http://d6holocron.com/wiki/api.php?action=feedcontributions&user=Vader&feedformat=atomD6Holocron - User contributions [en]2024-03-28T10:34:31ZUser contributionsMediaWiki 1.31.14http://d6holocron.com/wiki/index.php?title=Bantha_of_Kashyyyk&diff=24327Bantha of Kashyyyk2012-10-21T03:50:12Z<p>Vader: </p>
<hr />
<div>'''Bantha, Kashyyyk'''[[File:BanthaK.jpeg |thumb]]<br />'''Dexterity''' 1D+2<br />'''Perception''' 2D+1<br />''search'' 4D+1<br />'''Strength''' 8D<br />''climbing'' 8D+2<br />'''Special Abilities:'''<br />Gore: STR+2D damage.<br /><br />
'''Move:''' 6<br /><br />
'''Size:''' 2-3 meters tall<br /><br />
'''Orneriness''': 2D<br />
<br />
'''Source:''' SWG Nr.4, sidebar, page 55</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Bantha_of_Kashyyyk&diff=23127Bantha of Kashyyyk2012-10-05T10:12:06Z<p>Vader: </p>
<hr />
<div>'''Bantha, Kashyyyk'''[[File:BanthaK.jpeg |thumb]]<br />'''Dexterity''' 1D+2<br />'''Perception''' 2D+1<br />''search'' 4D+1<br />'''Strength''' 8D<br />''climbing'' 8D+2<br />'''Special Abilities:'''<br />Gore: STR+2D damage.<br />
'''Move:''' 6<br />
'''Size:''' 2-3 meters tall<br />
'''Orneriness''': 2D<br />
<br />
'''Source:''' SWG Nr.4, sidebar, page 55</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Bantha_of_Kashyyyk&diff=23126Bantha of Kashyyyk2012-10-05T10:11:21Z<p>Vader: </p>
<hr />
<div>'''Bantha, Kashyyyk'''[[File:banthaK.jpg|thumb]]<br />'''Dexterity''' 1D+2<br />'''Perception''' 2D+1<br />''search'' 4D+1<br />'''Strength''' 8D<br />''climbing'' 8D+2<br />'''Special Abilities:'''<br />Gore: STR+2D damage.<br />
'''Move:''' 6<br />
'''Size:''' 2-3 meters tall<br />
'''Orneriness''': 2D<br />
<br />
'''Source:''' SWG Nr.4, sidebar, page 55</div>Vaderhttp://d6holocron.com/wiki/index.php?title=File:BanthaK.jpeg&diff=23125File:BanthaK.jpeg2012-10-05T10:10:44Z<p>Vader: Bantha kashyyyk style</p>
<hr />
<div>Bantha kashyyyk style</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Bantha_of_Kashyyyk&diff=23124Bantha of Kashyyyk2012-10-05T10:06:55Z<p>Vader: </p>
<hr />
<div>'''Bantha, Kashyyyk'''[[File:250px-Bantha_tongue.jpg|thumb]]<br />'''Dexterity''' 1D+2<br />'''Perception''' 2D+1<br />''search'' 4D+1<br />'''Strength''' 8D<br />''climbing'' 8D+2<br />'''Special Abilities:'''<br />Gore: STR+2D damage.<br />
'''Move:''' 6<br />
'''Size:''' 2-3 meters tall<br />
'''Orneriness''': 2D<br />
<br />
'''Source:''' SWG Nr.4, sidebar, page 55</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Bantha_of_Kashyyyk&diff=23123Bantha of Kashyyyk2012-10-05T10:06:15Z<p>Vader: </p>
<hr />
<div>'''Bantha, Kashyyyk '''[[File:250px-Bantha_tongue.jpg|thumb]]'''<br />'''Dexterity''' 1D+2<br />'''Perception''' 2D+1<br />''search'' 4D+1<br />'''Strength''' 8D<br />''climbing'' 8D+2<br />'''Special Abilities:'''<br />Gore: STR+2D damage.<br />
'''Move:''' 6<br />
'''Size:''' 2-3 meters tall<br />
'''Orneriness''': 2D<br />
<br />
'''Source:''' SWG Nr.4, sidebar, page 55</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Selecting_A_Template&diff=22992Selecting A Template2012-10-04T07:30:53Z<p>Vader: /* Detailing a Character */</p>
<hr />
<div>If you've already picked a [[templates|template]] to play, skip ahead to "[[Finishing the Template]]." If you're still trying to pick one or want a few tips on how to make ''your'' character different, keep on reading this page.<br />
<br />
<br />
Think about what kind of person ''you'' want to play. Do you want to play a dashing [[Smuggler (Template)|smuggler]] like [[Han Solo]]? A [[Brash Pilot (Template)|brash young pilot]] like [[Wedge Antilles]]? An impressionable Jedi-in-training, like [[Luke Skywalker]] at the beginning of ''A New Hope''? A [[Young Senatorial (Template)|headstrong diplomat]] like [[Princess Leia|Leia Organa Solo]]? A seedy [[Con Artist (Template)|con artist]]? An engineer who is more at home with droids than people? There are many, many different types of people in the galaxy and you can play almost anyone.<br />
<br />
Before you pick a template, ask the gamemaster what type of adventure is being run. If the adventure features a group of Rebel freedom-fighters, almost anyone fits in as long as they're moral and decent at heart: the Rebels are the "good guys" after all.<br />
<br />
However, if the adventure is for a bunch of ruthless bounty hunters, being a [[Wookiee (Template)|Wookiee]] or a [[Failed Jedi (Template)|failed Jedi]] probably isn't going to work. Some gamemasters even run adventures for Imperial player characters.<br />
<br />
It's not a bad idea to ask the other players what kind of characters ''they'' will be playing. Normally, your game should have a diverse group of characters with a mix of skills---not everyone can be a pilot, a smuggler or a failed Jedi.<br />
<br />
<br />
<br /><br />
<br /><br />
<br /><br />
==<big>Detailing a Character</big>==<br />
<br />
A character template is a good starting point, but it's only a description of a ''type'' of character. There are thousands of smugglers in the galaxy---how do you make yourself different?<br />
<br />
==Physical Description==<br />
<br />
What does your character look like? Appearance can say a lot about your character, so spend some time thinking about this.<br />
<br />
Figure out hair color, eye color, and other physical qualities. Is your character in shape or overweight? Attractive or plain? List anything unusual about your character's appearance, like bright blue hair, tattoos, facial scars or anything else that springs to mind.<br />
<br />
Think about your character's presence, body language and mannerisms. Is he menacing? Shy? Outgoing and popular? Does he walk with a limp, or have a strange accent? Does he have a nervous twitch when he lies? What kind of impression does your character give people?<br />
<br />
Write down how your character dresses: a smuggler dresses very differently that a soldier or a wealthy business leader. For example, most of the time Han Solo wears a vest, boots, and a white tunic, and he ''always'' wears his heavy blaster pistol.<br />
<br />
<br />
==Background==<br />
<br />
This tells you a little about what your character did up until you started playing him or her. The background is for you and the gamemaster only---you only have to tell the other players as much about your character as you want to. (One of the most interesting things things about Han Solo is that you don't ''really'' know what he did before he joined up with Luke Skywalker or Princess Leia.)<br />
<br />
Your character may want to hide things about his past, and perhaps there's even an old foe or two lurking in the background. Your character can even lie about his past! If your character is bitter and cynical, there's probably a good reason he's that way---so what happened to him?<br />
<br />
You can develop a much more detailed background if you want to. What kind of odd jobs did your character hold? Where has he traveled and who does he know? What was his home planet like? Who were his parents, siblings, relatives and friends---and how does he get along with them?<br />
<br />
A well-developed background can give the gamemaster plenty of ideas for adventures, while allowing for new developments during play. The gamemaster may "remind" you of things your character knows or introduce other people that "knew" your character in the past.<br />
<br />
<br />
==Personality==<br />
<br />
This is how your character generally acts---he won't ''always'' act this way, but it's a good summary. You should spend a few minutes creating a personality that is interesting and fun for ''you'' to play.<br />
<br />
Characters should have both good points and bad points. For example, Luke in ''A New Hope'' is a good pilot, has a strong sense of right and wrong, and is a pretty likable person---but he's also impatient, tends to rush into things without realizing what he's getting himself into, and is driven by revenge because of the deaths of Uncle Owen and Aunt Beru.<br />
<br />
Detail you character's personality: Is he perpetually worried? Too eager to fight? Does he have an almost neurotic need to assert authority?<br />
<br />
Think about your character's sense of morality. Some characters have very strong codes of behavior while others tend to "adapt" their ethics to fit the current situation. You can play heroes, like Luke Skywalker, or rogues and other "shady" characters, like Han Solo and Lando Calrissian. Would your character be willing to betray his friends for the sake of a few credits, or would he refuse to betray them no matter the cost?<br />
<br />
<br />
==Objectives==<br />
<br />
This is what your character hopes to accomplish. What motivates your character? Greed (for money, power or something else)? Love? A sense of honor? A desire for adventure and excitement?<br />
<br />
Objectives can be immediate, short-term, or long-term. Some characters don't care much about anything past their next paycheck, while others have long-term goals, like starting a shipping company or becoming a top officer in the Rebel Alliance. Goals can be noble or selfish, grandiose or modest...or whatever else you come up with.<br />
<br />
Character objectives can also change during play---this is just what your character is interested in ''now''.<br />
<br />
<br />
==Connection With Other Characters==<br />
<br />
How did your character get involved with the other characters in the group? "Connections" give the characters a ''reason'' to risk their necks for each other.<br />
<br />
Here are a few possible connections that can be fleshed out with the other players and the gamemaster...<br />
<br />
<br />
*'''Friends.''' The most obvious (and the most often overlooked) connection. Friends will do a lot to help each other even if they've been out of touch for years.<br />
<br />
:''"I told you I'd make it someday, Biggs."''<br />
<br />
:''"You did, all right. It's going to be like old times, Luke. We're a couple of shooting stars that'll never be stopped!"''<br />
<br />
:::::::::::--- Luke Skywalker and Biggs Darklighter<br />
<br />
*'''Relatives.''' No one gets to choose who they're related to, but most people feel obligated to help out their relatives (even if they don't like them all that much). This can be particularly interesting if the characters would tend to be at odds---how does the egalitarian young Senatorial react to the seedy smuggler who happens to be her step-brother?<br />
<br />
*'''Employees.''' One character may hire another for any number of reasons. Maybe the characters have worked together for a long time...or the adventure revolves around a one-time deal that gets more complicated along the way.<br />
<br />
:''"Seventeen thousand! Those guys must be really desperate. This could really save my neck."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Joint Ownership of a Ship.''' Starships are expensive. Two or more characters could jointly own a ship (and have to deal with the debts that go with it).<br />
<br />
*'''Traveling Companions.''' Even the most unlikely pair might have traveled together for months or years before the game begins. "Fringe" characters might be buddies or partners in crime. Wealthy characters might be friends who have decided to "see the galaxy" in style.<br />
<br />
*'''Mentors.''' Any older character can take a younger character under his or her wing. The younger character has a teacher or mentor while getting a chance to explore distant worlds.<br />
<br />
:''"I want to come with you to Alderaan. There's nothing here for me now. I want to learn the ways of the Force and become a Jedi like my father."''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Rivals.''' Friendly competition can add a lot to an adventure (as long as it doesn't get out of hand). Han Solo and Lando Calrissian are rivals who continually strive to out-do each other.<br />
<br />
:''"''Your'' ship? Hey, remember, you lost her to me fair and square."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Same Homeworld.''' Characters from the same planet share a few things in common even if they're very different types of people. Two characters from Corellia will invariably swap stories about home even if they have nothing else in common.<br />
