eote species guide for players
DESCRIPTION
This species guide contains both official and unofficial stats for 24 species to use in EOTE.TRANSCRIPT
AQUALISH (official)
The Aqualish are tusked bipeds from the planet Ando whose
appearance combined aspects of arachnids and pinniped aquatic
mammals. Aqualish had a reputation for being nasty, crude and
aggressive, and generally pursued off‐world careers as Bounty
Hunters, Marauders and Mercenary Soldiers.
Physiology: An amphibious species native to the planet Ando,
the Aqualish people are made up of three distinct races which
included the Aquala, the Ualaq and the Quara. Although they all
had their differences, their baseline genetic structure was the
same and their appearances did not vary so drastically as to
characterize them as different species. All Aqualish have two
facial tusks which curved down over their mouths; a trait which
adds to their appearance as arachnids. Indeed, the Aqualish
have some arachnid genetic material in their distant past, as
demonstrative in their relationship with the Harch species.
These facial tusks are highly sensitive to heat and cold, and were
used for cracking open the hard shells of shellfish or burrowing
through the swampy loam of their homeworld.
Society: The Aquala hate their Quara relatives, as they blame
them for the image the Aqualish had on the galaxy as thugs.
Because of this the latter subspecies are considered pariahs on
Ando, which has a lower population of Aqualish than the galaxy
itself. All three Aqualish subspecies speak mutually intelligible
dialects of the same language. Quarrelsome and thug‐like, the
Aqualish culture revolves around aggression and toughness, with diplomacy being one of their weakest attributes.
Homeworld: Ando, the homeworld of the Aqualish, is an oceanic planet located in the Ando system of the Mid Rim. The
sea covers 95% of the world. The majority of the world's islands are sustained by a decaying swamp ecosystem and
covered in steamy mist.
Language: Aqualish is the official language of the planet Ando, spoken by the Aqualish species. The three subspecies of
Aqualish—Aquala, Quara and Ualaq—each have a different dialect. However, these regionalisms are so similar that they
are easily understood by speakers of the separate dialects.
Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 90 XP
Breathing Underwater: Aqualish may breathe
underwater without penalty
Skills: Brawl
BITH
Bith are a peaceful, highly‐evolved craniopod species native to the planet
Clak'dor VII. Fully adapted to a civilized, high‐technology lifestyle, Bith are
found galaxy‐wide at all levels of society, but on the fringes of the galaxy,
are most notably found as Doctors, Scholars, Mechanics and Outlaw Techs.
Physiology: Bith are craniopods with pale pink, yellow, or (rarely) green
skin, large heads, large lidless eyes, toeless feet, and long fingers. Their
thumb and small finger are both fully opposable. The Bith's internal
systems are different from most humanoids, as the Bith have only one
lung, and exhale through their skin. Bith also lack a proper nose, instead
having highly sensitive olfactory organs hidden in the skin‐flaps of their
cheeks.
The other Bith senses are also acute. Bith can sense the tonal qualities of
sound as well as other races sense colours. Their eyes can see microscopic
details of nearby objects, but are extremely near‐sighted as a result.
Similarly, Bith have high manual dexterity which help them manipulate fine
tools, though their physical prowess with gross motor skills is only average.
Bith have even evolved past the need for sleep. Instead, they slip into a
light meditative trance, which allows them to get as much rest in four
hours as other species get in eight. During this trance, Bith are still almost
fully aware of their surroundings. A Bith's reproductive organs atrophy
over time, as do the portions of their brain governing such impulses. As such, Bith are unable to reproduce naturally,
instead relying on artificial conception and gestation.
Society: A species of pacifists following the devastation of their homeworld during the Nozho‐Weogar War many Bith
work as engineers, data analysts, or in other intellectual professions. Others use their intelligence, natural technical
skills, and dexterity to work in the criminal underworld. Many Bith work as cantina staff, since bartenders in Bith society
held a position equivalent in many ways to priests in other cultures.
Homeworld: Clak'dor VII is a small planet orbiting the large white star Colu in the Colu system of the Outer Rim
Territories on the Rimma Trade Route. The Bith built great cities in the mountains and the jungles of Clak'dor VII.
However, a biological war destroyed Clak'dor VII's ecosystem and ruined the planet's ability to produce either the basic
needs for its citizens or goods for export. The surviving Bith on the planet were forced to relocate into domed cities,
now proclaiming themselves pacifists and seldom venturing into the irradiated swamps..
Language: Bith or Bithian is the native language of the Bith from Clak'dor VII. It is one of the official languages of the
planet, the other one being Galactic Basic. Biths learn to speak and write Basic at a young age, being bilingual.
Wound Threshold: 9 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Susceptible to Sonic: When hit by a sonic‐based
stun attack, Bith suffer +2 strain from the
effects of the sonic vibrations
Skills: Computers or Mechanics
Talents: Researcher
BOTHAN (official)
Bothans are the galaxy’s information brokers. Adept at picking up on secrets or
seeing things other species ignore, Bothans can be valuable assets in any
endeavour – or untrustworthy partners.
Physiology: Bothans have highly attuned senses which aid in gathering and
relaying information. The noses at the end of their tapered snouts can
distinguish many smells, and their eyes have an extended range of focus. They
possess ears double the size of most species and can rotate and bend them to
pick up directional sounds. Standing on average 1.6 meters, their small size
allows Bothans to often go unnoticed and slip through cracks that would never
fit a human. Their greatest asset is their fur. They can communicate with other
Bothans by rippling their fur, demonstrating changes in mood and conveying
more specific intimations in a code.
Society: Every layer of Bothan society is based on the acquisition, manipulation
and utilisation of knowledge. Unlike the Hutts and Twi’lek’s, prestige (not
wealth) motivates them. A Bothan’s reputation is, at the end of the day, all he
has. The Bothan Council governs the Bothan worlds. The major clans all have
one representative in the Council, which then elects the Council Chief. Bothans
shun outright confrontation. Information is their weapon, and Bothans play
secrets like a Corellian plays sabacc: the truth is the ace up their sleeve.
The Bothans operate the most elaborate and extensive intelligence network
across the galaxy. This ‘spynet’ works through moles, provocateurs, sleepers
and drop‐offs which transfer information down a clandestine web to the
Bothan spymasters. Though the spynet hubs on Bothawui are Bothan‐run, the
majority of its ‘placed’ agents are foreign species.
Homeworld: Bothans hail from Bothawui, a temperate world in the Mid Rim. They have also established major colonies
on Kothis and Torolis.
Language: Bothese is the native tongue of the Bothans and Botha is its written form. Almost all Bothans are fully fluent
in Basic. Wrendui, which in Bothan means the nonverbal cues and emotions a Bothan can communicate through his fur,
has many coded forms that a spectator can translate into explicit information if the cipher is known. Well‐trained
Bothan spies can switch between different forms of Wrendui in a single ripple of their fur.
Life on the Fringe: Bothans gravitate towards professions in which information is king. They make strong Traders,
Scouts, Thieves and Politicos. They will attempt to ascend the chain of command of their current career and will also
funnel knowledge to the Bothan Spy Network to help their clan back on Bothawui.
Additional information on playing as a Bothan can be found in the Core Rulebook, starting on page 43.
