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STEP 3: SELECT A SPECIES

|| ithin a galaxy of billions of planets, there is no prac- these allotments of XP for modification of characteris-
U J tical limit to the number of species a player could tics or for the acquisition of new skills and talents appro-
conceivably draw from to play as his character. Though priate to their characters' backgrounds and careers..
this diversity is in many ways anathema to the Empire,
Remember, a wide range of characteristic distribu-
it serves as a tremendous source of strength for the Alli-
tions can be created by spending starting XP, so do not
ance to Restore the Republic. The Rebellion is popu-
feel forced to choose a specific species for its character-
lated by beings from practically every planet known to
istics. In addition, characteristics do not define a char-
have sentient life, all of whom are dedicated to ending
acter completely. Good roleplaying and storytelling do
Emperor Palpatine's reign of evil.
more to create a character than numbers ever do.
What follows are eight species types, all well-known
from the Star Wars universe. They have excellent
potential for building many great characters, of course,
BOTHANS
but players and Came Masters should feel free to con- Masters of manipulation and collectors of data,
sider other possibilities if they wish. Simply use these Bothans are known to excel both as spies and as diplo-
species as guidelines in creating any new ones desired. mats. Though it is perhaps unfair to universally charac-
terize them as untrustworthy, it is generally unwise to
C H O O S I N G A SPECIES forget that most Bothans are raised believing their own
interests are genuinely paramount.
A player must choose a species for his character even Physiology: Averaging 1.5 to 1.6 meters tall, Bothans
before committing to a career. The choice of species are bipedal humanoids that, from a human's per-
and career can go hand in hand, and should stress a spective, display an interesting mix of feline, equine,
character's backstory above all else. and canine traits. With multidirectional and over-
Each species has idiosyncratic abilities and character- sized ears, keen olfactory senses contained in their
istics that influence the next stage of character creation, tapered snouts, and eyes capable of a much wider
the picking of careers. Species selection determines the range of focus than the average humanoid, Bothans
initial ratings of characteristics, like Brawn and Cunning, are extremely effective at picking up the vast diver-
as well as starting experience points (XP). Players use sity of information they instinctively crave. Thanks to

Bothan Droid Duros Gran

CHARACTER CREATION
A C E O F R E B E L L I O N
5
their diminutive stature, they are capable of getting Language: The spoken form of the Bothans' language
into places barred to human-sized (and larger) beings. is Bothese, and they refer to their written tongue as
Bothans also possess a unique manner of communi- Botha. They have a third form of communication called
cation that involves rippling their fur in patterns deci- Wrendui, which is based solely on the rippling of their
pherable by other Bothans. Though capable of wear- fur. Though the base use of such ripples merely con-
ing footgear, Bothans have hooves instead of feet, and veys emotions, they have developed many forms of
both males and females sport a dangling beard at the Wrendui (which can be switched at will with the sim-
end of their snout. plest of cues) to communicate in far more complex
ways. Highly placed non-Bothans in the Bothan Spynet
Society: Though the planet of Bothawui is officially are taught a few of these forms, but only a Bothan may
neutral in the conflict between the Empire and the know all of them.
Alliance (and, in fact, there are plenty of Bothans who
play both sides for their personal gain), the upper ech- Life in t h e Alliance: Not surprisingly, Bothans are
elons of the Alliance know the galaxy-spanning Bothan both drawn to and encouraged to undertake roles
Spynet is working actively to further Alliance interests. capitalizing on their capabilities with knowledge, data,
Nonetheless, the leadership of Bothawui plays the and manipulation. Diplomat and Spy are ideal career
game with both sides very carefully, and somehow it choices for many Bothans, with Duties like Intelligence,
works; both Alliance and Imperial intelligence opera- Counter-intelligence, and Political Support favoring
tions use the planet for clandestine purposes and keep their nature. Most Alliance leaders understand that
it out of the line of fire in the conflict. Bothans are likely to take whatever they learn and
share it through the Spynet; these Rebels accept this
Despite reputations for being as greedy and devious as a fair price for gaining access to that same resource.
as Hutts, Bothans are, for the most part, ethical beings.
Their ethics, however, derive from a code of behavior
they call "The Way," which teaches that the pursuit of SPECIES ABILITIES
power and influence is right and necessary. For Bothans,
money is only a means, not an end; ultimately, the
capacity to influence matters to reflect their goals is the
prize which must be sought. Bothans may well select a
cause—a noble one, at that—to champion. They simply • W o u n d T h r e s h o l d : 10 + Brawn
prefer manipulation and scheming to gain victory for the • Strain Threshold: 11 + Willpower
cause, rather than resorting to violence.
• Starting Experience: 100 XP
Homeworld: Bothawui is a Mid-Rim world, temperate in • Special Abilities: Bothans begin the game with
climate and varied in terrain. Cosmopolitan and devel- one rank in Streetwise. They still may not train
oped, Bothawui is rich in natural resources, agriculture, Streetwise above rank 2 during character creation.
and industry. It is also the center of a Bothan-dominated They also start with one rank in the Convincing
sector of planets. Demeanor talent.

