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Caamasi

Caamasi

Dexterity 2D
Knowledge 2D+1
Mechanical 2D
Perception 2D+2
Strength 1D
Technical 2D

Move: 10/12
Size: 1.8 meters tall

Special Abilities:
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).

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.


Caarite

Caarite

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 2D+1
Strength 1D+2
Technical 2D
Move: 6/8
Size: About 1 meter tall

Special Abilities:
Climate Resistance/Susceptibility: Caarites 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.

Story Factors:
Greedy: Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.


Cathar

Cathar2.jpg


Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D
Perception 2D
Strength 2D
Technical 1D+2

Move: 12/14
Size: 1.5-1.9 meters tall

Special Abilities:
Claws: Cathar have claws that do Strength +1D damage.

Story Factors:

  • 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.

Klat: These are the most intelligent of the Catharians. These have a +1D advantage when flying their own ships.
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.
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.
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.


Celegian

Celegian


Dexterity 1D
Knowledge 3D
Mechanical 2D
Perception 2D
Strength 2D
Technical 2D

Move: 6/8 (fly), 16/18 (swim)
Size: 1.7-2.2 meters tall

Special Abilities:
Broadcast Telepathy: As their primary mode of communication, Celegians 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.
Excellent Swimmers: Celegian character gain a permanent +3D bonus to their Swimming skill.

Story Factors:
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. 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.


Cerean

Cerean Scoundrel.jpg

Dexterity: 1D+1
Knowledge: 2D+2
Mechanical: 1D+2
Perception: 2D+1
Strength: 2D
Technical: 2D
Move: 11

Special Abilities:
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.


Chiss

Near-Human

Chisses.jpg

Dexterity: 2D
Knowledge: 2D
Mechanical: 2D
Perception: 2D
Strength: 2D
Technical: 2D
Move: 10
Size: 1.6 to 2.1 meters tall.

Special Abilities:

Low Light Vision: Chiss can see twice as far as a normal human in poor lighting conditions.

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.
Tactics: Chiss characters receive a permanent +1D bonus to all Tactics skill rolls.


Clawdite

Clawdite

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 2D+1
Strength 1D+2
Technical 2D
Move: 10/12
Size: 1.5-1.9 meters tall

Special Abilities:
Skin-Changer: Clawdites 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.

Special Skills:
Perception: 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.


Coway

Coway

Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D+1
Perception 1D+2
Strength 2D+2
Technical 1D

Move: 10/12
Size: 1.6 meters tall on average

Special Abilities:
Darkvision: Coway can see up to 20 meters in total darkness.


Cragmoloid

Cragmoloid2.jpg

Dexterity: 1D+1
Knowledge: 2D
Mechanical: 1D+1
Perception: 2D
Strength: 3D
Technical: 1D+1
Move: 10/12

Special Abilities: Long-Lived: Cragmoloids have life spans in excess of 400 years.
Tusks: Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.


Dantari

Dantari

Dexterity 1D+1
Knowledge 1D+2
Mechanical 1D+1
Perception 2D
Strength 2D+2
Technical 1D
Move: 10/12
Size: Unlisted (Medium)

Story Factors:
Primitive: Dantari suffer a -1D penalty to all skill rolls made with technological items.


Dashade

Dashade

Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D
Perception 1D+1
Strength 2D+1
Technical 2D
Move: 10/12
Size: 1.7-2.0 meters tall

Special Abilities:
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.

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.

Story Factors:
Thought to Be Extinct: The Dashade's home world was destroyed, and many assume the race to be extinct.


Draethos

Draethos UAA.jpg

Dexterity: 2D
Knowledge: 3D
Mechanical: 2D
Perception: 1D
Strength: 1D+2
Technical: 2D+1
Move: 10
Size: Unlisted (Medium)

Special Abilities: 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.

Low-light Vision: A Draethos can see twice as far as a normal human in poor lighting conditions.
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.
Story Factors:
Long-Lived: Draethos character can live up to 800 years.


