Alternity Species
For Use With
Star wars
By Giles P. Kiser

This booklet expands upon the selection of species that can be played in the Star Wars Roleplaying Game by Wizards of the Coast.  Species from Alternity, Sword and Sorcery Sutdio’s Creature Collection, and plenty of homebrew material.  
	The Alternity conversions are not exact conversions.  The conversions that I have tried have all turned out much too powerful when converted over to D20.  So if you see some discrepancies between what is offered here and the monster stats found on my site (http://www.geocities.com/kanegrundar), don’t be surprised.  I’ve tried to even out the stats to make them a bit more balanced with Star Wars core species.
	The information listed below is modified to fit in my own campaign.  Feel free to change anything to better suit your own games.

Bareem
The bareem are a species of hulking hominids under the rule of the bird-like sifarv.  When standing upright, barrem are around 2.2 meters tall, but they have a habit of bending over and putting their weight on their knuckles like an ape, and so only appear to stand just under 2 meters.  They are around 1.5 meters wide, making them truly massive creatures compared to even the weren, wookies, or the medurr.  They are covered in black to brown fur, and their hands and feet, both of which can be use to manipulate items, consist of two fingers and an opposable thumb.  Their eyes hold a cat-like luminescence.  Bareem are known for their toughness and combat prowess.
Personality: Bareem are always ready for a fight, but do not look for one.  They adhere every command from their sifarv superiors unquestioningly, unless they are ordered to attack someone of even higher rank.
Bareem Homeworld: Bareem are from the forest world of Toal III.
Languages: Bareem speak their own tongue, Bareesh, as well as Sifarvvian.
Example Names: Barrok, Carsok, Kark, Varkos
Adventurers: Bareem serve as soldiers under their Sifarv masters.  Though they serve the Sifarv, most bareem are free to go as they please, and so can be found all over the galaxy.  There are several slaver guilds ran by Bareem operating on the Outer Rim.
Bareem Traits:
•	+4 Str, +4 Con, +2 Wis, -2 Int, -2 Cha.  Bareem are powerful and hardy folk, but they aren’t the smartest of creatures and they are also rather boorish as well.
•	Medium-sized.  Bareem have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	Poison: On a successful unarmed melee attack, the victim must pass a Fort save (DC 13) or be knocked unconscious for 1d8 rounds.  The attack must be flesh to flesh contact, and can only be done twice a day.
•	+2 to Disable Device and Repair checks dealing with bypassing or repairing security systems
•	Low-Light Vision: Bareem can see just as well as a human in situations of low illumination.

Bhruu
The bhruu are a species of quadrupeds known for their strangely dextrous mouths.  They have think, rank hair.  Their feet are padded, not hooved, and they have long, prehensile tails.  Their heads are crowned with long, bony spikes.  They are a rather explorative species, and can be found throughout the galaxy wherever the Empire’s anti-alien sentiments are weak or non-existant.  
Personality: Bhruus enjoy a good conversation and will talk off the ear of anyone that cares to listen.  They are peaceful and see many other species as violent savages.
Bhruu Homeworld: Bhruus hail from the planet, Bhruusil.
Languages: Bhruus speak Bhruuan and Basic.
Example Names: Canaruun, Nelmaruun, Stephaun, Yelmuu
Adventurers: Bhruu as a species are primitive, but with the use of specially designed harnesses, they quickly overcoming their physical shortcomings and displaying a knack for quick learning.  The Force touches some bhruus, and though they cannot become the typical Jedi Knight, several have become well-respected Consulars.
Bhruu Traits:
•	+8 Str, +4 Con, +2 Wis, -4 Dex.  Bhruus are powerful and robust folk that display keen wisdom, but their size makes them clumsy.
•	Large-sized.  –1 to attack rolls and to their Defense rating.
•	Speed 10 meters
•	Horns do 1d6 damage, and 2d6 damage on Charge attacks.
•	Tail Slap does 1d6 damage.
•	+3 natural Defense bonus
•	-8 penalty to Climb, Jump, and Balance checks.
•	Harness: Without a special harness bhruus are not able to take any skill in which they need the use of opposable digits, like Computer Use, Disable Device, and Pilot.  The special harness costs 1000 credits, and allows the use of all manipulation skills, including the use of weapons, but at a –2 penalty.  The harness makes use of the bhruus’ extremely dextrous lips, teeth, and tongues.

Blix
Blix are small, four-amed, blue skinned humanoids with a flair for repairing equipment.  They are seen as the ultimate spacehands.  They work all day for nothing more than a bed and some food.  Each blix carries a tool that seems to be a universal device for taking apart and fixing things.
Personality: Blix are friendly and seem to have a way of putting nearly everyone they meet at ease, except the weren who find blix to be infuriating.  
Blix Homeworld: No one knows where the Blix came from.  They appeared in a sphereical vessel outside of Bluefall, and jetisoned several escape pods.  Since blix are mute, they really can’t say where they are from.
Languages: Blix don’t speak, but are experts at pantomime (sign language).
Example Names: Blix simply accept whatever name their friends and bosses give them as long as they are at least respectful.
Adventurers: Blix can be found all over the galaxy working anywhere where there is something to fix.  Most blix simply show up, look around, and simply get to work.  It is considered by many spacers to be bad luck to turn away a blix.  Most blix leave once they have fixed everything that can be to find another place in need of their services.  However, sometime blix take to a person or a crew and become a full-fledged member of the party.
Blix Traits:
•	+4 Dex, +4 Int, +2 Wis, +4 Cha, -2 Str.  Blix are quite agile, intelligent, wise, and charismatic, but they are physically weak.
•	Small-sized.  Blix gain a +1 bonus to attack rolls and Defense ratings due to their size.
•	Speed of 6 meters.
•	Blix start play with the Ambidexterity feat for free.
•	Universal Tool: All blix have a strange little tool that seems to be useful no matter what the job, which they vehemently protect.  The tool gives the Blix a +4 bonus to Repair checks.
•	+4 bonus to any technical skill checks.
•	Mute: Blix can’t or don’t speak.  (No one really knows for sure.)  Therefore, they suffer a –4 penalty when attempting Diplomacy checks.
•	+2 to Fortitude saving throws.

