Bothan - (0)
Playable Race
Bothans are manipulative, crafty, suspicious and curious by nature, and a little paranoid. They can be irritating, but they are also loyal and brave. Bothans have a reputation only for sly dealings, this race is in fact made up of an incredible loyal people They are covered with fur that ripples in response to their emotional state.
These short, fur-covered humanoids have had hyperspace travel for thousands of years and were among the first civilzations to join galactic society. Bothans deal in information. They use information as a measure of wealth and power, even wielding it as a weapon when necessary. The Bothan Spynet serves as one of the biggest intelligence agencies in the galaxy, and it plays an important and poignant role in the Sith occupation.Culturally, Bothans don't believe in direct conflict. They prefer to manipulate situations from behind the scenes, to watch and wait for information and opportunity, and to use these tools to gain status and influence.
Homeworld: The industrial world of Bothawui, with various colony worlds throughout the Mid Rim, including Kothlis and Torolis.
Usual Occupations: Spy / Diplomat / Crime Lord (If only a small one)
Cereans - (0)
Playable Race
Cereans tend to be calm, rational and extremely logical.
Cereans come from a remote utopian world. Most Cereans are peaceful, following farming traditions that date back thousands of years. The species includes more females then males, and Cerean society is matriarchal. Their high-domed heads hold binary brains, and two hearts beat in a cerean's chest. With a nonaggressive heritage, it is only rarely that a Cerean develops the desire for adventure.
Homeworld: The blissful planet Cerea
Usual Occupations: Farmer
Duros - (0)
Playable Race
A Duros tends to be intense and adventurous, always seeking to learn what's at the end of the next hyperspace jump. They are a proud. self-sufficient, fun-loving people who also have a tendency toward gregariousness.
The Duros originate in the Duro star system, located at the extreme edge of the Core region of space. With an almost innate affinity for space travel, the Duros were among the first to leave their world and spread to the stars. Whatever the reason for their wanderlust, the Duros tend to gravitate toward the space lanes for income and adventure. Their home system is governed by vast starship engineering corporations, and most Duros learn to pilot a ship or rebuild a hyperdrive shortly after they begin to walk and talk.
Homeworld: The orbiting cities of the Duro system.
Usual Occupation: Pilot, Engineer
Ewok - (0)
Playable Race
Many believe that Ewoks are close cousins to the Wookie, but that has been proven false. The stark example of their origin belief of The Great Tree is light years from the Wookie practice of ancestor worship.
Most Ewoks live high among the trees of Endor's forests, in villages built between the closely spaced trees. Ewoks venture to the forest floor to hunt, and set traps to catch various prey.
The tribal structure of the Ewoks has a Council of Elders ruling over them, and the Council is headed by the Chief. A medicine man also lives in the Ewok village, a keeper of mystical lore, and a healer to the injured.
Their planet is home to a Sith Occupation Army but the terrain and anti-social behavior has allowed the Ewoks to live free of Sith influence.
The skies and solar system may be under Sith control but the planet is too dangerous for them to live planetside.
Home Planet: Endor
Usual Occupation: Healer / Warrior
Gungan - (0)
Playable Race
Gungans tend to be inquisitive, cautious and suspicious.
From the watery depths of Naboo, the Gungans are an ancient species with a warlike tradition. Gungans can hold their breath for extended periods, and they live within underwater cities. Their bubble dwellings contain a breathable atmosphere. The most common Gungan race is the Otolla Gungan, characterized by taller, leaner frames and extended eyestalks. The rare Ankura Gungan has recessed eyes, green skin and a heavier, shorter frame. Except for the physical characteristics, there are no genetic differences between the two Gungan races. Usually distrustful of strangers and slow to accept aid, Gungans are nevertheless brave, strong and confident of their own traditions. History has no record of a Gungan Jedi, but there are force sensitives and force adepts - users of the force with no formal training from either the Jedi or the Sith - among them.
