Species

The variety of species in the Star Wars galaxy is limited only by the imagination. However to make things simpler I have selected 29 different species to guide us in our character creation. Using humans as a base line we compare each species.

We start with the species Name, and then provide the size of the species compared to our baseline. (we consider humans to be a medium sized species). 
The next column we discover the differences a species would have in attributes. As humans are a base line they have no differences as we compare how other species stacks up to the human.
Next we talk a little about the species giving a basic over view of why they are different and any special skills their unique genetic make up gives them.
Lastly we provide the languages that the particular species knows from just being  a member of that species.

Name Size Attributes Overview Languages

Human
med +1 to choice Due to their versatility humans gain 1 bonus skill and 1 bonus feat at 1st level Basic

Aqualish
med Str + 2, Wis -2 An Aquatic race that has lost most of the aquatic abilities of their ancestors, they still have an innate ability to move in water. automatically gain the skill swimming. They tend to be viewed as rude and aggressive towards most. The natural strength of the species does not help as it tends to make confrontations more destructive than average species. Additionally they tend to have short tempers and will lash out with minimal provocation.  Once per day an Aqualish can enter a Rage, gaining +2 bonus on melee attack and damage rolls. During this they may not use any skill that requires patience or concentration. (mechanics, stealth, use the force, ect,) The rage last for 5 plus the constitution modifier rounds, and at the end of the rage they are exhausted and move -1 on the condition track. Basic, *Aqualish

Bith
med Int + 1, Wis + 1, Str -1, Con -1 An odd race that has no ears yet their large cranium has developed an ability to detect vibrations and distinguish even the most minute differences between different sounds. Along with their large eyes this lets them be extremely perceptive of most things around them. They gain a + 2 to all perception checks. Basic, *Bith

Bothan
med Dex +2, Con -2 As natural spies Bothans have a +2 bonus to their will. They receive the skill Focus feat (gather information) and are automatically trained in Gather Information skill Basic, Bothese

Cerean
med Int +2, Wis +2, Dex -3 Highly intuitive species they May reroll any initiative check. Gains Skill Focus (Initiative) at first level. Because this intuitiveness they often know what a person desires and are able to use this to their advantage. Gain the skill Persuasion (Change Attitude) Basic, Cerean

Chiss
med +1 to choice
-1 to choice
Due to very militaristic upbringing gain the feat military training plus 1 bonus skill at first level. Have Low light vision due to living in cold dark places. They have a Species bonus of +1 to fortitude check in cold and -1 in heat.  Automatically trained in Survival - cold. All Chiss are taught weapons from an early age, they automatically gain Weapon Proficiency (pistols, rifles, simple weapons and Unarmed strike) Basic, Cheunh

Devaronian
med Str +1, Dex +2, Int -2, Wis -2 An aggressive species the Devaronians come from a planet with a higher than normal gravity this naturally provides them with a +1 to fort and ref defenses. Afflicted with wanderlust they traveled far and wide across the galaxy. This has led to a natural learning of Knowledge (Galactic Lore). Basic, Devaronian

Duros
med Dex +2, Int +2, Con -3 The first species to discover hyperdrive the Duros are natural spacers they may reroll any pilot check and gain the Pilot or Mechanic - repair skill at level 1 Basic, *Durese

Ewok
sm Dex +2, Str -2 A primitive species they only know Simple weapons only to start with even if class would have otherwise. They gain a + 5 bonus to spot check within 10 squares due to keen sense of smell. May reroll a stealth check. Gain the survival skill Standard and skill focus feat survival - standard at level 1 *Ewokese

Gamorrean
med Str +3, Dex -2, Int -2 Large and Brutish As a race they have the Toughness feet automatically. The Gamorrean was taught fighting at an early age, however guns were considered a weakness so very few ever learn to use them. Simple weapons only to start with even if class would have otherwise. Gain a +2 bonus to Fortitude defense as a species bonus. As well as Improved Damage Threshold as a bonus feat.  Once per day a Gamorrean can enter a Rage, gaining +2 bonus on melee attack and damage rolls. During this they may not use any skill that requires patience or concentration. (mechanics, stealth, use the force, ect,) The rage last for 5 plus the constitution modifier rounds, and at the end of the rage they are exhausted and move -1 on the condition track. Basic, *Gamorrean

Gand
med Wis + 2, Con +2, Str -2, Cha -2 An Insectoid species the Gand have an exoskeleton that acts as a natural armor. +1 to all defenses.  They have a remarkable healing abilities that allow them to regrow lost limbs. Gand are ammonia breathers and are required to wear specialized breathing gear to survive in oxygen rich environments. Gand  don't have the extra strength most insects have. Gand Eye sight is quite exceptional and allows them to see thermal and ultra violet light. Gand are known for their tracking abilities that many consider unfathomable. They are automatically skilled in Gather Information and may re-roll any gather information skills. Basic, *Gand

