Post by Darth Xaos on Apr 30, 2015 1:25:53 GMT
The second step in character creation is to decide on your character’s species. This is more than an aesthetic choice as each species has its own advantages and disadvantages. The following is a list of some of the better known species in the Star Wars galaxy and their racial abilities; this is far from a complete list and mentions nothing of the species’ culture, home world, physiology, etc. To research a species’ background I suggest using the following site starwars.wikia.com/wiki/Main_Page. If you want to play a species whose abilities are not listed here then ask a moderator to work with you to come up with its racial abilities.
Arkanian:
Core Stat Adjustments: +3 Intellect
Special Abilities: Arkanians can see normally regardless of how much or little light is present. However, in dark conditions Arkanians lose the ability to distinguish color. Additionally, an Arkanian receives a free Rank in any two Knowledges with a scientifically focused subtype at character creation.
Starting Languages: Read, Write & Speak Arkanian and Basic
Barabel:
Core Stat. Adjustments: +1 Strength, +2 Agility
Special Advantages/Disadvantages: Due to their scales Barabels receive one point of Damage Reduction. In addition, Barabels can see normally regardless of how much or little light is present. However, in dark conditions Barabels lose the ability to distinguish color. Finally, all Barabels have tails that they can use as an unarmed attack. They can shed these tails if they wish. A Barabel’s tail grows back fully three days after it is shed.
Starting Languages: Speak, Read and Write Barabian and Basic
Bothan:
Core Stat Adjustments: +2 Agility, +1 Presence
Special Advantages/Disadvantages: Bothan Characters receive a bonus Rank in the Awareness and Gather Information Skills.
Starting Languages: Speak, Read & Write Bothese and Basic
Cathar:
Core Stat Adjustments: +2 Strength, +1 Agility
Special Advantages/Disadvantages: Cathar heal incredibly quickly which is represented by a single point of Damage Reduction. Cathar also have claws which can be used as an unarmed attack.
Starting Languages: Speak, Read & Write Catharesse and Basic
Cerean:
Core Stat Adjustments: +3 Intellect
Special Advantages/Disadvantages: Cereans have a culture that is centered on a voluntary rejection of high technology. As such they receive a free Rank in the Handle Animal, Ride and Survival Skills. They also have the Primitive species trait. Primitive species replace the free Rank in Blaster Weapons most characters get with a Rank in Primitive Weapons. Primitive Species also cannot utilize the Computer Use Skill or blasters untrained.
Starting Languages: Speak, Read & Write Cerean & Basic
Chiss:
Core Stat Adjustments: +2 Intellect, +1 Toughness
Special Advantages/Disadvantages: Chiss society is an exacting meritocracy with an unforgiving hierarchy and all its members are expected to excel at their duties. As such Chiss characters begin play with two free Ranks in one Profession Skill and one Knowledge Skill.
Starting Languages: Speak, Read & Write Cheunh, Minnisiat, Sy Bisti and Basic
Clawdite:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Clawdites have two bonus Ranks in the Disguise Skill to represent their shapeshifting abilities.
Starting Languages: Speak, Read & Write Zolander and Basic
Cyborg:
Cyborg is not a species unto itself, rather, it applies to a character who has had 50% or more of their bodies replaced by cybernetic enhancements. Cyborgs receive all the normal features of their base species except as follows. If the species offers a Toughness and/or Spirit bonus then that adjustment is negated. A further -4 Spirit penalty is imposed on all cyborgs. A cyborg further receives three cybernetics points at character creation. These may be spent on the Unique Ability Asset to represent a cyborg's enhancements. When a cyborg receives additional Core Stat points at later levels they may convert these points into cybernetics points. They will then be able to purchase more powerful Unique Abilities appropriate to their current level.
Devaronian:
Core Stat Adjustments: +3 Toughness
Special Advantages/Disadvantages: Male Devaronians receive the Spacer Perk at character creation. Female Devaronians receive the Rugged Perk instead.
Starting Languages: Speak, Read & Write Devaronese and Basic
Diathim:
Core Stat Adjustments: +3 Presence
Special Advantages/Disadvantages: Diathim have a set of six wings and may fly. They are perfectly capable of moving and surviving in space. Also, Diathim require no food to survive. And, finally, Diathim receive two bonus Ranks in the Entertain (Sing) Skill.
Starting Languages: Read, Write and Speak Diathese and Basic
Duros:
Core Stat adjustments: +2 Intellect, +1 Agility
Special Advantages/Disadvantages: Duros characters automatically receive the Spacer Perk in addition to a free Rank in the Pilot and Astrogate Skills.
Starting Languages: Speak, Read & Write Durese & Basic
Epicanthix:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The Epicanthix are much dedicated to the art of combat and receive a free Rank in Simple Weapons as a result of their long-time training. Additionally, Epicanthix are immune to all mind-influencing Force Powers under Master-level.
Starting Languages: Speak, Read & Write Epicant and Basic
Falleen:
Core Stat Adjustments: +3 Presence
Advantages/Disadvantages: Falleen cans see twice as far as humans under low-light conditions (such as moonlight or underwater) and are immune to mind-influencing Force Powers under Master-level.
