Alien Races of the Battle Zone: F-L

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F

FALLEEN
Dexterity:
20/40
Knowledge: 20/50
Mechanical: 20/40
Perception:
25/50
Strength:
25/50
Technical: 20/40
Special Skills:  N/A
Special Abilities: 
Attraction Pheromones:  Exuding special pheromones and changing skin color to affect others gives Falleen a 10 rank bonus to their persuasion skill, with an additional 10 rank bonus for each hour of continuous preparation and meditation to enhance the effects.  The bonus total may not be more than 30 ranks for any one attempt, and the attempt must be made within one hour of completing the meditation.
Amphibious: Falleen can breathe water for up to twelve hours.  They automatically start with 10 ranks in Swimming. 
Size: 
1.7-2.4 meters tall
Capsule: 
A reptillian species from the system of the same name.  They are widely regarded as one of the more aesthetically-pleasing species of the galaxy, with an exotic appearance and powerful pheromone-creation and color-changing abilities.  They have scaled hides and a pronounced spiny ridge running down their backs.
Falleen generally do not allow themselves to display emotion, particularly in public.  Their culture and physiology have helped them develop great control over outward signs of expression.  While they do experience strong emotions, they simply do not display them.  Their self-control extends to their skin and pheromones.  They can change skin color, seemingly, at will.  Normally a gray-green color, the Fallen can change it to fit a situation.  Along with the control over their skin, they can release pheromones to complement this.
Frequency: 
Rare - so rare that if there is already a Falleen character (PC or NPC) on the BZ the use of another Falleen most likely may not be approved. 

FARGHUL
Dexterity:
20/50
Knowledge: 10/40
Mechanical: 10/37
Perception:
20/50
Strength:
20/40
Technical: 10/33
Special Skills: Acrobatics: Most Farghul are trained in acrobatics and get +20 to that skill if they choose it at character creation.
Con Artistry: A specialty to nearly all members of this race, if the Con skill is chosen at character creation they receive +20 to the rank.
Special Abilities:
Claws: +10 to strength damage
Prehensile Tail:
Farghul have prehensile tails and can use them like an 'extra limb' at -13 below their standard Dexterity.
Teeth: +20 to strength damage
Size:
1.7-2 meters
Capsule:
A felinoid race with medium length tan fur, sharp claws and teeth, and a prehensile tail. Graceful and agile, and always conscious of their appearance, they always wear high-quality clothing, tending toward elaborately colored shorts and pants, cloaks and hats; they don't care to wear tunics, shirts or blouses.
They have a strong mischievous streak, and the species has a reputation for being nothing but con artists. They are fearsome and deadly when provoked, but it is difficult to provoke a Farghul without stealing his food or money. Otherwise they avoid conflict if they can help it, preferring to refrain from petty disputes (to pick from the pieces when the dust settles). Farghul are particularly intimidated by Jedi, but revere them, and they have no love for the Empire whatsoever (and will do all they can to resist the Empire in an indirect manner.
Frequency:
Uncommon

G

GIVIN
Dexterity:
10/30
Knowledge: 20/40
Mechanical: 27/47
Perception:
10/30
Strength:
13/30
Technical: 30/50
Special Skills: N/A
Special Abilities:
Mathematical Aptitude: Givin receive a +20 bonus for astrogation (or any other skill involving high math for that matter)
Increased Consumption: Givin must eat three times the amount of food that a human of the same size would ingest, or they lose the bonus of the next special ability.
Vacuum Protection: Every Givin haas a built-in vacuum suit which will protect it from vacuum or harsh elements. This gives Givin a +20 bonus to stamina when exposed to such extremes. It is possible for a Givin to survive at least 24 hours in vacuum, if they have been eating healthy and living well.
Size:
1.7-2 meters
Capsule:
Givin have the appearance of being animated skeletons because their bone-white skeletons are on the outside of their bodies. They have large, triangular eye sockets which give them a constant mournful expression, and their sad little mouths only add to that perception. Their body joints are strange and force them to walk bow-legged and carry their arms out to their sides like some odd marionette.
Givin are a close-knit species and they tend to regard all other species as inferior because no other species seems to be able to survive in vacuum. However, they are comfortable around Duros and Verpine because of the skill of those species in the building and design of starships. Strangely enough, the Givin despise Mon Calamari despite their shipbuilding prowess, because of the Mon Cal ship building philosophy.
Givin have a high level of technology based on their absolute insight in mathematics.
Givin are most often found transporting goods in some of the sleekest, fastest starships in the galaxy. Unfortunately, these ships are of little use to other species, since the Givin take full advantage of their unique physiology to save weight to increase the cargo capacity of their ships. They pressurize only their sleeping quarters. This is of little consequence; due to the mathematical aptitude of the species they use specialized, highly proprietary navigational equipment. All available space in the computer is dedicated to data storage. Givin make their navigational computations - even for hyperspace jumps - in their heads.
Frequency: 
Rare

