Near Human

## Characteristics

Humans dominate the Core Worlds and can be found in virtually every corner of the galaxy. They are the ancestors of early spacefaring pioneers, conquerors, traders, travelers, and refugees. Near-Humans have always been people on the move. As a result, they can be found on almost every inhabited planet. As a Species, Near-Humans are physically, culturally, and politically diverse. Hardy or fine, light-skinned or dark, Near-Humans remain one of the most dominant Species throughout all eras of play.

### Near Human Species Traits

* **Ability Score Adjustment**: None. Near-Humans are widespread across the galaxy, each with their own strengths and weaknesses.
* **Medium Size**: As Medium creatures, Near-Humans have no special bonuses or penalties due to their size.
* **Speed**: Near-Humans have a base speed of 6 spaces.
* **Species Bonus Traits**: There are many types of near-human; when building a near-human, pick two of the traits below to represent your particular race.
* **Bonus Feat**: Near-Humans gain one bonus Feat at 1st level.
* **Bonus Trained Skill**: Near-Humans are versatile and accomplished at many tasks. A Near-Human character chooses one additional Trained Skill at 1st level. The Skill must be chosen from the character's list of Class Skills.
* **Ability Adjustment**: Increase one Ability Score by 2 and reduce another by 2 to account for emphasis in certain attributes (such as Strength or Intelligence).
* **Additional Arms**: Up to 2 additional arms. When making multiple attacks, the character can reduce the penalty to the attack roll by 2.
* **Biotech Augmentation**: Augmented with biotechnology. Select one Bio-Implant at Character Creation.
* **Breathe Underwater**: Amphibious and cannot drown in water. Can have gill slits or similar external features.
* **Climate Adaptation**: Resistant to a specific climate. Select one: freezing, rarefied atmosphere, searing, smoky, tropical, or watery. When challenged by an environmental factor in that climate (chosen from those listed, or others at the Gamemaster's discretion), can reroll an Endurance or a Survival check, taking the better result.
* **Conductive**: Naturally generate a small amount of electrical energy and use it as a Natural Weapon in an Unarmed attack, dealing 1d6 points of Energy damage. The character is always considered armed with a Natural Weapon.
* **Cultural Cybernetics**: Culture commonly augments members with cybernetics from birth. Select one Cybernetic Enhancement at Character Creation.
* **Darkvision**: Can ignore Concealment (including Total Concealment) from darkness. However, you cannot perceive colors in total darkness.
* **Empath**: Can use the Telepathy application of the Use the Force skill Untrained, and without having the Force Sensitivity Feat. Additionally, can sense the emotions of a target if the Use the Force check equals or exceeds the target's Will Defense.
* **Expert Swimmer**: Can reroll a Swim check, but the result of the reroll must be accepted, even if it is worse. Can Take 10 on Swim checks when distracted or threatened.
* **Heightened Awareness**: Can reroll a Perception check, but the result of the reroll must be accepted, even if it is worse.
* **Low-Light Vision**: Can ignore Concealment (but not Total Concealment) from darkness.
* **Natural Armor**: Thickened skin or natural armor plates grant a Natural Armor bonus of +1 to Reflex Defense.
* **Natural Weapon**: Can use natural claws in an Unarmed attack, dealing 1d6 points of Slashing damage instead of normal Unarmed damage. The character is always considered armed with the Natural Weapons.
* **Naturally Acrobatic**: Considered Trained in the Acrobatics skill, even if it is not normally a Class Skill for the character.
* **Persistent**: Can reroll an Endurance check, but the result of the reroll must be accepted, even if it is worse.
* **Quick**: Increases Base Speed by 1 square.
* **Quick Healing**: At the end of an encounter, one body part becomes un-crippled.
* **Resistant**: Naturally resistant to Poisons, Diseases, Radiation, or other Hazards, gaining a +2 Species bonus to Fortitude Defense. The Gamemaster can restrict resistance to a single, specific Hazard.
* **Scent**: At close range (within 10 spaces), ignore Concealment and Cover for purposes of Perception checks, and take no penalty from poor visibility when using the Track application of the Survival skill.
* **Spring Step**: When using the High Jump or Long Jump applications of the Jump skill, reduce the number of spaces required for a running start by 2.
* **Strength Surge**: Once per encounter, can reroll one Strength-based Ability or Skill Check, doubling the character's Strength modifier (minimum +1), or can add 2 to a single damage roll on a successful melee attack when Strength normally adds to the roll. This does not apply when Weapon Finesse is used.
* **Visually Striking**: Character's appearance is visually surprising or stunning. The character's Charisma bonus is doubled when using the Persuasion skill on Humans, Near-Humans, and similar humanoids (such as Twi'leks).
* **Weapon Familiarity**: Character selects a single Exotic Weapon and treats it as a Simple Weapon instead. It must be commonly used by the character's native culture.
* **Automatic Language**: All Near-Humans can speak, read, and write Basic.