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SPECIES ABILITY ADJUSTMENTS ‘ianian nt -2 Cha ‘rkznianOffshoot +2 Stror +2 Dex, -2 Con Cathar 42Dex, 2 Int Deaethos +2.Con,-2 Cha Feeoria 4250, -2 Dex, 2 Con, -2 Wis, ni -2.on, 42 In, +2ha Kisssi -2 Wis, #2 Masses! 44 Sty, In, -2 Wis, 2 Ona Mireuka Lex, +2 nt Roiata 2 ine -2 is Sela #2Cha Sniwian a2 SPECIES HEIGHT WEIGHT ‘kann 18m 789 ‘kaian OFfshoot_ 18m 75g Cathar We 85g Draethos 18m 10% Feeorn 22m 12845 ei ism e0ig Kissa tam ig Massass 19m 9514 Miluta 18m Big Rokata 20m 851g Sehath asin s0kg Srivian 14m 5549 YOUNG SPECIES canto ADULT apuLt tain AAD yee 138 19-44 Arkanian Ofsheat 1-8 years 813 4-20 Cathar seo yeats Was 16-40 Draethos ‘2 vats a 18-399 Fearn i years 1246 reige cc 10 years 145 16-49 Kosai 10 years 5: 16-30 Masses T-oyears Wi M25 ira a years as 16a Rakata 1 years 116 7-50 Selath Tso years 15 1654 Srivian i eats wir 1829 ARKANIAN 2rtanan society and history are smog the mast complex the Ol Aepubic. [At iferent times in its history, Akama has belong to bath the Republic and the Sith Empire end played important roles in each, Kroiedge and research are extremely important tothe Arkanans, nd hey ae highly skied MIDDLE AGE ou VENERABLE 45-76 77-99 1004 3-45 46-55 58+ 41-82 5379 a4 400-599 700-780 walt 195-226 75-399 4008 50-74 75-89 90+ aa 43-59 eae 28-18 26-50 si 5.69 70-88 85 1-69 10-78 80+ 55-84 85-99 100% 50-78 80-105 106+ academicians andsclentists. ts therefore not suprising that Arania would become s main repository ofthe history ofthe Sith Empire, 3s well 25 home to vast libraries a information fram across the galaxy. ‘Arkanians are ao fai to profit rom ther research and high ntligence. Artanin corparations amass wealth by binging key medial treatments and ‘technology tothe market at opportune times, Many inthe galaxy find the Arkanians arrogant and alot They are horrified by the Giceetion of some Arkanian reseatch, particularly their ‘workin geretic engineering Indeed, the Arkaniars are koa to have kransformes entre species over the course of generations, often tothe detriment of te species. Even the Arkanian species itself has not been ofits to research and genetic engi- neering. Specific subspecies, such 36 Arkarian OF shoots, were engineeres for specie tasks. However the Offshoots are less hardy and shorter lived than the original Arka nians—a rat not helped by occasional attempts by aes Purebloods 0 wie ‘ther out. They aso diterin physical appearance typically in skin tone eves, and eas. Reactions to Offshoots vary within Araniansocety. Much ta te horror ofthe acasiona outsiders who visit Offshoat communities, some Drkanians regard ter 3s merely tals or 253 slave species. However such feelings are not universal. Many regard the Offshoots 2s an example ofthe cruel consequences of Arkanan corporate greed Personality: Arkanans ae arrogant and regaré themselves superior to allother species. Even those with a more moderate viewpoint stil believe themselves tobe arnong the mare intligent beings inthe galaxy. As Suh, they prefer the company of felow Arianians Arkarian Offsnoats o not share this arragart attitude. They are highly confident inthe own abilities, ronetheless. Physical Description: Both Aranians and Offshootsare bipedal human- is with ear Human appearance. Aranian eyes nave no vse rs r pupil 2 uaitnot stared ty the OFfshoots. The OFfsnoots have pure white skin and ‘ight display othe lesser genetic anomalies. The Arkanians also have only ‘our clawed sits, whereas the OfFShoots' Hands have fie fingers Homeworld: The frigid ard inhositable wor of Akan, in the Prave ‘System ofthe Colores Region. Ofstaots who have lft Arania ae scattered ‘cross the galaxy, niging nthe lower reaches of society Languages: Arcarians speak ther natve tongue of Arkanian, 25 wel as [Basic Offshootsspeae Basie and a sightly different Arkarianaalect based fon an alder version of the language Example Names: Arkoh Adoscs, Dalvan Genark, Jaro Salaban,Kalar [Nelprin Marae Kortva, Suan Bek, Example OFfshoot Names: Edessa, Gorman Vandrayk, Jara, Zedaw ‘Adventurers: Aranian heroes are typically nobles, scouts, scoundrels Many attempt te counter te reputation that al Arkasansareareedy, out-of ‘control scientists out to change the galaxy to benefit Arkarianeorporations. Even Jedi Arkarians meet with sheptcsm an sistas, despite their poston ‘ekarian Offshoots are typically any nan-edi cass that complements the task they were engineered for However, most affworidOffshoots soon gan levels in scoundrel, ust to survive ARKANIAN SPECIES TRAITS ‘ekarians share tbe following species tats: Ability Modifiers: +2 hreligerce -2 Charisma. “Medium Size: As medium ceatwes,Arkanai's have no special bonuses ‘or penalties due to ter siz, ‘Speed: Arkanian base saeed is 6 squares Darkvision: rkanians ignore concealment including total concealment) ‘rom darkness Homever, they caret perceive colors in total darkness. Intellectual Reputation: Ackarian prominence in the galaxy makes ‘many individuals mare wing to go along wit their ieas. An Arkanian can se