Many sapient species make their home in the galaxy. Players can choose from any of these ancestries when creating their character. The following ancestries are specific to the Star Wars setting.
This supplement introduces Innate Abilities. Innate Abilities do not count as Force Sensitive Backgrounds for the purpose of Edge Requirements, and the PP from them must be kept separate from the PP of other sources.
Languages: Unless otherwise noted, characters can read, write, and speak the listed languages.
Aleena are short, reptilian bipeds that have large eyes and a wide mouth with small, sharp teeth. Their heads taper back from a wide face. Aleena have long bodies in comparison to their short arms and stubby legs. They are typically blue-gray in color.
Languages: Aleena and Basic.
DANGER SENSE: Aleena have the Danger Sense Edge, giving them +2 to Notice rolls to act in the first round when rolling for Surprise.
INNATE ABILITY: boost trait — you gain 15 Power Points that can only be used for this innate ability. This functions as the boost trait power, except it costs 1 Power Point and has a range of Self. You can buy the Force Use (Spirit) skill for this ability.
REDUCED PACE: Aleena have short legs. Decrease their Pace by 1 and their running die one die type.
SIZE -1: Aleena have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
Although their appearance is similar to that of humans, the Anzati are an unusual ancestry, and are most noted for their lack of a readily detectable pulse and for their low body temperature. An Anzati's other distinguishing physical trait is a pair of cheek pouches, each of which conceals a proboscis that extends for feeding.
Languages: Anzat and Basic.
INNATE ABILITY: sever Force — you gain 0 Power Points. As a limited action, the Anzati can use its proboscis to drain energy from a grappled target. This functions as the sever Force power, except it costs 0 Power Points, doesn’t work on Force devices, and has a range of Touch. The Anzati can repeat this action each round until the target escapes the grab, or until the target reaches 0 Power Points. Any creature that reaches 0 Power Points in this way is Stunned. You can buy the Force Use (Spirit) skill for this ability.
INNATE ABILITY: vital transfer — you gain 0 Power Points. You may use Power Points stolen from the sever Force ability to activate this ability. This functions as the vital transfer power except the range is Self. You can buy the Force Use (Spirit) skill for this ability.
Aqualish are tusked, walrus-faced humanoids with skin ranging in color from dark green or blue to deep russet or black.
Languages: Aqualish and Basic.
AQUATIC: At home in the water Aqualish cannot drown in water and move their full pace when swimming.
NOT THE BRIGHTEST: Aqualish are more inclined to just bash a problem away then think it over. They do not start with a free d4 in Common Knowledge.
TOUGHNESS: Aqualish are a tough breed, add +1 to their Toughness.
Ardennians are small bipeds, with elongated noses and short blue-gray covering most of their bodies. They have narrow dark colored eyes, and hold a stout posture. An Ardennian’s six limbs all share the same structure, with opposable thumbs and four fingers. Two of these limbs are typically used as legs.
Languages: Basic.
ADDITIONAL ACTION: Ardennians have four usable arms. They may ignore 2 points of Multi-Action penalties each turn.
SIZE -1: Ardennians average only about four feet tall, reducing their Size (and therefore Toughness) by 1.
Arkanian are bipedal humanoids with a near-human appearance. Arkanian eyes have no visible iris or pupil, and are typically stark white in color. They possess four clawed digits, three fingers and a thumb.
Languages: Arkanian and Basic.
AGILE: Arkanians are graceful, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
LOW LIGHT VISION: Arkanians ignore penalties for Dim or Dark illumination.
OUTSIDER (Minor): Arkanians are never quite comfortable dealing with other ancestries. They subtract 2 from Persuasion rolls with all but others of their kind.
Arkanian offshoots are bipedal humanoids with a near-human appearance. They have pure white skin, making them easily identifiable from the Arkanian purebloods, and possess five digit fingers (as opposed to the Arkanians’ four). A rare few Arkanian offshoots have unique traits as well, such as pointed ears, or an exotic eye color.
Languages: Arkanian and Basic.
ADAPTABLE: Arkanian offshoots begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
LOW LIGHT VISION: Arkanian offshoots ignore penalties for Dim or Dark illumination.
OUTSIDER (Minor): Arkanian offshoots are never quite comfortable dealing with other ancestries. They subtract 2 from Persuasion rolls with all but others of their kind.
Balosars have coarse hair, a frail-looking frame, and retractable antennapalps atop their heads. The average Balosar stands about 1.6 meters tall, and most have sickly complexions from a lack of sunlight and clean air. While they have their antennapalps retracted, Balosars can pass for humans. While doing so they do not suffer from the Outsider Hindrance nor do they benefit from the reroll to Notice rolls granted by them.
Languages: Balosar and Basic.
ANTENNAPALPS: The antennapalps function as extra sensory organs, which gives the Balosar a +2 bonus to Notice. If the Balosar is passing as a human, they do not gain this bonus.
IMMUNE TO POISON: Growing up on a polluted homeworld has given Balosars resistance to toxic substances.
OUTSIDER (Minor): Seen as untrustworthy by most other ancestries, Balosars subtract 2 from Persuasion rolls with all but others of their kind. If the Balosar is passing as a human, they do not suffer from this Hindrance.
Barabels are towering bipeds with reptilian features: a prominent jaw, sharp teeth, a long tail, and remarkably tough, dark scales. Barabels are between 1.9 and 2.3 meters in height, adding to their fearsome reputation.
Languages: Barabel.
ARMOR +2: Barabels have thick scaly hides that grant Armor +2.
BITE/CLAWS: Barabels teeth and claws are Natural Weapons that cause Strength+d4 damage.
ENVIRONMENTAL WEAKNESS: Barabels suffer a -4 penalty to resist cold environmental effects, and suffer +4 damage from cold-based attacks.
INFRAVISION: Barabels “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
VENGEFUL (Major): Barabels who have been wronged never forget nor do they let anything stand in their way when they seek to right the scales. Though they may be willing to wait if they must. They will eventually always achieve their satisfaction.
Bith are humanoid in shape; their most notable features are their bulbous heads and huge black eyes. Their skin is often somewhere between gray and pink, although some Bith have skin tints of yellow or green. They lack an external nose but have a finely tuned sense of smell. Their large eyes give them incredibly focused vision, allowing them to see into the microscopic scale, but in turn, they have poor long-range vision.
Languages: Bith and Basic.
INNATE ABILITY: boost trait — you gain 15 Power Points that can only be used for this innate ability. This functions as the boost trait power, except it costs 1 Power Point, has a range of Self, and can only be used to boost Smarts or a Smarts related skill. You can buy the Force Use (Spirit) skill for this ability.
Bothans are covered in fur that ripples in response to their emotional state. They have tapered ears, and both male and female Bothans sport beards.
Languages: Bothese and Basic.
NATURAL SLICER: Bothans are good at slicing terminals. They start with a d6 in Hacking. This increases maximum Hacking to 1d12 + 1.
