ALL THE POPULAR STAR WARS RACES ADAPTED FOR USE IN
SPACEMASTER / STAR WARS CAMPAIGNS
 
RACE:   BITH
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 -10 +5 +5   +0 +5 +0 +0 +0
HIT DICE: D8   MAX HITS: 100   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Perception : +10
Background Options : 3
  Music : 5 Ranks
Singing : 2 Ranks
Dance: 3 Ranks
Diplomacy: 5 Ranks
NOTES  

The Bith are excellent musicians and will begin playing a tune at the drop of a hat. They just lurvvvvv music.

Bith characters normally get on with all other races, having an easy-going and tolerant outlook.

They have no great love for the Empire, whom they describe as "a bunch of bummers, bringing everyone down....man".

 
RACE:   GAMMOREAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +15 -5 -5 +0 +0   +20 -10 +10 +0 -5
HIT DICE: D10   MAX HITS: 150   RECOVERY MODIFIER: 0.75  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 11
Natural Defense Bonus : +20
Background Options : 2
  Survival (Jungle): 5 Ranks
Subduing: 5 Ranks
VibroAxe: 4 Ranks
Body Devlopment: 2 Ranks
NOTES  

Gammoreans are big, fat and very ugly by rule.

They are also strong and tough, which make them excellent thugs for Rebel PCs to fight.




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RACE:   HOUK
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +15 -5 -10 -5 +0   +20 +0 -5 +0 -10
HIT DICE: D10   MAX HITS: 150   RECOVERY MODIFIER: 0.5  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 3
Natural Defense Bonus : +30
Background Options : 1
  Survival (Desert): 5 Ranks
MA Strikes (Rank 1): 2 Ranks
Club: 4 Ranks
Body Devlopment: 2 Ranks
NOTES  

Houks are large, burly humaniods possessing great strength and toughness, unfortunately they are also very slow and dim witted.

They can be found working as bodyguards or 'muscle' throughout the galaxy.


 
RACE:   HUMAN (ALDER)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  Advanced Maths: 2 Ranks
General Physics: 2 Ranks
Visual Arts: 1 Rank
Music: 1 Rank
  Dance: 1 Rank
Singing: 1 Rank
Public-Speaking: +10
Diplomacy: +5
NOTES  

The Alder are a refined human race who strive to bring change peacefully. They generally don't agreed with using violence unless it is the only way.

The race survived the destruction of their original homeworld by the Galactic Empire during the Rebellion and settled on a new world in the era of New Republic. This new world was imaginatively called New Alderaan.

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RACE:   HUMAN (BOTHAN)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  Crime Technics: 1 Rank
Acting: 2 Ranks
Administration: 3 Ranks
  Trickery: 1 Rank
Seduction: 1 Rank
Contortions: 1 Rank
NOTES  

Bothans come from a world that has a history of crime and double-dealing. Unlike the Correllians however, the Bothans view crime as a game. They make excellent criminals or spies.

A large majority of Bothans work for the Rebellion, this is due to a moral streak in all Bothans aswell as a chance of pitting their remarkable skills against the ultimate test - The Galatic Empire.


 
RACE:   HUMAN (CORRELLIAN)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  LBA: 2 Ranks
Perception: 2 Ranks
Gambling: 1 Rank
  Trickery: 1 Rank
Trading: +10
NOTES  

The Correllians are regarded as the scoundrels of the galaxy. Correllians have a neutral attitude when it comes to taking sides in the rebel/empire struggle.

The overriding motivation of Corellians is making money, using any means. "War is war, but business is business" is a common saying of Correllians.

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RACE:   HUMAN (LORRDIAN)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  Psychology [Human]: 5 Rank
Perception: 2 Ranks
Acting: 2 Ranks
  Contortions: 1 Rank
Signalling: 5 Ranks
NOTES  

The Lorrdians are a human race that were enslaved during their recent history.

During this enslavement, the Lorrdians were forbidden to talk to each other. They did however learn to communicate using a sophisticated language of signs and facial expressions.

They can also "read" another human's intentions just by viewing their physical mannerisms for a short time.

 
RACE:   HUMAN (MANDELORIAN)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  Blaster Pistol: 1 Rank
MA Strikes (Rank 1): 1 Ranks
Alcohol Tolerance: 3 Ranks
  Gambling: 1 Rank
Interrogation: 1 Ranks
Subduing: 2 Ranks
NOTES  

Madelorians come from a lawless world where almost all disputes are settled through force of arms.

Mandelorians have neither the charm of Correllians or the style of the Bothans, but nevertheless think themselves superior to both of these races (especially Correllians).