A
USING LANGUAGES IN AGE OF REBELLION

L
anguage has always been a vital scene-setting Each species entry lists the languages unique to
tool in Star Wars. The animalistic roars of a that species. In addition, all Player Character spe-
Wookiee, the bird-like twittering of an astromech cies are able to understand Basic, even if they are
droid, or the guttural rumblings of a Hutt crime unable to vocalize it. However, Player Characters
lord serve as reminders that the Star Wars uni- are not required to track the different languages
verse is a vast place with countless species and they speak. Every Player Character in a group is
cultures. For this reason, nearly every species in considered to be fluent in any language spoken by
A C E OF REBELLION has its own language, and in the another group member.
case of wildly diverse species like humans, have
In addition, the C M should endeavor to make com-
many different languages might be spoken.
prehensible any individuals the PCs encounter dur-
While all of these varied languages exist, they are ing their adventure, by whatever means the C M
not intended to provide a barrier to understand- deems appropriate. For example, one of the PCs
ing and comprehension. Star Wars has a wide may speak the individual's language, or vice versa.
variety of tools for language interpretation: every- There may be a protocol droid available, or perhaps
thing from protocol droids that are fluent in over everyone involved speaks Basic. The one exception
six million forms of communication to the simple to this should be if the lack of comprehension is
fact that most galactic citizens use the pan-galactic itself a major plot point; otherwise, the issue of lan-
language known as Basic, which nearly everyone guage should never hamper the ongoing story.
understands, even if they are unable to speak it.
DROID CLASSIFICATIONS
DROIDS
D
Whereas the Empire generally treats its droids as little roid manufacturers organize droids in five dis-
more than self-directed tools and disposable assets, tinct classes based on their primary functions.
the Alliance has come to value the contributions and
Class O n e (First-degree): Specializing in
involvement of droids in their efforts. Droids help fill
physical sciences, mathematics, and medicine,
personnel gaps across the board, especially in non-
these droids are often highly intelligent, b u t
combat roles. Astrogation, engineering, medicine, and
lacking in "common sense."
even piloting (when there aren't enough breathing
pilots around)—all are tasks droids readily and loyally Class Two (Second-degree): Class Twos work
fulfill as part of the effort to overthrow the Empire. in the engineering and technical fields such
as repairs and astrogation. They are often
PLAYING A DROID well liked due to their reasonable intelligence,
nonthreatening appearances, and quirky
Creativity is not only allowed when a player decides personalities.
to build a droid PC, it is encouraged. Droids in A C E OF
Class Three (Third-degree): Class Three
REBELLION are simply another species choice, albeit
droids are often humanoid in appearance, as
one with a wider range of variables for the player to
they are intended to work directly with organ-
manipulate. Their special abilities directly convey their
ics. They are programmed for the social and
non-flesh-and-blood nature, and gear choices such as
service areas, such as interpretation, teaching,
weapons and armor can be defined as being built into
protocol, and diplomatic assistance.
the droid's body instead of functioning as separate,
stand-alone equipment. Class Four (Fourth-degree): Class Fours are
equipped with weaponry and designed for
The personality of a droid is a more delicate matter.
security, military training and operations, glad-
The very fact that the droid is a Player Character means
iatorial combat, and even assassination.
that it is self-aware and independent-minded (unless
the player wants to play a character who is completely Class Five (Fifth-degree): Class Fives are sim-
subservient to the surrounding biologicals, of course). ple labor units for a whole host of menial jobs,
from sanitation to load-lifting. Many do not have
Original design and function should always remain
enough cognition to be considered sentient.
a part of who a droid is. It may have capabilities far
beyond its initial programming, but it still maintains
predilections related to what it was created to do. • 3PO Protocol Droids (Cybot Galactica): The
Power droids can become fully capable engineers, yet 3P0 series of protocol droids are some of the most
they always pay extra attention to the power flows in human-like automata ever developed—perfect
their areas of responsibility. A protocol droid might well for their assigned tasks as ambassadors, political
develop the capacity to wield arms and enter combat, aides, translators, and personal attaches. However,
but it likely wants to explore nonviolent options first. their advanced SyntheTech AA-1 VerboBrains can
sometimes develop neuroses or other "quirks."
Physical Description: In the Star Wars universe, the
Nonetheless, many protocol droids assist Alliance
available types of droids are almost as varied as the
operatives, especially where recruitment and gain-
types of alien species, though there are some standard
ing political support is concerned.
models that are well known and fairly ubiquitous. Play-
ers can choose to have forms ranging from the bipedal • IG Assassin Droids (Holowan Mechanicals):
and human-like to utilitarian box-like forms, animal-like Culminating with the feared and deadly IG-88
forms, or anything else they can imagine. model, the IG series is infamous for spawning some
of the most lethal assassin droids in the galaxy. IG
VARIOUS INDIVIDUAL MODELS droids rarely meet an opponent they cannot elimi-
nate, but their resistance to instructions not involv-
While an individual droid PC is likely at least somewhat ing lethal termination of targets makes them dif-
customized, there are quite a few standard models that ficult to incorporate into most Alliance-developed
make a good starting place to work from. operations. Most IGs are in service to the Empire.
• 2-1B Surgical Droid (Genetech/lndustrial • LE-VO Law Enforcement Droids (Rseikharhl
Automaton): The 2-1 B Surgical Droid is a highly Droid Group): The success of the LE-VOs in deter-
intelligent and flexible thinker, as one would expect ring crime in the Rseikharhl sector has led to their
of a droid whose decisions involve life and death. adoption galaxy-wide as appropriate models for
A rather ugly chassis hides a remarkably complex police assistance and private security. Their pro-
and open-ended behavioral circuitry matrix, mak- gramming requires them to follow Imperial codes
ing them ideal chief medical officers aboard most to the letter and only use force when absolutely
Alliance Fleet capital ships. necessary. Though they are hardly ever equipped