Cathar have leonine features, the distinctiveness of which varies by individual. Males have large manes, short beards, and tusks jutting from the lower jaw. Females have smaller manes, but impressive fangs along the upper jaw. Cathar coloration ranges from light yellow to dark beige, sometimes accented with dark stripes.
Languages: Catharese and Basic.
AGILE: Cathar are graceful, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
BLOODTHIRSTY: Cathar can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes.
CLAWS: Cathar claws are Natural Weapons that cause Strength+d4 damage.
Cereans are a sophisticated and cultured humanoid ancestry native to the planet Cerea, a world on the fringes of known space. Their elongated heads distinguish them from most other humanoid ancestries.
Languages: Cerean and Basic.
CONTEMPLATIVE NATURE: Cereans are contemplative by nature and often once they start down a path they wish to see where it goes and are unwilling to change directions. As such they receive one less benny per game session and are not allowed to take the luck edge.
FRAIL: Cereans are less durable than other ancestries. They reduce their Toughness by 1.
INTUITIVE INITIATIVE: The binary brain of a Cerean allows them to constantly evaluate the outcome of their actions even while observing everything around them. Whenever a Cerean is dealt an action card of five or lower, they may discard it and draw another card.
KNOWLEDGEABLE: Cereans start with a d6 in Common Knowledge. This increases maximum Common Knowledge to 1d12 + 1.
OBSERVANT: Cereans start with a d6 in Notice. This increases maximum Notice to 1d12 + 1.
No more than a meter tall, with flat noses and round, dark eyes, Chadra-Fans are covered in fur everywhere except for their fingers, toes, and large ears.
Languages: Chadra-Fan and Basic.
HEIGHTENED AWARENESS: Chadra-Fans have exceptionally good hearing, giving them a +1 bonus to Notice.
LOW LIGHT VISION: Chadra-Fans ignore penalties for Dim or Dark illumination.
SIZE -1: Chadra-Fan have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
TINKER: Chadra-Fans start with a d4 in Repair.
The amphibious Chagrians are comfortable both on land and in water. The coastal cities of their homeworld are constructed to allow the rising tides to flood the buildings. When this takes place, Chagrians swim from place to place, or use speeders which are also adapted for aquatic use. The pleasant tropical climate of Champala coupled with the exotic architecture of its cities makes the Chagrian homeworld a popular destination for galactic tourists.
Languages: Chagri and Basic
AQUATIC: At home in the water Chagrians cannot drown in water and move their full pace when swimming.
LOW LIGHT VISION: Chagrians ignore penalties for Dim or Dark illumination.
VOW (Minor): Chagrians value justice above all else, making them a stickler for rules, from a law abiding culture.
Chiss have deep blue skin and red glowing eyes. The shade of their skin and the crimson of their eyes deepens with the amount of oxygen in the atmosphere that they breathe. They tend to have black hair, though some individuals, especially female Chiss, develop grey hair as they age.
Languages: Cheunh.
LOW LIGHT VISION: Chiss ignore penalties for Dim or Dark illumination.
SKILLED: Chiss begin play with a skill of their choice at d4.
In their natural forms, Clawdites are distinctly reptilian, their thick hides having a green or ochre cast. Their catlike eyes are yellow, set in a face that could pass for human. Clawdites can alter their appearance in subtle ways when young, and as they age and practice their skills, they can assume the appearance of similarly sized ancestries, even masking their equipment when it is held close to their bodies.
Languages: Clawdite and Basic.
INNATE ABILITY: disguise — you gain 15 Power Points that can only be used for this innate ability. This functions as the disguise power except it does not transform clothing and there is no duration. You can buy the Force Use (Spirit) skill for this ability.
Codru-Ji have four arms, two legs, elongated faces, and pointed ears. Codru-Ji hair and eye colors tend toward dark, earthy browns. Codru-Ji juveniles, or Wyrwulves, resemble six-legged canines and are often mistaken for pets by offworlders who don't know any better.
Languages: Codruese and Basic.
ADDITIONAL ACTION: Codru-Ji have four usable arms. They may ignore 2 points of Multi-Action penalties each turn.
OUTSIDER (Minor): Codru-Ji are never quite comfortable dealing with other ancestries. They subtract 2 from Persuasion rolls with all but others of their kind.
Devaronian males are hairless with red-tinted skin, sharp incisors, and a pair of large horns growing from their foreheads. Their appearance is not unlike the devils of a thousand myths. Female Devaronians are covered in thick fur that ranges in color from brown to white. Females are hornless and have prominent canine teeth. Devaronians stand 1.6 to 1.8 meters tall.
Languages: Devaronese and Basic.
AGILE: Male Devaronians are carefree, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
INTELLIGENT: Female Devaronians are bright and wise, giving them a d6 Smarts instead of a d4. This increases maximum Smarts to d12 + 1.
A Draethos’s most prominent feature is a lipless mouth, which creates the illusion of a large overbite. Their tightly muscled humanoid bodies are covered in a scaly skin ranging from violet to mauve to gray. Their hands are clawlike, contributing to the Draethos’s skeletal appearance.
Languages: Draethos (exiled Draethos also gain Basic for free).
LOW LIGHT VISION: Draethos ignore penalties for Dim or Dark illumination.
TOUGHNESS: Draethos have tough skin, add +1 to their Toughness.
Dugs are vaguely humanoid, in that they possess a torso, two legs, and two arms. The positions of their limbs are reversed, however, so that they use their upper limbs for walking and their lower limbs to manipulate objects. They have brown skin, floppy ear flaps, and large mouths filled with broad, flat teeth. Male Dugs possess a flap of skin on their throats that can be inflated and used to produce mating calls during the appropriate season.
Languages: Dug
ADDITIONAL ACTION: Dugs have excellent reflexes. They may ignore 2 points of Multi-Action penalties each turn.
MEAN: Dugs are adversarial, preferring to solve problems through intimidation and violence. They are typically ill-tempered and disagreeable, and have trouble doing anything kind for anyone else without being rewarded, which they don’t accept graciously. Dugs subtract 1 from Persuasion rolls.
NATURAL PILOT: Dugs are natural pilots, they start with a d4 in Piloting.
SIZE -1: Dugs have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
Tall hairless humanoids from the Duro system. Many respected scholars credit the Duros with creating the first hyperdrive. Although not as numerous as humans, the Duros are almost as omnipresent.
Languages: Durese and Basic.
ADAPTABLE: Duros begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
FRAIL: Duros are less durable than most, reduce their Toughness by 1.
NATURAL PILOT: Duros are natural pilots, they start with a d4 in Piloting.
Intelligent omnivores native to one of the moons orbiting Endor, Ewoks are almost unknown prior to the battle of Endor. Ewoks live in tree-dwelling tribes with gender-based division of labor; males hunt, forage, and make weapons, while females raise young and handle other domestic tasks. Ewok culture revolves around complex animistic beliefs involving the giant trees of the forest moon.
Languages: Ewokese (spoken only, they have no written form of their language).
AT HOME IN NATURE: Ewoks are naturally at home in the wild. They add +2 to Survival rolls, and Stealth rolls made in the wild (not towns, ruins, or underground).