Dhamrin
The dhamrini are a species of cephalopods that have been completely overtaken by the medurr.  The stand around 1 to 2 meters tall, and have sleek hairless skin varying from eggshell white to a mocha brown.  They stand on four thick tentacles sprouting from the lower two-thirds of their slimy, sinious trunks.  They have two arms that end in hands with two fingers and an opposable thumb.  They have ovular heads and flexible necks with the base of their skulls resting just behind their short jaw.  They have large purple eyes that are fully dilated at all times.  Female skulls slant more upwards from the eyes, while the males slope slightly downward from that point.  Females also have breasts, making them even easier to identify.  Their lives are spent as diplomats and techinicans for their medurr masters.  The dhamrini alone have helped the rest of the galaxy better understand the medurr.
Personality: Dhamrins seem rather skittish or cowardly.  This is because they communicate via touch and prefer not to be touched unless wanting to communicate.  They are a serene and peaceful species.  They are dedicated to their masters because all but a few of their kind follow the tenent: “The universe provides for those who have the serenity to accept.”
Dhamrin Homeworld: The dhamrini have been lorded over by the medurr for so long that when asked where they are from, they simply state “the Imperium.”
Languages: Dhamrini comminicate verbally, but they will commincate telepathically with creatures who speak a language they don’t understand.
Example Names: Dharma, Ghayin, Rhala, Whien
Adventurers: Dhamrini are devoted to their masters, but there are a few that have escape captivity and are trying to find their niche in the galaxy.  They can find work as pilots and diplomats with ease.  Though they are a species with inborn psionic abilities, very few have the level of Force-sensitivity to become a Jedi Knight.
Dhamrin Traits:
•	+2 Dex, +4 Con, +2 Int, +2 Cha, -2 Wis.  Dhamrini are graceful, hardy, intelligent, and friendly, however they tend to have very little willpower.
•	Medium-sized.  Dhamrini have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	Amphibious: Dhamrini can survive equally well on land and in water.
•	Telepathy: Dhamrini can communicate via telepathy with any intelligent species with skin to skin contact.  
•	ESP: Dhamrini can see a few seconds into the future allowing them to perfrom feats of great skill while piloting and in combat giving a +2 bonus to Pilot checks and a +2 Initiative bonus.
•	+4 to Diplomacy checks

Deepfallen
Deepfallen are a technologically advanced aquatic species.  They look like sinious elongated humanoids with traslucent skin.  Their arms and legs are very long, ending in broad, webbed hands and feet.  They swim in an eel-like manner.  Wing-like membranes connect their arms to their bodies allowing for greater speed and manuverability when swimming.  Their eyes are wide and dark, and their small mouths seem almost vestigal.  Though being basically aquatic species, Deepfallen have developed suits that allow for travel outside their ocean homes.  These suits look like transparent cloaklike membranes.
Personality: Deepfallen are polite and passive, but have been known to strongly turn away visitors to their undersea cities that appear without invitation.
Deepfallen Homeworld: Deepfallen come from the planet, Bluefall.
Languages: Deepfallen cannot speak, but they can communicate via telepathy with any intelligent species.
Example Names: Ellsamere, Sandere, Vialan, Yanwa
Adventurers: Deepfallen can be found doing anything from technicians to Jedi Knights.  They despise violence, so deepfallen soldiers are rare to the point of non-existant.  
Deepfallen Traits: 
•	+2 Dex, +2 Con, +2 Int, +4 Wis, -2 Str, -2 Cha. Deepfallen are agile and wise, but tend to physically weak and their mysterious attitude tends to make others nervous.
•	Large-sized.  Deepfallen suffer a –1 penalty to attack rolls and also to their Defense ratings.
•	Speed 6 meters, Swim at a speed of 20 meters.
•	Telepathic: Deepfallen can speak mentally to any intelligent species.
•	Force-sensitive
•	Deepfallen can survive on land for 1 hour per point of Constitution, after that, follow the rules for Suffocation on page 217 of the Star Wars Core Rulebook.
•	+15 bonus to Swim checks
•	+1 to all Will saving throws
•	Mind Blast: Deepfallen can unleash a mind blast instead of attacking any round.  The blast is a cone of mental energy that reaches 15 meters, anyone caught in the cone must pass a Will save (DC 13) or be stunned for 1d4 rounds.