GOTAL
Dexterity:
17/47
Knowledge: 10/30
Mechanical: 10/20
Perception:
20/50
Strength:
23/43
Technical: 10/30
Special Skills: N/A
Special Abilities:
Energy Sensitivity: Gotals are unusually sensitive to radiation emissions and receive two bonuses because of this

  1. Mood Detection: When interacting with other characters, a Gotal can determine how that charcter is feeling. This enables the Gotal to communicate with that character most effectively.
  2. Fast Initiative: When dealing with others, a Gotal character can act first in most any situation. Essentially, take the Gotal's perception and add 10 to it, then match that result against another character's perception. Whoever wins that match-up gets to act first.

Size: 1.8-2.1 meters
Capsule:
Large bipeds with two large "horns" on their heads. They have gray-brown, coarse-skinned faces with knobby brows set over their red eyes. They have flat noses and mouths full of sharp incisors. The remainder of their bodies is covered with shaggy gray fur.
Due to their ability to read the surface emotions of other beings minds, the Gotal are somewhat distrusted in some circles, though many have made names for themselves as diplomats, mercenaries, and counselors.
Gotals do not care for droids, as their circuitry can mess with the Gotals senses. Strong Jedi (50+ in Force attribute strong) can trick a Gotal with ease.
Frequency:
  Common

H

HAPAN - Human
Dexterity:
20/50
Knowledge: 20/50
Mechanical: 20/40
Perception:
15/40
Strength:
20/50
Technical: 20/40
Special Skills:  N/A
Special Abilities: 
Attractiveness:  Hapans, both male and female, are extremely beautiful.  Hapans receive a 10 rank bonus to Bargain, Con, Command, or Persuasion uses against non-Hapan humans of the opposite sex.
Vision:  Due to the intensive light on their homeworld, Hapans have very poor night vision.  Treat all lesser darkness (such as poor lighting and moonlit night) as complete darkness, reducing their Dexterity skill rankings by 40 ranks in those situations.
Size: 
1.5-2.1 meters tall
Capsule: 
Hapes is the homeworld of the Hapans.  Hapes is the capital world of the Hapan Cluster Empire, which is ruled by the Ta'a Chume (Queen Mother).  Much like Coruscant, Hapes is a planet that never sleeps.  As the bureaucratic center for the entire Hapan Cluster, all Hapan member worlds have an embassy there.  The planet is dominated by lush forests and majestic mountain ranges.  The cities are stately and the factories are impeccably clean.  Outside of the cities the Hapan wildlife remains undisturbed.
The Hapans have several distinct features that make them different from baseline humans.  One is their physical appearance, which is usually striking, and many humans are deeply affected by Hapan beauty.  The other is their lack of effective night vision.  Due to the abundance of moons which reflect sunlight back to the surface, Hapes is a world continually bathed in light.  Consequently, the Hapan people have lost their ability to see well in the dark.  Hapan ground soldiers often combat this deficiency by wearing vision enhancers into battle.
Hapans do not like shadows, and many are especially uncomfortable when surrounded by darkness.  It is a common phobia that most - but certainly not all - have overcome by the time they reach adulthood. 
Frequency: 
Rare