LOW LIGHT VISION: Ewoks ignore penalties for Dim or Dark illumination.
PRIMITIVE EXPERTISE: Ewoks add +2 to Fighting, Shooting, or Athletics rolls when using basic weapons.
SIZE -1: Ewoks have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
The Falleen are a reptilian ancestry that have a similar shape and size to humans. Delicate blue-green scales, supple and flexible, cover their bodies, growing thicker and harder where they cover their spines. Falleen can and do grow hair, and for many, their hair is a point of pride. They wear their black tresses long, pulled up into topknots, or back in elaborate braids. Some adorn their luxuriant hair with combs, beads, and ornate nets made of priceless wire and gemstones.
Languages: Falleen and Basic.
INNATE ABILITY: empathy — you gain 15 Power Points that can only be used for this innate ability. This functions as the empathy power. You can buy the Force Use (Spirit) skill for this ability.
Feeorin are massive, highly muscled humanoids standing over 2 meters tall. Their skin tones vary wildly, from coal black to pale white but are more commonly green, yellow, or blue. Half-meter-long tendrils hang from the sides and backs of their head. They also have bright red eyes.
Languages: Feeorin and Basic.
HARDY: Feeorins are a hardy bunch, a second Shaken result in combat does not cause a Wound.
LOW LIGHT VISION: Feeorins ignore penalties for Dim or Dark illumination.
MEAN: Feeorins are ill-tempered and disagreeable. They subtract 1 from Persuasion rolls.
NERVES OF STEEL: Feeorins are able to fight through their pain. They may ignore 1 point of Wound penalties.
VENGEFUL (Major): Feeorins who have been wronged never forget nor do they let anything stand in their way when they seek to right the scales. Though they may be willing to wait if they must. They will eventually always achieve their satisfaction.
Felucians are a tall, bipedal ancestry. Both their arms and legs end in four, large webbed digits with suction cup fingertips. Springing from the underside of each forearm is a second short arm, ending in three large and agile fingers. A Felucian’s head is a thick mass of long flexible tendrils featuring illuminated tips. The eyes and mouth appear as black holes or openings within this mass.
Languages: Felucianese.
ADDITIONAL ACTION: Felucians have four usable arms. They may ignore 2 points of Multi-Action penalties each turn.
ALL THUMBS: Felucians have an inherent dislike of mechanical objects. This inflicts a -2 penalty when using mechanical or electrical devices. If the Felucian rolls a Critical Failure while using such a device, it’s broken. Generally, broken devices can be fixed with a Repair roll and 1d6 hours.
AQUATIC: At home in the water Felucians cannot drown in water and move their full pace when swimming.
DEPENDENCY: Felucians need to be in direct sunlight for one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from not being in sunlight, they perish. Each hour spent in sunlight restores one level of Fatigue.
INNATE ABILITY: Force blast — you gain 15 Power Points that can only be used for this innate ability. This functions as the Force blast power. You can buy the Force Use (Spirit) skill for this ability.
ONLY LANGUAGE: Felucians can only speak their own language, though they can understand other languages and communicate with a translator.
OUTSIDER (Minor): Felucians make most humanoids uncomfortable. They subtract 2 from Persuasion rolls with all but others of their kind.
Gamorreans are green-skinned creatures from the planet Gamorr. They are known for great strength and brutality and their tendency toward (and talent for) violence has made them favored mercenaries throughout the galaxy. Gamorreans prefer heavy melee weapons and have a marked distaste for energy weapons.
Languages: Gamorrean (spoken only, they have no written form of their own language) and Basic (understand only, unable to speak).
CLUMSY BLASTERS: Gamorreans dislike ranged weapons of any kind and suffer a -1 penalty to Shooting rolls.
DROID HATRED: As an ancestry Gamorreans hate Droids. They suffer a -2 penalty to Persuasion rolls when dealing with Droids and may become hostile with little provocation.
LET’S GUT SOMETHING: Gamorreans start with a d6 in Fighting, this increases their maximum to d12 + 1.
ONLY LANGUAGE: Gamorreans can only speak their own language, though they can understand other languages and communicate with a translator.
STRONG: Gamorreans are natural brutes, giving them a d6 Strength instead of a d4. This increases their maximum to d12 + 1.
TOUGHNESS: Gamorreans have tough hides, add +1 to their Toughness.
Short, stocky, and fleshy in appearance, Gand have three fingers on each hand, and their faces are lumpy and unsettling. Gand have large, multifaceted eyes that betray little emotion. All Gand encountered off-world use a special breathing apparatus that fits snugly into their facial orifice.
Languages: Gand
BREATH MASK: Gand are unable to tolerate atmospheres outside of their homeworld. Without the mask they must make a Vigor roll every round. If the roll is failed, the Gand gains a level of Fatigue. A Gand Incapacitated this way dies in a number of minutes equal to its Vigor. If the mask is able to be replaced before then, the Gand can be resuscitated by a Healing roll at -2.
INFRAVISION: Gand “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
ONLY LANGUAGE: Gand can only speak their own language, though they can understand other languages and communicate with a translator.
REGENERATION: Gand can make a natural healing roll once per day, even permanent injuries can be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (they may try once per week).
The beige-skinned Gran have three distinctive eye stalks with pitch-black eyes, ahead of small horns and large, triangular ears. Males and females have similar builds.
Languages: Gran and Basic.
ACCURACY: Gran start with a d4 in Shooting.
INFRAVISION: Gran “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
Gungans are omnivorous humanoids native to the swamps of Naboo. Technologically advanced, they rely mostly on biotech, growing instead of building their homes and production facilities. While their culture is peaceful, it evolved from a series of long, bloody clan wars, and Gungans still admire strength and cunning. Most communities are devoted to farming or manufacturing goods that are then traded to other Gungan settlements, but they will reluctantly trade with the humans of Naboo.
Languages: Gunganese and Basic.
LOW LIGHT VISION: Gungans ignore penalties for Dim or Dark illumination.
SEMI-AQUATIC: At home in the water Gunguns can hold their breath for 15 minutes before checking for drowning.
Houk are hulking bipeds with thick skin (usually dark blue or violet), hairless heads marked with bony ridges and a pronounced brow, flabby jowls, beady yellow eyes, and no visible ears or nose. The average Houk stands about 2.2 meters tall.
Languages: Houk and Basic.
BRUTE: Houk treat Athletics as linked to Strength instead of Agility for purposes of Advancement. They may also resist Athletics Tests with Strength if they choose. Houk increase the Short Range of any thrown item by +1. Double that for the adjusted Medium Range, and double again for Long Range.
Humans dominate the Core Worlds and can be found in virtually every corner of the galaxy. They are ancestors of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. As an ancestry, Humans are physically, culturally, and politically diverse. Hardy or fine, light-skinned or dark, Humans remain one of the most dominant ancestries throughout all eras of play.
Languages: Basic.
ADAPTABLE: Humans begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
SKILLED: Humans begin play with a skill of their choice at d4.
