recursal/Fanatic-Fandom huggingface dataset:
Mon Calamari

Mon Calamari in it's natural habitat

> "*It's a trap!*"
> ― Wise old Mon Calamari known as Eypic Meem
>
>

Mon Calamari are big fish that are able to walk. Once receiving space travel, the Mon Calamari took a huge interest in designing ships for many different races. They considered this a work of art, and you can often tell if a ship was designed by a Mon Calamari or not just based on how weird it looks.

Physical Description The average Mon Calamari stands up to 1.8 meters tall. They have high-domed heads, large eyes, and smooth, mottled skin.

Homeworlds TBD

Languages The Mon Calamari speak, read, and write Mon Calamarian and Basic. They tend to learn Quarrenese as well.

## Moist Environments

When in moist environments, Mon Calamari receive a +1D bonus for all Dexterity, Perception, and Strength attribute and skill checks. This is only a psychological advantage.

## Dry Environments

When in very dry environments, Mon Calamari seem depressed and withdrawn. They suffer a −1D penalty for all Dexterity, Perception, and Strength attribute and skill checks. Again, this is psychological only.

## Aquatic

Mon Calamari can breathe both air and water and can withstand the extreme pressures found in ocean depths.

## Hard Carapace

Mon Calamari's hard outer shell gives them a +1D bonus to resisting physical damage.
Aquatic Vehicle Operation

Time Taken One round or longer

Specializations Particular ship type or class — Oceanic transport, coastal runabout, skiff, sailboat.

This skill allows characters to pilot naval ships and boats. While these vehicles are seldom used in the highertech worlds, many low-tech cultures use them for transporting personnel and freight over bodies of water.

Note that aquatic vehicles which employ the use of repulsorlift or hover technology may also require the use of different skills (namely repulsorlift operation and hover vehicle operation).

Aquatic vehicle operation can be used for a vehicle
dodge — a “reaction skill” — to avoid enemy fire.
Jet Pack Operation

Time Taken One Round

Specializations N/A

This skill represents a character’s skill at using jet packs. Since these back-mounted packs rely on pulling in surrounding atmosphere and mixing it with regulated amounts of fuel, they can only be operated within atmospheres. Characters with jet pack operation gain no bonuses when operating “rocket packs,” which use the rocket pack operation skill.

Jet pack operation can be used as a “reaction skill” to avoid enemy fire.
Hover Vehicle Operation

Time Taken One round or longer

Specializations Type or model vehicle — hoverscout.

Hover vehicles generate a cushion of air for travel — hover vehicle operation enables characters to pilot these vehicles. Hovercraft are generally unwieldy, but they are used on many primitive worlds and are sometimes used for specific military applications. They are also used on planets with unusual gravitational fluctuations or other quirks which interfere with repulsorlift operation.

Hover vehicle operation can be used for a vehicle dodge — a “reaction skill” — to avoid enemy fire.
Sullestan

A walking pig

> "*Is it just me, or does it look like they're wearing a mask?*"
> ― Observant man
>
>

The Sullustans once lived above ground like normal creatures, but then they angered the local God-King and he smote them into the underground. Since then, the Sullustans have been constructing highly advanced cities underground to help fend off the almighty God-King, developing acute senses to combat his sneaky ways.

Once introduced to the rest of the galaxy, the Sullestan's realized the God-King was actually just a giant rock.

Physical Description Humanoid with large round eyes, big ears, and jowls, the average Sullustan stands 1.5 meters tall.

Homeworlds TBD

Languages Sullustans speak, read, and write Sullustese and Basic.

## Enhanced Senses

Sullustans have advanced 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 remembers how to return to the area — 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 to his (or her) die roll.

## High-Temperature Tolerance

Sullestans can endure hot, arid climates, and suffers no ill effects from high temperatures (until they reach 85 degrees Celsius).
Languages

Time Taken One Round

Specializations Specific language known — Wookiee, Huttese, Bocce, Ewok.

The common language of the Known Galaxy is Basic. Most people speak it — if not as their main language, they are at least fluent in it — and virtually everyone can understand it. However, some areas of the galaxy are so isolated that Basic is rarely spoken. Some aliens can’t or refuse to speak Basic. For example, Wookiees can understand Basic, but, because of the structure of their mouths, usually cannot speak it. Ewoks do not normally understand Basic, but can learn it fairly easily.

The languages skill is used to determine whether or not a character understands something in another language.

If the character wants to say something in a language in which he isn’t fluent (see “specialization” below) increase the difficulty by two levels.
Droid Repair

Time Taken 15 minutes, then one hour, then two hours; may be several hours or days depending upon the level of repair.

Specializations Type or model droid — astromech droid, protocol droid, probe droid.

This skill represents a character’s talent to repair, modify, and maintain droids. The repair difficulty depends on how badly damaged the droid is — the cost reflects the price of replacement parts based on the droid’s original value.
Iktotchi

A dashing Iktotchi

> "*I've seen many things, Frejir. I've witnessed battles far from our time, and chaos yet to ensue in this galaxy. I've even seen your pain on the toilet later, but I didn't need precognition for that. You shouldn't have eaten all those yarnese peppers.*"
> ― Traveling Companion
>
>

The Iktotchi began their adventure as a species on an unlucky and unforgiving planet. This planet so happened to be near a massive asteroid field, causing it to be bombarded constantly. Due to it's very strong core, however, it managed to keep itself intact for many millennia. The only reason the Iktotchi were able to evolve was because of an innate ability to predict where these impacts would happen and quickly escape when needed.

