Games Rules
Wookiees receive +4 strength, -2 dexterity, -2 wisdom, -2 charisma
modifiers to their max attributes. They also receive +2 traits for
Climb tests, and +4 traits for Intimidate tests. Wookiees can also
regenerate 1 vitality piont every 3 hours. Also, wookiees have the
ability to rage. Rage gives the wookiee +4 traits when attacking and
+2 temporarily vitality and suffer -2 traits for defence. After the rage
the suffer fatigued (-2 strength and dexterity) for the same number
of rounds as the rage lasted.
Starting languages: Reand and Write Shyriiwook and understand
Basic (Wookiees cannot speak anyother language then their own,
but can understand them)
Cerans receive +2 intelligence, +2 wisdom, and -2 dexterity modifiers
to their max attributes. Cereans get a +2 trait bonus on initiative.
Starting languages: Basic and Cerean.
Humans do not have any attribute modifiers. They receive +5 skill
points and +1 basic feat at character creation.
Starting languages: Basic.
Bothans receive +2 dexterity and -2 constitution modifiers to their
max attributes. Bothans also receive +2 traits on Gather
Information and Spot tests. They also star with the Spy Network
merit.
Starting Languages: Basic and Bothese.
Zabraks do not have any attribute modifiers. Zabraks start with +1
willpower and the merit Equilibrium which refreshes 1 attribute to
full.
Starting languages: Basic and Zabrak.
Mon Calamari receive +2 intelligence and -2 constitution modifiers
to their max attributes. Mon Calamari can breathe underwater and
have +2 wound when in water. When out of water they suffer -2
wound. They also get +4 traits in one subgroup of craft and
Low-light Vision.
Staring languages: Basic and Mon Calamarian.
Twi'leks receive +2 charisma and -2 wisdom modifiers to their max
attributes. They start with +1 wound point, Low-light Vision, and 1
Dance skill.
Staring languages: Basic, Ryl, and Speak Lekku (head-tail
language)
Rodians receive +2 dexterity, -2 wisdom, and -2 charisma modifiers
to their max attributes. Rodians receive +2 traits to all Listen, Spot,
and Search test. They also star with the Track feat.
Starting languages: Basic and Rodese.
Hutts receive +2 strength, +2 constitution, +2 wisdom, +2
intelligence, and -4 dexterity modifiers to their max attributes. Hutts
max speed is 1/3 of normal movement. They also suffer a -4 traits to
hide and suffer -1 to all attacks and dodge. Hutts do however gain
the feat Infamy and +6 traits versus mind affecting abilities.
Starting languages: Huttese.
Gungans receive +2 strength and -2 wisdom modifiers to their max
attributes. Gungans also receive the following advantages; +2 traits to
listen, Low-light Vision, +1 trait to Dodge, +4 traits to Swim, and
Breath Underwater for rounds equal to Constitution x 25.
Starting languages: Basic and Gunganese.
Jawas receive -4 strength, -2 charisma, and +2 dexterity modifiers to
their max attributes. Jawas also receive +4 traits to Hide, +2 traits to
Survival, +1 traits to Dodge and when attacking. They also have Dark
vision and can only have Weapon Group Proficiency Primitive
Weapons and Simple Weapons.
Starting languages: Jawa and Jawa Trade Language.
Ithorians receive +2 charisma, +2 wisdom, and -2 dexterity modifiers
to their max attributes. Ithorians also receive +1 willpower, +2 traits to
Survival and +4 traits to Wilderness lore.
Starting languages: Basic and Ithorese.
Trandoshans receive +2 strength and -2 dexterity modifiers to their
max attributes. Trandoshans also have Dark vision, +1 trait in
Defense, and can Regenerate 1 wound every hour.
Starting languages: Dosh and Basic.
Duros receive +2 dexterity, -2 wisdom, and -2 charisma modifiers to
their max attributes. Duros also receive +2 Astrogate, the Spacer feat
as well as travel time halved. They suffer -1 wound at creation.
Starting languages: Basic and Durese.
Defels receive -2 strength, and +2 intelligence modifiers to their max
attributes. Defels also get +1 trait to all resolutions and +4 traits to
hide. They suffer Blindness and have Invisibility which lets them win
on ties in darkness but lose ties in light. They also can only use small
weapons.
Starting languages: Defel.
Chadra-fans receive +2 charisma, +2 dexterity, -2 strength, and -2
wisdom modifiers to their max attributes. Chadra-fans also have Dark
vision, Low-light Vision, +1 trait to all resolutions, +4 traits to Hide, and
+2 traits to Repair. They do suffer -1 willpower and can only use small
weapons.
Starting languages: Chadra-fan.
Falleens receive +2 charisma modifiers to their max attributes.
Falleens get +1 trait to Bluff, Diplomacy, Entertain, Gather Information,
and Intimidate test. They also have Meditation which when used for
every 10 minutes of meditation you get +1 trait to above skills. They can
also Hold Breath for rounds equal to Constitution x 25.
Starting languages: Falleen.
Gamorreans receive +2 strength, -2 dexterity, and -2 intelligence
modifiers to their max attributes. Gamorreans also gain +2 to Survival
tests and the feat Power Attack. They also can only have Weapon Group
Proficiency Simple Weapons.
Starting languages: Gamorrean.
Iktotchi receive +2 constitution, -2 dexterity, and -2 charisma modifiers
to their max attributes. Iktotchis also get +2 traits to Pilot tests, +1 trait
to Defense, and the feat Starship Operation as well as Precognition
which allows 1 free retest a night.
Starting languages: Iktotchese.
Quarrens receive +2 constitution, -2 wisdom, and -2 charisma
modifiers to their max attributes. Quarrens also can Breath
Underwater, Low-light Vision, +4 to Swim Tests and get +1 trait versus
Mon Calamari.
Starting languages: Quarrenese