take the second check result.
Mutation: The genetic templates of theelin vary wildly from one individual to another. A theelin will have one of the following mutations (chosen by the player, or
determined randomly by rolling 1d20):
1: Whisker-like protrusions: may reroll Acrobatics checks made for balance; –5 to damage threshold against sonic-based attacks
2: Grasping claws: May take 10 on Climb checks; –2 on all checks involving manipulation of delicate or very small items (such as datapads)
3: Wild eyes: May reroll Deception checks made to distract or feint; –2 on Perception checks requiring focus or concentration
4: Fins: May take 10 on Swim checks; –1 persistent step on CT if character spends more than 24 hours out of contact with water
5: Breathing membranes: May take 10 on Endurance checks to hold breath; –5 on Perception checks needing smell
6: Flaplike ears: May reroll Perception checks to listen; all sonic attacks cause –1 CT in addition to normal effects
7: Night vision: Character gains darkvision; –1 step on CT whenever subject to bright light
8: Strong pheromones: Character may reroll Persuasion checks to improve a target’s attitude; –2 on Stealth checks
9: Animal voice: Character may reroll Ride checks; –2 on Persuasion checks
10: Camouflage skin: Character may take 10 on Stealth checks made to avoid notice; –2 on Persuasion checks
11: Hardened skin: +1 to Fortitude defense; –2 on Perception checks requiring touch
12: Increased sense of smell: Gain the scent special ability; –5 to Fortitude against inhaled poisons, toxins and air-based attacks
13: Force affinity: Gain Skill Focus (Use the Force) if trained in that skill; –2 to all defenses against force powers
14: Extra fingers: +1 damage with two-handed weapons; –2 on all checks requiring delicate handling or small items
15: Bony ridges: +1 damage with unarmed attacks; –2 on Persuasion checks
16: Fangs or claws: Gain natural weapon (1d4 + Str bonus), counting as medium melee weapon; –2 on Persuasion checks
106
17: Low-level magnetic field: May take 10 on Climb checks, +5 to Reflex defense against disarm attempts; –5 on Use Computer checks
18: Quiet voice: May reroll Deception checks to give deceptive information; –2 on Persuasion checks requiring voice
19: Feathery arms: May reroll Acrobatic checks made to reduce falling damage, and Jump checks made to leap down; –2 to damage threshold against fire
and heat
20: Roll twice on the table
Speed: 6 squares.
Size: Medium.
Language: Theelin, Basic
Special: Theelin are on the verge of extinction, and GM approval is required to play one.
THISSPIASIAN
Thisspiasians are an omnivorous, sentient species of reptiles from the planet Thisspias. They are easily recognized by their abundant
beards, used to deter the biting cygnats of their homeworld. Another feature of this species is their long tail, which reaches lengths of
two meters in most cases, and is commonly used to carry large objects. They have four arms, with the upper set being stronger and
larger. It is thought unsophisticated or unseemly to have the bottom two visible, so they are generally hidden from sight via larger
garments, with the smaller limbs sometimes even bound together. Due to their serpent ancestry, Thisspiasians prefer eating live
meals, such as bugs, birds, and rodents. If needed, the jaw unhinges at the joint, and the meal is consumed whole. Since many other
species find this trait repulsive, Thisspiasians also take their food cooked. Also due to their ancestry, Thisspiasians shed their skin in
spans of several years. Instead of shedding the skin in one piece, they cover themselves in oils and salves, taking away dead
membrane during times of personal grooming. Thisspiasians are ruled by a Blood Monarch, who resides in the alcazar of Ramatesh,
the capital city of Thisspias. However, this leadership is often criticized for cleaving to archaic tradition and seldom attempting to keep
up with the rest of the galaxy.
Appearances and Examples: Jedi Master Oppo Rancisis sat on the Jedi Council in The Phantom Menace and Attack of the Clones.
Thisspiasian Species Traits:
Ability Score Modifiers: +2 Str, -2 Wis, -2 Cha.
Medium-size.
Speed: Thisspiasian base speed is 4 squares.
Prehensile Tail: A Thispian may use his tail to lift up to a heavy load (his Strength squared), leaving his hands free to do other things. This negates the penalty for
carrying a heavy load, but the Thisspiasian’s speed is still reduced to 1 square.
Bonus Feats: Trip and Pin.
Automatic Languages: Thisspiasian.
Alternate Thisspiasian Species Traits:
Ability Score Modifiers: Str +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Prehensile Tail: A member of this species with Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab
checks.
Conditional Bonus Feat: Members of this species gain Crush as a bonus feat if they meet the corresponding prerequisites.
Conditional Bonus Feat: Members of this species gain Martial Arts II as a bonus feat if they meet the corresponding prerequisites.
TINTINNA (also known as Tin-Tin Dwarves)
The Tintinna have fur covering their bodies that range in color from brown to light grey. Their hands and feet are uncovered by
the fur, revealing pink skin, like most rodents. Also, their eyes are black. If a Tintinna is an albino (which is rare, but occurs)
his/her eyes will be a very noticeable dark pink.
These creatures are generally amicable and curious (beware their amazingly nimble fingers). Although their home planet Rinn
has not progressed beyond the steam age of technology, they have no problem adapting to wonders of the galaxy due to their
inquisitive nature.
Examples and Appearances: A Tintinna appears as a patron in Ackmena’s Cantina in the Star Wars Holiday Special; Meekerdin-
maa, also known as Ratty, works as the engineer of the smuggler vessel Uhumele in the Dark Horse comic series Dark Times.
Tintinna Species Traits:
Ability Score Modifiers: +2 Dex, -2 Str, -2 Con
Conditional Bonus Feat: Tintinna trained in the skill Knowledge in any field automatically gain the Skill Focus feat for that specific knowledge field due to their
incredible curiosity. This conditional bonus feat may only be gained once.
Keen Senses: Reroll any Perception check, but result must be kept even if it is worse.
Low-Light Vision: Tintinna homes are burrowed into the ground. Their species has adapted over the years to low-light conditions.
Natural Attack: bite (1d4 + str bonus)
Primitive: See Gamorrean trait (SECR p. 26)
Size: small
Speed: 4 squares
107
Languages: Rinnese, Basic
TISS’SHAR
Hailing from the humid, dangerous jungle continent of the Outer Rim world of Tiss'sharl, the Tiss'shar are strong, slender, hightly intelligent bipedal reptiles with long
necks, short tails, sharp teeth, and dark, glassy eyes. Their manner of dress varies from nothing more than a toolbelt to elaborate upper body garments to cloaks and
cowls. The Tiss'shar are a society of aggressive, resourceful, calculating businesspersons and are also known for their cunning assassins. Tiss'shar politicians are
known for their cutthroat practices, including the assassination of rivals. There are six Tiss'shar subspecies, distinguished primarily by their scale markings. The sil-ar
are the most common subspecies, sporting diamond shaped markings on the backs of their heads and torsos, and on their limbs. The kal-ar, also a common
subspecies, sport concentric bands from the base of their jaws to their feet. The ask-ar bear red, mask-like markings on their faces. The green scales of the orl-ar
bear yellow-orange stripes. The nil-ar have thin red bands around their eyes, wrists, ankles, and tails. The isk-ar are albinos with featureless, translucent white
scales. Nearly every Tiss'shar family is sponsored by a patron corporation that provides it with such material needs as food, housing, health care, education, and
security services in exchange for dedicated labor by the family members. Most native Tiss'sharl companies focus on enviro-technology and modern weaponry, while
others produce such high-end products as hyperdrives and droids. Many prominent offworld companies also establish headquarters or offices on Tiss'sharl, but their
less generous benefits packages tend to attract lesser skilled Tiss'shar to the payroll. Tiss'shar are ubiquitous throughout the galaxy as shrewd merchants or
consummate bussinesspersons seeking new markets and lucrative opportunities.
Tiss'shar Species Traits:
Ability Score Modifiers: +2 INT, +2 STR, -2 WIS, -2 CHA
Size: Medium
Speed: 6 squares
Assassin's Strike: Once per encounter, a Tiss'shar may add +1 die of damage to a single melee attack against an opponent that is denied its Dexterity bonus to
Reflex Defense.
Sneaky: A Tiss'shar may reroll any Stealth check but must accept the second roll even if it is worse.
Conditional Bonus Feat: A Tiss'shar trained in Knowledge (Bureaucracy) receives the Skill Focus feat for that skill.
Automatic Languages: Tiss'shar, Basic
Alternate Tiss’shar Species Traits:
Ability Score Modifiers: +2 Int, -2 Wis.
Medium-size.
Speed: Tiss’shar base speed is 8 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Natural Weapons: Bite- 1d6 piercing.
Darkvision: See Sullustan trait (SECR page 30).
Conditional Bonus Feat: A Tiss’shar gains Skill Focus in one skill as a bonus feat, depending on its subspecies and only if they are trained in the skill:
Acrobatics (orl-ar), Mechanics (isk-ar), Endurance (ask-ar), Deception (kal-ar), Stealth (nil-ar), or Persuasion (sil-ar).
Automatic Languages: Tiss’shar.
Alternate Tiss’shar Species Traits:
Ability Score Modifiers: Str -2, Int +2, Wis -2
Size: Medium
Speed: 8 squares.
Darkvision: This ability functions as detailed in the SECR.
Natural armor: Members of this species gain a +2 natural armor bonus to their Reflex defense.
Natural weapon: Members of this species may make a bite attack (damage 1d6 plus the character’s Str modifier) instead of an unarmed attack, or as an off-hand
attack. Bite attacks count as one-handed melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Conditional Bonus Feat: A tiss’shar gains Skill Focus on one skill if trained in that skill. The specific skill depends on the tiss’shar’s subspecies; Acrobatics for Orl-ar,
Mechanics for Isk-ar, Stealth for Ask-ar and Nil-ar, Persuasion for Kal-ar, and Deception for Sil-ar.
T'LANDA TIL
The t'landa Til are massive, quadrupedal, sentients distantly related to the Hutts. They possess long, thin, whipping tails and four trunk-like legs with huge, padded
feet. They also have a tiny pair of arms with delicate hands, each of which boasted four supple fingers. Their faces resemble those of the Hutts save for a long, thick
horn above their snout. Like the Hutts, their necks are short, humped—almost nonexistent. They have thick, oily, leathery skin, which hangs in creases, wrinkles, and
loose folds. This skin is especially prominent below the neck, where it hangs so loose that it nearly hides the arms when they are folded against the chest. The t'landa
Til also have two hearts and three stomachs, and can use their throat pouch to exhale air over the cilia to create sonic and subsonic vibrations with powerful effects
on living beings. Male t'landa Til emit a frequency resonance that attracts females during mating season. This humming vibration is produced when air flows over the
cilia in a male's inflated neck pouch. This vibration stimulates a female's pleasure centers. This ability is accompanied by the males' low-grade empathic ability, which
they use to project pleasant feelings toward females. The average t'landa Til stands about 2 to 2.5 meters tall. The t'landa Til are from the planet Varl, home of the
Hutt species. Some also live on Nal Hutta, the adopted homeworld of the Hutts. Like their Hutt cousins, they are also immune to Force mind tricks. Despite being
related to the Hutts, the t'landa Til are not as wealthy and powerful as their cousins. They are ambitious, however, and just as cowardly and short-sighted.
Appearances and Examples: Teroenza was High Priest on Ylesia and worked for the Besadii Hutt clan in the “Han Solo Trilogy” of novels.
t’landa Til Species Traits:
Ability Score Modifiers: Str +2, Dex –4, Con +4, Int –2, Wis –2, Cha –2
108
Natural weapons: A member of this species may make a gore attack (damage 2d6 plus twice the character’s Str modifier) instead of an unarmed attack. Gore attacks
count as Large melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Force-resistant: A t’landa Til gains a +5 bonus to its Will defense against Force powers.
Exultation: Once per day, a t’landa Til may spend a full-round action thrumming, stomping and humming to make a Persuasion check against the Will Defense of
every living creature within 10 meters. If the check overcomes the Will Defense of a creature, it becomes blissful, unwilling to fight and Friendly towards the t’landa
Til.
Stability: A t’landa Til gains a +5 bonus to its Will Defense against Force powers.
Damage Threshold: A t’landa Til has a +2 species bonus to Damage Threshold. This bonus stacks with the +5 bonus gained from the creature’s size.
Cowardice: When faced with danger, a t’landa Til must make a DC 10 Wisdom check. If the check fails, the t’landa Til loses its turn cowering against the perceived
danger. This effect is in addition to any fear effects the danger may cause by itself.
Thick neck: A t’landa Til may not rise or turn its neck as easily as other species. When surrounded, a t’landa Til is considered flanked by all its opponents, except for
the one standing directly in front of it (if any).
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Grapple checks, +5 to Damage Threshold, increased carrying capacity and damage)
Speed: 8 squares.
