Archiv der Kategorie: Rassen

Zizimaak

Zizimaak
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D
PERCEPTION 3D/5D
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Flight: The Zizimaak are powerful and agile fliers, able to
hover and travel great distances, up to an altitude of several
hundred meters.
Stingers: If forced to defend themselves, the Zizimaak can
stab with a powerful stinger, shich does STR+2D damage.
Story Factors:
The Zizimaak are a flighty species that prefer to flee threats
than stay and get hurt.
Move: 8 (walking), 12 (flying)
Size: 1-1.5 meters tall
Source: The DarkStryder Campaign – Endgame (page 38)

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Zexx

Zexx
Home Planet: Prazhi
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D/3D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/6D
TECHNICAL 1D/3D
Story Factors:
Sense of Ownership: Zexx never allows others to borrow any
item for any length of time. They hoard as many possessions
as possible, even if the object in question serves absolutely
no purpose in their lives.
Move: 12/15
Size: 1.8-2.5 meters tall
Source: Tales of the Jedi Companion (pages 103-104)

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Zeltron

Zeltron
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D+1/5D
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+2
Special Abilities:
Empathy: Zeltron feel other people’s emotions as if they
were their own. Therefore, they receive a -1D penalty to
ALL rolls when in the presence of anyone projecting strong
negative emotions.
Pheromones: Zeltron can project their emotions, and this
gives them a +1D bonus to influencing others through the
use of the bargain, command, con, or persuasion skills.
Entertainers: Due to their talents as entertainers, Zeltron
gain a +1D bonus to any skill rolls involving acting,
playing musical instruments, singing, or other forms of
entertainment.
Initiative Bonus: Zeltron can react to people quickly due to
their ability to sense emotion, and thus they gain a +1 pip
bonus to initiative rolls.
Move: 10/12
Source: Ultimate Alien Anthology (pages 196-197)

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Zelosian

Zelosian
Home Planet: Zelos II
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/3D+2
TECHNICAL 2D/3D+2
Special Abilities:
Photosynthesis: Zelosians can derive nourishment
exclusively from ultraviolet rays for up to one month.
Intoxication: Zelosians are easily intoxicated when ingesting
sugar. However, alcohol does not affect them.
Afraid of the Dark: Zelosians in the dark must make a Difficult
Perception or Moderate willpower roll. Failure results in a –
1D penalty to all attributes and skills except Strength until
the Zelosian is back in a well-lit environment.
Move: 8/10
Size: 1.5-2.0 meters tall
Source: Alien Encounters (page 109), Planets Collection
(pages 248-249)

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ZeHethbra


  • Name: ZeHethbra
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,6-1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: urutz untzwerz
  • Aussehen: Sie sind große, kräftige Humanoide mit kurzem Fell und einem kleinen Schwanzrudiment. Bei allen zieht sich ein weißer Streifen durch das Fell, der auf dem Rücken der Schnauze beginnt, sich bis zum Kreuz erstreckt und dabei breiter wird
  • Biologie:
  • Psychologie: Ein großer Teil ihrer kulturellen Identität beruht auf Pheromonen.

Bewegungsweite Min/Max:

  • gehen: 9/12

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 4w
  • Mechanik:
    • Min.: 2w
    • Max.: 4w+1
  • Stärke:
    • Min.: 1w
    • Max.: 4w
  • Technik:
    • Min.: 1w+2
    • Max.: 3w+2
  • Wahrnehmung:
    • Min.: 1w+1
    • Max.: 3w+1
  • Wissen:
    • Min.: 1w
    • Max.: 4w

Sonstiges:

  • Duftwolke: ZeHethbra können eine stechende Duftwolke ausstoßen und damit in drei Meter Umkreis alle blenden und betäuben. Alle Charaktere in Reichweite müssen einen Schwierigen Willenskraftwurf schaffen, um nicht 5w Betäubungsschaden einzustecken. Lautet das Ergebnis auf "verwundet" oder schlimmer, wird der Charakter von dem Sprühnebel überwältigt und bricht für eine Minute zusammen.

Quelle:

ZeHethbra Home Planet: ZeHeth Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/4D MECHANICAL 2D/4D+1 PERCEPTION 1D+1/3D+1 STRENGTH 1D/4D TECHNICAL 1D+2/3D+2 Special Abilities: Venom Spray: ZeHethbra can project a stinging spray that can blind and stun those within a three-meter radius. All characters within the range must make a Difficult willpower roll or take 5D stun damage; if the result is wounded or worse, the character is overcome by the scents and collapses to the ground for one minute. Move: 9/12 Size: 1.6-1.8 meters tall Source: Alien Encounters (page 176), The Thrawn Trilogy Sourcebook (page 154), The Last Command Sourcebook (pages 112-113), Ultimate Alien Anthology (page 196)

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Zabrak

Zabrak
Home Planet: Iridonia system
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Hardiness: Zabrak characters gain a +1D bonus to willpower
and stamina skill checks.
Move: 10/12
Size: 1.6 to 2.1 meters tall
Source: Ultimate Alien Anthology (pages 194-195), Alien
Anthology (pages 117-118)

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Yvarema

Yvarema
178
Home Planet: Yvara
Attribute Dice: 12D
DEXTERITY 1D/2D
KNOWLEDGE *
MECHANICAL 1D/3D
PERCEPTION *
STRENGTH *
TECHNICAL *
* These attributes vary per Yvarema class. See individual
classes for attribute ranges.
Special Abilities:
Hive Intelligence: Yvara intelligence is dependent on the
number of Yvarema present. For game purposes the hive
intelligence affects all attributes except Dexterity, Perception
and Strenght. Yvarema separated from the Majjvara or any
royal explorers suffer penalties (indicated below) applied to
their Knowledge and Technical attributes.
Number of Yvarema Penalty
10,000+ -1
5,000-9,999 -1D
1,000-4,999 -1D+2
500-999 -2D
100-499 -2D+2
Below 99 -3D
Pheromonic and Empathic Link: The bond of the Yvarema
hive-mind is based partly on pheromonic communication
and partly on some as-yet unexplored empathy. The
Yvarema are capable of empathic perception with other
species, although it is far less accurate than the link shared
with other Yvarema. They can identify the emotions of
others around them, in general terms (angry, happy, afraid)
and can tell whether an individual is friendly, indifferent
or hostile. This check requires a Moderate Perception roll,
which may be modified depending on the intensity of the
emotion. Yvarema receive a +1D bonus to Perception to
make this check.
Move: Varies per class, see below.
Size: 1.5-2 meters
Worker
Attribute Dice: 12D
KNOWLEDGE 1D/2D+2
PERCEPTION 1D/2D
STRENGTH 2D+2/4D+2
TECHNICAL 1D/2D
Move: 8/10
Explorer-Scout
Attribute Dice: 12D
KNOWLEDGE 2D/4D
PERCEPTION 3D/4D+2
STRENGTH 1D/3D+2
TECHNICAL 1D/2D
Move: 10/12
Special Abilities:
Enhanced Vision: Yvarema explorer-scouts have exceptional
vision in low-lighting and receive a +2D bonus to Perception
and search in darkness.
Lore Gatherer
Attribute Dice: 12D
KNOWLEDGE 3D/4D+2
PERCEPTION 2D/4D+1
STRENGTH 1D/2D+2
TECHNICAL 2D/4D
Move: 8/10
Royal Explorer
Attribute Dice: 18D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/4D
STRENGTH 2D+2/4D+2
TECHNICAL 1D/3D
Move: 9
Special Abilities:
Enhanced Vision: Yvarema royal explorers have exceptional
vision in low-lighting and receive a +1D+1 bonus to
Perception and search in darkness.
The Majjvara
Type: Alien leader
DEXTERITY 1D
KNOWLEDGE 4D
Alien species 5D, cultures 5D+2, intimidation 4D+1,
languages 5D+2
MECHANICAL 1D
PERCEPTION 5D
Bargain 7D, command: Yvarema 8D+2, investigation 6D,
persuasion 6D+2
STRENGHT 3D
TECHNICAL 3D
Special Abilities:
Hive Intelligence: The Majjvara is the nexus of the Yvarema
hive-mind. As a result, shemay have access to any skill
that any Yvarema has. For instance, she may use a loregatherer’s
language skill in place of her own. While she
may use Knowledge skills as her own, she may also see
and understand other skills like melee combat, first aid or
archaic starship piloting. While she cannot actually perform
these skills, she does understand them.
Pheromonic and Empathic Link: The bond of the Yvarema
hive-mind is based partly on pheromonic communication
and partly on some as-yet unexplored empathy. The
Majjvara can sense the general emotional state of other
non-Yvarema by making a Moderate Perception check,
which may be modified depending on the intensity of the
emotion. The Majjvara receives a +1D bonus to Perception
to make this check.
Force Points: 3
Character Points: 12
Move: 0
Source: The DarkStryder Campaign: The Kathol Rift (pages
72-78)

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Yuzzem

Yuzzem
Home Planet: Ragna III
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D+2/5D
TECHNICAL 2D/4D
Special Abilities:
Large: As large creatures, Yuzzem take a –1D penalty on
hide rolls.
Claws: Do STR+1D damage.
Bite: Does STR+1D damage.
Scent: Yuzzem can detect opponents within 10 meters by
sense of smell. If the source is upwind, the range increases
to 20 meters; if it’s downwind, the range decreases to 6
meters. Strong scents double the range and overpowering
scents triple it. Yuzzem also get a +1D bonus to search:
tracking.
Physical Intimidation: Yuzzem may roll Strenght to
intimidate.
Fearless: Yuzzem don’t frighten easily and gain a +1D bonus
to willpower to resist fear.
Climbing Claws: Yuzzem use their sharp claws to aid in
climbing and gain a +2 bonus to climbing.
Story Factors:
Honorable: Although rash and volatile, the Yuzzem follow s
strict code of honor and insist on paying their debts.
Move: 10/12
Size: 2.5 meters tall on average
Source: Ultimate Alien Anthology (pages 193-194)

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Ysanna Nomad

Ysanna Nomad
Home Planet: Ossus
Attribute Dice: 12D
DEXTERITY 1D+2/4D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 1D+2/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+1
Special Abilities:
Acute Senses: Because of
their acute senses, Ysanna
nomads gain a permanent
+2 pip bonus to all search
skill rolls.
Desert Nomads: Ysanna gain
a +1D bonus to all survival
skill rolls made when in a
desert environment.
Force-Sensitive: Many
Ysanna are born with a
natural sensitivity to the
Force.
Story Factors:
Jedi-Influenced Culture:
The Ysanna have preserved
elements of Jedi beliefs in
their culture.
Move: 10/12
Size: “Medium”
Source: Power of the Jedi
Sourcebook (page 137)

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Yrashu

Yrashu
Home Planet: Baskarn
Attribute Dice: 13D
DEXTERITY 3D/4D
KNOWLEDGE 2D/3D
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 4D/5D
TECHNICAL 1D/2D
Special Skills:
Baskarn Survival: This skill allows the Yrashu to survive
almost anywhere on baskarn for an indefinite period and
gives them a good chance of surviving in a jungle on almost
any planet. Yrashu usually have this skill at 5D.
Yrashu Mace: Yrashu are proficient in the use of a mace
made from the roots of a certain species of tree that all
Yrashu visit upon reaching adulthood. Most Yrashu have
this skill at 4D. The weapons acts like an ordinary club
(STR+1D).
Special Abilities:
Stealth: All Yrashu receive +2D when sneaking in the jungle.
They are almost impossible to spot when they don’t want to
be seen. Naturally, this bonus only applies in a jungle and it
would take a Yrashu several days to learn an alien jungle’s
ways before the bonus could be applied.
Move: 10/12 (walking), 12/15 (jungle movement which
involves swinging and climbing)
Size: 2 meters tall
Source: Alien Encounters (page 175)