CHARACTER CREATION
ACE O F REBELLION
with lethal weaponry, they know how to target a of dozens of non-droid crew, making personnel short-
stun weapon for maximum effect. LE-VOs are only ages less devastating to the Alliance Navy. Astromech
useful to the Alliance if their initial hard-coded loy- droids abound as more and more snubfighters, like the
alty to the Empire can be broken. X-wing, are brought into service.
• L O M Protocol Droid (Industrial Automa- Individual droids with their own motivations can
ton): The LOM series was Industrial Automaton's serve in any capacity they desire, though most choose
attempt to upset a market dominated by Cybot careers and specializations that fit their basic design
Galactica. IA attempted to make a protocol droid and functions. The Duty a droid chooses, as well,
very similar to the 3P0 units but with an insectoid should suit its chosen path.
head to appeal to niche markets. However, bad
PR from at least one unit's career as a jewel thief
SPECIES ABILITIES
caused IA to scrap the line. Some of the remaining
LOM droids do have a habit of developing interest-
ing and unexpected personalities—including a few
who have decided that fighting as Rebels against
the Empire is a rewarding path. • Wound Threshold: 10 + Brawn

• R-Series Astromech Droids (Industrial Automa- • Strain Threshold: 10 + Willpower


ton): The wildly successful R-series ranges from • Starting Experience: 1 75 XP
the original and cumbersome Rl to the famous
R2 unit and all the way to the soon-to-be-released • Special Abilities: Droids do not need to eat, sleep,
R6. Besides the Rl (which is over two meters tall or breathe, and are unaffected by toxins and poisons.
and works primarily aboard capital ships), all of the Droids have a cybernetic implant cap of 6 instead
R-series astromechs are roughly a meter or so tall of their Brawn rating. In addition, after selecting a
and are designed to ride in sockets aboard snub- career, a droid Player Character may train one rank
fighters to perform astrogation calculations, permit- each in six of the eight career skills (instead of the
ting hyperspace jumps. A wide variety of tools—and usual four). After selecting a specialization, a droid
a surprising propensity for cleverness and indepen- PC may train one rank each in three of the four spe-
dence when left without a memory wipe—make them cialization skills (instead of the usual two).
fine repair droids and often excellent companions.
• Inorganic: Since droids are inorganic, they do
Society: In the wider galaxy (aside from wild rumors not gain the benefits of recovering with a bacta
about "machine planets"), most droids are mere func- tank, a stimpack, or Medicine skill checks. Droids
tionaries within societies that completely rely upon do recover naturally by resting, as their systems
attempt self-repairs. If self-repair is not ade-
them and expect them to obey. Within the Alliance, how-
quately effective, a droid needs to be tended to
ever, they have come to know a higher level of respect.
with a Mechanics check, using the same difficul-
Though many in the Alliance's structure still hold with
ties and results as Medicine checks for organic
the idea of memory wipes and programming for nec-
beings. Emergency repair patches can be used to
essary tasks only (especially when droids are acquired
repair damage, just like stimpacks can be used on
from Imperial or questionable sources), more and more
organic beings. See page 232 for more on droid
leaders and commanders have taken the long view on repairs and healing. Due to their resilient metallic
allowing trusted droids to continue to develop a sense construction, droids start the game with one rank
of personal independence and purpose. On more than in the Enduring talent.
one occasion, this has proven to be a brilliant strategy,
and will likely continue. • Mechanical Being: Droids cannot become Force-
As such, many droids have transcended their pro- sensitive nor acquire a Force rating by any means.
gramming and original purpose to become more than Droids cannot use Force powers and also cannot
they started as, and find service in the Alliance very be affected by mind-altering Force powers.
satisfactory. Granted, those coming from outside reg-
ular channels face a great deal of suspicion, which is
often impossible to overcome. Technicians usually scan DROIDS AND EQUIPMENT
a droid's memory bank and programming thoroughly

