Archiv der Kategorie: S

Swokes Swokes

Swokes Swokes
Home Planet: Makem Te
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+1
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+1
Special Abilities:
Natural Armor: A Swokes Swokes’ rubbery hide grants +1
against physical damage.
Limb Regeneration: With ten days of rest, a Swokes Swokes
can completely regrow a lost limb or organ.
Resilient: Swokes Swokes become hardier as they age. Adults
gain a +1 bonus to stamina rolls. The bonus increases to +2
at middle age, +1D at old age and +1D+1 at venerable age.
Move: 10/12
Size: 1.4-2 meters tall
Source: Geonosis and the Outer Rim Worlds (pages 94-95)

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Svivreni

  • Name: Svivreni
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 0,6-0,9m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Mmmmm so ein Mineral, so ein Metall
  • Aussehen: Sie sind Stämmige, kleine Humanoide. Sie sind bemerkenswert Zäh und muskulös. Sie sind fast am ganzen Körper mit einem kurzen, rauhen Fell bedeckt
  • Biologie:
  • Psychologie: Sie betrachten die Dichte des Haares als Hinweis auf Fruchtbarkeit und Intelligenz.

Bewegungsweite Min/Max:

  • gehen: 4/8
  • schwimmen:
  • fliegen:
  • kriechen:
  • hüpfen:
  • gleiten:
  • usw……..

Eigenschaftswürfel:

12W (bis +6w bei Helden)

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

Sonstiges:

  • Ausdauer: Bedingt durch die rauhe Natur des Planeten Svivren erhalten Svivreni einen Bonus von +2w, wenn sie für Ausdauer oder Willenskraft würfeln.
  • Schätzen: Svivren erhalten einen Bonus von +1w, wenn sie für Schätzen würfeln, um den Wert von Erzen, Edelsteinen und anderen Bodenschätzen zu bestimmen.

Quelle:

Svivreni 143 Home Planet: Svivren Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 1D/3D MECHANICAL 2D/3D+2 PERCEPTION 1D/4D+1 STRENGTH 2D/5D TECHNICAL 1D/3D+1 Special Abilities: Stamina: Due to the harsh nature of the planet Svivren, the Svivreni receive a +2D bonus whenever they roll their stamina and willpower skills. Value Estimation: Svivreni receive a +1D bonus to value skill checks involving the value of ores, gems and other mined materials. Story Factors: Stubbornness: The Svivreni cannot abide the idea of being conquered, and the Imperial occupation effort only solidified this resolve. Anyone trying to convince a Svivreni of a position they do not agree with is fighting a losing battle. Move: 4/8 Size: 0.6-0.9 meters tall Source: Alien Encounters (page 150), The Thrawn Trilogy Sourcebook (pages 149-150), The Last Command Sourcebook (pages 108-109), Geonosis and the Outer Rim Worlds (page 15)

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Sunesi

Sunesi
Home Planet: Monor II
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D+2
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Ultrasound: Adult Sunesis’
cranial melons allow them to
perceive and emit ultrasound
frequencies, giving them +1D
to Perception rolls involving
hearing. Modulation of their
ultrasound emissions may
have other applications than
for communication, but little is
known of these at this time.
Move: 8/11
Size: 1.5-2.1 meters tall
Source: Alien Encounters (page
149)

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Sullustaner


  • Name: Sullustaner
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,0m – 1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Sullust
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind mausohrige Humanoide mit großen runden Augen und Hängebacken
  • Biologie:
  • Psychologie: Sie sind fähige Piloten und Navigatoren und besitzen neben einem exzellenten Seh- und Hörvermögen einen ebenso ausgeprägten Orientierungssinn.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

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

Sonstiges:

  • Erhöhte Sinneswahrnehmung: Sullustaner haben ein hochentwickeltes Hör- und Sehvermögen. Wann immer sie für Wahrnehmung oder Suchen würfeln und es dabei auf das Sehvermögen bei schwachem Licht ankommt oder auf das Hörvermögen, erhalten sie einen Bonus von +2w.
  • Ortsgedächtnis: Sobald ein Sullustaner einen Ort einmal besucht hat, wird er sich immer daran erinnern, wie er wieder dorthin zurückkommt. Dies wirkt automatisch, es ist kein Würfelwurf erforderlich. Wenn die Astrogation eingesetzt wird, um zu einem Ort zu springen, an dem ein Sullustaner schon gewesen ist, erhält der Astrogator einen Bonus von +1w seinen Würfelwurf.

Quelle:

Sullustan Home Planet: Sullust Attribute Dice: 12D DEXTERITY 1D/3D KNOWLEDGE 1D/2D+2 MECHANICAL 2D/4D+1 PERCEPTION 1D/3D+1 STRENGTH 1D/2D+2 TECHNICAL 1D/3D+2 Special Abilities: Enhanced Senses: Sullustans have advanced senses of hearing and vision. Whenever they make Perception or search checks involving vision in low-light conditions or hearing, they receive a +2D bonus. Location Sense: Once a Sullustan has visited an area, he always remembers how to return to the area – he cannot get lost in a place that he has visited before. This is automatic and requires no die roll. When using the astrogation skill to jump to a place a Sullustan has been, the astrogator receives a bonus of +1D to his die roll. Move: 10/12 Size: 1-1.8 meters tall Source: Core Rulebook (page 216), Alien Encounters (pages 147-148), The Star Wars Sourcebook (pages 81-82), Ultimate Alien Anthology (page 153)

