Species

Available Species for Sentinel's Republic Star Wars Galaxies Emulator.

## Aqualish

Aqualish were a species of sentient humanoids who were identifiable by round black eyes, tusks, and fur. Some Aqualish had four eyes. The shape of their hands also varied. While some had hairless hands with three digits, others, like Ponda Baba, had furry hands with five clawed digits. They had dark red colored blood that didn't coagulate. Amda Wabo was an Aqualish weapons manufacturer. The Aqualish spoke their own language, one that the Imperial Minister Maketh Tua did not understand. As such, Tua needed a translator droid when she had a deal to make with Wabo.

Aqualish generally have bald heads, fur around their cheeks, and large tusks that stuck off of their jaws. Aqualish also tended to have either two or four eyes, and different kinds of hands. The criminal Ponda Baba had hairy hands with five digits, while some Aqualish who were apart of the Galactic Republic senate sported hairless hands with three digits. The species spoke Aqualish. Aqualish had red colored blood that did not coagulate.

As well as being senators for the Galactic Republic and officers for the Confederacy, some Aqualish have found careers as both criminals and arms dealers. Utonk Hid was an Aqualish gunman who was a guest at Tiggs Leo's tavern on the planet Coruscant. An Aqualish criminal was Ponda Baba, who was, along with his friend Doctor Cornelius Evazan, had the death sentence on twelve star systems. Baba lost his arm to Jedi Obi-Wan Kenobi during a cantina brawl. Amda Wabo was an Aqualish arms dealer who worked out of the planet Garel. During the reign of the Galactic Empire, Wabo attempted to sell T-7 ion disruptor rifles to the Empire through Minister Maketh Tua. Their efforts were disrupted by a band of rebels from the planet Lothal, and some of the weapons ended up in the hands of the crime boss Cikatro Vizago. At least one Aqualish was a member of Jabba the Hutt's court on the planet Tatooine.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+0
+0
+0

### Willpower

+0
+0
+0

## Special Features

### Music Battle Fatigue Healing

+25

Bith were a peaceful, highly-evolved craniopod species native to the planet Clak'dor VII. Fully adapted to a civilized, high-technology lifestyle, Bith were found galaxy-wide at all levels of society, most notably as engineers, scientists, intellectuals, consultants, and musicians.

Bith were craniopods with pale pink, yellow, or (rarely) green skin, large heads, large lidless eyes, toeless feet, and long fingers. Their thumb and small finger were both fully opposable. The Bith's internal systems were different from most humanoids, as the Bith had only one lung, and exhaled through their skin. Bith also lacked a proper nose, instead having highly sensitive olfactory organs hidden in the skin-flaps of their cheeks.

The other Bith senses were also acute. Bith could sense the tonal qualities of sound as well as other races sensed colors. Their eyes, as big as a Menahuun's, could see microscopic details of nearby objects, but were extremely nearsighted as a result. An interesting side effect of their incredible sensors was the effect of sonic grenades, or screamers, on them. It was described as causing their heads to explode. Similarly, Bith had high manual dexterity which helped them manipulate fine tools, though their physical prowess with gross motor skills was only average.

Bith had even evolved past the need for sleep. Instead, they would slip into a light meditative trance, which allowed them to get as much rest in four hours as other species could get in eight. During this trance, Bith were still almost fully aware of their surroundings. A Bith's reproductive organs atrophied over time, as did the portions of their brain governing such impulses. As such, Bith were unable to reproduce naturally, instead relying on artificial conception and gestation. Mates brought genetic material to a Computer Mating Service for analysis against prospective mates. Bith children were created from genetic material from two parents, which was combined, fertilized, and incubated for a year.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+300
+300
+100

### Willpower

+100
+100
+0

## Special Features

### Cover

+10

A humanoid species identified by their short builds and fur-covered faces, Bothans are widely known as proficient and intrepid spies. However, members of the species have also become fearless leaders, relentless warriors, courageous pilots, and brilliant scientists.

As a species, Bothans have been mastering the art of information-gathering for nearly 300 years. The resulting Bothan spynet is among the largest and most renowned intelligence organizations, with operatives stationed throughout the galaxy. In fact, spying has become the Bothans primary industry. Since the outbreak of the Galactic Civil War, the Bothan spynet has primarily benefited the Rebel Alliance, although both the Empire and the criminal underworld occasionally make use of Bothan spies as well.

Due largely to their reputation as spies, Bothans are often regarded as power hungry, manipulative, cunning and paranoid. But Bothans are also well-organized, keenly intelligent, and very loyal. They live orderly lives, place great emphasis on family bonds, and are extremely protective of their allies. In addition, Bothans can be passionate and surprisingly eloquent orators, poets, and politicians.

