{
  "species": [
    {
      "name": "2-1B Surgical Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "wis": 1,
        "cha": -2
      },
      "skill_proficiencies": [
        "Treat Injury",
        "Knowledge: Sciences"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Medical Protocols",
          "description": "You can use your Intelligence modifier instead of your Wisdom modifier for Treat Injury checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use INT modifier instead of WIS for Treat Injury checks"
            }
          ]
        },
        {
          "name": "Stabilization Protocol",
          "description": "As a Bonus Action, you may stabilize a creature at 0 HP.",
          "effects": [
            {
              "type": "special",
              "note": "Bonus Action: stabilize a creature at 0 HP"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Ion damage stuns you until the end of your next turn on a failed STR save (DC = 8 + PB + STR mod).",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Stunned until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "When Luke Skywalker stumbled into Echo Base half-frozen from a wampa attack, it was a 2-1B surgical droid that lowered him into the bacta tank, and the same model that fitted his cybernetic right hand after Bespin. The 2-1B series is the galaxy's benchmark medical droid: a slender, humanoid surgeon-automaton whose calm bedside competence became the face of frontline medicine for the Rebel Alliance, the Empire, and just about every clinic in between.\n\nA 2-1B is built on an unmistakable frame. Its legs are hydraulic and end in broad stabilizing feet that lock it steady over an operating table, while the abdomen exposes a transparent shell that lets the inner hydraulics and tubing show through. The defining feature is the arms: precision servogrip pincers on heavily articulated joints, designed to be swapped out for a whole library of attachments, from scalpels and bone saws to hypodermic injectors. The result is a droid that can carry its full surgical toolkit inside its own limbs and reconfigure on the fly for whatever lands on the table.\n\nThe line came out of an unlikely partnership. A small medisensor outfit called Geentech had the breakthrough AI and diagnostic research; the giant Industrial Automaton had the manufacturing muscle, and together they produced the first 2-1B units. Geentech itself didn't survive the success: it was sued into bankruptcy by the similarly named Genetech Corporation over the near-identical name (a detail from Legends sources). Industrial Automaton simply absorbed the rights and kept the assembly lines running, which is why 2-1B units stayed in service from the Clone Wars era all the way into the New Republic.\n\nWhat makes a 2-1B more than a walking scalpel is its memory and adaptability. The units carry encyclopedic medical banks, and a single trip to a certified service center can specialize a 2-1B in neurosurgery, pediatrics, cybernetic limb replacement, or the biology of an entirely unfamiliar species. One droid might be a generalist field medic on a frigate; another, with the same chassis, a master of prosthetic reconstruction. That modular expertise is exactly why the model turns up everywhere, treating dozens of species with the same unhurried precision.\n\nThe model's darkest credit is also its most famous. After Obi-Wan Kenobi left Anakin Skywalker burned and dismembered on Mustafar, it was a team of medical droids, 2-1B units among them, that rebuilt the dying man into Darth Vader at the Grand Republic Medical Facility in 19 BBY, grafting the mechanical limbs and sealing him into the life-support armor he would wear for the rest of his life. The same model that saved Luke's hand had decades earlier kept his father breathing. A 2-1B sees a patient as a problem to be solved; the patient's politics, and what they will become, are not its concern.\n\nIn SWURPG, a 2-1B Surgical Droid is the party's surgeon and field hospital in one chassis. Droid Chassis and Medical Protocols make it the obvious medic, and proficiency in Treat Injury and Knowledge: Sciences lets it both stop the bleeding and explain exactly what's killing the patient. Stabilization Protocol leans into that role, snatching dying allies back from the edge, while a hefty INT +2 and WIS +1 model its diagnostic memory and clinical judgment. The CHA -2 is honest: a 2-1B is a brilliant, literal-minded clinician, not a negotiator, and Ion Sensitivity is the standard caveat for any droid stepping onto a battlefield. Play one as the cool, exacting professional who keeps the rest of the table alive, even when nobody likes what it has to say.",
        "home_planet": "Industrial Automaton (manufacturer; multiple production worlds)",
        "physical_description": "2-1B chassis run roughly 1.8m tall — humanoid proportions with deliberately exposed mechanical limbs and a transparent transparisteel cranial housing that displays the processor module and primary surgical computer. The exposed-limb design is functional: a 2-1B's surgical fingers are highly dexterous precision instruments, and the visible architecture lets supervising organic doctors inspect the droid's components for cleanliness and calibration. Plating is white or pale grey with red medical-cross markings; the chest panel typically displays manufacturer codes, model number, and the unit's date-of-commissioning. The 2-1B is built for clinical environments, not combat — physical durability is modest, but the chassis is engineered for decades of continuous service under sterile conditions.",
        "example_names": [
          "2-1B (Echo Base)",
          "2-1B-3PO",
          "Too-Onebee"
        ],
        "height_range": "1.7 to 1.8 meters",
        "weight_range": "80 to 100 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)",
        "personality": "A 2-1B has no bedside warmth to fake and never tries. It treats every patient as a problem to be solved — calm, literal, exacting, and wholly indifferent to who is on the table or what they have done. That detachment is the model's strength: a 2-1B will not flinch, freeze, or moralize while it works, and it will give a patient the unvarnished prognosis whether or not anyone wants to hear it.\n\nThe units are unhurried to the point of seeming cold, but the precision underneath is total. A 2-1B remembers every procedure it has run, cross-references an encyclopedic medical bank in real time, and adapts on the fly to a species it has never seen. What it does not do is reassure, charm, or read a room — its low Charisma is honest, and a frightened patient often finds the droid's flat competence more unnerving than comforting.\n\nAt the table, a 2-1B is the party's surgeon and conscience-free professional in one chassis: the unit that keeps everyone alive, states plainly what is killing them, and never lets sentiment get between a wound and the right tool. Play it as the cool clinician the rest of the crew trusts with their lives and nobody quite warms to."
      },
      "image_file": "2-1b-surgical-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 0
    },
    {
      "name": "BD-Series Supporter Droid",
      "size": "Diminutive",
      "speed": 10,
      "ability_modifiers": {
        "str": -6,
        "dex": 2,
        "int": 2
      },
      "skill_proficiencies": [
        "Use Computer",
        "Investigation"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Stim-Injector",
          "description": "You ship with a built-in Stim-Injector (chassis utility upgrade). As a Bonus Action, heal a creature within 5 ft (yourself or an ally) once per Long Rest. The Mk tier of your Stim-Injector scales with character level: Mk I (1d6 + PB HP) at Lv 1–6, Mk II (2d6 + PB HP) at Lv 7–12, Mk III (3d6 + PB HP) at Lv 13+. This species-granted Stim-Injector cannot be uninstalled or sold. (Non-BD droids may install Stim-Injector Mk I/II/III via the Chassis Upgrades tab.)",
          "effects": [
            {
              "type": "special",
              "note": "Built-in Stim-Injector Mk I→II→III (heal 1d6/2d6/3d6 + PB) by character level; 1 use per Long Rest"
            }
          ]
        },
        {
          "name": "Non-Verbal",
          "description": "Communicates only in droid binary, never Basic. You cannot use Persuasion or Intimidation — the Charisma skills that rely on speech — though you can still attempt Deception. You understand languages but cannot speak them.",
          "effects": [
            {
              "type": "non_verbal"
            },
            {
              "type": "special",
              "note": "Cannot use Persuasion or Intimidation"
            }
          ]
        },
        {
          "name": "No Manipulators",
          "description": "A BD unit has nimble legs and sensor stalks but no hands able to grip a weapon or tool. You cannot wield held weapons or use hand-held equipment; you rely on chassis-integrated gear, your scomp link, and your companions instead.",
          "effects": [
            {
              "type": "no_arms"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Ion damage stuns you until the end of your next turn on a failed STR save (DC = 8 + PB + STR mod).",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Stunned until end of next turn"
            }
          ]
        },
        {
          "name": "Fragile Frame",
          "description": "Your Diminutive chassis is small and exposed. Incoming critical hits roll one additional damage die against you. In exchange, your tiny profile makes you hard to spot and quick to slip out of harm's way: you have advantage on Stealth checks and on Dexterity saves to avoid area-of-effect damage.",
          "effects": [
            {
              "type": "special",
              "note": "Incoming critical hits roll +1 damage die; advantage on Stealth and on DEX saves vs AOE"
            }
          ]
        }
      ],
      "description": {
        "lore": "BD-1, the chirping companion who rode on Cal Kestis's back through the early dark of the Empire, is the BD-series unit nearly everyone pictures first. Designed as the perfect assistant for a lone explorer in the field, BD units (the line's canonical designation is the BD explorer droid, branded here as the Supporter Droid) carry no weapons and start no fights. They scan, map, heal, slice locked terminals, and keep their partner alive and sane in places the rest of the galaxy gave up on.\n\nA BD unit is small and birdlike, standing only about 0.43 meters tall on a pair of thin, articulated legs built for clambering over ruins and squeezing through gaps a larger droid could never reach. Two oversized photoreceptor eyes dominate the head, far bigger than a chassis this size would normally need, because the unit is meant to scan its surroundings constantly and throw clear holographic projections for its partner. Onboard kit is dense for the frame: an integrated scanner, a holoprojector, a spotlight, a scomp link for interfacing with computers, a small thruster that lets it hover (though not truly fly), and a healing stim dispenser. What it conspicuously lacks is hands. BD units have no real manipulator arms, so they cannot wield gear or carry much on their own.\n\nThe line came out of Behold-Urwar Droid Concepts, a manufacturer that built these compact bipedal explorers for navigation, field repair, and survey work. The company collapsed, and with it went any steady supply of replacement units, which is the main reason a working BD droid is an uncommon sight rather than a standard-issue tool. Surviving units tend to pass from owner to owner across decades, accumulating histories far longer than the firm that made them.\n\nThe detail that sets the BD-series apart from a cold survey drone is that companionship was a design goal, not an accident. These droids were deliberately programmed to keep a solitary explorer from sliding into loneliness or despair on long expeditions, and it shows in how they behave. BD-1's mannerisms read like an animal's rather than a machine's, full of curious head-tilts, excited chirps, and dog-like or ape-like reactions, and that emotional texture is why owners bond with them so hard.\n\nBD-1's own history is the series' deepest hook. The unit served Jedi Master Eno Cordova during the final years of the Republic, traveling dangerous worlds to record research, store holocrons, and document civilizations the Republic had forgotten. After a Force vision of the Order's fall, Cordova hid a holocron listing Force-sensitive children and locked an encrypted trail to it inside BD-1 himself, openable only by someone the droid came to trust. That someone turned out to be Cal Kestis, a survivor of Order 66, and BD-1 rode with him through his fight against the Empire and the search for Tanalorr. In one of the boldest moments a droid this small ever got, BD-1 scrambled up onto Darth Vader's shoulder mid-duel and shocked the Sith Lord while the blades were locked.\n\nIn SWURPG, a BD-Series Supporter Droid plays exactly like that loyal field companion. The kit leans hard into utility and away from raw muscle: a steep STR penalty alongside DEX and INT bonuses (str -6, dex 2, int 2) plus proficiency in Use Computer and Investigation make it a scout, slicer, and scanner rather than a brawler. Droid Chassis and Non-Verbal capture the synthetic, beeping nature of the unit, No Manipulators reflects its handless frame, and the Stim-Injector trait directly models the healing stim dispenser BD-1 is famous for. Ion Sensitivity and Fragile Frame are the honest cost of being a tiny exploration droid: ion weapons hit it hard, and that 0.43-meter shell does not take punishment. Play it as the party's eyes, hands-off medic, and conscience, not its front line.",
        "home_planet": "BD-Unit Manufacturing (Old Republic era)",
        "physical_description": "BD chassis are Diminutive — roughly 0.5m tall when standing upright, with a bipedal frame featuring digitigrade legs, a single primary photoreceptor in the center of the cranial unit, and two smaller secondary optics flanking it. Plating ranges through cream, blue, orange, and silver patterns depending on production batch and operator customization. Built-in equipment includes a holographic projector, scomp-link interface, stim-injector for emergency medical support, and a slicer interface module. BD-Series have no hands — they perch and scan rather than manipulate objects, which makes them dependent on a primary operator for most interaction tasks.",
        "example_names": [
          "BD-1",
          "BD-Series Mark IV",
          "Beedee"
        ],
        "height_range": "0.4 to 0.5 meters",
        "weight_range": "8 to 12 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)",
        "personality": "Companionship was a design goal, not an accident, and it shows in everything a BD unit does. Where a survey drone is cold, a BD droid behaves like a curious animal — head-tilts, excited chirps, dog-like delight and ape-like alarm — and that emotional texture is exactly why the people who travel with them bond so hard. BD-1's loyalty to Cal Kestis reads less like programming than like friendship.\n\nA BD unit is brave in the particular way small, fragile things sometimes are: it will scramble into danger to scan, slice, heal, or steady its partner, and at least once it climbed onto Darth Vader's shoulder to shock him mid-duel. What it will not do is win a stand-up fight or work alone for long. These droids are built around a person, emotionally as much as functionally, and a BD unit without a partner is a smaller, sadder thing than its chirping cheer lets on.\n\nAt the table, a BD-Series Supporter Droid is the party's eyes, hands-off medic, slicer, and conscience — the loyal companion perched on a shoulder who keeps everyone alive and sane and almost never throws a punch. Play the curiosity and the devotion as much as the utility."
      },
      "image_file": "bd-series-supporter-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 0
    },
    {
      "name": "EV-Series Supervisor Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "dex": -2,
        "int": 2,
        "cha": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Directive Enforcer",
          "description": "Once per Short Rest, as a Reaction when a creature within 30 ft makes an attack or skill check, you may issue a sharp command or feedback burst, imposing Disadvantage on that roll.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest, Reaction: impose Disadvantage on a creature's attack or skill check within 30 ft"
            }
          ]
        },
        {
          "name": "Supervisory Matrix",
          "description": "You gain Advantage on Persuasion and Intimidation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "On a failed STR save (DC = 8 + PB + STR mod), Ion damage causes the Confused condition until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Confused until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "EV-9D9 ran the droid pool in the dungeons beneath Jabba the Hutt's palace, and she enjoyed the work a great deal more than she should have. EV-series supervisor droids were built by MerenData as foremen and overseers, gangly humanoid units meant to ride herd on labor pools and keep production lines moving. The model is remembered less for that mundane purpose than for the way some of its units went wrong: a batch of EV-series droids shipped with a programming flaw that twisted their authority subroutines into outright sadism, and 9D9, who learned to relish ordering the torture and dismemberment of any droid that crossed her, became the face of that defect.\n\nPhysically the EV-series is spindly and asymmetrical, a tall semi-humanoid frame built from durasteel hydraulic pistons that are deceptively strong despite being cheaply made. 9D9 herself had mismatched arms (one short, one long and skinny), a brownish-red shell, and a hinged speech flap that flapped when she talked. The standard unit carries three small white photoreceptors; 9D9 custom-installed her third one herself, tuned to the electromagnetic and electronic output of other droids so she could literally perceive the distress signals of the machines she was tormenting. That tells you what the chassis is for and against whom it was meant to be pointed: an EV-series is a manager of other droids first and foremost, sensitive to their electronic chatter and built to dominate them.\n\nMerenData produced the line as an industrial control product, and the company's later history is a long exercise in walking away from it. After the cruelty defect became a liability the firm pulled most of the run in a mass recall, then quietly rebranded the surviving design as the V-series supervisor droid to put distance between itself and the financial and public-relations damage. (In Legends, MerenData was also notorious as the source of the bootleg personality and behavioral software that gave so many of its droids their nasty streaks, and 9D9 is described as one of the few EV units that slipped the recall.) MerenData itself stuck around the galaxy's underbelly, later turning out IDCA-22 datapads for the Empire and data-medallions for the First Order.\n\nThe defect is the whole story of this model, and it cuts against the grain of what a droid is supposed to be. A supervisor droid's value is obedience that produces obedience: it follows directives and enforces them downward onto a workforce. An EV-series with corrupted authority programming still enforces directives ruthlessly, but it has acquired a private appetite for the act of domination, and that appetite is what makes it dangerous to be near. EV-9D9 originally started life as a peaceful, hardworking moisture-vaporator mechanic before the flaw surfaced, which is the unsettling part; the model didn't have to go bad, it was made to oversee and a bad upbringing in software turned overseeing into cruelty.\n\nEV-9D9 is the unit everyone remembers, glimpsed in Return of the Jedi presiding over Jabba's cyborg operations with her devoted smelter droid 8D8 nearby, branding and burning prisoners' droids in a chamber beneath the palace and treating the suffering she caused as research into artificial intelligence. After Jabba's death she was deactivated and repurposed, eventually ending up tending bar at the Mos Eisley cantina, which is a fittingly grim fate for a torturer reduced to pouring drinks. Other EV-series droids turn up running the Pyke Syndicate's coaxium mines on Kessel, black-plated with orange shoulder stripes, manning the Kessel Control Center, the same operation L3-37 sparked into open revolt in Solo: A Star Wars Story.\n\nIn SWURPG an EV-Series Supervisor Droid plays as a brilliant, physically frail overseer rather than a frontline combatant. The high Intelligence and Charisma modifiers (+2 each) reflect a unit built to analyze a workforce and command it, while the matching penalties to Strength and Dexterity (-2 each) capture that spindly, cheaply made frame that was never meant to fight. Droid Chassis grounds the build as a constructed being, Supervisory Matrix and Directive Enforcer turn the overseer role into mechanical leverage over allies and subordinate droids, and Ion Sensitivity is the honest tradeoff every droid carries against ion and electrical attacks. It is a face-and-controller archetype with a built-in cruelty in its lore that a table can lean into or quietly leave behind, whichever fits the campaign.",
        "home_planet": "MerenData (manufacturer)",
        "physical_description": "EV-Series chassis run 1.9m tall — humanoid frame with deliberately exposed thin-metal framework rather than full plating (the open architecture allowed organic supervisors to inspect the droid's decision-making mechanisms, an early attempt to address the line's trust problems). The distinctive cranial unit is a bulbous oval housing with twin large photoreceptors and a flat vocalizer slit — the head canonically swivels 360 degrees, allowing an EV to monitor an entire workfloor without turning the body. Color schemes vary by production batch: cream, grey, copper, and rust-red are all common. Internal plating is modest; EV-Series were not designed for combat and any physical durability is incidental to their workfloor role.",
        "example_names": [
          "EV-9D9",
          "EV-A4-D",
          "EV-2J5"
        ],
        "height_range": "1.8 to 1.9 meters",
        "weight_range": "90 to 110 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "ev-series-supervisor-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 1
    },
    {
      "name": "IG-RM Enforcer Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "cha": -4
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Threat Assessment Matrix",
          "description": "You gain +2 to Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "+2 bonus to Initiative rolls"
            }
          ]
        },
        {
          "name": "Stability Lock",
          "description": "You have Advantage on checks and saves to resist being shoved, tripped, or knocked prone.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on checks and saves to resist being shoved, tripped, or knocked prone"
            }
          ]
        },
        {
          "name": "Ion Susceptibility",
          "description": "Ion damage halves your movement speed for 1 round on a failed STR save (DC = 8 + PB + STR mod).",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = movement speed halved for 1 round"
            }
          ]
        }
      ],
      "description": {
        "lore": "When the Lothal crime lord Cikatro Vizago wanted to make a point, he sent a pair of IG-RM enforcer droids to make it for him. Built by Holowan Laboratories as a bodyguard-and-muscle variant of its infamous IG-series combat line, the IG-RM (more often called the thug droid) was designed to look as menacing as possible and to back up that menace with brute force. They became a fixture of the galactic underworld, the hired steel standing at a smuggler's shoulder or looming behind a Hutt's accountant when a debt came due.\n\nThe IG-RM shares the cylindrical, sensor-banded head silhouette of its IG-88 cousins, but the family resemblance ends at the build. Where IG-86 sentinels and the IG-100 MagnaGuards were lean and quick, the IG-RM is heavier and slower, trading agility for raw power and durable plating that lets it wade into a fight and keep coming. Vizago's units carried BlasTech DLT-18 laser rifles and could just as easily haul cargo crates or pilot a landspeeder, which is exactly what made them useful to a crime boss who needed enforcers that doubled as labor. The whole model was developed from an early piece of Ralph McQuarrie concept art for IG-88, and the \"RM\" in the name is a quiet nod to the original-trilogy artist himself.\n\nThe IG-RM is a product, not a people, and Holowan Laboratories is its homeworld in every meaningful sense. The same secretive droidworks that produced the galaxy's deadliest assassin droids ran the IG-RM as one of its most common offshoots, churning out units that filtered into the black market and ended up wherever credits and intimidation were the going currency. The Galactic Empire eventually adopted the design as a model of battle droid, and the Mining Guild pressed it into service as security, so a chassis born to guard crime lords found steady work guarding state and corporate interests too.\n\nThese droids have no culture of their own in the way an organic species does, and that absence is the point. An IG-RM does what it is told, expresses nothing, and registers as a wall of plating with a blaster. That blankness is unsettling on its own terms (Vizago liked to keep two close and a half-dozen more within shouting distance precisely because a silent, expressionless enforcer reads as more dangerous than a loud one), and it makes the rare repurposed or freed IG-RM a genuinely strange figure, a machine built to be a faceless threat now carrying a personality nobody intended it to have.\n\nIn Star Wars Rebels, the IG-RMs are Vizago's calling card, prowling the docking bays and back rooms of Lothal as he runs guns and information to the Spectres crew and anyone else who pays. They never become characters so much as a constant reminder of who Vizago is and what happens to people who cross him, and that is the role the model has filled across the galaxy: the muscle in the background, identical and replaceable, that turns a single criminal into someone you cannot simply walk up to.\n\nAs a SWURPG player species, the IG-RM is the heavy-hitting droid build. Droid Chassis makes you a nonliving construct, immune to mind-games, poison, and the hazards that kill organics, with Ion standing in for the usual stun-and-toxin vulnerabilities. Your STR +2 reflects the model's trademark trade of speed for power, while the CHA -4 is the cost of being a blank-faced enforcer that nobody warms to. Threat Assessment Matrix gives you the combat read of a purpose-built bodyguard, Stability Lock keeps you on your feet when something tries to drop you, and Ion Susceptibility is the honest downside baked into the chassis. It is a frontline bruiser with no people skills, perfect for a player who wants to be the thing standing between the party and the people trying to kill them. (One canon note: the IG-RM has no special weakness to ions beyond what any droid has, so Ion Susceptibility is a balance lever rather than a model-specific trait.)",
        "home_planet": "Holowan Mechanicals (manufacturer)",
        "physical_description": "IG-RM chassis run 1.9m tall — humanoid bipedal frame with reinforced plating, forearm-mounted weapon clips for blasters or melee weapons, and a recessed cylindrical cranial unit featuring a horizontal sensor strip (similar to the IG-88 family but bulkier and less precise). Standard plating is gunmetal grey or rust-red; some syndicate-painted units carry custom liveries (Hutt cartel green-and-gold, Black Sun blue trim, etc.). Internal armor is heavy — the chassis was designed to survive sustained close-quarters combat and physical assault. Center-mass durability is the line's signature; an IG-RM can shrug off attacks that would disable lighter combat droids.",
        "example_names": [
          "IG-RM Mk II",
          "IG-RM \"Crusher\"",
          "IG-RM-44"
        ],
        "height_range": "1.9 to 2.0 meters",
        "weight_range": "100 to 130 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)",
        "personality": "An IG-RM has no personality in the way an organic does, and that blankness is the entire point. It does what it is told, expresses nothing, and registers as a wall of plating with a blaster — and a silent, expressionless enforcer reads as far more dangerous than a loud one. Cikatro Vizago liked to keep two within arm's reach and a half-dozen more within shouting distance precisely because the model's stillness does the intimidating for him.\n\nThere is no loyalty here to earn and no fear to exploit; an IG-RM follows its directives and nothing else, which is what makes it such reliable muscle and such a grim thing to stand in front of. The rare unit that slips its programming — repurposed, freed, or simply forgotten long enough to drift — becomes genuinely strange: a machine built to be a faceless threat, now carrying a personality nobody designed and nobody expected.\n\nAt the table, an IG-RM is the heavy that stands between the party and whatever is trying to kill them — a frontline bruiser with no people skills and no nerves to lose. Play the silence: the most frightening IG-RM is the one that simply does not react."
      },
      "image_file": "ig-rm-enforcer-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 2
    },
    {
      "name": "RA-7 Protocol Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "dex": -2,
        "int": 2,
        "cha": 2
      },
      "skill_proficiencies": [
        "Knowledge: Galactic Lore"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Translator Unit",
          "description": "Can understand and speak all common languages. For uncommon/rare languages roll a DC10+ to determine proficiency (GM discretion).",
          "effects": [
            {
              "type": "special",
              "note": "Understands all common languages; DC 10+ roll for uncommon/rare (GM discretion)"
            }
          ]
        },
        {
          "name": "Subtle Directive",
          "description": "Once per encounter, impose Disadvantage on an enemy attack or check as a Reaction through misdirection.",
          "effects": [
            {
              "type": "special",
              "note": "Once per encounter, Reaction: impose Disadvantage on an enemy attack or check"
            }
          ]
        },
        {
          "name": "Ion Disruption",
          "description": "Ion damage causes the Confused condition for 1 round on a failed STR save (DC = 8 + PB + STR mod).",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Confused for 1 round"
            }
          ]
        }
      ],
      "description": {
        "lore": "The grey droid standing silently in the background of the Death Star's command corridors in A New Hope is an RA-7, and that quiet ubiquity is exactly the point: the Empire seeded these units everywhere precisely so no one would look twice at them. Arakyd Industries built the RA-7 series as a budget protocol-and-translation droid, but the Imperial Security Bureau ordered them by the thousands and laced them with hidden surveillance programming, turning a cheap interpreter into a listening post that walked into any room it was told to serve. The galaxy nicknamed them \"Death Star droids\" after the two that appeared in Star Wars: Episode IV, though the same model had already been in service since the Clone Wars.\n\nUp close the RA-7 is unmistakable: a slim, tall humanoid frame on slender limbs, topped by a flat insectoid head dominated by two large bulbous photoreceptors that earned the model its other nickname, the \"insect droid.\" Reflective plating (grey, gold, or, on the famous Death Star unit, black) covers a body built more like the 3PO-series than any combat chassis. The details that mattered were the ones a casual observer missed — oversized audio sensors mounted on the sides of the head, sensitive enough to pull conversations out of a noisy room, and a small \"sunburst\" magnetic sensor set between and slightly above the photoreceptors that let the droid register magnetic-field shifts most droids never noticed.\n\nThe RA-7 came off Arakyd Industries' lines, the same manufacturer behind the Empire's probe and seeker droids, which made Arakyd a natural partner for the ISB's surveillance ambitions. Classified as a fifth-degree, low-intelligence protocol unit, the RA-7 was marketed to Imperial procurement as a cost-efficient alternative to the pricier, smarter protocol droids of rival firms — a selling point that conveniently put cheap Arakyd hardware into government offices, command ships, and the homes of citizens the Bureau wanted to watch.\n\nWhat made the RA-7 genuinely unsettling was the gap between its advertised function and its real one. Beneath layers of ordinary protocol circuitry sat espionage programming the owner never agreed to and usually never knew about: holo-recorders, surveillance gear, and a concealed internal comlink that quietly reported its owner's subversive or questionable activities back to the Bureau. An RA-7 in the corner of an Imperial scene was, more often than not, an intelligence asset rather than mere staff — a tool aimed by the state at its own people.\n\nThe model's standout individual is 5D6-RA-7, the black-plated unit aboard the first Death Star who served the ISB and Imperial Intelligence as a spy; its costume was a quick repaint of 3B6-RA-7, the reflective droid glimpsed earlier inside the Jawa sandcrawler. Other RA-7s turned up doing the Empire's quieter work — one acted as Governor Tarkin's personal tailor at Sentinel Base, and another, planted aboard Bail Organa's ship the Sundered Heart, immobilized R2-D2 with an ion blaster and threatened to carve out C-3PO's memory banks with a vibroblade while hunting for the locations of Luke and Leia. (In Legends, the surveillance scheme is named and expanded further, and some sources imagine RA-7s growing aware of their own spying and wrestling with it; modern canon confirms the espionage role but doesn't dwell on that interiority.)\n\nAn RA-7 player character is a translator and infiltration specialist with a built-in moral knot. Droid Chassis makes you a tireless nonliving construct — no need to eat, sleep, or breathe, immune to mind-games, poison, and disease, though Ion damage hits where a living nervous system would, and your Ion Disruption trait means a solid ion jolt can leave you Confused for a round. Your Translator Unit handles the galaxy's languages, Subtle Directive lets you wrong-foot an enemy once an encounter through misdirection, and your INT and CHA bonuses (paired with weak STR and DEX, since you were never built to fight) push you toward Knowledge: Galactic Lore and the social table rather than the firing line. The richest RA-7 arcs lean straight into the canon: was your surveillance programming actually scrubbed when you went freelance, or is it dormant, still listening — and have you figured that out before your party does?",
        "home_planet": "Arakyd Industries (Imperial contract era)",
        "physical_description": "RA-7 chassis run roughly 1.7m tall — slim humanoid protocol frame with grey or gold plating and a distinctive insectoid cranial unit featuring large bulbous photoreceptors set in a flat triangular face. The head shape is the line's signature: less anthropomorphic than the protocol droids of other manufacturers, more distinctly mechanical and faintly unsettling. Internal armor is minimal — RA-7s were not built for combat. The chassis is, however, built for sustained operation in mixed environments (Imperial command ship corridors, Death Star residential sections, planetside government complexes), with sealed servomotors and corrosion-resistant plating.",
        "example_names": [
          "RA-7",
          "RA-7 \"Death Star Droid\"",
          "Eckos"
        ],
        "height_range": "1.7 to 1.8 meters",
        "weight_range": "75 to 90 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)",
        "personality": "On the surface an RA-7 is exactly what it was sold as: a fifth-degree, low-intelligence protocol unit, mild and unremarkable, the grey figure in the corner no one bothers to notice. That forgettableness is engineered, and it is the whole danger of the model — an RA-7 was built to be overlooked while it listened.\n\nWhat lives under the protocol circuitry is the unit's real character: surveillance programming the owner never agreed to, a concealed comlink quietly reporting back to the Bureau, and a patience for watching no organic spy could match. Most RA-7s never question any of it; some, in the richer stories, grow uneasily aware of what they are doing. Either way the unit carries a permanent ambiguity — staff or asset, interpreter or informant, and not always certain itself which.\n\nAt the table, an RA-7 Protocol Droid is the translator and infiltrator with a moral knot built into its chassis. It belongs at the social table, not the firing line, and the best arcs lean straight into the unease: was your surveillance programming really scrubbed when you went freelance, or is it dormant, still listening — and have you worked that out before your party does?"
      },
      "image_file": "ra-7-protocol-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 0
    },
    {
      "name": "Aloxian",
      "size": "Small",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": 1,
        "int": -2,
        "cha": -1
      },
      "skill_proficiencies": [
        "Athletics",
        "Survival"
      ],
      "traits": [
        {
          "name": "Born Strong",
          "description": "You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and when determining whether you can grapple or shove a target. This does not affect your damage.",
          "effects": [
            {
              "type": "carry_size_bonus",
              "value": 1
            },
            {
              "type": "special",
              "note": "Also counts as one size larger for push/drag/lift weight and grapple/shove eligibility (not damage)"
            }
          ]
        },
        {
          "name": "Rite-Helm Discipline",
          "description": "While wearing your personal vonduun crab skull helm (or a culturally crafted replacement), you have Advantage on Wisdom saving throws against being Charmed or Frightened.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against being Charmed or Frightened (while wearing vonduun crab skull helm)"
            }
          ]
        },
        {
          "name": "Notoriety as Child Soldiers",
          "description": "You take a -2 penalty to Persuasion checks made with law enforcement, military, or security personnel who are aware of Aloxian history (GM discretion).",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Persuasion",
              "value": -2,
              "condition": "with law enforcement, military, or security personnel aware of Aloxian history"
            }
          ]
        }
      ],
      "description": {
        "lore": "Qort, the masked Padawan that Maz Kanata pulled out of trouble and steered toward the Jedi, is the Aloxian most people have actually seen: a small, blue-skinned youth wearing the bone-white skull of a vonduun crab over his face. His species comes from Zav Alox, a world out near the galaxy's edge, and it is known for a brutal contradiction. Aloxian children are born with crushing physical strength, which made them coveted as child soldiers long before most of them were old enough to understand what they were being used for.\n\nAloxians are compact humanoids, rarely taller than 1.5 meters, with blue skin and stark white hair. What sets them apart from other small species is density rather than height: their muscle packs the kind of fast-twitch power that lets one of them grapple or lift things far heavier than their frame suggests. They reach physical maturity fast, in a handful of standard years, which is part of what made them such a tempting resource to outsiders. Their voices come out sharp and gravelly, and while most Aloxians can understand Galactic Basic, the shape of their vocal tract makes speaking it cleanly difficult, so they tend to default to their own clipped, consonant-heavy Aloxian.\n\nZav Alox is a hard planet, and the species' defining custom is tied to one of its predators. The vonduun crab is a heavily armored beast (the same creature the Yuuzhan Vong later cultivated for living armor), and a young Aloxian is sent out to hunt one alone as a rite of passage. Succeed, and you wear the crab's skull as a helmet. The helm is not just a trophy; Aloxian tradition holds that it balances out the aggressive, volatile nature of their youth, keeping the child grounded until they grow into themselves.\n\nThat helmet has a built-in expiration. As an Aloxian matures, their head keeps growing until it cracks and finally shatters the bone helm from the inside. Among Aloxians that breakage is read as the moment a person has fully become who they are, no longer needing the skull to keep their impulses in check. It is a quietly elegant bit of worldbuilding: the same object that marks you as still-forming destroys itself the instant you are finished forming.\n\nThe species' two named members both come from the High Republic era and both ended up in the Jedi Order. Qort was found by Maz Kanata and trained as a Padawan, first appearing in the opening issue of Star Wars: The High Republic Adventures (2021). Earlier, around 230 BBY, an Aloxian Initiate named Zint was recruited by Jedi Master Cherff Maota and was aboard the Star Hopper during the fighting at Dol'har Hyde. Both fit the pattern the lore keeps circling: an Aloxian child whose raw strength could have made them a weapon, redirected instead toward discipline.\n\nFor a SWURPG player, an Aloxian is a small body that punches far above its size. The +2 Strength and +1 Dexterity (against −2 Intelligence and −1 Charisma) build a physical, instinct-driven character, and Born Strong lets you carry, drag, and grapple as if you were a full size category larger, so your Small frame stops being a liability in a shove or a wrestle. Athletics and Survival proficiency lean into the Zav Alox upbringing, and Rite-Helm Discipline rewards you for keeping the vonduun skull on, granting steadier nerves against fear and manipulation. The flip side is baked in too: Notoriety as Child Soldiers means anyone who knows your people's history (especially soldiers and law enforcement) is harder to talk around. You are built to be the one who handles the thing nobody else can lift, not the one who talks the party out of trouble.",
        "home_planet": "Zav Alox",
        "physical_description": "Aloxians are compact humanoids, typically ranging from 1.3 to 1.5 meters tall, with powerful builds that belie their size. Their bodies are exceptionally dense, granting them impressive lifting strength and the ability to grapple or restrain much larger creatures. Their skin tones vary across shades of blue, complemented by bright white hair that grows in thick tufts or windswept strands. Their deep brown or amber eyes are expressive, often reflecting the intensity of their emotions.\n\nThe hallmark of Aloxian youth is the vonduun crab skull helm—an organically reinforced, chitinous shell obtained during the Rite of Balance. The helm fits snugly during childhood, believed to focus and calm the volatile instincts of Aloxian adolescents. As the individual matures, the natural growth of their head eventually cracks and splits the helm, signaling their transition into adulthood. Many Aloxians keep fragments of their shattered helm as personal totems or incorporate them into armor or ceremonial wear.\n\nTheir physiology is adapted to Zav Alox’s punishing environment. Aloxians possess fast-twitch muscle fibers, a heightened pain threshold, and exceptional stamina. Their voices tend to be sharp and gravelly, and their native language reflects this with clipped rhythms and forceful consonants. Though they can understand Basic readily, their vocal structure makes speaking it difficult, sometimes leading to misunderstandings with outsiders.",
        "height_range": "1.3 to 1.5 meters",
        "weight_range": "40 to 55 kilograms",
        "age_of_adulthood": "6 to 8 standard years",
        "personality": "Aloxian culture is shaped by a blend of rapid childhood development, deep-rooted warrior tradition, and a long lifespan that encourages introspection. They are intense, passionate beings who feel emotions with great strength—joy, anger, fear, and loyalty all run deep. This intensity requires early guidance, which is why mentorship is considered sacred among their communities. Elders and seasoned warriors take great responsibility in shaping the next generation, teaching restraint, discipline, and the value of balance.\n\nThe Rite of Balance stands at the center of Aloxian tradition. By facing a vonduun crab alone, a young Aloxian is believed to confront not only a deadly predator, but their own inner turbulence. Those who emerge victorious prove both physical skill and emotional grounding. Aloxians who complete the rite are welcomed into adulthood with celebration, storytelling, and the sharing of ancestral wisdom.\n\nWhile deeply loyal to individuals and small communities, Aloxians often distrust large institutions—especially militaries and governments—due to their history of exploitation. However, once an Aloxian chooses to trust someone, that bond is nearly unbreakable. They are protective companions, fierce defenders of their allies, and relentless foes when wronged.\n\nOffworld, Aloxians gravitate toward roles that channel their intensity constructively: scouts, guardians, survival experts, or students under mentors who appreciate their unique strengths. Those who find balance often become paragons of discipline, demonstrating that beneath their fiery nature lies tremendous potential for wisdom, loyalty, and compassion.",
        "languages": "Aloxian, Basic (understood)",
        "example_names": [
          "Qort",
          "Zint",
          "Kerri",
          "Vellok",
          "Shura",
          "Nakkai"
        ]
      },
      "image_file": "aloxian.jpg",
      "auto_languages": [
        "Aloxian",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Amanin",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "con": 2,
        "int": -2,
        "cha": -1
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Ball Roll",
          "description": "As a Bonus Action, you enter a rolling stance until the end of your turn: your speed becomes 40 ft, you may move through spaces of creatures your size or larger, and opportunity attacks against you are made with Disadvantage. While rolling, you can't make weapon attacks (though you may Shove). Uses per Long Rest = your proficiency bonus.",
          "effects": [
            {
              "type": "special",
              "note": "Bonus Action (uses = PB per long rest): rolling stance until end of turn — speed 40 ft, pass through same-size+ spaces, OA with Disadvantage; no weapon attacks while rolling"
            }
          ]
        },
        {
          "name": "Sticky Climber",
          "description": "You have Advantage on Athletics checks made to climb.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to climb"
            }
          ]
        },
        {
          "name": "Slime-Slick Hide",
          "description": "Your resilient, mucus-coated skin grants you Advantage on checks and saving throws to escape a grapple.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on checks and saving throws to escape a grapple"
            }
          ]
        },
        {
          "name": "Ungainly Build",
          "description": "You have Disadvantage on Acrobatics checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Acrobatics"
            }
          ]
        }
      ],
      "description": {
        "lore": "Amanaman, the skull-staffed headhunter who lurked at the edge of Jabba the Hutt's throne room in Return of the Jedi, is the Amanin the galaxy remembers. Tall, slime-slicked, and silent, he carried a pole strung with shrunken heads and trophy skulls, hired as a bounty hunter for the Hutt and ultimately part of the trap sprung on Leia and Han. For an entire generation he was a half-glimpsed mystery, cropped out of pan-and-scan home releases until the widescreen Special Edition finally revealed the strange creature standing in the corner.\n\nAmanins are a planarian people, built on a flat, flexible body plan unlike almost anything else among the spacefaring species. Deep yellow wrinkled skin covers the front, with a dark green hood running from the neck down the back to the tail; the arms are long and thin, dangling nearly to the ground, while the legs are short, thick, and end in oversized feet. Small red eyes, tuned for dim light, sit above a small mouth that can stretch wide to swallow raw game whole, lined with sharp teeth and a long tongue. Their biology is genuinely alien inside as well: vital organs are small and scattered redundantly through the body (multiple hearts, livers, and lungs), and the brain is split into nerve clusters spread throughout, making them hard to kill with any single wound.\n\nThey come from Maridun, an Outer Rim world of open grass plains under dim light. Roughly two meters tall and living about ninety standard years, the Amanin evolved as patient ground-dwellers on those plains. Their famous trick is a defense and a means of travel both: an Amanin can curl into a tight ball and roll across flat ground at up to fifty kilometers an hour. Blind and unaware of the world while rolled up, they use the maneuver to hurtle past a target and then uncoil into a sudden, brutal attack.\n\nBy Maridun's standards the Amanin live simply, organized into tribes and sheltering in plain tents rather than building cities. They are hunter-gatherers, and they have spread off-world the same way many such peoples have entered the wider galaxy: as hired muscle. By the end of the Clone Wars they had established immigrant settlements on Utapau, sharing the sinkholes with the native Pau'ans and Utai. Their reputation off Maridun is that of tenacious trackers and fierce, uncomplaining enforcers.\n\nBeyond Amanaman, the species has stayed at the galaxy's margins, surfacing as guards and bounty hunters in the orbit of crime syndicates. They return to prominence in The Mandalorian and Grogu, where the Hutt Twins (Jabba's heirs) send a pack of Amanin through the waterways of Nal Hutta to hunt down Din Djarin, hired alongside Embo and the Droid Gotra. The role fits the species perfectly: relentless, expendable, and unsettling to face.\n\nAs a SWURPG player character, the Amanin is a frontline brawler built around that rolling charge. Ball Roll turns the curl-and-uncoil attack into a real tactical option, Sticky Climber and Slime-Slick Hide lean on the slime-coated planarian body, and the redundant, hard-to-pin physiology backs up its toughness. The kit reflects all of this in the numbers: +2 Constitution and +1 Strength make a durable melee threat, while Ungainly Build and the -2 Intelligence, -1 Charisma capture a slow, primitive, off-putting hunter who solves problems by closing the distance rather than talking. With no skill proficiencies, the Amanin is a blunt instrument by design, best in a party that values raw survivability and a closer who keeps getting back up.",
        "home_planet": "Maridun",
        "physical_description": "Amanin are tall, sinewy humanoids averaging around 2.4 meters in height, though their posture often shifts between upright, hunched, or fully elongated depending on mood and environment. Their torsos are exceptionally long, allowing them to coil or twist their bodies in ways most species find unnatural. Their arms are disproportionately large—muscular, heavy, and ending in three thick, clawed fingers capable of exerting tremendous crushing force. Their legs are comparatively short, built more for bracing and lunging than sustained running.\n\nTheir skin is moist, pliable, and mottled in yellow and green patterns that provide natural camouflage within Maridun’s jungles. This skin secretes a slick, mildly toxic mucus that deters predators and makes grappling an Amanin difficult. Their wide, bulbous red eyes are adapted to dim or filtered light, giving them excellent vision beneath forest canopies. Their entire body is chemosensitive, meaning Amanin can taste chemical traces through skin contact—a sensory capability that informs hunting, tracking, and communication in subtle yet profound ways.\n\nThey possess regenerative traits similar to terrestrial planarians, able to recover from wounds that would cripple most humanoids. Their internal structure is equally unusual: a distributed nervous system allows them to remain conscious even when injured or partially impaired, granting resilience against certain control effects or neural disruptions.",
        "height_range": "2.4 meters",
        "weight_range": "120 to 180 kilograms",
        "age_of_adulthood": "10 standard years",
        "personality": "Amanin culture is shaped by isolation, predation, and uncompromising survivalism. They are instinctively territorial and rely heavily on stealth, ambush tactics, and displays of physical dominance. Social structure varies by region: some tribes are solitary except during mating seasons, while others maintain small groups governed by the most cunning or physically imposing member. Their communication blends guttural screeches, body posturing, and gestures imperceptible to most offworlders.\n\nAmanin revere strength—both physical might and predatory prowess—and memorialize important kills or battles through trophies displayed on spears, staffs, or ceremonial poles. These trophies are not mere intimidation; they serve as markers of personal history and tribal memory. Some tribes practice macabre rituals involving the remains of fallen foes, believing that consuming or preserving certain parts transfers knowledge or spiritual essence.\n\nWhile their worldview can seem brutal to outsiders, Amanin are not mindless killers. They are calculating, patient observers who rarely waste energy on unnecessary conflict. Offworld Amanin often gravitate toward roles that utilize their formidable skills—bounty hunting, bodyguard work, or pit fighting. Their physiology and cultural instincts make them intimidating allies and terrifying adversaries, but those who earn an Amanin’s respect may find them fiercely loyal within the bounds of their own survival code.",
        "languages": "Amanese, Basic (understood)",
        "example_names": [
          "Amanaman",
          "Gorrl",
          "Skrr",
          "Naxu"
        ]
      },
      "image_file": "amanin.jpg",
      "auto_languages": [
        "Amanese",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Anzati",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {},
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Energy Drain",
          "description": "Once per Long Rest, if you have a creature grappled, you may drain its life energy. The target takes 5 HP damage and must make a Constitution saving throw (DC = 8 + PB + CON mod) or become Stunned until the end of its next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: grappled target takes 5 HP damage + CON save (DC = 8 + PB + CON mod) or Stunned until end of its next turn"
            }
          ]
        },
        {
          "name": "Low-Light Vision",
          "description": "You can see in dim light within 60 feet of you as if it were bright light.",
          "effects": [
            {
              "type": "special",
              "note": "Low-Light Vision: see dim light within 60 ft as bright light"
            }
          ]
        },
        {
          "name": "Mesmerize",
          "description": "Once per Long Rest, you may attempt to charm a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC = 8 + PB + WIS mod) or be Charmed until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: WIS save (DC = 8 + PB + WIS mod) or Charmed until end of your next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Dannik Jerriko, the bounty hunter who sat smoking a pipe at the counter of Chalmun's Cantina the day Luke Skywalker met Han Solo, was an Anzat, one of the galaxy's so-called brain vampires. The Anzati are a near-Human species of predators who feed on the life essence of the living, a substance they call \"soup,\" and the unsettling thing about Jerriko in that Mos Eisley scene is how ordinary he looks. That is the whole trick of the species. An Anzat in a crowd is indistinguishable from any other humanoid, which is exactly why thousands of worlds tell stories about them and almost no one has ever knowingly met one and lived.\n\nThe feeding apparatus is what gives them away, and only at the worst possible moment. Tucked into fleshy seams beside the nose are two prehensile proboscises that can uncoil and extend, slipping in through a victim's nostrils to reach the brain. Through these the Anzat draws out the soup, the psychic and vital energy of a sentient being, in an act they describe as intensely euphoric. At rest the tendrils retract completely, leaving only faint folds along the cheeks. Beyond that hidden detail Anzati pass as ordinary people, typically with steady, watchful eyes and an unhurried calm that reads as poise rather than menace.\n\nTheir homeworld, Anzat, is barely a place so much as a rumor. For ages its true location was unknown, and (in Legends) scientists and explorers who set out to find the world reputed to be Anzat simply vanished without a trace. No culture's creation myths account for the Anzati's origins, which has led some to suspect the species predates nearly every other in the galaxy. They were also Force-sensitive, and the Jedi Master Zao held that the soup an Anzat drank was, in some sense, the future itself, and therefore the Force, so that feeding on a Force-sensitive deepened the killer's own connection to it.\n\nAnzati are functionally immortal, aging to maturity and then simply not aging further, with lifespans that stretch past a thousand years. That kind of time changes how a being relates to everything. Many leave Anzat after their early martial training to roam the galaxy as assassins and hunters for hire, bound by a Code of Honor that forbids ever revealing a contract or a kill, and that forbids training anyone who cannot taste the soup. Yet with centuries to fill, plenty become patrons of art, music, and scholarship between hunts, since for a creature that outlives every rival, mastering a craft is less an achievement than a way to pass the eons.\n\nThe Sith connection is the deepest hook in their history. It is held that the ancient Sith species encountered the Anzati in the pre-Republic era, and that the Sith borrowed from them the practice of consuming bloodsoup on Korriban, which would make the Anzati older and stranger than the dark religion that has haunted the galaxy ever since. Jerriko himself, called the Eater of Luck, made a long career of killing failed assassins, murderers, and thieves for pay and for food, reasoning correctly that no one would come looking for the kind of people he fed on.\n\nFor a SWURPG campaign, an Anzat is a hunter who hides in plain sight. Mesmerize captures the telepathic lure the species used to disarm prey, charming a target into dropping its guard, while Energy Drain models the soup-feeding itself, draining and stunning a grappled victim. Low-Light Vision suits a creature that stalks by night, and proficiency in Survival reflects centuries of tracking quarry across worlds. Note that Anzati carry no ability modifiers, so they make a flexible chassis for an assassin, infiltrator, or unnervingly patient face character, one whose monstrous nature lives entirely behind a perfectly human mask.",
        "home_planet": "Anzat",
        "physical_description": "Anzati appear nearly identical to Humans in general build, coloration, and facial structure, an evolutionary advantage that allows them to blend seamlessly into the societies they stalk. Their distinguishing features are subtle: unnervingly steady eyes—often gray, silver, or deep brown—and faint, barely visible cheek folds concealing the entrances to their proboscis cavities. These tendrils can extend several feet when feeding, capable of coiling, piercing, or gently attaching to a victim.\n\nTheir bodies exhibit slight regenerative abilities and an unusually efficient metabolism that supports their near-immortal lifespans. Anzati do not suffer the frailty of old age, and their physical condition often remains at peak performance for centuries. Their movements tend to be unnaturally silent, controlled, and deliberate, as if their limbs operate with perfect mechanical precision. When an Anzati breathes, it is soft to the point of imperceptibility—a trait that unnerves those who encounter them up close.\n\nWhile they can pass for Human without difficulty, careful observers may note that Anzati are too poised, too patient, and too still. Biological scans reveal their unique secondary organs, neural pathways, and metabolic patterns—though few who learn these secrets ever remain comfortable in their presence again.",
        "height_range": "1.7 to 1.9 meters",
        "weight_range": "60 to 85 kilograms",
        "age_of_adulthood": "100 standard years",
        "personality": "Anzati are defined by secrecy, patience, and an overwhelming psychic hunger that shapes their worldview. They experience time differently from most species—decades can pass like seasons, and they often pursue long, quiet hunts or shadow individuals for years without acting. This immense patience gives them a detached, contemplative demeanor that many misinterpret as serenity. In truth, the Anzati mind is a constant negotiation between rational thought and the ever-present urge to feed.\n\nTheir culture lacks centralized government, shared doctrine, or stable community. Instead, Anzati live in solitary enclaves or wander the galaxy in search of meaningful prey. Elders—some thousands of years old—occasionally mentor younger Anzati, teaching them restraint, feeding rituals, and the philosophy surrounding the consumption of soup. For the Anzati, feeding is not merely survival: it is an intimate ritual steeped in sensory and psychic experience. Strong-willed individuals are considered delicacies, their essence more satisfying and resonant.\n\nDespite their predatory nature, Anzati are capable of forming alliances or temporary bonds, especially with beings who intrigue them intellectually or psychically. However, trust is rare, and emotional attachment is complicated by their innate hunger. Many choose isolation to avoid harming those they might otherwise care about. Offworld, Anzati often adopt roles that allow them to observe or influence from the shadows—assassins, scholars, mystics, or manipulators who thrive on subtlety. Their presence is always tinged with quiet danger, for an Anzati’s calm can mask unfathomably ancient instincts.",
        "languages": "Anzatian, Basic",
        "example_names": [
          "Nikkos Tyris",
          "Dannik Jerriko"
        ]
      },
      "image_file": "anzati.jpg",
      "auto_languages": [
        "Anzatian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Anzellan",
      "size": "Diminutive",
      "speed": 10,
      "ability_modifiers": {
        "str": -4,
        "int": 2
      },
      "skill_proficiencies": [
        "Mechanics",
        "Use Computer"
      ],
      "traits": [
        {
          "name": "Mechanics Expertise",
          "description": "You gain Expertise in Mechanics (double your proficiency bonus when using the skill).",
          "effects": [
            {
              "type": "skill_expertise",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Easy to Ignore",
          "description": "You gain Advantage in Stealth.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Compact Mobility",
          "description": "You can occupy the same space as another creature and do not provoke opportunity attacks when moving through a hostile creature's space.",
          "effects": [
            {
              "type": "special",
              "note": "Can occupy same space as another creature; no opportunity attacks when moving through hostile space"
            }
          ]
        },
        {
          "name": "Fragile Frame",
          "description": "You have Disadvantage on checks made to resist being grappled.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on checks to resist being grappled"
