Post by Manah on Jun 8, 2018 23:17:26 GMT -5
SPECIES
(OOC: Please note that if you have a request for a different one not present here, feel free to request it to me.)
(OOC: Please note that if you have a request for a different one not present here, feel free to request it to me.)
Arkanians
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to any Intelligence-based Action
- +1 to Genius (As P.C.P.T, Can't interact directly with Computers)
- Enhanced Vision 5 (See in Darkness)
- Psychological challenge (-2; moderate arrogance.)
- Infamous challenge (-1; Arkanians are seen as haughty, arrogant and self-centered.)
Cost: 2w
Arkanians are a proud, aloof species with a rather poor reputation as an arrogant, greedy and condescending people who think of themselves as superior to everyone else in the Galaxy due to their intellect. While their reputation is usually fairly well-deserved, Arkanians are often about as smart as they claim, and they are also known for being very knowledgeable in many areas. Despite their shortcomings and attitude, Arkanians are highly valued for their bright minds and one would rather be on their good side than their bad.
Bothans
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 6, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +7
Special Traits:
- +1 to Mental Defense
- +1 to Black Ops
Cost: 1w
Natives of the Bothawui system, Bothans see information as wealth and power, and have had access to hyperspace travel for thousands of years. The intelligence agency known as the Bothan SpyNet is one of the most effective in the Galaxy, and for that reason, and the Bothans' skills and aptitude towards espionage, they are considered highly valuable for pretty much all organizations they are willing to deal with.
Cereans
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 4, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Concentration
- +1 to General Knowledge
Cost: 1w
Cereans are a highly knowledgeable, cultured and sophisticated species who live in harmony with nature, seek peace and respect their environment. They have a matriarchal society, with a unique binary brain which allows them to easily weigh both sides of a disagreement, or take two viewpoints into consideration, making them wiser and more open-minded than most.
Chevin
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 5, Spd 3, Dur 7, Ref.Dodge +3, Toughness +5, Mental Defense +6
Special Traits:
- +1 to Thieving/Black ops
- Large Size (Chevin can carry twice as much as creatures of normal humanoid size, and can use larger weapons with more ease.)
- +2 Acute Senses
- +2 Heat/Cold Defense
- -1 to Attractive or Ugly challenge (-1)
- Covetous (-2; moderate greed) or (-2; moderate ambition)
Cost: 3w
Chevin are generally unsightly, large, seemingly brutish creatures native to the planet Vinsoth, generally infamous for their tendency to get involved with illegal activities and their enslavement of the Chevs, a humanoid species from the same world. While seemingly heavy and slow, Chevin can be surprisingly quick on their feet for beings of that size. Their sense of smell and their eyes are unusually keen, and their hide protect them both from extreme heat and cold. Chevin are widely known for their desire for both money and power, which is pretty much a cultural custom for them.
Chiss
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to an Action of their choice
- +1 to Perform (Any Art-based specialty)
- Enhanced Vision 3 (See in darkness)
- 'Code of honor' challenge (-2; Chiss society is based on the principles of honor, such as never lying, never attacking without provocation, never betraying a friend, and never cheating. Any Chiss who ignores such principles will be exiled from their homeworld and considered a pariah among their fellow Chiss.)
Cost: 2w
Originating from the cold world of Csilla in the Unknown Regions, the Chiss are a technologically advanced species, seeing art, science and mathematics to be worthy of great interest. Though very logical in their mindset, they also view philosophy and other cultures as interesting, although they are relatively xenophobic. Chiss are a highly ordered and structured species, and are generally peaceful, although those who do opt for a military lifestyle tend to be very effective and aggressive warriors.
Duros
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 6, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 on Vehicle Operations
- Add Efficient to Vehicle Operations
- +1 to Astrogation
Cost: 2w
Duros hail from the planet Duro, and are said to be the possible first creators of Hyperdrive technology. Having an affinity for space travel and an almost innate understanding of the workings of complex Astrogation calculations, Duros can be found all over the Galaxy just like humans.
Gamorreans
Normal Maximum Abilities/Modifiers: Int 6, Str 7, Agl 4, Spd 4, Dur 6, Ref.Dodge +4, Toughness +5, Mental Defense +5
Special Traits:
- Limited Lifespan (Gamorreans have a shorter life than most species, being considered venerable past their mid forties and rarely making it beyond their 60s, if that.)