ft
to ensure there are no hidden commands betraying the Droid PC may declare as intrinsic to its
Rebellion in any way. construction virtually any piece of equip-
Life in the Alliance: Most droids are better suited to ment an organic would need to carry. The C M
non-combat roles, serving in support areas to better has final say on what is or is not be allowed,
enable the forces of the Rebellion to fight efficiently but most such gear is permissible to treat as
and effectively. Many droids of a technical nature inherent to the droid's construction or to add
serve aboard capital ships, often handling the tasks to the droid as an upgrade when the gear is
purchased.

CHARACTER CREATION
ACE O F REBELLION
bureaucracy. At first, these measures were imposed
DUROS in the name of rescuing the population and maintain-
The species most often celebrated as having granted ing the flow of both ore and manufactured ships to the
the gift of hyperspace travel to the galaxy, Duros are Core Worlds. Due to the Duros leadership's clear inten-
revered as pilots, explorers, and storytellers. They tion to support the Alliance, however, the Empire has
are also widely sought after as ships' engineers and militarized its presence and effectively enslaved the
Duros people. Many Duros have chosen to scatter to
mechanics, which the Alliance needs in abundance.
the stars rather than become servants of the Emperor's
Physiology: Descended from reptiles, Duros are war machine, and the Alliance greatly values the gifts
bipedal humanoids with large red, slitted eyes; smooth and knowledge they bring.
blue-green skin; long fingers; bald, bulbous heads;
and no nose (just tiny slits below the eyes that pro- Homeworld: Duro was once a lush, green world. It is
vide their olfactory sense). Their young hatch as lar- now completely uninhabitable without extensive bio-
vae from eggs laid by the females, but they are raised hazard protections due to ecological disasters on an
in a recognizable family unit. Duros aren't particularly extinction scale. Driven to reach out far and wide to
powerful physically, but they possess sharp minds the galaxy, the Duros allowed manufacturing, mining,
and keen intellects. Though both males and females and production to go unchecked and unregulated. The
are bald, other sex characteristics make them easily resultant pollutants and hazardous wastes ultimately
distinguishable. drove them from their homeworld to live in massive
orbital cities and space stations all around the planet.
Society: Most scholars believe the Duros actually
invented the first hyperdrive craft; the species' con- Language: Using a syllable-driven written compo-
tributions to interstellar navigation are impossible to nent, Durese (also called Durosian) is a well-known and
overstate. They are inquisitive and adventurous, and widely spoken language throughout the Corellian sec-
they take great pride in their extensive travels through- tor and many other Core Worlds. It is one of the foun-
out the galaxy. It is, in fact, considered polite to refer dation languages for the construction of Basic.
to any Duros by the honorific "Traveler," such is their Life in the Alliance: It's virtually impossible to meet a
passion for astrogation and exploration of the galaxy.
Duros who doesn't have some skill with piloting space-
With a history of enslavement by a destructive empire craft, which automatically makes them valuable to the
of great technological prowess, the Duros developed a
profound thirst for knowledge of the very science used
to enslave them. When the time came, they employed BRAWN • AGILITY • INTELLECT • CUNNING • WILLPOWER • PRESENCE
all they had learned not only to throw off the shackles
of their oppressors, but to reach out to the stars and Alliance Navy; many pursue the Pilot specialization
never look back. Early on, the course of Duros society of the Ace career. Many are also very gifted mechan-
was charted by a highly regarded monarchy, but as that ics and engineers, finding their way into the Engineer
once-great dynasty fell to corruption, enduring Duros career. Though often quiet and pensive, Duros have a
pragmatism led to a corporatocracy that focused on reputation for fearlessness and adventurousness, mak-
management of assets and development. ing them ideal for the struggle against the Empire.

Duros tend to be quiet, saying little and observing


SPECIES ABILITIES
their surroundings. They can usually be encouraged to
tell stories of their families and their people. Possess- • Wound Threshold: 11 + Brawn
ing exceptional memories for such things, they have an
• Strain Threshold: 10 + Willpower
oral history that is rightfully a matter of great pride.
In light of the disaster that over-industrialization, com- • Starting Experience: 100 XP
bined with numerous devastating attacks by outside
• Special Abilities: Duros begin the game with one
forces, brought upon their planet, there's little wonder
rank in Piloting (Space). They still may not train
why they cling tenaciously to a more glorious past.
Piloting (Space) above rank 2 during character
In the era of the Empire, the Duros have not fared creation.
well. Their devastated home has become an occupied
• Intuitive Navigation: Duros may add O to all
territory, their resources managed by the Imperial
Astrogation checks they make.