<br />
*'''Classmates.''' Characters of the same age could have attended the Imperial Academy or a university together. For example, Han Solo's old Academy friend Shug Ninx shows up when Han returns to Nar Shadaa in ''Dark Empire''.<br />
<br />
*'''Known by Reputation.''' Even if characters have never met before, they may know of each other by reputation. A smuggler might have heard of other smugglers, pirates or bounty hunters. Senators might be well-known public figures.<br />
<br />
:''"He claims to be the property of an Obi-Wan Kenobi. Is he a relative of yours?"''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Love.''' A romantic interest can be difficult to play, but some players are comfortable with the idea. Let the players choose this kind of tie; gamemasters should never force this connection.<br />
<br />
<br />
==<big>Making Changes</big>==<br />
<br />
What if you want to play a happy-go-lucky scout instead of a cynical old grump? Or a quiet and shy pilot instead of a brash one? That's no problem.<br />
<br />
You can change the background and personality to create the character you want to play, but be sure to clear all your changes with the gamemaster.<br />
<br />
Some things---like debts owed to crime lords---are adventure hooks and are supposed to make the character's life tougher. And not everyone can be a noble princess or the long-lost child of a famous Jedi...<br />
<br />
<br />
==<small>Also in this section</small>==<br />
<br />
*[[Finishing the Template]] - Picking skills, deciding if the character is Force-sensitive, spending credits on equipment, and, if the character ''is'' Force-sensitive, picking Force powers.<br />
*[[Creating A New Template]] - Can't find a premade template that suits your needs? Come up with your own!<br />
*[[Character Advancement]] - Improving skills, learning new skills, and improving your character's other game statistics.<br />
<br />
<br />
Back to [[Characters]]</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Selecting_A_Template&diff=22991Selecting A Template2012-10-04T07:30:38Z<p>Vader: /* Detailing a Character */</p>
<hr />
<div>If you've already picked a [[templates|template]] to play, skip ahead to "[[Finishing the Template]]." If you're still trying to pick one or want a few tips on how to make ''your'' character different, keep on reading this page.<br />
<br />
<br />
Think about what kind of person ''you'' want to play. Do you want to play a dashing [[Smuggler (Template)|smuggler]] like [[Han Solo]]? A [[Brash Pilot (Template)|brash young pilot]] like [[Wedge Antilles]]? An impressionable Jedi-in-training, like [[Luke Skywalker]] at the beginning of ''A New Hope''? A [[Young Senatorial (Template)|headstrong diplomat]] like [[Princess Leia|Leia Organa Solo]]? A seedy [[Con Artist (Template)|con artist]]? An engineer who is more at home with droids than people? There are many, many different types of people in the galaxy and you can play almost anyone.<br />
<br />
Before you pick a template, ask the gamemaster what type of adventure is being run. If the adventure features a group of Rebel freedom-fighters, almost anyone fits in as long as they're moral and decent at heart: the Rebels are the "good guys" after all.<br />
<br />
However, if the adventure is for a bunch of ruthless bounty hunters, being a [[Wookiee (Template)|Wookiee]] or a [[Failed Jedi (Template)|failed Jedi]] probably isn't going to work. Some gamemasters even run adventures for Imperial player characters.<br />
<br />
It's not a bad idea to ask the other players what kind of characters ''they'' will be playing. Normally, your game should have a diverse group of characters with a mix of skills---not everyone can be a pilot, a smuggler or a failed Jedi.<br />
<br />
<br />
<br /><br />
==<big>Detailing a Character</big>==<br />
<br />
A character template is a good starting point, but it's only a description of a ''type'' of character. There are thousands of smugglers in the galaxy---how do you make yourself different?<br />
<br />
==Physical Description==<br />
<br />
What does your character look like? Appearance can say a lot about your character, so spend some time thinking about this.<br />
<br />
Figure out hair color, eye color, and other physical qualities. Is your character in shape or overweight? Attractive or plain? List anything unusual about your character's appearance, like bright blue hair, tattoos, facial scars or anything else that springs to mind.<br />
<br />
Think about your character's presence, body language and mannerisms. Is he menacing? Shy? Outgoing and popular? Does he walk with a limp, or have a strange accent? Does he have a nervous twitch when he lies? What kind of impression does your character give people?<br />
<br />
Write down how your character dresses: a smuggler dresses very differently that a soldier or a wealthy business leader. For example, most of the time Han Solo wears a vest, boots, and a white tunic, and he ''always'' wears his heavy blaster pistol.<br />
<br />
<br />
==Background==<br />
<br />
This tells you a little about what your character did up until you started playing him or her. The background is for you and the gamemaster only---you only have to tell the other players as much about your character as you want to. (One of the most interesting things things about Han Solo is that you don't ''really'' know what he did before he joined up with Luke Skywalker or Princess Leia.)<br />
<br />
Your character may want to hide things about his past, and perhaps there's even an old foe or two lurking in the background. Your character can even lie about his past! If your character is bitter and cynical, there's probably a good reason he's that way---so what happened to him?<br />
<br />
You can develop a much more detailed background if you want to. What kind of odd jobs did your character hold? Where has he traveled and who does he know? What was his home planet like? Who were his parents, siblings, relatives and friends---and how does he get along with them?<br />
<br />
A well-developed background can give the gamemaster plenty of ideas for adventures, while allowing for new developments during play. The gamemaster may "remind" you of things your character knows or introduce other people that "knew" your character in the past.<br />
<br />
<br />
==Personality==<br />
<br />
This is how your character generally acts---he won't ''always'' act this way, but it's a good summary. You should spend a few minutes creating a personality that is interesting and fun for ''you'' to play.<br />
<br />
Characters should have both good points and bad points. For example, Luke in ''A New Hope'' is a good pilot, has a strong sense of right and wrong, and is a pretty likable person---but he's also impatient, tends to rush into things without realizing what he's getting himself into, and is driven by revenge because of the deaths of Uncle Owen and Aunt Beru.<br />
<br />
Detail you character's personality: Is he perpetually worried? Too eager to fight? Does he have an almost neurotic need to assert authority?<br />
<br />
Think about your character's sense of morality. Some characters have very strong codes of behavior while others tend to "adapt" their ethics to fit the current situation. You can play heroes, like Luke Skywalker, or rogues and other "shady" characters, like Han Solo and Lando Calrissian. Would your character be willing to betray his friends for the sake of a few credits, or would he refuse to betray them no matter the cost?<br />
<br />
<br />
==Objectives==<br />
<br />
This is what your character hopes to accomplish. What motivates your character? Greed (for money, power or something else)? Love? A sense of honor? A desire for adventure and excitement?<br />
<br />
Objectives can be immediate, short-term, or long-term. Some characters don't care much about anything past their next paycheck, while others have long-term goals, like starting a shipping company or becoming a top officer in the Rebel Alliance. Goals can be noble or selfish, grandiose or modest...or whatever else you come up with.<br />
<br />
Character objectives can also change during play---this is just what your character is interested in ''now''.<br />
<br />
<br />
==Connection With Other Characters==<br />
<br />
How did your character get involved with the other characters in the group? "Connections" give the characters a ''reason'' to risk their necks for each other.<br />
<br />
Here are a few possible connections that can be fleshed out with the other players and the gamemaster...<br />
<br />
<br />
*'''Friends.''' The most obvious (and the most often overlooked) connection. Friends will do a lot to help each other even if they've been out of touch for years.<br />
<br />
:''"I told you I'd make it someday, Biggs."''<br />
<br />
:''"You did, all right. It's going to be like old times, Luke. We're a couple of shooting stars that'll never be stopped!"''<br />
<br />
:::::::::::--- Luke Skywalker and Biggs Darklighter<br />
<br />
*'''Relatives.''' No one gets to choose who they're related to, but most people feel obligated to help out their relatives (even if they don't like them all that much). This can be particularly interesting if the characters would tend to be at odds---how does the egalitarian young Senatorial react to the seedy smuggler who happens to be her step-brother?<br />
<br />
*'''Employees.''' One character may hire another for any number of reasons. Maybe the characters have worked together for a long time...or the adventure revolves around a one-time deal that gets more complicated along the way.<br />
<br />
:''"Seventeen thousand! Those guys must be really desperate. This could really save my neck."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Joint Ownership of a Ship.''' Starships are expensive. Two or more characters could jointly own a ship (and have to deal with the debts that go with it).<br />
<br />
*'''Traveling Companions.''' Even the most unlikely pair might have traveled together for months or years before the game begins. "Fringe" characters might be buddies or partners in crime. Wealthy characters might be friends who have decided to "see the galaxy" in style.<br />
<br />
*'''Mentors.''' Any older character can take a younger character under his or her wing. The younger character has a teacher or mentor while getting a chance to explore distant worlds.<br />
<br />
:''"I want to come with you to Alderaan. There's nothing here for me now. I want to learn the ways of the Force and become a Jedi like my father."''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Rivals.''' Friendly competition can add a lot to an adventure (as long as it doesn't get out of hand). Han Solo and Lando Calrissian are rivals who continually strive to out-do each other.<br />
<br />
:''"''Your'' ship? Hey, remember, you lost her to me fair and square."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Same Homeworld.''' Characters from the same planet share a few things in common even if they're very different types of people. Two characters from Corellia will invariably swap stories about home even if they have nothing else in common.<br />
<br />
*'''Classmates.''' Characters of the same age could have attended the Imperial Academy or a university together. For example, Han Solo's old Academy friend Shug Ninx shows up when Han returns to Nar Shadaa in ''Dark Empire''.<br />
<br />
*'''Known by Reputation.''' Even if characters have never met before, they may know of each other by reputation. A smuggler might have heard of other smugglers, pirates or bounty hunters. Senators might be well-known public figures.<br />
<br />
:''"He claims to be the property of an Obi-Wan Kenobi. Is he a relative of yours?"''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Love.''' A romantic interest can be difficult to play, but some players are comfortable with the idea. Let the players choose this kind of tie; gamemasters should never force this connection.<br />