his oF her Inteligesice modifier in place of the Charisma mocifier on Persuasion checks Flash of Genius: Arkanans have moments of orilance. Once per ‘encounter, #1 Artanian can add a +5 circumstance tonus tothe rest of ‘one Knastedge, Mechanics, or Use Computer sil check ‘Automatic Languages: Arkanin and Basc ARKANIAN OFFSHOOT SPECIES TRAITS ‘ekarian offshoots share the fllowing species waits: Ability Modifiers: +2 Dexterity or +2 Strenath, -2 Constitution. “Medium Size: As Medium creatures, Arkanian Ofshoots have no special bonuses or penalties de to their size Speed: Arkanian Ofshoot base speed is 6 squares. Conditional Bonus Feat: Arkarian Offshoots are typically engineereé for specitic industrial tasks, They gain the Skill Fces feat Tor one of the following sks in which they are trained: Endurance, Mechanics, Plt, Survival, or Tat Injury. Determination: Artanian Offshoots sre particularly determined and ‘riven. Once per encounter, they ean rerall one failed sil check wit 8 trained kil This reall ean be detared after the sucess or faliym of the ‘ols known, The Arkarian offshoot must take the result oF the second rl [stil check s considered a falure only when the check fail to meet the minimum DC far any kindof success ‘Automatic Languages: Arkanin and Basic saess CATHAR ‘he Cathar area proud passionate, and loyal species of biped feline humanoids, wel kw fer er long-standing trendships sr fret in tate They del in age cy-res, cach metiulusly carved with ees ‘epcting the ys Heres ane story. Te planet Cathar i wid place, with many ecological niches and huge insect predators. The Cathar easly hos their ow, aed by their natural claws and passionate combat ability Physical, the Cathar vary aeatly in size and Features Some are muscular, wit pronsunced ares ana beads, bu agers have Humane proportions, wit fine snort hair covering er bakes. Cathar have hig moral aes. learne from fay ad society. As such, Force-serstive Cathar often become Jedi, though they krow the Jedi way tobe in direct opposition their natural instincts. Cathar know too wel the story of Creda fall to the darkside under Exar Kun, However hey might find strength in fac that Cao's mate was ale to tur away from the dark path an ean the Je wa. How Catharare viewed tthe galoay depends onthe exact time frame at the game. A noraigned Rimworld, Cathars devastated inthe Mandslorian \Wers prior to the Mandalorian invasion of tne Republic. Remnants ofthe Species Fle offorld to survive. Tre extent ofthe massacre on this mate world remains sk to te Republic unt an expestion ley Revan brings tne atrocity the attention ofthe galaxy at age winning him the Suppo of many le. The Cathar begin resetting thet planet ater the Mandalorian Wars, working to rebuild their society. Cathar survivors find sympathy on Republic worlds after Reva'sezcoery, but mary ae t00 Prous tse defeat to their aevantage. Prior to the bate, the Cathar are reateé 3s any other species inthe aly Personality: Cathar are svral and pasionateea- {ures with strong is to ta Gition and family. They have seat passion inal emotions, with love and ate holing ava strength, Despite thei fepitation, Cathar ae even- temperee but do nat hestate to at when needed Physical Description: Cathat have eonine features, the distinctiveness of which varies by individual. Males have large manes, short beards. aratusis jutting rom the lowe jaw, Females nave ‘smaller manes but impressive fangs along the upner jw. Cathar coloration ranges from light yellow to dart beige, sometimes accented with dark stopes Homeworld: Prior ta the Battie of Cathar, most hall from their Cathar sel After the batle, Cathar ind refuge on most any Republic word Languages: Cathar speak Catharese and Basic using low growls and ‘Sila sounds to emphasize thie pont. ‘Example Names: Creo, las, Feet, Feroh, Juha, Larducas, Marn= shar, Nodon, Novak, trage, Sutvar,Tnisho. ‘Adventurers: Cethar adventures can be of Bn heroic class, Force= Sensitive Cathar often become Jed. Cathar scoundrels are relatively rare, for even they cannot escape their own instinctive morals. Such scoundrels create thet aw rules to ive by. CATHAR SPECIES TRAITS Cathar share the folowing species tats Ability Mos 2 Dexterity, -2Ineigence ‘Medium Size: As Medium creatures, Cathar have no special bonuses oF penalties se to ther size. Natural Weapons: A Cathar has natural weapors, in the form of 220r- sharp claws. When a Cathar makes an unarmed atte, it m2ychoose 0 use Its natural weapons, dealing 146 points of slashing damace with that attack Instead of normal unarmed damage. Cathar are alays considered are with thei natural weapons Reactive Claw Cnc per encounter when a Cathardamages an opponent with 2 melee attack, the Cathar can mate a single mele attack with is, natural weapons against that target as swift action. The Cathar must have lone hand free at the time to make sis attack (and thus cannot be wielding 3 weapon two-handed. ‘catha Instinets: Climb and Stealth are els sls for Cathar ‘Automatic Languages: Cotharese and Basie DRAETHOS Draeths