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Yinchorri

Yinchorri
Home Planet: Yinchorr
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D+1/4D
TECHNICAL 1D+1/4D
Special Abilities:
Increased Stamina: Yinchorri characters gain a +1D bonus
to all stamina skill rolls.
Story Factors:
Cold-Blooded: If exposed to extreme cold without the proper
equipment, a Yinchorri character suffers an immediate -2
penalty to all Perception rolls made to determine initiative.
After ten minutes, the character will suffer an additional
-2 to all attributes. After 20 minutes, a Difficult Strength
or Stamina roll must be made, with success indicating no
damage. Failure indicates that the character suffers an
additional -2 penalty to all attributes. A roll must then be
made every 10 minutes, with the difficulty increasing by +3
points each time, and each failed roll results in a further
-2 modifier to all attributes. If the penalties ever exceed
the Yinchorri’s Strength score, he dies. If returned to a
warm environment, the Yinchorri will recover fully within
30 minutes.
Move: 10/12
Size: 1.7 to 2.2 meters tall
Source: Ultimate Alien Anthology (pages 188-190), Alien
Anthology (pages 116-117)

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Yimi

Yimi
Home Planet: Kathol
Attribute Dice: 10D
DEXTERITY 1D/3D
KNOWLEDGE 1D/2D
MECHANICAL 1D/3D
PERCEPTION 1D/2D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Malaise: The Servants are congenitally sluggish, and cannot
improve skills, although they can be flash-imprinted (see
below).
Flash-Imprint Skills: The Servants, although not very bright,
can be taught any skill by a “flash-imprinting” technique
used by DarkStrider. Using the technique tends to scramble
whatever other skills they already possess and redistributes
their skill dice as DarkStryder desires. The flash-imprint
process takes one Kathol day.
Obedience: The Servants are routinely flash-imprinted to
obey DarkStryder. They are not willingly loyal: they just
obey reflexively.
No Ta-Ree: The Yimi are unable to use Ta-Ree.
Story Factors:
The Servants hate DarkStryder. Although they must obey
the despot, as per their imprinting, they don’t have to
interpret its orders as it wishes, or aid it without specific
instructions.
Move: 10
Size: 1 meter tall
Source: The DarkStryder Campaign – Endgame (page 37)

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Yevetha

Yevetha
Home Planet: N’zoth
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D/4D
PERCEPTION 1D+2/4D+1
STRENGTH 2D+2/4D+1
TECHNICAL 3D/5D
Special Abilities:
Technical Aptitude: Yevethans have an innate talent for
engineering. Yevethan technicians can improve on and copy
any device they have an opportunity to study, assuming
the tech has an appropriate skill. This examination takes
1D days. Once learned, the technician can apply +2D to
repairing or modifying such devices. These modifications
are highly reliable and unlikely to break down.
Dew Claw: Yevethan males have large “dew claws” that
retract fully into their wrist. They use these claws in
fighting, or more often to execute subordinates. The claws
do STR+1D damage. The claws are usually used on a
vulnerable spot, such as the throat.
Story Factors:
Isolation: The Yevethans have very little contact with aliens,
and can only increase their knowledge of alien cultures and
technologies by direct exposure. Thus, they are generally
limited to 2D in alien-related skills.
Honor Code: Yevethans are canny and determined fighters,
eager to kill and die for their people, cause and Victory, and
unwilling to surrender even in the face of certain defeat.
Territorial: Yevethan regard all worlds within the Koornacht
Cluster as theirs by right and are willing to wage unending
war to purify it from alien contamination.
Xenophobia: Yevethans are repulsed by aliens, regard
175
them as vermin, and refuse to sully themselves with
contact. Yevethans go to extreme measures to avoid
alien contamination, including purification rituals and
disinfecting procedures if they must spend time in close
quarters with “vermin.”
Size: 1.5-2.5 meters
Move: 10
Source: Alien Encounters (page 174), Cracken’s Threat
Dossier (pages 65-67), Ultimate Alien Anthology (pages 187-
188), Alien Anthology (pages 115-116)

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Yarkora

Yarkora
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D+2/4D+2
MECHANICAL 2D/4D
PERCEPTION 2D/4D+1
STRENGTH 2D/4D
TECHNICAL 1D/4D
Story Factors:
Species Rarity: Yarkora are only rarely encountered in the
galaxy, and often invoke unease in those they interact
with.
Move: 7/10
Size: 1.9-2.5 meters
Source: Ultimate Alien Anthology (page 187)

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Yapi

Yapi
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 2D+1/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D
PERCEPTION 2D+2/5D
STRENGTH 3D/4D
TECHNICAL 1D/2D
Special Abilities:
Sharp Senses: The Yapi are superior trackers and hunters,
and add +1D to all search attempts.
174
Claws: Do STR+1D damage.
Teeth: Do STR+1D damage.
Story Factors:
The Yapi are fierce and proud people who do not abide
ridicule: anyone who laughs at or make fun of one of them
is instantly challenged to a duel to be fought to the death.
Move: 11
Size: 0.8-1.4 meters
Source: The DarkStryder Campaign – Endgame (pages 36-
37)

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Yagadrohne

 

  • Name: Yagadrohne
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2,5m – 3m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen:
  • Biologie:
  • Psychologie: Sie sind extrem Phlegmatisch und massig und sprechen fast niemals.

Bewegungsweite Min/Max:

  • gehen: 8/12

Eigenschaftswürfel:

  • 8W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 2w
  • Mechanik:
    • Min.: 1w
    • Max.: 4w+1
  • Stärke:
    • Min.: 1w
    • Max.: 4w+1
  • Technik:
    • Min.: 2w
    • Max.: 5w+2
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 1w+1
  • Wissen:
    • Min.: 1w
    • Max.: 1w+1

Sonstiges:

  • Gentechnisch Manipuliert: Die Yagadrohnen wurden Gentechnisch darauf ausgelegt, unter lebensfeindlichen Bedingungen wie dem leeren Raum überleben zu können.
  • Autarkie: Voll ausgewachsene Yagaidrohnen benötigen keine Nahrung, kein Wasser und auch sonst keinen Nährstoff mehr, außer der Sonnenenergie, die sie absorbieren, sowie gelegentlichen Energieschüben.
  • Körperpanzerung: Alle Yagaidrohnen erhalten +2w gegen Energieangriffe und +3w gegen physische Angriffe.

Quelle:

Yaga Home Planet: Yaga Minor Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/2D+2 MECHANICAL 1D+2/4D+1 PERCEPTION 2D/4D STRENGTH 1D/4D+2 TECHNICAL 2D/5D+2 Story Factors: Enslaved: The Yagai have been conscripted into Imperial service because of their technical skills. As a result, almost no Yagai are free to roam the galaxy; most that are seen away from their homeworld are escaped slaves (and tend to be paranoid about the possibility of being captured by the Empire) or are workers forced to slave for the Imperial officials away from their homeworld. Move: 10/12 Size: 1.5-1.8 meters tall Yaga Drone Home Planet: Yaga Minor Attribute Dice: 8D DEXTERITY 1D/2D KNOWLEDGE 1D/1D+1 MECHANICAL 1D/4D+1 PERCEPTION 1D/1D+1 STRENGTH 2D/5D+2 TECHNICAL 2D/5D+2 Special Abilities: Sealed Systems: Once they are full-grown, Yagai Drones require no food, water, or other sustenance, save the solar enegry they absorb and occasional energy boosts. Genetically Engineered: The Yagai Drones have been genetically engineered to survive in harsh environments like deep space. They are extremely sluggish and bulky, and almost never speak. They are trained from birth to be completely loyal to the Empire, but many secretly harbor sympathies with the Alliance. Natural Body Armor: The Armor of the Yagai Drones provides +2D against energy attacks and +3D against physical attacks. Move: 8/12 Size: 2.5-3 meters Source: Alien Encounters (page 173), Thrawn Trilogy Sourcebook (pages 153-154), The Last Command Sourcebook (pages 111-112)

Letzte Änderung: 14.08.2006 16:21 Uhr

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Yaga

 

  • Name: Yaga
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5-1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Die Yagai sind große, schlanke Dreifüßler. Sie haben zwei neunfingrige Hände, deren Finger sich alle gegenüberstellen Lassen
  • Biologie:
  • Psychologie: Sie sind eine aggressive, territoriale Spezies.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 4w
  • Mechanik:
    • Min.: 1w+2
    • Max.: 4w+1
  • Stärke:
    • Min.: 1w
    • Max.: 4w+2
  • Technik:
    • Min.: 2w
    • Max.: 5w+2
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w
  • Wissen:
    • Min.: 1w
    • Max.: 2w+2

Sonstiges:

  • Hohe Technische Begabung: Steigerung mit der Hälfte der Würfel bei der Charaktererstellung. Steigerung mit der Hälfte der Charakterpunkten.

Quelle:

Yaga Home Planet: Yaga Minor Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/2D+2 MECHANICAL 1D+2/4D+1 PERCEPTION 2D/4D STRENGTH 1D/4D+2 TECHNICAL 2D/5D+2 Story Factors: Enslaved: The Yagai have been conscripted into Imperial service because of their technical skills. As a result, almost no Yagai are free to roam the galaxy; most that are seen away from their homeworld are escaped slaves (and tend to be paranoid about the possibility of being captured by the Empire) or are workers forced to slave for the Imperial officials away from their homeworld. Move: 10/12 Size: 1.5-1.8 meters tall Yaga Drone Home Planet: Yaga Minor Attribute Dice: 8D DEXTERITY 1D/2D KNOWLEDGE 1D/1D+1 MECHANICAL 1D/4D+1 PERCEPTION 1D/1D+1 STRENGTH 2D/5D+2 TECHNICAL 2D/5D+2 Special Abilities: Sealed Systems: Once they are full-grown, Yagai Drones require no food, water, or other sustenance, save the solar enegry they absorb and occasional energy boosts. Genetically Engineered: The Yagai Drones have been genetically engineered to survive in harsh environments like deep space. They are extremely sluggish and bulky, and almost never speak. They are trained from birth to be completely loyal to the Empire, but many secretly harbor sympathies with the Alliance. Natural Body Armor: The Armor of the Yagai Drones provides +2D against energy attacks and +3D against physical attacks. Move: 8/12 Size: 2.5-3 meters Source: Alien Encounters (page 173), Thrawn Trilogy Sourcebook (pages 153-154), The Last Command Sourcebook (pages 111-112)

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Xi´Dec

 

  • Name: Xi´Dec
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 0,5m – 10m*
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Grummph (kommentar des Spielleiters)
  • Aussehen: Sehr unterschiedlich kommt ganz auf das Geschlecht der Xi´dec an und davon haben sie eine ganze Menge.
  • Biologie:
  • Psychologie: Sehr unterschiedlich kommt ganz auf das Geschlecht der Xi´dec an

Bewegungsweite Min/Max:

  • gehen: 3/15 *

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 5w*
  • Mechanik:
    • Min.: 1w
    • Max.: 5w*
  • Stärke:
    • Min.: 1w
    • Max.: 5w*
  • Technik:
    • Min.: 1w
    • Max.: 5w*
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 5w*
  • Wissen:
    • Min.: 1w
    • Max.: 5w*

Sonstiges:

  • * Kommt auf das Geschlecht an
  • Loyalität: immer zur Familie Spezielle Fähigkeiten und Fertigkeiten können fast beliebig verwendet werden.
  • Informationen für den Spielleiter: Für Charaktere nicht zugelassen.

Quelle:

Xi’Dec Home Planet: Stic Attribute Dice: 12D DEXTERITY 1D/5D* KNOWLEDGE 1D/5D* MECHANICAL 1D/5D* PERCEPTION 1D/5D* STRENGTH 1D/5D* TECHNICAL 1D/5D*

  • These represent a range covering a large number of Xi’Dec

species, but the Xi’Dec are incredibly diverse: attributes, special abilities and special skills can have an almost unlimited variety. Special Skills: Varies according to sex. Special Abilities: Varies according to sex. Move: 3/15 (Varies according to sex) Size: 0.5-10 meters (Varies according to sex) Source: Galaxy Guide 4: Alien Races (pages 95-96)

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Xexto

Xexto
Home Planet: Troiken
Attribute Dice: 12D
DEXTERITY 2D+1/5D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+2/4D+1
PERCEPTION 1D+1/4D
STRENGTH 1D/3D+1
TECHNICAL 1D/3D+2
Special Abilities:
Four Arms: Xexto have four arms. Separate actions
performed by each arm still incur the normal -1D penalty for
every action past the first. The arms are specifically suited
to climbing, and Xexto characters receive a +1D bonus to all
climbing/jumping skill rolls that involve climbing.
Quick Reflexes: Xexto gain a +1D bonus to all Perception
rolls made to determine initiative.
Story Factors:
Foolhardiness: Though typically mild-mannered and eventempered,
Xexto admire and encourage risk-taking. Other
species assume this means that Xexto are foolhardy. One
sure way to anger a Xexto is to call him a coward.
Move: 6/8
Size: 1.1 to 1.4 meters tall.
Source: Ultimate Alien Anthology (pages 186-187), Alien
Anthology (pages 114-115)

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Xan


  • Name: Xan
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5 – 1,75m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Algara
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Oh, tut mir leid. Scheiß Arbeit
  • Aussehen:
  • Biologie:
  • Psychologie:

Bewegungsweite Min/Max:

  • gehen: 6/8

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 4w
  • Mechanik:
    • Min.: 2w
    • Max.: 4w
  • Stärke:
    • Min.: 2w
    • Max.: 4w
  • Technik:
    • Min.: 2w
    • Max.: 4w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w
  • Wissen:
    • Min.: 2w
    • Max.: 4w

Sonstiges:

  • Kälte empfindlich: Xan können Temperaturen unter 1 Grad Celsius nicht Vertragen. Zwischen Null und -10 Grad Celsius, Fallen Xan in einen tiefen Schlaf. Temperatur unter -10 Grad Celsius töten Xan.

