Aliens 0 Z

Aliens - O to Z

Omwati
The Omwati are a willowy near-Human species from the Outer Rim world of Omwat. Their skin features a bluish tint and the most common eye colors are shades of blue. The colors of their gossamer hair range from reddish blonde to pearly white. Like many near-Human species, males tend to be somewhat more sturdy in appearance than females, but on average Omwati tend to be more frail physically than baseline Humans. The Omwati developed their own culture and technology, believing they were the only sentient beings in the galaxy.

Omwati
Home Planet or System: Omwat
Attribute Dice: 12D
DEX 2D/4D
KNO 2D/5D
MEC 1D/4D
PER 2D/4D
STR 1D/3D
TEC 2D/5D
Special Abilities:
Technical Aptitude: Omwati gain a +1D bonus to all Technical skill rolls.
Size: 1.6 to 2.1 meters

Rodians
Rodians are a humanoid species with multifaceted eyes, a tapered
snout and deep green skin. They have a prominent ridge of spines
running along the back of their skulls. Their fingers are long, flexible
and end in suction cups. The suction cups are not vestigial; they
can pick up small objects in them and manipulate them quite well,
though the suction is not very strong.
The Rodians greatly prize the "art" of bounty hunting, and many have
found great success in this field throughout the galaxy.
Average Rodian: Dexterity 3D, Knowledge 2D, Mechanical 2D,
Perception 2D, Strength 2D, Technical 1D
Species Minimums and Maximums:
Dexterity - 2D/5D
Knowledge - 1D/3D
Mechanical - 1D/3D
Perception - 1D/4D
Strength - 1D/4D
Technical - 1D/2D
Story Factors:
Reputation: Rodians are notorious for their tenacity and their eagerness
to kill intelligent beings for the sake of a few credits. Certain factions
of galactic civilization (most notably criminal organizations, authoritarian or
dictatorial planetary governments and the Sith) find them to be indispensable
employees, despite the fact that they are almost universally distrusted by
other beings. Whenever an unfamiliar Rodian is encountered, most other
beings assume that it is involved in a hunt, and give it a wide berth.
Size: 1.5-1.7 meters tall

Rybet
The Rybet are short, squat humanoids with rough-textured green skin
and four long fingers and toes that end in vestigial suction cups. Skin
colors range from bright green to deep olive, with faint ochre stripes
along their cheeks. Their eyes are bulbous with upper and lower eyelids
that close across the center of the eye. Rybet males stand between 1.2
meters and 1.5 meters as adults while females stand between 1.5 meters
and 1.9 meters. The Rybet claim to have evolved on Varl, the now
devastated origin world of the Hutts. The Rybet hold that it was a war
between their species and the Hutts that devastated the world and that
eventually the Rybets will rise again to destroy the Hutts once and for
all. Rybets are encountered along heavily traveled space lanes in the
Mid and Outer Rim Territories. Most literally spend their entire lives never
setting foot on the soil of a planet, spending all of their time in starships,
orbital facilities, or starports. Rybets are also curious in that the males
and females of the species hate each other even more than they hate
Hutts. It is only due to an overwhelming compulsion to reproduce every
10 standard years that the species hasn't died out.
Species Minimums and Maximums (Male):
Dexterity - 2D/5D
Knowledge - 2/4D
Mechanical - 2D/5D
Perception - 2D/4D
Strength - 1D/3D
Technical - 2D/4D
Average Rybet (Male): Dexterity 3D, Knowledge 2D, Mechanical 2D,
Perception 2D, Strength 1D, Technical 2D
Species Minimums and Maximums (Female):
Dexterity - 1D/3D
Knowledge - 2/4D
Mechanical - 2D/4D
Perception - 2D/4D
Strength - 2D/5D
Technical - 2D/4D
Average Rybet (female): Dexterity 1D, Knowledge 2D, Mechanical 2D,
Perception 2D, Strength 3D, Technical 2D.
Special Abilities:
Amphibious: Rybet can breath underwater as easily as in air. They also
gain a +2D bonus to all swimming rolls..
Mechanical Aptitude: Rybet males gain a +1D bonus to all Mechanical
skill rolls.
Story Factors:
Hutt Hatred: Rybets of both genders hold a deep-seated hatred of Hutts.
Size (Male): 1.2 to 1.5 meters
Size (Female): 1.5 to 1.9 meters

Sullustans
Sullustans are jowled, rodent-like humanoids with large, round eyes. They
are natives of Sullust, a harsh, volcanic planet with numerous caves; these
caves are where the Sullustans have made their homes. Sullustans are
known as able pilots and navigators, and they have excellent senses of
vision and hearing, as well as direction.
Average Sullustan: Dexterity 2D, Knowledge 1D, Mechanical 3D,
Perception 2D, Strength 2D, Technical 2D.
Species Minimums and Maximums:
Dexterity - 1D/3D
Knowledge - 1D/3D
Mechanical - 2D/4D
Perception - 1D/3D
Strength - 1D/3D
Technical - 1D/4D
Special Abilities:
Enhanced Senses: Sullustans have advanced senses of hearing and vision.
Whenever they make Perception or search checks involving vision in low
light conditions or hearing, they receive a +2D bonus.
Location Sense: Once a Sullustan has visited an area, he always recalls
how to return there. He cannot get lost in a place that he has visited
before. This is automatic and requires no die roll. When using the
astrogation skill to jump to a place a Sullustan has been, the astrogator
receives a bonus of +1D bonus to his die roll.
Size: 1-1.8 meters tall