<br />
<br />
==<big>Making Changes</big>==<br />
<br />
What if you want to play a happy-go-lucky scout instead of a cynical old grump? Or a quiet and shy pilot instead of a brash one? That's no problem.<br />
<br />
You can change the background and personality to create the character you want to play, but be sure to clear all your changes with the gamemaster.<br />
<br />
Some things---like debts owed to crime lords---are adventure hooks and are supposed to make the character's life tougher. And not everyone can be a noble princess or the long-lost child of a famous Jedi...<br />
<br />
<br />
==<small>Also in this section</small>==<br />
<br />
*[[Finishing the Template]] - Picking skills, deciding if the character is Force-sensitive, spending credits on equipment, and, if the character ''is'' Force-sensitive, picking Force powers.<br />
*[[Creating A New Template]] - Can't find a premade template that suits your needs? Come up with your own!<br />
*[[Character Advancement]] - Improving skills, learning new skills, and improving your character's other game statistics.<br />
<br />
<br />
Back to [[Characters]]</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Kashyyyk&diff=22990Kashyyyk2012-10-04T07:17:39Z<p>Vader: </p>
<hr />
<div>*Kashyyyk<br />Type: Terrestrial<br />Temperature: Temperate[[File:250px-Kasyyykunleashed.jpg|thumb]]<br />Atmosphere: Type 1 (Breathable)<br />Hydrosphere: Moderate<br />Gravity: Standard<br />Terrain: Jungle<br />Length of Day: 26 Hours<br />Length of Year: 381 Local Days<br />Sapient Species [[Wookiees]] (N)<br />
<br />
*Flora / Fauna: [[Asyyyriak|Asyyyriak, ]][[Agr]], [[Bantha of Kashyyyk]], [[Blastail]], [[Bolstyngar]], [[Gorryl]]slug<br />Starport: Standard Class<br />Population: 45 million[[File:200px-House_exterior_rmq.jpg|thumb]]<br />Planet Function: Homeworld<br />Government: Representative Tribal (New Republic Allied)<br />Tech Level: Space<br />Major Exports: Mid Tech<br />Major Imports: Medicines<br />
*Region: Mid-Rim<br />
*Sector: Mytaranor<br />
*System: Kashyyyk-System<br />
<br />
*Kashyyyk is a j ungle planet of unmatched beauty and endless danger. Massive trees cover its surface, their branches intertwining to form an almost continuous forest from the base of the huge trunks to the tops of the highest branches. Life developed throughout this skyward jungle, pushing ever upward from the dark surface toward the glowing sun. The planet's ecosystem is divided into several horizontal levels, one above the other. The world's intelligent species, the fur-covered giants called Wookiees, share the uppermost level with a variety of flying and tree-dwelling creatures.<br />The natural environment becomes increasingly more hostile and uninviting as one travels down through the ecosystem levels. The ecology can best be described as a layered death trap, with the lowest levels reportedly serving as the domain of fearsome predators and other lethal hazards which even Wookiees tend to avoid. The jungle is also home to many beneficial plants and animals, and many birds fill the sky between the trees, such as the delicious kroyie, which are hunted for food.<br />Wookiees live in the highest branches of Kashyyyk's mighty trees, hundreds of meters above the ground. They build massive cities within the trees, with asmooth integration of practical technology and the amazing natural beauty of the world. The cities combine the best of nature with the conveniences of modern technology.<br />During the height of the Empire, Kashyyyk was under martial law. Imperial garrisons dotted the planet and Imperial ships maintained a constant orbit to ensure that the mighty Wookiees could not rebel against the New Order. Wookiees were enslaved and forced to work in Imperial slave camps because of their great strength and natural mechanical talents. They were kept in line by the threat of violence against their families on Kashyyyk. Imperial law made free Wookiees illegal. Any Wookiees found outside of Kashyyyk or Imperial work camps were considered outlaws. Chewbacca fell into this category, and was constantly on the lookout for bounty hunters until he fell under Jabba the Hutt's nominal protection as a free-contract employee of the crime lord.<br />Today Kashyyyk is once again a free world, thanks to the efforts of the Alliance and the New Republic. The Wookiees have even begun to allow non-Wookiee traders to visit again, as their natural friendliness steadily overcomes their fear of enslavement. But an undercurrent of resentment toward humans lingers, as the memory of the treatment they received at the hands of the Imperials remains strong.<br />
<br />
*Rwookrrorro<br />Nestled atop a tight ring of wroshyr trees, the Wookiee city of Rwookrrorro stands as one of Kashyyyk's most beautiful metropolitan centers. Dropping through the planet's billowing cloud cover, the first view visitors have of the city leaves even the most well-traveled among them breathless. It hangs as though suspended in mid-air, filling the gaps between the massive trees.<br />Rwookrrorro is a true city, covering more than a square kilometer of territory. Its multi-leveled buildings are large and complex, laid out in wide, straight avenues. The combination of architecture and planning demonstrates a loving sense of artistry in the creators, beings who many consider to be nothing more than brutal, primitive savages.<br />The trunks of the huge trees are used to enhance the beauty. They form giant brown columns around and within the city, reaching up to support the ceiling of white clouds overhead. The whole effect is further enhanced by sweeping lights which lance out to surround the city in brilliant colored beams.<br />Unlike Cloud City, which is held aloft by repulsorlift generators, Rwookrrorro is held up only by incredibly strong branches of Kashyyyk's trees. Like a great spider web, the branches grow together to form the foundation of the city. Wroshyr tree branches have a unique property. When separate branches meet, they grow together to form one interlocked branch. The new branch then sprouts new branches of its own which reach out in all directions to find other branches to join with. Through their own growth, they form a unity. In fact, all of the wroshyr trees in the Rwookrrorro grouping are a single giant plant, with a unified, intermixed root system. In that unity, the plant grows stronger and stronger.<br />Landing platforms for speeders and even mediumsized cruisers are formed by remnants of huge tree limbs which have been cut horizontally close to the trunk. Many houses, shops and other buildings are built directly into the tree, their entrances open to nothing but empty space. Only the natural climbing claws of the Wookiees allow them to live among the trees and get into places non-Wookiees would find impossible to reach. Liftcars are employed to move cargo and transport the ill, but most Wookiees prefer to get around naturally, climbing among the trees they love. Dark green kshyy vines, stronger than composite cables and self-repairing, ferry the liftcars up and down around the city. In the unlikely event a kshyy vine does break, the liftcars are equipped with emergency repulsor units.<br />The lights around the city do more than guide ships or illuminate the clouds. They attract creatures such as the kroyie birds so that the city hunters can catch them. In this way, the birds make up a large portion of the Wookiee diet.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Selecting_A_Template&diff=22987Selecting A Template2012-10-04T06:54:24Z<p>Vader: </p>
<hr />
<div>If you've already picked a [[templates|template]] to play, skip ahead to "[[Finishing the Template]]." If you're still trying to pick one or want a few tips on how to make ''your'' character different, keep on reading this page.<br />
<br />
<br />
Think about what kind of person ''you'' want to play. Do you want to play a dashing [[Smuggler (Template)|smuggler]] like [[Han Solo]]? A [[Brash Pilot (Template)|brash young pilot]] like [[Wedge Antilles]]? An impressionable Jedi-in-training, like [[Luke Skywalker]] at the beginning of ''A New Hope''? A [[Young Senatorial (Template)|headstrong diplomat]] like [[Princess Leia|Leia Organa Solo]]? A seedy [[Con Artist (Template)|con artist]]? An engineer who is more at home with droids than people? There are many, many different types of people in the galaxy and you can play almost anyone.<br />
<br />
Before you pick a template, ask the gamemaster what type of adventure is being run. If the adventure features a group of Rebel freedom-fighters, almost anyone fits in as long as they're moral and decent at heart: the Rebels are the "good guys" after all.<br />
<br />
However, if the adventure is for a bunch of ruthless bounty hunters, being a [[Wookiee (Template)|Wookiee]] or a [[Failed Jedi (Template)|failed Jedi]] probably isn't going to work. Some gamemasters even run adventures for Imperial player characters.<br />
<br />
It's not a bad idea to ask the other players what kind of characters ''they'' will be playing. Normally, your game should have a diverse group of characters with a mix of skills---not everyone can be a pilot, a smuggler or a failed Jedi.<br />
<br />
<br />
<br />
'''<big>Detailing a Character</big>'''<br />
<br />
A character template is a good starting point, but it's only a description of a ''type'' of character. There are thousands of smugglers in the galaxy---how do you make yourself different?<br />
<br />
<br />
<big>Physical Description</big><br />
<br />
What does your character look like? Appearance can say a lot about your character, so spend some time thinking about this.<br />
<br />
Figure out hair color, eye color, and other physical qualities. Is your character in shape or overweight? Attractive or plain? List anything unusual about your character's appearance, like bright blue hair, tattoos, facial scars or anything else that springs to mind.<br />
<br />
Think about your character's presence, body language and mannerisms. Is he menacing? Shy? Outgoing and popular? Does he walk with a limp, or have a strange accent? Does he have a nervous twitch when he lies? What kind of impression does your character give people?<br />
<br />
Write down how your character dresses: a smuggler dresses very differently that a soldier or a wealthy business leader. For example, most of the time Han Solo wears a vest, boots, and a white tunic, and he ''always'' wears his heavy blaster pistol.<br />
<br />
<br />
<big>Background</big><br />
<br />
This tells you a little about what your character did up until you started playing him or her. The background is for you and the gamemaster only---you only have to tell the other players as much about your character as you want to. (One of the most interesting things things about Han Solo is that you don't ''really'' know what he did before he joined up with Luke Skywalker or Princess Leia.)<br />
<br />
Your character may want to hide things about his past, and perhaps there's even an old foe or two lurking in the background. Your character can even lie about his past! If your character is bitter and cynical, there's probably a good reason he's that way---so what happened to him?<br />
<br />
You can develop a much more detailed background if you want to. What kind of odd jobs did your character hold? Where has he traveled and who does he know? What was his home planet like? Who were his parents, siblings, relatives and friends---and how does he get along with them?<br />
<br />
A well-developed background can give the gamemaster plenty of ideas for adventures, while allowing for new developments during play. The gamemaster may "remind" you of things your character knows or introduce other people that "knew" your character in the past.<br />
<br />
<br />
<big>Personality</big><br />
<br />
This is how your character generally acts---he won't ''always'' act this way, but it's a good summary. You should spend a few minutes creating a personality that is interesting and fun for ''you'' to play.<br />