CHARACTER CREATION
ACE O F REBELLION
if this happens, a Gran can normally go for anywhere from
GRAN three to five days comfortably without another meal,
Keen of sight, inherently peaceful and nature-loving, depending on the nutritional value of the food.
and intrinsically in need of social contact, the Gran are Society: Peace and unity has always defined the foun-
easily abused by the policies of the violent and care- dation of Gran civilization, starting from the herd nature
less Empire. This has driven even the most pacifistic to of their earliest days. They unite in close-knit communi-
seek fellowship and service with the Rebellion, ties, staying close to extended families and friends, and
Physiology: Descended from mammalian herbivores, they endeavor to live in harmony with their bucolic agri-
Gran are bipedal humanoids with an appearance made cultural environment. Family elders have strong leader-
ship roles, and gatherings of elders form the govern-
very distinctive by their three stalked eyes. Their snout-
ment administering the planet and its people.
shaped faces resemble those of goats, and they tend
toward having larger hands and feet. Some even suf- Most Gran grow up knowing they will serve their com-
fer from a genetic mutation causing abnormal enlarge- munity in a capacity chosen for them, based on their
ment of the extremities, though this tends to have demonstrated skills and talents. Though abhorrent to
more social than practical effects on the sufferer's life. most other species, this flows naturally from the very
Gran eyesight extends into much greater ranges communal nature of Gran society, and the majority of
than that of most humanoids, even reaching into the the population embraces it with contentment.
infrared spectrum. A Gran is capable of a certain kind A Gran's need for social contact can be a devastating
of empathy with others of his species, reading their hindrance in the wrong circumstances; the gravest form
body heat and color changes to determine their emo- of punishment in the society is that of exile. Many Gran
tional state. Those Gran who spend considerable time encountered out among the stars wear black, to mourn
with another species eventually learn how to do this the loss of their families and cherished relationships, as
with that species, as well.
well as to try to forget the bright colors of their homes.
Gran have two stomachs, and they are able to store and Such Gran fall readily to temptation and manipulation
digest food over a long period of time. They usually have from those who would abuse them; a Gran in exile can
meals lasting for the better part of a day if they are able; become a bitter and dangerous foe.

Mon Calamari

Human Ithorian Sullusta


Homeworld: The Gran hail from the planet of Kinyen. mostly hairless skin spans a wide range of color from
a beautiful and productive agriworld in the Expansion very dark to very light; most range in the pale-tan to
Region. Sadly, after the destruction of one of their cit- dark brown colors, but there are distinctive variants,
ies, the Gran have been forced to capitulate utterly especially among those offshoots considered near-
to the Empire. They also have colonies on Hok and human. As omnivores, humans have a wide range of
Malastare, which have much more diverse natures available food sources, as well.
within their cultures; Malastare, in particular, is known
for being a far more corrupt and dangerous place. Society: Though the Empire would make it otherwise,
humans are far too diverse and widespread throughout
Language: The spoken and written tongue among the galaxy to represent a single society. Every form of
Gran is called Gran. Non-native speakers have difficulty government ever devised can be found in places where
conveying themselves effectively with most Gran due humans choose to live, and economic and sociologi-
to the lack of compatible body temperature and color cal differences are just as varied. Although humans
cues. More cosmopolitan Gran can generally overcome helped advance technological developments through-
this problem. out known space, human cultures living as true primi-
Life in the Alliance: The vast majority of Gran serv- tives exist as well. Generally, humans yearn for indepen-
ing the Rebellion seek out non-combat roles to fulfill, dence and self-determination, yet there are countless
eschewing violence completely. However, a few are billions who gladly subjugate themselves under tyran-
able to see the need to sacrifice their homeworld's nical rule for the promise of prosperity and security.
core principles in order to free it from the boot heel Homeworld: Scholars continue to debate which of the
of Imperial occupation. With their extraordinary visual Core Worlds actually stands as the true human home-
senses and empathic abilities, Gran are often found world; most claim it has to be Coruscant. Others are
with Duties focused on Intelligence, Personnel. Political convinced humans did not even originate in the Core,
Support, and Recruiting; they are best suited to Diplo- instead coming from far away on sleeper or generation
mat and Spy careers, as well as the Medic specializa- ships long before the advent of hyperdrive technol-
tion in the Soldier career. ogy. Regardless, they now dominate the Core and are
spread throughout the galaxy, claiming many worlds
as their homes.
SPECIES ABILITIES
Language: Basic was originated by humans, and
with their ubiquity came the widespread use of it as
a connecting language for the entire galaxy. Numer-
ous human societies have variants and dialects, and
• Wound Threshold: 10 + Brawn
there are entire human civilizations that have distinct
• Strain Threshold: 9 + Willpower languages with no connection to Basic at all.
• Starting Experience: 100 XP Life in the Alliance: The inherent diversity of humans
• Special Abilities: Gran begin the game with one extends to their roles, careers, specializations, and
rank in Charm or Negotiation. They still may not chosen Duties with the Alliance. The only constant is
train Charm or Negotiation above rank 2 during the lack of consistency where humans are concerned;
character creation. they are likely to pursue any path and have any set of
goals driving them. The unifying factor is their desire to
• Enhanced Vision: When making ranged combat oppose the Empire, along with all of the other species
or Perception checks, Gran remove up to • • who resist.
imposed due to environmental conditions or con-
cealment (but not defense).
SPECIES ABILITIES