Language: t’landa Til, Huttese & Basic
TOF
Tofs are rotund green-skinned near-humans with a fondness for flashy, swashbuckling garb. The men typically sport beards. Their government is ruled by a
hereditary monarch, a Crown Prince, who also acts as “Supreme Commander” of the military. Lesser nobles acquire lesser military ranks. Because the Crown does
not pass to siblings in the event of a Prince’s death, the ruling monarch must sire an heir at all costs, lest warring factions spell the end of their decadent society. The
bloodthirsty Tofs have an unyielding superiority complex, and are utterly devoid of morals and compassion. For millennia, the Tofs’ great space galleons and fighters,
led by the flagship “Merriweather,” have long been the scourge of their sworn enemies the Nagai of Nagi. The Tofs finally conquered the Nagai more than 300 years
before the Battle of Bakura. The Zeltron, as well as denizens of countless other systems in the deepest fringes of the Outer Rim and in the Unknown Regions, such
as Trenwyth, have also been terrorized by the Tofs over the course of the Galaxy’s history. Although initially believed to be threats from beyond the Galaxy, it was
eventually discovered that both the Tof invaders and their sworn enemies, the Nagai, have proven to come from previously uncharted star clusters in huge areas of
unexplored space within galactic borders. These patches of space, collectively called the Unknown Regions, have been host to a number of threats throughout the
history of the Galaxy.
Appearances and Examples: The Tofs, under the command of Crown Prince Sereno and his second-in-command Bargthron, first appeared in Marvel Comics’ Star
Wars series when they invaded Zeltros somewhere between issues 103 and 105, and were defeated by a joint Rebel, Imperial and Nagai alliance in issue 107. All of
those stories can be found in “Far, Far Away,” volume 7 of “Star Wars: A Long Time Ago...,” Dark Horse Comics’ trade paperback series reprinting the entire Marvel
run.
Tof Species Traits:
Ability Score Modifiers: None
Impulsive fighter: A tof may reroll any Initiative check, but he must take the second result.
Conditional Bonus Feat: If a tof has Weapon Proficiency (pistols), he gains Weapon Focus (pistols) as a bonus feat.
Conditional Bonus Feat: If a tof is trained in Pilot, he gains Skill Focus (Pilot) as a bonus feat.
Conditional Bonus Feat: If a tof is trained in Knowledge (tactics), he gains Skill Focus in this skill as a bonus feat.
Size: Medium
Speed: 6 squares.
Language: Tof, Nagai & Basic
TOONG
The Toong are an anti-social species of aliens from the planet Toong'l. In comparison with most baseline humanoids, their heads are
proportionally large for their bodies. Their home planet, Toong'l, was devastated by a collision with a comet shortly before 32 BBY, and the
surviving Toong were forced to relocate to the neighboring planet of Tund. The Toong were barely beginning the first steps of exploring their
home system when they were discovered by the Galactic Republic. The appearance of other sentient life, with technology far advanced than
their own threw the Toong homeworld into utter chaos. A world war triggered, and this came as a shock to the first contact specialist who had
observed the species and documented them as being peace-loving and outgoing. It took weeks to re-establish contact with the Toong and
required the intervention of the Jedi and the first contact specialist from Coruscant to stop the massive warfare that was threatening to doom
the species. After joining the Old Republic, the Toong took rapidly to advanced technology. Reluctantly leaving their own system, the Toong
scattered colonies throughout the Galaxy, including Tund in the Centrality.
Appearances and Examples: Ben Quadinaros piloted a podracer in The Phantom Menace.
Toong Species Traits:
Ability Score Modifiers: +4 DEX, -2 CON, -2 WIS, -2 CHA
Medium-size: No change special modifiers due to size.
Speed: Toong base speed is 6 squares.
Social Anxiety: Even if the Deception or Persuasion skills would normally be available as a class skill, he may become trained only by purchasing the skill through the
Skill Training Feat. In addition, a Toong untrained in Deception or Persuasion may not add 1/2 his character level to checks involving those skills.
Intuitive Initiative: A Toong may elect to reroll any Initiative check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Toongese.
109
Alternate Toong Species Traits:
Ability Score Modifiers: Dex +4, Con -2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Quick Reflexes: Members of this species may reroll any Initiative or Pilot check, but they must abide by the second result, even if it’s worse than the first one.
Conditional Bonus Feat: Members of this species gain Skill Focus (Initiative) as a bonus feat if they are trained in that skill.
Social anxiety: Toong suffer a -2 penalty on Persuasion checks, and a -2 penalty on Perception checks against Deception. As a full-round action, he Toong may
attempt a Wisdom check (DC 15) to overcome these penalties for the remainder of the encounter.
TRIANII
The Trianii are an advanced, adventurous felinoid species that inhabit the outermost portion of the Tingel Arm bordering the Corporate Sector. Their homeworld is
Trian. Trianii do not wear clothing except when needed for utility or protection. The one common garment of the species was a belt, used to carry tools, weapons,
or other items. Ceremonial garb was usually limited to jewelry, ribbons, and other such adornments. Their general form is in some ways similar to the Togorians,
Cathar, and Catuman Warriors (indeed, many Trianii found on other worlds are mistaken for the aforementioned species), and like them, Trianii have excellent
balance and eyesight, and a talent for leaping, jumping, and acrobatics. Unlike most other feline species, however, Trianii have prehensile tails. They have fur, which
comes in a variety of colors and patterns. Trianii females are generally stronger than their male counterparts, as well as more dexterous and mindful of artistic
values. For this reason, tribunals of females called yu'nar govern their society. Trianii culture is organized around their religious beliefs, with dance, art, music,
literature, and even industry and commerce all revolving around spirituality. At one time, the Trianii had many different religions, but the leaders of these different
faiths all agreed upon a specific moral code of conduct and brought together a religious coalition that lasted for thousands of years. Most Trianii are still active in the
traditional faith of their families, though, and all religious figures were held in great regard. Trianii are a fiercely independent people. They are constantly driven to
explore, and being technologically advanced, they established colonies in no less than six neighboring systems, including Brochiib, Pypin, Ekibo, and Fibuli. Each of
these colonies is a completely independent civilization, founded by Trianii who were seeking a different way of life. Because of their determination and forbearance,
they ferociously resisted Corporate Sector Authority expansion into their territories. Colonists assisted by the Trianii Rangers (an independent space force of the
Trianii people) pushed the invaders out of their colonies. Trian remained independent and unhindered throughout the rise and fall of the Galactic Empire.
Appearances and Examples: Atuarre, Keeheen and Pakka appeared in the novel Han Solo at Stars’ End.
Trianii Species Traits:
Ability Score Modifiers:
Male -2 Str, +2 int, +2 Wis.
Female None.
Medium-size.
Speed: Trianii base speed is 6 squares.
Natural Weapons: Claw- 1d6 slashing.
Prehensile Tail: A Trianii with Martial Arts I may use his tail to wield a light melee weapon. This does not grant any additional attacks (unless the Trianii possesses
other abilities that would allow him to make off-hand attacks), but it may free up his hands. Additionally, the tail may be used to make grapple attacks if the Trianii
possesses the appropriate feats.
Expert Climber: See Sullustan trait (SECR page 31).
Conditional Bonus Feat: A Trianii with Acrobatics as a trained skill gains Skill Focus (Acrobatics) as a bonus feat.
Automatic Languages: Trianii.
Alternate Trianii Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 squares.
Prehensile Tail: A member of this species with Martial Arts I also gains Dual Weapon Mastery I as a bonus feat. The Character gains a +2 species bonus on grab
checks.
Conditional Bonus Feats: Members of this species gain Skill Focus (Acrobatics) and Skill Focus (Climb) as bonus feats if they are trained in these skills.
TRIFFIAN
Hailing from the hot, tropical planet of Triffis, in orbit around the binary stars Triff Major and Triff Minor, Triffians are short, rotund
humanoids with vaguely simian features. Their head and thick limbs are covered with coarse hair that ranges from black to cream-
colored. Triffian skin tone varies from pale blue and white to green and brown. Two furred flaps, which aid in the regulation of heat
when unfurled, protrude from the sides of their heads like oversized ears. Their hands have three digits each. The typical Triffian is
easy-going, albeit almost arrogantly overconfident. They do not frighten easily, a trait which has brought more than one to a quick and
messy end.
Appearances and Examples: The Triffian Ebe Endocott pilots his podracer in competition against Anakin Skywalker in “The Phantom
Menace.”
Triffian Species Traits:
Ability Score Modifiers: Str –2, Dex +2, Con +2, Wis –2
Aural flaps: A triffian’s fat reserves and bat-like ears give it the ability to regulate its temperature, granting a +5 bonus to Fortitude defense against temperature
110
extremes.
Darkvision: As per the SECR.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Languages: Triffian, Basic
TROIG
From a system beyond the Koornacht Cluster is found the technologically poor planet Pollilus, which was discovered relatively late
in the history of the Old Republic, and is home to the Troig species. All Troigs have at least two heads (more than two is rare, and
celebrated). The left head, or “Saprah,” is a separate entity from the right head, or “Saprin” – they just happen to share a body.
Their interwoven nervous system also affords them a limited telepathy with one another. For instance, they can understand each
other perfectly, even if one learns a different language. Because they share neural impulses, they are in effect always looking out
for each other. Having two heads controlling two arms each also gives Troigs a certain facility with multi-tasking.
Appearances and Examples: Fodesinbeed Annodue, also known as Fode and Beed, commented on the podraces in The
Phantom Menace.
Troig Species Traits:
Ability Score Modifiers: Dex –2, Cha +2
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb (included one of its
heads).
Double being: A troig may reduce the penalties for making more than one attack by one step (–10 becomes –5, –5 becomes –2 and –2 becomes 0). Furthermore, a
troig may use the aid another action to benefit itself, or use aid another twice on another character. These benefits are lost if the troig ever loses one of its heads.
Self-coordination: At the beginning of its turn, as a free action, a troig may make a Persuasion check against its own Will defense. If the check succeeds, the Troig
may take an extra swift action that round. If the check fails, the troig may take no more actions that round, as it spends its entire turn arguing with itself.
Speed: 6 squares.
Size: Medium.
Language: Troig & Basic
TSIL
Also known as “Spook-Crystals” or “Smokies,” Tsil are mineral based life forms in the shape of crystal shards that reside on the planet of Nam Chorios. They come
in a variety of shapes and colors, all geometric in nature, and usually approximately 0.5 meters in height. “Oldtimers,” descendants of the planet's original Human
settlers, gave the Tsils their names and nicknames, and were unaffected by the electrical storms they produced. Offworlders caught in the five-to-ten minute electrical
storms that the Tsils created, were left sick for about a day and a half. Tsils can reflect and amplify light and life energy, increasing the Force sensitivity on Nam
Chorios; the slightest use of the Force on the planet sets off a wild Force Storm. Tsils communicate via telepathy by transmitting images into another's mind.
Oldtimer religious leaders known as "Listeners" can hear these "voices." Only Force-sensitive beings can understand a Tsil. A number of Tsils have been taken
offworld for commercial and industrial exploitation. They were officially designated for use in filtering light for K-Class planets, but their primary purpose was to
function as the core component of Centrally Controlled Independent Replicant systems in the CCIR Needle and synthdroid projects undertaken by Loronar
Corporation. The reprogramming process used to harness a Tsil for these purposes is considered an atrocity by the Tsils.
Appearances and Examples: Tsils appeared in the novel Planet of Twilight.
Tsil Species Traits:
Ability Score Modifiers: +2 Con, +2 Wis; Tsil have no effective Strength or Dexterity score.
Small-size: As Small creautres, Tsil gain +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are
three-quarters of those of Medium creatures.
Speed: Tsil have no base speed and are immobile and inert.
Natural Armor: Tsil have +2 Natural Armor Bonus to Reflex Defense
Force Sensitivity: Tsils gain the Force Sensitive feat for free at first level.
Electrical Discharge: Once every 1d4 hours, a Tsil may emit an electrical discharge dealing 4d6 electricity damage within a 5 quare blast radius. The Tsil must make
a ranged attack, on a miss the target takes half damage. Rule for Cover and Concealment apply.
Telepathy: A Tsil may communicate via a form of Telepathy, displaying images and pictures into another beings mind. If the being is resisting, the Tsil must roll a Use
the Force check and overcome the target's Will Defense.
Light Amplification: Tsil store, reflect, and intensift sunlight. Any character that suffers penalties due to extreme light have those penalties double within 5 squares of a
Tsil.
Automatic Languages: Tsil have no spoken or written language.
Notes: A Tsil in a Droid functions almost exactly like a droid, requiring one hour to recharge, gainst typical droid immunities and weaknesses, but has a Constitution
score. The Tsil takes on the Strength and Dexterity of the Droid model, while gaining hp equal to their Constitution modifier. While in a Droid body, a Tsil may not use
its Electrical Discharge species ability, nor will any creature adjacent to it suffer from the Tsil's Light Amplification ability.
