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
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
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
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
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
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
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
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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