Bothans hail from Bothawui, a clean, cosmopolitan planet. They live in tight-knit clans and are ruled by a democratic Bothan Council. Bothans speak both Basic and their own native tongue.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+250
+250
+300

### Willpower

+0
+100
+0

## Special Features

### Center of Being Duration for One Handed Melee

+5

The Chiss were a tall, blue-skinned Near-Human civilization from the planet Csilla in the Unknown Regions, best known to most Humans as the people to which Grand Admiral Thrawn belonged. Due to the remote position of their home territory in the Chiss Ascendancy they remained largely an enigma to the rest of the galaxy, and contact with outsiders was limited even in the days of the Galactic Alliance.

The Chiss were a near-Human species distinguished by their blue skin and glowing red eyes, which grew darker depending on the oxygen content of their surroundings. The more oxygen present, the more intense the color of their eyes and skin tone. While their hair was typically jet black, it did on rare occasions go gray with age (most Chiss believed that the development of gray hair was an indication of the siring of exceptional children). Their physical form led to some speculation on whether they were an offshoot of humanity's ancient expansions into the galaxy or whether their physical form coincidentally matched that of Humans. However, genetic analysis indicated that they were an offshoot of humanity, and it was believed that moving underground led to a divergence between them and baseline Humans. Furthermore, this analysis indicated that their unique skin tone was the result of exposure to glacial minerals. Their blue skin, jet black hair and red eyes generally commanded attention once they were in a crowd of regular humanoids, and these features made them physically striking and instantly recognizable. Male and female Chiss tend to be more powerfully built when compared to Humans but exhibit the same variances as Humanoid sexes. A Chiss stood between either 1.6 to 2.1 meters in height though an average height of an adult was believed to be 1.7 meters.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Slope Move

+5

Hailing from the planet Devaron, the Devaronians were a species of sentient humanoids, characterized by two legs, a torso, a single head, two arms with hands, fingers, and an opposable thumb. The species had two sexes, male and female. Known Devaronian skintones included reddish brown and green.

The Devaronian head featured a nose, a mouth, and two forward-facing eyes, which notably came in shades of red, purple, and dark brown. Both sides of the face were flanked by two pointed ears that stuck out slightly. The males had short horns growing from the top of their heads. The females, however, were hornless, but had two dark circles above the forehead, where the horns usually are in males. While females had a full head of hair, males were bald some of them, however, grew sideburns.

Under the reign of the Galactic Empire, a Devaronian named Cikatro Vizago led the Broken Horn Syndicate, a Lothal-based criminal organization. The crew of the starship Ghost occasionally relied on Vizago for funding and information. Another Devaronian named Yelkin worked as a miner on the thorilide mines of Cynda. Shortly before the Battle of Yavin, a red-skinned male Devaronian was present in the cantina of Mos Eisley the day Obi-Wan Kenobi and Luke Skywalker met Han Solo and Chewbacca.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Creature Harvesting

+10

Gotals were a species of tall, hairy humanoid sentients native to the moon Antar 4. Their most distinctive features were the twin conical horns growing on the top of their heads, which acted as highly responsive electromagnetic sensors. These head cones were sensitive enough to pick up subtle changes in another being's electromagnetic emissions from emotional changes, making Gotals natural empaths. The unique nature of these sensors shaped Gotal culture, and helped individual Gotals carve niches in galactic society ranging from bounty hunters to diplomats, the former making a large use of thermite grenades.

Gotals were part of galactic society as far back as the early days of the Galactic Republic. During this time, Gotals served the Republic as Jedi and as Antarian Rangers. In the Republic's later years, however, their relations with other cultures became troubled. Conflicts such as the Duinuogwuin-Gotal conflict and the Separatist Crisis resulted in the Gotals taking the losing side in the Clone Wars. Distrusted by and distrusting of the Galactic Empire, the Gotals returned to the mainstream as part of the New Republic and later, the Galactic Federation of Free Alliances.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Group Slope Move

+5

Gran could easily be identified by their three eyes and their goat-like snout. Female Gran also had three breasts. Gran were also able to sense one another's emotions and disposition by noting subtle changes in body heat and skin color. The Gran had excellent vision, able to resolve more colors than most species, and even able to see into the infrared. Gran had two stomachs, having evolved from herbivorous grazing animals who lived in herds on the mountains and highlands of Kinyen, surviving on the local goatgrass, for which Gran kept their taste. Gran chewed and digested their food quite slowly, savoring the flavor carefully. A single meal could take almost an entire day to finish, but a Gran would often not need to eat for several days afterwards.

A recessive genetic mutation sometimes caused some Gran to suffer from misshapen extremities, with hands and feet swelling to abnormal sizes. While not affecting the individual's ability to do finer work, the handicap nonetheless often resulted in social isolation. Gran scientists intently studied the trait to attempt to find a cure.