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Skills: Streetwise
Talents: Convincing Demeanour
CHISS (unofficial)
With a profound respect for art and creative achievements, the Chiss explore
the mysteries of the galaxy while maintaining their own mysteries about their
origins. They excel at problem solving and strategic thinking, and their
compatibility with both humans and non‐humans make them excellent bridges
between disparate cultures.
Physiology: Near‐humans with dark‐blue skin, jet black hair and glowing red
eyes, the Chiss tend to run to the tall side of the human body type. On
average, Chiss tend to be more physically fit and overall more attractive than
regular humans, assuming one is not thrown off by the skin and eyes.
Society: Cautious, thoughtful and highly cultured, the Chiss have generally kept
to themselves as a civilisation for much of their long history. Rare individuals
venture forth from the Chiss Ascendancy. Art, culture intellect and discipline
are highly prized qualities among the Chiss, and they have worked hard to
build a society that relies not upon economic achievement, but upon personal
growth and contributions to the society as a whole.
Those Chiss that do venture into the galaxy at large do so generally with a
profound respect for their peoples’ desire to remain apart from the Empire
and its struggles. Few beings outside of the Chiss even know where the
Ascendency is, which is the preferred state of affairs for them. Individual Chiss
see the chance for great personal growth among the stars, as well as a chance to learn many things they can take back
to their people.
Homeworld: Though most Chiss believe their world was a kind of tropical paradise when their ancestors first landed on
it, the planet of Csilla entered a full‐bore ice age nearly 5,000 years ago. Glaciers ultimately claimed the surface of the
world, driving the technologically advanced people underground. There, in thousands of warrens built to manage
resources and energy effectively, with extensive networks of passages to keep the civilisation connected and unified,
the Chiss have thrived as a species.
Language: Though any explorer Chiss will know Basic, the language only a member of the Chiss can speak properly is
Cheunh. Though Chiss are biologically connected to and similar to humans in most ways, they possess certain variances
in their vocal apparatus that permit sounds and textures to their speech that make for a language that many other
species find beautiful to hear.
Life on the Fringe: Despite the mysteriousness of their origins and home, Chiss are often valued for their temperament,
intellect and laser‐like focus on solving problems. Being near‐humans, Chiss have only very slight difficulty dealing with
most Imperial operatives and bureaucrats, which can be an asset for any group of mostly non‐human aliens that must
interact with the Empire in some way.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Infravision: Remove added to checks by
lighting conditions
Skills: Cool
DEFEL
The Defel (colloquially known as Wraiths) are barely visible beings Native to the
Outer Rim planet Af'El who appear to most other species as shadows, re‐
enforcing the misconception that they are chameleon‐like beings or "living
shadows".
Physiology: Defel are from Af'El, a large, high‐gravity, seldom‐visited world
orbiting the ultraviolet supergiant Ka'Dedus. Since Af'El has no ozone layer,
ultraviolet light passes freely to the surface, while other light wavelengths are
mostly blocked by the heavy gases in the planet's atmosphere. Thus, all life forms
on Af'El can see in ultraviolet light ranges, but are blinded by all but the dimmest
light in other wavelengths. As a result, Defels normally wear a visor when they
leave Af'El, expecting to be exposed to daylight at their destination. Compared to
other species, they can see exceptionally well in the dark.
Defel are short, stocky beings, averaging 1.3 meters tall and nearly as wide.
Though they are nearly invisible in normal light, Defel are actually colourful
beings. Viewed under ultraviolet light, their fur appears in colours ranging from
yellow to blue. Their snouts appear green, with orange, gill‐like slits at the base of
their jawlines.
Society: Due to the harsh conditions of Af'El, Defel have a society based on
communal resource sharing. Co‐operation is vital for survival. As a result, the typical Defel is a tough, independent
being, with a strong sense of honour. The Defel live in underground cities to escape Af'El's violent storms. Their
subterranean society has developed highly advanced mining and metallurgical technology, though they have not
developed space travel or agriculture on their own.
Homeworld: Af'El is the homeworld to the Defel, whom dwell in underground cities. It is a high‐gravity planet with no
ozone layer, and it orbits the ultraviolet supergiant Ka'Dedus. Due to the tremendous velocity necessary for a starship to
escape Af'El's gravity well, the planet is rarely visited.
Language: Defel is the official language of Af'El, used by the native Defel species. Defels are not fond of languages other
than their own, so most of them do not learn Galactic Basic Standard unless they have need for it, mainly because they
need to leave Af'El. Ironically, more often than not, it is easy to find a Basic‐speaking Defel (other than the difficult task
of finding a Defel at all).
Life on the Fringe: Af’El is seldom visited due to the difficulty of escaping its gravity well, making Defel rare outside of
the Ka'Dedus system. This rarity, combined with their unusual abilities, means that much of the galaxy believes they are
mythical or supernatural beings. Some of the few Defel who leave their homeworld go in search of adventure, and so
employ their natural stealth abilities to make strong Assassins, Bodyguards and Thieves.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Size: Silhouette 0
Shadowed: In darkness, Defel gain to
Stealth checks.
Light Sensitive: In bright light, without
protective goggles, Defel suffer on all skill
checks.
Skills: Stealth
DEVARONIAN
Devaronians are a horned humanoid species from the world of Devaron in the
Colonies, a planet of low mountains and deep valleys linked by thousands of rivers. It
is believed that they are descended from a race of primates that live in the mountains
of Devaron, and that their horns are a genetic mutation that proved useful in fending
off predatory birds.
Physiology: The Devaronians are one of the more unusual races in the galaxy, with a
dramatic gender dimorphism in appearance and temperament. The males are
aggressive by nature, many being described as brash or bull‐headed, with typically
red‐tinted skin and a pair of large horns growing from their heads. They take great
pride in their horns, and groom them regularly. Many species feel uncomfortable in
their presence, for they resemble the devils of a thousand different myths.
Female Devaronians are covered in thick fur that range in colour from brown to
white, hornless and have prominent canine teeth. They are docile, non‐aggressive
creatures. They tend to be dominant in their culture, being the only ones allowed to
participate in government and politics. Several female Devaronians not covered with
thick fur reveal two dark circles above the forehead, where the horns usually are in
males.
Their bodies are denser than most humanoids' and as a result they are heavier than
their appearance would tend to indicate. Perhaps as a result, they have multiple
livers, and their blood is silver based.
Society: Devaronian males are driven by an urge to wander, usually taking the first opportunity to move on from one
place to another. As such, they are often found traveling the galaxy as Scouts and Pilots. Female Devaronians, on the
other hand, are content to remain in a single location, and, as such, raise the young and run the government of
Devaron. The males send as much money as they can manage back to their homeworld to support their families, but
otherwise hardly ever return once they have begun to travel the stars.
Homeworld: Devaron is the home world of the Devaronians. It is located in the Colonies, near the Corellian Trade Spine.
It is a planet of low mountains and deep valleys linked by thousands of rivers. The planet has strict capital punishment
and a matriarchal government.
Language: Devaronese is the native language of Devaronians, and the official language of their planet, Devaron. It is a
guttural language using many consonants similar to grunts and grumbles.
Most of its native speakers are bilingual in Devaronese and Basic; however, they usually spoke Basic with a remarkable
accent due to the influence of Devaronese. Strangely, male Devaronians usually do not read Basic, while female
Devaronians can read and write Basic.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Natural Curiosity: Devaronians receive a on
Perception checks.