Gran
med Wis + 1, Con + 1, Dex -2 Distinctive race that has 3 eyes and 2 stomachs. The three eyes of the Gran people allow them to detect more parts of the light spectrum than most. (They may re-roll any perception check). The extra stomach and wide eating habits allow this species to be hearty and able to survive on many planets that have plant life. However they are slower and more stout than others making them inflexible and slower than other races. For the most part Gran prefer to be a part of a group and it is not uncommon for a lone gran to go insane. Basic, *Gran

Gungan
med Dex +2, Int -1, Cha -2 Excellent swimmer may re-roll any swim check. Additionally are able to swim 4 squares. They can hold their breath for 25x constitution score. Additionally Gungans have an uncanny ability to avoid danger gaining a +2 bonus to reflex as species bonus Basic, Gunganese

Ithorian
med Wis +2, Cha +1, Dex -2 A slow deliberative species they gain a +2 species bonus to will defense. Their species has a close connection to nature and may reroll any survival check, additionally gain Knowledge (life sciences) and a bonus feat of Skill Focus (knowledge (life sciences)) Basic, *Ithorese

Jawa
sm Dex +2, Int +1, Str -2, Cha -2 Scavenger Race the Jawa gain the Mechanic skills repair. Additionally they may re-roll any mechanic skill check. A secretive species one that deals with outsiders often it pays to be sure what they are saying to you, they gain the skill Deception (information) and the Feat skill focus (Deception (information)) Basic, *Jawaese

Kel Dor
med Dex +1, Wis +2, Con -2 Kel Dor are a force sensitive species and may re-roll any use the force skill check. Because of the special equipment needed to survive in standard atmosphere they have low light vision however; they are blind and will suffocate without their equipment. As a species the Kel Dor have a strong sense of justice. They intuitively know deception and gaining the skill Perception and the Feat Skill Focus (Perception) Basic, *Kel Dor

Mon Calamari
med Str + 2, Wis -2 An Aquatic species they breath normal water and are excellent swimmers. They may re-roll any swim check and can swim 4 squares. Large eyes give them a low light vision. As a very perceptive species any perception skill trained automatically gains the Skill Focus (perception) feat. Basic, *Mon Calamari

Nautolan
med Dex + 1, Con +1, Str -1, Int -1 Water breathing species they are at home both above and below the surface. They have multiple sensory tentacles that they use to sense pheromone, temperature change and many other changes to the water that surrounds them. The Nautila language uses these sensitive tentacles to speak and it is ineffective outside of a liquid medium. Nautolans also posses multiple hearts each capable of beating separately. This gives them endurance to swim to places others can not. Nautolans receive a species bonus and are automatically trained in endurance. Nautolans large eyes adapted to underwater sight allows them to have low light vision. Nautolans may re-roll any swim check and can swim 4 squares. Basic, **Nautila

Nikto
med Str + 1, Dex + 1, Con -1, Cha -1 Their home planet constantly bombarded by radiation from a nearby dying star make the Nikto immune to most poisons and radiation effects. Eventually they might have discovered space travel but the Hutts found them first and enslaved the whole species. This enslavement led to -2 to will defense as they never were allowed to make decisions for themselves. The Hutts molded them into enforcers for generations following. Gain a +1 to Basic attack bonus and 1 feat that is combat based. Basic, Huttese

Quarren
med Con +2, Wis -1, Cha -2 Hailing from the same planet as the Mon Calamari, the Quarren found themselves subjected to Mon Calamari rule for millenniums.  Thou no longer subjugated they still have bad feelings towards the Mon Calamari.  Sneaking around and behind the Mon Calamari became a way of life. Any stealth skill trained automatically gains the Skill Focus (Stealth) Feat. They share many of the same traits as being Aquatic species as well. The breath water, can re-roll swim checks, swim 4 squares and have low light vision. Basic, *Mon Calamari, **Quarrenese

Rodian
med Dex +2, Wis -1, Cha -2 Cold blooded Rodians prefer warm places. As a species they take -2 fort defense in cold, and + 2 in warm climates. Being natural hunters they gain species bonus in perception search and avoid surprise and notice targets Basic, *Rodese

Sullustan
sm Dex +2, Con -2 As a species they evolved as cave dwellers, even today they prefer a closed in space and feel unease in the open. They are natural climbers with a skill in climbing and a Feat Skill Focus (climb). Additionally having to pay close attention to where they walked and moved made them excellent at perception. Trained in perception automatically. Basic, *Sullstainese