After managing to get off their hellhole of a planet, the Iktotchi became a vital source of precognitive information. The Federation began hiring these Iktotchi as a means to avoid war and catastrophe.However, they quickly learned that while the Iktotchi could predict the future, they often could not predict when in the future. Scientists also commented on that the future is not such a straight line, and the only reason their predictions were true about their planet's asteroids was because they had no way to influence the results. Thus, with any sort of influence from any source knowledgeable of the predicted future, it may not come to pass.

While there are still some precognitive Iktotchi employed today, there are much less. Most of them now either make decent livings doing decent work, or are "prophets," or, "fortune tellers," that will tell you your future for just a measly 500 credits.

Physical Description The Iktotchi are a humanoid species with large, downward-curving horns. Females have smaller horns than the males. Their skin is thick, tan, and hairless, weather beaten by Iktotchon’s fierce winds. Their eye color ranges from yellow to orange.

Homeworlds TBD

Languages Iktotchese.

## Piloting Bonus

At the time of character creation, Iktotchi characters gain a +1D bonus to archaic starship piloting, capital ship piloting, space transports, or starfighter piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (archaic starship repair, capital ship repair, space transports repair, or starfighter repair, depending on which piloting skill was chosen).

## Far Sight

Iktotchi are able to sense imminent danger, giving them +2D to initiative.
Space Transports

Time Taken One round or longer

Specializations Type or model transport — YT-1300 transport, Gallofree medium transport, Corellian Action VI transport

Space transports is used to pilot all space transports: any non-combat starship, ranging from small light freighters (the Millennium Falcon is a highly-modified YT1300 light freighter) and scout ships to passenger liners, huge container ships and super transports. Transports may be starfighter- or capital-scale.

Space transports can be used for a starship dodge — a "reaction skill” — to avoid enemy fire.
Mechanical

Mechanical stands for “mechanical aptitude” and represents how well a character can pilot vehicles and starships and operate the various systems on board. It also reflects how well the character handles live mounts, like banthas and tauntauns. A character with a high Mechanical attribute is going to take naturally to driving landspeeders, flying cloud cars and piloting Xwings and ships like the Millennium Falcon. A character with a low Mechanical attribute has a lot of minor accidents.

## List of Skills

* Aquatic Vehicle Operation
* Archaic Starship Piloting
* Astrogation
* Beast Riding
* Capital Ship Gunnery
* Capital Ship Piloting
* Capital Ship Shields
* Communications
* Ground Vehicle Operation
* Hover Vehicle Operation
* Jet Pack Operation
* Pod Racer Operation
* Powersuit Operation
* Repulsorlift Operation
* Rocket Pack Operation
* Sensors
* Space Transports
* Starfighter Piloting
* Starship Gunnery
* Starship Shields
* Submersible Vehicle Operation
* Swoop Operation
* Walker Operation
Starship Shields

Time Taken One Round

Specializations N/A

Starship shields is the skill used to operate shields on all starfighter-scale ships. The difficulty of the roll is determined by how many fire arcs the character is trying to raise shields over (front, left, right, back).

Starship shields can be used to bring up shields — a “reaction skill” — to block enemy fire.
Kel Dor

I'm the Gand, but not an insect!

> "*Shouldn't they have high pitched voices because of the helium?*"
> ― Human, retarded
>
>

Everything about the Kel Dor say, "DON'T LEAVE YOUR PLANET. YOU WILL DIE." But the Kel Dor said, "Fuck you, I have goggles and a gas mask." They need these in order properly see and breathe in atmospheres outside their own. The masks also allow them to speak properly in other atmospheres, as without it, they just sound like high pitched sound boxes. Even so, a Kel Dor must shout in order to be properly heard.

For some stupid ass reason, they see better in other atmospheres with their goggles than their own.

Physical Description The average Kel Dor stands between 1.6 and 2 meters tall. Their skin ranges from peach to deep red, and most have black eyes.

Homeworlds TBD

Languages The Kel Dor speak, read, and write Kel Dor and Basic.

## Night Vision

Kel Dor have excellent night vision and can see in darkness with no penalty.

## Atmospheric Dependence

Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength or stamina check to remain conscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.

## Acute Senses

Because of their keen eyesight and hearing, Kel dor receive +1D when using the search skill.
Weequay

Don't touch his totem.

> "*Yes, it tells me to... become a male prostitute? Well... the totem never lies...*"
> ― A Weequay, then becoming a male prostitute
>
>

The Weequay are much like other violent species. They hunted very often on their planet and often formed packs in order to survive. The difference between them and the rest is that they had a *god* that talks to them. They regarded this god as Quay, and often perform many ritual sacrifices for this deity. They channel this god through a spherical totem which, apparently, their god speaks through. All they have to do is ask a question, shake it, and just waits for the answer. Sometimes this only takes minutes. Others days. Others weeks.

