Aliens - I to N
Iktotchi
Iktotchi are a race of horned aliens from the wind-beaten moon of
Iktotch. They are renowned throughout the Galaxy as excellent pilots,
and have developed such skills as a result of the atmosphere in which
most of them learned to fly. Though not as common as humans, or
even Rodians or Twi'lek, Iktotchi are not such a strange sight in the
Galaxy as to be considered rare.
Iktotchi are proud of their skills and survival in the face of the
dangerous moon they hail from. Their telepathic abilities have a tendency
to make them seem mysterious, and maybe even a little dangerous to
other species whose minds the Iktotchi can read. As such, they tend
to be aloof, if fiercely proud, and are often quiet, having little use at
times for spoken communication.
Iktotchi are tall bipeds with thick, wrinkled skin and a pair of large
horns protruding from the sides of their head. They have large hands
with tapering fingers, and are generally broad-shouldered. They range
anywhere from 1.7 meters to 2.1 meters in height, and are thick and
durable for their size.
Iktotchi names typically have a lot of double vowels in them, like in
the name of the Jedi Master Saesee Tiin. Family names are typically
short, while first names are often constructed to sound like two similar
parts.
Iktotchi often leave their homeworld seeking employment along the space
lanes. Occasionally, one will be taken by the Jedi Council for training,
so Force-sensitive Iktotchi are not an uncommon sight. The Iktotchi skill
with spacecraft is well-known, and everyone from pirates to smugglers,
to starfighter squadrons often lure prodigious young piilots away from
Iktotch with a chance to explore the Galaxy.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1/3D
Mechanical - 2D/5D
Perception - 2D/5D
Strength - 1D/3D
Technical - 2D/4D
Special Abilities:
Starship Intuition: Iktotchi are extremely skilled starship pilots and
navigators, due to the atmosphere of the wind-beaten moon of Iktotch.
When an Iktotchi character is generated, 1D (no more) may be placed
in the following skills, for which the character receives 2D of ability:
archaic starship piloting, astrogation, capital ship gunnery, capital ship
shields, sensors, space transports, starfighter piloting, starship gunnery,
and starship shields. This bonus also applies to any specializations. If
the character wishes to have more than 2D in the selected skill or
skills, the character point cost is normal.
Telepathy: Iktotchi possess a natural telepathic aptitude, which comes
from the two horns portruding from the sides of their heads. This
ability may be used by two Iktotchi to communicate telepathically,
sending thoughts in the form of words and images between them.
Additionally, they may pick up emotions and surface thoughts by
making a Search roll, opposed to the target's willpower or Perception
rolls.
Thick Skin: Iktotchi have naturally thick hides, which provide +1D to
Strength rolls vs. physical attacks.
Size: 1.7 to 2.1 meters
Ithorions
Ithorians (also known by the derogatory term "hammerhead") are large,
graceful creatures from the Ottega star system. They have a long neck,
which curls forward and ends in a dome-shaped head. Ithorians are
perhaps the greatest ecologists in the galaxy: they have a technologically
advanced society, but have devoted most of their efforts to preserving
the natural and pastoral beauty of their homeworld's tropical jungles.
Ithorians live in great herd cities, which hover above the surface of the
planet. The Ithorians are extremely devoted to maintaining ecological
balance, striving to preserve what they reverently refer to as their
"Mother Jungle."
Ithorians often find employment as artists, agricultural engineers, ecologists
and diplomats. Many Ithorian traders travel the galaxy in enormous "herd
ships" that are masterpieces of comfort and environmental engineering.
Typically a peace-loving and gentle people, the Ithorians are reluctant
to participate in war, though a few have allied themselves with the
Republic in their efforts to restore the galaxy to some order.
Average Ithorian: Dexterity 2D, Knowledge 3D, Mechanical 1D,
Perception 2D, Strength 2D, Technical 2D.
Species Minimums and Maximums:
Dexterity - 1D/3D
Knowledge - 3D/5D
Mechanical - 1D/2D
Perception - 1D/4D
Strength - 1D/3D
Technical - 1D/2D
Special Skills:
Knowledge skills:
Agriculture.
Time to Use: At least one standard week.
The character has a good working knowledge of crops and animal herds,
and can suggest appropriate crops for a type of soil, or explain why
crop yields have been affected.