Homeworld: Naboo (Water area)
Usual Occupation: Soldier
Geonosian - (0)
Playable Race
They are an insectoid species. They reside in hive colonies in organic-looking spires. They have a hard exoskeleton, elongated faces, multi-jointed limbs, and speak in a strange clicking language. They are a barbaric race and their bloodthirsty minds view brutal violence as entertainment. They enjoy watching victims trying to survive in the massive execution arenas while savage creatures vie for their blood. In Geonosian society there are two main types of Geonosian: the wingless drones that mostly work as laborers, and the winged aristocrat, which includes royal warriors serving as scouts and providing security to the hive.The Geonosians can fly at rooftop levels for short periods of time. They lose this ability when heavily burdened.
Home Planet: Geonosis
Usual Occupation: Warrior /Drone
Humanoid - (0)
Playable Race
All humans are bipedal, intelligent beings. They speak Basic, which has become the galaxy's official language. Humans are generally considered adaptable, curious, innovative, resilient, and ambitious.
Humans have settled in nearly every corner of the galaxy. Because humans are so widespread, they are often categorized by homeworld.
Home Planet: Any (Unlike many other species, humans do not have an identifiable planet of origin. Some scholars believe that humans first appeared on Coruscant, which is now the Imperial capital, but this theory has never been substantiated.)
Usual Occupation: Any
Ithorian - (0)
Playable Race
Ithorians tend to be calm, peaceful, tranquil and gentle. They come from the jungle world of Ithor or one of its many spaceworthy "Herd" ships. Many travel the galaxy in giant hyperdrive herd ships designed to serve as ecological replicas of the Ithorian homeworld and is designed to bring its beauty wherever they go. Often known as Hammerheads, by the galaxy at large, Ithorians are a peaceful people. They, naturally, dedicate themselves to ecological endeavors. They greatly revere their homeworld and seek to preserve the pastoral beauty of the great tropical jungle - the Mother Jungle. A gentle people, Ithorians have a great love of art.
Homeworld: Ithor
Usual Occupation: Ecologist / Gardener / Scientist / Negotiator / Explorer
Jawa - (0)
Playable Race
They are scavengers and salvagers, often seeking out technology for sale or trade in the deep deserts in their huge sandcrawler transports. They are about 1 meter tall and characterised by their brown robes, yellow eyes, and quickly spoken language. In most Jawa clans, half the clan works and lives in the sandcrawlers while the other family unit dwells in fortresses deep in the desert where wares collected are stored. The Jawa way of life is severely threatened by the New Sith Dynasty and has left many displaced and looking for a way to save their people.
Home Planet: Tatooine
Usual Occupation: Merchant / Salvager
Kel Dor - (0)
Playable Race
The Kel Dor originate on the planet Dorin, where they developed in an atmosphere of helium and a gas unique to their world. Consequently, those Kel Dor that operate beyond the confines of their homeworld must wear breath masks and protective goggles. Even tempered and kind hearted, the Kel Dor never turn away from a being in need. At the same time, they are not adverse to taking the law into their own hands.
Home Planet: Dorin
Usual Occupation: Technician / Diplomat / Scout
Mandalorians - (0)
Not a race, as the others are, but a grouping of several races in a culture. They are a proud and hearty culture. Their rigid Honor Code and reverance for great accomplishments rules their day to day life. They use a clan system that groups warriors but it is not so much a genetic link but more like a bond of brotherhood that hold different clans together. Mandalorians love to fight. But they do not fight for bloodlust or for money, they fight for honor. Whether they are victorious or defeated, as long as they have fought honorably and with every aspect of their being, they have proved themselves worthy of being a Mandalorian and have received the greatest honor imaginable.
Pure Blood - (0)
Restricted Race
The Ancient Pureblood Mandalorians feel that their lineage and racial purity sets them above their "Dirty Blood" kin.
They are Force Resistant which also makes them unable to become Force Sensitive.
Dirty Blood - (0)
Playable Race
The Dirty Blood Mandalorians are less resistant to Force Powers but can be Force Sensetive, if they are genetically lucky. They tend to travel the galaxy as mercenaries or bounty hunters since they are Outcasts from traditional Mandalorian Society.
