Alien Races in the Danaan Sector

Bothans

Attribute Dice: 12D A Bothan
DEXTERITY
1D/4D
KNOWLEDGE
2D/4D+2
MECHANICAL
1D/4D
PERCEPTION
2D/4D+2
STRENGTH
1D/3D
TECHNICAL
1D/4D

Story Factors:

Opportunist; communications:
Bothans can ripple their fur for detailed communication, much like speech.

Move:
9/12
Size:
1.2-1.7 meters tall


Coynite (See Planets Collection; page 137)

Attribute Dice: 12D A Coynite
DEXTERITY
2D/5D
KNOWLEDGE
1D/3D+2
MECHANICAL
1D/4D
PERCEPTION
1D/4D+2
STRENGTH
2D/5D+1
TECHNICAL
1D/3D

Special Skills:

Mechanical
skills:
Beast Riding: tris. All Coynites raised in traditional Coynite society have this beast riding specialisation. Beginning Coynite player characters must allocate a minimum of 1D to this skill.

Special Abilities:

Sneak:
Coynites get +1D when using sneak.
Claws:
Coynites have sharp claws that do STR+1D+2 damage and add +1D to their brawling skill.
Intimidation:
Coynites gain a +1D when using intimidation due to their fearsome presence.

Story Factors:

Honour:
To a Coynite, honour is life. The strict code of the Coynite law, the En'Tra'Sol, must always be followed. Any Coynite who fails to follow this law will be branded af'harl ("cowardly deciever") and loses all rights in Coynite society. Other Coynites will feel obligated to maintain the honour of their species and will hunt dow this Coynite. Because an af'harl has no standing, he or she may be murdered, enslaved or otherwise mistreated in any way that other Coynites see fit.
Ferocity:
The Coynites have a deserved reputation for ferocity (hence their bonus to intimidation).

Move:
11/15
Size:
2.0-3.0 meters tall


Humans and near Humans

Attribute Dice: 12D A Human
DEXTERITY
1D/4D
KNOWLEDGE
1D/4D
MECHANICAL
1D/4D
PERCEPTION
1D/4D
STRENGTH
1D/4D
TECHNICAL
1D/4D

Move:
10/12
Size:
1.5-2.0 meters tall


Hutts (See Alien Races (GG4); page 51) NPC's

Attribute Dice: 14D A Hutt
DEXTERITY
0D+1/3D
KNOWLEDGE
2D/5D
MECHANICAL
1D/3D+2
PERCEPTION
2D/5D
STRENGTH
2D/5D
TECHNICAL
1D/4D

Special Rules:

Force Resistance:
Hutts have an innate defence against Force-based mind manipulation techniques and roll double their Perception dice to resist such attacks. However, because of this, Hutts are not believed to be able to learn Force skills.

Story Factors:

Reputation:
Hutts are almost universally despised, even by those who find themselves benefitting from the Hutt's activities. Were it not for the ring of protection with which the Hutts surround themselves, they would surely be exterminated within a few years.
Self-centered:
Hutts cannot look "beyond themselves" (or their offspring or parents) in their considerations. However, because they are master manipulators, they can compromise - "I'll give him what he wants to get what I want." They cannot be philanthropic without ulterior motives.

Move:
0/4
Size:
3-5 meters long


Jenet (See Alien Races (GG4); page 58)

Attribute Dice: 12D A Jenet
DEXTERITY
2D/4D
KNOWLEDGE
1D+2/4D
MECHANICAL
1D/3D+2
PERCEPTION
2D/4D
STRENGTH
1D/4D
TECHNICAL
1D/3D+1

Special Rules:

Enhanced Memory:
A Jenet that has at least 1D in any Knowledge skill automatically gains a +1D bonus to the use of that skill because of its memory.
Astrogation:
Because Jenets can memorise co-ordinates and formulas, a Jenet with at least 1D in astrogation gains +1D to its roll.
Hearing:
Jenets' advanced hearing gives them a bonus of +1D for Perception checks involving hearing.
Swimming:
Jenets can advance the swimming skill at half the normal Character Point cost.
Climbing:
Jenets can advance the climbing skill at half the normal Character Point cost.
Flexibility:
Jenets can disjoint their limbs to fit through incredibly small openings.

Story Factors:

Tackless:
Despite their memories, the Jenet have not learned the secrets of tact. They will freely embarrass or insult any other being they encounter. Among other Jenets, this is of no concern, for the embarrassed or insulted party usually possesses knowledge which it in turn can use to offend its offender. In the Jenets, this type of interaction is a measure of pride - if you cannot be insulted, then you have not gained enough notoriety - however, other beings are not as understanding.
Reputation Value:
Jenet value reputations. When they introduce their friends, they will describe their friends' accomplishments in glowing, often exaggeratory, terms. Their enemies get less favourable treatment. A few Jenet are sensitive when they are not introduced in the same way by their non-Jenet friends (their Jenet friends will always remember to do this). Sometimes, this presents difficulties for those seeking discretion.