ae long-lived humana om a itl krown, gel Sere word in the Outer in Wee on teiromcunri,Oraeton ate fre 96 untepen- tant wars They ate led) haughty, soe astarats more ineesed infos afar than galactic polis, The wari spend te time perfecting ‘hele skils ane hunting fete preeatrs on tei amewarl of Thos. Draeths resingoffword are usually exes who erase otf Become warriors, each for hs or Her own e200. Thus, they are hgh Inteligent 4ne pacistc Exe Draethos become etal wth earning 3 much 25 they can, though tey might never practical apply ther dete kn edge of 3 given subject They dni dete even ov sublets they know txtreelywel-beeauserzethos ear overboking detain beingurabe adequately explain what they have learned, Older Drae- thos eventually overcome this Partly due to their long lives, Oraethos society is slow toevalie and eis neaviyon tradition, Attitudes developed before the Knights of he Ola Aepublicera remain central to Draethos sacety thousands of years later The stabi ity of che Draethos culture cause eed Draethestohave trouble understanding the complex and ceativey rapid changes in alien societies Personality: The typice personalities ofthe Draethos vary greatly Retween offwerld residents and those remairing on Thosa, Exiles ae highly intelligent, but socially inept, They avoid confit whenever possible. Draethos livag on ther hemewors live up to thei flere and aggressive reputations Physical Description: A Drarthos's mast prominent feature isa ipless mouth, which ereates the illusion ofa large verte Thee tightly muscled humancid boses are coveres in & seal skin ranging from violet to mauve to gray. Ther mands ore cowie, contributing to the Drathos's skeletal appearance Homeworld: Few offworlers know the exact ieation of the Outer fim wore Tosa, the Draethos homeworld I features jagge, winsswept ‘mountains ard deep, sprang cave syste Languages: Drathos an eratie-sounding language full afharh clicks and sig, Elie Draeths also quikly eat Sasc and anyother languages onimon to the region. Example Names: Odan-Lit, Omal-Lan, Uval-Nor, Shal-Or, yan-Ruu Adventurers: Draethos on Thos are primary slaiers, with afew noble leaders. Force-uses follow anclent and mysterious Draeths force traditions bled Draethos can belong to any class, and 2 few have gon on tojoin the ranks ofthe Jed DRAETHOS SPECIES TRAITS Draethos share the flowing species traits: ‘Ability Modifiers +2 Constitution, -2 Charisma Medium Size: As mesium creatures, raethos have no special bonuses or penalties due to theese, Speed: Dractos base speeds 6 squares [Natural Armor: The Draethoe's tough skin provides a1 natutl amor bonus to their Reflex Defense "Natural Telepath: A Draethosoain2 +5 species bonus using the Telepa- thy tagect ofthe Use the Force still and ean mate untrained Use the Force checks to ue this application even without the Force Sensitivity eat. ‘Bonus Fest Draethos gain Weapon Proficiency (advanced melee weap ons) ara bonus feet, Low-Ligit Vision: Oraethos ignore concealment from darkness (but nat total concealment ‘Automatic Languages: Dracths, Exleé Draethos also gain Basic for fee FEEORIN In the Krights of the Ola Republic eva, the Feeotin axe krown to came fom the planet Odryn, a planet of Little else is known about the world, given the closes nature of Feorin ciety Few Feeorin venture from their homeworis, and those outsiders who have survived 3 visit there tell of a world wel suited forthe Feeorin by nobody ese humanoids whase aping pro cess allows them to grow Steonger and mare power Lunt they die, sropping dead suddenty of ef ape. Because they are long-lived, they have ample time 10 gener and use thei stength, Feeorin who travel offwarlé typically select Earerscompatile with tel el-serving and agaessve nature. Feeorn encountered on thes homeworld display @ greater range of persenaity tnd motivation In either ease, Feeerin donot seek out acquaintance with embers of ether species, Personality: Feeort are reputed ta be brutal and dangerous. While this snot entirely the case, hey ate quick o anger an highly impersonal, They eypiealy place ther own affairs above others, causing other species to regard them as selfish Physical Description: Feeorn ae massive, highly muscled! humanoids standing over 2 meters tal. Their skin tones vary wildy from coal Wack to gale white but are more commoniy green, yell, or blu. Half-meteriong {ena hang fom the sides and backs oftheir ead. Tey aso have bright res es Homeworld: The los by the classic era. Languages: Feeein speak and rest their ovn language, a6 well as Basie Example Names: ral, Cay, Dod, Dey, Fen, Kren, Nor, Ny, Pry, Seyi, Zun. ‘Adventurers: Feeotin adventurers are typically soldiers or scoundrels Force-users are uncommon, though some have become Jedi Krghts and Master. 