Quelle:

Xan Home Planet: Algara II Attribute Dice: 12D 172 DEXTERITY 2D/4D KNOWLEDGE 2D/4D MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 2D/4D TECHNICAL 2D/4D Special Abilities: Cold Vulnerability: Xan cannot tolerate temperatures below one degree Celsius. Between zero and -10 degrees, Xan fall into a deep sleep, and temperatures below -10 Celsius kill Xan. Story Factors: Oppressed: The Xan are oppressed by the human Algarian settlers which inhabit their homeworld. The Xan are sullen and resentful because of this. Xan are forbidden by the Algarians to travel into space. Move: 6/8 Size: 1.5-1.75 meters Source: Alien Encounters (pages 171-172), Planets Collection (pages 188-189)

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Xa’Fel


  • Name: Xa Fel
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5-1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Blöde Fremde, warum stören die uns immer
  • Aussehen: Spezies von Fastmenschen. Viele sind unterernährt und durch wunden und Blasen entstellt
  • Biologie:
  • Psychologie: Sie beäugen fremde Besucher mit Mißtrauen oder Verachtung.

Bewegungsweite Min/Max:

  • gehen: 7/10

Eigenschaftswürfel:

  • 9W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 1w
    • Max.: 4w+1
  • Stärke:
    • Min.: 1w
    • Max.: 2w
  • Technik:
    • Min.: 1w
    • Max.: 4w+1
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 4w
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Mechanische Begabung: Sie zeichnen sich durch Begabung für den Umgang mit Maschinen und Fahrzeugen aus, besonders mit Raumschiffen. Bei der Charaktererschaffung erhalten sie 2w für jeweils 1w, der auf Fertigkeiten wie Raumj./Sternensch. und Rep. derselben verteilt wird.

Quelle:

Xa Fel Home Planet: Xa Fel Attribute Dice: 9D DEXTERITY 1D/3D KNOWLEDGE 1D/3D MECHANICAL 1D/4D+1 PERCEPTION 2D/4D STRENGTH 1D/2D TECHNICAL 1D/4D+1 Special Abilities: Mechanical Aptitude: The Xa Fel seem to have a natural aptitude for machinery and vehicles, particularly spaceships. At the time of character creation, they receive 2D for every 1D of beginning skill dice they place in any starship piloting or repair skills. Story Factors: Corporate Slaves: The Xa Fel have been virtual slaves of Kuat Drive Yards for decades, subjugated by strict forcedlabor contracts. They despise their corporate masters. Due to the depleted nature of their world, and the health problems resulting from the pollution of their environment, they are unable to fight back against the masters they so despise. Move: 7/10 Size: 1.5-1.8 meters tall Source: Alien Encounters (page 108), The Thrawn Trilogy Sourcebook (pages 146-147), The Last Command Sourcebook (page 107)

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Wroonian

Wroonian
Home Planet: Wroona
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D+2
PERCEPTION 2D/4D+2
STRENGTH 2D/3D+2
TECHNICAL 2D/3D+2
Story Factors:
Capricious: Wroonians are rather spontaneous and carefree.
They sometimes do things because they look like fun, or
seem challenging. Wroonians are infamous for taking up
dares or wagers based on their spontaneous actions.
Pursuit of Wealth: Wroonians are always concerned with
their personal wealth and belongings. The more portable
wealth they own, the better. While they’re not overtly
greedy, almost everything they do centers around acquiring
wealth and the prestige that accompanies it.
Move: 10
Size: 1.7-2.2 meters tall
Source: Alien Encounters (page 107)

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Woostoiden


  • Name: Woostoiden
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,6-1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Jetzt packen wir die Sache mal Logisch an
  • Aussehen: Woostoiden sind nach menschlichem Maßstab von durchschnittlicher Körpergröße und dabei äußerst schlank. Sie haben eine rötlich – orangene Haut und fließendes, rötliches Haar
  • Biologie:
  • Psychologie: Konfrontiert man sie mit Tatsachen die anscheinend keine logische Struktur aufweisen, geraten sie in Verwirrung.

Bewegungsweite Min/Max:

  • gehen: 7/11

Eigenschaftswürfel:

  • 10W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 1w
    • Max.: 4w
  • Stärke:
    • Min.: 1w
    • Max.: 2w+2
  • Technik:
    • Min.: 2w+2
    • Max.: 5w+1
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 3w
  • Wissen:
    • Min.: 2w
    • Max.: 5w

Sonstiges:

  • Computerprogrammierung: Woostoiden zeichnen sich durch eine fast instinktive Begabung für die Bedienung komplexer Computernetzte aus. Sie erhalten einen Bonus von +2w bei jeder Anwendung der Fertigkeit Computerprog. und Rep.

Quelle:

Woostoid Home Planet: Woostri Attribute Dice: 10D DEXTERITY 1D/3D KNOWLEDGE 2D/5D MECHANICAL 1D/4D PERCEPTION 1D/3D STRENGTH 1D/2D+2 TECHNICAL 2D+2/5D+1 Special Abilities: Computer Programming: Woostoids have an almost instinctual ability to operate and manage complex computer networks. Woostoids receive a +2D bonus whenever they use their computer programming/repair skill. Story Factors: Logical minds: The Woostoids are very logical creatures. When presented with situations that are seemingly beyond logic, they become extremely confused, and all die codes are reduced by -1D. Move: 7/11 Size: 1.6-1.8 meters tall Source: Alien Encounters (page 171), The Thrawn Trilogy Sourcebook (page 153), The Last Command Sourcebook (page 111), Ultimate Alien Anthology (pages 185-186), Alien Anthology (pages 113-114)

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Wookie

Wookiee-02

 


  • Name: Wookie
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2,0m – 2,3m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Kashyyyk
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Arru Grraagh ooo!
  • Aussehen: Sehr große mit zotteligem Fell ausgestattete Wesen.
  • Biologie:
  • Psychologie: Sie wüten unter ihren Gegnern. Ehre ist daß wichtigste in ihrer Kultur. Die Lebensschuld bindet den Wookie moralisch an seinen Retter.

Bewegungsweite Min/Max:

  • gehen: 11/15

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w+2
  • Mechanik:
    • Min.: 1w
    • Max.: 3w+2
  • Stärke:
    • Min.: 2w+2
    • Max.: 6w
  • Technik:
    • Min.: 1w
    • Max.: 3w+1
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 2w+1
  • Wissen:
    • Min.: 1w
    • Max.: 2w+1

Sonstiges:

  • Kampfwut: Wenn ein Wookie in Wut gerät (er muß davon überzeugt sein, daß er sich selbst in Lebensgefahr befindet oder jemand, in dessen Lebensschuld er steht), so erhält er einen Bonus von +2w auf die Stärke, wen er beim Raufen Schaden anrichtet ( Raufen selbst wird nicht erhöht). Der Charakter bekommt zusätzlich einen Malus von -2w auf alle anderen Eigenschaften und Fertigkeiten, die nicht auf Stärke beruhen. Aufgrund der wütenden Raserei eines Wookies muß ein Charakter einen Normalen Wurf für Wahrnehmung bestehen, um sich zu beruhigen, sobald sich alle Feinde unter Kontrolle befinden.
  • Kletterklauen: Wookies haben große, einziehbare Kletterklauen, die sie Ausschließlich zum Klettern einsetzten. Durch diese Klauen erhalten sie beim Klettern einen Bonus von +2w auf den Wurf für die Fertigkeit.

Quelle:

Wookiee Home Planet: Kashyyyk Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 1D/2D+1 MECHANICAL 1D/3D+2 PERCEPTION 1D/2D+1 STRENGTH 2D+2/6D TECHNICAL 1D/3D+1 Special Abilities: Berserker Rage: If a Wookiee becomes enraged (the character must believe himself of those to whom he has pledged a life debt to be in immediate, deadly danger) the character gets a +2D bonus to Strength for purposes of causing damage while brawling (the character’s brawling skill is not increased). The character also suffers a -2D penalty to all non-Strength attribute and skill checks. Due to the Wookiee’s great rage, a character must make a Moderate Perception total to calm down once all enemies have clearly been controlled – unconscious, captured, killed or somehow otherwise physically restrained or stopped. Close friends of the Wookiee can coordinate with the Wookiee to make this easier. Climbing Claws: Wookiees have huge retractable climbing claws which are used for climbing only. They add +2D to their climbing skill while using the claws. Any Wookiee who intentionally uses his claws in hand-tohand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down – regardless of the circumstances. Story Factors: Reputation: Wookiees are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookiee. Enslaved: Prior to the defeat of the Empire, almost all Wookiees were enslaved by the Empire, and there was a substantial bounty for the capture of “free” Wookiees. Language: Wookiees cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them… though a Wookiee’s intent is seldom misunderstood. Honor: Wookiees are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel and unfair – but they have a code of honor. They do not betray their friends or desert them. They may break the “law”, but never their code. The Wookiee Code of Honor is as stringent as it is ancient. Atonement for a crime against Honor is nearly impossible – it is usually only achieved posthumously. But Wookiees falsely accused can be freed of their dishonor, and there are legends of dishonored Wookiees “coming back”. But those are legends… Move: 11/15 Size: 2-2.3 meters Source: Core Rulebook (pages 216-218), Alien Encounters (pages 169-170), The Star Wars Sourcebook (pages 84-85), The Thrawn Trilogy Sourcebook (pages 152-153), Heir to the Empire Sourcebook (pages 99-100), Ultimate Alien Anthology (pages 183-185)

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Whiphid


  • Name: Whiphid
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2,0-2,6m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Toola
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Ein Wild zum Jagen, großartig!
  • Aussehen: Sie sind riesige Wesen mit langen weißen, gelben oder goldenen Fell. Sie wiegen meist über 400kg.
  • Biologie:
  • Psychologie: Sie sind ausgezeichnete Jäger und lieben es ganz und gar zu Jagen.

Bewegungsweite Min/Max:

  • gehen: 9/12

Eigenschaftswürfel:

  • 11W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 4w
  • Mechanik:
    • Min.: 1w
    • Max.: 3w
  • Stärke:
    • Min.: 2w
    • Max.: 4w+2
  • Technik:
    • Min.: 1w
    • Max.: 3w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+1
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Klauen: +1w schaden beim Raufen.