A Hutt is an immense, slug-like creature with a thick body, muscular tail, and small arms protruding from its upper body.
Languages: Huttese and Basic.
FORCE RESISTANCE: Hutts have slippery minds and bodies. Force skills targeting the Hutt suffer a -2 penalty (even from allies), damage from Force powers is reduced by 2 as well.
SLOW AS A SLUG: A Hutt decreases their Pace by 3 and their running die to d4.
SIZE +2: Hutts are large creatures, they add +2 to Toughness and increase their maximum Strength to d12 + 2.
The Iktotchi are a humanoid ancestry with large, downward-curving horns. Females have smaller horns than the males. Their skin is thick, tan, and hairless, weather beaten by Iktotchon's fierce winds. Their eye color ranges from yellow to orange.
Languages: Iktotchese and Basic.
INNATE ABILITY: protection — you gain 15 Power Points that can only be used for this innate ability. This functions as the protection power. You can buy the Force Use (Spirit) skill for this ability.
Ishi Tib live in schools - communal groups of thousands of individuals, governed by elected representatives who hold office for one-year terms. An Ishi Tib does not know the identity of his or her birth parents, because each Ishi Tib school assumes responsibility for the welfare of its hatchlings, creating a strong sense of community and promoting the needs of the group over those of an individual. Unlike ancestries that have wreaked environmental havoc upon their homeworlds, Ishi Tib protect their planet, Tibrin, with extensive laws legislating ecological preservation.
Languages: Tibranese and Basic
AQUATIC: At home in the water Ishi Tib cannot drown in water and move their full pace when swimming.
BITE: Ishi Tib beaks are Natural Weapons that cause Strength+d4 damage.
DEPENDENCY: Ishi Tib need to immerse themselves in salt water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from not recharging, they perish. Each hour spent immersed restores one level of Fatigue.
LOW LIGHT VISION: Ishi Tib ignore penalties for Dim or Dark illumination.
Typically a peace-loving and gentle people, Ithorians are reluctant to participate in combat, though a few have taken to the adventuring lifestyle.
Languages: Ithorese and Basic.
SURVIVALIST: Ithorians are devoted to maintaining ecological balance, they start with a d4 in Survival.
TECHNOLOGICALLY ADVANCED: Ithorians long ago left the surface of their planet and live in Herd Ships above it. They start with a d4 in Science.
Jawas are intelligent and have a complex society. Gathering in extended tribes, Jawa life revolves around trade - not for wealth, but for survival. Jawas look for guidance from their shamans, usually a female Jawa with the ability to portend the future and cast vicious hexes. Once a year, the Jawa tribes gather in the Dune Sea to exchange sons and daughters, to swap stories and news, and to mingle among their own kind.
Languages: Jawa, Jawa Trade Language.
DESERT DWELLER: Jawa are adapted to desert life. They receive a +4 bonus to resist the effects of environmental heat such as arid climates. Damage from this source is also reduced by 4.
INFRAVISION: Jawas “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
ONLY LANGUAGE: Jawas can only speak their own languages, though they can understand other languages and communicate with a translator.
REDUCED PACE: Jawas have short legs. Decrease their Pace by 1 and their running die one die type.
SIZE -1: Jawas have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
THIEF: Jawas are sneaky, they start with a d6 in Thievery and their maximum increases to d12 + 1.
TINKER: Jawas start with a d4 in Repair.
Kaminoans are tall and gaunt, with pale skin, three-fingered hands, and long necks. Their faces are small and dominated by a pair of large, black eyes. Every male Kaminoan has a fin-like crest on the top of his head, but female Kaminoans have no such feature.
Languages: Kaminoan and Basic.
RESILIENT: Scientific refinements to their genetic code makes Kaminoans immune to poisons and disease.
Kel Dor evolved on Dorin, a world with an atmosphere consisting mostly of helium and a gas that is unique to that world. As such, Kel Dor cannot breathe on planets with common nitrogen/oxygen atmospheres. Conversely Dorin’s atmosphere is toxic to most nonnative life.
Languages: Kel Dor and Basic.
AGILE: Kel Dor are graceful, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
BREATH MASK: Kel Dor are unable to tolerate atmospheres outside of their homeworld. Without the mask they must make a Vigor roll every round. If the roll is failed, the Kel Dor gains a level of Fatigue. A Kel Dor Incapacitated this way dies in a number of minutes equal to its Vigor. If the mask is able to be replaced before then, the Kel Dor can be resuscitated by a Healing roll at -2. While wearing the mask, Kel Dor are immune to atmospheric poisons.
FILTER GOGGLES: Kel Dor goggles filter light, they ignore penalties for Dim or Dark illumination. Without these goggles, the Kel Dor is considered blind and suffers a -6 to all physical tasks that require vision.
FORCE SENSITIVE: Kel Dor have a strong connection to the Force. They begin play with one Force-Sensitive Edge.
The ancient Klatooinians perceived the Hutts as demigods. The Hutts, never an ancestry to refuse the upper hand in any situation, used this false perception to their own advantage, convincing the Klatooinians to cast aside their ancient traditions, abandon their native language in favor of Huttese, and accept their place as indentured servants. Over the millennia, the Hutts have sheltered the Klatooinians and cultivated a society that is largely docile, obedient, illiterate, and isolated from the greater galactic community.
Languages: Huttese
DESERT DWELLER: Klatooinians are adapted to desert life. They receive a +4 bonus to resist the effects of environmental heat such as arid climates. Damage from this source is also reduced by 4.
LOYAL: Klatooinians were traditionally loyal to the Hutts. Those who have stopped worshiping the Hutts tend to find someone else to be loyal to, often an employer or friends. They would risk their lives for this person without hesitation.
STRONG: Klatooinians are physically strong, giving them a d6 Strength instead of a d4. This increases their maximum to d12 + 1.
The Kubaz have rough-textured green-black skin and bristly hair that grows from the top of their heads. Their eyes are very sensitive to red wavelengths of light; when away from their homeworld, they must wear protective lenses. The most striking feature of a Kubaz's face is it's short prehensile trunk. Adult Kubaz stand between 1.7 and 2 meters tall.
Languages: Kubazian and Basic (understand only, unable to speak)
FILTER GOGGLES: Kubaz goggles filter light, they ignore penalties for Dim or Dark illumination. Without these goggles, the Kubaz is considered blind and suffers a -6 to all physical tasks that require vision.
STREETWISE: Kubaz develop intricate information networks in order to gather intelligence. They add +2 to Intimidation or Persuasion rolls made to Network with shady or criminal elements. They also add +2 to Common Knowledge rolls pertaining to the types of disreputable activities listed above.
NATURAL SLICER: Kubaz are good at slicing terminals. They start with a d6 in Hacking. This increases maximum Hacking to 1d12 + 1.
ONLY LANGUAGE: Kubaz can only speak their own language, though they can understand other languages and communicate with a translator.