Skills: Deception or Streetwise
DRALL (official)
The Drall are renowned throughout the galaxy as thinkers. A race of
scholars and scientists, relatively few Drall ever journey beyond the
bounds of the Corellian System, preferring to pursue sensible, quiet lives
of study and reflection. Those Drall who understand a life of perilous
travel and adventure in the wider galaxy are rare indeed.
Physiology: Averaging about one meter tall, the Drall are covered in fur
ranging from a ruddy brown to shades of grey and black. Drall have
short snouts and small, almond‐shaped black eyes which are sensitive to
bright light. Their limbs are relatively short, giving them a somewhat
dwarfish appearance, with well‐articulated four‐fingered hands and
back‐bent legs ending in slender, clawed feet. Drall mature quickly
relative to humans, and tend to live for about one hundred years.
Society: Practical, dignified and highly intelligent, the Drall tend to be
very level‐headed and unflappable, with a penchant for order and
stability. Analytical and meticulous by their nature, the Drall excel at
scientific investigation and research, record‐keeping and other scholarly
pursuits. There is little that does not interest them to some extent, yet
for all their genius, Drall prefer to tackle problems in the abstract rather than implement their ideas to practical ends. As
a result, the Drall rarely innovate new technologies, but instead adapt the tools of other species.
Among the Drall, gossip is practically an art form, and a Drall will talk for hours about the latest news regarding his
extended family or rumours about other clans. This tendency towards gregariousness can wear on other species,
especially when a Drall begins to recount every trivial event regarding themselves and their families.
Homeworld: A relatively temperate world of rolling grasslands and forests, the Drall homeworld is the second planet
from Corell. Dotted with several large, landlocked seas, Drall remains sparsely populated and largely rural, with only a
few small urban regions and scattered townships. The climate is uncomfortably warm during the summer, only cooled
by mild winter precipitation.
Language: The Drall speak Drallish. As might be expected of a species obsessed with knowledge and record‐keeping,
Drallish is a very precise language with an enormous vocabulary of different words to describe subtle variations of the
same thing or concept. Truly mastering the language is difficult for native speakers, and most non‐Drall are lucky to be
at best conversant. Nearly all Drall also speak Basic fluently, and most tend to speak multiple languages.
Life on the Fringe: As a rule, the Drall are not an adventurous species, preferring to read about and study the galaxy
from afar rather than experience it directly. However, some Drall do take to the stars to explore and seek knowledge
and opportunities beyond their homeworld, an activity viewed as peculiarly un‐Drallish by their peers. Because of their
natural proclivities, Drall will most readily take on the roles of Colonists and Explorers.
Wound Threshold: 8 + Brawn
Strain Threshold: 12 + Willpower
Starting Experience: 90 XP
Size: Silhouette 0
Problem‐Solver: When providing skilled
assistance, a Drall adds to the dice pool.
Skills: Knowledge (Education)
DROID (official)
Society: Droids are built to obey, and they do. However, droids played by
PCs present a special case. Over the millennia there have been countless
examples of droids that have transcended their original programming to
become self‐aware and self‐operating. Some of these automata last for
hundreds of years, repairing and upgrading themselves to remain at peak
efficiency.
Some of these droids take pride and satisfaction in continuing to do the jobs
they were designed for as well as possible, such as an R2 unit that
constantly works to become a better pilot and astrogator. Others break
with their programming entirely and choose new enterprises to pursue. The
infamous 4‐LOM started out life as a protocol droid, before becoming a
jewel thief and eventually one of the galaxy’s most well‐known bounty
hunters.
Life on the Fringe: Droids from all classes operate with smugglers and
criminal groups in the Outer Rim, where there are those who are willing to
overlook their mechanical nature and respect a fellow fringer with a
valuable skill set. Some bear their original design without modification,
while other units are cleverly disguised in other bodies, such as the Cybot
Galactica protocol droid series. And there are a handful of droids like the
pirate lord ZI‐Z0 who have taken business into their own hands, finding it
more efficient to lead than serve.
Additional information on playing as a Droid can be found in the Core
Rulebook, starting on page 45.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 175 XP
Inorganic: Droids recover through resting, as their systems attempt auto‐repairs. Otherwise, Droids need to be
tended with a Mechanics check, using the same difficulties & results of Medicine checks for organic beings.
Emergency repair patches can be used to repair damage just like stimpacks. In addition, they do not need to eat,
sleep or breathe, and are unaffected by toxins or poisons.
Mechanical Being: Droids cannot become Force sensitive, nor acquire a Force Rating by any means. Droids
cannot use Force powers, and also cannot be affected by mind‐altering Force powers.
Cybernetics: Droids have a cybernetic implant cap of 6 (instead of Brawn).
Versatile: After selecting a career, Droids may train one rank in 6 of the 8 career skills (instead of 4), and may
train one rank in 3 of their 4 specialisation skills.
Talents: Due to their resilient construction, they also start with one free rank in the Enduring talent.
DUROS (official)
The Duros are a humanoid species native to the planet Duro who
are among the galaxy's first space faring civilizations.
Their homeworld is located on both the Corellian Trade Spine and
at the end of the Duros Space Run, two major hyperspace routes
that link Duro with other important commercial centres.
Physiology: The Duros are humanoids with smooth blue‐green
skin, red eyes, lipless mouths, long thin noseless faces and green
blood. Olfactory organs beneath their eyes are responsible for
their sense of smell. Both females and males are bald, though both
genders are easily distinguished. Their large red goggle‐like eyes
also have slit pupils. Duros females lay eggs as they are descended
from ancient reptiles, and are born in a larval grub stage. The
Duros says yo bitch and takes care of their offspring from birth.
Homeworld: Their home planet Duro is primarily uninhabited due
to massive pollution on the world over time. Instead, it is covered
with automated farms for food production. The Duros live in
twenty orbital space cities above the planet.
Society: While usually taciturn, Duros enjoy telling stories about
their travels. It is said Duros have a photographic memory when it
came to the telling of tales and stories. Many Duros are pilots and
explorers, and are adventurous, though sometimes rash. As one of
the first cultures to develop hyperdrive spacecraft (some even
believe the first), Duros‐charted trade routes are among the oldest
hyperspace routes still in use. Their affinity for traveling has led
many Duros to prefer the honorific title of "Traveller" despite their occupation or craft of choice, and addressing them
as such is considered good etiquette.
The Duros lending tradition is followed by the Duros when asking for loans to Duros lending institutions. Failing to
comply with its terms supposes a severe social stigma for them.
Language: Durese is a well‐known and widely spoken language throughout the Corellian Sector and Core Worlds. It is
one of the foundation languages for the construction of Basic.
Life on the Fringe: Almost all Duros possess some skill with piloting spacecraft, making them valuable to nearly any
group or faction. Duros are one of the species truly born to the Explorer career, and they remain the guides to the stars
they have always been.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Skills: Astrogation or Piloting (Space)
Talents: Skilled Jockey
GAND (official)
Gands are a mysterious insectoid species whose ‘findsmen’ treat tracking quarry as
a religious duty. They are exceptionally good at divining the location of individuals
through ritualistic methods that off‐worlders might consider backward and barbaric.