- Primitive (Unlike most species, Gamorreans are a very primitive culture, and do not automatically know how to use blasters, heavy weapons and other complex weaponry. They have to buy 'Blaster Pistol Proficiency', 'Blaster Rifle Proficiency' and 'Heavy Weapons Proficiency' for 2r or 5 LoEs each or suffer a -2 to all uses of such weapons.)
- +1 to Toughness
- Poison/Disease Defense +2
- Pain Defense +3
- 'Antisocial tendencies' challenge (-2; moderate violence.)
Cost: -1w
Gamorreans are green-skinned, porcine creatures native to Gamorr. A strong, resilient yet primitive species, they are known for their violent tendencies and the endless wars they wage between their own clans. Gamorreans are proud and brutish, favoring heavy melee weapons, and generally seeing ranged weapons as a sign of weakness and cowardice. They live to fight, and will gladly die in combat against a strong foe. While generally dim-witted and clumsy, they are fearsome brawlers and warriors often favored as soldiers and guards by fringe world crime lords, especially the Hutt Kajidics.
Humans
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits: None
Cost: None
Humans are the dominant species in the core worlds and can be found pretty much everywhere in the Galaxy. Tenacious, diverse and bold explorers, they can be found in essentially any line of business and walk of life.
Hutts
Normal Maximum Abilities/Modifiers: Int 9, Str 7, Agl 2, Spd 2, Dur 7, Ref.Dodge +3, Toughness +5, Mental Defense +6
Special Traits:
- +1 to Social Skills ('Manipulate others' specialty)
- Extended Lifespan (Hutts live for a very, very long time.)
- Large Size (Hutts can carry twice as much as creatures of normal humanoid size, and can use larger weapons with more ease.)
- +3 to Force Defense
- Immovability +3
- Psychological challenge (-2; moderate arrogance.)
Cost: 3w
Hutts are a long-lived, slug-like species renowned for their manipulative skills and their resilience to the Force, and infamous for their intellect and ability to form successful criminal empires. They are mostly megalomaniacs who see themselves as beyond the laws and morality rules of lesser races.
Ithorians
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 4, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +7
Special Traits:
- +1 to Social Skills
- +1 to General Knowledge (Either 'Nature' or 'Life Sciences' as a Specialty)
- +1 to Mental Defense
Cost: 1w
Ithorians are a peaceful, gentle species of artists, agricultural engineers and diplomats. Colloquially referred to as 'Hammerheads' by many, Ithorians may be the Galaxy's greatest ecologists, creating technology to protect their homeworld's beautiful jungles. They are quite tall, often exceeding 6'5" in height, and have two mouths on each side of their necks, causing them to talk in stereo.
Kel Dor
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 6, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- Enhanced Vision 3 (See in Darkness)
- Keen Force Sense Modifier (+1 to all uses of Sense Force and Search One's Feelings uses of Use the Force)
- +1 Concentration
- Immunity (Dorin Atmospheric Gases)
- 'Physical disability' Challenge (-3; If not wearing protection goggles outside of their native atmosphere, becomes blind.)
- 'Physical disability' Challenge (-3; If not wearing an Antiox breath mask outside of their native atmosphere, will begin suffocating.)
- Equipment: Protection Goggles, Antiox Breath Mask
Cost: -2w
Kel Dor originate from Dorin, a world with a unique atmosphere composed mostly of helium and a unique gas only found on that world, making said atmosphere lethal to non-natives, yet perfectly comfortable for the Kel Dor. That being said, their vision gets blurred, and they cannot breathe in the atmosphere of most systems with the common nitrogen/oxygen gases, forcing them to use special goggles and masks to function normally outside of their world. Still, Kel Dorians can see very well in darkness, are renowned to be fairly wise and agile, and their Force Users are especially talented at sensing through the Force.
Miraluka
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 4, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +2 to Midi-Chlorians
- Force Sight modifier (Miraluka can 'see' through the Force whenever any lifeform of any kind is present within Area 6 of themselves as long as they have some degree of connection to the Force, allowing Miraluka to see, read or write just as well if not better than if they had eyes. They ignore all negative sitmods for cover and concealment when perceiving their surroundings, and can see perfectly in Darkness as per Enhanced Vision 7 (See in Darkness). However, all said advantages are negated, leaving them blind in the absence of such lifeforms, or in the presence of a Force-negating location or creature such as the Ysalamari, making Miraluka especially vulnerable to such effects.)