HUMANS
BRAWN • ABILITY • INTELLECT • CUNNING M WILLPOWER M PRESENCE
Ubiquitous and dominant, humans are found through-
out the galaxy. The Empire believes humans to be the • Wound Threshold: 10 + Brawn
rightful rulers of all civilization; the Alliance feels differ-
• Strain Threshold: 10 + Willpower
ently, yet most of the leadership of even this egalitarian
organization is made up of humans. They are the least • Starting Experience: 110 XP
homogenous and most active species in known space. • Special Abilities: Humans start the game with
Where they go, things happen. one rank in two different non-career skills of their
Physiology: Averaging 1.8 meters in height (with choice. They still may not train these skills above
females averaging slightly shorter), humans are mam- rank 2 at character creation.
malian bipeds with an internal biology that handles a
wide variety of oxygenated environments well. Their

CHARACTER CREATION
5
ACE O F REBELLION
In this latter role, many Ithorians have acted to help
ITHORIANS restore ecological devastation done to other planets,
In Basic, Ithorians are called Hammerheads (though usually as the result of one war or another.
the nickname is not to their liking), as they possess Homeworld: Ithor is considered one of the most beau-
one of the most unique head structures of any known tiful and life-filled worlds in the galaxy. It is covered in
biped. Ithorians are often considered the caretakers of crystal blue oceans and emerald rainforests. All traces
the galaxy, so profound is their love of natural environ- of civilization have been systematically removed from
ments of all kinds and their desire to repair the d a m - the planet's surface by the Ithorians, who live above it
age sentient beings do to their worlds. in their city-sized herdships. Individuals who choose to
go to the surface are expected to reside there forever
Physiology: Ithorians have long, spindly bodies (rang-
after, heeding the call of "Mother Jungle."
ing from 1.8 to 2.3 meters in height) and long fingers.
At the top of an Ithorian's torso, the neck and head Language: Considered one of the most complex and
emerge as a continuous, curved structure that reaches beautiful languages in the galaxy, Ithorese is a stereo-
forward and ends with a vaguely "T"-shaped protru- phonic melange of sounds that is a wonder to hear.
sion. The Ithorian's eyes are large, inset orbs on either Mastery of it by non-lthorians is considered an incred-
end of the structure's "T." Back near where the neck ible talent, as it is exceptionally difficult to manage
emerges from the torso, there is a mouth on either without the unique qualities of Ithorian biology.
side. With four throats and these two mouths, Ithorians
Life in the Alliance: Much as with Gran, Ithorians are
have the capacity to speak and sing in stereo. They
incredibly rare to find in the actual ranks of the Rebel-
possess powerful sonic abilities that can, with effort,
lion. Most Ithorians sympathize with the Alliance, yet
be used offensively.
their focus on life and the repairing of damage from
Males and females are primarily distinguished by the violence makes them ill-suited for combat. Nonethe-
humps on the backs of their heads; one for a male, less, there are a handful of Ithorians who choose to
two for a female. Their young, called "pupae," are fight a force willing to cause untold destruction to their
spawned by the thousands from a single male. At this world and so many others, believing this is how they
early stage, Ithorians have no limbs, moving around by can best serve "Mother Jungle." The Medic specializa-
use of locomotion tubes. All of this changes after their tion of the Soldier career is a natural fit for an Ithorian,
metamorphosis into young adults. and the Diplomat career path is a good fit for one as
well. Some Ithorians also find a role with the Scientist
Society: Ithorian society is one based on a spiritual specialization of the Engineer career. The natural con-
connection to "Mother Jungle," which is how they refer nection the species has to the Force makes the Force-
to the spirit of their lush, rainforest-covered planet of Sensitive Emergent specialization an interesting choice
Ithor. The entire civilization is dedicated to never des- as well. Unsurprisingly, the Personnel Duty is the most
ecrating the planet; as soon as they had access to likely one for most Ithorians, though Resource Acquisi-
repulsorlift technology, the Ithorians built giant float- tion is also a worthy goal.
ing communities—called herdships—that allow them to
float above and travel across their planet while mini-
mizing their impact on its pristine beauty.
Ithorians have carried this collective mentality with
them out into the stars, adapting their herdship con-
cept to interstellar travel. Each such herd, as they refer
to their social groupings and extended families, is led SPECIES ABILITIES
by a Force-sensitive priest. This makes them anath- • Wound Threshold: 9 + Brawn
ema to Emperor Palpatine and his Empire. The only
reason the planet has remained relatively untouched • Strain Threshold: 1 2 + Willpower
is due to the Empire's extortion of agricultural technol- • Starting Experience: 90 XP
ogy and other secrets from the Ithorians in return for
abstaining from destroying the planetary surface. • Special Abilities: Ithorians begin the game with
one rank in Survival. They still may not train Sur-
Ithorians are even more pacifistic than Gran, as a gen- vival above rank 2 during character creation.
eral rule; they intentionally weed out aggressive mem-
• Ithorian Bellow: With two mouths and four
bers of their species by exiling them from Ithor (which is
throats, Ithorians have a unique natural weapon
why many people have their first encounter with atypi-
they can call upon when threatened (Resilience;
cally violent or ill-tempered Ithorians). Usually eschew-
Damage 6; Critical 4; Range [Short]; Blast 3, Con-
ing weapons, an Ithorian typically defends himself with
cussive 1, Slow-Firing 2, Stun Damage). Each time
his sonic bellow abilities. Ithorians out among the stars
the Ithorian uses this ability, he suffers 3 strain.
seek roles as artists, traders, and environmentalists.