Home Planet: Malachor V then Dxun (Originally) / Scattered and in Hiding now.
Usual Occupation: Soldier / Bounty Hunter
Miraluka (0)
Restricted Race
The Miraluka were a Near-Human species. Their language was Miralukese, although some, like Jerec and Visas Marr, preferred Basic. They differed from Humans in that they lacked pupils or irises, instead bearing only vestigial white orbs (or in some cases, such as Visas Marr, empty sockets), and perceived the environment around them through the Force instead of regular vision. This vision was so strong that if a Miralukan looked upon a Jedi or Sith they could "see" the Force radiation off them. For moral reasons, Miraluka hid the appearance of their eyes by wearing a headband, a mask, or similar concealing headwear. As a Force-using species, Miraluka were often quite shocked if shown life not connected to the Force. The Miraluka that lived on Katarr were strong enough that even they felt the Battle of Malachor, though it is possible that they felt not only that battle.
Home Planet: Originally Alpheridies, now scattered thanks to the Sith
Usual Occupation: Force User
Mon Calamari - (0)
Playable Race
Creative, quiet and inquisitive, the Mon Calamari are dreamers who cherish peace but aren't afraid to wage war for the causes they believe in. Soft spoken but forceful, the Mon Calamari are great starship engineers. They see everything they create as a work of art, not just as a tool or weapon. They are a lawful, organized people who have little tolerance for those who operate outside the status quo. They come from a water-covered world and can breathe both air and water.
Recognized for their analytical and organizational skills, Mon Calamari also have a keen love of flying among the stars. They believe in order and the greater good, sometimes going so far as to support the good of society over the good of the individual.
Homeworld: The water, technological planet Mon Calamari
Usual Occupation: Diplomat / Starship Engineer / Pilot / Soldier
Quarren - (0)
Playable Race
Practical and conservative, Quarren tend to hate change and distrust anyone who displays overt optimism and idealism.
The humanoid Quarren share the watery world of Mon Calamari with the Mon Calamari race. While the Mon Calamari live on the surface, the Quarren dwell in air-filled underwater cities. Where the Mon Calamari are curious and optimistic, the Quarren tend to be staid and pessimistic. They consider the Mon Calamari idealism to be the result of foolish, even dangerous, dreaming that only leads to trouble. Many Quarren tend to be pragmatic, unwilling to trust or accept new ideas.
Homewprld: The watery, technological planet of Mon Calamari
Usual Occupation: Criminal / Crime Lord / Diplomat / Businessman
Rodian - (0)
Playable Race
They have large, black eyes, tapir-like snouts, long flexible fingers terminating in suction cups, twin saucer-like sensory organs atop their heads, and a ridge of spines cresting their skulls.
Rodians are widely distrusted by other species, who consider the Rodians to be generally greedy, immoral, and violent. Much of this reputation stems from Rodian culture: Rodian culture romanticizes death and the hunt, and the species reveres bounty hunters. The most successful hunters are presented with an array of rewards, including such coveted awards as "Best Capture," "Longest Hunt," and "Most Kills."
On Rodia, the species lives in violent clans that wage long and devastating wars against one another. Immense gladiator games are also a frequent occurrence. To support their constant warfare, Rodian industry revolves around building weapons, armors, and vehicles. Manufacturing facilities dominate the landscape, devastating the once lush and tropical Rodia's ecology. Many life-forms have become extinct on Rodia and most food and material goods must be imported to the planet.
Home Planet: Rodia (Originally) / May be from most planets.
Usual Occupation: Bounty Hunter / Spy / Trader / Merchant
Sullustans - (0)
Playable Race
Sullustans tend to be pragmatic, pleasant, and fond of practical jokes.
Sullustans live in a series of complex city-caves beneath the surface of Sullust, a harsh, volcanic world covered in thick clouds of noxious gas. Their planet hosts the headquarters for the mighty SoroSuub Corporation, and visitors from all over the galaxy come to see its underground cities. Living underground has allowed the sullustans to develop acute senses, and they are renowned for their navigational and piloting skills.