Quelle:

Whiphid Home Planet: Toola Attribute Dice: 11D DEXTERITY 2D/4D KNOWLEDGE 1D/3D MECHANICAL 1D/3D PERCEPTION 2D/4D+1 STRENGTH 2D/4D+2 TECHNICAL 1D/3D Special Abilities: Claws: STR+1D damage. Move: 9/12 Size: 2.0-2.6 meters tall 169 Source: Ultimate Alien Anthology (pages 182-183), Galaxy Guide 4: Alien Races (pages 93-94)

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Werbol

Werbol
Home Planet: Werb
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/4D
PERCEPTION 1D/2D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Additional Limbs: Werbols have four arms allowing two
manual Dexterity actions before applying multiple action
penalties.
Ultraviolet Vision: Werbols visual spectrum of perception
ranges from blue to ultraviolet effectively making them
colorblind to most colors. A -2D penalty to all actions that
require color differences. (“No! Shoot at the guys in grey.
The ones in green are on our side!”)
Underwater Vision: Werbols vision is geared for underwater
use. They are at -1D to all visual based actions out of water,
at a distance of 2 meters or more.
Story Factors:
Social Orientation: Werbols work best in small groups and
gain double bonuses from combined actions when working
in groups of 2 to 6 Werbols.
Move: 10/12
Size: 0.8-1.0 meters tall

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Weequay

weequay-38Weequay-01Weequay
Home Planet: Sriluur
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D+2
Special Abilities:
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.
Story Factors:
Houk Rivalry: Though the recent Houk-Weequay conflicts
have been officially resolved, there still exists a high degree
of animosity between the two species.
Move: 10/12
Size: 1.6-1.9 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 92-94), Ultimate Alien Anthology (pages 181-182)

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Twi´lek

Twilek-09Twilek-02

Name: Twi´lek
Typ:

Alter Kind:
Alter Erwachsen:
Alter Vergreist:

Größe: bis 2,4m
Gewicht:
Üblicher Besitz:

Heimatwelt:

  • Beschreibung:
  • Kultur:
  • Biologie:
  • Sprachen:
  • Tech. Stufe:

Zitat: hehehehehe
Aussehen: Sie sind große, schlanke Humanoide mit langen, tentakelartigen Auswüchsen.
Biologie:
Psychologie: Sie sind verschlagene, Hinterlistige Kreaturen, die man oft als Händler, Piraten, Söldner oder Sklavenhändler antrifft.

Bewegungsweite Min/Max:

  • gehen: 7/10

Eigenschaftswürfel:

11W (bis +6w bei Helden)

  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 1w
    • Max.: 2w+1
  • Stärke:
    • Min.: 1w
    • Max.: 3w
  • Technik:
    • Min.: 1w
    • Max.: 3w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+2
  • Wissen:
    • Min.: 1w
    • Max.: 4w

Sonstiges:

  • Tentakel: sie können ihre Tentakel einsetzen, um insgeheim miteinander zu sprechen, selbst in einem Raum voller anderer Wesen. Die komplexen Bewegungen der Tentakel bilden gewissermaßen eine Geheimsprache, die alle Twi´leks fließend beherrschen.
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Vuvrian

Vuvrian
Home Planet: Vurdon Ka
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Trustworthy: Vuvrians are
outgoing and personable, and
as such gain a +1D bonus
to bargain, persuasion, and
investigation skill rolls.
Story Factors:
Pain Sensitivity: Vuvrians are
fragile beings, and do not deal
well with pain. This is reflected
in a -2 penalty to all Strength
rolls made to resist damage.
Move: 10/12
Size: 2 meters
Source: Ultimate Alien Anthology
(pages 180-181), Alien Anthology
(pages 112-113)

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Vurk

Vurk
Vurks are an amphibious species from the
watery world of Sembla that are considered by many to
be a relatively primitive society. The truth is that they are
merely very nomadic and tend not to settle in one place for
long enough to develop any kind of industry or advanced
technology. Sembla, which is formed of large warm seas
separated by volcanic ridges that create the continents of
the planet, caused the Vurks to evolve from amphibious
creatures that crawled from the planet’s life-producing
oceans millenia ago. Vurk commonly travel into the galaxy
when they can get offworld, as their nomadic tendencies
(ingrained into them on almost the genetic level) lead
them to wander the stars and only occasionally return to
their homeworld. There have been some Vurk Jedi, most
noticeably Coleman Trebor of the Jedi Council just prior to
the Battle of Geonosis.
Home Planet: Sembla
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 2D/4D+2
STRENGTH 2D/5D
TECHNICAL 1D/3D
Special Abilities:
Amphibious: Vurks can survive underwater for up to 8
hours without needing to breathe normal air.
Adaptable: As nomads, the Vurk learn to adapt to a variety
of environments quickly and efficiently. At the time of
character creation only, the Vurk gets 2D for every 1D he
places in the survival skill and its specializations.
360 Degree Vision: Vurks have the ability to see everything
around them due to the placement and rotation of their
eyes. This gives them an edge in combat in that they are not
easily surprised nor blindsided. They gain a +2D bonus to
their initiative rolls when being attacked by surprise.
Move: 10
Size: 1.6-2.0 meters

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Vultan

Vultan
Attribute Dice: 12D
DEXTERITY 2D/5D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Story Factors:
Technological Curiousity: Most Vultan constantly seek out
new forms of technology, often offering outrageous sums to
abtain a given device.
Move: 8/10
Size: 1.5-1.8 meters tall
Source: Tales of the Jedi Companion (page 103), Power of
the Jedi Sourcebook (page 76)

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Vulptereen

Vulptereen
They have a snout adorned with several long
protruding fangs. A row of spiky growths sprout from
between their eyes, travelling in a straight path toward their
pointed ears. A bizarre single antennae sprouts from their
snout. Vulptereen are known for their advanced repulsorengine
industry. Vulptereens make excellent pilots and are
good with their hands, but they suffer cultural gaps with
the rest of the galaxy due to their isolation.
Home Planet: Vulpter
Attribute Dice: 12D
DEXTERITY 2D+1/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 2D+1/4D+1
PERCEPTION 1D/3D+1
STRENGTH 1D+2/4D
TECHNICAL 2D/4D
Special Abilities:
Darkvision: Vulptereens can see up to 20 meters in total
darkness.
Improved Initiative: Vulptereens are capable of reacting
quickly to danger and obstacles thrown in their path, they
get a +1 bonus for Initiative rolls.
Great Fortitude: Years of living in a polluted environment
have made Vulptereens hardier and more able to resist the
negative effects of many toxins, gaining a +2 bonus to resist
their effects.
Move: 8/10
Size: 1 meters tall on average

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Vratix

Vratix
Home Planet: Thyferra
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D+1
PERCEPTION 1D+2/4D+2
STRENGTH 2D/3D+2
TECHNICAL 2D/4D
Special Abilities:
Pharmacology: Vratix are highly adept at the production of
bacta. All Vratix receive a +2D bonus to any (A) Medicine:
Bacta Productionor, (A) Medicine: Pharmacology skill
attempt.
Jumping: Vratix’s strong legs give them a remarkable
jumping ability. They receive a +2D bonus for their climbing
/jumping skill.
Bargain: Because of their cultural background, Vratix
receive a +2D bonus totheir bargain skill.
Mid-Arm Spikes: Vratix can use these sharp weapons in
combat, causing STR+1D damage.
Move: 10/12
Size: 1.8-12.6 meters tall
Source: Alien Encounters (page 168), Ultimate Alien
Anthology (pages 179-180)

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Vorzydiak

Vorzydiak
Home Planet: Vorzyd IV
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D+1
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D+1/4D+2
Special Abilities:
Skilled: During character creation only, Vorzydiak
characters get an extra 1D to place in skills.
Story Factors:
Hidebound: Vorzydiaks have trouble accepting alien ideas
and customs. Other species suffer a –2 penalty to con and
persuasion rolls made to convince Vorzydiaks of something
not traditional to their culture or to improve Vorzydiak
attitudes toward members of other species.
166
Move: 10/12
Size: 1.8 meters tall on
average
Source: Geonosis and the
Outer Rim Worlds (pages 150-
151)

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Vor

Vor
Home Planet: Vortex
Attribute Dice: 12D
DEXTERITY 1D/2D+1
KNOWLEDGE 1D/2D
MECHANICAL 1D/2D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Skills:
Strength skills:
Flight: Time use: one round
Move: 5/9 walking, 15/22 flying
Size: 1.4-1.9 meters tall
Source: The Jedi Academy Sourcebook (page 117), Ultimate
Alien Anthology (pages 178-179)

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Vodran

Vodran-01Vodran
Home Planet: Vodran
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 2D/4D+1
TECHNICAL 1D/3D
Special Abilities:
Hutt Loyalty: Most Vodrans are completely loyal to the Hutt
Crime Empire. Those so allied receive +2D to willpowerto
resist betraying the Hutts.
Story Factors:
Lack of Individuality: Vodrans have little self image, and
view themselves as a collective.
Move: 10/12
Size: 1.6-1.9 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 90-91), Ultimate Alien Anthology (pages 177-178)

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Viska

 

  • Name: Viska
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2-3m Lang; 8-12m Flügelspannweite
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Rordak
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Fremde (Aufleuchtende Augen), ich habe Fremde zum Fressen gerne
  • Aussehen: Sie haben einen langen Nacken und einen fast dreieckiges, spitz zulaufenden Kopf
  • Biologie:
  • Psychologie: Sie sind groß und erschreckend und haben die Technik des Imperiums schnell übernommen und erlernt.

Bewegungsweite Min/Max:

  • gehen: 5/7
  • fliegen: 12/18

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 4w+2
  • Mechanik:
    • Min.: 1w
    • Max.: 3w+1
  • Stärke:
    • Min.: 2w
    • Max.: 5w
  • Technik:
    • Min.: 1w
    • Max.: 3w+2
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+2
  • Wissen:
    • Min.: 1w
    • Max.: 4w

Sonstiges:

  • Fliegen: Zeitaufwand: 1 Runde, Siehe Seite 15 Regelwerk.
  • Infrarote Sicht: Sie können auch noch in völliger Dunkelheit sehen.
  • Sturzflug Attacke: 4w Schaden, Jede Attacke die Schaden anrichtet, heizt den Viska noch mehr an und pro Minute richtet er noch einmal 3w Schaden an.
  • Erschrecken: Sie sind eine Rasse die viele andere Rassen als erschreckend empfinden. Die Viska nutzen diese Eigenschaft auch noch zusätzlich, um Schrecken zu verbreiten.
  • Informationen für den Spielleiter: Für Charaktere nicht zugelassen.

Quelle:

Viska Home Planet: Rordak Attribute Dice: 12D DEXTERITY 2D/4D+2 KNOWLEDGE 1D/4D MECHANICAL 1D/3D+1 PERCEPTION 2D/4D+2 STRENGTH 2D/5D TECHNICAL 1D/3D+2 Special Skills: Flight: Time to use: One round. This is the skill used for flying. Beginning Viska begin with a flight movement of 12 and may improve their flying Move as described on page 36 of the Star Wars Roleplaying Game. Special Abilities: 165 Intimidation: Viska are well-known as “blood-suckers,” which terrifies many beings, gaining +1D to intimidation . Restricted Diet: If a Viska feeds from a creature not native to Rordak, the foreign chemical compounds in the blood stream cause 1D damage per feeding session. The damage is cumulative, so a Viska feeding from an alien creature a second time takes 2D damage, and so on. Infrared Vision: Viska can see in the infrared spectrum, giving them the ability to see in complete darkness if there are heat sources to navigate by. Blossug Attack: Causes 4D damage; any attack which causes a wound means the Viska’s attack has penetrated the target’s skin. The Viska’s blood-draining attack causes 3D damage each minute. Story Factors: Terrifying: Viska are a species that terrifies many other beings. They use this to great advantage (some might say they are even proud of their reputation). Move: 12/18 (flying), 5/7 (walking) Size: 2-3 meters long, wingspan up to 5 meters Source: Alien Encounters (pages 166-167), Planets Collection (pages 83-84)

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Verpine


  • Name: Verpine
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,9m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Roche Asteroiden Feld
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: schhhhh, schhhh wschh ,ischhhh hieschhh loschhhhhh
  • Aussehen: Sie sind große, 2 beinige Insektoide Wesen mit eisernen Körpern der mit Starken, flexiblen Chitinpanzern ausgerüstet ist
  • Biologie:
  • Psychologie: Sie haben kein Interesse an Konflikten und sind Experten in Kompromisse schließen. Denn als sie einmal kriegerisch handelten zerstörten sie gleich ihren ganzen Planeten.

Bewegungsweite Min/Max:

  • gehen: 10/13

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w+1
    • Max.: 3w
  • Mechanik:
    • Min.: 1w+2
    • Max.: 3w+2
  • Stärke:
    • Min.: 1w+1
    • Max.: 3w
  • Technik:
    • Min.: 2w
    • Max.: 5w
  • Wahrnehmung:
    • Min.: 1w+1
    • Max.: 4w
  • Wissen:
    • Min.: 1w+1
    • Max.: 3w

Sonstiges:

  • Körperpanzer: +1w gegen physische Attacken.
  • Mikroskopische Sicht: +1w wenn sie Versucht sehr kleine Objekte zu erkennen.
  • Organische Telekommunikation: Sie können Radiosendungen empfangen und senden. Er kann mit anderen Verpinen oder speziellen Comlinks Kommunizieren. Reichweite 1km.
  • Technischer Bonus: +2w Bonus auf alle Technischen Fertigkeiten.