HERGLIC
Dexterity:
10/30
Knowledge: 10/30
Mechanical: 10/40
Perception:
20/40
Strength:
30/50
Technical: 15/45
Special Skills:  N/A
Special Abilities: 
Natural armor:  The thick layer of blubber beneath the outer skin of a Herglic gives 10 points of resistance versus physical damage.  This is not protection against energy.
Size: 
1.7-1.9 meters tall
Capsule: 
Herglics are huge bipeds who seem to be related (or even evolved from) water-dwelling mammals.  They are tall, extremely wide, and fairly strong.  They have smooth, hairless skin that ranges in color from light blue to dull black.  Though they still breathe from a blow-hole located on the top of their heads, they have lost virtually every other evidence of water origin in their species.
Herglics became traders and explorers early in their galactic history, apparently reaching the stars and neighboring systems at the same time that the ancient Corellians were reaching theirs.  They were welcomed into the galactic community and, with their even tempers, proved to be able diplomats as well as pilots.
When exposed to games of chance, Herglics find themselves irresistibly drawn to them.  A Herglic must have Perception or Willpower (whichever is highest) of at least the same rank as the most charismatic player in the game.  For example, if four men are playing sabacc and a Herglic walks by and sees them, he will want to join the game unless his Perception or Willpower is equal to or greater than the highest Perception or Intimidation rank in the group of sabacc players.  This can prove to be a serious weakness for a Herglic, since they aren't exactly known for their gambling acumen. 
Frequency: 
Rare

HO'DIN
Dexterity:
20/40
Knowledge: 20/40
Mechanical: 10/30
Perception:
20/40
Strength:
27/47
Technical: 13/33
Special Skills: First Aid (Ho'Din Herbal Medicines): Must have First Aid skill ranked at 50 to have this skill. This skill can only be acquired by characters (normally only Ho'Din) who have spent at least 10 years on Moltok. This skill enables a character to cure many diseases using plants from the Ho'Din homeworld. It can also be used to find antidotes for poisons, toxins, and venoms.
Special Abilities:
N/A
Size:
2.5-3 meters
Capsule:
Ho'Din literally means walking flower in the native language of the Ho'Din race. This name suits them, due to their skin coloration, their heads topped with snakelike tresses covered in gleaming scales of red and violet.
Ho'Din are nature worshippers and will almost always react negatively to anything that aversely affects a worlds ecosystem. Concerning their appearance, they are very vain and easily insulted.
Ho'Din are from Moltok, where a large amount of the economical assets are from the export of medicinal goods manufactured from the flora of the planet. Many Ho'Din have careers as botanists when off-world, though members of this race become models and entertainers based on the asthetically pleasing qualities of the race.
Frequency:
Uncommon

HORANSI - From Mutanda, the Horansi are felinoid beings comprised of four distinctly different sub-species:  Gorvan, Kasa, Mashi, and Treka.  The sub-species have similarities (they all walk on two legs but run on all fours, they all have thick fur), however each has differences which are advantageous in and of themselves:

HUTTS
Dexterity:
5/30
Knowledge: 20/50
Mechanical: 10/40
Perception:
20/50
Strength:
20/50
Technical: 10/40
Special Skills:  N/A
Special Abilities: 
Force Resistance:  Hutts have an innate defense against Force-based mind manipulation techniques and their Perception or Willpower (whichever is highest) is effectively tripled to resist such attacks.  Hutts are not believed to be able to learn Force skills (and Domino doesn't want to hear anything about a Force-sensitive Hutt named Beldorian in the book Planet of Twilight - that book is an abomination!)
Size: 
3-5 meters long
Capsule: 
Hutts are large gastropods with bulbous heads, thick bodies that quickly taper into a muscular tail, and two relatively small arms that function as limited manipulative appendages.  The Hutt has two enormous yellow, reptillian eyes protruding from the surface of its face, with a lipless mouth that spreads from earhole to earhole.
Hutts are hermaphrodites, and can switch genders easily for the purposes of reproduction.  When caring for young, the Hutt forms a protective pouch, like a marsupial life-form has, where the young Hutt grub lives and grows. 
The Hutt families are responsible for much of the organized crime throughout the galaxy.  An operation that does not have some attachment to a Hutt organization is both rare and lucky.  They are nasty megalomaniacs who believe themselves to be god-like.  They are evil, cruel, and manipulative; they are immoral beings who delight in exercising power over others. 
Frequency: 
Rare