The peaceful nature of Gran society was a reflection of their homeworld, Kinyen. Kinyen boasted large and rolling grasslands and highlands, a dense and beautiful forest, and one of the longest and clearest rivers in the Bes Ber Bikade sector. The beauty of this planet, and the need for primitive Gran to band together for defense against predatory animals, helped the Gran develop strong bonds of home and family in their society (once they became a civilized species, the Grans set aside fenced nature preserves for the carnivores which once threatened them). Grans also mated for life, forming such strong bonds that they generally died within days of a mate's death. It was rare for any Gran to leave their planet of origin once they had taken a mate.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Artisan Experimentation

+15

The predominant species in the galaxy, humans can be found in virtually all walks of life and on most habitable worlds. All humans are bipedal, intelligent beings. They speak Basic, which has become the galaxy's official language. Humans are generally considered adaptable, curious, innovative, resilient, and ambitious.

Humanity's incredible diversity is perhaps its greatest strength. No two humans look or behave exactly alike, and humans represent many of history's greatest heroes (along with its most despicable villains). Humanity is also credited with discovering hyperspace travel, founding the first galactic governments, and colonizing hundreds of treacherous worlds. Humans dominate the current political landscape, comprising most of the Galactic Empire.

Unlike many other species, humans do not have an identifiable planet of origin. Some scholars believe that humans first appeared on Coruscant, which is now the Imperial capital, but this theory has never been substantiated. Regardless, humans have settled in nearly every corner of the galaxy. Because humans are so widespread, they are often categorized by homeworld. Thus, humans born on Corellia are widely known as Corellians while the humans found on Naboo are often called simply "the Naboo." On some worlds, humanity gave rise to genetic offshoots which are referred to as "near-humans".

## Attributes

### Constitution

+0
+0
+250

### Stamina

+250
+300
+0

### Willpower

+100
+0
+0

## Special Features

### Vendor Item Limit

+100

**NOTE:** Hutts combat animations are bugged. The only combat profession that will work is unarmed.

Hutts were a massive slug-like species who had large mouths and stubby arms. They were tough and muscular with thick leathery skin, which was wrinkled and slimy.  Hutts often had watery eyes and slack facial expressions.  Despite their legendary adult size, Hutts start out as tiny Huttlets less than half a meter in height.

Their homeworld of Nal Hutta had a hot atmosphere and was frequently streaked by greasy rains, creating a fetid sauna in which Hutts were most comfortable. Hutts could live for centuries Jabba was 604 when he was killed and could grow to enormous sizes.  Some Hutts suffered from a genetic defect that caused their skin to be bereft of pigment and prone to cracking.

The Hutts were crime lords who lived opulent lives overseeing criminal underworld activities like spice smuggling, slavery, gambling and bounty hunting in Hutt Space. They were typically obese, with the muscular Nar Shaddaa kingpin Grakkus being an exception who proved the rule.

The Hutt Clan was divided into families known as kajidics: Jabba's family was the Desilijic kajidic, whose sigil was tattooed on his arm. Hutts bandaged and buried their dead.  The Hutts believed that at least one of their own, Boonta Hestilic Shad'ruu, had ascended to godhood, and held the Boonta Eve holiday in their honor.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Pistol Aim

+5

The Ishi Tib were amphibious beings with large eyes on stalks and beak-like mouths. Their heads were often described as star-shaped, with their eyestalks, beaks, and cheek pouches forming a five-pointed star. Their lungs doubled as internal gills, and they had an acute sense of smell on land or in the water. Their green skins retained humidity, but an Ishi Tib had to bathe in salt water every thirty hours or so, or their skin would crack open, resulting in internal and external bleeding and death. Their language was Tibranese.

Ishi Tib evolved from fish who escaped predators by jumping out of the oceans and on to the above-water portions of Tibrin's coral reefs. As they evolved intelligence, their cities were built on these same coral reefs, with underwater farms which grew fish, seaweed, and crustaceans for food. Their society was centered on small communities (called "schools") of up to 10,000 Ishi Tib. Schools were governed by representatives who were elected to one-year terms. The most important laws of the Ishi Tib were concerned with ecological preservation.

Ishi Tib reproduction was governed by the needs of the school, with fertilized eggs laid in hatcheries near the reefs, and children raised communally. Marriage was unknown among the Ishi Tib, and no Ishi Tib knew who his or her parents or children were.

Ishi Tib were considered meticulous strategists and managers. The minority of Ishi Tib who left Tibrin often found work offworld as executives, accountants, and project managers. Their organizational skills and drive to complete their projects placed them in high demand, making many offworld Ishi Tib quite wealthy. Ishi Tib were also known for their environmental consciousness, often choosing to work in positions where reverence for nature was as or more important than profit. There was also a primal undercurrent to their personalities, however they were ferocious in combat, often tearing opponents apart with their beaks.  Ishi Tib enjoyed listening to music that had loud sirens, along with clanging, whoops, flashing lights, and ringing bells.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+0
+0
+150

### Willpower

+300
+300
+150

## Special Features

### Advanced Assembly

+10

Ithorians are herbivorous pacifists often called "Meerian Hammer-heads" by those fascinated by their bizarre, ladle-shaped necks and wide-set eyes. Ithorians also have mouths on both sides of their curved necks, which results in a unique 'stereophonic' speaking voice.

