Species

Bothan
Droid
Duros
Gran
Human
Ithorian
Mon Calamari

Bothan

Bothan

Species Abilities
1 2 2 3 2 2
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 10 + Brawn
Strain Threshold: 11 + Willpower
Starting Experience: 100 XP
Special Abilities.
Bothans begin the game with one rank in Streetwise. They still may not train Streetwise above rank 2 during character creation. They also start with one rank in the Convincing Demeanor talent.

Masters of manipulation and collectors of data, Bothans are known to excel both as spies and as diplomats. Though it is perhaps unfair to universally characterize them as untrustworthy, it is generally unwise to forget that most Bothans are raised believing their own interests are generally paramount.

Bothan

Physiology: Averaging about 1.5 to 1.6 meters tall, Bothans are bipedal humanoids that, from human’s perspective, display an interesting mix of feline, equine, and canine traits. With multidirectional and over-sized ears, keen olfactory senses contained in their tapered snouts, and eyes capable of a much wider range of focus than the average humanoid, Bothans are extremely effective at picking up the vast diversity of information they instinctively crave. Thanks to their diminutive stature, they are capable of getting into places barred to human-sized (and larger) beings. Bothans also possess a unique manner of communication that involves rippling their fur in patterns decipherable by other Bothans. Though capable of wearing footgear, Bothans have hooves instead of feet, and both males and females sport a dangling beard at the end of their snout.

Society: Though the planet Bothawui is officially neutral in the conflict between the Empire and the Alliance (and, in fact, there are plenty of Bothans who play both sides for their personal gain), the upper echelons of the Alliance know the galaxy-spanning Bothan Spynet is working actively to further Alliance interests. Nonetheless, the leadership of Bothawui plays the game with both sides very carefully, and somehow it works; both Alliance and Imperial intelligence operations use the planet for clandestine purposes and keep it out of the line of fire in the conflict.

Bothan

Despite reputations for being as greedy and devious as Hutts, Bothans are, for the most part, ethical beings. Their ethics, however, derive from a code of behavior they call “The Way,” which teaches that the pursuit of power and influence is right and necessary. For Bothans, money is only a means, not an end; ultimately, the capacity to influence matters to reflect their goals is the prize which must be sought. Bothans may well select a cause – a noble one, at that – to champion. They simply prefer manipulation and scheming to gain victory for the cause, rather than resorting to violence.

Homeworld: Bothawui is a Mid-Rim world, temperate in climate and varied in terrain. Cosmopolitan and developed, Bothawui is rich in natural resources, agriculture, and industry. It is also the center of a Bothan-dominated sector of planets.

Bothan

Language: The spoken form of the Bothan language is Bothese, and they refer to their written tongue as Botha. They have a third form of communication called Wrendui, which is based solely on the rippling of their fur. Though the base use of such ripples merely conveys emotions, they have developed many forms of Wrendui (which can be switched at will with the simplest of cues) to communicate in far more complex ways. Highly placed non-Bothans in the Bothan Spynet are taught a few of these forms, but only a Bothan may know all of them.

Life in the Alliance: Not surprisingly, Bothans are both drawn to and encouraged to undertake roles capitalizing on their capabilities with knowledge, data, and manipulation. Diplomat and Spy are ideal career choices for many Bothans, with Duties like Intelligence, Counter-Intelligence, and Political Support favoring their nature. Most Alliance leaders understand that Bothans are likely to take whatever they learn and share it through the Spynet; these Rebels accept this as a fair price for gaining access to that same resource.

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Droid

R2-Series Astromech

Species Abilities
1 1 1 1 1 1
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 175 XP
Special Abilities. Droids do not need to eat, sleep, or breathe, and are unaffected by toxins and poisons. Droids have a cybernetic implant cap of 6 instead of their Brawn rating. In addition, after selecting a career, a droid Player Character may train one rank each in six of the eight career skills (instead of the usual four). After selecting a specialization, a droid PC may train one rank each in three of the four specialization skills (instead of the usual two).
Inorganic. Since droids are inorganic, they do not gain the benefits of recovering with a bacta tank, a stimpack, or Medicine skill checks. Droids do recover naturally by resting, as their systems attempt self-repairs. If self-repair is not adequately effective, a droid needs to be tended to with a Mechanics check, using the same difficulties and results as Medicine checks for organic beings. Emergency repair patches can be used to repair damage, just like stimpacks can be used on organic beings. See Droid Repair and Healing for more. Due to their resilient metallic construction, droids start the game with one rank in the Enduring talent.
Mechanical Being. Droids cannot become Force-Sensitive nor acquire a Force rating by any means. Droids cannot use Force Powers and also cannot be affected by mind-altering Force Powers.