Physiology: Though prevalent in the fringes of the Outer Rim, Gands remain a puzzle
to xenobiologists. Over a dozen distinct subspecies of the Gands have been
reported. All are covered in a dense chitinous exoskeleton and reach a height of
about 1.6 meters. They have three fingers on each hand, which are as dexterous as
those of other humanoids, allowing them to manipulate equipment designed for
five‐fingered individuals.
Where Gand subspecies differ from one another is in their respiratory biology. Most
Gands who travel the spacelanes do not seem to need to breathe at all. The
digestion of food in their stomachs produces the ammonia necessary for their
biochemistry. Wasteful by‐products and extraneous ammonia are expelled through
their exoskeletons. These Gands often emanate an unpleasant methane musk.
Other Gand subspecies possess actual lungs and cannot produce ammonia through
digestion, instead requiring a special breathing apparatus.
Society: Gands have a closed culture. What is known about them is that religion and
life are closely entwined. A gathering of elders observes the various religious sects
that represent the virtues of Gand life. Off‐worlders are most familiar with the
religious sect known as the ‘findsmen’.
Homeworld: Sharing the same name as its species, Gand is an Outer Rim world
clouded in ammonia and methane. Trade is handled through orbiting stations as foreigners are rarely allowed on the
planet’s surface. Those non‐Gand who land on the world must stay in the specially equipped Alien Quarters.
Language: Droids fare much better than well‐trained humanoid linguists in reproducing the clicks and chirrups of the
Gand spoken language. Without the need to intake breathable gases, most Gand lack the vocal chords to make the
sounds of Basic and other languages. They must use droids or translation devices to converse in groups that do not
understand their language.
The grammar that Gand use reflects their place in society. Before a Gand earns his identity and is accepted among his
peers, he refers to himself in the third person, calling himself ‘Gand’. Once he has done a deed of distinction, a Gand
may take his family name. Gand cannot use their first names until they have become ‘persons of greatness’ and
received commendations from their peers.
Life on the Fringe: Since Gand findsmen have such a high success rate of catching targets, employers are perfectly
willing to ignore cultural mysteries and odd smells. Gand findsmen are in constant demand as bounty hunters, private
investigators, assassins and security advisers.
Additional information on playing as a Gand can be found in the Core Rulebook, starting on page 47.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Skills: Discipline
Gand with Lungs: Requires ammonia respirator
and gains +10 starting XP
GOTAL
Gotals are a species of tall, hairy humanoid sentients native to the moon Antar 4.
Their most distinctive features are the twin conical horns growing on the top of
their heads, which acted as highly responsive electromagnetic sensors. The
unique nature of these sensors help individual Gotals carve niches in galactic
society ranging from bounty hunters to diplomats.
Physiology: Gotals possess cranial horns as receptors to sense electromagnetism
and other energy emissions. These nerve‐ending filled cones can sense the
natural electromagnetic fields produced by Antar, Prindaar, and Antar 4's
magnetite‐rich crust, allowing the species to operate even in total darkness.
Their senses also pick up the electromagnetic auras from other life forms. Gotal
hunters can sense their quarry from up to ten kilometres away. While hunting, a
Gotal can determine the amount, species type, and level of sickness of animals
by relying on their cones alone. When close to their target, they can ascertain
information on its mood, awareness, and state of mind. As such, Gotals number
among the most sought‐after hunters in the galaxy.
Gotal cones can detect another being's emotional state and intentions.
Electronic devices can also be sensed by Gotals: in fact, most droids give off
enough electromagnetic emissions to at least annoy a Gotal, and at worst to
seriously disorient the horned beings. Consequently, the species is notoriously
distrustful of droids. Gotals rely heavily on their cones, with their eyesight and hearing being weak, and their sense of
smell nearly non‐existent.
Gotals have flat, elongated faces with heavy‐lidded eyes, small noses, and a wide, downturned. Coarse fur covers most
of their bodies. Gotals have either three or four fingers and a thumb with conical claws on each digit. Their skin colour
varies from gray‐brown to black, and their fur came in white or shades of brown or gray.
Society: Gotal sensory cones allow them to keep their emotions to themselves. They tend to keep a calm and restrained
demeanour when dealing with others, speaking of emotions only abstractly. This leads some non‐Gotals to assume the
species lacks emotion entirely, and many species are uncomfortable around and mistrustful of Gotals. Nevertheless, the
quirks of Gotals make them effective diplomats, mediators, businesspeople, and gamblers.
Homeworld: Antar 4 is the fourth of six moons orbiting the gas giant Antar and is homeworld of the Gotal race. Located
in the Inner Rim, the moon is situated in the Prindaar system.
Language: The Gotals speak both Basic and Gotal, their native tongue. This language lacks vocabulary to express
emotional states, and even their version of Basic avoids such terms and context. Some Gotals speak Basic with a
bleating cadence. Non‐Gotals are incapable of mastering Gotal because of unspoken cues sensed with head cones.
Ironically, since Gotals speak Basic in a non‐inflected monotone, they seem emotionless to non‐Gotals.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Mood Sense: Gotal receive a on all Cool
checks made to resist Social Interaction
Sensory Cones: They do not suffer from
darkness or other poor visibility conditions
Skills: Charm or Negotiate
HUMAN (official)
Humans are the most populous and gregarious of the
galaxy’s sapient species. They seem to be present on almost
every open planet that harbours life while traveling the
spacelanes looking for more.
Physiology: Humans are mammalian bipeds with mostly
hairless skin. Their skin tones encompass a gamut of colours,
from peachy tones to dark brown and nearly black. Males
average 1.8 meters tall, while females stand shorter and are
generally not as stocky. They process oxygen for respiration
and can digest a variety of animal and vegetable matter.
Their biology is well‐suited to many environments in the
galaxy, which perhaps explains their dominance and ubiquity.
Society: Human ambition and competition have split their
species into many different societies. Across the galaxy,
humans live under every political system ever devised, from
feudalism and theocracy to democracy and autocracy, with
human technology encompassing a similarly wide variation.
Homeworld: Humans are thought to have arisen somewhere
in the Core Worlds, perhaps on Coruscant itself. However,
humans took to the stars so long ago (perhaps even before
the invention of faster‐than‐light travel) that now, humans
claim countless planets as their homes.
Language: The main language that connects ‘baseline’
humans is Basic, though each society has its own dialect and
sometimes even sub‐language.
Life on the Fringe: Humans can be found in almost every role and working every job on the Fringe.
Additional information on playing as a Human can be found in the Core Rulebook, starting on page 48.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP
Skills: Two different non‐career skills
KLATOOINIAN (official)
Klatooinians are a humanoid species from the planet Klatooine, located in the
Si'Klaata Cluster. For most of their history, they have been closely associated
with the Hutts, as criminal henchmen, soldiers, and slaves.
Physiology: The Klatooinians are tall, humanoid beings. Their skin is rough,
with colour ranging from olive green to dark brown. They have a flat nose and
a canine muzzle, with dark eyes under their thick heavy brows. The severe
desert climate of their homeworld has made their species strong and
enduring. To survive in their hostile world was a mark of great physical and
mental strength.
Society: The Klatooinians are a proud people and are traditionalists, used to
following the traditions laid by their ancestors. They also have a strong
religious upbringing, that can tie them down, as a species or a clan, to
another entity, be it a Hutt or a crime syndicate. When a Klatooinian makes a
vow, you can rest assured that he will do anything in his power to complete
their vow. But you can also be assured that if a Klatooinian ever vowed to kill
you, you will be hunted until either the Klatooinian or you had been killed.