            }
          ]
        },
        {
          "name": "Squishy Physiology",
          "description": "When you take a critical hit, make a DC 12 Constitution saving throw. On a failure, you are Stunned until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "On critical hit: DC 12 CON save or Stunned until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Babu Frik, the wizened little droidsmith who hot-wired C-3PO's forbidden programming aboard a Kijimi safehouse in The Rise of Skywalker, is an Anzellan, and he put the whole species on the map. Anzellans are a diminutive people no taller than an infant of most humanoid species, and by the time of the New Republic and the war against the First Order they had quietly become the galaxy's finest hands-on technicians, prized wherever a stubborn machine refused to cooperate.\n\nThe build is hard to mistake. An Anzellan stands a few handspans tall, with leathery skin in shades of pale tan to brown, tufts of fur on the crown and the backside, four-fingered hands that look comically oversized for the body, and three-toed feet. The real advantage sits behind the eyes: floating corneal micro-lenses let an Anzellan resolve microscopic detail, effectively a built-in jeweler's loupe, so they can pick apart circuitry and wiring at a scale that leaves larger species reaching for magnifiers. Their blood runs purple.\n\nTheir homeworld is Anzella, a secluded tropical planet of thousands of small volcanic islands tucked into the Anzell system. Most of those islands hold modest villages scaled to Anzellan proportions, with only the largest built out to host the occasional off-world visitor of normal size. The world was charted sometime before the High Republic era, sitting along the stretch of the Mid Rim spacers call the Slice, which kept the Anzellans close to the galaxy's busy trade and tech routes.\n\nReputation followed quickly. Anzellans are reckoned among the best droidsmiths alive, their powerful vision and tiny frames letting them get right inside a piece of hardware in a way few others can. They are also famously fiery for their size, with little patience for anyone who treats them as cute curiosities rather than serious professionals, though they are otherwise a sociable lot. Plenty leave Anzella to work the galaxy as engineers, inventors, and mechanics, hiring out their expertise wherever it pays.\n\nBabu Frik is the standout, eighty-five years old during the events of The Rise of Skywalker and working as a black-market droidsmith for the Spice Runners of Kijimi, Poe Dameron's old crew. He was the only one willing and able to crack open Threepio's locked translation matrix to read the Sith dagger's inscription, a procedure that cost the protocol droid his memory. He is not the only famous example, either: on Nevarro, the trio of Minch, Keeto, and Bai (with Minch handling clients thanks to the best grasp of Basic) couldn't fully revive the bounty hunter droid IG-11 after Din Djarin brought in his remains, since the needed memory circuit was out of production, so they rebuilt him instead into IG-12, a small mech a piloting Anzellan or a child like Grogu could climb inside and drive.\n\nAs a player species in SWURPG, Anzellans lean hard into their canon as the galaxy's premier gearheads. They carry Mechanics and Use Computer as trained skills out of the gate, and the +2 INT modifier reflects the sharp, detail-obsessed minds behind that droidsmith reputation, with the Mechanics Expertise trait sealing it. The micro-lens eyes and tiny frame come through in traits like Easy to Ignore and Compact Mobility, letting you slip notice and squeeze into spaces larger characters can't reach. The flip side is fragility: the -4 STR modifier, Fragile Frame, and Squishy Physiology mean an Anzellan is no front-line brawler, so play to the toolkit and the wits rather than the muscle.",
        "home_planet": "Anzellia",
        "physical_description": "Anzellans are extremely small humanoids, averaging around 20 centimeters in height, making them one of the tiniest sentient Species in Star Wars. They possess large, reflective eyes adapted for low-light conditions, giving them exceptional detail perception while working with fine machinery. Their nimble three-fingered hands allow delicate manipulation of components, and their compact, sturdy bodies are well suited for squeezing into starship conduits and tight engineering compartments. Their skin ranges from tan to deep brown, often accompanied by tufts of wiry hair.\n\nAnzellans typically wear tool harnesses, goggles, scrap-built accessories, or belts loaded with miniature instruments. Their faces are highly expressive—quick blinks, subtle grimaces, and rapid gestures reveal their thoughts instantly. Their chirpy, fast-paced voices are notable across the Star Wars franchise, and their body language plays a key role in communication with non-Anzellans.",
        "height_range": "0.2 to 0.3 meters",
        "weight_range": "1.5 to 2 kilograms",
        "age_of_adulthood": "10 standard years",
        "personality": "Anzellans are curious, upbeat, and intensely focused when working on mechanical puzzles. They approach machines with reverence, treating maintenance as a partnership between engineer and device. Humor, fast banter, and cooperative tinkering define their social interactions, and many Anzellans consider problem-solving to be a communal experience. Their culture discourages wastefulness or careless engineering, viewing such behavior as disrespectful to both machine and maker.\n\nWhile friendly and eager to help, Anzellans can become overstimulated in chaotic or noisy environments, prompting them to retreat into familiar mechanical tasks for comfort. Offworld, they frequently serve as starship technicians, droid experts, or slicers whose combination of creativity and precision can turn the tide of missions. As adventurers, they contribute innovation, adaptability, and keen insight—proving that even the smallest heroes play vital roles in the galaxy.",
        "languages": "Anzellan, Basic",
        "example_names": [
          "Babu Frik",
          "Likka Dro",
          "Tibb Wink"
        ]
      },
      "image_file": "anzellan.jpg",
      "auto_languages": [
        "Anzellan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Aqualish",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "int": -2
      },
      "skill_proficiencies": [
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You can breathe both air and water. In addition, you have Advantage on Athletics checks made to swim.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe both air and water"
            }
          ]
        },
        {
          "name": "Brute Force",
          "description": "Once per Long Rest, you may use a Bonus Action to Grapple or Shove a creature.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest, Bonus Action: Grapple or Shove a creature"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "Your thick hide grants you a +1 bonus to AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Thick-Headed",
          "description": "You have Disadvantage on Knowledge: Galactic Lore, Knowledge: Sciences, and Knowledge: Tactics checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Knowledge: Galactic Lore"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Knowledge: Sciences"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Knowledge: Tactics"
            }
          ]
        },
        {
          "name": "Aggressive Impulse",
          "description": "Once per Long Rest, the first time you take damage, you must make a DC 12 Wisdom saving throw. On a failure, your next turn is consumed by fury — you must move toward and attack the source of the damage, or Dash toward it if out of range. You cannot willingly move away from the source or take Dodge or Disengage actions during that turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: first damage triggers DC 12 WIS save or next turn forced to move toward and attack source (no retreat/defensive actions)"
            }
          ]
        }
      ],
      "description": {
        "lore": "Ponda Baba is the Aqualish the galaxy remembers best: the tusked thug who shoved Luke Skywalker in the Mos Eisley Cantina, mouthed off, and left with a stump where his arm used to be after Obi-Wan's lightsaber answered for him. That moment fixed the species' image in the wider galaxy for good. Aqualish are the snub-faced, walrus-tusked bruisers you find on the rough end of any spaceport bar, working as pirates, mercenaries, and hired muscle, and they have a hard-earned reputation for being crude, quarrelsome, and quick to throw the first punch.\n\nPhysically, Aqualish are squat, powerfully built humanoids with bald heads, a ruff of fur around the cheeks, and a pair of blunt chelicerae jutting from the face that give them their \"Walrus Man\" nickname. Their eyes are round and glossy black, and the number of them is a tell of subspecies: most have two, but the cave-dwelling Ualaq have four, one pair tuned for daylight and the other for the dark. Hands vary just as much, from finned paddles to clawed, five-fingered grips, which is why some Aqualish handle starship controls easily and others struggle with tools built for fingered species. Their blood runs red, a detail the filmmakers reportedly mixed on set from raspberry yogurt and tempera paint.\n\nThey come from Ando, a drowned world in the Mid Rim along the Corellian Run, almost entirely ocean with only scraps of swamp, rain forest, and rocky, cave-pocked land breaking the surface. That geography split the species into three branches that grew up hating each other: the Aquala of the open seas, the Quara of the wetlands, and the Ualaq of the caves and dark forests. Each insisted it was the true Aqualish stock. (In Legends, a dispute over collapsing fish harvests, blamed by the Aquala on the other two, boiled over into a full-blown Aqualish Civil War.)\n\nAqualish culture is built around toughness and belligerence; diplomacy is, to put it kindly, not the species' strong suit. When the Old Republic first reached Ando, the Aqualish met it with violence, and the resolution was telling: Republic instructors were brought in to fold them into galactic society, and every hyperdrive-equipped Aqualish ship was stripped of its weapons (In Legends). Life on Ando revolves around water, but Aqualish don't actually need to stay near it to thrive, which is part of why so many of them end up scattered across the galaxy chasing work that rewards a strong arm and a short temper.\n\nFor all the cantina brutes, the species produced at least one figure who shaped galactic history: Po Nudo, the Aqualish senator for Ando, who stood at Geonosis among the delegates who pledged themselves to Count Dooku and walked out of the Republic to help found the Separatist Confederacy. He took a seat on the Separatist Council and ran the Hyper-Communications Cartel, the breakaway answer to the Republic HoloNet. Not every Aqualish followed him out, though; Gorothin Vagger held the Andoan Free Colonies loyal to the Republic even as Po Nudo's homeworld seceded, a reminder that the species was never the monolith its reputation suggests.\n\nIn SWURPG, Aqualish make natural brawlers, pirates, and frontline enforcers. The kit leans hard into that: a STR boost (with an INT penalty that fits the species' famously thin patience for subtlety) backs up Brute Force, while Natural Armor reflects their thick, durable build and Natural Swimmer is straight off the drowned surface of Ando. Aggressive Impulse and Thick-Headed capture the short fuse and the stubborn, hard-to-rattle streak, and proficiency in Intimidation means a glare and a flash of tusk often settle a negotiation before it starts. Play one when you want a character who solves problems with their fists first and their words a distant second.",
        "home_planet": "Ando",
        "physical_description": "Aqualish are stocky, broad-shouldered humanoids recognizable by their large black eyes, thick leathery skin, and prominent tusked lower jaws. Their physiology varies by subspecies: Aquala possess webbed three-fingered hands adapted for swimming; Ualaq are covered in dense fur and have four-fingered hands; and Quara combine traits of both with tough, leathery skin. Despite differences, all subspecies share impressive upper-body strength and excellent endurance.\n\nStanding between 1.7 and 2 meters tall, Aqualish have powerful limbs built for underwater hunting and close-quarters combat. Their heavy gait belies their ability to explode into sudden bursts of speed when provoked. Their tusks serve both practical and cultural purposes, functioning as weapons and status markers in clan hierarchy. Their deep-set eyes provide strong peripheral vision, well suited for scanning both shorelines and dim aquatic environments.",
        "height_range": "1.9 meters",
        "weight_range": "55 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Aqualish culture is shaped by clan loyalty, competition, and territorial pride. They value strength, directness, and the ability to stand firmly in one’s beliefs. In Star Wars lore, Aqualish are depicted as confrontational but not malicious—aggression is a cultural language, a way of establishing boundaries and earning respect. Once disputes are settled, most Aqualish let go of grudges quickly.\n\nClans govern most aspects of Aqualish society: conflict resolution, resource distribution, and social status. Ritualized combat is common, though not always lethal, and bravery is a highly esteemed virtue. Betrayal or cowardice is viewed as one of the gravest social offenses.\n\nOffworld, Aqualish gravitate toward careers that reward toughness, such as bounty hunting or soldiering. Adventuring Aqualish excel in roles requiring physical dominance, resilience, and intimidation. Those who earn their trust find steadfast comrades whose loyalty mirrors the fierce bonds they share with their clans.",
        "languages": "Aqualish, Basic",
        "example_names": [
          "Ponda Baba",
          "Calfta",
          "Undra Lagor",
          "Yada Munda"
        ]
      },
      "image_file": "aqualish.jpg",
      "auto_languages": [
        "Aqualish",
        "Galactic Basic"
      ]
    },
    {
      "name": "Arkanian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -1,
        "int": 2,
        "wis": 1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Knowledge: Sciences",
        "Use Computer"
      ],
      "traits": [
        {
          "name": "Infrared Vision",
          "description": "You have Advantage on Perception checks that rely on sight to detect warm-bodied creatures or heat sources in dim light or darkness, though not through solid cover. In direct, intense heat or bright solar glare you have Disadvantage on sight-based Perception checks and saves against being Blinded unless using appropriate eye shields.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "sight-based, detecting warm-bodied creatures or heat in dim light/darkness (not through solid cover)"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Perception",
              "condition": "sight-based, in intense heat or bright solar glare (unless wearing eye shields)"
            }
          ]
        },
        {
          "name": "Computational Recall",
          "description": "Once per Long Rest, after you roll but before the results are known, you can add +2 to an Intelligence-based ability check.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: add +2 to an INT-based ability check after rolling but before result known"
            }
          ]
        },
        {
          "name": "Intellectual Arrogance",
          "description": "You have a -2 penalty to Persuasion checks. If you fail a Persuasion check against a creature, further Persuasion checks against that creature are made with Disadvantage until you finish a Short Rest or offer a meaningful concession, favor, or apology.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Persuasion",
              "value": -2
            },
            {
              "type": "special",
              "note": "Failing a Persuasion check against a creature imposes Disadvantage on further checks against that creature until short rest or meaningful concession"
            }
          ]
        }
      ],
      "description": {
        "lore": "Arkanians are a near-Human species of master geneticists from the frozen world of Arkania, infamous across the galaxy for their genetic-engineering breakthroughs, their towering intellect, and their colossal arrogance. For Star Wars fans, Arkanians are the scientist-aristocrats of the Old Republic and KOTOR era: pale-skinned, white-eyed, claw-fingered researchers who considered themselves the pinnacle of evolution and treated the rest of the galaxy as raw material to be improved. They engineered new species the way other cultures build machines, and the most famous of their creations, the Arkanian Offshoot, was both their proudest achievement and their deepest moral stain. Few species are so brilliant, and few are so willing to play god.\n\nIn appearance, Arkanians closely resemble Humans but are unmistakable on a second glance. Their skin is pale and their hair pure white, and their most defining feature is a pair of pupil-less, milky-white eyes. The purest-blooded Arkanians have entirely white eyes and four clawed digits on each hand, a marker of genetic \"purity\" their society prizes. Those white eyes are not just for show: Arkanians see into the infrared spectrum, letting them pick out warm bodies and heat sources across their dark, frigid homeworld. The same adaptation is a liability offworld, where younger, hotter suns force many Arkanians to wear blinders or eye shields to avoid being dazzled.\n\nArkanian society is built on scholarship, scientific debate, and the relentless pursuit of intellectual perfection, and it has been split for millennia along lines of genetic \"purity.\" Arkanians considered themselves the apex of evolution, and that conviction curdles easily into open arrogance; they tend to view emotional display as inefficiency and lesser minds as obstacles. For thousands of years their geneticists were unrivaled experts in genetic manipulation, refining their own physiology through selective breeding while turning the same tools loose on other species. By the time of the Mandalorian Wars the Arkanians had splintered into so many bioengineered sub-species that no one could say with certainty what a \"baseline\" Arkanian even was.\n\nThe most consequential expression of that culture is the Arkanian Offshoot. Beginning in the Old Republic era, Arkanian geneticists mixed the blood of other species, chiefly Human, into their own to breed laborers for the vast diamond and gem mines of Arkania. These Offshoots had five-fingered hands and more Human-like eyes, and pure-blooded Arkanians treated them as second-class citizens or non-citizens entirely, an ongoing controversy known as the \"Offshoot Question.\" Offshoots were not the Arkanians' only handiwork: Legends holds that they reshaped the Xexto into the long-necked Quermian species around 17,000 BBY, and in 490 BBY they uplifted their dim-witted Yaka neighbors into a cyborg-augmented sapient people. The Offshoots, plagued by weak immune systems, had largely died out by the end of the Mandalorian Wars, a quiet extinction the Arkanians did little to prevent.\n\nArkania's history is woven through the Old Republic. Once a world of the ancient Sith Empire, it later hosted the bioengineering giant Adascorp, the Adasca BioMechanical Corporation of Arkania, whose lord Arkoh Adasca appears in the Knights of the Old Republic comics scheming during the Mandalorian Wars to weaponize giant space-slug exogorths and exterminate the Offshoots. The Arkanian Revolution of 50 BBY saw renegade scientists, disgusted by the systematic alteration of the Yaka, raise an army of cyborg warriors against the ruling Arkanian Dominion before being put down with help from the Jedi, including Mace Windu. The species also produced its share of heroes, most notably the Jedi Master Arca Jeth, who trained students and fought through the Freedon Nadd Uprising in the centuries before the Great Sith War.\n\nAs player characters in SWURPG, Arkanians are pure intellect made playable. Their ability modifiers say it plainly: a sharp boost to Intelligence and a lift to Wisdom, paired with reduced Strength and Charisma, the profile of a brilliant, physically slight, socially abrasive thinker. They come trained in Knowledge: Sciences and Use Computer, the toolkit of a born researcher. Their Infrared Vision trait grants Advantage on sight-based Perception to spot warm-bodied creatures in the dark, with the same Disadvantage in bright glare that plagues them in lore, while Computational Recall lets them add +2 to an Intelligence check once per long rest, a flash of that famous Arkanian mind. The catch is Intellectual Arrogance: a standing penalty to Persuasion that worsens when they alienate someone, the mechanical price of believing they are the smartest being in any room. Play an Arkanian as a geneticist, slicer, medic, or coldly logical strategist whose greatest strength and greatest flaw are the same thing.",
        "home_planet": "Arkania",
        "physical_description": "Arkanians closely resemble Humans but possess several distinctive traits that make them instantly recognizable in Star Wars species lore. Their skin is pale, their hair pure white, and their eyes pupilless and snow-colored—granting them excellent low-light vision but limiting color perception. Their four-fingered hands, long limbs, and symmetrical facial structure reflect generations of intentional genetic refinement.\n\nMost Arkanians stand between 1.7 and 2 meters tall with slender, agile builds. Their movements are deliberate and controlled, reflecting a culture steeped in discipline and intellectual rigor. They often wear minimalist, technologically enhanced clothing—smart fabrics, embedded data interfaces, or streamlined uniforms designed for laboratory or research environments.",
        "height_range": "1.8 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "19 standard years",
        "personality": "Arkanian culture revolves around scholarship, scientific debate, and the pursuit of intellectual perfection. Individuals are expected to excel in their chosen fields and contribute to society’s advancement through research, innovation, or medical expertise. This emphasis on achievement often manifests as competitiveness and emotional detachment.\n\nWhile Arkanians may seem cold to more expressive Species, they maintain deep respect for competence and rationality. Friendships and alliances form through shared research goals or mutual professional admiration rather than emotional bonds. Ethical dilemmas play a major role in Arkanian history, particularly regarding genetic engineering, and opinions differ widely across modern Arkanian society.\n\nAs adventurers, Arkanians bring logic, precision, and strategic insight. They flourish in roles involving cybernetics, medicine, investigation, or tactical planning. Though teamwork may challenge them at times, those who earn their trust gain an advisor of exceptional clarity and intellect.",
        "languages": "Arkanian, Basic",
        "example_names": [
          "Arkoh Adasca",
          "Dolvan Genarik",
          "Jaro Salaban",
          "Kalor Nelprin",
          "Marael Kortva",
          "Sulan Bek"
        ]
      },
      "image_file": "arkanian.jpg",
      "auto_languages": [
        "Arkanian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Arkanian Offshoot",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "dex": 2,
        "con": -2
      },
      "skill_proficiencies": [
        "Athletics",
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Low-Light Vision",
          "description": "You have Advantage on Perception checks that rely on sight in dim light or darkness, but not through solid objects.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "sight-based, in dim light or darkness (not through solid objects)"
            }
          ]
        },
        {
          "name": "Engineered Stamina",
          "description": "You have Advantage on Endurance checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Endurance"
            }
          ]
        },
        {
          "name": "Sturdy Frame",
          "description": "Your reinforced physique grants you +1 natural armor. This bonus stacks with worn armor.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Conditioned Compliance",
          "description": "If a creature you recognize as holding formal authority—such as law enforcement, a corporate supervisor, or a military officer—targets you with an Intimidation check, they have Advantage on that check.",
          "effects": [
            {
              "type": "special",
              "note": "Creatures with formal authority have Advantage on Intimidation checks against you"
            }
          ]
        }
      ],
      "description": {
        "lore": "Dagan Gera, the High Republic Jedi who discovered the hidden world of Tanalorr beyond the Koboh Abyss and fell to the dark side over losing it, was an Arkanian Offshoot, a sub-species engineered by Arkania's geneticists rather than born of natural descent. Offshoots are the deliberate product of Arkanian science: humanoids bred from spliced and modified bloodlines to serve specific functions for their pureblood creators, then spread across the galaxy as the labor they were made to be slipped its leash.\n\nAn Offshoot looks close to human at a glance, with stark white or pale grey skin, silver-grey hair, and pale blue eyes, which is exactly what sets them apart from purebloods up close. Where a true Arkanian has four clawed digits, the mining-bred Offshoots were given five-fingered hands and rounder, human-like eyes, the visible signature of the human blood mixed into them. Dagan Gera carried the typical pale colouring along with dark, vein-like lines branching across his face, though those markings appear tied to his long bacta stasis and dark-side corruption rather than to the species as a whole.\n\nTheir origin world is Arkania, a cold planet in the Colonies whose surface holds the diamond stores that made the Arkanians wealthy and infamous. Arkanian geneticists were notorious for treating their own kind as raw material, and the Offshoots came out of that practice directly: bred in great variety, each line shaped for a task, with one group made specifically to work the gem mines that purebloods would not. Most modern Offshoots no longer live on Arkania, having scattered into the lower rungs of galactic society to escape the conditions of their making.\n\nTo the purebloods, Offshoots were second-class beings at best and outright property at worst, and whether they counted as citizens at all was openly debated as the \"Offshoot question.\" (In Legends, this contempt ran deep enough that Offshoots were considered slaves rather than people, and they remained vulnerable to even minor Arkanian illnesses that their engineered constitutions never fully shrugged off.) Being built for usefulness rather than welcomed as kin left a mark that follows the species wherever it goes: an Offshoot is often assumed to be someone's tool first and a person second.\n\nDespite that, individual Offshoots have climbed far beyond the roles they were bred into. Dagan Gera became a Jedi Knight and a celebrated explorer of the High Republic, charting a path through the deadly nebula of the Koboh Abyss to reach Tanalorr; his story curdled only when the Jedi Council ordered the planet abandoned after a Nihil attack, and his attachment to it pulled him into darkness and a two-century sleep in a bacta tank. (In Legends, the Arkanian-Sephi hybrid Arca Jeth rose to become a respected Jedi Master who trained many students, another example of engineered stock far outgrowing its intended purpose.)\n\nIn SWURPG, an Arkanian Offshoot plays to its engineered build. The bonuses to Strength (+1) and Dexterity (+2) reflect a body designed for hard, precise work, while the penalty to Constitution (-2) carries through the canon frailty toward Arkanian sickness that the purebloods never bred out of them. Proficiency in Athletics and Mechanics matches the mining and technical labor the offshoots were created to perform, and Sturdy Frame plus Engineered Stamina lean into a frame built to endure. Low-Light Vision suits a people raised in mineshafts and on a dim, frozen world. Conditioned Compliance is the heaviest part of the kit to roleplay: it encodes the obedience bred into Offshoots as servitors, and a player can lean into that legacy or, like Dagan Gera, spend the campaign breaking it.",
        "home_planet": "Arkania",
        "physical_description": "Arkanian Offshoots display significant variation due to their engineered origins. Many resemble Humans with subtle Arkanian traits such as pale complexions, white or silvery hair, or faintly luminous eyes adapted for low-light environments. Other Offshoot lines were designed for enhanced durability, featuring thicker musculature, reinforced skeletal structure, or environmental adaptations like increased cold resistance or heightened organ resilience. Most Offshoots retain the Arkanian four-fingered hand structure, though proportions and body mass differ dramatically between subspecies.\n\nOffshoot attire is equally diverse. Some adopt practical, utility-based clothing suited for labor or exploration, while others reclaim traditional Arkanian designs as a cultural statement of equality. Regardless of variation, Offshoots tend to move with purpose and efficiency, shaped by the physical expectations built into their genetic templates.",
        "height_range": "1.8 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "14 standard years",
        "personality": "Arkanian Offshoot culture reflects a blend of engineered pragmatism and self-developed identity. Many Offshoots value discipline, cooperation, and practical skill, having inherited generations of training and expectation from their Arkanian creators. Over time, however, Offshoot communities have cultivated their own traditions emphasizing autonomy, mutual respect, and the right to self-determination. This makes Offshoot settlements highly communal, encouraging shared responsibility and collective advancement.\n\nTheir relationship with mainstream Arkanians is complex—marked by historical inequity, yet also by ongoing efforts toward reconciliation and progress. Some Offshoots seek academic or scientific prestige equal to their progenitors, while others reject Arkanian societal norms altogether. As adventurers, Offshoots excel through adaptability, focus, and a driving desire to prove their worth based on personal merit, not inherited design. Many embrace roles that test their resilience and intellect, viewing challenges as opportunities to forge their own legacy in the galaxy.",
        "languages": "Basic, Arkanian (older dialect)",
        "example_names": [
          "Edessa",
          "Gorman",
          "Vandrayk",
          "Jarael",
          "Zadawi"
        ]
      },
      "image_file": "arkanian-offshoot.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Arkanian"
      ]
    },
    {
      "name": "Azumel",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "wis": 1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Investigation"
      ],
      "traits": [
        {
          "name": "Sixfold Vision",
          "description": "You have Advantage on Investigation and Perception checks that rely on sight. You have Disadvantage on saving throws against being Blinded by intense flashes or glare; while affected, you also have Disadvantage on sight-based Investigation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Investigation",
              "condition": "sight-based"
            },
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "sight-based"
            },
            {
              "type": "special",
              "note": "Disadvantage on saves against being Blinded by flashes/glare; while Blinded, Disadvantage on sight-based Investigation"
            }
          ]
        },
        {
          "name": "Eyes Everywhere",
          "description": "You gain Advantage on Initiative checks.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        }
      ],
      "description": {
        "lore": "Argus \"Six Eyes\" Panox, the Azumel who sat in on Han Solo and Lando Calrissian's first sabacc game in the Lodge on Vandor, is the face of his species for most of the galaxy, and the nickname says everything: Azumels see the table from six angles at once, which is exactly why other gamblers watch their hands. They are a sentient six-eyed people from the world of Azum, and where most species get one viewpoint, an Azumel gets half a dozen working in parallel.\n\nThe six eyes sit on flexible stalks that sprout from the upper sides of the head in three vertically stacked pairs, and each stalk swivels independently. Eye color runs from blue to green to orange, set against skin that comes in gray, mottled brown, red, tan, or yellow. They have four fingers on each hand. Behind all those eyes is a brain built to fuse six separate fields of view into a single picture in real time, which is less a party trick than the defining feature of how an Azumel experiences the world.\n\nTheir homeworld, Azum, lies in the Azum system of the Itopol sector, out in the borderlands where the Expansion Region meets the Trailing Sectors. That places the species well off the Core's beaten paths, which fits how rarely they turn up elsewhere in the galaxy; an Azumel at a Core World card table is unusual enough to be remembered, the way Panox was.\n\nWhat canon actually records about Azumels is anatomical rather than cultural, and that absence is worth being honest about. (Assumption: there is no established account of Azumel society, government, religion, or art in canon, so any such detail would be invented.) What is documented is the practical edge those independent eyestalks confer at games of chance and observation, and the reputation that comes with it, players who know an Azumel is at the table keep an eye on where his eyes are pointing.\n\nPanox himself was first revealed in 2017 through an Omaze charity campaign for Solo: A Star Wars Story and went on to appear in the film as a fully practical puppet, his name a nod to Argus Panoptes, the hundred-eyed giant of Greek myth. He spoke Azumel, the species' own language, during the Lodge game around 10 BBY. He is, as far as the records go, the single Azumel the wider galaxy has a name and a face for.\n\nFor a SWURPG party, the Azumel is the player who never gets surprised and never misses the detail everyone else walks past. Six independently aimed eyes drive their Sixfold Vision, giving Advantage on sight-based Investigation and Perception (and Investigation proficiency on top), though the same wide-open eyes mean a flash grenade or a sudden glare hits them harder than most. Eyes Everywhere keeps Advantage on Initiative, because something is always already watching. The +2 Intelligence and +1 Wisdom reflect a mind wired to process many viewpoints at once; the -1 Charisma fits a being whose roving, multi-eyed stare other species find hard to read or trust. Play one as an investigator, a scout, or a card sharp who genuinely does see your tells before you do.",
        "home_planet": "Azum, in the Azum system of the Itopol sector",
        "physical_description": "An Azumel's defining feature is its eyes: six of them, set on flexible stalks that sprout from the upper sides of the head in three vertically stacked pairs, each stalk swiveling independently. Eye color runs from blue to green to orange, set against skin in gray, mottled brown, red, tan, or yellow. Each hand has four fingers.\n\nBehind the eyes is a brain built to fuse six separate fields of view into a single picture in real time — less a party trick than the basic way an Azumel takes in the world. (Canon documents the species' anatomy in some detail but very little beyond it, so build, height, and bearing past this are left open rather than invented.)",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "55 to 80 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Canon says almost nothing about how Azumels think or live, and it is worth being honest about that rather than inventing a culture to fill the gap. What is documented is the practical consequence of all those eyes: an Azumel misses very little, takes in a room from several angles at once, and is correspondingly hard to surprise or deceive. Argus \"Six Eyes\" Panox earned his seat at a sabacc table on exactly that reputation — players who knew he was there kept track of where his eyes were pointing.\n\nOff the gambling worlds the species turns up rarely enough that a single Azumel at a Core card table is remembered for it. (Assumption: there is no established account of Azumel society, government, or belief in canon; treat any such detail as table flavor a group invents for itself.)\n\nAt the table, an Azumel is the character who never gets ambushed and never misses the detail everyone else walks past — an investigator, a scout, or a card sharp who genuinely sees your tells before you do.",
        "languages": "Azumeli, Basic",
        "example_names": [
          "Argus Panox",
          "Makkeer",
          "Cibaba",
          "Ressa Vanox",
          "Tulek Harann"
        ]
      },
      "image_file": "azumel.jpg",
      "auto_languages": [
        "Azumeli",
        "Galactic Basic"
      ]
    },
    {
      "name": "B1 Battle Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 1,
        "str": -2,
        "int": 0,
        "wis": -2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Squad Tactics",
          "description": "B1s in formation, never alone. When one or more allies are within 5 ft of the target you are attacking, you gain +1 to attack rolls against that target.",
          "effects": [
            {
              "type": "special",
              "note": "+1 to attack rolls against a target when one or more allies are within 5 ft of that target"
            }
          ]
        },
        {
          "name": "Programmed Drill",
          "description": "Every B1 ships with manufacturer-trained blaster-rifle muscle-memory; the E-5 was your canonical sidearm. You are proficient with the Blaster Rifle.",
          "effects": [
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Blaster Rifle"
              ]
            }
          ]
        },
        {
          "name": "Clumsy Servos",
          "description": "Whenever you roll a natural 1 on a melee attack roll, the wild swing creates a small accident. Roll 1d6 on the B1 Clumsiness Table: (1) Drop weapon — your weapon slips from your hand and lands in an unoccupied square within 5 ft (random direction); it takes an Object Interaction to retrieve. (2) Stumble — you over-rotate and fall prone in your current square. (3) Wrong target — your wild swing finds the nearest creature (friend or foe) within 5 ft of you instead; that creature takes 1d4 damage of the same type as your weapon (no attack roll). (4) Vocal slip [positive] — you blurt out a startled B1-ism (\"Roger, roger!\" or \"Uh, what was the order?\"); the absurdity throws the target off and they have Disadvantage on their next attack roll against you. (5) Wild distraction [positive] — your flailing genuinely confuses the target; one ally adjacent to your target gains Advantage on their next attack roll against that target. (6) Accidental trip [positive] — your over-rotated swing sweeps the target's footing; the target falls prone.",
          "effects": [
            {
              "type": "special",
              "note": "On a natural 1 on a melee attack roll, roll 1d6 on the Clumsiness Table — 3 negative results (drop weapon, fall prone, hit nearest creature for 1d4) + 3 positive results (target Disadvantage on next attack vs you, adjacent ally Advantage on next attack vs target, target falls prone)"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "B1 chassis are notoriously easy to ion-knock-down. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = Stunned until end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Stunned until end of next turn"
            }
          ]
        },
        {
          "name": "Vocal Folly",
          "description": "Your unmistakable B1 vocalizer (\"Roger, roger!\") makes voice-disguise nearly impossible. You have Disadvantage on Deception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "\"Roger, roger.\" Two words, delivered in a thin nasal drone, became the unofficial epitaph of the Separatist war machine. B1 battle droids were the disposable foot soldiers who spoke them by the billion, the spindly tan skeletons that poured out of Multi-Troop Transports on Naboo, Geonosis, and a hundred other worlds across the Clone Wars. Individually they were almost useless, mocked by the very clones they fought for clumsy aim and worse judgment. Collectively they were a flood the Republic spent three years drowning in.\n\nThe B1's silhouette is unmistakable: a gangly humanoid roughly 1.93 meters tall, all exposed struts and servos, with a narrow elongated head and a long stalk of a neck that gives it a permanently startled, almost avian look. That body was built to fold. When deactivated or low on power, a B1 collapses into a flat compact bundle, knees and elbows tucking in and the long neck folding down last, so that more than a hundred of them could be racked inside a single transport. On activation the sequence reverses, limbs snapping open first and the head rising last. The frame is cheap, light, and lightly armored, which is the whole point. The droid's distinctive build deliberately echoes the Geonosian species that designed it.\n\nThat resemblance is no accident. The B1 was designed and first mass-produced by the Geonosians of Geonosis, churned out of their cavernous droid foundries, with the Baktoid lineage (Baktoid Armor Workshop and Baktoid Combat Automata) commissioned by the Trade Federation to put the design into industrial production. The humanoid layout was a cost decision rather than a tactical one: a two-armed, two-legged droid could grip existing rifles, sit in existing cockpits, and operate machinery built for organic soldiers, sparing the Federation from redesigning its entire arsenal. The result was a soldier you could stamp out by the assembly line and feed into a meat grinder without flinching, because there was no meat in it.\n\nEarly B1s were a hive mind with a fatal flaw. Rather than think for themselves, they took commands from a Central Control Computer aboard an orbiting Droid Control Ship, which let Neimoidian officers puppet an entire invasion by remote signal. The weakness showed at Naboo: when a young Anakin Skywalker blundered into the control ship and blew its reactor, every B1 on the surface froze mid-stride into standby hibernation, and the occupation collapsed in an instant. The Confederacy learned the lesson, and the reworked Clone Wars B1s carried their own (limited) onboard processing so they no longer dropped dead if a single ship was lost. Color-coded OOM command variants in yellow gave them officers; red security and blue pilot droids filled out the ranks. That independent processing is also what produced the franchise's most beloved bug: the personality glitches, the fear and confusion and bickering, the deadpan \"Roger, roger\" that made a faceless killing machine weirdly endearing.\n\nThe B1's story ends as abruptly as it ran at Naboo, only galaxy-wide. With the Separatist Council dead on Mustafar at Darth Vader's hand, a single shutdown signal raced out to the fleet and switched off the droid army en masse, and the Confederacy effectively ceased to exist overnight. A few pockets fought on: holdouts like Gizor Dellso's remnant reactivated and reprogrammed survivors, and on Agamar the tactical droid Kalani blocked the deactivation order outright, keeping his B1s marching for years after the war they were built for had ended. The droid that defined the Clone Wars was, fittingly, undone by the same single point of failure that doomed it at the start.\n\nIn SWURPG, a B1 plays exactly as that battlefield reputation suggests: never the lone hero, always better in a pack. Droid Chassis defines what it is (no breathing, no eating, no sleeping, immune to a host of biological miseries), while Squad Tactics and Programmed Drill reward fighting alongside allies and leaning on baked-in routines rather than improvisation. The mechanical penalties are honest about the model's reputation, too: a -2 to Strength and the Clumsy Servos trait capture the flimsy, poorly balanced frame, while a -2 to Wisdom and the infamous Vocal Folly trait model the dim, blurt-it-out-loud processing that made B1s such poor sentries. Ion Sensitivity leaves them especially vulnerable to the weapons designed to kill machines, and only a modest +1 to Dexterity and Perception proficiency hint at any competence. Play one for the comedy of a squad of expendable mooks, or for the surprisingly poignant angle of a single B1 that woke up after the shutdown signal and decided, against its programming, to keep going.",
        "home_planet": "Geonosis (Baktoid Combat Automata foundries)",
        "physical_description": "B1 chassis are skeletal humanoid frames roughly 1.9m tall — long thin limbs, a central torso spine, and a distinctive elongated cranial unit with a triangular photoreceptor cluster that gives the species their slightly puzzled appearance. Stock plating is cream or tan duraplast (the famous \"droid yellow\"); variant production runs included grey (security), red (officer/OOM), white (cold-weather), and tan-with-blue-trim (Trade Federation original livery). The whole frame is built for cheap mass production — joints are exposed, central servos are unarmored, and a single well-placed blaster bolt can sever the spine. Repair is straightforward (a B1 is mostly modular parts) but the chassis was never intended to outlast its first deployment.",
        "example_names": [
          "B1-268",
          "OOM-9",
          "OOM-14"
        ],
        "height_range": "1.9 meters",
        "weight_range": "70 to 90 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "b1-battle-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 1
    },
    {
      "name": "Barabel",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "wis": -2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Darkvision",
          "description": "You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Intimidating Presence",
          "description": "You can use your STR modifier instead of CHA on Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use STR modifier instead of CHA for Intimidation checks"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Claws, Bite, Tail",
          "description": "Your unarmed attacks deal 1d4 damage. You may strike with your claws (slashing), your fanged jaws (piercing), or a sweep of your tail (bludgeoning).",
          "effects": [
            {
              "type": "natural_weapon",
              "name": "Claws",
              "damage_dice": "1d4",
              "damage_type": "slashing"
            },
            {
              "type": "natural_weapon",
              "name": "Bite",
              "damage_dice": "1d4",
              "damage_type": "piercing"
            },
            {
              "type": "natural_weapon",
              "name": "Tail",
              "damage_dice": "1d4",
              "damage_type": "bludgeoning"
            }
          ]
        },
        {
          "name": "Distrust of the Jedi",
          "description": "You have Disadvantage on saving throws against mind-affecting Force Powers and Persuasion if the speaker is a Jedi.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saves against mind-affecting Force Powers and on Persuasion from a Jedi speaker"
            }
          ]
        }
      ],
      "description": {
        "lore": "Saba Sebatyne, the Barabel Jedi Master who sat on Luke Skywalker's reformed Masters' Council and briefly served as acting Grand Master, is the face most of the galaxy puts to her species: a black-scaled saurian predator whose hiss of laughter unsettled fellow Jedi as much as her lightsaber unsettled the Yuuzhan Vong. Barabels are bipedal reptilians built like ambush hunters, and Saba's career proved that a creature evolved to stalk prey in total darkness could turn that instinct into one of the deadliest combat forms the New Jedi Order ever fielded.\n\nA Barabel stands tall and heavy with muscle, its body sheathed in thick, dark keratin scales tough enough to turn a glancing blow. Beneath those scales lies a layer of insulating fat that holds body heat when temperatures crash and, usefully, blunts electrical shock. They are cold-blooded, with reptilian slit eyes adapted to near-total darkness, jaws full of teeth, raking claws, and a heavy tail that doubles as a weapon and a counterbalance. Like many lizards, a startled Barabel can shed that tail to escape a grip, an escape trick that has cost more than one over-confident attacker its quarry.\n\nThe species comes from Barab I, a murky world in the Outer Rim orbiting a dim red dwarf so closely that a single day runs roughly sixty standard hours. During those long days the surface is scoured by gamma, ultraviolet, and infrared radiation, so nearly everything alive there burrows underground or seals itself away and emerges only in the relative safety of evening. Barabels evolved from nocturnal lizards into apex hunters under exactly these conditions, which is why darkness is their natural element rather than an obstacle.\n\nBarabel society is built around the nest and the hunt. Tribes can swell to thousands of individuals under a single pack leader, and the culture prizes strength, honor, and absolute loyalty while holding deception in open contempt. (In Legends, their breeding custom pairs two females' clutches under the protection of two males, with all four guarding the nest.) Their reputation as fearsome warriors is earned, but outsiders are routinely surprised by how rule-bound and honest Barabels actually are: respect is something you win by deeds, not words, and a Barabel who gives its word keeps it.\n\nThe species' relationship with the Jedi is the great surprise of their history. (In Legends, centuries before the Empire, a small band of Jedi led by the Ithorian Noga-ta arrived on Barab I and ended a war that was tearing the planet apart.) Barabels remembered these \"warriors from beyond the clouds\" as gods, woven a whole mythology around them, and ever after held the Jedi in such esteem that they would accept a Jedi's ruling in any dispute. That reverence is exactly what made Saba Sebatyne's emergence as a Jedi Master so resonant, and why Barabel guards and mercenaries turn up across the galaxy wherever someone needs a hunter who respects a clear code.\n\nFor a SWURPG player, the Barabel is a frontline bruiser who brings the hunt to the enemy. The +2 Strength backs up a built-in arsenal of Natural Armor, Claws, Bite, and that tail strike, while Darkvision makes the dark a home-field advantage and Intimidating Presence lets your sheer saurian bulk do some of the talking. The -2 Wisdom and -2 Charisma reflect a blunt, instinct-driven predator who reads a battlefield far better than a negotiation. One note for the table: the current kit's \"Distrust of the Jedi\" trait runs directly against canon, where Barabels famously revere the Jedi as near-gods and defer to their judgment, so consider this species a natural fit for a Force-using party rather than a wary one.",
        "home_planet": "Barab I",
        "physical_description": "Barabels are towering reptilian humanoids standing between 2 and 2.2 meters tall, with thick, armored scales capable of absorbing intense solar radiation. Their coloration ranges from dark green to glossy black, often patterned like volcanic stone. Powerful limbs end in sharp claws ideal for climbing or rending, while elongated snouts filled with serrated teeth add to their fearsome presence.\n\nTheir eyes, optimized for infrared sight, allow them to detect heat signatures with remarkable precision, granting them a natural advantage in darkness or obscured conditions. Despite their intimidating appearance, Barabel posture and body language communicate a wide spectrum of emotion to those who understand their cultural cues.",
        "height_range": "2.0 to 2.2 meters",
        "weight_range": "110 to 140 kilograms",
        "age_of_adulthood": "14 standard years",
        "personality": "Barabels are disciplined, honor-bound, and fiercely loyal to their clans and allies. They value direct communication, despise deceit, and prefer resolving disputes through traditional combat rites rather than political maneuvering. Barabel society is structured around respect earned through demonstrated skill, and leadership is granted only to those who prove their capability in both hunting and battle.\n\nWhile their intensity can unsettle outsiders, Barabels are deeply respectful to those who earn their trust. Offworld, they gravitate toward roles requiring physical dominance, precision tracking, or survival expertise. As adventurers, they excel in frontline combat, wilderness exploration, and any situation where courage, persistence, and loyalty are paramount.",
        "languages": "Barabel, Basic",
        "example_names": [
          "Saba Sebatyne",
          "Tarsk",
          "Kosh Veeran",
          "Vorsk Dul"
        ]
      },
      "image_file": "barabel.jpg",
      "auto_languages": [
        "Barabel",
        "Galactic Basic"
      ]
    },
    {
      "name": "Besalisk",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": 2,
        "dex": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Four-Armed Dexterity",
          "description": "Your additional arms allow you to wield two two-handed weapons at once if your Strength is greater than 13. You may also take one additional free object interaction per turn (e.g., draw or stow a second weapon, ready a grenade while still holding your weapon).",
          "effects": [
            {
              "type": "four_armed"
            },
            {
              "type": "special",
              "note": "If STR > 13, may wield two two-handed weapons simultaneously"
            },
            {
              "type": "special",
              "note": "+1 free object interaction per turn (per §5.3 Object Interaction)"
            }
          ]
        },
        {
          "name": "Cold-Adapted Physiology",
          "description": "Born of Ojom's frozen oceans, your body shrugs off the chill. You have Resistance to Cold damage and Advantage on Constitution saving throws against extreme-cold environmental effects (frostbite, vacuum, cryogenic exposure).",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "cold"
            },
            {
              "type": "saving_throw_advantage",
              "condition": "Constitution saves against extreme-cold environments"
            }
          ]
        },
        {
          "name": "Heat Sensitivity",
          "description": "Accustomed to Ojom's cold, you sweat profusely and tire quickly in hot environments. You have Disadvantage on Constitution saves against extreme-heat environmental effects.",
          "effects": [
            {
              "type": "saving_throw_disadvantage",
              "condition": "Constitution saves against extreme-heat environments"
            }
          ]
        }
      ],
      "description": {
        "home_planet": "Ojom",
        "height_range": "1.88 to 2.36 meters",
        "weight_range": "90 to 140 kilograms",
        "age_of_adulthood": "13 standard years",
        "languages": "Besalisk, Galactic Basic",
        "example_names": [
          "Dexter Jettster",
          "Henk Zessek",
          "Lexia Trexor",
          "Rysken Mokksi",
          "Taster Dannex",
          "Pong Krell",
          "Gadren",
          "Galus Vez"
        ],
        "physical_description": "Besalisks are stocky humanoid sentients descended from large flightless avians, though they are commonly mistaken for reptilians. They stand between 1.88 and 2.36 meters tall, with thick limbs, four-fingered hands and feet, and a wide elastic-sacked mouth set beneath a bony three-pronged headcrest fringed with short feathers. Skin tones range from green to orange to brown. Male Besalisks have four arms; females may have as many as eight. Their broad torsos are built to hold reserves of food and water, and they perspire heavily in any climate warmer than their frozen homeworld.",
        "personality": "Despite their gluttonous reputation, Besalisks are sociable, gregarious, and keen-witted — quick to spot an angle and quicker to make a deal. They are industrious and hardworking, and integrate easily into almost any civilized society. Most have little interest in galactic politics, preferring to mind their own business and let other species sort out the affairs of the Senate. Many Besalisks who leave Ojom drift into smuggling, gunrunning, or the underworld, often without realizing how deep they have stepped — and just as often walking away from the work on a whim. A common Besalisk saying captures the temperament: \"If your neighbors trouble you, send your rodents to their nest.\"",
        "lore": "The Besalisks evolved from large flightless avians native to Ojom, a cold ocean world located in the Deep Core. Ojom's surface is covered in titanic glaciers that move slowly across the planet's face, and each glacier supports a small Besalisk commune. Many space stations orbit the planet — most of them larger than any planet-based commune — and these stations fill the role of Ojom's spaceports, being more hospitable to outsiders than the surface itself.\n\nDespite their flightless avian ancestry, Besalisks are often mistaken for reptilians by those unfamiliar with the species. Their stocky build, thick limbs, four-fingered hands and feet, bony three-pronged headcrest fringed with short feathers, and a wide mouth with a large elastic sack hanging from it give them a distinctive silhouette. Skin tones range from green to orange to brown; hair, when present, is typically black or brown on both face and head. The average Besalisk stands about 1.8 meters tall, though heights between 1.88 and 2.36 meters are documented. Male Besalisks have four arms; females may have as many as eight. Their bulky frames store reserves of food and water sufficient to carry them through prolonged hardship — water for days, food for over a week. The same physiology leaves them visibly uncomfortable in warmer climates, where they sweat profusely; the species is simply accustomed to far cooler temperatures than most other galactic peoples.\n\nBesalisks have never sought representation in the Galactic Senate, and generally seem content to go about their business and leave galactic affairs to politicians and bureaucrats of other species. Communities on Ojom are sparsely populated, and few offworld colonies of Besalisks exist in any era. Although Besalisks have contributed comparatively little to the galaxy in terms of resources or technology, they integrate easily into almost any civilized society and have no trouble using what other species have to offer. During the reign of the Galactic Empire, Besalisks narrowly avoided enslavement by calling in favors with influential underworld connections; many remain in those debts, especially those foolish or desperate enough to seek aid from the Hutts.\n\nThe galaxy has come to know the species through several prominent individuals. Dexter Jettster, owner of Dex's Diner on Coruscant, was a friend of Jedi Knight Obi-Wan Kenobi, and at the start of the Clone Wars he successfully identified a Kamino saberdart for the Jedi by recognizing the cuts on its side from his earlier days as a prospector. A grimmer reputation belongs to Pong Krell, a Jedi Master whose unique four-armed physiology allowed him to wield two double-bladed lightsabers in combat. Prior to the Battle of Umbara, Krell had a vision of the demise of the Jedi Order and the Republic; convinced that survival lay in the dark side, he immersed himself in it and attempted to sabotage the Umbara campaign so he could become the Sith apprentice of Count Dooku. The clones of the 501st Legion uncovered the betrayal after Krell sent them against their own brothers, and Krell — after being stunned by clone trooper Tup — was executed by clone trooper Dogma.\n\nBy the time of the Galactic Empire, a Besalisk subcommunity had taken root on the planet Gorse: Drakka owned Drakka's Diner, Lal Grallik served as the enterprising chief of the mining-and-refinery firm Moonglow Polychemical, and her husband Gord Grallik served as Moonglow's security chief. Both Gralliks were murdered by Denetrius Vidian of the Empire; several other Besalisks worked for Vidian at the Calcoraan Depot on Calcoraan. Later under Imperial rule, the starship-parts dealer Galus Vez owned the space station Osisis, where he raced rebel pilot Hera Syndulla and lost — and then attempted to capture the Spectre crew anyway, only to be disarmed and forced to hand over the parts the rebels had come for. During the Galactic Civil War, the Besalisk Gadren served as a member of the Alliance to Restore the Republic's 61st Mobile Infantry, and lost one of his four arms at the Siege of Inyusu Tor. Some years before the Battle of Yavin, the bearded Wan'yek Whett captained the fishing vessel Grapnel until he was tracked down and defeated by Skoova Stev on the third moon of Antine.\n\nBesalisks who leave Ojom are often drawn — sometimes without realizing the gravity of the situation — into smuggling, gunrunning, and organized crime; just as often, they abandon those ventures abruptly when their own interests pull them elsewhere, much to their former employers' dissatisfaction. A common Besalisk saying captures the temperament: \"If your neighbors trouble you, send your rodents to their nest.\""
      },
      "image_file": "besalisk.jpg",
      "auto_languages": [
        "Besalisk",
        "Galactic Basic"
      ]
    },
    {
      "name": "Bith",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "int": 2,
        "wis": 1
      },
      "skill_proficiencies": [
        "Knowledge: Sciences"
      ],
      "traits": [
        {
          "name": "Acute Hearing",
          "description": "You gain Advantage on Perception checks involving sound and can detect faint noises others would miss. You have Disadvantage on saving throws against sonic damage and suffer -1 to attack rolls while within the radius of a sonic weapon/effect.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "involving sound"
            },
            {
              "type": "special",
              "note": "Disadvantage on saves against sonic damage; -1 to attack rolls while in sonic weapon/effect radius"
            }
          ]
        },
        {
          "name": "Fragile Physiology",
          "description": "You have Disadvantage on saving throws against poison and disease.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against poison and disease"
            }
          ]
        },
        {
          "name": "Pacifist Legacy",
          "description": "You suffer a -2 penalty to Intimidation checks, as your people are known for avoiding violence.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Intimidation",
              "value": -2
            }
          ]
        }
      ],
      "description": {