Move:
12/15 (running), 10/13 (swimming)
Size:
1.4-1.6 meters tall


Klatooinans (See Aliens (GG12); page 50)

Attribute Dice: 12D A Klatooinan
DEXTERITY
2D/4D+1
KNOWLEDGE
1D/3D
MECHANICAL
2D/4D
PERCEPTION
1D/3D+2
STRENGTH
2D/4D
TECHNICAL
2D/4D

Move:
10/12
Size:
1.6-2.0 meters tall


Miraluka (See Tales of the Jedi; page 101)

Attribute Dice: 12D A Miraluka
DEXTERITY
2D/4D
KNOWLEDGE
2D/4D
MECHANICAL
2D/4D
PERCEPTION
1D/5D
STRENGTH
2D/4D
TECHNICAL
2D/4D

Special Abilities:

Force sight:
The Miraluka rely on their ability to percieve their surroundings by sensing the slight Force vibrations emanated from all objects. In any location where the Force is in some way cloaked, the Miraluka are effectively blind.

Move:
10/12
Size:
1.6-1.8 meters tall


Mon Calamari (See Alien Races (GG4); page 67)

Attribute Dice: 12D A Mon Calamari
DEXTERITY
1D/3D+1
KNOWLEDGE
1D/4D
MECHANICAL
1D+1/3D+1
PERCEPTION
1D/3D
STRENGTH
1D/3D
TECHNICAL
1D+1/4D

Special Rules:

Moist Environment:
In moist environments, Mon Calamari recieve a +1D bonus for all Dexterity, Perception, and Strength tasks.
Dry Environment:
In dry environments, Mon Calamari recieve a -1D penalty for all Dexterity, Perception, and Strength tasks.
Amphibious:
Mon Calamari can breathe both air and water and can withstand the extreme pressures of the ocean depths.

Move:
9/12 (walking); 8/10 (swimming)
Size:
1.3-1.8 meters tall


Nalroni (See Planets Collection; page 40)

Attribute Dice: 12D A Nalroni
DEXTERITY
1D/3D+2
KNOWLEDGE
1D+2/4D+2
MECHANICAL
1D/4D
PERCEPTION
2D/4D+2
STRENGTH
1D+2/4D
TECHNICAL
1D/3D+2

Move:
9/12
Size:
1.5-1.8 meters tall


Nazzar (See Tales of the Jedi; page 102)

Attribute Dice: 12D A Nazzar
DEXTERITY
2D/4D
KNOWLEDGE
2D/4D
MECHANICAL
1D/3D
PERCEPTION
2D/4D
STRENGTH
2D/5D
TECHNICAL
2D/4D

Story Factors:

Fanaticism:
Nazzar have a profound sense of loyalty to any relationships they enter, either as a friend, ally, or member of an organisation. They fiercly defend anyone and anything toward which they have made any form of vow.

Move:
12/14
Size:
1.5-2.1 meters tall


Squibs (See Alien Races (GG4); page 83)

Attribute Dice: 12D A Squib
DEXTERITY
2D+2/4D+2
KNOWLEDGE
1D/3D
MECHANICAL
2D/4D
PERCEPTION
2D/4D
STRENGTH
1D/3D
TECHNICAL
1D/3D

Story Factors:

Haggling:
Squibs are born to haggle, and, once they get started, there is no stopping them. The surest way to lure a Squib into a trap is to give it the chance to make a deal.

Move:
8/10
Size:
1 meter tall


Sullustans

Attribute Dice: 12D A Sullustan
DEXTERITY
1D/3D
KNOWLEDGE
1D/2D+2
MECHANICAL
2D/4D+1
PERCEPTION
1D/3D+1
STRENGTH
1D/2D+2
TECHNICAL
1D/3D+2

Special Rules:

Enhanced Senses:
Sullustans have advanced senses of hearing and vision. Whenever they make Perception or search checks involving vision in low-light conditions or hearing, they recieve a +2D bonus.
Location Sense:
Once a Sullustan has visited an area, he always remembers how to return there - he cannot get lost in a place that he has visited before. This is automatic and requires no die roll. When using the astrogation skill to jump to a place a Sullustan has been, the astrogator recieves a bonus of +1D bonus to his (or her) die roll.
Move:
10/12
Size:
1-1.8 meters tall


Twi'leks

Attribute Dice: 12D A Twi'lek
DEXTERITY
1D/3D
KNOWLEDGE
1D/4D
MECHANICAL
1D/2D+1
PERCEPTION
2D/4D+2
STRENGTH
1D/3D
TECHNICAL
1D/3D

Special Rules:

Head-tails:
Twi'leks can use their head-tails to communicate in secret with each other, even if in a room full of other races. The complex movement of the tails is, in a sense, a "secret" language that all Twi'leks are fluent in.
Move:
10/12
Size:
1.6-2.4 meters tall


Vultan (See Tales of the Jedi; page 103)

Attribute Dice: 12D A Vultan
DEXTERITY
2D/5D
KNOWLEDGE
2D/4D
MECHANICAL
2D/4D
PERCEPTION
2D/4D
STRENGTH
2D/4D
TECHNICAL
2D/4D

Story Factors:

Technological Curiosity:
Most Vultan constantly seek out new forms of technology, often offering outrageous sums to obtain a given device.

Move:
10/12
Size:
1.5-1.8 meters tall




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