Once found, scientists began to question the nature of this totem. When asking the Weequay, they became violent and threatened the scientists for even questioning their almighty god. So, the scientists decided to take other methods. Managing to grab a totem off a dead Weequay (not uncommon), they realized that there was some sort of frequency being transmitted to and from the totem. They tried sending out ships to find the source, but could never quite find a precise location.

Physical Description Weequay are humanoids with thick, leathery skin that ranges in color from tan to dark brown. Their faces are lipless. with flat noses and a well-defined frill along each of their jowls. Males grow their black hair into long braids, while females are bald.

Homeworlds TBD

Languages A Weequay relies on pheromones to communicate with other members of his or her tribe. Communication between tribes involves the spoken language of Sriluurian, which consists of whispers, hisses, and throaty mumbles. Written Sriluurian involves a multitude of complex hiero-glyphics and pictograms.

## Short-Range Communication

Weequays of the same clan are capable of communicating with one another through complex pheromones. Aside from Jedi sensing abilities, no other species are known to be able to sense this form of communication. This form is as complex and clear to them as speech is to other species.

## Combat Finesse

The character receives 2D for every 1D allocated to the melee weapons, brawling and thrown weapons skills.

## Sense Vibrations

Weequay's are attuned to movements and vibrations and can sense approaching objects in contact with the ground up to 60 meters away. Using this ability requires a Very Easy Perception roll.
Blaster Artillery

*Time Taken:* One round or longer

*Specializations:* The particular type or model of artillery - anti-infantry, anti-vehicle, Golan Arms DF.9, surface-to-space, surface-to-surface

Blaster artillery is the “ranged combat” skill that covers all fixed, multi-crew heavy energy weapons, such as those used by the Rebel Alliance at the Battle of Hoth and the fixed ion cannons fired from a planet’s surface. The time taken to use this skill is often one round.

However, certain kinds of artillery have a “fire rate,” which indicates how many times a round that weapon can be used. For example, the anti-vehicle laser cannon used at Hoth can only be used once every other round (fire rate: 1/2), but the anti-infantry battery can fire up to twice per round (fire rate: 2).
Bureaucracy

Time Taken One round to several days

Specializations Specific planetary or administrative government, or branch within it — Tatooine, Celanon, Bureau of Commerce, Bureau of Ships and Services.

This skill reflects a character’s familiarity with bureaucracies and their procedures. Bureaucracy can be used in two ways:

First, the character can use this skill to determine whether or not he knows what to expect from a bureaucracy. For example, if a character needs to get a permit for his blaster, a successful bureaucracy skill check means he knows what forms and identification he needs, who he would have to talk to, how long the process might take and some short cuts he might be able to use.

Second, bureaucracy can also be used to find out what information a bureaucracy has on file.
Capital Ship Weapon Repair

Time Taken In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.

Specializations Weapon type or model — concussion missiles, gravity well projectors, ion cannons, laser cannon, proton torpedoes, tractor beams, turbolaser

Capital ship weapon repair is used to repair capital-scale ship weapons. The cost and difficulty to repair a weapon depends upon how badly it is damaged
Repulsorlift Repair

Time Taken In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances

Specializations Type or model repulsorlift vehicle — XP-38 landspeeder, Incom T-16 Skyhopper, Rebel Alliance combat snowspeeder.

Repulsorlift repair represents a character’s affinity for repairing and modifying vehicles with repulsorlift generators. Each roll may repair one damaged system aboard a particular vehicle. The cost and difficulty to repair a vehicle depends on how badly it is damaged, and what systems have been hit.
Devaronian

A Devaronian who just sneaked a laxative into his friend's drink for assuming his wife wasn't beautiful for exploring her sexual interests without him

## Attributes

### Technical

1D/3D

> "*I only joined the Federation for two reasons: kick some ass, and send money to my wife. And I'm all out of ass.*"
> ― A Devaronian who represents nearly all Devaronians
>
>

Devaronian's are known throughout the galaxy as the first species to have an actual cuck instinct built into their DNA. Occasionally, there is a non-cuck mutation, but this is very rare. A Devaronian's only purpose is to go out into the universe, make money, then send his money back to his wife, who is probably cheating on him. Even so, the Devaronian does not care, as long as his wife is happy.

Despite this, Devaronian's have a very strong sense of honor, unless you threaten their wife or their wife's boyfriend, in which case they will often try to hurt you. They are very brave, especially in the case where their wife or his step children are in danger. They also have a natural urge to explore, causing many to become freighter captains or scouts. Sometimes, they get lost in space, and never return, the thought of pleasing their wife while another man pounds her stays in his mind until his last breath.

Physical Description Devaronian males are hairless with redtinted skin, sharp incisors, and a pair of large horns growing from their foreheads. Their appearance is not unlike the devils of a thousand myths. Female Devaronians are covered in thick fur that ranges in color from brown to white. Females are hornless and have prominent canine teeth.

Homeworlds TBD

Languages Devaronians speak and read Devaronese and Basic. Their speech is guttural, and full of snarling consonants.