This religious steadfast pride and loyalty, coupled with their strong statures,
has made the Klatooinians ideal for guard duty, since anyone with an ounce of intelligence would think twice about
trying to rush a Klatooinian.
Klatooinian civilization is notable for its strong belief in tradition and the wisdom of elders. The centre of their culture is
the Fountain of Ancients, a slowly evolving natural glass sculpture on Klatooine's Derelkoos Desert. Long before the
formation of the Galactic Republic, primitive Klatooinians discovered the Fountain, and revered it as a symbol of
patience, tenacity, and the idea of strength coming from age.
Their society is ruled by a Council of Elders, which grants young Klatooinians few rights. Klatooinians are taught the
myths and traditions of their people from a young age, in a process which tended to suppress individuality. At the age of
ten, they would be sold into servitude, with the most rebellious youths sent into the harshest conditions.
Homeworld: Klatooine is a desert planet, located within the Si'Klaata Cluster, and the homeworld of the Klatooinian
race, found deep in Hutt Space.
Language: The Klatooinian language was once the native language of the Klatooinians, the native people of Klatooine.
By the latter days of the Galactic Republic, it was a dead language. Klatooinians now speak Huttese, the language of the
Hutt.
Life on the Fringe: Klatooinians make strong Survivalists, Bodyguards and Marauders.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Skills: Brawl, Ranged (L) or Ranged (H)
Non‐Career: One additional non‐career skill
KUBAZ
The Kubaz or Kubazian are an insectivorous species native to the planet
Kubindi in the Outer Rim Territories.
Physiology: A bipedal humanoid species of mammalian sentients, the
Kubaz are distinctive for their short, prehensile facial snouts which are
used for reaching insects within their hives. Having adapted to their
sun‐scorched, vegetation‐deprived world, the Kubaz learned to survive
off their world's native insect population. Filled with two rows of teeth
for gnashing their food, the Kubaz trunk also functions as a highly
sensitive nose. Green‐black skinned, Kubaz have short bristly hair
growing from their heads and they stand upon two‐toed feet. Having
evolved on their homeworld of Kubindi, a planet which orbited a blue
star, the Kubaz are highly sensitive to red wavelengths. When traveling
to planets with a red or yellow star, the Kubaz are forced to don
protective eye wear to avoid damaging their sensitive eyes.
Society: The Kubazi society is based on a clan structure which dwells in
underground nests. Ruled by a queen, each clan takes the name of the
queen they are descended from. Developing a non‐verbal language of
hand gestures which indicated their intentions, Kubaz are able to speak
Galactic Basic Standard, though with a strong nasally accent. When
interacting with other species, some Kubaz will share certain hand
signals with non‐Kubaz in order to ease communications. Touching the
nose, head, or shoulders can indicate intent, direction, and number.
Obsessed with tact and decorum, the Kubaz place a high emphasis on the family unit and proper courtesies, displaying
truthfulness to a fault. Valuing art and literature with such vigour as to sometimes practice smuggling of great works,
the Kubaz do not find such pursuits to be wrong or unlawful.
Homeworld: Kubindi is a terrestrial world and home to the Kubaz. A planet that orbits a blue giant star that emits
powerful solar flares, Kubindi is regularly hit with this radiation, causing erratic weather patterns and making the world
dry and arid.
Language: Kubazian, or Kubazi, is the native language of the Kubaz species from Kubindi. Most Kubaz are fluent in both
Kubazi and Basic, although only literate in their own language. Kubazi language is very nasal, and Kubaz usually have a
high‐pitched accent when speaking other languages, such as Basic. The Kubaz, however, learn new languages quickly.
Life on the Fringe: Over the years, the Kubaz have gained a reputation as expert spies and slicers, and often work for
criminal organizations. As a result, Kubaz make excellent Scouts, Scoundrels and Thieves.
Wound Threshold: 9 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Skills: Skulduggery
Talents: Street Smarts
NIKTO
The Nikto are a reptilian humanoid
species from the planet Kintan in the
Si'Klaata Cluster.
Physiology: Nikto are reptilian
humanoids that are noted for their
leathery skin, with an average adult
standing 1.8 meters tall. Sometimes they
are covered in spikes and horns.
The species hold a limited range of facial
expressions because of a lack of the
necessary muscular infrastructure. Most
Nikto have coal‐black obsidian eyes.
These are sometimes covered by a
protective membrane that takes the form
of a thin transparent pellicle that
protects their eyes underwater and
during windstorms. As a result, they are noted for their "staring" eyes and a seemingly blank expression which leads to
many underestimating Nikto intelligence.
Society: A harsh life on Kintan combined with casual Hutt brutality made Nikto cunning combatants. Whilst lacking free
will, they made up for this with their single‐mindedness and tenacity. They were also able to quickly adapt to their
environment. Most Nikto are content with a life of servitude as in their eyes a life in slavery was preferable to the
hardship and toil on their homeworld. Not all Nikto work for the Hutts though most free members of their kind came
from an enslaved species. Whilst Nikto are known to escape from their master, most tend to fall into service of another
Hutt who "inherit" them according to custom should their previous employer die. However, some escaped Nikto do
instead use some opportunities to genuinely become free beings. Any such emancipated Nikto has to be constantly on
guard as they risked capture by Hutt‐employed slavers who return their prey to their "rightful owners". In addition, they
lack charisma and prefer to follow orders instead of giving them.
Homeworld: Kintan is the home world of the Nikto. After a supernova explosion near the system, evolution of the Nikto
divided into five subspecies. Kintan is located within the Si'Klaata Cluster, on the Ac'fren Spur.
Language: The Nikto language is the native language of the Nikto species from Kintan. Contrarily to Klatooinians, Niktos
do not forfeit their own language to replace it with Huttese, although most of them learn Huttese as a second language.
Some Hutts learn to speak Nikto to deal with their Nikto servants. Most Nikto who leave their world are also fluent in
Basic, although they are rarely literate in that language.
Life on the Fringe: Due to their harsh and brutal lives, Nikto make excellent Survivalists, Bodyguards and Marauders.
Wound Threshold: 12 + Brawn
Strain Threshold: 8 + Willpower
Starting Experience: 100 XP
Skills: Vigilance
Talents: Outdoorsman
RODIAN (official)
Rodians are born to hunt, coming from a hostile world that
breeds killer instincts. For those with a price on their heads, a
glimpse of a tapered green snout or an unmistakably putrid odour
means a Rodian bounty hunter is on their tail.
Physiology: Rodians evolved from climbing lizards and retain
some of their ancestor’s characteristics, particularly the large
eyes and climbing suction cups on their fingers and toes.
Nowadays, these physical features cannot hold an adult Rodian of
1.6 meters to a rock or tree for very long, but they have saved
many Rodians from falls that would kill most other species.
Society: The history of Rodia is a history of violence. Long ago, the
tropical world teemed with vicious predators, necessitating that
the Rodians’ defenceless ancestors either adapt or die out. Adapt
they did, hiding in the boughs of trees or climbing high into
mountain caves, where they fashioned tools and formulated
plans to hunt down the predators. Their skills in the hunt grew
quickly, and soon became the central focus of their society.