Em'liy

Em'liy

Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D
Perception 1D+1
Strength 3D
Technical 1D+1

Move: 10/12
Size: 1.9 meters tall

Special Abilities:
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.
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.


Ewok

An Ewok

Dexterity: 2D+2
Knowledge: 1D
Mechanical: 1D+2
Perception: 3D
Strength: 2D
Technical: 1D+2
Move: 7/9
Size: 1 meter tall

Special Skills:
Dexterity Skills:
Thrown Weapons: bow, rocks, slings to use: one round. The character may take the base skill and/or any of the specializations. Mechanical Skills:
Glider: Time to use: one round. The ability to pilot gliders. Technical Skills:
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).

Special Abilities:
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.
Skill Limits: Beginning characters may not place any skill dice in any vehicle (other than glider) or starship operations or repair skills.
Smell: Ewoks have a highly developed sense of smell, getting a + 1D to their search skill when tracking by scent. This ability may not be improved.
Story Factors:
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.


Fia

Fia

Dexterity 2D
Knowledge 2D+1
Mechanical 2D
Perception 2D
Strength 1D+2
Technical 2D
Move: 8/10
Size: Unlisted (Medium)

Special Abilities:
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.
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.


Gados

Gados

Dexterity 3D
Knowledge 1D+2
Mechanical 2D+1
Perception 1D+2
Strength 1D+1
Technical 2D

Move: 12/14
Size: Unlisted (Medium)

Special Abilities:
Acrobatic: Gados character gain a permanent +1D bonus to their Dodge skills.
Fragile: Because of their unique physiology, Gados characters who are Wounded are automatically treated as if they had been Wounded Twice.


Gamorrean

GamorreanBoarAndSow-EGPM.jpg

Dexterity: 2D+2
Knowledge: 1D
Mechanical: 1D+2
Perception: 3D
Strength: 4D
Technical: 1D
Move: 7/10
Size: 1.3-1.6 meters tall
Special Abilities:
Voice Box: Due to their unusual voice apparatus, Gamorreans are unable to pronounce Basic, although they understand it perfectly well.
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.
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.
Story Factors:
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.
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.
Slavery: Most Gamorreans who left Gamorr did so by being sold into slavery by their clans.
Working Contracts: Gamoreans work only for people who beat them on a fight.


Geonosians

  • Geonosian Worker
250px-Geonosian1.jpg

Dexterity 2D
Knowledge 1D+1
Mechanical 1D+2
Perception 1D+2
Strength 2D+1
Technical 2D
Move: 10/12
Size: 1.6 meters tall

Special Abilities:
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.

Radiation Resistance: Geonosian workers gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.
Story Factors:
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.


  • Geonosian Aristocrat
Aristocrat

Dexterity 2D+2
Knowledge 2D
Mechanical 1D+2
Perception 2D
Strength 1D+2
Technical 2D
Move: 10/12 (walk), 16 (flight)
Size: 1.7 meters tall

Special Abilities:
Flight: Geonosian aristocrats have wings, and are able to fly.

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.

Radiation Resistance: Geonosian aristocrats gain a +2 pip bonus to Strength rolls made to resist the effects of harmful radiation.
Story Factors:
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.


Gungan

Gungan

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 1D+2
Strength 2D+2
Technical 1D+2

Move: 10/12
Size: 1.89 meters tall

Special Abilities:
Swimming: Gungans get a permanent +1D bonus to all Swimming skill checks.
Good Hearing: Gungans are blessed with a +2 pip bonus to all Perception checks involving their sense of hearing.


Human

All attributes 2D.
Move: 10
For further information see Human
Source: GM screen, 2nd Edition Revised & Expanded


Iskalloni

Iskalloni

Dexterity 2D+1
Knowledge 2D
Mechanical 2D
Perception 2D
Strength 3D
Technical 1D+1

Move: 8/10
Size: 1.3-1.5 meters tall

Special Abilities:
Energy Resistant: Damage done to Iskalloni by energy weapons is reduced by one level of effect (as if the weapon were set on stun)

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.