Quelle:

Verpine Home Planet: Roche Asteroid Field Attribute Dice: 12D DEXTERITY 1D+1/3D KNOWLEDGE 1D+1/3D MECHANICAL 1D+2/3D+2 PERCEPTION 1D+1/4D STRENGTH 1D+1/3D TECHNICAL 2D/3D Special Abilities: Microscopic Sight: +1D to search for small objects Body Armor: The Verpine’s natural chitinous plate armor gives them a +1D bonus against physical attacks. Organic Telecommunication: Because Verpine can send and receive radio waves through their antenna, they have the ability to communicate with other members of their species with specially-tuned comlinks. The range is very limited when they are activating individually (1 km) but greatly increases when in the hive. Technical Bonus: All Verpine receive a +2D bonus when using their Technical skills. Move: 10/13 Size: 1.9 meters Source: Ultimate Alien Anthology (pages 176-177), Alien Anthology (pages 111-112), Galaxy Guide 4: Alien Races (pages 91-93), The Thrawn Trilogy Sourcebook (pages 151- 152), Dark Force Rising Sourcebook (pages 97-98)

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Vernol


  • Name: Vernol
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: bis 1,5m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Garnib
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Ah, Wasser braucht ihr. Kein Problem.
  • Aussehen: Sie haben blaues Fell; Um ihre Augen, ihrem Mund und auf der Unterseite Ihrer Hände und Füße ist es Orange.
  • Biologie:
  • Psychologie: Sie fühlen sich in einer Natürlichen Umgebung am Wohlsten. Und finden sich dort schnell zurecht.

Bewegungsweite Min/Max:

  • gehen: 8/10

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 2w+2
  • Mechanik:
    • Min.: 1w
    • Max.: 3w+1
  • Stärke:
    • Min.: 1w
    • Max.: 2w+2
  • Technik:
    • Min.: 1w
    • Max.: 3w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+2
  • Wissen:
    • Min.: 1w
    • Max.: 4w

Sonstiges:

  • Natur Lebewesen: Sie bekommen einen Bonus von +1w auf Überleben, Geschäfte oder Suchen (muß bei der Charaktererstellung festgelegt werden).

Quelle:

Vernol Home Planet: Garnib Attribute Dice: 12D DEXTERITY 1D/2D+2 KNOWLEDGE 1D/4D MECHANICAL 1D/3D+1 PERCEPTION 2D/4D+2 STRENGTH 1D/2D+2 TECHNICAL 1D/3D Special Abilities: Foragers: Vernols are excellent foragers (many have translated this ability to an aptitude in investigation). They receive a +1D bonus to either survival, investigation or search (player chooses which skill is affected at the time of character creation). Move: 8/10 Size: Up to 1.5 meters tall Source: Alien Encounters (page 165), Planets Collection (page 52)

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Veknoid

Veknoid
Home Planet: Monuus Mandel
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D+2/5D
PERCEPTION 2D/4D
STRENGTH 1D+2/3D+1
TECHNICAL 1D+2/4D
Special Abilities:
Acute Hearing: Perception rolls based on hearing get a +1D
bonus.
Natural Pilots: At character creation only, Veknoid characters
get 2D for 1D spent on piloting Mechanical skills.
Move: 9/11
Size: 1.2 meters tall on average

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Vashan

Vashan
This insectile race was native to the planet Vasha,
in the Moddell Sector of the galaxy. Each Vashan individual
was covered with a chitinous shell, and they were known for
their strength and stamina. The internal organs of a Vashan
were unusual, especially the stomach. The true stomach
was lined with muscle, which the Vashans used to crush
their food to begin the digestive process. Six antestomachs
preceeded the true stomach, and each was filled with small
stones to help break down food as it passed through. When
coughed up by the bodhis of the Vashan people, these
polished stones were called sin-bullets, and held a special
place in the Vashan religion. Vashans were known to ignore
food until their bodies were at the brink of collapse, at
which point they gorged themselves to the point of satiation.
Because of this, most restaurants refused to serve Vashan
patrons, for fear of the mess they created. As a people,
Vashans were timid and seemingly incapable of independent
action, traits which were exploited when the Ayrou assumed
control of Vasha during the Imperial occupation of Moddell
Sector. The Vashans were quickly subjugated and forced to
work as slaves in the mines, digging for metals and ores to
support the construction of the second Death Star. The vast
majority of Vashans simply accepted their fate, bowing to
the demands of their leaders.
Home Planet: Vasha
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/4D
PERCEPTION 1D/2D+2
STRENGTH 3D/5D+2
TECHNICAL 1D+2/4D
Special Abilities:
Skilled Miners & Laborers: Vashans are renowned for their
skill as tireless miners and laborers. Vashans gain a +1D
bonus to all lifting and stamina skill rolls, as well as to any
other skill rolls that involve working in a mine environment
(GM’s discretion).
Story Factors:
Odd Habits: Vashans do not eat until absolutely necessary.
When they finally do, they messily consume large quantities
of food, which is stored in their many antestomachs. These
antestomachs are also used to “investigate” new and
interesting objects, which the Vashans swallow. Swallowed
items are either regurgitated immediately, or retained
for further study. Vashan eating habits have resulted in
a general disdain for the species within the food service
industry of the Modell sector, and many restaurants do not
allow for Vashan customers.
Society: Vashan society is both theocratic and caste-based.
Entire castes will typically obey their religious superiors.
Move: 10/12
Size: “Medium”

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Vaathkree


  • Name: Vaathkree
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5-1,9m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Jetzt machen wir neue Geschäfte
  • Aussehen: Sie bestehen anscheinend aus Stein oder Metall. Ihr ungewöhnlicher Metabolismus produziert extrem harte Verbindungen, aus denen sie dann kleine Schuppen oder Platten auf der Haut Formen
  • Biologie:
  • Psychologie: Sie sind Fanatische Feilscher und Geschäftemacher.

Bewegungsweite Min/Max:

  • gehen: 6/11
  • schwimmen:
  • fliegen:
  • kriechen:
  • hüpfen:
  • gleiten:
  • usw……..

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 2w
    • Max.: 4w
  • Stärke:
    • Min.: 3w
    • Max.: 4w+2
  • Technik:
    • Min.: 1w
    • Max.: 3w+1
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 5w
  • Wissen:
    • Min.: 1w
    • Max.: 4w

Sonstiges:

  • Natürliche Körperpanzerung: Vathkree weisen aufgrund ihres eigenartigen Metabolismus eine natürliche Körperpanzerung auf. Sie liefert Starke +2w gegen physische Angriffe und Stärke +1w gegen Energieangriffe.
  • Handelssprache: Die Vaathkree haben eine seltsame, sich ständig verändernde Handelssprache entwickelt, die sie bei Geschäftsverhandlungen untereinander benutzen.

Quelle:

Vaathkree Home Planet: Vaathkree Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 1D/4D MECHANICAL 2D/4D PERCEPTION 2D/5D STRENGTH 2D/4D+2 TECHNICAL 1D/3D+1 Special Abilities: Natural Body Armor: Vaathkree, due to their peculiar metabolisms, have natural body armor. It provides STR+2D against physical attacks and STR+1D against energy attacks. Trade Language: The Vaathkree have created a strange, constantly changing trade language that they use to communicate back and forth between each other during business dealings. Since most deals are successful when one side has a key piece of information that the other side lacks, the trade language evolved to safeguard such information during negotiations. Non-Vaathkree trying to decipher trade language may make an opposed languages roll against the Vaathkree, but suffer a +15 penalty modifier. 163 Story Factors: Trade Culture: The Vaathkree are fanatic hagglers. Most adult Vaathkree have at least 2D in bargain or con (or both). Move: 6/11 Size: 1.5-1.9 meters tall Source: Alien Encounters (page 164), The Thrawn Trilogy Sourcebook (pages 150-151), The Last Command Sourcebook (pages 110-111)

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Uukaablian

Uukaablian
Home Planet: Uukaablis
Attribute Dice: 12D
DEXTERITY 1D/2D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 1D+2/4D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 2D/4D
Special Abilities:
Medical Aptitude: Uukaablians receive an extra 2D for
beginning skill dice which must be applied to the first aid
skill.
Story Factors:
Social Graces: Uukaablians have mastered the art of
conversation, learning to not let a silent moment slip by.
Politeness and diplomacy, they believe, count above all, and
they therefore work wonders at political summits, although
even after an agreement has been reached, no one can get
them to shut up.
Move: 10/14
Size: 2.0-2.5 meters tall
Source: The DarkStryder Campaign – The Kathol Outback
(page 58)

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Utai

Utai
The Utai are largely ignorant and disinterested in
worldly or interstellar relations. They’ve been called Shorts,
due to their small stature but also their brief lifespans.
The utapaun sinkholes have long been home to the Utai.
They colonized the inner walls and crevices of the planet’s
sinkholes, and tamed the dactillions who once terrorized
the skies as well as the helpful varactyls. The skittish Utai
have distended eyes well adapted to lowlight conditions.
162
Hardy Utai brave the lower depths of the sinkhole grotto to
use the water pools found there as a basis of aquacultural
fields.
Home Planet: Utapau
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D+2
MECHANICAL 2D+2/4D+2
PERCEPTION 2D/4D+1
STRENGTH 1D+1/3D+2
TECHNICAL 3D/4D+2
Special Abilities:
Darkvision: Utai can see in the dark up to 20 meters.
Darkvision is black and white only but otherwise functions
as normal light.
Low-Light Vision: Utai gain 1D in low-light conditions, and
retain the ability to distinguish color and detail under these
conditions.
Light Sensitivity: Abrupt exposure to bright light (such as
direct sunlight) blinds the Utai for 1 round. In addition, they
suffer a –1 penalty while operating in bright light without
protective eyewear.
Move: 9/11
Size: 1.22 meters tall on average

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Umbaran

Umbaran
Home Planet: Umbara
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 2D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D+1/3D+2
TECHNICAL 2D/4D
Special Abilities:
Darkvision: Umbarans can see in the dark up to 20 meters.
Darkvision is black and
white only but otherwise
functions as normal light.
Low-Light Vision:
Umabarans gain 1D in
low-light conditions,
and retain the ability
to distinguish color
and detail under these
conditions.
Light Sensitivity: Abrupt
exposure to bright light
(such as sunlight) blinds
Umbarans for 1 round.
In addition, they suffer a
–1 penalty while operating
in bright light without
protective eyewear.
Perceptive: Umbaran gain
a +2 bonus to Perception
against con and bargain
rolls.
Story Factors:
Influence: In situations
where a character’s
reputation can be a factor, Umabarans gain a +2 bonus
to con, bargain, persuasion, investigation and intimidation
rolls.
Move: 10/12
Size: 1.7-2 meters (male), 1.5-1.8 meters (female)
Source: Ultimate Alien Anthology (pages 175-176)

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Ukianer

 

  • Name: Ukianer
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,6-2m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Das, das ist doch völlig unmöglich
  • Aussehen: Sie sind haarlose, zweibeinige Humanoide mit grüner Haut und schmalen roten Augen, die sie zu Schlitzen verengen können
  • Biologie:
  • Psychologie: Sie sind sehr Freundlich und außerdem gehören sie zu den tüchtigsten Farmern. Ukianer regen sich stark auf, wenn sie mit einer Situation konfrontiert werden, die sie eigentlich für unmöglich hielten.

Bewegungsweite Min/Max:

  • gehen: 5/11

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w
  • Mechanik:
    • Min.: 2w
    • Max.: 4w
  • Stärke:
    • Min.: 3w
    • Max.: 4w
  • Technik:
    • Min.: 1w
    • Max.: 3w+1
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 4w
  • Wissen:
    • Min.: 1w
    • Max.: 4w+1

Sonstiges:

  • Landwirtschaft: Ukianer erhalten +2w auf ihre Fertigkeitswürfe für Landwirtschaft (eine Wissensfertigkeit).