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Stennes Shifter

Stennes Shifter
Home Planet: Stennaros
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+1/3D+2
MECHANICAL 2D/4D
PERCEPTION 2D+1/4D+2
STRENGTH 2D/4D
TECHNICAL 2D/3D+2
Special Abilities:
Shifting: The Stennes
Shifter uses its shifting
ability to conceal itself in
large crowds. This counts
as an action. In crowds of 20-50 individuals, a Stennes
Shifter gains +1D to sneak rolls. In crowds of 51-75
individuals, a Shifter gains +2D. In crowds of 76-100, the
bonus increases to +3D. In crowds over 100 individuals, a
Shifter gains +4D. This shifting affects everybody, except
telepathic-resistant beings like Hutts.
Feed on Force: On a Difficult Perception total, a Stennes
Shifter can gain a Force Point if one is spent in its presence.
This can be actively resisted by the Force Point’s spender
by adding his Perception or control skill to the Stennes’s
difficulty. Actively resisting this ability counts as an action,
and can only be done by those who know of the Stennes’s
ability. Stennes can also gain spent Character Points by
generating an Easy Perception total. It can be resisted as
described above.
Tap Force: A Stennes Shifter can steal unspent Force
Points or Character Points characters have by making a
Very Difficult Perception total for Force Points, or an Easy
Perception total for Character Points. If successful, the
142
Stennes gains the Point, and the target character loses it.
This can actively be resisted as described above.
Story Factors:
Legendary: Though many people have heard of Stennes
Shifters, the existence of the species is considered only a
legend.
Move: 8/10
Size: 1.3-1.7 meters tall

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Stenax

Stenax
Home Planet: Stenos
Attribute Dice: 12D
DEXTERITY 2D+1/5D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+1
PERCEPTION 1D+1/4D
STRENGTH 2D+2/5D+1
TECHNICAL 1D/3D+1
Special Abilities:
Flight: Stenax have wings, and are able to fly at their normal
walking movement rate.
Enhanced Senses: Stenax get a +1D bonus to all sensebased
Perception rolls. In addition, they can see twice as far
as humans in low light conditions.
Move: 10/12
Size: 2-2.5 meters tall

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Ssither

Ssither
Home Planet: Jatee
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D+2/4D+2
MECHANICAL 1D/3D
PERCEPTION 2D+1/4D+1
STRENGTH 3D/5D
TECHNICAL 1D/3D
Special Knowledge Skills:
Ssither Telepathy: Ssither can communicate with one
another and with non-telepaths by sending and receiving
thoughts. This skill costs four times the regular number
of character points to improve. Non-Ssither may not learn
this skill.
Special Abilities:
Telepathy: The Ssither have telepathy and use Ssither
141
Telepathy skill. They can selectively broadcast or receive
thoughts and emotions. Ssither can filter out any unwanted
communication. Ssither Telepathy must also be active –
they cannot “read minds”. The difficulty is Moderate plus
double the normal modifiers for proximity and relationship
for Force Skills as presented on page 142 of the rulebook.
If using Ssither Telepathy on non-Ssither, add +15 to the
modifier unless the non-Ssither has the special ability,
Ssither Telepathy Familiarity, which costs 10 character
points to buy.
Move: 10/12
Size: 1.75-2 meters tall
Source: Alien Encounters (page 147), Supernova (pages
76-77)

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Ssi-ruu

Ssi-ruu
Home Planet: Lwhekk
Attribute Dice: 12D
DEXTERITY 2D/5D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+1
STRENGTH 3D/5D
TECHNICAL 1D+2/3D+2
Special Abilities:
Tail: STR+1D damage.
Claws: STR+2D damage.
Enhanced Senses (Smell): Ssi-ruuk have a highly developed
olfactory senses, They receive +1D to search rolls if the
search attempt is scent-hased (maximum range of 20
meters). In addition Ssi-rruk can tell by scent if a human is
lying: if the Ssi-ruu makes a moderate Alien Species: Human
roll (the Ssi-ruu must have the specialization), increase the
interrogation subject’s willpower difficulties by one difficulty
level if the Ssi-ruu is actively seeking duplicity.
Poor Vision: Ssi-ruuk have poor vision compared to
humans. They suffer a -1D penalty for actions involving
vision at a range of greater than 50 meters. (This penalty
does not apply for starship or vehicle weapons which have a
fire control modifier and similar cases where computers or
sensors negate the limitations of their vision.)
Natural Body Armor: The thick hide and scales of the Ssiruuk
provides +2D against physical and +1D against energy
attacks.
Force Blindness: The Ssi-ruuk are incapable of sensing
or using the Force. Ssi-ruuk may not be Force-sensitive,
although they may earn, possess and use Force Point and
character Points.
Story Factors:
Ssi-ruuvi Religion: Ssi-ruuvi religion states that if a Ssiruu
dies away from a properly consecrated world, that
Ssi-ruu’s spirit is doomed to wander the galaxy without
rest. Consequently, Ssi-ruuk tend to avoid open conflict
away from their own planets, preferring to have droids and
P’w’ecks do their fighting for them, while they monitor the
battle from a distance. If confronted on an unconsecrated
world, they are very likely to flee from battle.
Move: 11/14
Size: 1.9-2.2 meters
Source: Alien Encounters (pages 145-146), The Truce at
Bakura Sourcebook (pages 83-84), Ultimate Alien Anthology
(pages 151-153), Alien Anthology (pages 104-105)

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Ssamb

Ssamb
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 3D/5D
KNOWLEDGE 1D/2D
MECHANICAL 1D/2D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D
Special Abilities:
Fangs: The Ssamb attack with large fangs, which do
STR+2D damage.
Cling: The Ssamb can cling to almost any surface without
requiring a climbing/jumping roll.
Charge: Although they ordinarily crawl fairly slowly, the
Ssamb can charge at triple rate for one round, after which
they may only crawl (or attack) for a round.
Move: 5 (crawling)
Size: 0.25 meter radius
Source: The DarkStryder Campaign – Endgame (pages 35-
36)

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Srrors’tok

Srrors’tok
Home Planet: Jankok
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D
Special Abilities:
Voice Box: Srrors’tok are unable to pronounce Basic,
although they can understand it perfectly well.
Fangs: The sharp teeth of the Srrors’tok inflict STR+1D
damage.
Story Factors:
Honor: Srrors’tok are honor-bound. They do not betray their
species – individually or as a whole. They do not betray their
friends or desert them. They may break the “law,” but never
their code. The Srrors’tok code of honor is very stringent.
There is a life-debt tradition where a saved party must
become indentured to his deliverer until the master dies.
According to Srrors’tok law, those who are unable to honor
a life-debt must take their own lives.
Sign Language: Srrors’tok have very complex sign language
and body language.
Move: 10/13
Size: 1.4-1.7 meters tall
Source: Alien Encounters (page 144)

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Squib

  • Name: Squib
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Skor II
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind kleine, pelzige Wesen mit Fünfrigen Händen. Ihre Augen an den Seiten ihres Kopfes sind Gelb bis brilliant Blau.
  • Biologie:
  • Psychologie: Sie sind egoistische Wesen mit einem Hang zu Kuriositäten. Sie lieben die Gefahr und haben nur ein Volk als Rivalen die Ugors.