CHARACTER CREATION
ACE O F REBELLION
engineers among their people. Their shipbuilding is
MON CALAMARI considered on par with the best found in the Corellian
Artisans, dreamers, and devoted allies when they Sector, though their aesthetic approach to ship design
choose a cause, the Mon Calamari are one of the most frequently puzzles other engineers.
respected species in the galaxy, with a long history of Under the tyrannical rule of their Imperial masters,
service to the Old Republic. Unfortunately, their planet the Mon Calamari chafe with a desire to be free, and
has been utterly subjugated by the Empire. The Mon they continue to build a resistance with the Quarren,
Cal are now a species enslaved to serve the Imperial their fellow slave race on the planet Dac. It is only a
war machine. Those who have escaped this fate are matter of time before they launch a concerted effort to
determined to see their planet—and the galaxy—free. regain their home.
Physiology: Natural amphibians, Mon Calamari live Homeworld: Dac (also referred to as Mon Cala, mostly
primarily above their homeworld's oceanic surface on by offworlders) is primarily an aquatic world, covered
small islands and floating cities. Their height ranges by one massive ocean. There are a few small islands
between 1.3 and 1.8 meters, and they have a very fish- and reefs upon which the Mon Calamari have built sur-
like appearance, even as bipeds. This includes mottled face structures, but most of their cities float upon the
salmon skin, large wide-directional eyes (which can ocean's surface. They share the planet with the Quar-
move independently), webbed hands and feet, and ren, with whom they have often warred, and with other
domed skulls. Other species tend to note they have a sentient races such as the Moappa and the Whaladons
not-unpleasant smell of sea and salt. (all of whom keep mostly to themselves under the
water). In orbit around the planet are the famed Mon
Mon Calamari hands are intriguing, featuring webs
Calamari Shipyards.
and clawed fingers. As well, there are three holes in
their palms suggesting a vestigial suction-cup purpose Language: Both the Mon Cal and the Quarren speak
from long ago. Their feet have similar structures. They Mon Calamarian as the native tongue of their world,
are quite capable of sustained underwater living, able though their long history with the Galactic Republic
to breathe water and descend up to 30 meters with- established Basic as a widespread language on the
out any equipment. Underwater breathing, however, planet of Dac as well. Mon Calamari tend to speak
isn't particularly comfortable for a Mon Cal; the spe- Basic with a gurgling undertone, but they are still easily
cies has been adapted to above-water life for too long.
understood by most.
When possible, a Mon Calamari uses an engineered
symbiont called an organic gill, which he also offers to Life in the Alliance: Those Mon Cal who have man-
any non-Mon Cal companions who wish to join him aged to escape slavery and join up with the Alliance
in the water. The organic gill is just one of the many are among the staunchest and most determined fight-
amazing pieces of technology developed by this highly ers the Rebellion has. They excel as pilots and engi-
advanced species. neers, and their natural gifts tend to lead them into
Ace, Commander, and Engineer careers. Many of the
Society: The Mon Calamari are one of the most more glory-minded take up a Soldier career, instead.
advanced and developed species in the galaxy, despite Duties like Combat Victory, Space Superiority, and Per-
Imperial propaganda to the contrary. Governed by a sonnel appeal most to a Mon Cal, though Tech Procure-
highly lawful and egalitarian representative republic ment can also appeal to some.
system, the vast majority of Mon Cal are altruistic and
giving by nature. Hard workers, determined to defend
SPECIES ABILITIES
what they believe is right, and committed to aesthet-
ics as much as industrialism, Mon Calamari are difficult
not to view as a society worth emulating.
BRAWN M AGILITY • INTELLECT • CUNNING M WILLPOWER M PRESENCE