111
T’SURR
T’surr males are hulking, blue-skinned brutes with four red eyes; a mane of horns on their large head; four arms (an upper, larger pair, and a lower, smaller pair);
large, sensitive ears; and a mouth filled with razor sharp teeth.Their blue skin has a marble-like sheen and their blood is also blue. They stand between 2.3 and 2.6
meters tall. Females have a similar appearance but are smaller and leaner, standing about 2 meters tall, and lack the small secondary arms, the horns and the
second pair of eyes. They hail from the cool, windy, high-gravity desert world of T’surr in the Expansion Region and are rarely seen by others in the Galaxy. T’surr
are violent, avaricious predators who treat weaker species as chattel. They use their brute strength and ruthless cunning to rule their subordinates, eliminating
potential rivals. They like to keep trophies as reminders of their conquests, often wearing these stolen trinkets on their belts. Although their level of technology does
not meet the Galactic standard, T'surr capably use technology scavenged from the ships of their victims.
Appearances and Examples: Krayn was a slave trader around the time of the Invasion of Naboo in the Young Reader’s novel Jedi Quest: Path to Truth.
T’surr Species Traits:
Ability Score Modifiers: Str +2, Dex -2
Size: Large
Speed: 8 squares.
Innate accuracy: The four eyes of t’surr grant them a +1 species bonus on all ranged attack rolls.
Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense.
Menacing appearance: Members of this species may reroll any Persuasion check to Intimidate, but they must abide by the second result, even if it’s worse than the
first one.
Low-light vision: This ability functions as described in the SECR.
TUNROTH
Hailing form the Jiroch system of the Mid Rim, the Tunroth are physically strong, towering aliens with an elongated head that sits forward over a sloping neck, and
large vertical nostrils set above their low, wide-set eyes. They have pronounced teeth, and a number of bony, horn-like protrusions studding their lower jaws. Many
Tunroth place similar spikes on their clothing, such as on shoulder pads and shin guards. Tunroth have three digits on their hands and feet – two opposable thumbs
on either side of a large, central fin-like finger. Tunroth reaching sixty are considered old, while those living past eighty re considered venerable. Tunroth skin
coloration is typically dark brown or yellow, but orange-skinned Tunroth live on certain remote continents. Tunroth blood is blue. Tunroth have a natural tracking
ability, commonly referred to as quarry sense. Evolved over thousands of years of hunting, they have an innate sense of what direction their quarry had taken.
Familiarity with the beast or individual heightens this skill, and it is a vital component in their hunting and tracking abilities. As such, they are renowned throughout
the galaxy for their hunting and tracking skills, with the Tunroth Hunters in demand for employment as bounty hunters and big-game hunters. They were members of
the Galactic Republic for thousands of years, but during the reign of the Galactic Empire, Lortan fanatics virtually wiped them out in the Reslian Purge. The Tunroth
slowly recovered, joining first the Empire and later the New Republic.
Apearances and Examples: Xarcce Huwla appeared as a female X-Wing pilot in Rogue Squadron in several X-Wing Rogue Squadron comics.
Tunroth Species Traits:
Ability Score Modifiers: +2 Str, -2 Int, -2 Cha.
Medium-size.
Speed: Tunroth base speed is 6 squares.
Survival Instinct: See Ithorian trait (SECR page 28).
Conditional Bonus Feat: A Tunroth with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Tunrothese.
Alternate Tunroth Species Traits:
Ability Score Modifiers: Str +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Wilderness affinity: Members of this species may reroll any Survival check, but they must abide by the second result, even if it’s worse than the first one.
Conditional Bonus Feat: Members of this species gain Skill Focus (Survival) as a bonus feat if they meet the corresponding prerequisites.
TUSKEN RAIDER (Official Wizards of the Coast Web Enhancement stats)
Tusken Raiders, or Sand People, are primitive desert-dwelling warriors skilled at defending their harsh way of life and surviving in an even
harsher environment. Roughly 2 meters tall, they swath themselves from head to toe in dusty bandages, as required by ancient custom.
Protruding circular lenses protect their eyes, and filter masks cover their mouths. They are native to Tatooine and speak a language
punctuated with grunts, growls, and honking noises. Other species find great difficulty in speaking or understanding the Tusken language,
though learning and speaking the language is possible for non-Tusken Raiders. The Tusken Raiders have no written form of their language.
These brutal nomads were the dominant species on Tatooine until offworlders colonized the planet during the time of the Old Republic.
Tusken Raiders attack offworlders on sight. They earned their name by destroying and plundering a human colony at Fort Tusken in a
bloody massacre. In retaliation, entire tribes of Sand People have been wiped out by subsequent settlers, and the survivors were driven into
the deep deserts. The average Tusken Raider fears machines. Tusken Raiders prefer to attack in large numbers, and even then, their
targets are usually no more threatening than a moisture farm or ill-defended Jawa sandcrawler. Although technologically primitive by galactic
standards, Tusken Raiders make good use of whatever technological items they can scavenge from slain offworlders or Jawas. Tusken Raiders use banthas, large
herd animals native to Tatooine, as mounts during scouting missions and hunting expeditions. Some Tusken villages also use domesticated massifs as watchdogs.
112
Tusken Raider hunters typically arm themselves with gaderffii sticks and slugthrower rifles. Tusken Raiders are typically scouts or soldiers. They are almost never
nobles or Jedi, and Tusken Raiders with any form of technical aptitude are exceedingly rare.
Appearances and Examples: Orr Agg R'orr fired upon and hit Teemto Pagalies' speeding podracer from a clifftop with a slug thrower in The Phantom Menace.
Tusken Raider Species Traits
Ability Score Modifiers: +2 Con, –2 Int, –2 Wis
Size: Medium
Speed: 6 squares
Sneaky: Tusken Raiders are accustomed to laying ambushes and may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is
worse.
Survival Instinct: Tusken Raiders are hardy survivalists and may choose to reroll any Survival check, but the result of the reroll must be accepted even if it is worse.
Languages: Tusken
TYNNAN
Tynnans are aquatic mammals from the cold-water world of Tynna in the Expansion Region. Tynnans are excellent swimmers capable of withstanding extreme cold.
Having evolved from water mammals, they are covered in brown fur and a thick layer of insulating blubber that allows them to swim comfortably in the cold oceans of
their homeworld. This gives the Tynnans a rounded appearance, which, combined with their short stature, makes them appear cute and pudgy to many species.
They have dark noses, poor eyesight, and pointed ears. Their muzzles sport two buckteeth, although these evolutionary holdovers shorten with each succeeding
generation. Tynnans are an intelligent and pragmatic race, renowned for their patient planning. Their system of government is unusual in that their officials are
chosen by lottery; consequently, most Tynnans keep themselves well informed on civics and other pertinent issues in case of election to office. This is particularly
important as their economy was government-run.
Appearances and Examples: Odumin, a Territorial Manager of the CSA, appeared in Han Solo's Revenge.
Tynnan Species Traits:
+2 DEX, -2 WIS
Poor eyesight: A Tynnan receives a –2 penalty on Perception checks requiring sight.
Insulating Fur: Tynnan recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.
Expert swimmer: A Tynnan may take 10 on any Swim checks, even when rushed or threatened, and may reroll any Swim check, but must keep the second check
result.
Size: Medium
Speed: 6 squares
Languages: Basic, Tynnan
Alternate Tynnan Species Traits:
Ability Score Modifiers: DEX +2, CHA +2, CON -2.
Small-size: As Small creatures, Tynnans gain +1 size bonus to REF and +5 bonus to Stealth checks. However their carrying limits are three-quarters those of
medium characters.
Speed: Tynnans base speed is 4 Squares (on two feet) / 6 Squares (on four feet)
Tynnans can drop to all fours to increase their speed, however they prefer not to do so unless it is absolutely necessary as they view it as some what degrading.
While prone, they are unable to carry items or weapons (except for their claws). Dropping to or returning from four legs can be taken as a swift action; however the
putting away of any weapon is not, items held must dropped or put away prior to being able to drop to all fours.
Scent: At close range (within 10 sq.), Tynnans ignore concealment and cover for purposes of Perception checks due to a keen sense of smell, and take no penalty
from poor visibility when tracking (see Survival skill, p. 73)
Hold Breath: Tynnans are at home in air or water. A Tynnans can hold his breath for a number of rounds equal to 25 times his Constitution score before he needs to
make Endurance checks to hold his breath (see the Endurance skill page 66)
Expert swimmers: A Tynnan may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition a Tynnan may choose
to take 10 on Swim checks even when distracted or threatened.
Natural Insulation: Tynnans receive a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.
Special Equipment: Tynnans suffer from poor eye sight and therefor must wear Ocular Enhancers (1500 credits to replace) to see normally, without they suffer a -3
penalty for Perception checks that rely on vision.
Natural Weapons: A Tynnan can rake with one of its claws instead of making an unarmed attack. The claw attack deals 1d4 points of slashing damage (plus Strength
modifier) and does not provoke attacks of opportunity. Due to the presence of its natural weapons, a Tynnan is always considered to be armed for the purposes of
threatening adjacent squares and making attacks of opportunity. Natural weapons are considered simple weapons. While swimming, a Tynnan can use all four claws
to attack, however this prevents complex maneuvers from being made and so they suffer from a -2 penalty to any Reflex checks made until the next round.
Automatic Languages: Tynnan, Basic.
113
--U--
UGNAUGHT
Ugnaughts are dwarfed, porcine humanoids from the planet Gentes in the Anoat system in the Greater Javin of the Outer Rim. Ugnaughts are
industrious and loyal workers with a rich oral tradition. They are hardy, able to withstand long periods of discomfort, and live to around two
hundred years of age. They are ruled by elected terend councils, which are led by elected ufflor officers. They are also represented in the Cloud
City's Parliament of Guilds. Ugnaughts live their lives in accordance to their "blood profession", with Ugnaught parents teaching their children
their trade. Infant Ugnaughts are known as Ugletts. If the number of new Ugnaughts in a given profession exceeds the needed, a blood duel is
called. When the Ugnaughts reached their twentieth year of age, these fights are held to the death, with the victor winning the right to inherit
their blood profession. Despite this outdated violent custom, the Ugnaughts are generally a peaceful people with a rich culture. When greeting
an Ugnaught, it is advised to bow silently, then wait for a guttural purring as a positive response; otherwise, it is advisable to duck and cover, as
various mechanical implements will be thrown one's way.
Appearances and Examples: Ugloste was the Ugnaught who operated the carbonite freezer in Cloud City and froze Han Solo in The Empire Strikes Back.
Ugnaught Species Traits:
Ability Modifiers: -2 Dex, +2 Con, +2 Int, -2 Cha.
Small-size: See Ewok trait (page 26).
Speed: Ugnaught base speed is 4 squares.
Conditional Bonus Feat: An Ugnaught with Endurance as a trained skill gains Skill Focus (Endurance) as a bonus feat.
Automatic Languages: Ugnaught.
Alternate Ugnaught Species Traits:
Ability Score Modifiers: Dex -2, Con +2, Int +2, Cha -2
Size: Small
Speed: 4 squares.
Bonus Feat: Ugnaughts gain Skill Focus (any one skill of their choice) as a bonus feat.
Conditional Bonus Feats: Members of this species gain Skill Focus (Endurance) and Skill Focus (Mechanics) as bonus feats if they are trained in these skills.
ULORIN
Ulorin are protoplasmic globs of cells indigenous to the antarctic, mountainous regions of Dela, who serve the human colonists of that world as manual laborers.
Ulorin are sentient, sapient creatures, but somewhat dull-witted, although their limited intellectual capacity may be more the result of being sociologically
disadvantaged rather than any physiological limitation. Nevertheless, they have been known to organize worker revolts from time to time or better themselves in
some capacity. Ulorin characters do not receive Basic or Old High Trammic for free, but they may select these languages as extra languages gained due to an
Intelligence modifier, or by taking the Linguist feat. At rest, an Ulorin’s natural shape is a sphere between 1 and 1.5 meters in diameter, but they can stretch their
protoplasm into tentacular pseudopods to manipulate objects (manipulative limbs, akin to arms), to walk (ambulative limbs, akin to legs) and to otherwise coexist with
their human counterparts. The only permanent structures on the exterior of the Ulorin physiology are eyes and mouths, each Ulorin having dozens of both. Ulorin are
generally amoeba-like, and consume captured prey by absorbing it through their membrane. Ulorin usually speak in a piping voice, although they often mimic the
habits and speech of their former masters or employers. Ulorin are incredibly strong creatures, and when not being controlled, very aggressive. They are noted as
killing their victims by sucking their heads off, and it is noted that the human colonists once used them as weapons of war when forging Dela as the “banking center
of the Centrality.” In spite of their natural inclination for aggressiveness and limited intellectual capacity, most Ulorin pride themselves on a having a strong ethical
code.