Adult Lannik stand between 1.1 to 1.3 meters tall and weigh between 35 and 45 kilograms. Females tend to be as tall as their male counterparts, but slightly thinner. Lannik coloration ranges from dark red and orange to purple and dark blue, with hair, eyes, and skin of similar hue. They have large, pointed ears capable of rotating to pick up distant or faint sounds. Because they have few facial expressions, Lannik often seem grim or angry to those unfamiliar with them.
Languages: Lannik and Basic.
HEIGHTENED AWARENESS: Lannik get one free reroll on Notice rolls.
REDUCED PACE: Lannik have short legs. Decrease their Pace by 1 and their running die one die type.
SIZE -1: Lannik have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
SPIRITED: Lannik are fearless, giving them a d6 Spirit instead of a d4. This increases their maximum to d12 + 1.
Mirialans appear very similar to stock humans save that their skin color ranges from yellow-green to more human coloration and can at times show as a pale blue-green. Their eyes are usually blue or green, with orange more rarely; and their hair is typically black or brown. They average the same heights as humans, though they tend to be slightly lighter and they have lifespans comparable to humans.
Languages: Mirialan and Basic.
INNATE ABILITY: mind link — you gain 15 Power Points that can only be used for this innate ability. This functions as the mind link power, except you must be included in the connection. You can buy the Force Use (Spirit) skill for this ability.
The Mon Calamari are land creatures but water is essential to their culture. They are used to moist climates and find arid areas, such as deserts, uncomfortable and unnatural.
Languages: Mon Calamarian and Basic.
AQUATIC: At home in the water Mon Calamari cannot drown in water and move their full pace when swimming.
ENVIRONMENTAL WEAKNESS: Mon Calamari suffer a -4 penalty to resist hot environmental effects, and suffer +4 damage from heat-based attacks.
TECHNOLOGICALLY ADVANCED: Mon Calamari are some of the best ship builders in the galaxy. They start with a d4 in Science.
The average Muun stands about 1.9 meters tall and has an elongated, almost featureless head and rail-thin body.
Languages: Muun and Basic.
INTELLIGENT: Muun are known for their mathematical skills, giving them a d6 Smarts instead of a d4. This increases their maximum to d12 + 1.
The Nagai are charismatic - a quality that is, by and large, a product of their enhanced vocal range, which allows them to tailor their speech to be more soothing. They are driven by a strong sense of personal honor, which is tempered by their own individualities. The Nagai fear nothing aside from a loss of freedom, symbolized by the return of the enemy that once enslaved their people. They have little concern for individuals outside of their own families, and they only endeavor to aid others if it serves their purposes or if they are bound by honor to do so. Melee combat, especially the use of edged weapons, is highly integrated into Nagai culture. It is a rare Nagai who does not display an expert's hand in the use of blades of all sizes.
Languages: Nagaian and Basic.
AGILE: Nagai are graceful, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
FRAIL: Nagai are less durable than most, reduce their Toughness by 1.
SOOTHING VOICE: Nagai have soothing voices, giving them a +1 bonus when using Persuasion.
Nautolans have thick green skin that is covered in dark, mottled spots. Their large, black eyes allow them to see well in dim light. Each Nautolan's head is crowned by long, tentacle-like tendrils, which the Nautolan decorates with leather bands, metal rings, or beaded ties.
Languages: Nautila and Basic.
AQUATIC: At home in the water Nautolans cannot drown in water and move their full pace when swimming.
ENVIRONMENTAL WEAKNESS: Nautolans suffer a -4 penalty to resist hot environmental effects, and suffer +4 damage from heat-based attacks.
LOW LIGHT VISION: Nautolans ignore penalties for Dim or Dark illumination.
Nazren are tall humanoids accustomed to their arid and desolate world, Nizon. Despite their size and intimidating demeanor, they are not a warlike species.
Languages: Nazren and Basic.
HARDY: A second shaken result in combat does not cause a wound.
OUTSIDER (Minor): Nazren have been isolated and unfamiliar with the rest of the galaxy. They subtract 2 from Persuasion rolls with all but other Nazren.
RESILIENT: Nazren are well adapted to harsh conditions, giving them a d6 Vigor attribute instead of a d4. This increases maximum Vigor to d12 + 1.
Neimoidians are slight of build and stand between 1.6 and 2 meters in height. They are hairless, with large red eyes and wide, lipless mouths. Their skin is usually bluish gray, but it can range in tone from very pale to almost black. Neimoidians favor expensive clothing and are always seen in public wearing whatever symbols of office or rank they possess.
Languages: Neimoidian and Basic.
ACADEMIC: Neimodians start with a d4 in Academics.
NATURALLY PERSUASIVE: Neimodians start with a d6 in Persuasion, this increases maximum Persuasion to d12 + 1.
Nikto are widely recognized as warriors to the Hutts. They possess a single-minded tenacity that makes them excellent followers. Because of their homeworld’s radioactive atmosphere, they have evolved to survive harsh environments.
Languages: Huttese, Nikto, and Basic.
ARMOR +2: Nikto have thick leathery hides that grant Armor +2.
DESERT DWELLER: Nikto are adapted to desert life. They receive a +4 bonus to resist the effects of environmental heat such as arid climates. Damage from this source is also reduced by 4.
LOYAL: Nikto tend to be followers, and therefore loyal to their employers or friends. They would risk their lives for this person without hesitation.
SURVIVALIST: Nikto are adapted to harsh environments, they start with a d4 in Survival.
Noghri are small, compact humanoids. A typical Noghri has gray skin, beady black eyes set within bony sockets, claws, and fangs. Adult Noghri average 1.3 meters tall.
Languages: Honoghran.
CLAWS: Noghri claws are Natural Weapons that cause Strength+d4 damage.
HARDY: A second Shaken result in combat does not cause a Wound.
REDUCED PACE: Noghri have short legs. Decrease their Pace by 1 and their running die one die type.
SIZE -1: Noghri have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
Nosaurians’ thick skin ranges in color primarily from light green to black, with other colors less common. A Nosaurian’s head features a prominent ridge of horns, serving both as a natural headdress and weapon. Old and battle-scarred Nosaurians often have broken or damaged horns.
Languages: Nosaurian and Basic.
HORNS: Nosaurians have horns that cause Strength+d6 damage.
Pantorans are a near-human ancestry with skin of various shades of blue and yellow eyes, with some rare instances of black. Their hair ranges in color from black and blue to light purple and white. They have an average height similar to that of humans, a bit less than two meters. Their physiology allows them to be comfortable in lower temperatures, requiring only a couple layers of casual clothing in icy climates. In all other aspects, Pantorans are nearly identical to humans.
Languages: Pantoran and Basic.
BETTER THAN YOU: Pantorans are naturals at explaining why they are better than you. They start with a d4 in Taunt.
COLD RESISTANCE: Pantorans are adapted to living in cold climates. They receive a +4 bonus to resist the effects of environmental cold such as arctic climates. Damage from this source is also reduced by 4.
Pau’an are tall, gaunt humanoids with soft, gravelly voices. They are exceptionally friendly and welcoming to outsiders. Pau’an share the planet Utapau with the Utai.