 
RACE:   HUMAN (TATTOINAN)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +0 +0   +0 +0 +5 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 4
  Survival (Desert): 5 Ranks
Gravitic Sedan: 1 Rank
Gravitic Flitter: 2 Ranks
  Cybernetic Tech: 2 Rank
Mech Tech: 1 Rank
Repair Scanner: 1 Rank
NOTES  

Tattotine is a harsh, barren desert world. The humans who scrape a living there are a tough and ingenious breed.

All natives can drive a GRAV car or fly a Flitter.

This race template can be used for any PC from a "bush" planets.

 
RACE:   ITHORIAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +0 -10 -10 +5 +20   +0 -5 +5 +5 +5
HIT DICE: D8   MAX HITS: 100   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 3
Natural Defense Bonus : +10
Background Options : 2
  Survival (Jungle): 5 Ranks
Animal Healing: 2 Ranks
Botany (Xeno): 3 Ranks
  First Aid: 1 Rank
Med Scanner: 1 Rank
NOTES  

Ithorians have the best understanding of the universal force. They have a close affinity to nature and a respect for all other life-forms.

They make good telepaths and medics.

They shun violence whenever possible and will only use it as a last resort. The Ithorian mentality has difficulty understanding the attitudes and reasoning behind the Imperium's quest for domination.

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RACE:   KAMARIAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +15 +0 -10 +0 +0   +10 +0 +5 +0 +0
HIT DICE: D10   MAX HITS: 170   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 12
Natural Defense Bonus : +10
Background Options : 2
  Martial Arts: +10
Survival (Desert): 5 Ranks
   
NOTES  

Kamarians are an insectile race from the planet Kamar. They have a hard exoskeleton around their bodies that is very difficult to pierce. Kamarians also have a pretensile tail that ends in a sharp point. This tail gives Kamarians a great advantage in hand-to-hand combat against other less fortunate life forms.

Kamar is a fairly backward world and so Kamarian PCs have restricted access to Technics, Scientific and Engineering skills (They cannot choose skills from these sections until they have reached level 2).

 
RACE:   LAFRAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 +0 +5 +0   +0 +0 +5 +0 +0
HIT DICE: D6   MAX HITS: 100   RECOVERY MODIFIER: 1.25  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 3
  Survival (Desert): 5 Ranks
All Piloting Skills: +20
   
NOTES  

The Lafrans have evolved from a race of humanoids that had wings and could fly. Although they now no longer have wings, they have retained the flying instincts of their airborne fore-fathers.

Lafran appearance is similiar to humans, though they always have light builds and bird-like facial features.

 
RACE:   MON CALAMARI
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +0 -5 +5 +10 +10   -5 -5 +0 +5 +10
HIT DICE: D8   MAX HITS: 110   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 1
  Swimming: 5 Ranks
Alien Environments (Underwater): 5 Ranks
Perception: +20
Survival (Desert): -20
NOTES  

Mon Calamari are a peaceful and gentle race of beings.

They have a great empathy with the universal Force.

They make great researchers and engineers, building most of the spaceships available to the Rebel Alliance during the Star Wars.

 
RACE:   QUARREN (SQUIDHEAD)
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +0 -5 -15 +10 +0   -5 -5 +10 +10 +10
HIT DICE: D8   MAX HITS: 110   RECOVERY MODIFIER: 1.5  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 2
  Swimming: 5 Ranks
Alien Environments (Underwater): 5 Ranks
Perception: +10
Survival (Desert): -20
NOTES  

The Quarren are one of the two races that inhabit the world of Mon Calamar.

Squidheads are more aggressive than their neighbours, the Mon Calamari, and there has been a number of disagreements between the two races throughout Calamari history (notably during the Clone Wars when each race chose different sides).

Quarren PCs make excellent technicians and engineers.

 
RACE:   RODIAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 -15 +0 +0   +10 +0 +10 +0 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 2
  Survival (Jungle): 5 Ranks
Stalking & Hiding: 4 Ranks
Tracking: 4 Ranks
Perception: +10
NOTES  

Rodians are the galaxy's hunters. They live to hunt, not for personal gain but just for the thrill of the chase. They hunt their prey patiently and relentlessly, until they can close for the kill. Rodian prefer to dispatch their victims from point blank range (something to do with a twisted sense of achievement). However they will and do use long range weapons & grenades if and when the need arises.

Rodians do not distinguish between intelligent or non-intelligent lifeforms when they hunt. They obviously make excellent bounty hunters.