<br />
Characters should have both good points and bad points. For example, Luke in ''A New Hope'' is a good pilot, has a strong sense of right and wrong, and is a pretty likable person---but he's also impatient, tends to rush into things without realizing what he's getting himself into, and is driven by revenge because of the deaths of Uncle Owen and Aunt Beru.<br />
<br />
Detail you character's personality: Is he perpetually worried? Too eager to fight? Does he have an almost neurotic need to assert authority?<br />
<br />
Think about your character's sense of morality. Some characters have very strong codes of behavior while others tend to "adapt" their ethics to fit the current situation. You can play heroes, like Luke Skywalker, or rogues and other "shady" characters, like Han Solo and Lando Calrissian. Would your character be willing to betray his friends for the sake of a few credits, or would he refuse to betray them no matter the cost?<br />
<br />
<br />
<big>Objectives</big><br />
<br />
This is what your character hopes to accomplish. What motivates your character? Greed (for money, power or something else)? Love? A sense of honor? A desire for adventure and excitement?<br />
<br />
Objectives can be immediate, short-term, or long-term. Some characters don't care much about anything past their next paycheck, while others have long-term goals, like starting a shipping company or becoming a top officer in the Rebel Alliance. Goals can be noble or selfish, grandiose or modest...or whatever else you come up with.<br />
<br />
Character objectives can also change during play---this is just what your character is interested in ''now''.<br />
<br />
<br />
<big>Connection With Other Characters</big><br />
<br />
How did your character get involved with the other characters in the group? "Connections" give the characters a ''reason'' to risk their necks for each other.<br />
<br />
Here are a few possible connections that can be fleshed out with the other players and the gamemaster...<br />
<br />
<br />
*'''Friends.''' The most obvious (and the most often overlooked) connection. Friends will do a lot to help each other even if they've been out of touch for years.<br />
<br />
:''"I told you I'd make it someday, Biggs."''<br />
<br />
:''"You did, all right. It's going to be like old times, Luke. We're a couple of shooting stars that'll never be stopped!"''<br />
<br />
:::::::::::--- Luke Skywalker and Biggs Darklighter<br />
<br />
*'''Relatives.''' No one gets to choose who they're related to, but most people feel obligated to help out their relatives (even if they don't like them all that much). This can be particularly interesting if the characters would tend to be at odds---how does the egalitarian young Senatorial react to the seedy smuggler who happens to be her step-brother?<br />
<br />
*'''Employees.''' One character may hire another for any number of reasons. Maybe the characters have worked together for a long time...or the adventure revolves around a one-time deal that gets more complicated along the way.<br />
<br />
:''"Seventeen thousand! Those guys must be really desperate. This could really save my neck."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Joint Ownership of a Ship.''' Starships are expensive. Two or more characters could jointly own a ship (and have to deal with the debts that go with it).<br />
<br />
*'''Traveling Companions.''' Even the most unlikely pair might have traveled together for months or years before the game begins. "Fringe" characters might be buddies or partners in crime. Wealthy characters might be friends who have decided to "see the galaxy" in style.<br />
<br />
*'''Mentors.''' Any older character can take a younger character under his or her wing. The younger character has a teacher or mentor while getting a chance to explore distant worlds.<br />
<br />
:''"I want to come with you to Alderaan. There's nothing here for me now. I want to learn the ways of the Force and become a Jedi like my father."''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Rivals.''' Friendly competition can add a lot to an adventure (as long as it doesn't get out of hand). Han Solo and Lando Calrissian are rivals who continually strive to out-do each other.<br />
<br />
:''"''Your'' ship? Hey, remember, you lost her to me fair and square."''<br />
<br />
:::::::::::--- Han Solo<br />
<br />
*'''Same Homeworld.''' Characters from the same planet share a few things in common even if they're very different types of people. Two characters from Corellia will invariably swap stories about home even if they have nothing else in common.<br />
<br />
*'''Classmates.''' Characters of the same age could have attended the Imperial Academy or a university together. For example, Han Solo's old Academy friend Shug Ninx shows up when Han returns to Nar Shadaa in ''Dark Empire''.<br />
<br />
*'''Known by Reputation.''' Even if characters have never met before, they may know of each other by reputation. A smuggler might have heard of other smugglers, pirates or bounty hunters. Senators might be well-known public figures.<br />
<br />
:''"He claims to be the property of an Obi-Wan Kenobi. Is he a relative of yours?"''<br />
<br />
:::::::::::--- Luke Skywalker<br />
<br />
*'''Love.''' A romantic interest can be difficult to play, but some players are comfortable with the idea. Let the players choose this kind of tie; gamemasters should never force this connection.<br />
<br />
<br />
'''<big>Making Changes</big>'''<br />
<br />
What if you want to play a happy-go-lucky scout instead of a cynical old grump? Or a quiet and shy pilot instead of a brash one? That's no problem.<br />
<br />
You can change the background and personality to create the character you want to play, but be sure to clear all your changes with the gamemaster.<br />
<br />
Some things---like debts owed to crime lords---are adventure hooks and are supposed to make the character's life tougher. And not everyone can be a noble princess or the long-lost child of a famous Jedi...<br />
<br />
<br />
'''Also in this section:'''<br />
<br />
*[[Finishing the Template]] - Picking skills, deciding if the character is Force-sensitive, spending credits on equipment, and, if the character ''is'' Force-sensitive, picking Force powers.<br />
*[[Creating A New Template]] - Can't find a premade template that suits your needs? Come up with your own!<br />
*[[Character Advancement]] - Improving skills, learning new skills, and improving your character's other game statistics.<br />
<br />
<br />
Back to [[Characters]]</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Jaded_Spice_Runner&diff=22985Jaded Spice Runner2012-10-04T06:52:54Z<p>Vader: Created page with "ONLY LISTED in "Platt's Smuggler Guide" supplement, but not actually present in the book. Probably it didn't made it to the final draft."</p>
<hr />
<div>ONLY LISTED in "Platt's Smuggler Guide" supplement, but not actually present in the book. Probably it didn't made it to the final draft.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Templates&diff=22984Templates2012-10-04T06:51:37Z<p>Vader: </p>
<hr />
<div>if you are posting an article for the template section for a template that has not been filled in, please use the template found in the link below marked "template index" for how the character should be listed in this area.<br />
<br />
[[User:Bsdoblivion|Bsdoblivion]] 05:42, June 14, 2010 (UTC)<br />
{| border="0" cellpadding="1" cellspacing="1" style="width: 846px; height: 1358px"<br />
|+[[Template Index]]<br />
|<br />
#[[Alien Student Of The Force]]<br />
#[[Alliance Agitator]]<br />
#[[Alliance Liaison]]<br />
#[[Alliance Observer]]<br />
#[[Annoying Squib]]<br />
#[[Armchair Historian]]<br />
#[[Arms Merchant]]<br />
#[[Arrogant Imperial Noble]]<br />
#[[Arrogant Noble]]<br />
#[[Bacta Merchant]]<br />
#[[Bacta Pirate]]<br />
#[[Bacta Smuggler]]<br />
#[[Barabel Shockboxer]]<br />
#[[Battle Master]]<br />
#[[Beast Master]]<br />
#[[Bimm Bard]]<br />
#[[Bith Musician]]<br />
#[[Boarder]]<br />
#[[Bounty Hunter (Template)|Bounty Hunter]]<br />
#[[Bounty Hunter (Iotran)]]<br />
#[[Brash Pilot (Template)|Brash Pilot]]<br />
#[[Cautious First Mate]]<br />
#[[Classy Smuggler]]<br />
#[[Comm Slicker]]<br />
#[[CompForce Assault Trooper]]<br />
#[[COMPNOR Military Liaison]]<br />
#[[COMPNOR SAGroup Youth]]<br />
#[[Con Artist (Template)|Con Artist]]<br />
#[[Corporate Scout]]<br />
#[[Corporate Slicer]]<br />
#[[Court Fop]]<br />
#[[Curious Explorer]]<br />
#[[Cyborged Pirate]]<br />
#[[Cynical Free-Trader]]<br />
#[[Cynical Scout]]<br />
#[[Devaronian Grifter]]<br />
#[[Disgraced House Guardsman]]<br />
#[[Disguise Artist]]<br />
#[[Duro Merchant]]<br />
#[[Ewok Template]]<br />
#[[Ewok Shaman]]<br />
#[[Ewok Warrior]]<br />
#[[Ex-Imperial Commando]]<br />
#[[Ex-Imperial Scout]]<br />
#[[Ex-Rocket Jumper]]<br />
#[[Failed Jedi (Template)|Failed Jedi]]<br />
#[[Flamboyant Entertainer]]<br />
#[[Freedom Warrior]]<br />
#[[Freeworlds Artist]]<br />
#[[Freeworlds Trader]]<br />
#[[Galactic Big Game Hunter]]<br />
#[[Gambler (Template)|Gambler]]<br />
#[[Ground Assault Vehicle Commander]]<br />
#[[Guild Bounty Hunter]]<br />
#[[Gunrunner]]<br />
#[[Healer]]<br />
#[[Herglic Archaeologist]]<br />
#[[Herglic Gambler]]<br />
#[[High-Stakes Gambler]]<br />
#[[Holovid Celebrity]]<br />
|<br />
#[[HoloVid Gossip Columnist]]<br />
#[[Hot-Shot Pilot]]<br />
#[[House Guard]]<br />
#[[House Guard Captain]]<br />
#[[House Guard Officer]]<br />
#[[House Knight]]<br />
#[[House Retainer]]<br />
#[[House Troubleshooter]]<br />
#[[Imperial Adjutant]]<br />
#[[Imperial Assassin-In-Training]]<br />
#[[Imperial Bounty Hunter]]<br />
#[[Imperial Diplomat]]<br />
#[[Imperial Double Agent]]<br />
#[[Imperial Intelligence Agent]]<br />
#[[Imperial Morale Officer]]<br />
#[[Imperial Smuggler]]<br />
#[[Independent Bounty Hunter]]<br />
#[[Industrial Espionage Agent]]<br />
#[[Interstellar Transient]]<br />
#[[ISB Agent]]<br />
#[[ISB Investigations Specialist]]<br />
#[[ISB Protocol Officer]]<br />
#[[Ithorian Storyteller]]<br />
#[[Jaded Spice Runner]]<br />
#[[JAN Operative]]<br />
#[[Jawa Trader]]<br />
#[[Kid]]<br />
#[[Klatooinan Roustabout]]<br />
#[[Laconic Scout]]<br />
#[[Locator]]<br />
#[[Loyal Retainer]]<br />
#[[Merc (Template)|Merc]]<br />
#[[Mercenary Trader]]<br />
#[[Mining Guild Recruiter]]<br />
#[[Minor Jedi]]<br />
#[[Mon Calamari.|Mon Calamari]]<br />
#[[Mon Calamari Courier]]<br />
#[[Mon Calamari Crewman]]<br />
#[[Mon Calamari Mediator]]<br />
#[[Mon Calamari Medic]]<br />
#[[Mon Calamari Pilot]]<br />
#[[Mon Calamari Professor]]<br />
#[[Mon Calamari Spacer]]<br />
#[[Mon Calamari Technician]]<br />
#[[Mrlssti Roving Entertainer]]<br />
#[[Mrlssti Swindler]]<br />
#[[Mrlssti Tutor]]<br />
#[[Mystic]]<br />
#[[New Republic Bureaucrat]]<br />
#[[New Republic Intelligence Operative]]<br />
#[[New Republic Security Force Agent]]<br />
#[[NewsNet Reporter]]<br />
#[[Noble-In-Exile]]<br />
#[[Old Senatorial]]<br />
#[[Ordnance Procurer]]<br />
#[[Outlaw]]<br />
#[[Outlaw Tech]]<br />
#[[Pack Tracker]]<br />
#[[Pirate (Template)|Pirate]]<br />
#[[Privateer Captain]]<br />
#[[Professional Bodyguard]]<br />
|<br />
#[[Professional Thief]]<br />
#[[Prospector]]<br />
#[[Protocol Droid]]<br />
#[[Quarren Deep Hunter]]<br />
#[[Quarren Miner]]<br />
#[[Quarren Street Hustler]]<br />
#[[Quarren Swindler]]<br />
#[[Quixotic Jedi]]<br />
#[[Rebel Conspirator]]<br />
#[[Rebel Saboteur]]<br />
#[[Resistance Leader]]<br />
#[[Retired Imperial Captain]]<br />
#[[Revwien Tyia Adept]]<br />
#[[Rodian Dramatist]]<br />
#[[Rodian Gunner]]<br />
#[[Rodian Pacifist]]<br />
#[[Rookie New Republic Pilot]]<br />
#[[Saber Rake]]<br />
#[[Scout Droid]]<br />
#[[Security Specialist]]<br />
#[[Shadow]]<br />
#[[Ship’s Gunner]]<br />
#[[Slicer]]<br />
#[[Sludir Crate-Buster]]<br />
#[[Smuggler (Template)|Smuggler]]<br />
#[[Snivvian Artist]]<br />
#[[Space Rescue Corps Officer]]<br />
#[[SpaceOps Trooper]]<br />
#[[SpecForce Driver/Pilot]]<br />