## Thick Skin

Devaronian's constant cucked state have allowed them to develop a thick skin, both emotionally and physically. They have a natural armor of +2D.
Kaminoan

A Kaminoan realizing she's talking to a fucking subservient species

> "*You dare jest my long neck? You'll soon find you'll have to fight against yourself, but this new you won't have such a small dick.*"
> ― A savage Kaminoan
>
>

Kaminoan's are masters of adaptation, and revel in how artificially perfect they are. Due to a massive, sudden change in their planet's ecosystem and climate, the Kaminoans had to selectively reproduce and genetically modify themselves to survive. Eventually, somehow, this led to a very long neck. This genetically altered version of themselves was perfection in their eyes, and other species were simply just not as perfect.

While researching ways to fuck with genetics, the Kaminoan's became very skilled at cloning, which became their primary form of reproduction. Any clones that were deemed not perfect were killed and sent off to space, while "perfect" ones were given jobs... mostly clone related. This became very useful in the future, as they eventually opened up a business to the rest of the galaxy.

Kaminoan's needed money, and although other races weren't as perfect as them, they set up a company that created Generic Clone's for the rest of the galaxy. In time, these would be used to fuel most wars, and became a staple in most household sitcoms.

Physical Description Kaminoans are tall and gaunt, with pale skin, three-fingered hands, and tong necks. Their faces are small and dominated by a pair of large, black eyes. Every male Kaminoan has a fin-like crest on the top of his head, but female Kaminoans have none.

Homeworlds TBD

Languages Kaminoan and Basic

## Adaptable

Due to their innate adaptability, Kaminoans gain a permanent +2 pip bonus to survival and stamina skill checks.

## High/Low Temperature Tolerance

Kaminoans can endure hot, arid climates, and suffers no ill effects from high temperatures (until they reach 85 degrees Celsius).

Kaminoans can also endure cold climates, and suffers no ill effects from low temperatures (until they reach -85 degrees Celsius).

## Aquatic

Kaminoans can breathe both air and water and can withstand extreme pressures found in ocean depths.
Hover Vehicle Repair

Time Taken In general, 15 minutes, then one hour then one day, then two days. May be customized to circumstances.

Specializations Type or model hover vehicle — hoverscout.

Characters use this skill when repairing or modifying hover vehicle systems. Each roll may repair one damaged component aboard a particular craft. The cost and difficulty to repair a hover vehicle depends on how badly it is hit, and what systems have been damaged.
Sensors

Time Taken One round or longer

Specializations Type or model scanner — hand scanner, med diagnostic scanner, heat sensor.

Characters with the this skill can operate various kinds of sensors, including those that detect lifeforms, identify vehicles, pick up energy readings, and make long-distance visual readings. Sensors covers everything from portable hand scanners (like the one used by Han Solo on Hoth) to the huge sensor arrays used on capital ships and in military bases.

Some scanners have die code bonuses — these extra dice are added when characters roll their sensors skill.
Melee Parry

*Time Taken:* One Round

*Specializations:* Type of melee weapon used - lightsabers, knives, clubs, axes, vibroblades

Melee parry is the “reaction skill” used if a character has a melee weapon and is attacked by someone with a melee combat, brawling or lightsaber attack. (Melee parry can’t be used to parry blaster attacks — that’s dodge.)
Ground Vehicle Operation

Time Taken One round or longer

Specializations Type or model ground vehicle — compact assault vehicle, Juggernaut.

Ground vehicle operation covers primitive wheeled and tracked land vehicles, including Jawa sandcrawlers, the Rebel personnel transports on Yavin IV, personal transportation cars and bikes, and cargo haulers. Some military vehicles — such as the Empire’s Juggernaut and PX-4 Mobile Command Base — also utilize wheel or track-technology.

Ground vehicle operation is seldom needed on modern worlds — where repulsorlift vehicles are very common — but this primitive technology is often used on low-tech worlds.

Ground vehicle operation can be used for a vehicle dodge — a “reaction skill” — to avoid enemy fire.
Human

"The most versatile species in the galaxy, unless you count all the arrogant ones." - Frejir the Sock

## Attributes

### Technical

2D/4D

> "*"I've been with many creatures; those with twelve appendages that can pleasure you beyond your wildest dreams, and those that fill you so full of aphrodisiacs that you'll be twenty times addicted after you're done. A human, though... he kept trying to lick my asshole. And that's it."*"
> ― Prostitute from the planet Jaris
>
>

Humans are goddamn everywhere. Ever since they were a young species, they have been constantly traveling, engaging in trade with other species then eventually attempting to conquer them for not using the same style of clothing. Many other species regard the day human's achieved space travel was the day that the universe was doomed, as they are expected to conquer all of the universe, then once that's done, conquer themselves into extinction.
Sadly, due to how physically, culturally, and politically diverse they are, other species often look away from genocide, instead encouraging compliance with the more accepting population of the human kind. Due to this, many different factions have formed within humanity, ranging from culturally accepting and peaceful to warmongering conquerors, otherwise known as "dicks." A strange phenomenon is that, even when certain species have not been introduced to the human species, they will almost instinctively know that they are incredibly dangerous and probably a proper bitch. This is the driving force behind the theory that every creature in the universe is connected, and that they are all saying, "Fuck the Humans."