Bewegungsweite Min/Max:

  • gehen: 8/10

Eigenschaftswürfel:

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

Sonstiges:

  • Feilscher: Sie sind dazu geboren zu Feilschen, wenn sie ein mal damit anfangen können. Sie nicht mehr aufhören. Der Sicherste Weg einen Squib in eine Falle zu locken ist, ihm eine Chance zu geben einen Deal zu machen.

Quelle:

Squib Home Planet: Squab Attribute Dice: 12D DEXTERITY 2D+2/4D+2 KNOWLEDGE 1D/3D MECHANICAL 2D/4D PERCEPTION 2D/4D STRENGTH 1D/3D TECHNICAL 1D/3D Story Factors: Haggling: Squibs are born to haggle, and, once they get started, there is no stopping them. The surest way to lure a Squib into a trap is to give it the chance to make a deal. Move: 8/10 Size: 1 meter tall Source: Ultimate Alien Anthology (pages 150-151), Alien Anthology (pages 103-104), Galaxy Guide 4: Alien Races (pages 83-84)

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Squalris

Squalris
Home Planet: Ifmix VI
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+2/4D
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D+1
STRENGTH 2D/4D+1
TECHNICAL 1D+2/4D
139
Special Abilities:
Natural Armor: A Squalris’ thick skin provides a +1 bonus
against physical attacks.
Negotiators: Squalrises are born glad-handers. They gain a
+2 bonus to persuasion, bargain, Perception against con and
willpower against persuasion.
Story Factors:
Wealthy: Squalris characters should start with double the
normal amount of credits.
Move: 10/12
Size: 1.6 meters tall on average
Source: Geonosis and the Outer Rim Worlds (pages 149-
150)

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Spiner

Spiner
Home Planet: Worxer (destroyed)
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+2
STRENGTH 2D/4D+2
TECHNICAL 2D/4D
Special Abilities:
Quills: Spiners can launch a burst of quills at a target using
their thrown weapons: quills skill (range: 2/5/10m, damage
2D). The quills grow back, but a Spiner is only able to make
4 such attacks within a single 24 hour period.
Story Factors:
Dying Race: Spiners suffer from a genetic flaw that prevents
them from reproducing anywhere but their homeworld.
As their homeworld was destroyed by a supernova, their
species will inevitably disappear.
Move: 10/12
Size: 1.7 to 2.2 meters tall.
Source: Ultimate Alien Anthology (page 149), Alien
Anthology (pages 102-103)

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Snivvian

Snivvian
138
Home Planet: Cadomai
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D
PERCEPTION 2D+1/4D+2
STRENGTH 2D/4D
TECHNICAL 1D/4D
Story Factors:
Strife-Torn History: The Snivvians never seem to get a break.
From the genetic problems with the Blood Code, to the period
of slavery by the Thalassians, the Snivvians have undergone
hardship after hardship. Now that the Blood Code may have
returned, the Snivvians are bracing themselves for more
troubles. Despite such adversity (or perhaps because of it),
the Snivvians are respected artists and writers.
Blood Code: The genetic flaw that has led to much violence
in Snivvian history has also caused the Snivvians to be very
distrustful of twins of any species. As families, Snivvian
brothers tend to be very distant.
Special Abilities:
Adaptive Skin: Snivvian can survive in temperature
extremes of minus 30 degrees standard, to temperatures
up to 45 degrees standard without harm or protective gear.
They do wear clothing for cultural reasons. The Snivvian’s
tough skin give them +1D armor bonus to resist physical
damage.
Move: 10/12
Size: 1.2-1.8 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 80-82), Ultimate Alien Anthology (pages 147-149),
Alien Anthology (pages 101-102)

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Sneevel

Sneevel
Home Planet: Sneeve
Attribute Dice: 12D
DEXTERITY 3D/5D+2
KNOWLEDGE 1D/3D+1
MECHANICAL 1D+2/4D+1
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D/3D+1
Special Abilities:
Mood Musk: Sneevels give off strong scents that indicate
their moods. Non-Sneevels within melee range must
succeed at Moderate Stamina rolls or suffer a -1D penalty
to all Dexterity and Strength-related rolls for as long as they
are exposed to the odor.
Story Factors:
Lust For Adventure: Sneevels crave adventure and excitement.
Few species are as reckless as they are, and they are often
drawn to pursuits that lead to certain death. If given an
opportunity to do something dangerous and exciting, a
Sneevel character must participate enthusiastically unless
he can succeed at a Moderate willpower skill check.
Move: 10/12
Size: 1.6 to 2.1 meters tall
Source: Alien Anthology (page 100)

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Sluissi

  • Name: Sluissi
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist: 80 Jahre
  • Größe: 1,5-1,8m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Sluis-Van
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Dieser Hyperantriebsmotivator ist im Eimer. Ich könnte ihn Reparieren, was eine Interessante Aufgabe Wäre, aber es dürfte einfacher sein, ihn durch einen neuen zu ersetzten
  • Aussehen: Sie sind von der Hüfte an aufwärts Humanoid gebaut. Unterhalb der Hüfte haben sie einen Schlangenähnlichen Schwanz
  • Biologie:
  • Psychologie: Sie gehen im Allgemeinen sehr Methodisch vor. Sie sind ruhige Vertreter die nichts aus der Fassung bringt. Ihre Geduld und scheinbare Unfähigkeit, sich wirklich aufzuregen, bringt andere Spezies schon manchmal in Wut.