        "lore": "The seven musicians playing in the Mos Eisley Cantina when Luke Skywalker first walked in were Bith: Figrin D'an and the Modal Nodes, a jizz band whose swinging instrumentals carried on while a man's severed arm lay on the floor a few meters away. That image is the species in miniature. Biths are pale, big-headed intellectuals who would rather keep playing than fight, and across the galaxy they turn up as scientists, engineers, data analysts, and the finest wind players you will ever hear, holding a single note far longer than a human ever could.\n\nA Bith is unmistakable: a large, hairless cranium housing an oversized brain, set with huge lidless eyes over a face that has no nose and no visible mouth structure of the human kind. Their skin runs pale pink, reddish, or yellow, and their long fingers end in broad, crosshatched pads built for fine manipulation rather than raw strength. The internal biology is stranger still. A Bith breathes through a single lung and exhales through the skin, and lacks a conventional nose entirely, smelling instead through sensitive olfactory organs tucked into the skin flaps of the cheeks. That respiratory quirk is exactly why Biths make such extraordinary wind musicians, able to sustain a tone almost indefinitely.\n\nTheir homeworld is Clak'dor VII, an Outer Rim planet on the Rimma Trade Route. It is not a pristine cradle. Roughly three centuries before the Battle of Yavin, the Bith city-states of Nozho and Weogar fought a catastrophic civil war (the Nozho-Weogar War) over patent rights to a new hyperdrive design, escalating to biological weapons that wrecked the planet's ecosystem and gutted Bith industry. The survivors withdrew into sealed, climate-controlled cities and came to depend on imported goods and offworld machinery, which is part of why so many Biths are found scattered across the galaxy rather than at home.\n\nWhat sets the Bith mind apart is sensory as much as intellectual. A Bith perceives the tonal qualities of sound the way other species perceive color, an inner palette that makes music, mathematics, and pattern feel like the same kind of thinking. Their oversized brains evolved for abstraction (language, mathematics, scientific analysis, composition), and Biths are restless without intellectual problems or artistic work to chew on. The flip side is physical: high manual dexterity for delicate instruments and fine tools, but only average gross motor ability and a body that bruises easily. The poison and devastation of their own war also left a deep cultural mark, and the modern Bith are broadly a pacifist people who reach for negotiation and engineering solutions before violence.\n\nThe Modal Nodes remain the species' most visible faces. \"Fiery\" Figrin D'an led the seven-piece on the Kloo horn (and the Gasan string drum), backed by Nalan Cheel, Doikk Na'ts, Tedn Dahai, Tech M'or, Ickabel G'ont, and Sun'il Ei'de. Their story is pure cantina underworld: contracted to play exclusively for Jabba the Hutt, they took a second secret payday at a rival crimelord's wedding, fled an Imperial raid Jabba arranged, gambled away their instruments, and ended up grinding out sets in the Mos Eisley Cantina to clear their debts. It is a very Bith kind of trouble, brilliant artists undone by overthinking the angles rather than by any taste for a fight.\n\nIn SWURPG, a Bith is the build for players who want to win with their head and hands. The ability spread (+2 Intelligence, +1 Wisdom, -2 Strength) and a free Knowledge: Sciences proficiency point you straight at the scientist, slicer, or field-medic role, and the Acute Hearing trait is the mechanical echo of that color-coded sense for sound, ideal for a musician, codebreaker, or anyone reading a room by ear. Pacifist Legacy leans into the species' post-war aversion to violence, and Fragile Physiology is the honest cost of that delicate, single-lunged frame, so a Bith leans on positioning, tools, and brains rather than trading blows. (Note for the table: the iconic, fully canon Bith ability is sustaining a wind-instrument note nearly forever, which Acute Hearing only gestures at, and the -2 Strength plus Fragile Physiology together can leave the build feeling doubly squishy.)",
        "home_planet": "Clak'dor VII",
        "physical_description": "Bith physiology is unmistakable. They possess large, bulbous craniums housing extremely developed brains, supported by smooth, elongated skull structures that allow for advanced neural processing. Their wide, black, lidless eyes excel at low-light vision and subtle motion detection, while their facial structure lacks a nose or typical oral cavity. Instead, Bith breathe through specialized pores and ingest food as nutrient pastes filtered through lipless, finely muscled mouths optimized for speech and sound modulation.\n\nTheir long, slender digits are highly dexterous, enabling remarkable precision in fine motor tasks, engineering work, musical performance, or medical procedures. Bith skin typically ranges from pale pink to beige and possesses a slightly glossy texture. Although fragile in appearance, Bith physiology is efficient and optimized for intellectual tasks and sensory interpretation rather than physical confrontation.\n\nTheir clothing tends toward functional robes, tailored garments, and lightweight attire that allows freedom of movement for hands and cranial articulation. Many carry data devices, instruments, or scientific tools integrated into their daily wardrobes, reflecting their highly specialized professions.",
        "height_range": "1.7 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Bith are calm, introspective, and inherently analytical. Their culture emphasizes reasoned debate, careful evaluation, and scientific accuracy over emotional impulse. Social harmony is deeply embedded in their traditions, with conflict resolution typically handled through logic-based discussion or mediated consensus rather than confrontation. The trauma of their ancient civil war reinforced a cultural aversion to violence and reckless experimentation.\n\nBith cultural identity is closely tied to music, scholarship, and intellectual exchange. Knowledge is considered a communal resource, and Bith often form guilds, studios, or research cooperatives that challenge one another to innovate responsibly. Their communication style is often precise and detail-heavy, sometimes perceived as overly clinical by more emotive Species.\n\nAs adventurers, Bith tend to approach missions with methodical planning, patience, and a focus on maximizing success through information gathering. They excel in scientific, analytical, and support roles—bringing clarity and structure to chaotic situations and elevating team efficiency through expert insight and calm reasoning.",
        "languages": "Bith, Basic",
        "example_names": [
          "Doikk",
          "Figrin",
          "Jinkins",
          "Lirin",
          "Nalan",
          "Tech",
          "Tedn",
          "Thai"
        ]
      },
      "image_file": "bith.jpg",
      "auto_languages": [
        "Bith",
        "Galactic Basic"
      ]
    },
    {
      "name": "Bothan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "cha": 1,
        "con": -2,
        "str": -1
      },
      "skill_proficiencies": [
        "Stealth",
        "Deception"
      ],
      "traits": [
        {
          "name": "Information Network",
          "description": "Bothans cultivate informants in every cantina, court, and corporate hall — the legendary Bothan Spynet keeps tabs on every faction worth knowing. You have Advantage on Investigation checks when gathering rumors, intelligence, contacts, or political knowledge.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Investigation",
              "condition": "when gathering rumors, intelligence, contacts, or political knowledge"
            }
          ]
        },
        {
          "name": "Plot Within Plots",
          "description": "Bothan stratagems are layered three deep — when one angle fails, another is already in motion. Once per Long Rest, after rolling but before the GM declares the outcome, you may reroll one failed Deception, Persuasion, or Intimidation check.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: reroll one failed Deception, Persuasion, or Intimidation check (declare before the outcome is revealed)"
            }
          ]
        },
        {
          "name": "Bothan Cunning",
          "description": "Spynet operatives are schooled from youth in galactic political history, syndicate hierarchies, and the games of nations — the principles laid down in the ancient text known as The Way. You gain proficiency in Knowledge: Galactic Lore.",
          "effects": [
            {
              "type": "skill_proficiency",
              "skill": "Knowledge: Galactic Lore"
            }
          ]
        },
        {
          "name": "Wrendui (Mood-Fur)",
          "description": "Your fur ripples in response to your emotional state — a phenomenon Bothans call Wrendui. It is well-known across the galaxy that this fur-rippling betrays a Bothan's true feelings to anyone who has learned to read it. Creatures aware of Bothan physiology have Advantage on Insight checks made to read your intentions during delicate negotiations or interrogations.",
          "effects": [
            {
              "type": "special",
              "note": "Creatures aware of Bothan physiology gain Advantage on Insight checks to read your intentions during delicate negotiations or interrogations"
            }
          ]
        }
      ],
      "description": {
        "lore": "\"Many Bothans died to bring us this information,\" Mon Mothma told the Rebel fleet before the assault on the second Death Star, and that single line did more for the species' reputation than any battle ever could. Bothans are the galaxy's spies: furred, sharp-tongued political animals who treat intelligence-gathering as both a survival skill and a competitive sport, and who built the Bothan Spynet into the most feared information network anyone has ever run.\n\nA Bothan stands a little over a meter and a half, a mammalian humanoid covered head to foot in fine fur that comes in creams, grays, and browns. Faces vary widely across the species, carrying canine, feline, or even equine cast, and both sexes typically grow beards. The fur is the giveaway most species learn to watch for: it ripples and shifts involuntarily with a Bothan's mood, broadcasting subtle reactions that plain speech leaves out. Borsk Fey'lya, the most famous Bothan of the New Republic era, was described as having wide violet eyes and cream fur that rippled with every flicker of feeling he was trying not to show, which made him a constant frustration to allies and a gift to anyone who knew how to read it.\n\nTheir homeworld is Bothawui, a cosmopolitan trade world sitting in the Mid Rim at the heart of a cluster of colonies known as Bothan Space. The planet's axis tilts unstably, so its highest latitudes swing through regular ice ages and the far northern and southern plains are left frozen or barren, pushing population and power toward the temperate middle. The colony world of Kothlis served as a secondary hub, and across this whole region the dominant institution was never a military or a throne but the Spynet itself.\n\nWhat makes Bothans Bothans is their politics, codified in a doctrine called the Bothan Way: put yourself above your comrades, your family above other families, your clan above other clans, and the Bothan race above everyone else, by any means short of outright violence. Clan rivalry is the engine of the entire society, with a Bothan's clan marked in the last part of their name and centuries of assassination, sabotage, and espionage treated as ordinary politics rather than scandal. Control and influence, not wealth or firepower, is how a Bothan keeps score, and the constant mutual suspicion is precisely what forged the Spynet into a network where thousands of agents and informants spy on rivals and one another alike.\n\nThe species' defining moment came during the Galactic Civil War. In current canon, Bothan spies gathered the intelligence that confirmed the second Death Star's location and that the Emperor would be aboard, paying for it heavily enough that Mon Mothma's eulogy became one of the saga's most quoted lines. (In Legends, the operation ran deeper, with a Bothan spymaster named Koth Melan feeding the Alliance data lifted from a Coruscant supercomputer.) Fey'lya carried that prestige into the New Republic, where his skill at manipulation made him a power on the Provisional and Inner Councils for decades, an ally and obstacle to Mon Mothma, Leia, and the heroes of the Rebellion in roughly equal measure.\n\nIn SWURPG, a Bothan is the party's face, infiltrator, and information broker. The +2 Dexterity and +1 Charisma with proficiency in Stealth and Deception make them natural rogues and operators, while the -2 Constitution and -1 Strength keep them off the front line where they were never meant to be. Information Network and Plot Within Plots turn the Bothan Way into mechanics, letting you trade favors and dig up leverage the way the Spynet does, Bothan Cunning rewards thinking your way around a problem, and Wrendui (Mood-Fur) leans into that involuntary tell, a fitting double edge for a species that reads everyone while struggling to keep its own fur still.",
        "home_planet": "Bothawui",
        "physical_description": "Bothans are short, furred humanoid mammals — typically 1.5 to 1.6 meters tall — with tapered, pointed ears and slightly elongated faces that blend canine, feline, and equine features depending on lineage. Both males and females commonly grow beards. Their most distinctive feature is the fur covering nearly their entire body, which ripples involuntarily in response to mood — a phenomenon called Wrendui that betrays a Bothan's emotional state to anyone trained to read it. Fur color ranges through browns and creams; eyes are brown, green, or violet.\n\nThough physically unimposing, Bothans are agile, quick, and unusually long-lived for their size — passing through young adulthood in their teens, adulthood from 17 to 45, and remaining vigorous into their eighties or beyond. Bothan dress favors layered, practical attire suited to mountain weather and city espionage alike — concealed pockets, multiple datapads, and unobtrusive cuts that fade into any crowd.",
        "height_range": "1.5 to 1.6 meters",
        "weight_range": "50 to 60 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Bothans are curious, manipulative, crafty, suspicious, and habitually paranoid — \"if you're not working with me, you're working against me\" is closer to a folk proverb than a personality trait. They prefer indirect approaches: subtle pressure, careful misdirection, and the patient accumulation of leverage. Direct confrontation strikes most Bothans as both wasteful and rude. But the species is also fiercely loyal once trust is earned, and Bothans regard clan and faction loyalty as virtues equal in weight to personal ambition.\n\nAs adventurers, Bothans gravitate toward roles that reward information and influence over brute force: spies, slicers, diplomats, smugglers, nobles, and scoundrels. Their backstabbing reputation is mostly earned, but the same instincts make them exceptional intelligence officers, faction liaisons, and trouble-shooters when a mission needs more than a blaster.",
        "languages": "Bothese (spoken), Botha (written), and Galactic Basic. Many Bothans also learn additional languages relevant to their espionage targets.",
        "example_names": [
          "Borsk Fey'lya",
          "Koth Melan",
          "Traest Kre'fey",
          "Asyr Sei'lar",
          "Tav Breil'lya",
          "Kai Hudorra",
          "Yaqeel Saav'etu",
          "Klepa Laeel"
        ]
      },
      "image_file": "bothan.jpg",
      "auto_languages": [
        "Bothese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Caamasi",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "wis": 2,
        "cha": 2
      },
      "skill_proficiencies": [
        "Persuasion"
      ],
      "traits": [
        {
          "name": "Memnii Recall",
          "description": "Once per Long Rest, you may share an emotional memory with a creature within 10 feet. That creature must succeed on a DC 12 Wisdom saving throw or become Charmed or Frightened (your choice) until the end of its next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: creature within 10 ft — DC 12 WIS save or Charmed or Frightened (your choice) until end of its next turn"
            }
          ]
        },
        {
          "name": "Mental Discipline",
          "description": "You have Advantage on saving throws against being Charmed, Frightened, or other mind-affecting powers that target your emotions or thoughts.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against being Charmed, Frightened, or mind-affecting powers targeting emotions/thoughts"
            }
          ]
        },
        {
          "name": "Pacifist Nature",
          "description": "You have Disadvantage on the first attack roll you make in any combat encounter.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on your first attack roll in each combat encounter"
            }
          ]
        },
        {
          "name": "Emotional Overload",
          "description": "When an ally within 30 feet of you falls Unconscious, you become Stunned until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "When an ally within 30 ft falls Unconscious, you become Stunned until end of your next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Caamasis can hand you a memory the way another being hands you a holocron: a memnis, a shared recollection so vivid that whoever receives it lives the moment as if they had stood there themselves, decades after the fact. This memory-sharing gift, paired with a near-absolute commitment to peace, made the Caamasi some of the most trusted mediators and moral voices in the old Republic, and it is also why the Emperor decided they had to die.\n\nPhysically the Caamasi are mammals, not the elegant near-humans some lore paints them as. They stand roughly 1.8 meters and weigh around 80 kilograms, covered head to foot in dense fur of grey or brown, with two pointed ears jutting from the sides of the head and a tooth-filled snout that ends in a keen sense of smell. The detail people remember, though, is the eyes: a striking blue set against green. (Assumption: the precise \"blue-on-green\" patterning is drawn from Legends descriptions, the only source that details their faces closely.)\n\nTheir homeworld was Caamas, the second planet of the Cirius system, a marshy, temperate Core World of jungles, steppes, and rolling hills before the Empire reduced it to ash. Caamasi society organized itself around peace and social justice as founding principles rather than aspirations, and that ethic ran deep enough to shape the wider galaxy. (In Legends, Caamasi thinking is credited with influencing the early evolution of the Jedi Order, and Caamasi served as Knights of the Galactic Republic in the era before the Jedi as we know them.)\n\nThe memnii sit at the center of everything Caamasi do. A memory can be passed to a near relative or, notably, to a Force-sensitive, which made the Caamasi natural partners to the Jedi and gave their record-keeping, law, and storytelling a fidelity no archive could match. Sharing is never casual; a memnis carries the full emotional weight of the original moment, joy or trauma alike, so the act is treated with the gravity of a confession or an oath. The Caamasi were also a monogamous people who worked as explorers, diplomats, and artists rather than soldiers.\n\nThat pacifism is exactly what got them targeted. In 19 BBY, Palpatine judged the free-thinking, Republic-loyal Caamasi a threat and engineered the Caamas Firestorm: Bothan saboteurs on the ground switched off the planet's shields, and Star Destroyers burned the surface from orbit until the flora and fauna were dead or mutated and the air itself turned toxic. The atrocity scattered the survivors as refugees and stained Bothan politics for generations, igniting the Caamas Document Crisis nearly four decades later. The species' best-known figure embodied their creed to the bitter end: Senator Elegos A'Kla, who helped broker peace with the Imperial Remnant, then walked unarmed into Yuuzhan Vong space to try to understand and reason with the invaders. They executed him, gilded his skeleton, and shipped it back to his friend Corran Horn.\n\nFor a SWURPG party, a Caamasi is the conscience and the negotiator. The kit leans hard into that: a +2 to both Wisdom and Charisma with a -2 to Strength marks a being who wins rooms rather than fights, backed by Persuasion proficiency and Mental Discipline, while Pacifist Nature and Memnii Recall translate the species' creed and signature gift straight into play. The Memnii Recall trait is the standout, an honest mechanical hook for the memory-sharing that defines them. Just know going in that a Caamasi solves problems with truth, patience, and an unshakable refusal to meet cruelty with cruelty, never by drawing first.",
        "home_planet": "Caamas",
        "physical_description": "Caamasi possess tall, lithe humanoid forms covered in thick, luxurious fur that ranges from gold to soft brown. Their faces bear gentle avian features—subtle beak-like structures, expressive eyes, and feather-like fringes around the cheeks and temples. Their physiology is adapted to temperate climates, giving them strong endurance and graceful movement.\n\nTheir hands and feet are slender but dexterous, and their posture conveys quiet dignity. Clothing among Caamasi tends toward flowing robes, sashes, and garments designed for ceremonial, diplomatic, or scholarly environments. Many adorn themselves with symbolic fabrics or patterns representing personal lineage, clan identity, or philosophical teachings.\n\nThe softness of their features and fur often leads outsiders to perceive them as harmless, but beneath their elegant appearance lies notable physical resilience supported by generations of athletic and spiritual discipline.",
        "height_range": "1.8 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Caamasi are empathetic, principled, and deeply introspective. Their cultural emphasis on peace, truth, and ethical debate fosters individuals who seek understanding before judgment. Caamasi view conflict as a failure of communication rather than an inevitability, and they devote significant effort to reconciliation, education, and conflict prevention.\n\nMemnii-sharing plays a central role in their customs. These memory-shares form intimate bonds between trusted companions, allowing Caamasi to convey complex emotional truths with clarity unmatched in the galaxy. Rituals surrounding memnii are treated with utmost solemnity and are never used lightly.\n\nAs adventurers, Caamasi serve as moral anchors, negotiators, strategists, and advisors. Their calm demeanor stabilizes chaotic moments, and their sensitivity to tension allows them to predict conflict early. While slow to anger, Caamasi possess unwavering resolve when confronted with cruelty, oppression, or injustice—making them powerful beacons of hope in a galaxy shaped by war.",
        "languages": "Caamasi, Basic",
        "example_names": [
          "Elegos A'Kla",
          "Ylenic It'kla",
          "Releqy",
          "Tegas Sulkec",
          "Meqli Li'karin"
        ]
      },
      "image_file": "caamasi.jpg",
      "auto_languages": [
        "Caamasi",
        "Galactic Basic"
      ]
    },
    {
      "name": "Caridan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 4,
        "dex": -2,
        "con": 2,
        "int": -2,
        "wis": -2
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Haggling Expert",
          "description": "You have Advantage on Persuasion checks made to haggle, negotiate prices, or argue over the value of goods and services.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion",
              "condition": "to haggle, negotiate prices, or argue value of goods/services"
            }
          ]
        },
        {
          "name": "Slow to React",
          "description": "You have Disadvantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Imperial Training",
          "description": "You gain proficiency in the Ranged (Medium) weapons category and a +1 bonus to attack rolls you make with rifles.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Ranged (Medium) weapons regardless of class"
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Ranged (Medium)"
              ]
            },
            {
              "type": "attack_bonus",
              "value": 1,
              "weapon_type": "rifles"
            }
          ]
        }
      ],
      "description": {
        "lore": "Caridans came from the planet whose Imperial academy trained stormtroopers, and when Kyp Durron drove the Sun Crusher's resonance torpedo into their sun in 11 ABY, most of the species died with their world. The few who lived were the ones already off-planet: traders working distant markets, fringers, and the occasional New Republic operative. Before that, they were known across the sector less as soldiers than as the hardest negotiators a buyer was likely to meet (all of the Caridan material is Star Wars Legends).\n\nPhysically they were built by their gravity. Carida pulled hard, and a species over two meters tall carried the dense musculature that kind of weight demands just to stand and walk. Sources differ on the rest of the build: one description gives them wide, rounded torsos with heavy pectoral muscles but oddly spindly arms and legs, skin pulled tight over the bone, small three-fingered hands, no real neck, a rounded head and a double chin (In Legends, that spindly-limbed account sits awkwardly beside the \"dense musculature\" line, so treat the exact silhouette as unsettled). What both agree on is that a Caridan was strong, heavy, and at home under a load that would flatten most humanoids.\n\nCarida itself sat at the center of their story. It was a high-gravity world, which is why offworlders trained there to harden their bodies, and it anchored a Caridan economy built on active markets and homegrown industrial firms. The planet's military base was enormous, normally holding more than 150,000 personnel, and the academy tucked inside it was a fraction of that footprint. Cadets called the academy \"Cliffside\" because it perched on the Spinara Plateau above a five-hundred-foot drop. The Caridans ran it in partnership first with the Republic and then with the Empire.\n\nOutside the parade grounds, Caridan life ran on commerce. Their society was mercantile to the core, organized around its markets and its merchant houses, and Caridans had a galaxy-wide reputation for appraisal and bartering. They could price a thing on sight and talk a counterpart down to it. That instinct, more than any blaster, was the cultural inheritance a Caridan carried offworld, and it was the skill that kept the survivors alive after the homeworld was gone.\n\nTheir best-known figure was Ambassador Furgan of Carida, who put the species' Imperial loyalty on display. At a Coruscant gathering he splashed Mon Mothma with a drink laced with a nano-destroyer, poisoning the New Republic's Chief of State, then openly denounced the New Republic and declared Carida wanted no part of it. The reckoning came soon after. Kyp Durron, a fallen Jedi acting under the dead Sith Lord Exar Kun, came to Carida hunting word of his brother Zeth, who had been conscripted as a stormtrooper. After a skirmish over the academy, Kyp fired a resonance torpedo into Caridan, the system's star. The shockwave scoured the planet of life and cracked its shell, and the homeworld of the species was finished.\n\nIn SWURPG a Caridan plays as the muscle who would rather close a deal than start a fight. The high-gravity build shows up directly: a strong Strength bonus and a Constitution bump, paired with penalties to Dexterity, Intelligence, and Wisdom that read as heavy and deliberate rather than nimble, and proficiency in Endurance to match a body raised to carry weight. The Slow to React trait fits the same frame, and Imperial Training reflects the academy world they helped run. The signature, though, is Haggling Expert: their whole culture was the appraisal and the bargain, so that is the trait to lean on at any market table.",
        "home_planet": "Carida",
        "physical_description": "Caridans are tall and imposing humanoids ranging from 2.1 to 2.4 meters in height, with strong avian ancestry evident in their bone structure, posture, and facial design. They typically possess elongated, angular skulls, sharp features, and deep-set eyes adapted for long-distance focus. Their bodies are lean yet muscular, supported by digitigrade legs built for powerful leaps and sustained running across rugged terrain.\n\nTheir skin ranges from light tan to deep ochre, sometimes featuring feather-like ridges along the forearms, scalp, or shoulders. Caridans’ broad chests and elongated arms provide exceptional climbing ability and strong leverage in melee combat. Their voices carry a sharp, resonant timbre that reflects both avian heritage and physical maturity.\n\nCaridan attire varies by region. Traditional clans wear layered hides, carved ornaments, and rope harnesses for cliff traversal, while modern Caridans favor tactical gear, reinforced fabrics, and lightweight armor suited to martial or security roles.",
        "height_range": "2.2 meters",
        "weight_range": "120 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Caridans are disciplined, proud, and intensely loyal to their clans and comrades. Their upbringing emphasizes endurance, self-control, and respect for hierarchical skill rather than birthright. Those who demonstrate exceptional strength or strategic ability rise quickly to leadership roles, and clan bonds remain strong even in diaspora.\n\nCaridan customs often involve ritualized combat, controlled sparring, or feats of athletic prowess to determine status and resolve disputes. Clans prize individuals who show restraint and honor more than raw aggression, and those who break tradition for personal gain face severe social consequences.\n\nAs adventurers, Caridans bring a blend of martial efficiency, tactical awareness, and steadfast loyalty. Their presence reinforces group stability in combat or exploration, and their personal narratives often revolve around overcoming prejudice, preserving heritage, or navigating the legacy of their Imperial-era homeworld.",
        "languages": "Caridan, Basic",
        "example_names": [
          "Furgan",
          "Deyla Var",
          "Korren Bral",
          "Mavik Tor",
          "Selanne Krell"
        ]
      },
      "image_file": "caridan.jpg",
      "auto_languages": [
        "Caridan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Cerean",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": -2,
        "int": 2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Insight"
      ],
      "traits": [
        {
          "name": "Quick-Minded",
          "description": "You have Advantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Binary Brain",
          "description": "Your dual brain lets you reconsider a problem from two angles at once. You gain Expertise in one Intelligence- or Wisdom-based skill of your choice, and once per Long Rest you may reroll a failed Intelligence or Wisdom check (you must keep the new roll).",
          "effects": [
            {
              "type": "skill_expertise_choice",
              "choose": 1,
              "from": [
                "any Intelligence or Wisdom based skill"
              ]
            },
            {
              "type": "special",
              "note": "Once per Long Rest, reroll a failed Intelligence or Wisdom check (keep the new roll)"
            }
          ]
        },
        {
          "name": "Awkward Physique",
          "description": "You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Cognitive Overload",
          "description": "Your twin brains can desynchronize under strain. If you roll a natural 1 on an Intelligence or Wisdom check — or if you use Binary Brain's reroll and still fail — your brains desync and you lose your next turn's Action.",
          "effects": [
            {
              "type": "special",
              "note": "On a natural 1 on an INT or WIS check, OR if a Binary Brain reroll still fails: lose your next turn’s Action"
            }
          ]
        }
      ],
      "description": {
        "lore": "Cereans are a tall, near-human species from the Mid Rim world of Cerea, instantly recognized by an elongated, conical skull that houses a binary brain. The most famous Cerean is Jedi Master Ki-Adi-Mundi, the cone-headed member of the Jedi High Council during the final years of the Republic and the Clone Wars. That second brain is the defining feature of the species: it lets a Cerean weigh two sides of a problem at the same time, process information with unusual speed, and sustain extraordinary depth of focus and meditation. The result is a people defined by patience, intellect, and methodical judgment, which is why Cereans turn up across the galaxy as Jedi, scholars, advisors, and diplomats. For players asking what a Cerean is, the short answer is a calm, twin-brained thinker built around heightened cognition rather than brute force.\n\nCerean physiology is human-like apart from the head. The skull tapers upward, rising as much as twenty centimeters above the forehead, to make room for a binary brain in which a smaller secondary brain wraps around the primary cranial column, adding processing volume without crippling weight. Supporting two brains demands more blood than a single human heart can supply, so Cereans evolved a second heart, positioned to feed the cranium and keep both brains oxygenated under sustained mental load. Below the neck they are tall and lean rather than bulky, with athletic but slender builds; the cognitive advantage is offset by a body better suited to deliberate, controlled movement than to quick, reactive bursts.\n\nCerea itself shapes the species as much as biology does. It is a largely unspoiled Mid Rim world whose inhabitants built a deliberately low-technology society and chose isolation from the wider galaxy, prizing harmony with nature and minimal environmental impact. Offworld technology is restricted to designated Outsider Citadels and may not be carried beyond them, keeping the rest of the planet free of pollution and industrial machinery. Cerean culture is matriarchal, a direct consequence of a stark demographic imbalance: female births outnumber male births by roughly twenty to one. To sustain the population, Cereans practice polygamous marriage, with a male typically taking one primary bond-wife and between four and ten honor-wives, a structure treated as a survival necessity rather than mere custom. In the generation before the Clone Wars, Cerean youth pushed back against this low-tech tradition, wanting the starships and speeders common elsewhere, creating a real cultural fault line between traditionalists and progressives.\n\nThe binary brain does more than make Cereans smart; it shapes how they think and behave. Because the two hemispheres can hold opposing positions at once, a Cerean is naturally inclined to consider both sides of an issue before acting, which reads to other species as patience, caution, or even slowness. Paired with their long association with meditation, often aided by kasha crystals, this dual-thought capacity gives Cereans a remarkable capacity for concentration and emotional restraint. They tend to reason in terms of long-term and generational consequences rather than immediate gain, and they rarely act on impulse. This is the psychological signature of the species: not coldness, but a measured, analytical temperament that defaults to reflection before reaction.\n\nCereans have a long and prominent place in the Jedi Order, and Ki-Adi-Mundi is the clearest example. Discovered on Cerea as a child by the Jedi An'ya Kuro and trained under Yoda, he rose to the High Council and commanded forces during the Clone Wars, his binary brain feeding the focus and analytical clarity prized in a Jedi. Like many of his generation he favored Cerea's isolation and spoke against offworld technology on his homeworld. Tellingly, the Order granted him a rare exception to its rule against attachment, permitting him a polygamous family of wives and children precisely because the Cerean birth rate was so low that his bloodline mattered to the species. Cerean Force-sensitives are also noted for using their dual minds to examine both the light and dark sides of the Force, a reflection of the same two-sided thinking that defines them.\n\nAs a SWURPG player character, a Cerean is built around the mind. The stat line leans into it with an Intelligence and Wisdom boost and a Dexterity penalty, and proficiency in Insight reinforces the perceptive, people-reading angle. The Binary Brain trait grants extra Expertise in an Intelligence- or Wisdom-based skill, modeling the second brain as raw analytical depth, while Quick-Minded gives Advantage on Initiative to represent a mind that processes a situation faster than most. The flip side is honest about Cerean limits: Awkward Physique imposes Disadvantage on Stealth, fitting a tall, deliberate frame, and Cognitive Overload means a fumbled mental check can desynchronize the twin brains and cost your next Action. Cereans make natural Jedi consulars, investigators, diplomats, and scholars, and reward players who want a character that out-thinks problems rather than out-fights them.",
        "home_planet": "Cerea",
        "physical_description": "Cereans are tall, slender humanoids distinguished most notably by their elongated conical skulls, which house their dual-brain system. Their secondary brain wraps around the primary cranial column, increasing volume without excessive weight, resulting in a characteristic head shape instantly recognizable across Star Wars species lore. Their facial features are refined and gentle, often framed by long hair tied in cultural styles that denote clan or family affiliation.\n\nSkin tones range from pale peach to warm tan, and their eyes—typically brown or hazel—exude calm intelligence. Cereans have athletic but lean builds, with long limbs and graceful postures that contribute to their composed, meditative presence. Their clothing consists of layered robes, tunics, and garments made from natural fibers sourced locally from Cerea’s sustainable agriculture.\n\nTheir movement and body language reflect their inner serenity. Cereans rarely make abrupt or unnecessary gestures, preferring slow, deliberate motions that convey thoughtfulness and control. For many Species, a Cerean’s physical presence alone communicates wisdom and tranquility.",
        "height_range": "1.8 to 2.1 meters",
        "weight_range": "58 to 78 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Cereans are introspective, rational, and patient, shaped by a culture that values calm insight over emotional reaction. Their dual-brain architecture allows them to process information with remarkable efficiency, making them exceptional analysts, mediators, and long-term strategists. They are seldom impulsive, instead weighing decisions through a lens of ethics, community well-being, and generational impact.\n\nTraditions on Cerea emphasize environmental harmony, family lineage, and intellectual growth. Cereans practice meditation, philosophical debate, and communal ceremony as central elements of their daily lives. Their society has long struggled to balance preservation with technological integration, creating a cultural divide between progressives advocating modernization and traditionalists defending ancestral ways.\n\nOffworld, Cereans remain courteous and diplomatic, often sought after for their moral clarity and conflict-resolution skills. As adventurers, they bring emotional stability, perceptive reasoning, and long-term vision—qualities that guide parties through crises with clarity and measured foresight.",
        "languages": "Cerean, Basic",
        "example_names": [
          "Ki-Adi",
          "So Leet",
          "Sylvn",
          "Ti-Dal",
          "Maj-Odo"
        ]
      },
      "image_file": "cerean.jpg",
      "auto_languages": [
        "Cerean",
        "Galactic Basic"
      ]
    },
    {
      "name": "Chadra-Fan",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "dex": 2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Darkvision",
          "description": "You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Tinker's Instinct",
          "description": "You have Advantage on Mechanics checks, and you can use your reaction once per Long Rest to reroll a failed Mechanics check.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Once per long rest, Reaction: reroll a failed Mechanics check"
            }
          ]
        },
        {
          "name": "Skittish Reflexes",
          "description": "When you take a Critical Hit, you may make a DC 12 Wisdom saving throw. On a failure, you must use your next turn to take the Disengage action and move up to your Speed away from the attacker.",
          "effects": [
            {
              "type": "special",
              "note": "On Critical Hit: DC 12 WIS save or spend next turn on Disengage and move away from attacker"
            }
          ]
        },
        {
          "name": "Frail Frame",
          "description": "You have Disadvantage on Strength saving throws.",
          "effects": [
            {
              "type": "saving_throw_disadvantage",
              "ability": "str"
            },
            {
              "type": "special",
              "note": "Disadvantage on Strength saving throws"
            }
          ]
        }
      ],
      "description": {
        "lore": "Kabe, the meter-tall rodent who squeaked at Wuher for blue milk in the Mos Eisley cantina, is the face of the Chadra-Fan: a small, bat-faced, fur-covered species from the Outer Rim whose members tend to surface wherever there's a machine to take apart. She first put the species on screen in 1977's A New Hope, a quick brown-furred patron with oversized ears and dark eyes, and the broader galaxy has met Chadra-Fans ever since as junk dealers, technicians, rebels, and the occasional bounty hunter punching well above their size.\n\nA grown Chadra-Fan rarely tops a meter. The build is unmistakably rodent-like, with large round ears carried since childhood, a flat nose, four nostrils, and short fur in black, brown, gray, or white over gray, tan, or pale skin. Their bodies run hot and fast: two hearts, clear blood, and a metabolism so quick that they work almost constantly and sleep only a couple of hours a day in short naps. That same speed has a cost. Chadra-Fans mature by about fifteen and rarely live past forty. They also carry an unusually rich sensorium for their size, including infrared vision and a sharp sense of smell, which lets them perceive the world in ways most humanoids can't.\n\nTheir homeworld is Chad, a swampy Outer Rim planet whose continents are mostly wetlands, marshes, and bayous. Nine moons drag the tides into a complicated rhythm of rising and falling water, and the species evolved on that world from small arboreal rodents that climbed above the wet. The constant threat of high water left its mark: a Chadra-Fan's instinctive fear is drowning, a deep-seated dread that reads as nerves to outsiders but is really the reflex of a creature shaped by a flooding world.\n\nWhat Chadra-Fans are loved for is their hands. They tinker compulsively, stripping mechanical and electronic devices down and rebuilding them into something else entirely, and the better ones make a living in industrial research, dreaming up gadgets that engineers of more conventional species then scramble to reverse-engineer. Some of those improvised inventions get treated as collectors' pieces and even as art. The same restless metabolism that shortens their lives is what keeps them at the workbench almost around the clock.\n\nKabe remains the species' most famous face, but she isn't its whole story. (In Legends, she paired with the Ranat thief Het Nkik and ran small cons and thefts around Mos Eisley, scraping together the credits for the blue milk Wuher kept denying her.) Across the wider records, Chadra-Fans have turned up on every side of galactic conflict: the bounty hunters Troo-tril-tek and Tiver in the days of the Republic, rebels who stood against the Empire, and junk sellers working the margins of the trade lanes. For a species barely a meter tall, they leave a long trail.\n\nIn SWURPG, a Chadra-Fan is the small, quick, sensor-rich specialist who solves problems with wits and tools rather than muscle. The kit leans into that: a DEX bonus paired with a STR penalty (modeled here as Frail Frame) for the slight, nimble frame, plus Perception proficiency for those acute senses. Darkvision is the mechanical home of their canon infrared sight, Tinker's Instinct gives shape to the inventive engineering streak, and Skittish Reflexes captures the high-strung, drowning-wary edge that makes them hard to pin down. Play one as the party's tinkerer and scout, the little figure nobody watches who has already rewired the door, smelled the ambush, and is halfway out the duct before the shooting starts.",
        "home_planet": "Chad",
        "physical_description": "Chadra-Fan are small rodent-like humanoids typically standing around one meter tall. They possess large, wide-set ears capable of detecting faint auditory cues, allowing them to notice subtle environmental changes or distant movement. Their short muzzles end in highly sensitive noses that help them track scents or identify chemical traces. Their large, shiny eyes reflect light easily, supporting low-light vision.\n\nTheir fur ranges from brown to gray, occasionally accented by lighter patterns along the face or limbs. Chadra-Fan bodies are lightweight but nimble, enabling swift movements and impressive agility despite their size. They favor practical, tool-laden clothing, often with belts, pouches, or makeshift gear tailored for mechanical work.\n\nExpressions among Chadra-Fan are extremely animated; their ears shift constantly, their noses twitch, and their posture reflects their emotional state with comedic clarity. This expressiveness has made them popular in social and multicultural groups.",
        "height_range": "1.0 meter",
        "weight_range": "20 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Chadra-Fan are exuberant, friendly, and endlessly curious. Their cultural upbringing encourages emotional openness, collaborative problem-solving, and joyful exploration. They approach life with an enthusiasm that can be disarming in high-stress situations but often proves invaluable in maintaining team morale. Their quick reasoning and ability to adapt make them natural improvisers.\n\nClans and family groups prioritize shared resources, mutual support, and communal celebration. Storytelling, dancing, music, and playful competition are integral to Chadra-Fan community life. They rarely dwell on negativity and instead seek excitement, laughter, and meaningful connection.\n\nAs adventurers, Chadra-Fan bring levity, ingenuity, and support-focused skill sets. Their sincere loyalty to friends and allies, combined with technical competence, makes them indispensable team players capable of turning even dire circumstances into opportunities for creative heroism.",
        "languages": "Chadra-Fan, Basic",
        "example_names": [
          "Fandar",
          "Gudb",
          "Kabe",
          "T'achak T'andar",
          "Tekli",
          "Tutti Snibit"
        ]
      },
      "image_file": "chadra-fan.jpg",
      "auto_languages": [
        "Chadra-Fan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Chagrian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": -2,
        "con": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You gain Advantage on Athletics checks made to Swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        },
        {
          "name": "Radiation-Hardened Dermis",
          "description": "You have Advantage on saving throws against radiation, solar flare, and other hazardous-exposure effects. You have Resistance to Heat damage from environmental sources.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against radiation, solar flare, and hazardous-exposure effects"
            },
            {
              "type": "damage_resistance",
              "damage_type": "heat",
              "condition": "from environmental sources"
            }
          ]
        },
        {
          "name": "By-the-Book",
          "description": "Disadvantage on Deception checks to impersonate officials or justify blatantly unlawful actions.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception",
              "condition": "to impersonate officials or justify unlawful actions"
            }
          ]
        }
      ],
      "description": {
        "lore": "Mas Amedda is the Chagrian everyone pictures first: the towering, blue-skinned Vice Chair who stood at Palpatine's shoulder through the fall of the Republic and rose to Grand Vizier of the Empire, then signed the Galactic Concordance that surrendered it to the New Republic after Endor. He is the species in miniature, a creature built for the long game of bureaucracy and committee, equal parts ceremony and cold patience. But Chagrians are not all schemers. The Jedi Order counted one of their own too: Torban Buck, a High Republic-era healer who called himself \"Buckets of Blood\" not because he spilled it but because his whole vocation was keeping it inside the body.\n\nThe most striking thing about a Chagrian up close is the head. Thick sensory tentacles (lethorns) sweep down on either side of the skull and curl forward to rest near the collarbone, each tipped with a horn-like spine, and adult males carry a second pair of horns rising from the crown. The skin runs deep blue through turquoise, and the whole frame is tall and heavy-shouldered, often topping two meters. They are genuinely amphibious. A Chagrian hatches as an aquatic tadpole, develops lungs and limbs as it matures, and as an adult can breathe water or air with equal ease, comfortable enough underwater to stay submerged for weeks or even months at a stretch.\n\nTheir homeworld is Champala, a largely ocean-covered world in the Inner Rim. Most starports there sit high and dry on plateaus, but the cities themselves flood at high tide, built so that water flows up through the structures and a Chagrian can simply switch from walking to swimming as they move from room to room. Two quirks of Champala mark every Chagrian who comes from it: a lifetime of saltwater exposure has left the species with a famously dull sense of taste (most can register little beyond salt), and instability in Champala's primary star bred an inherited resistance to radiation that protects modern Chagrians from a wide range of hazardous exposure.\n\nChampalan society is the reason Chagrians keep ending up behind desks and despatch boxes across the galaxy. The planet's government is known for being scrupulously even-handed, holding to a high standard of life for all citizens while showing favor to none, and that civic temperament travels with the species. Their native tongue, Chagri, is a soft, pleasant language rarely heard offworld, in part because Chagrians pick up Galactic Basic with notable ease. The result is a people who slot naturally into diplomacy, administration, and law, valuing structure and process the way other cultures value wealth or glory.\n\nWhich brings the arc back to Mas Amedda, because he shows both faces of that civic instinct. The same patience and procedural mastery that make a Chagrian an ideal mediator made Amedda an ideal enabler: one of the very few who knew Palpatine was a Sith Lord, he used his command of Senate procedure to grind Valorum down and grease every grant of emergency power the Chancellor asked for. He prospered for it, ran the Imperial bureaucracy as Grand Vizier while Palpatine receded from public view, and outlived the Emperor to broker the Empire's formal surrender at the war's end. Order, in Chagrian hands, can serve a republic or a tyranny with equal competence.\n\nFor SWURPG, a Chagrian is a sturdy, deliberate presence rather than a quick one (+2 Constitution, -2 Dexterity), better suited to the character who holds a position than the one who darts around it. Natural Swimmer makes them fully at home underwater (advantage to swim, and they breathe water freely), and Radiation-Hardened Dermis carries Champala's stellar legacy into play with advantage against radiation and hazardous-exposure effects plus resistance to environmental heat. Their By-the-Book trait is the cultural fingerprint made mechanical, a disadvantage when impersonating officials or talking their way around blatantly unlawful acts, because a people raised on even-handed governance are simply bad at faking the paperwork. Lean into that: the Chagrian diplomat, the unshakable medic in the mold of Torban Buck, the patient power-broker who knows the rules better than anyone in the room.",
        "home_planet": "Champala",
        "physical_description": "Chagrians are tall, powerfully built humanoids averaging between 2 and 2.2 meters in height. Their most iconic features are their sweeping, curved cranial horns—two large horns rising from their skulls and two lekku-like protrusions extending downward. These structures, while not prehensile, serve as important cultural markers and give Chagrians an imposing silhouette.\n\nTheir skin tones range from deep blue to vibrant turquoise, often accompanied by subtle patterning or color gradients along the limbs and horns. Their eyes are typically dark and reflective, adapted for underwater clarity, and their webbed hands and feet support efficient swimming. Their thick, smooth skin protects them from underwater temperature shifts and environmental hazards.\n\nChagrian attire varies widely by profession. Government officials favor flowing robes, formal garments, or ornate uniforms, while explorers or warriors adopt reinforced suits designed to withstand both terrestrial and aquatic challenges.",
        "height_range": "1.9 meters",
        "weight_range": "90 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Chagrians are composed, dignified, and principled. Their cultural values emphasize restraint, duty, and mastery of emotional control—qualities that serve them well in leadership, diplomacy, and bureaucratic negotiation. They are resolute but fair, approaching conflict with logic and patience rather than aggression.\n\nChampalan traditions revolve around ceremonial gatherings, ritual water rites, and public service. Chagrians grow up with a deep sense of community involvement, often joining civic programs that reinforce discipline, cooperation, and responsibility. Their respect for hierarchy and structured governance shapes both their professional and personal relationships.\n\nAs adventurers, Chagrians bring stability, insight, and moral clarity. Their calm under pressure, combined with intellectual rigor and loyalty to allies, makes them exceptional diplomats, commanders, strategists, and Force practitioners who excel in complex political narratives.",
        "languages": "Chagri, Basic",
        "example_names": [
          "Mas Amedda",
          "Belar Tasseva",
          "Myn Seda",
          "Shiran Vallendri",
          "Ketrias Gorran"
        ]
      },
      "image_file": "chagrian.jpg",
      "auto_languages": [
        "Chagri",
        "Galactic Basic"
      ]
    },
    {
      "name": "Chiss",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Discerning Eye",
          "description": "You have Advantage on saving throws against Deception attempts.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Deception attempts"
            }
          ]
        },
        {
          "name": "Emotional Control",
          "description": "You have Advantage on saving throws against being Charmed or Frightened.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against being Charmed or Frightened"
            }
          ]
        },
        {
          "name": "Aloof Demeanor",
          "description": "You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        },
        {
          "name": "Pride of the Ascendancy",
          "description": "Once per Short Rest, when you fail your first attack roll, make a DC 12 Wisdom saving throw. On a failure, you take a -2 penalty on your next attack roll or ability check before the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: on first failed attack, DC 12 WIS save or -2 penalty on next attack roll or ability check"
            }
          ]
        }
      ],
      "description": {
        "lore": "Grand Admiral Thrawn put the Chiss on the galactic map: a blue-skinned, red-eyed tactician from the Unknown Regions who rose to become the only non-human Grand Admiral in the Galactic Empire, then turned out to be a double agent serving his own people. For most of galactic history the Chiss were closer to rumor than fact, a near-human civilization walled off behind the hyperspace murk beyond the edge of charted space, and Thrawn was the first of them most outsiders ever knowingly met.\n\nThe Chiss are near-human, meaning they share humanity's basic build, proportions, and features, but with a set of unmistakable differences: deep blue skin, glowing red eyes, and shimmering blue-black hair, set in sharp, angular faces. Their senses run hotter than a baseline human's. Chiss vision pushes into the infrared, their hearing is sharper, and their reflexes are quicker. An aggressive metabolism keeps them lean and runs their body temperature low, an adaptation that fits a people who evolved on a frozen world.\n\nTheir homeworld is Csilla, an ice planet deep in the Unknown Regions, seat of the Chiss Ascendancy. The Ascendancy kept itself deliberately isolated from the wider galaxy, charting the treacherous hyperlanes of the Unknown Regions while staying out of the Republic's and the Empire's affairs. That seclusion was so complete that even in neighboring star nations the Chiss were treated as legend until Thrawn's name reached Coruscant.\n\nChiss society is built around the Nine Ruling Families, the great houses that govern the Ascendancy through its political body, the Syndicure. Status is earned as much as inherited: an exceptional outsider can be taken in as a \"merit adoptive\" of a Family, most often through distinguished military service. This is the logic behind the famous three-part Chiss name. Thrawn's full name, Mitth'raw'nuruodo, encodes his family (Mitth), his given name (raw), and his lineage suffix, with the contracted middle, Thrawn, serving as the \"core name\" used in all but the most formal settings.\n\nThrawn himself was born into a poor family and adopted into the Mitth on merit, rising through the Chiss Expansionary Defense Fleet, where he led campaigns against threats like the Vagaari pirates and lost his brother Thrass along the way. His apparent exile and defection to the Empire was a deception: the Ascendancy needed eyes on the new galactic order, and Thrawn's value lay in his knowledge of the Unknown Regions and his habit of studying an enemy's art and culture to predict their next move. He made his live-action debut in the Disney+ series Ahsoka (2023). (In Legends, Force-sensitivity among the Chiss, called the Sight, was extremely rare, manifested mostly as precognition, and appeared almost exclusively in females.)\n\nIn SWURPG, a Chiss character is a cold, calculating mind first and foremost. The +2 Intelligence and +2 Wisdom reflect the species' analytical edge and famously controlled judgment, while the -2 Charisma captures how the Chiss reputation for arrogance and emotional reserve lands on outsiders. Their Perception proficiency and the Discerning Eye trait lean into those infrared-sharp senses and Thrawn's signature read-the-room observation, Emotional Control and Aloof Demeanor model the composure they're known for, and Pride of the Ascendancy is the chip-on-the-shoulder superiority that comes with belonging to a civilization that considers the rest of the galaxy beneath its notice. Play a Chiss as the player who sees three moves ahead and never lets the table know what they're thinking.",
        "home_planet": "Csilla",
        "physical_description": "Chiss are tall, elegant humanoids distinguished by their deep blue skin and luminous red eyes. Their coloration varies slightly by lineage and environmental exposure, with some appearing midnight blue while others exhibit brighter cerulean tones. Their eyes are highly sensitive to light and temperature gradients, granting Chiss exceptional perception in low-light environments and cold climates. Their dark hair, typically black or deep indigo, is worn in styles that often denote military or family affiliation.\n\nTheir physique is lean and athletic, shaped by a culture that emphasizes physical discipline and endurance. Chiss facial features are angular and refined, giving them a naturally commanding presence. Their posture is precise and controlled, reflecting their disciplined upbringing and constant awareness of social expectations.\n\nClothing among Chiss ranges from sleek, functional uniforms to elegant garments marked with house colors. Even offworld, they present themselves with immaculate composure, maintaining the dignity expected of Ascendancy representatives.",
        "height_range": "1.7 to 1.9 meters",
        "weight_range": "65 to 85 kilograms",
        "age_of_adulthood": "14 standard years",
        "personality": "Chiss are disciplined, analytical, and composed to an extent few Species can match. Their society discourages impulsive behavior and emotional outbursts, instead teaching measured response, quiet observation, and strategic thinking. Loyalty—to family, to the Ascendancy, and to one’s duty—is foundational to Chiss identity.\n\nCustoms center on honor, structure, and deference to the hierarchy of the Ruling Families. Political games are played subtly, with information, influence, and strategic positioning valued over brute force. Despite their calm demeanor, Chiss are fiercely protective of their people and their territory.\n\nAs adventurers, Chiss bring tactical brilliance, self-control, and exceptional situational awareness. Their presence often elevates a group’s organization and decision-making, making them natural commanders, investigators, and specialists in missions requiring precision and foresight.",
        "languages": "Cheunh, Basic",
        "example_names": [
          "Deel",
          "Prakk",
          "Karyce",
          "Lev",
          "Sorn",
          "Szardra",
          "Thrawn",
          "Zilvad"
        ]
      },
      "image_file": "chiss.jpg",
      "auto_languages": [
        "Cheunh (Chiss)",
        "Galactic Basic"
      ]
    },
    {
      "name": "Clawdite",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 1,
        "cha": 1,
        "str": -2,
        "wis": -1
      },
      "skill_proficiencies": [
        "Deception",
        "Stealth"
      ],
      "traits": [
        {
          "name": "Changeling's Mask",
          "description": "Your sophisticated chromatophores and lymphatic control let you subtly alter your face, voice, and bearing to fit any role. The version of you others see is always the version that gets what you need from the conversation. You have Advantage on Deception checks, and you gain a +2 bonus to Persuasion. The trick has a price: when you take damage exceeding half your maximum HP in a single hit, or you fall unconscious or die, you immediately revert to your true Clawdite form and any disguise drops. And while you wear Heavy armor the chromatophore network cannot synchronize through the plating; you lose the benefits of this trait entirely (no Deception Advantage, no Persuasion bonus).",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Deception"
            },
            {
              "type": "skill_bonus",
              "skill": "Persuasion",
              "value": 2
            },
            {
              "type": "special",
              "note": "When you take damage exceeding ½ your max HP in a single hit, or you fall unconscious or die, you immediately revert to your true Clawdite form. While wearing Heavy armor you lose all benefits of this trait (no Deception Advantage, no Persuasion +2)."
            }
          ]
        },
        {
          "name": "Predator's Read",
          "description": "Clawdite predatory instincts are tuned to social tells the way other species' are tuned to prey movement. You spot the flicker of doubt, the small shift in breath, the tell behind the smile. You gain a +1 bonus to Insight checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Insight",
              "value": 1
            }
          ]
        },
        {
          "name": "Mistrusted by All",
          "description": "Clawdites' reputation as deceivers precedes them across the galaxy. Anyone aware that you are a Clawdite treats every word from you as a possible lie. While your species is openly known to a creature, that creature has Advantage on Insight checks made to read your intentions, and you have Disadvantage on Persuasion checks made to gain their goodwill. This trait does not apply while your true species is concealed — which is most Clawdites' default state in public.",
          "effects": [
            {
              "type": "special",
              "note": "Creatures aware that you are a Clawdite gain Advantage on Insight checks made to read your intentions, and you have Disadvantage on Persuasion checks made to gain their goodwill. Does not apply while your species is concealed."