Appearances and Examples: Ulorin are mentioned in Michael Kogge’s 8-page article "A Campaign Guide to the Centrality," which appeared in the May 1, 2001,
periodical "Star Wars Gamer #5."
Ulorin Species Traits
Ability Score Modifiers: Str +2, Int –2.
Malleable: Ulorin have a boneless structure which allows them to squeeze through very small openings. An Ulorin can pass through any opening equivalent to 15
square centimeters or any variant thereof (28 cm x 3 cm, 20 cm x 10 cm, etc.). Moving this way can be performed only at half normal speed, and if attacked while
squeezing through a small opening, the Ulorin cannot use its Dexterity bonus to Defense.
Extra limbs: Members of this species can form an extra manipulative limb (akin to an arm) or ambulatory limb (akin to a leg) with a full-round action. An Ulorin may
form a maximum number of extra limbs (i.e., over and above the standard two-arms-and-two-legs formation) equal to his Dexterity modifier. In other words, an Ulorin
with a Dexterity of 16 has a +3 dexterity modifier, and can therefore form three extra limbs, be they two extra manipulative limbs and one extra ambulatory limb, or
vice versa, or three extra manipulative limbs, or three extra ambulatory limbs. Once an Ulorin forms his first extra anipulative limb (for a total of three “arms”), he
gains a +2 species bonus on grab checks. If the character has Martial Arts I, he also gains Dual Weapon Mastery I as a bonus feat. Once a second extra
manipulative limb is formed (for a total of four or more “arms”), the Ulorin’s +2 grab bonus is replaced by the Pin feat (assuming all prerequisites for the feat are met).
He also gains Dual Weapon Mastery I and Skill Focus (Climb) as conditional bonus feats (again assuming all corresponding prerequisites are met). Once an Ulorin
forms his first extra ambulatory limb (for a total of three or more “legs”), he gains a +5 stability bonus to resist being knocked prone. All the benefits of these feats
disappear once the character reabsorbs the limbs back into his body. The reabsorbtion of all limbs occurs naturally when the character sleeps or is rendered
unconscious.
Size: Medium.
Speed: 6 squares.
Languages: Ulorin.
114
N.B.: As no information is given on the Ulorin, these stats represent an homage to “Mister Thoggosh,” a Cthulhulike alien appearing in one of L. Neil Smith’s (author
of the Lando Calrissian novels, in which the Centrality was introduced into the Star Wars mythos) other space opera series of novels, The Forge of Elders series.
UNIDENTIFIED HEXADACTYL, RHEGMACRANIAL SPECIES (KRELMAN’S SPECIES)
Members of this hexadactyl, rhegmacranial humanoid species have been known to live and travel alone to desolate worlds, often far
from their arid homeworld. They tend to keep to themselves; hence, despite their well-traveled nature, they tend to be somewhat
naïve. Members of this species drink fluids through an upper-cranial orifice.
Appearances and Examples: The hexadactyl, rhegmacranial Krelman wooed Ackmena the barmaid in The Star Was Holiday
Special.
Unidentified Hexadactyl, Rhegmacranial Species Traits:
Ability Score Modifiers: +2 CON, -2 CHA
Upper-cranial Orifice: The upper-cranial orifice of the unknown hexadactyl, rhegmacranial species is useful for capturing and storing the sparse rainwater on the
species' arid homeworld. A member of this species may reroll Survival checks in desert conditions, but the second roll must be kept even if it is worse.
Six-fingered: A member of the unknown hexadactyl, rhegmacranial species receives an additional +5 bonus to Reflex Defense for purposes of avoiding being
disarmed (which stacks with the usual +10 bonus), and the opponent takes an additional -5 penalty to the Attack roll to disarm if the hexadactyl target is holding the
weapon with two hands (which stacks with the usual -5 penalty).
Size: Medium
Speed: 6 Squares
Additional Languages: Native tongue of the hexadactyl, rhegmacranial species
UNIDENTIFIED TRIDACTYL SPECIES (YODA’S SPECIES)
This ancient, long-lived species is characterized by its short stature – generally slightly over one-half of a meter tall; long, pointed ears; and
greenish, bluish or purplish skin. Its hands sport only three digits each, and its toes range from three to five digits. Members of this
species tend to be well-humored, and often childlike in a Zen-like way. The syntax of their ancient language is a tortuous and archaic one.
Even when a member of this species speaks other languages, including Basic, he often tends to apply this archaic syntax to it, creating a
dialect some have characterized as sounding “backwards.” This tridactyl species is close-mouthed about its origins and homeworld,
although the ascension of Jedi Masters Yoda and Yaddle to the Jedi High Council have brought this secretive and highly spiritual species
once more into Galactic attention. Sometimes mistaken (to their annoyance) for the mysterious Whills ("Feathers have I not. Vestigial
wings, do you see on me?" Yoda replied to GNN news reporters), these diminutive humanoids can be found in many different career
paths.
Appearances and Examples: Jedi Master Yoda appears pervasively throughout the “Star Wars” saga. Jedi Councilmember Yaddle appears in “The Phantom
Menace” and “Attack of the Clones.” (N.B.: LucasFilm has explicitly refused to identify this species by name. The novelization of the “Empire Strikes Back” refers to
Yoda as a “gnome,” although it is clearly meant as a descriptive term and not, necessarily, an identification of the species. Many sources simply refer to it as the
“unknown tridactyl species.” GMs can always avoid the inevitable in-character question, “What exactly are you?” with the droll, evasive response that the name for
the species is unpronounceable in any language but its own.)
Unidentified Tridactyl Species Traits (by “DrowBattlemind”):
Ability Score Modifiers: -2 Strength, +2 Dexterity.
Surge: Once per day, all they may make a Jump check as if they had the Surge Force Power. (This is in addition to any other uses of Surge he or she may have).
Non-Force Sensitive members of this species substitute a Jump check instead of a Use The Force check, while Force Sensitive members of this species make the
check as normal.
Speak Like Yoda, Do I: While not all members of this species speak in the same broken syntax that Yoda does, they may employ the same speech patterns to
confuse their opponents. Doing so grants a member of this species a reroll on Deception checks for the purpose of confusing one's opponent, with the second roll
being the decider.
Small Size: As Small creatures, they gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are
3/4ths of those of Medium creatures.
Speed: 4 sq.
Language: Basic & their Native tongue
Alternate Unidentified Tridactyl Species Traits:
Ability Score Modifiers: -2 Strength, -2 Constitution. +2 Dexterity, +2 Wisdom
Small Size: As Small creatures, members of the unknown tridactyl species gain a +1 size bonus to Reflex Defense and a +5 size bonus on Stealth checks. However,
their lifting and carrying limits are 3/4ths of those of Medium creatures.
Surge: Once per day, all members of the unknown tridactyl species may make a Jump check as if they had the Surge Force Power. (This is in additon to any other
uses of Surge he or she may have). Non-Force Sensitive members of the unknown tridactyl species substitute a Jump check instead of a Use The Force check, while
Force Sensitive members of the unknown tridactyl species make the check as normal.
Speak Like Yoda, Do I: While not all members of the unknown tridactyl species speak in the same broken syntax that Yoda does, they may employ the same speach
patterns to confuse their opponents. Doing so grants a member of the unknown tridactyl species a reroll on Deception checks for the purpose of confusing one's
opponent, with the second roll being the decider.
Automatic Languages: Basic and their native tongue
115
Alternate Unidentified Tridactyl Species Traits:
Ability Score Modifiers: -4 Str, -2 Con, +4 Wis, +4 Cha.
Small-size: As the Ewok trait (SWSE p. 26)
Speed: A member of Yoda’s Species has a base speed is 4 squares.
Primitive: A member of Yoda’s Species does not gain Weapon Proficiency (pistols, rifles or heavy weapons) at 1st level, even if their class normally grants them.
Conditional Bonus Feat: A member of Yoda’s Species with Use the Force as a trained skill gain Skill Focus: Use the Force as a bonus feat.
Automatic Languages: Yoda’s species speak their own language and Basic.
UNIDENTIFIED AMORPHOUS SPECIES
Sometimes misidentified as “the ball creature of Duroon,” this sapient but inidentified amorphous species often appears as a smallish green sphere that ambulates by
compressing its underside and bouncing in a high arc and landing with a boink. In this shape, the species appears perfectly smooth, but can extruded appendages,
such as an eyelike bump that that moves in jerky motions. But when it noticed the pilot, it flinched. It can also take the shape of a downy, globular torso with short
arms and legs boasting more joints than a human’s. In this form, they have clever hands, all three fingers of which are mutually opposable. In this shape, the head is
generally small, but equipped with large, unblinking eyes. Its mouth and throat are a loose, pouchy affair. Many members of the unidentified amorphous species
emigrated to Duroon from their poverty-stricken jungle of a homeworld, having been promised jobs and a good life by the Duroonians, but were subsequently
enslaved. Many escaped to live in Duroon’s wild jungles. On their homeworld, members of this species wield primitive spear-throwers and blowguns or daggers
carved from natural mineral formations. On other worlds, however, they adapt well to technology.
Appearances and Examples: These aliens purchased weapons from Han Solo and Chewbacca in the novel Han Solo at Stars’ End.
Unidentified Amorphous Species Traits:
Ability Score Modifiers: Dex +2, Int -2
Malleable: Members of this species have a boneless structure which allows them to squeeze through very small openings. They can pass through any opening
equivalent to 15 square centimeters or any variant thereof (28 cm x 3 cm, 20 cm x 10 cm, etc.). Moving this way can be performed only at half normal speed, and if
attacked while squeezing through a small opening, they cannot use its Dexterity bonus to Defense.
Extra limbs: Members of this species can form an extra manipulative limb (akin to an arm) or ambulatory limb (akin to a leg) with a full-round action. A member of this
species may form a maximum number of extra limbs (i.e., over and above the standard two-arms-and-two-legs formation) equal to his Dexterity modifier. In other
words, a member of this species with a Dexterity of 16 has a +3 dexterity modifier, and can therefore form three extra limbs, be they two extra manipulative limbs and
one extra ambulatory limb, or vice versa, or three extra manipulative limbs, or three extra ambulatory limbs. Once a member of this species forms his first extra
manipulative limb (for a total of three "arms"), he gains a +2 species bonus on grab checks. If the character has Martial Arts I, he also gains Dual Weapon Mastery I
as a bonus feat. Once a second extra manipulative limb is formed (for a total of four or more "arms"), the character also gains the Pin feat (assuming all prerequisites
for the feat are met). He also gains Dual Weapon Mastery I and Skill Focus (Climb) as conditional bonus feats (again assuming all corresponding prerequisites are
met). Once a member of this species forms his first extra ambulatory limb (for a total of three or more "legs"), he gains a +5 stability bonus to resist being knocked
prone. All the benefits of these feats disappear once the character reabsorbs the limbs back into his body. The reabsorbtion of all limbs occurs naturally when the
character sleeps or is rendered unconscious.
Size: Medium
Speed: 6 squares walking, 8 squares bouncing (bouncing requires reabsorbtion of limbs).
Languages: native language (basic is not acquired for free)
UNIDENTIFIED AMPHIBIOUS SPECIES (ROBONINO’S SPECIES)
This unidentified amphibious species is a diminutive, brightly colored species with fish-like features. Being amphibious, members of this
species are as much at home in the water as they are on land.
Appearances and Examples: Robonino was a bounty hunter and saboteur in the employ of Cad Bane in the Animated Star Wars: The
Clone Wars series episode "Hostage Crisis"
Unidentified Amphibous Species Traits:
Ability Score Modifiers: +2 Dex, -2 Con
Amphibious: Members of this species cannot drown in water.
Aquatic Survival: Members of this species are adept at surviving oceanic environments and may take 10 on Survival checks made in
aquatic terrain.
Conditional bonus feat: A member of this species trained in Swim gains the Skill Focus feat for that skill.
Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage)
Speed: 4 squares.
Languages: Native tongue, Basic
--V--
VAATHKREE
The Vaathkree evolved on the planet of the same name. They are covered in armored plates and appear to be made of stone and metal. Vaathkree are devoted
116
traders and barterers. In fact, the name of their religion roughly translates into Basic as "The Deal." The Vaathkree have developed a complicated trade language
for discussing business matters that non-Vaathkree find especially hard to decipher (which usually works in the Vaathkree's favor). The Vaathkree also invented a
two-dimensional artform known as Flatsculp, similar in style to Paonidd Extrassa Art. Vaathkree have a long lifespan of 300 to 350 standard years, and a two-staged
life cycle. They begin their lives as small, shapeless non-sentients called Stonesingers, roaming the lava flats of Vaathkree and incorporating bits of stone and metal
into their body structure. Their metabolism allows them to absorb minerals that are turned into tough armor scales on the outside of the skin. By about nine years of
age, the Stonesingers are about one meter tall, but are still fluid in form. They also begin to develop rudimentary intelligence, and are instructed by adult Vaathkree
into the ways of The Deal. As they further mature and their minds develop, the young Stonesingers lose their fluidity, and must choose a particular form. Since the
Vaathkree have been active in the Galactic Republic for several millennia, they usually adopt a roughly Human-sized humanoid form. Others adopt variant forms
suited to their chosen professions. Stonesingers mature to adulthood at about twenty years of age.