Evrem
Evrem are a species of humanoids that bring up memories of faeries of human folklore.  They are somewhat taller and thinner han humans, and their face is dominated by large silver to light blue eyes and the absense of a mouth.  Evrem are completely hairless, and their flesh glows with a perceptible radiance.  They have gossamer wings that sprout from their back.  Evrem are merchants that can be found all over the galaxy in beautiful crystalline starships.
Personality: Evrem are peaceful and even-handed in their dealing with other species.  Their nuetrality is well known and evrem are often called in to be a mediator in disputes.  They find violence and aggressiveness to be vile emotions and won’t deal with anyone that exhibits such traits.
Evrem Homeworld: Evrem are reputed to be from beyond the borders of explored space.  That means they are either from beyond the galaxy or from uncharted space inside the galaxy.  Evrem find the question of where they are from to be a mild insult.  
Languages: Evrem are telepathic and can communicate mentally with any intelligent being.
Example Names: Andumal, Eldulan, Randillan, Spefficia
Adventurers: Evrem are commonly merchants, though some will sell their talents to settlements as judges.  Their wares are usually expensive, but elaborate and seem to be well worth the credits.  Some evrem have become rather famous Jedi Knights thanks to their even manner in all things.  
Evrem Traits:
•	+2 Dex, +4 Int, +4 Wis, +8 Cha, -2 Str, -2 Con.  Evrem are extremely charismatic and not to mention agile, intelligent, and wise, but they tend to be quite frail.
•	Speed 10 meters
•	Medium-sized.  Evrem have no bonuses or penlaties based on their size.
•	Force-sensitive
•	Telepathic: Evrem cannot speak, but they can communicate with any intelligent species mentally.
•	+4 to Appraise and Diplomacy checks

Fraal
Fraal are a species of gossamer-like humanoids.  They stand slightly smaller than humans, and have light frames.  Their skin is different variations of grey and is typically hairless except on their tops of their heads.  Their eyes are large and black and pupilless.  They were among one of the first species that mankind met after taking to the stars, and became steadfast allies.  They can be found commonly all over the galaxy.
Personality: Fraal are friendly and open.  They are creative thinkers and abhor violence.
Frall Homeworld: Fraal don’t know where their homeworld is.  All fraal encountered hail from large cityships that have travelled the spaceways for over a millenium, at least as far as most fraal know.
Languages: Fraal speak Fraal and Basic.
Example Names: Aliisv, Earmai, Lormalli, Vorgal
Adventurers: Fraal are well known for their mental powers.  Many fraal have become Jedi Knights.  They can be found in any job, but tend not to be a part of too many militarial professions.
Fraal Traits:
•	+2 Int, +4 Wis, +2 Cha, -2 Str, -2 Dex, -2 Con.  Fraal are rather intelligent, wise, and friendly, but are also frail.
•	Medium-sized.  Fraal have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	Fraal are all Telepathic, they can speak to anyone that they share languages with on a mental level.
•	All Fraal are Force Sensitive.
•	+2 bonus to Will saves against mind-affecting effects.

Gardhyi
Gardhyi are a dangerous species of humanoids.  Though they have only recently been identified, though many believe that they have been posing as humans and other species for quite some time now.  They are grey-skinned and their flesh is abrasive to the touch.  They are hairless, and their eyes are all white globes.  Their hands consist of two thumbs and four fingers in between, and their feet have a similar configuration.  Their teeth are sawlike.  They wear dark, baggy clothing to conceal their looks.  The gardhyi seems to be working towards some common goal, however, members of the species are allowing themselves to be seen and are performing a variety of tasks.  Maybe their goals are complete?  Conspiracy theorists seem to things are only starting.
Personality: Gardhyi see themselves as superior to other species and it shows in the way they bully and prey upon others.
Gardhyi Homeworld: No one knows where the gardhyi hail from, but many seem to agree that they are not from this galaxy.
Languages: Gardhyi speak Basic.  They may have their own tongue, but none have heard it.
Example Names: Gardhyi tend to take human, cerean, elf, fraal, or mechalus names.
Adventurers: Many gardhyi are attempting to build criminal networks.  Their appearance has frightened even hutt crimelords so much that they have offered a sizable bounty on any an all gardhyi bought in dead.  Gardhyi are also known to be Force user entrenched with the Dark Side.
Gardhyi Traits:
•	+2 Str, +6 Dex, +4 Con, +4 Int, +2 Wis.  Gardhyi are superior in nearly every regard compared to humans.  
•	Medium-sized.  Gardhyi have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	+2 to Tumble, Jump, and Diguise checks.
•	Gardhyi can flatten their bodies down to 1 centimeter.
•	Double the usual Jump distance.
•	Gardhyi can hold their breath for up to 20 minutes.
•	+2 to Fortitude saving throws
•	+1 natural Defense bonus
•	New Force Powers:  Force-sensitive Gardhyi gain the following powers for free.
•	Call Shadows: Creates a dome of darkness with a base of 10 meters.  Within this dome even species with low-light or dark vision are completely blind, but species with blind-sight or other forms of sight are unaffected.  The dome lasts for 1d6+ Wisdom modifier rounds.  Costs 2 Vitality points to activate.
•	Shadow Bolts: The gardhyi use this power to fire a single bolt of shadow force up to 15 meters away.  The bolt does 2d6 damage.  Costs 3 Vitality points to activate.