Whereas the Empire generally treats its droids as little more than self-directed tools and disposable assets, the Alliance has come to value the contributions and involvement of droids in their efforts. Droids help fill personnel gaps across the board, especially in non-combat rolls. Astrogation, engineering, medicine, and even piloting (when there aren’t enough breathing pilots around) – all are tasks droids readily and loyally fulfill as part of the effort to overthrow the Empire.

Protocol Droid

Playing a Droid

Creativity is not only allowed when a player decides to build a droid PC, it is encouraged. Droids in Age of Rebellion are simply another species choice, albeit one with a wider range of variables for the player to manipulate. Their special abilities directly convey their non-flesh-and-blood nature, and gear choices such as weapons and armor can be defined as being built into the droid’s body instead of functioning as separate, stand-alone equipment. The GM has final say on what is or is not allowed, but most personal gear is permissible to treat as intrinsic to the droid’s construction or to add to the droid as an upgrade when the gear is purchased.

The personality of a droid is a more delicate matter. The very fact that the droid is a Player Character means that it is self-aware and independent-minded (unless the player wants to play a character who is completely subservient to the surrounding biologicals, of course).

Original design and function should always remain a part of who a droid is. it may have capabilities far beyond its initial programming, but it still maintains predilections related to what it was created to do. Power droids can become fully capable engineers, yet they always pay attention to the power flows in their areas of responsibility. A protocol droid might well develop the capacity to wield arms and enter combat, but it likely wants to explore nonviolent options first.

Battle Droids

Physical Description: In the Star Wars universe, the available types of droids are almost as varied as teh types of alien species, though there are some standard models that are well known and fairly ubiquitous. Players can choose to have forms ranging from the bipedal and human-like to utilitarian box-like forms, animal-like forms, or anything else they can imagine.

Various Individual Models

While an individual droid PC is likely at least somewhat customized, there are a few standard models that make a good starting place to work from.

Genetech / Industrial Automaton 2-1B Surgical Droid

2-1B Surgical Droid (Genetech / Industrial Automaton): The 2-1B Surgical Droid is a highly intelligent and flexible droid thinker, as one would expect of a droid whose decisions involve life and death. A rather ugly chassis hides a remarkably complex and open-ended behavioral circuitry matrix, making them ideal chief medical officers aboard most Alliance Fleet capital ships.

Cybot Galactica 3P0-Series Protocol Droid

3P0 Protocol Droid (Cybot Galactica): The 3P0 series of protocol droids are some of the most human-like automata ever developed – perfect for their assigned tasks as ambassadors, political aides, translators, and personal attaches. However, their advanced SyntheTech AA-1 VerboBrains can sometimes develop neuroses or other “quirks.” Nonetheless, many protocol droids assist Alliance operatives, especially where recruitment and gaining political support is concerned.

Holowan Mechanicals IG-Series Assassin Droids

IG Assassin Droid (Holowan Mechanicals): Culminating with the feared and deadly IG-88 model, the IG series is infamous for spawning some of the most lethal assassin droids in the galaxy. IG droids rarely meet an opportunity they cannot eliminate, but their resistance to instructions not involving lethal termination of targets makes them difficult to incorporate into most Alliance-developed operations. Most IGs are in service to the Empire.

Rseikharhl Droid GroupDroid Group LE-VO Law Enforcement Droid

LE-VO Law Enforcement Droid (Rseikharhl Droid Group): The success of the LE-VOs in deterring crime in the Rseikharhl sector has led to their adoption galaxy-wide as appropriate models for police assistance and private security. Their programming requires them to follow Imperial codes to the letter and only use force when absolutely necessary. Though they are hardly ever equipped with lethal weaponry, they know how to target a stun weapon for maximum effect. LE-VOs are only useful to the Alliance if their initial hard-coded loyalty to the Empire can be broken.