#[[SpecForce Heavy Weapons Specialist]]<br />
#[[SpecForce Infiltrator]]<br />
#[[SpecForce Pathfinder]]<br />
#[[SpecForce Scanner/Communications Operators]]<br />
#[[SpecForce Technician/Engineer/Medic]]<br />
#[[SpecForce Urban Combat Specialist]]<br />
#[[SpecForce Wilderness Fighter]]<br />
#[[Speeder Racer]]<br />
#[[Spoiled Debutante]]<br />
#[[Squib Trader]]<br />
#[[Sullustan Engineer]]<br />
#[[Sullustan Trader]]<br />
#[[Svivreni Mineralogist]]<br />
#[[TIE Fighter Pilot]]<br />
#[[Tough Native]]<br />
#[[Tongue-Tied Engineer]]<br />
#[[Tramp Freighter Captain]]<br />
#[[Twi’lek Co-Pilot]]<br />
#[[Unemployed Imperial Bureaucrat]]<br />
#[[Veteran Spacer]]<br />
#[[Wealthy Physician]]<br />
#[[Weapons Instructor]]<br />
#[[Weary Ship’s Tech]]<br />
#[[Whiphid Collector]]<br />
#[[Wookiee (Template)|Wookiee]]<br />
#[[Wookiee Bounty Hunter]]<br />
#[[Wookiee First Mate]]<br />
#[[Wroonian Captain]]<br />
#[[Xenoarchaeologist]]<br />
#[[Young Jedi]]<br />
#[[Young Senatorial (Template)|Young Senatorial]]<br />
|-<br />
|<br />
|<br />
|<br />
|-<br />
|<br />
|<br />
|<br />
|}</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Elrood&diff=22909Elrood2012-10-01T06:50:38Z<p>Vader: </p>
<hr />
<div>Elrood<br />
<br />
<br />
<br />
Type: terrestrial<br />
<br />
Temperature: moderate [[File:Planet02-SWR.png|thumb]]<br />
<br />
Atmosphere: Type I (breathable)<br />
<br />
Gravity: standard<br />
<br />
Hydrosphere: moderate<br />
<br />
Terrain:Plains, Urban cities<br />
<br />
Length of Day: 28 standard hours<br />
<br />
Length of Year: 368 standard days<br />
<br />
Sapient Species: [[Human]] (N), others<br />
<br />
Tech Level: Space<br />
<br />
Planet Function: Administration / Trade (Sector Capital), manufacturing<br />
<br />
Government: Council<br />
<br />
Population: 6 Bio<br />
<br />
Starport: 4 Imperial class starports, 1 private imperial class starport,8 standard class<br />
<br />
Major imports:Foodstuff, Raw material<br />
<br />
Major exports: Starships (Prosperity class Cruiser and light freighters)<br />
<br />
<br />
<br />
Capital City: Elrooden<br />
Region of Space: Outer Rim<br />
<br />
Sector: [[Elrood_sector|Elrood]]<br />
<br />
Starsystem: Elrood<br />
<br />
Suns: 1 Elrad<br />
<br />
Name of the 2 Elrood Moons: Lodos and Sharene<br />
<br />
Orbital Bodies:<br />
{| align="center" border="0" cellpadding="0" cellspacing="0" width="400"<br />
| class="labels"|Name<br />
| class="labels"|Type<br />
| align="center" class="labels"|Moons<br />
|-<br />
| class="body" valign="top"|Trinka<br />
| class="body" valign="top"|Searing Rock<br />
| align="center" class="body" valign="top"|0<br />
|-<br />
| class="body" valign="top"|Acatal<br />
| class="body" valign="top"|Barren Rock<br />
| align="center" class="body" valign="top"|0<br />
|-<br />
| class="body" valign="top"|Elrood<br />
| class="body" valign="top"|Temperate Plains<br />
| align="center" class="body" valign="top"|2<br />
|-<br />
| class="body" valign="top"|Akana<br />
| class="body" valign="top"|Barren Rock<br />
| align="center" class="body" valign="top"|1<br />
|-<br />
| class="body" valign="top"|Thrang<br />
| class="body" valign="top"|Gas Giant<br />
| align="center" class="body" valign="top"|7<br />
|-<br />
| class="body" valign="top"|Tufar<br />
| class="body" valign="top"|Ice Ball<br />
| align="center" class="body" valign="top"|0<br />
|}<br />
<br />
<br />
<br />
The starports were renowned for their immaculate cleanliness and strict regulations. Armor and all ranged weapons were prohibited on Elrood, and non-sentient creatures could not leave a ship unless leashed<br />
<br />
The Ganrite Yards of Elrood were based on the planet, an Elrood-based starship manufacturing corporation.<br />
<br />
Source: Planets Collection (Page 121-134)</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Elrood&diff=22908Elrood2012-10-01T06:49:53Z<p>Vader: </p>
<hr />
<div>Elrood<br />
<br />
<br />
<br />
Type: terrestrial<br />
<br />
Temperature: moderate [[File:Planet02-SWR.png|thumb]]<br />
<br />
Atmosphere: Type I (breathable)<br />
<br />
Gravity: standard<br />
<br />
Hydrosphere: moderate<br />
<br />
Terrain:Plains, Urban cities<br />
<br />
Length of Day: 28 standard hours<br />
<br />
Length of Year: 368 standard days<br />
<br />
Sapient Species: [[Human]] (N), others<br />
<br />
Tech Level: Space<br />
<br />
Planet Function: Administration / Trade (Sector Capital), manufacturing<br />
<br />
Government: Council<br />
<br />
Population: 6 Bio<br />
<br />
Starport: 4 Imperial class starports, 1 private imperial class starport,8 standard class<br />
<br />
Major imports:Foodstuff, Raw material<br />
<br />
Major exports: Starships (Prosperity class Cruiser and light freighters)<br />
<br />
<br />
<br />
Capital City: Elrooden<br />
Region of Space: Outer Rim<br />
<br />
Sector: [[Elrood|http://d6holocron.com/wiki/index.php?title=Elrood_sector]]<br />
<br />
Starsystem: Elrood<br />
<br />
Suns: 1 Elrad<br />
<br />
Name of the 2 Elrood Moons: Lodos and Sharene<br />
<br />
Orbital Bodies:<br />
{| align="center" border="0" cellpadding="0" cellspacing="0" width="400"<br />
| class="labels"|Name<br />
| class="labels"|Type<br />
| align="center" class="labels"|Moons<br />
|-<br />
| class="body" valign="top"|Trinka<br />
| class="body" valign="top"|Searing Rock<br />
| align="center" class="body" valign="top"|0<br />
|-<br />
| class="body" valign="top"|Acatal<br />
| class="body" valign="top"|Barren Rock<br />
| align="center" class="body" valign="top"|0<br />
|-<br />
| class="body" valign="top"|Elrood<br />
| class="body" valign="top"|Temperate Plains<br />
| align="center" class="body" valign="top"|2<br />
|-<br />
| class="body" valign="top"|Akana<br />
| class="body" valign="top"|Barren Rock<br />
| align="center" class="body" valign="top"|1<br />
|-<br />
| class="body" valign="top"|Thrang<br />
| class="body" valign="top"|Gas Giant<br />
| align="center" class="body" valign="top"|7<br />
|-<br />
| class="body" valign="top"|Tufar<br />
| class="body" valign="top"|Ice Ball<br />
| align="center" class="body" valign="top"|0<br />
|}<br />
<br />
<br />
<br />
The starports were renowned for their immaculate cleanliness and strict regulations. Armor and all ranged weapons were prohibited on Elrood, and non-sentient creatures could not leave a ship unless leashed<br />
<br />
The Ganrite Yards of Elrood were based on the planet, an Elrood-based starship manufacturing corporation.<br />
<br />
Source: Planets Collection (Page 121-134)</div>Vaderhttp://d6holocron.com/wiki/index.php?title=Bantha&diff=22670Bantha2012-09-29T07:42:55Z<p>Vader: </p>
<hr />
<div>Bantha<br />The bantha is a large quadruped with long, shaggy fur and bright, inquisitive eyes. Huge spiral horns jut from the sides of the creature's head. Males grow as large as three meters at the shoulders (though females are slightly smaller).<br />Banthas are hardy animals, capable of going for weeks without water or food, making them well-suited to harsh environments. Banthas are often used as pack beasts or riding animals in more primitive regions.<br />• Bantha<br />Type: Domesticated pack animal<br />DEXTERITY 2D<br />PERCEPTION 2D<br />STRENGTH 8D<br />Special Abilities:<br />Horns: STR -ID damage<br />Trample: STR damage<br />Move: 5<br />Size: 2-3 meters at the shoulder<br />Orneriness: 2D</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20880All in-1 entry - placeholder2012-06-03T18:44:24Z<p>Vader: /* Gados */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|80px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|90px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|40px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20809All in-1 entry - placeholder2012-06-02T17:47:22Z<p>Vader: /* Cerean */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|80px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|90px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20808All in-1 entry - placeholder2012-06-02T17:46:30Z<p>Vader: /* Cragmoloid */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|90px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20807All in-1 entry - placeholder2012-06-02T17:46:04Z<p>Vader: /* Cragmoloid */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|110px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20806All in-1 entry - placeholder2012-06-02T17:45:35Z<p>Vader: /* Cragmoloid */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20805All in-1 entry - placeholder2012-06-02T17:45:05Z<p>Vader: /* Fia */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|120px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20804All in-1 entry - placeholder2012-06-02T17:44:48Z<p>Vader: /* Gados */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|60px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20803All in-1 entry - placeholder2012-06-02T17:43:51Z<p>Vader: /* Geonosians */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
'''Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20802All in-1 entry - placeholder2012-06-02T17:43:05Z<p>Vader: /* Gungan */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|100px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20801All in-1 entry - placeholder2012-06-02T17:42:47Z<p>Vader: /* Gungan */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|120px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20800All in-1 entry - placeholder2012-06-02T17:42:26Z<p>Vader: /* Gungan */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20799All in-1 entry - placeholder2012-06-02T17:39:18Z<p>Vader: /* Iskalonian/Chuhkyvi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|110px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20798All in-1 entry - placeholder2012-06-02T17:38:44Z<p>Vader: /* Iskalonian/Chuhkyvi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|130px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|110px|thumb|right|Chuhkyvi]]<br />
'''<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20797All in-1 entry - placeholder2012-06-02T17:38:02Z<p>Vader: /* Iskalonian/Chuhkyvi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|130px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|130px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20796All in-1 entry - placeholder2012-06-02T17:36:35Z<p>Vader: /* Kaminoan */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|70px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20795All in-1 entry - placeholder2012-06-02T17:36:06Z<p>Vader: /* Kiffar */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|80px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20794All in-1 entry - placeholder2012-06-02T17:35:38Z<p>Vader: /* Massassi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
----<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20793All in-1 entry - placeholder2012-06-02T17:35:00Z<p>Vader: /* Lannik */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|120px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20792All in-1 entry - placeholder2012-06-02T17:34:33Z<p>Vader: /* Kushiban */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|120px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
----<br />
<br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20791All in-1 entry - placeholder2012-06-02T17:33:08Z<p>Vader: /* Lepi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|60px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20790All in-1 entry - placeholder2012-06-02T17:32:27Z<p>Vader: /* Lepi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|80px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20789All in-1 entry - placeholder2012-06-02T17:31:12Z<p>Vader: /* Em'liy */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|110px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20788All in-1 entry - placeholder2012-06-02T17:30:49Z<p>Vader: /* Fia */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|130px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20787All in-1 entry - placeholder2012-06-02T17:30:25Z<p>Vader: /* Coway */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|110px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20786All in-1 entry - placeholder2012-06-02T17:30:01Z<p>Vader: /* Dantari */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|130px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|120px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20785All in-1 entry - placeholder2012-06-02T17:29:28Z<p>Vader: /* Coway */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|130px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