Kadaran
Kadarans are an insectiod species well known for their sadistic tendencies and their skill in surgery.  Kadarans are tripoid creatures with three legs sprouting from their teardrop-shaped bodies.  Their three arms are spaced so that one arm is above, but perfectly between two legs.  They are covered in an add array of chitinous plates and reptiloid scales.  They are are grey to a steel-blue in color.  Their eyes are are black and multifaceted.  Kadarans readily admit to subjecting their species to drastic genetic changes to make themselves “more efficient.”  They can be found wherever their “talents” are appreciated.
Personality: Kadarans seem distracted at all times.  They are rather cowardly, prefering any hostiles they meet to be well restrained on an examining table.
Kadaran Homeworld: Kadarans are from the desert world of Kadar III.
Languages: Kadarans speak Kadar as well as Basic.
Example Names: Chikar, Jungak, Klakan, Nomar
Adventurers: Kadarans are scientists first and foremost.  Very, very, few of their species become soldiers or spies or such.  They have no sensitivity to the Force.  
Kadaran Traits:
•	+2 Dex, +2 Int, -2 Str, -4 Cha.  Kadarans are agile and smart, but they tend to be weak and their horrid reputation preceeds them wherever they go.
•	Small-sized.  Kadarans receive a +1 bonus to their attack rolls and Defense ratings.  They also gain a +4 bonus to their Hide checks.
•	Speed of 6 meters, but they can drop to their sides and use their arms in movement running at a speed of 12 meters.  They can still use ranged weapons while running like that, but with a –4 penalty.
•	+4 to saves against Force skills and feats
•	+2 bonus to Treat Injury and any skills dealing with science or cybernetics.
•	+4 to Spot checks

Ke’kekt
Ke’kekts are six armed creatures that bear a passing resemblance to starfish.  Three of the limbs are thick and act as limbs, while the other three smaller limbs act as arms.  They have beaked mouth located on the underside of their bodies, but their sixe eyes are located in a ring on the upper side.  They are a rare find beyond their homeworld, due to being primitive and xenophobic.
Personality: Ke’kekts react violently to anyone that isn’t from their own tribe.  They respect strength above all else, and defeating a strong ke’kekt warrior is truly the only way to win their respect.
Ke’kekt Homeworld: Ke’kekts are from the watery world of Antigua.
Languages: Ke’kekts speak their own tongue called Kelar.
Example Names: Ja’elin, Ka’kemar, Kel’sol, Ro’tob
Adventurers: Ke’kekts rarely leave their world, they are too wary of other species.  Ke’kekt that make allies with otherworlders sometimes do leave.  Those that do can find work mostly as agricultural advisors or hired muscle.  Ke’kekts rarely exhibit any sensitivity to the Force.
Ke’kekt Traits:
•	+8 Str, +2 Con, -4 Dex, -2 Int, -4 Cha.  Ke’kekts are extremely strong and hardy, but they are slow-moving and thinking, and tend to be rather violent.
•	Medium-sized.  Ke’kekts have no bonuses or penalties based on their size.
•	Speed 6 meters, Swim at a speed of 6 meters as well.
•	+2 natural Defense bonus.
•	Primitive: Mothmen receive a –4 penalty when attempting to use any technical items (pretty much anything above a Simple Weapon).  They can spend 2 skill points to reduce this penalty to –2, and then spend another 2 skill points to negate the penalty after they have gained a level.
•	Improved Grab: Any unarmed attack that is successful is counted as a grab.  Grab does 1d4 damage due to the force of the grip.
•	Crush: The round after making a grab, and if they can retain hold, can crush their foe for 2d4 points of damage.
•	Ke’kekt suffer a –2 penalty when using any two-handed weapons, due to the placement of their arms.
•	+4 to Knowledge (Agriculture) checks

Kinori
Kinori are a species of reptilian psuedo-humanoids somewhat similar to the Ssi-ruuk.  Their scales are ivory in color, and their eyes are bluish-green.  They have three-fingered hands and their legs are splayed, giving them a waddling gait.  They breathe through four nostrils situated just slightly lower than their eyes.  They aren’t a very populous species, but they can be found in random places across the galaxy.  
Personality: Kinori are hostile to strangers, and anyone who trespasses in their homes or ships can except to be killed and eaten.  However, they will listen to reason and allign themslves with others, as long as they come out on top.
Kinori Homeworld: No one knows from what world the kinori hail from, and the kinori are very secretive about their origins.
Languages: Kinori speak Norian (their own tongue) and Basic.
Example Names: Kilir, Liklan, Ori, Shissten
Adventurers: Kinori prefer to be part of the galaxy in a passive role, working through subordinates on projects no one truly knows about (except the kinori, of course).  They are some kinori that have displayed a sensitivity to the Force.  These kinori are black in color (called Blackscale) and are nearly always Dark Jedi, though there have been a handful of blackscale kinori that did not fall to the darkness.
Kinori Traits:
•	+2 Dex, +2 Wis, -2 Str.  Kinori are agile and wise, but they tend to be weak.
•	Medium-sized.  Kinori do not have any bonuses or penalties due to their size.
•	Speed of 13 meters
•	+2 natural Defense bonus
•	Darkvision up to 20 meters.
•	Blackscale Kinori: In order for a Kinori to be a Force user, they must take the Force sensitive feat at first level (either by taking a class that allows it for free or buying it as its first feat).  If the kinori passes this chance, they cannot become a Force user throughout the life of the character.  However if they do take the feat, they are a Blackscale and gain a +2 Diplomacy bonus when dealing with other Kinori.