Appearances and Examples: Valka, employed by the Herglic Hamar-Chaktak as a henchman, appears in the 1997 West End Games Role Playing Game
Supplement Tapani Sector Instant Adventures; Grosteek, the proprietor of the Farrimmer Cafe onboard Mynock 7 Space Station, appears in the Star Wars Adventure
Journal, Issue 11.
Vathkree Species Traits:
Ability Score Modifiers: Dex –4, Con +2, Cha –2
Damage Reduction: A vaathkree gains Damage Reduction 2.
Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense.
Environmental resistance: A vaathkree gains a +5 bonus to its Fort Defense against any environmental, air-based, temperature-based or climate-based+5 hazard.
Merchant spirit: A vaathkree may reroll any Persuasion check made to haggle, but it must keep the second result.
Fixed form: Before reaching maturity a vaathkree’s body is pliable and fluid, solidifying upon reaching adulthood; the character may choose the form it will retain
when its body matures.
Size: Medium
Speed: 6 squares.
Language: Vaathkree, Vathkree Trade Language, Basic
Vaathkree forms (young adult or younger may change between these forms at will; adult or older must choose one)
Humanoid: No effect
Clawed: Gains natural weapon (Small, 1d4 + Str modifier); -2 on checks requiring manipulation by hand (Use Computer, Mechanics and so on)
Fishlike: May take 10 on Swim checks; land speed is halved
Multilegged: +2 on checks to avoid being tripped or bantha rushed; -2 on checks requiring manipulation by hand (Use Computer, Mechanics and so on)
Multilimbed trunk: Gains Dual Weapon Mastery I, Pin and Skill Focus (Climb) as bonus feats if it fulfils the corresponding prerequisites; speed is reduced to 0 (may
not move from a single spot under its own power)
Spherical: Gains Improved Charge and Run as bonus feats if it fulfils the prerequisites; may not use skills or objects requiring hands.
VEKNOID
The Veknoid hail from the Mid-Rim world of Moonus Mandel just inside of Bothan Space, a little coreward of Bothawui. Their world was
colonized early in galactic history by the Bothans. Many were taken around Bothan space as pets of wealthy Bothans until their sentience was
proved by scientists from the newly forming Republic. This alien race is distinguished by the pair of blunt horns which sprout from the frill of
bone that sits over their eyes. They also have wide mouths and heavy-set jaws. The Veknoid have discriminating senses of smell and taste.
Their language, “Vek” is guttural and grunting, but their versatile script “Veknoid” is used for the written form of many languages. Even Basic is
often written in the Veknoid script on many planets in the Outer Rim, including Tatooine. Many Veknoids have since found their niche in the
universe – RepulsorTaxi driving. Many Veknoid warrens have emerged in large population centers such as Coruscant and Corellia.
Appearances and Examples: The Veknoid Teemto Pagalies pilots his podracer in competition against Anakin Skywalker in “The Phantom
Menace.”
Veknoid Species Traits:
Ability Score Modifiers: Str –2, Dex +2, Cha +2
Low-light vision: As per the SECR.
Natural armor: A veknoid’s scaly hide grants it a +1 natural armor bonus to its Reflex defense.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Languages: Vek & Basic
VERPINE
Verpine are thin, chitinous, green, bipedal insectoids with elongated heads; large, black, compound eyes; and two antennae on the top of their heads. Their
hardened carapace, composed of a green substance called “carahide,” is as flexible as skin, yet tough enough to deflect a blade or a glancing blaster bolt. Verpines
have no organ serving as a heart. Verpine eyes are keen enough to pick out microscopic details. Their antennae contain tympanic nerves to detect sound and are
sensitive to radio waves, giving Verpine the natural ability to sense and transmit such waves to communicate with other Verpines over one hundred kilometers away.
Some mistake this for true telepathy. Colonies are run as a consensus democracy, with all Verpine instantly consulted on questions affecting the hive. Given their
reliance on radio communication, Verpine frequently suffer negative consequences when their antenna are damaged. Verpine damage the antennae of their
criminals. Verpine have two subspecies: intelligent, hermaphroditic Verpine and unintelligent worker drones. At the time of their entrance into Galactic society, only
five percent of Verpine were intelligent, but the demands of technological civilization required the Verpine to restructure their society. Since the change, egg-laying
117
Verpine use a special enzyme to ensure all eggs laid develop into intelligent Verpine. Any drones needed by a Verpine hive are produced via cloning. While
hermaphrodite, there is evidence that individual Verpine have definite genders, either permanently or at some point of their existences. The fungus Magenge, which
grows inside the asteroid colonies of the Verpine, forms the basis of the Verpine diet.
Appearances and Examples: Zraii was in charge of repairs and maintenance for Rogue Squadron's fleet in the X-Wing novels Rogue Squadron, Wedge’s Gamble
and The Bacta War.
Verpine Species Traits:
Ability Modifiers: None.
Medium-size.
Speed: Verpine base speed is 6 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Telecommunication: Verpine can send radio waves through their antennae, allowing communication with other Verpine as well as specially tuned comlinks. The
range is limited for individuals (1 kilometer), but when working together, a Verpine hive can broadcast over great distances (50 km per verpine broadcasting from a
hive).
Superior Vision: Same as Heightened Awareness See Zabrak trait (SECR page 33). Verpine may instead choose the better of two results when the use of the skill is
limited to a range of 4 squares.
Conditional Bonus Feat: A Verpine with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Automatic Languages: Verpine.
Alternate Verpine Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 squares.
Radio communication: Verpines have natural radio commlink with other verpine, up to a 10 km range.
Enhanced senses: Members of this species may reroll any Perception checks at 4 squares or less, but they must abide by the second result, even if it’s worse than
the first one.
Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense.
Gearhead: Members of this species may reroll any Mechanics to repair or modify objects, but they must abide by the second result, even if it’s worse than the first
one.
VODRAN
Vodran are humanoid reptiles with tough skin ranging in coloration from olive to brown, and a small frame of spiny horns around their faces similar to a Nikto. Though
warm blooded, they lay reptilian eggs, with an egg clutch typically producing two or three Vodran young. They are native to the planet Vodran on the fringes of the
Si'klaata Cluster. Before the founding of the Galactic Republic, the Vodrans were approached by Dojundo the Hutt, an emissary from the Hutt Empire, who wanted to
recruit the Vodrans for the Hutts' conflict with the legendary Xim the Despot. The Vodrans, believing the Hutts to be evil deities, agreed to serve them. Their
presence, along with those of the Weequay, Klatooinians and Nikto, was instrumental in the defeat of Xim's army of war droids at the Third Battle of Vontor.
Afterwards, the Hutts had representatives of the Vodran, Klatooinans and Nikto, sign their people into "eternal" servitude—an obligation the Vodran fulfill faithfully.
In time, Vodrans adopted Hutt culture as their own. Their society is organized into miniature kajidics, and their family clans answer directly to the Hutt Clan of
Ancients. Their dealings with the rest of the Galaxy are always filtered through their Hutt masters.
Appearances and Examples: Xenon Nnaksta has appeared in a number of works published by West End Gamessuch as the “Wanted by Cracken” segment of the
fourth Star Wars Adventure Journal.
Vodran Species Traits:
Ability Modifiers: +2 Con, -4 Int. Vodrans who lack the biological and sociological imperatives to obey the Hutts have a -2 Int instead of a -4.
Medium-size.
Speed: Vodran base speed is 6 squares.
Natural Armor: +1 Natural Armor bonus to Reflex Defense.
Hutt Loyalty: Vodran in the service of a Hutt gain a +10 bonus to their Will save to reduce being bribed, blackmailed, or seduced. Vodran who do not pledge absolute
loyalty to the Hutts do not gain this ability.
Conditional Bonus Feat: A Vodran with Survival as a trained skill gains Skill Focus (Survival) as a bonus feat.
Automatic Languages: Huttese.
Alternate Vodran Species Traits:
Ability Score Modifiers: Con +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Hardiness: Members of this species may reroll any Survival check, but they must abide by the second result, even if it’s worse than the first one.
Natural armor: members of this species gain a +1 natural armor bonus to their Reflex defense.
Loyalty: Members of this species gain a +2 bonus to their Will defense against mind-influencing effects. This benefit does not apply against hutts.
VOR
Vor are thin, brittle-boned reptilians who flew on leathery wings, similar in appearance to bipedal pterodactyls. Although they are a flying species, they live in
118
underground hummocks. While Vors seem inscrutable and nearly emotionless by Human standards, they are capable of creating great beauty through their music.
For generations, the center of their civilization was the Cathedral of Winds, an organic-looking crystalline structure. As the high winds of Vortex blow through the
structure, the Vors open and close windows and vents by covering them with their leathery bodies in order to create music from nature. Recording the annual
concerts at the Cathedral of Winds is forbidden, ensuring that each performance remains absolutely unique.
Appearances and Examples: Fyg Boras was a male Vor Senator of the New Republic and the Galactic Alliance in the novel Destiny’s Way.
Vor Species Traits:
Ability Modifiers: -2 Con, +2 Int.
Medium-size.
Speed: Vor base speed is 6 squares and they have a fly speed of 10 squares.
Conditional Bonus Feat: A Vor with Deception or Persuasion as a trained skill gains Skill Focus for that skill as a bonus feat.
Automatic Languages: Vorese.
Alternate Vor Species Traits:
Ability Score Modifiers: Con -2, Int +2
Size: Medium
Speed: 6 squares.
Flight: Members of this species are capable of flight, with a speed of 10 squares.
Emotional affinity: Members of this species may reroll any Persuasion check to calm emotions and any Deception check to hide emotions, but they must abide by the
second result, even if it’s worse than the first one.
VRATIX
Vratix, also known as Thyferrans, after their homeworld of Thyferra are a hermaphroditic insectoid species with large compound eyes, long thin necks, and six limbs
sprouting from a cylindrical thorax. They have two arms that are triple-jointed and extend from their shoulders. Small thin hairs cover their bodies and change color to
express emotion. Vratix excrete denin, a chemical that alters the color of their skin to reflect their mood, and is connected to their speech patterns of clicks also
known as Vratix. Despite this, they can communicate with other beings via Basic when regarding trade. They are also slightly telepathic, capable of sending thoughts
with other Vratix. Vratix are best known as the inventors of bacta. They are a logical and straightforward species that has trouble grasping abstract concepts like art
and music. However, they can solve a complex problem by examining every detail and angle. Culture is centered around the hive mentality. They generally refer to
themselves in the plural and usually under their hive name. They are generally a sociable species and prefer all information to be delivered personally. The Vratix
also keep Knytix, a smaller insectoid species, as pets and for the creation of dwellings (their saliva is used to make a mud-like paste that is then dried to make
bricks). The Vratix also eat the Knytix on certain occasions, when the owner of the Knytix offers his pet to another Vratix as a sign of high respect.
Appearances and Examples: Qlaern Hirf was a Vratix who made contact with Rogue Squadron in the novel X-wing: The Krytos Trap.
Vratix Species Traits:
Ability Modifiers: -2 Dex, +2 Int.
Medium-size.
Speed: Vratix base speed is 6 squares.
Natural Armor: +2 Natural Armor bonus to Reflex Defense.
Quadrupedal: A Vratix’s four legs grant it a +5 stability bonus to resist attempts to knock it prone.
Produce Bacta: A Vratix can produce a sinvle liter of bacta once per day. This supply has healing properties equal to one medpac.
Expert Jumper: A Vratix may choose to reroll any Jump checks, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: A Vor with Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Vratix.
Alternate Vratix Species Traits:
Ability Score Modifiers: Dex -2, Int +2, Cha -2
Size: Medium
Speed: 6 squares.
Natural armor: members of this species gain a +2 natural armor bonus to their Reflex defense.
Multilegged: Members of this species gain a +5 bonus on all checks to avoid being tripped or bantha rushed.
Produce bacta: Once per day as a full-round action, a vratix may produce 1 liter of bacta. A character trained in Treat Injury (only) may use one liter of bacta as a
medpac.
Acute hearing: Members of this species may reroll any Perception checks where auditive input is required, but they must abide by the second result, even if it’s worse
than the first one.
Conditional Bonus Feat: Members of this species gain Skill Focus (Jump) as a bonus feat if they are trained in that skill.