----<br />
<br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20784All in-1 entry - placeholder2012-06-02T17:28:34Z<p>Vader: /* Caarite */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|120px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20783All in-1 entry - placeholder2012-06-02T17:28:16Z<p>Vader: /* Caamasi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|120px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20782All in-1 entry - placeholder2012-06-02T17:27:47Z<p>Vader: </p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
----<br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
----<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
----<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
----<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
----<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
----<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
----<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
----<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
----<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
----<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
----<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
----<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
----<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
----<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
----<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|180px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
----<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
----<br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
----<br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
----<br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
----<br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
----<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
----<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
----<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
----<br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
----<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
----<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
----<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
----<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
----<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
----<br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
----<br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
----<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
----<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
----<br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
----<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2.</div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20781All in-1 entry - placeholder2012-06-02T17:18:30Z<p>Vader: /* Kiffar */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|100px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20780All in-1 entry - placeholder2012-06-02T17:16:36Z<p>Vader: /* Em'liy */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
<br />
===Em'liy===<br />
[[File:Emliy.jpg|130px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
<br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|150px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20779All in-1 entry - placeholder2012-06-02T17:16:14Z<p>Vader: /* Draethos */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|120px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
<br />
===Em'liy===<br />
[[File:Emliy.jpg|150px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|150px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20778All in-1 entry - placeholder2012-06-02T17:15:15Z<p>Vader: /* Cerean */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|100px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
===Em'liy===<br />
[[File:Emliy.jpg|150px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|150px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20777All in-1 entry - placeholder2012-06-02T17:14:26Z<p>Vader: /* Gados */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
===Em'liy===<br />
[[File:Emliy.jpg|150px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|90px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|150px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
<br />
<br />
''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
<br />
===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vaderhttp://d6holocron.com/wiki/index.php?title=All_in-1_entry_-_placeholder&diff=20776All in-1 entry - placeholder2012-06-02T17:13:50Z<p>Vader: /* Lepi */</p>
<hr />
<div>===Caamasi===<br />
[[File:CaamasiNEGAS.jpg|150px|thumb|right|Caamasi]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D+2<br />Strength 1D<br />Technical 2D''' <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Memory Sharing:'' [[Caamasi]] can store and share memories with others of their species. Force-users can also share memories with Caamasi, though this requires a successful use of either [[Receptive Telepathy]] (to receive a memory) or [[Projective Telepathy]] (to share a memory).<br />
<br />
''Wise and Tranquil:'' Due to their reputation for being peaceful and wise, Caamasi gain a +2 pip bonus to all Bargain and Persuasion skill checks. <br /><br />
===Caarite===<br />
[[File:Caarite.jpg|thumb|150px|right|Caarite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D<br />'''<br />
'''Move:''' 6/8 <br /><br />
'''Size:''' About 1 meter tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Climate Resistance/Susceptibility:'' [[Caarite]]s have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates. <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Greedy:'' Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.<br />
<br />
===Cathar===<br />
[[File:cathar2.jpg|150px|thumb|right]]<br />
<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 1D+2'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Claws:'' [[Cathar]] have claws that do Strength +1D damage. <br /><br />
<br />
'''Story Factors:''' <br /><br />
*''Tribes:'' There are 4 prominent tribes in this system, of different levels of technology. These tribes can range from 100,000 to 10,000,000.<br />
<br />
''Klat:'' These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.<br /><br />
''Dienar:'' These are the most primitive of all the tribes and have a -2D with all technology. They recieve a +1D with all primitive weapons and melee combat.<br /><br />
''Hunitar:'' These are the most adventerous of all Catharians. They have had the urge to follow the stars ever since the invention of space flight.<br /><br />
''Kunthar:'' Most Kunthars have mild Force talents, not enough to worry the Emperor during the Clone Wars. They have used the Force to survive, but some, through genes and the like have become Jedi Knights. These are the only Force capable tribe in the Catharian system.<br />
<br />
===Celegian===<br />
[[File:CelegianUAA.jpg|150px|thumb|right|Celegian]]<br />
<br />
<br />
'''Dexterity 1D<br />Knowledge 3D<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D'''<br /> '''Move:''' 6/8 (fly), 16/18 (swim) <br /><br />
'''Size:''' 1.7-2.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Broadcast Telepathy:'' As their primary mode of communication, [[Celegian]]s can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Celegian's own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br /><br />
''Excellent Swimmers:'' Celegian character gain a permanent +3D bonus to their Swimming skill.<br />
<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Cyanogen Breathers:'' Celegians cannot survive without their native atmosphere. After being exposed to an oxygen atmosphere for 1 round, a Celegian must make a Moderate Strength check, with the difficulty increasing by +4 for every round past the first. If successful, the Celegian remains conscious, but must continue to make Strength checks until returned to its native atmosphere. Failure indicates that the Celegian falls unconscious, and takes 1D damage. This damage is increased by +1D for each round afterwards (cumulative). Exposure to the cyanogen atmosphere has a similar effect on oxygen-breaters.<br />
Celegians outside of their environment exist in transparisteel life-support chambers. These chambers have an effective Body Strength rating of 4D+2 when resisting damage. <br /><br />
<br />
===Cerean===<br />
[[File:Cerean_Scoundrel.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1 <br /><br />
'''Knowledge:''' 2D+2<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 2D+1<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 11<br />
<br />
'''Special Abilities:'''<br /><br />
Binary Brain. If a [[Cerean]] fails a Knowledge or Perception roll (or a skill roll based on those attributes), the Cerean may immediately re-roll half the dice (rounded down) originally rolled and add the result to the original total that failed.<br />
<br />
===Chiss===<br />
'''Near-Human''' [[File:Chisses.jpg|150px|right|thumb]]<br />
<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 2D<br /><br />
'''Move:''' 10<br /><br />
Size: 1.6 to 2.1 meters tall. <br />
<br />
'''Special Abilities:'''<br />
<br />
Low Light Vision: [[Chiss]] can see twice as far as a normal human in poor lighting conditions.<br />
<br />
'''Skill Bonuses:''' At the time of character creation only, Chiss characters gain 2D for every one die they assign to the Tactics, Command, and Scholar: Art skills.<br /><br />
'''Tactics:''' Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.<br />
<br />
<br />
===Clawdite===<br />
[[File:ClawditeNEGAS.jpg|thumb|150px|right|Clawdite]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.5-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skin-Changer:'' [[Clawdite]]s are able to change the color, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. The transformation is quite painful, and the skin-changer will revert to its normal form if stunned, unconscious, dying, or dead.<br /><br />
<br /><br />
'''Special Skills:''' <br /><br />
''Perception:'' <br />
''Shapeshift (A):'' Some Clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, color, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. This skill counts as an Advanced skill, with a prerequisite of the Con: Disguise skill specialization at 5D or greater. The Shapeshift skill adds its dice to any Con: Disguise die rolls made to imitate a member of a different humanoid species. <br /><br />
<br />
===Coway===<br />
[[File:Coway.jpg|thumb|150px|right|Coway]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall on average <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Darkvision:'' [[Coway]] can see up to 20 meters in total darkness.<br /><br />
===Cragmoloid===<br />
[[File:Cragmoloid2.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 1D+1<br /> <br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 1D+1<br /><br />
'''Perception:''' 2D<br /><br />
'''Strength:''' 3D<br /><br />
'''Technical:''' 1D+1<br /><br />
'''Move:''' 10/12<br /><br />
<br />
'''Special Abilities:'''<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br /><br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.<br />
===Dantari===<br />
[[File:Dantari.jpg|150px|thumb|right|Dantari]]<br />
<br />
'''Dexterity 1D+1<br />Knowledge 1D+2<br />Mechanical 1D+1<br />Perception 2D<br />Strength 2D+2<br /> Technical 1D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.<br />
===Dashade===<br />