Bewegungsweite Min/Max:

  • gehen: 8/10

Eigenschaftswürfel:

  • 13W (bis +6w bei Helden)
  • Geschicklichkeit:
    • Min.: 1w
    • Max.: 2w
  • Mechanik:
    • Min.: 2w
    • Max.: 3w
  • Stärke:
    • Min.: 1w+2
    • Max.: 3w+2
  • Technik:
    • Min.: 2w
    • Max.: 5w
  • Wahrnehmung:
    • Min.: 1w+1
    • Max.: 3w+1
  • Wissen:
    • Min.: 1w
    • Max.: 3w+1

Sonstiges:

  • Technische Begabung: Sie bekommen +4w auf Techfertigkeiten. Aber es dauert Doppelt so lange wie bei anderen Spezies sie zu steigern.
  • Entspanntheit: Sie sind generell ruhige Vertrete, die nicht aus der Fassung bringt. Ihre Geduld und scheinbare Unfähigkeit, sich wirklich aufzuregen, bringt andere Spezies schon mal in Wut.

Quelle:

Sluissi Home Planet: Sluis Van Attribute Dice: 13D DEXTERITY 1D/2D KNOWLEDGE 1D/3D+1 MECHANICAL 2D/3D PERCEPTION 1D+1/3D+2 STRENGTH 1D+2/3D+2 TECHNICAL 2D/5D 137 Special Abilities: Technical Aptitude: Sluissi receive an extra 4D beginning skill dice, all of which must be placed in Technical. They may place up to 4D in beginning Technical skills. Unfortunately, whenever a Sluissi uses a Technical skill, the action always takes twice as long for other species. Story Factors: Relaxed: Sluissi, in general, are a very calm bunch. Nothing excites them. Their patience and seemingly inability to get genuinely upset or excited sometimes infuriates other species. Move: 8/10 Size: 1.5-1.8 meters Source: Ultimate Alien Anthology (pages 146-147), Alien Anthology (page 99), The Thrawn Trilogy Sourcebook (page 149), Dark Force Rising Sourcebook (pages 96-97)

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Sludir

Sludir
Home Planet: Sluudren
Attribute Dice: 13D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 2D/4D
STRENGTH 3D/5D
TECHNICAL 1D/3D+2
Special Abilities:
Natural Body Armor: A Sludir’s tough skin adds +1D against
physical attacks.
Move: 8/10
Size: 1.5-2 meters tall, 1.5-2.5 meters long
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 77-80), Ultimate Alien Anthology (pages 145-146)

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Sljee

Sljee
Home Planet: Sljee
Attribute Dice: 10D
DEXTERITY 1D/1D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/4D
PERCEPTION 1D/3D
STRENGTH 1D/5D
TECHNICAL 1D/4D
Special Abilities:
Blindness: Sljee, who rely on scent to find their way,
are blind. In certain circumstances, they can sense prey
from great distances, but once off their homeworld, the
bewildering scents confuse them. Sljee are at -2D to all
Perception skills when they encounter a specific alien for
the first time, as well as any skills involving sight over a
long distance. After five encounters, an Easy Perception
roll means the Sljee has learned enough to only be at -1D
penalty when meeting new members of this species. It takes
a Moderate Perception roll to learn an alien’s scent well
enough to eliminate the penalty.
Move: 7/10
Size: 1.4-2 meters long, 1 meter tall when upraised
Source: Alien Encounters (page 143), Han Solo and the
Corporate Sector Sourcebook (pages 137-138)

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Slith

Slith
Home Planet: Yavin 13
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D+1/2D+1
MECHANICAL 1D+1/3D
PERCEPTION 1D+1/3D+2
STRENGTH 1D+2/3D+2
TECHNICAL 1D+1/2D+2
Special Abilities:
Venom: Does STR+1D damage in stun damage only.
Story Factors:
Language: Slith do not have vocal chords and cannot speak
human languages.
Move: 8/10 (normal), 12/15 (side-winding)
Size: 3-5 meters long
Source: Alien Encounters (page 142), Galaxy Guide 2
– Yavin and Bespin (pages 26-27)

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S’kytri

S’kytri
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Flight: S’kytri have wings, and are able to fly at their normal
walking movement rate.
Willpower Bonus: S’kytri gain a permanent +1D to their
willpower skill at character creation.
Move: 10/12
Source: Ultimate Alien Anthology (pages 144-145)

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Skrilling

Skrilling
Home Planet: Agriworld-2079
Attribute Dice: 12D
DEXTERITY 1D+1/3D+2
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 1D/3D+1
Special Abilities:
135
Persuasion: Skrillings are, by nature, talented at persuading
other characters to give them things; they gain a +1D bonus
when using the bargain and persuasion skills.
Acid: Skrilling digestive acid causes 2D stun damage [note:
they shoot the acid out of the tops of their heads].
Vice Grip: When a Skrilling wants to hold on to something
(such as in tug of war with another character), they gain
+1D to their lifting or Strength; this bonus applies only to
maintaining a grip and does not apply towards trying to lift
something heavy.
Move: 8/10
Size: 1-1.9 meters tall
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 75-77), Ultimate Alien Anthology (pages 143-144),
Alien Anthology (pages 98-99)

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Skakoan

Skakoan
Home Planet: Skako
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 2D/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D+2/4D+1
STRENGTH 1D+2/4D
TECHNICAL 2D/4D+2
Special Abilities:
Unique Physiology: Standard oxygen atmospheres are
poisonous to Skakoans, burning their lungs for 2D damage
per round of exposure. Skakoans also require a highpressure
atmosphere and take 2D damage each round they
are exposed to the “standard” air pressure preferred by
most other species. A Skakoan exposed to both conditions
simultaneously takes 4D damage per round. They rely on
special pressure suits to negate the harmful effects of a
hostile environment.
Gearhead: Skakoan characters get +2 pips to spend on one
Technical skill during character creation.
Move: 10/12
Size: 1.4-2.1 meters tall
Source: Ultimate Alien Anthology (pages 141-143)

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Sic-Six

 

  • Name: Sic-Six
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist: 40 Jahre
  • Größe: 1-2m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Sisk
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat:
  • Aussehen: Sie sind grundsätzlich schwarz gefärbt. Ihr Körper ist in 3 Sektionen unterteilt und ganz von einem harten Chitinpanzer bedeckt
  • Biologie:
  • Psychologie: Sie sind immer in Gruppen unterwegs und haben einen Schaden dadurch, daß ihr Stern einen Kollaps erlitten hat. Es frustriert sie alles was sie nicht kontrollieren können.