Rodians became so proficient at hunting that they gradually
forced most of Rodia’s other predators into extinction. With
nothing much left to hunt, they turned on each other. Gladiatorial
hunts between champions morphed into skirmishes and
eventually tribal wars.
Rodia was almost blockaded when first discovered by Old Republic scouts due to the warlike Rodian culture. However,
Rodian leadership was able to suppress their culture’s violent tendencies long enough to make contact with the rest of
the galaxy. Now, millennia later, Rodian culture has moved beyond the worst of its violent impulses; although hunting is
still a venerated tradition.
Homeworld: The world of Rodia in the Mid Rim is the Rodians’ planet of origin. It merges urban and industrial
development with tracts of untouched rainforest, providing brave Rodian youths with environments in which to test
their hunting skills.
Language: Because of the structure of their mouths, Rodians have a difficult time speaking Basic and some choose not
to even try, relying exclusively on their native tongue, Rodese.
Life on the Fringe: The cultural heritage of ‘the hunt’ draws Rodians into bounty hunting or employment as gunmen.
Rodians often take challenges too big for them, dreaming of prizes they will receive on Rodia for nabbing the catch.
Additional information on playing as a Rodian can be found in the Core Rulebook, starting on page 49.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Skills: Survival
Talents: Expert Tracker
SELONIAN (official)
For Selonians, nothing is more important than the protection and
preservation of their species, and they will go to any lengths to
defend their homeworld and their kin. Honourable and forthright to a
fault, Selonians appear backwards and gullible to outsiders, but what
they lack in cunning they make up for in ferocious determination.
Physiology: Covered in short, sleek brown or black fur, Selonians are
carnivorous, mammalian bipeds with long, slender bodies and
elongated heads that bristle with whiskers. Adult females average
about two meters tall, making them significantly taller than most
humans, with slightly longer arms and legs. Selonians have strong
tails about half a meter long that they use to counterbalance
themselves when walking upright. Though generally bipedal,
Selonians can move comfortably on four limbs, and their retractable
claws can be used for digging and burrowing, climbing or defence.
Most Selonians are sterile females, with only one fertile female per
den, and relatively few males.
Society: Selonian society is governed by a rigid caste system, which is
itself is a product of their biology. Though a technologically advanced society, there is no central authority on Selonia.
Their culture is organised around dens, which are composed of a single fertile female known as the Queen, a few males
and a large number of sterile females.
Pragmatic, industrious and sober, Selonians put the necessities and security of their den and their race in general above
all else. Individual needs and desires are almost always subsumed to those of the den. Since the actions of an individual
can affect the whole den, Selonians put a high value on honesty and fidelity. Duplicity among the members of a den is
taboo in the extreme; lying is a crime on a par with murder. While Selonians are aware that most alien species are not
as honest in their dealings, they struggle to comprehend deception and are virtually incapable of outright deceit.
Homeworld: Selonians are native to the fifth planet of the Corellian System. Selonia is a temperate world abundant in
water, with vast oceans covering most of its surface. The myriad small islands and archipelagos that make up the
planet’s landmass are connected by a sprawling and complex network of tunnels excavated by the Selonians beneath
their world’s oceans, allowing the natives to journey across Selonia without ever setting foot on a vessel.
Language: Mandaba is difficult for non‐Selonians to speak. While several models of protocol droids are able to
communicate fluently in Mandaba, even they cannot precisely convey every nuance of the language. Mandaba is almost
never heard outside the Corellian System, but most Selonians who deal with outsiders are at least conversant in Basic.
Life on the Fringe: Selonians generally have little use for or desire to engage in events in the wider galaxy. However,
those who do tend to have been specially trained to, and thus have a better understanding of non‐Selonian cultures. A
very small number of Selonians, known as Wanderers, occasionally seek out adventure beyond their homeworld.
Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 80 XP
Night‐vision: May remove all to checks
caused by darkness.
Tail: May be used as a Brawl weapon, though
used with the Agility characteristic, adding
Brawn to roll for damage.
(Dmg +1; Crit 5; Disorient 2; Knockdown)
Skills: Coordination
SULLUSTAN
Sullustans are a species of humanoids from Sullust. As skilled pilots and
navigators, Sullustans, also known as Bomewrights, are common sights for spacers
and at busy spaceports.
Physiology: A diminutive species of near‐Humans, Sullustans range from 1 to 1.8
meters in height and bear round, tapered skulls. Sullustans are distinguishable for
their almond‐shaped black eyes, facial jowls called dewflaps and large, round ears.
Sullustans are pink‐skinned and generally hairless, although facial hair is known to
occur in some cases in males. Cranial hair is rare.
Having evolved in the underground of their planet, their wide earlobes provide
excellent hearing and sense of directional sound, and their large eyes provide
exceptional low‐light vision and excellent peripheral vision. Sullustans can see up
to 20 meters in the dark without being sensitive to infra‐red, meaning they can
effectively read and see normally with no light at all. Some Sullustans tattoo their
heads as a form of individual expression.
Like humans, Sullustans have only a single heart and one stomach. It is very
difficult to get a Sullustan drunk, and those who do not suffer hangovers.
Sullustans possess exceptional innate sense of direction and intuition since their
civilization grew in underground tunnels; many are able to navigate a path after
seeing a map only once. This ability extends to sublight and hyperspace navigation, as well as patrol work, so much so
that Sullustans make excellent scouts, pilots and navigators.
Society: Sullustans are outgoing and mercantile, friendly and pragmatic. As a species they are altogether lacking in
xenophobia. Though fond of practical jokes and extremely shrewd in their business dealings, they are eager to explore
and travel the galaxy. Inquisitive by nature, some have described Sullustans as reckless, especially for their preference
to learn and discover whenever possible through personal experience.
Homeworld: Sullust is located in the Outer Rim at the conjuncture of the Rimma Trade Route and the Silvestri Trace.
The world is volatile with hundreds of active volcanoes, producing a noxious, toxic atmosphere and intense electrical
storms. These conditions, combined with the planet's rich mineral deposits, cause the native Sullustan inhabitants to
live in underground caves, which are humid and cool, with a diverse biosphere supported by underground lakes.
Language: Sullustan spacers put their skills as navigators to use and are prized crewers across the galaxy. Because of
this, their flowing, staccato language of Sullustese is known to many smugglers. Sullustan names are often direct
translations from Sullustese words and typically consisted of a given name and surname of four letters each.
Life on the Fringe: While Sullustans are known for remaining on their homeworld, small communities can be found
scattered across the Outer Rim. These individuals often find employment as Fringer, Traders and Pilots.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Darkvision: They do not suffer any from
concealment caused by darkness.
Skills: Astrogation or Mechanics
Talents: Galaxy Mapper
TOYDARIAN (official)
Prideful, stubborn and strong willed, Toydarians are merchants and
opportunity seekers who roam the galaxy searching out their fortunes. Their
reputations for bad tempers and con jobs, as well as a history of being lackeys
for the Hutts, makes for difficult going for many Toydarians, but their
resistance to Force manipulation is seen by many others as highly valuable.
Physiology: Toydarians have smallish, squat bodies that perpetually hover over
the ground, thanks to a pair of wings on their back and an abundance of
natural gases absorbed into their frames. Stubby protruding snouts dominate
their craggy faces, and their spindly arms and legs end with three fingers and
three toes. One of their most interesting physical features has to do with their
brains; they are completely immune to any manipulations via the Force.