Physical Description Humans average about 1.8 meters tall. Skin shades run from nearly black to very pale, hair from black to blond. Men are usually taller and heavier than women. Humans achieve maturity about the age of 15 and rarely live beyond 100.

Homeworlds Various

Languages Humans speak, read, and write Basic. They often learn other languages as well, including obscure ones.
Aquatic Vehicle Repair

Time Taken In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances.

Specializations Particular ship type or class — Oceanic transport, coastal runabout, skiff. sailboat

This skill represents a character’s familiarity with the workings of aquatic vehicles, and his ability to repair and modify them. Each roll may repair one damaged system aboard a particular vessel. The cost and difficulty to repair a vessel depends on how badly it is damaged, and what systems have been hit.
Strength

Strength represents a character’s physical strength, endurance and health. Characters with a high Strength can lift heavy objects, push themselves for days without rest and are good at resisting disease and injury. A character with a low Strength gets winded very easily

## List of Skills

* Brawling
* Climbing/Jumping
* Lifting
* Stamina
* Swimming
"The Wedding Hand"

**"The Wedding Hand"**  is the first episode in LOOK-SEE season 1 and series. Also known as **LOOK-**

## "The Wedding Hand"

### Director

Landon Stahmer

**SEE PART** Ias shown at the end at the end of the episode.

## Synopsis

The LOOK-SEE, with the help of Louis the note writer, hunts Jenni after killing Daniel. LOOK-SEE succeeded with his mission, nearly killing Jenni.
Togruta

Head tails are a thing.

> "*We can't build a hyperspace travel lane because there's planets in the way? Just destroy the planets!*"
> ― Togruta, thinking with destruction
>
>

The Togruta are famous for making quick and easy solutions to any problem, most of the time disregarding any consequence related. It's not that they know and still do it, they just genuinely don't think of the consequences of their actions, and for this, they are often not included in any major decision making.

The Togruta began as a pack hunting species, working together to overcome larger animals and large herds. Once they started becoming more and more intelligent, they began thinking of quick and easy solutions to everything. There's a forest in the way? Burn it down! This ended up starting a massive forest fire, that effectively killed thousands of creatures and made a few extinct. We want to take some land, but currently some other sentient species is there? Go there anyways. Their justification for wiping out this species was, "They attacked us first." None of these, however, are rivaled by their most famous blunder, when the planet started becoming way too hot (a few degrees shifted upwards in the average). Thus, the Togruta simply covered their planet in a massive cloud to keep the sun out, and therefore make it cooler.

After barely surviving the endless winter, Togruta managed to send out distress signals and finally were picked up by a wayfaring ship. Thus, they entered the galaxy of no return.

Physical Description A Togruta has an oval face flanked by striped, curved horns and a long head tail. Elaborate red and white patterns adorn the face, while a Togruta’s body and limbs display red and white stripes.

Homeworlds TBD

Languages Togruta speak Basic and Togruti

## Camouflage

Togruta characters possess colorful skin patterns which help them blend in with natural surroundings (much like the stripes of a tiger). This provides them with a +2 pip bonus to sneak skill checks.

## Spatial Awareness

Using a form of passive echolocation, Togruta can sense their surroundings. If unable to see, a Togruta character can attempt a Moderate search skill check. Success allows the Togruta to perceive incoming attacks and react accordingly by making defensive rolls.
Falleen

"I love the smell of this lightsaber..."

> "*Did I just fuck that guy?...I don't think I wanted to...*"
> ― Human, male
>
>

The Falleen are the most sexually irresistible species in the galaxy. Not only do they have a perfectly chiseled face and beautiful, shiny lizard scales covering their flawless muscled body, and genitals that pleasure beyond your wildest dreams... They also exude a pheromone that makes you want it whether you like it or not.

Many Falleen have taken advantage of this fact, even leading entire lives knowing that the creature their mating with does not truly want to mate with them. This is highly debated among creatures-rights activists, as some say that it is definitely, for sure rape, while others say if they enjoy it, it can't be rape. The Galactic Federation has yet to rule on this.

Falleen with an actual moral compass often become a part of the Jedi Order. even a few becoming very well-known and respected despite their racial tendencies.

Physical Description The Falleen are a reptilian species that have a similar shape and size to Humans. Delicate blue-green scales, supple and flexible, cover their bodies, growing thicker and harder where they cover their spines. Falleen can and do grow hair, and for many, their hair is a point of pride. They wear their black tresses long, pulled up into topknots or back in elaborate braids. Some adorn their hair with combs, beads, and ornate nets made of priceless wire and gemstones.

Homeworlds TBD

Languages Base and Falleen.

## Attraction Pheromones

Exuding special pheromones and changing skin color to affect others gives Falleen a +1D to their persuasion skill, with an additional +1D for each hour of continuous preparation and meditation to enhance efforts — the bonus may total no more than +3D for any one skill attempt, and the attempt must be made within one hour of completing meditation.