Ecology.
Time to Use: At least one standard month.
The character has a good working knowledge of the interdependent
nature of ecospheres, and can determine how proposed changes will
affect the sphere. This skill can be used in one minute to determine
the probable role of a life-form within its biosphere: predator, prey,
symbiote, parasite or some other quick description of its ecological niche.
Story Factors:
Herd Ships: Many Ithorians come from herd ships, which fly from
planet to planet trading goods. Any character from one of these
worlds is likely to meet someone that they have met before if
adventuring in a civilized portion of the galaxy.
Size: Up to 2.3 meters tall
Kaminoans
Kaminoans are a unique and almost forgotten species that has made
a name for themselves as cloners. At the end of a planetary ice age,
the Kaminoans developed cloning technology that allowed them to engineer
their offspring to be hardier and survive on less, measures taken out of
necessity as their oceans rose to cover their entire planet. Though the
entire species comes from the same genetic stock, not all Kaminoans
are identical; rather, they are genetically bred within certain "parameters,"
allowing for some genetic diversity and keeping the gene pool from
stagnating. Kaminoans are curious and approachable, though they tend
to have a negative outlook on those creatures that are visibly unfit for
survival. They pursue many different careers, provided the rest of their
society approves, though Force-using Kaminoans are almost unheard of.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 2/4D
Mechanical - 2D/4D
Perception - 1D/3D
Strength - 2D/4D
Technical - 3D/5D
Special Abilities:
Survivors: Thanks to genetic tampering, Kaminoans are a naturally hardy
people that can withstand harsh conditions. They gain a +2D bonus to
all Survival checks.
Size: 2 to 2.4 meters
Kel Dor
The Kel Dor are a race of aliens who have highly developed sensory
organs and a natural aptitude for perception. They hail from a world
with a radically different type of atmosphere, one which would be toxic
to most beings, but travel off world often enough that a Kel Dor with
a breath mask is not such an uncommon sight. Kel Dor are attentive
almost to the point of being conspicuous, however their odd behavior
is mild in comparison with other alien species.
Kel Dor tend to be relatively quiet but attentive, waiting in the wings
and learning as much as possible before jumping into a situation. They
are generally cooperative and helpful, but like any species they have
their flaws. They are sometimes seen as nosy, but then the next
moment their perceptiveness provides them with wisdom and insight
into almost any situation.
Kel Dor are regular-sized beings, typically a little smaller in build than
other species, but what they lack in physical strength they make up
for in perceptiveness. They have skin of varying tones, from orange
to red, even blue and green, and are typically around 1.6-1.9 meters
in height. Their external sensory organs can sometimes have a
frightening appearance, with all the lumps and coils on their head, and
their breath masks can be quite intimidating.
Kel Dor often travel off-world to explore the Galaxy. The Jedi Order
has representatives on Dorin to find any Force-sensitive Kel Dor and
take them to be trained as Jedi, so it is not uncommon to see a
Kel Dor Jedi, such as Jedi Master Plo Koon. Kel Dor can be found
in all walks of like, much like the more common species such as
Twi'lek or Rodians.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 2/5D
Mechanical - 1D/3D
Perception - 2D/6D
Strength - 1D/3D
Technical - 2D/4D
Special Abilities:
Highly Developed Sensory Organs: Kel Dor are naturally gifted with
extremely sensitive sensory organs, and at the time of character creation
gain a +1D to their Perception, not to exceed the maximum for their
species.
Type II Atmosphere Breathing: Dorin is a Type II atmosphere world, and
all Kel Dor must wear special atmosphere filtering masks to survive on
Type I worlds. If the mask is removed, the Kel Dor must make a
Difficult Strength roll or he immediately degenerates to Mortally Wounded
status, with each successive roll increasing by one difficulty level every
round thereafter.
Size: 1.7 to 2 meters
Kiffar
The Kiffar, hailing from the twin planets of Kiffu and Kiffex, are a race
of near-humans who occasionally manfest a special power called
Psychometry which allows them to see visions of the past. The process,
which is speculated by Jedi scholars to be a latent Force ability in the
genes of the Kiffar, allows them to view the events surrounding an object
through the eyes of someone who has touched that object. The Kiffar
appear to be just like normal humans except for some variation in facial
skin patterns and the psychometric ability.