15h Outer Rim world of Odryn, ut this knowledge is FEEORIN SPECIES TRAITS Feeorn share te following species ais Ability Modifiers: +2 Strength, -2 Dexterity +2 Constittion, -2 Wisdom, -2 Charisma "Medium Size: As Medium ceatures, Feeorin have no special bonuses or erates due to thee sie Speed: Feeocin base speeds 6 squares Brutal: Feeocn ave vious combatants who do rot hesitate to strike vwinerable areas or ight dirty. Once per encounter afer making succesful melee attack, Feeorin may reat opponents éarage threshold as though it were 5 points lower when determining the result ofthe stack Great Fortitude: Feeorin gan a +2 species bonus to their Fortitude Defense, accounting for thet great physiel condition, Inborm Resilience: Feeorin are highly resilient to physical attack. A Feeorn ean use Second Wind even when unconscious (no action require, but the Second Wind can only be taken when the Feeorin would normaliy geta turn. Taking Second Wind while unconscious also move the Feeorin ‘steps on the contin tack Low-Light Vision: Feorin ignore concealment from darkness (but not total concealment Stronger by Age: At mide age, a Feerin adds a +1 soecies bonus to ail Strength ox Consttution checks. At ag age, this bonus increases to +2. Feeorn do not ncrease their inteligene, Wisdom or Charisma or decrease ‘heir Strength, Dexterity or Constitution as they age. ‘Automatic Languages: Feeorin and Basic KHIL ven in the Kaights ofthe O's Republic ea, the Kil are considered to be one ofthe oldest species of the Repub. They are avid travelers and set tiers, spreading colonies and settements throughout the galaxy. During this era, the Khil are particularly actve colonizers. They respect planets already inbite by native sopiet species or other colonists, preferring to se works without sgifcant rajor threats, be they in ligeat or highly predatory. However, ance 2 colony is FF established, the Kil become fully dedicated to its suc cess. They ae 2 peace-loving species, but they are aso highly riven and can become \inditve when impedes or «1ossed by an enemy. The Knil are technolgt cally advanced Their cosmo- potan cites attest to their bilingness ove in harmony with other peaceful species. They are enthusiastic sup- porters of the Republic and the peaceful order it repre sents. Unforunatey in these days of inersteliar warfare, the Kil find they cannot folio their peseetu ideas. White they arestly prefer ® potica! Solution when possible, they recognize thatthe Mandalorians and the Sth, are unlely to be swayed by negotiation. Kh devousness and vindictive ness become especially apparent when they defend the homeward and Colonies, They have na desire to see their Mad work destroyed, especially bya warlovig enemy. Personality: kh are highly iteliget and dedicates to theiecasts, ating to leave projects unfinished. They become especialy Frustrated with those who would impede their progress egardless of whether an individual or ‘oveenment Boks ther way, Tei vindictive side suprises many who know tem only a5 peaceful creatures Tey view music as high art it pecvades their culture and society Physical Description: To Humans, Kil faces are ghastly, Their skin is & sickly green, and they have fleshy strands (hulle) hanging were one would expect a mouth Homeworld Tne Colonies world af elnar features dank, marshy envion- rents with wide open spaces. Kil can also come from one oftheir many colnies, olive in most any civilized area ofthe galaxy. Languages: Ktilese is a melodious language leasing to other species. They “speak or sing the language by breathing through ther hulle, which ae of siferent lengths, and therefore produce afferent tones, Is impos sible Fr other species to speak Kilese though they cn learn to understano it Not suprisingly, their written language is also omate and resembles poet rose Example Names: Geld Berar, rel Fano, Taro Bana, Revel Ml, amar. ‘Adventurers: Thought 5. Kil prefer to follow in t ar avi onze, they are not ling expr Yack of others, when possible. Hower her compulsive nature dives them in unusual erections. Kil adventurers can be of any clas, ana few Kil become ea KHIL Species TRaITS Keil share the foloning species traits ‘Ability Modifiers: -2 Constitution, +2 iteligence, +2 Charisma Medium Size As Medium creatures, Kil have ro Special onuses or penalties de to their size ‘Speed: Kh base speed is 6 squares Dependable Worker: hil reliably achieve good results. Once ger teneounteraKhilcan reat one sil check wth certain ils (detailed below) 2s theunh he or she had taken 10, even after the ral as been made fut befere theresa of the checks iow). The Khil may any se ths ability on checks with ane of te felcing sls: Climb, ndrance, Gather Informa tion dump, Knowledge (an), Mechanics, Plot, Fide, Survival, Swim, Treat Injury, or Use Computer (Cooperative Sprit: Kil work with others easly. They can ai another on still checks made by adjacent ales 2 swife action, anothers can ewise 4idKrilonskllenecksas swift ations when adjacent tothe Kai ath the fl lowing kls: Climb, Endurance, Gather informatio, Juma, Knowledge Mechanics, Plot, ide, Survival, Swim, Treat Injury, or Use Computer. Hull: Kn ar able ta absorb nutrition through the tentacles on their ‘aces, ale hulle, graning noueshment from almost any environment. Kil do not suffer the effet of starvation except in