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 theArkanians 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
saessCATHAR
‘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 beingurabeadequately 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 togale 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 theLnpedi‘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 ForceSELKATH 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,