Starting Languages: Speak, Read & Write Falleen and Basic
Felacatian:
Core Stat Adjustments: +1 Strength, +2 Agility
Special Advantages/Disadvantages: When exposed to stress or subjected to extended hyperspace travel, Felacatians shift into a bestial alternate form. In this form they have claws and fangs that may be used as an unarmed attack and receive +2 to Strength, Agility and Toughness but receive -3 to Intellect and Presence. Furthermore they may not speak or use any Skill that requires prolonged concentration while in this form and lack opposable thumbs. With time and practice a Felactian can learn to resist changing and to spur this transformation on in the absence of stressful stimuli. Additionally Felacatians benefit from a bonus Rank in the Acrobatics Skill regardless of what form they are currently in. Finally, Felacatians can see twice as far as humans in dim light (such as moonlight or underwater).
Starting Languages: Speak, Read and Write Felacatian and Basic
Firrerreo:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Abilities: Firrerreo can see normally regardless of how much or little light is present. However, in dark conditions they lose the ability to distinguish color. Firrerreo also receive the Endurance Perk at character creation. Additionally, Firrerreo have a uniquely powerful healing factor. Once per turn a Firrerreo can create an effect similar to an untrained use of Force Heal regardless of their level and without expending a Force Power use. This ability can only affect themselves, however.
Starting Languages: Speak, Read and Write Basic and Firrerrese
Gamorrean:
Core Stat adjustments: +2 Strength, +2 Toughness
Special Advantages/Disadvantages: Gamorreans are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Gamorrean is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot use Blasters or the Computer Use Skill untrained.
Starting Languages: Read, Write and understand spoken Basic, Speak Gamorrean
Gotal:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: A Gotal’s primary form of perception is their head-cones. The electro-perception provided by these cones means that Gotal are effectively immune to blinding effects and are capable of functioning normally regardless of lighting conditions, thus granting them the Blind Fight Perk. These cones also give a bonus Rank to the Gotal's Awareness and Sense Motive Skills.
Starting Languages: Speak, Read & Write Antarian and Basic
Gurlanin:
Core Stat Adjustments: +1 Agility, +1 Spirit
Special Advantages/Disadvantages: Gurlanin may shapeshift using the Disguise Skill. When used untrained it can only be used to alter pigmentation, at one Rank it allows minor alterations to features and to gain or lose up to 20% of height or weight. At two Ranks it allows the user to assume any basically humanoid or animal shape and at three Ranks it allows the user to assume more or less any organic shape they please. Note that it is impossible to gain any special abilities from or alter any Core Stats through shapeshifting. In their natural form Gurlanin have fangs that can be used as an unarmed attack. Further, Gurlanin have a form of echolocation which gives them the Blind Fight Perk. Finally, Gurlanin may communicate telepathically with members of their own species.
Starting Languages: Speak, Read & Write Gurlanin and Basic
Human:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Humans start with two extra Skill Points and an extra Perk.
Starting Languages: Speak, Read & Write Basic
Ithorian:
Core Stat adjustments: +2 Intellect, +2 Presence
Special Advantages/Disadvantages: Ithorians start out with a free Rank in the Handle Animal, Knowledge (Biology) and Survival Skills.
Starting Languages: Speak, Read & Write Ithorian & Basic
Jungle Felucian:
Core Stat adjustments: +2 Agility, +1 Toughness
Special Advantages/Disadvantages: Jungle Felucians may see normally in low-light conditions, though they lose the ability to distinguish color. Due to the extra limb at their elbows and their webbed primary hands and feet Jungle Felucians receive a bonus Rank in the Acrobatics and Athletics Skill. They receive an identical bonus to the Survival Skill due to their primal lifestyle. Jungle Felucians are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Jungle Felucian is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. Jungle Felucians cannot utilize Blasters or the Computer Use Skill untrained.
Languages: Speaks, Reads, and Write Felucianese & Basic
Kel Dor:
Core Stat Adjustments: +2 Intellect +2 Agility
Special Advantages/Disadvantages: Hailing from a home world with a unique atmosphere, the Kel Dor require special goggles to see and a gas mask to breathe when in an oxygen rich atmosphere. In addition, when in dim light and not on their home world, they can see twice as far as a Human in dim light (such as moon light).
Starting Languages: Speak, Read & Write Kel Dor & Basic
Kiffar:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Most Kiffar receive two free Skill points and a free Perk at character creation. About 1% of the Kiffar population, however, has a natural ability with the Psychometry Force Power. To play a Psychometric Kiffar, you must sacrifice your character’s Core Stat adjustments and spend three Asset points in Unusual Ability (Psychometry). In exchange for this you receive a Rank in Psychometry regardless of normal prerequisites and may spend Force Power points or receive training to increase these Ranks.
Starting Languages: Speak, Read & Write Basic
Miraluka
Core Stat. Adjustments: +2 Intellect, +1 Spirit
Special Advantages/Disadvantages: Miraluka "see" through the Force and therefore begin with the Force Sight Perk, allowing them to see normally under all lighting conditions and rendering them immune to devices such as flashbang grenade. They also receive a bonus Rank in the Sense Motive Skill.
Starting Languages: Read/Write and Speak Miraluka and Basic
Mon Calamari:
Core Stat adjustments: +2 Intellect , +1 Agility
Special Advantages/Disadvantages: Mon Calamari are amphibious and cannot drown in water; amphibious also grants a bonus Rank in Athletics.. Also, each Mon Calamari character chooses, at character creation, two Craft Skills in which he receives a free Rank. Finally, Mon Calamari can see twice as far as a Human in dim light (such as moon light or underwater).
