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Bothans.

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The GM
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Mon 2 May 2022
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Bothans

BOTHANS

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

Bothans are bipedal humanoids that, from a human's per-
spective, 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 diver-
sity 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 of 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 ech-
elons 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 opera-
tions use the planet for clandestine purposes and keep
it out of the line of fire in the conflict.
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 devel-
oped, Bothawui is rich in natural resources, agriculture,
and industry. It is also the center of a Bothan-dominated
sector of planets.
A
Language: The spoken form of the Bothans' 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 con-
veys emotions, they have developed many forms of
Wrendui (which can be switched at will with the sim-
plest 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 t h e 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.
SPECIES ABILITIES
• W o u n d T h r e s h o l d : 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.
USING LANGUAGES IN AGE OF REBELLION
L anguage has always been a vital scene-setting
tool in Star Wars. The animalistic roars of a
Wookiee, the bird-like twittering of an astromech
droid, or the guttural rumblings of a Hutt crime
lord serve as reminders that the Star Wars uni-
verse is a vast place with countless species and
cultures. For this reason, nearly every species in
A C E OF REBELLION has its own language, and in the
case of wildly diverse species like humans, have
many different languages might be spoken.
While all of these varied languages exist, they are
not intended to provide a barrier to understand-
ing and comprehension. Star Wars has a wide
variety of tools for language interpretation: every-
thing from protocol droids that are fluent in over
six million forms of communication to the simple
fact that most galactic citizens use the pan-galactic
language known as Basic, which nearly everyone
understands, even if they are unable to speak it.
Each species entry lists the languages unique to
that species. In addition, all Player Character spe-
cies are able to understand Basic, even if they are
unable to vocalize it. However, Player Characters
are not required to track the different languages
they speak. Every Player Character in a group is
considered to be fluent in any language spoken by
another group member.
In addition, the C M should endeavor to make com-
prehensible any individuals the PCs encounter dur-
ing their adventure, by whatever means the C M
deems appropriate. For example, one of the PCs
may speak the individual's language, or vice versa.
There may be a protocol droid available, or perhaps
everyone involved speaks Basic. The one exception
to this should be if the lack of comprehension is
itself a major plot point; otherwise, the issue of lan-
guage should never hamper the ongoing story.
DROIDS DROID CLASSIFICATIONS
D roid manufacturers organize droids in five dis-
tinct classes based on their primary functions.
Class O n e (First-degree): Specializing in
physical sciences, mathematics, and medicine,
these droids are often highly intelligent, b u t
lacking in "common sense."
Class Two (Second-degree): Class Twos work
in the engineering and technical fields such
as repairs and astrogation. They are often
well liked due to their reasonable intelligence,
nonthreatening appearances, and quirky
personalities.
Class Three (Third-degree): Class Three
droids are often humanoid in appearance, as
they are intended to work directly with organ-
ics. They are programmed for the social and
service areas, such as interpretation, teaching,
protocol, and diplomatic assistance.
Class Four (Fourth-degree): Class Fours are
equipped with weaponry and designed for
security, military training and operations, glad-
iatorial combat, and even assassination.
Class Five (Fifth-degree): Class Fives are sim-
ple labor units for a whole host of menial jobs,
from sanitation to load-lifting. Many do not have
enough cognition to be considered sentient.
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 roles. 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.
PLAYING A DROID
Creativity is not only allowed when a player decides
to build a droid PC, it is encouraged. Droids in A C E 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 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 extra 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.
Physical Description: In the Star Wars universe, the
available types of droids are almost as varied as the
types of alien species, though there are some standard
models that are well known and fairly ubiquitous. Play-
ers 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 quite a few standard models that
make a good starting place to work from.
• 2-1B Surgical Droid (Genetech/lndustrial
Automaton): The 2-1 B Surgical Droid is a highly
intelligent and flexible 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, mak-
ing them ideal chief medical officers aboard most
Alliance Fleet capital ships.
• 3PO Protocol Droids (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 gain-
ing political support is concerned.
• IG Assassin Droids (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 opponent they cannot elimi-
nate, but their resistance to instructions not involv-
ing lethal termination of targets makes them dif-
ficult to incorporate into most Alliance-developed
operations. Most IGs are in service to the Empire.
• LE-VO Law Enforcement Droids (Rseikharhl
Droid Group): The success of the LE-VOs in deter-
ring crime in the Rseikharhl sector has led to their
adoption galaxy-wide as appropriate models for
police assistance and private security. Their pro-
gramming requires them to follow Imperial codes
to the letter and only use force when absolutely
necessary. Though they are hardly ever equipped
CHARACTER CREATION
A C E O F R E B E L L I O N
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 loy-