Languages: Utapese and Basic.
AUTHORITY: Pau’an are accustomed to being in authority. They gain the Command Edge.
LOW LIGHT VISION: Pau’an ignore penalties for Dim or Dark illumination.
PERSUASIVE: Pau’an are very persuasive, they start with a d4 in Persuasion.
WEAK: Pau’an are unused to manual labor. Strength (and therefore damage) suffers a -1 penalty.
Quarren hail from the planet Mon Calamari sharing the world with that ancestry. They tend to dwell in the oxygen-filled cities in the deep recesses of the oceans.
Languages: Quarrenese and Basic.
AQUATIC: At home in the water Quarren cannot drown in water and move their full pace when swimming.
ISOLATIONIST: Quarrens are never quite comfortable dealing with other ancestries. They subtract 2 from Persuasion rolls with all but others of their kind or Mon Calamari.
LOW LIGHT VISION: Quarren ignore penalties for Dim or Dark illumination.
The Rattataki are an ancestry of pale-skinned near-humans, standing 1.7 to 1.9 meters in height. Their skin is universally chalkwhite, with bald heads. Their eyes possess more variation, between shades of grey and green. Most Rattataki imprint tattoos along their cranium to denote major life events and achievements.
Languages: Rattataki and Basic.
SOLDIER: Rattataki have the Soldier Edge, allowing them to treat their Strength as one die type higher when determining Encumbrance and Minimum Strength to use armor, weapons, and equipment without a penalty. They also get a free reroll on Vigor rolls made to survive environmental hazards.
Human Replica Droids, or HRDs, are sophisticated synthskin and biofiber covered Droids designed to be nearly indistinguishable from humans. Their design is similar enough to human anatomy that even high-quality medical scanners are not always able to identify them as inorganic, although they are able to discern some differences from the typical human. They were sometimes referred to as “meatdroids” or “Droid Clones”. Unlike true clones, a droid clone can be created in under three months.
Languages: The native language of the copied ancestry and Basic.
CONSTRUCT: Replica Droids are artificial beings made of inorganic material. They add +2 to recover from being shaken, don’t breathe, ignore one level of Wound modifiers, and are immune to poison and disease. Replica Droids cannot heal naturally. Healing one requires the Repair skill, which takes one hour per current Wound level per attempt and is not limited to the “Golden Hour”.
NEVER FORCE SENSITIVE: Replica Droids are never able to take the Force Use skill. Due to this reason they can also never have a Force Sensitive Edge or use Force Powers.
SECRET (Major): Replica Droids are designed to meld in with other humans. They are illegal in some places and being revealed can lead to a host of issues. If it is ever made public knowledge that the character is a Replica Droid, trade this for Enemy, Shamed, Wanted, or another appropriate Hindrance approved by the GM.
VOW (Major): Replica Droids are loyal to their creators (or an individual or organization designated at creation). They cannot cause harm to those that they are loyal to or through inaction allow them to be harmed. This can be removed for two Advancements.
Rodians are a humanoid ancestry with multifaceted eyes, tapered snouts and deep green skin.
Languages: Rodese and Basic.
KEEN SENSES: Rodians have acute senses, giving them the Alertness Edge. This adds +2 to Notice rolls to hear, see, or otherwise sense the world around them.
Sakiyans hail from the tropical world of Saki, located in Hutt Space. Their acute senses and nigh-supernatural perception evolved from a need to survive the fierce predators of their homeworld. Sakiyans are hairless, and their skin color ranges from jet-black to deep purple and crimson. They have large craniums, for the Sakiyan brain is nearly twice the size of the average Human brain.
Languages: Sakiyan and Basic.
INFRAVISION: Sakiyans “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
OBSERVANT: Sakiyans start with a d6 in Notice. This increases maximum Notice to 1d12 + 1.
Selkath are amphibious humanoids, with large eyes on each side of their wide, flat heads. They have concealed gill slits that work equally well in air or water. They have naturally poisoned, retractable claws, but it is socially unacceptable (and illegal on Manaan) to use them against an opponent. Nevertheless, highly enraged Selkath occasionally disregard this restriction.
Languages: Selkath.
ABLE HEALER: Selkath are natural healers. They start with a d4 in Healing.
AQUATIC: At home in the water Selkath cannot drown in water and move their full pace when swimming.
CODE OF HONOR: Selkath tend to be honorable and keep their word. They don’t abuse or kill prisoners, and generally try to behave properly.
POISONOUS TOUCH: With a successful claw attack, the victim must roll Vigor or suffer the effects of Mild Poison. The Selkath may always choose whether or not to use the poison touch.
More commonly known to the galactic populace by the nickname Wolfmen, the Shistavanen are an isolationist ancestry that originates in the Uvena system. Having evolved from predators, Shistavanens excel at hunting and can track prey through crowded urban streets and across desolate plains with equal ease. Although the vast majority of Shistavanens prefer to remain within their home system, a growing minority choose to travel the galaxy's hyperlanes.
Languages: Shistavanen.
CLAWS: Shistavanen claws are Natural Weapons that cause Strength+d4 damage.
LOW LIGHT VISION: Shistavanen ignore penalties for Dim or Dark illumination.
NATURAL TRACKER: Shistavanens are natural trackers, they start with a d4 in Survival.
ONLY LANGUAGE: Shstavanen can only speak their own language, though they can understand other languages and communicate with a translator.
OUTSIDER (Minor): Shistavanen are never quite comfortable dealing with other ancestries. They subtract 2 from Persuasion rolls with all but others of their kind.
Sluissi have long, legless, and distinctly serpentine bodies that are covered in fine scales, typically ranging in color from light brown to dark green. A Sluissi's eyes are round and totally black. A forked tongue aids a Sluissi's sense of smell.
Languages: Sluissese and Basic.
SERPENTINE: By coiling their serpentine bodies, Sluissi are able to jump twice as far as normal. In addition they add +4 to damage when leaping as part of a Wild Attack instead of the usual +2.
The short Snivvians have thick skin, and sparse hair. They have a large, short snout, and large canines protruding from their lower jaw. Their thick skin protects them from harsh winters, and also aids them in warmer climates.
Languages: Snivvian.
ARTISTIC: Snivvians start with a d4 in Performance.
COLD RESISTANCE: Snivvians are adapted to living in cold climates. They receive a +4 bonus to resist the effects of environmental cold such as arctic climates. Damage from this source is also reduced by 4.
OBSERVANT: Snivvians start with a d6 in Notice. This increases maximum Notice to 1d12 + 1.
SIZE -1: Snivvians have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
Squibs are known throughout the galaxy for their talents at collecting, trading, and haggling. The uneven distribution of natural resources on their homeworld led early Squibs to compulsively collect and stockpile goods and to develop a maddeningly complex system of barter. But in spite of their penchant for needless complexities when negotiating, Squibs are surprisingly honest in their dealings, following a specific set of rules whenever they bargain with someone. For Squibs, the process of haggling is more important than the end result.
Languages: Squibbian and Basic.