Average Kiffar: Dexterity 2D, Knowledge 3D, Mechanical 2D,
Perception 3D, Strength 2D, Technical 3D
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1/3D
Mechanical - 2D/4D
Perception - 3D/5D
Strength - 2D/5D
Technical - 1D/3D
Special Abilities:
Psychometry: Kiffar can perceive past events by handling objects that
were present at those event as though they were present. The perspective
is the same as the perspective of the object's wielder; they see, hear,
and feel what the wielder saw, heard, and felt, but no more. They cannot,
for example, read the writing on a computer screen if the object's wielder
did not. They do, however, gain an impression of the wielder's emotions
in regard to the event. Using Psychometry requires a Perception check,
with the difficulty determined by the object's relationship:
Connection Difficulty
Personal item frequently used 5
Personal item infrequently used 10
Item used by multiple individuals 15
Item handled once 20
Sometimes the impressions granted by Psychometry reflect the influence
of the dark side on the wielder of the object being examined. As a
result, if the original character gained a dark side point performing the
act seen by Psychometry, the character using Psychometry to review
that act gains a dark side point as well. The GM should warn the
player, just like the original character was warned.
If the hero wishes to continue reviewing the events and the original
character did not gain a dark side point, the hero doesn't, either. The
Jedi Order frowns on using Psychometry on dead bodies for this very
reason: The emotions at the time of a violent death are often so strong
that had the deceased actually lived, he or she would have brushed the
dark side — which means that the hero would, as well..
Size: 1.9 to 2.3 meters tall
Miraluka
An alien race almost exactly the same in appearance as humans,
Miraluka differ in that they have no eyes or blank white sockets and
cannot see through the focusing of light. Miraluka typically hide their
lack of eyes by wearing a headband, a mask, or similar concealing
headwear, because they are much less common than humans, and it
is easier to travel if they are seen as being of the dominant species;
thus the common confusion as to who is or isn't a Miraluka.
Miralukas see through the Force, as they are a Force-sensitive race;
they are often quite shocked if shown life not connected to the Force,
like the Jedi Exile.
The Miraluka homeworld is Alpheridies. They migrated there after their
original homeworld became unstable and began losing its atmosphere to
space. Alpheridies' sun emits light in the infra-red spectrum, and this
led to the Miraluka losing their ability to see visible light over thousands
of generations. Instead, they came to rely on a latent ability to perceive
the world through the Force.
Species Minimums and Maximums:
Dexterity: 2D/4D
Knowledge: 2D/4D
Mechanical: 2D/4D
Perception: 1D/5D
Strength: 2D/4D
Technical: 2D/4D
Special Abilities:
Force Sight: The Miraluka rely on their ability to perceive their surroundings
by sensing the slight Force vibrations emanated from all objects. In any
location where the Force is in some way cloaked, the Miraluka are effectivly
blind.
Size: 1.6 to 1.8 meters tall
Nautolans
Nautolans are an amphibious species from the world of Glee Anselm
with a headdress of long tentacles that give them excellent perception
and the ability to sense things others cant. Nautolans, with glassy
black eyes and green skin, are very difficult to surprise, so much so
that many others who are unfamiliar with the species believe them to
have 360 degree vision or some sort of extrasensory perception. The
truth is that they have learned to interpret the sensory input the receive
from their tendrils, which can pick up changes in air flow and temperature,
or even the minute vibrations or another being's heart beating, and it is
those senses that give them an edge in combat. Nautolans are occasionally
Jedi Knights, where they use their unique abilities in conjunction with
their skills with the Force to more effectively read other beings and
situations.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 2/4D
Mechanical - 2D/4D
Perception - 2D/5D
Strength - 2D/4D
Technical - 3D/4D
Special Abilities:
Amphibious: Nautolans can survive underwater for up to 8 hours without
needing to breathe normal air.
Enhanced Senses: Nautolans have such excellent senses that they can
detect when another being has a shift in their mood, no matter how
blatant or subtle. They gain a 1D bonus to Perception rolls when dealing
with another being within 10 meters.
Size: 1.6 to 2.0 meters