Starting Languages: Speak, Read & Write Mon Calamarian & Basic
Muun:
Core Stat. Adjustments: +3 to Intellect
Special Advantages/Disadvantages: Muun culture places a high emphasis on mathematical ability and as such grants its members a free Rank in the Knowledge (Mathematics) Skill. The Muuns are also economically driven, receiving a bonus Rank in the Haggle Skill and a free Rank in the Resources Asset.
Starting Languages: Speak, Read & Write Muun and Basic
Nagai:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The history of the Nagai has been primarily characterized by violent struggle against oppressors. As such, a Nagai receives a free Rank in Simple Weapons and another free Rank in either Vibroweapons or Slughthrowers. Additionally, Nagai receive the Weapon Focus Perk in any one weapon that is Simple, Vibro or a Slugthrower.
Starting Languages: Speak, Read & Write Nagaian and Basic
Nautolan:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Nautolans are amphibious and cannot drown in water; amphibious also grants a bonus Rank in Athletics. Nautolans receive the Skill Focus (Awareness) Perk due to their exceptional senses, even if they lack the usually required normal Rank in the Skill. Nautolans can also see twice as far as a Human in dim light (such as moon light or underwater).
Starting Languages: Speak, Read & Write Nautolan, Anselmi and Basic
Noghri:
Core Stat Adjustments: +2 Agility, +1 Toughness
Special Advantages/Disadvantages: Noghri are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Noghri is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot utilize blasters or the Computer Use Skill untrained. In addition, Noghri receive a bonus Rank in the Legerdemain and Stealth Skills. And, finally, Noghri may use their claws as unarmed attacks.
Starting Languages: Speak, Read & Write Honograhn and Basic
Omwati:
Core Stat Adjustments: +2 Agility, +1 Intellect
Special Advantages/Disadvantages: Thanks to their culture's rigorous youth education, Omwati begin with a free Rank in three out of the following four Skills: Computer Use, Knowledge (Mathematics), Knowledge (Physics) or Repair.
Starting Languages: Speak, Read, & Write Omwatese and Basic
Pau'an:
Core Stat adjustments: +2 Presence, +1 Agility
Special Advantages/Disadvantages: Pau'an receive a free Rank in the Ride skill due to their species' preference for organic transportation. Furthermore, Pau'an have hypersensitive hearing which grants them a bonus Rank in the Awareness skill but also necessitates special gear to protect their fragile ears. Because of their leadership position on Utapau, Pau'ans likewise receive a bonus Rank in the Diplomacy Skill. Finally, Pau'ans may see normally under all lighting conditions but lose the ability to distinguish colors in a sufficiently darkened area.
Starting Languages: Speak, Read & Write Basic and Utapese
Quarren:
Core Stat adjustments: +2 Toughness +1 Strength
Special Advantages/Disadvantages: As amphibious creatures Quarren can’t drown in water and receive a bonus Rank in the Athletics Skill. Also, Quarren can see twice as far as a Human in dim light (such as moon light or underwater). They also receive a free Rank in any two Profession Skills.
Starting Languages: Speak, Read & Write Quarren & Basic
Red Sith/Sith Pureblood: The Sith species offers different adjustments and advantages depending on which caste the character belongs to: Kissai (priests), Massassi (warriors) and Zuguruk (engineers). However, all Red Sith/Purebloods speak, read and write Sithese and Basic
Sephi:
Core Stat Adjustments: +2 Presence, +1 Toughness
Special Advantages/Disadvantages: The Sephi are a cultured people with long and proud artistic traditions. As such, Sephi characters start with one free Rank in two Craft Skills and two Perform Skills of the player's choice.
Starting Languages: Speak, Read & Write Basic and Sephese
Shi’ido:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Shi’ido may shapeshift using the Disguise Skill. When used untrained it can only be used to alter pigmentation, at one Rank it allows minor alterations to features and to gain or lose up to 20% of height or weight. At two Ranks it allows the user to assume any basically humanoid shape and at three Ranks it allows the user to assume more or less any organic shape they please. Note that it is impossible to gain any special abilities from or alter any Core Stats through Shapeshifting.
Starting Languages: Speak, Read & Write Shi’idoan and Basic
S’kytri:
Core Stat Adjustments: +2 Strength, +2 Agility
Special Advantages/Disadvantages: S'kytri have wings and may fly.
Starting Languages: Speak, Read & Write Basic and S’kytric
Stenax:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Stenax have a pair of wings and may fly. Due to their scales Stenax receive a point of Damage Reduction. Stenax also have claws which can be used for unarmed attacks.
Starting Languages: Speak, Read & Write Stenax and Basic
Taung:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Taung start with an extra Combat Proficiency Point and an extra Perk.
Starting Languages: Speak, Read & Write Basic and Mand'oa
Togruta:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Togruta have a form of echolocation that is equivalent to the Blind-Fight Perk. Furthermore, Togruta possess razor sharp teeth that may be used as an unarmed attack.