Twi'leks
Twi'leks are cunning, sly creatures who are often found as traders,
pirates, mercenaries or slavers. This humanoid species is instantly
recognizable by their long, tapered "head-tails" (properly named "lekku").
These tails are often adorned with cosmetics and draped around the
neck in what Twi'leks consider a fashionable manner. Twi'leks try to
avoid the great conflicts of the galaxy; rather than be swept up in
what they consider to be "heat storms" (a reference to the harsh
weather of their homeworld), they prefer to duck into the shadows to
wait out events. From a safe hiding spot, they can observe, plan and
prepare, in order to profit from any given situation. Twi'leks are known
as a calculating, pragmatic people; "bravery" is not a term that is
generally applied to them.
Average Twi'lek: Dexterity 2D, Knowledge 2D, Mechanical 2D,
Perception 3D, Strength 2D, Technical 1D.
Species Minimums and Maximums:
Dexterity - 1D/4D
Knowledge - 1D/4D
Mechanical - 1D/2D
Perception - 2D/5D
Strength - 1D/4D
Technical - 1D/3D
Special Abilities:
Lekku: Twi'leks can use their head-tails to communicate in secret with
each other, even if in a room full of others. The complex movement
of the tails is, in a sense, a "secret" language that all Twi'leks are
fluent in.
Size: 1.6-2.4 meters tall

Wookiees
Wookiees are intelligent, arboreal creatures from the jungle world of
Kashyyyk. They are considered to be one of the strongest intelligent
alien species in the galaxy, yet also exhibit an uncanny knack for
repairing and altering technology. They are known for their loyalty to
their friends, short tempers and cleverness. While Wookiees have a
reputation for hostility, and are known to smash objects when angered,
they also possess the capacity for great kindness and an appreciation
of the qualities of loyalty, honesty and friendship. Wookiees have
developed much of their own technology, constructing huge cities in
the trees of their homeworld. They also have their own tools unique
to their culture, the most famous of which is the Wookiee bowcaster.
The Wookiees were enslaved under the Czerka Corporation, and since
being recently winning their freedom, thanks to the efforts of Revan,
have become curious about the galaxy.
Average Wookiee: Dexterity 2D, Knowledge 1D, Mechanical 2D,
Perception 1D, Strength 4D, Technical 2D
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1D/2D
Mechanical - 1D/4D
Perception - 2D/2D
Strength - 3D/6D
Technical - 1D/3D
Special Abilities:
Berserker Rage: A Wookiee who becomes enraged (the character must
believe himself or those to whom he has pledged a life debt to be in
immediate, deadly danger) receives a +2D bonus to Strength for purposes
of causing damage while brawling (the character's brawling skill is not
increased). The character suffers a -2D penalty to all other attribute and
skill checks. The Wookiee must make a Moderate Perception to calm
down from berserker rage while enemies are still present. The Wookiee
suffers a -1D penalty to Perception and rolls a minimum of 1D for the
check (therefore, while most Wookiees are enraged, they will normally
have to roll a 6 with their Wild Die to be able to calm down).

Please note that this penalty applies to enemies.

After all enemies have been eliminated, the character must only make
an Easy Perception total (with no penalties) to calm down. Wookiee
player characters must be careful when using Force points while in a
berserker rage. Since the rage is clearly based on anger and aggression,
using Force Points will almost always lead to the character getting a
Dark Side Point. The use of the Force Point must be wholly justified
not to incur a Dark Side Point.
Climbing Claws: Wookiees have retractable climbing claws which are
used for climbing only. They add +2D to their climbing skill while
using the claws. Any Wookiee who uses claws in hand-to-hand combat
is automatically considered dishonorable by other members of his
species, possibly to be hunted down, regardless of the circumstances.
Story Factors:
Reputation: Wookiees are widely regarded as fierce savages with short
tempers. Most people will go out of their way not to enrage a Wookiee.
Enslaved: Prior to the defeat of the Empire, almost all Wookiees were
enslaved by the Empire, and there was a substantial bounty for the
capture of "free" Wookiees.
Language: Wookiees cannot speak Basic, but they all understand it.
Nearly always, they have a close friend who they travel with who can
interpret for them… though a Wookiee's intent is seldom misunderstood.
Honor: Wookiees are honor-bound. They are fierce warriors with a great
deal of pride and they can be rage-driven, cruel and unfair, but they
have a code of honor. They do not betray their species, individually or
as a whole. They do not betray their friends or desert them. They may
break the "law," but never their code. The Wookiee code of honor is
as stringent as it is ancient. Atonement for a crime against their honor
code is nearly impossible; it is usually only achieved posthumously. But
Wookiees falsely accused can be freed of their dishonor, and there are
legends of dishonored Wookiees "coming back."
But those are legends …
Size: 2-2.3 meters tall

Zabraks
The Zabrak are a species of horned aliens from the planet Iridonia.
They are gifted with a natural mental willpower, which has developed
into something genetic over the millennea of evolution. They are typically
a wise, but hardened people who are able to weather any turn of events
with grim determination. They are steadfast leaders and willing to take
risks in order to further their goals. Regardless of the situation, Zabrak
have the ability to continue through and do what needs to be done
regardless of whether they think it is the compassionate thing to do.