Friendly and outgoing, Sullustans enjoy interacting with unusual and interesting beings of other species. They have a corporate mindset and a knack for business, as well as a love of space travel and exploration.
Homeworld: The volcanic, technological world of Sullust
Usual Occupations: Pilot / Smuggler / Trader / Businessman / Explorer
Trandoshan - (0)
Playable Race
The reptilian Trandoshans are known for their great strength and warlike natures. Many of these beings dedicate themselves to martial training, and some follow the path of the hunter on their native world. A few have even become renowned (or infamous) bounty hunters in galactic society, taking what they learned on Trandosha and utilizing it beyond their home star system. Nomally violent, brutal and driven, Trandoshans love to compete, but can show compassion and mercy as the situation warrants.
Force-using trandoshans have always been rare. A feud has developed between some Trandoshans and some Wookies (their homeworlds are in close proximity), but there are as many or more examples of Trandoshans and Wookies working together and cooperating as there are instances of problems between the two cultures.
Homeworld: Trandosha (Also known as Dosha)
Usual Occupation: Scout / Soldier / Bounty Hunter
Twi'lek - (0)
Playable Race
Twi'leks tend to be cunning, charismatic and profit-oriented. They have made a place for themselves along the galactic rim. These exotic beings, known for their beautiful head-tails (called Lekku), can also be found on numerous planets. Sly, calculating beings, Twi'leks prefer to avoid trouble and stick to the shadows until an opportunity to act, without undue danger to themselves, presents itself. They like to observe, plan and prepare - rarely does an individual Twi'lek rush into anything. Some can be vain, but most are keeping an eye out for a way to profit from any situation.
Homeworld: Ryloth
Usual Occupation: Businessman / Criminal / Crime Lord / Entertainer / Diplomat
Wookie - (0)
Playable Race
Towering, fur-covered humanoids native to the planet Kashyyyk, Wookiees are one of the most recognizable species in the galaxy. They are strong and prone to fits of bestial rage, but are also intelligent, loyal, and trusting.
They are great at repairing things and are accomplished engineers. Their size, language barrier and beast appearance make few species think that they are only good for War and Slaves. They are so much more.
Kashyyyk is covered with huge trees and would be tough to locate the Wookies but their neighbors, the Trandoshans, know the planet well and use this knowledge to trap and enslave many Wookies.
Between the Slavers and the Sith Occupation Force it is a near miracle to escape Kashyyyk and follow their own dreams.
Home World: Kashyyyk
Usual Occupation: Warriors / Repairers
Zabrak - (0)
Playable Race
Zabrak tend to be dedicated, intense, and focused. They are sometimes considered singleminded
The Zabrak took to the stars early in galactic history and have a vast number of colony worlds. (Many Zabrak identify themselves by the colony they hail from.) The Zabrak have an iron will and a survival instinct second to none. They are explorers and wariors without peer, withinstincts forged by the harshness of the original Zabrak homeworld and the poneer spirit that led to the settlement of the Zabrak colonies.
Zabrak posess a great amount of confidence, and they believe that there is nothing that they can't accomplish. While this innate attitude could lead to feelings of superiority, most Zabrak don't look down upon other species. They believe in themselves and are proud and strong, but they rarely project any negativity toward those of other species. Each Zabrak is extremely proud of his or her home colony..
Homeworld: Iridonia or one of eight colonies in the Mid Rim region of space
Usual Occupation: Scout / Pilot / Soldier / Bounty Hunter
Anzat - (0)
Restricted Race
The Anzat are very similar to other Humanoids but with a few major differences.
They possess two tentacle-like proboscises that curl out and extend from their cheeks.
They use them to eat a form of food that is liquid-like. It is usually referred to as Soup OR Luck.
The eating of Soup makes them age very slowly. It takes about 100 years for an Anzat to reach puberty and they have been known to live for as many as 2,000 years.
Home Planet: Anzat
Usual Occupation: Any
If there is another race that you want here then please post it in the suggestion box
Star Wars: Jedi Resurrection RPG