Starting Languages: Speak Read and Write Togruti and Basic
Trandoshan:
Core Stat. Adjustments: +2 Strength, +1 Agility
Special Advantages/Disadvantages: Due to their scales Trandoshans receive a point of Damage Reduction. In addition, Trandoshans can see normally regardless of how much or little light is present. However, in dark conditions, Trandoshans lose the ability to distinguish color.
Starting Languages: Speak, Read and Write Dosh and Basic
T'surr:
Core Stat Adjustments: +3 Strength
Special Advantages/Disadvantages: T'surr have multiple arms and thus Perks in the Two-Weapon Fighting tree apply to all a T'surr's hands rather than just two. Their senses are keener than that of a Human giving them a Bonus Rank in the Awareness Skill and allowing them to see twice as far as in dim light (such as moonlight). Further their fearsome appearance grants them a bonus Rank in Intimidate. T'surr have a layer of scales over their flesh which grants them one point of Damage Reduction. Finally, their culture's primal warfare ensures that all T'surr receive a free Rank in Primitive Weapons. But this species' mighty form is not without drawbacks. Most species are not so large as a T'surr and in the wider Galaxy these warriors find it difficult to use armors, triggers and vehicles designed with smaller species in mind. As such they must pay double costs when acquiring Ranks in Armor Proficiency, Blaster Weapons, Slugthrowers or the Pilot Skill; they must spend points to acquire Ranks in these even if receiving training in them. T'surr still receive the initial Rank in Blaster Weapons provided by all Basic Paths normally. And their rarity in the Galaxy along with their conspicuous appearance means a T'surr can never have Ranks in the Alternate Identity Asset unless it is acquired through a Path Ability.
Starting Languages: Speak, Read and Write T'surrese and Basic
Twi’lek:
Core Stat adjustments: +2 Presence, +1 Agility
Special Advantages/Disadvantages: Twi’leks can see twice as far as a Human in dim light (such as moon light). They also receive a free Rank in any two Entertain Skills and a bonus Rank in Diplomacy.
Starting Languages: Speak, Read & Write Ryl & Basic. Also, Twi’leks "speak" a sign language that consists solely of Lekku movements.
Ubese:
Core Stat. Adjustments: +2 Agility, +2 Toughness
Special Advantages/Disadvantages: When not on their homeworld Ubese require a breathmask to breathe properly. In addition, all Ubese receive a rank of armor proficiency for free.
Starting Languages: Speak, Read & Write Ubese and Basic
Verpine:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Due to their charahide, Verpine receive a point of Damage Reduction. Technology is at the core of Verpine culture and, as such, a Verpine character starts with a free Rank in either Knowledge (Technology) or Profession (Engineer). Additionally, a Verpine’s keen senses grant them a free Rank in the Awareness Skill.
Starting Languages: Speak, Read & Write Verpine and Basic
Voss:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The Voss are a mystical species and delve deeply into the arts of Force perception. At character creation a Voss receives a free Rank in an Apprentice-level Sense power. He may use this Force Power even if he does not yet possess the Sense Key Power. Additionally all Voss Receive a free Rank in a Craft Skill and a Knowledge Skill due to their rich and highly literate culture.
Starting Languages: Speak Read & Write Voss and Basic
Wookie:
Core Stat Adjustments: +3 Strength
Special Advantages/Disadvantages: Wookies have always dwelt in the highest tree tops and are supremely adapted for such a life. As such they receive a bonus Rank in the Athletics Skill. Furthermore, though Wookies may learn to Read and Write any Language they may only ever speak Shyriiwook and its related Languages due to their vocal cord structure.
Starting Lagnages: Speak, Read and Write Shyriiwook; Read, Write and understand spoken Basic
Yashuvhi:
Core Stat Adjustments: +2 Spirit, +1 Toughness
Special Advantages/Disadvantages: Yashuvhi receive a bonus Force Power point at level one. This point must be spent on a Light Side or Universal Force Power. Yashuvhi are also primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Yashuvhi is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot use Blasters or the Computer Use Skill untrained.
Starting Languages: Speak, Read and Write Basic and Yashuvhi
Yuuzhan Vong:
Core Stat Adjustments: +3 Toughness, +1 Strength
Special Advantages/Disadvantages: Yuuzhan Vong may take Yuuzhan Vong weapons (Amphistaffs, etc.) as though they were a Weapon Group instead of individual Exotic Weapons and may use them untrained. However, the Vong have only recently begun to feel the Force after generations of separation from their home planet. As such, their Force Sensitives are lesser in potency and far fewerin number than those of other species. Vong Sith may never receive multiple Ranks from purchasing Apprentice Powers as a Knight or Apprentice and Knight Powers as a Master. Furthermore, unless they are a Sith Acolyte, a Dark Side Witch or possesses a Master path ability that allows them to purchase Force Magic as an Acolyte, Yuuzhan Vong may never acquire Ranks in Force Magic.
Starting Languages: Speak, Read and Write Basic and Yuuzhan Vong
Zabrak:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Zabraks automatically receive the Rugged and Iron Will Perks.
Starting Languages: Speak, Read & Write Zabrak & Basic
Zeltron:
Core Stat Adjustments: +3 Presence
Special Advantages/Disadvantages: Zeltrons have at their command a limited form of telepathy that allows them to feel the emotions of others and project their own emotions. In game terms this translates to a one Rank bonus in the Diplomacy and Sense Motive Skills.