119
VULPTEREEN
Vulptereen hail from the rocky planet Vulpter, on the border between the Core Worlds and the Deep Core, the home of Viper Sensor
Intelligence Systems, manufacturer of the XPLR-R hyperspace-route-mapping and habitation-location unit. Vulptereen are a barrel-
chested, shovel-snouted species with four to ten tusks growing from the side of their upper, and sometimes lower, snout. A finger-like
appendage sprouts antenna-like from the Vulperteen’s snout, and is itself topped with a long, pink feeler. This odd appendage allows the
Vulptereen a form of echolocation, giving the appearance of their having remarkable reflexes. The Vulperteen have created remarkable
sensor technology – based on principles learned from the study of their own natural sensory abilities – which has been adopted for
hyperspace-route mapping and other similar uses. Should the extra-sensory appendage of a Vulperteen be severed, the extra-sensory
perception is lost, although patented cybernetic prostheses can be attained on Vulpter. This surgery is highly guarded and not shared with
outsiders.
Appearances and Examples: The Vulpertine Dud Bolt pilots his podracer in competition against Anakin Skywalker in “The Phantom Menace.”
Vulptereen Species Traits:
Ability Score Modifiers: Dex +2, Wis –2, Cha –2
Echo-location: Vulptereens may always ignore cover modifiers granted by concealment (even total concealment), and may take a single swift action to aim (as
opposed to two swift actions).
Toxin resistance: Vulptereens gain a +5 bonus to their Fortitude defense against poisons, acids and toxins.
Conditional Bonus Feat: A vulptereen trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat.
Darkvision: As per the SECR.
Dismemberment vulnerability: Since a vulptereen’s brains expand throughout its entire nervous system, the loss of a limb requires the character to succeed on an
Endurance check (DC 15). If the check is successful, the vulptereen goes down 1 additional persistent step on the Condition Track, which may not be removed
except by grafting a cybernetic implant. If the check fails, the vulptereen dies.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Languages: Vulptereen & Basic
VUVRIAN
Vuvrians are slender insectoids with bulbous, oblong heads atop their thin necks featuring twelve eyes, varying in size and color, and two
long, thin, and often asymmetrical antennae. They are native to the Inner Rim planet of Vurdon Ka. They are cordial, diplomatic and
inquisitive in nature. As a result of living on an almost idyllic homeworld—Vurdon Ka was windless, predatorless world of mosses and
trees—the species have developed extremely sensitive skin. As a species, the Vuvrians evolved a highly fine sense of touch; a Vuvrian's
can feel the minute shifts in air temperature when another being walks into a room. Such heightened sense is often mistaken for latent
telepathic ability or even Force-sensitivity. Indeed, a number of Vuvrians excelled as Jedi, with their innate abilities augmented by the
power of the Force. As a Vuvrian aged, however, their skin became increasingly wrinkled and less sensitive—a process that is
accelerated in harsh offworld environments such as those found on Tatooine or Hoth. Natural problem solvers, Vuvrians Force sensitives
are not uncommon, however they make poor soldiers due to their extremely low pain threshold. Although they are important members of
Galactic society, Vuvrians never made any attempts to colonize other worlds—preferring to stay on their peaceful home planet.
Appearances and Examples: Wioslea bought Luke Skywalker's X-34 landspeeder in A New Hope.
Vuvrian Species Traits:
Ability Modifiers: -2 Str, +2 Int, +2 Cha.
Medium-size.
Speed: Vuvrian base speed is 6 squares.
Pain Sensitivity: Whenever they take damage equal to or greater than their Will defense they move -1 step on the Condition track.
Strong Willed: Vuvrians gain a +1 racial bonus on their Will Defense. This bonus increases to +2 at middle age and +5 at old age.
Heightened Awareness: See Zabrak trait (SECR page 33).
Trustworthy: A Vuvrian may choose to re-roll any Persuasion check, but the result of the reroll must be accepted even if it is worse.
Conditional Bonus Feat: A Vuvrian with the Force Sensitive feat and Perception as a trained skill gains Skill Focus (Perception) as a bonus feat.
Automatic Languages: Vuvrian.
Alternate Vuvrian Species Traits:
Ability Score Modifiers: Str -2, Int +2, Cha +2
Size: Medium
Speed: 6 squares.
Multiple eyes: A vuvrian may not be flanked or flat-footed.
Enhanced senses: Members of this species may reroll any Perception check, but they must abide by the second result, even if it’s worse than the first one.
Conditional Bonus Feat: Members of this species gain Skill Focus (Use the Force) as a bonus feat if they are trained in that skill.
Pain sensitivity: Vuvrians suffer a -2 penalty to their Damage Threshold.
120
--W--
WOL CABASSHITE
Wol Cabasshites are small, mollusk-like aliens from the planet Wol Cabassh. Most of a Wol Cabasshite’s body is a digestive
system. They lie on their “backs,” though they can attach themselves to ceilings and walls, and they propel themselves with their
long tongues using mucus. There are two round eyes near the beginning of their tongue, one on each side of their body.
Relatively unknown and mysterious to the galaxy as a whole, those who know Wol Cabasshites know them to have bizarre
philosophies that are profound and multi-faceted. Wol Cabasshites are patient and think in a deep, abstract way that is very
different from most species. Those only vaguely familiar with them typically assume that they are unintelligent and insignificant
due to their lack of technology and their odd appearance. Though nearly immobile, Wol Cabasshites are able to communicate.
They understand their limitations, but are still able to function in galactic society despite them. Wol Cabasshites can only speak
Wol Cabasshite, a complex language that involves the manipulation of their tongue and internal magnetic contours, forming a
strange sound that sounds much like singing. Some are able to speak in this way directly into an individual’s neural system,
giving many uninformed beings the impression that they can control minds or use telepathy.
Appearances and Examples: Ghoel was a Wol Cabasshite who lived in the palace of Jabba the Hutt in Return of the Jedi.
Wol Cabasshite Species Traits:
Ability Score Modifiers: +2 Constitution, +4 Intelligence, -2 Strength, -8 Dexterity, -2 Charisma. Wol Cabasshites are durable and have incredible thought processes,
but their bizarre ideas and way of communicating makes it difficult to interact with others, and they are very slow-moving.
Great Fortitude: Wol Cabasshites gain a +2 species bonus to their Fortitude Defense, accounting for their ability to consume almost anything.
Clinging: Wol Cabasshites can travel up walls or even on ceilings without falling at their normal speed. No Endurance check is needed, and a Wol Cabasshite can
stay put in its current place without even being conscious.
Unique Physiology: Wol Cabasshites are immune to vacuum effects as well as inhaled poisons and gasses.
Temperature Resistance: Wol Cabasshites gain a +10 bonus to Fortitude Defense when resisting extreme hot or cold.
Prehensile Tongue: Wol Cabasshites can operate objects with their tongue. However, this is their only way of manipulating objects, and it is clumsy at best. They
take a -10 penalty on all Jump, Mechanics, Pilot, Ride, Swim, Treat Injury, and Use Computer checks, as well as all attack rolls.
Small Size: As small creatures, Wol Cabasshites gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and
carrying limits are three-quarters of those of Medium characters.
Speed: Wol Cabasshite base speed is 1 square.
Automatic Languages: Wol Cabasshite heroes can speak Wol Cabasshite and can understand (but not speak) Basic.
WOOSTOID
Woostoids, or Woostroids, are tall, slender humanoids with reddish-orange skin, flowing red hair and large, black eyes that rarely blinked. Hailing from the urban
oceanic and white-sand beaches of the planet Woostri in the Expansion Region, they are known for natural affinity for computer technology. Woostoids are peaceful
and known as intelligent, logical thinkers who disdain abbreviations and shorthand in their communications with others. The average Woostoid is comfortable around
computers and many Woostoid cities are automated. Woostoids’ affinity for order and structure caused them to support the Empire despite their aversion to
Palpatine's militaristic ways. A controversial view held by many Woostoids (even after Woostri joined the New Republic) was that the Empire could have led to a
galactic paradise were it not for its warlike ways. Woostoids are disoriented by chaotic, illogical situations. Bureaucracies across the galaxy employ Woostoids in
high-level positions to put their analytical minds to work. On Woostri, much of the economy is geared towards recreation due to the leisure time permitted by their
automated civilization, and Woostoids welcome tourists from diverse species to their homeworld.
Appearances and Examples: Woostoids (referred to as Woostroids) appear in the novel The Last Command.
Woostoid Species Traits:
Ability Modifiers: -2 Str, +4 Int.
Medium-size.
Speed: Woostoid base speed is 6 squares.
Easily Distracted: When exposed to a violent situation a Woostoid must spend a Force Point before rolling initiative. A Woostoid who does not spend a Force Point
suffers a -1 penalty on the condition track which cannot be removed as long as he is exposed to combat.
Conditional Bonus Feat: A Woostoid with Use Computer as a trained skill gains Skill Focus (Use Computer) as a bonus feat.
Automatic Languages: Woostese.
Alternate Woostoid Species Traits:
Speed: 6 squares.
Str -2, Int +4
Scientific mastery: Members of this species may reroll any Use Computer check and any Knowledge (physical sciences) or Knowledge (galactic lore) check, but they
must abide by the second result, even if it’s worse than the first one.
Conditional Bonus Feat: Members of this species gain Skill Focus (Use Computer) as a bonus feat if they are trained in that skill.
Compulsion: members of this species must succeed on a Wisdom check (DC 10) to act violently during any given scene. Otherwise, they simply refrain from combat.
Automatic Languages: Woostese.
121
--X--
XAMSTER
Xamsters hail from the beautiful planet Xagobah in the Mid-Rim, a cloud-covered world shrouded in purplish mists caused by the incredible
amount of spores and pollen found in its atmosphere given off by all manner of trees and fungus. Xamsters are short, bipedal reptiles with a
hooked os tipped with a horny, beak-like point. Xamsters have long pointed ears that sweep back over an elongated crown spiked with tiny
horns.
Appearances and Examples: The Xamster Neva Kee pilots his podracer in competition against Anakin Skywalker in “The Phantom
Menace.”
Xamster Species Traits:
Ability Score Modifiers: Dex +2, Wis –2
Acute hearing: A Xamster may reroll Perception checks made to listen, but it must keep the second result.
Natural armor: A xamster’s scaly hide grants it a +1 natural armor to Reflex defense.
Speed: 4 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Languages: Xamster and Basic
XEXTO
Xexto are pale, stick-like aliens with 6 limbs -- two of which are used as legs -- each ending in a four-fingered extremity, and a bald head
sporting a noseless, lipless face with large, purple lidless eyes atop a long neck. Their skin ranges from chalk white to pale yellow. Their
brain is split between two parts of their body; the part located in the skull controls primitive emotions and basic body functions, while another
portion in their chest controls higher functions such as creative thinking and logic. Xexto are thrill-seekers and risk-takers, but are otherwise
fairly level-headed and cool-tempered. They live in the treetop villages of the planet Troiken in the Qotile System of the Outer Rim. In 17,000
BBY, Arkanian geneticists conducted illegal research on hunter-gatherer tribes of Xexto from Troiken whom they had relocated to the nearby
Quermia System, leading to a new species called the Quermians.
Appearances and Examples: Gasgano piloted a podracer in The Phantom Menace.
Xexto Species Traits:
Ability Modifiers: -2 Str, +4 Dex, -2 Con.
Small-size: See Ewok trait (page 26).
Speed: Xexto base speed is 4 squares.
Extra Limbs: A Xexto has four hands. These hands may be used to manipulate equipment or wield weapons, and provide a +2 bonus to grapple checks. However, a
Xixto cannot attack with more than one weapon in a single round.
Bonus Feat: A Xexto gains Dual Weapon Mastery I as a bonus feat.
Automatic Languages: Xextese.
Alternate Xexto Species Traits:
Ability Score Modifiers: Str -2, Dex +4, Con -2
Size: Small
Speed: 4 squares.
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Conditional Bonus Feat: Members of this species gain Dual Weapon Mastery Feat II as a bonus feat if they fulfil the prerequisites.
XI CHARRIAN
Xi Charrians were a hive-minded species from Charros IV who communicated through a complex variety of clicks. They followed the Xi Char religion, and were
founders of the Haor Chall Engineering company. Their short bodies were covered in chitinous plates, and were quadrupedal, with pointed, "scissor-action" feet. Xi
Charrians' heads were teardrop-shaped and had red eye-slits. The species were carnivorous and craved the taste of certain rare meats. The Trade Federation took
advantage of Xi Charr gustatory predilections when they negotiated weapons building contracts from them, offering the insectoid race choice trade in the rare meats
they consider delicacies. It was Haor Chall Engineering that created Vulture Droid, basing its "walking-mode" design upon that of the Xi Charrians' own bodies.
Appearances & Examples: Xi Charrians appear in the Clone Wars novel Labyrinth of Evil.