Planet Ithor is a stunning paradise characterized by ample sunlight, glistening waterfalls, thriving rain forests, and gentle breezes. Ithor is easily the most popular tourist destination for newly-weds and young lovers. Since the dawn of their civilization, the quiet Ithorians have worshipped the "Mother Jungle," and have lived in complete harmony with their surroundings. For every vegetable plucked from the ground, the wise Ithorian plants two replacements.

The Ithorians moved to the sky relatively early in their societal development, gliding casually above the baffor treetops in "herd cities" equipped with powerful, yet environmentally-friendly, repulsorlift systems. Most Ithorians live in "herds" that migrate about Ithor's three civilized continents. Still others travel throughout the galaxy in space-faring "herds" to sell unusual merchandise.

Ithorian horticultural and cloning expertise is second to none. This fact has, unfortunately, focused considerable unwanted attention from the Empire onto planet Ithor and its peaceful species. The gentle, optimistic Ithorians prefer work in agricultural, artistic, diplomatic, mercantile or space-faring fields. A select number choose to take on the mantle of ecological priests, keeping the "Mother Jungle" safe from danger

## Attributes

### Constitution

+0
+0
+0

### Stamina

+0
+0
+150

### Willpower

+300
+300
+150

## Special Features

### Structure Assembly

+10

An amphibious species with fishlike faces and huge eyes, the Mon Calamari are among the galaxy's most peaceful and intelligent beings. They are a colorful species, with skin tones ranging the full spectrum of known hues. Many Mon Cal are also marked by vibrant spots or stripes.

The Mon Calamari are native to a watery world of the same name. They can survive underwater for long periods of time and are powerful swimmers. The Mon Cal are also psychologically attuned to their environment. When visiting wet, cool planets they become very energetic and cheerful; in contrast, they may be quite depressed and languid on hot, dry worlds.

The idealistic Mon Cal enjoy a progressive society that promotes the values of justice and peace. They are tireless explorers, but seek out other planets for knowledge rather than conquest. As individuals, they may seem soft-spoken, gentle, determined, and generous. They control their emotions well and have a nearly superhuman capacity for intense concentration. More impulsive species may view the Mon Cal as extremely stubborn. Mon Cal speak Basic and Mon Calamari.

The Mon Cal are one of the many species victimized by the Galactic Empire. Many Mon Cal have been forced to build weapons and starships for the Imperial forces while others serve as personal assistants to high-ranking Imperial officers. In defiance of the Empire, those Mon Cal who still travel the galaxy often find themselves working for the Rebel Alliance.

Throughout the galaxy, Mon Cal are probably best-known for their great scientific knowledge and mechanical aptitude. In particular, they are widely respected for their striking starships, each a unique fusion of art and engineering. But Mon Cal certainly aren't limited to intellectual pursuits; they can also apply their great intelligence to exploration, tactical combat, and even complete mastery of weapons.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Polearm Accuracy

+10

The Nautolans, sometimes referred to as the Nautiloids, were an amphibious humanoid species from the planet Glee Anselm. Although they established settlements across their aquatic homeworld, most Nautolan civilization was found in the Sabilon region. The most well known Nautolan was Jedi Master Kit Fisto, a hero of the Clone Wars and member of the Jedi Council.

Nautolans possessed physiology common to amphibious species, including low light vision and excellent swimming skills. They stood an average of 1.8 meters, had smooth green, blue, or brown skin, and large black or dark maroon eyes with lids that were seldom used. They were capable of breathing underwater; however, unlike other water-based species, Nautolans did not experience difficulties out of water.

Nautolans possessed exceptional olfactory and pheromone-sensing skills, enhanced by head-tresses. These tendrils were used to detect the emotional state of another being, but were most effective underwater. Within Nautolan culture, the ability to sense pheromone changes was an essential part of the communication process. All Nautolans had fourteen sensory tentacles and multiple hearts, which were capable of beating separately.

Like their sense of smell, Nautolan language was also maximized for use underwater and not fully pronounceable in a gaseous atmosphere. Because of the loss in linguistic detail, most Nautolans chose to speak Anselmian or Galactic Basic when traveling off-world. In addition, Nautolans used other communicative cues when submerged, such as reading the swirls in other Nautolans' large eyes.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Meditation Regeneration

+1

They were all reptilian humanoids that were noted for their leathery skin with an average adult standing 1.8 meters tall. Sometimes these were covered in spikes and horns.