I

ISHI TIB
Dexterity:
13/33
Knowledge: 20/40
Mechanical: 10/30
Perception:
17/40
Strength:
20/40
Technical: 20/47
Special Skills: N/A
Special Abilities:
Beak: The beak of this species does Strength + 20 damage.
Planning: These people are natural planners and organizers. At the time of character creation, the following skills receive a bonus of 20 rank levels: Bureaucracy, Business, Law Enforcement, Scholar (in one subject), and Tactics (one tactical style).
Immersion: The Ishi Tib must immerse themselves in a solution similar to the oceans of their homeworld, Tibrin, after spending 30 hours out of the water. Failing to do this will cause their health to deteriorate (effectively, they receive 10 damage for every hour after the 30th hour, starting on the 31st hour).
Size:
1.7-1.9 meters
Capsule:
Green amphibious bipeds with leathery skin. Their faces are similar to a four pointed star with yellow lidless eyes on the top points and a beak flanked by the lower points. Ishi Tib are patient, rational beings that are not often provoked to act rashly. They are meticulous planners, to the point that when they implement a plan they will not rest until it is complete.
In combat, Ishi Tib are ferocious. When cornered or pressing an attack, they become uncontrollably frenzied, attacking their opponent until it dies, or they do. They will then consume the bodies of the dead (if given a chance).
Ishi Tib are highly sought after by corporations due to their organizational skills, but Ishi Tib tend to accept positions with firms based on that company's environmental impact to that world.
Frequency:
Rare

ITHORIAN
Dexterity:
10/30
Knowledge: 27/50
Mechanical: 10/20
Perception:
13/40
Strength:
10/30
Technical: 10/23
Special Skills: Agriculture: This skill enables the character to understand which plants will work with which soils.
Ecology: This skill can be used to develop a good working knowledge of the nature of ecospheres and how proposed changes will affect the sphere.
Special Abilities:
N/A
Size:
up to 2.3 meters
Capsule:
Often called "Hammerheads" by other species because of their long neck which curls forward and ends in a t-shaped dome. Ithorians have two mouths, which makes trying to speak their language very hard. Ithorians can speak basic.
Ithorians live in "herds." Herds are actually cities that migrate around the planet's three civilized continents. It is against the laws and customs of the Ithorians to come into contact with the surface of the planet.
Frequency: Uncommon

J

JENET
Dexterity:
20/40
Knowledge: 17/40
Mechanical: 10/37
Perception:
20/40
Strength:
10/40
Technical: 10/33
Special Skills: N/A
Special Abilities:
Enhanced Memory: Every Knowledge skill that a Jenet starts with gets an extra 10 ranks levels.
Astrogation: Because a Jenet's memory is exceptional, Jenet gain a bonus of 10 rank levels it they choose this skill.
Hearing: Jenet have exceptional hearing, giving them a bonus of 10 to their Perception attribute at character creation
Swimming: Jenets get swimming skill at half the normal cost, and can improve this skill at half the cost.
Flexibility: They can disjoint their limbs to fit through incredibly small openings.
Size:
1.4-1.6 meters
Capsule:
Jenet are considered ugly by many species. They are quarrelsome bipeds with pale pink skin and red eyes, and they are covered with a sparse white fuzz, which becomes more matted on the tops of their heads. They have long twitching whiskers on the sides of their faces.
Because they have exceptional memories, Jenet seem quarrelsome and petty, as trivial matters become part of a Jenet's personality.
Jenet are often found in administrative roles, utilizing their memories in governmental positions, commercial jobs, and criminal enterprizes.
They value reputations, and as such will boast about an acquaintances accomplishments when introducing them. They present the life of their friend in glowing stories full of exagerated details, and they give their enemies less favorable treatment (denegrating them and describing them as weak and cowardly).
Frequency: Uncommon

K

KITONAK
Dexterity:
10/30
Knowledge: 17/37
Mechanical: 20/40
Perception:
20/40
Strength:
23/40
Technical: 10/30
Special Skills: N/A
Special Abilities:
Natural Armor: Kitonaks' skin provides protection of 30 against physical attacks
Size:
1-1.5 meters
Capsule:
Kitonaks are on of the heartiest species in the galaxy They have a tough, leathery hide that can withstand all but the most grievous injury. They have two short, fat arms that end in four stubby -- though surprisingly nimble -- fingers. Their mushroom-shaped heads have two eyes, ears, and a mouth, though these things aren't obvious to the casual observer.
Kitonak are very patient beings, preferring to wait things out instead of acting. In fact, the impatience of other beings will actually anger a Kitonak. If rushed, they will purposefully slow their pace to a much slower rate of speed, just to make the one rushing them wait longer.
An example of this race is Droopy McCool of the Max Rebo Band in Return of the Jedi. He is the horn player.
Frequency:
Uncommon