- 'Physical disability' challenge (-3; physically blind. Miraluka have no eyes. If their Force Sight is somehow negated, they are fully and absolutely blind.)
- 'Genetic incompatibility' challenge (-1; interspecies marriage is usually frowned upon among Miraluka, due to their unique genetics often having unhappy and unpredictable results on their offsprings with other species. There are exceptions, but Miraluka usually stick to Miraluka relationships.)
Cost: 3w
A remarkably near-human species showing very few differences biologically from humans, with two exceptions: Miraluka have no eyes at all, and all Miraluka are Force sensitive. They perceive their surroundings constantly with the help of the Force, and as such tend to be excellent Jedi. Their homeworld is known as Alpheridies in the Albron system, but Miraluka can be found anywhere in the Galaxy, just like their human cousins.
Mon Calamari
Normal Maximum Abilities/Modifiers: Int 9, Str 6, Agl 5, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Swimming
- Acute Senses +2
- Enhanced Vision 3 (See in Darkness)
- Breathe Underwater
Cost: 2w
Sharing their aquatic world of the same name with the Quarren, the soft-spoken yet passionate Mon Calamari suffered greatly at the hands of the Empire, and were one of the first species to openly declare support for the Rebel Alliance. Smart and known for their keen spatial engineering, they are behind the creation of the powerful Mon Calamari Star Cruiser.
Nautolans
Normal Maximum Abilities/Modifiers: Int 7, Str 6, Agl 5, Spd 4, Dur 7, Ref.Dodge +4, Toughness +5, Mental Defense +6
Special Traits:
- +1 to Swimming
- Breathe Underwater modifier
- +1 to Toughness
- Enhanced Vision 3 (See in darkness)
- Pheromonal Sensor modifier (Adds +2 to all Intelligence/Social Skills attempts to perceive lies or influence attempts.)
Cost: 3w
Native to Glee Anselm, Nautolans are an especially tough and hardy species who can easily exist in drier and warmer climates due to said resilience. Their language, Nautila, is best understood underwater and heavily relies on pheromone use, making it lose a lot of its complexity and meanings out of water, meaning most Nautolans rely on other languages when on the surface. While peaceful and friendly, Nautolans tend to reflect the emotions of those around them, so being angry around one might cause them to respond in kind.
Quarren
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 5, Spd 4, Dur 7, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Swimming
- Enhanced Vision 3 (See in Darkness)
- Breathe Underwater
Cost: 1w
Quarrens are distrustful and isolationists who tend to despise idealism and optimism in favor of a conservative and practical demeanor centered around survival. They tend to ignore the greater conflicts of the Galaxy to focus on their own personal interests, many of them engaging in shadowy and illicit activities. Quarrens blame both the Empire and the Alliance for the devastation their homeworld endured, and tend to be at odds with their neighbors, the Mon Calamari.
Rodians
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 6, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to General Knowledge ('Survival' specialty)
- Acute Senses +1
- Enhanced Vision 3 (See in Darkness)
Cost: 1w
Finding their origin in the Mid Rin system of Tyrius, Rodians had to become vicious hunters and warriors to survive against their world's hostile life forms. They see the Hunt as the greatest form of art, with a 'stronger the prey, greater the honor' philosophy. As such, Rodians tend to see bounty hunting as one of the noblest professions in the Galaxy.
Sullustans
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 6, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Wall-Climbing
- +1 to Vehicle Operations
- Acute Senses +2
- Enhanced Vision 5 (See in Darkness)
Cost: 2w
Sullustans were forced to live underground to escape the harsh volcanic perils of their homeworld, causing them to evolve their senses and their ability to see in the dark. Sullustans are a friendly, easygoing people renowned for their piloting and navigational skills, and the manufacturing company SoroSuub is both one of the largest non-human interstellar corporations, as well as their world's government, with half of the population under their payroll.