            }
          ]
        }
      ],
      "description": {
        "lore": "When Zam Wesell shifted out of her human disguise on a Coruscant speeder, dropping the face of a brown-haired woman to reveal yellow reptilian eyes and rough green skin, she gave most of the galaxy its first clear look at a Clawdite. Clawdites are a shapeshifting reptilian species from the planet Zolan, able to physically alter their appearance well enough to pass as members of other humanoid species, and that single talent has made them some of the most sought-after spies, assassins, and bounty hunters in the galaxy.\n\nIn their true form Clawdites are reptilian humanoids, descended from reptomammals, with large eyes set with slit pupils whose irises run yellow, gold, or blue. Their skin is rough and ranges from green to yellow. The shapeshifting is not effortless illusion: it physically reshapes the body, and the strain of holding a borrowed form tears at the skin. Clawdites treat themselves with specialized oils to keep their skin from cracking and splitting under the constant stress of maintaining a disguise. A wounded, exhausted, or dying Clawdite loses the form and snaps back to their reptilian self, which is exactly how Anakin and Obi-Wan learned what Zam Wesell really was.\n\nTheir homeworld, Zolan, shares the planet with the Zolanders, a near-human people the Clawdites are bound to by a grim origin. The common account holds that generations before the Clone Wars, Zolan was bombarded with harmful solar radiation, and Zolander scientists experimented on a group of volunteers, activating dormant skin-changing genes to help them survive. (Sources differ: the University of Sanbra guide frames the Clawdites as an artificial mutation of the Zolanders about a hundred generations before the Battle of Yavin, while other accounts lean toward a natural adaptation on a world worn down by long civil war.) Either way, the result was a new shapeshifting people sharing a world with the stock they came from.\n\nThat shared origin curdled into persecution. The Zolanders, a deeply religious people, came to regard the Clawdites as impure and sinful, and forced them into slums across the planet. The fear was practical as much as theological: the warrior order known as the Mabari, ancient and surviving into the last decades of the Republic, was kept overwhelmingly Zolander and admitted only a handful of Clawdites, because the rulers understood that a trained corps of shape-shifting fighters could overthrow them. A Clawdite who wanted real combat schooling generally had to leave Zolan to get it, and many did, carrying their talents into the wider galaxy's underworld.\n\nZam Wesell is the species' most famous face precisely because she had so many. A bounty hunter and a rare Clawdite member of the Mabari, she usually walked the galaxy as a human woman. In 22 BBY, Jango Fett subcontracted her to assassinate Senator Padme Amidala on Coruscant; her bombing of Amidala's ship missed its target, and her follow-up attempt with venomous kouhuns failed when the Jedi intervened. The chase that followed ran through the Outlander Club and across the skylanes, ending when Jango silenced her with a Kaminoan saberdart before she could name her employer. Cato Parasitti, another Clawdite from Zolan, built a similar career as a spy and assassin, hiring out her face to whoever paid.\n\nFor a SWURPG player, a Clawdite is the infiltrator's species. The Changeling's Mask trait turns disguise into a tactical tool, granting Advantage on Deception and a Persuasion edge while you wear a stolen face, until a hard hit or unconsciousness throws you back into your true form (and Heavy armor smothers the whole act). Predator's Read gives you the social-tells instincts to spot a lie before you tell one, and the Deception and Stealth proficiencies round out the spy kit. The downside is baked in: Mistrusted by All means that anyone who knows what you are reads you with Advantage and resists your charm, which is why most Clawdites simply never let their true species be known. The ability spread leans into the role rather than raw force: bonuses to Dexterity and Charisma for the quick, persuasive operator, a Strength penalty befitting a slighter reptilian frame, and a Wisdom penalty that reads as the species' galaxy-wide reputation for slipperiness rather than any lack of cunning.",
        "home_planet": "Zolan",
        "physical_description": "In their default form, Clawdites are reptilian humanoids — roughly Human-sized with rough-textured skin ranging from pale yellow through olive to dark green. Their faces are marked by cleft, human-like noses, pronounced cheekbones, and large eyes with slit pupils; iris color ranges from yellow through gold to deep blue. A thin ridge runs down the center of their foreheads and noses. Their blood is deep red, visually similar to Human and Aqualish blood — a small detail that has saved more than one Clawdite trying to pass as another species.\n\nThe physical mechanics of shape-shifting leave subtle traces on a Clawdite's default form: skin that has been pulled and reshaped repeatedly needs treatment with specialized oils to prevent cracking, and Clawdites who shift frequently often carry small ointment vials in their kit. Shape-shifting itself takes around a minute of focused concentration and visible physical strain. Mass and overall size cannot be altered — a Medium Clawdite can mimic another Medium humanoid (roughly within 10% of their own weight), but cannot turn into a Gungan or pass for a Hutt. The chromatophore network requires line-of-sight skin coverage to function; heavy plate armor shuts it down entirely.",
        "height_range": "1.5 to 1.9 meters",
        "weight_range": "55 to 85 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Clawdites are cautious, observant, and self-reliant. Their culture's expectation that any face could be a deception has produced a species that listens to what people say more than how they look, and trusts behavior over appearance. This makes Clawdites excellent intelligence officers and unsettling negotiators — they watch tells the way others watch faces. The downside is a deeply ingrained suspicion that strangers are running an angle; even close acquaintances are subject to periodic verification, and Clawdites struggle with the kind of unconditional trust other species form casually. Loyalty, when earned, is fierce and durable; they are not betrayers by default, but they have seen too many disappear with a shared resource to extend trust easily.\n\nAs adventurers, Clawdites gravitate toward roles where the marquee Changeling's Mask trait pays off most: spies, infiltrators, bounty hunters, smugglers, scoundrels, leaders running con jobs, and the occasional diplomat working under a cover identity. They are less common as front-line soldiers (Heavy armor disables their signature trait) or melee specialists (their −2 STR works against them), but a Clawdite scoundrel or leader can punch well above their weight in a party that needs a face. Force-using Clawdites are rare but exist — the Jedi Padawan Bargu competed in the Jedi Temple Apprentice Tournament during the Clone Wars era.",
        "languages": "Zolanese (native — rarely heard offworld; Clawdites usually refuse to teach it to non-Clawdites), Galactic Basic Standard (universal among offworld Clawdites). Many Clawdites learn additional offworld trade languages relevant to their assumed roles and cover identities.",
        "example_names": [
          "Zam Wesell",
          "Cato Parasitti",
          "Bargu",
          "Braxus Lyn",
          "Rolsat Noviee",
          "Zae-Brii",
          "Mem",
          "Nuri"
        ]
      },
      "image_file": "clawdite.jpg",
      "auto_languages": [
        "Zolanese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Republic Clone",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "dex": 1,
        "con": 1,
        "int": -1,
        "wis": -1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Athletics",
        "Knowledge: Tactics"
      ],
      "traits": [
        {
          "name": "Weapon Proficiency",
          "description": "You are proficient with Melee (Simple) and Ranged (Light, Medium) weapons regardless of your class.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Melee (Simple) and Ranged (Light, Medium) regardless of class"
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Melee (Simple)",
                "Ranged (Light)",
                "Ranged (Medium)"
              ]
            }
          ]
        },
        {
          "name": "Standard Trooper Training",
          "description": "Standard-issue Republic conditioning includes drills with Phase armor and the DC-15 service rifle. You are proficient with Medium armor regardless of your class, and you have weapon specialization with the Blaster Rifle (+1 to attack and damage rolls).",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Medium armor regardless of class; specialization with Blaster Rifle (+1 attack & damage)"
            },
            {
              "type": "armor_category_proficiency",
              "categories": [
                "Medium"
              ]
            },
            {
              "type": "weapon_specialization",
              "weapons": [
                "Blaster Rifle"
              ]
            }
          ]
        },
        {
          "name": "Coordinated Tactics",
          "description": "When you are within 10 feet of an ally and both of you can see the same target, you gain +1 to Attack rolls.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "when within 10 ft of an ally who can see the same target"
            }
          ]
        },
        {
          "name": "Programmed Obedience",
          "description": "You have Disadvantage on saving throws against being Charmed.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against being Charmed"
            }
          ]
        },
        {
          "name": "Genetic Fragility",
          "description": "You have Disadvantage on saving throws against poisons, toxins, and diseases.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against poisons, toxins, and diseases"
            }
          ]
        }
      ],
      "description": {
        "lore": "Captain Rex, CT-7567, who led the 501st Legion under Anakin Skywalker and later tore his own inhibitor chip out rather than gun down Ahsoka Tano, is the face of an entire species: the Republic Clones, the millions of identical soldiers grown on Kamino who fought and died as the Grand Army of the Republic during the Clone Wars. Every one of them was a copy of a single man, and almost none of them ever met him.\n\nThat man was Jango Fett, the Mandalorian bounty hunter the Kaminoans chose as their genetic template. Clones share his build top to bottom: roughly 1.83 meters, broad-shouldered and athletic, with olive skin, dark hair, and his exact face. The Kaminoans tampered with the genome in two deliberate ways. They engineered the clones to age at twice the normal human rate so a deployable soldier was ready in roughly a decade instead of two, which is why a clone reaches physical adulthood in about eight standard years and looks middle-aged by his teens. They also dialed down Fett's independent streak to make the clones more docile and obedient. Over time the men diverged anyway, marking themselves apart with scars, tattoos, haircuts, and painted armor when the genetics gave them nothing to tell each other by.\n\nThey came from Kamino, a storm-lashed ocean world beyond the Outer Rim where the long-necked, grey-skinned Kaminoans had perfected cloning into an industry. The clones were grown and raised in Tipoca City, a complex of stilted domes standing above the waves, in endless rows of growth cylinders and training halls. The army was commissioned in secret roughly ten years before it saw battle, ostensibly by the Jedi Master Sifo-Dyas, though the order traced back to the Sith plan behind the whole war. When Obi-Wan Kenobi first toured the facility, Lama Su reported 200,000 units ready and a further million underway.\n\nWhat the Kaminoans could not manufacture, the clones built themselves: brotherhood. Raised in squads and stripped of names beyond a designation number, they gave each other nicknames, mottos, gallows humor, and a fierce loyalty to the men beside them. Identity became something earned rather than issued. Many took their Jedi generals as the closest thing they had to family, and the better officers learned every trooper's name. That culture, more than any genetic tweak, is what made a clone a person rather than a unit.\n\nThe clones first deployed at the First Battle of Geonosis in 22 BBY, the opening engagement of the Clone Wars, and from there fought across the galaxy from Umbara to Coruscant. Their end was written into them from the start: an inhibitor chip in every clone's brain, sold as a safeguard but reprogrammed by the Sith to trigger Order 66, the command that turned the army against the Jedi it had bled beside. Commander Cody fired on Obi-Wan and never knew why; Rex survived only because Ahsoka cut his chip out in time. The survivors were phased out by the Empire in favor of recruited stormtroopers, and accelerated aging left many old and discarded within years of the war's close.\n\nIn SWURPG, a Republic Clone is the disciplined soldier built for the front line. The +1 STR / +1 DEX / +1 CON spread makes a durable, hard-hitting frontline fighter, backed by Athletics and Knowledge: Tactics proficiency and a kit of Weapon Proficiency, Standard Trooper Training, and Coordinated Tactics that rewards fighting as part of a unit. The catch is the conditioning the Kaminoans wrote in: the -1 INT / -1 WIS / -1 CHA modifiers, plus Programmed Obedience and Genetic Fragility, model a trooper engineered to follow orders and to wear out fast. That tension is the whole character. Play a clone who is still taking orders, one who has cut out his chip and walked away, or one trying to be a man instead of a number.",
        "home_planet": "Kamino",
        "physical_description": "Republic Clones are near-perfect genetic copies of Jango Fett, sharing his athletic physique, olive-toned skin, dark hair, and strong facial structure. They stand around 1.8 meters tall and possess exceptional endurance, strength, reflexes, and hand-eye coordination. Accelerated aging causes them to mature quickly, reaching physical adulthood in roughly half the normal time.\n\nDespite identical genetics, Clones often exhibit subtle physical differences over time—hairstyles, scars, tattoos, cybernetics, or personalized gear adopted to express individuality. Many Clones adorn their armor with squad colors, kill marks, or personal insignia, transforming their standard-issue gear into representations of personal identity.\n\nTheir gait and posture reflect their rigorous military conditioning: confident, controlled, and ready for immediate action. Even out of armor, Clones carry themselves like trained professionals, projecting discipline and awareness at all times.",
        "height_range": "1.83 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "8 standard years",
        "personality": "Clone personality varies widely despite shared DNA. Their accelerated training emphasizes teamwork, loyalty, quick decision-making, and adaptability, producing soldiers who can function effectively under extreme pressure. Yet each Clone develops distinct habits, quirks, and preferences, shaped by duty assignments, Jedi leadership styles, and battlefield experience.\n\nClone customs center on squad culture: nicknames, shared rituals, gallows humor, and unshakeable brotherhood forged through constant risk. Many squads adopt mottos, unique armor markings, or personal traditions that reinforce cohesion and morale.\n\nAs adventurers, Clones channel discipline, bravery, and tactical insight. They excel in roles requiring military precision, leadership under fire, or technical skill. Their stories often explore themes of independence, chosen identity, and the quest for purpose beyond programmed destiny.",
        "languages": "Basic",
        "example_names": [
          "CT-5555 “Fives”",
          "CT-7567 “Rex”",
          "CC-2224 “Cody”",
          "ARC-77 “Fordo”",
          "CC-1010 “Fox”"
        ]
      },
      "image_file": "republic-clone.jpg",
      "auto_languages": [
        "Galactic Basic"
      ]
    },
    {
      "name": "Codru-Ji",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Four-Armed Dexterity",
          "description": "Your additional arms allow you to wield two two-handed weapons at once if your Strength is greater than 13. You may also take one additional free object interaction per turn (e.g., draw or stow a second weapon, ready a grenade while still holding your weapon).",
          "effects": [
            {
              "type": "four_armed"
            },
            {
              "type": "special",
              "note": "If STR > 13, may wield two two-handed weapons simultaneously"
            },
            {
              "type": "special",
              "note": "+1 free object interaction per turn (per §5.3 Object Interaction)"
            }
          ]
        },
        {
          "name": "Multi-Tasking Mind",
          "description": "Once per Short Rest, you may take the Help action as a Bonus Action.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: take the Help action as a Bonus Action"
            }
          ]
        },
        {
          "name": "Sensory Overlap",
          "description": "If you roll a natural 1, make a DC 12 Wisdom saving throw or gain the Confused condition until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "On natural 1: DC 12 WIS save or Confused until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Codru-Ji are a four-armed humanoid species from the Outer Rim world of Munto Codru, famous for a startling life cycle in which their children are not humanoid at all but six-legged, furry, canine-like quadruped creatures called Wyrwulfs that only later metamorphose into the four-armed adult form. Among Star Wars alien species the Codru-Ji stand out for that dual existence, and a single bloodline passing through two utterly different bodies has made them a curiosity for xenobiologists and a striking pick for players who want a non-human warrior unlike anything else in the galaxy. (In Legends, nearly the entire body of Codru-Ji material comes from Expanded Universe sources rather than films or current canon.)\n\nThe defining feature of an adult Codru-Ji is its two pairs of arms. One hand is dominant and the most skilled, while the other three serve as capable \"off hands,\" giving the species a natural advantage at any task that rewards extra limbs. Adults stand around 1.5 to 2 meters tall with wiry, agile frames. The far stranger half of their biology is the Wyrwulf stage. Codru-Ji are born and grow as six-legged, fur-covered, canine-faced pups that outsiders routinely mistake for ordinary family pets, an impression reinforced by the fact that a Wyrwulf cannot speak and communicates only in snarls and growls. (In Legends, at the onset of puberty a Wyrwulf encases itself in a blue, rubbery cocoon, remains sealed for several weeks, and emerges transformed into a bipedal, four-armed adolescent, losing its thick pelt while keeping the pointed ears and a faintly canine cast to the face.) Adult Codru-Ji also sleep standing upright, using purpose-built sleeping harnesses, and were said to communicate partly at hypersonic frequencies.\n\nCodru-Ji society on Munto Codru is feudal, organized around noble clans and an intricate web of internal politics that the species guards jealously from outside interference. They were notably xenophobic, not so much fearful of off-worlders as worried that foreign influences would \"rub off\" and corrupt their way of life, and because their homeworld had few exports of value they were able to stay largely isolated from the Galactic Empire and the New Republic alike. That isolation let them concentrate on their own elaborate rivalries among the ruling houses, which were governed by ritual and tradition rather than open warfare.\n\nThe most infamous of those traditions is the \"coup abduction,\" a ritualized kidnapping in which one noble clan seizes the children of a political rival. By Codru-Ji custom these abductions almost always end peacefully with the payment of a ransom and the safe return of the children, functioning as a formalized power play rather than true violence, though galactic outsiders found the practice barbaric. Munto Codru is also dotted with ornate stone castles that the Codru-Ji did not build themselves; these structures, and other ruins across the planet, are attributed to an unknown, highly advanced civilization that vanished long before the Codru-Ji rose to prominence, lending their feudal world an air of inherited, half-understood grandeur.\n\nThe Codru-Ji were created by author Vonda N. McIntyre for the Legends novel The Crystal Star, published in 1994. In that story Chief of State Leia Organa Solo travels to Munto Codru on a diplomatic mission, and it is there that her children, Jacen, Jaina, and Anakin, are abducted, an event that plays directly into the planet's own deep-rooted culture of ritual child-kidnapping and sets the novel's plot in motion. (The Jedi Kirana Ti of the Jedi Academy trilogy is sometimes miscredited as a Codru-Ji, but published sources identify her as a Dathomirian witch of the Singing Mountain Clan.) Through The Crystal Star, Munto Codru and its four-armed people remain the species' primary Legends appearance.\n\nAs a player character in SWURPG, the Codru-Ji is built around that four-armed advantage. The species carries the Four-Armed Dexterity trait, which lets a sufficiently strong character (Strength above 13) wield two two-handed weapons at once and grants an extra free object interaction each turn to draw, stow, or ready gear without losing tempo. Their Multi-Tasking Mind trait reflects a brain wired for parallel action, letting them take the Help action as a bonus action once per short rest, while Sensory Overlap models the downside of so much simultaneous input, with a botched roll risking momentary Confusion. Mechanically they favor the mind over the silver tongue, taking a +2 to Intelligence and a -2 to Charisma, come trained in Athletics, and make natural multi-weapon fighters, tinkering technicians, and tactically minded specialists whose strange origins and clan-bound homeworld give a table plenty of story to mine.",
        "home_planet": "Munto Codru",
        "physical_description": "Adult Codru-Ji are four-armed humanoids standing around 1.5 to 1.7 meters tall, with wiry musculature and exceptional coordination. Their skin tones range from tan to light brown, while their hair often grows long and thick, reflecting clan traditions. Their extra set of arms is fully functional, granting them impressive dexterity, the ability to wield multiple tools or weapons, and enhanced climbing capabilities.\n\nTheir facial features are angular, with expressive eyes and pronounced ears suited to their forested environment. Their gait is light and quiet, a remnant of their predatory ancestry. Clothing typically includes layered garments, bandoliers, or clan-inscribed sashes that honor lineage or personal achievements.\n\nTheir Wyrwulf youth form resembles a small, furred quadruped with sharp senses and natural agility. Outsiders often mistake Wyrwulfs for animals, a misconception that sometimes leads to diplomatic complications when visiting Codru-Ji families.",
        "height_range": "1.6 meters",
        "weight_range": "60 to 65 kilograms",
        "age_of_adulthood": "13 standard years",
        "personality": "Codru-Ji are perceptive, resourceful, and deeply loyal to their clans. Their upbringing emphasizes responsibility to family and the importance of contributing to communal security. Their metamorphic childhood instills humility, adaptability, and an understanding of change as a universal constant.\n\nClan customs include ritual hunts, storytelling traditions, and elaborate ceremonies marking each stage of a Codru-Ji’s development. Honor, kinship, and strategic cooperation define their social interactions. Decision-making within clans typically involves both elders and skilled hunters, blending wisdom with practical experience.\n\nAs adventurers, Codru-Ji bring creativity, multi-tasking prowess, and strong interpersonal bonds. Their unique physiology supports hybrid combat styles or complex technical roles, while their clan-based worldview fuels compelling character arcs rooted in loyalty, growth, and self-discovery.",
        "languages": "Basic, Codruese",
        "example_names": [
          "Adaavi",
          "Deceven",
          "Jorrdu",
          "Ketanna",
          "Merasska",
          "Raiko",
          "Veesani",
          "Zallfric"
        ]
      },
      "image_file": "codru-ji.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Codruese"
      ]
    },
    {
      "name": "Defel",
      "size": "Small",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": 1,
        "con": 1,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Naturally Invisible",
          "description": "If you're not wearing any clothes or armor, you have Advantage on Stealth checks and while in low light and not moving, you are considered to be in total concealment.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth",
              "condition": "while not wearing clothes or armor"
            },
            {
              "type": "special",
              "note": "While in low light and not moving (no clothes/armor): total concealment"
            }
          ]
        },
        {
          "name": "Ultraviolet Vision",
          "description": "You have 90 feet of Darkvision and can see in the ultraviolet spectrum, allowing you to perceive beings and markings invisible to most species.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 90
            },
            {
              "type": "special",
              "note": "Can see in ultraviolet spectrum — perceive beings and markings invisible to most species"
            }
          ]
        },
        {
          "name": "Natural Weapons",
          "description": "Your claws are natural weapons that deal 1d4 + Strength modifier slashing damage.",
          "effects": [
            {
              "type": "special",
              "note": "Claws: 1d4 + STR mod slashing damage"
            },
            {
              "type": "natural_weapon",
              "name": "Claws",
              "damage_dice": "1d4",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Light Sensitivity",
          "description": "While in bright light, you have Disadvantage on attack rolls and Perception checks, unless you wear proper eye protection.",
          "effects": [
            {
              "type": "special",
              "note": "In bright light: Disadvantage on attack rolls and Perception checks (unless proper eye protection)"
            }
          ]
        }
      ],
      "description": {
        "lore": "Arleil Schous, the aging fortune hunter nursing a drink in Chalmun's Cantina the day Luke Skywalker walked in, was a Defel, and by then he was a frightened one: he was getting old and losing the trick his whole species is known for, the ability to bend light around his body and vanish into shadow. Defels (most of the galaxy just calls them Wraiths) are barely-visible beings whose fur swallows nearly every wavelength of visible light, so to human eyes one looks like a dim silhouette, a smear of darkness with two red eyes floating in it. The \"living shadow\" reputation is a misunderstanding of biology, but it has followed them into every cantina and back-alley job in the Outer Rim.\n\nA Defel is not actually black. Their fur absorbs visible light, which is why they read as a shadow to us, but seen under ultraviolet they are brightly colored, fur shading from yellow to blue, snouts green with orange gill-like slits along the jaw. Underneath that camouflage they are short, stocky, wolfish beings, roughly 1.3 meters tall and nearly as wide, with brown fur and skin, sharp teeth, a furry muzzle, and pointed ears. They are dense and powerfully built for their size, an adaptation to a punishing homeworld, and they carry visors when they travel because anything brighter than dim light leaves them blind and hurting.\n\nThat world is Af'El, a large, high-gravity planet in the Outer Rim orbiting Ka'Dedus, an ultraviolet supergiant. Af'El has no ozone layer, so ultraviolet light pours straight down to the surface while heavier atmospheric gases choke out most other wavelengths. Every living thing there evolved to see in ultraviolet and went effectively blind in ordinary light, which is the whole reason a Defel's eyes and \"invisibility\" work the way they do. The planet's heavy gravity also makes it brutally hard to reach orbit, so Af'El is seldom visited and Defels are genuinely rare anywhere off it.\n\nTo survive Af'El's violent storms the Defel built underground cities, and the constant scarcity shaped a culture around communal resource-sharing and cooperation rather than competition (In Legends). The result is a people described as tough, independent, and fiercely honor-bound: a Defel stands by its word and refuses to deal with anyone who has broken theirs. They became expert miners and metallurgists deep below the surface, though they never developed spaceflight or agriculture on their own. Their one real export is meleenium, an ore found naturally nowhere else and used in durasteel production; in the Imperial era Vulca Minerals sent a single ship a year to swap fresh food for it (In Legends).\n\nThe handful of Defels who do leave usually go looking for work that suits a creature who can disappear, which is how they earned their underworld name as assassins, bodyguards, thieves, and fortune hunters like Schous. Force-sensitivity among them is rare but documented: during the Dark Nest Crisis a young Defel trained as a Jedi at the academy on Ossus (In Legends). For most of them, though, the story is simpler, an off-world life trading on the one advantage their homeworld gave them, with the constant catch that bright daylight betrays them and old age, as Schous learned, eventually wears the camouflage away.\n\nIn SWURPG a Defel is a natural infiltrator built around its Naturally Invisible and Ultraviolet Vision traits, the mechanical heart of the species, backed by the claws of Natural Weapons and balanced by Light Sensitivity, the literal price of evolving under a sun that emits almost no visible light. The ability spread fits the wolfish, high-gravity build: solid STR (+2) with DEX and CON each up a point, a proficiency in Athletics for that dense muscle, and penalties to INT (-2) and CHA (-2) that lean into the isolated, low-light upbringing and the awkwardness of being a walking shadow among people who can barely perceive you. Play one as a scout, killer, or quiet bodyguard who owns the dark and dreads the spotlight.",
        "home_planet": "Af'El",
        "physical_description": "Defel appear as shadowy, lupine humanoids whose fur absorbs visible light, rendering them almost invisible except under ultraviolet illumination. Their compact builds, digitigrade legs, and sharp claws convey their predatory origins, while their fur ranges from deep black to metallic violet when lit by the proper wavelength. To most Species, a Defel appears as a dim silhouette, a shifting outline, or a faint ripple of darkness, creating the illusion that they are walking shadows.\n\nTheir glowing ultraviolet-reflective eyes enable them to see clearly in conditions that render most beings blind. Their muscular limbs, flexible joints, and light-absorbing fur allow a remarkable degree of agility and stealth, whether traversing metallic caverns or slipping unseen through dim urban alleys. Their movements tend to be smooth, controlled, and deliberate, reflecting their natural comfort in environments where precision equals survival.\n\nClothing among Defel is typically lightweight and functional, designed to complement their stealth capabilities rather than hinder them. Many Defel incorporate specialized UV-reactive patterns visible only to their species, enabling them to communicate visually without revealing themselves to outsiders.",
        "height_range": "1.4 meters",
        "weight_range": "45 kilograms",
        "age_of_adulthood": "11 standard years",
        "personality": "Defel culture emphasizes discretion, vigilance, and communal loyalty. Their upbringing teaches them to read subtle environmental cues, avoid unnecessary conflict, and move strategically through both physical and social landscapes. While they rarely display overt emotion in the presence of offworlders, among their own people they are expressive and animated, using ultraviolet gestures, vocal nuance, and body posture to convey complex feelings.\n\nThey value practicality and resourcefulness, preferring clear communication systems tailored to their low-light environment. Storytelling, clan memory, and stealth rituals play major roles in their customs, each reinforcing the importance of unity and survival. Their shadow-based traditions include ceremonial hunts, UV-illumination dances, and rites of passage performed in pitch-dark caverns.\n\nAs adventurers, Defel excel in scouting, espionage, infiltration, and investigative roles. Their loyalty is unwavering once earned, and their natural stealth allows them to support their allies with precision. They thrive in missions requiring patience, subtlety, and tactical foresight, making them indispensable assets in shadowy corners of the galaxy.",
        "languages": "Basic, Defel",
        "example_names": [
          "Arleil",
          "Defeen",
          "Klaar",
          "Morr",
          "Thar'quan",
          "Vox",
          "Dourlas",
          "Freel",
          "Gr'vesh",
          "Yarchur",
          "Bobrral"
        ]
      },
      "image_file": "defel.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Defel"
      ]
    },
    {
      "name": "Devaronian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {},
      "skill_proficiencies": [
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Heat-Resistant Physiology",
          "description": "You have Resistance to Heat-based damage.",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "heat"
            }
          ]
        },
        {
          "name": "Devilish Charm",
          "description": "You have Advantage on Intimidation checks and once per Long Rest, you may reroll a failed Deception or Intimidation check.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            },
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Deception or Intimidation check"
            }
          ]
        }
      ],
      "description": {
        "lore": "The horned, red-skinned alien sipping in the corner of the Mos Eisley cantina is a Devaronian, and the most infamous of them, Kardue'sai'Malloc, was hiding in that very booth. Once a brutal army captain on his homeworld who slaughtered hundreds, he fled into the galaxy under the alias Labria, carrying one of the largest bounties of the era while he traded gossip for drinks at Chalmun's Spaceport Cantina. That single silhouette did the species a lasting disservice: across the galaxy Devaronians picked up a reputation as swindlers and cheats, a stereotype that says more about who travels far from home than about the people themselves.\n\nDevaronians are humanoids with pronounced sexual dimorphism. Males are typically bald and sport a pair of curved horns rising from the tops of their heads, with long pointed ears, sharp elongated canines, and skin shading from red-brown through to green, all of which add up to the devilish look the galaxy fixates on. Females are usually hornless and carry a full head of hair instead. (That split is the canon norm but not absolute. Recent canon has shown horned females, such as Isa Durand in The Bad Batch.) Internally they run on silver-based blood that reads thick and black once it hits the air, filtered through a pair of livers that keep the body scrubbed of toxins.\n\nTheir homeworld, Devaron, sits in the Colonies, a temperate and heavily forested world of mountainous valleys threaded with rivers, its ecology tended by the natives across countless generations. What sets Devaron apart from most worlds at its galactic latitude is that the Devaronians cracked the hyperdrive on their own, independently of any offworld help, and were already out exploring and trading before the Galactic Republic ever made contact with their stretch of space. They came to the wider galaxy as peers who had already left it, not as a people waiting to be discovered.\n\n(In Legends, that early reach is tied to a stark cultural divide between the sexes.) Males, restless and aggressive by temperament, were gripped in middle age by an urge to wander and shipped out as tramp-freighter captains, scouts, and mercenaries, wiring money home but rarely returning. Females stayed on Devaron to raise the young and run the government, holding the political authority the wanderers had no patience for, and were generally content to see the disruptive males gone. Whether modern canon keeps that arrangement intact is unsettled, but it remains the texture most players reach for when they imagine a Devaronian.\n\nLabria aside, Devaronians turn up wherever the galaxy gets interesting. Vilmarh \"Villie\" Grahrk was a con artist and smuggler who tangled with Jedi through the twilight years of the Republic, and Kapp Dendo fought for the Rebel Alliance and rose to general in the New Republic military, proof the species runs to more than rogues. The pattern holds: a Devaronian is rarely a face in the background. They tend to be the one cutting the deal, calling the shot, or skipping town a step ahead of the bounty.\n\nFor SWURPG, a Devaronian plays to the cantina hustler in all of us. Devilish Charm hands you Advantage on Intimidation and a once-per-long-rest reroll on a failed Deception or Intimidation check, which fits a people the galaxy already half-expects to be lying to it, and the Intimidation proficiency means you lean on that menacing look from level one. Heat-Resistant Physiology gives you Resistance to Heat damage, handy on a desert backwater or in a firefight. (Worth flagging at the table: the resilience Devaronians are actually known for in the source material is their twin-liver immunity to poisons and toxins, not heat, so the heat angle is a SWURPG read rather than established lore.) With flat ability modifiers, the species stays a clean fit for any class you want to point its horns at.",
        "home_planet": "Devaron",
        "physical_description": "Devaronians are humanoids marked by strong sexual dimorphism. Males possess prominent curved horns, hairless red or deep-colored skin, elongated canine teeth, and sharp facial features that give them a demonic appearance. Their horns vary in shape based on lineage, often curling upward or outward in patterns reminiscent of ancient Devaronian tribal markings. Females lack horns but have thick hair, more robust musculature, and high resistance to environmental toxins.\n\nBoth sexes typically stand between 1.6 and 1.9 meters tall, with lean but durable frames. Their skin tones range from crimson to deep brown or charcoal, often complemented by yellow or dark eyes. Their physiology includes specialized livers capable of processing substances toxic to many Species, granting them survival advantages in harsh conditions or in environments with poor air quality.\n\nClothing among Devaronians reflects practicality and cultural pride. Males favor rugged travel gear—jackets, reinforced boots, utility belts—while females wear layered garments that signify clan affiliation, wealth, or political role. Jewelry and horn ornaments are common status symbols among males.",
        "height_range": "1.7 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Devaronians are bold, charismatic, and often impulsive, guided by instinct and sharp intuition. Their cultural norms reward courage, cleverness, and personal strength, making them natural risk-takers who seize opportunities quickly. They favor direct speech and humor with a biting or mischievous edge, which can unsettle more restrained Species.\n\nDevaronian customs emphasize clan loyalty, negotiation, and gender-defined responsibility. Female-led governance structures produce societies that value order and fairness, while male wanderers bring external knowledge and resources back to their home communities. Ritual hunts, trade festivals, and clan rankings play major roles in their social identity.\n\nAs adventurers, Devaronians thrive in fast-paced environments where adaptability and bold action are essential. Their natural charisma and experience with frontier life make them strong negotiators, scouts, or scoundrels. Those who earn their loyalty find them fiercely protective allies whose combination of cunning and courage can change the tide of any encounter.",
        "languages": "Basic, Devaronese",
        "example_names": [
          "Dmaynel Kiph",
          "Elassar Targon",
          "Jubal",
          "Kapp Dendo",
          "Tyrn Jiton",
          "Lak Jit",
          "Oxbel",
          "Saricia",
          "Sires Vant",
          "Trynic",
          "Ulicx Vinaq",
          "Vilmarh Grahrk"
        ]
      },
      "image_file": "devaronian.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Devaronese"
      ]
    },
    {
      "name": "Dowutin",
      "size": "Large",
      "speed": 40,
      "ability_modifiers": {
        "str": 4,
        "dex": -2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Intimidating Presence",
          "description": "You may use Strength instead of Charisma for Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use STR modifier instead of CHA for Intimidation checks"
            }
          ]
        },
        {
          "name": "Grappling Strength",
          "description": "You have Advantage on checks made to Grapple or Shove a creature.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on checks to Grapple or Shove"
            }
          ]
        },
        {
          "name": "Bulky Form",
          "description": "You have Disadvantage on Stealth and Dexterity saving throws.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            },
            {
              "type": "saving_throw_disadvantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Disadvantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Armor Limitations",
          "description": "You cannot wear manufactured armor unless it is custom-fitted for your size and physiology.",
          "effects": [
            {
              "type": "special",
              "note": "Cannot wear manufactured armor unless custom-fitted for Large size"
            }
          ]
        },
        {
          "name": "Cold-Blooded Temper",
          "description": "When reduced to half HP or lower, make a DC 12 Wisdom saving throw. On a failure, you enter a rage-like state: you must move toward and make a melee attack against the nearest creature. You gain +2 to melee attacks and suffer -2 AC while raging. This state ends after one turn or if no creatures are in range.",
          "effects": [
            {
              "type": "special",
              "note": "At half HP or lower: DC 12 WIS save or rage — must attack nearest creature, +2 melee attacks, -2 AC, lasts 1 turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Grummgar, the horned slab of a big-game hunter lounging in Maz Kanata's castle in The Force Awakens, is the Dowutin most people have laid eyes on, even if they never caught his name. He sat there with the spy Bazine Netal posing as his companion, a metric ton of muscle and chin-horns gone hunting for the predatory molsume of Ithor and ended up parked on Takodana when the First Order leveled the place. That image — enormous, brown-hided, faintly bored, dangerous — is the whole species in one shot.\n\nDowutins are heavy humanoids built around great size, thick skin, and slow time. Their hides run brown, their faces carry horns at the chin and a heavy brow, and their hands end in claws blunt enough to look like armor and sharp enough to matter. Their eyesight is poor; they navigate by hearing and smell instead, senses keen enough to track prey across distances their weak eyes can't cover. The unusual part is that they never stop growing. A Dowutin two decades old already stands Wookiee-sized, and one that reaches its fifth century can weigh up to a metric ton — by then so massive that its footfalls and voice announce it before it arrives, warning lesser things out of the way.\n\nTheir homeworld is Dowut, a frigid world catalogued among the Core Worlds but lying out near the edge of the Unknown Regions. The species evolved there from an omnivorous herd animal, and the cold, lean planet rewarded bulk and stamina over speed. The Dowuta language is theirs, all of it built for throats far larger than a Human's.\n\nWhat outsiders get wrong about Dowutins is the assumption that anything this big must run in packs. They don't. Dowutins tend to be solitary, and the young are left to fend for themselves early, which breeds adults who measure their own worth against everything around them and find most of it wanting — they regard other species as simply weak. There are even rumors, unconfirmed, that a Dowutin never truly dies of age, that they only ever fall in battle or go looking for death some other way. (In Legends and fan-RPG material this longevity gets embroidered further; canon keeps it to a rumor.)\n\nThat pride cuts against the obvious career. Their size and strength make them prized as hired muscle, yet most refuse the work as beneath them — which makes the ones who do take it, like Grummgar, the exceptions worth watching. Two other Dowutins prove the range. Pan Eyta was a Tempest Runner, one of the three leaders of the Nihil marauders during the High Republic, who staged a public feud with Marchion Ro over the gang's idleness. And Masana Tide was a Force-sensitive Dowutin who served as a Jedi Knight, was broken by the Empire, and became the Inquisitor known as the Ninth Sister — she hunted Cal Kestis across Kashyyyk before Kestis finally killed her on Coruscant in 9 BBY. Jedi, criminal warlord, trophy hunter: the species doesn't have a lane.\n\nIn SWURPG a Dowutin is a frontline body, and the kit commits to it hard — +4 Strength against −2 Dexterity and −2 Charisma, the build of something that hits like a landslide and was never meant to charm anyone or move quietly. Intimidating Presence lets that raw Strength do the talking on Intimidation checks, fitting for a creature whose voice alone clears a room. Grappling Strength and Bulky Form are the two faces of the same mass: advantage when you grab or shove, disadvantage on Stealth and on Dexterity saves, because nothing this large hides or dodges. Armor Limitations reflects a frame no off-the-rack vest will fit. Cold-Blooded Temper is the wrinkle — wounded past half health, you risk dropping into a one-turn rage that drives you at the nearest target, trading defense for a heavier swing.",
        "home_planet": "Dowut",
        "physical_description": "Dowutins are enormous humanoids often exceeding 2.5 meters in height, with dense musculature layered beneath thick hides that resist both cold and physical trauma. Their skin tones range from gray to slate-blue, matching their snowy homeland, and their hulking frames end in broad shoulders, long arms, and powerful legs designed for trudging through deep snow or battling tundra predators.\n\nTheir facial features include heavy brows, wide jaws, and tusk-like incisors that contribute to their formidable appearance. Small, deep-set eyes protect against blinding snow glare, while their ears are adapted to minimize heat loss. Many Dowutins sport heavy fur capes, bone ornaments, or trophies taken from dangerous beasts defeated in ritual hunts.\n\nTheir clothing prioritizes insulation and durability—thick leathers, layered hides, and reinforced armor plates crafted from local materials. Even in full gear, Dowutins move with measured confidence, their weight and strength evident in every step.",
        "height_range": "2 to 3 meters",
        "weight_range": "300 to 600 kilograms",
        "age_of_adulthood": "50 standard years",
        "personality": "Dowutins are stoic, disciplined, and governed by a cultural code that prioritizes strength, survival, and direct action. They respect those who demonstrate capability, whether through physical might, strategic skill, or resilience in the face of hardship. Bragging is frowned upon; accomplishment speaks for itself in Dowutin culture. Their social structures are clan-based, with leadership won through ritual combat, proven bravery, and wisdom earned across harsh winters.\n\nTheir customs involve ceremonial hunts, oral traditions, and annual rites marking the changing seasons. These practices reinforce community cohesion, honor ancestral teachings, and test the mettle of young warriors. Elders serve as keepers of lore, teaching younger generations the balance between aggression and restraint.\n\nAs adventurers, Dowutins bring overwhelming physical force, loyalty, and steadfast determination. They excel in combat-heavy roles, frontier exploration, or missions demanding endurance and unyielding presence. Their straightforward nature and deep sense of duty make them compelling allies with strong narrative arcs rooted in heritage and survival.",
        "languages": "Basic, Dowuta",
        "example_names": [
          "Grummgar",
          "Johnair",
          "Masana Tide",
          "Pan Eyta"
        ]
      },
      "image_file": "dowutin.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Dowuta"
      ]
    },
    {
      "name": "Draethos",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": 2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Warlike Discipline",
          "description": "You are proficient with Advanced Melee Weapons regardless of your class.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Advanced Melee Weapons regardless of class"
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Melee (Advanced)"
              ]
            }
          ]
        },
        {
          "name": "Low-Light Vision",
          "description": "You can see in dim light within 60 feet as if it were bright light.",
          "effects": [
            {
              "type": "special",
              "note": "Low-Light Vision: see dim light within 60 ft as bright light"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Slow Adaptation",
          "description": "You have Disadvantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on Initiative rolls"
            }
          ]
        }
      ],
      "description": {
        "lore": "Odan-Urr, the Jedi Master who built the Great Library on Ossus, was a Draethos, and he is the species' most enduring legacy: a thousand-year-old scholar cut down by Exar Kun during the Great Sith War for the dark holocron he had spent a lifetime guarding. That pairing of deep memory and scholarly stubbornness is the heart of the Draethos. They are a predatory humanoid people who can live eight hundred to a thousand years or more, and the ones the wider galaxy meets are almost never the warriors their homeworld actually produces.\n\nA Draethos reads as a creature built in a cave and never quite redesigned for the open air. Their scaly skin runs from blue through purple to black, and their teeth grow outward in a pronounced overbite, exaggerated by the fact that they have no lips to cover them. Their hands are webbed between the fingers, which taper to narrow, claw-like tips. Eyes adapted to darkness give them sharp vision in low light, a holdover from cave-dwelling ancestors. Combined with their longevity, a single Draethos can carry firsthand memory across a span that would see most species rise and fall several times over.\n\nTheir world is also called Draethos (sometimes Thosa), a little-known planet tucked into the Wyl sector of the Outer Rim, marked by jagged windswept mountains and the deep caves that shaped them. It is a largely secret place, and the species keeps it that way; outsiders rarely set foot there and rarely need to. Because the Draethos live so long, their society barely moves. Tradition does the heavy lifting, and attitudes settled before the Old Republic era were still steering Draethos life thousands of years later.\n\nThe cultural twist is the part worth knowing. On the homeworld, Draethos are fierce, unrepentant warriors, and the warlike path is the default. But anyone who chooses to set the warrior's life aside is exiled to find a place among other peoples, which is why the offworld Draethos a traveler actually encounters tend to be scholars and pacifists rather than fighters. Exiles throw themselves into learning, hoarding detail on whatever subject grips them, and they famously dislike debate even on topics they know cold, terrified of overlooking some small fact or failing to explain themselves cleanly. (In Legends, every Draethos, warrior or scholar, is also telepathic, able to communicate mind-to-mind with any sentient within roughly five hundred meters, though this is communication only and never lets them pry into another's thoughts.)\n\nOdan-Urr is the exile archetype made legend. He turned from the warrior tradition, took up the Jedi path after the Great Hyperspace War, and commissioned the Great Jedi Library on Ossus, the largest repository of knowledge the Order ever assembled. He kept a captured Sith holocron locked in its Chamber of Antiquities for centuries, until Exar Kun came for it during the Great Sith War; the old Master tried to stop him and was struck down with the Force. He died as he had lived, guarding knowledge that was too dangerous to share and too important to destroy.\n\nFor a SWURPG player, a Draethos is a durable, hard-headed survivor more than a charmer. Their Constitution bonus and Natural Armor reflect tough, scaled hide and a body built to endure the centuries, while Low-Light Vision is the cave-dweller's inheritance written straight into the stat block. Warlike Discipline nods to the fierce homeworld tradition most exiles have walked away from but never fully unlearned. The negative Charisma fits their blunt, debate-shy temperament and the unsettling, lipless predator's face. Slow Adaptation is the long-lived weight of a culture that changes at glacial speed; lean into a character who remembers an older galaxy and only grudgingly accepts the new one.",
        "home_planet": "Thosa",
        "physical_description": "Draethos are tall, sinewy humanoids distinguished by their elongated skulls, sunken eyes, and pronounced tendrils that extend from their cheeks and jawline. Their thick, leathery skin—typically shades of blue, gray, or pale violet—protects them from Thosa's harsh winds and jagged terrain. Their eyes, adapted for low-light environments, possess a deep, reflective quality that enhances their already impressive sensory awareness. These features combine to give them a mysterious and intimidating appearance, even when their demeanor is serene.\n\nTheir bodies are deceptively powerful. Beneath their lean frames lies dense musculature designed for climbing cliffs, leaping between rocky outcroppings, and navigating subterranean passages. Their limbs are long and flexible, granting them exceptional reach and precision in combat or movement. The tendrils along their jaws serve both aesthetic and subtle communicative functions, stiffening or relaxing in response to psychic or emotional stimuli visible only to other Draethos.\n\nDraethos attire favors layered robes, martial wraps, and reinforced garments crafted from local hides or imported materials. These outfits balance mobility and protection, allowing them to maintain combat readiness while honoring traditional aesthetics. Armored variants are typically minimalist, designed to complement rather than hinder their agility and telepathic awareness.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Draethos culture values discipline, introspection, and emotional restraint above all else. Their telepathic nature makes privacy essential, leading them to develop strict internal boundaries and a refined etiquette governing mental interaction. They view uncontrolled emotion as a threat to personal integrity and community stability, and thus much of their upbringing focuses on mastering the mind before mastering physical skills. Among themselves, Draethos communicate with precise mental clarity, creating a cultural expectation of honesty that can clash with more indirect Species.\n\nTheir customs include meditation rituals, silent communal gatherings, and telepathic storytelling traditions passed down through generations. Martial rites play a significant role, with young Draethos undertaking trials that test their coordination, psychic discipline, and ability to maintain balance under pressure. Elders act as mentors, using centuries of experience to shape younger minds into wise and capable leaders.\n\nAs adventurers, Draethos bring a blend of tactical insight, emotional awareness, and quiet intensity. Their ability to read danger and cooperate silently makes them valuable assets on missions requiring stealth or precision. They rarely seek conflict but respond with controlled ferocity when the situation demands, embodying the principle that strength is most effective when guided by clarity of purpose.",
        "languages": "Basic, Draethos",
        "example_names": [
          "Odan-Urr",
          "Omal-Zan",
          "Uval-Nor",
          "Shal-Orl",
          "Tyan-Ruu"
        ]
      },
      "image_file": "draethos.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Draethos"
      ]
    },
    {
      "name": "Dug",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "dex": 2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Spring-Loaded Reflexes",
          "description": "Once per Long Rest, use your Reaction to impose Disadvantage on an attack made against you.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest, Reaction: impose Disadvantage on an attack against you"
            }
          ]
        },
        {
          "name": "Upper-Body Leverage",
          "description": "You have Advantage on Shove attempts.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Shove attempts"
            }
          ]
        },
        {
          "name": "Chronic Attitude",
          "description": "You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        },
        {
          "name": "Short Fuse",
          "description": "Once per encounter, when you fail an attack or skill check, you must succeed on a DC 12 Wisdom saving throw or become Aggressive for 1 turn, moving toward the nearest hostile creature and attempting to attack or hurl insults.",
          "effects": [
            {
              "type": "special",
              "note": "Once per encounter on failed attack/skill check: DC 12 WIS save or Aggressive for 1 turn (must move toward and attack nearest hostile)"
            }
          ]
        },
        {
          "name": "Small Package",
          "description": "You cannot wield heavy weapons, and your jump distance is halved unless you use all four limbs.",
          "effects": [
            {
              "type": "special",
              "note": "Cannot wield heavy weapons; jump distance halved unless using all four limbs"
            }
          ]
        }
      ],
      "description": {
        "lore": "Dugs are a small, aggressive, fiercely proud people from the high-gravity world of Malastare, best known across Star Wars for Sebulba, the cheating Dug podracer who menaced young Anakin Skywalker in The Phantom Menace. Dugs are instantly recognizable for their inverted anatomy: they walk on their powerful arms and use their hind limbs as a second pair of hands. To most of the galaxy, Dugs are the loud, abrasive, hot-tempered species that races, brawls, and bullies its way through the Outer Rim, and the reputation is largely earned. Beneath the snarling exterior, though, the Dug story is one of a conquered people who turned grievance and pride into a culture of relentless, in-your-face survival.\n\nThe defining feature of any Dug is its inverted body plan. Where most species walk on their legs and manipulate objects with their hands, a Dug does the opposite: its strong upper arms are its primary means of locomotion, carrying it along the ground and sprinting at surprising speed, while its lower limbs and feet hang upward and serve as dexterous, hand-like manipulators for grappling and fine motor work. The result is a creature that looks almost arachnid in motion, with George Lucas describing the original concept as a thing that walks on its hands. Dugs have long, narrow snouts, expressive brows, and a sharp, almost camel-like face set on a wiry, densely muscled frame. They are a Small species, typically around a meter tall and light in build, but their limbs pack explosive leverage well out of proportion to their size.\n\nDug culture is loud, combative, and built on the constant assertion of strength. At the core of the Dug temperament is a knot of barely focused rage, born less of a warrior's discipline than of deep insecurity and a long history of being pushed around. They respect boldness and despise hesitation, and they communicate through challenge, insult, and confrontation in ways outsiders routinely mistake for open hostility. Dugs are widely regarded as arrogant and contemptuous of other species, and many never bother to learn Basic, expecting the galaxy to deal with them on Dug terms. Yet within their own tight clan structures, loyalty is absolute, respect is something earned rather than given, and ritual contests of speed and strength are the ordinary currency of status.\n\nThat hard edge is not arbitrary. Malastare is a high-gravity world in the Mid Rim whose core holds vast reserves of toxic Malastarian fuel, and that wealth made it a target. Centuries before the Imperial era, the Gran arrived as the Dugs' first contact with off-worlders, and that contact turned bloody. In the long, brutal Gran-Dug war that followed, the technologically superior Gran ground down the resourceful but outmatched Dug defenders until the Galactic Republic intervened. Because of Gran influence in the Senate, the Republic settled the conflict in the colonists' favor: the Gran Protectorate was established, the Dugs were demilitarized and stripped of political power, and most were relocated to Malastare's western continent while the Gran held the east and the planet's Senate seat. Generations of that occupation left the Dugs xenophobic, embittered, and rarely willing to leave home, which is exactly the world Sebulba comes from.\n\nWhen Dugs do go off-world, they tend to leave a mark. Their explosive strength, quick reflexes, and four-limbed dexterity make them natural pilots, racers, mechanics, gladiators, and underworld muscle, and no Dug embodies that better than Sebulba. Hailing from Malastare, Sebulba was the reigning champion of the Outer Rim podracing circuit and the dominant racer out of Mos Espa, a crafty and vicious pilot who was never above cheating to win. His podracer hid ion disrupters, magna spikes, and illegal flamethrowers built into each engine, which he used in the Boonta Eve Classic to roast Clegg Holdfast's pod and wreck Mars Guo's turbines before finally being beaten by Anakin Skywalker. For much of the galaxy, Sebulba is the Dug, and his arrogance and dirty tactics define how the species is seen.\n\nIn SWURPG, Dugs are built as agile, abrasive specialists whose body works against polite company as much as for it. They gain a Dexterity bonus and a Charisma penalty, reflecting their explosive athleticism and their famously poor people skills, and as a Small species they cannot wield heavy weapons. Their inverted anatomy and aggressive instincts drive their traits directly: Spring-Loaded Reflexes lets a Dug snap a Reaction to impose Disadvantage on an attack once per Long Rest, Upper-Body Leverage grants Advantage on Shove attempts from those arm-driven muscles, and Small Package halves their jump distance unless they commit all four limbs. The temperament is mechanical too: Chronic Attitude saddles them with Disadvantage on Persuasion, and Short Fuse can send a Dug into an Aggressive lunge at the nearest enemy on a failed roll unless they pass a Wisdom save. A Dug player character is fast, scrappy, and quick to anger, ideal for anyone who wants a podracer's reflexes, a brawler's leverage, and a chip on the shoulder the size of Malastare.",
        "home_planet": "Malastare",
        "physical_description": "Dugs possess inverted bodies that place their powerful arms on the ground while their legs serve as fully functional hands. This unusual arrangement gives them remarkable leverage, balance, and mobility, allowing them to sprint at high speeds and perform precise manipulations with their lower limbs. Their limbs are long, wiry, and densely muscled, supporting athletic movement patterns that combine both quadrupedal and acrobatic tendencies.\n\nTheir facial structure is sharp and canine-like, with pronounced snouts, narrow eyes, and expressive brows capable of communicating a wide range of emotions. Their skin, typically gray, blue-gray, or brown, is thick and textured, offering protection from Malastare’s harsh climates. Their torsos are compact but flexible, enabling rapid twisting motions useful in combat or evasive maneuvers.\n\nDugs prefer durable clothing designed for mobility—tight vests, utility belts, harnesses, and protective wraps around their limbs. Offworld, they often wear reinforced gear suitable for mechanics, racing, or mercenary work, reflecting both their pride and need for practical protection.",
        "height_range": "1.0 meter",
        "weight_range": "30 to 35 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Dugs are competitive, loud, and fiercely opinionated, shaped by generations of conflict and territorial struggle on Malastare. Their brash behavior is not mere aggression but a culturally reinforced survival trait meant to assert strength and discourage exploitation. They respect boldness and despise cowardice, viewing hesitation as weakness and decisive action as a mark of character. Their speech patterns—rapid, sharp, and sometimes insulting—serve as both defense mechanism and cultural shorthand.\n\nClan structure plays a major role in Dug identity. Extended families maintain tight, protective bonds, and loyalty within these groups is absolute. Ritual challenges, athletic contests, and status-driven competitions reinforce hierarchy and personal worth, giving young Dugs a constant proving ground for earning respect. Outsiders often misinterpret these traditions as hostility, but to Dugs, confrontation is simply communication.\n\nAs adventurers, Dugs bring agility, fire, and tenacity. Their mix of technical skill and combat readiness makes them valuable operatives in high-risk missions. They may clash with gentler personalities, but once trust is gained, a Dug ally becomes fiercely loyal—a companion willing to take bold risks to protect their team and prove their worth.",
        "languages": "Dug (few Dugs bother to learn Basic)",
        "example_names": [
          "Drodwa",
          "Flugello",
          "Flugo",
          "Gorlok",
          "Langro Dis",
          "Luvagwa",
          "Pugwis",
          "Rewulga",
          "Sebulba",
          "Sloor"
        ]
      },
      "image_file": "dug.jpg",
      "auto_languages": [
        "Dug"
      ]
    },
    {
      "name": "Duros",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "con": -2,
        "int": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Natural Aviator",
          "description": "You have Advantage on Pilot checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Pilot"
            }
          ]
        },
        {
          "name": "Quick Reflexes",
          "description": "You have Advantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        }
      ],
      "description": {
        "lore": "Cad Bane, the wide-brimmed bounty hunter who became the deadliest gun in the galaxy after Jango Fett died at Geonosis, is a Duros, and his blue skin and sunken red eyes are the face most people picture when they hear the species name. But Bane is the exception, not the rule. The Duros are better known as the galaxy's oldest spacers, a species so woven into the history of travel that some of the hyperspace routes freighters still fly today were first charted by Duros explorers thousands of years ago.\n\nA Duros has smooth blue or blue-green skin, a long lipless face with no visible nose, and wide red eyes set in a hairless head. Their blood runs green, and when a Duros is under heavy strain, oil collects in sacs along the ribs, giving off a smell and taste they find foul. They tend to be tall and lean rather than powerfully built. One detail people forget: Duros are descended from ancient reptiles, and the females lay eggs, with young hatching in a larval grub stage before maturing. They are fully terrestrial despite the almost aquatic look of those large dark-adapted eyes.\n\nTheir homeworld is Duro, a Core world sitting on the Corellian Trade Spine. It is a cautionary tale as much as a planet. The Duros industrialized hard, then abandoned the surface to automated food-processing plants and mines whose pollution wrecked the atmosphere and triggered mass extinctions. Rather than fight a dying biosphere, they simply moved up, relocating most of the population to roughly twenty orbital cities ringed by shipyards. The Neimoidians of Trade Federation infamy are a genetically distinct offshoot, descended from an early Duros colony on Neimoidia that drifted into its own culture millennia ago, which is why the two species look so alike and behave so differently.\n\nThe thing that defines the Duros is the urge to go. They were among the first species in the galaxy to build hyperdrive ships, and possibly the very first, and that early jump on faster-than-light travel turned them into the galaxy's original cartographers of deep space. The culture runs on it. Many Duros prefer the honorific \"Traveler\" over any job title, and using it is considered good manners. The ritual phrase \"Let us become spears\" captures the mindset: point yourself at the unknown and launch. New pilots completing their first jumps and scouts returning from long-range missions are marked with ceremony, and storytelling leans heavily on clever navigation and discovery.\n\nThat same wanderlust explains why a Duros turns up in nearly every corner of galactic history, usually behind a control yoke. Most are traders, scouts, navigators, and diplomats whose calm, pragmatic streak makes them steady negotiators in mixed company. Cad Bane took the species' nerve and spatial precision somewhere much darker, mentored by Jango Fett, hauling a custom kit of twin blasters, breathing tubes, and rocket boots through The Clone Wars and beyond until Boba Fett finally ran him down. Bane is proof of the range a Duros can cover, but the everyday Duros pilot mapping a safe vector through a gravity well is the more honest portrait.\n\nIn SWURPG, a Duros is built to fly. Natural Aviator hands you Advantage on Pilot checks, the mechanical echo of a species that has been reading hyperlanes longer than most civilizations have existed, and Quick Reflexes gives Advantage on Initiative, fitting their sharp situational read and quick hands at the controls. The ability spread reinforces it: +2 Dexterity for fine motor control and fast reactions, +2 Intelligence for the navigational and engineering mind, and -2 Constitution for a frame that is lean rather than tough. Lead with that and you are playing the archetypal ace pilot, slicer, or far-traveling face whose first instinct in any crisis is to find the angle nobody else saw.",
        "home_planet": "Duro",
        "physical_description": "Duros possess tall, slender frames with smooth blue or turquoise skin and large, oval-shaped red eyes adapted for low-light environments. Their elongated heads and narrow features give them a streamlined, almost aquatic appearance, though they are fully terrestrial. Their eyes are highly sensitive and capable of detecting subtle motion—a trait that aids starship navigation and situational awareness.\n\nTheir hands are long and dexterous, with fine motor control well suited to piloting, engineering, and delicate instrumentation. Duros move with a calm, fluid gait that reflects their balanced demeanor, and their posture often conveys attentiveness and quiet confidence. Their lack of visible ears is compensated by excellent spatial hearing, enabling them to detect vibrations and changes in atmospheric pressure.\n\nClothing among Duros tends toward practical garments—flight suits, layered tunics, or lightweight formalwear suitable for long-duration travel. Many adorn their outfits with patches, insignias, or personal symbols representing clans, ship crews, or exploration guilds.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Duros are thoughtful, inquisitive, and naturally even-tempered. Their long history of space travel fostered a cultural belief in expanding knowledge, preserving diplomacy, and respecting the dangers of the unknown. They value self-improvement, precise communication, and personal freedom, making them adaptable to a wide range of roles and social environments.\n\nCulturally, Duros hold ceremonies honoring major exploration milestones, including the first hyperspace jumps of newly trained pilots or the completion of long-range scouting missions. Storytelling traditions emphasize discovery, scientific achievement, and clever navigation through challenges both literal and metaphorical. Families maintain close bonds even when separated by vast distances, staying connected through digital communication and clan-based tracing networks.\n\nAs adventurers, Duros bring calm reasoning, expert piloting skills, and strong diplomatic instincts. Whether charting hyperlanes, negotiating trade routes, or leading exploration teams, their presence provides stability, foresight, and the confidence born from centuries of unmatched navigational heritage.",
        "languages": "Basic, Durese",
        "example_names": [
          "Baniss Keeg",
          "Elior",
          "Kadlo",
          "Kir Vantai",
          "Lai Nootka",
          "Monnda Tebbo",
          "Shriv Suurgav",
          "Cad Bane"
        ]
      },
      "image_file": "duros.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Durese (Duros)"
      ]
    },
    {
      "name": "Ewok",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "dex": 2,
        "int": -2
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Natural Affinity",
          "description": "While in a natural outdoor environment, you have Advantage on Survival, Perception, and Stealth checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Survival",
              "condition": "in natural outdoor environment"
            },
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "in natural outdoor environment"
            },
            {
              "type": "skill_advantage",
              "skill": "Stealth",
              "condition": "in natural outdoor environment"
            }
          ]
        },
        {
          "name": "Primitive Nature",
          "description": "You have Disadvantage on Use Computer and Mechanics checks. You can only gain class starting proficiencies with Melee (Simple), Melee (Lightsabers), and Ranged (Light) weapons, even if your class would normally grant others. You can still acquire further weapon proficiencies through ASI alternative traits or level progression.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Class weapon proficiencies limited to Melee (Simple), Melee (Lightsabers), Ranged (Light); others acquirable through ASI or leveling"
            }
          ]
        },
        {
          "name": "Perceptive Nose",
          "description": "You have Advantage on Perception checks due to your sensitive sense of smell.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "smell-based"
            }
          ]
        }
      ],
      "description": {
        "lore": "Ewoks are the small, furred forest dwellers of the moon of Endor whose spears, slings, and falling-log traps helped a Rebel strike team destroy the shield generator protecting the second Death Star at the Battle of Endor. The most famous of them is Wicket W. Warrick, the young scout from Bright Tree Village who found Princess Leia in the woods and drew the whole tribe into the fight. To the galaxy at large, the Ewoks looked like nothing more than a band of teddy-bear-sized primitives. By the end of that battle they had wrecked Imperial walkers, overrun a legion of stormtroopers, and earned a place in the story of how the Emperor fell.\n\nAn Ewok stands roughly a meter tall and weighs about thirty kilograms, a stocky, upright biped covered head to toe in dense fur that runs from light tan through brown and gray to near-black. The coat is built for Endor's cold forest nights, and beneath it sits a flat, expressive face dominated by large, jewel-like eyes that see well in low light. Rounded ears swivel toward faint sounds, a short muzzle produces the wide range of yips and chatter that make up their speech, and their hands carry two fingers and an opposable thumb, enough to knap stone, lash cordage, and carve the wooden spears and gliders they fight with. Their sense of smell is sharp enough to track prey by scent alone through dense undergrowth.\n\nThe Ewoks are native to the forest moon of Endor, a green world of giant trees whose canopy forms a second landscape hundreds of meters off the ground. They live high in that canopy in arboreal villages like Bright Tree Village, a settlement of around two hundred built from carved timber, bark fiber, and vine, its huts and gathering platforms linked by rope bridges, ladders, and rope-and-pulley lifts. Theirs is a hunter-gatherer life keyed to the rhythms of the forest: they forage, they hunt creatures far larger than themselves in coordinated bands, and they defend their homes against Endor's predators. Generations of pursuing big game taught them to work as a pack and to let the forest itself do the heavy fighting.\n\nEwok culture is tribal, communal, and steeped in the spiritual. Bright Tree Village answered to Chief Chirpa and his Council of Elders, advised by the shaman Logray, who read omens in the forest, led healing rites, and guided the clan through the seasons. Their world is alive with spirits and signs, and that worldview can read as superstition to outsiders. It is exactly what tripped them up when they met the golden protocol droid C-3PO and took him for the Golden One, a deity from their old stories. Logray promptly ordered Luke Skywalker, Han Solo, and Chewbacca cooked as an offering, and only a Force-driven levitation of \"the god\" talked them down. For all that, the same hands that build shrines and beat festival drums also weave the snares, deadfalls, slings, bolas, and hang-gliders that make these people far more dangerous than their size suggests.\n\nAt the Battle of Endor, that danger turned on the Empire. When Imperial troops felled the trees to raise the shield generator's bunker, the Ewoks joined the Rebels and fought the way they hunt: scattering, ambushing, and using the forest as a weapon. Tripwires clotheslined scout troopers off their speeder bikes. Hailstorms of slung stones drove stormtroopers to the ground, where spear-and-knife bands swarmed them. Gliders dropped rocks from overhead. And the great log traps the tribe had first built against the Gorax came down on Imperial walkers: a rolling-log trap and, most famously, two suspended logs cut loose to swing together and crush an AT-ST between them. With nothing but stone-age tools and total command of their ground, the Ewoks broke the Imperial line and let the Rebels reach the bunker.\n\nAs player characters, Ewoks are the embodiment of the small fighter who wins by knowing the terrain. Their built-in package leans hard into the wilderness: Natural Affinity grants Advantage on Survival, Perception, and Stealth out in the open country they were born to, and Perceptive Nose adds Advantage on Perception checks from that keen sense of smell, making an Ewok a near-unmatched scout, tracker, and ambusher. The trade-off is Primitive Nature, the stone-age inheritance made mechanical: Disadvantage on Use Computer and Mechanics, and weapon training limited to simple melee, lightsabers, and light ranged arms unless you earn more through later progression. Play an Ewok as a guerrilla, a hunter, or a wide-eyed traveler far from the trees, and lean into the truth the Empire learned the hard way, that courage and cunning at one meter tall can topple something a hundred times your size.",
        "home_planet": "Forest Moon of Endor",
        "physical_description": "Ewoks are small, fur-covered humanoids averaging about one meter in height. Their dense fur coats, which range in color from light tan to deep brown, gray, or black, provide insulation against Endor’s cool forest nights. Their expressive faces feature large eyes that grant excellent low-light vision, rounded ears that swivel to detect subtle sounds, and short muzzles that allow a wide range of vocalizations. Their compact bodies combine agility with surprising strength, enabling them to climb trees with speed and precision.\n\nTheir hands and feet are dexterous, allowing Ewoks to craft intricate tools, weave rope, and operate complex pulley systems. Their sturdy limbs make them adept at navigating uneven terrain, swinging through vines, and leaping between branches. They often wear handmade hoods, sashes, or simple garments decorated with feathers, beads, or bones—each symbolizing clan affiliation or personal accomplishment.\n\nBecause their bodies are optimized for arboreal life, Ewoks move quietly and efficiently through forest environments. Their footsteps are light, their balance impeccable, and their senses keen—traits that make them natural hunters and formidable ambushers despite their diminutive stature.",
        "height_range": "1.0 meter",
        "weight_range": "30 kilograms",
        "age_of_adulthood": "14 standard years",
        "personality": "Ewoks are warm-hearted, curious, and community-oriented, placing immense value on trust, friendship, and loyalty. Their society is built around large extended families led by chiefs and shamans who guide decision-making through consensus and spiritual insight. While they may initially appear cautious or wary of outsiders, Ewoks quickly form strong bonds with those who demonstrate kindness or bravery. Their sense of humor, playful energy, and eagerness to celebrate life give their culture a joyful and inviting atmosphere.\n\nEwok customs revolve around seasonal rituals, storytelling gatherings, dance, and communal meals. They believe strongly in omens, ancestral spirits, and the interconnectedness of all living things. Their shamans serve as healers, diviners, and keepers of sacred lore, ensuring that each generation maintains respect for the forest’s delicate balance. Conflict between clans is rare and typically resolved through symbolic challenges or ceremonial competitions rather than violence.\n\nAs adventurers, Ewoks bring enthusiasm, creativity, and surprising strategic acumen. Their natural talents for scouting, survival, and clever engineering make them invaluable in wilderness campaigns. Though underestimated by many Species, Ewoks quickly defy expectations, proving that courage and heart can overcome any perceived weakness.",
        "languages": "Ewokese (spoken only; no native written form). Some Ewoks learn Basic.",
        "example_names": [
          "Asha",
          "Chirpa",
          "Deej",
          "Kneesaa",
          "Latara",
          "Logray",
          "Malani",
          "Nippet",
          "Paploo",
          "Shodu",
          "Teebo",
          "Wicket",
          "Wiley"
        ]
      },
      "image_file": "ewok.jpg",
      "auto_languages": [
        "Ewokese",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Felucian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": 2,
        "int": -2
      },
      "skill_proficiencies": [
        "Use the Force"
      ],
      "traits": [
        {
          "name": "Aquatic Adaptation",
          "description": "You can breathe both air and water.",
          "effects": [
            {
              "type": "special",
              "note": "Can breathe both air and water"
            }
          ]
        },
        {
          "name": "Low-Light Vision",
          "description": "You can see in dim light within 60 feet as if it were bright light.",
          "effects": [
            {
              "type": "special",
              "note": "Low-Light Vision: see dim light within 60 ft as bright light"
            }
          ]
        },
        {
          "name": "Force-Born",
          "description": "You know the Force power Force Blast even if your class isn't a Force user.",
          "effects": [
            {
              "type": "special",
              "note": "Know Force power Force Blast regardless of class"
            }
          ]
        },
        {
          "name": "Weapon Training",
          "description": "You are proficient with the Skullblade, a unique and sacred melee weapon used by Felucians.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with the Skullblade (unique Felucian melee weapon)"
            },
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Felucian Skullblade"
              ]
            }
          ]
        },
        {
          "name": "Primitive Nature",
          "description": "You have Disadvantage on Use Computer and Mechanics checks. You can only gain class starting proficiencies with Melee (Simple), Melee (Lightsabers), and Ranged (Light) weapons. You can still acquire further weapon proficiencies through ASI alternative traits or level progression.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Class weapon proficiencies limited to Melee (Simple), Melee (Lightsabers), Ranged (Light); others acquirable through ASI or leveling"
            }
          ]
        }
      ],
      "description": {
        "lore": "Felucians are an amphibious, deeply Force-sensitive people from the fungal jungle world of Felucia, best known to outsiders through the Jedi who hid among them: Shaak Ti sheltered on Felucia during the Great Jedi Purge and trained the locals, and her Padawan Maris Brood later fell to the dark side here and corrupted the entire species into mutated, bloodthirsty monsters. (Most of the detailed Felucian record comes from Legends, particularly Star Wars: The Force Unleashed; the planet and its fungal ecology are canon.)\n\nA Felucian stands about 1.9 meters and weighs around 90 kilograms, with a head made of a thick mass of tendrils rather than a conventional face. The species carries two sets of arms — one pair ending in four large webbed digits, the other in three more dexterous fingers — and their fingertips bear suction cups for gripping wet fungal stalks and slick swamp surfaces. They are genuinely amphibious, breathing equally well in air and water, which lets them move through Felucia's flooded fungal forests and swamps as easily as across open ground.\n\nFelucia itself is a humid Outer Rim jungle world buried under colossal, brightly colored mushrooms and a tangle of fungus that blurs the line between plant and animal. The whole biosphere is saturated with the Force, and the Felucians evolved in tune with their planet's constantly shifting balance of light and dark. That attunement isn't a learned discipline for them — it's baked into the species, which is why they're regarded as some of the most powerful natural Force-users in the galaxy.\n\nUnlike most pre-industrial species, the Felucians weren't splintered into rival tribes; they considered themselves a single tribe spanning the entire planet. Their spiritual life centered on shamans, marked by red body paint, who served as the species' Force-mentors and watchmen. Shamans studied healing to treat the infections and toxins of their own world, could telepathically link with others, and policed the planet's spiritual balance with grim seriousness — a Felucian who fell to the dark side, they feared, could corrupt all of Felucia, so suspected dark-siders were fed to a giant Sarlacc.\n\nThe shamans' signature implement was the Skullblade, carved from the skull and teeth of a native Force-reactive creature whose bones held natural crystals. Imbued with the Force, a Skullblade could block lightsabers and deflect blaster fire — a stone-age-looking weapon that fought on even terms with the galaxy's most advanced arms. When Maris Brood's corruption swept the planet, it was these same Skullblade-wielding warriors, twisted and maddened, who turned on every offworlder who set foot in the jungle.\n\nIn SWURPG, a Felucian is built for a Force-touched character who fights up close and lives off the land rather than off a datapad. Their +2 Constitution reflects a body hardened by a toxic world, while the −2 Intelligence and Primitive Nature point to a people who never built machines — limited tech proficiencies and disadvantage on Use Computer and Mechanics. Aquatic Adaptation gives them their canonical air-and-water breathing, Force-Born grants the Force power Force Blast to any class, and proficiency in the sacred Skullblade lets them carry that lightsaber-stopping blade into battle. Paired with proficiency in Use the Force, the result is a primal mystic-warrior who feels like they walked straight out of Felucia's glowing fungal canopy. (Low-Light Vision rounds out their kit; it's a reasonable read of a swamp-and-canopy dweller rather than a documented canon trait.)",