Industrial Automaton LOM-Series Protocol Droid

LOM Protocol Droid (Industrial Automaton): The LOM series was Industrial Automaton’s attempt to upset a market dominated by Cybot Galactica. IA attempted to make a protocol droid very similar to the 3P0 units but with an insectoid head to appeal to niche markets. However, bad PR from at least one unit’s career as a jewel thief cause IA to scrap the line. Some of the remaining LOM droids do have a habit of developing interesting and unexpected personalities – including a few who have decided that fighting as Rebels against the Empire is a rewarding path.

Industrial Automaton R-Series Astromech Droid

R-Series Astromech Droid (Industrial Automaton): The wildly successful R-Series ranges from the original and cumbersome R1 to the famous R2 unit and all the way to the soon-to-be-released R6. Besides the R1 (which is over two meters tall and works primarily aboard capital ships), all of the R-Series astromechs are roughly a meter tall and are designed to ride in sockets aboard snub-fighters to perform astrogation calculations, permitting hyperspace jumps. A wide variety of tools – and a surprising propensity for cleverness and independence when left without a memory wipe – make them fine repair droids and often excellent companions.

Independent 3PO Protocol Droid

Society: In the wider galaxy (aside from wild rumors about “machine planets”), most droids are mere functionaries within societies that completely rely upon them and expect them to obey. Within the Alliance, however, they have come to know a higher level of respect. Though many in the Alliance’s structure still hold with the idea of memory wipes and programming for necessary tasks only (especially when droids are acquired from Imperial or questionable sources), more and more leaders and commanders have taken the long view on allowing trusted droids to continue to develop a sense of personal independence and purpose. On more than one occasion, this has proven to be a brilliant strategy, and will likely continue.

As such, many droids have transcended their programming and original purpose to become more than they started as, and find service in the Alliance very satisfactory. Granted, those coming from outside regular channels face a great deal of suspicion, which is often impossible to overcome. Technicians usually scan a droid’s memory bank and programming thoroughly to ensure there are no hidden commands betraying the Rebellion in any way.

Life in the Alliance: Most droids are better suited to non-combat roles, serving in support areas to better enable the forces of the Rebellion to fight efficiently and effectively. Many droids of a technical nature serve aboard capital ships, often handling the tasks of dozens of non-droid crew, making personnel shortages less devastating to the Alliance Navy. Astromech droids abound as more and more snubfighters, like the X-Wing, are brought into service.

Individual droids with their own motivations can serve in any capacity they desire, though most choose careers and specializations that fit their basic design and functions. The Duty a droid chooses, as well, should suit its chosen path.

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Duros

Duros

Species Abilities
1 2 3 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Special Abilities. Duros begin the game with one rank in Piloting (Space). They may not train Piloting (Space) above rank 2 during character creation.
Intuitive Navigation. Duros may add (A) to all Astrogation checks they make.

The species most often celebrated as having granted the gift of hyperspace travel to the galaxy, Duros are revered as pilots, explorers, and storytellers. They are also widely sought after as ships’ engineers and mechanics, which the Alliance needs in abundance.

Duros

Physiology: Descended from reptiles, Duros are bipedal humanoids with large red, slitted eyes; smooth blue-green skin; long fingers; bald, bulbous heads; and no nose (just tiny slits below the eyes that provide their olfactory sense). Their young hatch as larvae from eggs laid by females, but they are raised in a recognizable family unit. Duros aren’t particularly powerful physically, but they possess sharp minds and keen intellects. Though both males and females are bald, other sex characteristics make them easily distinguishable.

Society: Most scholars believe the Duros actually invented the first hyperdrive craft; the species’ contributions to interstellar navigation are impossible to overstate. They are inquisitive and adventurous, and they take great pride in their extensive travels throughout the galaxy. It is, in fact, considered polite to refer to any Duros by the honorific “Traveler,” such is their passion for astrogation and exploration of the the galaxy.

