Aliens A G

Aliens - A to G

Arkanians
Arkanians are a robust near-Human species that are primarily distinguished
from baseline Humans by their white, seemingly pupilless eyes and their
four-fingered, clawed hands. They hail from the frigid, inhospitable world
Arkania, which is located in the Perave system at the heart of the Colonies
region. At one time, Arkania was an important part of the Sith Empire.
The world was one of the main repositories of that long-lost civilization's
historical records. The Arkanians themselves are known for their contributions
to the advancement in cyborg medical technology and microcircuitry.
Average Arkanian: Dexterity 2D, Knowledge 3D, Mechanical 2D,
Perception 1D, Strength 2D, Technical 3D
Species Minimums and Maximums:
Dexterity - 2D/3D
Knowledge - 3/5D
Mechanical - 2D/4D
Perception - 2D/4D
Strength - 2D/5D
Technical - 2D/5D
Special Abilities:
Infrared Vision: Arkanians can see in the infrared spectrum, giving them
the ability to see in complete darkness if there are heat sources to
navigate by.
Story Factors:
Infamy: Arkanians have a reputation as mad scientists and tend to be
distrusted by the galaxy at large.
Size: 1.6 to 2 meters tall

Cereans
Cereans are a race of cone-headed aliens from the jungle planet of
Cerea who have learned to live in harmony with their environment. Jedi
Knight Ki-Adi-Mundi is a member of this species.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 3/5D
Mechanical - 2D/3D
Perception - 1D/4D
Strength - 2D/3D
Technical - 1D/3D
Special Abilities:
Redundant Physiology: Cereans have both two hearts and two brains,
and can survive what would normally be a mortal wound to most other
species. In game terms, a Cerean who would normally receive a mortally
wounded status following damage to the heart or brain, instead gains only
the incapacitated status.
Second Heart: Cereans gain 2D for every 1D they add to their Stamina
skill at the time of character creation only.
Story Factors:
Aversion to High Technology: Cereans, due to years of avoiding techno-
logical items, have a inborn aversion to advanced technology.
Male Rarity: Among Cereans, females outnumber the males as much as
20 to 1. As such, most males have multiple wives and concubines, a
practice which other species may frown upon.
Size: 1.7 to 2.1 meters tall.

Chagrians
The average Chagrian stood taller than a Human with blue skin ranging
in tone from light blue to indigo. They were distinguished by two fleshy
growths protruding from the sides of their heads, which they called
lethorns. Males also sported two horns growing from the top of their
skulls. These were once used in underwater duels to attract a mate,
and were seen as a sign of the males strength and virility. Chagrians
also had very long black tongues. Because of frequent exposure to
Champalas oceans, Chagrians lose their sense of taste by adulthood.
As a result they regard eating as an unfortunate nuisance rather than
something to be looked forward to and enjoyed. As they have little
interest in eating Chagrians will consume nutritional substances to
replace meals. They carried sensors designed to scan for maximum
nutritional value when forced to eat actual food.

Chagrians were born as tadpoles in clutches of three or more, and
raised in tubs of water in a family's private home. During this time,
their arms, legs and air-breathing lungs were developed.

As a species, Chagrians were generally peaceful and law-abiding to the
point of becoming stoic and obstinate. There was no sense of greed
and Chagrians were only motivated by basic desires such as food,
shelter and health-care.

Education was valued in Chagrian society and many Chagrians would
travel off-world for advanced university studies. Most Champala-based
Chagrians did not speak Basic, however those who travel off-world
learned it quickly.
Average Chagrian
Dexterity 2D, Knowledge 2D, Mechanical 2D,
Perception 2D, Strength 2D, Technical 2D.
Species Minimums and Maximums:
Dexterity - 1D/4D
Knowledge - 1D/4D
Mechanical - 1D/4D
Perception - 1D/4D
Strength - 1/4D
Technical - 1/4D
Special Abilities:
Amphibious: Chagrians can survive both on land and in water, and gain
a +1D bonus to their Swim skill.
Low-Light Vision: Chagrians can see twice as far as a normal human in
poor lighting conditions.
Radiation Resistance: Chagrians gain a +1D bonus when resisting damage
caused by radiation.
Story Factors:
Weak Sense of Taste: Chagrians lose their sense of taste, and as such,
they do not relish food the way most other species do. Many feel that
eating is a waste of time.
Size: 1.7 to 2.2 meters tall.