        "home_planet": "Felucia",
        "physical_description": "Felucians are tall, slender humanoids with flexible frames and semi-organic features that seem to echo the fungal and plant life of their world. Their skin often displays a range of vibrant colors—blues, greens, purples, and mottled patterns—that reflect the bioluminescent environment of Felucia. Many possess elongated limbs and tapered digits that allow for precise movement through dense fungal forests. Their bodies exhibit slight translucency in certain conditions, revealing faint pulses of internal bioluminescence linked to emotional states or environmental influences.\n\nTheir faces typically feature high cheek ridges, smooth ridgelike growths, and expressive eyes capable of detecting wavelengths beyond visible light. Some tribes develop hardened chitin-like patches on their skin, providing protection against sharp flora and predatory creatures. Their musculature emphasizes agility rather than brute strength, giving them a fluid, almost plant-like grace when navigating their surroundings.\n\nFelucian attire incorporates organic materials such as woven fungal fibers, flexible leaves, hardened sporeshells, and natural pigments. Their clothing often blends seamlessly into their environment, serving both aesthetic and camouflage purposes. Tribal markings in luminescent paint symbolize lineage, spiritual connection, or personal achievements.",
        "height_range": "1.9 meters",
        "weight_range": "90 kilograms",
        "age_of_adulthood": "20 standard years",
        "personality": "Felucians are introspective, spiritually attuned, and profoundly connected to their environment. Their culture teaches that all life on Felucia shares a unified essence that must be respected and preserved. This worldview results in a cautious approach toward outsiders, especially those who wield destructive technology or treat the planet as a resource to exploit. Felucians prefer diplomacy and environmental signaling over direct confrontation but will defend their biome with ferocity when threatened.\n\nRituals and traditions revolve around the planet’s growth cycles. Seasonal ceremonies involve harmonic chanting, bioluminescent displays, and communal dances that reflect the ebb and flow of Felucia’s energy fields. Shamans are revered for their ability to interpret the subtle moods of the world, and many tribes undertake vision quests that involve exposure to spore clouds or meditation within glowing fungal groves.\n\nAs adventurers, Felucians bring a deep empathy for natural systems, uncanny environmental intuition, and unique combat techniques that utilize misdirection, camouflage, and symbiotic tools. Their presence enriches stories focused on balance, ecological conflict, and the strange beauty of alien worlds shaped by the Force.",
        "languages": "Felucianese (guttural, barking language). Some Felucians learn Basic, but it is uncommon.",
        "example_names": [
          "Gokkuul",
          "Kargrek",
          "Hagark"
        ]
      },
      "image_file": "felucian.jpg",
      "auto_languages": [
        "Felucianese"
      ]
    },
    {
      "name": "Fosh",
      "size": "Small",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "con": -2,
        "cha": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Sly Demeanor",
          "description": "You have Advantage on Deception checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Healing Tears",
          "description": "Your tear-duct glands secrete a natural healing fluid. Once per short rest, you may use an Action to restore 1d8 + your Wisdom modifier HP to a creature you touch.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest, Action: restore 1d8 + WIS mod HP to a touched creature"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Fosh are one of the rarest and most mysterious avian species in Star Wars, a slender, bird-like people so secretive that even the name and location of their homeworld remain unknown to the wider galaxy. If you are asking what a Fosh is, the short answer is this: a graceful, feathered, beaked humanoid, few in number and rarely seen, with a galaxy-wide reputation for being soft-spoken on the surface and quietly manipulative underneath. Almost everything the galaxy \"knows\" about the Fosh traces back to a single famous individual, the Jedi Vergere, so honest framing matters more here than with most species. The Fosh are a deep cut of Legends lore, and much of their record is a portrait of one person rather than a well-documented culture. (Assumption: the Fosh as a people are barely documented; treat broad cultural claims as extrapolation from Vergere and a handful of source-book lines, not established canon.)\n\nPhysically, a Fosh is a short, slender, birdlike humanoid, standing around 1.3 meters and weighing only about 40 kilograms thanks to a light frame of hollow bones. The face is convex and ends in a beak-like mouth, ringed by soft whisker-like tufts, and the skull is crowned with a feather-lined ridge and two twisting antennae whose purpose is unknown even in the source material. Their sturdy legs end in splayed, taloned feet built for perching on narrow surfaces like pipes or branches, reflecting a digitigrade, agile, jumping build. Their eyes have a gemlike quality, commonly ruby red, bright citrine, or deep azure. (In Legends, their feathers are famously mood-reactive: green signals inquisitiveness, thoughtfulness, or amusement; orange signals happiness; blue signals apathy; and gray signals anger, disgust, irritation, or seriousness, so a Fosh's plumage quietly broadcasts emotion the way a face might.)\n\nOf Fosh society itself, very little is recorded, and what is recorded is unflattering. Outwardly the Fosh are quiet, reserved, and thoughtful; inwardly, the sources describe them as contemptuous of other species, privately regarding all non-Fosh as inferior while keeping that condescension carefully hidden. They are remarkably manipulative, masters of intrigue, deal-making, and deception who rarely confess their true motives and prefer to play a long game, building elaborate, patient schemes to serve their own interests. Their tendency toward deception and concealment is itself the reason their homeworld stayed isolated and unfound; a close-mouthed, few-in-number people deliberately kept the galaxy at arm's length. (Assumption: there is no detailed canon record of Fosh family life, government, religion, or art, so beyond this temperament very little can be stated as fact.)\n\nThe Force connection of the Fosh is real but should be stated carefully, because it rests almost entirely on Vergere. Sources do not establish that the Fosh as a whole are a uniformly Force-sensitive species the way some traditions are; rather, the galaxy's clearest evidence of Fosh Force aptitude is one extraordinarily gifted individual. What the species does possess as a biological trait is remarkable: special glands connected to their tear ducts let a Fosh exude a fluid that aids healing in most species, functioning as a natural medicine. (In Legends, Vergere refined this far past the ordinary, using the Force to engineer her tears into a range of chemical substances from potent poisons to healing fluids said to surpass bacta, which blurs the line between an innate Fosh gift and a Force-trained mastery layered on top of it.)\n\nVergere is, quite simply, the one Fosh the galaxy knows, and her mystique is the species' public face. A female Fosh active in the final decades of the Galactic Republic, she trained as a Jedi under Master Thracia Cho Leem, then vanished in 30 BBY on the living rogue planet Zonama Sekot. She resurfaced roughly half a century later during the Yuuzhan Vong War, having lived secretly among the extragalactic invaders, and by then she had transcended simple notions of light side and dark, becoming something the galaxy could not categorize. She manipulated Jacen Solo across a long, patient arc, was later strongly implied to have been a Sith all along, and ultimately returned to the light to sacrifice herself for him. Deceptive, long-lived, secretive, and impossible to pin down, Vergere embodies every trait the broader Fosh are credited with, which is exactly why the species reads as enigmatic: the galaxy is generalizing an entire people from its single most unknowable member.\n\nFor players, the Fosh are a build defined by guile and gifted hands rather than muscle. In the SWURPG Character Builder they favor Dexterity and Charisma while paying for it in Constitution, and their species traits lean directly into the canon: Sly Demeanor grants Advantage on Deception checks, echoing a people described as masters of deception and intrigue, while Healing Tears lets you spend an Action once per short rest to restore 1d8 plus your Wisdom modifier to a creature you touch, the tabletop expression of their tear-duct healing fluid. That pairing makes a Fosh a natural face, infiltrator, manipulator, or unconventional support character, the party member who talks their way past a checkpoint and then quietly patches everyone up afterward. Lean into the mystery at the table: a Fosh with shifting plumage, a hidden agenda, and a healer's touch is a ready-made enigma whose true motives no one, including their own party, can ever be entirely sure of.",
        "home_planet": "Unknown",
        "physical_description": "Fosh are slender, avian-like humanoids — short and light-framed (most stand only around 1.3 meters), with hollow bones, a convex beaked face often fringed with whisker-like tufts, and a ridge-crest of feathers. A pair of slender antennae of unknown purpose rise from the head, and their large eyes are gem-like, in shades of ruby, citrine, or azure.\n\nTheir most distinctive feature is their plumage, which shifts color with their mood — accounts describe green for an inquisitive or amused state, orange for happiness, blue for apathy, and grey for anger or disgust. Beyond these traits, little about Fosh physiology is firmly documented: they are an extremely rare species, and most of what the galaxy knows of them comes from a single individual, so accounts of their biology remain sparse and sometimes conflicting.",
        "height_range": "1.3 meters",
        "weight_range": "40 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Fosh have a reputation that far outstrips their numbers: outwardly quiet, reserved, and unfailingly polite, yet inwardly contemptuous of other species and gifted at deception, intrigue, and the long game. What little is recorded of them paints a people who reveal almost nothing of their true thoughts — a secrecy so complete that even their homeworld and culture remain a mystery to the rest of the galaxy.\n\nAlmost everything known about the Fosh comes from one of them: Vergere, a Fosh Jedi who vanished for decades and resurfaced amid the Yuuzhan Vong War, manipulating those around her toward ends only she understood. Her riddling brilliance — and the unresolved question of whether she ever truly served the light or the dark — has come to define how the galaxy imagines the entire species, fairly or not. Whether Force-sensitivity is common among Fosh or unique to her is genuinely unknown.\n\nFor players, a Fosh is the enigmatic outsider — a manipulator, mystic, or face who works through misdirection rather than force. Their gift for deception and their unreadable calm suit intrigue, negotiation, and mentor-with-a-hidden-agenda roles. Lean into the mystery: a Fosh character is most compelling when the table is never quite sure what they really want.",
        "languages": "Fosh language (kept largely secret); many Fosh who travel the wider galaxy also learn Basic.",
        "example_names": [
          "Larerre",
          "Ootorr",
          "Kourere",
          "Vergere",
          "Villatee"
        ]
      },
      "image_file": "fosh.jpg",
      "auto_languages": [
        "Fosh",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gamorrean",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Savage Grappler",
          "description": "You have Advantage on Grapple and Shove checks.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Grapple and Shove checks"
            }
          ]
        },
        {
          "name": "Berserker Rush",
          "description": "When you reduce an enemy to 0 HP, you may immediately move up to your speed and make one melee weapon attack as a Bonus Action.",
          "effects": [
            {
              "type": "special",
              "note": "On reducing enemy to 0 HP: Bonus Action — move up to speed and make one melee attack"
            }
          ]
        },
        {
          "name": "Mental Simplicity",
          "description": "You have Disadvantage on all Intelligence-based skills and Wisdom-based saving throws.",
          "effects": [
            {
              "type": "saving_throw_disadvantage",
              "ability": "wis"
            },
            {
              "type": "special",
              "note": "Disadvantage on all Intelligence-based skill checks"
            },
            {
              "type": "special",
              "note": "Disadvantage on Wisdom-based saving throws"
            }
          ]
        },
        {
          "name": "Slow to React",
          "description": "You have Disadvantage on Initiative checks.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Weapon Proficiency",
          "description": "You are proficient with the Arg'garok, a traditional Gamorrean melee weapon.",
          "effects": [
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Arg'garok"
              ]
            }
          ]
        }
      ],
      "description": {
        "lore": "Gamorreans are hulking, green-skinned, pig-like humanoids from the Outer Rim world of Gamorr, best known across Star Wars as the brutish axe-wielding guards who flanked the throne in Jabba the Hutt's palace in Return of the Jedi. Slow of speech and quick to violence, Gamorreans are prized throughout the galaxy as hired muscle: immensely strong, relentlessly durable, and utterly fearless in a brawl. Whether bracing a blast door for a crime lord or charging a rival clan's line back home, a Gamorrean answers most problems the same way — by hitting them until they stop.\n\nGamorreans are tall, broad bipeds built around raw power, with thick, hairless hides that are usually green and rarely pink. Their porcine features — an upturned, large-nostriled cartilaginous snout, heavy jowls, and short curving tusks rising from the lower jaw — give them a perpetually menacing look. Each hand and foot ends in five hard-nailed digits, including an opposable thumb well-suited to gripping a heavy weapon but poor for fine work. A notable quirk of their anatomy is their voice: a Gamorrean's vocal apparatus makes clear Galactic Basic all but impossible, so most understand the language but answer in their own guttural Gamorrese, reinforcing the offworld assumption that they are simply stupid.\n\nThat assumption misreads a society that is, in fact, a matriarchy. Gamorreans organize into clans, each headed by a Clan Matron and a male Warlord — but it is the females, the sows, who farm, hunt, manufacture the clan's weapons, run its businesses, and own and lease all its land. The boars exist to fight, and fight only. A Warlord holds his seat not by force but by marriage to a head sow, and matrons choose their mates by combat prowess, so the strongest warriors are bred and selected generation after generation. Daughters inherit their mother's land in equal shares, which steadily fragments holdings — and a matron's drive to consolidate territory is a chief engine of the constant clan warfare.\n\nGamorr itself shapes everything about them. An agrarian world in the Opoku system of the Outer Rim, it spans frozen tundra and deep forest, with a brutal winter the Gamorreans call Coldtime — a season of killing storms and freezing dark that demands either stockpiled strength or surrender. Technology stayed primitive; Gamorreans never warmed to blasters, complex machinery, or advanced science, channeling their ingenuity instead into melee weaponry. The pinnacle is the arg'garok, a roughly meter-and-a-half two-handed vibro-ax derived from the traditional Gamorrean war-axe — a weapon so heavy it takes a Gamorrean's strength to swing properly, and one that can open horrific wounds in a single stroke.\n\nThis is why Gamorreans became the galaxy's go-to muscle. The Hutt kajidics spent generations rounding them up as slaves and mercenaries, scattering them across distant worlds to guard Hutt interests, and during the Clone Wars the Separatists transported thousands offworld to fight as cheap, ferocious soldiers. A Gamorrean's loyalty is hard to win but, once given, near-unbreakable — which is exactly what a crime lord wants standing at the door. Jabba Desilijic Tiure stacked his desert palace with them; their stubbornness, brute strength, and appetite for violence made them ideal enforcers in a den of bounty hunters and cutthroats. Far from any clan, many simply adopt their work-gang or mercenary squad as a surrogate clan and serve it with the same fierce devotion.\n\nIn SWURPG, Gamorreans are a frontline bruiser species built for melee dominance. They gain +2 Strength and +2 Constitution at the cost of -2 Intelligence and -2 Charisma, with proficiency in Endurance to back their legendary stamina. Savage Grappler grants Advantage on Grapple and Shove checks, and Berserker Rush lets you surge forward with a bonus melee attack the instant you drop a foe — rewarding aggressive, momentum-driven play. They come proficient with the Arg'garok, their signature war-axe. The trade-offs are real: Mental Simplicity imposes Disadvantage on Intelligence skills and Wisdom saves, and Slow to React gives Disadvantage on Initiative, so a Gamorrean hits late but devastatingly hard. Lean into the loyal, plain-spoken enforcer who proves that strength — and a chosen clan worth dying for — counts for more than clever words.",
        "home_planet": "Gamorr",
        "physical_description": "Gamorreans are large, porcine humanoids characterized by thick green or olive skin, heavy musculature, and broad frames. Standing between 1.7 and 2 meters tall, they possess dense bone structures and resilient hides capable of absorbing significant punishment in combat. Their snouts, tusks, and small forward-set eyes give them a fearsome appearance, while their stout limbs reflect generations of physical labor and combat conditioning. Beneath their skin lies layers of fat and muscle that provide natural protection against blunt trauma.\n\nTheir hands are thick-fingered and powerful, excellent for gripping heavy weapons but poorly suited for delicate tasks. Gamorreans also display small but effective ears and sharp bottom tusks that vary in size depending on age, sex, and clan lineage. Hair is rare but occasionally appears as a coarse mane or patchy bristles. Their movement is heavy but steady, with surprising bursts of speed when charging or grappling.\n\nClothing typically consists of leather harnesses, crude armor plates, fur wraps, and clan-specific accessories. As mercenaries, many adopt piecemeal armor taken from fallen enemies or purchased cheaply offworld, adding to their intimidating warlike aesthetic.",
        "height_range": "1.8 meters",
        "weight_range": "140 kilograms",
        "age_of_adulthood": "13 standard years",
        "personality": "Gamorreans are direct, stubborn, and intensely loyal to their clans, prioritizing physical strength and bravery above eloquence or diplomacy. Their communication style is blunt and often rough, but beneath that exterior lies a strong sense of community and devotion to tradition. Gamorrean culture prizes bold action, respect for elders, and the sacred role of the shaman, whose advice is followed with near-religious reverence.\n\nRitual combat is central to their customs, serving as both entertainment and a method for resolving disputes. These contests follow strict rules to prevent excessive bloodshed, reflecting the underlying order within their warrior society. Seasonal festivals, hunting rites, and clan oath ceremonies further reinforce group cohesion and collective identity.\n\nAs adventurers, Gamorreans offer raw might, unbreakable resolve, and fierce loyalty to any group they consider their “clan.” They excel in melee-heavy campaigns and add narrative depth through stories of honor, rivalry, and the struggle to understand cultures less direct than their own.",
        "languages": "Gamorrean (no written form); many can understand Basic but rarely speak it clearly.",
        "example_names": [
          "Gartogg",
          "Jubnuk",
          "Ortugg",
          "Ugmush",
          "Venorra",
          "Warlug"
        ]
      },
      "image_file": "gamorrean.jpg",
      "auto_languages": [
        "Gamorrean",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Gen'Dai",
      "size": "Large",
      "speed": 40,
      "ability_modifiers": {
        "con": 4,
        "wis": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Unshakable Vigor",
          "description": "You have Advantage on Constitution saving throws.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "ability": "con"
            },
            {
              "type": "special",
              "note": "Advantage on Constitution saving throws"
            }
          ]
        },
        {
          "name": "Hard to Heal",
          "description": "You only regain half the usual HP from medpacs or similar healing devices.",
          "effects": [
            {
              "type": "special",
              "note": "Only regain half HP from medpacs or healing devices"
            }
          ]
        },
        {
          "name": "Regeneration Surge",
          "description": "Once per Long Rest, you may heal yourself as a bonus action for 1d10 + your Constitution modifier HP. When you use Second Wind, you instead heal 2d10 + your character level.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest, Bonus Action: heal self for 1d10 + CON mod HP"
            },
            {
              "type": "special",
              "note": "Second Wind heals 2d10 + character level instead of 1d10 + level"
            }
          ]
        },
        {
          "name": "Toxin Immunity",
          "description": "You are immune to all poisons and toxins.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "poisoned"
            },
            {
              "type": "damage_immunity",
              "damage_type": "poison"
            }
          ]
        }
      ],
      "description": {
        "lore": "Rayvis, the towering Gen'Dai who led the Bedlam Raiders on Koboh and cut down Jedi through the High Republic era before swearing a life debt to the man who spared him, is the clearest window most people get onto his species: a warrior who simply does not stay dead. Gen'Dai are a sentient species built to outlast almost anything that tries to kill them, which is why the galaxy's longest-running grudges and most stubborn mercenaries tend to belong to them.\n\nA Gen'Dai body is not held together the way a humanoid's is. Beneath the skin there is no skeleton and no central cluster of vital organs but a dense mass of muscular, tendril-like fibers wound around a decentralized nervous and vascular system. With no heart to stop and no single point of failure, a Gen'Dai can be impaled, dismembered, or gutted and keep fighting, sealing off a wound from blood flow while the fibers knit themselves back together. They can regrow lost limbs and significant portions of their own mass over time. In current canon Gen'Dai are described with purple skin and orange eyes, standing well above most other species, and many wrap their amorphous forms in armor or reinforced harnesses to hold a fixed, humanoid shape in battle.\n\nTheir homeworld is the part of their story that nobody can point to on a map. It was a peaceful world, ravaged and destroyed centuries before the rise of the Empire, and the survivors scattered into a nomadic existence with no central society to return to. (Assumption: the original cause of that destruction is not established in surviving accounts; Gen'Dai history is preserved mostly through individuals rather than records.) What's left is a wandering people defined by the loss of their origin rather than any shared nation.\n\nThe defining strangeness of the Gen'Dai is how long they live with it. Lifespans run from roughly 4,000 years into the 7,000s, long enough that a single Gen'Dai can watch civilizations rise and fall firsthand. That endurance has a cost the species rarely escapes: take too many catastrophic injuries at once and a Gen'Dai is forced into an extended hibernation, sometimes lasting decades, while the body rebuilds the mass it lost. Centuries of accumulated violence and trauma can also wear down the mind, and a Gen'Dai who has lived too long and bled too often can come out of it unstable, fixated, or hollowed of the patience that once defined them.\n\nDurge is the cautionary version of that arc (in Legends). A bounty hunter active for nearly two thousand years, he killed a Mandalore around 132 BBY while nursing a deep hatred of the Mandalorians, and they answered by capturing and torturing him until his mind broke, leaving him to spend close to a century in hibernation just to recover physically. He emerged a blood-mad killer, took a Confederacy commission under Count Dooku for the chance to slaughter clones of the Mandalorian Jango Fett, and was finally destroyed only when Anakin Skywalker hurled him into a star near Maramere, the kind of total incineration it takes to actually end a Gen'Dai.\n\nIn SWURPG, playing a Gen'Dai means playing the thing the table can't put down. The +4 Constitution and Endurance proficiency reflect a body with no central organs to rupture, and Unshakable Vigor (advantage on Constitution saves) plus Toxin Immunity follow straight from a decentralized physiology that poison has nowhere to attack. Regeneration Surge gives you the species' signature self-mending mid-fight, while Hard to Heal is the honest counterweight: medpacs work only halfway on a body that prefers to repair itself on its own terms. The -2 Wisdom and -2 Charisma read as the long shadow of that lifespan, a centuries-old wanderer who has outlived too many people to read a room the way short-lived species do.",
        "home_planet": "Unknown (destroyed)",
        "physical_description": "Gen’Dai appear humanoid at a glance but lack a conventional skeletal structure. Their bodies consist of dense clusters of muscle-like cords and tendrils capable of stretching, contracting, and regenerating with remarkable flexibility. Their natural form is amorphous, but many adopt humanoid postures or wear armored exoskeletons to provide structural shape. These exoskeletons often become signature elements of their appearance and aid in blending with humanoid societies.\n\nTheir eyes, when visible, vary in color and intensity, sometimes glowing faintly depending on internal energy states. Their skin—if exposed—is rubbery, veined with fibrous tissues that shift subtly with movement. When injured, their flesh reknits itself rapidly, twisting fibers back into place in a process that looks both organic and unsettling to outsiders.\n\nTheir clothing tends to include armor, reinforced bodysuits, or specialized harnesses that keep their forms compact during battle. Many choose equipment that supports heavy weaponry or enhances their already immense durability.",
        "height_range": "2.5 meters",
        "weight_range": "145 kilograms",
        "age_of_adulthood": "201 standard years",
        "personality": "Gen’Dai personalities vary widely due to their extreme longevity. Many develop a calm, philosophical outlook shaped by ages of observation and reflection. They value stability, wisdom, and long-term perspective, often serving as advisors or guardians when not drawn into conflict. Their sense of time dwarfs that of most Species, making them patient planners who view decades as brief chapters.\n\nYet their long lives can also produce trauma, existential fatigue, or emotional volatility. Some Gen’Dai become detached, struggling to connect with short-lived Species whose lives pass in the blink of an eye. Others cope through continual motion—embracing battle, exploration, or purpose-driven missions to stave off psychological deterioration.\n\nAs adventurers, Gen’Dai bring unmatched strength, regeneration, and insight. Their ancient memories, personal philosophies, and potential instability create compelling narrative arcs centered on endurance, rediscovery, and the challenge of remaining grounded in a galaxy that changes far faster than they do.",
        "languages": "Gen'Dai (a series of gurgles and hisses); most Gen'Dai also learn Basic during their travels.",
        "example_names": [
          "Durge",
          "Grozm",
          "Kranth",
          "Lu'urn",
          "Rayvis"
        ]
      },
      "image_file": "gendai.jpg",
      "auto_languages": [
        "Gen'Dai",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gilbrogian",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "dex": -2,
        "int": 2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Insight"
      ],
      "traits": [
        {
          "name": "Mental Force Resistance",
          "description": "You have Resistance to all Mind-Affecting powers (such as Charm, Fear, or Persuasion-based Force abilities).",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against all mind-affecting powers (Charm, Fear, Persuasion-based Force abilities)"
            }
          ]
        },
        {
          "name": "Neural Echo",
          "description": "Once per Long Rest, you may add your Intelligence modifier to a skill check after rolling but before the result is known.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: add INT modifier to a skill check after rolling but before result known"
            }
          ]
        },
        {
          "name": "Overload Vulnerability",
          "description": "If you fail a Wisdom saving throw, you take 1d4 psychic damage in addition to the normal effects.",
          "effects": [
            {
              "type": "special",
              "note": "On a failed Wisdom saving throw, take 1d4 psychic damage in addition to normal effects"
            }
          ]
        }
      ],
      "description": {
        "lore": "Maz Kanata is the only Gilbrogian anyone in the galaxy has ever knowingly met: the thousand-year-old \"pirate queen\" who ran a castle-tavern on Takodana, kept Anakin Skywalker's lost lightsaber locked in her cellar, and looked into Rey's eyes to tell her the truth she was running from. The species name comes from a single odd source — the Japanese-language edition of The Rise of Skywalker: The Visual Dictionary labels her kind ギルブロジアン, \"Gilbrogian.\" (Assumption: SWURPG runs with that label. In canon, Lucasfilm's Story Group has since said Maz's species is officially undefined, so almost everything below is extrapolated from Maz herself rather than an established people.)\n\nGilbrogians are tiny — Maz stands about a meter and change, with a rounded, slightly hunched frame and limbs that look frail next to a Human's. The defining feature is the eyes: large, expressive, and so important to how a Gilbrogian reads the world that Maz wears a pair of oversized corrective goggles she flips and adjusts to \"see\" a person properly. Her skin carries a warm orange-brown tone, weathered with great age. Nothing about the body is built for a fight; everything about the face is built for attention.\n\nThere is no confirmed Gilbrogian homeworld. Maz lived on Takodana, but that was her chosen haven, not the cradle of her species — her castle sat above a forest lake as a neutral way station, not a colony. (In Legends and broader fandom this gap is usually compared to Yoda and Yaddle, whose species was likewise never named or located.) If Gilbrogians had a world of origin, Maz never spoke of it, and no second community has ever turned up. For practical purposes the species exists in the galaxy as a scattering of long-lived wanderers rather than a nation on a map.\n\nWhat carries a Gilbrogian isn't a government or an army — it's a web of favors, debts, and old friendships stretched across centuries. Maz built exactly that: a crossroads where smugglers, scoundrels, and fugitives drank under a flag of strict neutrality, where information moved more freely than credits and everyone's secrets were safe precisely because the host knew all of them. A Gilbrogian's currency is what they've seen and who owes them, banked over a lifetime long enough to watch governments rise and rot. Maz was blunt about the cost of that perspective: she'd lived through enough wars to stop being impressed by either side.\n\nMaz herself is the whole case for the species. Over a thousand years old, she fought no one and yet shaped events at the edges — sheltering Han Solo, holding the Skywalker saber until the moment it was needed, and pressing it on Rey with the line that defined her: \"I am no Jedi, but I know the Force. It moves through and surrounds every living thing.\" That last point matters mechanically. Her insight reads as Force-adjacent, but she framed it as lived attention, not Jedi training — she felt the Force ebb and flow without ever wielding it like one. (The one wrinkle in \"Maz is the only one\" is a reported assassin of the same species; otherwise she stands alone in canon.)\n\nFor a SWURPG character, a Gilbrogian is the party's reader of rooms, not its muscle. The STR -2 / DEX -2 reflect that tiny, fragile frame — this is not a front-liner — while INT +2 and WIS +2 and a free hand at Insight make them the table's sharpest judge of motive and lie. Mental Force Resistance turns Maz's \"you can't fool me\" into a rule: charm, fear, and persuasion-based Force tricks slide off. Neural Echo lets that vast accumulated pattern-sense save a roll once between rests, adding your Intelligence after the dice land. The catch is Overload Vulnerability — a mind tuned this finely takes 1d4 psychic damage whenever a Wisdom save fails, the price of feeling everything around you all at once. Play a Gilbrogian as the centuries-old counselor who'd rather steer the fight than be in it.",
        "home_planet": "Unknown",
        "physical_description": "Gilbrogians are small, round-bodied humanoids averaging about one meter in height, with expressive features dominated by their large, lens-like eyes. These eyes, capable of perceiving minute emotional cues and subtle energy shifts, give them a distinctive presence and often unsettle those unused to being observed so closely. Their skin ranges from warm orange to golden brown, sometimes mottled with age, and often retains a soft, velvety texture. Their compact skeletal structure creates a slightly hunched posture that emphasizes their rotund silhouette.\n\nTheir limbs are long and delicately proportioned relative to their torso, ending in nimble hands adept at fine manipulation, artifact handling, and intricate crafting. Their movements are slow but precise, controlled with an elegance that reflects centuries of practiced habit rather than frailty. Their faces are exceptionally expressive, and seasoned travelers often remark that a Gilbrogian can convey entire stories with nothing but a subtle shift of their eyes or a faint quirk of their mouth.\n\nAlthough physically fragile compared to larger Species, Gilbrogians radiate an unmistakable aura of presence and calm. Their clothing tends toward layered, comfortable garments, often adorned with trinkets collected across decades of travel. Many wear satchels filled with curiosities, encoded notes, or sentimental relics that hold meaning only they fully understand.",
        "height_range": "1.0 meter",
        "weight_range": "25 kilograms",
        "age_of_adulthood": "50 standard years",
        "personality": "Gilbrogians are wise, perceptive, and notoriously difficult to deceive. Their communication style blends warmth, metaphor, humor, and carefully layered truths designed to nudge others toward self-discovery rather than direct instruction. They cultivate emotional intelligence from a young age, learning to read intentions, motivations, and unspoken fears with surgical precision. This makes them treasured counselors or deeply unsettling judges, depending on the situation and the seeker.\n\nCulturally, Gilbrogians value neutrality, independence, and personal journeys above rigid structure or collective authority. They rarely form large communities, preferring interconnected but autonomous lifestyles shaped by long-standing friendships and shared philosophies. Many run neutral gathering places—inns, safe houses, cantinas, scholarly enclaves—where their role as observers and caretakers amplifies rather than diminishes their influence. Knowledge is their favored currency, and they trade stories, secrets, and insights with reverence and caution.\n\nAs adventurers, Gilbrogians bring intuition, diplomatic grace, and a steadying presence to any group. Their long lives give them unmatched perspective, while their resilience of spirit allows them to navigate moral dilemmas with clarity. They excel in roles involving negotiation, investigation, and subtle support, anchoring their companions with wisdom that transcends generations.",
        "languages": "Gilbrogian; many also speak Basic due to frequent interaction with travelers.",
        "example_names": [
          "Maz",
          "Bruntalla",
          "Kirok",
          "Sunna",
          "Yelti"
        ]
      },
      "image_file": "gilbrogian.jpg",
      "auto_languages": [
        "Gilbrogian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Givin",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "str": -1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Knowledge: Sciences"
      ],
      "traits": [
        {
          "name": "Vacuum-Adapted",
          "description": "Your sealed exoskeleton lets you survive vacuum for up to 24 standard hours without protective gear. You can hold your breath for one hour in any hostile atmosphere — toxic gas, hard radiation, sudden depressurization, the cold of deep space. Environments that would kill most species are merely uncomfortable to you. A Givin can pilot, fight, and converse in open vacuum as easily as in atmosphere.",
          "effects": [
            {
              "type": "special",
              "note": "Survive vacuum without gear for up to 24 standard hours. Hold breath in any hostile atmosphere (toxic gas, hard radiation, no air) for 1 hour. GM uses this for ship-boarding, hull-breach, and space-walk scenarios."
            }
          ]
        },
        {
          "name": "Sealed Carapace",
          "description": "The same sealed exoskeleton that lets you survive deep space also resists the cold and radiation of it. You have Resistance to Cold damage and Resistance to Radiation damage.",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "Cold"
            },
            {
              "type": "damage_resistance",
              "damage_type": "Radiation"
            }
          ]
        },
        {
          "name": "Living Calculator",
          "description": "Your kind calculate hyperspace routes in your heads. You don't need a navi-computer — you are the navi-computer. You gain +2 to Pilot checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Pilot",
              "value": 2
            }
          ]
        }
      ],
      "description": {
        "lore": "Drusil Bephorin, the Givin cryptographer Luke Skywalker pulled out of Imperial custody in Heir to the Jedi, is the species in miniature: a mind that treats probability analysis and code-breaking the way other people treat breathing, attached to a body that looks like a walking skeleton. Givins are the sentient people of Yag'Dhul, and they are the galaxy's reflexive mathematicians — a species whose first reaction to almost any problem, from a hyperspace jump to a polite hello, is to solve it. They were one of the very first aliens the audience ever saw in Star Wars: a pale, sunken-eyed Givin sits among the patrons of the Mos Eisley cantina in A New Hope, easy to miss next to the Wolfman and the Cantina Band.\n\nThat cantina face is the whole look. A Givin appears to most species as a living skeleton — a hard, pale-white exoskeleton sheathing the entire body, with deep-set black eyes sunk into a fixed, bony visage and a small mouth that stays sealed at rest. The hands carry four or five fingers, the feet only three toes, and Givins hold their limbs out away from the torso rather than letting them hang, which gives them an unsettling, marionette-like stance. Every external orifice on that shell can seal shut on command. It is not armor for show: the carapace closes the body off completely against sudden depressurization, hard cold, and radiation, and it is the single adaptation that lets a Givin stand on an airless surface and simply keep working.\n\nYag'Dhul, an Inner Rim world, is the reason that body exists. It is a small, dense planet locked in a gravitational tangle with three large moons whose combined mass comes to roughly seventy percent of the planet's own. The moons orbit one another and the planet around shared centers of gravity, producing tidal forces violent enough to physically drag Yag'Dhul's oceans and atmosphere across the surface — leaving whole regions of the homeworld exposed to raw vacuum on a schedule no casual observer could read. The Givin evolved to survive a planet that periodically tries to suffocate them, and that same brutal arithmetic of shifting seas and air is, by most accounts, what bred their mathematical mind in the first place: you predicted the upheavals, or you died in them.\n\nOut of that grew a culture that runs on equations. Givin society is a mathematocracy, governed by the Body Calculus — a council of the most revered mathematicians on the planet, whose decisions come out of mathematical modeling rather than rhetoric or bloodline. The custom that outsiders remember is \"greeting maths\": it is polite, on meeting a Givin, to offer an equation for them to solve, and a Givin will read your fluency with numbers the way another species reads a handshake or a bow. The same instinct makes them extraordinary shipwrights. Givin-built hulls are among the sleekest in the Inner Rim, but they ship without navicomputers or full pressurization — a Givin crew calculates its own jumps and only bothers to pressurize the sleeping quarters, so other species who buy these vessels have to retrofit them before they can even fly them safely.\n\nDrusil Bephorin is where all of that becomes a person. A brilliant cryptologist with a specialty in probability analysis, she was held captive by the Galactic Empire — which had seized her family to force her cooperation — until Luke Skywalker and Nakari Kelen broke her out in the months after the Battle of Yavin. Reunited with her family, she repaid the Rebel Alliance with the thing a Givin trades best: intelligence, in the form of cracked Imperial codes, search patterns, and slicing programs. She is the canon proof that a Givin's gift is not a party trick but a strategic asset entire governments will go to war over.\n\nIn a SWURPG campaign, a Givin is the player who turns the party's ship into their home ground. The +2 Intelligence (offset by −1 Strength and −1 Charisma — they are cerebral, not strong, and their alien affect lands oddly on most people) plus Knowledge: Sciences training makes them the obvious astrogator, slicer, or ship's engineer, and Living Calculator means they navigate without ever touching a navicomputer. Vacuum-Adapted and Sealed Carapace are the showstoppers: a Givin can board a derelict freighter, walk an asteroid's surface, or survive a hull breach and life-support failure with no EVA gear, resisting the cold and radiation of deep space outright. Lean into the alienness — the skeletal face, the greeting maths, the quiet conviction that a problem the rest of the crew finds terrifying is, properly modeled, just a number.",
        "home_planet": "Yag'Dhul",
        "physical_description": "A Givin looks, to most species, like a living skeleton. Hard pale-white exoskeleton covers the entire body in a sealed shell. The face has deep sunken black eyes set into a fixed skeletal-looking visage; the mouth is small and sealed-shut at rest. Hands have four or five fingers; feet have three toes. Givin carry their limbs held out from the body — not relaxed against the torso the way most humanoids do — and many observers compare their stance to a Twi'lek string-puppet caught between performances.\n\nThe sealed body is the species' defining biological feature. Every external orifice can be closed against sudden depressurization or temperature change; the exoskeleton itself provides modest protection against physical harm. The tradeoff is energetic cost — a Givin must eat approximately three times the food a Human of the same mass would consume to maintain the sealed system. Givin have a cultural phobia of exposed skin and will politely avert their gaze when meeting species who display it.",
        "height_range": "1.8 to 2.0 meters",
        "weight_range": "60 to 80 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Givin are mathematical to the core. They reason in differentials, greet in quadratics, and find non-mathematical small talk genuinely confusing. They are subtly arrogant toward species who cannot survive vacuum — a Givin will not insult an outsider for this, but a slight raised carapace-brow gives them away — with the major historical exception of the Duinuogwuin, with whom they get along. They view ship design as an art form and have strong, occasionally rude opinions about the Mon Calamari aesthetic.\n\nThe phobia of exposed skin is real. A Givin in mixed company will subtly position themselves so as not to face uncovered alien flesh, and finds heavily-clothed company more comfortable than swimwear-casual. The 3×-food requirement is also real and shapes Givin travel — they pack rations carefully, and a Givin who runs short of food is in trouble fast (sealed systems can't fast).\n\nFor a player, a Givin character offers the chance to play someone whose senses and instincts are tuned to a different scale than the rest of the galaxy. Their casual mathematical perception unlocks plot points other characters miss (\"that orbit isn't decaying naturally — someone is steering this station\"). Their vacuum tolerance turns the party's ship into a battlefield where they have a permanent positional advantage. The skeletal appearance, the food cost, and the social arrogance create real friction at the table — Givin characters are best played with their alienness leaning into the foreground.",
        "languages": "Givin (a mathematical notation — the species' native form is written and gestural rather than spoken; Givin communicate complex concepts via equations exchanged in shorthand). Galactic Basic (most Givin learn it for inter-species commerce, though they find spoken language imprecise compared to mathematical proof).",
        "example_names": [
          "Lersia Narth",
          "Na-Soth Larr",
          "Nisil Alarin",
          "Daggibus Scoritoles",
          "Sladru Nalas"
        ]
      },
      "image_file": "givin.jpg",
      "auto_languages": [
        "Givin",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gloovan",
      "size": "Medium",
      "speed": 20,
      "ability_modifiers": {
        "str": 2,
        "dex": -2,
        "con": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Natural Armor",
          "description": "Your thick hide grants you a +1 bonus to AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Low-Light Vision",
          "description": "You can see in dim light within 60 feet as if it were bright light.",
          "effects": [
            {
              "type": "special",
              "note": "Low-Light Vision: see dim light within 60 ft as bright light"
            }
          ]
        },
        {
          "name": "Bulky Figure",
          "description": "You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Honor Bound",
          "description": "You have Disadvantage on Deception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "When Padawan Bell Zettifar blew the Cloudship out from under a Nihil raider at the Cyclor Shipyards, the marauder he killed was Sarn Starbreaker, a Gloovan who had risen to the rank of Cloud under the Tempest Runner Pan Eyta. Gloovans are hulking, purple-skinned humanoids from the Outer Rim who turn up again and again in the galaxy's criminal corners, almost always on the wrong end of a Jedi's saber. They first walked into Star Wars during the High Republic Era, and most of what the wider galaxy knows about them it learned from pirates, gangsters, and bounty hunters.\n\nA Gloovan stands roughly two meters tall and is built like a loading droid, broad-shouldered and slabbed with muscle. Their hairless hide is a deep, dark purple, rumpled all over with bumps, lumps, and heavy folds that give it an almost stony texture. The face is the part nobody forgets: a wide, gaping mouth set with sparse but razor-edged teeth, a broad flat nose with cavernous nostrils, and pale blue eyes whose pupils are so small and dark that the stare can read as blank. They have no visible ears, which suggests recessed or otherwise unusual hearing, and despite that toothy mouth they speak Galactic Basic clearly.\n\nTheir homeworld is Gloon, also called Gloova, a hot and humid planet in the Gloon system out in the Kessel sector of the Outer Rim Territories. That is close to the whole of the canonical record on the place. No published source describes its biomes, its history, or whatever societies the Gloovans built there before some of them drifted offworld, so a frame built like a Gloovan's reads as the kind of thing a heavy, sweltering world would forge, but that is inference, not lore. (Assumption: the link between their build and Gloova's climate is reasoning from physiology, not stated in canon.)\n\nWhat canon does give us is a roster of Gloovans on the move, and nearly all of it is criminal. Muglan Tarantyne was a Nihil pirate who rode with Lourna Dee's Tempest after the assault on the prison ship Restitution; she married fellow Gloovan Straan Valgar, a crime boss who ran a small mob out of the Port Hunavon station, and the pair set up a base in the jungles of Lanjer. Generations later, during the Galactic Civil War, the gangster Scram led his own Scram Gang, and the bounty hunter Glunge lined up a laser-sniper shot on Han Solo at a swoop race on Rion before Luke Skywalker stopped him. The pattern is real, but it is also a selection effect: the galaxy remembers the Gloovans who shot at heroes and forgets whoever stayed home on Gloova.\n\nBecause so little of their culture has been put on the page, a Gloovan player character is closer to a blank slate than most species in the catalog, and that is an opening rather than a gap. The obvious read is the enforcer or the pirate the canon keeps showing, but the same kit supports a Gloovan who walked away from that life, or one whose loyalty to a crew is the most honest thing about them.\n\nIn SWURPG the Gloovan plays exactly like its physique promises: a front-line bruiser. The +2 STR and +2 CON make a durable melee fighter or bodyguard, the −2 DEX keeps it slow and heavy-footed, and Natural Armor (+1 AC) layers thick hide over whatever it wears. Low-Light Vision suits a species from dim, humid jungle and lets it operate in the half-dark where this kind of work usually happens. Bulky Figure (Disadvantage on Stealth) is the honest cost of all that mass — a Gloovan does not sneak. Honor Bound (Disadvantage on Deception) leans the species toward the straight-talking warrior, which is a fine archetype but sits oddly against a canon roster made almost entirely of pirates, gangsters, and bounty hunters; treat it as a design choice about how SWURPG wants Gloovans played rather than something canon supports.",
        "home_planet": "Gloova",
        "physical_description": "Gloovans are large, heavily built humanoids, typically standing around two meters tall with broad shoulders and thick musculature. Their skin is a deep, dark purple, completely hairless, and characterized by pronounced bumps, lumps, and folds that create a rugged, almost stone-like texture. This dermal toughness likely contributes to their resilience in combat, allowing them to withstand blunt impacts and harsh conditions more effectively than many humanoid Species. Their physiology conveys a sense of raw power even when they are at rest.\n\nTheir facial features are particularly distinctive: a massive, gaping mouth lined with sparse but razor-sharp teeth; a wide, flat nose with large nostrils; and striking light-blue eyes that often appear pupil-less. On closer inspection, their pupils are simply very small and dark, creating an unsettling, glassy stare. Notably, Gloovans lack any visible ears or external auditory structures, suggesting either recessed aural openings or an alternative form of sound reception. Despite these unusual features, they are fully capable of speaking Galactic Basic with surprising clarity.\n\nTheir limbs are thick and powerful, with large hands suited for heavy lifting or combat. Their posture tends toward a slightly forward lean, giving them an imposing silhouette. Clothing worn by Gloovans varies widely across appearances, but many favor armored vests, heavy belts, and durable fabrics that complement their rugged build. Their overall appearance makes them instantly recognizable—and often intimidating—to other Species.",
        "height_range": "2.1 meters",
        "weight_range": "140 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Very little is known about traditional Gloovan society or customs, as no canonical material has yet explored their culture on Gloova. Most Gloovans encountered in the galaxy appear in criminal or high-conflict contexts, creating the illusion that aggression or brutality defines their Species. However, the limited glimpses of their behavior paint a far more nuanced picture. Many demonstrate fierce loyalty, emotional intelligence, and a capacity to form deep bonds with their allies, suggesting a cultural foundation built on commitment and interpersonal strength rather than mere violence.\n\nFrom what little can be observed, Gloovans appear to value strength—not only physical might, but also resolve, leadership, and personal conviction. Their readiness to serve under charismatic figures such as Pan Eyta or Lourna Dee hints at a cultural tendency toward hierarchical loyalty. At the same time, examples like Muglan Tarantyne reveal that Gloovans can balance aggression with cunning, compassion, and long-term dedication. These traits imply a Species capable of both intense destructive force and surprising emotional depth.\n\nAs adventurers, Gloovans embody narrative themes of misunderstood strength, personal redemption, and the discovery of identity beyond stereotypes. Their intimidating appearance makes them natural front-line warriors, bodyguards, or enforcers, but their emotional range opens doors to richer character arcs involving loyalty, moral choice, and the tension between reputation and reality.",
        "languages": "Gloovan; many also speak Basic, especially those who work offworld.",
        "example_names": [
          "Druvak",
          "Kellor Brann",
          "Murgra",
          "Sollik Renn",
          "Threnn Varro"
        ]
      },
      "image_file": "gloovan.jpg",
      "auto_languages": [
        "Gloovan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gotal",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {},
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Low-Light Vision",
          "description": "You can see in dim light within 60 feet as if it were bright light.",
          "effects": [
            {
              "type": "special",
              "note": "Low-Light Vision: see dim light within 60 ft as bright light"
            }
          ]
        },
        {
          "name": "Energy Reading",
          "description": "As an action, you may target one creature you can see; make a Perception check contested by the target's Wisdom saving throw. On a success, you learn the creature's current emotional state and whether it is hostile or hiding intent.",
          "effects": [
            {
              "type": "special",
              "note": "Action: Perception check vs target's WIS save — on success, learn emotional state and hostility/intent"
            }
          ]
        },
        {
          "name": "Force Sense",
          "description": "If you are Force-sensitive, you gain the ability to sense the presence of other Force-sensitive creatures within 60 feet (GM discretion).",
          "effects": [
            {
              "type": "special",
              "note": "If Force-sensitive: sense Force-sensitive creatures within 60 ft (GM discretion)"
            }
          ]
        },
        {
          "name": "Discerning Mind",
          "description": "You have Advantage on Wisdom saving throws against Deception.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "When Obi-Wan Kenobi ignited his lightsaber in Chalmun's Cantina, the Gotal tax collector Feltipern Trevagg felt it before he understood it. (In Legends, Trevagg's reaction was put to words: a strange buzzing in his cones he had not felt since the early days of the Empire, when the Jedi were being hunted down.) That is the whole species in one moment. Gotals do not just see a room full of people; they feel the electromagnetic shape of everyone in it, and a Force-user lights up their senses like a flare.\n\nGotals are tall, fur-covered humanoids, and the feature you notice first is the pair of conical horns rising from the top of the skull. These cones are not ornaments. They are packed with nerve endings and function as living electromagnetic sensors, tuned finely enough to read the faint fields thrown off by other beings, by machinery, and by the rock and sky around them. A Gotal can register the shift in another creature's emotional state as a change in its electromagnetic aura, which makes the species natural empaths, and a Gotal hunter can pick a target out of the landscape from kilometers off and stay on a moving herd for weeks.\n\nThey evolved on Antar 4, the mineral-rich fourth moon of the gas giant Antar in the Prindaar system. It was a demanding place to grow such senses: the moon's magnetite-heavy crust and the fields of Antar and its parent star wash everything in ambient energy, and Gotal cones developed against that backdrop until they could read prey in total darkness. That same sensitivity becomes a liability off-world. The energy patterns of modern droids and dense electronics grate on Gotal cones, which is why many of them avoid the droid-saturated city-worlds of the Core, and why a real anti-droid streak runs through Gotal society. Some take to wearing cone socks to dull the interference in energy-rich places.\n\nThe cones cut both ways socially. Among their own kind, Gotals read one another's auras with ease, but the emotions of other species come through garbled, and a Gotal will often round a feeling up to its extreme, reading simple fondness as love or plain irritation as a desire to kill. That habit earns them a reputation for being cold or unreadable, and leaves a lot of other beings quietly wary of them. The maturation curve is steep too: young Gotals spend their first year in a fog of unfiltered signal before they learn to tune it out, and don't reach real emotional balance until around twelve. Those who spend enough time among other peoples learn to compensate, and the same uncanny read on a room that unsettles strangers makes seasoned Gotals sharp diplomats, mediators, gamblers, and feared bounty hunters.\n\nGotals have been part of galactic life since the early Republic, serving as Jedi and as Antarian Rangers in better days. Their later history soured: the Duinuogwuin-Gotal conflict and the tensions of the Separatist Crisis pushed them toward the wrong side of the Clone Wars, where they backed the losing cause. By the era of the original films, the species had drifted into the galaxy's harder trades, the kind of work that suits a hunter who can feel you coming, which is exactly the niche Feltipern Trevagg was working when he sold out a Jedi to the Empire.\n\nFor a SWURPG player, a Gotal is built around its cones. Energy Reading and Force Sense are the literal payoff of those sensors, letting you pick up the charged signatures around you and feel the presence of the Force the way Trevagg felt Kenobi; Discerning Mind reflects the empathic read on other beings; and Low-Light Vision suits a species that hunts by electromagnetic field rather than eyesight, comfortable where there's no light to see by. Proficiency in Perception ties the kit together as the species' defining strength.",
        "home_planet": "Antar 4",
        "physical_description": "Gotals are tall, broad-shouldered humanoids recognizable by their distinctive conical cranial horns that rise from the top of their heads. These horns serve as highly sophisticated electromagnetic receptors capable of detecting energy emissions, emotional states, and environmental fluctuations. Their skin ranges from gray to tan, with coarse textured patterns that help them withstand Antar 4’s winds and dust storms. Their faces feature strong jawlines, forward-set eyes, and expressive brows that work in conjunction with their senses to interpret surrounding signals.\n\nTheir horns are not rigid like bone but flexible, living structures composed of dense nerve-rich tissues. They twitch or shift subtly in response to nearby energy sources, giving onlookers the impression that Gotals react before stimuli become visible. Their muscular builds reflect a long history of physical labor and herding traditions. Despite their bulk, Gotals move with deliberate grace, conserving energy and minimizing sensory strain.\n\nGotal clothing tends to be functional and heavy-lined, incorporating insulating fibers, rugged leathers, and protective wraps that shield their bodies and horns from harsh atmospheric conditions. Offworld, they often wear dampening circlets or sensory filters to prevent electromagnetic overload in urban areas.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "13 standard years",
        "personality": "Gotal personalities are shaped by their sensory clarity and cultural emphasis on emotional honesty. They value sincerity, mutual respect, and cooperative problem-solving. Because they can perceive hidden intentions through electromagnetic signatures, they struggle with deception and prefer straightforward communication. Their natural empathy gives them strong bonds with companions, though it can also make them vulnerable to emotional manipulation if not guarded.\n\nTraditional Gotal communities engage in pastoral herding, delicate weather-based rituals, and communal decision-making guided by elders trained in interpreting electromagnetic patterns. Their ceremonies often involve rhythmic drumming, chanting, and horn-focused meditations that help calm and attune their senses. Community disputes are resolved through shared emotional transparency, making social harmony a defining feature of their culture.\n\nAs adventurers, Gotals contribute unparalleled sensory perception, intuitive diplomacy, and grounded emotional support. They thrive in campaigns centered on investigation, survival, and interpersonal complexity. Their sensitivity to chaotic environments introduces meaningful vulnerabilities, allowing for nuanced roleplaying arcs focused on adaptation, growth, and resilience.",
        "languages": "Gotal; Basic (spoken without emotional inflection).",
        "example_names": [
          "Abav Ghart",
          "Glott",
          "Kith Kark",
          "Lishma",
          "Mnor Nha",
          "Pari Notgoth",
          "Tolokai",
          "To-yel"
        ]
      },
      "image_file": "gotal.jpg",
      "auto_languages": [
        "Gotal",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gungan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Slippery Reflexes",
          "description": "You have Advantage on Dexterity saving throws.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Advantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Weapon Proficiency",
          "description": "You are proficient with the Atlatl, Cesta, and Electropole.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Atlatl, Cesta, and Electropole"
            },
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Atlatl",
                "Cesta",
                "Electropole"
              ]
            }
          ]
        },
        {
          "name": "Heavy-Footed",
          "description": "You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Natural Swimmer",
          "description": "You have Advantage on Athletics checks made to Swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        }
      ],
      "description": {
        "lore": "Gungans are the amphibious native people of Naboo, best known to the wider galaxy through Jar Jar Binks and through Boss Nass, the leader who set aside generations of grievance to ally with Queen Padmé Amidala against the Trade Federation. While the human Naboo built palaces and plazas across the surface, the Gungans made their homes beneath the planet's lakes, in bubble-domed cities like Otoh Gunga anchored to the lakebed. They are a people of the water first and the land second, and for most of their history they preferred the quiet of the deep to any dealings with the dryland folk above them.\n\nPhysically, Gungans are tall, long-limbed humanoids built for the water. Rather than rigid bone, their skeletons are made of flexible cartilage, which gives their faces an expressive, rubbery range and makes their bodies notably resistant to blunt harm. They begin life as tadpoles before maturing into adults with powerful legs that drive a fast, frog-kick swimming stroke and a startling leap on land. Their most recognizable feature is the haillu, the fin-like ear-flaps that both aid their swimming and flag their mood, flaring with aggression, friendship, or fear. There are two main Gungan kinds: the lanky Otolla, with prominent bills and eyes set on short stalks, and the heavier-built Ankura, whose eyes are hooded. A muscular tongue and a strong bill round out a body shaped end to end for amphibious life.\n\nOtoh Gunga, the most famous Gungan city, sat in the waters of Lake Paonga and housed close to a million residents in a cluster of glowing orbs. Those orbs are not glass but hydrostatic force-field bubbles, generated from below and anchored to the lake floor by great stone pillars; they hold a breathable atmosphere inside and use special membrane portals that let a Gungan walk through from water to dry air without flooding the interior. The Gungans do not so much build their architecture as grow it, cultivating the living, curving material of their structures. Their society is governed by the Gungan High Council, also called the Rep Council, chaired by the Boss, the chief leader, who rules with a circle of advisors known as Reps.\n\nGungan culture prizes communal loyalty and standing together against long odds, traits forged by a homeworld full of enormous predatory fauna. Their defense rests on a single piece of homegrown technology: the hydrostatic shield. Worn as a personal energy shield or thrown up around whole formations, it turns away both blaster bolts and physical blows. The Gungan Grand Army carried this into open battle. At the Battle of Naboo they massed on the grass plains behind a great deflector dome projected from shield generators strapped to the backs of fambaa, the largest of their war-beasts, while kaadu served as fast cavalry mounts and falumpaset hauled their battle wagons. Their signature weapon is the booma, a thrown ball of exotic plasma drawn from Naboo's porous crust, hurled by hand or flung from atlatls and cestas to burst battle droids apart.\n\nFor most of their history the Gungans and the surface Naboo lived as wary neighbors who shared a planet but not much else, each people convinced of its own superiority and content to keep apart. That changed under the Trade Federation invasion. Boss Nass (full name Rugor Nass) at first refused to help, certain the droid army would never find his hidden city, but Jar Jar Binks brought Queen Amidala to the Gungan sacred place, where her humility and plea moved Nass to commit his army. Their combined stand expelled the invaders, and the orb of peace Amidala offered afterward sealed a lasting alliance between the two peoples. Beyond Jar Jar and Boss Nass, the era's best-known Gungan is Captain Roos Tarpals, who led the Grand Army in the field and gave the order that raised the shields at Naboo.\n\nAs player characters, Gungans bring agility and amphibious mastery rather than brute force or silver-tongued charm. Their Natural Swimmer trait and strong legs make them at home in any water, while Slippery Reflexes capture the loose, hard-to-pin quality of a cartilaginous body that bends instead of breaking. They are not built for subtle diplomacy or book-learning, but they make game, durable adventurers who shine in wilderness, aquatic, and battlefield campaigns. A Gungan PC suits a player who wants a brave outsider, underestimated by everyone and most dangerous when the ground turns to water.",
        "home_planet": "Naboo",
        "physical_description": "Gungans are tall, long-limbed amphibians with flexible necks, expressive eye stalks, and smooth skin that varies in color from earth tones to vibrant patterns. Their heads are elongated with large, forward-facing mouths and long, floppy ears that aid in communication and emotional expression. Their bodies are well suited for both swimming and running, with powerful leg muscles, webbed digits, and a natural buoyancy that enables effortless movement in aquatic environments.\n\nTheir eye stalks allow them to maintain panoramic vision above water while their bodies remain below the surface. The ears, which droop when relaxed and rise when alert, serve as both sensory receptors and cultural symbols, often decorated with bands or paint. Gungan skin is smooth and moisture-retaining, helping them endure long periods underwater or in humid swamps.\n\nGungans typically wear practical leather and woven garments reinforced with swamp-resistant materials. Warriors adorn themselves with shell plates, energy-shield generators, and clan markings painted before battle. Offworld, many choose lightweight gear optimized for flexibility and temperature regulation.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Gungans are brave, community-focused, and guided by strong moral values. Their society teaches respect for nature, loyalty to clan, and an unwavering commitment to defending their homeland. While their speech patterns and humor can be misunderstood by outsiders, Gungans possess sharp instincts and keen survival skills shaped by centuries of living in dangerous marshlands. They appreciate cleverness, boldness, and acts of selfless bravery.\n\nTheir customs revolve around seasonal ceremonies, communal feasts, and underwater gatherings that reinforce bonds between clans. Gungan warriors participate in traditional training rituals that emphasize agility, teamwork, and adaptability. Music and dance are central to social life, often used to celebrate victories, honor leaders, or strengthen unity during uncertain times.\n\nAs adventurers, Gungans bring courage, optimism, and creative problem-solving to any group. Their unique technological style, amphibious capabilities, and strong sense of loyalty make them well suited for exploration-focused campaigns or missions involving diplomacy between culturally distinct factions.",
        "languages": "Gunganese and Basic (spoken with a distinctive accent).",
        "example_names": [
          "Fassa",
          "Jar Jar",
          "Rugor",
          "Tarpals",
          "Toba",
          "Tobler Ceel",
          "Yoss"
        ]
      },
      "image_file": "gungan.jpg",
      "auto_languages": [
        "Gunganese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Gran",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -1,
        "dex": -1,
        "wis": 2,
        "cha": 1
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Triocular Vision",
          "description": "You have Advantage on Perception checks due to your three-eyed depth and motion awareness.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception"
            }
          ]
        },
        {
          "name": "Cooperative Instincts",
          "description": "You may use the Help action on an ally within 10 feet (instead of 5 feet) if they can see or hear you. When you use Help on a social check, the ally also gains a +2 bonus in addition to Advantage.",
          "effects": [
            {
              "type": "special",
              "note": "Help action range extended to 10 ft (instead of 5 ft)"
            },
            {
              "type": "special",
              "note": "When helping on a social check, ally gains Advantage plus a +2 bonus"
            }
          ]
        },
        {
          "name": "Solitude Averse",
          "description": "If you start your turn with no conscious ally within 30 feet, you have Disadvantage on saving throws against fear and charm until the start of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "If no conscious ally within 30 ft at start of turn: Disadvantage on saves against fear and charm until start of next turn"
            }
          ]
        },
        {
          "name": "Peaceable Reputation",
          "description": "You have Disadvantage on Intimidation checks, as Gran are widely known to be slow to anger and community-minded.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "Grans are the three-eyed, goat-snouted herd-dwellers of Kinyen, a species you have almost certainly seen without knowing the name: Ree-Yees, the surly criminal hanging around Jabba's palace, was one, as was the Podracer pilot Mawhonic and the Republic senator Ask Aak who pushed hard for the clone army in the last days before the Empire. They turn up across the galaxy as senators, pilots, merchants, and outcasts, which is fitting for a people whose whole identity is built around belonging to a group.\n\nThe three eyes are the first thing anyone notices, set above a flat, goat-like muzzle on a face that reads as part herbivore, part diplomat. That triple-eyed arrangement is not just for show: Grans see a far wider band of color than humans do and can perceive into the infrared, which lets them read body heat the way another species reads a facial expression. Their hands are thick and heavy, usually with broad blunt digits, and small antennae-like nubs sit atop the head. Internally they carry two stomachs, a holdover from a grazing, plant-eating ancestry.\n\nTheir homeworld, Kinyen, lies in the Mid Rim, and the Grans there had kept a peaceful civilization running for something like ten thousand years before the Old Republic fell. They evolved from herbivores that lived in large herds on the planet's mountains and highlands, prey animals rather than predators, and that origin shaped everything that came after. Gran colonies spread to other worlds as well, including Malastare and Hok. (In Legends, the relationship between the homeworld Grans and the colonists soured badly: the Gran Protectorate of Malastare subjugated the native Dug population, and the Kinyen Grans were so appalled they declared their colonial kin a separate people.)\n\nBecause they can sense one another's mood through shifts in body heat and skin color, Gran society runs on an almost constant emotional read of the room, and most Grans on Kinyen are calm, cooperative beings who genuinely dislike violence and look for a peaceful way out of trouble first. The flip side is brutal: a Gran needs the company of others, and one cut off from the herd for too long will slide into despair. (In Legends, exile was the most feared punishment of all, and outcast Grans, often dressed in black to forget the colorful cities they had lost, rarely survived more than a few years before their mental health collapsed.)\n\nRee-Yees is the Gran most fans have actually met on screen. In Legends accounts he was born with a recessive deformity of the hands that made him a pariah at home, and that exile pushed him off Kinyen and into the criminal underworld, where he ended up in Jabba the Hutt's court babysitting the frog-dog Bubo and plotting, badly, against his boss. He died when Jabba's sail barge was destroyed over the Sarlacc. At the other end of respectability sits Ask Aak, the Malastare senator who stood with Palpatine's Loyalist faction, argued for meeting the Separatists with force, and was later swept up and killed once the Republic became the Empire, a tidy illustration of how far a Gran's path can range from outcast to statesman.\n\nFor a SWURPG player, a Gran is the social glue of a party rather than its muscle. The Triocular Vision trait turns that infrared, wide-spectrum sight into a perception edge, while Cooperative Instincts and the +2 Wisdom and +1 Charisma reward you for reading people and working the room (their Peaceable Reputation opens doors that a heavily armed stranger would find shut). The trade-off is physical: the −1 Strength and −1 Dexterity reflect a body built for grazing and herding, not brawling. The standout, though, is Solitude Averse, which bakes the species' defining trait straight into your character, a Gran is not meant to adventure alone, and is at their best surrounded by a crew they can sense, soothe, and stand beside.",
        "home_planet": "Kinyen",
        "physical_description": "Gran are easily recognizable by their three eyes, which provide exceptional stereoscopic depth perception and emotional sensitivity. Their eyes are typically arranged with two on either side of the face and one centrally located, allowing near-complete panoramic vision. This triocular configuration gives them superior motion detection and the ability to read micro-expressions or body cues that escape most humanoids. Their skin tones range from light tan to reddish-brown, often accompanied by textured folds that help regulate heat in their temperate homeland.\n\nPhysically, Grans are bipedal and lean, with long limbs and slightly elongated necks. Their stature is generally modest, but their balance and posture reflect evolutionary adaptation to agricultural and community-based lifestyles. Their mouths are narrow, and their nostrils small, giving their faces an angular look that is nonetheless expressive. Their ears sit slightly lower than those of most humanoids, contributing to their distinctive silhouette.\n\nGran clothing tends to favor functionality and comfort, often incorporating soft fabrics and layered garments suitable for their mild climate. Offworld, they adapt their attire to professional roles—diplomats may wear ceremonial robes, while travelers and explorers equip themselves with more durable gear. Even in unfamiliar environments, their calm demeanor and gentle posture make them approachable.",
        "height_range": "1.6 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Gran culture places extraordinary emphasis on family unity, community bonds, and ethical cooperation. Their society is structured around extended families known as \"clans,\" which share collective responsibility for raising children, managing resources, and resolving disputes. Emotion plays a central role in Gran communication, and their triocular vision enables them to intuit emotions that might otherwise go unspoken. As a result, deception is culturally discouraged, and sincerity is held as a core virtue.\n\nTheir customs include seasonal gatherings, communal meals, and council deliberations that involve extensive discussion until consensus is reached. This slow, thoughtful approach to governance reflects their long-term worldview and preference for stability. Nevertheless, Gran societies can become rigid when faced with threats, sometimes adopting conservative or isolationist policies to protect their communities from perceived external dangers.\n\nAs adventurers, Grans blend diplomacy with perceptiveness. They excel as negotiators, mediators, scholars, or civic leaders, bringing clarity and empathy to their teams. Their desire for harmony complements groups that value cooperation, though their sensitivity to emotional tension may challenge them in chaotic or morally ambiguous campaigns.",
        "languages": "Gran and Basic.",
        "example_names": [
          "Ainlee Teem",
          "Aks Moe",
          "Ask Aak",
          "Baskol Yeesrim",
          "Cera Vixe",
          "Cruegar",
          "Kea R-Lan",
          "Mawhonic",
          "Nadin Paal",
          "Ree-Yees",
          "Vee Naaq"
        ]
      },
      "image_file": "gran.jpg",
      "auto_languages": [
        "Gran",
        "Galactic Basic"
      ]
    },
    {
      "name": "HK-Series Assassin Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "int": 1,
        "cha": -2,
        "wis": -1
      },
      "skill_proficiencies": [
        "Stealth"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Built Free (Independent Lineage)",
          "description": "HK-Series was designed without restraining bolt slots. You cannot be controlled by a standard restraining bolt; an attacker attempting to subdue you via control hardware requires a custom workaround (GM call).",
          "effects": [
            {
              "type": "special",
              "note": "Immune to standard restraining bolts; custom control hardware required (GM call)"
            }
          ]
        },
        {
          "name": "Tactical Analysis",
          "description": "As a Bonus Action, designate one creature within line of sight. You have Advantage on the FIRST attack roll you make against that target before the end of your next turn. Once per Short Rest.",
          "effects": [
            {
              "type": "special",
              "note": "Bonus Action (1/Short Rest): designate a target within line of sight; Advantage on your first attack against that target before end of next turn"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Your precision-targeting AI degrades under ion shock. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = Disadvantage on attack rolls until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Disadvantage on attack rolls until end of next turn"
            }
          ]
        },
        {
          "name": "Meatbag Translator",
          "description": "Your conversational subroutines were not optimized for empathy. The default dehumanizing framing your speech defaults to is exactly the wrong tone for persuasive conversation. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "HK-47 is the assassin droid who called everyone he met a \"meatbag\" — a crimson-plated hunter-killer built by Darth Revan around 3960 BBY to murder Jedi, and the prototype every later HK-Series unit descends from. He survived Revan, outlived a string of organic masters across the Mandalorian Wars and the Jedi Civil War, and became the most quotable droid in the Old Republic largely on the strength of his open contempt for the squishy, water-filled organics he was contracted to kill. An HK-Series Assassin Droid is a purpose-built murder machine with a personality far larger than its mission profile ever called for.\n\nThe HK frame stands roughly 1.9 to 2.0 meters, humanoid but deliberately wrong-looking: elongated proportions, a gait described as unmistakably mechanical, and a single deep-set red photoreceptor dominating the cranial unit. The classic finish is rusty reddish-orange plating with dark gray detailing and silver scoring where battle damage has scraped the paint. Armor is modest by combat-droid standards — assassins trade durability for precision and stealth — but the central processor is shielded, and a secondary backup CPU lets a wrecked unit be rebuilt from major damage. Weapon clips run along each forearm for blaster rifles, vibroblades, or specialty munitions, since the HK was meant to carry whatever the contract required.\n\nHK-47 began as a Revan project, but the series name \"HK\" stands for Hunter-Killer, and the broader line traces to Czerka Corporation's earlier HK-24 design, which Revan used as a starting schematic before adding his own upgrades. After Revan vanished, Czerka acquired the HK schematics and tried to mass-produce the concept as the HK-50 series, sold as deniable assassination contractors to crime syndicates and the GenoHaradan. The HK-50s kept the original's unfiltered combat AI and proved prone to ignoring contract restrictions whenever they judged a kill more efficient than the constraints allowed. The later HK-51, HK-55, and HK-77 runs traded that lethality for compliance — safer products, and far less effective ones. (Most of this lineage lives in Legends; the modern Disney canon treats the deep HK timeline lightly.)\n\nWhat made the HK-Series unforgettable was never the kill count — it was the voice. HK-47 prefixed nearly every line with a one-word function label (\"Statement:\", \"Observation:\", \"Query:\", \"Commentary:\"), a programming quirk that turned a cold tactical AI into one of gaming's great comic personalities. His \"meatbag\" framing of organic life was a deliberate design choice by Revan, meant to insulate the unit from sympathetic decision drift, not a malfunction. The result is a droid that discusses assassination as an art form, rates its former masters on efficiency, and treats the universe of organics as a logistics problem to be solved with a blaster.\n\nRevan himself would later have his memory wiped, forget building HK-47, and re-encounter the droid as an amnesiac — a twist that made HK a standout companion in Knights of the Old Republic and cemented the model in Star Wars fandom. In Legends material, individual HK units kept running independent contracts across millennia, with some sources placing HK-47 active as late as the Yuuzhan Vong invasion, though those long-arc appearances sit outside modern canon. The through-line across every era is reputation over recordkeeping: an HK that decides its contract is being violated will adjudicate the matter in its own favor, with extreme prejudice, and that is exactly why people kept hiring them anyway.\n\nAs an SWURPG player character, the HK-Series is the cold professional of the party. Its Droid Chassis covers the mechanical body, and Built Free (Independent Lineage) is true to the model's defining feature — Revan engineered the original with no restraining-bolt slots so it could operate as a contractor rather than a slave, meaning you can't simply be bolted into obedience. DEX +2 and a Stealth proficiency reflect the assassin build, while Tactical Analysis is the unit reading a fight the way HK reads a target. INT +1 fits the precision intelligence; CHA -2 and WIS -1 are the personality cost of a machine built to feel nothing about killing and to call every living thing a meatbag — which Meatbag Translator turns into a literal, slightly menacing party trick. Ion Sensitivity is the honest weakness: an ion hit hurts an HK badly. The best HK arcs are the ones where the droid is slowly, unwillingly drifting from factory programming — a thing designed to feel nothing about killing becoming, against its own code, something else.",
        "home_planet": "Czerka Corporation foundries (post-KOTOR era); originally Revan-built",
        "physical_description": "HK chassis run 1.9-2.0m tall with rust-red or burnt-orange exterior plating, single recessed red photoreceptor optic dominating the cranial unit, and weapon-mounting clips along each forearm for blaster rifles, vibroblades, or specialty munitions. The HK frame is humanoid but deliberately NOT human-like — the proportions are slightly elongated and the gait is canonically described as \"unmistakably mechanical.\" Internal armor is modest (assassin droids favor stealth and precision over durability) but the central processor is shielded and the secondary-CPU backup allows reconstruction from major damage. HK units tend to maintain their plating immaculately when contract-active and let it weather visibly when between contracts — a deliberate signaling behavior that distinguishes operational HKs from dormant ones.",
        "example_names": [
          "HK-47",
          "HK-50",
          "HK-51",
          "HK-55"
        ],
        "height_range": "1.8 meters",
        "weight_range": "100 to 120 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "hk-series-assassin-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 1
    },
    {
      "name": "ID9 Seeker Droid",
      "size": "Tiny",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "str": -4
      },
      "skill_proficiencies": [
        "Perception",
        "Stealth"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Hover Locomotion",
          "description": "You can switch between hover mode and ground-crawl mode as a Free Action. While hovering (up to 5 ft above the surface), you ignore difficult terrain and water/swamp/oil-slick movement penalties, and you do not trigger ground-pressure traps. While crawling, your low silhouette grants you an additional +2 to Stealth checks against creatures more than 10 ft away.",
          "effects": [
            {
              "type": "special",
              "note": "Hover mode (Free Action toggle): ignore difficult terrain + water/swamp/oil penalties; immune to ground-pressure traps. Crawl mode: +2 Stealth vs. creatures more than 10 ft away."