Starting Languages: Speak, Read & Write Basic
Arkanian:
Core Stat Adjustments: +3 Intellect
Special Abilities: Arkanians can see normally regardless of how much or little light is present. However, in dark conditions Arkanians lose the ability to distinguish color. Additionally, an Arkanian receives a free Rank in any two Knowledges with a scientifically focused subtype at character creation.
Starting Languages: Read, Write & Speak Arkanian and Basic
Barabel:
Core Stat. Adjustments: +1 Strength, +2 Agility
Special Advantages/Disadvantages: Due to their scales Barabels receive one point of Damage Reduction. In addition, Barabels can see normally regardless of how much or little light is present. However, in dark conditions Barabels lose the ability to distinguish color. Finally, all Barabels have tails that they can use as an unarmed attack. They can shed these tails if they wish. A Barabel’s tail grows back fully three days after it is shed.
Starting Languages: Speak, Read and Write Barabian and Basic
Bothan:
Core Stat Adjustments: +2 Agility, +1 Presence
Special Advantages/Disadvantages: Bothan Characters receive a bonus Rank in the Awareness and Gather Information Skills.
Starting Languages: Speak, Read & Write Bothese and Basic
Cathar:
Core Stat Adjustments: +2 Strength, +1 Agility
Special Advantages/Disadvantages: Cathar heal incredibly quickly which is represented by a single point of Damage Reduction. Cathar also have claws which can be used as an unarmed attack.
Starting Languages: Speak, Read & Write Catharesse and Basic
Cerean:
Core Stat Adjustments: +3 Intellect
Special Advantages/Disadvantages: Cereans have a culture that is centered on a voluntary rejection of high technology. As such they receive a free Rank in the Handle Animal, Ride and Survival Skills. They also have the Primitive species trait. Primitive species replace the free Rank in Blaster Weapons most characters get with a Rank in Primitive Weapons. Primitive Species also cannot utilize the Computer Use Skill or blasters untrained.
Starting Languages: Speak, Read & Write Cerean & Basic
Chiss:
Core Stat Adjustments: +2 Intellect, +1 Toughness
Special Advantages/Disadvantages: Chiss society is an exacting meritocracy with an unforgiving hierarchy and all its members are expected to excel at their duties. As such Chiss characters begin play with two free Ranks in one Profession Skill and one Knowledge Skill.
Starting Languages: Speak, Read & Write Cheunh, Minnisiat, Sy Bisti and Basic
Clawdite:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Clawdites have two bonus Ranks in the Disguise Skill to represent their shapeshifting abilities.
Starting Languages: Speak, Read & Write Zolander and Basic
Cyborg:
Cyborg is not a species unto itself, rather, it applies to a character who has had 50% or more of their bodies replaced by cybernetic enhancements. Cyborgs receive all the normal features of their base species except as follows. If the species offers a Toughness and/or Spirit bonus then that adjustment is negated. A further -4 Spirit penalty is imposed on all cyborgs. A cyborg further receives three cybernetics points at character creation. These may be spent on the Unique Ability Asset to represent a cyborg's enhancements. When a cyborg receives additional Core Stat points at later levels they may convert these points into cybernetics points. They will then be able to purchase more powerful Unique Abilities appropriate to their current level.
Devaronian:
Core Stat Adjustments: +3 Toughness
Special Advantages/Disadvantages: Male Devaronians receive the Spacer Perk at character creation. Female Devaronians receive the Rugged Perk instead.
Starting Languages: Speak, Read & Write Devaronese and Basic
Diathim:
Core Stat Adjustments: +3 Presence
Special Advantages/Disadvantages: Diathim have a set of six wings and may fly. They are perfectly capable of moving and surviving in space. Also, Diathim require no food to survive. And, finally, Diathim receive two bonus Ranks in the Entertain (Sing) Skill.
Starting Languages: Read, Write and Speak Diathese and Basic
Duros:
Core Stat adjustments: +2 Intellect, +1 Agility
Special Advantages/Disadvantages: Duros characters automatically receive the Spacer Perk in addition to a free Rank in the Pilot and Astrogate Skills.
Starting Languages: Speak, Read & Write Durese & Basic
Epicanthix:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The Epicanthix are much dedicated to the art of combat and receive a free Rank in Simple Weapons as a result of their long-time training. Additionally, Epicanthix are immune to all mind-influencing Force Powers under Master-level.
Starting Languages: Speak, Read & Write Epicant and Basic
Falleen:
Core Stat Adjustments: +3 Presence
Advantages/Disadvantages: Falleen cans see twice as far as humans under low-light conditions (such as moonlight or underwater) and are immune to mind-influencing Force Powers under Master-level.
Starting Languages: Speak, Read & Write Falleen and Basic
Felacatian:
Core Stat Adjustments: +1 Strength, +2 Agility
Special Advantages/Disadvantages: When exposed to stress or subjected to extended hyperspace travel, Felacatians shift into a bestial alternate form. In this form they have claws and fangs that may be used as an unarmed attack and receive +2 to Strength, Agility and Toughness but receive -3 to Intellect and Presence. Furthermore they may not speak or use any Skill that requires prolonged concentration while in this form and lack opposable thumbs. With time and practice a Felactian can learn to resist changing and to spur this transformation on in the absence of stressful stimuli. Additionally Felacatians benefit from a bonus Rank in the Acrobatics Skill regardless of what form they are currently in. Finally, Felacatians can see twice as far as humans in dim light (such as moonlight or underwater).