alty to the Empire can be broken.
• L O M Protocol Droid (Industrial Automa-
ton): 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
caused IA to scrap the line. Some of the remaining
LOM droids do have a habit of developing interest-
ing and unexpected personalities—including a few
who have decided that fighting as Rebels against
the Empire is a rewarding path.
• R-Series Astromech Droids (Industrial Automa-
ton): The wildly successful R-series ranges from
the original and cumbersome Rl to the famous
R2 unit and all the way to the soon-to-be-released
R6. Besides the Rl (which is over two meters tall
and works primarily aboard capital ships), all of the
R-series astromechs are roughly a meter or so tall
and are designed to ride in sockets aboard snub-
fighters to perform astrogation calculations, permit-
ting hyperspace jumps. A wide variety of tools—and
a surprising propensity for cleverness and indepen-
dence when left without a memory wipe—make them
fine repair droids and often excellent companions.
Society: In the wider galaxy (aside from wild rumors
about "machine planets"), most droids are mere func-
tionaries within societies that completely rely upon
them and expect them to obey. Within the Alliance, how-
ever, 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 nec-
essary 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 pro-
gramming and original purpose to become more than
they started as, and find service in the Alliance very
satisfactory. Granted, those coming from outside reg-
ular 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 short-
ages 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.
SPECIES ABILITIES
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 1 75 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 spe-
cialization 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 ade-
quately effective, a droid needs to be tended to
with a Mechanics check, using the same difficul-
ties 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 page 232 for more on droid
repairs and healing. 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.
DROIDS AND EQUIPMENT
ft Droid PC may declare as intrinsic to its
construction virtually any piece of equip-
ment an organic would need to carry. The C M
has final say on what is or is not be allowed,
but most such gear is permissible to treat as
inherent to the droid's construction or to add
to the droid as an upgrade when the gear is
purchased.
CHARACTER CREATION
A C E O F R E B E L L I O N
DUROS
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.
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 pro-
vide their olfactory sense). Their young hatch as lar-
vae from eggs laid by the 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' con-
tributions to interstellar navigation are impossible to
overstate. They are inquisitive and adventurous, and
they take great pride in their extensive travels through-
out 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 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 tend to be quiet, saying little and observing
their surroundings. They can usually be encouraged to
tell stories of their families and their people. Possess-
ing 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, com-
bined with 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 maintain-
ing the flow of both ore and manufactured ships to the
Core Worlds. Due to the Duros leadership's clear inten-
tion 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.
Homeworld: Duro was once a lush, green world. It is
now completely uninhabitable without extensive bio-
hazard 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 compo-
nent, Durese (also called Durosian) is a well-known and
widely spoken language throughout the Corellian sec-
tor and many other Core Worlds. It is one of the foun-
dation 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 space-
craft, which automatically makes them valuable to the
BRAWN • AGILITY • INTELLECT • CUNNING • WILLPOWER • PRESENCE
Alliance Navy; many pursue the Pilot specialization
of the Ace career. Many are also very gifted mechan-
ics and engineers, finding their way into the Engineer
career. Though often quiet and pensive, Duros have a
reputation for fearlessness and adventurousness, mak-
ing them ideal for the struggle against the Empire.
SPECIES ABILITIES
• 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 still may not train
Piloting (Space) above rank 2 during character
creation.
• Intuitive Navigation: Duros may add O to all
Astrogation checks they make.
CHARACTER CREATION
A C E O F R E B E L L I O N
G R A N
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 care-
less Empire. This has driven even the most pacifistic to
seek fellowship and service with the Rebellion,
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 suf-
fer from a genetic mutation causing abnormal enlarge-
ment 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 emo-
tional state. Those Gran who spend considerable time
with another species 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 normally go for anywhere from
three to five days comfortably without another meal,
depending on the nutritional value of the food.
Society: Peace and unity has always defined the foun-
dation of Gran civilization, starting from the herd nature
of their earliest days. They unite in close-knit communi-
ties, staying close to extended families and friends, and
they endeavor to live in harmony with their bucolic agri-
cultural environment. Family elders have strong leader-
ship roles, and gatherings of elders form the govern-
ment administering the planet and its people.
Most Gran grow up knowing they will serve their com-
munity 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 a 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.
Human Ithorian
Mon Calamari
Sullusta
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 cit-
ies, 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 serv-
ing 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 Diplo-
mat and Spy careers, as well as the Medic specializa-
tion in the Soldier career.
SPECIES ABILITIES
• 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 • •