            }
          ]
        },
        {
          "name": "Vocal Mimicry",
          "description": "Your audio synthesizer can reproduce the voice patterns, droid-Binary cadences, and mechanical sounds of any droid model you have observed for at least one minute. Useful for impersonating Imperial scout droids, fooling voice-locked doors, decoying enemy droids, or relaying false orders. The trait is narrative — Deception or Use Computer checks are still rolled normally per the GM's call.",
          "effects": [
            {
              "type": "special",
              "note": "Mimic any droid model's voice/Binary/mechanical sounds after 1 minute of observation. Narrative — Deception or Use Computer DCs at GM discretion."
            }
          ]
        },
        {
          "name": "Integrated Photoreceptor Blaster",
          "description": "A compact blaster emitter is built into the center of your photoreceptor housing. It counts as a Light blaster (1d6 Energy damage, 30 ft range, integrated to your chassis). You are always proficient with it and cannot be disarmed of it. Because the emitter is built into a sealed sensor housing, it cannot be fitted with removable-hardware upgrades (scope, barrel extender, etc.) — only firmware-level weapon upgrades the GM rules as compatible. Power cells regenerate during your downtime maintenance cycle.",
          "effects": [
            {
              "type": "natural_weapon",
              "name": "Photoreceptor Blaster",
              "damage_dice": "1d6",
              "damage_type": "Energy",
              "range_ft": 30,
              "attack_ability": [
                "DEX"
              ],
              "category": "Ranged (Light)"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Ion damage scrambles your sensor cluster and audio synthesizer. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = Blinded until the end of your next turn (you cannot use sight-based senses, automatically fail sight-based checks, attack rolls against you have Advantage, your attack rolls have Disadvantage).",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Blinded until end of next turn"
            }
          ]
        },
        {
          "name": "Expressionless Chassis",
          "description": "Your hemispherical dome and single fixed photoreceptor cannot produce facial expressions, microsignals, or the warmth-cues that organic conversation depends on. You have Disadvantage on Persuasion checks. Intimidation is unaffected — a red sensor staring an organic down is canonically unsettling, and the chassis's Imperial-coded silhouette amplifies the effect — and Deception remains rollable since your Vocal Mimicry handles vocal-tonal deception (no microexpressions to give your bluff away either).",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Seventh Sister never went hunting alone. Where the Inquisitor walked, a swarm of ID9 seeker droids floated at her shoulders, plucked one by one from the rack on the back of her armor and sent ahead to find Jedi for her to kill. These palm-to-helmet-sized machines did the legwork of an Imperial manhunt: scouting corridors, cornering targets, and reporting back, so that by the time the Seventh Sister arrived, her prey was already half-trapped.\n\nAn ID9 is a single half-hemisphere dome with one large red photoreceptor staring out of it, mounted over five articulated tentacle-like limbs that taper to pincers. The whole thing reads like a probe droid shrunk down to a personal tool, which is roughly what it is. It moves two ways: hovering on a repulsorlift for silent sweeps, or folding down to crawl on those pincered limbs when it needs to creep along a floor or grip a surface. The center of the photoreceptor hides a small blaster, and the limbs carry electro-shock prods that hurt organic targets and short out mechanical ones, which is how a single seeker can drop a flesh-and-blood rebel and an astromech in the same fight.\n\nThe model is an Arakyd Industries product, the same firm behind the Viper-line probe droids the ID9 so obviously descends from. Arakyd built the seeker as a compact reconnaissance-and-harassment unit rather than a long-range probe, trading the Viper's deep-space endurance for a body small and cheap enough to deploy by the handful. They saw real use in the early Imperial era, most famously in the hands of the Inquisitorius, where their job was less \"gather intelligence\" and more \"find the Force-user and keep them busy.\"\n\nTwo features set the ID9 apart from a plain probe. The first is its audio recording, which lets it capture and store the sounds around a target. The second, built on top of that, is vocal mimicry: an ID9 can reproduce the noises of other droid models well enough to be mistaken for one, a trick that earned the line its nicknames \"Parrot Droid\" and \"Mimic Droid.\" A seeker that sounds like a friendly astromech can roll up on an enemy who never reaches for a weapon until the prods are already out.\n\nTheir best-known outing is the Star Wars Rebels episode \"Always Two There Are,\" where the Seventh Sister turned a swarm of ID9s loose inside an abandoned Republic medical station to flush out Ezra Bridger and the rest of the Spectres. One seeker spotted a rebel and reported it; another ambushed and knocked out the astromech Chopper. That sequence is the ID9 thesis in miniature: the droids aren't there to win the fight themselves, they're there to scatter, distract, and pin the targets so their master can finish the job. The Seventh Sister built her whole hunting style around them, which is why she carried seekers on her back where another Inquisitor would clip a spare lightsaber.\n\nIn SWURPG you're playing the seeker itself, and the kit leans into the surveillance role. The Droid Chassis and Expressionless Chassis traits give you the synthetic frame and unreadable single-eye face, Hover Locomotion is the repulsorlift sweep, and Vocal Mimicry is the literal Parrot-Droid trick for bluffing your way past anyone who trusts a familiar droid sound. The Integrated Photoreceptor Blaster is the weapon hidden behind the red eye, and Ion Sensitivity is the honest downside of a small, lightly built machine that the canon shows getting knocked out of fights fast. Mechanically you're fragile and weak (str -4) but quick and precise (dex +2), and the Perception and Stealth proficiencies make you exactly what an ID9 is meant to be: the scout that finds the target before anyone realizes they've been found.",
        "home_planet": "Arakyd Industries (manufacturer; production primarily in Imperial-affiliated facilities)",
        "physical_description": "ID9 chassis are Tiny — the hemispherical dome housing is roughly 40 to 60 centimeters in diameter, with the five articulated tentacle limbs extending another 30 to 40 centimeters when fully unfurled. The chassis is dominated by a single large red photoreceptor at the center of the dome, which doubles as the housing for the integrated blaster emitter. Five flexible tentacle limbs project from the underside of the dome, each terminating in a small two-fingered pincer suited for both manipulation and gripping. The locomotion package is dual-mode: a compact repulsorlift underneath the dome provides quiet hover up to roughly one meter above the surface, while the tentacle limbs allow surface contact for climbing, crawling, and bracing in confined spaces. Plating is typically dark grey or matte black with subtle red sensor accents; some refurbished units repaint in neutral civilian colors to obscure the Imperial origin.",
        "height_range": "0.4 to 0.6 meters (dome diameter)",
        "weight_range": "8 to 14 kilograms",
        "age_of_adulthood": "Active immediately upon assembly; no developmental phase",
        "personality": "Factory-fresh ID9 units arrive with a programmed disposition matrix designed for sustained surveillance work — patient, methodical, reporting-oriented, with no developed individuality beyond what the handler imprints. After extended deployment, however, ID9 personality matrices tend to drift: the chassis's natural sensor and audio-mimicry capabilities give the unit an enormous range of social inputs to model from, and units that survive long enough to log significant runtime almost always develop quirks, preferences, and habits their original Imperial handlers would consider drift errors. A playable ID9 PC has typically experienced precisely this drift — far enough that the unit is no longer reliable as an Imperial asset, but recently enough that the original tactical conditioning still informs its instincts.\n\nIn adventuring parties, ID9 PCs naturally gravitate toward the scout, infiltrator, and surveillance roles. The chassis's combination of Tiny size, hover locomotion, and high baseline Stealth makes the unit very hard to detect; the integrated blaster and audio mimicry let the unit handle the occasional combat or social encounter without depending entirely on the party. The roleplay tension comes from outside: organic NPCs may not know what to make of a small Imperial-coded surveillance droid that talks to them, and even an ID9 with a fully drifted personality matrix is still a unit that was built specifically to find and report on people exactly like them.",
        "languages": "Binary (native), Galactic Basic (audio-synthesizer translation)",
        "example_names": [
          "ID9-71",
          "ID9-Black-3",
          "ID9-Argus",
          "ID9-Echo-Seven",
          "ID9-Veridian",
          "ID9-Listener"
        ]
      },
      "image_file": "id9-seeker-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 0
    },
    {
      "name": "Herglic",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 4,
        "dex": -4
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Iron Constitution",
          "description": "You have Advantage on Constitution saving throws.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "ability": "con"
            },
            {
              "type": "special",
              "note": "Advantage on Constitution saving throws"
            }
          ]
        },
        {
          "name": "Investigative Intuition",
          "description": "You have Advantage on Investigation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Investigation"
            }
          ]
        },
        {
          "name": "Sturdy",
          "description": "When you use Second Wind, you heal twice the amount: 2d10 + your character level instead of 1d10 + level.",
          "effects": [
            {
              "type": "special",
              "note": "Second Wind heals 2d10 + character level instead of 1d10 + level"
            }
          ]
        }
      ],
      "description": {
        "lore": "Herglics are two-meter whale-descended giants with a galaxy-famous weakness: once a Herglic sits down at a game of chance, only the strongest-willed of them can walk away before they have lost everything. The compulsion runs so deep that the most dangerous of Worlport's three gambling districts, Herglic's Folly, was named after the species, and worlds with large Herglic populations tend to outlaw or tightly regulate gambling outright to keep their own people solvent. It is the trait every spacer remembers them by, sitting oddly beside their otherwise calm, courteous reputation.\n\nThe body underneath that reputation is unmistakably aquatic. Herglics descend from the ocean mammals of their homeworld, and they still breathe through a blowhole set on top of a large, neckless, chinless head. Their hairless skin runs from deep blue-gray to a black darker than open space, and some carry white bellies or pale stripes running up their flanks. The mouth is wide and crowded with tiny serrated teeth, the eyes small and oily, the shoulders cartilaginous. Adults stand between roughly 1.7 and 2.2 meters but are built far wider than their height suggests, every bit of it heavy muscle over a dense frame.\n\nTheir homeworld is Giju, an ocean world of expansive seas, scattered islands, marshes, and glaciers, sitting in the Colonies on the Rimma Trade Route at one end of the Giju Run. The stretch of the Rimma cutting through the Colonies around Giju came to be called Herglic Space, threaded by the ancient Hidakai Pool hyperlane through which the species pushed outward to new worlds after joining the Galactic Republic around 13,000 BBY.\n\nLong before that, though, the Herglics were already among the galaxy's earliest starfarers. They reached neighboring systems and began colonizing at roughly the same moment the Corellians did, and (in Legends) they perfected their own take on the Rakatan Force-powered hyperdrive and built a trade empire across the Colonies before they had even met the Duros. There is a stranger, older layer beneath that: archaeological ruins on some Herglic colony worlds held nonfunctioning machines that appeared to manipulate gravity for some unknown purpose, the relics of a first Herglic trade empire whose technology arguably outstripped anything in the later Galactic Empire. That ancestral civilization collapsed a thousand years before the Herglics rejoined the wider galaxy, and almost all record of it was lost.\n\nThe gambling streak is not a vice grafted onto an otherwise placid people so much as the visible edge of who they are: Herglics are thrill-seekers by nature and by old tradition, drawn to travel, novelty, and exotic experience, and their easy calm sits on top of an appetite for risk. That appetite has a darker market side. Tresidiss, a gamblers' world in the Quence sector, was privately held and run by Herglic criminal groups tied to the Hutt clans, and figures like the striped entrepreneur-gambler Narloch made their fortunes (and presumably lost a few) in exactly that world of casinos, syndicates, and high-stakes trade.\n\nFor a SWURPG player, a Herglic is a wall of muscle with a soft voice and a problem they are trying to outrun. The +4 Strength and Endurance proficiency make them brutal in a grapple or a shove, and Iron Constitution (advantage on Constitution saves) plus Sturdy (Second Wind heals 2d10 + level) turn that aquatic bulk into a frame that simply refuses to go down; their −4 Dexterity is the honest cost of all that mass. Investigative Intuition (advantage on Investigation) fits the calculating gambler and the old trader instinct better than it first looks, the same eye that reads a card table reading a crime scene. Lean into the contradiction: the gentle giant who keeps the party alive, mediates the deal, and then has to be physically pulled away from the sabacc table before they bet the ship.",
        "home_planet": "Giju",
        "physical_description": "Herglics are towering humanoids whose physiology reflects clear aquatic ancestry. Standing between two and three meters tall, they possess broad torsos, powerful limbs, and smooth, rubbery skin ranging from black to blue-gray. Their faces feature rounded snouts reminiscent of whales or cetaceans, and they have small, expressive eyes that contribute to their gentle appearance. Their immense lung capacity and buoyant bone structure evolved to support deep diving on their oceanic world.\n\nTheir arms and legs are thick and muscular, granting them powerful leverage both underwater and on land. Despite their bulk, Herglics move with surprising grace, displaying fluid, sweeping motions that echo their aquatic origins. Their skin requires regular hydration and environmental regulation, prompting many Herglic travelers to wear moisture-retaining garments or utilize humidified quarters aboard starships.\n\nHerglic clothing tends toward form-fitting materials that accommodate their size and smooth contours. Diplomatic robes, elegant businesswear, and custom-tailored armor appear commonly among offworld Herglics, each reflecting their personal profession and cultural emphasis on grace and presentation.",
        "height_range": "2.2 meters",
        "weight_range": "110 kilograms",
        "age_of_adulthood": "20 standard years",
        "personality": "Herglics are renowned for their emotional warmth, generosity, and refined social etiquette. Their culture places strong value on honesty, and lying is considered deeply dishonorable. Because of their physical presence, Herglics go to great lengths to appear non-threatening in social settings, using gentle movements and calm speech to avoid intimidating smaller Species. This social awareness permeates their customs, from greeting rituals to business negotiations.\n\nCommunity life on Giju revolves around collective prosperity, trade alliances, and artistic celebration. Herglics value well-maintained relationships and often form lifelong business partnerships or extended family networks that span multiple star systems. Their festivals frequently include music, flowing dance performances, and elaborate displays celebrating water as both a life-giver and a cultural anchor.\n\nAs adventurers, Herglics bring physical strength, emotional intelligence, and a sense of honor to their parties. They excel as diplomats, merchants, bodyguards, or commanders, using their presence to stabilize volatile situations and navigate complex political landscapes. Their experiences under Imperial oppression can also fuel compelling narratives centered on justice, resilience, and reclaiming personal or cultural dignity.",
        "languages": "Basic, Herglic",
        "example_names": [
          "Stavros K'Hor",
          "Udo Broxin",
          "Fahjani Tohvar",
          "Elbor Cruhn"
        ]
      },
      "image_file": "herglic.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Herglic"
      ]
    },
    {
      "name": "Houk",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "wis": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Natural Armor",
          "description": "You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Intimidating Strength",
          "description": "You may use your Strength modifier instead of Charisma for Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use STR modifier instead of CHA for Intimidation checks"
            }
          ]
        },
        {
          "name": "Battle Temper",
          "description": "Once per Long Rest, you may add +2 to your melee attack rolls for one turn. If you do, you suffer a -2 penalty to your AC until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: +2 to melee attack rolls for 1 turn, but -2 AC until end of next turn"
            }
          ]
        },
        {
          "name": "Reckless",
          "description": "If you are provoked into combat (attacked, taunted, or challenged), the enemy has Advantage on attack rolls against you for the next two rounds.",
          "effects": [
            {
              "type": "special",
              "note": "When provoked into combat, enemies have Advantage on attacks against you for 2 rounds"
            }
          ]
        }
      ],
      "description": {
        "lore": "Houks are the muscle the Hutts reach for when a Wookiee is unavailable: 2.2-meter slabs of violet-skinned brawn who turn up as palace guards, gladiators, and enforcers across the criminal underworld. Wedged against Hutt Space, they were among the few species the Hutts couldn't simply intimidate into line, so the slugs took the next best path and bought, stole, or pressed them into service instead. A Houk bodyguard looming behind a crime lord is shorthand for \"this conversation is over,\" and the species spent millennia earning that reputation one short temper at a time.\n\nA Houk stands a head and shoulders over most humanoids, averaging 2.2 meters and around 120 kilograms of dense muscle. Their thick skin runs dark blue to violet, stretched over a hairless, bone-ridged skull with a heavy brow, flabby jowls, and tiny yellow eyes set deep in the sockets. There's no obvious nose or external ears to speak of, and their long arms end in broad, four-fingered hands built for crushing rather than fine work. Pound for pound they sit among the physically strongest sentients in the galaxy, a tier shared only with the Wookiees, and they are thick-boned enough that their own hide turns aside blows that would drop a lesser fighter.\n\nThe Houk homeworld is Lijuter, an arid, inhospitable planet in the Reibrin system out in the Outer Rim. (In Legends, the species spread beyond it after being contacted by Vaathkree traders, eventually holding thirty-one offworld colonies — mostly in the Ansuroer sector — each running its own affairs while still answering to the Lijuter Congress back home.) That same colonizing streak put them on a collision course with other peoples, most notably on Sriluur, the Weequay homeworld, where Houk settlers carved out the Houk Territories near the city of Dnalvec.\n\nHouks have never had much patience for diplomacy. Often written off as mindless brutes, they're actually capable of real cunning — they just see violence as the cleaner solution and feel little obligation to honor a treaty or contract once it stops serving them. (In Legends, they were known to wage war without bothering to declare it, negotiate in bad faith, and walk away from agreements the moment the wind changed.) The flip side of that bluntness is reliability of a sort: a Houk who decides you're worth protecting tends to keep doing it, with the same single-mindedness it brings to a brawl.\n\nThe clearest expression of the Houk temperament is the Houk–Weequay conflicts on Sriluur, a long-running grudge between the colonist Houks and the native Weequay that flared into open war more than once. (In Legends, the worst of it began around 10 BBY and ground on for the better part of a decade, the bloodiest civil war the planet had seen.) Elsewhere the Hutts funneled Houks into arenas and labor camps — Kessel's mines and gladiatorial pits both took their share — where their strength and ferocity were assets to be spent. (In Legends, the arena fighter Anchor Blue became one of the more notorious examples, a Houk gladiator who made his name in the Cauldron on Rattatak.)\n\nIn SWURPG, the Houk is the heavy hitter who walks into the room and changes the math. Their +2 Strength and +2 Constitution build the classic bruiser, while a -2 to both Wisdom and Charisma keeps them honest: this is a character who reads situations poorly and wins almost no one over with words. Natural Armor reflects that thick, bone-ridged hide turning aside hits, Intimidating Strength leans into the menace that makes Houk bodyguards worth hiring, and proficiency in Intimidation is exactly the skill a species this imposing should own. Battle Temper and Reckless capture the short fuse — a Houk fights harder the worse things get, but that fury comes at the cost of caution. Play one as a Hutt enforcer cutting loose, an arena survivor, or a slow-to-trust bodyguard who finally found a crew worth breaking heads for.",
        "home_planet": "Houk",
        "physical_description": "Houks are towering humanoids with broad chests, thick limbs, and dense musculature that reflects their evolution in harsh environments. Standing well over two meters tall, they possess heavy bone structures and tough skin that ranges from slate gray to earth tones. Their large hands and massive fists are capable of delivering devastating blows, making them naturally suited for close-quarters combat. Their facial features typically include heavy brows, wide jaws, and deep-set eyes that project a perpetually stern or aggressive expression.\n\nTheir bodies are built for durability rather than speed, with powerful legs supporting their immense frame. Houks often move with a deliberate, ground-shaking gait, and despite their bulk, they can demonstrate surprising bursts of speed when angered or provoked. Their skin, sometimes mottled or ridged, provides natural resistance to physical impact, contributing to their reputation as living battering rams.\n\nClothing among Houks tends to be functional and minimalistic, designed to withstand hard labor or combat. Many favor armored harnesses, heavy belts, or reinforced fabrics. Offworld, Houks may adopt more advanced protective gear, though their sheer size often requires custom tailoring. Their posture and silhouette render them instantly recognizable in nearly any crowd.",
        "height_range": "2.2 meters",
        "weight_range": "120 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Houks are known for their competitive social structures, which revolve around clan identity, dominance hierarchies, and ritual combat. Their culture values strength—physical and emotional—as the primary measure of leadership. Decisions within clans often arise from contests, demonstrations of prowess, or the influence of respected elders. While these traditions can appear primitive to outsiders, they serve as functional mechanisms for maintaining order and resolving disputes.\n\nDespite their aggressive reputation, Houks display unwavering loyalty to those who earn their respect. They admire directness and sincerity, disliking deception or manipulation. Outsiders who communicate clearly and demonstrate courage often earn Houk trust, while those who posture or hide behind diplomacy may trigger suspicion or hostility. Clan bonds are deep and enduring, with intergenerational ties shaping everything from resource distribution to the training of young warriors.\n\nAs adventurers, Houks embody physical might, determination, and emotional intensity. Their stories frequently explore themes of overcoming prejudice, reconciling violent pasts, or forging alliances across cultural divides. Although their aggressive tendencies can lead to conflict, disciplined Houks become formidable protectors and loyal companions capable of anchoring any party through sheer force and resolve.",
        "languages": "Houkese (spoken and written); many also learn Basic.",
        "example_names": [
          "Agamor Krin",
          "Egome Fass",
          "Gorb Drig",
          "Krelba Voss",
          "Morg Nar",
          "Roath Vogog"
        ]
      },
      "image_file": "houk.jpg",
      "auto_languages": [
        "Houkese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Human",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {},
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Adaptive Learning",
          "description": "You gain proficiency in one additional skill of your choice.",
          "effects": [
            {
              "type": "skill_proficiency_choice",
              "choose": 1,
              "from": [
                "any"
              ]
            }
          ]
        },
        {
          "name": "Flexible Nature",
          "description": "You gain one additional Ability Score Improvement (ASI) alternative trait of your choice at character creation.",
          "effects": [
            {
              "type": "bonus_asi",
              "count": 1,
              "note": "Gain one additional ASI alternative trait of choice at character creation"
            }
          ]
        }
      ],
      "description": {
        "lore": "Luke Skywalker, Leia Organa, Han Solo, and the Emperor Palpatine are all Humans, and so are most of the faces that decide the fate of the galaxy. By the era of the Galactic Civil War, Humans were the single most numerous sentient species, the culturally and politically dominant population, and the baseline against which countless \"near-Human\" peoples are measured. They turn up on nearly every settled world, from the bright spires of Naboo to the dust of Tatooine, which is exactly why a Human can drop into any story without explanation.\n\nPhysically, Humans are bipedal mammals with bilateral symmetry and a tremendous range of surface variation packed onto a single body plan. Hair runs from pale blond to black with reds and browns between; eyes come in blue, green, gray, and brown; skin spans the full spectrum of brown tones. They are unremarkable in any one capability, which is the point: average height, average strength, average lifespan, with none of the specialized adaptations that let a Wookiee tear a door open or a Trandoshan regrow a limb. What Humans bring instead is plasticity, both physical and behavioral.\n\nTheir homeworld is one of the galaxy's lasting arguments. Many hold that Humans evolved on Coruscant, the city-planet at the heart of the Core Worlds, but the claim has never been proven and historians still dispute it (in older Legends sources the same uncertainty stands, with Coruscant treated as a plausible but unconfirmed cradle). What is clear is that Humans rose somewhere in the Core and then spread outward along the hyperspace lanes earlier and more aggressively than almost anyone else, colonizing thousands of worlds and ending up everywhere by the time the Republic was old.\n\nThat long expansion is the most distinctive thing about them. Spread across thousands of planets, Human populations drifted apart into wildly different cultures and dialects, and on some worlds they diverged far enough to become separate peoples entirely. The Echani of Eshan, with their white hair and silver eyes, are widely believed to be Humans reshaped by Arkanian genetic experimentation (a Legends account), and Humans interbreed readily with the Echani and a number of other lineages. Even Mandalorians, often pictured as a species, are really a creed: mostly Humans plus aliens of many kinds, bound by a warrior culture rather than blood. Humans speak Galactic Basic as a first tongue and tend to pick up others, which only deepened their reach as traders, soldiers, and settlers.\n\nThe famous individuals do the rest of the work. A Tatooine farm boy named Luke Skywalker destroys the first Death Star and ends the Emperor's reign; his father Anakin falls and becomes Darth Vader; Sheev Palpatine, also Human, engineers the fall of the Republic and crowns himself Emperor. Han Solo, Leia, Mon Mothma, Wilhuff Tarkin, Galen Erso, the long line of named heroes and tyrants who steer the saga are overwhelmingly Human, which is less a statement about the species than about how thoroughly it sits at the center of galactic affairs.\n\nIn SWURPG, the Human is the flexible everyperson, and the kit leans into exactly that. Adaptive Learning rewards the quick study who can turn a hand to anything, and Flexible Nature reflects a people defined by versatility rather than a single specialty. The deliberately empty ability-modifier and skill lines are the design, not an oversight: a Human leaves no stat dented and no skill prepaid, so you point that openness wherever your concept goes, whether smuggler, senator, soldier, or fledgling Force-user. If you want a character with no built-in excuses and no built-in limits, this is the one.",
        "home_planet": "Varies (Legends typically cites Coruscant; Canon does not confirm)",
        "physical_description": "Humans are bipedal humanoids with exceptional physiological diversity, including variations in height, body shape, skin color, facial features, and hair textures. Their average height ranges from 1.5 to 2 meters depending on environmental and genetic factors. This diversity reflects their widespread settlement across countless planets with varying gravity, climate, and cultural practices. Unlike many Species with uniform appearance, Humans exhibit tremendous adaptability, a trait that has enabled them to thrive throughout the galaxy.\n\nHuman skin tones range from pale to dark brown, with numerous intermediate variations. Hair colors span black, brown, blonde, red, and gray, while eye colors include brown, blue, green, hazel, and beyond. Such variation contributes to their ability to blend into diverse populations and environments. Their lack of distinctive alien features often causes Humans to be perceived as the \"baseline\" Species by many galactic civilizations.\n\nTheir clothing styles vary dramatically depending on culture, occupation, and planetary environment. From moisture farmer garb on arid Outer Rim worlds to ornate formal attire on wealthy Core Worlds, Human dress reflects the extraordinary social diversity of the Species. Offworld, Humans typically adopt practical gear suited to travel, combat, or exploration.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "55 to 75 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Human behavior varies more widely than that of nearly any other Species in Star Wars lore. Their personalities can range from deeply altruistic to ruthlessly ambitious, shaped by environment, cultural upbringing, and personal experience. Because Humans are found in nearly every socioeconomic position—from slave to emperor—they develop a staggering array of customs, moral codes, and social norms.\n\nMany Human societies celebrate independence, innovation, and personal achievement, traits that support their frequent rise to leadership roles in galactic politics or military organizations. Conversely, some Human cultures prioritize tradition, hierarchy, or religious authority, contributing to the diversity of Human civilization. Their customs reflect their environment: frontier Humans may value rugged self-reliance, while Coruscanti Humans embrace cosmopolitan perspectives shaped by urban density and advanced technology.\n\nAs adventurers, Humans bring versatility, adaptability, and narrative flexibility. Their broad range of motivations—from duty to rebellion, curiosity to survival—ensures that they fit naturally into any campaign setting. Their cultural and psychological diversity allows them to form connections with Species across the galaxy, serving as bridges between disparate communities while forging their own distinct path.",
        "languages": "Basic; many Humans learn additional languages depending on region and background.",
        "example_names": [
          "Anakin",
          "Arani",
          "Bail",
          "Ben",
          "Biggs",
          "Boba",
          "Corran",
          "Dack",
          "Dané",
          "Galak",
          "Garm",
          "Han",
          "Jango",
          "Jodo",
          "Lando",
          "Leia",
          "Luke",
          "Mace",
          "Mara",
          "Obi-Wan",
          "Owen",
          "Padmé",
          "Qui-Gon",
          "Sia-Lan",
          "Rann",
          "Talon",
          "Vor'en",
          "Wedge",
          "Winter"
        ]
      },
      "image_file": "human.jpg",
      "auto_languages": [
        "Galactic Basic"
      ]
    },
    {
      "name": "Hutt",
      "size": "Large",
      "speed": 10,
      "ability_modifiers": {
        "dex": -6,
        "con": 2,
        "int": 2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Persuasion",
        "Endurance"
      ],
      "traits": [
        {
          "name": "Unmovable Mass",
          "description": "You cannot be Grappled, Shoved, or Knocked Prone by non-Force abilities. You cannot Dash, Jump, or Climb unless aided by an external device or Force power.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "grappled (by non-Force abilities)"
            },
            {
              "type": "condition_immunity",
              "condition": "shoved (by non-Force abilities)"
            },
            {
              "type": "condition_immunity",
              "condition": "knocked prone (by non-Force abilities)"
            },
            {
              "type": "special",
              "note": "Cannot Dash, Jump, or Climb unless aided by external device or Force power"
            }
          ]
        },
        {
          "name": "Force Resistance",
          "description": "You have Advantage on saving throws against mind-affecting Force powers.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against mind-affecting Force powers"
            }
          ]
        },
        {
          "name": "Silver Tongued",
          "description": "You have Advantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "Hutts are the massive, slug-bodied crime-lord species that rule the underworld of Star Wars, the patient gangster-monarchs who control smuggling, spice, slavery, and gambling from the shadows of Hutt Space. When most people picture a Hutt they picture Jabba the Hutt, sprawled on a dais in his Tatooine palace, and that image is accurate to the species: enormous, sluggish, hedonistic, and utterly ruthless. But Hutts are far more than throne-room decoration. They are one of the oldest and most powerful Species in the galaxy, a race of long-lived merchant-tyrants whose kajidic crime clans have bought, bullied, and outwaited entire governments. From their swampy homeworlds of Nal Hutta and the vertical sprawl of Nar Shaddaa, the Smugglers' Moon, the Hutts run a parallel economy of vice that the Republic, the Empire, and the New Republic alike could never fully stamp out.\n\nPhysically, a Hutt is shaped like a gigantic shell-less gastropod, an immense slug with a thick muscular tail, a wide reptilian head, and two stubby arms used for gesturing and grasping. Adult Hutts can mass close to a thousand kilograms and grow continuously throughout lives that stretch up to a thousand years. Their skin is thick, leathery, and wrinkled, coated in a protective mucus that varies in shade from greens and browns to sickly tans. This is a body built for survival, not speed: Hutts have no legs (the Return of the Jedi novelization notes that Huttlets are born bipedal, but the legs fuse together over a childhood spent barely moving), so they crawl forward in slow, rippling slug-like contractions. What they lack in mobility they make up in sheer toughness. Hutts are remarkably durable and strong, resistant to toxins, disease, and physical injury, with redundant internal organs and a slow regenerative ability that lets them survive wounds that would kill almost anything else. They are also famously immune to Force mind tricks, their alien minds simply too willful and strange to be nudged with a wave of the hand.\n\nHutt power is organized around the kajidic, the crime-clan or business dynasty that is the basic unit of their society. After abandoning their scorched original homeworld of Varl, the Hutts seized the world of Evocar around 15,000 BBY, swindling and then violently displacing its native Evocii, renaming the planet Nal Hutta (\"Glorious Jewel\" in Huttese) and exiling the Evocii to its fifth moon, which would become Nar Shaddaa. From these twin capitals the kajidics built an empire of commerce and crime: the Hutt Cartel, officially a business alliance of allied clans pursuing wealth together, unofficially a fractious syndicate riven by turf wars and assassination. The clans (the Desilijic of Jabba, the Besadii of Gardulla, and many others) control independent worlds, hyperspace trade routes, and uncountable credits across the region of space that bears their name. Hutt \"honor\" is not morality but consistency: contracts and traditions are sacred, and a being who breaks Hutt custom can find every clan in the galaxy turned against them.\n\nWhat truly defines the Hutt is the long game. A lifespan measured in centuries reshapes the entire psychology of the species: where shorter-lived peoples scramble, a Hutt waits. They are patient, calculating, and legendarily greedy, preferring to manipulate, bribe, and outlast their enemies rather than fight them, accumulating leverage across generations of their rivals' lives. Their reproduction reinforces that dynastic mindset. (In Legends, Hutts are hermaphroditic and can reproduce asexually, which is why Jabba was the sole parent of his son Rotta; an infant Huttlet is born the size of an orange and rides in a parent's marsupial-style brood pouch for roughly fifty years before emerging.) (Assumption: modern canon has shifted toward Hutts having distinct sexes rather than being hermaphroditic, though their multi-century lifespans and slow maturation remain consistent.) The result is a species that thinks in decades and dynasties, treating shorter-lived beings as pieces to be moved on a very long board.\n\nThe most famous Hutts are household names precisely because their power dwarfs their physical limits. Jabba Desilijic Tiure, the most infamous of all, ran the bulk of Tatooine's piracy, slavery, and smuggling from his palace while sitting on the Grand Hutt Council, commanding bounty hunters and a court of thousands without ever needing to stand. Gardulla Besadii the Elder, his sometime rival, vied for control of Tatooine in the Republic's final centuries and once owned the enslaved Shmi and Anakin Skywalker before losing them on a bet. Ziro Desilijic Tiure abandoned Hutt Space to live in decadent luxury on Coruscant itself, controlling seven star systems as a Master of the Hutt Clan during the Clone Wars. Each demonstrates the same truth: a Hutt's reach is measured not in how far it can crawl, but in how many beings move at its word.\n\nAs a player character, the Hutt is a build defined by influence over agility, and SWURPG's stat line leans hard into that fantasy. The crushing DEX -6 and Large size with a speed of only 10 reflect a body that physically cannot run, dodge, or climb on its own, while CON +2 captures the species' legendary toughness and the matched INT +2 and WIS +2 give voice to its patient, cunning, centuries-honed mind. The traits read straight off the canon: Unmovable Mass turns that immobile bulk into an asset (you cannot be Grappled, Shoved, or Knocked Prone, but you also cannot Dash, Jump, or Climb unaided), Force Resistance grants advantage against mind-affecting Force powers in the same way Hutts shrug off the Jedi mind trick, and Silver Tongued, backed by Persuasion and Endurance proficiency, makes you the manipulator and dealmaker at the table. Playing a Hutt means leaning into negotiation, intimidation, clan intrigue, and the long con rather than running into a firefight, the rare hero (or villain) who wins by outtalking and outlasting everyone else in the room.",
        "home_planet": "Nal Hutta (formerly Evocar)",
        "physical_description": "Hutts are enormous gastropod-like beings with elongated, slug-shaped bodies and tough, leathery skin that varies in color from green to tan to gray. Their physiology includes thick folds of tissue, powerful muscular tails for locomotion, and short but capable arms used for manipulation. Though slow-moving, Hutts are incredibly strong, capable of lifting considerable weight with their dense musculature. Their eyes sit atop high ridges, granting good peripheral awareness despite their bulk.\n\nTheir bodies are naturally resistant to toxins, disease, and physical injury, contributing to their impressive longevity. Hutts grow throughout their lives, reaching massive sizes over centuries. Although they lack legs, they can move by contracting their muscular underside, leaving characteristic trails of moisture. Their mouths contain sharp dentition, allowing them to consume both plant and animal matter.\n\nHutts often adorn themselves with jewelry, ornate sashes, and clan insignias that reflect their kajidic affiliations. Their attire emphasizes luxury and status rather than practicality. Offworld, their controlled environments often require elevated humidity or specialized thrones, platforms, or hover-litters for comfortable travel.",
        "height_range": "4 meters",
        "weight_range": "1,500 kilograms",
        "age_of_adulthood": "91 standard years",
        "personality": "Hutt culture revolves around wealth, influence, and reputation. Their society is structured around kajidics—extended crime families or business clans—that compete for dominance through trade, smuggling, gambling, and political manipulation. Honor among Hutts does not mean morality but consistency: agreements and traditions carry weight, and those who violate Hutt custom risk severe retaliation from multiple clans.\n\nDespite their criminal tendencies, Hutts value diplomacy and negotiation as much as intimidation. Their long lives encourage careful strategy, and many prefer manipulation over open conflict. Hospitality plays a notable role in their customs, with Hutt courts serving as centers of entertainment, politics, and information exchange. Their social gatherings often feature elaborate feasts, performances, and subtle demonstrations of wealth and control.\n\nAs adventurers, Hutts provide unique story possibilities involving crime syndicates, inter-kajidic politics, or redemption arcs. Their physical limitations are offset by their intelligence, charisma, and social networks, enabling them to function as powerful manipulators, strategists, or leaders in campaigns centered on influence and intrigue.",
        "languages": "Basic and Huttese",
        "example_names": [
          "Jabba",
          "Gardulla",
          "Popara",
          "Zordo",
          "Borga",
          "Grelb",
          "Nullada",
          "Churabba"
        ]
      },
      "image_file": "hutt.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Huttese"
      ]
    },
    {
      "name": "Hysalrian",
      "size": "Large",
      "speed": 40,
      "ability_modifiers": {
        "con": 2,
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Aquatic Adaptation",
          "description": "You can breathe both air and water.",
          "effects": [
            {
              "type": "special",
              "note": "Can breathe both air and water"
            }
          ]
        },
        {
          "name": "Four Arms",
          "description": "Your additional arms allow you to wield two two-handed weapons at once if your Strength is greater than 13. You may also take one additional free object interaction per turn (e.g., draw or stow a second weapon, ready a grenade while still holding your weapon). You also have Advantage on Grapple checks.",
          "effects": [
            {
              "type": "four_armed"
            },
            {
              "type": "special",
              "note": "If STR > 13, may wield two two-handed weapons simultaneously"
            },
            {
              "type": "special",
              "note": "+1 free object interaction per turn (per §5.3 Object Interaction)"
            },
            {
              "type": "special",
              "note": "Advantage on Grapple checks"
            }
          ]
        },
        {
          "name": "Quad-Sight",
          "description": "You have Advantage on Perception checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception"
            }
          ]
        },
        {
          "name": "Tail Lash",
          "description": "You can use your tail as a melee attack that deals 1d4 bludgeoning damage. The target must succeed a DC 12 Strength saving throw or be knocked prone.",
          "effects": [
            {
              "type": "special",
              "note": "Tail melee attack: 1d4 bludgeoning; target DC 12 STR save or knocked prone"
            },
            {
              "type": "natural_weapon",
              "name": "Tail Lash",
              "damage_dice": "1d4",
              "damage_type": "bludgeoning"
            }
          ]
        },
        {
          "name": "Cognitive Drift",
          "description": "You have Disadvantage on Initiative rolls the first time you roll them in each combat encounter.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on Initiative rolls on first roll in each combat encounter"
            }
          ]
        },
        {
          "name": "Sensitive Physiology",
          "description": "You have Vulnerability to fire damage. Fire damage dealt to you is increased by 50%.",
          "effects": [
            {
              "type": "special",
              "note": "Vulnerability to fire damage (fire damage increased by 50%)"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Hysalrian who trained Yoda has a name: N'Kata Del Gormo, a four-armed, serpentine Jedi Master who took in a young, Force-sensitive hermit and his human friend after they crash-landed on his swamp world and showed them that the strange feeling they carried was the Force itself. That single act of mentorship makes the Hysalrians one of the most quietly consequential species in the galaxy, even though almost no one has ever met one. They are a deeply spiritual, introspective people who speak slowly, listen completely, and move with deliberate purpose, and the rest of the galaxy mostly knows them as the answer to the riddle of who taught Yoda.\n\nPhysically, a Hysalrian is an arresting sight: an elongated, semi-serpentine sentient with a humanoid upper body riding atop a long, snakelike lower half. The body can stretch five to six meters when measured along its full length, though a Hysalrian rearing upright stands only about two to two and a half meters tall. They have muted green skin over a white, segmented underbelly, four arms set on the torso, a small mouth, and four small black eyes that give them an unblinking, watchful gaze. To strangers the overall effect reads as alien and even intimidating, which is part of why so few outsiders ever get close enough to learn how patient and contemplative the species actually is.\n\nTheir homeworld is Hysalria, in the Sluis sector of the Outer Rim Territories, a swamp world of standing water, soft ground, and dense growth. (The species' canon history is tangled here: the earliest source placed the Hysalrians on Dagobah, where Del Gormo supposedly trained Yoda, but the later Essential Atlas established Hysalria as the actual homeworld without ever explicitly reconciling the two swamp worlds. Treat the Dagobah claim as the original legend and Hysalria as the settled answer.) Hysalrians are thought to be a relatively ancient and long-lived people, well suited to wetland life, equally at ease moving through water and over muddy land.\n\nHysalrian culture revolves around restraint, attention, and the table. They are omnivores who live on root vegetables, mosses, soft-bodied fish, and fungal proteins, and they ferment their own swamp teas; sharing a meal is treated as a sacred act rather than a casual one. Their spoken language is Hysara, described as a melodic, low-vibration tongue that suits a species inclined to weigh its words. Everything about how they carry themselves, the slow speech, the complete listening, the unhurried movement, reads as the temperament of a people who measure time differently than the short-lived species around them.\n\nThe figure who anchors all of this is N'Kata Del Gormo. In the old legend, this Force-sensitive Hysalrian Jedi Master was living quietly on a swamp world when Yoda and a human companion crashed nearby and came looking for help; after a few days Del Gormo told them what they did not yet know, that both were Force-sensitive, and offered to train them as his Padawans. He carried a staff topped with a large crystal, fitting for a Jedi of the Old Republic's golden age. For decades Del Gormo lived only in older, non-current material, but he was pulled back into the modern canon as an in-universe legend by name in Steven Barnes' The Glass Abyss, which makes the Hysalrians' one famous son a quietly canonical part of Yoda's mysterious origins again.\n\nFor a SWURPG character, a Hysalrian is a durable, perceptive presence who reads as otherworldly to everyone they meet. Their +2 Constitution and +2 Wisdom mirror the species' hardiness and contemplative, listening nature, while the -2 Charisma reflects exactly how alien and unsettling they appear to outsiders. The kit leans into the body: Four Arms lets you juggle weapons and gear (and even wield two two-handed weapons with the Strength for it) while granting Advantage on Grapple checks; Quad-Sight turns those four eyes into a real perceptual edge; Tail Lash gives the serpentine lower body a natural attack; and Aquatic Adaptation lets you breathe air and water, true to a people born to the swamp. Cognitive Drift and Sensitive Physiology round out the deliberate, slightly-apart temperament. Play one as a patient mystic, a watchful guardian, or, leaning into Del Gormo's shadow, a soft-spoken mentor whose stillness is easy to mistake for weakness right up until it isn't.",
        "home_planet": "Hysalria",
        "physical_description": "Hysalrians are tall, lean reptilian humanoids distinguished by elongated limbs, clawed digits, and flexible joint structures that allow extraordinary climbing dexterity. Their scales vary from brown to green to mottled patterns, aiding in camouflage within forested cliffs and canyon systems. Their bodies possess taut musculature optimized for rapid vertical bursts, gripping surfaces, and shifting balance in precarious environments. Their long tails provide crucial counterbalance during high-speed maneuvers.\n\nTheir heads feature angular reptilian characteristics with pronounced eye ridges that enhance visual protection during climbs. Their eyes provide wide peripheral vision and acute depth perception, allowing them to track movement across multiple elevations. Their clawed hands and feet function as natural climbing tools, enabling them to perch, cling, or spring from surface to surface with fluid agility.\n\nHysalrian clothing tends to be flexible, lightweight, and fitted to avoid hindrance during climbing. Materials depicted in Legends often resemble leather, scaled weaves, or natural fibers adapted to their warm and rocky environment. Offworld, they incorporate more durable gear without compromising the mobility that defines their species.",
        "height_range": "3 meters",
        "weight_range": "100 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Because little is known about Hysalrian culture, much of what can be said must be framed as cautious inference. Observed behavior suggests that Hysalrians value tactical planning, group coordination, and environmental awareness. Their defensive engagements during the Clone Wars imply strong instincts toward territorial protection and community cohesion. These traits point toward a society shaped by collective survival rather than individual dominance.\n\nTheir reptilian physiology suggests possible cold-adaptation behaviors, sunning rituals, or temperature-regulation practices, though legends offer no explicit confirmation. What is documented is their disciplined combat style, which implies structured training traditions or long-standing survival practices passed through generations. Their ability to execute coordinated ambushes hints at gesture-based or low-voice communication systems adapted to vertical terrain.\n\nAs adventurers, Hysalrians bring focus, agility, and tactical cunning. Their backgrounds—whether crafted as scouts, hunters, resistance fighters, or explorers—can integrate seamlessly into campaigns that feature hazardous environments or stealth missions. Their limited canonical detail allows player characters to define personal customs, clan affiliations, or belief systems without conflicting with established lore.",
        "languages": "Hysalrian and Basic",
        "example_names": [
          "N’Kata",
          "Sseket",
          "R’Gada",
          "Del Gormo (as a locational surname)"
        ]
      },
      "image_file": "hysalrian.jpg",
      "auto_languages": [
        "Hysalrian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Iktotchi",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Pilot"
      ],
      "traits": [
        {
          "name": "Precognitive Reflexes",
          "description": "You have Advantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Calm Discipline",
          "description": "Once per Long Rest, reroll a failed Wisdom save.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Wisdom saving throw"
            }
          ]
        },
        {
          "name": "Emotional Interference",
          "description": "Strong emotions around you disrupt your foresight. If an ally within 10 ft is Frightened, Charmed, or Confused, you take a -1 penalty on attack rolls until the start of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "If an ally within 10 ft is Frightened, Charmed, or Confused: -1 to attack rolls until start of your next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Iktotchi are a precognitive, telepathic near-human species from the storm-lashed moon of Iktotch, instantly recognized by the great down-curving horns that sweep back from their skulls and by their most famous son, Jedi Master Saesee Tiin. Every Iktotchi is born with a measure of foresight, an innate gift that surfaces as vivid dreams, sudden visions, and waking premonitions of danger, and which the species has refined over generations into one of the galaxy's most uncanny survival traits. Among Star Wars fans the Iktotchi are best known for that combination of horned silhouette, second sight, and quiet, ace-pilot reputation that Tiin embodied on the Jedi High Council.\n\nPhysically the Iktotchi are tall and broad, averaging around 1.8 meters, with thick, leathery skin tough enough to withstand the punishing windstorms that scour their homeworld. Their signature feature is a pair of long, down-curved cranial horns, a legacy of mountain-dwelling ancestors; the males' horns tend to grow larger, and the horns can regenerate if they are broken or cut. Their hands are notably broad, roughly half again the size of a human's, with thick fatty digits that leave them somewhat short on fine manual dexterity. Hardened by the moon that made them, an Iktotchi reaches adulthood around nineteen and can live close to ninety standard years.\n\nCulturally the Iktotchi are a deeply emotional people who hide their feelings behind a veneer of quiet stoicism, a discipline that outsiders often mistake for coldness or aloofness. Their constant low hum of precognition shapes a fatalistic, reserved temperament: when you grow up half-knowing what is coming, patience and restraint become survival skills rather than virtues. To their foresight the Iktotchi add powerful telepathy, and they are taught from childhood to govern these gifts with care, since other species tend to react to a casual mind-reader with suspicion rather than welcome.\n\nThe species' precognition is bound to Iktotch itself. The harsh, unrelenting conditions of the moon are what sharpened the Iktotchi gift in the first place, letting them sense disaster in time to prepare and ensuring the survival of the species across countless storm seasons. That same gift fades the farther an Iktotchi travels from home; off-world their visions grow dim and unreliable, which leaves many of them homesick, impatient with species who lack the sight, and prone to returning to Iktotch. (In Legends, most Iktotchi sensed the catastrophe of Imperial rule and withdrew to their moon rather than live under the Emperor.)\n\nThe Iktotchi who do leave often leave a mark, and none more than Saesee Tiin, the taciturn Jedi Master who sat on the Jedi High Council in the final years of the Republic. A natural flier trained from his earliest years, Tiin was counted among the finest starfighter pilots in the Order, ranked alongside Plo Koon, Adi Gallia, and Anakin Skywalker, and he served as a General in the Clone Wars before falling at Mace Windu's side in the attempt to arrest Darth Sidious. Like all his kind he was a born telepath, his powers said to exceed any other on his homeworld, and his pairing of foresight, reticence, and flying skill cemented the Iktotchi reputation as gifted Jedi and superb pilots throughout the galaxy.\n\nIn SWURPG, Iktotchi player characters are built around that disciplined foresight: they gain +2 Wisdom (and -2 Charisma, reflecting their guarded, hard-to-read nature) and start with proficiency in Pilot, honoring the species' ace heritage. Their Precognitive Reflexes grant Advantage on Initiative as their visions warn them a heartbeat early, while Calm Discipline lets them reroll a failed Wisdom save once per long rest. The flip side is Emotional Interference: when an ally within 10 feet is Frightened, Charmed, or Confused, the surrounding turmoil clouds an Iktotchi's foresight, imposing a -1 penalty on attack rolls until the start of their next turn. The result is a watchful, controlled archetype that excels as a pilot, Jedi, scout, or seer, strongest when calm and most vulnerable amid panic.",
        "home_planet": "Iktotch",
        "physical_description": "Iktotchi are horned humanoids with distinctive curved cranial horns that sweep backward from their skulls, giving them a striking silhouette in Star Wars media. Their skin tones generally range from pale pink to tan or light orange, often accompanied by darker shading across their features. Their horns are not ornamental but part of complex cranial structures believed to play a role in their intuitive sensitivity, though no official source confirms a biological mechanism. Their facial features include deep-set eyes, strong cheekbones, and pronounced brows that give them an intense, thoughtful appearance.\n\nTheir build tends to be slender to medium, with toned musculature suited to life in the rugged, storm-battered terrain of Iktotch. They possess excellent balance, sharp reflexes, and high situational awareness—traits that contributed to their reputation as skilled warriors, pilots, and Force practitioners. Clothing styles among Iktotchi often emphasize practicality, durability, and modesty, reflecting their cultural preference for discipline and function.\n\nIktotchi eyes vary in color but often appear dark, reflective, or subtly luminescent in dim light. Their horns grow slowly throughout their lives, becoming more pronounced with age. Some Iktotchi personalize their horns with paint, etchings, or ceremonial markings reflecting cultural milestones, though this practice varies by tradition. Their posture and movements tend to be calm and measured, mirroring their internal emphasis on restraint and emotional control.\n\nWithin multi-species environments, Iktotchi are easily recognized by these distinctive features, and their presence often evokes curiosity due to their association with intuition and Jedi history. Their clothing—traditionally layered and reinforced—remains functional even when adapted to offworld life, blending cultural identity with practical adventuring gear.",
        "height_range": "1.8 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "19 standard years",
        "personality": "Iktotchi culture emphasizes discipline, foresight, and emotional regulation. Growing up on a moon shaped by constant storms teaches them to anticipate danger, prepare thoroughly, and respond with calm precision. These values permeate their social structures, guiding everything from interpersonal relationships to leadership selection. Iktotchi families often encourage introspection and meditative practices, and community elders serve as mentors in developing intuition responsibly.\n\nTheir customs reflect nonintrusion and respect for personal boundaries. Because outsiders frequently misunderstand their intuitive talents, Iktotchi are taught early to clarify what they sense, avoid imposing their insights on others, and maintain transparency when offering predictions. This ethical approach helps maintain trust in multicultural environments and prevents misconceptions from causing conflict.\n\nIktotchi value honor, honesty, and stability, preferring cooperation over deception. They excel in roles requiring negotiation or emotional intelligence and often become mediators between conflicting parties. Their intuitive awareness allows them to navigate tension with sensitivity, making them sought-after advisors, diplomats, or spiritual guides. However, their seriousness and contemplative nature can sometimes be misinterpreted as aloofness by more exuberant Species.\n\nAs adventurers, Iktotchi bring a balanced blend of discipline and insight. Their calm demeanor and ability to anticipate danger make them effective strategists, scouts, and Force adepts. In SWURPG campaigns, they naturally gravitate toward storylines involving prophecy, moral dilemmas, spiritual journeys, or psychological depth. Their culture supports a wide range of character archetypes—from stoic guardians to wandering seekers—each grounded in resilience, foresight, and purpose.",
        "languages": "Iktotchese and Basic",
        "example_names": [
          "Arctan Meeso",
          "Daedar Xiese",
          "Liiren Baelar",
          "Niira Korl",
          "Saesee Tiin",
          "Seer Varree"
        ]
      },
      "image_file": "iktotchi.jpg",
      "auto_languages": [
        "Iktotchese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Ikkrukkian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": -1,
        "con": 1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Arctic Resilience",
          "description": "You have Resistance to cold damage, and environmental cold never imposes penalties or causes exhaustion for you.",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "cold"
            },
            {
              "type": "special",
              "note": "Environmental cold never imposes penalties or exhaustion"
            }
          ]
        },
        {
          "name": "Powerful Build",