sterile envitonments ‘Automatic Languayes: Ki ese and Basic KISSAI AND MassAssi "se Mssss and Kissa are to subspecies ofthe original Sith ate of Kot rian, Tre Kssl ar the pists and spiritual leaders who indoctrinate the ‘comrades inthe Weachings ofthe Sith. The Masoss are ferocious, selfless Soler es by the reat Sth Lords. Wen the Sith Empire goes to war with he Republi forthe fst time, the Massassi fl he ranks ofthe Sith smies and staflets The Massassi are fearsome, ruthless and efTcent solders, They use tana Sth weapors and armor—primarly the lanvarox a alenemicly hardened armor. They also prefer tose sige martial weapons. "ation to thee focus on war and Fighting, he Massass ae also loyal ane orgarize. Even though they are not exremely intelligent, they can be trained well fnough to carry out complex batle plans and maintain their equipment, Starship and weaponry ‘The Kissa ae usta ruthless a the Massa but tey are moe intligent and observant, Their strit cultural standards demand tat they serve ther tasters well 3 10tnstilesin them by tne Dark Je wo first enslave tir species. When the Massass and Kssl fee Korriban (well before theartvalof the even- ual Sith Lords) to resettle on ost, the Kissa oversee the rebuilding efforts. The Kisai serve the Sith directly, but the Sith Lord Naga Sadon has other ideas for the Massassi caste. The largely eft on Zast servants of other Sith Lords, oun Sagow uses Sith aichemy to transform the Massassi into his hulking brutish soldiers Mis Massassi mand on Yavin 4, building temles and providing the ‘means for him to hide is ship and practice his dark art. After Sadow's death they become a primitive, tidal society worshiing one of Sadow’s creations asa dar god. ' thousand years after Sadow ang the Massass arrive on Yan 4, Exar Kun discovers the ancient Sith seeets inthe temples, He uses the Mssss te igh the Js avoss the galaxy. Eventually, Kun eansumes te ite force of every Massassi on Yavin in his transformation into a datk sce sii 2 few Massassi ate taken offer gtr to Kurs final decimation oftheir Society. Some remain loyal an find thee way bark to the new Sith Empire, buta Few resentful individuals dit into the care inges of society, ooking to live their omn lives or seeking revenge against the Sth Personality: Massss re fearsome loyal, 3n8 formidable ghers. They lve to serve ther Sith masters On tei own, MaSSssi devicate terse Strongly to whatever ie they choose. isa are loyal and capable ales who prefer to work with others, making them excellent aides and assistars. They "respond welt instruction ang ae adaptble despite great adversity. Physical Description: Massassi and Kissa have glowing yellow eyes and rimson hides. They are humanci with distnety sharp, predatory features. The Massassi ore large, hulking beings who appear brutish trait that disguises ther intligence Homewarld: Korba, late Zest, Languages: Messoss! and Kissa speak the Sith language, Kiss also speak Base Example Names: Zeloren,Krlgath, Vesa, Zythm. Adventurers: Massassabvetures are rare nthe Republic even during the fall ofthe Sith Empire. Most being in the galaxy would not recognize 2 Massasi or 2 Kissa on fst lance, eventhough adventurers From these Subspecies dra attention t nemseives Massats and Kal donot become eer9805 ‘S5855 Jedi dring this ime, but ene might have received formal Force raining at hetbands ofa Sith Master. Such training is orbiter, though, even among he Sith. Kissai are nobles and scoundrels, nd Massasi prefer the soldier and scout cakes. Kissa! Species TRAITS Kissa shate the following species tats Ability Modifier: -2 Wisdon, +2 Charisma. Mecium Size: As Mesium creatures, Kissa have no special bonuses or penalties due to theirsize ‘Speed: Kisai base speed is 6 squares. Inspired Kisai make the bes ofan Inspiration information provided to them, Whenever a Kisai receives 2 morale or insight Borus from any source, the bonus increases by 1 Warriors Ruareness:Kissai grow up ina violent and ware society, sa they constantly waten for threats. Once per encounter as a reaction 3 Kissa ean gain the benefit ofthe Uncenry Dodge | ana Uncanny Oode I talents (see page 49 of the Sogo Eston core rulebook until the beginning of the Kissa next tun ‘Weapon Familiarity: isa treat the anvarok asa simple weapon instead of an exotie weapon, ‘Automatic Languages: Basi and Sith Massass! SPECIES TRAITS Massass share te following species waits: Ability Modifiers: +4 Strength, -2 Intelligence, -2 Wisdom, Charisma Medium Size: As Mess creatures, Massess have na special Bonuses or peralties due to tree sie ‘Speed: Massssi base speeds 6 squares Conditional Bonus Feat: Massass are sled trackers. A Massassi with Survival asa trained skill gains Skil Focus (Survival asa bonus fat Duty Bound: Once per encouncer when the Massasi receives 3 morale bonus of any king from 2nys0urce, the Massasi gains bonus ht pnts equal ta 4x the Massassis eel unl the end ofthe encounter Primitive: Masses! do no. gain Weapon Profcieney (pistols, fle, oF heavy weapons) as stating feats at Ist level, even