P’w’eck 116 Home Planet: Lwhekk Attribute Dice: 10D DEXTERITY 2D/3D KNOWLEDGE 1D/3D MECHANICAL 1D/3D PERCEPTION 1D/2D+1 STRENGTH 2D/4D TECHNICAL 1D/2D Special Abilities: Enhanced Sense (Smell): P’w’ecks have a highly developed olfactory senses. They receive +2 to search rolls if the search attempt is scent-based (maximum range of 20 meters) Poor Vision: P’w’ecks have poor vision compared to humans. They suffer a -1D penalty for actions involving vision at a range of greater than 50 meters. Natural body armor: the thick hide and scales of a P’w’eck offer +2D against physical and +1D against energy attacks. Tail: A P’w’eck can use its tail as a weapon to do STR +2 damage. Claws: P’w’ecks claws inflict STR+1D damage. Move: 10/14 Size: 1.8 to 2.0 meters Source: Alien Encounters (page 121), The Truce at Bakura Sourcebook (pages 84-85)
Aussehen: Sie sind eine amorphe Lebensform, die üblicherweise braun, grün oder schwarz sind. Sie haben keine Sinnesorgane, dafür aber eine hoch flexible Körperstruktur, die es ihnen erlaubt verschiedene Formen anzunehmen
Psychologie: Sie arbeiten gerne mit anderen zusammen und in Teams. Streitereien werden in der Gruppe normalerweise Friedlich beigelegt. Gegen Außenstehende werden sie jedoch Äußerst brutal.
6W (bis +6w bei Helden)
Zusätzliche Stärke: Wenn ein Pulra zu seiner vollen Größe anschwillt, so bekommt er mehr Stärke als Normal.
Amorphe Lebensform: Sie können andere Formen annehmen. Sie können Waffen wachsen lassen (STR +1w Schaden), oder andere Formen annehmen. Sie können auch einen Teil ihres Körpers umwandeln und so einen Arm oder ähnliches zu ersetzten. Ein Auge währe aber zu Kompliziert.
Bindung: Mehrere Pulra können zu einer Großen Kreatur verwachsen (Siehe Kombinierte Fähigkeiten)
Echolot: Pulras nehmen die Außenwelt durch Echolot verfahren mit hohen Frequenzen war.
Primitiv: Sie haben kein Interesse an Raumfahrt oder Technologie.
Pulra Home Planet: Kuras III Attribute Dice: 6D DEXTERITY 1D/3D KNOWLEDGE 1D/3D MECHANICAL 1D/2D PERCEPTION 1D/3D STRENGTH 1D/2D TECHNICAL 1D/3D Special Abilities: Echo Location: Pulras sense the outside world by sonar echo location at ultrasonic frequencies. Bind: Several Pulras can join shape to create a larger creature. See page 82 of the Star Wars rulebook for details on handling combined actions. Amorphous: Pulras can change their shape. This process takes a few minutes. They can form appendages for combat (doing STR+1D damage), or other forms for a variety of tasks (such as turning into a wheel to roll down a hill). Added Strength: Pulra can grow to enormous sizes; they gain a bonus of +1D to their Strengthwhen they reach 100 liters and gain another 1D for every 10 liters thereafter. Move: 2/5 Size: 20 cubic centimeters to 150 liters Source: Alien Encounters (page 120), Planets Collection (pages 181-182)
Protean Home Planet: Nathas I Attribute Dice: 13D DEXTERITY 1D/3D+2 KNOWLEDGE 1D/2D+2 MECHANICAL 1D/2D+2 PERCEPTION 3D/4D+2 STRENGTH 3D/5D TECHNICAL 1D/2D+2 Special Skills: Shape-Shifting (A): Time to use: Varies, depending on the shape; generally 1-10 minutes. This is an advanced skill (A). The Protean can assume complex shapes. Simple geometric shapes, like cubes or spheres, are Very Easy to replicate. A basic humanoid form is Difficult to replicate, additional details add more modifiers to the difficulty. Proteans roll this skill when assuming the new form. They don’t have to roll to maintain the new form or to resume their normal state. Special Abilities: Chemical and Tactile Communication: Although they can vocalize, Proteans communicate through touch and chemical exchange. They cannot communicate to non- Proteans. Shape-Shifting: A Protean can alter its shape. It cannot alter its mass. It can reform its shape to fit into a space as small as 30 centimeters wide. It can mimic most rocky materials. A shape-shifter that performs an Easy shape-shiftingcan produce a weapon from its form, with added spikes, which increase brawlingdamage by +2D. When a Protean conceals itself as a rock-like form, passers by must make successfulPerceptionor searchrolls against the Protean’s shape-shiftingto detect it. The Protean receives bonus modifiers if the searchers are unfamiliar with the nature of the Protean or the