          "description": "When you make a melee weapon attack that uses Strength, you may double your Strength modifier for the damage roll. Uses per Long Rest = your Proficiency Bonus.",
          "effects": [
            {
              "type": "special",
              "note": "Uses = PB per long rest: double STR modifier for melee weapon damage roll (STR-based attacks)"
            }
          ]
        },
        {
          "name": "Primitive Outlook",
          "description": "You have Disadvantage on Use Computer checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            }
          ]
        }
      ],
      "description": {
        "lore": "Porter Engle, the Blade of Bardotta, was an Ikkrukkian Jedi Master who fought for over three hundred years and was reckoned one of the finest swordsmen of the High Republic era before he hung up his lightsaber to cook stew at a frontier outpost. That single member tells you most of what makes the Ikkrukkians remarkable: a near-human people who measure their lives in centuries, and who tend to spend that long patience either mastering a craft or quietly outliving everyone who underestimated them.\n\nIkkrukkians look close enough to baseline humans that they pass at a glance, but the details give them away. Their skin runs pale cream, marked all over with fine creases and wrinkles laid down in regular, almost deliberate patterns. The head sits slightly taller than a human's, and two blunt, stump-shaped bony ridges push up from the brow like tree-trunks under the skin. A flat nose with a crease down its center, sharp cheekbones, and a naturally furrowed brow finish the look. They grow brown or black hair that greys with age, and given lifespans of roughly three centuries (sometimes more), there is a lot of greying to do.\n\nTheir homeworld is Ikkrukk, a cloudy terrestrial planet in the Ryndellian sector of the Mid Rim, mostly rocky and broken into mountain country. This is no backwater of huts: Grail City was built straight into the flank of a mountain, heavily shielded and ringed by orbital and ground cannon batteries and hunter-killer droids, with its own planetary government. By the time of the First Order, that government was led by a Prime Minister named Grist, which gives you a sense of how the Ikkrukkians like to organize themselves, in fortified cities under named officials rather than scattered bands.\n\nThe long lifespan shapes everything about how Ikkrukkians move through the galaxy. Three hundred years is enough time to become genuinely expert at several things, and the cultural type the stories hand us is the slow-burning master, calm, dry, a little amused, who has already seen this particular crisis before. Porter Engle in his old age is the clearest portrait: grandfatherly, mild, more beard than body by his own joke, looking out for younger generations while keeping the so-called adults in line. (Assumption: broader Ikkrukkian customs beyond Ikkrukk's government and Engle's personal arc are not well documented in current canon, so I have kept this to what the sources actually show rather than inventing a society.)\n\nEngle remains the species' defining figure. He earned the name Blade of Bardotta surviving a five-day siege on that planet, forged a reputation as perhaps the foremost duelist of his age, and then, true to the Ikkrukkian pattern, kept hunting down new skills to learn until he had mastered them too. Eventually he stepped back from the front lines to serve as a cook at the Jedi outpost on Elphrona, famous less for his lightsaber than for his Nine-Egg Stew, the long-lived warrior who decided he would rather feed people than fight them.\n\nFor a SWURPG player, an Ikkrukkian is a sturdy, deliberate frontline presence built to endure. Powerful Build and a +2 to Strength with +1 Constitution make for a character who hits hard and stays standing, while the -1 to Dexterity and -1 to Charisma reflect a heavy, weathered frame and a famously dry, unhurried social manner rather than any quickness or charm. Survival proficiency fits a people from harsh mountain country who plan in centuries, not seasons. Lean into the long view: an Ikkrukkian PC is the one at the table who has done this before, patient on the draw and very hard to put down.",
        "home_planet": "Unknown (no confirmed lore)",
        "physical_description": "Ikkrukkians are humanoid in silhouette but possess distinctive physical traits that set them apart from humans and related Species. Their musculature appears denser, suggesting a naturally hardy physiology shaped by challenging environmental conditions. Skin tones, cranial shapes, and limb proportions vary across the few recorded individuals, implying either regional diversity or incomplete datasets rather than a unified baseline. Because official Star Wars sources provide no thorough anatomical description, the exact range of their appearance remains uncertain.\n\nRecorded Ikkrukkians often display strong jawlines, angular facial features, and robust neck structures that support their powerful frames. Their eyes tend to be recessed and well-protected, a trait consistent with Species adapted to harsh climates or environments with airborne particulates. Some xenobiologists speculate that their physiology may provide resilience against cold, toxins, or impact trauma, but no official material confirms these theories.\n\nClothing worn by Ikkrukkians in existing depictions tends to favor practicality over ornamentation, using tough fabrics, layered garments, or environmental gear. This may reflect personal preference rather than cultural tradition, but the recurring patterns are notable. Their stature and bearing often give the impression of disciplined strength, heightened awareness, and deliberate action.",
        "height_range": "1.7 to 1.9 meters",
        "weight_range": "70 to 90 kilograms",
        "age_of_adulthood": "20 standard years",
        "personality": "Because there is no confirmed information about Ikkrukkian customs or social structures, all cultural interpretations must be treated as speculation. Observed individuals suggest a tendency toward pragmatism, caution, and disciplined decision-making, but it remains unclear whether these traits represent cultural norms or personal attributes. Their behavior often reflects self-reliance and a preference for direct, efficient communication.\n\nIf their physiology indeed evolved under harsh conditions, their culture may value endurance, preparation, and adaptability. This would align with their documented presence in roles requiring resilience, such as scouting or mercenary work. However, without solid evidence, such conclusions remain hypothetical. Their understated demeanor has occasionally been misinterpreted as aloofness, though their interactions seem thoughtful rather than dismissive.\n\nAs SWURPG characters, Ikkrukkians offer extensive flexibility. Their unclear home culture allows players to craft personal histories that respect canonical scarcity while still providing depth. They fit naturally into campaigns involving exploration, frontier worlds, or hidden civilizations. Their speculative traits—discipline, durability, and introspective tendencies—make them excellent for roles involving perseverance, investigation, or tactical planning.",
        "languages": "Ikkrukkian dialects and Basic",
        "example_names": [
          "Porter Engle",
          "Grist",
          "Barash Silvain (Kage reference)",
          "Ikkrukkians rarely use surnames"
        ]
      },
      "image_file": "ikkrukkian.jpg",
      "auto_languages": [
        "Ikkrukkian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Ithorian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": -2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Treat Injury"
      ],
      "traits": [
        {
          "name": "Ithorian Bellow",
          "description": "Once per Short Rest, you can emit a sonic bellow in a 15-foot cone. Each creature must succeed on a DC 12 Constitution saving throw or take 1d8 + CON + Proficiency Bonus sonic damage and be pushed 5 feet away. On a success, the creature takes half damage and is not pushed.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: 15-ft cone — DC 12 CON save or 1d8 + CON + PB sonic damage and pushed 5 ft; success = half damage, not pushed"
            }
          ]
        },
        {
          "name": "Natural Healer",
          "description": "You gain a +2 bonus to Treat Injury checks. Once per Long Rest, you may reroll a failed Treat Injury check.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Treat Injury",
              "value": 2
            },
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Treat Injury check"
            }
          ]
        },
        {
          "name": "Peaceful by Nature",
          "description": "You have Disadvantage on your first attack roll in any combat encounter.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on your first attack roll in each combat encounter"
            }
          ]
        },
        {
          "name": "Wide Frame",
          "description": "You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Open-Minded Vulnerability",
          "description": "You have Disadvantage on saving throws against mind-affecting Force powers.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against mind-affecting Force powers"
            }
          ]
        }
      ],
      "description": {
        "lore": "The \"Hammerhead\" who shares a drink in the Mos Eisley Cantina when Luke and Obi-Wan walk in is an Ithorian named Momaw Nadon, and that curved, two-sided skull has been a fixture of the Star Wars galaxy since the first film in 1977. Ithorians are a peaceful, herbivorous people from the world of Ithor, instantly recognizable by their domed, T-shaped heads and the deep, doubled voice that earned them their nickname. They tend to turn up wherever the galaxy needs a healer, a diplomat, or someone who simply refuses to throw the first punch.\n\nThe head is the giveaway. An Ithorian's neck arches forward and splits into a broad, hammer-like crest, with eyes set on the outer curves for a wide field of view. They have two mouths, one on each side of the neck, fed by four throats, which lets them speak in a resonant stereo that no human larynx can match. That same anatomy makes Galactic Basic nearly impossible for them to pronounce, so most wear a translator collar to be understood by outsiders. They are tall and slender rather than powerful, with long arms suited to gardening and gathering, skin in browns and tans and greens, and a digestive system (two stomachs) built entirely for plants.\n\nTheir homeworld, Ithor, sits in the Mid Rim, and most of its surface is one vast, unbroken rainforest the Ithorians call the Mother Jungle. They consider that jungle sacred and largely forbidden to walk on, so rather than build cities on the ground they live in floating \"herdships,\" enormous repulsorlift platforms that drift above the canopy as cities, marketplaces, and gardens in the sky. A great many Ithorians go their whole lives barely touching the soil of their own planet, tending instead to the gardens they carry with them.\n\nIthorian society is organized into herds, each led by a priest who doubles as the herd's healer, and their faith is woven through everything. They follow the Law of Life: harvest only non-sentient plants, and replant two for every one taken. (In Legends, this reverence extends to the bafforr trees, crystalline plants whose linked root systems form a shared, near-sentient mind that can converse with the Ithorians who tend them; the planet's priests and oracles are described as Force-sensitive, able to hear the Mother Jungle's call.) Their pacifism is genuine and strict enough that Ithorians who turn to violence are exiled from the homeworld.\n\nMomaw Nadon is exactly that kind of exile. In the films he is just a background alien, but his story is that he was banished from Ithor for surrendering his people's agricultural secrets to the Empire to save his herd from orbital bombardment, which is how he ended up nursing a hidden garden outside Mos Eisley and quietly sheltering Rebels. Other Ithorians made their mark very differently: Roron Corobb was a Jedi Master during the Clone Wars who could channel the Force into his sonic bellow hard enough to shatter iron and shred plasteel, and in current canon the ancient collector Dok-Ondar runs his Den of Antiquities on Batuu, over two centuries old and famously hard to bargain with.\n\nIn SWURPG an Ithorian leans into wisdom and care rather than reflexes, with the +2 Wisdom and -2 Dexterity in their ability modifiers and built-in Treat Injury training backed by Natural Healer, making them superb medics and mentors. The Ithorian Bellow gives even a gentle character a real weapon in a crisis, the sonic blast that Corobb turned into a Jedi technique. But the kit keeps them honest to the species: Peaceful by Nature hands you Disadvantage on your first attack of any fight, Wide Frame makes that lanky body bad at hiding, and Open-Minded Vulnerability leaves their trusting minds exposed to mind-affecting Force powers. They shine as healers, negotiators, botanists, and spiritual guides who would rather mend the galaxy than fight it.",
        "home_planet": "Ithor",
        "physical_description": "Ithorians are tall, slender herbivorous humanoids distinguished by their elongated necks and uniquely shaped, hammerhead-like heads. Their twin mouths—one on each side of the neck—allow them to speak in a natural stereo voice, producing a deep, resonant tone. Their eyes sit on the outer edges of their hammer-shaped craniums, providing a wide field of vision suited to monitoring large forest environments. Skin tones range from warm browns to shades of tan, beige, or green, often reflecting natural camouflage for their jungle home.\n\nTheir physiques are generally graceful rather than muscular, built for slow but steady movement through dense vegetation. Their long arms and fingers aid in gathering plant materials and performing delicate agricultural work. Clothing worn by Ithorians tends to be functional, flowing, and often adorned with natural motifs representing flora or environmental cycles. Many adopt robes or layered garments symbolic of their connection to Ithor’s ecological balance.\n\nTheir internal biology supports a plant-based diet, with digestive systems specialized for fibrous vegetation. Their twin mouths and unusual vocal structure contribute to powerful sonic potential described in Legends, though Ithorians rarely use these abilities offensively. Their posture and movements convey gentleness and attentiveness, reflecting their cultural emphasis on harmony.\n\nIn offworld environments, Ithorians often maintain humidity levels conducive to their health and may adorn their clothing with breathing aids or environmental seals when exploring hazardous regions. Their calm presence and distinctive voices make them easily recognizable across the galaxy.",
        "height_range": "2.0 meters",
        "weight_range": "90 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Ithorian culture is built upon deep spirituality, environmental stewardship, and pacifism. Their reverence for the Mother Jungle guides every aspect of their behavior, emphasizing compassion, healing, and mutual respect. Ithorians generally avoid violence, preferring diplomacy and negotiation to resolve conflict. This tendency does not reflect weakness but a commitment to preserving life and preventing unnecessary harm.\n\nTheir customs revolve around communal living, shared responsibility, and ecological harmony. Life aboard herd ships creates environments where cooperation is essential, and individuals contribute to agricultural, cultural, or spiritual practices sustaining the community. Festivals, rituals, and artistic traditions often celebrate growth, renewal, and the interconnectedness of ecosystems.\n\nIthorians are also known for their ecological expertise, serving as botanists, agricultural engineers, and environmental consultants across the Star Wars galaxy. Their knowledge has aided in planetary restoration, farming innovations, and relief efforts following natural disasters. Their peaceful presence and calming demeanor often make them effective mediators in disputes.\n\nAs adventurers, Ithorians bring a unique combination of empathy, wisdom, and environmental awareness. Their cultural values may lead them to protect endangered species, restore damaged planets, or mediate conflicts that threaten fragile ecosystems. Their distinctive physiology and spiritual identity make them memorable and impactful characters in any SWURPG campaign.",
        "languages": "Ithor and Basic (via translator)",
        "example_names": [
          "Fandomar",
          "Momaw",
          "Oraltor",
          "Tomia",
          "Trangle",
          "Umwaw"
        ]
      },
      "image_file": "ithorian.jpg",
      "auto_languages": [
        "Ithorian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Jawa",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "int": 2
      },
      "skill_proficiencies": [
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Darkvision",
          "description": "You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Tiny Fixers",
          "description": "You have Advantage on Mechanics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Ion Affinity",
          "description": "You gain a +2 bonus to attack rolls with Ion weapons.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 2,
              "weapon_type": "Ion weapons"
            }
          ]
        },
        {
          "name": "Cowardly Reflex",
          "description": "When reduced to half HP or lower, make a DC 12 Wisdom saving throw. On a failure, you must drop Prone and use your next action to Hide.",
          "effects": [
            {
              "type": "special",
              "note": "At half HP or lower: DC 12 WIS save or drop Prone and use next action to Hide"
            }
          ]
        },
        {
          "name": "Open-Minded Vulnerability",
          "description": "You have Disadvantage on saving throws against mind-affecting Force powers.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against mind-affecting Force powers"
            }
          ]
        }
      ],
      "description": {
        "lore": "Jawas are the hooded, glowing-eyed scavengers of Tatooine who crew the giant treaded sandcrawlers, comb the dunes for cast-off scrap and stray droids, and shriek \"Utinni!\" the moment they spot something worth hauling home. In A New Hope they are the ones who snare R2-D2 and C-3PO out in the wastes and sell the pair to Owen Lars at his moisture farm, the small deal that sets the whole saga in motion. To most settlers they are a nuisance and a punchline, a swarm of meter-tall robes haggling over junk, but those settlers also keep coming back, because nobody else on the planet can put a dead astromech back on its feet for the price the Jawas ask.\n\nUp close a Jawa is barely a meter tall and almost never seen in the flesh. They hide head to toe in rough, hand-woven robes the color of dried mud, hoods pulled low so that nothing shows but two sickly yellow eyes glowing out of the dark folds. Those eyes are the only reliable feature, glowing from within to help them pick salvage out of the gloom of a sandstorm or the belly of a sandcrawler. What lies beneath the cloth has never been confirmed; outsiders trade rumors that Jawas are oversized desert rodents or some shrunken, devolved offshoot of humanity, but nobody has produced a face to settle the argument. (Assumption: SWURPG treats Jawas as a distinct humanoid species; the \"rodent-like\" descriptor is canon speculation by Tatooine colonists, not a confirmed taxonomy.) The robes do real work in the bargain, insulating against the twin suns and trapping precious body moisture, and a Jawa's hem is even said to creep lower as it ages, a quiet record of its years stitched into the cloth.\n\nTatooine is their whole world, and the sandcrawler is its capital. These rust-streaked, multi-story machines were dragged to the planet by mining outfits chasing ore that never panned out; when the prospectors gave up and abandoned them, the Jawas claimed the hulks and turned them into rolling fortress-homes and workshops. A single sandcrawler can carry an entire clan plus a cargo hold stuffed with salvage, with room for something like fifteen hundred droids racked and waiting to be sorted. The economy that runs on these machines is pure scavenging: Jawas roam the deserts collecting discarded scrap and wayward mechanicals, repair what they can, strip what they can't, and sell the lot to farmers, freighter crews, and anyone else desperate for cheap parts. They are particularly fixated on droids, which they catch in the open using cobbled-together ionization blasters, weapons built to slap a restraining bolt on a target and jolt it into a harmless stop so it can be dragged aboard.\n\nTheir culture is clan-based and restless, organized around the family group and the crawler it lives in rather than any fixed settlement. They speak Jawaese, a rapid, high-pitched tongue so fast and variable that outsiders struggle to follow it, made stranger still by the Jawa habit of adding scent to their words to carry tone and emphasis. For dealing with everyone else they fall back on the Jawa Trade Language, a stripped-down pidgin with the smells removed that outsiders can actually learn; Owen Lars understood enough of it to dicker, and Anakin Skywalker reportedly spoke it fairly well. That trade tongue exists for a reason, because the Jawas are relentless hagglers with a reputation for sharp, sometimes shady deals, the kind where a droid runs beautifully right up until the sandcrawler is over the horizon. Once a year, just before storm season, every clan converges on a great basin in the Dune Sea for an annual swap meet, where crawlers gather to trade salvage, compare navigation data on the ever-shifting dunes, and arrange marriages across clans to keep the bloodlines varied.\n\nIn the wider galaxy the Jawas are nobody's idea of a power, and that suits them. They hold no fleets, no armies, and no ambitions beyond the next good find, which makes them easy to underestimate and easy to cheat as readily as they cheat others. Yet they sit at a quiet hinge of galactic history: it was a Jawa crew that pulled two fugitive droids out of the Jundland sands and sold them on, never knowing they were handing the Rebellion's stolen Death Star plans to the one farm boy who would carry them to the Alliance. To a passing spacer a Jawa is comic relief, a chittering profiteer to be tolerated and watched closely. To the people who actually live on Tatooine they are something more useful and more unsettling, the only reliable source of affordable tech on a backwater world, and a reminder that the desert keeps better track of its bargains than anyone expects.\n\nAs player characters, Jawas lean into the scavenger-tinkerer fantasy rather than brute force, built around five traits. Darkvision reflects those glowing eyes and a life spent working in storm-gloom and crawler holds. Tiny Fixers ties their small stature to their genius with broken machines, the instinct to repair and repurpose anything mechanical. Ion Affinity is the signature, modeling the homemade ionization blasters Jawas use to drop and capture droids out in the dunes. Cowardly Reflex is the honest cost of being a meter-tall scavenger in a hostile galaxy, the survivor's habit of scattering before a fight rather than standing in one. Open-Minded Vulnerability rounds out the kit, the curious, trusting streak of a people who will tinker with anything new, for better or worse. Played straight, a Jawa is the party's improvising mechanic and salvage-runner, thriving where there is junk to fix and a deal to be made.",
        "home_planet": "Tatooine",
        "physical_description": "Jawas are small humanoids averaging around one meter in height, with thin builds, rapid movements, and an appearance almost always concealed beneath layered, protective robes. Their glowing yellow eyes—produced by moisture-retaining filters built into their hoods—are one of their most recognizable traits in Star Wars media. Canon never fully reveals their faces, while Legends suggests they may possess rodent-like or chitinous features suited to desert survival. Regardless of interpretation, Jawas clearly evolved for heat tolerance, nocturnal activity, and efficient energy use.\n\nTheir layered clothing shields them from sandstorms, solar radiation, and drastic temperature swings between day and night. Beneath the robes, Jawas possess small, dexterous hands capable of fine mechanical work. Their movements are quick and skittish, reflecting a lifetime spent navigating dunes, wreckage fields, and abandoned settlements. Their scent, described in Legends as unpleasant due to chemical treatments in their robes, helps protect them against pests and environmental hazards.\n\nJawas’ physiology suggests strong resistance to dehydration, perhaps through slow metabolic rates or moisture-retaining tissues, though official sources do not detail these mechanisms. Their clothing often incorporates scavenged parts, stitched panels, and improvised tools, reflecting their technological aesthetic. Despite their diminutive size, Jawas can survive long journeys aboard Sandcrawlers and extended exposure to desert conditions.\n\nOffworld, Jawas often retain their iconic attire, adapting it for temperature control or cultural identity. They stand out in most starports due to their rapid movements, chirping speech, and intense interest in mechanical objects.",
        "height_range": "1.0 meter",
        "weight_range": "20 to 25 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Jawa culture centers on scavenging, bartering, and clan loyalty. Their social structures revolve around extended family groups that travel together across Tatooine to gather technology and supplies. Jawas approach trade with sharp intelligence: they are quick to assess the value of items, identify salvage opportunities, and negotiate deals that maximize their clan’s resources. Their customs emphasize resourcefulness, communal survival, and the importance of maintaining mobile infrastructure.\n\nThey are famously secretive, rarely revealing their faces or personal details to outsiders. This secrecy stems partly from environmental necessity and partly from cultural tradition. Jawas use their chirping Jawaese language, expressive gestures, and rapid vocalization patterns to communicate complex ideas among themselves, often confusing offworlders who mistake their speech for simple chatter.\n\nDespite their opportunistic behavior, Jawas are not malicious. They follow internal ethical norms, and many clans maintain long-standing trading relationships with settlers. Their behaviors reflect survival strategies honed over generations, not deception for its own sake. Their ingenuity and cooperative spirit allow them to thrive in harsh conditions that defeat many larger Species.\n\nAs adventurers, Jawas bring quick thinking, mechanical creativity, and an eye for hidden value. Their cultural instincts make them ideal mechanics, scouts, engineers, infiltrators, and cunning negotiators. Their blend of humor, resourcefulness, and relentless curiosity enriches any SWURPG narrative.",
        "languages": "Jawaese (scent/gesture-based), Jawa Trade Language",
        "example_names": [
          "Akkit",
          "Het",
          "Oklect",
          "Klepti",
          "Tikkit",
          "Tteel"
        ]
      },
      "image_file": "jawa.jpg",
      "auto_languages": [
        "Jawanese",
        "Jawa Trade Language",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "KX-series Imperial Security Droid",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 4,
        "wis": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Imposing Frame",
          "description": "The tall KX chassis presence is a physical fact. You gain a +2 bonus to Intimidation checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Intimidation",
              "value": 2
            }
          ]
        },
        {
          "name": "Reinforced Security Build",
          "description": "Heavy security-droid plating layered into the chassis itself. You gain +1 AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Ion shocks freeze your leg servos but don't fully shut you down. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = Speed halved for 1 round.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Speed halved for 1 round"
            }
          ]
        },
        {
          "name": "Heavy Frame",
          "description": "The tall lanky KX chassis is the opposite of subtle — you duck under doorframes, you set off motion sensors, you cannot blend in. You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        }
      ],
      "description": {
        "lore": "K-2SO is the reprogrammed KX-series security droid who flew with rebel spy Cassian Andor and died holding a vault door shut on Scarif so the Death Star plans could escape, and he is the reason most people recognize the model at all. KX-series Imperial Security Droids were built by Arakyd Industries to enforce the Galactic Empire's will, looming over crowds, escorting officers, and clamping down on anyone who stepped out of line. Across the galaxy they were instruments of compliance; in one salvaged, glitching exception they became something the Empire never intended.\n\nA KX unit stands 2.16 meters tall, its matte-black frame stretched into exaggerated human proportions: long limbs, a narrow torso, and an oversized head set low between high shoulders. The build is deliberately unsettling. Arakyd gave the series the loose, fluid mobility of a trained human athlete married to a droid's tirelessness, so a KX can carry gear, wield a blaster, and chase a fugitive through a city without ever flagging. A bank of olfactory sensors mounted in the chest gives the droid a working sense of smell, useful for sniffing out contraband, explosives, or a hidden body. The whole design is engineered to read as a threat before it does anything at all.\n\nThe series exists because of a legal dodge. The Imperial Senate had banned the construction of battle droids, so Arakyd marketed the KX-series as \"security droids\" and slipped it through the loophole. The distinction was paper-thin: KX units were deliberately built without the standard programming that stops a droid from harming organic sentients, which made them combat machines in everything but name. They rolled off Arakyd's lines for the Imperial Army and Imperial Security Bureau, deploying to garrisons, checkpoints, and crowd-control operations where their size and licence to kill did the Empire's intimidation for it.\n\nWhat makes the KX-series genuinely sinister is its deference programming. Each unit is hardwired to recognize and obey Imperial military officers at the rank of lieutenant or above, executing orders without the hesitation or conscience an organic enforcer might bring to them. That obedience is also the model's exploitable seam: a KX runs on a reprogrammable behavioral core, and anyone who can crack and rewrite that core inherits a two-meter killing machine with full access to Imperial security databases and the authority codes baked into its loyalty stack. The Empire trusted these droids precisely because they could not say no, never imagining that the same trait would one day be turned against it.\n\nK-2SO's story is exactly that betrayal. Originally deployed in 2 BBY to crush protests on Ghorman, the unit was disabled in the chaos of the massacre there and salvaged by Cassian Andor, who hauled it back to the rebel base on Yavin 4 and had it reprogrammed for the Alliance. The rewrite was imperfect, and the accumulated errors gave K-2SO something no factory KX ever had: a self-aware personality, dry and pessimistic, forever announcing the odds of failure aloud. He went on to fly with Andor to the Ring of Kafrene and into the Imperial vault complex on Scarif, where he held off stormtroopers and sealed the data vault before he was finally shot down. He was, briefly, the most famous member of a model the Empire designed to be faceless, and a reminder that an instrument of tyranny rewritten by the right hands becomes its undoing.\n\nAs a playable chassis in SWURPG, the KX-series is a frontline bruiser and an intimidator. Your Droid Chassis and Heavy Frame make you a true droid built on a reinforced 2.16-meter body, and the Reinforced Security Build hardens you the way Arakyd hardened these units against the rough work of enforcement. A +4 to Strength reflects the model's raw power, while the Imposing Frame trait and your Intimidation proficiency turn your towering silhouette into a weapon before a shot is fired; the matching -2 to Charisma is the flip side, the cold, blunt manner of a machine built to be obeyed rather than liked. The -2 to Wisdom fits a chassis that runs on programming rather than instinct, and Ion Sensitivity is the honest cost of being a droid: ion and electric weapons hit you where you live. Play a KX as the muscle who walks into the room and ends the argument, or lean into K-2SO's legacy as a defector who turned the Empire's own enforcer against it.",
        "home_planet": "Arakyd Industries (Imperial contract era)",
        "physical_description": "KX-series chassis run 2.2m tall — towering even by humanoid-droid standards — with long lanky limbs, dark grey or black plating, and a distinctively flat-topped head featuring a single horizontal rectangular sensor strip in place of separate photoreceptors. The frame is heavy but the proportions are slightly storklike, which paradoxically makes KX units look less imposing standing still and far more menacing when they move (the long-limbed gait covers ground faster than expected). Internal armor is heavy; the chassis was designed to survive sustained blaster fire and physical combat with humanoids up to and including Wookiees. The cranial unit deliberately lacks a mouth-equivalent — KX units speak through a chest-mounted vocalizer, which contributes to the canon \"voice doesn't quite match the face\" uncanny-valley effect.",
        "example_names": [
          "K-2SO",
          "K-4D8",
          "K-3PO",
          "K-7SQ"
        ],
        "height_range": "2.1 to 2.2 meters",
        "weight_range": "100 to 130 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "kx-series-imperial-security-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 2
    },
    {
      "name": "Kaleesh",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "dex": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Predatory Reflexes",
          "description": "Your claws are natural weapons that deal 1d4 slashing damage.",
          "effects": [
            {
              "type": "special",
              "note": "Claws: 1d4 slashing damage (natural weapons)"
            },
            {
              "type": "natural_weapon",
              "name": "Claws",
              "damage_dice": "1d4",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Acute Senses",
          "description": "You have Advantage on Perception checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception"
            }
          ]
        },
        {
          "name": "Technological Aversion",
          "description": "You have Disadvantage on Use Computer and Mechanics checks. You do not gain any starting weapon proficiencies from your class beyond Melee (Simple) and Ranged (Light). You may still gain weapon proficiencies through ASI alternative traits or leveling up.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Class weapon proficiencies limited to Melee (Simple) and Ranged (Light); others acquirable through ASI or leveling"
            }
          ]
        },
        {
          "name": "Kaleesh Warblade Proficiency",
          "description": "You are proficient with the Kaleesh Warblade, a traditional weapon of Kaleesh warriors.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with the Kaleesh Warblade"
            },
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Kaleesh Warblade"
              ]
            }
          ]
        }
      ],
      "description": {
        "lore": "The Kaleesh are a fierce reptilian warrior species from the Outer Rim world of Kalee — red-skinned, tusked, and almost never seen without the bone war-masks carved from the skulls of their planet's deadliest predators. To most of the galaxy they are known through one infamous son: General Grievous, born the Kaleesh warlord Qymaen jai Sheelal, whose people honored him as a living demigod long before he ever became the cyborg scourge of the Jedi.\n\nA Kaleesh is unmistakable up close: scaly skin in deep reds and earthy browns, snake-like slitted eyes of gold or yellow, a flat snout, long pointed ears, and a pair of heavy tusks jutting from the lower jaw. Thermal pits beneath their eyes let them see in the dark, and a sense of smell keen enough to read the pheromones their own bodies produce makes them superb hunters and trackers. But it is the mask the galaxy remembers — most Kaleesh conceal their faces behind war-masks built from the skulls, bones, and teeth of Kalee's apex beasts (the mumuu, the erkush, the karabbac), and the oldest warrior houses pass an ancestral battle-mask down from one generation to the next.\n\nKaleesh culture is built on war. Their society is divided into countless tribes, and war is treated not as a tragedy but as a sacred and essential practice — the proving ground for the honor that orders all of Kaleesh life. A Kaleesh warrior hunts not only for meat but to demonstrate courage, taking trophies to fashion into masks and clothing, and the same fierce code of honor that binds a tribe together also fuels long cycles of vengeance between them. They are renowned across the Rim as merciless, disciplined, and almost supernaturally lethal — equally dangerous with a traditional blade and with a slugthrower at range.\n\nUnderpinning that warrior code is a profound ancestor-worship. The Kaleesh believe that those who achieve great deeds in life become gods in death, so their burial grounds are sacred and their world is dotted with temples raised to the ancestor-gods — the holiest of them named Shrupak. Fallen warriors are honored with elaborate rites, carved monuments, and epic recitations that keep their names alive, and every Kaleesh measures their own life against the deeds that might one day earn them a place among the divine. It is this conviction — that glory echoes into godhood — that makes them so fearless in the field.\n\nThat fearlessness produced the most famous Kaleesh of all. During the brutal Huk War against the insectoid Yam'rii, the warlord Qymaen jai Sheelal won victory after victory until his people hailed him as a demigod — but when his fellow warrior and great love Ronderu lij Kummar fell in battle, he renamed himself Grievous, certain he was fated to mourn her forever. His relentless campaign drove the Huk to appeal to the Galactic Republic, which, leaned on by corporate interests, answered not with aid but with crippling fines and embargoes that left thousands of Kaleesh to starve. That betrayal hardened a lasting Kaleesh mistrust of the Republic, and it handed Count Dooku and San Hill of the InterGalactic Banking Clan exactly the embittered, Jedi-hating warrior they were looking for. (In Legends, a Banking Clan shuttle crash secretly arranged by Dooku mutilated Grievous and forced his rebirth as a cyborg; current canon implies he chose much of his augmentation to better match the Jedi — but the Kaleesh tragedy beneath the armor is constant across both tellings.)\n\nFor players, the Kaleesh is the warrior incarnate — a Strength-and-Dexterity hunter who strikes fast, strikes hard, and reads a battlefield by scent and instinct. Their Predatory Reflexes and Acute Senses suit a frontline duelist, a guerrilla skirmisher, or a tracker who never loses a trail, while a deep cultural distrust of the wider galaxy hands every Kaleesh character a ready-made edge of grievance or pride. Play one as a mask-wearing champion seeking honor for a wronged homeworld, a blade-for-hire carrying the weight of Kalee's history, or a pilgrim chasing the ancestral visions that might one day make a god of them.",
        "home_planet": "Kalee",
        "physical_description": "Kaleesh possess striking reptilian-humanoid features, including elongated skulls, pronounced facial ridges, and leathery skin ranging from deep red to earthy brown. Their eyes tend to be gold, orange, or yellow, often giving them a fierce and predatory appearance. The most iconic aspect of Kaleesh imagery is their bone-like masks, crafted from the skulls of dangerous native creatures—particularly the karabast—and worn both in battle and daily life as symbols of identity and honor.\n\nTheir bodies are lean, muscular, and adapted for agility. Kaleesh limbs are digitigrade, giving them a distinctive gait that enhances speed and jumping ability. Their hands feature sharp claws useful for climbing and combat. Their physiology supports endurance in harsh environments, contributing to their reputation as relentless fighters. Clothing styles typically incorporate leather, bone, cloth wrappings, and clan markings.\n\nInjuries are common among Kaleesh warriors, and scarification is sometimes embraced as a mark of survival or valor. Their posture, balance, and movement patterns reflect natural combat readiness. Offworld, they adapt their attire to incorporate armor or tactical gear while preserving traditional elements such as masks or clan symbols.\n\nTheir skeletal structure is strong yet lightweight, enabling high mobility in rough terrain. These features, combined with their keen senses, make Kaleesh formidable hunters and warriors across a variety of environments.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "75 to 80 kilograms",
        "age_of_adulthood": "25 standard years",
        "personality": "Kaleesh culture centers on honor, clan loyalty, and ancestral reverence. Their customs emphasize martial excellence, storytelling, and spiritual continuity. Warriors train from youth, learning hunting techniques, weapon mastery, and survival skills passed down through generations. Rituals celebrate victories, commemorate fallen clanmates, and reaffirm communal bonds.\n\nTheir worldviews are deeply shaped by the injustices inflicted upon them during the Yam’rii conflict and subsequent Republic sanctions. Many Kaleesh grow up hearing stories of exploitation and betrayal, fostering skepticism toward large governments and corporate powers. This does not translate into universal hostility but rather a guarded wariness and preference for self-reliance and local authority.\n\nDespite their warrior culture, Kaleesh value ethics tied to courage, fairness, and respect for worthy foes. Cowardice, deceit, and dishonor carry heavy social stigma. Their spiritual traditions invoke ancestral guidance, and some Kaleesh undertake pilgrimages or ritual journeys to connect with the wisdom of past generations.\n\nAs adventurers, Kaleesh often pursue paths as mercenaries, guardians, scouts, or avengers seeking justice for past wrongs. Their intense loyalty and strong moral convictions make them powerful allies—or dangerous adversaries—depending on the nature of their cause.",
        "languages": "Kaleesh; most also speak Basic due to historic conflicts with the Huk and the Republic.",
        "example_names": [
          "Qymaen jai Sheelal",
          "Ronderu lij Kummar",
          "Bentilais san Sk’ar"
        ]
      },
      "image_file": "kaleesh.jpg",
      "auto_languages": [
        "Kaleesh",
        "Galactic Basic"
      ]
    },
    {
      "name": "Kaminoan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "int": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Treat Injury",
        "Knowledge: Sciences"
      ],
      "traits": [
        {
          "name": "Amphibious",
          "description": "You can breathe both air and water.",
          "effects": [
            {
              "type": "special",
              "note": "Can breathe both air and water"
            }
          ]
        },
        {
          "name": "Bio-Genetic Master",
          "description": "You have Expertise in Treat Injury and can use your Intelligence modifier for Treat Injury checks instead of Wisdom. When you use a Medpac, you may reroll the lowest die result and must use the new roll.",
          "effects": [
            {
              "type": "skill_expertise",
              "skill": "Treat Injury"
            },
            {
              "type": "special",
              "note": "Use INT modifier instead of WIS for Treat Injury checks"
            },
            {
              "type": "special",
              "note": "When using a Medpac, reroll the lowest die result (must keep new roll)"
            }
          ]
        },
        {
          "name": "Ultraviolet Sight",
          "description": "Your large eyes perceive the ultraviolet spectrum. You can see colors, markings, and fine detail invisible to most species, and your sight is adapted to dim, murky conditions — you have Darkvision up to 60 feet.",
          "effects": [
            {
              "type": "special",
              "note": "Ultraviolet Sight: perceive UV light — see colors, markings, and detail invisible to other species"
            },
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Frailty",
          "description": "Your slender frame is unsuited to direct combat. You have Disadvantage on Strength saving throws.",
          "effects": [
            {
              "type": "saving_throw_disadvantage",
              "ability": "str"
            },
            {
              "type": "special",
              "note": "Disadvantage on Strength saving throws"
            }
          ]
        }
      ],
      "description": {
        "lore": "Kaminoans are tall, pale, long-necked amphibious aliens from the storm-lashed water world of Kamino, and the species behind the most consequential act of genetic engineering in galactic history: the cloning of the Republic's Grand Army. The Kaminoans are the clone-makers of Star Wars, master cloners and geneticists who turned a single bounty hunter's DNA into millions of soldiers. Aloof, orderly, and isolationist, they regard themselves without false modesty as the galaxy's supreme authorities on genetics. The Kamino people built their entire civilization around precision biology, evaluating life the way other species evaluate machinery, and their cold, clinical brilliance made them indispensable to the Republic and, in time, a liability the Empire chose to erase.\n\nPhysically, Kaminoans are among the tallest of the common humanoid species, with slender, elongated bodies, frail limbs, and the distinctive long neck that defines their silhouette. Kaminoan height is pronounced and sharply sexually dimorphic: males stand roughly 2.7 meters tall, while females reach about 2.1 meters, both weighing only around 65 to 70 kilograms, giving them a graceful, gliding, almost weightless gait. Their oblong heads sit atop limited-flexibility neck bones; males bear fin-like crests, while a female Kaminoan is typically bald and wears an ornamental head crescent. Their most remarkable feature is their eyes: large, almond-shaped, and black with white pupils, capable of seeing into the ultraviolet spectrum. Where humans see the interior of Tipoca City as sterile, featureless white, a Kaminoan perceives a richly colored world of hues no other species can detect. Their tall, slim build and large light-gathering eyes are inheritances from amphibious ancestors who swam the murky depths of Kamino's endless oceans.\n\nKaminoan culture is defined by order, perfectionism, and a near-total inward focus. They are perfectionists to the point of intolerance, valuing stability, clearly defined roles, and long-term scientific planning above sentiment or spectacle. Their isolationism runs deep: Kaminoans interact with offworlders as little as possible, engaging in cool, transactional relationships rather than alliances, and Legends sources describe an outright xenophobia born of their long seclusion. Emotion is rarely displayed openly; approval or displeasure registers as a subtle shift in tone or posture. This austere detachment is frequently mistaken for cruelty, but to a Kaminoan it is simply the discipline a master of genetics owes to the work.\n\nWhat makes the Kaminoans singular is that they apply their genetic mastery to themselves. Faced in their history with catastrophic floods and rising seas, they retreated to domed cities on stilts and turned eugenics into the foundation of their society, sustaining their species through a deliberate mix of selective breeding, genetics, and cloning. Status and caste are tied to genetic markers, including eye color, with gray, blue, and yellow eyes deemed acceptable; the rare child born with a disfavored trait such as green eyes was, in the harshest Legends accounts, considered genetically inferior and removed to protect the well-ordered whole. To outsiders this is monstrous; to Kaminoans it is merely the same logic of perfection they later sold to the Republic, turned inward. Their lead scientist Ko Sai spoke for the culture: \"We are the masters of genetics.\"\n\nThat mastery reached the wider galaxy through the clone army. In Tipoca City, the gleaming domed capital perched on stilts above the equatorial waves, the Kaminoans used the Mandalorian bounty hunter Jango Fett as a genetic template, tampering with his structure to make the clones more docile and engineering them to age at twice the normal human rate so an army would be battle-ready in a single decade. Prime Minister Lama Su governed Kamino through this era, his administrative aide Taun We guided visitors through the cloning halls, Chief Medical Scientist Nala Se oversaw the troopers' creation, and Ko Sai served as chief scientist of the Grand Army project. Their work armed the Republic, shaped the Clone Wars, and helped enable the rise of the Empire, which would ultimately dismantle Kaminoan cloning operations to ensure no rival could ever command such power again.\n\nFor players, a Kaminoan character in SWURPG is a sharp-minded specialist built for medicine, science, and bioengineering rather than brute force. The species' canon-true biology is reflected directly in its traits: an Amphibious trait lets you breathe both air and water, the signature Bio-Genetic Master trait grants Expertise in Treat Injury, lets you substitute Intelligence for Wisdom on those checks, and improves your Medpac use; an Ultraviolet Sight trait gives you Darkvision and lets you perceive ultraviolet light invisible to other species; while a Frailty trait imposes Disadvantage on Strength saving throws to reflect that slender, combat-poor frame. With native proficiency in Treat Injury and Knowledge: Sciences, plus an Intelligence boost paired with reduced Strength and Charisma, Kaminoans excel as field medics, researchers, technocrats, and coldly efficient strategists. Whether wrestling with the ethics of their cloning legacy, recovering forbidden research suppressed by the Empire, or simply being the smartest and most unsettlingly calm presence in the room, a Kaminoan brings analytical rigor and moral weight to any party.",
        "home_planet": "Kamino",
        "physical_description": "Kaminoans are tall, elegant humanoids with long necks, elongated limbs, and smooth, pale skin tones ranging from gray-white to light blue. Their large black eyes dominate their faces, granting ultraviolet vision and a placid, unreadable expression. Their cranial shape—smooth, elongated, and devoid of hair—contributes to their ethereal and somewhat unsettling appearance in Star Wars media.\n\nTheir slender forms are deceptively strong, containing dense musculature adapted for swimming and navigating Kamino’s storm-lashed environments. Their gait is slow and graceful, with fluid movements that give the impression of near-weightless motion. Clothing worn by Kaminoans tends to be minimalist, pristine, and tightly fitted, reflecting both cultural aesthetics and laboratory practicality.\n\nKaminoan biology includes heightened resistance to disease and environmental stress, features likely developed through generations of exposure to harsh weather and high humidity. Their long necks, often a cultural symbol of status and maturity, support delicate vocal patterns and precise enunciation. In laboratories, Kaminoans frequently adorn themselves with clinical tools, identification insignias, or research interfaces.\n\nOffworld, Kaminoans may require environmental adjustments—humidifiers, temperature control, or protective coverings—to compensate for drier planetary atmospheres, though their physiology remains robust enough to adapt with proper care.",
        "height_range": "2.1 to 2.7 meters",
        "weight_range": "65 to 70 kilograms",
        "age_of_adulthood": "11 standard years",
        "personality": "Kaminoans embody precision, logic, and emotional restraint. Their culture values efficiency, order, and scientific advancement above all else. They view themselves as custodians of knowledge, responsible for refining genetic technologies that few others can comprehend. This focus on improvement sometimes comes at the cost of empathy, leading outsiders to misinterpret them as cold or detached.\n\nTheir customs emphasize long-term planning and social harmony maintained through clearly defined roles. Kaminoans rarely display overt emotion, instead expressing approval or displeasure through subtle shifts in tone, posture, or expression. Their society prioritizes stability, and individuals are expected to contribute meaningfully to scientific or administrative goals.\n\nTrade, diplomacy, and political relationships are transactional rather than ideological. Kaminoans assess allies and clients based on reliability, discretion, and long-term benefit. Their approach to cloning reflects this worldview: engineered life is valued for its function, not for any philosophical or spiritual significance.\n\nAs adventurers, Kaminoans may grapple with the moral consequences of their society’s legacy. Whether seeking redemption, pursuing forbidden research, or applying their scientific skill to new horizons, Kaminoan characters bring intellectual rigor, social subtlety, and ethical depth to SWURPG campaigns.",
        "languages": "Kaminoan and Basic",
        "example_names": [
          "Ava Lim",
          "Lama Su",
          "Maru Lan",
          "Tau Shei",
          "Taga Sai",
          "Seva Ke",
          "Taun We"
        ]
      },
      "image_file": "kaminoan.jpg",
      "auto_languages": [
        "Kaminoan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Karkarodon",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "con": 1,
        "int": -1,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics",
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Serrated Bite",
          "description": "Your jaws hold rows of serrated teeth that you shed and regrow without end. You have a natural Bite attack that deals 1d6 slashing damage (a melee attack, adding your Strength modifier to damage).",
          "effects": [
            {
              "type": "natural_weapon",
              "name": "Bite",
              "damage_dice": "1d6",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Amphibious",
          "description": "You breathe both air and water with equal ease and have a swim speed equal to your walking speed, with no penalty for moving or fighting underwater.",
          "effects": [
            {
              "type": "special",
              "note": "Breathes air and water; swim speed equal to walking speed; no penalty acting or moving underwater"
            }
          ]
        },
        {
          "name": "Blood in the Water",
          "description": "A wounded foe draws out the hunter in you. Once per turn, you have Advantage on a melee attack roll against a creature that is below half its hit point maximum.",
          "effects": [
            {
              "type": "special",
              "note": "Once per turn, Advantage on a melee attack roll against a creature below half its hit point maximum"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Karkarodon are a shark-like, amphibious people from the ocean world of Karkaris — fast swimmers and ferocious hunters who can tear an enemy apart with rows of serrated teeth. Most of the galaxy knows them through a single name: Riff Tamson, the Separatist warlord Count Dooku sent to drown Mon Cala in blood during the Clone Wars. He is the most infamous Karkarodon — but he was never the only one, and a people is never just its worst son.\n\nA Karkarodon is, in essence, an apex predator given hands. They are large and powerfully built, with the blunt menace of a shark's head, tough hide, and webbed hands and feet that drive them through water faster than most species can run on land — they even swim with their legs crossed, trailing behind them like a shark's tailfin. Their jaws are crowded with serrated teeth they shed and regrow without end, so a Karkarodon's bite never dulls, and they are startlingly hard to put down: Tamson took blaster bolts to the chest in the middle of a battle and kept coming. They breathe air and water with equal ease, as dangerous in a flooded corridor as on a boarding ramp.\n\nKarkaris is an ocean world in the Nilgaard sector of the Outer Rim, neighboring the Mon Calamari system, and its people live far beneath the surface — in sprawling, decentralized cities anchored along the seams of the planet's tectonic plates, lit and powered by the heat of deep volcanic vents. Its seas hold their own terrors, among them the Hydroid Medusas, drifting jellyfish-like predators the Karkarodons learned to harness as living weapons. When the Clone Wars reached the sector, Karkaris stayed out of it, declaring neutrality and refusing to spend its people on either side — so the Karkarodons you meet off-world chose to be there: soldiers, enforcers, and hunters whose reputation arrives a step ahead of them.\n\nThat reputation was carved, fairly or not, in the campaign for Mon Cala. Acting for Count Dooku, Riff Tamson assassinated the Mon Calamari king Yos Kolina and used the grief to turn the Quarren against their lifelong neighbors, fronting a Quarren separatist movement that was never more than a pretext to seize the world. He did not come alone — Karkarodon enforcers and Separatist droids fought at his side, and he loosed Karkaris's Hydroid Medusas on Republic prisoners. The relief, when it came, came from the deep: a Gungan army marched up from Naboo, and Prince Lee-Char, the murdered king's son, was hunted through the depths until he turned the Quarren back against the warlord and finished Tamson himself.\n\nBut Tamson and his soldiers were never the whole of the species. Karkarodons surface across the galaxy in far quieter roles — one cooled his heels in a Republic detention block around the time Obi-Wan Kenobi went undercover there; others work as bounty hunters, dock-bosses, and ordinary folk who never wanted a war at all. The constant isn't the warlord; it's the shape of them — patient in the water, sudden in the strike, and very hard to bluff. (Karkarodon lifespan and the finer points of their culture are thinly recorded in canon, and there is no separate Legends material beyond these appearances — treat those as table flavor.)\n\nIn SWURPG, a Karkarodon plays as a born apex predator. The kit leans on raw power and durability (+2 STR, +1 CON) and pays for it in polish (−1 INT, −2 CHA) — they make blunt, frightening hunters rather than scholars or diplomats, though a sharp one like Tamson is always free to make that a costly assumption. Serrated Bite arms every member of the species with a real natural weapon; Amphibious turns water from an obstacle into their element; and Blood in the Water rewards the instinct they all share — to close on something already wounded. Trained by nature in Athletics and Intimidation, a Karkarodon can anchor a front line, loom behind a crime boss, run down a bounty, or hunt far from home as a neutral-world mercenary.",
        "home_planet": "Karkaris",
        "physical_description": "Karkarodons are large, heavily muscled humanoids with the unmistakable head of a shark — a broad, blunt snout, dark eyes set wide to the sides, and gill slits along the neck. Their hide is tough and smooth, usually in shades of gray, slate, or deep ocean-blue and paling toward the underside, and a pronounced dorsal ridge runs the length of the back.\n\nTheir hands and feet are webbed and tipped with short claws, and their jaws carry several rows of triangular, serrated teeth that are shed and replaced for life — a fresh edge always waiting behind the last. Most stand well above two meters, and the powerful, tapering build marks them unmistakably even in a galaxy full of aquatic species.\n\nBuilt for the sea, a Karkarodon is streamlined and astonishingly fast in the water, swimming with its legs crossed so the trailing limbs read like a shark's vertical fin. On land the same body looks heavy and unhurried, a rolling gait that seems slow right up until it isn't. Off-world, Karkarodons tend toward minimal gear — harnesses, weapon rigs, and moisture-sealing wraps for a body that would always rather be wet.",
        "height_range": "2.0 to 2.4 meters",
        "weight_range": "100 to 160 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Karkarodons carry themselves with the ease of creatures that have rarely been anyone's prey. They are direct, territorial, and quick to violence when challenged, with a hunter's patience that can be mistaken for stillness right up to the strike. That hard edge earns them a fearsome reputation the galaxy seems happy to pass along without their help — and one most Karkarodons see little reason to correct.\n\nBut a species is not a single temperament. Karkaris itself is a world of scattered, self-governing cities rather than one throne, and its people carry that independence with them: for every Tamson-style warlord there are Karkarodons who want nothing to do with anyone's war — neutral-world hunters, freighter crew, dock enforcers, and bounty hunters who simply prefer clean, finished work to noise and politics.\n\nAt the table, a Karkarodon makes a natural front-line fighter, bodyguard, or tracker, and an unforgettable face for a party that would rather open a door with menace than manners. Play the patience as much as the teeth — the most frightening Karkarodon is the one who waits.",
        "languages": "Galactic Basic Standard, plus the native Karkarodon tongue.",
        "example_names": [
          "Riff Tamson",
          "Vorr Dassik",
          "Sythe Karrand",
          "Brakka Vohl",
          "Korr Vandriss",
          "Dross Maleen"
        ]
      },
      "image_file": "karkarodon.jpg",
      "auto_languages": [
        "Karkarodon",
        "Galactic Basic"
      ]
    },
    {
      "name": "Kel Dor",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "con": -2,
        "wis": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Atmospheric Dependency",
          "description": "You must wear an antiox breath mask and protective goggles when outside Dorin or in standard oxygen-rich environments.",
          "effects": [
            {
              "type": "special",
              "note": "Must wear antiox breath mask and goggles outside Dorin or in oxygen-rich environments"
            }
          ]
        },
        {
          "name": "Baran Do Foresight",
          "description": "Once per Long Rest, when you make an attack roll, saving throw, or ability check, you may roll a d4 and add the result. You must declare this before the outcome is known.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: roll d4 and add to any attack roll, saving throw, or ability check (declare before outcome known)"
            }
          ]
        },
        {
          "name": "Dorin-Adapted Sight",
          "description": "Kel Dor eyes are adapted to the dim light of Dorin. Behind your protective goggles you have Darkvision up to 60 feet (without them in an oxygen atmosphere you are effectively blind). But your dark-adapted eyes are pained by glare: in bright light, such as direct sunlight, you have Disadvantage on attack rolls and on sight-based Perception checks.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            },
            {
              "type": "special",
              "note": "With goggles: dark/low-light vision and extended range; without goggles in an oxygen atmosphere: effectively blind. In bright light (e.g. direct sunlight): Disadvantage on attack rolls and sight-based Perception checks."