Bewegungsweite Min/Max:

  • gehen: 10/12

Eigenschaftswürfel:

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

Sonstiges:

  • Gift: wenn sie ihr Gift einsetzen (stechen beim Raufen), muß der andere Charakter einen Normalen Wurf auf Stärke Schaffen oder er wird für 1w+2 Runden Paralysiert.
  • Sicht: Sie können im Ultravioletten bis zum Infraroten Bereich sehen.
  • Gehör: +3w auf alle Wahrnehmungen die auf Gehör beruhen. Wenn er im Umkreis von 20m eine Explosion hört erleidet er 6w Geräuschschaden.
  • Netze: Sie weben sehr feine Netze. Sie nutzen sie sehr gerne als Alarmanlagen. Ein Charakter muß einen Normalen Wurf auf Wahrnehmung schaffen um sie Wahrzunehmen.

Quelle:

Sic-Six Home Planet: Sisk Attribute Dice: 11D DEXTERITY 2D/4D KNOWLEDGE 1D/3D MECHANICAL 1D+1/3D+1 PERCEPTION 2D/4D+2 STRENGTH 1D/2D+2 TECHNICAL 1D/3D Special Abilities: Webbing: Sic-Six can make very fine webs, which they often use as “prey detectors”: they are strung across a lair, or between trees (in wilderness; they sometimes string them across corridors). A being must make a Moderate Perception total to notice the webbing. If the being fails the check, it may blunder into the web, which is very light and will give, but the vibrations on the web will alert the Sic-Six if it is still attached to the web strand. Hearing: Sic-Six have incredible hearing and get a +3D bonus to any Perception checks involving hearing. However, Sic-Six are extremely susceptible to loud noises: any explosions within 20 meters of a Sic-Six cause upwards of 6D sound damage to them. Sight: Sic-Six can see in the ultraviolet and infrared ranges, and therefore can see in all conditions except complete darkness. Poison: Beings injected with Sic-Six poison must make a Moderate Strength roll or be paralyzed for 1D+2 rounds. Story Factors: Poison: The poison of the Sic-Six is extremely popular in the galaxy and can often command prices higher than that of the best Corellian spice. Because of this, crime lords often on the lookout for Sic-Six who they might be able to “employ.” A Sic-Six will get many of these offers, some of which will be “impossible” to turn down. Move: 10/12 Size: 1.2-2.1 meters long Source: Galaxy Guide 4: Alien Races (pages 81-82)

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Shistavanen

Shistavanen
Home Planet: Uvena Prime
Attribute Dice: 12D
DEXTERITY 1D/5D
KNOWLEDGE 1D/4D
MECHANICAL 1D/4D
PERCEPTION 1D/5D
STRENGTH 1D/4D
TECHNICAL 1D/3D
Special Abilities:
Night Vision: Shistavanens have excellent night vision and
can see in darkness with no penalty
Move: 10/13
Size: 1.3-1.9 meters
Source: Alien Encounters (page 141), Ultimate Alien
Anthology (page 141), Alien Anthology (pages 97-98)

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Shi’ido

Shi’ido
Home Planet: Lao-mon
Attribute Dice: 12D
DEXTERITY 2D/3D+2
KNOWLEDGE 2D/4D
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D+2
STRENGTH 3D/4D+1
TECHNICAL 3D/4D
Special Skills:
S h a p e – S h i f t i n g
(A): Time to use:
One round or
longer. This skill is
considered advanced
(A) for advancement
purposes. Shapeshifting
allows a
Shi’ido to adopt a
new humanoid form.
The Shi’ido cannot
appear shorter than
1.3 meters or taller
than 2.1 meters.
Adopting a new
but somewhat
smaller form
is a Moderate
task. Assuming
a form much
taller or smaller,
or a body shape
considerably different from the Shi’ido is a Difficult or Very
Difficult task.
133
Mind-Disguise: Time to use: One round or longer. This skill
is used to shroud the mind of those perceiving the Shi’ido,
thereby concealing its appearance. Each person targeted by
the skill counts as an action. A character may resist this
attempt with Perception or sense.
Special Abilities:
Mind-Disguise: Shi’ido use this ability to complete their
disguise, projecting their image into the minds of others.
This can be resisted by opposed Perception or sense rolls,
but only those who actively suspect and resist. The minddisguise
does not affect cameras or droids.
Shape-Shifting: Shi’ido can change their shape to other
humanoid forms. Skin color and surface features do not
change.
Story Factors:
Reputation: Those who have heard of Shi’ido know them as
thieves, spies, or criminals.
Size: 1.3-2.1 meters tall
Move: 8/12
Source: Alien Encounters (page 140), Ultimate Alien
Anthology (pages 139-141)

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Shawda Ubb

Shawda Ubb
Home Planet: Manpha
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 1D/4D
MECHANICAL 1D/2D+1
PERCEPTION 2D/4D+2
STRENGTH 1D/3D
TECHNICAL 1D/3D
Special Abilities:
Marsh Dwellers: When in moist environments, Shawda Ubb
receive a +1D bonus to all Dexterity, Perception, and Strength
attribute and skill rolls. This is purely a psychological
advantage. When in very dry environments, Shawda Ubb
seem depressed and withdrawn. They suffer a -1D penalty
to all Dexterity, Perception, and Strength attribute and skill
rolls.
Acid Spray: The Shawda Ubb can spit a paralyzing poison
onto victims. This powerful poison can immobilize a humansized
mammal for a quarter-hour (three-meter range, 6D
stun damage, effects last for 15 standard minutes).
Move: 5/8
Size: 0.3-0.5 meters tall
Source: Alien Encounters (pages 138-139)

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Shatras

Shatras
Home Planet: Trascor
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D
PERCEPTION 1D/3D+2
STRENGTH 1D+2/4D+1
TECHNICAL 1D/2D+1
Special Abilities:
Neck Flexibility: The Shatras neck can make two full
rotations, making it very difficult for an individual to sneak
up on a member of the species. The Shatras receive a +2D to
search to notice sneaking characters and a +1D Perception
bonus to any relevant actions.
Infrared Vision: The Shatras can see in the infrared
spectrum, giving them the ability to see in complete
darkness if there are heat sources to navigate by.
Fangs: The bite of the Shatras inflicts STR+1D damage.
Story Factors:
Species Loyalty: All Shatras are loyal to one another in
matters regarding non-Shatras; no Shatras will ever betray
his own kind, no matter how much the two Shatras may
dislike one another.
Move: 9/12
Size: 1.7-1.9 meters tall
Source: Alien Encounters (page 137), Alliance Intelligence
Reports (pages 63-64)