if their cls normally {grants them Warrior's Awareness: Massass grow upina violent ara ware society, so they constartly wateh for threats. One per encounter ae 9 reaction 3 Masiasi can galn the benefit of te Uncanny Dodge \and Uncenny Dodge talents (se page 49 ofthe Saga Eltioncare uleboo) until the Beginning ofthe Massases next turn Weapon Familiarity: Massasi teat the lanvarok 352 simple weapon instead ofan exotic weapon. ‘Automatic Languages: Sith MIRALUKA Mirolka are remarkably similar to Humans, except for two important and sisinctveifferences, Miraluka have o eyes, but they havea natural abi ity to ste" by using the Force. Since they appear Human—incuding their speech and wannersms-Miraluka attempt t0 blend with Humans when traveling theougiaut the galaxy. Thus, estimating how often they travel ‘or how many lve off het home planet of Alpheiiessefcut, but the umber irelatively low, Tomake matters worse, the Sth Lord Darth Ninius consumed the colony of Kata after the Jedi Cvl War. Current, no major centers of Mirai life exist outside tir omeworid and colonies, though indisidva's might be encounteres anyshee ia the galaxy. eis highly unusual for an entire sapient species to be Force-sensitive. Giver their connection tothe Free its aman for Mirai to join te Jes Order. In fact, Sev ral Miaka become central figures in shaping the Jesh leaditions during this era The strength of @ Mirai keris connection othe Force varies by individual. Miraluka who arenot powerful enough to become full-fledged Jett serve the order in supporting roles. Most ive ives sini %0 that of nrmal Human Micauka and Humans tend not to intermarry, given the Lnpedi‘able an often unhappy genetic results A rare exception sKeynda, daughter ofa Miraukan father and Human mother She was born with bt Force Sight and furetioning Human eyes. Personality: Miraluka are a thoughtful, cautious, ang deliberative spe ces They have itl interes in perso gain or glory. Same ave 2 stang {ese to fallow their own path, because ofthe connection tothe Force. Trey remain committed once a course of ation is seletes! Physical Description: Mitluka are simlr to Humans. They cover their featureless ey sockets with cloth ar wsors, especially when traveling Homeworld: The terrestrial wold of Aipheriis inthe Abron system, in ‘Expansion Region Languages: Mialuke speak Mialukese and Bast Example Names: Damaya Guru, EmbrulJoff. Jere, (Ania, Shoaneb Cul, Visas Mart, Zebro. Taro, ‘Adventurers: Miraluia adventurers ate almost always Force-sensitive They ean be of ary class, but are often ed MIRALUKA SPECIES TRAITS Miraaka share the folowing species tats: Ability Modifies: -2 Dexterity, +2 Inteligence. Mialuka have keen minds, bt their reliance onthe Force 0 perceive ther sutrauncngs prevents them fom reacting quicky "Medium Size: As Medium erestures, Mirluka have no special bonuses or penalties ue to their sz. Speed: Miralska tase speed is 6 squares Force Sight: Although bind, Miraluka can “see” by using the Force. They {act normaly without taking any peraltes fr blindness when inthe res fence of living exeatures or ite of any kind, This tat enables them to make Perceation checks, and read and write a a sightes person. They ean ignore ‘the efect of darkness 257 they had darvsio, Miaka cannot, however, detect restates that ae “rvs” tothe Force sch asthe Yuuzhan Vong land the ysalamin, Tse ceatures have total cancealment from Mirluta, asda creatures in aas tat dampen or suppress the Farce. Aditonally, the Miraluta ignores al pealties to Perception enec fram cover and conces| ment (Dut rot total cover a total concesiment). Mialks do not increase ‘the DC of Use the Fore checks made to Sense Suroundings agains targets with total cover Conditional Bonus Feat: A Mialoka who has Use the Force asa isined skill gains Force Trining as 2 bonus feat ‘Automatic Languages: Basic ané Miralukese. RAKATA The Rakata are an ancient species, whose society once stretene from the unkown regions to dstant parts ofthe galaxy, such 35 Corea and Mann. Tney ealed tthe infinite Empire. At the height af thereviestion, they oui 2 massive space station fac tory calle the StarForge hat trabled them to erate the Imachiery ard Ships neces to manage weir massive, imterstelar empire, Te Fore powered helt technology, aa they tlie on their conec- tion to the Fore to contol it For unknown reasons, the Rakata eventualy last their ality to use the Force. As theiegrasp over tneirmaenin= ceryand tectnalogy weakened, 50 their control aver their subjugated worlds. he ative species managed to throw off ther masters ard regain contol oftheir ow destinies However, the impact af Rakata technology would be felt by some of these words for thousand of years to come The Rakat fully erase iy the newly freed societies. Thee former subjects eliminates ‘heir Former masters, or force them to leave. Rakata civilization on their hhomewer'éoFLehan decenrates untill tha remind were smal give tribes, Eventually the Rakata ae rediscovered by Darth Revan, who ears the secret ofthe Star Forge and uses itt