Ko-Fam-Att
Ko-Fam-Atts are a species of humanoids known for their caste system based around a game called Fam-Att (for more information on Fam-Att see page 51 of the Alien Compendium 2).  They are tall, standing around 2 meters tall and weigh around 120 kilograms.  Males teng to be stocky, where the females tend to be slender.  Both sexes have broad, flat faces vividly painted to state both their caste and their position within their family.  They are largely hairless except for feathery strands on their shins and forearms.  Males also have similar strands on their foreheads and eyebrows, females remove theirs.  Their heads are bony plates, and they go to great lengths to diguise or cover the bony portions of their heads.  Their arms and legs are rather long, and their hands and feet are separated considerably closer to the wrist and ankle comapred to humans.  They have no understanding of a concept of life from other planets, as their language has no words for such things.  They classify as beings that are Ko-Fam-Att and those that aren’t.
Personality: Ko-Fam-Att from the castes will not speak to those that are not players of the game.  They view those of the lower castes as being of lower quality.  They do not speak to ko-fam-att that rebel and no longer play the game.  Those that no longer play are the only members of the species that acknowledge outsiders.
Ko-Fam-Att Homeworld: Ko-Fam-Atts are from the jungle world of Praxitel.
Languages: Ko-Fam-Atts speak their own language called Cho-Fam-Att, simply meaning “language of the game.”
Example Names: Aag, Faam, Reto, Tento
Adventurers: Ko-Fam-Atts do not leave Praxitel if they are part of the castes.  Those not of the castes are seen as nothing better than dirt, and are therefore willing to leave behind their world.  Due to their gruelling lives of having to play a sport in order to have a better station in life makes them able to do nearly any task.
Ko-Fam-Att Traits:
•	+2 Str, +2 Dex, +2 Wis, -2 Con, -2 Cha.  Ko-Fam-Atts are strong, dextrous, and wise, but tend to be frail and rather rude.
•	Medium-sized.  Ko-Fam-Atts have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	Primitive: Ko-Fam-Atts suffer a –4 penalty when they attempt to use any item more technically advanced than a Simple Weapon.  They can spend 2 skill points to drop this penalty to –2, and then another 2 skill points after they have gained a level in order to remove the penalty altogehter.
•	+6 to Knowledge (Fam-Att) checks
•	Outcasts: Ko-Fam-Att PC’s are considered outcasts in their society.  If they attempt to speak one of the caste members of their species, they suffer a –15 penalty to the roll and could also be attacked if the roll fails.

Mechalus
Mechalus are a species of near humans that cybernetics is a vital part of their phyisology.  They have circuitry lining their flesh, and filaments for hair.  Mechalus are born this way, and it makes them more suited to the rigors of adding cybernetic implants.  (Rules for cybernetics can be found on my site.)  They are not an overly common species, but they can be found in various places all over the galaxy.
Personality: Mechalus have the same range of human emotions, but they keep a tight reign on aggressive and hostile emotions.  They were responsible for the extermination on of another species later in their history, and feel that anger and hatred lead to that effect.
Mechalus Homeworld: Mechalus are from the planet, Aleer.
Languages: Mechalus speak Mechalus and Basic.
Example Names: Domar, Kar, Rin, Xan
Adventurers: Mechalus are excellent computer users and technicians.  They can be good soldiers, but their aversion to violence makes them less apt to kill.  Some mechalus exhibit some sensitivity to the Force, but they are rare.
Mechalus Traits:
•	+2 Str, +2 Int.  Mechalus are strong and intelligent.
•	Medium-sized.  Mechalus have no bonuses or penalties based on their size.  
•	Speed of 10 meters
•	+4 bonus to Computer Use checks.
•	Greater Cybertolerance: Mechalus figure their cybertolerance scores as 1.5 times their Constitution scores.  
•	Start play with the Cybertech feat for free.
•	Mechalus start with a free nanocomputer and two nueral data slots.
•	Mechalus look quite similar to humans, so much so that they gain a +5 bonus to Diguise checks when attempting to pass as a human.

Medurr
Medurr are a species of replitian creatures.  They have four legs and two arms, and are covered in a tough, scaly flesh.  They hands and feet are claws, and their overall appearance have given them the nickname of “dragons.”  They a species of conquerers, and hold several systems under their empire.
Personality: Medurr respect only strength and might.  While they may seem like bullies, they simply take all interaction as being a series of small battles.  The only way to truly become friends with a medurr is to save one of their matriarchs.
Medurr Homeworld: Medurr only state that they are from the “Imperium.”
Languages: Medurr speak Medurrian and Basic.
Example Names: Draaln, Rorgaan, Shooraan, Traacn
Adventurers: Medurr are nearly exclusively soldiers or some other form of combat-heavy line of work.  They have few diplomats, and those are made up of entirely women.  Even rarer are medurr with any skill in repairing things, they know enough to keep their weapons in proper working order and the rest is left to their serivtors.  The medurr are completely devoid of Force users.
Medurr Traits:
•	+6 Str, +2 Con, -4 Cha.  Medurr are very strong and hardy folk, however their arrogance makes people uncomfortable.
•	Large-sized.  Medurr suffer a –1 penalty to attack rolls and Defense ratings.
•	Speed of 20 meters
•	+4 natural Defense bonus.
•	Bite does 1d8 damage
•	+4 to saves against Force powers
•	-1 to all non-combat sills