Starting Languages: Speak, Read and Write Felacatian and Basic
Firrerreo:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Abilities: Firrerreo can see normally regardless of how much or little light is present. However, in dark conditions they lose the ability to distinguish color. Firrerreo also receive the Endurance Perk at character creation. Additionally, Firrerreo have a uniquely powerful healing factor. Once per turn a Firrerreo can create an effect similar to an untrained use of Force Heal regardless of their level and without expending a Force Power use. This ability can only affect themselves, however.
Starting Languages: Speak, Read and Write Basic and Firrerrese
Gamorrean:
Core Stat adjustments: +2 Strength, +2 Toughness
Special Advantages/Disadvantages: Gamorreans are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Gamorrean is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot use Blasters or the Computer Use Skill untrained.
Starting Languages: Read, Write and understand spoken Basic, Speak Gamorrean
Gotal:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: A Gotal’s primary form of perception is their head-cones. The electro-perception provided by these cones means that Gotal are effectively immune to blinding effects and are capable of functioning normally regardless of lighting conditions, thus granting them the Blind Fight Perk. These cones also give a bonus Rank to the Gotal's Awareness and Sense Motive Skills.
Starting Languages: Speak, Read & Write Antarian and Basic
Gurlanin:
Core Stat Adjustments: +1 Agility, +1 Spirit
Special Advantages/Disadvantages: Gurlanin may shapeshift using the Disguise Skill. When used untrained it can only be used to alter pigmentation, at one Rank it allows minor alterations to features and to gain or lose up to 20% of height or weight. At two Ranks it allows the user to assume any basically humanoid or animal shape and at three Ranks it allows the user to assume more or less any organic shape they please. Note that it is impossible to gain any special abilities from or alter any Core Stats through shapeshifting. In their natural form Gurlanin have fangs that can be used as an unarmed attack. Further, Gurlanin have a form of echolocation which gives them the Blind Fight Perk. Finally, Gurlanin may communicate telepathically with members of their own species.
Starting Languages: Speak, Read & Write Gurlanin and Basic
Human:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Humans start with two extra Skill Points and an extra Perk.
Starting Languages: Speak, Read & Write Basic
Ithorian:
Core Stat adjustments: +2 Intellect, +2 Presence
Special Advantages/Disadvantages: Ithorians start out with a free Rank in the Handle Animal, Knowledge (Biology) and Survival Skills.
Starting Languages: Speak, Read & Write Ithorian & Basic
Jungle Felucian:
Core Stat adjustments: +2 Agility, +1 Toughness
Special Advantages/Disadvantages: Jungle Felucians may see normally in low-light conditions, though they lose the ability to distinguish color. Due to the extra limb at their elbows and their webbed primary hands and feet Jungle Felucians receive a bonus Rank in the Acrobatics and Athletics Skill. They receive an identical bonus to the Survival Skill due to their primal lifestyle. Jungle Felucians are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Jungle Felucian is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. Jungle Felucians cannot utilize Blasters or the Computer Use Skill untrained.
Languages: Speaks, Reads, and Write Felucianese & Basic
Kel Dor:
Core Stat Adjustments: +2 Intellect +2 Agility
Special Advantages/Disadvantages: Hailing from a home world with a unique atmosphere, the Kel Dor require special goggles to see and a gas mask to breathe when in an oxygen rich atmosphere. In addition, when in dim light and not on their home world, they can see twice as far as a Human in dim light (such as moon light).
Starting Languages: Speak, Read & Write Kel Dor & Basic
Kiffar:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Most Kiffar receive two free Skill points and a free Perk at character creation. About 1% of the Kiffar population, however, has a natural ability with the Psychometry Force Power. To play a Psychometric Kiffar, you must sacrifice your character’s Core Stat adjustments and spend three Asset points in Unusual Ability (Psychometry). In exchange for this you receive a Rank in Psychometry regardless of normal prerequisites and may spend Force Power points or receive training to increase these Ranks.
Starting Languages: Speak, Read & Write Basic
Miraluka
Core Stat. Adjustments: +2 Intellect, +1 Spirit
Special Advantages/Disadvantages: Miraluka "see" through the Force and therefore begin with the Force Sight Perk, allowing them to see normally under all lighting conditions and rendering them immune to devices such as flashbang grenade. They also receive a bonus Rank in the Sense Motive Skill.
Starting Languages: Read/Write and Speak Miraluka and Basic
Mon Calamari:
Core Stat adjustments: +2 Intellect , +1 Agility
Special Advantages/Disadvantages: Mon Calamari are amphibious and cannot drown in water; amphibious also grants a bonus Rank in Athletics.. Also, each Mon Calamari character chooses, at character creation, two Craft Skills in which he receives a free Rank. Finally, Mon Calamari can see twice as far as a Human in dim light (such as moon light or underwater).
Starting Languages: Speak, Read & Write Mon Calamarian & Basic
Muun:
Core Stat. Adjustments: +3 to Intellect
Special Advantages/Disadvantages: Muun culture places a high emphasis on mathematical ability and as such grants its members a free Rank in the Knowledge (Mathematics) Skill. The Muuns are also economically driven, receiving a bonus Rank in the Haggle Skill and a free Rank in the Resources Asset.