native rocks. Story Factors: Primitive: Beginning Protean characters cannot place any dice in Mechanical or Technical skills. They are limited in their selection of Knowledge skills as well. Move: 9/10 Size: 80-150 kilograms in mass Notes: A favorite attack of a hungry Protean is the smother attack. The Protean typically hides as a rock form, lying in wait for unwitting prey. If a potential meal comes within reach, the Protean strikes, enveloping it. To simulate this tactic, have the Protean make a successful brawlingattempt against a character’s dodge. If it succeeds, the Protean does no damage, but has trapped the prey. It then smothers the character, who must make three Difficult Strength attempts to break free. If the victim fails the three attempts, the Protean begins dealing STR damage. If the Protean is having difficulty subduing the enveloped prey, it will grow “teeth” (Easy shape-shiftingroll), increasing it damage by +2D. Note that the enveloped victim will eventually suffocate if he doesn’t break free. A difficult Strength or Dexterity is needed to draw any weapons. An Incapacitated total against the Protean forces it to release its victim. This species is not recommended for player characters. Source: Alien Encounters (page 118-119)
Priapulin Home Planet: Pria Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D+2/4D+2 MECHANICAL 1D/3D PERCEPTION 1D/4D STRENGTH 2D/4D+1 TECHNICAL 1D/4D Special Abilities: Amphibious: Priapulin breathe both water and air, and receive a permanent +3D bonus to all swimming skill checks. They have difficulty functioning in dry conditions, and suffer a -3D penalty (to a minimum of 1D) to all Dexterity, Perception, Strength, and skill rolls. Low-Light Vision: Priapulin can see twice as far as a normal human in poor lighting conditions. Pacifist Philosophy: Because of their peaceful natures, Priapulin have a natural affinity for dealing with members of all species. As such, they gain a +2 pip bonus to all bargain, investigation, and persuasion skill rolls. Story Factors: Pacifists: The Priapulin are a species that strives for peace above all else. As such, they are rarely given to anger, and even under the most extreme circumstances, they will not engage in combat. Beginning Priapulin characters are restricted from taking any combat-related skills during character creation. Move: 6/8 (land), 15 (in water) Size: Up to four meters long
Poss’Nomin Home Planet: Illarreen Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/4D MECHANICAL 1D/3D+2 PERCEPTION 2D/4D+2 STRENGTH 1D+1/4D TECHNICAL 1D/3D+1 Special Abilities: Wide Vision: Because of the positioning of their three eyes, the Poss’Nomin have a very wide arc of vision. This gives them a +1D bonus to all Perception and search rolls based on visual acuity. Move: 10/12 Size: 1.7-2.1 meters tall Source: Alien Encounters (page 117)
Polydroxol Home Planet: Sevetta Attribute Dice: 12D DEXTERITY 2D/4D KNOWLEDGE 1D/3D+2 MECHANICAL 2D/4D PERCEPTION 1D/3D+2 STRENGTH 3D/7D TECHNICAL 1D/4D+1 Special Skills: Strength skills: Shape-shifting: Time to use: Varies, depending on shape; generally 1-10 minutes. Consider this skill advanced for advancement purposes. This skill allows the Polydroxol to assume complex shapes. Simple geometric shapes, like cubes or spheres, are Very Easy or Easy to replicate. A basic humanoid form is Difficult to replicate, additional details add more modifiers to the difficulty. Polydroxol roll this skill when assuming the new form. They don’t have to roll to maintain the new form. This skill can be used in place of a sneak attempt, with a +2D bonus if in an environment where a metallic object is likely to be found. Special Abilities: Shape-shifting: A Polydroxol can alter its shape. It cannot alter its mass. It cannot assume a form smaller than 10 centimeters in total width, although it can slim its “limbs” down to centimeter-width. A shape-shifter that makes an Easy shape-shifting roll can produce a weapon from its form, with added blades, which increases brawling damage by up to +3D. Surface Altering: A Polydroxol can alter its surface texture to match most metals. It does not draw the properties of that metal, just the surface texture. It can reproduce lettering and complex