Talortai
Normal Maximum Abilities/Modifiers: Int 8, Str 5, Agl 6, Spd 4, Dur 6, Ref.Dodge +5, Toughness +3, Mental Defense +6
Special Traits:
- Extended Lifespan
- Ageless (While they do age and will eventually pass away, Talortai are immune to the effects of aging. An ancient Talortai can be as healthy and in good physical shape as a young one, and are not more susceptible to any diseases than other members of their species are as they get older.)
- +2 to Midi-Chlorians
- Beak +1 (As Claws modifier)
- Healing Factor
- Enhanced Vision 3 (Telescopic vision, See in Darkness, Sense Light/Dark side of the Force)
- Secretive (-1; Talortai are a mysterious species who probably know a lot more than they let on, or are willing to talk about. They tend not to like to discuss their species, society, or beliefs with outsiders.)
- Social Stigma (-2; In Talortai society, Force Sensitivity, while common, seems like a taboo subject, almost shameful to be spoken about. Most Talortai keep their Force Sensitivity to themselves, and those who can use the Force often do so only when necessary.)
Cost: 3w
Talortai are a mysterious species of Force Sensitive beings with both avian and reptilian qualities. Very little is known about them as most tend to keep to themselves, avoid outsiders, keep their mouth (beak?) shut, and speak as few words as necessary when speaking is actually necessary. Talortai are all gifted in the Force, but very few actually join either the Jedi or the Sith, as for reasons likely known only to them, their Force Sensitivity is not seen as either a gift nor a good thing for most of their members. A shame, really, since they are very talented at it, able to even distinguish easily between the Light and Dark side of the Force only with their basic senses. In addition to those abilities, Talortai are known to be immune to the effects of aging, and to heal faster than most species.
Togruta
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 6, Spd 4, Dur 5, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Thieving/Black Ops (Stealth)
- Fangs +1
- Pack Hunter modifier (Adds +2 to melee attacks when performed against a foe an ally is also engaging in melee.)
- Echolocation modifier (Ignores any negative sitmods due to cover and concealment when using Intelligence to perceive their surroundings.)
Cost: 2w
Native of a system known as Shili, the Togruta have evolved as excellent pack hunters amidst the world's dense forests, wild scrublands and its growing urban areas. As they work more effectively in a group, individualism is frowned upon, and yet, power and prestige is generally acquired through such individuality. Togruta are easily recognized by their brightly colored horns, heads, tails and skin, which allows them to hide effectively in the planet's naturally red and white flora. Outsiders often believe them to be venomous, but that is merely a rumor; while their fangs are quite sharp, it is the bite that causes the kill, not the venom, or rather lack thereof.
Trandoshans
Normal Maximum Abilities/Modifiers: Int 8, Str 7, Agl 4, Spd 4, Dur 6, Ref.Dodge +4, Toughness +5, Mental Defense +6
Special Traits:
- +1 Toughness
- Claws +1
- Limb Regrowth
-Special (Any lost limb regrows in 10 - Dur AN Days) - Enhanced Vision 5 (See in Darkness, Infrared)
Cost: 3w
Trandoshans - who call themselves 'T'doshok' - value strength and physical might in general, dedicating themselves to martial training, the art of war and of hunting. Lots of Trandoshans become mercenaries, soldiers or bounty hunters. They are known for having a long-standing enmity towards Wookies, and the two species have been known to fight one another over the centuries.
Twi'Leks
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Thieving/Black Ops ('Bluff/Lie' speciality)
- +3 Poison/Disease Defense
- Enhanced Vision 3 (See in Darkness)
- +1 to Attractiveness if Female
Cost: 2w
Hailing from the dry, rocky world of Ryloth, Twi'Leks are easily recognized due to their 'head-tails' (known as lekku) and their colorful and exotic skin tones. However, they are mostly known for both being one of the most enslaved species in the Galaxy, and for some of their numbers being among the slavers themselves. Twi'Leks enjoy manipulating events from the shadows, having a tendency to act as often as diplomats and ambassadors as they are likely to serve as crime lords' right-hand men. Female Twi'Leks are known to be among the most beautiful women in the Galaxy, a reputation which unfortunately cause them to be highly sought after as sex slaves and exotic dancers, with blue-skinned ones being among the most valuable slaves, right behind the even rarer red skinned ones.
Wookies
Normal Maximum Abilities/Modifiers: Int 8, Str 8, Agl 4, Spd 4, Dur 7, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- +1 to Wall-climbing
- Extended Lifespan (Wookies can live over 400 years naturally.)