With a history of enslavement by a destructive empire of great technological prowess, the Duros developed a profound thirst for knowledge of the very science used to enslave them. When the time came, they employed all they had learned not only to throw off the shackles of their oppressors, but to reach out to the stars and never look back. Early on, the course of Duros society was charted by a highly regarded monarchy, but as that once-great dynasty fell to corruption, enduring Duros pragmatism led to a corporatocracy that focused on management of assets and development.

Duros

Duros tend to be quiet, saying little and observing their surroundings. They can usually be encouraged to tell stories of their families and their people. Possessing exceptional memories for such things, they have an oral history that is rightfully a matter of great pride. In light of the disaster that over-industrialization, combined numerous devastating attacks by outside forces, brought upon their planet, there’s little wonder why they cling tenaciously to a more glorious past.

In the era of the Empire, the Duros have not fared well. Their devastated home has become an occupied territory, their resources managed by the Imperial bureaucracy. At first, these measures were imposed in the name of rescuing the population and maintaining the flow of both ore and manufactured ships to the Core Worlds. Due to the Duros leadership’s clear intention to support the Alliance, however, the Empire has militarized its presence and effectively enslaved the Duros people. Many Duros have chosen to scatter to the stars rather than become servants of the Emperor’s war machine, and the Alliance greatly values the gifts and knowledge they bring.

Duros

Homeworld: Duro was once a lush, green world. It is now completely uninhabitable without extensive biohazard protections due to ecological disasters on an extinction scale. Driven to reach out far and wide to the galaxy, the Duros allowed manufacturing, mining, and production to go unchecked and unregulated. The resultant pollutants and hazardous wastes ultimately drove them from their homeworld to live in massive orbital cities and space stations all around the planet.

Language: Using a syllable-driven written component, Durese (also called Durosian) is a well known and widely spoken language throughout the Corellian Sector and many other Core Worlds. It is one of the foundation languages for the construction of Basic.

Life in the Alliance: It’s virtually impossible to meet a Duros who doesn’t have some skill with piloting spacecraft, which automatically makes them valuable to the Alliance Navy; many pursue the Pilot specialization of the Ace career. Many are also very gifted mechanics and engineers, finding their way into the Engineer career. Though often quiet and pensive, Duros have a reputation for fearlessness and adventurousness, making them ideal for the struggle against the Empire.

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Gran

Gran

Species Abilities
2 2 2 1 2 3
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 10 + Brawn
Strain Threshold: 9 + Willpower
Starting Experience: 100 XP
Special Abilities. Gran begin the game with one rank in Charm or Negotiation. They still may not train Charm or Negotiation above rank 2 during character creation.
Enhanced Vision. When making ranged combat or Perception checks. Gran remove up to [S] [S] imposed due to environmental conditions or concealment (but not defense).

Keen of sight, inherently peaceful and nature-loving, and intrinsically in need of social contact, the Gran are easily abused by the policies of the violent and careless Empire. This has driven even the most pacifistic to seek fellowship and service with the Rebellion.

Gran

Physiology: Descended from mammalian herbivores, Gran are bipedal humanoids with an appearance made very distinctive by their three stalked eyes. Their snout-shaped faces resemble those of goats, and they tend toward having larger hands and feet. Some even suffer from a genetic mutation causing abnormal enlargement of the extremities, though this tends to have more social than practical effects on the sufferer’s life.

Gran eyesight extends into much greater ranges than that of most humanoids, even reaching into the infrared spectrum. A Gran is capable of a certain kind of empathy with others of his species, reading their body heat and color changes to determine their emotional state. Those Gran who spend considerable time with another species will eventually learn how to do this with that species, as well.

Gran have two stomachs, and they are able to store and digest food over a long period of time. They usually have meals lasting for the better part of a day if they are able; if this happens, a Gran can go normally for anywhere from three to five days comfortably without another meal, depending on the nutritional value of the food.</p.>

Society: Peace and unity has always defined the foundation of Gran civilization, starting from the herd nature of their earliest days. They unite in close-knit communities, staying close to extended families and friends, and they endeavor to live in harmony with their bucolic agricultural environment. Family elders have strong leadership roles, and gatherings of elders form the government administering the planet and its people.