NATURALLY PERSUASIVE: Squib start with a d6 in Persuasion, this increases maximum Persuasion to d12 + 1.
TINKER: Squib start with a d4 in Repair.
This friendly, gregarious ancestry enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans quickly embraced galactic civilization. The Sullustan manufacturing company SoroSuub is one of the largest non-Human-owned interstellar corporations in the galaxy. In fact, the company is so powerful that it has become the official government of Sullust, and more than half of the planet's population is on its payroll.
Languages: Sullustese and Basic.
NATURAL PILOT: Sullustans are natural pilots, they start with a d4 in Piloting.
OBSERVANT: Sullustans have large ears, allowing them to hear better than others. They start with a d6 in Notice. This increases maximum Notice to 1d12 + 1.
Talz are completely covered in shaggy white fur. Each one has four black eyes, plus a proboscis for talking and eating, and two large hands with sharp talons.
Languages: Talz.
CLAWS: Talz claws are Natural Weapons that cause Strength+d4 damage.
Thisspiasians are reptilian humanoids with two pairs of arms and long hair coming from both the top of their head and beards. Their skin is scaled, and the lower pair of arms is typically hidden inside of clothing.
Languages: Thisspiasian
INFRAVISION: Thisspiasians “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
POOR PARRY: Thisspiasians are poor melee defenders, they have -1 Parry.
SERPENTINE: By coiling their serpentine bodies, Thisspiasians are able to jump twice as far as normal. In addition they add +4 to damage when leaping as part of a Wild Attack instead of the usual +2.
Togorians are predatory, aggressive nomads and fearless warriors. In the days of the Republic, Togorian pirate fleets were a known menace. The Republic was unsuccessful in quelling this threat, but the new Empire has the drive and the firepower to crush the fleets. During The Dark Times, pirate fleet survivors are likely to seek their fortunes aboard non-Togorian ships and in non-Togorian organizations.
Languages: Togorian and Basic.
AGILE: Togorians are graceful, giving them a d6 Agility attribute instead of a d4. This increases maximum Agility to d12 + 1.
BLOODTHIRSTY: Togorians can be cruel to their foes, often toying with them for simple amusement. They rarely take prisoners and feel little compunction about punishing captured foes.
CAN’T SWIM: Togorians actually can swim, they just shun it and are not particularly good at it. They subtract 2 from Athletics (swimming) rolls and each tabletop inch of movement in water uses 3” of Pace.
CLAWS: Togorian claws are Natural Weapons that cause Strength+d4 damage.
LOW LIGHT VISION: Togorians ignore penalties for Dim or Dark illumination.
Togruta have an oval face flanked by striped, curved horns and a long head tail. Elaborate red and white patterns adorn the face, while a Togruta’s body and limbs display red and white stripes.
Languages: Togruti and Basic.
NATURALLY STEALTHY: Togrutas move like ghosts, they start with a d6 in Stealth. This increases maximum Stealth to 1d12 + 1.
PACK HUNTER: Togrutas are adept at working with others. They add +2 bonus to any melee Gang Up they are involved in. This does not change the maximum allowed bonus of Gang Up.
Toydarians are rarely more than 1.5 meters tall. Toydarian skin color ranges from blue to green to pink. They are pudgy, with spindly limbs and a pair of fluttering wings that keeps them aloft.
Languages: Huttese and Toydarian.
FLIGHT: Toydarians can fly at Pace 6 and “run” for extra movement as usual.
FORCE RESISTANCE: Toydarians have slippery minds. Force skills targeting the Toydarian suffer a -2 penalty (even from allies), damage from Force powers is reduced by 2 as well.
GREEDY (Minor): Toydarians argue bitterly for more than their fair share.
SIZE -1: Toydarians have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
The reptilian Trandoshans are known for their great strength and warlike nature.
Languages: Dosh and Basic.
ARMOR +2: Trandoshans have thick scales that grant Armor +2.
ENVIRONMENTAL WEAKNESS: Trandoshans suffer a -4 penalty to resist cold environmental effects, and suffer +4 damage from cold-based attacks.
INFRAVISION: Trandoshans “see” heat, which halves Illumination penalties when attacking warm targets (including invisible beings).
REGENERATION: Trandoshans can make a natural healing roll once per day, even permanent injuries can be recovered once all other Wounds are regenerated. Treat each injury as an additional Wound for purposes of recovery (they may try once per week).
WOOKIEE HATRED: As an ancestry Trandoshans hate Wookiees. They suffer a -2 penalty to Persuasion rolls when dealing with Wookiees and may become hostile with little provocation.
Roughly 2 meters tall, Tusken Raiders are swathed from head to toe in dusty bandages, as required by ancient custom. Protruding circular lenses protect their eyes, and filter masks cover their mouths.
Languages: Tusken, Tusken Sign Language.
DESERT DWELLER: Tuskens are adapted to desert life. They receive a +4 bonus to resist the effects of environmental heat such as arid climates. Damage from this source is also reduced by 4.
NATURALLY STEALTHY: Tuskens move like ghosts in the desert, they start with a d6 in Stealth. This increases maximum Stealth to 1d12 + 1.
This humanoid ancestry is instantly recognizable by their long, tapered “head-tails” called lekku.
Languages: Ryl and Basic.
ARTISTIC: Twi’leks start with a d4 in Performance.
LEKKU: Twi’leks can use their lekku to communicate in secret with each other, even if in a room full of others. The complex movements work as a secret sign language that all Twi’leks are fluent in.
Ubese are an ancestry of graceful near humans. They are uniformly slender and frail compared to humans. Acclimation to their toxic atmospheres prevents the Ubese from breathing the air of other planets, so they are forced to wear body suits and breathing apparatuses. Beneath this equipment, Ubese are hairless, with pleasant features, fair skin, and bright green or blue eyes. They have exotic features with narrow faces and overly large eyes set above high cheekbones.
Languages: Ubeninal (sign language), Ubese, and Basic.
ADAPTABLE: Ubese begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
BREATH MASK: Ubese are unable to tolerate atmospheres outside of their homeworld. Without the mask they must make a Vigor roll every round. If the roll is failed, the Ubese gains a level of Fatigue. A Ubese Incapacitated this way dies in a number of minutes equal to its Vigor. If the mask is able to be replaced before then, the Ubese can be resuscitated by a Healing roll at -2.
ENVIRONMENTAL SUIT: Ubese wear environmental suits to stave off hazards on other planets as well as to hide their appearance. This grants the Ubese a +2 bonus to resist negative environmental effects, such as heat, cold, lack of air, radiation, etc. Damage from those sources are reduced by 2. The environmental suit functions as a combat jumpsuit for armor.
FRAIL: Ubese are less durable than most, reduce their Toughness by 1.
SURVIVALIST: Ubese start with a d4 in Survival.
Ugnaughts are stout humanoids with porcine facial features. Adults stand between 1.0 and 1.6 meters tall.
Languages: Ugnaught and Basic.
SIZE -1: Ugnaughts have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
TECH SAVVY: Ugnaughts start with a d4 in Electronics.