Story Factors:
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.

Reputation: Iskallons are considered to be a myth by most of the galaxy.

Gamemaster Notes:
Iskallons are not common adversaries and should only be used in situations that are supposed to inspire to heroic roleplaying.


Iskalonian/Chuhkyvi

Iskalonian
Chuhkyvi

Dexterity 1D+2
Knowledge 2D+1
Mechanical 2D
Perception 2D
Strength 2D
Technical 2D
Move: 10/12 (14/16 in water)
Swimming Speed: Base speed for an Iskalonian in water is 14.

Special Abilities:
Swimming Ability: Iskalonians gain a bonus of +3D to their Swimming skill.

Water Breathers: Iskalonians cannot stay out of water for more than an hour at a time, unless they employ special rebreather gear that allows them to do so (see article, SWG#1 page 59, for details).

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.


Ithorian

Ithorian TOR.jpg

Dexterity: 2D
Knowledge: 2D+2
Mechanical: 1D+1
Perception: 2D+1
Strength: 2D
Technical: 1D+2

Move: 10/12
Size: Up to 2.3 meters tall

Special Abilities:
Knowledge Skills: 
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.
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.
Story Factors:
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.


Iktotchi

Iktotchi.jpg

Dexterity 1D+1
Knowledge 2D
Mechanical 2D+1
Perception 2D
Strength 2D+1
Technical 2D
Move: 10/12
Size: 1.6 to 2 meters tall

Special Abilities:
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).
Story Factors:

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.


Jawa

JawaEngineer-SWGTCGAoD.jpg

Dexterity: 2D
Knowledge: 2D
Mechanical: 3D
Perception: 1D
Strength: 1D
Technical: 3D
Move: 8/10
Size: 0.8-1.2 meters tall

Special Abilities:
Technical Aptitude: At the time of character creation only, Jawa characters receive 2D for every 1D they place in repair-orientated Technical skills.

Story Factors:
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.


Kaminoan

Kaminoans

Dexterity: 2D
Knowledge: 2D
Mechanical: 2D
Perception: 1D+1
Strength: 2D+1
Technical: 2D+1
Move: 10/12
Size: 2.3-2.6 meters

Special Abilities:

Hardy: Due to their innate hardiness, Kaminoans gain a permanent +2 pip bonus to Survival and Stamina skill checks.

Story Factors: Cloners: Kaminoans are known as clone technicians. Kaminoans turned to cloning early in their history, to better assist in the survival of their species.


Kel Dor

Kel Dor

Dexterity 2D
Knowledge 2D
Mechanical 2D
Perception 2D+1
Strength 1D+2
Technical 2D

Move: 10/12
Size: 1.4-2.0 meters tall
Special Abilities:
Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.

Story Factors:
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.


Khommite

Khommite

Dexterity 2D
Knowledge 2D
Mechanical 2D+1
Perception 1D+2
Strength 2D+1
Technical 2D+2
Move: 10/12
Size: 1.2-2.0 meters tall

Special Abilities:
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.

Story Factors:
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.

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.


Kiffar

Kiffar

Dexterity 2D
Knowledge 1D+1
Mechanical 2D
Perception 2D+1
Strength 2D+2
Technical 1D+2
Special Abilities:
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.
Move: 10/12
Size: 1.7 meters tall


Krevaaki

Krevaaki

Dexterity 2D
Knowledge 2D+1
Mechanical 2D
Perception 1D+2
Strength 2D
Technical 2D
Move: 10/12
Size: Unlisted (Medium)

Special Abilities:
Natural Armor: Krevaaki possess an exoskeleton which provides a +1 pip bonus to any Strength rolls made to resist damage.

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.

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.

Story Factors:
Xenophobic: Because Krevaaki are considered a bizarre species by most bipeds, they prefer to conceal their tentacled lower bodies.