Gran

Most Gran grow up knowing they will serve their community in a capacity chosen for them, based on their demonstrated skills and talents. Though abhorrent to most other species, this flows naturally from the very communal nature of Gran society, and the majority of the population embraces it with contentment.

A Gran’s need for social contact can be devastating hindrance in the wrong circumstances; the gravest form of punishment in the society is that of exile. Many Gran encountered out among the stars wear black, to mourn the loss of their families and cherished relationships, as well as to try to forget the bright colors of their homes. Such Gran fall readily to temptation and manipulation from those who would abuse them; a Gran in exile can become a bitter and dangerous foe.

Gran

Homeworld: The Gran hail from the planet of Kinyen, a beautiful and productive agriworld in the Expansion Region. Sadly, after the destruction of one of their cities, the Gran have been forced to capitulate utterly to the Empire. They also have colonies on Hok and Malastare, which have much more diverse natures within their cultures; Malastare, in particular, is known for being a far more corrupt and dangerous place.

Language: The spoken and written tongue among Gran is called Gran. Non-native speakers have difficulty conveying themselves effectively with most Gran due to the lack of compatible body temperature and color cues. More cosmopolitan Gran can generally overcome this problem.

Life in the Alliance: The vast majority of Gran serving the Rebellion seek out non-combat roles to fulfill, eschewing violence completely. However, a few are able to see the need to sacrifice their homeworld’s core principles in order to free it from the boot heel of Imperial occupation. With their extraordinary visual senses and empathic abilities, Gran are often found with Duties focused on Intelligence, Personnel, Political Support, and Recruiting; they are best suited to Diplomat and Spy careers, as well as the Medic specialization in the Soldier career.

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Human

Ubiquitous and dominant, humans are found throughout the galaxy. The Empire believes humans to be the rightful rulers of all civilization; the Alliance feels differently, yet most of the leadership of even this egalitarian organization is made up of humans. They are the least homogeneous and most active species in known space. Where they go, things listen.

Human

Species Abilities
2 2 2 2 2 2
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 110 XP
Special Abilities. Humans start the game with one rank in two different non-career skills of their choice. They still may not train these skills above rank 2 at character creation.

Physiology: Averaging 1.8 meters in height (with females averaging slightly shorter), humans are mammalian bipeds with an internal biology that handles a wide variety of oxygenated environments well. Their mostly hairless skin spans a wide range of color from very dark to very light; most range in the pale-tan to dark brown colors, but there are distinctive variants, especially among those offshoots considered near human. As omnivores, humans have a wide range of available food sources, as well.

Society: Thought the Empire would make it otherwise, humans are far too diverse and widespread throughout the galaxy to represent a single society. Every form of government ever devised can be found in places where humans choose to live, and economic and sociological differences are just as varied. Although humans helped advance technological developments throughout known space, human cultures living as true primitives exist as well. Generally, humans yearn for independence and self-determination, yet there are countless billions who gladly subjugate themselves under tyrannical rule for the promise of prosperity and security.

Human

Homeworld: Scholars continue to debate which of the Core Worlds actually stands as the true human homeworld; most claim it to be Coruscant. Others are convinced humans did not even originate in the Core, instead coming from far away on sleeper or generation ships long before the advent of hyperdrive technology. Regardless, they now dominate the Core and are spread throughout the galaxy, claiming many worlds as their homes.

Language: Basic was originated by humans, and with their ubiquity came the widespread use of it as a connecting language for the entire galaxy. Numerous human societies have variants and dialects, and there are entire human civilizations that have distinct languages with no connection to Basic at all.

Life in the Alliance: The inherent diversity of humans extends to their roles, careers, specializations, and chosen Duties with the Alliance. The only constant is the lack of consistency where humans are concerned; they are likely to pursue any path and have any set of goals driving them. The unifying factor is their desire to oppose the Empire, along with all of the other species who resist.

Human

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Ithorian

In Basic, Ithorians are called Hammerheads (though the nickname is not to their liking), as they possess one of the most unique head structures of any known biped. Ithorians are often considered the caretakers of the galaxy, so profound is their love of natural environments of all kinds and their desire to repair the damage sentient beings do to their worlds.