Toydarians have extremely active metabolisms, and physical exertion of any
kind burns up massive amounts of calories. As such, they are in constant need
of food, eating large quantities throughout the day. Toydarians prefer highly
concentrated processed foods that quickly fulfil their energy needs. In ancient
times, Toydarian tribes fought most over food supplies.
Society: The Hutts subjugated the Toydarians long ago, yet it had little negative
impact on their society. Effectively a business merger, the Toydarians enjoyed
a rise in living standards in exchange for serving Hutt business interests. Toydarians have happily maintained a healthy
distance from galactic affairs, more or less ignoring the rise of the Empire except as it impacts their mercantile interests.
Most Toydarians make their way within Hutt space, generally serving the interests of the powerful crime lords and
helping manage the businesses and bureaucracies that make it all work. Many, however, prefer to employ their natural
gifts for business and trade elsewhere, finding the places in the galaxy where they can carve out their niche while
wheeling and dealing with anyone who can pay for what they choose to sell.
Homeworld: Toydaria is a world of muck, mud and swamps, covered in swarms of bugs and massive quantities of algae.
Monsoons, plagues of fungal origin and nasty predators like huge carnivorous grabworms make the planet generally
unpleasant for almost anyone who visits, yet Toydarians have a profound love and pride in their homeworld.
Language: Toydaria is the native tongue of the species, and most also speak Huttese fluently. Though most Toydarians
endeavour to speak Basic to do business, they tend to only be literate in their native tongue.
Life on the Fringe: Despite their odd appearance and mannerisms, Toydarians have a gift for engaging people in deals
and conversation. That they don’t readily present themselves as physical threats helps ease others, though anyone who
knows of their reputation knows to check their pockets after meeting one.
Wound Threshold: 9 + Brawn
Strain Threshold: 12 + Willpower
Starting Experience: 90 XP
Size: Silhouette 0
Hoverer: Toydarians have wings that allow
them to hover slightly off of the ground. When
hovering, Toydarians do not have to spend
additional manoeuvres when navigating difficult
terrain. Otherwise, their wings allow them no
extra capabilities beyond those of a normal,
walking character.
TRANDOSHAN (official)
Trandoshans are belligerent, lizard‐like humanoids who have an avowed
hatred of Wookies. They can be found wherever a strong hand or a big
gun is desired.
Physiology: Standing on average a little shorter than their Wookie
nemeses, the cold‐blooded Trandoshans’ three‐fingered hands lack the
manual dexterity of a thumb, causing them difficulty manipulating
technology. Making up for this clumsiness are the three enormous claws
on each hand. Their supersensitive vision allows them to see the infrared
spectrum. At younger ages, their regenerative powers are capable of
restoring whole limbs if need be. Their scales range from bright green to
orange, and can change in the moulting season.
Society: Trandoshans, who call themselves ‘T’doshok’ in Dosh, come
from a society that emphasises strength, skill at hunting, resilience and
self‐reliance. Clutches of four eggs are raised by the mother (the father
seldom has any involvement); young Trandoshans can walk and possess
an instinctual hunting ability almost from birth. By two years of age, their
mother takes them on their first hunts, and by ten they are largely self‐
sufficient.
Trandoshan society revolves around two things: the hunt and worship of a goddess known as the Scorekeeper. She
watches over the Trandoshan people, blessing or punishing them based on the success of their hunts. For each
successful hunt and quarry brought to ground, the Trandoshans receive jagannath, ‘divine marks’, that show a
Trandoshan’s status in society when tallied. As a Trandoshan gains jagannath, he also gains favour with the goddess.
When a Trandoshan dies, he bows before the Scorekeeper and presents his jagannath quiver. That final tally of
jagannath decides his place in the afterlife.
Homeworld: Most Trandoshans call their home planet Hsskor, though outlanders know it as Trandosha or ‘Dosha.
Trandosha shares the same star as the Wookie homeworld of Kashyyk. Trandoshans also colonised Trandosha’s forest
moon Wasskah.
Language: The Trandoshan language, Dosh, sounds to the human ear like hisses and snarls. Trandoshans can learn and
converse in Basic, though most of the words they speak carry a heavy sibilance.
Life on the Fringe: Trandoshans constantly dream of succeeding in the hunt and receiving the Scorekeeper’s blessing
with jagannath. Military, goal‐oriented professions like bounty hunting and mercenary work are well suited to a
Trandoshan’s hunter’s instincts.
Additional information on playing as a Gand can be found in the Core Rulebook, starting on page 50.
Wound Threshold: 12 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 90 XP
Regeneration: Recover one additional wound
where rest or Bacta tank recuperation would
heal one or more wounds. Lost limbs ca regrow,
though it takes 1 month before the limb is
considered usable.
Claws: (Brawl; Dmg +1; Crit 3)
Skills: Brawl or Perception
Talents: Enduring
TWI’LEK (official)
The Twi’leks are among the most prominent non‐human species in the
galaxy. They are expert bargainers, sly at reading other species and using
cunning to get what they want.
Physiology: Twi’leks possess two prehensile tentacles, their tchun‐tchin, or
lekku, that project from the back of their heads. These ‘head‐tails’ serve as
a second tongue by which they can communicate through signs and
gestures. The rainbow of flesh tones found among the Twi’leks are
indicators of clan and region of ancestry.
Society: Family is everything in Twi’lek society. The government on Ryloth
is an alliance of ‘head clans’, each of which controls a small town or larger
districts in the city. A family’s five most important Twi’leks lead their
respected head‐clans, with the power of influence radiating down the
bloodline. According to tradition, when one leader of the head clan dies,
the four remaining members must take exile in the sun‐baked Bright Lands
where the vicious lyleks roam. In practice, however, clan leaders find new
and cunning ways to subvert exile.
The clan system has stratified Twi’lek society into castes. Twi’leks at the
bottom of a bloodline are considered of the low birth caste and used as
chattel in the slave trade. Twi’lek leaders exhibit disgust at any accusation
of slavery and deny that they would ever put their own people in bondage,
shifting the blame to other clans. Nonetheless, nearly every clan engages in
‘contracted indenturehood’.
Homeworld: Though their home planet of Ryloth is located in the Outer Rim, Twi’leks can be found on many worlds
throughout the galaxy, due to their enterprising nature and the effects of slavery.
Language: Ryl is the native tongue of Ryloth, yet there are few Twi’leks who cannot speak Basic fluently. What
separated Twi’leks from other species is their second, nonverbal language called Lekku, or ‘Twi’leki’. In everyday
conversation, Twi’leks add texture and emphasis to their speech by moving and twitching their head‐tails. If privacy is
necessary, Twi’leks can converse in complete silence, using only the gestures of their head‐tails to pass on complicated
information.
Life on the Fringe: Given their linguistic talents, natural cunning and social aptitude, Twi’leks fit well into managerial,
political and leadership positions. Lesser clan members unhappy with their status often leave Ryloth to strike out on
their own, driven with an entrepreneurial spirit to start their own businesses – or run their own crime syndicates.
Additional information on playing as a Twi’lek can be found in the Core Rulebook, starting on page 51.
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Arid Background: May remove imposed due
to arid or hot environmental conditions
Skills: Charm or Deception
UBESE
To most inhabitants of the galaxy, members of the
enigmatic Ubese species are generally known as
mysterious wanderers and nomadic savages.