Kushiban

Kushiban

Dexterity 3D
Knowledge 2D
Mechanical 2D
Perception 2D
Strength 1D
Technical 2D

Move: 6/8
Size: 0.5 meters tall

Special Abilities:
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.
Mood Fur: A Kushiban's fur changes color with its emotional state.
Story Factors:
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.


Lannik

Lannik

Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D+1
Perception 1D+1
Strength 2D
Technical 2D

Move: 6/8
Size: 1.1-1.3 meters tall & 35-45 kilograms in Weight

Special Abilities:
Fearless: Lannik are not easily frightened. They get a +2 pip bonus to Willpower rolls when resisting Intimidation skill rolls against them.


Lahsbee

Lahsbee

Average Lahsbee:
Dexterity 2D+2
Knowledge 1D+2
Mechanical 2D
Perception 2D
Strength 1D+2
Technical 1D

Move: 6/8 (Lahsbee)
Size: 0.9 to 1.1 meters tall (Lahsbee)

Average Huhk:
Dexterity 1D+2
Knowledge 1D+2
Mechanical 2D
Perception 2D
Strength 2D+2
Technical 1D

Move: 10/12 (Huhk)
Size: 2 to 2.5 meters tall (Huhk)

Special Abilities:
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.
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.


Lepi

Lepi

Dexterity 2D+2
Knowledge 1D+1
Mechanical 2D
Perception 1D+2
Strength 2D
Technical 1D+1

Move: 10/12
Size: 1.6-1.9 meters tall

Special Abilities:
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.
Alertness: Due to their keen sight and hearing, Lepi characters get a +2 pip bonus to Search rolls.


Mantellian Savrip

Mantellian Savrip

Dexterity 1D+2
Knowledge 1D
Mechanical 1D
Perception 1D+2
Strength 4D+2
Technical 1D

Move: 12/14
Size: Up to 4 meters tall

Special Abilities:
Bite: A Mantellian Savrip can bite for Str+1D+1 damage.
Claw: A Mantellian Savrip can claw for Str+1D damage.
Intimidating Bellow: Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.
Keen Sight and Hearing: Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.
Low Light Vision: Mantellian Savrips can see twice as far as a normal human in poor lighting conditions.
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.
Reach: Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.

Story Factors:
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.


Massassi

Massassi

Dexterity 2D+1
Knowledge 1D+2
Mechanical 2D
Perception 1D+2
Strength 3D
Technical 1D+1

Move: 10/12
Size: 1.8 meters tall

Special Abilities:
Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions.
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.

Story Factors:
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.


Massassi Abomination

Primitive Massassi

Dexterity 4D
Knowledge 1D
Mechanical 1D+1
Perception 1D
Strength 3D+2
Technical 1D

Move: 10/12
Size: 1.8 meters tall

Special Abilities:
Hunter Culture: Primitive Massassi are raised as hunters, and gain a permanent +1D bonus to all Search, Search: Tracking, and Survival skill rolls.
Low Light Vision: Massassi can see twice as far as a normal human in poor lighting conditions.
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.

Story Factors:
Extinct: The primitive Massassi are extinct, as Exar Kun used their collective life force to become one with the Dark Side.


Mon Calamari

Mon Calamari

Dexterity: 2D
Knowledge: 2D
Mechanical: 3D
Perception: 1D
Strength: 1D
Technical: 3D
Move: 9/12
Size: 1.3-1.8 meters tall


'Special Abilities:
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.
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.
Aquatic: Mon Calamari can breathe both air and water and can withstand extreme pressures found in ocean depths.
Story Factors:
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.


Moocher

Moocher

Dexterity 2D+2
Knowledge 1D
Mechanical 1D+2
Perception 1D+1
Strength 1D+1
Technical 1D

Move: 10/12
Size: Unlisted (Medium)

Special Abilities:
Blindsight: Moochers can perceive their surroundings through an energy field, allowing them to see in complete darkness out to a range of 80 meters.
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.