Ithorian

Species Abilities
2 1 2 2 3 2
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 9 + Brawn
Strain Threshold: 12 + Willpower
Starting Experience: 90 XP
Special Abilities. Ithorians begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation.
Ithorian Bellow: With two mouths and four throats, Ithorians have a unique natural weapon they can call upon when threatened (Resilience; Damage 6; Critical 4; Range [Short]; Blast 3, Concussive 1, Slow-Firing 2, Stun Damage). Each time the Ithorian uses this ability, he suffers 3 strain.

Ithorian

Physiology: Ithorians have long, spindly bodies (ranging from 1.8 to 2.3 meters in height) and long fingers. At the top of an Ithorian’s torso, the neck and head emerge as a continuous, curved structure that reaches forward and ends with a vaguely “T” – shaped protrusion. The Ithorian’s eyes are large, inset orbs on either end of the structure’s “T.” Back near where the neck emerges from the torso, there is a mouth on either side. With four throats and two mouths, Ithorians have the capacity to speak and sing in stereo. They possess powerful sonic abilities that can, with effort, be used offensively.

Males and females are primarily distinguished by the humps on the backs of their heads; one for male, two for female. Their young, called “pupae,” are spawned by the thousands from a single male. At this early stage, Ithorians have no limbs, moving around by use of locomotion tubes. All of this changes after their metamorphosis into young adults.

Society: Ithorian society is one based on a spiritual connection to “Mother Jungle,” which is how they refer to the spirit of their lush, rainforest – covered planet of Ithor. The entire civilization is dedicated to never desecrating the planet; as soon as they had access to repulsorlift technology, the Ithorians built giant floating communities – called herdships – that allow them to float above and travel across their planet while minimizing their impact on its pristine beauty.

Ithorians

Ithorians have carried this collective mentality with them out into the stars, adapting their herdship concept to interstellar travel. Each such herd, as they refer to their social groupings and extended families, is led by a Force-Sensitive priest. This makes them anathema to Emperor Palpatine and his Empire. The only reason the planet has remained relatively untouched is due to the Empire’s extortion of agricultural technology and other secrets from the Ithorians in return for abstaining from destroying the planetary surface.

Ithorians are even more pacifistic than Gran, as a general rule; they intentionally weed out aggressive members of their species by exiling them from Ithor (which is why many people have their first encounter with atypically violent or ill-tempered Ithorians). Usually eschewing weapons, an Ithorian typically defends himself with his sonic bellow abilities. Ithorians out among the stars seek roles as artists, traders, and environmentalists. In this latter role, many Ithorians have acted to help restore ecological devastation done to other planets, usually as the result of one war or another.

Ithorian

Homeworld: Ithor is considered one of the most beautiful and life-filled worlds in the galaxy. It is covered in crystal blue oceans and emerald rainforests. All traces of civilization have been systematically removed from the planet’s surface by the Ithorians, who live above it in their city-sized herdships. Individuals who choose to go to the surface are expected to reside there forever after, heeding the call of “Mother Jungle.”

Language: Considered one of the most complex and beautiful languages in the galaxy, Ithorese is a stereophonic melange of sounds that is a wonder to hear. Mastery of it by non-Ithorians is considered an incredible talent, as it is exceptionally difficult to manage without the unique qualities of Ithorese biology.

Life in the Alliance: Much as with the Gran, Ithorians are incredibly rare to find in the actual ranks of the Rebellion. Most Ithorians sympathize with the Alliance, yet their focus on life and the repairing of damage from violence makes them ill-suited for combat. Nonetheless, there are a handful of Ithorians who choose to fight a force willing to cause untold destruction to their world and so many others, believing this is how they can best serve “Mother Jungle.” The Medic specialization of the Soldier career is a natural fit for an Ithorian, and the Diplomat career path is a good fit for one as well. Some Ithorians also find a role with the Scientist specialization of the Engineer career. The natural connection the species has to the Force makes the Force-Sensitive Emergent specialization an interesting choice as well. Unsurprising, the Personnel Duty is the most likely one for most Ithorians, though Resource Acquisition is also a worthy goal.