The species held a limited range of facial expressions because they lacked the necessary anatomical infrastructure. Most Nikto had cold black obsidian eyes. These were sometimes covered by a protective membrane. This took the form of a thin transparent pellicle that protected their eyes underwater and during windstorms.  As a result, they were noted for their "staring" eyes and a seemingly blank expression which led to many underestimating Nikto intelligence.

The Nikto species featured six distinct mutated sub-species due to massive radiation bursts from a dying nearby star M'dweshuu, which sped up the rate of mutation so that traits that normally took millions of years to occur instead took only thousands. The five sub-species inhabited different geographic areas of Kintan, developing unique adaptations to suit the different environments on the planet. Only five were known to the galaxy at large; the sixth, the Numol'elrul, were a water-breathing subspecies that lived in the caverns below Glussa Island but were considered nothing more than a legend to the others, as they cut off all contact with the rest of their species around 5000 BBY.

The varying appearance of the Nikto sub-species caused confusion amongst those who were unfamiliar with the Nikto, but all Nikto had certain similarities; leathery skin, sometimes covered with spikes or horns, as well as eyes that included a protective membrane to shield against Kintan's harsh environment.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Meditation Regeneration

+1

The Nightsisters were a sect of the Witches of Dathomir who embraced the usage of dark arts within their Force-driven Magicks. The Nightsisters were originally members of other witch clans who began to utilize the dark side in defiance of the light-sided orthodoxy found in the Book of Law the governing holy text of the Dathomiri. These witches adopted a shamanistic culture that rejected the notion of "good" and "evil", and instead chose to call upon the twin energies of the Winged Goddess and the Fanged God in order to utilize their Magicks and communicate with the spirit realm. They focused extensively on the art of casting Force illusions through "illusion spells." Witches found guilty of practicing these heretical techniques were banished into Dathomir's wilderness and left for dead. However, in the final decades of the Galactic Republic's reign, the exiled witch Gethzerion used her superior powers to unite the wandering outcasts into a new clan the Nightsisters.

Operating under a revised holy text known as the Book of Shadows, these sorceresses used their powerful connection to Dathomir's untamed wilds to terrorize their fellow clans and fight for dominance over the planet. Although the witches had designs for galactic dominance, they were largely confined to their own world, as the Jedi Order maintained active interdiction of the planet. The Nightsisters themselves were divided into various competing clans of their own until approximately 32 BBY, when Clan mother Zalem attempted to use Dathomir's legendary Infinity Gate to destroy Coruscant, the capital world of the Galactic Republic. After the plot was foiled and Zalem was killed by her daughter, the numerous clans of Nightsisters were united into a single coven by the shaman Mother Talzin. During the Clone Wars, the Nightsisters came to the forefront of galactic notoriety when Talzin transformed her people into a mercenary society that trained in combat and Magick so that their services as bodyguards, assassins, and soldiers could be sold to off-world bidders.

## Attributes

### Constitution

0
0
0

### Stamina

0
0
0

### Willpower

0
0
0

## Special Features

### Music Battle Fatigue Healing

+5

The Quarren were squid-like with four facial tentacles which protruded from their lower jaw. They had a pair of deep, turquoise eyes and finned hands with suction-tipped fingers. As an amphibious species, they were strong swimmers and could also squirt clouds of ink as a defensive measure. They were also bipedal beings that could walk and sit upright.

During the Clone Wars, the Separatists, acting through the Karkarodon advisor Riff Tamson, stirred up trouble between the Quarren and the Mon Calamari. Following the assassination of the Mon Calamari King Yos Kolina, the Quarren led by Chieftain Nossor Ri contested his son Prince Lee-Char's claim to the throne. With the encouragement of Tamson, Ri called for new leadership and a chance for Quarren to rule Mon Cala.  This led to a civil war on Mon Cala with the Separatists backing the Quarren Isolation League[9] and the Republic supporting the Mon Calamari. Prior to the outbreak of fighting, Senator Padmé Amidala and her Jedi bodyguard Anakin Skywalker visited Mon Cala city in attempt to broker peace between the two warring species.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+200
+200
+450

### Willpower

+0
+0
+0

## Special Features

### Weapon Assembly

+10

Rodians are slight humanoids with large, multifaceted eyes, flexible snouts, and short antennae. They typically have greenish skin, although some members of the species may be blue, purple or even pale white. Rodians are native to Rodia, an industrial planet in the Tyrius system.

Rodians are widely distrusted by other species, who consider the Rodians to be generally greedy, immoral, and violent. Much of this reputation stems from Rodian culture, which romanticizes death and the hunt. In addition, the species reveres bounty hunters. The most successful hunters are presented with an array of rewards, including such coveted awards as "Best Capture," "Longest Hunt," and "Most Kills."

On Rodia, the species lives in violent clans that wage long and devastating wars against one another. Immense gladiator games are also a frequent occurrence. To support their constant warfare, Rodian industry revolves around building weapons, armors, and vehicles. Manufacturing facilities dominate the landscape, devastating the once lush and tropical Rodian ecology. Many life-forms have become extinct on Rodia and most food and material goods must be imported to the planet.