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Shashay

Shashay
Home planet: Crystal Nest
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D+2/5D
PERCEPTION 1D/3D
STRENGTH 1D/2D
TECHNICAL 1D/3D
Special Abilities:
Singing: Shashay have incredibly intricate vocal cords that
allow them to sing musical compositions of unbelievavle
beauty and complexity.
Natural Astrogation: Time to use: One round. Shashay gain
an extra +2D when making astrogation skill rolls, due to
their special grasp of three-dimensional space.
Gliding: Shashay can glide for limited distances, roughly
10 meters for every five meters of vertical fall. If a Shashay
wishes to go farther, he must make a Moderate stamina
roll; for every three points by which the Shashay beats the
difficulty number, he may glide another three meters that
turn. Characters who fail the stamina roll are considered
Stunned (as per combat) from exertion, as are characters
who glide more than 25 meters. Stun results are in effect
until the Shashay rests for 10 minutes.
Feet Talons: The Shashay’s talons do STR+2D damage.
Beak: The sharp beak of the Shashay inflicts STR+1D
damage.
Story Factors:
Language: Shashay cannot speak Basic, though they can
understand it.
Loyalty: A Shashay is fiercely loyal to others of its
species, and will die rather than reveal the location of his
homeworld.
Move: 5/8 (walking), gliding (see below)
Size: 1.3-1.6 meters tall
Source: Alien Encounters (page 136)

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Sharu

Sharu
Home Planet: Rafa V
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+2/4D+1
MECHANICAL 1D+1/4D
PERCEPTION 1D/3D+1
STRENGTH 1D+1/4D
TECHNICAL 1D+2/4D+1
Special Abilities:
Martial Arts: Sharu characters begin play with two extra
skill dice, which they must assign to the martial arts skill as
presented in the “Rules of Engagement” supplement.
Sharu Technology: Sharu technology is incredibly advanced.
When attempting to use Sharu technology, beings of other
species suffer a -2D penalty. If a character takes the time
to learn Scholar: sharu technology to a level of 6D or higher,
this penalty is negated. This skill can only be learned
from a Sharu, or a non-Sharu character who meets this
requirement.
Move: 10/12
Size: 1.7 meters tall on average.

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Shard

Shard
Home Planet: Orax
Attribute Dice: 12D
DEXTERITY 0D*
KNOWLEDGE 2D/5D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 0D*
TECHNICAL 3D/6D
Special Abilities:
Telecommunication: Shards can emit and receive
eletromagnetic transmissions as a means of communication.
This allows them to detect any operating technological
device or droid within a 100 meters with an Easy Perception
roll. Their signals can reach out to about one kilometer
individually, but are enough to reach anywhere on their
homeworld when the Shard is part of the group-mind.
Shard transmissions can be picked up on standard
comlinks and other devices turned to detect them. Shards
can also affect droids equipped with restraining bolts as if
they had a control wand by making a moderate Technical or
droid programming roll.
Computer Mind: Shards have an instinctive understanding
of computers and droid brains and gain +1D with the
computer programming/repair and droid programming
skills as well as any other skill that involves computer
programming or operation such as astrogationor security
(versus computerized locks and devices). Shards can
interact directly with comlink-equipped computers using
their telecommunication ability.
Story Factors:
Fragile: Shards have no Strength attribute dice and gain
only 1D to resist damage in their natural state. A damage
result that kills a Shard shatters its body into fragments.
Normal medical treatment is ineffective on Shards, they
must heal naturally unless they can be returned to Orax to
receive treatment in the mineral hot-springs on the planet.
Force abilities such as accelerate healing and transfer Force
do affect Shards, as they are still living creatures.
Sessile: hards are incapabile of movements on their own.
They have no natural Dexterity or Strength dice. They can
learn Dexterity or Strength based skills and use them in
conjuncture with a droid body, if the body is capable of
performing that skill. They can only move inside a droid
“vehicle” or by being carried by a droid or another creature.
In their natural state, Shards also have no senses apart
from their electromagnetic sense.
Move: 0, or the Move of the droid body the Shard controls
Size: 30-40 centimeters
Gamemaster Notes:
Shard characters provide a way of including “droids that
aren’t really droids” in the campaign, as well as providing
“droid” characters that have a bit more free will and
autonomy than ordinary droids. Gamemasters should work
with the player of a Shard character to design an appropriate
droid body using the droids given in the Star Warsrulebook
as a guideline. All of the skills of the droid are provided by
the Shard “driving” it. Shard characters with more than one
droid body should be quite
rare, and the gamemaster
will want to limit the
abilities of any droid body
so they are not too powerful.
Shards, especially those
operating during the period
of the Rebellion, prefer
to inhabit droids that are
more common and likely
to go unnoticed, like 3PO
and R2 units. Their goal
is to remain undetected by
the Empire, so they avoid
droid-bodies that were likely
to get them in trouble, like
assassin droids.
Source: Alien Encounters
(pages 134-135)

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Selonian

Selonian
Home Planet: Selonia
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 1D/2D+1
STRENGTH 2D+1/5D
TECHNICAL 1D/3D+1
Special Abilities:
Retractable claws: Selonians receive a +1D bonus to
climbing and brawling.
Tail: Used to help steer and propel a Selonian through
water, adds a +1D bonus to swimming skill. Can also be
used as additional weapon as a club, STR+2D damage.
Swimming: Swimming comes naturally to Selonians, they
gain +1D+2 to dodge in underwater conditions.
Story Factors:
Hive-mind: Selonians live in underground dens like social
insects. Only sterile females leave the den to interact with
the outside world.
Agoraphobia: Selonians are not comfortable in wide-open
spaces. They suffer a -1D penalty on all actions when in
large-open spaces.
Move: 10/12 (upright), 12/14 (all fours), 13/16
(swimming)
Size: 1.8-2.2 meters tall
Source: Alien Encounters (page 133), Ultimate Alien
Anthology (pages 138-139), Alien Anthology (pages 96-97)