patterns. Segmenting: A Polydroxol can reduce its Strength by 1D to produce a segment. This segment, which shares all of the Polydroxol’s attributes and skills except Strength, is under the control of the Polydroxol. The segment can operate within a 35-meter radius of its host. It can “see” and “feel,” transmitting sensory information to the host. It can suffer damage, with a Strength attribute of 1D. If the segment is wounded, the host is also wounded until it breaks contact. If the segment is incapacitated or killed, the host suffers a wound and contact is broken. Maintaining contact with a segment counts as an action, as do any actions taken by the segment. Story Factors: Rare: Polydroxol are rare, and their abilities are largely unknown to the rest of the galaxy. Move: 6/11 Size: 80 to 200 kilograms
Polis Massan Polis Massans are known throughout the galaxy for their extraordinary medical skills. They are compassionate and value freedom highly. The average Polis Massan is a short, thin being with a flat, pale face and grey hands each with four long, dexterous fingers. Mute, Polis Massans use an intricate sign language and control devices to make their intentions known. To make up for their lack of speech, Polis Massans have mildly telepathic brains and deep-focus eyes, useful for work deep underground. These beings have osmotic membrane faces and growth-rings circling their wiry bodies. Many Polis Massans are miners, medics or exobiologists, and wear form-fitting bodysuits fitted with all manner of signaling devices, medical equipment and utility pouches. 113 Home Planet: Polis Massa Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 3D/5D MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 1D/3D TECHNICAL 3D/5D Special Abilities: Natural Telepathy: All Polis Massans are mildly telepathic. This telepathy works just as the Force power projective telepathy does, but for Polis Massans it is a Perception skill. Like projective telepathy, Polis Massan telepathy is modified by relationship and proximity. Deep-Focus Eyes: Grant a +1D bonus to search visually. Expert Medics: Polis Massans treat the Medicine advanced skill like a regular skill for advancement cost purposes. Move: 9/11 Size: 1.3-1.6 meters tall
Pho Ph’eahian Home Planet: Pho Ph’eah Attribute Dice: 12D DEXTERITY 1D/4D KNOWLEDGE 1D/4D MECHANICAL 1D/4D PERCEPTION 1D+2/4D+1 STRENGTH 1D/4D TECHNICAL 2D/5D Special Abilities: Four Arms: Pho Ph’eahians have four arms. They can perform two actions per round with no penalty; a third action in a round receives a -1D penalty, a fourth a -2D penalty and so forth. Move: 9/2 Size: 1.3-2.0 meters tall Source: Alien E n c o u n t e r s (page 116), Han Solo and the Corporate Sector Sourcebook (page 136), Ultimate Alien Anthology (pages 121-122)
Permian The Permian species is one rarely seen in the galaxy after the last days of the Old Republic, joining the Caamasi and the Falleen as being aliens almost always unrecognized by the masses. While not reaching the near-mythical status of the Fosh, Permians are nontheless an odd sight in most sectors of the galaxy, especially in the human-heavy Core Worlds. It is especially rare to find a group of Permians larger than one or two together in any one place, after having most of their civilization destroyed by the brash actions of certain members of the Old Republic. Those Permians still roaming the spacelanes have not forgotten the tragic loss of their home planet, though, and any offspring that have been born since that time have had the stories of their planet’s loss passed down to them by their parents. Personality: Permians are a usually cool and collected species, though a strong undertone of bitterness has infused their personalities since the loss of their world. Understandably, most Permians live secluded or isolated lives, and very few willingly engage in contact with humans. While normally calm and rational, a Permian’s anger is like a hot razor, sharp and cutting deep and fast. Overall, though, most Permians have a very calm outlook on life, moving along with their lives and rarely seeming even irritated, much less displaying outbursts of emotion. Permians are very protective of others of their species, and though some fear