Quelle:

Ukian Home Planet: Ukio Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 1D/4D+1 MECHANICAL 2D/4D PERCEPTION 1D/4D STRENGTH 3D/4D TECHNICAL 1D/3D+1 Special Abilities: Agriculture: All Ukians receive a +2D bonus to their agriculture (a Knowledge skill) rolls. Story Factors: Fear of the Impossible: All Ukians become very agitated when presented with a situation they believe is impossible. Move: 5/11 Size: 1.6-2 meters tall Source: Alien Encounters (page 163), The Thrawn Trilogy Sourcebook (page 150), The Last Command Sourcebook (pages 109- 110)

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Ugors

 

  • Name: Ugors
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2m Durchmesser
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Unbekannter Planet im Paradies System.
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Ich kann dich nicht leiden, verschwinde endlich. So ein stinkender Haufen
  • Aussehen: Sie sind große unicellulare Wesen mit einer Reichweite von 1m. Sie können 30 Pseudopoden auf einmal erzeugen mit denen sie sehen, sprechen usw. können
  • Biologie:
  • Psychologie: Sie denken, daß Gammeln, Handeln und schwindeln der Weg des Lebens ist. Sie sind unfreundlich und isolieren diejenigen die sie nicht leiden können.

Bewegungsweite Min/Max:

  • gehen: 5/7

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: *
    • Max.: *
  • Mechanik:
    • Min.: *
    • Max.: *
  • Stärke:
    • Min.: *
    • Max.: *
  • Technik:
    • Min.: *
    • Max.: *
  • Wahrnehmung:
    • Min.: *
    • Max.: *
  • Wissen:
    • Min.: *
    • Max.: *

Sonstiges:

  • Amorphe Wesen: * Sie können Fähigkeiten herumschieben wie sie wollen, wobei aber keine Attribute über 4w liegen dürfen. Um eine Fertigkeit zu erhöhen kostet es die Doppelten Charakterpunkten. Im Kampf muß genau festgelegt sein, welches Attribut auf 4w ist und welches nicht. (Am besten mehrere Konfigurationen einrichten, es dauert 2 Runden um zwischen ihnen umzuschalten.)

Quelle:

Ugor Home Planet: Paradise System Attribute Dice: 12D* DEXTERITY * KNOWLEDGE * MECHANICAL * PERCEPTION * STRENGTH * TECHNICAL * 161 Special Abilities:

  • Amorphous: Normal Ugors have a total of 12D in attributes.

Because they are amorphous beings, they can shift around the attributes as is necessary – forming pseudopodia into a bunch of eyestalks to examine something, for example, would increase the Ugor’s perception. However, no attribute may be greater than 4D, and the rest must be allocated accordingly. Adjusting attributes can only be done once per round, but it may be done as many times during an adventure as the player wants – but, in combat, it must be declared when other actions are being declared, even though it does not count as an action (and, hence, does not make other actions more difficult to perform during that round). Ugors also learn skills at double their normal costs (because of their amorphous nature). Story Factors: Squib-Ugor Conflict: The Ugors despise the Squibs and will go to great lengths to steal garbage from them, since they venerate garbage as a god. Move: 5/7 Size: 2 meters in diameter (when in circular form) Source: Galaxy Guide 4: Alien Races (pages 89-90)

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Ubese

Ubese-01Ubese
160
“True Ubese”
Home Planet: Uba IV
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/2D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 2D/4D
Special Abilities:
Type II Atmosphere Breathing: “True Ubese” require adjusted
breath masks to filter and breath Type I atmospheres.
Without the masks, Ubese suffer a -1D penalty to all skills
and attributes.
Technical Aptitude: At the time of character creation only,
“true Ubese” characters receive 2D for every 1D they place
in Technical skills.
Survival: “True Ubese” get a +2D bonus to their survival skill
due to the harsh conditions they are forced to endure on
their homeworld.
Move: 8/11
Size: 1.75-2.25 meters tall
Yrak Pootzck
Home Planet: Uba IV
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+1/3D+2
MECHANICAL 1D/3D
PERCEPTION 1D+2/4D
STRENGTH 1D+2/3D+1
TECHNICAL 1D+1/4D
Special Abilities:
Increased Stamina: Due to the relatively low oxygen content
of the atmosphere of their homeworld, yrak pootzck Ubese
add +1D to their stamina when on worlds with Type I
(breathable) atmospheres.
Move: 8/12
Size: 1.75-2.25 meters tall
Source: Alien Encounters (page 162), Shadows of the Empire
Sourcebook (pages 99-100), Ultimate Alien Anthology (pages
172-174), Alien Anthology (pages 108-110)

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Tynnan

Tynnan
Home Planet: Tynna
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D+2
MECHANICAL 1D/4D
PERCEPTION 1D/5D
STRENGTH 1D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Swimming: Tynnans are excellent swimmers and can hold
their breath for as many minutes as their stamina die
code.
Low Temperatures: Tynnans are native to near-frigid waters
and suffer no penalties while in extreme cold (temperatures
equal to or above -50 degrees Celsius).
Story Factors:
Wealth: Most Tynnans are supported by their government
and spend their time in recreational pursuits.
Move: 6/9 (11/14 Swimming)
Size: 1.1-1.5 meters tall
Source: Alien Encounters (pages 160-161), Han Solo and
the Corporate Sector Sourcebook (page 139)

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Twi’lek

Twilek-01Twi’lek
Home Planet: Ryloth
Attribute Dice: 11D
DEXTERITY 1D/3D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Tentacles: Twi’leks can use their tentacles to communicate
in secret with each other, even if in a room full of individuals.
The complex movement of the tentacles is, in a sense, a
“secret” language that all Twi’leks are fluent in.
Move: 10/12
Size: Up to 2.4 meters tall
Source: Core Rulebook (page 216), Alien Encounters (page
159), The Star Wars Sourcebook (pages 82-84), Ultimate
Alien Anthology (page 172)

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Tusken Raider (Sand People)

Tusken Raider (Sand People)
Home Planet: Tatooine
Attribute Dice: 12D
DEXTERITY 1D/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 1D/4D
STRENGTH 1D/4D
TECHNICAL 1D/3D+1
Move: 10/12
Size: 1.5-1.9 meters
Source: Alien Encounters (page 129), The Star Wars
Sourcebook (page 80), Ultimate Alien Anthology (page 171),
Secrets of Tatooine (pages 10-11)

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Tunroth

Tunroth
158
Home Planet: Jiroch-Reslia
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+1
PERCEPTION 1D+1/4D+2
STRENGTH 1D+2/4D
TECHNICAL 1D/3D+1
Special Abilities:
Quarry Sense: Tunroth Hunters have an innate sense that
enables them to know what path or direction their prey
has taken. When pursuing an individual the Tunroth is
somewhat familiar with, the Hunter receives +1D to search.
To qualify as a Hunter, a Tunroth must have the following
skill levels: bows 4D+2, melee combat 4D, melee parry 4D,
survival 4D, search 4D+2, sneak 4D+2, climbing/jumping
4D, stamina 4D. The Tunroth must also participate in an
initiation rite, which takes a full three Standard Months,
and be accepted as a Hunter by three other Hunters. This
judgement is based upon the Hunters’ opinions of the
candidate’s skills, judgement and motivations – particularly
argumentative or greedy individuals are often rejected as
Hunters.
Story Factors:
Imperial Respect: Though they realize the Emperor is for
the most part tyrannical, the Tunroth are grateful for the
fact the Empire saved the Tunroth from being completely
destroyed during the Reslian Purge.
Iotran Hate: All Tunroth have a fierce dislike for the Iotran,
a belligerent species inhabiting a nearby sector. It was the
Iotran that nearly destroyed the Tunroth people.
Move: 10/12
Size: 1.6-1.8 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 88-89), Ultimate Alien Anthology (pages 169-171)

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Tulvarees

Tulvarees
Home Planet: Pochi
Attribute Dice: 9D
DEXTERITY 1D/5D
KNOWLEDGE 0D+1/1D
MECHANICAL 0D+1/1D
PERCEPTION 1D/3D
STRENGTH 2D/4D
TECHNICAL 0D+1/1D
Special Abilities:
Talons: Tulvarees have razor-sharp talons on their hands
and feet, which do STR+2D damage.
Teeth: A Tulvaree’s bite causes STR+1D damage.
Move: 7/9 (walking), 15/20 (flying)
Size: 1.5-1.8 meters tall
Source: Wanted by Cracken (page 86)

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Tuhgri

Tuhgri
Home Planet: Ehjenla
Attribute Dice: 11D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D
MECHANICAL 2D+2/4D
PERCEPTION 1D/4D
STRENGTH 1D/3D
TECHNICAL 1D+2/4D
Special Abilities:
Leap: Tuhgri can leap up to four meters high and eight
meters forward.
Story Factors:
Sharing: Tuhgri take any object they require at the time
with or without permission. Many species find this behavior
disconcerting at best, and many battles have broken out in
the aftermath.
Move: 8/10
Size: 1.0-1.25 meters tall
Source: The DarkStryder Campaign – The Kathol Outback
(pages 85-86)

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T’surr

T’surr
Home Planet: T’surr
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D+1
TECHNICAL 2D/4D
Special Abilities:
Natural Armor: A T’surr’s tough hide provides +1 against
physical damage.
Superior Depth Perception: A T’surr’s four eyes provide
remarkable depth perception, granting a +1 bonus to
ranged attacks, such as blasters or thrown weapons.
Physical Intimidation: T’surr males may roll Strenght to
intimidate. Also they get a +2 bonus to intimidate rolls.
Low-Light Vision: T’surr gain 1D in low-light conditions, and
retain the ability to distinguish color and detail under these
conditions.
Alert: T’surr have excellent vision and hearing. They gain a
+2 bonus to Perception or search no notice something.
Move: 10/12
Size: 2.3-2.6 meters (male), 2 meters (female)
Source: Ultimate Alien Anthology (pages 168-169)

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Tsil

Tsil
The tsil of Nam Chorios are a mineral-based
lifeform that appear as green and purple crystals and grow
in large chimney formations. Called smokies and spooks
by the world’s Human and humanoid settlers, the tsil are
sentient and strongly attuned to the Force. This allows them
to instigate electrical discharges and accounts for the high
Force-sensitivity of the organic natives of the planet.
Most tsil have a peaceful, inert life, adding to the Forceenhanced
nature of the ecology of Nam Chorios. There are
exceptional tsil with additional Force-related feats and
skills, though nothing that would rely on physical abilities
they lack.
The sentient tsil were mined by the Loronar Corporation,
as their crystalline matrix made them versatile components
in synthdroids and needle starfighters. In the early years
of New Republic, both the sentient nature of the tsil and
Loronar’s atrocities were revealed. Under the auspices of the
New Republic, the harvested tsils have been, for the most
part, returned, but there are still tsils in the greater galaxy
waiting to be sent back to their home planet.
Home Planet: Nam Chorios
Attribute Dice: 10D
DEXTERITY 0D
KNOWLEDGE 2D+1/4D+1
MECHANICAL 0D
PERCEPTION 2D+1/4D+1
STRENGTH 2D+2/4D+2
TECHNICAL 0D
Special Abilities:
Mineral Form: Solid
mineral form grants
+1 to resist physical
damage and +2D for
energy damage. Tsil are
also immune to poison,
disease and radiation.
Force Semsitive: All Tsil
are Force sensitive.
Electrical Discharge:
Once every 1D rounds,
a tsil can discharge
electricity in a 10-
meter-radius blast,
dealing 5D of electrical
damage to all creatures
in the area.
Telepathy: The tsil
communicate by placing
images into the minds of
other intelligent creatures. A “target” can resist the tsil’s
attempt to place images in his mind with a Difficult willpower
or Control roll. A new roll can be made each round.
Light Amplification: The tsil store, reflect, and intensify
sunlight such that the areas around them are usually
brightly lit regardless of the position of the sun in the sky.
Creatures that suffer penalties in bright light have those
penalties doubled when within 10 meters of a tsil.
Move: 0
Size: 0.5 meters high on average