Normally, they are a very aggressive people, though
loyal to one another. The Ubese homeworld is little
known to the rest of the galaxy, as they tend to be
very secretive, associating only within their own
circles.
Physiology: The Ubese are near‐Humans who
appeared graceful but frail. They tend to have fair skin
and dark hair, with eye colours of brilliant green or
blue. They cannot grow any facial hair. Their facial
structure is narrow, with high cheekbones and eyes
that appear much too large for their faces when
compared to baseline Humans. Males and females of
the species both stand roughly the same height –
around 1.4 meters and 1.9 meters – with males being
slightly heavier of build than females.
After centuries of having scratched a tenuous
existence breathing the parched and oxygen‐poor air
on their planet, the ‘true’ Ubese from Uba IV have to use specially tuned breath masks or filters to process Type I
atmospheres.
Few beings, however, know what an Ubese looks like – they rarely, if ever, appear to non‐Ubese unless concealed by
masks, battle armour or enviro‐suits. Those who have interacted face to face with an Ubese have not recognized them
as such, because there are no records in any databases that describe their appearances.
Society: Little is known about Ubese culture. Away from their homeworld, wayward Ubese seem to care little for other
societies' laws and customs. They are mysterious wanderers, nomadic warriors who hide their inner secrets and
agendas just as they hide their faces behind helmets and breath masks.
Homeworld: Uba IV, a planet in the Mid Rim, is the home of the Ubese people following the destruction of Uba III. At
the end of the first Battle of Uba IV, it was heavily poisoned and irradiated.
Language: Ubese is the native language of the Ubese. It is a metallic language, well‐adapted to the rarefied atmosphere
of their home planet. Ubese vocal chords cannot produce sound above raspy whispers, making them difficult to
understand when their voices aren't amplified. Most Ubese are fluent in the Ubese language and Basic, although they
were only literate in their own language. Ubese rarely choose to speak Basic.
Life on the Fringe: Their xenophobic nature make Ubese ideally suited for professions such as mercenaries, bounty
hunters, slavers or assassins.
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Skills: Survival or Vigilance
Talents: Stalker
WEEQUAY (official)
Weequays are a race of humanoids that come from the Outer Rim
planet of Sriluur, near Hutt Space. Their home is a harsh desert planet,
leading to the species' tanned skin tone and rough, sandy, wrinkled skin.
Physiology: Weequays are humanoids with thick, leathery skin that
ranges in colour from tan to dark brown. Their faces are lipless, with a
frill along each of their jowls. Their eyes are dark and slightly recessed
into their skull.
Society: Weequays have the ability to communicate with members of
their own clan through smell by exuding complex pheromones. This
pheromonal language cannot be understood by any other species, or
even by Weequays of another clan. Only Jedi senses can even tell that
two Weequay are communicating. Since each Weequay's pheromones
are unique, Weequay have no need for a name within their clan. As a
result, speech is only a secondary form of communication for Weequay,
and they seldom speak a whole sentence, resulting in Humans
mistakenly believing the species to be unintelligent.
Only Weequay who live among other clans, or among non‐Weequay,
take a personal name. Even then, some are simply referred to as
‘Weequay’. In Weequay culture, individual identity is much less
important than the clan. As long as the clan survives, a single Weequay
is expendable. This results in a sometimes brutal culture.
Male Weequay often tie their hair into long braids. Traditionally, they
would grow one ‘seclusion braid’ for each year spent away from their
homeworld as a tribute to their home. When they return, they shave their braids. Weequays serving the Hutt clans are
often very close to their homeworld, and only have one or two braids.
Homeworld: Sriluur is an important world along the Sisar Run hyperlane, which connects the Outer Rim Territories with
some of the oldest portions of Hutt Space through the Ac'fren Spur branch. The planet also serves as a nexus for
numerous other local trade routes, making it a popular destination for traders.
The dominant topographical features of Sriluur are white deserts, dry scrub‐lands and rocky fields, with sandstorms
being frequent. The planet has enormous copper reserves, but these were never exploited through large‐scale mining,
with miners instead preferring to focus on other metals, minerals and gems – exports vital to Sriluur's economy.
Language: Sriluurian is the official language of the Sriluur system. It is formed by guttural mumbles and subdued
whispers. It also uses hieroglyphs as a written form. Most Weequays are fluent in both Sriluurian and Basic, although
they are usually only literate in their own language.
Life on the Fringe: Weequays are widely used throughout the galaxy as mercenaries or criminal henchmen.
Wound Threshold: 10 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 90 XP
Pheromones: Can communicate with other
Weequay non‐verbally up to Med range
Skills: Resilience or Athletics
WOOKIE (official)
Strong, intelligent and fierce in battle, Wookies make the best of friends
for those to whom they are loyal – and the worst of enemies for anyone to
whom they are not.
Physiology: Averaging over 2 meters in height, Wookies strike fear into the
hearts of their opponents because of their sheer size. Their limbs are long,
with retractable claws on their fingers and toes for the arboreal
environment of their homeworld. These claws are only used for climbing,
never for combat; as such an act is seen as dishonourable. Their fur grows
in a variety of colours, darkening in middle age and then whitening in later
years (Wookies can live for centuries).
Society: Wookies live by strict codes of honour and loyalty. Friendship and
family bonds knit Wookies tightly together.
The Wookies were on a path to explore the stars on their own when the
neighbouring Trandoshans arrived on Kashyyk to colonise and exploit the
world. Even though the Trandoshans had more advanced weaponry, the
Wookies fought the would‐be colonisers off the planet. The Wookies
wasted no time in disassembling the technology Trandoshans left behind.
This included a starship with sublight engines. The Wookies drove them
away for a second time, then took flight to the stars.
The Wookie‐Trandoshan wars continued in spats throughout the later
years of the Old Republic. The Trandoshans saw an opportunity when
Palpatine declared his Empire. They sent emissaries to recount their
grievances against the Wookies. The Imperials heeded Trandoshan advice
and placed the Wookies in labour camps to use their technological
expertise to build Imperial war material, including parts of the Death Star.
Homeworld: Wookies hail from the forest world of Kashyyk. This world is dominated by immense old‐growth forests,
including the kilometres‐tall wroshyr trees. These trees form a layered ecology on Kashyyk, with the uppermost levels
being the safest. The deeper one travels into the Kashyyk forests, the more dangerous flora and fauna one finds.
Language: Shyriiwook, the Wookie tongue, continues to amaze scholars with the incredible nuances of grunts and
growls that form the language. Few non‐Wookies can speak it or its dialects. Conversely, Wookie physiology prevents
them from speaking other galactic languages, including Basic, though most Wookies have no problem understanding.
Life on the Fringe: A free Wookie in the Imperial era is usually a Wookie with a bounty on his head. Few will bother to
bring that point up, knowing it better to please a Wookie than anger him. Those Wookies who do not slave away in the
Empire’s labour camps can be found in all careers that mix danger, technology and exploration.
Additional information on playing as a Wookie can be found in the Core Rulebook, starting on page 52.
Wound Threshold: 14 + Brawn
Strain Threshold: 8 + Willpower
Starting Experience: 90 XP
Wookie Rage: When any wounds have been
suffered, add +1 to Brawl & Melee. This
increases to +2 when Critically Injured.
Skills: Brawl