## Light Gravity

The Falleen hail from a world with much lower gravity than usual. When on standard-gravity worlds, reduce the character's Move by −3. Unless they are wearing a special power harness on such worlds, also reduce their Strength and Dexterity by −1D (minimum of +2; they can still roll, hoping to get a “Wild Die” result).
Generic Clone

This clone was used to murder a family, then continued to nurse one of the daughters back to health before she attempted to murder his entire family, entirely surprised by the fact that he has none.

## Attributes

### Attribute Dice

Add 2D to the stats below, without adding more than two pips to any single attribute

### Technical

2D+1

> "*I've got him!*"
> ― Clone, seconds before not getting him
>
>

At some point, many species came to the realization that they shouldn't be trying to use their own people to murder each other. That's below them. Instead, they created an entirely new, all encompassing subspecies that they can use instead! Just send some unfavorable section of your species, perhaps the *poor,* to a far off facility in the galaxy, wait three to five weeks, and they'll be returned in a glossy, shiny new white outfit!

The best part about a clone is that they are totally subservient to whomever shipped them off in the first place, making them excellent patrons of war. However, due to *whatever* process takes place that makes them so, there is little room left for complex thought, and as such can't be used for much more than cannon fodder.

Most leaders don't care for this, however, as they simply regard it as a numbers game. This was expanded by a game called *The Clone Wars*, dubbed a high-stakes war simulator. In this game, two leaders of medium to massive factions wage "war" on each other, and send an unbelievable amount of clones into battle. The difference between this and your average video game is that, despite it's name, it is not a simulator at all, and the game is controlling actual clones. Afterwards, both sides generally exclaim, "Good Game," unless one side is upset with the result, in which case actual war may follow.

Physical Description Highly dependent on the derived species; almost always in white armor

Homeworlds Any with a government fucked up enough to do this

Languages Dependent on the derived species

## Military Training

All clones go through intensive military training throughout their formative years. At character creation only, clone characters receive an extra 2D to spend on military-related skills
Lightsaber Repair/Engineering

Time Taken In general, 15 minutes, then one hour, then one day, then two days. Construction takes approximately one month.

Specializations Specific type or model lightsaber — double-bladed lightsaber, light-whip

Characters use this skill when repairing, modifying, or building a lightsaber, the weapon of the Jedi. This skill is generally restricted to Jedi Knights who learned it from their master. Lightsaber repair/engineering combines the repair and design skills into one, due to the special nature of the skill. The cost and difficulty to repair equipment depends upon how badly it is damaged
Dexterity

Dexterity is a measure of your character’s eye-hand coordination and balance. Characters with a high Dexterity are good shots, can dodge blaster bolts, can walk balance beams with ease and even make good pick-pockets. Characters with a low Dexterity are clumsy.

## List of Skills

* Acrobatics
* Archaic Guns
* Artillery
* Blaster
* Blaster Artillery
* Bowcaster
* Bows
* Brawling Parry
* Dodge
* Firearms
* Flamethrower
* Grenade
* Lightsaber
* Melee Combat
* Melee Parry
* Missile Weapons
* Pick Pocket
* Running
* Thrown Weapons
* Vehicle Blasters
Starship Weapon Repair

Time Taken In general, 15 minutes, then one hour, then one day, then two days. May be customized to circumstances

Specializations Specific type or model weapon — concussion missiles, ion cannons, laser cannon, proton torpedoes, turbolasers

Starship weapon repair covers a character’s ability to fix and modify starfighter-scale weapons. The cost and difficulty to repair weapons depends upon how badly it is damaged
Droid Programming

Time Taken 15 minutes to several hours or days

Specializations Type or model droid — astromech droid, protocol droid, probe droid.

Characters may use this skill to program a droid to learn a new skill or task. While droids can “learn” through trial and error, or by drawing conclusions, it is often easier and faster to program the activity into the droid’s memory.

The programmer must have access to a computer or datapad, which must be jacked directly into the droid’s memory for programming.
Nautolan

Medusa, but without the stone part

> "*I once used these head tentacles to swim better. Now, they are basically useless. I guess I could braid them...*"
> ― Nautolan woman, depressed
>
>

Nautolan's evolved entirely underwater and somehow grew arms and legs. This doesn't make any sense. Their language, Nautila, is only speakable underwater.

Physical Description Nautolans have thick green skin that is covered in dark, mottled spots. Their large, black eyes allow them to see well in dim light. Each Nautolan’s head is crowned by long, tentacle-like tendrils, which the Nautolan decorates with leather bands, metal rings, or beaded ties.

Homeworlds TBD

Languages Nautila.

## Good Swimmers

Nautolans, being amphibious, gain a permanent +1D bonus to all swimming skill rolls.

## Low-light vision

A Nautolan can see twice as far as a normal human in poor lighting conditions. The gamemaster should allow Nautolan characters to make the appropriate Perception-based skill checks at a lower difficulty than normal human characters.