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Troig

Troig
Home Planet: Pollillus
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 2D+1/5D
STRENGTH 1D/3D+2
TECHNICAL 1D/3D+2
Special Abilities:
Ambidexterity: Troigs are naturally ambidextrous, and
suffer no off-hand penalties.
Hard to Surprise: Because a Troig’s heads are constantly
looking out for one another, they are difficult to surprise.
As such, they gain a +1D bonus to all search skill checks to
detect ambushes.
Multitasking: Due to the fact that their two heads share
two arms, Troigs can do two things at once and suffer no
penalties. Each head performs separate actions in combat,
as well. The two heads can combine actions, as well (refer to
the rules for combined actions, SWD6, pages 82-83).
Two Heads: All Troigs have at least two heads, and each
head houses a separate mind and personality. The two
heads share a limited form of telepathy, and they can
understand one another perfectly even if one is speaking a
language the other does not know.
Move: 10/12
Size: 1.9-2 meters

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Triffian

Triffian
Home Planet: Triffis
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 2D/4D+2
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Large Ears: Triffians have large ears, and gain a +1D
bonus to all search skill checks involving sound.
Story Factors:
Self-Confidence: Triffians are remarkably selfconfident
(some might say foolhardy), and not easily
frightened. They get a +2 pip bonus to willpower rolls
when resisting intimidation skill rolls against them.
Move: 6/8
Size: 1.2 meters tall

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Trianii

Trianii
Home Planet: Trian
Attribute Dice: 12D
DEXTERITY 2D+1/4D
KNOWLEDGE 2D/4D
MECHANICAL 1D+1/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D+2
Special Strength Skills:
Acrobatics: Time to use: One round. This is the skill of
tumbling, jumping and other complex movements. This
skill is often used in sports and athletic competitions, or
as part of dance. Characters making acrobatics rolls can
also reduce falling damage. The difficulty is based on the
distance fallen.
Distance Fallen Difficulty Reduce Damage By:
3 – 6 Very Easy -2D
7 – 8 Easy -2D+2
9 – 12 Moderate -3D
13 – 15 Difficult -3D+2
16+ Very Difficult -4D
Special Abilities:
Prehensile Tail: Trianii have limited use of their tails They
have enough control to move light objects (under three
kilograms), but the control is not fine enough to move
heavier objects or perform fine manipulation (for example,
aim a weapon).
Special Balance: +2D to all actions involving climbing,
jumping, acrobatics or other actions requiring balance.
Claws: add+1D to brawling damage.
Dexterous: At the time of character creation, Trianii get +2D
bonus skill dice to add to Dexterity skills.
Female Physical Superiority: After allocating attribute dice,
female Trianii characters get to add +1 to their Dexterity and
Strength at the time of character creation.
Story Factors:
Feud with the Authority: The trianii have a continuing
conflict with the corporate Sector Authority. While there
is no open warfare, the two groups are openly distrustful;
these intense emotions are very likely to simmer over into
battle.
Trianii Rangers: the Rangers are the honored independent
space force of the Trianii.
Move: 12 / 14
Size: 1.5 – 2.2 meters
Source: Alien Encounters (page 157), Han Solo and the
Corporate Sector Sourcebook (pages 138-139), Ultimate
Alien Anthology (pages 167-168),

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Trandoshan

Trandoshan
Home Planet: Trandosha (Hsskor or Dosha)
Attribute Dice: 12D
DEXTERITY 1D+1/4D+1
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/3D
PERCEPTION 2D/3D+2
STRENGTH 3D/4D+2
TECHNICAL 1D/2D+2
Special Abilities:
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
154
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 tem percent. Failure
indicates that the
regeneration does not
occur.
Story Factors:
Wookiee Hate: The
long-standing feud
between the Wookiees
of Kashyyyk and
the Trandoshans is
deeply ingrained in
both species. When
encountering Wookiees
or known Wookiee
associates, Trandoshans
must make a Moderate
willpower check to keep
from attacking.
Hostility: The Trandoshans are known as a belligerent
species. They gain +1D to all intimidation rolls against non-
Trandoshans.
Move: 8-10
Size: 1.9-2.4 meters tall
Source: Ultimate Alien Anthology (pages 165-167)

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Toydarian

Toydarian-05Toydarian
Home Planet: Toydaria
Attribute Dice: 12D
DEXTERITY 2D+1/5D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+2/4D+1
PERCEPTION 1D/3D+2
STRENGTH 1D/3D
TECHNICAL 1D+1/4D
Special Abilities:
Force Resistance: Toydarians are resistant to Force powers
that utilize the Sense skill, and receive a +3D bonus to any
Perception or control rolls made to resist these powers. Any
Sense powers used against a Toydarian that do not grant a
resistance roll have their sense difficulty increased by +10.
Move: 6/8 (Ground), 18/20 (Flight)
Size: 0.9 to 1.5 meters tall
Source: Ultimate Alien Anthology (pages 164-165), Alien
Anthology (pages 107-108)

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Toong

Toong-01
Toong
Home Planet: Toong’L
Attribute Dice: 12D
DEXTERITY 2D+1/5D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+2/4D+1
PERCEPTION 1D/3D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Quick Reflexes: Toong gain a +1D bonus to all Perception
rolls made to determine initiative.
Story Factors:
Social Anxiety: Toong fear interacting with individuals,
and suffer a -1D penalty to all skill rolls involving social
interaction.
Move: 10/12
Size: 1.8 to 2.4 meters tall.
Source: Ultimate Alien Anthology (pages 163-164), Alien
Anthology (pages 106-107)

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Toka

Toka
Home Planet: Rafa V
Attribute Dice: 10D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Skill Bonus: Toka characters gain a permanent +1D bonus to
153
the hide and scholar:
sharu legends skills.
Story Factors:
The Awakening: A
few years before
the Battle of Endor,
Lando Calrissian
activated the
Mindharp of the
Sharu, which “awoke”
the Toka, who then
became the Sharu.
Toka characters
who awaken add 2
to their Move score,
+1D each to both
their Knowledge and
Technical attributes,
and trade their own
special abilities for
those of the Sharu.
Move: 8/10
Size: 1.7 meters tall
on average.

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Togruta

Togruta
Home Planet: Shili
Attribute Dice: 13D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D+1
MECHANICAL1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/4D
Special Abilities:
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 hide 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.
Story Factors:
Believed to be Venomous: Although they are not poisonous,
it is a common misconception by other species that Togruta
are venomous.
Group Oriented: Togruta work well in large groups, and
individualism is seen as abnormal within their culture.
When working as part of a team to accomplish a goal,
Togruta characters are twice as effective as normal
characters (ie, they contribute a +2 pip bonus instead of
a +1 pip bonus when aiding in a combined action; see the
rules for Combined Actions on pages 82-83 of SWD6).
Move: 10/12
Size: 1.7-1.9 meters
Source: Ultimate Alien Anthology (pages 162-163), Power of
the Jedi Sourcebook (pages 75-76)

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Togorians

 

  • Name: Togorians
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2,5-3m (männliche) 1,6-2,2m (weibliche)
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Togoria
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Huch schon wieder ein Fleck
  • Aussehen: Sie sind sehr Muskulöse, katzenartige Wesen. Ihre Augen sind Senkrecht geschlitzt. Ihr Finger enden in langen Krallen
  • Biologie:
  • Psychologie: Sie halten nicht sehr viel von der Technologie, sind aber so klug, sie so schnell wie möglich zu lernen um zu überleben.

Bewegungsweite Min/Max:

  • gehen: 14/17

Eigenschaftswürfel:

12W (bis +6w bei Helden)

  • Geschicklichkeit:
    • Min.: 2w
    • Max.: 5w
  • Mechanik:
    • Min.: 1w
    • Max.: 4w
  • Stärke:
    • Min.: 2w
    • Max.: 5w
  • Technik:
    • Min.: 1w
    • Max.: 4w
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w
  • Wissen:
    • Min.: 1w
    • Max.: 3w

Sonstiges:

  • Klauen: Stärke +1w Schaden beim Raufen.
  • Zähne: Stärke +2w Schaden beim Raufen
  • Aussehen: Die männlichen Vertreter achten sehr auf ihre Statur, Zähne und ihre Klauen.
  • Kommunikation: Sie verstehen perfekt Basic, können es aber nicht aussprechen.

Quelle:

Togorian Home Planet: Togoria Attribute Dice: 12D DEXTERITY 2D/5D KNOWLEDGE 1D/3D MECHANICAL 1D/4D PERCEPTION 2D/4D STRENGTH 2D/5D TECHNICAL 1D/4D Special Abilities: Claws: The claws of the Togorians do Strength+1D damage in combat. Teeth: The teeth of the Togorians do Strength+2D damage in combat. Story Factors: Intimidation: Most beings fear Togorians (especially males) because of their large size and vicious-looking claws and teeth. Communication: Togorians are perfectly capable of understanding Basic, but they can rarely speak it. Many beings assume that the Togorians are unintelligent. This annoys the Togorians greatly, and they are likely to become enraged if they are not treated like intelligent beings. Move: 14/17 Size: 2.5-3 meters tall (males); 1.6-2.2 meters tall (females) Source: Ultimate Alien Anthology (pages 161-162), Galaxy Guide 4: Alien Races (pages 86-88)

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T’landa Til

T’landa Til
This race of beings is distantly related to the
Hutts, hailing from the same planet as well, though their
physiologies are drastically different. They have stout bodies
supported by four thick, soft-padded legs, with a short,
stumped neck and a thin, whip-like tail that rests coiled
on top of their bodies. They have two thick arms that end
in four delicate fingers, and have thick, baggy skin, which
hangs in wrinkles off their bodies. T’landa Til are, unlike
their enterprising brethren the Hutts, not as successful in
the galaxy’s business and political arenas as they would like
to be. They are ambitious and, at times, devious, but more
often than not are cowardly and short-sighted.
Home Planet: Nal Hutta
Attribute Dice: 13D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D+2
STRENGTH 2D/5D
TECHNICAL 2D/4D
Special Abilities:
Redundant Physiology: T’landa Til have two hearts and
three stomachs, allowing them to continue living if one
such organ fails. In the case of injury or failure involving
the heart or stomach, any wound that would reduce a
character to Mortally Wounded or Dead status is reduced
by one wound level.
Sonic Vibrations: By using their throat pouch to exhale
air over cilia, T’landa Til can create sonic and subsonic
vibrations that have powerful effects on living beings. When
this ability is used, any characters or creatures within
hearing range of the sound must make a Difficult Perception
or willpower roll to resist being enthralled. If he, she, or it
fails the roll, the being is overcome with peace and pleasure,
and is more easily influenced for 1D rounds. When using
this ability, the T’landa Til cannot perform any other actions
in the same round. If a character within hearing range is
aware of the effects of this ability, the difficulty of the roll to
resist is reduced to Easy.
Move: 6/8
Size: 2.0-2.4 meters long

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Tiss’shar

Tiss’shar
Home Planet: Tiss’sharl
Attribute Dice: 12D
DEXTERITY 2D+1/4D+1
KNOWLEDGE 1D/2D+2
MECHANICAL 1D/2D+2
PERCEPTION 2D/3D+1
STRENGTH 2D/4D
TECHNICAL 1D/3D+1
Special Abilities:
Vision: Tiss’shar can see in the infrared spectrum, allowing
them to see in darkness provided there are hear sources.
Body Armor: The Tiss’shar’s thick scales gives them natural
armor that provides a +1D bonus against physical attacks
and +1 against energy attacks.
Move: 11/14
Size: 1.5-1.8 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 86-87), Ultimate Alien Anthology (pages 160-161)

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Tirrith

Tirrith
Home Planet: Beheboth
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D+1
Special Abilities:
Hive: Tirrith are part of a larger hive, and all members of the
hive share an empathic bond. If a Tirrith character suffers
pain, the rest of his hive will feel it as well. If a Tirrith is
killed, the members of his hive may die as well. For each
point of damage suffered by a Tirrith character, his hive
suffers two points.
Non-Corporeal: Tirrith characters can be harmed only by
energy weapons and vacuum. They can force their way
into any non-hermetically-sealed room as an action. They
cannot utilize any equipment.
Somniferous Gas: Tirrith can reconstitute their planet’s
atmosphere into a powerful knockout gas. If non-Tirrith
characters inhale this gas, they must make a Very Difficult
Strength check or fall unconscious for 1D+2 hours, unless
revived by a medpack. Treat the creation of the gas a ranged
attack (range: 1-4/12/25) with a 2 meter blast radius.
Telepathy: A Tirrith character can communicate
telepathically with any number of beings within 20 meters.
Anyone wishing to resist this telepathic contact must
succeed in an opposed Perception check against the Tirrith
in question. Anyone receiving a telepathic communication
from a Tirrith “hears” the message in their own language.
Story Factors:
Pacifists: Tirrith are fundamental pacifists that have a hard
time conceiving violence against other beings.
Move: 10/12
Size: 1.8 to 2.2 meters

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Tinnell

Tinnell
Attribute Dice: 13D
DEXTERITY 2D/3D+2
KNOWLEDGE 1D/2D+2
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D+1
STRENGTH 1D+2/4D
TECHNICAL 3D/5D
Special Abilities:
Claws: Do STR+1D+2 damage.
Story Factors:
Rare: Tinnell are extremely
rare. They should be stumbled
upon rather than searched
for. Tinnell have been treated fairly bad by Humans, so if
they know they’re being hunted, they disappear and can’t
be found (at least a Heroic roll to pick up their trail). They
function best as gamemaster characters, coming up with
that desperately needed repair roll at just the dramatically
appropriate moment.
Move: 10/15
Size: 1.2-1.8 meters tall
Source: Alien Encounters (page 156)

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Tikiarri


  • Name: Tikiarri
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5 – 1,75m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Joralla
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Ahhh, Neue Besucher, Neue Waffen Yea
  • Aussehen:
  • Biologie: Sie haben ihre natürliche Lebensspanne von 30 Jahre, aber meist sterben Sie vor Ablauf ihrer natürlichen Lebensspanne
  • Psychologie: Sie haben keinen Respekt vor Gesetzten. Außerdem haben sie einen Hang zum Kriegerischen. Und da sie aber auf ihren Planeten begrenzt sind, Wissen viele benachbarte Völkern nichts von ihnen.