Surprisingly, Rodians are skilled dramatists and their theatrical work is respected throughout the galaxy. After realizing that they were driving themselves toward extinction, the species developed drama in order to enact violence without actually killing one another. Their early plays were nothing more than mock battles, but later generations began converting Rodian drama into a true art form. All Rodian drama, however, contains a great deal of bloodshed and death.

Rodians speak Rodese, although those who leave the planet quickly learn Basic as well. In the Outer Rim, where many expatriate Rodians have settled, the species has mastered Huttese and uses it almost exclusively.

Traditionally, Rodian society has been tightly controlled by the Rodian Grand Protector, with only the most accomplished hunters allowed to leave their planet. However, Rodians are becoming increasingly independent. A number of "peaceful" clans actually exist, although such clans are usually exiled from Rodia when they are discovered. In addition, those Rodians who chafe under the Grand Protector's rule or become weary of the constant bloodshed on their homeworld can almost always find a way to escape the planet.

Rodians encountered abroad tend to be much more introspective and well-rounded than their brethren. They are still quick and agile, but are not necessarily prone to extreme violence. While many still become bounty hunters or mercenaries, Rodians can be found in all professions. Some of the most successful Rodians are dramatic actors, while others become famous musicians, dancers, and other entertainers.

## Attributes

### Constitution

+100
+100
+100

### Stamina

+100
+100
+100

### Willpower

+100
+100
+100

## Special Features

### Combat Healing Ability

10

The Singing Mountain Clan was a Dathomiri Witch clan village located near the Singing Mountain on Dathomir and a bitter rival of the Nightsister clan. Its leader was Augwynne Djo. Gethzerion used to be part of this clan before she was exiled.

The Witches of Dathomir (also referred to as either Dathomirians or Dathomiri) were a group of Human Force-sensitives native to the planet Dathomir. They were also known as the Daughters of Allya in honor of the wayward Jedi Knight Allya, who was banished to the planet around 600 BBY, and who they regarded as their ancestress. By the time of the Galactic Empire, Allya's descendants had divided into female-dominated clans that were named after regional landmarks. Each clan had a unique set of rules regarding Force usage, but all the clans held one rule above all others: "Never concede to evil".

"While rancors dined on others, the daughters of Allya prospered from generation to generation, teaching their own daughters the spells. We divided into clans, and for a long time the clans vied for men in friendly competition, stealing mates. We governed ourselves, punished anyone caught using the night spells. In my grandmother's day, we pushed the wild rancors from these mountains. My grandmothers hunted the last of them. We hoped for peace at last."  - Teneniel Djo to Luke Skywalker

The counterparts of the Nightsisters, the Singing Mountain Clan has chosen a more peaceful existence on Dathomir. Although strong in the Force and despite overtures from the Jedi, few of the witches ever leave Dathomir, instead preferring a more peaceful existence with the clan. The Singing Mountain Clan draws on "magicks" as well, using them to tame rancors, heal the sick and wounded, and glimpse the future.

## Attributes

### Constitution

+200
+0
+0

### Stamina

+300
+0
+0

### Willpower

+0
+0
+400

## Special Features

### Cr0eature Harvesting

+1

Sullustans are affable, gregarious creatures known for their jowled faces and chattering language. Planet Sullust is a barren, volcanic world smothered by a heavy toxic cloud. Sullustans thrive in tunnels deep beneath the planet surface where they have constructed highly advanced, startlingly beautiful cities. Wealthy sightseers from halfway across the galaxy tour the hot-springs of Sullust and enjoy exotic delicacies such as "drutash grubs" (which are best served with omaton sauce).

Evolving in a network of dark, mazelike warrens imbued the species with an unfailing sense of direction. Once a Sullustan has traveled a path, the way is never forgotten. This innate skill even extends to hyperspace, making Sullustans prized as star navigators and explorers.

SoroSuub, one of the galaxy's largest manufacturing conglomerates, is based on Sullust and employs half of the population in its mining, production and packaging departments. The company makes hundreds of products, from injecto-kit shoes and battle armor to the XP-38 landspeeder. SoroSuub is an ardent supporter of the Galactic Empire, and has taken great pains to ensure that its legion of Sullustan workers never breathes a word of dissent. Even so, many Sullustans have taken issue with this policy, and have shared their loyalty with the Rebel Alliance

## Attributes

### Constitution

0
0
0

### Stamina

0
0
0

### Willpower

0
0
0

## Special Features

### Vendor Item Limit

+100

Talz were large, bipedal creatures, averaging 2 to 2.5 meters tall. Bulky creatures, they were covered head to toe in thick white fur, which provided exceptional insulation against their frozen world. Talz had four eyes, which were also adaptations to their native environment. The larger set of eyes were shut during the day, when sunlight reflected off the snow with dazzling brightness — able to blind sensitive optical organs, leaving the smaller set to navigate with. Alternatively, during the deep darkness of their homeworld's moonless night, the larger pair were utilized to provide the Talz with adequate vision.