buliéa massive military force to tack the Republic Heand the Republiearealsozespansible fore destruc tion ofthe StarForge, After the battle to destroy the StarForge, the Rakata join the Republi. Some leave ther homeworld to rejoin a technologically ovanced society. Though they spread stares of ther ancient soe, few believe or tke notice. The Rakata tt remain on Lehon eventually di out because they ae too few to maintain the specie. Personality: Rakats ar primitive, and are diven by a great desire to restore theiespecis tits former, powerful lary. They know they were once much more powerful Some Rakata obsess over discovering new ways try to reconnect tothe Force, Othe tives disregars their past, allowing their society to become even more primitive Physical Description: The Rakataresembie humanoids with tall, cone lke heads. Thee eyes ae locates on the sider of ther head, attaches by 2 sorteyestalk Their clawlike hands have only three aigis Thee skin gray or gray-bromn Homeworld: enon, alto known as Rkata Prime, ir a temperote terrestrial ori in the Unknown Regions, Languages: Rakate speak ther ew language also called Rate, Example Names: Sandra, Daneel, Fees, saa, Vareen, Wavula ‘nd ther planet became fst to history, peas purpose ‘Adventurers: Untl the destruction of the StarForge, almost al the living Rakata ate still on Lehon, a do ot eave. After the end ofthe Leh Civil War, the Rakata become eous abost ie away fom Lehn, anda few explore the gaany. Payers wisn to play 2 Rakata prior to these events might create heroes who grew spina remote, abandoned Rakata colony in the Unknown Regions, a from Lehon but stil islated to the paint of being completely uninon, Though ata distinct sisadvantage because of their Primitive upbringing, Rakata are inteligent and can lean to use vanced technoioay RAKATA SPECIES TRAITS Aakata share the following species tats Ability Modifies: +2 Intligence, -2 Wisdom, ‘Medium Size: As Medium creatures, Rakata have na special bonuses or penalties de to theiesize ‘Speed: Rakata base sped is 6 squares. [Ancient Knowledge: Hakata retain many of the qualities that led their ancestors to crest great technological works in the estant past. Rakata reduce the penalty for nor being proficient na weapon from ~ to -2 and reduce the amo check penalty for armor they are not proficient in by one sep (5 foe heavy armor, -2 for mes armor, and no penalty for Vight farm) Al ater penalties For nat being proficient stil apply. ‘Adstionaly, ance per encounter the Rakata can use 2 tained-only ‘application othe Mechanics, Pit, Treat injury or Use Computer sill even untrained in that ski Conditional Bonus Feat: Rakata with Weapon Proficiency (simple weap ons) orrefcient nan Exotic melee weapon gin the Weapon Focus feat for simple weapons ora chosen Exotic melee weapon 252 bonus feat Fores Blind: Fer reasons unknown, the Rakata nave lost ther connection to the Force. Rakata cant take the Force Sensitivity eat. They can sti increase theirDark Sie Score and are sillaffected by Force powers, alent, and the Use the Force skill as normal Primitive: Rakata do not gain Weapon Proficiency (pistos, fies, or esey weapons) a5 starting feats at Ist level, even if thet class normally rants them, Rage: Once per day a Rakats can fly into rage asa swift action, While ‘aging, the Rekata temporal gains 2 +2 rage bonus on melee attack ols and melee damage rolls but cannot use sils that require patience and concentration such as Mechanies, Stealth, or Use the Face ‘Aft ofrage ast fora number of ounds equal 0+ the Rakata'sConst= tution modifi At the end ofits age a Rakata moves? persistent step along the condition tack (se Conditions, page 1), The penalties impased by this condition persist until the Rakata takes a least 10 minutes to recuperate, uring which time the Rakata can't engage in any strenuous activ ‘Automatic Languages: Rakata, SELKATH The Sekath are amphibious beings native to the planet Manaan,Duting the era ofthe Koights of the O14 Repub, Manaan is one of the mast important planets inthe galaxy. As the sole source of kolto [a naturally occuring healing agent much more effective than baeta), Mansa is able to retain its neutrality by supply ing all sies ofa cont with this ital substance, The Selkatn leaders might favor one side cover another fit in the long term interests of the planet. However, Selkath closely guard their netality les they fall prey to powerful corporations or oppressive invaders. Feo Seliath travel offord, preferring the habitat oftheir Momewors ‘They have never joined the Republic or any ather Galactic organization, so ‘most have tle reason to lave. Tey enjoy the technology and wealth rs ced by the sale of kot. Al contac with ofworders occurs in nto he Selkath ve in nderwater cities and settlements scattered arurs the planet, /Asamphibious creatures, they are equally at nome in either locale, Howes those areas closer to Anto ae home to more sophisticated and technolag= cally advanced Selkath settlements, Historical, Seath settlements were Aivided by clan