imposed due to environmental conditions or con-
cealment (but not defense).
HUMANS
Ubiquitous and dominant, humans are found through-
out the galaxy. The Empire believes humans to be the
rightful rulers of all civilization; the Alliance feels differ-
ently, yet most of the leadership of even this egalitarian
organization is made up of humans. They are the least
homogenous and most active species in known space.
Where they go, things happen.
Physiology: Averaging 1.8 meters in height (with
females averaging slightly shorter), humans are mam-
malian 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: Though 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 sociologi-
cal differences are just as varied. Although humans
helped advance technological developments through-
out known space, human cultures living as true primi-
tives exist as well. Generally, humans yearn for indepen-
dence and self-determination, yet there are countless
billions who gladly subjugate themselves under tyran-
nical rule for the promise of prosperity and security.
Homeworld: Scholars continue to debate which of the
Core Worlds actually stands as the true human home-
world; most claim it has 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 technol-
ogy. 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. Numer-
ous 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.
SPECIES ABILITIES
BRAWN • ABILITY • INTELLECT • CUNNING M WILLPOWER M 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.
CHARACTER CREATION
A C E O F R E B E L L I O N 5
ITHORIANS
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 environ-
ments of all kinds and their desire to repair the d a m -
age sentient beings do to their worlds.
Physiology: Ithorians have long, spindly bodies (rang-
ing 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 protru-
sion. 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 these 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 a male,
two for a 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 des-
ecrating the planet; as soon as they had access to
repulsorlift technology, the Ithorians built giant float-
ing communities—called herdships—that allow them to
float above and travel across their planet while mini-
mizing their impact on its pristine beauty.
Ithorians have carried this collective mentality with
them out into the stars, adapting their herdship con-
cept 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 anath-
ema to Emperor Palpatine and his Empire. The only
reason the planet has remained relatively untouched
is due to the Empire's extortion of agricultural technol-
ogy and other secrets from the Ithorians in return for
abstaining from destroying the planetary surface.
Ithorians are even more pacifistic than Gran, as a gen-
eral rule; they intentionally weed out aggressive mem-
bers of their species by exiling them from Ithor (which is
why many people have their first encounter with atypi-
cally violent or ill-tempered Ithorians). Usually eschew-
ing 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.
Homeworld: Ithor is considered one of the most beau-
tiful 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 stereo-
phonic melange of sounds that is a wonder to hear.
Mastery of it by non-lthorians is considered an incred-
ible talent, as it is exceptionally difficult to manage
without the unique qualities of Ithorian biology.
Life in the Alliance: Much as with Gran, Ithorians are
incredibly rare to find in the actual ranks of the Rebel-
lion. Most Ithorians sympathize with the Alliance, yet
their focus on life and the repairing of damage from
violence makes them ill-suited for combat. Nonethe-
less, 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 specializa-
tion 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 con-
nection the species has to the Force makes the Force-
Sensitive Emergent specialization an interesting choice
as well. Unsurprisingly, the Personnel Duty is the most
likely one for most Ithorians, though Resource Acquisi-
tion is also a worthy goal.
SPECIES ABILITIES
• Wound Threshold: 9 + Brawn
• Strain Threshold: 1 2 + Willpower
• Starting Experience: 90 XP
• Special Abilities: Ithorians begin the game with
one rank in Survival. They still may not train Sur-
vival 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, Con-
cussive 1, Slow-Firing 2, Stun Damage). Each time
the Ithorian uses this ability, he suffers 3 strain.
CHARACTER CREATION
A C E O F R E B E L L I O N
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.
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 a 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 with-
out any equipment. Underwater breathing, however,
isn't particularly comfortable for a Mon Cal; the spe-
cies 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 aesthet-
ics as much as industrialism, Mon Calamari are difficult
not to view as a society worth emulating.
If the species has a glaring flaw, it lies with its mem-
bers' tendency to be dreamers and romantics at heart.
Mon Calamari have a strong tendency to favor under-
dogs 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 jus-
tice and Tightness has often led them to be the first into
conflicts in which they did not have to engage. Fortu-
nately, 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.
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 sur-
face structures, but most of their cities float upon the
ocean's surface. They share the planet with the Quar-
ren, with whom they have often warred, and with other
sentient races such as the Moappa and the Whaladons
(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 man-
aged to escape slavery and join up with the Alliance
are among the staunchest and most determined fight-
ers the Rebellion has. They excel as pilots and engi-
neers, 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 Per-
sonnel appeal most to a Mon Cal, though Tech Procure-
ment can also appeal to some.
SPECIES ABILITIES
BRAWN M AGILITY • INTELLECT • CUNNING M WILLPOWER M 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 under-
water without penalty and never suffer movement
penalties for traveling through water.
The GM
GM, 123 posts
Mon 2 May 2022
at 02:03
  • msg #2