## Pheromone Detection

Nautolans possess tendrils which act as their major sensory organs, and they barely function outside of water. The tendrils are so sensitive that they can sense odors and pheromones, which can allow an observant Nautolan some idea of a target’s emotional state. Because of this, Nautolans gain a +1D bonus to all skills rolls involving interpersonal relations (ie, bargain, command, con, intimidation, investigation, or persuasion) when in water. When outside of water, this bonus is reduced to a mere +1 pip.
Perception

Perception is the character’s ability to notice things about his surroundings and other characters. Those with a high Perception are quick to spot concealed objects or people hiding behind a corner. They’re also good at convincing other people to do favors for them, tricking or conning others, and bargaining to get a good price for goods or services. Characters with a low Perception get lost a lot.

## List of Skills

* Bargain
* Command
* Con
* Forgery
* Gambling
* Hide
* Investigation
* Persuasion
* Search
* Sneak
Walker Operation

Time Taken One round

Specializations Particular kind of walker — AT-AT, ATST, AT-PT

Walkers are difficult vehicles to learn how to operate. Generally only military characters or characters who formally worked in an industrial field would have this specialized vehicle skill. A character with this skill can pilot AT-ATs, AT-STs, AT-PTs, personal walkers and various other types of walkers.

Walker operation can be used for a vehicle dodge — a “reaction skill” — to avoid enemy fire
Quarren

Another aquatic race. Nice.

> "*I grew up with many Mon Calamari, and let me tell you, having tentacles on your head is ridiculous. You can't even use them to eat your food!*"
> ― Quarren, correct
>
>

The Quarren lived on the same planet as the Mon Calamari but instead of evolving tentacles on their head, they evolved tentacles on their chin.These are way more practical and helpful, allowing them to eat with their tentacles. Occasionally, they will even wield weapons with their chintacles.

Both the Mon Calamari and the Quarren have no particular interesting piece of history. They are very boring.

Physical Description The average Quarren stands 1.8 meters tall. They have leathery skin and heads that resemble four-tentacled squids, hence the name “squid head” sometimes used by others.

Homeworlds TBD

Languages Quarren speak, read, and write Quarrenese and Basic. They tend to learn Mon Calamarian as well.

## Aquatic Survival

At character creation only, characters may place 1D of skill dice in swimming and survival: aquatic and receive +2D in the skill.

## Aquatic

Quarren can breathe both air and water and can withstand extreme pressures found in ocean depths.

## Swimming

Swimming comes naturally to the Quarren, who gains +1D to dodge and +3 to Move underwater.
Rolling System

Star Wars REUP uses a D6 system instead of a D20 system. This means that instead of rolling a 20-sided die, you roll a six-sided die.Your attributes and skills will reflect this, as they will be represent as an amount of six-sided die you will roll and add together to get your total. Sometimes this will be a simple skill check, sometimes it will be an opposed check against an opponent, in which case the higher total wins.

An example from the book:

> Rojo’s Perception is 2D, so if she tries to notice something out of the ordinary in a crowd, her player rolls two dice and
> adds the rolls together. If the player rolled a 4 and 5, Rojo’s Perception total would be 9.
>
>

## Wild Die

Whenever you make a skill check or an attribute check, one of your dice is a Wild Die. Usually this is denoted by a dice of a different color, but for other purposes, such as rolling in a Discord text channel, we will denote this as the last die rolled. For example, if you roll a 3D6 and the result is (3 + 5 + 1) = 9, then 1 will be the wild die result.

If you roll a 1, you will add it normally to the result, but this will be a **lesser** equivalent of a "critical failure." Think of it more as a complication; something that hinders you slightly, but is not as game-changing as a conventional critical fail. Then, roll a 2d6, but do not add this to your result. If the rolls add up to 11, then it is a ***CRITICAL FAILURE*** and you will automatically fail the check, as well as causing a major complication.

If you roll a 6, you add it to the result as normal, and roll a 2d6. If the dice add up to 11, the roll is a ***CRITICAL SUCCESS*** and you will automatically succeed the check as well as some added bonuses.
Value

Time Taken One round

Specializations Type of goods or specific planet’s markets — starships, droids, Kessel, Coruscant.

This skill reflects a character’s ability to gauge the fair market value of goods based on the local economy, the availability of merchandise, quality and other market factors. The character can also gauge specific capabilities of and modifications made to goods with regard to performance.

Using value often answers the question, “How much is it really worth?” Results often depend on the source of information about the item, and how much the character already knows about that kind of merchandise. A starship dealer rattling on about a particular used-freighter might be exaggerating — although characters can make some estimations based on the starship model. If the item can be examined in person, its value is much easier to determine.
Communications

Time Taken One Round

Specializations Type or model of communications unit — comlink, subspace radio

Communications represents a character’s ability to use subspace radios, comlinks and other communications systems. While operating communications devices is generally a Very Easy task, the difficulty numbers are higher when the skill is used to descramble enemy codes and find
particular enemy transmission frequencies.

Characters may also use communications to send or receive a signal through natural hazards which disrupt communications, such as a gas cloud, heavy magnetic fields or locations with a high metal content.
Trandoshan

The best picture of a Trandoshan ever taken

> "*I ain't talkin' to that wookie! Furry fucks!*"
> ― Trandoshan, bitter
>
>

The Trandoshan are scaly and lizard-like with super-sensitive eyes that can see into the infrared range. Over the coarse of their life, they shed their skin many times and can often grow back limbs that have been "removed." Sadly, evolution wasn't smart enough to give them retractable claws, so fine manipulation with their hands is often hindered by their claws.

