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'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br />
'''Long-Lived:''' [[Cragmoloid]]s have life spans in excess of 400 years.<br />
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.
'''Tusks:''' Cragmoloids can use their tusks in combat, inflicting Strength +1D damage.
===Dantari===
[[File:Dantari.jpg|thumb|right|Dantari]]
[[File:Dantari.jpg|thumb|right|Dantari]]


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'''Story Factors:''' <br />
'''Story Factors:''' <br />
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.
''Primitive:'' [[Dantari]] suffer a -1D penalty to all skill rolls made with technological items.
===Dashade===
[[File:Dashade-TOR.jpg|thumb|right|Dashade]]
[[File:Dashade-TOR.jpg|thumb|right|Dashade]]


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'''Story Factors:''' <br />
'''Story Factors:''' <br />
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.
''Thought to Be Extinct:'' The Dashade's home world was destroyed, and many assume the race to be extinct.
 
===Draethos===
 
[[File:Draethos_UAA.jpg|right|thumb]]
'''Dexterity:''' 2D [[File:Draethos_UAA.jpg|right|thumb]]
'''Dexterity:''' 2D <br />
 
'''Knowledge:''' 3D<br />
'''Knowledge:''' 3D
'''Mechanical:''' 2D<br />
 
'''Perception:''' 1D<br />
'''Mechanical:''' 2D
'''Strength:''' 1D+2<br />
 
'''Technical:''' 2D+1<br />
'''Perception:''' 1D
'''Move:''' 10<br />
 
'''Size:''' Unlisted (Medium)
'''Strength:''' 1D+2
 
'''Technical:''' 2D+1
 
'''Move:''' 10
 


'''Special Abilities:'''  
'''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.
'''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.
'''Low-light Vision:''' A Draethos can see twice as far as a normal human in poor lighting conditions.<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 />
'''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:'''<br />
 
'''Story Factors:'''
 
'''Long-Lived:''' Draethos character can live up to 800 years.
'''Long-Lived:''' Draethos character can live up to 800 years.
 
===Em'liy===
'''Size:''' Unlisted (Medium)
 
See also:
 
*'''Draethos'''
 
[[File:Emliy.jpg|thumb|right|Em'liy]]
[[File:Emliy.jpg|thumb|right|Em'liy]]


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''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 />
''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 />
 
===Ewok===
[[File:Ewok1.jpg|thumb|right|An Ewok]]
[[File:Ewok1.jpg|thumb|right|An Ewok]]
'''Dexterity:''' 2D+2<br />
'''Dexterity:''' 2D+2<br />
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'''Story Factors:''' <br />
'''Story Factors:''' <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 />
''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 />
 
===Fia===
[[File:Fia.jpg|thumb|right|Fia]]
[[File:Fia.jpg|thumb|right|Fia]]
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''
'''Dexterity 2D<br />Knowledge 2D+1<br />Mechanical 2D<br />Perception 2D<br />Strength 1D+2<br /> Technical 2D<br />'''
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'''Special Abilities:''' <br />
'''Special Abilities:''' <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.
''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 />
 
''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 />
''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 />

Revision as of 18:45, 1 June 2012

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


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

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

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

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

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.