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Mon Calamari

Artisans, dreamers, and devoted allies when they choose a cause, the Mon Calamari are one of the most respected species in the galaxy, with a long history of service to the Old Republic. Unfortunately, their planet has been utterly subjugated by the Empire. The Mon Cal are now a species enslaved to serve the Imperial war machine. Those who have escaped this fate are determined to see their planet – and the galaxy – free.

Mon Calamari

Species Abilities
2 2 3 1 2 2
Brawn Agility Intellect Cunning Willpower Presence
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Special Abilities. Mon Calamari begin the game with one rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 during character creation.
Amphibious: Mon Calamari can breathe underwater without penalty and never suffer movement penalties for traveling through waters.

Mon Calamari

Physiology: Natural amphibians, Mon Calamari live primarily above their homeworld’s oceanic surface on small islands and floating cities. Their height ranges between 1.3 and 1.8 meters, and they have very fish-like appearance, even as bipeds. This includes mottled salmon skin, large wide – directional eyes (which can move independently), webbed hands and feet, and domed skulls. Other species tend to note they have a not unpleasant smell of sea and salt.

Mon Calamari hands are intriguing, featuring webs and clawed fingers. As well, there are three holes in their palms suggesting a vestigial suction cup purpose from long ago. Their feet have similar structures. They are quite capable of sustained underwater living, able to breathe water and descend up to 30 meters without any equipment. Underwater breathing, however, isn’t particularly comfortable for a Mon Cal; the species has been adapted to above water life for too long. When possible, a Mon Calamari uses an engineered symbiont called an organic gill, which he also offers to any non – Mon Cal companions who wish to join him in the water. The organic gill is just one of the many amazing pieces of technology developed by this highly advanced species.

Society: The Mon Calamari are one of the most advanced and developed species in the galaxy, despite Imperial propaganda to the contrary. Governed by a highly lawful and egalitarian representative republic system, the vast majority of Mon Cal are altruistic and giving by nature. Hard workers, determined to defend what they believe is right, and committed to aesthetics as much as industrialism, Mon Calamari are difficult not to view as a society worth emulating.

Mon Calamari

If the species has a glaring flaw, it lies with its members’ tendency to favor underdogs and take on causes considered hopeless or lost by others. Though they value peace and productivity and have no love of war, their communal sense of justice and rightness has often led them to be the first into conflicts in which they did not have to engage. Fortunately, both their immutable resolve once committed to a course of action and their inherent gifts for tactical and strategic thinking serve the Mon Cal well in combat and conflict situations.

Along with a passion for art and culture, the Mon Calamari have plenty of excellent scientists and engineers among their people. Their shipbuilding is considered on par with the best found in the Corellian Sector, though their aesthetic approach to ship design frequently puzzles other engineers.

Under the tyrannical rule of their Imperial masters, the Mon Calamari chafe with a desire to be free, and they continue to build a resistance with the Quarren, their fellow slave race on the planet Dac. It is only a matter of time before they launch a concerted effort to regain their home.

Mon Calamari

Homeworld: Dac (also referred to as Mon Cala, mostly by offworlders) is primarily an aquatic world, covered by one massive ocean. There are a few small islands and reefs upon which the Mon Calamari have built surface structures, but most of their cities float upon the ocean’s surface. They share the same planet with the Quarren, with whom they have often warred, and with other sentient races such as the Moappa and the Whaladon (all of whom keep mostly to themselves under the water). In orbit around the planet are the famed Mon Calamari Shipyards.

Language: Both the Mon Cal and the Quarren speak Mon Calamarian as the native tongue of their world, though their long history with the Galactic Republic established Basic as a widespread language on the planet of Dac as well. Mon Calamari tend to speak Basic with a gurgling undertone, but they are still easily understood by most.

Life in the Alliance: Those Mon Cal who have managed to escape slavery and join up with the Alliance are among the staunchest and most determined fighters the Rebellion has. They excel as pilots and engineers, and their natural gifts tend to lead them into Ace, Commander, and Engineer careers. Many of the more glory-minded take up a Soldier career, instead. Duties like Combat Victory, Space Superiority, and Personnel appeal most to a Mon Cal, though Tech Procurement can also appeal to some.

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Species

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