- Claws +1
-Very Reluctant to use in combat, seeing it as Dishonorable - 2x Natural Healing Rate
- Wookie Rage modifier (Once per day, can add +1 to Str, +2 to all Close Combat attacks for up to 1 panel/2 Durability ANs, rounded up. Can't use mental/patience-based skills for the duration, and is Tired afterwards, taking -1 to all Actions until they rest for 10 minutes.)
- Psychological challenge (-1; short fuse. Wookies tend to be easily angered and have a high tendency to manifest their disapprobation by swinging their fists.)
- Life Debt challenge (-3; should a Wookie come to owe their life to someone else, it is customary for them to proclaim a 'life debt' towards the person who saved their life. They become highly loyal, devoted and willing to serve and lay down their life for their savior, seeing it as only natural since they literally owe them their life.)
Cost: 3w
Wookies are widely considered to be one of the strongest, and most fierce intelligent lifeforms in the Galaxy. They are an honorable and loyal species who have a wealth of customs and traditions based on said honor, including a strong bond to their families and the powerful custom known as the 'Life Debt'. Wookies were widely enslaved for their physical might by the Galactic Empire, but that didn't stop them from gaining a reputation as a people not to mess with. Climbing with the help of one's claws is seen as highly dishonorable among them, and also believed to be a sign of madness.
Yoda's Species
Normal Maximum Abilities/Modifiers: Int 8, Str 4, Agl 7, Spd 4, Dur 5, Ref.Dodge +6, Toughness +3, Mental Defense +6
Special Traits:
- Extended Lifespan (Members of this species can live for centuries, 600 years on average.)
- Small (Can only carry half as much weight as regular humanoid sized species, Must either use smaller weapons or use both hands for normal sized weapons; Gains +1 to Thieving/Black Ops (Stealth) uses.)
- +2 to Midi-Chlorians
- +1 to Reflexive Dodge
- +2 to Force Defense
- Fangs/Claws +1
- 'Unusual Speech' challenge (-1; most, if not all, members of this species speak an idiosyncratic dialect of Basic, making use of nonstandard grammar and formalized sentence construction which is very distinctive of them.)
Cost: 3w
A rare, mysterious species whose name has never been officially identified, and whose origins are mostly unknown. All of the species' members who have appeared in history have proven to be quite strong in the Force, although they are also physically weaker and less resilient.
Zabrak
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +5, Toughness +4, Mental Defense +7
Special Traits:
- Acute Senses +1
- Reflexive Dodge +1
- Mental Defense +1
- Poison/Disease Defense +2
Cost: 2w
While Zabrak originally come from the harsh system of Iridonia, they are an early spacefaring species who worked hard in their early days to develop Hyperspace technology to escape their dangerous homeworld. Confident, optimistic and proud, they are nonetheless seldom condescending towards others despite believing there is nothing they can't accomplish if they try hard enough.
Zeltrons
Normal Maximum Abilities/Modifiers: Int 8, Str 6, Agl 5, Spd 4, Dur 6, Ref.Dodge +4, Toughness +4, Mental Defense +6
Special Traits:
- Pheromones: AN Up to 3 (VS Durability to improve others' attitude towards user, AN may not exceed Durability AN, Attractive modifier applies to effect.)
- +2 to Attractive modifier
- Immunity (Excess Weight Gain)
- Empathy modifier (May use Intelligence to sense Emotions of others around them)
- Psychological challenge (-2; hedonistic. All Zeltrons are fun-loving, pleasure-seeking individuals who pursue such interests in most spheres of their lives.)
- Psychological challenge (-2; passionate. Zeltrons tend to live their emotions to the fullest. A happy Zeltron is very happy, a sad one is very sad... and few are those who wish to encounter an angry Zeltron.)
Cost: 3w
Renowned across the Galaxy as among if not the most physically attractive species known, Zeltrons are known for their hedonistic nature, their highly passionate personalities and their endless curiosity and desire to see and experience new things. While usually peaceful and seeking enjoyable neighbors due to their highly empathic nature, their interests can vary wildly, and one can just as easily find a Zeltron relaxing on a warm beach as they can encounter one wearing full-body armor and opening fire in the enemy lines with dual-wielded blasters.