Mothman
Mothmen are a strange species that look like a humanoid moth.  They have large mothlike wings that have a span of sometimes over twelve feet.  Their double jointed legs end in clawed toes.  Mothmen are noted for their large, haunting red eyes crowned by two pointed ears.  They are a rare sight beyond their homeworld, but are at times found in secluded areas along the Outer Rim.
Personality: Mothmen abhor violence, but are capable fighters if forced into that position.  They are fond of folklore of other species, and enjoy retelling tales of their own species’ heroes and legends.  Family is very important to them, and even close friends are treated as such.
Mothman Homeworld: Mothmen live on the remote forested world of Jannith.
Languages: Mothmen speak their own tongue, called Nillith, and rarely any others.  They can speak other tongues, and sometimes do, but they prefer their own language to others.
Example Names: Abbat, Li, Rin, Yib
Adventurers: Mothmen rarely feel the need to explore the galaxy when they feel that their own world has so much to offer them.  Mothmen away from Jannith can find work as spies due to their innate stealth.  Some mothmen have even become Jedi Knights, though most tend to be Force Adepts and are revered as shaman.
Mothmen Traits:
•	+2 Dex, +4 Wis, -2 Con, -2 Int, -2 Cha.  Mothmen tend to be agile fliers and are very wise, however, they tend to be a bit unlearned due to their primitive society, making them seem slower and somewhat boorish at first.
•	Large-sized.  Mothmen suffer a –1 penalty to attack rolls and also to their Defense rating as well.
•	Speed 10 meters, Fly at a speed of 20 meters
•	Wing Buffet does 1d4 damage, but can only be used in open areas with plenty of room.
•	Claws do 1d6 damage
•	Darkvision up to 30 meters.
•	Light Sensitivity: Mothmen suffer a –1 penalty to attack rolls made while in bright light.  Protective goggles help to alleviate this penalty.
•	+4 to Move Silently checks
•	Primitive: Mothmen receive a –4 penalty when attempting to use any technical items (pretty much anything above a Simple Weapon).  They can spend 2 skill points to reduce this penalty to –2, and then spend another 2 skill points to negate the penalty after they have gained a level.

Pafal
The pafali are a species of small humanoid rodents.  They stand between .6 and 1 meter tall.  Their hairless hands and feet seem overly large for their bodies.  Their coats are water-resistant and fine-haired, bristling greatly when the pafali emotional.  The hair at the sides of their heads grow long, ling sideburns.  Males wear these short while females wear them down to their chests.  The pafali have two dominant front teeth much like beaver that hang out over their bottom lip.  Pafal are the lowest of the servitor species in the Medurr Imperium.  They are sorely mistreated by the medurr.
Personality: Pafali hate their lot in life, but are too frightened to do anything about it.  When  meeting someone, their first reaction is to not make eye contact, once their initial timidness is defeated by a kind soul, they turn out to be kind and even courageous friends.
Pafal Homeworld: Though when in the presence of a medurr they will say the the pafali are from the Imperium, when away from their masters they proudly, if not more than a little sadly, state that they are from a planet called Parfan.
Languages: Pafals speak Medurr, their own tongue called Paffish, and at times Basic.
Example Names: Cermon, Nilhan, Pibbit, Yego.
Adventurers: Though the majority of all pafal encountered will be medurr slaves, some do fight back their fear of their masters and escape.  They are shamed at their specie’s cowardace, and know that if someone would just lead them and show them the way, the pafal could fight back and be free.  Therefore, most free pafal are also members of an anti-medurr resistance movement dedicated to freeing the pafali.
Pafal Traits:
•	+2 Str, +2 Wis  Pafali are quite strong for their size, and they also exhibit a wisdom beyond most species who are in total enslavement.
•	Small-sized.  Pafal receive a +1 bonus to attack rolls and Defense ratings, and a +4 bonus to Hide checks due to their small stature.
•	Speed of 6 meters
•	Bite does 1d4 damage.

Riglia
Riglia are a strange species of true avians.  From they day they are born to the day they die, riglia are airborne.  They are extremely large creatures, reaching up to 12 meters in length, but their bodies are only a few centimeters thick.  Riglia bodies are gossamer ribbons with many cilialike fringe on their undersides.  Their heads are a dense mat of longer feeding cilia.  They have three eyes mounted on short stalks.  Riglia fly in corkscrew patterns and litterally swim through the air.  They are capable of manipulation with their bodies and their cilia.  They have no limbs.  Though riglia are starting to leave their world, they are still a rare sight in the galaxy at large.
Personality: Riglia are cold and emotionless creatures.  They live by a strict code of standards that place the protection of their own species at the forefront.  They dislike talk and prefer to get down to business.
Riglia Homeworld: Riglia hail from the world of Rivendale.
Languages: Riglia are telepathic and can communicate with any intelligent creature using the power of their minds.
Example Names: Ola, Ril, Teva, Uvan
Adventurers: Riglia are only now beginning to explore the galaxy beyond Rivendale.  Some have found work as “truth-finders” for some crimelords.  Most travelling Riglia are merely seeing what there is to see in the galaxy before going back to Rivendale to live out the rest of their lives.  Though they are force sensitive, no riglia have attempted to become Jedi Knights, though there are many Force adepts among them.
Riglia Traits:
•	+4 Dex, +2 Int, +4 Wil, -4 Str, -4 Con, -2 Cha.  Riglia are amazingly graceful and they are also intelligent and rather wise, however, they are quite frail beings and their rigid way of thinking makes it hard for them to relate to other species.
•	Fly at a speed of 15 meters.
•	Gargantuan-sized.  Riglia have a –4 penalty to attack rolls and also to their Defense rating.
•	Telepathic: Riglia communicate through telepathy and can do so with any intelligent species.
•	Force-sensitive
•	Riglia can whip their bodies at attackers up to 8 meters away for 1d6 damage.
•	Riglia start play with a form of Force Lightning as a self-defense mechanism.  Once per round, and if they have 2 Vitality Points, they can create a burst of electrical energy that hits any adjacent creature for 2d6 damage.  Those hit with this attack can attempt a Fort save (DC 12) for half damage.
•	Riglia can create a sheild of force energy around their bodies that allows a +2 Defense against melee attacks for 1d8 rounds.  This ability costs the character 3 Vitality Points.
•	Riglia automatically pass any Move Silently checks since they are silent fliers.
•	-4 to any skill that requires fine manipulation, this includes attack rolls when attempting to use a weapon.
•	Due to their rigid values, they get 1 fewer skill points per level.