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Selkath

Selkath
The Selkath are amphibious humanoids with sleek,
hydrodynamic bodies and a throaty, guttural language.
They are at home in the depths of the sea, but can just as
easily survive on the surface thanks to concealed gill slits
that draw oxygen from either water or air. Their long hands
are tipped in poisonous claws, but in the same way the
Wookiees of Kashyyyk refrain from using their retractable
claws, Selkath consider their poison to be socially
unacceptable to use in a fight. Only a maddened or enraged
Selkath might consider such a thing, even if enslaved by a
brutish thug or provoked by a foolish tourist.
Home Planet: Manaan
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 1D+1/3D+2
STRENGTH 2D/4D+1
TECHNICAL 2D/4D
Special Abilities:
Amphibious: Selkath can breathe underwater and get a +2D
bonus to swimming. When in a dry environment, a Selkath
suffers a -1 penalty to all reaction skills, however, when
underwater they get a +1 bonus to these skills.
Poison: Selkath claws can inject venom into an enemy that
does 3D damage on a successful attack and another 2D after
5 rounds. Using poison in a fight is considered unseemly by
many Selkath and was outlawed on ancient Manaan.
Telepathy Sensitive: Though selkath are not active telepaths,
they are quite sensitive to telepathy in other species. The
use of Projective Telepathy on a willing selkath receives a
+1D bonus.
Move: 10/12
Size: 1.6-1.8 meters

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Segmi

Segmi-01
Segmi
Home Planet: Kathol
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/3D
MECHANICAL 0D
PERCEPTION 2D/5D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Tunneling: The Segmi can burrow through hard earth (but
not rock) with a Move of 8.
Resin: The Segmi secrete a lightweight, resilient resin that
they use as building material. This resin is shaped by using
the Technical attribute.
No Digits: The Segmi lack hands or other manipulatory
digits. They cannot handle controls and cannot gain skills
that require tools.
Story Factors:
DarkStryder has captured a number of Segmi to expand its
fortess with their resin building abilities.
Move: 8 (tunneling), 4 (crawling)
Size: 2-3 meters long, 0.5 meters across
Source: The DarkStryder Campaign – Endgame (pages 34-
35)
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Sedrian

 

  • Name: Sedrians
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 3m Lang; 1m groß
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Sedri
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Das hat uns der Priester nicht befohlen
  • Aussehen: Sie sind große subaquatische Wesen. Ihre feine Fischhaut hat eine Farbe von Gold gelb bis dunkel braun
  • Biologie:
  • Psychologie: Sie sind ruhig und Friedvoll und verlieren diese Eigenschaften nur wenn sie von ihrer Heimatwelt entfernt werden.

Bewegungsweite Min/Max:

  • schwimmen: 15/20

Eigenschaftswürfel:

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

Sonstiges:

  • Separation: Die Abtrennung von ihrer Heimatwelt ist unpraktisch, da sie nur dem Priester von der Goldenen Sonne gehorchen. Außerdem handeln sie dann irrational und versuchen Ständig zu ihrer Heimatwelt zurückzukommen.

Quelle:

Sedrian Home Planet: Sedri Attribute Dice: 10D DEXTERITY 1D+1/3D+1 KNOWLEDGE 1D/3D MECHANICAL 1D/3D PERCEPTION 1D+1/3D+1 STRENGTH 2D/4D TECHNICAL 1D/3D Special Abilities: Separation Anxiety: Sedrians encountered away from Sedri will be easily agitated and unpredictable because of their separation from Golden Sun. This can usually only be cured by returning the Sedrian to Sedri. Move: 15/20 (swimming underwater) Size: 3 meters long, 1 meter tall (torso) Source: Galaxy Guide 4: Alien Races (pages 79-81), Secrets of the Sisar Run (page 68)

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Sebiri

Sebiri
Home Planet: Sebiris
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/3D
MECHANICAL 1D/3D
PERCEPTION 2D/5D
STRENGTH 1D/3D
TECHNICAL 1D/2D
Special Abilities:
Steakth: The Sebiri
are excellent hunters,
adept at trapping the
fearsome creatures
that inhabit the planet.
All Sebiri have 4D+2
sneak when generated
and can advance the
skill normally.
Night Vision: Sebiri have extremely acute eyes, they suffer
no penalty when moving in darkness.
Enhanced Olfactory Senses: The Sebiri have a well-developed
olfactory system. All scent-based tracking rolls receive +1D.
Sign Language: The Sebiri language is composed of many
grunts and multi-sylabbic, staccato phrases. In addition,
hand gestures make up a good portion of their “speech”
and such makes communicating silently very easy to the
Sebiri.
Move: 10
Size: 1.2-2 meters tall
Source: The DarkStryder Campaign – The Adventure Book
(page 92)

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Sauvax

Sauvax
Home Planet: Leritor
Attribute Dice: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/3D+2
STRENGTH 2D+1/5D
TECHNICAL 1D+1/4D
Special Abilities:
Amphibious: Sauvax can survive both on land and in water,
and gain a +1D bonus to their swimming skill.
Enhanced Senses: Sauvax characters have a permanent +2
pip bonus to all search skill rolls.
Natural Armor: Sauvax characters possess a thick shell
which provides a +1D bonus to all Strength checks made to
resist physical damage.
Move: 10/12
Size: Unlisted (Medium)
Source: Ultimate Alien Anthology (pages 137-138)

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Saurin

Saurin
Saurin are reptilian aliens with a scaly hide,
ranging in color from reddish to light brown, and big dark
eyes. They are fierce warriors, to which the battle is a form
of art. They are also capable traders and travelers.
Home Planet: Durkteel
Attribute Dice: 12D
DEXTERITY 2D/4D+1
KNOWLEDGE 1D+1/3D+2
MECHANICAL 1D+1/3D+2
PERCEPTION 1D+2/4D
STRENGTH 2D+1/4D+2
TECHNICAL 1D+2/3D+2
Special Abilities:
Bite: Does STR+1D damage.
Move: 10/12
Size: 1.7 meters tall

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Saurton

 

  • Name: Saurton
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,75m – 1,9m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Essowyn
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Aaah so ein Kämpfchen tut echt gut
  • Aussehen: Sie sind dünne golden gefärbte Reptilien. die eine große Ausdauer haben und sehr gute Jagdtinstinkte besitzen
  • Biologie:
  • Psychologie: Sie sind aggressive und kämpfen gerne, was sie nicht sehr beliebt bei anderen Rassen macht.