Talz
med Str +2, Con +2, Dex -2, Cha -2 Coming from a frozen wasteland the Talz are highly adapted to the cold. Gain the skill Survival  - cold also gain +2 fort def check in the cold and -2 fort in the heat. They also gain Toughness as a feat racially. As a society they found that they had to reley on each other or they could not survive. They have a -3 when someone is attempting to deceive them. Basic, *Talzzi

Togruta
med Wis +2, Str -1, Con -1 The Togruta have a very strong sense of community and work ethic. They prefer to get the job done rather than talk about it. Some consider Togruta cruel as they believe that those that could not fulfill their goals would be cut off. Togruta have a high aversion to isolation so finding a community is important to them even if they are not with other Togruta. This made them excellent in assimilating into different cultures. The togruta have montrals that sprout both up and down from the head of a Togruta. These montrals provide a heightened spatial awareness that allows them to sense what is going on around them. The togruta gain a +2 species bonus to initiative and +1 to perception because of the montrals. Basic, Togruti

Trandoshan
med Str +2, Dex -2 Trandoshan society is completely committed to the ideal of the Hunt. This provides all with the skill Perception (Notice Targets). As a reptilian race they have scales the provide a natural +1 to fort and ref defense. Additionally a Trandoshan have an amazing healing rate and will heal at twice the normal rate, and they can regrow lost limbs given a moderate amount of time. Basic, *Dosh

Twi'lek
med Dex +1, Cha +1, Wis -2 They are natural gifted in manipulations. They may re-roll any deception check. Their grace can be seen in the many dancing girls found all around the galaxy. A +2 species bonus to ref defense. They are trained in acrobatics Basic, Ryl

Weequay
med Str +1, Con +2, Dex -1, Wis -2, Cha -1 Dry withered faces speak of the desert planet they come from.  Automatically trained in Survival - Hot.  A deeply warrior society where fighting as a clan is the only way to survive. Giving them the feat military training. The most unusual thing about them is the method of communication they have developed. They speak non verbally but with pheromones making it difficult for them to speak other languages as it is hard for them to translate. A -2 to any skill involving communication with them. Basic, **Weequain

Wookie
med Str +4, Con +2, Dex -2, Wis -2, Cha -2 Wookies temper can often land them in trouble but they also use it as a tactic. Once per day a wookie can enter a Rage, gaining +2 bonus on melee attack and damage rolls. During this they may not use any skill that requires patience or concentration. (mechanics, stealth, use the force, ect,) The rage last for 5 plus the constitution modifier rounds, and at the end of the rage the wookie is exhausted and moves -1 on the condition track and -1 to all defenses until rested. Tales of a wookies rage give a bonus of + 3 to any Persuasion (intimidate) additionally they may re-roll the skill check if they desire. Wookies that have the weapon proficiency (rifles) can use the bowcaster. Due to the great tree's from their home world, and a retractable claw they are great climbers. Automatically are skilled in climbing. Basic, *Shyrilwook

Zabrak
med
+1 to choice
-1 to choice
Due to the harsh environment of their home world the Zabrak developed an iron will to survive. Because of this they gain a +1 species bonus to all of their defenses. They left their home with a great amount of confidence and belief that they could accomplish anything they set their mind to. They gain 1 bonus feet or skill at level 1. Basic, Zabrak

 * May only speak special language thou they can understand any other listed language.
 ** A language that is unrecognizable to members outside the species.


While there are many languages in the known Star Wars universe there are 4 that are considered the most common and can be found in just about all known systems in the universe
Basic the most common language found. It was perpetuated by the large reach and vast colonization by the human species.
Binary the most common language of droids.  Almost all droids can speak this language even if they can not speak another.
Huttese used almost exclusively by the notorious Hutt's. They felt the need to assert domination by requiring many conquered species and planets to learn and use their language.
Bocce developed to be a shorthand trading language, it allowed communication with minimal effort.


Languages that can be learned and spoken by non native speakers
Bothese Devaronian Gunganese Huttese Togruti Ryl Zabrak

Languages that can be learned but not spoken by non native speakers (Droid Translators can speak)
Aqualish Bith Cerean Durese Gamorrean Gand
Gran Ithorese Jawaese Kel Dor Mon Calamari Rodese
Sullstainese Talzzi Dosh Shyrilwook



While cross communication is common and most spacers and adventures know several different languages, certain languages are quite uncommon and a character would need to have a special reason to know that language.
  • High Galatic - Pre-republic, was used by the elite and clerics.  Is mostly a dead language now
  • Ewokese - too few of this species have left their home world and traveled across the galaxy
  • Cheunh - Very secretive society will not teach it to outsiders
  • Quarren - Suppressed language, Mon Calamarian is most commonly used on home planet (can not be spoken by non Quarren species)
  • Nautila - Only speak able underwater and requires tentacles and pheromones to understand
  • Niktian - lost language
  • Weequain - uses pheromones that other races don't have or can't perceive

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