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RACE:   SLJEE
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +0 -5 -5 +5 +5   -5 -5 +5 +5 +10
HIT DICE: D8   MAX HITS: 130   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 2
  Acute Smell: Tracking +20
Multi Tentacled: More Actions per Round (see DM)
Survival (Jungle): 5 Ranks
NOTES  

Sljee have very poor vision but make up for this handicap with an incredible sense of smell. Their many tentacles (eight - four used for walking, the other four as "hands") also allows them to complete jobs twice as fast as normal.

Sljee's make good technicians and researchers, but many use their talents as waiters in the many bars found in the galaxy.

 
RACE:   SULLUSTIAN
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +0 +10 -15 +5 +0   -5 +10 -10 +0 +5
HIT DICE: D8   MAX HITS: 100   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 2
  Tracking: +10
Hiding: +10
Perception: +20
NOTES  

Sullustians make good pilots and explorers.





 
RACE:   TRIANII
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS -20 +20 -10 +0 +0   -10 +20 +0 +0 +0
HIT DICE: D6   MAX HITS: 90   RECOVERY MODIFIER: 2  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 3
Natural Defense Bonus : +0
Background Options : 1
  Survival (Jungle): 5 Ranks
Climbing: 2 Ranks
Stalking & Hiding: +20
  Perception: +10
Tracking: +10
Swimming: -20
NOTES  

Trianii's come from a world which was conquered by the Empire early in the new order. The Trianii people were enslaved to work for the Corporate Sector Authority. PC's are those Trianii that have escaped this persecution.

Trianii adventures normally come from the ranks of the famed Trianii Explorer Corp (although this body gas now been disbanded/destroyed by the Empire). Ex-explorers are proficient in armoured bodysuits and energy weapons. Although quick and agile, Trianii's have frail bodies and low pain thresholds. They resemble feline humaniods.

 
RACE:   TWL'LEKS
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 -15 +0 +0   +5 +0 +10 +5 +5
HIT DICE: D8   MAX HITS: 125   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 1
Natural Defense Bonus : +0
Background Options : 3
  Night Vision (See Notes)
NOTES  

Twl'leks are tall, thin humaniods which have two tentacular appendages protuding from the back of their heads.

Twi'leks prefer to use stealth and cunning to beat opponents rather than brute force.

Twi'leks can see clearly in darkness, but must wear light filter goggles during the day or in brightly lit environments.

 
RACE:   UGNAUGHT
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 -10 +0 +0   +15 +0 -5 +15 +0
HIT DICE: D8   MAX HITS: 120   RECOVERY MODIFIER: 1  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 4
Natural Defense Bonus : +20
Background Options : 2
  Survival (Jungle): 5 Ranks
NOTES   Ugnaughts are small humaniods that are porcine in appearance. They are tough and sturdy, and thus Ugnaughts are often seen in jobs requiring such abilities (i.e miners, metal-workers and labourers).

Ugnaughts have a reputation of being tricksters and performing practical jokes. Although Ugnaughts enjoy this activity immensely, their victims seldom do.

 
RACE:   WEEQUAY
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +5 +0 -20 +0 +0   +5 +0 +10 +0 +10
HIT DICE: D8   MAX HITS: 130   RECOVERY MODIFIER: 0.75  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 3
Natural Defense Bonus : +0
Background Options : 3
  Survival (Desert): 5 Ranks
Riding (Dewback): 5 Ranks
NOTES  

Weequays are normally incredibly ugly by human standards. This is due to their leathery skin and unbringing on a hostile, desert homeworld. They braid their hair into long strands, which are then positioned to one side of the head.

Weequays favour projectile weapons and vibroblades in combat, again this is due to the conditions prevailing on their homeworld. Although hideous by universal standards, Weequays are very proud of their heritage and enjoy the reaction caused to other beings by their appearance.

 
RACE:   WOOKIE
RACIAL ST QU PR IN EM   CO AG SD ME RE
MODS +25 -10 -10 +0 +0   +25 +5 -15 +0 +0
HIT DICE: D12   MAX HITS: 200   RECOVERY MODIFIER: 0.5  
INTRINSIC
ABILITIES
SKILL &
BONUSES
  Natural Armour Type : 4
Natural Defense Bonus : +40
Background Options : 1
  Survival (Jungle): 5 Ranks
Climbing: 5 Ranks Frenzy: 2 Ranks
Martial Arts Strikes (Rank 1): 1 Rank
NOTES  

Wookies dislike wearing armour of any kind. They will only don armoured suits if it is absolutely necessary (i.e putting on a spacesuit).

Wookies are normally very slow to anger, but when enraged they are frightening in their ferocity.

Wookies can understand Galactic Standard but can not speak it.

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