KRISH
Dexterity:
20/40
Knowledge: 17/30
Mechanical: 25/45
Perception:
10/30
Strength:
20/40
Technical: 25/43
Special Skills:  N/A
Special Abilities: 
N/A
Size:
1.5-2 meters tall
Capsule:
The Krish take pride in their sports and games.  Everything is a game or puzzle to a Krish.  They are also somewhat mechanically inclined, possibly a result of their puzzle-solving nature.
Krish are not exactly reliable.  They are easily distracted by entertainment and sport, and often forget minor details about the task at hand.  Although they have good intentions, they become sloppy and eventually leave those who depend on them in a lurch.  Most Krish have an odd habit of smiling pointy-toothed grins at anything which even mildly amuses them.
Frequency:
Uncommon

KUBAZ
Dexterity:
17/37
Knowledge:
20/40
Mechanical:
10/37
Perception:
27/47
Strength:
10/30
Technical:
20/40
Special Skills:
N/A
Special Abilities:
N/A
Size:
1.5 meters
Capsule:
Humanoids with four fingers and two toes, the most striking feature of the Kubaz is the short prehensile trunk that serves as its nose. Kubaz have rough-textured greenish black skin and bristly hair on top of their heads. Kubaz eyes are quite large and highly sensitive to the red wavelengths of light, so they wear protective lenses in most environments.
Kubaz are cultured beings who place a high value on the family unit. They enjoy art, music, and other forms of sophisticated entertainment. They generally regard one of the greatest "sophisticated" passtimes to be an insect banquet. Though they will not be insulted if a guest refuses to participate in the insect feast, they will most assuredly call to question his lack of culture and a discriminating palate.
Most Kubaz in the galaxy are chefs for Imperials who have developed a taste for the exotic foods of Kubindi, the homeworld of the Kubaz. The spy who led the stormtroopers to the Millennium Falcon in Star Wars was a Kubaz.
Frequency:
Rare

L

LORRDIANS - human
Dexterity:
20/40
Knowledge: 20/40
Mechanical: 10/40
Perception:
30/50
Strength:
20/40
Technical: 10/40
Special Skills:  Body Language:  All traditionally-raised Lorrdians can interpret body gestures and movements, and can often tell a person's disposition just by their posture.  Given enough time, a Lorrdian can get a fairly accurate idea of a person's emotional state.  If a Lorrdian is watching another character, compare the target's Perception against the rank of the Lorrdian character's Body Language skill.  If the Lorrdian's skill beats the target's Perception, the Lorrdian can accurately guess what the target's intentions are (and participants should be forthcoming with their intentions - in an e-mail - if that Lorrdian would be able to determine said intentions). 
Special Abilities: 
Kinetic Communication:  Lorrdians can communicate with each other by means of a language of subtle facial expressions, muscle ticks, and body gestures.  In BZ terms, this means that two Lorrdians can surreptitiously communicate in total silence.  Only an individual raised entirely in the Lorrdian culture can learn the subtleties of this language. 
Size: 
1.4-2.0 meters tall
Capsule: 
Lorrdians are human both genetically and visually.  They have such a radically different culture, however, that their abilities rate this entry.  At a point in the history of their society, the Lorrdians were enslaved.  Their masters, the Argazdans, forbade them to communicate with each other.  Such a mandate could have hurt the Lorrdian culture within a matter of a generation or two.  Instead, the Lorrdians adapted, devising an extremely intricate language of subtle hand gestures, body postures, and slight facial ticks and expressions.  Because of the nature of this inbred skill, Lorrdians masters at interpreting body language in general. 
At first, this new language was little more than a battle tongue: a way of keeping guerilla groups informed of activities.  The Lorrdian culture has developed this language over many centuries.  Passed down from one generation to the next, this has resulted in a race of people who are much more aware of the actions and movements of others. After the three century enslavement of their race, the language had become such a large part of their culture that it remained even after the Argazdans were driven off and punished by the Jedi of the Old Republic.  
Frequency: 
Rare

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