Talz used a small proboscis to eat and communicate, using a language of high-pitched chirps and buzzes, with variable pitch an essential feature. Their language was known as Talz or Talzzi.

Talz had extremely large hands, sporting a set of sharp-clawed talons, which tended to make others think twice before getting into a brawl with a Talz. Despite these fierce claws, most Talz were gentle and kind-hearted creatures. They were diligent and tireless workers. As a society, Talz were still a primitive species who had barely evolved sentience by the time the Old Republic discovered them during the Clone Wars. Talz were limited users of tools, constructing primitive shelters to further protect them from the icy cold climate though they still understood basic technological concepts like blaster fire and speeders. Their psychology and societal relationships, however, were very complex—based on clans and extended families—with sophisticated mechanisms for redistribution of resources to provide the greatest benefit for the species.

The Talz had no concept of ownership, and instead "borrowed" objects from neighbors if needed, or gave away objects they did not own. Many non-Talz deemed them to be thieves as a result. For this reason, non-Talz who worked with them kept all objects and tools under lock and key. Many people who worked with Talz thought that trying to teach them the meaning of ownership was a wasted effort.

## Attributes

### Constitution

+250
+300
+400

### Stamina

+0
+0
+0

### Willpower

+0
+0
+100

## Special Features

### Regeneration

+1

Among the galaxy's most fearsome species, Trandoshans are large, threatening reptilians from the planet Trandosha (or Dosha). Trandoshans are physically powerful, very difficult to injure, and capable of recovering quickly from even the most serious injuries. Like many reptiles, Trandoshans hatch from eggs and have thick, scaly skin. Their three-fingered hands are armed with sharp claws, which can be deadly weapons in combat. They also have supersensitive eyes that can see into the infrared range.

Trandoshans live in a warlike society that honors hunting above all else. In fact, Trandoshans worship a female deity known as the Scorekeeper, who awards "jagannath points" to her followers based on successful kills. The number of jagannath points a Trandoshan accumulates supposedly determines his or her position in the afterlife.

Many Trandoshans channel their society's values into roles as bounty hunters, soldiers, or rangers. A handful of the most violent and immoral Trandoshans serve the Empire as slavers who target other species, including Wookiees. But, Trandoshans are also independent and may rebel against their culture. A scientifically-minded Trandoshan might become a peaceful "hunter," working as a xenobiologist who merely tracks and studies other creatures. Even on Dosha, Trandoshan society relies on its own engineers, merchants, and even farmers.

Trandoshans are widely distrusted throughout the galaxy, in part because of their frightening appearance. And, in fact, many Trandoshans are gruff, unpredictable, and even dangerous. They rarely form long-lasting emotional bonds, even with other Trandoshans, and may be more likely to join forces with others for personal gain rather than friendship. But those who have allied themselves with Trandoshans are always impressed by the species' uncanny fortitude, unflagging resolve, and unshakeable calm even in the face of certain death.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+250
+250
+300

### Willpower

+0
+0
+100

## Special Features

### Battle Fatigue Healing (Music)

+5

Twi'leks are humanoids easily distinguished by the twin tentacles that grow from their skulls. These prehensile appendages, known as "lekku" or "tchun-tchin," are advanced organs used for communication and cognitive functions. Like humans, Twi'leks vary greatly in appearance and have a wide variety of skin colors ranging from pale white to bright green, blue or red.

Twi'leks speak Twi'leki, a language that combines verbal components with subtle head-tail movements. When they wish, they can even communicate in complete secrecy using their versatile head-tails.

Twi'leks are native to mountainous Ryloth in the Outer Rim. Because of Ryloth's strange orbit, half of the world is trapped in perpetual darkness, while the other half remains scorched by the sun. The Twi'leks inhabit a thin band of twilight between these two extremes, living in sprawling catacomb cities just below the planet's surface. They have a relatively primitive industrial civilization, and survive on a diet of raw fungi and cow-like rycrits. Because Ryloth is relatively defenseless, the planet has long been the target of off-world slavers.

Twi'leks adhere to a familial clan government organized around a series of head clans, each consisting of five members who are born into the position. Head clans are responsible for all community decisions, but the position also has a heavy price: When one member of a clan government dies, the remaining four leaders are exiled to Ryloth's uninhabitable Bright Lands, allowing the next generation of clan leaders to assume their rightful place. Religiously, the species worships a single female deity.

Ryloth's harsh environment and turbulent history have forged Twi'leks into tough survivors. Generally nonviolent, they typically use their intelligence and cunning to achieve their goals or resolve conflicts. Noble Twi'leks may seem stoic or even aloof, while less scrupulous members of the species can be considered ruthless and manipulative.