[[File:Dashade-TOR.jpg|150px|thumb|right|Dashade]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7-2.0 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Heat Dissipation:'' [[Dashade]] can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.<br />
<br />
''Force Resistance:'' Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.<br />
===Draethos===<br />
[[File:Draethos_UAA.jpg|150px|right|thumb]]<br />
'''Dexterity:''' 2D <br /><br />
'''Knowledge:''' 3D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D+2<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10<br /><br />
'''Size:''' Unlisted (Medium)<br />
<br />
'''Special Abilities:''' <br />
'''Broadcast Telepathy:''' [[Draethos]] can speak telepathically with any number of creatures within 500 meters. Anyone wishing to resist this telepathic communication must make an opposed Willpower or Control skill roll against the Draethos' own Willpower or Control skill. This ability cannot be used to "steal" memories or information.<br />
<br />
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<br /><br />
'''Skill Bonus:''' Draethos are encouraged to learn as much as they can, and most adults are experts on several topics. As such, Draethos characters receive 2D for every 1D placed into Knowledge skills at the time of character creation only.<br /><br />
'''Story Factors:'''<br /><br />
'''Long-Lived:''' Draethos character can live up to 800 years.<br />
===Em'liy===<br />
[[File:Emliy.jpg|150px|thumb|right|Em'liy]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+1<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time that an [[Em'liy]] character is created ONLY, the character gets 2D for every 1D placed into the Hide, Stealth, and Survival skills.<br /><br />
''Spirit of Battle:'' When in combat, the Em'liy can enter a state of mind similar to a berserk. This grants the Em'liy character a +2 pip bonus to both Strength and Dexterity, and it lasts for 3 combat rounds, plus an additional round for every FULL DIE in the character's ORIGINAL Strength rating. The Spirit of Battle can only be manifested a maximum of once per day.<br /><br />
<br /><br />
===Ewok===<br />
[[File:Ewok1.jpg|150px|thumb|right|An Ewok]]<br />
'''Dexterity:''' 2D+2<br /><br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 2D<br /><br />
'''Technical:''' 1D+2<br /><br />
'''Move:''' 7/9 <br /><br />
'''Size:''' 1 meter tall <br /><br />
<br />
'''Special Skills:''' <br /><br />
''Dexterity Skills:'' <br /><br />
''Thrown Weapons:'' bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations.<br />
''Mechanical Skills:''<br /><br />
''Glider:'' Time to use: one round. The ability to pilot gliders.<br />
''Technical Skills:''<br /><br />
''Primitive Construction:'' Time to use: one hour for gliders and rope bridges; several hours for small structures, catapults and similar constructs. This is the ability to build structures out of wood, vines and other natural materials with only primitive tools. This skill is good for building study houses, vine bridges and rock-hurling catapults (2D, speeder-scale damage).<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the hide, search and sneak skills.<br /><br />
''Skill Limits:'' Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.<br /><br />
''Smell:'' [[Ewok]]s have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.<br /><br />
'''Story Factors:''' <br /><br />
''Protectiveness:'' Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive — and unusually tolerant of the human attitude.<br /><br />
<br />
===Fia===<br />
[[File:Fia.jpg|150px|thumb|right|Fia]]<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''<br />
'''Move:''' 8/10 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Injury Resistant:'' The [[Fia]] enjoy a higher resistance to injury and disease than other species, and this is reflected in a +2 pip bonus to all Strength checks that are made to resist damage or disease.<br /><br />
''Surefooted:'' Because of their low center of gravity, Fia gain a +2D bonus to any skill or attribute checks that involve maintaining their balance or keeping their feet. They are also immune to motion sickness.<br /><br />
<br />
===Gados===<br />
[[File:140px-Gados.jpg|100px|thumb|Gados]]<br />
<br />
'''Dexterity 3D<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 1D+1<br />Technical 2D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Acrobatic:'' [[Gados]] character gain a permanent +1D bonus to their Dodge skills.<br /><br />
''Fragile:'' Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice. <br /><br />
<br />
===Gamorrean===<br />
[[File:GamorreanBoarAndSow-EGPM.jpg|150px|thumb|right]]<br />
'''Dexterity:''' 2D+2 <br /> <br />
'''Knowledge:''' 1D<br /><br />
'''Mechanical:''' 1D+2<br /><br />
'''Perception:''' 3D<br /><br />
'''Strength:''' 4D<br /><br />
'''Technical:''' 1D<br /><br />
'''Move:''' 7/10 <br /><br />
'''Size:''' 1.3-1.6 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Voice Box:'' Due to their unusual voice apparatus, [[Gamorrean]]s are unable to pronounce Basic, although they understand it perfectly well.<br /><br />
''Stamina:'' Gamorreans have great stamina—whenever asked to make a stamina check, if they fail the first check they may immediately make a second check to succeed.<br /><br />
''Skill Bonus:'' At the time the character is created only, the character gets 2D for every 1D placed in the melee combat,brawling and thrown weapons skills.<br /><br />
'''Story Factors:''' <br /><br />
''Droid Hate:'' Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the gamemaster and other characters consider the scene amusing), the character should receive an extra Character Point.<br /><br />
''Reputation:'' Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.<br /><br />
''Slavery:'' Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.<br /><br />
''Working Contracts:'' Gamoreans work only for people who beat them on a fight.<br />
<br />
===Geonosians===<br />
*'''Geonosian Worker'''<br />
[[File:250px-Geonosian1.jpg|150px|thumb]]<br />
<br />
Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 1D+2<br />Perception 1D+2<br />Strength 2D+1<br /> Technical 2D<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6 meters tall <br /><br />
<br />
'''Special Abilities:'''<br /><br />
''Natural Armor:'' Due to their thick chitinous shells, [[Geonosian]] workers gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:''' <br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable.<br /><br />
<br />
<br />
----<br />
*'''Geonosian Aristocrat'''<br />
[[File:150px-Poggle.jpg|150px|thumb|Aristocrat]] <br />
<br />
Dexterity 2D+2<br />Knowledge 2D<br />Mechanical 1D+2<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br /><br />
'''Move:''' 10/12 (walk), 16 (flight) <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Flight:'' [[Geonosian]] aristocrats have wings, and are able to fly.<br /><br />
<br />
''Natural Armor:'' Due to their thick chitinous shells, Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist any form of damage. <br /><br />
<br />
''Radiation Resistance:'' Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.<br /><br />
'''Story Factors:'''<br /><br />
''Caste-Driven Society:'' Geonosians are born into a caste-dominated society. Any Geonosian worker who wishes to leave the toils of his caste may do so by participating in gladiatorial combat, but at the very real risk of death. Geonosian aristocrats hold the power within their society, while the workers are more or less expendable. <br /><br />
===Gungan===<br />
[[File:Gungan.jpg|150px|thumb|right|Gungan]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D+2<br />Technical 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.89 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming:'' [[Gungan]]s get a permanent +1D bonus to all Swimming skill checks.<br /><br />
''Good Hearing:'' Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.<br /><br />
<br /><br />
===Human===<br />
All attributes 2D.<br /><br />
'''Move:''' 10<br /><br />
For further information see [[Human]]<br /><br />
'''Source:''' GM screen, 2nd Edition Revised & Expanded<br /><br />
===Iskalloni===<br />
[[File:Iskalloni.jpg|thumb|right|Iskalloni]]<br />
'''Dexterity 2D+1<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 3D<br />Technical 1D+1'''<br /> <br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 1.3-1.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Energy Resistant:'' Damage done to [[Iskalloni]] by energy weapons is reduced by one level of effect (as if the weapon were set on stun)<br /> <br />
<br />
''Cyborged:'' All Iskalloni have replaced one or more of their body parts with a cybernetic version. It is often heavily modified to enhance its original function. Blaster-type modifications are placed virtually anywhere and will generally be 3D to 5D. Any melee weapons (or equipment effectively amounting to melee weapons) will be on the order of STR+1 damage up to STR+2D.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Suggested Skills:'' Iskallons can learn any skill, but they tend to lean towards the more violent ones, since they are the most used in their conquest of other species. <br /><br />
<br />
''Reputation:'' Iskallons are considered to be a myth by most of the galaxy.<br /><br />
<br /><br />
'''Gamemaster Notes:'''<br /><br />
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying. <br /><br />
<br /><br />
===Iskalonian/Chuhkyvi===<br />
[[File:Iskalon.jpg|150px|thumb|right|Iskalonian]]<br />
[[File:Chuhkyvi.jpg|150px|thumb|right|Chuhkyvi]]<br />
<br />
Dexterity 1D+2<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 2D<br />Technical 2D<br /><br />
'''Move:''' 10/12 (14/16 in water) <br /><br />
''Swimming Speed:'' Base speed for an Iskalonian in water is 14. <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Swimming Ability:'' [[Iskalonian/Chuhkyvi|Iskalonian]]s gain a bonus of +3D to their Swimming skill. <br /><br />
<br />
''Water Breathers:'' Iskalonians cannot stay out of water for more than an hour at a time, unless they<br />
employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).<br />
<br /><br />
<br />
''Poor Vision:'' When out of water, Iskalonians are unable to see very well (Perception dice pools related to sight are halved). Their rebreather gear, however, compensates for this as long as it is worn.<br />
===Ithorian===<br />
[[File:Ithorian_TOR.jpg|150px|right|thumb]]<br />
'''Dexterity: 2D<br />Knowledge: 2D+2<br />Mechanical: 1D+1<br />Perception: 2D+1<br />Strength: 2D<br />Technical: 1D+2'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Up to 2.3 meters tall<br /><br />
<br />
'''Special Abilities:''' <br /><br />
'''''Knowledge Skills:''' ''<br /><br />
''Agriculture:'' Time to use: at least one standard week. The character has a good working knowledge of crops and animal herds, and can suggest appropriate crops for a type of soil, or explain why crop yields have been affected.<br /><br />
''Ecology:'' Time to use: at least one standard month. The character has a good working knowledge of the interdependent nature of ecospheres, and can determine how proposed changes will affect the sphere. This skill can be used in one minute to determine the probable role of a life-form within its biosphere: predator, prey, symbiote, parasite or some other quick description of its ecological niche.<br /><br />
'''Story Factors:''' <br /><br />
''Herd Ships:'' Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy.<br />
===Iktotchi===<br />
[[File:iktotchi.jpg|150px|right|thumb]]<br />
'''Dexterity 1D+1<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 2D<br />Strength 2D+1<br />Technical 2D<br />'''<br />
'''Move:''' 10/12<br /><br />
'''Size:''' 1.6 to 2 meters tall<br /><br />
<br />
'''Special Abilities:'''<br /><br />
'''Piloting Bonus:''' At the time of character creation, [[Iktotchi]] characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).<br /><br />
'''Story Factors:''' <br />
<br />
'''Precognition:''' All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.<br />
===Jawa===<br />