Starting Languages: Speak, Read & Write Muun and Basic
Nagai:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The history of the Nagai has been primarily characterized by violent struggle against oppressors. As such, a Nagai receives a free Rank in Simple Weapons and another free Rank in either Vibroweapons or Slughthrowers. Additionally, Nagai receive the Weapon Focus Perk in any one weapon that is Simple, Vibro or a Slugthrower.
Starting Languages: Speak, Read & Write Nagaian and Basic
Nautolan:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Nautolans are amphibious and cannot drown in water; amphibious also grants a bonus Rank in Athletics. Nautolans receive the Skill Focus (Awareness) Perk due to their exceptional senses, even if they lack the usually required normal Rank in the Skill. Nautolans can also see twice as far as a Human in dim light (such as moon light or underwater).
Starting Languages: Speak, Read & Write Nautolan, Anselmi and Basic
Noghri:
Core Stat Adjustments: +2 Agility, +1 Toughness
Special Advantages/Disadvantages: Noghri are primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Noghri is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot utilize blasters or the Computer Use Skill untrained. In addition, Noghri receive a bonus Rank in the Legerdemain and Stealth Skills. And, finally, Noghri may use their claws as unarmed attacks.
Starting Languages: Speak, Read & Write Honograhn and Basic
Omwati:
Core Stat Adjustments: +2 Agility, +1 Intellect
Special Advantages/Disadvantages: Thanks to their culture's rigorous youth education, Omwati begin with a free Rank in three out of the following four Skills: Computer Use, Knowledge (Mathematics), Knowledge (Physics) or Repair.
Starting Languages: Speak, Read, & Write Omwatese and Basic
Pau'an:
Core Stat adjustments: +2 Presence, +1 Agility
Special Advantages/Disadvantages: Pau'an receive a free Rank in the Ride skill due to their species' preference for organic transportation. Furthermore, Pau'an have hypersensitive hearing which grants them a bonus Rank in the Awareness skill but also necessitates special gear to protect their fragile ears. Because of their leadership position on Utapau, Pau'ans likewise receive a bonus Rank in the Diplomacy Skill. Finally, Pau'ans may see normally under all lighting conditions but lose the ability to distinguish colors in a sufficiently darkened area.
Starting Languages: Speak, Read & Write Basic and Utapese
Quarren:
Core Stat adjustments: +2 Toughness +1 Strength
Special Advantages/Disadvantages: As amphibious creatures Quarren can’t drown in water and receive a bonus Rank in the Athletics Skill. Also, Quarren can see twice as far as a Human in dim light (such as moon light or underwater). They also receive a free Rank in any two Profession Skills.
Starting Languages: Speak, Read & Write Quarren & Basic
Red Sith/Sith Pureblood: The Sith species offers different adjustments and advantages depending on which caste the character belongs to: Kissai (priests), Massassi (warriors) and Zuguruk (engineers). However, all Red Sith/Purebloods speak, read and write Sithese and Basic
Sephi:
Core Stat Adjustments: +2 Presence, +1 Toughness
Special Advantages/Disadvantages: The Sephi are a cultured people with long and proud artistic traditions. As such, Sephi characters start with one free Rank in two Craft Skills and two Perform Skills of the player's choice.
Starting Languages: Speak, Read & Write Basic and Sephese
Shi’ido:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Shi’ido may shapeshift using the Disguise Skill. When used untrained it can only be used to alter pigmentation, at one Rank it allows minor alterations to features and to gain or lose up to 20% of height or weight. At two Ranks it allows the user to assume any basically humanoid shape and at three Ranks it allows the user to assume more or less any organic shape they please. Note that it is impossible to gain any special abilities from or alter any Core Stats through Shapeshifting.
Starting Languages: Speak, Read & Write Shi’idoan and Basic
S’kytri:
Core Stat Adjustments: +2 Strength, +2 Agility
Special Advantages/Disadvantages: S'kytri have wings and may fly.
Starting Languages: Speak, Read & Write Basic and S’kytric
Stenax:
Core Stat. Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Stenax have a pair of wings and may fly. Due to their scales Stenax receive a point of Damage Reduction. Stenax also have claws which can be used for unarmed attacks.
Starting Languages: Speak, Read & Write Stenax and Basic
Taung:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Taung start with an extra Combat Proficiency Point and an extra Perk.
Starting Languages: Speak, Read & Write Basic and Mand'oa
Togruta:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Togruta have a form of echolocation that is equivalent to the Blind-Fight Perk. Furthermore, Togruta possess razor sharp teeth that may be used as an unarmed attack.
Starting Languages: Speak Read and Write Togruti and Basic
Trandoshan:
Core Stat. Adjustments: +2 Strength, +1 Agility
Special Advantages/Disadvantages: Due to their scales Trandoshans receive a point of Damage Reduction. In addition, Trandoshans can see normally regardless of how much or little light is present. However, in dark conditions, Trandoshans lose the ability to distinguish color.