to gather in large groups, most will go out of their way to ensure that the few of them that are left in the galaxy remain unharmed. Physical Description: Permians are a large, lizard-like race that boasts a unique pair of tentacles that protrude from their sides. Mostly humanoid in shape, Permians have rough, amphibious skin that feels slightly moist to the touch. Additionally, there is a large fleshy crest that starts at the center of their foreheads and extends over the tops of their heads to the base of their necks, standing out taller at the crown of their heads. Permians usually have graygreen fleshtones, though certain races are darker or lighter, and range from a coral blue in color to a forest green, with mottled grays over their skin. Permians also have a pair of snakelike fangs that can inject venom into an enemy with a successful bite. While not as angular as Falleen or as bluntfaced as Trandoshans, they appear to be similar to a lizard standing on its hind legs. Home Planet: Permis Attribute Dice: 12D DEXTERITY 2D/4D+2 KNOWLEDGE 1D/3D MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 2D/4D+2 TECHNICAL 2D/4D Special Abilities: Prehensile Tentacles: Permians have a pair of tentacles that sprout from their sides like another set of arms. While they can be used to grab hold of things and push buttons, they are more sluggish to respond than a Permian’s regular arms. As a result, a Permian gains an additional action per round while using their tentacles without suffering a multiple action penalty. A Permian’s tentacles cannot fire a blaster, wield a weapon, or type on a datapad, but they may be used to hold an object, open a door, or another similar action. Venom: A successful bite attack against an opponent infuses a debilitating poison into their system. A character struck by Permian poison suffers a -1D penalty to Dexterity, and a -2D penalty to all Dexterity and Strength related skills. The venom lasts for 2D rounds, but the effects can be negated by using the detoxify poison Force Power, or by making a Difficult Strength check when the venom is first injected. Story Factors: Displaced: Permians have had their home planet taken from them by the Old Republic, and as a result they harbor suspicion towards all humans. Move: 10/12 Size: 1.7-2.1 meters
Pau’an The Pau’ans, the taller of the two Utapaun species, are long-lived for humanoids, with lives that span centuries. For this, they have been nicknamed the Ancients by the outlanders who frequent Utapau. Though the Pau’ans developed on the windswept surface of the planet and moved deeper into the sinkholes once climatic changes forced them to, Pau’ans prefer darker environs. They prospered 111 in the shadowed crevices of the Utapaun sinkholes. This predilection fostered in them a pale countenance, made even paler by their diet of raw meat, easily incised by their sharp double-rowed teeth. Because of the isolation inherent in sinkhole-based civilizations, Pau’an genealogies and subdialects are diverse. Tracking bloodlines is a revered and often tempestuous tradition in Pau’an culture; disputes regarding heredity along with other cultural differences had led to conflicts and all-out war between cities in the past. Home Planet: Utapau Attribute Dice: 12D DEXTERITY 1D+2/3D+2 KNOWLEDGE 3D/5D MECHANICAL 1D+1/3D+1 PERCEPTION 2D/4D+1 STRENGTH 2D/4D TECHNICAL 2D/3D+2 Special Abilities: Low Light Vision: Pau’ans can see twice as far as a normal human in poor lighting conditions. Shadow Dwellers: Pau’ans get a +1 bonus to all skills when in a shadowed environment. Move: 10/12 Size: 1.9 meters tall on average
Paigun Home Planet: Paigu Attribute Dice: 12D DEXTERITY 1D+1/4D KNOWLEDGE 2D+1/4D+1 MECHANICAL 2D/4D+1 PERCEPTION 1D+2/4D+1 STRENGTH 1D+1/3D+2 TECHNICAL 2D+2/4D+2 Special Abilities: Natural Armor: A Paigun’s tough hide provides a +1 bonus against physical damage. Tinkerers: Paiguns are avid tinkerers. They gain a +2 bonus to Technical rolls, except for the first aid and demolitions skills. Story Factors: Unpopular: The Paiguns’ sagacity and calculated arrogance doesn’t always sits well with their neighbors in the Vorzyd Cluster. Move: 10/12 Size: 1.7-2.4 meters tall Source: Geonosis and the Outer Rim Worlds (page 149)