Zabrak are often stoic and steadfast, many time stubborn or unwilling
to budge on a given issue. Arguing with a Zabrak is often a futile
effort, as they are set in their ways and will rarely concede unless
given undeniable evidence that they are wrong. A Zabrak will often be
relied upon to do necessary deeds, and over time they have come to
be a responsible, if hardened people.

Zabrak would almost be classified as near-humans if it weren't for
inherent genetic differences. They appear similar in physique to humans
in most respects, except the tops of their heads are crowned with
several cartilage horns which give them a somewhat devilish look. Some
Zabraks' horns are blunt and rounded, while others are sharp and pointed;
this is simply a genetic difference between races of Zabrak. They have
dark skin and sparse patches of hair, if any at all. They are a tall
people, ranging from 1.8 to 2.3 meters in height.

The Zabrak people speak Basic, though few still speak Old Iridonian, an
ancient dialect that was phased out as the Zabrak converted to Basic.

Many Zabrak travel off of Iridonia to seek out new challenges in life.
Several Jedi, including Jedi Master Eeth Koth, are of the Zabrak race.
Others often find themselves in leadership positions throughout the
Galaxy due to their own ability to make hard decisions, and they are
very successful at that. A Zabrak adventurer might be found as the
leader of a group, and his steadfast nature would surely benefit any
party.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1/4D
Mechanical - 2D/4D
Perception - 2D/6D
Strength - 2D/5D
Technical - 1D/4D
Special Abilities:
Mental Willpower: Zabrak have a naturally developed high mental willpower.
At the time of character creation only, they gain a +1D bonus to their
willpower skill.
Size: 1.8 to 2.3 meters

Zeltrons
Zeltrons appear as humans with a few exceptions. They have bright pink
skin and secrete a potent pheromone. In fact, they are able to willfully
control their pheromones to the point to affect specific people or large
groups. In addition, Zeltrons are empathic and pick up others' emotions
easily. It is believed that this is why Zeltrons surround themselves and
place such importance on love and pleasure.

Zeltrons are extremely friendly and extremely promiscuous, and they are
proud of these qualities. As a matter of fact, promiscuity is not viewed
negatively and almost encouraged on Zeltros, their homeworld.

History and Culture: Zeltrons pursue beauty and pleasure as a way of
life. This is evident in all aspects of their civilization, including their
architecture and attitude toward all living creatures. Huge celebrations
are commonplace for just about any event.

Zeltros has been invaded many times in the past, but they typically
give up their hostile intentions once they are exposed to Zeltron
pheromones. Some would-be invaders are known to even take up
residence on the planet and join their society. Surprisingly, Zeltrons still
remain in peak physical shape, seeing it as the best beautiful form for
their race, and are able to defend themselves if they need to despite
a lack of fighting ability.

Their ability to defend themselves was tested, when Nagai and Tof
forces, both races that are immune to their pheromones, clashed on
their world. It was not until the Alliance of Free Worlds stepped in
and allied with the Nagai against the Tofs that allowed the Zeltrons
to survive.

Zeltrons are common in the galaxy due to their popularity and lives
spent pursuing beauty and pleasure. Many Zeltrons enjoy gambling
and seeking companionship, so they tend to congregate around
spaceports.
Species Minimums and Maximums:
Dexterity - 2D/4D
Knowledge - 1D/3D
Mechanical - 1D/3D
Perception - 2D/4D
Strength - 1D/3D
Technical - 1D/3D
Special Abilities:
Exceptional Performer: Zeltrons are natural performers and excel at
entertaining others. Any attempt to perform grants a +1D bonus to
the appropriate skill.
Intuitive Reaction: Able to sense others' emotions, Zeltrons are able
to react quicker and receive a +1D bonus to initiative checks.
Pheromones: Zeltrons can project their emotions onto others around
them. This ability grants a +1D bonus on all attempts to influence
others.
Story Factors:
Emotional Extremes: Zeltrons express their emotions more deeply
than most other galactic residents. An aroused Zeltron very rarely
takes "no" for an answer and mourn to the exclusion of all else.
Empathy: Zeltrons are able to feel others' emotions as though they
were their own. When in the presence of characters strong in the
Dark Side of the Force or anyone exhibiting stong negative emotions,
Zeltrons suffer from a -1D penalty to all rolls.
Size: 1.6 to 2.1 meters

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-Share Alike 2.5 License.