## Attributes

### Constitution

+0
+0
+0

### Stamina

+250
+250
+0

### Willpower

+100
+0
+0

## Special Features

### Two Handed Melee Accuracy

+10

Weequays were a race of humanoids who came from the Outer Rim planet of Sriluur, near Hutt Space. Their home was a harsh desert planet, leading to the species' tanned skin tone and rough, sandy, wrinkled skin. Their eyes were dark and slightly recessed into their skull.

Weequays had the ability to communicate with members of their own clan through smell by exuding complex pheromones. This pheromonal language could not be understood by any other species, or even by Weequays of another clan. Only Jedi senses could even tell that two Weequay were communicating. Since each Weequay's pheromones were unique, Weequay had no need for a name within their clan. As a result, speech was only a secondary form of communication for Weequay, and they seldom spoke a whole sentence, resulting in Humans mistakenly believing the species to be unintelligent.

Only Weequay who had to live among other clans, or among non-Weequay, took a personal name. Even then, some were simply referred to as "Weequay". In Weequay culture, individual identity was much less important than the clan. As long as the clan survived, a single Weequay was expendable. This resulted in a sometimes brutal culture.

Male Weequay often tied their hair into long braids. Traditionally, they would grow one "seclusion braid" for each Sriluurian year spent away from their homeworld as a tribute to their home. When they returned, they shaved their braids. Weequays serving the Hutt clans were often very close to their homeworld, and would only have one or two braids.

## Attributes

### Constitution

++350
++350
+150

### Stamina

+200
+100
+100

### Willpower

+100
+150
+100

## Special Features

### Wookiee Roar

+1

Towering, fur-covered humanoids native to the planet Kashyyyk, Wookiees are one of the most recognizable species in the galaxy. They are strong and prone to fits of bestial rage, but are also intelligent, loyal, and trusting.

Among the Wookiees, bravery and honor are considered paramount. Though Wookiees are not warlike, they do make fierce warriors and deadly opponents when angered or threatened. The tales of so-called "Wookiee Berserkers" are legendary. But while Wookiees may appear primitive and even barbaric, they are actually quite comfortable with technology and can easily learn to pilot starships, repair machines, and wield advanced weaponry.

An average Wookiee grows to more than two meters tall and lives several times the lifetime of a human. Aside from their great strength and keen senses, they possess regenerative powers and can recover from serious wounds within days. In many ways, Wookiees are still mysterious to outsiders; for example, how Wookiees handle their dead remains a closely guarded secret.

Wookiees speak Shyriiwook, a language consisting of grunts, growls, roars, hoots, and screeches. They can understand other languages, including Basic, but have limited vocal capability and can only speak their own tongue.

The Wookiee species is psychologically stable and has a deep connection to nature. They love their homeworld and have a strong connection with animals, plants, and other components of the natural world. Wookiees place great value on morality, courage, compassion, and loyalty. Very few Wookiees willingly betray their friends or families. Typical of their beliefs is the Wookiee life debt, an oath of fealty extended to anyone who saves the life of a Wookiee. Finally, Wookiees feel that they are honored by their own deeds alone, and thus they do not care for medals or other material symbols of bravery or achievement.

## Attributes

### Constitution

+200
+0
+0

### Stamina

+300
+0
+0

### Willpower

+0
+0
+400

## Special Features

### Vitalize

+1

Zabrak are humanoids with prominent vestigial horns and well-developed mental willpower. The species is divided into a number of different races, each exhibiting different horn patterns. Zabrak are also fond of intricate facial tattoos designed to reflect their individual personalities.

Zabrak were one of the earliest spacefaring species and they have explored large sections of the galaxy. Their homeworld of Iridonia is a frighteningly harsh planet, which has led many Zabrak to settle on other worlds, including Talus and Corellia. The Zabrak also maintain eight colonies throughout the Mid Rim region of space, and most Zabrak actually identify themselves by their colony first and foremost. All members of the species speak Zabraki and Basic, but they may adopt local languages as well.

As fitting with their pioneer spirit, Zabrak are viewed as independent and strong-willed. Iridonia and the major colonies have steadfastly resisted Imperial control, although some individual Zabrak have become servants of the Empire. In response to general Zabrak defiance, the Empire is in the process of garrisoning the Zabrak colony worlds and Imperializing the species' companies. This has forced many Zabrak back into the spacelanes.

Zabrak are proud, strong, and confident beings. They believe that nothing is truly impossible and will strive to prove skeptics wrong at every turn. Some Zabrak carry themselves with an air of superiority, and they frequently discuss the achievements of their species and home colonies with a pride that can border on arrogance. As warriors or adventurers, Zabrak tend to be dedicated, intense, and extremely focused.

Zabrak are still considered among the galaxy's most prominent explorers, but their personalities, survival instincts, and incredible willpower also make Zabrak well-suited to nearly any adventuring profession.