affiation, However, these affliations have becuie las pronounced due to te importance of koto praducton Personality: Selhath prefer negotiation ané diplomacy tosire’ possibly rash actions especialy where influential governments are concerned. They ae rot pacists so much as pragmatists, being less reserved when dealing with other Seliath Physical Description: Sehath are amphibious humancis, with arge eyes on each de oftheir ide fat heads. They have concealed gilts that work equally well nai or water. They have natural poisoned retractable claws, butts socaly uracceptabe (and illegal on Maraan) tows them against fan opponent. Nevertheless, highly enraged Sekath occaionally disregard this restriction Homeworld: Manaan isa temperate ocean world inthe Mid Rim, Languages: Sclkath speak ther own language, alscaled Selkath Example Names: Qual Shasa, Shaeos, Seika Adventurers: Sekath adventurers are normally seats or nobles. Few Selath are krowa to have joined the Jedi Order, though some are Force SELKATH SPECIES TRAITS Selath share the following species trait Ability Mosier: +2 Charisma Medium Size: As Medium creatures, Selkath have no special bonuses oF penalties due to their size, Speed: Selkath base speed is 6 squares Ther swim speed is 4 squares Breathe Underwater: As amphibious creatures, Sekath cannot drown in water Expect Swimmer: A Selkath can choose to reroll any sim check, but the result of the rerol must be accepted even if iti worse. In addition, Selkath can choose to take 1D on swim checks even when distracted of threatened ‘Able Healer: Whenever Selkatn restores hi peintstaanater character toyany means, or ids another who is dingo, the target reoains an aditona Shit points. Additionally nce per encounter 352 swift actin the Seliath can grant an adjacent ly bonus hit ints equal to 10+ the Skat’ eve, which last unt the end ofthe encounter ‘Automatic Languages: Seltath, SNIVVIAN Srivvians are sort, stocky humanoids whose hardships have produced ‘ome of the galaxy’s best artists and authors. The Srivwian homeword has emely cola temperatures and long winter, forcing the Sivan to live long periods of time in subterranean caverns. During thos lang day, Sn vians develop their ars talents and sensbiltes. Although technolagy ‘would eventually esse the need for his form ofhibernaton, Sivan stil feel the neesbilogicaly ana eulturaliy=to continve the tration Historically, Snivvians have withstood numerous haroships that they channel into thei imaressve arts tie works. After gaining the ability to rave between the stars, the Snivvansatracted the attention of the brutal Thalassian savers, Snivvian culture was nearly destrayed before the Repuliediscovered the practice and stepped nto protect the Snivwians. This Protection nas been recused uring tis era of warfare, but combined Republic and Sniv= vian forees remain sufiient to hod oft lesser threats, Outing thisera, the Snivias are stil rebuilding the damage dne to ther society by the savers and ater vests. They proceed withthe intent to Colonize other worlds. Many Sivvians travel thoughout the galaxy attempt+ ing olive the lve of the subjects of thee future artistic works, even when itis dangerous. Srivvian enclaves made up of escape staves and refugees sae scattered trough the systems near thee omevor Personality: Snivsias are insightful and get, They contemplate and seek out life lessons to incorporate inta their at. However, tall follow iste pursuits, though the exceptions are accasionally dangerous toSniv- vian society Physical Description: The short Srvvians have tough skin and sparse har They have a are, stort srout and arge canines protruding from their lower jaw. Tei hick skin protects them fom harsh winters and 380 aids hem in warmer climates Homeworld: The Outer im wor of Cadomai Prime is located near the Corporate Sector. Iisa cols plant with many subterranean cavers Languages: Srivvians speak their own language. aso calle Snivion, Example Names: Bakken, Dezzen,Deziaa, Eisler, Geezum, Mara Heirogryoh Nejet, Pazar, Rachalt Hyst,Rinhola, Sern, Snagletooth, Takeel Thasca Knat, Wiorketle, Zereléspidar,2tton ‘Adventurers: Sniwian adventurers are often scoundrels, but can be of any ‘lass. They often mules ta broagen ther experiences and knowledge, SNIVVIAN SPECIES TRAITS Snivvians share the folowing species tats Ability Mosifers: +2 Wisdom Small Sie: As Smal creatures, Snivvans gain 3 +7 size bonus to thee Reflex Defense and a +5.ize bonus on Stealth checks, However, ther iting and carrying limits ae tree-quarters of those of medium characters. Speed: Srivvian base sped is 4 squares, (Observant: Snivwans ae highly swat oftheir suroundings, giving them san advantage when dealing with others. Once per encounter, Snivian ean use the Perception still modifier in place of the Deception or Persuasion skill mie, ld Resigtance: The Srivians tick skin provides protection tom extreme cold. Snivvians add 2 +5 species bonus to Fortitude Defense to resist extreme cos ‘Automatic Languages: Srivvian,

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