Archiv der Kategorie: T

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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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)

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Tarong

Tarong
Home Planet: Iri and Disim
Attribute Dice: 11D
DEXTERITY 2D/4D
KNOWLEDGE 1D/3D+1
MECHANICAL 1D/2D+2
PERCEPTION 2D/4D
STRENGTH 1D/3D+1
TECHNICAL 1D/2D+1
Special Skills:
Flight: Time to use: one round. This is the skill Tarongs use
to fly.
Special Abilities:
Claws: Do STR+2 damage.
Vision: Tarongs have outstanding long-range vision. They
can increase the searchskill at half the normal Character
Point cost and can search at ranges of nearly a kilometer if
they have a clear line of sight. Tarongs have well developed
infravision and can see in full darkness if there are sufficient
heat sources.
Mimicry: Tarong have a natural aptitude for languages and
can advance the skill in half the normal Character Point
cost.
Weakness to Cold: Tarong require warm climates. Any
Tarong exposed to near-freezing temperatures suffers 4D
damage after one hour, 5D damage after two hours and 8D
damage after three hours.
Move: 8/10 (ground), 14/15 (flying)
Size: 10-20 meter wingspan
Source: Galaxy Guide 12 – Aliens: Enemies and Allies
(pages 82-85)

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Tarc

Tarc
Home Planet: Hjaff
Attribute Dice: 13D
DEXTERITY 1D/4D
KNOWLEDGE 1D/3D+2
MECHANICAL 1D/3D+2
PERCEPTION 1D/4D
STRENGTH 1D+2/4D+2
TECHNICAL 1D/3D+2
Special Abilities:
Rage: The Tarc’s pent-up emotions sometimes cause them
to erupt in a violent frenzy. In this state they attack anyone
or anything near them, and they cannot be calmed. These
rages can happen at any time, but usually they occur
during periods of intense stress (such as combat). To
resist becoming enraged a character must make a difficult
willpowerroll. For each successful rage check a player
makes, the difficulty for the next check will be greater
by 5. A rage usually lasts for 2D+2 rounds, but for each
successful rage check a player makes, the duration of the
next rage will be increased by 2 rounds.
Intimidation: The Tarc’s fierce appearance and relative
obscurity give them a +1D intimidation bonus.
Natural Body Armor: The Tarc’s shell and exoskeleton
provides +1D+2 against physical and +1D against energy
attacks.
Pincers: The Tarc’s pincers are sharp and very strong, doing
STR+2D damage.
Story Factors:
Lanuage: Due to the nature of their vocal apparatus, the
Tarc are unable to speak Basic or most other languages.
As the Tarc have so effectively isolated themselves from the
galactic community, it is exceedingly rare to find anyone
who is able to understand them; even most protocal droids
are not programmed with the Tarc’s language. As a result,
most Tarc who have left (or been banished from) Hjaff have
an extraordinarily difficult time trying to communicate with
other denizens of the galaxy.
Isolationists: The Tarc are fierce isolationists. They feel that
interacting with the galactic community will poison their
culture with the luxuries, values, and customs of other
societies. If forced into the galaxy, they will look upon all
other species and cultures as wicked and inferior.
Move: 7/9
Size: 1.75-2.2 meters tall
Source: Alien Encounters (pages 151-152)

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Tarasin

Tarasin
Home Planet: Cularin
Attribute Dice: 12D
DEXTERITY 1D/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/3D+2
Special Abilities:
Camouflage: Because of
their chameleon-like scales,
Tarasin can blend in with their
surroundings. This provides
them with a permanent +1D
bonus to all hide skill checks.
Force Bonus: When using such
Force powers as Life Detection,
Sense Force, and Sense Force
Potential, Force-sensitive
Tarasin characters gain a +2
pip bonus to their sense skill
rolls.
Heat Resistance: Tarasin
characters may add +1D
to their Strength roll when
resisting damage caused by a
heat source.
Silent Communication: Tarasin
can use their color-changing
scales to communicate silently
with other members of their
species within 10 meters. This language can be learned by
non-Tarasin, who can understand it but not speak it.
Story Factors:
Concealing Emotions: Because of their color-changing scales
and their multicolored “head fan,” Tarasin characters have
difficulty hiding their emotions. Because of this, they suffer
a –2 pip penalty to all Con skill rolls, as well as a further
–2 pip penalty to all Willpower skill rolls made to detect
deception.
Move: 10/12
Size: 1.6-1.7 meters tall
Source: Ultimate Alien Anthology (pages 154-155)

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Talz


  • Name: Talz
  • Typ:
  • Alter Kind:
  • Alter Erwachsen:
  • Alter Vergreist:
  • Größe: 2-2,2m
  • Gewicht:
  • Üblicher Besitz:
  • Heimatwelt: Alzoc III
    • Beschreibung:
    • Kultur:
    • Biologie:
    • Sprachen:
    • Tech. Stufe:
  • Zitat: Ihhhh, Ekelerregend, schon wieder diese Sklaventreiber
  • Aussehen: Sie sind große, starke Rasse. Ein dichter weißer Pelz umgibt sie und sie haben extrem große Hände
  • Biologie:
  • Psychologie: Sie sind eine Ruhige, nicht gewalttätige Rasse.

Bewegungsweite Min/Max:

  • gehen: 8/10

Eigenschaftswürfel:

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

Sonstiges:

  • Sklaven: Sie sympathisieren mit anderen Sklaven und werden versuchen sie zu befreien, wenn es irgendwie machbar ist.

Quelle:

Talz Home Planet: Alzoc III Attribute Dice: 11D DEXTERITY 2D/4D KNOWLEDGE 1D/3D MECHANICAL 1D/3D PERCEPTION 2D+1/4D+1 STRENGTH 2D+2/4D+2 TECHNICAL 1D/3D Story Factors: Enslavement: One of the few subjects which will drive a Talz to anger is that of the enslavement of their people. If a Talz has a cause that drives its personality, that cause is most likely the emancipation of its people. Move: 8/10 Size: 2-2.2 meters tall Source: Ultimate Alien Anthology (pages 153-154), Alien Anthology (pages 105-106), Galaxy Guide 4: Alien Races (pages 85-86)

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Talid

Talid
This race of nomadic humanoids was native to the
planet Ando Prime. Their thick skin provided them with a
measure of protection against the harsh, wintry weather of
the planet. The Talid society was very open, and there was
little concept of trade, bargaining, or commerce. If a Talid
needed something, they simply took it whenever they found
it. Because of this social trait, the settlers who came to Ando
Prime believed that the Talids were simple thieves. The Talids
were already slightly xenophobic, and the growing number
of offworld miners gave then cause to retreat further. When
the offworlders began encroaching on their lands, the Talids
began to fight back, using their knowledge of the planet’s
environment to offset their primitive weapons.
Home Planet: Ando Prime
Attribute Dice: 12D
DEXTERITY 1D/3D+1
KNOWLEDGE 1D+1/4D
MECHANICAL 1D+1/4D
PERCEPTION 1D+1/4D
STRENGTH 2D/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Survival Skill Bonus: At the time that a Talid character is
created ONLY, the character gets 2D for every 1D placed
into the hide, beast riding, and survival skills.
Move: 10/12

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