[[File:JawaEngineer-SWGTCGAoD.jpg|150px|thumb|right]]<br />
'''Dexterity''': 2D <br />'''Knowledge''': 2D<br />'''Mechanical''': 3D<br />'''Perception''': 1D<br />'''Strength''': 1D<br />'''Technical''': 3D<br /><br />
'''Move:''' 8/10 <br /><br />
'''Size:''' 0.8-1.2 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Technical Aptitude:'' At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Trade Language:'' Jawas have developed a very flexible trade language which is virtually unintelligible to other species – when the Jawas want it to be unintelligible.<br /><br />
===Kaminoan===<br />
[[File:Kaminoan2.jpg|thumb|110px|right|Kaminoans]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 2D<br /><br />
'''Perception:''' 1D+1<br /><br />
'''Strength:''' 2D+1<br /><br />
'''Technical:''' 2D+1<br /><br />
'''Move:''' 10/12<br /><br />
'''Size:''' 2.3-2.6 meters<br /><br />
<br />
'''Special Abilities:''' <br />
<br />
'''Hardy:''' Due to their innate hardiness, [[Kaminoan]]s gain a permanent +2 pip bonus to Survival and Stamina skill checks.<br />
<br />
'''Story Factors:'''<br />
'''Cloners:''' Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.<br />
<br />
===Kel Dor===<br />
[[File:KelDor.jpg|thumb|right|150px|Kel Dor]]<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D+1<br />Strength 1D+2<br />Technical 2D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.4-2.0 meters tall <br /><br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Kel Dor]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Atmospheric Dependence:'' Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.<br /><br />
<br />
===Khommite===<br />
[[File:Khommite.jpg|thumb|right|150px|Khommite]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D<br />Mechanical 2D+1<br />Perception 1D+2<br />Strength 2D+1<br />Technical 2D+2<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.2-2.0 meters tall <br /><br />
<br /><br />
'''Special Abilities:''' <br /><br />
''Clone:'' Each [[Khommite]] represents generations of perfection in one particular field, and each is at the end of a long line of identical Khommite clones that all share the same expertise. When created, a Khommite character can apply two free skill dice to any single Knowledge, Perception, or Technical skill. These bonus dice do not count against the character's limit when buying skills during character creation.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Narrow-Minded:'' Khommites come from a strict conformist society, where creativity and free thought are undesirable qualities. Although this should be role-played, it also gives any Khommite character a -2D penalty on any skill roll that requires creative action or long-term planning. <br /><br />
<br /><br />
'''Note:''' The description in the sourcebook notes that Khommites are "tall," yet their size is listed as "Small" and this is reflected in their statistics.<br />
===Kiffar===<br />
[[File:Kiffar.jpg|thumb|right|150px|Kiffar]]<br />
'''Dexterity 2D<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 2D+1<br />Strength 2D+2<br />Technical 1D+2<br />'''<br />
'''Special Abilities:''' <br /><br />
''Psychometry:'' [[Kiffar]] who are Force Sensitive and able to use the Sense Force skill automatically receive the Postcognition Force power for free. They do not need to learn the prerequisite powers first. <br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.7 meters tall <br /><br />
===Krevaaki===<br />
[[File:Krevaaki.jpg|thumb|right|120px|Krevaaki]]<br />
<br />
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 2D<br />'''<br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Natural Armor:'' [[Krevaaki]] possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.<br /><br />
<br />
''Stoic:'' The face of a Krevaaki is composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it is difficult (if not impossible) for anyone who is not a Krevaaki to read their facial expressions. Krevaaki gain a +2 pip bonus when attempting to make Con, Intimidation, or Persuasion skill rolls against non-Krevaaki.<br /><br />
<br />
''Tentacles:'' Krevaaki use their tentacles in the same was as bipeds use their arms and legs. Krevaaki receive a +2 pip bonus on all Climbing/Jumping skill checks that involve climbing, and a further +2 pip bonus to Brawling skill checks made when grappling an opponent. On the flip side, the tips of their tentacles lack the dexterity of a humanoid finger, and Krevaaki suffer a -1D penalty on rolls made to perform intricate work or manipulate small objects.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Xenophobic:'' Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.<br />
===Kushiban===<br />
[[File:Kushiban.jpg|thumb|right|150px|Kushiban]]<br />
<br />
'''Dexterity 3D<br />Knowledge 2D<br />Mechanical 2D<br />Perception 2D<br />Strength 1D<br />Technical 2D'''<br /><br />
'''Move:''' 6/8 <br /><br />
'''Size:''' 0.5 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Nimble:'' [[Kushiban]] gain a +1D bonus to Climbing/Jumping skill checks that involve jumping or leaping, as well as a +1D bonus to all Dodge skill rolls.<br /><br />
''Mood Fur:'' A Kushiban's fur changes color with its emotional state.<br /><br />
<br />
'''Story Factors:''' <br /><br />
''Cute Appearance:'' Kushiban are perceived by many species to be cute and cuddly. This leads many to think of them as helpless, or mistake them for pets or vermin.<br /><br />
===Lannik===<br />
[[File:Lannik.jpg|thumb|right|150px|Lannik]]<br />
<br />
'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D+1<br />Perception 1D+1<br />Strength 2D<br /> Technical 2D'''<br />'''Move:''' 6/8 <br /><br />
'''Size:''' 1.1-1.3 meters tall & 35-45 kilograms in Weight <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Fearless:'' [[Lannik]] are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.<br /><br />
===Lahsbee===<br />
[[File:Lahsbee.jpg|thumb|150px|right|Lahsbee]]<br />
'''''Average Lahsbee:'''''<br />'''Dexterity 2D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br />Technical 1D'''<br /><br />
'''Move:''' 6/8 (Lahsbee)<br /><br />
'''Size:''' 0.9 to 1.1 meters tall (Lahsbee)<br /><br />
<br />
'''''Average Huhk:'''''<br />'''Dexterity 1D+2<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 2D<br />Strength 2D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 (Huhk)<br /><br />
'''Size:''' 2 to 2.5 meters tall (Huhk)<br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning [[Lahsbee]]/Huhk characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
''Transformation:'' Huhks are Lahsbees who are fully mature. This change comes about at puberty, but can also manifest under extreme stress or strong physical sensations of pleasure or pain. A Lahsbee character who has transformed into a Huhk must subtract 1D from his Dexterity score, and add 1D to his Strength score. Additionally, the character's Move score is increased by 4 points.<br /><br />
===Lepi===<br />
[[File:Lepi.jpg|thumb|right|100px|Lepi]]<br />
'''Dexterity 2D+2<br />Knowledge 1D+1<br />Mechanical 2D<br />Perception 1D+2<br />Strength 2D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.6-1.9 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Feet of Fury:'' A [[Lepi]]'s feet make effective weapons. Lepi who use their feet to make brawling/kicking attacks get +2 to hit, and add +2 to any damage they inflict. In addition Lepi add +1D to any Climbing/Jumping skill rolls they make that involve jumps.<br /><br />
''Alertness:'' Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.<br /><br />
<br />
===Mantellian Savrip===<br />
[[File:MantellianSavrip.jpg|150px|thumb|right|Mantellian Savrip]]<br />
<br />
'''Dexterity 1D+2<br />Knowledge 1D<br />Mechanical 1D<br />Perception 1D+2<br />Strength 4D+2<br /> Technical 1D'''<br /><br />
'''Move:''' 12/14 <br /><br />
'''Size:''' Up to 4 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Bite:'' A [[Mantellian Savrip]] can bite for Str+1D+1 damage.<br /><br />
''Claw:'' A Mantellian Savrip can claw for Str+1D damage.<br /><br />
''Intimidating Bellow:'' Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.<br /><br />
''Keen Sight and Hearing:'' Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.<br /><br />
''Low Light Vision:'' Mantellian Savrips can see twice as far as a normal human in poor lighting<br />
conditions.<br /><br />
''Poison:'' Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.<br /><br />
''Reach:'' Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Primitive:'' Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.<br />
===Massassi===<br />
[[File:Massassi.jpg|thumb|right|Massassi]]<br />
'''Dexterity 2D+1<br />Knowledge 1D+2<br />Mechanical 2D<br />Perception 1D+2<br />Strength 3D<br />Technical 1D+1'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Low Light Vision:'' [[Massassi]] can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Warrior Culture:'' Massassi are trained from birth to be efficient soldiers. As such, Massassi characters gain a permanent +1D bonus to Search and Intimidate skill rolls.<br /><br />
<br /><br />
'''Story Factors:''' <br /><br />
''Thought to be Extinct:'' Most scholars believe the Massassi were driven to extinction prior to the Rise of the Empire, though it is possible that some survivors exist on remote worlds that the Sith may have inhabited.<br />
<br />
'''Massassi Abomination'''<br />
[[File:MassassiAbomination.jpg|thumb|right|Primitive Massassi]]<br />
<br />
'''Dexterity 4D<br />Knowledge 1D<br />Mechanical 1D+1<br />Perception 1D<br />Strength 3D+2<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' 1.8 meters tall <br /><br />
<br />
'''Special Abilities:''' <br /><br />
''Hunter Culture:'' Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.<br /><br />
''Low Light Vision:'' Massassi can see twice as far as a normal human in poor lighting conditions.<br /><br />
''Primitive:'' Because they are a primitive species, beginning Massassi abomination characters may not place any skill dice in any vehicle operations, starship operations, or repair skills.<br /><br />
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'''Story Factors:''' <br /><br />
''Extinct:'' The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.<br /><br />
===Mon Calamari===<br />
[[File:MonCalamari.jpg|thumb|right|Mon Calamari]]<br />
'''Dexterity:''' 2D<br /><br />
'''Knowledge:''' 2D<br /><br />
'''Mechanical:''' 3D<br /><br />
'''Perception:''' 1D<br /><br />
'''Strength:''' 1D<br /><br />
'''Technical:''' 3D<br /><br />
'''Move:''' 9/12 <br /><br />
'''Size:''' 1.3-1.8 meters tall <br /><br />
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''''Special Abilities:''' <br /><br />
''Moist Environments:'' When in moist environments [[Mon Calamari]] receive a +1D bonus to all Dexterity, Perception and Strength attribute and skill checks. This is purely a psychological advantage.<br /><br />
''Dry Environments:'' When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception and Strength attribute and skill checks. Again, this is psychological only. <br /><br />
''Aquatic:'' Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.<br /><br />
'''Story Factors:''' <br /><br />
''Enslaved:'' Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire and in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion.<br /><br />
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===Moocher===<br />
[[File:Moocher.jpg|thumb|right|Moocher]]<br />
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'''Dexterity 2D+2<br />Knowledge 1D<br />Mechanical 1D+2<br />Perception 1D+1<br />Strength 1D+1<br />Technical 1D'''<br /><br />
'''Move:''' 10/12 <br /><br />
'''Size:''' Unlisted (Medium) <br /><br />
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'''Special Abilities:''' <br /><br />
''Blindsight:'' [[Moocher]]s can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.<br /><br />
''Prehensile Tail:'' Moochers can use their tails to carry objects, leaving their hands free for other activities. When doing so, a Moocher's Move rating is reduced to 2. <br /></div>Vader