Chiss
The Chiss are a species of aliens hailing from the Unknown Regions.
Though rare, and secretive about their own origins, their combat and
starfighter piloting skills have earned them respect and a well-deserved
reputation.

Chiss are often very formal and reserved, almost to the point of being
cold or emotionless. Though like any other species they feel anger, joy,
hatred, or sorrow, they guard their feelings tightly, hardly revealing their
true ideas to either companions or opponents. They take the Galaxy
very seriously, and often feel like the citizens of the Republic have
become too complacent, garnering a certain amount of disdain for civilians.

Their warrior culture does lead them to respect the members of the
Republic forces, but they have little respect for anyone unprepared to
defend themselves or their families. Additionally, their culture has instilled
in them a deep understanding for rank and place, and they have little
trouble organizing any effort amongst themselves.

Chiss are blue-skinned and red eyed, hinting to some xenobiologists that
their ancestors hailed from a planet whose sun produced more ultraviolet
radiation than most standard suns. They are relatively tall and broad
shouldered, and most Chiss keep themselves in top physical form; an
overweight Chiss is a rare sight indeed. Chiss range in height from 1.7
to 2.0 meters, with jet black hair and a strong jawline.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 2/4D
Mechanical - 2D/4D
Perception - 2D/4D
Strength - 2D/4D
Technical - 2D/4D
Special Abilities:
Low-Light Vision: Chiss can see twice as far as a Human in dim light,
such as moonlight or underwater. They retain the ability to distinguish
color and detail under these conditions.
Tactically Minded: Chiss are unusually tactically minded, and have the
aptitude to be good strategists and military leaders. During creation time
only, they gain an extra +1D for every 2D they place in Tactics.
Story Factors:
Cultured: The Chiss have a relatively advanced culture in the Unknown
Regions, and have a society on par with the Republic.
Size: 1.6 to 2.0 meters tall

Draethos
The Draethos are an ancient species whose members have been known
to live as 800 years. Scholars agree that they are descended from
lizards due to the species’ pebbled skin and dark black eyes. Their
teeth are always visible and seem to stick out of their face giving them
a somewhat frightening appearance.

Draethos are intellectual to a fault, they spend countless years studied
and learning and theorizing but take very little time to apply their
knowledge, and only elder Draethos can stand debating anything; no
matter the subject.

Due to the species obsession with knowledge Draeth has become a
treasure trove of information. Their libraries are large enough to rival
those at Obroa-Skai. Most Draethos will be scholars or experts in one
field or another. Draethos Jedi are rare, but not unheard of.
Average Draethos: Dexterity 2D, Knowledge 3D, Mechanical 2D,
Perception 1D, Strength 2D, Technical 3D
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 3/6D
Mechanical - 2D/4D
Perception - 1D/3D
Strength - 1D/3D
Technical - 2D/4D
Special Abilities:
Broadcast Telepathy: Draethos can communicate through a form telepathy
that has a range of 500m. Any targets of this ability must be sentient.
Those affected my attempt to block out the communication by rolling a
Willpower check at a DC of 15 the number of full dice that the
Draethos has in the Sense Force power divided by two or, if the
Draethos is not Force-Sensitive, the number of full dice in Perception
divided by two. This ability cannot be used to get information, such as
to steal thoughts.
Low-Light Vision: Draethos can see twice as far as normal when in
low-light conditions.
Natural Armor: Draethos scaly skin provides them with an additional 1D
to resist damage from physical attacks.
Size: 1.6 to 2 meters tall