Sesheyan
Sesheyans are a species of winged humanoids from a jungle world.  They have large, ovoid heads, fronted by eight small black eyes.  Their wings are actually a pair of arms extending out from the shoulder blades with large flaps of skin on the underside of their arms.  Their skin is olive in color.  Sesheyans have tails that fan out to add stabilization during flight.  They are a primitive people that believe in spirits that encompass everthing in reality from the need to hunt to anger.  They are rarely found away from their homeworld, but a few slaves or freed slaves can be found in the galaxy.
Personality: Sesheyans are shy and cautious around strangers, but can be great friends once aquainted with a person.
Sesheyan Homeworld: Sesheyans are from the jungle world of Sheya.
Languages: Sesheyans speak Sheyan, those that were once slaves or are slaves can also speak Basic.
Example Names: Barasha, Huunta, Peelor, Ranshey
Adventurers: Most sesheyans encountered beyond Sheya are or were slaves.  They serve duties ranging from servants to assassins.  They believe in spirits that give powers, and their shaman call channelling the Force “ghost calling.”
Sesheyan Traits:
•	+2 Dex, +2 Wis, -2 Con.  Sesheyans are agile fliers and also tend to be rather wise, but they do tend to be slightly frail.
•	Medium-sized.  Sesheyans have no bonuses or penalties based on their size.
•	Speed of 10 meters and they Fly at a speed of 15 meters.
•	Start play with the Acrobatic and Zero-G Combat feats.
•	+4 to Hide checks, this bonus increases to +8 in darkened or jungle areas.
•	+5 to Tumbling checks, and they do not suffer any damage from falls if they can use their wings and pass a Tumble check.
•	Darkvision up to 20 meters.
•	Light Sensitivity: -1 to attack rolls in bright light, though protective goggles help to alleviate this problem.

Sifarv
The sifarv are an avian species that have several systems under their control.  They are known for being deceptive and cunning warriors and pirates.  They are a light species, their bones are hollow to allow for flight.  Their wingspans are about half again the height of the person.  Sifarv stand around 1.4 to 1.7 meters tall.  Their faces are beaked, and their eyes allow for great vision.  Their legs bend backwards at the knees.  Feathers cover their wings and anywhere where hair may grow on a human, the coloration is usually bright and has a wide range in color.  Sifarv have spread across the galaxy, and can be found anywhere.
Personality: Sifarv look out for themselves.  Everyone they ecounter should be wary of getting double-crossed.  They are an arrogant species think their greatness is easily evident.
Sifarv Homeworld: Sifarv are from the planet Saerie.
Languages: Sifarv speak Sifarvvian, Bareesh, and Basic.
Example Names: Auckan, Belok, Forian, Siffarian
Adventurers: Sifarvs found away from their kingdom are most likely pirates or various other types of scoundrels.  They tend to let their mouths shoot off, and why not?  They are superior to all these simple savages, aren’t they?  Of the few sifarv that feel the touch of the Force they are easily noticed by their red-irses and white plumage.
Sifarv Traits:
•	+4 Dex, -2 Str, -2 Con.  Sifarv are extremely graceful, but they tend to be rather frail.
•	Medium-sized.  Sifarv have no bonuses or penalties based on their size.
•	Speed of 10 meters, but they can also fly at a speed of 20 meters.
•	+4 to Spot checks
•	Cannot wear armor and fly, and they can only use small-sized weapons while in flight.
•	-4 to Bluff check since their wings twitch and twitter when they attempt to lie.  
•	+2 to Pilot checks
•	Wing Buffet does 1d4 damage in melee combat.