For some reason, the Wookiees and the Trandoshan's just do not like eachother. Whether this is because of a previous conflict between them or just because they don't like the way the other looks, no one knows. Simply put, you probably shouldn't have a Wookiee and a Trandoshan in the same room, mission, ship, crew, or really any situation.

Physical Description Trandoshans average 2.1 meters tall. Their scaly hides offer additional defense against attacks.

Homeworlds TBD

Languages Trandoshans speak Dosh and often Basic.

## Vision

Trandoshans’ vision includes the ability to see in the infrared spectrum. They can see in darkness with no penalty, provided there are heat sources.

## Clumsy

Trandoshans have poor manual dexterity. They have considerable difficulty performing actions which require precise finger movement and they suffer a penalty of −2D whenever they attempt an action of this kind. In addition, they also have some difficulty using weaponry that requires a substantially smaller finger such as blasters and blaster rifles; most weapons used by Trandoshans have had their finger guards removed or redesigned to allow for the Trandoshan’s use.

## Regeneration

Younger Trandoshans can regenerate lost limbs (fingers, arms, legs and feet). This ability disappears as the Trandoshan ages. Once per day, the Trandoshan must make a Moderate Strength or stamina roll. Success means that the limb regenerates by ten percent. Failure indicates that the regeneration does not occur.
Gambling

Time Taken One round to several minutes

Specializations Particular game of chance — sabacc, Trin sticks, warp-top

Gambling reflects a character’s skill at various games of chance — it is used to increase his odds of winning. This skill doesn’t affect games that are purely random, but does influence games with an element of strategy, like sabacc or a similar game. When playing a skill game honestly, all characters make opposed gambling rolls, and the highest roll wins.
Capital Ship Gunnery

Time Taken One Round

Specializations Weapon type or model — concussion missiles, gravity well projectors, ion cannons, laser cannons, proton torpedoes, tractor beams, turbolasers.

Capital ship gunnery is the “ranged combat” skill that covers the operation of capital-scale starship weapons, including turbolasers, ion cannons and tractor beams.
The Force (for dummies) Wiki

List of Useful Links: Core | Character Creation (outline) | Races | Skills

## Welcome to the Galaxy!

“The story so far:
In the beginning the Universe was created.
 This has made a lot of people very angry and [has] been widely regarded as a bad move.”

- Douglas Adams
## What is the Galaxy?

What troubled times await in this mysterious world? Perhaps you shall fight a grue? Probably not, those don't exist, but many other strange creatures do!

You may be thinking to yourself, "Hey, this is just a Star Wars campaign! I don't have to read this shit!" And yeah, that's kind of true, but when you find out wookies are actually the scientists of this universe and have mastered the art of creating dark matter and good cookies, you may be a bit lost. While this is based (loosely) on the Star Wars universe, containing many of the same creatures, those creatures may have drastically different roles, and even completely different histories. So, try not to assume about certain creatures, as they may surprise you.

The rules in this wiki are what you should follow, and if it's different than in the book, then follow this wiki. That's mainly the reason why I'm making it, so you don't have to read the book. w0w!

## Where do I start?!

Check out the Character Creation (outline) for how to build your character, and read some of the races to get an idea of the world.

Construction Monkey
Capital Ship Shields

Time Taken One Round

Specializations N/A

Characters use this skill when operating shields on capital-scale starships, both military and civilian. These shields normally require large, coordinated crews for efficient operation.

Capital ship shields can be used to bring up shields — a “reaction skill” — to block enemy fire.
Technical

Technical stands for “technical aptitude” and represents a character’s innate knowledge of how to take apart, repair and modify things. A character with a high Technical attribute can take apart a droid to repair a malfunction, fix a busted drive system on a landspeeder, and modify a blaster to have a longer range. Technical also reflects a character’s knowledge of healing and medicine, skill setting explosives, and ability to figure out electronic security systems. Characters with a low Technical have trouble changing a power pack in a blaster.

## List of Skills

* Aquatic Vehicle Repair
* Armor Repair
* Blaster Repair
* Capital Ship Repair
* Capital Ship Weapon Repair
* Computer Programming/Repair
* Demolitions
* Droid Programming
* Droid Repair
* Engineering (as well as the advanced skills associated with it)
* Equipment Repair
* First Aid
* Ground Vehicle Repair
* Hover Vehicle Repair
* Lightsaber Repair/Engineering
* (A) Medicine
* Repulsorlift Repair
* Security
* Space Transports Repair
* Starfighter Repair
* Starship Weapon Repair
* Submersible Vehicle Repair
* Walker Repair
Computer Programming/Repair

Time Taken One round to several minutes, hours or days

Specializations Type or model computer — portable computer, mainframe, datapad, YT1300- computer

Characters use this skill to repair, modify, and program computers — it also covers a character’s familiarity with computer security procedures, his ability to evade them, and the ability to get secure information