Bewegungsweite Min/Max:

  • gehen: 6/10

Eigenschaftswürfel:

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

Sonstiges:

  • Krankheiten Resistent: Sie sind gegen die meisten Krankheiten Resistent (doppelter Wurf auf Ausdauer wenn er gegen Krankheiten Würfelt)
  • Aggressive: Es ist allgemein bekannt das sie sehr Aggressive sind und sind deshalb bei anderen Rassen nicht sehr beliebt.

Quelle:

Saurton Home Planet: Essowyn Attribute Dice: 12D DEXTERITY 1D+2/4D KNOWLEDGE 1D/4D MECHANICAL 1D/2D+2 PERCEPTION 2D/4D STRENGTH 1D+2/4D TECHNICAL 1D/3D+2 Special Abilities: Disease Resistance: Saurton are highly resistant to most known forms of disease (double their stamina skill when rolling to resist disease), yet are dangerous carriers of many diseases. Story Factors: Aggressive: The Saurton are known to be aggressive, pushy and eager to fight. They are not well-liked by most other species. Move: 6/10 Size: 1.75-1.9 meters tall Source: Alien Encounters (page 131), Planets Collection (page 45)

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Sarkaner

 

  • Name: Sarkaner
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 1,9m – 2,2m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt:
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Hoffentlich haben wir da nicht wieder Barbaren aufgenommen
  • Aussehen: Sie sind große, zweibeinige Saurier. Sie sind eine von Echsen abstammende Spezies mit dicken, Grünen Schuppen und gelben Augen mit Schlitzpupillen. Sie haben lange Spitzte Schnauzen und Rasiermesserscharfe Fangzähne
  • Biologie:
  • Psychologie: Mit Sarkanern kann man nur sehr Schwer verhandeln. Sie verlangen von jedem sich an ihr Protokollv halten.

Bewegungsweite Min/Max:

  • gehen: 4/7

Eigenschaftswürfel:

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

Sonstiges:

  • Nachtsicht: Die Sarkaner verfügen über eine ausgezeichnete Nachtsicht und können im Dunkeln ohne jeden Abzug agieren.
  • Kaltblüter: Sarkaner sind Kaltblüter. Setzt man sie extremer Kälte aus, werden sie äußerst träge (alle Eigenschaften und Fertigkeiten um 3w reduziert). An großer Kälte können sie innerhalb von 20 Min sterben.

Quelle:

Sarkan Home Planet: Sarka Attribute Dice: 12D DEXTERITY 1D/3D+2 KNOWLEDGE 2D/4D+1 MECHANICAL 1D/3D+2 PERCEPTION 2D/4D+2 STRENGTH 3D/6D+1 TECHNICAL 1D/3D Special Abilities: Cold-Blooded: Sarkans are cold-blooded. If exposed to extreme cold, they grow extremely sluggish (all die codes are reduced by -3D). They can die from exposure to freezing temperature within 20 minutes. Night-Vision: The Sarkans have excellent night vision, and operate in darkness with no penalty. Tail: Sarkans can use their thick tail to attack in combat, inflicting STR+3D damage. Story Factors: Sarkan Protocol: Sarkans must be treated with what they consider “proper respect.” The Sarkan code of protocol is quite explicit and any violation of established Sarkan greeting is a severe insult. For “common” Sarkans, the greeting is brief and perfunctory, lasting at least an hour. For more respected members of the society, the procedure is quite elaborate. Move: 4/7 Size: 1.9-2.2 meters tall Source: Alien Encounters (page 130), The Thrawn Trilogy Sourcebook (page 148), The Last Command Sourcebook (pages 107-108), Ultimate Alien Anthology (pages 136-137)

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Sanyassan

Sanyassan
Home Planet: Sanyassa
Attribute Dice: 11D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D
MECHANICAL 1D/3D+2
PERCEPTION 1D+1/4D
STRENGTH 2D+2/5D
TECHNICAL 1D/3D
Special Abilities:
Leathery Skin: Provides a
+1 pip bonus to Strength
rolls made to resist physical
damage.
Story Factors:
Bad Temper: Sanyassans
are best known for their
foul tempers. If provoked,
the Sanyassan in question
must succeed at a Difficult
willpower skill roll or fly into a
rage. While raging, Sanyassan
characters gain +2 pips to their
Strength attribute, a –2 pip penalty to any defensive skill
rolls (dodge, brawling parry, etc.) and are only interested in
beating the offending party to a pulp.
Move: 10/12
Size: “Medium”
Source: Ultimate Alien Anthology (page 136)

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Sakiyan

Sakiyan
Home Planet: Saki
Attribute Dice: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 1D/3D+2
TECHNICAL 1D+2/4D+1
Special Abilities:
Quick Reflexes: Sakiyans gain a +1D bonus to all Perception
rolls made to determine initiative.
Repulsorlift Aptitude: Sakiyans have developed several
advanced repulsorlift technologies, and most Sakiyans have
some passing familiarity with repulsorlift systems. As such,
Sakiyans gain a +2 bonus to all repulsorlift repair rolls they
make.
Move: 10/12
Size: 1.6 to 2.1 meters tall.
Source: Ultimate Alien Anthology (pages 134-136), Alien
Anthology (pages 95-96)

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Saheelindeeli

Saheelindeeli
Home Planet: Saheelindeel
Attribute Dice: 12D
DEXTERITY 2D/4D+2
KNOWLEDGE 1D+1/3D+2
MECHANICAL 1D+2/4D
PERCEPTION 1D+1/3D+2
STRENGTH 2D/4D
TECHNICAL 1D/3D+1
Special Abilities:
Agile: A Saheelindeeli is nimble and quick, gaining a +2
bonus to dodge and to Dexterity to balance himself.
Move: 10/12 (12/14 running on all fours)
Size: 1.4-1.6 meters tall
Source: Geonosis and the Outer Rim Worlds (pages 39-40)

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