TECHNOLOGICALLY ADVANCED: Ugnaughts start with a d4 in Science.
TINKER: Ugnaughts start with a d4 in Repair.
Umbarans are thinly built humanoids with sunken eyes and pallid skin tones that range from snowy white to pale blue. Male Umbarans stand between 1.7 and 2 meters tall; females tend to be shorter and slighter of build.
Languages: Umbarese and Basic.
LOW LIGHT VISION: Umbarans ignore penalties for Dim or Dark illumination.
NATURALLY STEALTHY: Umbarans are very stealthy, they start with a d6 in Stealth. This increases maximum Stealth to 1d12 + 1.
Generally short and chubby, the Utai are pale-skinned and hairless, possessing large, oblong heads which slope backwards. Two glassy black eyes protrude from thick stalks on the Utai’s face, which is otherwise unremarkable, aside from a small, puckered mouth.
Languages: Utapese.
INNATE ABILITY: beast friend — you gain 15 Power Points that can only be used for this innate ability. This functions as the beast friend power. You can buy the Force Use (Spirit) skill for this ability.
LOW LIGHT VISION: Utai ignore penalties for Dim or Dark illumination.
NATURALLY STEALTHY: Utai are very stealthy, they start with a d6 in Stealth. This increases maximum Stealth to 1d12 + 1.
REDUCED PACE: Utai have short legs. Decrease their Pace by 1 and their running die one die type.
SIZE -1: Utai have naturally short bodies, they are always under four feet tall, reducing their Size (and therefore Toughness) by 1.
Vurks are tall, reptilian amphibians with leathery gray-green skin. Their eyes are dark and set deep in their faces. A long crest extends up and back from a Vurk's skull. A Vurk has two long, thick fingers and an opposable thumb on each hand.
Languages: Semblan and Basic.
AQUATIC: At home in the water Vurk cannot drown in water and move their full pace when swimming.
BRAVE: Vurks have learned to master their fear. They add +2 to Fear checks and subtract 2 from Fear Table results.
ENVIRONMENTAL WEAKNESS: Vurk suffer a -4 penalty to resist hot environmental effects, and suffer +4 damage from heat-based attacks.
VOW (Minor): Vurk abhor lying and take their duties, whether to family, friends, or nation, seriously.
Weequay are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless, with flat noses and a well-defined frill along each of their jowls. Males grow their black hair into long braids, while females are bald.
Languages: Sriluurian.
ARMOR +2: Weequay have thick hides that grant Armor +2.
PHEROMONES: Weequay communicate silently with other members of their tribe by emitting complex Pheromones. This form of communication has a maximum range of 20”.
Whiphids are bulky bipeds covered in light brown or golden fur. A Whiphid’s lower jaw sports two large tusks. Whiphids vary in bulk and size depending on the climate they live in. They often shed some weight on hotter worlds to prevent overheating.
Languages: Whiphid (spoken only, they have no written form of their language).
COLD RESISTANCE: Whiphid are adapted to living in cold climates. They receive a +4 bonus to resist the effects of environmental cold such as arctic climates. Damage from this source is also reduced by 4.
SIZE +1: Whiphids are large creatures, they add +1 to Toughness and increase their maximum Strength to d12 + 1.
Wookiees are widely recognized as one of the strongest and fiercest intelligent species in the galaxy. Wookiees have many customs and traditions that revolve around honor and loyalty, including the special bond called the honor family and the sacred pledge called the Life Debt. A Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness.
Languages: Shyriiwook and Basic (understand only, unable to speak).
CLIMBING CLAWS: Wookiees have retractable claws which aid only in climbing. When climbing the Wookiee can add +2 to Athletics rolls.
ONLY LANGUAGE: Wookiees can only speak their own language, though they can understand other languages and communicate with a translator.
STRONG: Wookiees are physically strong, giving them a d6 Strength instead of a d4. This increases their maximum to d12 + 1.
Wroonians are humanoid in shape, differing from humans only through their blue skin and yellow eyes. This coloration causes them to be confused with the similarly blue-skinned Pantorans, a misunderstanding not helped by their representation in the senate by a Pantoran senator.
Languages: Wroonian and Basic.
ADAPTABLE: Wroonians begin play with any Novice Edge of their choosing. They must meet its Requirements as usual.
FREE SPIRIT: Wroonians start with a d4 in Persuasion.
GREEDY (Minor): Wroonian society is based upon the desire for personal wealth and material possession. Wroonians argue bitterly for more than their fair share of rewards.
Yarkora have three-fingered hands with large black nails and a prominent snout flanked by tufts of hair. The body of a Yarkora is covered in short, smooth, usually beige fur.
Languages: Yarkora and Basic.
INNATE ABILITY: malacia — you gain 15 Power Points that can only be used for this innate ability. This functions as the malacia power. You can buy the Force Use (Spirit) skill for this ability.
Yuuzhan Vong are humanoids with sloped foreheads, pallid skin, and dark hair. Their skin bears ritualistic scars and tattoos that add to their sinister appearance.
Languages: Yuuzhan Vong.
FORCE BLIND: Yuuzhan Vong have no connection to the Force. They cannot take the Force Sensitivity Edge, cannot make Force Use checks, and never gain Power Points. In addition, they are immune to any Force effect that targets them directly (they can still be affected by any powers that don’t directly target them).
LIVING TECH: Yuuzhan Vong have a -2 penalty to rolls when using any non-living technology. All Yuuzhan Vong begin with an amphistaff.
OUTSIDER (Minor): Yuuzhan Vong are extra-galactic invaders. They are openly distrusted and sometimes treated with hostility. They subtract 2 from Persuasion rolls with all but others of their kind.
Zabraks are a humanoid ancestry most distinguished by patterns of vestigial horns on their heads.
Languages: Zabrak and Basic.
OBSERVANT: Zabrak start with a d6 in Notice. This increases maximum Notice to 1d12 + 1.
TOUGHNESS: Zabraks are raised in harsh environments, add +1 to their Toughness.
Zeltrons are known throughout the galaxy for their hedonistic nature. Experiencing pleasure in its myriad forms is the lifetime pursuit of all Zeltrons. They are a fun-loving ancestry, placing recreation before other, less worldly interests. Zeltrons are found throughout the galaxy, for they enjoy traveling, meeting new people, indulging their passions, and experiencing new things. Zeltrons are born with a latent empathy that allows them to sense the emotions of others. Additionally, their physiology includes an ultra efficient metabolism which allows them to maintain peak body weight and muscle mass regardless of their culinary indulgences.
Languages: Basic
IMPULSIVE: Zeltrons place recreation before other interests. They rarely think things through before taking action.
INNATE ABILITY: empathy — you gain 15 Power Points that can only be used for this innate ability. This functions as the empathy power. You can buy the Force Use (Spirit) skill for this ability.
PERSUASIVE: Zeltrons are very persuasive, they start with a d4 in Persuasion.
PHEROMONES: Zeltrons emit pheromones which give them a +1 bonus when using Persuasion.