Starting Languages: Speak, Read and Write Dosh and Basic
T'surr:
Core Stat Adjustments: +3 Strength
Special Advantages/Disadvantages: T'surr have multiple arms and thus Perks in the Two-Weapon Fighting tree apply to all a T'surr's hands rather than just two. Their senses are keener than that of a Human giving them a Bonus Rank in the Awareness Skill and allowing them to see twice as far as in dim light (such as moonlight). Further their fearsome appearance grants them a bonus Rank in Intimidate. T'surr have a layer of scales over their flesh which grants them one point of Damage Reduction. Finally, their culture's primal warfare ensures that all T'surr receive a free Rank in Primitive Weapons. But this species' mighty form is not without drawbacks. Most species are not so large as a T'surr and in the wider Galaxy these warriors find it difficult to use armors, triggers and vehicles designed with smaller species in mind. As such they must pay double costs when acquiring Ranks in Armor Proficiency, Blaster Weapons, Slugthrowers or the Pilot Skill; they must spend points to acquire Ranks in these even if receiving training in them. T'surr still receive the initial Rank in Blaster Weapons provided by all Basic Paths normally. And their rarity in the Galaxy along with their conspicuous appearance means a T'surr can never have Ranks in the Alternate Identity Asset unless it is acquired through a Path Ability.
Starting Languages: Speak, Read and Write T'surrese and Basic
Twi’lek:
Core Stat adjustments: +2 Presence, +1 Agility
Special Advantages/Disadvantages: Twi’leks can see twice as far as a Human in dim light (such as moon light). They also receive a free Rank in any two Entertain Skills and a bonus Rank in Diplomacy.
Starting Languages: Speak, Read & Write Ryl & Basic. Also, Twi’leks "speak" a sign language that consists solely of Lekku movements.
Ubese:
Core Stat. Adjustments: +2 Agility, +2 Toughness
Special Advantages/Disadvantages: When not on their homeworld Ubese require a breathmask to breathe properly. In addition, all Ubese receive a rank of armor proficiency for free.
Starting Languages: Speak, Read & Write Ubese and Basic
Verpine:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Due to their charahide, Verpine receive a point of Damage Reduction. Technology is at the core of Verpine culture and, as such, a Verpine character starts with a free Rank in either Knowledge (Technology) or Profession (Engineer). Additionally, a Verpine’s keen senses grant them a free Rank in the Awareness Skill.
Starting Languages: Speak, Read & Write Verpine and Basic
Voss:
Core Stat Adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: The Voss are a mystical species and delve deeply into the arts of Force perception. At character creation a Voss receives a free Rank in an Apprentice-level Sense power. He may use this Force Power even if he does not yet possess the Sense Key Power. Additionally all Voss Receive a free Rank in a Craft Skill and a Knowledge Skill due to their rich and highly literate culture.
Starting Languages: Speak Read & Write Voss and Basic
Wookie:
Core Stat Adjustments: +3 Strength
Special Advantages/Disadvantages: Wookies have always dwelt in the highest tree tops and are supremely adapted for such a life. As such they receive a bonus Rank in the Athletics Skill. Furthermore, though Wookies may learn to Read and Write any Language they may only ever speak Shyriiwook and its related Languages due to their vocal cord structure.
Starting Lagnages: Speak, Read and Write Shyriiwook; Read, Write and understand spoken Basic
Yashuvhi:
Core Stat Adjustments: +2 Spirit, +1 Toughness
Special Advantages/Disadvantages: Yashuvhi receive a bonus Force Power point at level one. This point must be spent on a Light Side or Universal Force Power. Yashuvhi are also primitive and therefore start with a Rank in the Primitive and Simple Weapon Groups instead of their Basic Path’s normal basic weapon training. If the Yashuvhi is a Dark Jedi Guardian he still receives the normal Lightsaber proficiencies at level one. They cannot use Blasters or the Computer Use Skill untrained.
Starting Languages: Speak, Read and Write Basic and Yashuvhi
Yuuzhan Vong:
Core Stat Adjustments: +3 Toughness, +1 Strength
Special Advantages/Disadvantages: Yuuzhan Vong may take Yuuzhan Vong weapons (Amphistaffs, etc.) as though they were a Weapon Group instead of individual Exotic Weapons and may use them untrained. However, the Vong have only recently begun to feel the Force after generations of separation from their home planet. As such, their Force Sensitives are lesser in potency and far fewerin number than those of other species. Vong Sith may never receive multiple Ranks from purchasing Apprentice Powers as a Knight or Apprentice and Knight Powers as a Master. Furthermore, unless they are a Sith Acolyte, a Dark Side Witch or possesses a Master path ability that allows them to purchase Force Magic as an Acolyte, Yuuzhan Vong may never acquire Ranks in Force Magic.
Starting Languages: Speak, Read and Write Basic and Yuuzhan Vong
Zabrak:
Core Stat adjustments: +1 in any three Core Stats of the player’s choice
Special Advantages/Disadvantages: Zabraks automatically receive the Rugged and Iron Will Perks.
Starting Languages: Speak, Read & Write Zabrak & Basic
Zeltron:
Core Stat Adjustments: +3 Presence
Special Advantages/Disadvantages: Zeltrons have at their command a limited form of telepathy that allows them to feel the emotions of others and project their own emotions. In game terms this translates to a one Rank bonus in the Diplomacy and Sense Motive Skills.
Starting Languages: Speak, Read & Write Basic