Bewegungsweite Min/Max:

  • gehen: 4/6
  • fliegen: 15/20

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 3w+2
  • Mechanik:
    • Min.: 1w
    • Max.: 2w
  • Stärke:
    • Min.: 1w
    • Max.: 3w
  • Technik:
    • Min.: 1w
    • Max.: 2w+2
  • Wahrnehmung:
    • Min.: 2w
    • Max.: 4w+2
  • Wissen:
    • Min.: 1w
    • Max.: 2w+2

Sonstiges:

  • Fliegen: Zeitaufwand: 1 Runde, Siehe Seite 15 Regelwerk.

Quelle:

Tikiarri Home Planet: Joralla Attribute Dice: 11D+2 DEXTERITY 1D/3D+2 KNOWLEDGE 1D/2D+2 MECHANICAL 1D/2D PERCEPTION 2D/4D+2 STRENGTH 1D/3D TECHNICAL 1D/2D+2 Special Skills: Flight: Time to use: one round. This is the skill used for flying. Beginning Tikiarri begin with a flight movement of 15 and may improve their flying Move as described on page 36 of the Star Wars Roleplaying Game. Story Factors: Reputation: Most species who know the Tikiarri do not like the avians and execute or imprison any found off Joralla. Move: 4/6 (walking), 15/20 (flying) Size: 1.5-1.75 meters Source: Alien Encounters (page 156), Planets Collection (pages 69-70)

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Thisspian

Thisspian
Home Planet: Thisspias
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 1D/3D+1
STRENGTH 2D+1/4D+2
TECHNICAL 1D/4D
Special Abilities:
Constrict: On a successful brawling skill roll made to
grapple, a Thisspian can wrap its prehensile tail around an
opponent. In subsequent rounds, it can inflict its Strength
+1D+1 with a constricting attack. An opponent so ensnared
can escape, but must do so with an opposed Strength roll.
Prehensile Tail: Thisspians can use their tails to carry
objects, leaving their hands free for other activities. When
doing so, a Thisspian’s Move rating is reduced to 2.
Move: 8/10
Size: Unlisted (Medium)
Source: Ultimate Alien Anthology (pages 159-160), Power of
the Jedi Sourcebook (page 75)

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Tempestro

Tempestro
Home Planet: Koda’s World
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/2D
MECHANICAL 1D/3D
PERCEPTION 1D/6D
STRENGTH 3D/5D
TECHNICAL 1D/1D
Special Skills:
Gliding: Tempestro use their powerful wings to glide through
the upper canopy of Koda’s World.
Special Abilities:
Telepathic Communication: Thanks to their telepathic
abilities, Tempestro receive +3D when attempting to
communicate with a sentient being. This bonus applies to
all communication-based skills such as con or bargain.
Claws: Give +3D in climbing skill checks, and are STR+2D
when used as weapons.
Move: 8/10 (walking), 13/18 (gliding)
Size: 1.9-2.5 meters tall
Source: Alien Encounters (page 155), Galaxy Guide 8
– Scouts (page 88)

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Tarro

Tarro
Home Planet: Tililix
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D+1
Special Abilities:
Teeth: STR+2 damage.
Claws: STR+1D+2 damage.
Story Factors:
Near-Extinct: The Tarro are nearly extinct, as their
homeworld was consumed by their star approximatle a year
ago.
Independence: Tarro are a fiercely independent species
and believe almost every situation can be dealt with by one
individual. They see teams, groups, or partnerships as a
hassle.
Move: 9/12
Size: 1.8-2.2 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 85-86), Ultimate Alien Anthology (pages 156-157)

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Thakwaash

Thakwaash
Home Planet: Thakwaa
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+1
STRENGTH 3D/5D+1
TECHNICAL 1D/4D
Special Abilities:
Multiple Personalities: Prior to making a skill check, a
Thakwaash character can attempt to draw upon on of his
secondary personality’s experience as a free action. This is
done by making a willpower skill roll, with a difficulty equal
to the number of dice in the character’s skill rating times
three. For example, a Thakwaash character with a space
transports skill rating of 4D+1 will need to roll a 12 or better
(4×3) on his willpower skill roll to draw upon a secondary
personality’s talents in that skill. If successful, the character
gains a +2D bonus to that skill, but suffers a –1D penalty
149
to all other skills. This lasts until the character attempts
to call upon another personality, is stunned or knocked
unconscious, or after one hour of rest or light activity.
Move: 10/12
Size: 3 meters tall
Source: Ultimate Alien Anthology (pages 158-159)

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Temolak

Temolak
Home Planet: Zirulast
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 2D/4D+1
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+1
TECHNICAL 2D+1/4D+2
Special Abilities:
Natural Armor: Temolaks have thick skin that gives +1
against physical attacks.
Resilient: Temolaks have
dense bones and redundant
internal organs, making
them especially resilient.
All Temolaks gain +2 to
stamina rolls.
Move: 10/12
Size: 1.9-2.3 meters tall
Source: Ultimate Alien
Anthology (pages 157-158)

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Teltiors


  • Name: Teltiors
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,5-2,2m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Merisee
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: (schweigen)
  • Aussehen: Sie sind eine große humanoide Rasse, ähnliich wie die Meris. Sie haben hell blaue bis dunkel blaue oder schwarze Haut. Ihre Augenbrauen sind hochgezogen und nur im nacken Haare. Sie sind zierlicher und haben 3 gliedrige Hände, die sehr flexibel sind
  • Biologie:
  • Psychologie: Sie sind eher bereit von ihrer Heimatwelt fortzugehen und man findet sie vorwiegend als Händler und Söldner. Sie halten sich zurück und sprechen im gemeinen wenig.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

  • 12W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 3w
    • Max.: 5w+2
  • Mechanik:
    • Min.: 1w+1
    • Max.: 4w+1
  • Stärke:
    • Min.: 2w
    • Max.: 4w
  • Technik:
    • Min.: 1w+2
    • Max.: 4w
  • Wahrnehmung:
    • Min.: 1w
    • Max.: 4w
  • Wissen:
    • Min.: 1w+1
    • Max.: 4w+2

Sonstiges:

  • Fertigkeiten Bonus: Teltiors bekommen +1w auf eine der folgenden Fertigkeiten: Landwirtschaft, Erste Hilfe, Medizin, Betrügen, Geschäfte. Außerdem können sie diese Fähigkeit zu den halben Charakterpuntkosten steigern.
  • Verstecken: Sie kommen +1w+2 auf Schleichen.
  • Fingerfertigkeit: Sie bekommen aufgrund ihrer flexiblen Finger +1w auf alle Fertigkeiten die Fingerfertigkeit erfordern.

Quelle:


<< Teek | Rassen | Temolak >>

Teltior 148 Home Planet: Merisee Attribute Dice: 12D DEXTERITY 3D/5D+2 KNOWLEDGE 1D+1/4D+1 MECHANICAL 1D+1/4D+1 PERCEPTION 1D/4D STRENGTH 2D/4D TECHNICAL 1D+2/4D Special Abilities: Skill Bonus: Teltiors can choose to concentrate in one of the following skills: agriculture, bargain, con, first aid or medicine. They receive a +1D bonus, and can advance that single skill at half the normal skill point cost. Stealth: Teltiors gain a +1D+2 bonus when using sneak. Manual Dexterity: Teltiors receive a +1D whenever doing something requiring complicated finger work because their fingers are so flexible. Move: 10/12 Size: 1.5-2.2 meters tall Source: Alien Encounters (page 154), Planets Collection (page 159)

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Tchuukthai

Tchuukthai
For centuries, the Tchuukthai were considered
little more than beasts. Their brutish appearance and
vocabulary of grunts and growls helped perpetuate that
myth—a misperception the Tchuukthai were more than
happy to see thrive. Over several centuries, Tchuukthai
were discovered morethan once. Most times, explorers
avoided contact with these seemingly dangerous creatures.
The few who couldn’t resist the urge to learn more about
them were met with vicious snarls and displays of ferocity.
Their true intelligence remained a secret until a Jedi
Master encountered them. The Jedi, whose name is lost in
antiquity, explained much about the galaxy to a Tchuukthai
he’d befriended. The Tchuukthai’s interest was piqued, but
he was wary of leaving his home and fearful that his people
147
would be exploited if their true nature were known. The
Jedi gave his word that he would protect their secret and
offered to train the Tchuukthai in the ways of the Force.
This Tchuukthai later became Jedi Master Thon of Ambria.
For thousands of years, Master Thon was the only
Tchuukthai who had ventured into the galaxy. Only the Jedi
knew his true nature. Since that time, other Tchuukthai
might have ventured beyond their home system, perhaps
even as pets or zoological exhibits. During the time of the
New Republic, their existence is still considered a rumor
across most of the galaxy.
Personality: Tchuukthai are contem-plative, free thinking,
secretive, and slow to anger. Some prefer to be left alone,
while others seem genuinely interested in meeting new
species. Depending on their general demeanor, Tchuukthai
are either annoyed or amused by other species’ reactions to
their appearance and size. They disdain conflict but fight
fiercely when sufficiently provoked.
Physical Description: Tchuukthai are hulking,
quadrupedal brutes with thick leathery skin, wide-set eyes,
flaring nostrils, and sharp fangs. Bristling fur covers their
shoulders and backs, and armor plating protects their
head, joints, and vital organs. An adult Tchuukthai stands
2 meters tall at the shoulder or 3 meters tall when standing
upright on his or her hind legs. Tchuukthai who consort
with other species typically don clothing; others do not.
Home Planet: Unknown. The identity and location of the
Tchuukthai homeworld is a closely guarded secret.
Language: Tchuukthai have their own guttural language
(Tchuukthese).
Example Names: Bval, Drol, Gaarx, Huun, Nrak, Thon,
Tkur, Zvod.
Age in Years: Child 1–12; young adult 12–20; adult 21–189;
middle age 190–249; old 250–299; venerable 300+.
Adventurers: Tchuukthai who travel among the stars are
usually scouts interested in exploring new worlds or freespirited
Force adepts eager to learn the ways of the Force
and discover new Force-using traditions.
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 1D+2/4D
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Natural Armor: Grants +1D against physical attacks and +1
against energy attacks.
Quadrupedal: Tchuukthai gain a +1D bonus to Dexterity to
stabilize themselves.
Natural Runners: Tchuuthkai gain +2 to their running skill.
Move: 12/14 (4/6 standing)
Size: 2 meters tall (3 meters standing)
Source: Power of the Jedi Sourcebook (pages 74-75)