Bothans

SULLUSTANS
Bom underground but with a yearning for the stars,
most Sullustans find their way into space as pilots and
astrogators. Affable, curious, and free-spirited, Sullustans are not fond of the Empire, and even less fond
of the fact that the corporatocracy that runs their government from the offices of SoroSuub has sold their
entire planet to the Imperial war machine.

Physiology: Despite their very distinctive features,
Sullustans are genetically near-humans. Their skin is
generally pink in tone, with very little body hair. Their
height tends to fall within 1.0 to 1.8 meters. They have
large, dark eyes; large, rounded ears; and notable flaps
of skin that extend down from their cheeks and are
called "dewflaps."

Evolving on a volcanic planet with a thoroughly inhospitable surface, the Sullustans became subterranean
beings who thrived in the caves and tunnels beneath
Sullust's unstable outer crust. Their adaptations give
them exceptional hearing, including the ability to deter-
mine distances and directions via audio cues. Their
eyes are such that they can see up to twenty meters
even in total darkness. Unfortunately, this means most
Sullustans start to suffer serious corneal damage when
exposed to natural light over extended periods of time.

Another evolutionary adaptation enables all Sullustans to always know what direction they are going,
regardless of conditions or lack of physical signs. This
ability allows the species to navigate the complex warrens and tunnel networks they live in. For reasons not
yet fully understood, this natural direction sense in
any situation extends all the way to space travel, even
including hyperspace navigation.

Society: Sullustans have a very clan-oriented culture,
in which a single female has many male mates, and the
group lives together and raises the children. Females
grow to a certain maturity, after which they go on to find
their own group of males with which to start another
family group (called a "warren-clan"). The Sullustans
have a polytheistic religion, and they revere death as
the "Eternal Sleep." They maintain massive and elaborate vaults as holy sites, which are quite beautiful.

Though most Sullustans stay close to home, those
seeking adventure and new experiences found them-
selves able to parlay their natural sense of direction
into lucrative jobs as spacers throughout the galaxy.
These spacers learned a great deal, especially about
technology and manufacturing, which they brought
home with them to share with their people. Eventually, the extremely lucrative mining found on Sullust
and its moons financed a huge boom in the Sullustese
economy, which came to be dominated by the highly
diversified SoroSuub Corporation. Employing over half
the population, SoroSuub ultimately engineered circumstances allowing it to take over the government of
the planet; at first, this was behind the scenes, but with
the rise of the Empire, it became a legal fact as well.
Sullustans are naturally friendly and outgoing, enjoy-
ing practical jokes as a way to see how others react.
They are inherently curious, and many consider them
reckless. They have a profound desire to experience
the galaxy directly, in every way they can.

Homeworld: The unstable, inhospitable surface of Sul-
lust conceals an elaborate and amazing culture below
it. The sky is often blacked out by massive clouds of
volcanic ash, yet the Sullustans know exactly where to
place their homes and their cities to avoid the dangers
of the planet.

Language: Many spacers, and especially smugglers,
know the flowing language of Sullustese, so ubiquitous
have Sullustans been on the hyperspace lanes across
the galaxy.

Life in the Alliance: The Sullustan Resistance, which
opposes SoroSuub for control of Sullust, is growing
closer to direct opposition against the Empire itself.
Not surprisingly, more and more Sullustans are joining
the Alliance, ready to apply their gifts and their courage to overthrowing the Empire. The Ace career is a
perfect path for many Sullustans, though their natural dexterity makes them excellent Soldiers and their
sensory gifts work well for the Spy career. Most Duties
apply perfectly well for Sullustans.

SPECIES ABILITIES
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 100 XP
• Special Abilities: Sullustans begin with 1 rank in Astrogation; they may not train this skill above
rank 2 at character creation. They also start with
one rank in the Skilled Jockey talent.
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