Dugs
Dugs are a race of strange-looking beings from the planet Malastare
who walk on their hands and manipulate objects with their feet. They
live high in the treetops, and see themselves as always having to fight
for what is theirs. When the Gran settled a colony on Malastare, a
long and brutal war erupted, which was settled in the favor of the
Gran by the Republic, further alienating the Dugs from the rest of the
Galaxy.
Species Minimums and Maximums:
Dexterity - 3D/5D
Knowledge - 2/4D
Mechanical - 2D/4D
Perception - 2D/4D
Strength - 1D/3D
Technical - 2D/4D
Special Abilities:
Great Shout: A Dug can inflate its throat and issue a bellow that can
be heard over a distance of its Strength roll x300 meters.
Story Factors:
Bad Disposition: Most Dugs off of their home planet seem to have a
bad disposition by nature. Due to their diminutive height and strange
mode of walking, they have serious problems with discrimination, and
have become disdainful of non-Dugs.
Manual Locomotion: Dugs "walk" by moving on their hands, and use
their feet as their means of grasping and manipulating items. As such,
they seem awkward and strange to most bipedal species..
Size: 1 to 1.5 meters tall

Gamorreans
Gamorreans are green-skinned creatures from the planet Gamorr. They
are known for great strength and brutality and their tendency toward
(and talent for) violence has made them favored mercenaries throughout
the galaxy. Gamorreans organize (if such a term can be applied to
the porcine species) themselves into clans. Males dedicate all of their
efforts to warfare, while females are responsible for farming, hunting,
weaving, and manufacturing weapons. Gamorreans prefer heavy melee
weapons in combat, and the species has a marked distaste for energy
weapons, especially during wars on their homeworld.
Average Gamorrean: Dexterity 2D, Knowledge 1D, Mechanical 1D,
Perception 2D, Strength 4D, Technical 1D.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1D/2D
Mechanical - 1D/2D
Perception - 1D/3D
Strength - 3D/5D
Technical - 1D/2D
Special Abilities:
Voice Box: Due to their unusual voice apparatus, Gamorreans are unable
to pronounce Basic, although they understand it perfectly well.
Stamina: Gamorreans have great stamina—whenever asked to make a
Stamina check, if they fail the first check they may immediately make a
second check to succeed.
Skill Bonus: At the time the character is created only, the character gets
2D for every 1D placed in the melee combat, brawling and thrown weapons
skills.
Story Factors:
Droid-Hate: Most Gamorreans hate droids and other mechanical beings, and
are prone to needlessly demolishing said beings.
Reputation: Gamorreans are widely regarded as primitive, brutal and mindless.
Gamorreans who attempt to show intelligent thought and manners will often
be disregarded and ridiculed by fellow Gamorreans.
Slavery: Most Gamorreans who left Gamorr did so by being sold into
slavery by their clans.
Size: 1.3-1.6 meters tall

Gungans
Gungans are a race of gangly aliens from the planet of Naboo. They
live in massive underwater bubble-cities, and have a distinct warrior
culture.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1/3D
Mechanical - 2D/4D
Perception - 2D/4D
Strength - 2D/3D
Technical - 2D/4D
Special Abilities:
Amphibious: Gungans are an amphibious species which are at home as
much in the water as out of it. As a result, they receive a +2D bonus
to swimming at the time of character creation only, and can also go
without breathing air underwater for up to 2 hours.
Excellent Hearing: Gungans have evolved with large ears and thus have
excellent hearing. They receive a +1D bonus to their search rolls when
using their hearing.
Story Factors:
Isolationism: The Gungans as a species are incredibly isolated, and harbor
incredible prejudice against outsiders. Therefore they are likely to react
poorly at first to non-Gungans, particularly to the Naboo for whom they
hold a special dislike.
Warrior Culture: The Gungan society has emphasized the warrior culture,
and thus has a strong sense of honor and duty. A Gungan will many
times place honor or devotion above all else, and are especially loyal
to their allies.
Size: 1.9 to 2.2 meters

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