Xi Charrian Species Traits:
Ability Score Modifiers: +2 STR, -4 CHA
Size: Small (+1 to Reflex Defense, +5 on Stealth checks, –5 on Grapple checks, reduced carrying capacity and damage)
Speed: 4 Squares
Chitinous Natural Armor: Xi Charrians gains a +2 armor bonus to Reflex defense.
Hive mind: All Xi Charrians may communicate telepathically with any willing fellow member of its species within 1,000 km.
122
Quadruped: A Xi Charrian gains a +5 bonus on checks to avoid being tripped or pushed, plus its speed is increased when running on all fours.
Scissored Feet: A Xi Charrian may reroll Climb checks, but it must take the second check result. Alternatively, a Xi Charrian may take 10 on any Climb check instead
of rolling.
Conditional Feat: Xi Charrians trained in Mechanics get the "Skill Focus: Mechanics" feat for free.
Shame of Imperfection: When Xi Charrians are injured, they suffer a morale penalty on all Skill and Attack rolls commensurate with how much HP damage they have
taken:
- Upon moving one step down the condition track, Xi Charrians suffer an additional -1 morale penalty to Skill checks and Attack rolls.
- Upon moving two steps down the condition track, Xi Charrians suffer an additional -2 morale penalty to Skill checks and Attack rolls (not cumulative with the
previous -1 morale penalty described above).
- Upon moving three steps down the condition track, Xi Charrians suffer an additional -5 morale penalty to Skill checks and Attack rolls (not cumulative with the
previous -1 morale penalty described above).
Automatic Languages: Xi Charrian heroes can speak Xi Charrian and can understand (but not speak) Basic.
X’TING
The insectile X’Ting were once the dominant, sentient race found on the planet Ord Cestus, which they referred to simply as Cestus. Standing nearly two meters in
height, the average X'Ting is distinguished by its two pairs of arms. One pair is considered the primary arms, and are used to perform actions that required strength
and control. The secondary arms are used for finer manipulation and menial activities. The body of an X'Ting is oval in shape, and is made up of carapace-covered
segments. In the portions of the body uncovered by carapace, tufts of bristles provide a minimum of protection. A stinger is located at the base of their abdomen,
which can inject a deadly poison into prey. Within the abdomen of an X'Ting are three stomachs, each with a specific purpose in the digestion of food. X'Ting larvae
are raised in pentagonal chambers, with one small chamber for each individual. The X'Ting are descended from a species of flying insects, as evidenced by their
vestigial wings. The X'Ting society is based on a fairly rigid caste system that separates warriors from diggers and chewers from workers. This system seems to be
in place to counteract the most unusual aspect of the species – the gender of the adult X'Ting cycles between male and female every three years. During the peak
periods of each cycle, X'Ting experience intense hormonal surges that signal the need to reproduce. Interestingly, in addition to gender changes, male and female
forms of X'Ting are distinctly different. Males tend to be smaller although more lethal in combat, while the females are larger and more intimidating. Many years
before the Clone Wars, the X'Ting took control of Cestus after defeating the Spider People in a great war. With their new-found independence, the X'Ting decided to
allow the Old Republic to establish a prison complex on Cestus, hoping to gain a place in the galactic community. The hive queen negotiated a deal with the
politicians on Coruscant, and the prison facilities were constructed. The unexpected outcome of all this was the formation of the droid manufacturing firm Cestus
Cybernetics, which virtually enslaved the X'Ting people. Shortly after the prison was completed, plagues began to destroy parts of the X'Ting society. Many felt that
the plagues had been set loose by the offworlders who came to the planet as prisoners. A so-called Great Plague then decimated the X'Ting about 100 years before
the Clone Wars, reducing the millions of X'Ting to mere hundreds and destroying the royal family. Only a handful of eggs from the queen remained, which were
hidden beneath the planet's surface behind an extensive security system, thereby ensuring the survival of the royal line. In the early history of Ord Cestus, the X'Ting
maintained a symbiont circle with the Zeetsa, who produce the fluid known as Lifemilk for the X’Ting. The Lifemilk sustained the X'Ting, who produced food for the
Zeetsa.
Appearances and Examples: In the novel “The Cestus Deception” by Stephen Barnes, G'Mai Duris served as regent of the X’Ting during the height of the Clone
Wars.
X’Ting Species Traits (by RobShanti):
Ability Score Modifiers: -2 Strength (when female only), -2 Con (when male only; N.B.: Hit Points gained or lost via Constitution bonuses or penalties apply
retroactively. In other words, when an X’Ting turns male, he loses not only 2 points of Constitution, but also all the bonus hit points gained through Level 1 from his
Con bonus. These CON points and Hit Points return when he turns female.)
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery II, Pin, Skill Focus (Climb) and Triple Attack as
conditional bonus feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the Character ever loses more than one limb.
Stinger: X’Ting have a stinger in the abdomen which can inflict 1d6 points of damage as a natural unarmed attack.
Venom: An X’Ting may inject a neurotoxic poison into a target that it stings with its stinger. The poison makes an attack roll at 1d20+10 vs. the target's Fortitude
Defense; if successful, the target moves -1 persistent step along the condition track. A target moved to the end of the condition track by the poison falls into a coma
and cannot be revived until the poison is cured. An X’Ting is immune to its own poison.
Healing Restriction: Although the X’Ting are capable of feeding on a variety of foods for basic sustenance, the comestible substance referred to as “Lifemilk,”
produced as a biological byproduct by the Zeetsa, is of particular importance to X’Ting physiology. Without it, an X’Ting cannot heal damage normally. When an
X’Ting takes damage, he must consume a quantity of “Lifemilk” in order to begin healing. Until this precondition is met, the X’Ting will not heal and will remain
permanently injured.
Medium-sized: As Medium-sized creatures, X’Ting have no special bonuses or penalties due to size.
Base Speed: 6 Squares
Language(s): Zeetsa, X’Ting, and Basic
Alternate X’Ting Species Traits (by Isirga Eth)
Ability Modifier: Wis –2
Extra limbs: Members of this species have an extra set of manipulative limbs. They gain Dual Weapon Mastery I, Pin and Skill Focus (Climb) as conditional bonus
feats (they must meet the corresponding prerequisites). All the benefits of these feats are lost if the character ever loses more than one limb.
Natural armor: A member of this species gains a +2 armor bonus to its Reflex defense.
Poison stinger: As a standard action, an x’ting may make a stinger attack against a single living target. If the attack hits, the target suffers damage equal to
1d6+double the X’ting’s Str bonus. If the attack also equals or surpasses the target’s Fortitude defense, the victim goes down 1 persistent step in the Condition Track.
Unpleasant hormones: A member of this species has a -2 penalty in all Persuasion checks made to improve a non-X’ting’s attitude.
Size: Medium
Speed: 6 squares.
Languages: X’ting & Basic
123
--Y--
YAKA
The Yaka are a brutish, thickly built species of Near-Human cyborgs hailing from the system of the same name. Centuries before the rise of the Galactic Empire, the
neighboring Arkanians, known for their genetic experiments, implanted the naturally dim-witted race with cybernetic implants. The Arkanians saw this effort as
benefiting the brutes, while the Galaxy at large questioned the ethical implications of such an act. For better or worse, the alterations the Yaka received improved
their intelligence, but stripped them of all emotion.
Appearances and Examples: Luwingo, a Yaka smuggler with a tragic past, appeared in the Dark Horse “Dark Empire” comics.
Yaka Species Traits:
Ability Score Modifiers: Str +2, Int +2, Cha –4
Unemotional: A yaka has a +5 bonus to his Will Defense against effects tarrgeting emotions, such as Mind Trick or a Sith’s Temptation ability. He also gains a +5
bonus on Deception checks made to hide emotions. Conversely, he suffers a –5 penalty on Perception checks made to detect the emotions of another creature.
Conditional Bonus Feat: If a yaka is trained in Mechanics or Use Computer, he gains Skill Focus in these skills as a bonus feat.
Cybernetic implants: A yaka has a –5 penalty on all Use the Force checks.
Size: Medium
Speed: 6 squares.
Languages: Yaka.
YAM’RII
Hailing from the planet Yamr, Yam’rii are 2-meter-tall, mantis-like, carnivorous insectoids with multi-faceted eyes. Though their
appearance may look non-threatening, the Yam’rii posses incredible strength. Even though their home planet Yamr is nearly
inhabitable to most races, the Yam’rii have constructed a large industrialized society, basing most of their economy on
technology. Yam’rii typically grow to approximately 2 meters in height, though their bodies remain relatively slim all their lives.
The Yam’rii are known for their great stealth, which is impressive for their size. Yam’rii are quick-tempered and are known to go
on frenzies fueled by their anger. They are meat-eaters by nature, and develop their hunting methods on Yamr from youth.
Eggs are also a supreme delicacy for the Yam’rii race. Yam'rii do not possess the necessary physiological apparatus to speak
Basic. Although they may learn other languages for purposes of understanding the speech of others, they are only capable of
verbalizing their own and other, similar insectoid langages.
Appearances and Examples: Kitik Keed’kak was a Yam’rii female who appeared in the Cantina scene of “A New Hope.”
Yam’rii Species Traits:
Ability Score Modifiers: Str +2, Con –2
Natural weapon: Members of this species may make a claw attack (base damage 1d6 plus the character’s Str modifier) instead of an unarmed attack. A yam’rii’s
claw attacks count as light melee weapons. A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Natural mimetism: A yam’rii may take 10 on any Stealth check made to avoid notice in heavily forested areas.
Conditional bonus feat: A yam’rii trained in Mechanics gains Skill Focus (Mechanics) as a bonus feat
Speed: 6 squares.
Size: Medium.
Languages: Yam’rii and Understand Basic
Y'BITH
The capital city of Weogar and the domed city of Nozho on Clak'dor VII stood for centuries as testament to the achievement of the proto-Bith
culture, but relations between the cities soured, and they developed a fierce rivalry. About 300 BBY, the tensions boiled over as a dispute
over a star drive patent ignited in a civil war. When the war finally ended, Clak'dor VII's biosphere was ruined. A biological attack launched at
Nozho had shattered the city, mutating its populace, and the surrounding wildlife. Most Nozho citizens were killed outright, but many who
survived developed mutagenic irregularities that soon led to the creation of a subspecies of Bith. The Y'bith -- which translates as "Ghost
Bith," eventually left the hermetically sealed cities that were built amid the ruins, and attempted to establish a permanent population on
Clak'dor IV, where they eventually founded the city of New Nozho. The bio-engineering geniuses among the Y'bith stabilized much of the
mutation's worst effects, but the populace was forced to adapt to their newly diminished eyesight, stronger hands and feet, ductile mouth
structures, sensitive skin and thicker bones. The Y'bith have been tolerated by the Bith, though not openly accepted by mainstream Bith
culture. Though some claim residual guilt over the bombings that created the Y'bith as the cause of Bith apprehension, the Bith themselves
pragmatically deny such reasons. They cite the Y'bith's volatile biochemistry that triggers bouts of violence and aggression as reason enough
to keep their distance. The Y'bith have been working to gain acceptance as members of the galactic community, with New Nozho becoming a notable trade port.
Over the course of generations, the Y'bith have spread to other worlds, forming a notable minority presence on Nar Shaddaa and Coruscant, where they aided the
rebuilding efforts following the Yuuzhan Vong war. The Y'bith see the story of their people as one of success, and are determined to continue working tirelessly until
the whole galaxy, including their Bith cousins, agree.
124
Appearances and Examples: A Y’bith appears as a patron in the cantina in The Star Wars Holiday Special.
Y’bith Species Traits:
Ability Score Modifiers: Str +2, Con –2, Int +2, Wis –2
Scent: . At close range (within 10 squares), Noghri ignore concealment and cover for purposes of Perception checks, and they take no penalty for poor visibility
when tracking.
Trance: Same as the bith ability.
Rage: Same as the wookiee ability.
Poor eyesight: Besides a normal bith’s range penalties, y’bith suffer a –5 penalty on all Perception checks requiring eyesight.
Size: Medium
Speed: 6 squares.
Language: Bith & Basic
YEVETHA
Yevetha are a lithe, skeletal species indigenous to N'zoth in the Koornacht Cluster, known for their xenophobia and death-centered culture. Physically, they stand
almost two meters tall, and have large black eyes and light gray skin, ghoulish in appearance and bereft of body hair. The males possess two pairs of crests, one on
the upper face and one on the lower, that swell red during mating or combat. Each hand possesses six fingers, but the most notable feature of Yevethan physiology
is their dew claws, housed in sheathes on the underside of each wrist. These blades extend to about a foot in length, and are used in close combat and blood
sacrifices. Young Yevetha gestate in the female's detachable birth cask, known as mara-nas, which are fed with the blood of sacrificed males. The developing
Yevetha's need for blood is an essential part of their harsh culture. Yevetha are known to suffer from a disease called gray death, but the symptoms are unknown.