T’sa
T’sa are a species of reptilian humanoids known for their tenchical skills.  T’sa stand around 1.4 meters tall and are lightning quick.  Their scaly bodies are colored green to light tan.  Their heads are topped with large crests.  Their faces are quite able to express many emotions.  The T’sa Empire holds a small cluster of systems near Mon Calamari space.  Though they have lost much to the Empire, they are quite proud they have held on to so much when others have lost all.
Personality: T’sa display a youthful exhuberance that is very likable.  They have an uncanny ability to always see the bright side even in the grimmest of times.
T’sa Homeworld: Though many T’sa are not technically from their species main world, all T’sa will say that they are from Taasa.
Languages: T’sa speak T’san and Basic.
Example Names: Ranos, Sauroh, T’saran, Xovar
Adventurers: T’sa can be found all over the galaxy working as computer specialists, pilots, repairmen, scientists, and any other occupation that allows them to show off their technical skills.  
T’sa Traits:
•	+4 Dex, +2 Int, +2 Cha, -2 Str, -2 Con.  T’sa are extremely agile along with being quite intelligent and a pleasure to be around as well, but they tend to lack strength and are frail.
•	Medium-sized.  T’sa have no bonuses or penalties due to their size.
•	Speed of 11 meters
•	+2 natural Defense bonus
•	+1 bonus to Initiative rolls
•	+4 to Repair checks

Weren
Weren are a species of warrior-poets that appear to be an offshot of wookies.  (Though don’t ever say that to a weren if you want to keep your skull in one piece!)  They stand nearly seven feet tall and are heavily muscled.  Unlike wookies who sport fur all over their bodies, weren only have fur on their heads, lower legs, and their outer lower arms.  Their skin color is a light to dark brown.  Males have two large tusks sprouting forth from their lower jaws, and both races exhibit wickedly sharp claws.  Weren are truly menacing sights to behold.  Since their discovery, weren have quickly spread to all parts of the galaxy.
Personality: Weren live with great zeal in all that they do.  They are religious if the priest is lively, or are atheistic if an atheist speaks with the same fervor.  They are aggressive, but they are not savages.  Weren are philosophers and poets as much as they are warriors.  They see greatness in all that they do.
Weren Homeworld: Weren hail from the Earth-like world of Kurg.
Languages: Weren speak Weren and Basic.  Unlike Wookies who, for the most part, can’t speak Basic, weren can.
Example Names: Lkar, Ranwar, Skor, Tinkar
Adventurers: Weren are mostly found working as soldiers in one noble cause or another.  Some can be found in one of the many religions in the galaxy serving as priests or holy-warriors.  Some have become Jedi Knights, but due to their ever-changing zeal for different things they can be easily tricked to the Dark Side.
Weren Traits:
•	+6 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha.  Weren are very strong and hardy folk, but they tend to be a bit clumsy, a bit foolish, and their menacing looks tned to put other off.
•	Medium-sized.  Weren have no bonuses or penalties based on their size.
•	Speed of 10 meters
•	+1 natural Defense bonus
•	Claws do 1d6 damage.
•	Camoflage: Weren hair shimmers and changes color to match his surroundings, even in urban settings.  This allows for a +2 bonus to Hide checks, plus anyone trying to shoot at the weren from over 20 meters away suffers a –2 penalty to the shot since the weren seems to waver and blend with the surroundings.  
•	Primitive: Werens suffer a –4 penalty to using technological items more advanced than slugthrowers.  They can spend 2 skill points to reduce this penalty to –2, and another 2 skill points at the next level to eliminate the penalty altogether.
•	+6 to Intimidate checks

Xe’reen
Xe’reen are sleek, torpedo-shaped creatures covered in fine, oily fur over a thin layer s of insulating blubber.  They have tails that act as a powerful flipper for swimming.  Xe’reen have otter like frames and gait, so their limbs are quite short in realtion to their long bodies.  Their eyes are quite expressive and their snouts sport long whiskers.  Though they are a rather primitive species, many xe’reen have made aquaintances with spacers and have therefore populated the galaxy.
Personality: Xe’reen are very friendly and are rather curious.  They have no desire in collecting wealth or items, being more concerned in discovery and enjoying themselves.
Xe’reen Homeworld: Xe’reen hail from the planet, Alitar.
Languages: Xe’reen speek Reen as well as Basic.
Example Names: Eamon, Ranoon, Titter, Xitter
Adventurers: Xe’reen can be found all over the galaxy.  To many species they are a waste of air since they have poor technical skills and have the annoying habit of appearing where they aren’t wanted.  Xe’reen have tales of shaman that could call spirits, but the species has yet to show any Force ability.  
Xe’reen Traits:
•	+2 Wis, -2 Int, -2 Cha.  Xe’reen are wise, but their primitive society doesn’t create great thinkers, and their friendliness can annoy other species.
•	Small-sized.  Xe’reen gain a +1 bonus to attack roll and also to their Defense rating due to their size.
•	Speed of 10 meters, Swim at a speed of 16 meters.
•	Bite does 1d4 damage
•	Echolocation: Xe’reen can use sonar like bats and dolphins to allow them to see up to 200 meters underwater regardless of the lighting.
•	Sonic Pulse: Xe’reen can use their sonar to release a loud pulse of sonic energy to stun other creatures.  This ability is useable only underwater, has a range of 6 meters and a range increment of 2 meters.  Anyone caught in the pulse must pass a Fort save (DC 12) or take 1d6 damage and also be stunned for 1d4 rounds.
•	Hold Breath: Xe’reen can hold their breath for up to 30 minutes before having to surface for air.  This allows them to dive down as far as 200 meters underwater.
•	Primitve: Xe’reen suffer a –4 penalty to any skill checks or attack rolls dealing with technological items.  They can spend 2 character points to reduce this penalty down to –2, and then spend another 2 character points to eliminate the penalty altogether.
•	Due to their hands are not designed for tool use, they suffer a –2 penalty to attack rolls with weapons that are more advanced than primitive or simple category weapons, and they also suffer the penalty to any technical skills or skills that require fine manipulation.
•	+10 to Swim checks