If the species has a glaring flaw, it lies with its mem-


bers' tendency to be dreamers and romantics at heart. • Wound Threshold: 10 + Brawn
Mon Calamari have a strong tendency to favor under- • Strain Threshold: 10 + Willpower
dogs and take on causes considered hopeless or lost
• Starting Experience: 100 XP
by others. Though they value peace and productivity
and have no love of war, their communal sense of jus- • Special Abilities: Mon Calamari begin the game
tice and Tightness has often led them to be the first into with one rank in Knowledge (Education). They still
conflicts in which they did not have to engage. Fortu- may not train Knowledge (Education) above rank 2
nately, both their immutable resolve once committed during character creation.
to a course of action and their inherent gifts for tactical
• Amphibious: Mon Calamari can breathe under-
and strategic thinking serve the Mon Cal well in combat
water without penalty and never suffer movement
and conflict situations.
penalties for traveling through water.
Along with a passion for art and culture, the Mon
Calamari have plenty of excellent scientists and

CHARACTER CREATION
ACE O F REBELLION
technology and manufacturing, which they brought
SULLUSTANS home with them to share with their people. Eventu-
Bom underground but with a yearning for the stars, ally, the extremely lucrative mining found on Sullust
most Sullustans find their way into space as pilots and and its moons financed a huge boom in the Sullustese
astrogators. Affable, curious, and free-spirited, Sul- economy, which came to be dominated by the highly
lustans are not fond of the Empire, and even less fond diversified SoroSuub Corporation. Employing over half
of the fact that the corporatocracy that runs their gov- the population, SoroSuub ultimately engineered cir-
ernment from the offices of SoroSuub has sold their cumstances allowing it to take over the government of
entire planet to the Imperial war machine. the planet; at first, this was behind the scenes, but with
the rise of the Empire, it became a legal fact as well.
Physiology: Despite their very distinctive features,
Sullustans are genetically near-humans. Their skin is Sullustans are naturally friendly and outgoing, enjoy-
generally pink in tone, with very little body hair. Their ing practical jokes as a way to see how others react.
height tends to fall within 1.0 to 1.8 meters. They have They are inherently curious, and many consider them
large, dark eyes; large, rounded ears; and notable flaps reckless. They have a profound desire to experience
of skin that extend down from their cheeks and are the galaxy directly, in every way they can.
called "dewflaps." Homeworld: The unstable, inhospitable surface of Sul-
Evolving on a volcanic planet with a thoroughly inhos- lust conceals an elaborate and amazing culture below
pitable surface, the Sullustans became subterranean it. The sky is often blacked out by massive clouds of
beings who thrived in the caves and tunnels beneath volcanic ash, yet the Sullustans know exactly where to
Sullust's unstable outer crust. Their adaptations give place their homes and their cities to avoid the dangers
them exceptional hearing, including the ability to deter- of the planet.
mine distances and directions via audio cues. Their Language: Many spacers, and especially smugglers,
eyes are such that they can see up to twenty meters know the flowing language of Sullustese, so ubiquitous
even in total darkness. Unfortunately, this means most have Sullustans been on the hyperspace lanes across
Sullustans start to suffer serious corneal damage when the galaxy.
exposed to natural light over extended periods of time.
Life in the Alliance: The Sullustan Resistance, which
Another evolutionary adaptation enables all Sul- opposes SoroSuub for control of Sullust, is growing
lustans to always know what direction they are going, closer to direct opposition against the Empire itself.
regardless of conditions or lack of physical signs. This Not surprisingly, more and more Sullustans are joining
ability allows the species to navigate the complex war- the Alliance, ready to apply their gifts and their cour-
rens and tunnel networks they live in. For reasons not age to overthrowing the Empire. The Ace career is a
yet fully understood, this natural direction sense in perfect path for many Sullustans, though their natu-
any situation extends all the way to space travel, even ral dexterity makes them excellent Soldiers and their
including hyperspace navigation. sensory gifts work well for the Spy career. Most Duties
Society: Sullustans have a very clan-oriented culture, apply perfectly well for Sullustans.
in which a single female has many male mates, and the
group lives together and raises the children. Females SPECIES ABILITIES
grow to a certain maturity, after which they go on to find
their own group of males with which to start another
family group (called a "warren-clan"). The Sullustans
have a polytheistic religion, and they revere death as
• Wound Threshold: 10 + Brawn
the "Eternal Sleep." They maintain massive and elabo-
rate vaults as holy sites, which are quite beautiful. • Strain Threshold: 10 + Willpower
Though most Sullustans stay close to home, those • Starting Experience: 100 XP
seeking adventure and new experiences found them-
• Special Abilities: Sullustans begin with 1 rank
selves able to parlay their natural sense of direction
in Astrogation; they may not train this skill above
into lucrative jobs as spacers throughout the galaxy.
rank 2 at character creation. They also start with
These spacers learned a great deal, especially about
one rank in the Skilled Jockey talent.

CHARACTER CREATION
AGE O FREBELLION

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