Though it was extremely rare, some Yevetha are born genderless. For the Yevetha, death is not to be feared. Under Yevethan law, murder only occurs when an
inferior male kills one superior in their hierarchy, while slayings in the other direction are considered an acceptable occurrence. Sacrifice, particularly to provide blood
for a birth cask of an important Yevetha, is considered an honor to the family of the sacrificed Yevetha. It is common for nitakka (Yevethan males) to spar,
embedding young Yevetha with a unique set of fighting instincts, which were difficult to suppress, producing erratic battlefield results for inexperienced military crews.
When the Galactic Empire expanded into the Koornacht Cluster, they noted that the Yevetha species had a rapid ability to learn new skills. The Galactic Empire
subjugated N'zoth and its nearby star systems. It also built the Black 15 shipyards, and put the Yevetha to work as skilled slave labor for building, repairing, and
modifying vessels of the Imperial Starfleet.
Appearances and Examples: Nil Spar was the darama, or chosen one, of his species as well as head of the Duskhan League in the “Black Fleet Crisis trilogy” of
novels.
Yevetha Species Traits:
Ability Modifiers: +2 Str, -2 Int, -2 Cha.
Medium-size.
Speed: Yevetha base speed is 6 squares.
Natural Weapons: Dewclaw- 1d6 piercing.
Xenophobic: A Yevetha untrained in Persuasion may not add 1/2 his character level to Persuasion checks when dealing with members of other species.
Additionally, other species may not choose to reroll Persuasion checks against Yevetha, even if they would normally be able to do so through a Talent or Species
trait.
Conditional Bonus Feat: A Yevetha with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Bonus Feat: A Yevetha gains Dual Weapon Mastery I as a bonus feat.
Automatic Languages: Yevethan.
Alternate Yevetha Species Traits:
Ability Score Modifiers: Str +2, Int -2, Cha -2
Size: Medium
Speed: 6 squares.
Bonus feats: Yevetha gain Martial Arts I and Dual Weapon Mastery I as bonus feats.
Conditional Bonus Feat: Members of this species gain Skill Focus (Mechanics) as a bonus feat if they are trained in that skill.
Xenophobic: Members of this species suffer as -2 penalty on Persuasion checks made to interact with other species; NPCs of this specoes also impose a -2 penalty
on Persuasion checks made to interact with them.
Special: Yevetha require GM approval to be played before the Rebellion Era.
YINCHORRI
Yinchorri are husky, green, bipedal, reptilian aliens from the rocky desert world of Yinchor in the Expansion Region. They are highly resistant to mental manipulation
through the Force. Yinchorri society is divided into two castes: a ruling caste of intelligentsia, and a highly aggressive warrior caste. Yinchorri culture embraces a
"might makes right" philosophy. The Yinchorri are led by a Council of Elders. In 58 BBY, the Yinchorri became full members of the Galactic Republic and gained
representation in the Galactic Senate. They then began to acquire high-technology items such as hyperdrive-equipped spacecraft, advanced weaponry, and
lightsaber-blocking cortosis shields. In 33 BBY, the Yinchorri used their new weapons to attack neighboring settlements, including Mayvitch 7, a moon of Amador in
the Chalenor system. This conflict, later known as the Yinchorri Uprising, was secretly provoked by Darth Sidious and quelled by a Jedi task force.
Appearances and Examples: Jorek was a male Yinchorri and a member of the Council of Elders in the Dark Horse comic Star Wars Republic 40: The Devaronian
Version, Part 1.
125
Yinchorri Species Traits:
Ability Modifiers: None.
Medium-size.
Speed: Yinchorri base speed is 6 squares.
Force Resistance: +10 species bonus to Will Defense against any Use the Force check.
Cold Blooded: Yinchorri recieve a +5 species bonus to Fortitude Defense to resist the effects of extreme heat.
Great Fortitude: As the Twi’lek trait (SECR page 32).
Automatic Languages: Yinchorri.
Alternate Yinchorri Species Traits:
Ability Score Modifiers: None
Size: Medium
Speed: 6 squares.
Mental resistance: Members of this species gain a +2 bonus to their Will defense, which increases to a +5 bonus against force powers.
Heat resistance: Members of this species gain a +5 bonus to their Fortitude defense vs natural heat.
YUZZEM
Hailing from the forest world of Ragna III in the Mid Rim, and not to be confused with the “Yuzzum” of Endor, Yuzzems are tall, hulking furry aliens with elongated
snouts filled with sharp teeth, large black eyes, pointed ears and clawed hands and feet. They are quite strong and physically intimidating, making them fierce
fighters and difficult to subdue. Yuzzem also adhere to strict codes of honor and debt-fulfillment. Because of their strength and intelligence, many scientists believed
the Yuzzem to be distant relatives of the Wookiees (they may have been descendants of a Kashyyyk species enslaved by the Rakata). The Galactic Empire
enslaved the species as they had done to the Wookiees and were employed for heavy labor such as mining. However, because of their strength and their ill-
temperament, the Imperials had trouble making them work as slaves in the Kessel Mines and other slave labor camps. Yuzzem also have long hangovers due to
their massive size.
Appearances and Examples: Hin and Kee befriended Luke Skywalker, who was fluent in the Yuzz langage, in the novel Splinter of the Mind’s Eye.
Yuzzem Species Traits:
Ability Modifiers: +4 Str, +2 Con, -2 Dex, -4 Wis.
Large-size: As Large creatures, Yuzzem suffer a -1 size penalty to their Reflex Defense and a -5 size penalty on Stealth checks. However, their lifting and carrying
capacity is doubled, and they recieve a +5 size bonus to their Damage Threshold.
Speed: Yuzzem base speed is 6 squares.
Natural Weapons: Claw- 1d8 slashing. Bite- 1d8 piercing.
Scent: See Ewok trait (SECR page 26).
Physical Intimidation: Yuzzem may add their Strength modifier instead of their Charisma modifier to Persuasion checks made to intimidate others.
Fearless: Yuzzum gain a +5 species bonus to Will Defense against fear effects.
Expert Climber: See Sullustan trait (SECR page 31).
Automatic Languages: Yuzz.
Alternate Yuzzem Species Traits:
Ability Score Modifiers: Str +4, Dex -2, Con +2, Int -2, Wis -4, Cha -2
Size: Large
Speed: 6 squares.
Natural weapon: Members of this species may make a claw attack (damage 1d6 plus the character’s Str modifier) or bite attack (damage 1d8 plus the character’s Str
modifier) instead of an unarmed attack, or as an off-hand attack. Claw attacks count as light melee weapons, and bite attacks count as one-handed melee weapons.
A character can apply Weapon Focus (and derived talents) to its own natural weapons.
Scent: . At close range (within 10 squares), Yuzzem ignore concealment and cover for purposes of Perception checks, and they take no penalty for poor visibility
when tracking.
Brave: Members of this species gain a +2 bonus to their Will defense vs fear.
Climbing claws: Members of this species may always take 10 on Climb checks.
YUZZUM
Hailing from the forest moon of Endor, and not to be confused with the “Yuzzem” of Ragna III, Yuzzums are furry aliens of varying
height, standing quite tall on thin, spindle-like legs. They have enormous, flat noses and wide mouths filled with sharp fangs or
blunt teeth. Some Yuzzum have thick, wooly coats, while others possess short fur. A Yuzzum's coat is typically yellowish or tan,
but blue-coated Yuzzums also exist. As a result “Yuzzum” refers to this class of migratory, fur bearing mammals found on Endor.
They are primitive hunter/gatherers and their long legs are used to keep their heads just barely above the savanna grasses of the
Dragon’s Pelt, where the Yuzzum forage and hunt for the rodent-like ruggers, the species’ preferred food, on the forest floor.
Their reflective eyes seem to glow. They ride on large, three-meter-tall, spider-like rakazzak beasts. Yuzzums’ preferred
weapons are spears or setting traps. They lack industrial technology, are more savage than Ewoks and are curious and cunning. Yuzzum have a fair amount of
intelligence, but seem incapable of understanding other lifeforms. Nevertheless, they are mindful and get along with outsiders who respect their beliefs. They have
been taken off the moon and sold as pets, however, but, being sapient, they tend not to accept such status. The Yuzzum have a musical language characterized by
haunting, singing cries, and which is unpronounceable by non-Yuzzum and has no written form. Consequently, they have found employment offworld as singers.
126
Appearances and Examples: The Yuzzum with the stage name “Joh Yowzah” appeared as a singer in Max Rebo’s band in the Special Edition version of “Return of
the Jedi.” Some particularly nasty blue-coated Yuzzum are featured in the animated “Ewoks” series.
Yuzzum Species Traits:
Ability Score Modifiers: +2 Dex, -2 Str
May reroll Survival but must keep the second roll even if it is worse.
Moving Singing Voice: Yuzzums may reroll persuasion when performing with song.
Low-light vision.
Primitive: As the Ewok trait.
Size: Medium.
Base Speed: 6 squares
Language: Speak Yuzzum (no written form of the language exists)
--Z--
ZEETSA
The Zeetsa are one of the primary sentient races that evolved on the planet Ord Cestus, populated also by the insectoid X'Ting and the so-called “Spider People.”
The Zeetsa resemble swollen, translucent-blue spheres with stubby limbs used for grasping, but not for ambulation, which is accomplished by rolling. The
translucent, bluish skin of a Zeetsa contains a network of veins and internal organs visible beneath its surface. The Zeetsa’s outer membrane is malleable, and the
Zeetsa can shape it, to a limited extent, to create a temporary visage on its surface that can roughly approximate the countenance of another species, but not nearly
close enough to actually impersonate that species. In the early history of Ord Cestus, the X'Ting depended on the Zeetsa to produce the fluid known as Lifemilk.
The Lifemilk sustained the X'Ting, who produced food for the Zeetsa. Over time, many Zeetsa became willful and stubborn, and chose to segregate themselves from
the X'Ting. Many individuals chose to remain, however, ensuring that their symbiont circle remained unbroken.
Appearances and Examples: In the novel “The Cestus Deception” by Stephen Barnes, the Zeetsa Shar Shar served as an assistant to X’Ting regent G'Mai Duris,
during the height of the Clone Wars; the Zeetsa named Guntar worked as a drug manufacturer for the X’Ting gangster Trillot, who removed Guntar’s olefactory
organs as punishment for secretly cutting his products with Xyathone.
Zeetsa Species Traits:
Ability Score Modifiers: +2 Charisma, +2 Constitution, -2 Strength, -2 Dex
Malleable: The Zeetsa have a boneless structure which allows them to squeeze through very small openings. A Zeetsa can pass through any opening equivalent to
15 square centimeters or any variant thereof (28 cm x 3 cm, 20 cm x 10 cm, etc.). Moving this way can be performed only at half normal speed, and if attacked while
squeezing through a small opening, the Zeetsa cannot use its Dexterity bonus to Defense.
Bounce-by Attack: During combat, a Zeetsa can take a move action to bounce over an opponent with a jump check at DC 15 for medium sized opponents (+ or - 5
for each size category), and another partial action at any time during the bounce, but may not take a second move action during a round in which the Zeetsa is
making the bounce attack.
Size: As small creatures, Zeetsa gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are
three-quarters of those of Medium characters.
Base Speed: 8 squares
Language(s): Zeetsa, X’Ting, and Basic
ZEHETHBRA
ZeHethbra are furry, muscular, bipedal, skunk-like aliens from the __ world of ZeHeth in the Mid Rim. Their fur ranges in color from black to speckled brown. Their
whiskered snouts sport incredibly sharp fangs and their pawlike hands have claws. The species is moody and ill-tempered. When provoked, a ZeHethbra growls
and spits at its target, often hurling colorful profanities. Despite being so easily angered, ZeHethbra are fiercely protective of their families and communities.
ZeHethbra are also capable of releasing a stinging biochemical spray in a cloud roughly three meters in radius that could blind or stun anything in range.
Appearances and Examples: Clyngunn was an ex-champion-Stratus-Games-combatant-turned-smuggler in the “Thrawn Trilogy” novel The Last Command.
ZeHethbra Species Traits:
Ability Modifiers: +2 Str, -2 Wis, -2 Cha.
Medium-size.
Speed: Zehethbra base speed is 6 squares.
Spray: Once per day, a ZeHethbra can emit a stinging biochemical spray. Make a special ranged attack and compare the result to the Fortitude Defense of all living
creatures within 2 squares. Creatures you hit move -1 steps on the Condition track.
Automatic Languages: Basic, Zehethbra.
Alternate ZeHethbra Species Traits:
Ability Score Modifiers: Str +2, Wis -2, Cha -2
Size: Medium
Speed: 6 squares.
Spray: As a full-round action, a zehethbra may willingly go down 1 step on the Condition track to spray a stinging cloud in a 2-sq. radius. The zehethbra makes a
ranged attack (1d20+5) against the Fort defense of all creatures in the area; those hit by the attack move down 1 step on the Condition track as well.
127