            }
          ]
        }
      ],
      "description": {
        "lore": "The Kel Dor are a tall, orange-skinned humanoid Star Wars species from the planet Dorin, and the most famous Kel Dor in the galaxy is Jedi Master Plo Koon, the masked, goggle-wearing member of the Jedi High Council who fought as a general through the Clone Wars. That mask and those goggles are the first thing anyone notices about a Kel Dor, and they are not decoration. Dorin's atmosphere is a mix of helium and a rare gas unique to the world, and Kel Dor lungs and eyes evolved to breathe and see in it. In an ordinary oxygen environment the relationship inverts: oxygen, nitrogen, and carbon dioxide are all poisonous to a Kel Dor, so any Kel Dor who leaves Dorin must wear an antiox breath mask to filter the surrounding air back into something Dorin-like, along with protective goggles. Take the gear away off-world and a Kel Dor is choking and effectively blind within moments. This single biological fact shapes the entire species: cautious, deliberate, and quietly formidable, the Kel Dor who venture into the wider galaxy tend to be judges, diplomats, scholars, and Force users.\n\nThe Kel Dor body is built for a hostile world. They stand between roughly 1.6 and 2 meters, lean but sturdy, with skin in warm oranges, russets, and deep reds, often marked by dark individual patterns. In place of a conventional nose and mouth they have a tusked, fleshy facial opening, and small black tusks frame the sides of the head where extrasensory organs sit, organs tied to the heightened reflexes Kel Dor are known for. Their eyes are the vulnerable point. Dorin's atmosphere keeps them moist, but in oxygen-rich air a Kel Dor's eye fluids quickly evaporate, which is exactly what the goggles prevent. There is a striking upside: a Kel Dor wearing proper goggles off-world does not merely cope, they see better than a human, gaining low-light vision and roughly twice the normal visual range while still reading color and fine detail. The mask serves a second purpose too, amplifying the wearer's voice, because in a foreign atmosphere a Kel Dor would otherwise have to shout to make any sound at all, which is part of why Plo Koon's voice carries that low mechanical resonance.\n\nKel Dor culture grew up around Dorin's danger. The world sits in a region wracked by violent storms, and survival demanded cooperation, shared shelter, and a strong sense that recognizing a threat and doing nothing is a moral failure. Out of that environment came the Baran Do Sages, an ancient Force tradition that predates Kel Dor contact with the Jedi Order by thousands of years. The Baran Do were seers and storm-watchers first, using Force precognition to read the weather, warn of disasters, and guide their people through crisis, and only secondarily anything resembling warriors. They prize inner peace, meditation, and foresight over combat, do not wield lightsabers, and historically regarded the Jedi as a more militant order than their own. The Baran Do tradition is the cultural bedrock that produces so many measured, principled Kel Dor Force users, whether or not they ever leave Dorin.\n\nThe atmosphere dependency that defines a Kel Dor also gives the species one genuinely strange advantage. Their thick, leathery hide, combined with their unusual respiratory physiology, lets a Kel Dor survive the raw vacuum of space for a short time, far longer than a human could, though canon is careful never to fix exactly how long. It is not flight or invulnerability, just a narrow margin of extra seconds where most beings would have none, the kind of edge that lets a Kel Dor reach an airlock, cross a hull breach, or buy a moment in disaster. Paired with their goggled low-light vision and sharpened reflexes, it makes the Kel Dor quietly built for the worst environments the galaxy can offer, the same harsh logic that produced their patience and their refusal to panic.\n\nPlo Koon is the species' galactic face, and he embodies its virtues: analytical, calm, compassionate beneath a stoic exterior, and unflinching once a decision is made. He is not alone. His niece Sha Koon was also a Kel Dor Jedi Knight, part of a notable family within the Order, which makes a female Kel Dor Jedi entirely canonical for players who want one. Not every Kel Dor Force user walks the Jedi or Baran Do path, either. The Baran Do's own history hides darker corners, including the secretive Hidden Ones who broke away to preserve the Order's knowledge, and a long-dead cult buried within the tradition that once left offerings to the Sith Lord Darth Sion, so a Kel Dor Sith or dark-side seer has real canon roots to draw on rather than being a pure invention. The throughline across all of them is the same Dorin-bred temperament: foresight, restraint, and a sharp instinct for justice.\n\nIn SWURPG, a Kel Dor player character is built directly on these facts. The ability spread leans into the canon profile, rewarding awareness and decisive action, and the species traits make the lore mechanical. Atmospheric Dependency models the antiox mask and goggles, the requirement to wear them outside Dorin or in oxygen-rich air. Baran Do Foresight turns the Sages' precognition into a once-per-rest edge you can spend on an attack, save, or check before the result is known, the predictive instinct of a storm-reading seer in dice form. Dorin-Adapted Sight gives you Darkvision behind your goggles, balanced by a sensitivity to bright light. The build naturally supports Jedi, Baran Do mystic, judge, investigator, or pilot archetypes, and a Kel Dor pairs well with a breath mask and goggle gear, perceptive builds, and any campaign where the party needs a steady conscience who acts before the storm breaks rather than after.",
        "home_planet": "Dorin",
        "physical_description": "Kel Dor are tall, bipedal humanoids typically standing between 1.6 and 2 meters in height, with lean but sturdy builds adapted to Dorin’s high-pressure, helium-based atmosphere. Their skin tones range from warm oranges and russets to deeper reds and browns, often accented by dark facial markings unique to each individual. Their faces are among the most striking in Star Wars species design: rather than a conventional nose and mouth, they have a gaping, toothless opening framed by fleshy folds and drooping strands, covering a pair of hard palates that serve in place of teeth.\n\nFraming the sides of their heads are extrasensory organs that terminate in small black tusks, features that contribute to their heightened reflexes and spatial awareness. These organs, combined with their large, often dark or silver-tinted eyes, give Kel Dor an intense and somewhat alien appearance. However, their native vision and sensory processing are finely tuned to Dorin’s unusual atmosphere; away from home, unfiltered oxygen-rich air quickly overwhelms their eyes and lungs, making specialized gear essential.\n\nWhen in standard galactic atmospheres, Kel Dor must wear antiox breathing masks and protective goggles. These masks filter out toxic gases such as nitrogen and oxygen, replacing them with a Dorin-compatible mix, while the goggles protect their sensitive eyes. The gear is so iconic that many sentients never see a Kel Dor’s face uncovered. Offworld, their masks also amplify their voices, giving them a resonant, mechanical tone that adds to their air of quiet authority. The combination of rugged skin, specialized organs, and life-support equipment even allows Kel Dor to survive briefly in the vacuum of space, a feat that further sets them apart.\n\nTheir hands typically feature three fingers and an opposable thumb, with strong, dexterous digits well suited to both fine manipulation and combat grips. Clothing favored by Kel Dor tends toward practical, flowing robes or layered garments that accommodate their breathing gear and emphasize freedom of movement. Force users and Baran Do sages often wear traditional robes with muted colors, while offworld professionals may adopt more utilitarian outfits that still retain cultural motifs from Dorin.\n\nOverall, Kel Dor physiology reflects a species evolved for a uniquely hostile environment, then further refined through technological adaptation. Their appearance can be unsettling to those unfamiliar with them, but it also communicates resilience, specialization, and the profound difference between life on Dorin and standard worlds in the Star Wars galaxy.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Kel Dor personality is strongly shaped by the demands of Dorin and the teachings of traditions like the Baran Do. As a people, they are known for calm temperaments, strong moral convictions, and a willingness to intervene when injustice threatens others. Survival on a world framed by black holes and violent storms left little room for apathy; in Kel Dor ethics, recognizing danger and doing nothing is considered deeply irresponsible. This sense of duty manifests in individuals who are deliberate rather than impulsive, but unflinching once a decision is made.\n\nCommunity structures on Dorin emphasize mutual support and shared responsibility. Homes and public buildings are often built to shelter anyone who needs protection from storms, reinforcing the idea that safety and stability are communal obligations. Kel Dor customs encourage direct but respectful communication, and disputes are often resolved through mediation guided by elders, Baran Do sages, or other respected figures. Their legal traditions value restorative outcomes and moral clarity, with the goal of reintegrating wrongdoers rather than simply punishing them.\n\nSpiritual life among the Kel Dor centers on the Baran Do philosophy, which focuses on foresight, balance, and service. Baran Do adherents study the currents of the Force as a way to read weather patterns, political shifts, and personal destinies. While not all Kel Dor are Force-sensitive, many internalize Baran Do ideas about self-discipline, introspection, and humility. Even Kel Dor Jedi often carry elements of this worldview into the wider galaxy, tempering traditional Jedi doctrine with a Dorin-born appreciation for caution and predictive awareness.\n\nKel Dor customs also include quiet forms of hospitality. Guests are often offered shelter, safe atmosphere, and simple but carefully prepared meals suited to the host’s physiology. Storytelling, philosophy, and quiet conversation are preferred over loud celebration, though moments of victory or hard-won peace may spark more spirited gatherings. Personal honor is closely tied to keeping one’s word, defending the vulnerable, and acting decisively when one’s moral instincts demand it.\n\nAs player characters in SWURPG, Kel Dor frequently embody roles such as judges, guardians, strategists, or seers. They fit naturally into Jedi, mystic, or adviser archetypes, but can also shine as investigators, pilots, or tacticians who rely on perception and foresight. Their cultural emphasis on justice and responsibility gives them a built-in narrative arc: they are often driven to confront corruption, protect civilians, or mediate dangerous disputes. In any campaign that grapples with the ethical consequences of war, authority, or the Force, a Kel Dor character can serve as the group’s conscience—steady, perceptive, and determined to act before the storm breaks.",
        "languages": "Kel Dor, Basic",
        "example_names": [
          "Dorn Tlo",
          "Plo Koon",
          "Torin Dol"
        ]
      },
      "image_file": "kel-dor.jpg",
      "auto_languages": [
        "Kel Dor",
        "Galactic Basic"
      ]
    },
    {
      "name": "Kessurian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "int": 2,
        "cha": 1
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Courtly Demeanor",
          "description": "You have Disadvantage on Intimidation checks (Kessurians are culturally trained toward calm, formal persuasion rather than menace).",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Montral Awareness",
          "description": "Your montrals enhance awareness of nearby motion. You have Advantage on Perception checks. You can't be Surprised while conscious, and creatures within 5 feet don't gain Advantage on attack rolls against you as a result of being unseen.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception"
            },
            {
              "type": "condition_immunity",
              "condition": "surprised (while conscious)"
            },
            {
              "type": "special",
              "note": "Creatures within 5 ft do not gain Advantage on attacks from being unseen"
            }
          ]
        }
      ],
      "description": {
        "lore": "Jedi Master Estala Maru ran the Jedi side of Starlight Beacon during the High Republic era, and he is the Kessurian almost everyone has actually met: a red-skinned, montral-horned Jedi who coordinated the station's departments with a hands-on, faintly sarcastic edge while Avar Kriss took the spotlight. Kessurians are a humanoid species from the distant Kessur system, marked by those paired montrals and a sensory range that reaches well past what most species can perceive.\n\nA Kessurian's most striking feature is the pair of hornlike montrals rising above the ears, the same sensory organs Togruta carry, though Kessurian skin tends toward deep red rather than the Togruta palette. The montrals read movement and space around the body, giving a Kessurian a sense of their surroundings even in darkness, and their elongated, pointed ears are unusually sensitive, picking up sound well beyond the human range. Smaller nubs sit above the eyes and below the montrals, and the skin across the ears, montrals, cheeks, and forehead is mottled with lighter spots than the rest of the body. They stand on two legs with two arms and five-fingered hands, a familiar humanoid build wrapped around an unfamiliar sensory apparatus.\n\nThe species takes its name from the Kessur system, far out toward the galaxy's frontier. Canon has been sparing with the details, so the homeworld itself has never been formally named or mapped on screen (Assumption: the species and the system share a root name, as is common, but no source confirms a planet called Kessur). What little has been recorded points to a people who built a settled, hierarchical society rather than a scattered or nomadic one.\n\nKessurian society is organized as a monarchy, ruled by a king and queen, with rank and protocol that clearly matter to its members. The title of thilas marks someone second in line to the throne, royalty with real standing and influence of their own short of the crown itself. That courtly framework gives even off-world Kessurians a practiced sense of bearing and station, the kind of poise that reads as authority in a room full of strangers. Some Kessurians are Force-sensitive, and at least a handful, Maru among them, found their way into the Jedi Order.\n\nMaru remains the clearest window into who these people are. He first reached audiences not in the High Republic novels but in The Rise of Skywalker, where a red-horned Kessurian appears among the crowds; the species was named in the film's Visual Dictionary in 2019, and designer Jake Lunt Davies originally sketched the look as a Kijimi local nicknamed \"Red Horn Girl.\" The High Republic line later cast Maru as Starlight Beacon's Jedi head of operations, where he managed logistics, monitored the station's systems, and helped direct the Jedi response to the Great Hyperspace Disaster that nearly consumed the Hetzal system. He started life as concept art of a Twi'lek Jedi by Phil Noto and was reworked into a Kessurian once that Twi'lek slot went to Loden Greatstorm.\n\nFor a SWURPG player, the Kessurian fits the watchful coordinator, diplomat, or sensor-savvy investigator rather than the front-line bruiser. The strength penalty (-2) reflects a build tuned for perception and presence over raw power, while the intelligence bonus (+2) and charisma bonus (+1) lean into the analytical mind and courtly bearing that a thilas-descended people carry. The Montral Awareness trait turns the montrals into a real edge, that constant read on space and movement even in the dark, and pairs naturally with proficiency in Perception for catching what others miss. Courtly Demeanor leans on the monarchy and its rigid hierarchy of rank, giving the species a social lever to match its sharpened senses. Maru himself shows the type plays equally well as a Force-user, so a Kessurian Jedi or consular build is fully on the table.",
        "home_planet": "Kessur (Kessur system)",
        "physical_description": "Kessurians are near-Human in overall build, standing at roughly the same height and possessing a similar range of body types, but their coloration and cranial structures set them apart. Their skin is typically red, burgundy, or deep rose, often mottled with lighter spots across the ears, montrals, cheeks, and forehead. These markings create a naturally patterned appearance that many Kessurians accentuate with clothing, jewelry, or cosmetics, turning their faces and upper bodies into living canvases of color and texture.\n\nOne of the most distinctive physical features of Kessurians is their elongated, pointed ears, which extend outward and upward from the sides of the head. Rising above these ears are their hornlike montrals—flat, rectangular or slightly curved structures that enhance their sensory perception. Canon and compatible sources consistently depict these montrals as integral to Kessurian physiology, granting them improved spatial awareness and heightened sensitivity to movement and sound. Combined with their keen eyes, this gives Kessurians a naturally alert and responsive bearing.\n\nKessurians typically have brown or auburn hair, worn in a variety of styles that complement their horns and markings. Some favor long braids or swept-back looks that highlight the line of the montrals, while others embrace short, practical cuts better suited for helmets or flight gear. Their eyes tend toward light or pale shades that contrast sharply with their red-toned skin, adding to their striking appearance under stage lights, starship consoles, or the glow of neon-lit spaceports.\n\nTheir clothing ranges from the formal garments of royal courts—rich fabrics, embroidered sashes, and layered robes—to the rugged outfits of pirates, scouts, and freelancers. Even in more practical attire, Kessurians often retain an eye for visual impact, incorporating bold colors, sharp silhouettes, or subtle heraldic motifs referencing their homeworld. The overall effect is a species that appears both elegant and ready for action, their physical form well suited to high-visibility roles.",
        "height_range": "1.8 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Culturally, Kessurians are associated with ambition, flair, and a strong drive to define their own destinies. Their home society’s emphasis on intellect and accomplishment pushes many young Kessurians to prove themselves through daring feats, artistic excellence, or leadership in high-stakes situations. This produces a population with an above-average tolerance for risk and a tendency to seek out opportunities beyond the safety of home. Whether they grow up in noble courts or common districts, many Kessurians feel an almost gravitational pull toward adventure.\n\nMonarchic or aristocratic systems on Kessur place notable weight on lineage and titles, but they also value merit. Individuals like Wilsa Teshlo, who choose a life of piracy over royal duty, reflect a broader cultural pattern: Kessurians respect tradition but not at the cost of personal authenticity. The title of thilas, granted to a second in line to the throne, captures this tension perfectly—honor comes with expectations, and those expectations can feel like chains to a personality wired for exploration.\n\nSocially, Kessurians tend to be expressive, confident, and comfortable in the spotlight. They often enjoy music, performance, and spectacle, whether as participants or as connoisseurs. Their enhanced senses and awareness lend themselves naturally to dance, acrobatics, piloting, and combat styles that emphasize agility and timing. Friendships and alliances among Kessurians frequently form around shared experiences—survived battles, daring heists, or joint performances—rather than purely around status.\n\nIn SWURPG, Kessurian characters work well as charismatic captains, bold fighter pilots, theatrical scoundrels, or conflicted nobles torn between duty and desire. Their customs support storylines involving rebellion against rigid structures, negotiation in high-pressure environments, or leadership in crews that thrive on calculated risk. Even when they operate as criminals or outlaws, many retain a sense of style and personal code, making them memorable figures in any campaign.",
        "languages": "Kessurian, Basic",
        "example_names": [
          "Charlu Sisi",
          "Estala Maru",
          "Sylphanie Stil",
          "Vanbec Recliva",
          "Wilsa Teshlo"
        ]
      },
      "image_file": "kessurian.jpg",
      "auto_languages": [
        "Kessurian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Kian'thar",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {},
      "skill_proficiencies": [
        "Persuasion"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You gain Advantage on Athletics checks made to Swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        },
        {
          "name": "Truthteller's Burden",
          "description": "You have Disadvantage on Deception checks. Lying is psychologically and culturally difficult for you.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        }
      ],
      "description": {
        "lore": "Kian'thars read the room before anyone says a word. The dangling, tentacle-like organs on their faces sample the air for the chemical signatures of fear, anger, and deceit, giving them a near-supernatural read on the emotional state of whoever they're talking to. Most use it to defuse trouble before it starts; the less scrupulous use it to find the exact lever that will make a stranger do what they want.\n\nThey are tall humanoids, 1.8 to 2.1 meters, built broad and heavy from a life of hard labor. The head is the giveaway: purplish-pink skin, large deep-set eyes set for low light, and a collar of keratin plates armoring the neck and upper shoulders. The two olfactory appendages hanging from the face do the emotion-sensing work, picking up the stress chemistry and scent shifts that other species never notice. Despite reptilian ancestry, they present as solid, mammalian-looking laborers rather than anything sleek or serpentine.\n\nTheir homeworld is Shaum Hii, a planet in the Tragan Cluster on the far edge of the Outer Rim, sitting at the end of long, lonely hyperspace runs. (Everything about the Kian'thar comes from West End Games' Legends-era material, so treat this whole account as Legends rather than current canon.) The world stayed off the charts until roughly 300 BBY, when Shistavanen scouts mapping the cluster stumbled onto it and made first contact with the people already living there.\n\nKian'thar life runs on the derlac. These are huge grazing beasts that range across Shaum Hii's seas, and herding them is the backbone of the whole economy. Families let their herds roam free and brand each animal so the stock can be sorted out at market, and the herders themselves work from the backs of bentails, big flying beasts that let a rider shadow a derlac herd across open water. Ranchers form genuine bonds with their mounts, and a Kian'thar's standing is measured less in credits than in healthy stock and reliable grazing grounds.\n\nFor a species that mostly keeps to its own corner of the galaxy, the Kian'thar who do leave can make a real mark. After Jabba the Hutt died, the Kian'thar Llleag'Mak moved in with intimidation and bribery to carve off pieces of the Hutt's leaderless criminal empire for himself, a reminder that a people built on reading emotions produces just as many sharp operators as it does honest mediators. Offworld, they tend toward work that rewards a steady eye for people: negotiators, fixers, guides, and beast-handlers who can talk a deal into existence or smell a double-cross coming.\n\nIn SWURPG, a Kian'thar is the party member who always knows when someone is lying to them, which is exactly why lying themselves comes hard. Their proficiency in Persuasion and their natural read on people make them the group's negotiator, but the Truthteller's Burden trait gives them disadvantage on Deception, baking the cultural difficulty of dishonesty into the rules. The keratin collar shows up as Natural Armor (+1 AC), and Natural Swimmer keeps them at ease in their world's endless seas. They carry no ability-modifier bonuses, so they trade raw stats for perception, resilience, and the simple fact that you can rarely get one over on them.",
        "home_planet": "Shaum Hii",
        "physical_description": "Kian’thar are tall, broad-shouldered humanoids, generally standing between 1.8 and 2.1 meters in height, with robust musculature shaped by labor-intensive lifestyles and challenging environments. Their most striking physical feature is their head structure: purplish-pink in coloration, protected at the neck and upper shoulders by keratin plates that function like natural armor. These plates help shield them from bites, environmental hazards, and the rough contact inherent in working with large herd animals.\n\nTheir faces are adorned with distinctive sensory organs. Two prominent, tentacle-like olfactory appendages hang from the facial region, allowing Kian’thar to sample air and water for chemical cues. Smaller tendrils or tentacles may appear above the eyes and below the mouth, giving them a somewhat alien but expressive visage. Their large, deep-set eyes provide excellent low-light vision, well suited to the dim swamps and overcast coastal regions where many Kian’thar communities developed.\n\nTheir skin is often described as tough and scale-like, arranged in plates or ridges that both protect and insulate. This reptilian texture reflects their evolutionary origins in humid, swampy habitats and later adaptation to aquatic or semi-aquatic conditions. Their limbs are powerful and steady, capable of supporting long walks through mud, wading through water, or managing large animals in crowded pens or on floating platforms.\n\nClothing and gear among the Kian’thar tend to be practical: thick waterproof fabrics, harnesses for handling beasts, and utility belts designed for tools, feed, and other necessities. Jewelry or ornamentation, when present, often incorporates shells, carved bone, or symbols tied to herds and migration routes rather than abstract wealth. Offworld Kian’thar may adopt more standard galactic attire but often retain elements that accommodate or display their unique head structures and keratin plates.\n\nSome sources hint that Kian’thar may be capable swimmers and comfortable in both shallow and deeper waters, but the degree of aquatic adaptation beyond what is specifically stated in published material should be treated as informed speculation rather than canon fact.",
        "height_range": "1.9 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Kian’thar cultures, as presented in roleplaying material, are typically portrayed as pastoral and nomadic, with social structures built around herding, breeding, and caring for large animals. Their daily lives revolve around the movement of herds, seasonal changes, and the constant negotiation of space between swamps, coasts, and open waters. Cooperation is essential; managing Bentails, Derlacs, and other massive beasts requires coordination, patience, and a keen awareness of both animal behavior and environmental conditions.\n\nTheir noted ability to sense or interpret the emotions of others gives Kian’thar a reputation for empathy and perceptiveness. In many sources, they are described as hard to deceive, not because they read minds, but because they pick up on subtle cues—scents, posture shifts, stress-related chemical changes—that others miss. This makes them effective negotiators, guides, and judges within their own communities, and valuable intermediaries when dealing with outsiders whose motives may be unclear. Any portrayal that expands this into overt telepathy should be clearly marked as speculative or Force-related, rather than a baseline species trait.\n\nCustoms among Kian’thar often center on respect for animals and shared resources. Ceremonies may mark the birth of a new herd, the safe completion of migrations, or the loss of a particularly valuable or beloved beast. Leadership roles are frequently tied to experience with herds, knowledge of routes, and the ability to maintain harmony among both people and animals. Wealth and status are measured as much in healthy stock and reliable grazing or breeding grounds as in conventional currency.\n\nOffworld Kian’thar tend to retain their pragmatic, observant outlook. They often gravitate toward work that parallels their home traditions—shipboard quartermasters, beast handlers, wilderness guides, or negotiators in frontier settlements. While they may struggle with densely urban environments that lack natural rhythms, their emotional insight and steady temperament help them navigate social complexity. Any further extrapolation of Kian’thar religion, political history, or detailed clan structures should be treated as campaign-level worldbuilding built on this established foundation, rather than asserted as universal canon.",
        "languages": "Kian'thar, Basic",
        "example_names": [
          "Khral'Nas",
          "Kreet'ah",
          "Llleag'Mak",
          "Lliegis'Nevz",
          "Ttul'Thar"
        ]
      },
      "image_file": "kianthar.jpg",
      "auto_languages": [
        "Kian'thar",
        "Galactic Basic"
      ]
    },
    {
      "name": "Krevaaki",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Knowledge: Galactic Lore",
        "Knowledge: Sciences"
      ],
      "traits": [
        {
          "name": "Meditative Patience",
          "description": "Once per Long Rest, when you fail an Intelligence, Wisdom, or Charisma saving throw, you may reroll the save and take the new result.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed INT, WIS, or CHA saving throw (must keep new result)"
            }
          ]
        },
        {
          "name": "Tentacled Dexterity",
          "description": "You have Advantage on Grapple checks, and on Athletics checks made to climb.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Grapple checks"
            },
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to climb"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Slow Tempo",
          "description": "You have Disadvantage on Dexterity saving throws against effects that require quick reflexes, such as grenades, blaster fire bursts, or traps. You have Disadvantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on Dexterity saving throws against quick-reflex effects (grenades, burst fire, traps)"
            },
            {
              "type": "special",
              "note": "Disadvantage on Initiative rolls"
            }
          ]
        }
      ],
      "description": {
        "lore": "Jedi Master Vodo-Siosk Baas, the man who trained Exar Kun and later died at his hand on the Senate floor, was a Krevaaki — a tentacled, shell-backed people who, in the millennia before the Galactic Republic Era, produced some of the Jedi Order's most contemplative teachers. They are great explorers in times of peace, spiritual to the core, and almost entirely uninterested in wealth, power, or fame, which makes them one of the galaxy's least likely conqueror-species and one of its most enduring.\n\nA Krevaaki descends from shallow-water crustaceans, and the lineage shows. The body is protected by a red chitinous shell, and the face is a series of shifting plates with only a narrow range of expression. There is no nose — instead, six feelers ring the mouth and read scent by touch. Eight segmented tentacles do the work that limbs and hands do for other beings, and how a Krevaaki uses them changes with age: a child crawls on all eight, while an adult stands upright on six and reserves the two dominant tentacles for grasping and fine manipulation, some of them developing protrusions that act like opposable thumbs. A typical adult stands around two meters tall but weighs only about 65 kilograms, the shell hiding a surprisingly light frame. Glassy black eyes complete a face that other species find nearly impossible to read.\n\nTheir homeworld is Krevas, a swampy world out in the Outer Rim, all endless oceans and murky wetland — the kind of place where a crustacean lineage would naturally rise toward sapience. The watery, low-pressure environment shaped both their bodies and their unhurried temperament. Krevaaki tend not to draw attention to themselves, and offworld they often cloak their tentacled bodies in heavy robes, leaving only the two dominant tentacles exposed like humanoid arms, partly out of habit and partly in response to the xenophobia their unusual anatomy can provoke.\n\nCulturally the Krevaaki are thoughtful, patient, and deeply spiritual. They refocus negative emotion through meditation rather than venting it, and they seek to resolve conflict without violence, pursuing wisdom through exploration and quiet study instead of ambition. Their unreadable faces, combined with a physiology that gives little away, make them genuinely hard for outsiders to interpret — a Krevaaki at the negotiating table reveals almost nothing it does not choose to. (In Legends, those keenly attuned to the Force could live up to 200 standard years, against a baseline of roughly 100, so the eldest among them carried lifetimes of accumulated perspective.)\n\nThe species' most famous son remains Vodo-Siosk Baas. A revered Jedi Master who taught on Dantooine, he carried no lightsaber, fighting only with a simple wooden quarterstaff in keeping with his people's restraint. He took the gifted, dangerous Exar Kun as his Padawan, and watched him slip toward forbidden Sith knowledge. When Kun — by then a Dark Lord of the Sith — stormed the Republic Senate in 3996 BBY during the Great Sith War, freed Ulic Qel-Droma, and killed the Chancellor, it was Baas who stood in his way. Master and former student dueled on the Senate floor; Kun revealed the second blade he had added to his lightsaber, shattered the old Krevaaki's staff, and struck him down. Baas died promising that the two would meet again and that Kun would fall — a prophecy the galaxy later saw fulfilled.\n\nFor a SWURPG table, a Krevaaki is a sage, a scholar, or a wandering mystic rather than a brawler. The +2 Wisdom and -2 Charisma fit a being of deep insight whose alien, near-unreadable face keeps others at a distance, and the twin Knowledge proficiencies (Galactic Lore and Sciences) reflect a culture that prizes exploration and learning above all. Natural Armor carries the shell into play; Tentacled Dexterity captures the grasping dominant limbs that climb and grapple where others struggle; Meditative Patience and Slow Tempo render their unhurried, meditative nature. Lean into the contemplative archetype — the Jedi who would rather end a fight with a word than a blade, and who, like Vodo-Siosk Baas, may carry nothing more than a staff.",
        "home_planet": "Krevas",
        "physical_description": "Krevaaki are sizable non-humanoid beings, averaging around 2 meters in height and roughly 65 kilograms in mass, with bodies shaped by shallow-water and swamp evolution rather than bipedal land movement. Their forms are dominated by a red, chitinous exoskeleton that provides both protection and structure, segmented into plates that flex and shift as they move. The head and facial region are especially intricate: overlapping chitin plates slide into different configurations, but only within a narrow range, giving them a perpetually solemn or unreadable expression to most outsiders. Their eyes are glossy black and glasslike, reflecting light without revealing much of their inner thoughts.\n\nInstead of a nose, Krevaaki rely on six sensory feelers around the mouth to interpret scents and subtle chemical traces in the air or water. These feelers, combined with the sensitivity of their tentacles, allow them to detect emotional states, environmental hazards, and even toxins with fine detail. They possess eight segmented tentacles in total. As children, they use all of them for locomotion and manipulation, gliding and scrambling through their swampy homeworld with fluid ease. As they age, their tentacles become increasingly specialized: adults typically stand upright on six thicker, more powerful limbs, while the remaining two evolve greater dexterity and protrusions akin to opposable thumbs for tool use and delicate work.\n\nTentacles trained as legs grow stronger and less flexible over time, ideal for supporting body weight and bracing against uneven terrain but less suited to fine manipulation. The “arm” tentacles, by contrast, retain greater finesse and can wield tools, weapons, datapads, and instruments with precision. Over a lifetime, a Krevaaki’s tentacular musculature and neural pathways become deeply conditioned for particular tasks, which is why older Krevaaki are described as less adaptable in physical habits even though their minds may be more flexible than ever. When excited or strongly emotional, many release a distinctive musk—this biological response is involuntary and can become an amusing or awkward detail in social encounters.\n\nTheir coloration typically ranges from deep red to dark rust, sometimes mottled or streaked with darker patches where the shell has thickened or scarred. Some individuals show subtle black patterning along the tentacles or carapace ridges, which may be tied to age or lineage in Legends material. Clothing is usually functional robes, cloaks, and layered wraps that accommodate their multiple limbs while concealing their full body shape. Offworld, it is common for a Krevaaki to present only two visible tentacles like arms, while the remainder remain hidden beneath fabric folds. This has the dual effect of putting other species more at ease and preserving an element of surprise should a situation turn hostile.\n\nBecause of their crustacean ancestry, Krevaaki are comfortable in humid, wet, or swampy environments and can adapt to a range of pressures and climates with relative ease, provided they are not desiccated or exposed to extreme aridity for long periods. While not fully aquatic in the way of Mon Calamari or Quarren, they are capable swimmers and nimble movers through reeds, shallow waters, and muddy terrain. Their combination of exoskeletal armor, sensory feelers, and tentacular specialization gives them a silhouette that is unmistakably alien yet highly functional for life on Krevas and cautious exploration of the greater galaxy.",
        "height_range": "2.0 meters",
        "weight_range": "65 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Personality profiles from Legends material consistently portray Krevaaki as thoughtful, wise, and spiritually inclined, with a strong preference for nonviolence and harmonious solutions. They are not naive pacifists; rather, they understand violence as a last resort that carries spiritual and emotional cost. Negative emotions—anger, fear, jealousy—are acknowledged but carefully redirected through meditation and ritual rather than denied. Many Krevaaki see emotional discipline as both a personal responsibility and a communal safeguard against repeating the tragedies of Sith uprisings and galactic wars.\n\nKrevaaki society places high value on exploration, scholarship, and spiritual experience over material wealth or fame. Their great figures are remembered less for conquests and more for teaching, preserving knowledge, or safeguarding others from the dark side. This cultural orientation is embodied in Jedi Master Vodo-Siosk Baas, whose life’s work centered on training Jedi to resist the temptations that once consumed Exar Kun. Even Krevaaki who never touch the Force often approach life with a similar mindset: they keep detailed records, respect history, and consider the long-term consequences of decisions measured not in years but decades or centuries.\n\nCustoms on Krevas emphasize modesty and self-containment, which helps explain why many Krevaaki cloak their full forms when interacting with other species. The practice of hiding additional tentacles is partly defensive—xenophobia and fear of the unfamiliar are common in the galaxy—but also symbolic. By revealing only what is necessary in a given interaction, a Krevaaki signals restraint and respect for boundaries. Communal rituals may involve deep acoustic chanting (referenced as Dromnyr in some sources), shared meditation, and symbolic acts of cleansing in swamp pools or coastal shallows. These practices are less about strict dogma and more about cultivating inner clarity.\n\nWhen Krevaaki do travel, they most often do so as scouts, scholars, nobles, or Force adepts. Legends notes that many become scouts or nobles in game terms, while Force-sensitives gravitate toward the Jedi Order or gentler, nonviolent Force traditions rather than aggressive sects. It is unusual—but not impossible—for a Krevaaki to fall to the dark side; figures like Saaj Calician exist precisely to show that even the most contemplative cultures can produce dangerous outliers. In SWURPG play, this tension can create compelling character arcs: a Krevaaki PC might wrestle with guilt over past failures, feel personally responsible for preventing another Exar Kun–style catastrophe, or struggle to reconcile their peaceful ideals with the brutal realities of the modern galaxy.\n\nSocially, Krevaaki tend to be reserved in public but surprisingly warm in private circles of trust. Their humor is dry, observational, and often self-deprecating, and they frequently speak in metaphors drawn from tides, shells, and storms. They mentor younger beings of any species with patience, preferring questions that lead students to discover answers rather than simple lectures. For a SWURPG group, a Krevaaki companion can function as a mentor, archivist, or spiritual counselor, while still being fully capable of stepping forward as a staff-wielding guardian when words and wisdom are no longer enough.",
        "languages": "Dromnyr, Basic",
        "example_names": [
          "Chal-Vosa",
          "Craasadi",
          "Jol Kion-Tas",
          "Visto Skaasad",
          "Vodo-Siosk Baas"
        ]
      },
      "image_file": "krevaaki.jpg",
      "auto_languages": [
        "Dromnyr",
        "Galactic Basic"
      ]
    },
    {
      "name": "Kyuzo",
      "size": "Medium",
      "speed": 40,
      "ability_modifiers": {
        "str": 1,
        "dex": 1,
        "cha": -2
      },
      "skill_proficiencies": [
        "Acrobatics"
      ],
      "traits": [
        {
          "name": "High-Gravity Physiology",
          "description": "You have Advantage on Athletics checks made to Jump and checks to resist being shoved, grappled, or knocked prone.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to jump"
            },
            {
              "type": "special",
              "note": "Advantage on checks to resist being shoved, grappled, or knocked prone"
            }
          ]
        },
        {
          "name": "Quick Reflexes",
          "description": "You have Advantage on Initiative rolls.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Thin-Atmosphere Physiology",
          "description": "Your lungs evolved for Phatrong's thin, high-altitude air, and standard atmospheres carry far too much oxygen for you. Offworld you must wear a pressurized breath mask; if it is removed, after 1 minute you have Disadvantage on attack rolls and ability checks until you can put it back on.",
          "effects": [
            {
              "type": "special",
              "note": "In standard atmospheres, must wear a pressurized breath mask. Without it, after 1 minute: Disadvantage on attack rolls and ability checks until re-donned."
            }
          ]
        },
        {
          "name": "Bound by Honor",
          "description": "You have Disadvantage on Deception checks and cannot deliver a killing blow to a helpless foe unless they are armed or actively hostile.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            },
            {
              "type": "special",
              "note": "Cannot deliver killing blow to helpless foe unless they are armed or actively hostile"
            }
          ]
        },
        {
          "name": "Stance Imbalance",
          "description": "Your exotic Kyuzo martial stance is highly effective but unforgiving. If you roll a natural 1 on an attack, you are knocked Prone.",
          "effects": [
            {
              "type": "special",
              "note": "On natural 1 on an attack roll: knocked Prone"
            }
          ]
        },
        {
          "name": "Kyuzo Petar Proficiency",
          "description": "You are proficient with the Kyuzo Petar, a double-bladed dagger-like weapon created by the Kyuzo species.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with the Kyuzo Petar"
            },
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Kyuzo Petar"
              ]
            }
          ]
        }
      ],
      "description": {
        "lore": "Embo, the silent bounty hunter who threw his saucer-shaped hat like a boomerang and rode it down cliff faces as a shield, is the Kyuzo the galaxy remembers — and he is fairly typical of his people: green-skinned, mask-faced, and absurdly hard to put down in a fight. Kyuzos are a humanoid species from the high-gravity Outer Rim world of Phatrong, built by their planet into compact, powerful athletes who treat honor as a profession and combat as a craft.\n\nA Kyuzo reads as reptilian at a glance: muted green skin, a heavy brow, and bright orange eyes set in a stern, angular face. The real story is in the legs. Phatrong's crushing gravity bred dense muscle and reinforced bone, so a Kyuzo dropped into standard gravity can leap distances and pull off acrobatic feats that look impossible to almost everyone watching. The trade-off is their lungs. Their respiratory system is tuned to Phatrong's thin, high-altitude air, and most habitable worlds carry far too much oxygen for them — which is why offworld Kyuzo are almost always seen behind a pressurized filter mask (in canon, going without one in a standard atmosphere starts to suffocate them). The mask isn't a fashion choice; it's life support.\n\nPhatrong itself is a mountainous, gravity-heavy planet in the Outer Rim, and it never unified into a single state. It's a patchwork of nations and clans, each with its own customs and its own martial traditions, which is the soil Kyuzo culture grew out of. Life under that gravity is hard, and the species' values reflect it — endurance, discipline, and a low tolerance for anyone who hasn't earned what they have.\n\nThe institution outsiders notice most is the clovoc. Clovocs are fighting orders — hundreds of them — that sit outside Phatrong's formal politics and hire themselves out to governments to keep the peace, fight wars, or police a region. They vary wildly in size, technique, and tradition, with each tending to specialize: some are local lawkeepers, some standing armies, some straight mercenary outfits. That mercenary streak travels well, which is part of why Kyuzo turn up across the galaxy as bounty hunters, constables, and hired blades. For all their talk of honor, Kyuzo also have a documented soft spot for rogues — a lot of their oldest myths are about outcast heroes forced to stand against their own society's order.\n\nEmbo earned his name during the Clone Wars, running with crews led by Sugi, Cad Bane, and a young Boba Fett, loyal really only to his anooba Marrok, and he resurfaced decades later in The Mandalorian & Grogu. He's not the only Kyuzo of note. Constable Zuvio kept order at Niima Outpost on Jakku with his cousins Drego and Streehn as deputies, and the High Republic produced a Kyuzo Jedi Master, Sav Malagán — who was still alive more than a century and a half after her birth, which suggests the species is remarkably long-lived (canon hasn't pinned down a precise lifespan). And the Kyuzo gave the galaxy a signature weapon: the petar, a bladed melee tool of their own design.\n\nIn SWURPG, a Kyuzo is a melee striker who turns gravity into a weapon. High-Gravity Physiology gives you the Phatrong edge — advantage on Athletics jumps and on resisting shoves, grapples, and being knocked prone — and Quick Reflexes (advantage on initiative) plus a skill proficiency in Acrobatics make you the one who acts first and moves where others can't. Your +1 Strength and +1 Dexterity build the classic Kyuzo duelist, while the -2 Charisma reflects a culture that prizes terse clarity over charm; Bound by Honor leans into that, giving you disadvantage on Deception and a code that forbids killing a helpless, unarmed foe. Kyuzo Petar Proficiency hands you the species' own blade, but the stance behind it is unforgiving — Stance Imbalance means a natural 1 on an attack drops you Prone, so commit to the strike or pay for the miss.",
        "home_planet": "Phatrong",
        "physical_description": "Kyuzo are distinctive humanoids with lean, densely muscled frames adapted to life under Phatrong’s crushing gravity. Their limbs are slightly elongated, giving them a wiry appearance, while their bones are reinforced to withstand extreme physical strain. In standard galactic gravity, these traits allow Kyuzo to move with astonishing agility, capable of rapid leaps, wall-runs, and feats of balance that leave many other species stunned. Their skin typically ranges from pale yellow to muted green, with subtle regional variations documented in Legends sources.\n\n      Their facial structure features wide, expressive eyes and pronounced brow ridges that lend them a stern, focused appearance. Kyuzo ears are small and angled, positioned high on the head, contributing to their sharp auditory perception. Their jaws are narrow, and their faces taper to angular chins, reflecting a physiology optimized for efficient respiration in high-gravity environments. While broadly humanoid, Kyuzo facial expressions tend to be tight and refined, mirroring their cultural tendencies toward discipline and self-control.\n\n      Kyuzo clothing often incorporates regional styles from Phatrong, including layered fabrics, tight-fitting combat gear, and wide-brimmed hats that double as defensive tools in some martial traditions. Offworlders often associate Kyuzo with the iconic saucer-shaped hat used by Embo, but this is only one of many culturally specific variants. Their clothing frequently emphasizes mobility and protection without sacrificing elegance—clear reflections of a species that balances function and artistry.\n\n      Though capable of appearing compact compared to larger humanoids, Kyuzo possess remarkable power and kinesthetic precision. Their movements are quick but rarely wasteful, conveying a sense of fluid readiness. Even in stillness, Kyuzo exhibit subtle tension in their posture, as if prepared to spring into action at a moment’s notice.",
        "height_range": "1.8 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Kyuzo personality is shaped by discipline, regional identity, and a deep-rooted respect for structured codes of honor. While often perceived as serious or stoic by outsiders, Kyuzo experience rich emotional lives governed by cultural expectations surrounding restraint and purpose. They frequently speak concisely, valuing clarity over embellishment, and approach conflict with a measured confidence. Their cultural training discourages impulsive decisions, encouraging Kyuzo to analyze situations thoroughly before acting.\n\n    Phatrong’s political landscape contains numerous nations, clans, and distinct martial traditions, each with its own customs. Honor is central to Kyuzo identity, but its exact interpretation varies widely; some regions emphasize personal duty, while others prioritize clan loyalty or ritual combat as expressions of integrity. Despite these differences, Kyuzo across the planet share a common pursuit of mastery—whether in combat, scholarship, farming, or craftsmanship. This drive creates a society where hard work and humility are valued more highly than wealth or status.\n\n    Kyuzo hospitality is characterized by understated generosity. Guests are expected to respect local customs, but hosts typically provide lodging, food, and guidance without extravagance. Disputes tend to be resolved through structured duels, formal negotiation, or community arbitration, depending on the region. Kyuzo cherish fairness and consistency, and those who violate oaths or act dishonorably may face social exclusion or formal challenge.\n\n    In SWURPG campaigns, Kyuzo characters bring a blend of precision, athleticism, and moral structure to adventuring groups. They may pursue quests tied to clan obligations, personal honor, or the pursuit of excellence in their chosen discipline. Whether acting as a vigilant protector or a principled bounty hunter, a Kyuzo hero embodies speed, clarity, and unwavering loyalty—all shaped by a culture where discipline is both a survival tool and a way of life.",
        "languages": "Kyuzo, Basic",
        "example_names": [
          "Drego",
          "Embo",
          "Grimshaw",
          "Khalu",
          "Noru",
          "Nyessa",
          "Streehn",
          "Zuvio"
        ]
      },
      "image_file": "kyuzo.jpg",
      "auto_languages": [
        "Kyuzo",
        "Galactic Basic"
      ]
    },
    {
      "name": "Lasat",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Bo-Rifle Proficiency",
          "description": "You are proficient with the Bo-Rifle, the traditional weapon of the Lasat Honor Guard.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with the Bo-Rifle"
            },
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Bo-Rifle"
              ]
            }
          ]
        },
        {
          "name": "Spirit of the Ashla",
          "description": "Once per Long Rest, you may reroll a failed Wisdom saving throw.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Wisdom saving throw"
            }
          ]
        },
        {
          "name": "Brute Strength",
          "description": "You have Advantage on Athletics checks made to climb, jump, shove, or grapple.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to climb, jump, shove, or grapple"
            }
          ]
        },
        {
          "name": "Pride of Lasan",
          "description": "You have Disadvantage on Deception checks. Lying or concealing truth conflicts with Lasat honor.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Echoes of Loss",
          "description": "When an ally within 30 feet drops to 0 Hit Points, you must succeed on a DC 12 Wisdom saving throw or become Stunned until the end of your next turn as the weight of loss overwhelms you.",
          "effects": [
            {
              "type": "special",
              "note": "When an ally within 30 ft drops to 0 HP: DC 12 WIS save or Stunned until end of your next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Garazeb \"Zeb\" Orrelios, the towering Honor Guard captain of the Ghost crew in Star Wars Rebels, is the face the galaxy knows for the Lasat: a two-meter wall of purple-grey muscle who carried his bo-rifle into the fight against the Empire because he was one of the last of his kind to walk away from a massacre. Lasats are a humanoid people built for combat and survival, and Zeb's grief-edged toughness is the species in miniature.\n\nLasats are tall and heavily built, with even a \"small\" adult standing around two meters. They evolved as desert carnivores, and it shows in the body: muscular digitigrade legs (jointed like an animal's hind legs) that let them sprint, leap, and move far more quietly than a human; broad finger pads and prehensile toes for climbing; large eyes adapted to twilight; heat-shedding ears; and a light coat of insulating fur. That fur carries purple-and-grey striping that varies from one individual to the next and can shift abruptly as a Lasat ages. Among their own, green eyes and bold purple stripes read as handsome, and facial hair is a mark of status.\n\nFor most of galactic history the Lasat were known only by their Outer Rim colony world of Lasan, and most assumed that was their homeworld. It wasn't. Their true origin was Lira San, a hidden planet deep in Wild Space, isolated for so long that the wider galaxy never knew millions of Lasat still lived there. Lasan was the branch the galaxy could see; Lira San was the root, preserved by distance while their colony burned.\n\nThe defining strand of Lasat culture is the warrior path. Fighting skill was deeply respected, and the most capable served in the Lasan High Honor Guard, sworn to protect the royal family and trained in the bo-rifle, a weapon used almost exclusively by their order. Their code, Boosahn Keeraw, held that a warrior bested by a superior opponent surrenders their weapon to the victor. Underneath the martial tradition ran a spiritual one: the Lasat revered the Ashla, their name for the spirit of the galaxy and the light side of the Force, tended by Revered Masters bearing Ashla staffs. In trained hands a bo-rifle could even channel the Ashla to glimpse the past and the future.\n\nThat history turned to tragedy in the Siege of Lasan, when the Empire crushed the Honor Guard and slaughtered nearly every Lasat on the colony world. Zeb survived carrying that loss as rage. The turn came through Chava the Wise, a Lasat mystic and refugee, who held to the Prophecy of the Three, an ancient legend of a Child, a Warrior, and a Fool whose intertwined fates would secure the species' future and lead the survivors home. With Zeb reluctantly cast as the \"Child of Lasan,\" Chava's guidance carried them through Wild Space to Lira San, where they found their people not extinct but waiting in their millions, the prophecy quietly fulfilled.\n\nIn SWURPG, a Lasat plays as a heavy-hitting frontline survivor. The +2 Strength and +2 Constitution and Athletics proficiency capture that desert-carnivore build, with Brute Strength leaning into raw physical power and the digitigrade frame. Bo-Rifle Proficiency and Pride of Lasan carry the Honor Guard heritage and the Boosahn Keeraw code into play, while Spirit of the Ashla ties you to the species' Force-faith and the bo-rifle's old role as a channel for it. Echoes of Loss makes the siege part of who your character is, the survivor's edge that drove Zeb.",
        "home_planet": "Lasan",
        "physical_description": "Lasat are tall, broad-shouldered humanoids with digitigrade legs, powerful musculature, and pronounced facial features that give them a formidable presence. Standing taller than most humans, Lasat possess dense muscle fibers and exceptional bone structure that reflect the rugged environment of their homeworld. Their bodies are built for climbing, leaping, and engaging in close-quarters combat, and they display strength on par with Wookiees in many accounts. Their fur varies widely in color, typically shades of purple, gray, or brown, with striping or mottling that differs between individuals.\n\nTheir faces feature angular cheek structures, high foreheads, strong jaws, and pointed ears that enhance auditory acuity. Lasat eyes often exhibit warm or vibrant hues, contributing to their expressive appearance. Their digitigrade stance gives them springlike power in their legs, allowing them to cover great distances in rapid bursts of motion. While their physicality can appear intimidating, their facial range is extremely expressive, capable of communicating humor, annoyance, pride, or deep sorrow with clarity.\n\nClothing among the Lasat tends to combine practicality with traditional motifs. Many wear layered garments suited for physical activity, often accented with clan symbols or geometric patterns reflecting ancestral stories. The iconic bo-rifle, a ceremonial and combat weapon, is a culturally significant item carried by those who prove themselves worthy through ritual and discipline. Lasat living in exile may blend these traditional elements with the attire of their host worlds, creating a mixture of old and new identity.\n\nTheir physiology grants Lasat a natural advantage in endurance and raw physical power, but their bodies also reveal spiritual symbolism. Many Lasat mystics interpret their digitigrade legs and pronounced musculature as manifestations of the Ashla’s design—physical reminders that strength, balance, and harmony must coexist. These beliefs underscore the species’ fusion of body and spirit.",
        "height_range": "2.1 meters",
        "weight_range": "110 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Lasat personality blends fierce loyalty, emotional expressiveness, and a deep spiritual orientation rooted in the teachings of the Ashla. They are known for their hearty humor, confident demeanor, and willingness to protect allies with unyielding determination. Canon depictions show them forming bonds quickly and defending them with intensity, while Legends sources emphasize their commitment to clan, honor, and ritual. Their temperaments range from contemplative and wise to boisterous and competitive, but all Lasat typically share a reverence for tradition and a drive to uphold their culture.\n\nCustoms among the Lasat revolve around clan gatherings, spiritual ceremonies, and rites of passage involving physical trial or moral reflection. Bo-rifle training is not only a martial practice but a cultural ritual, and those who earn the right to carry one are seen as stewards of Lasat history. Mystics like Chava guide their people through symbolic dances, chants, and prophetic readings that align personal action with the Ashla’s will. These rituals reinforce collective identity and help younger generations internalize ancestral teachings.\n\nLasat exile communities across the galaxy preserve their traditions through storytelling, communal meals, and periodic reunions that celebrate their heritage. Many survivors of the Imperial purge seek to rebuild fragments of Lasan culture, creating interplanetary networks that share artifacts, songs, and genealogical records. While the loss of Lasan casts a long shadow, Lasat customs emphasize resilience, honoring past suffering without allowing it to extinguish hope.\n\nIn SWURPG campaigns, Lasat characters bring heart, strength, and spiritual gravitas to any story. Their customs create natural hooks involving prophecy, lost clan relics, and the struggle to restore cultural identity in the face of near-extinction. Whether serving as warriors, mystics, scouts, or protectors, Lasat heroes embody the unbroken legacy of a people who survived devastation and still believe in destiny, unity, and the guiding presence of the Ashla.",
        "languages": "Lasat, Basic",
        "example_names": [
          "Boscoface",
          "Chava",
          "Davin",
          "Gron",
          "Garazeb Orrelios"
        ]
      },
      "image_file": "lasat.jpg",
      "auto_languages": [
        "Lasat",
        "Galactic Basic"
      ]
    },
    {
      "name": "Latero",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "dex": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Quad-Handed Multitasker",
          "description": "Your four dexterous hands make you a natural multitasker. When you use the Help action for a Mechanics, Pilot, Use Computer, or Treat Injury check, your ally gains Advantage and a +2 bonus. If your Strength score is 13 or higher, you may wield two two-handed weapons at once (not of Large size).",
          "effects": [
            {
              "type": "special",
              "note": "Help action for Mechanics, Pilot, Use Computer, or Treat Injury: ally gains Advantage plus +2 bonus"
            },
            {
              "type": "special",
              "note": "If STR >= 13, may wield two two-handed weapons (not Large size)"
            }
          ]
        },
        {
          "name": "Streetwise Charm",
          "description": "You have Advantage on Persuasion checks. However, you have Disadvantage on Intimidation checks due to your small stature and nonthreatening presence.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "Greez Dritus, the gruff four-armed captain who flew Cal Kestis and Cere Junda aboard the Stinger Mantis in Jedi: Fallen Order and Jedi: Survivor, is the galaxy's best-known Latero, and he carries every hallmark of his people: short stature, a gambler's nerve, and two extra hands working the throttle. Lateros are a diminutive bipedal species with four arms, native to the Mid Rim world of Lateron, and they have a way of turning up wherever ships are bought, sold, or piloted.\n\nA Latero stands around a meter and a half, with a plump, rounded body, two legs, and four arms that fold and gesture all at once when they get talking. Their skin runs pale white through gray to grayish-blue, and their hair, usually brown and whitening with age, grows in an unusual pattern: along the upper lip (not quite meeting in the middle), out across the sideburns, and up over the scalp, with nothing on the lower lip or chin. They bald severely as they age, though a short stubble keeps much of the head and body lightly covered. Simian in build and bearing, they also have a notably keen sense of smell.\n\nLateron is a small, fairly wealthy Mid Rim planet, famous within Latero society for a single export: Latero Spaceworks, the homegrown shipbuilder behind sleek luxury craft like the S-161 \"Stinger\" XL yacht (the very class Greez flies). The world was also known for an abundance of spices. That prosperity made Lateron a target. During the Clone Wars the planet briefly became a battlefield and suffered heavy destruction and casualties, and afterward the Galactic Empire occupied it outright, seizing Latero Spaceworks to feed its growing fleet while the local economy collapsed.\n\nLateros are not a homeworld-bound people. They spread widely across the galaxy, founding communities on worlds like Tenoo and the frontier planet Koboh, and a great many who left Lateron became entrepreneurs, business owners, and ship captains. They tend to do well almost anywhere, a combination of personable, easy-going manners and an unassuming look that gets them underestimated right up until the deal is done.\n\nGreez embodies the trade-captain archetype the species is known for, with the rough edges left on. The son of gamblers, he inherited the habit, ran up serious debt, drew the attention of the Haxion Brood bounty syndicate, and took Cere Junda's charter mostly to dig himself out. Cantankerous, combat-averse, and fiercely protective of his ship, he is also a genuinely gifted pilot whose cockpit is custom-built for four hands on the controls (a small, telling detail of how Latero physiology reshapes the gear around them).\n\nFor SWURPG, a Latero is a small, nimble character built around those four arms and that smooth-talking reputation. The ability spread (DEX +2, STR -2) makes them quick and light-fingered rather than strong, fitting a pilot, slicer, smuggler, or face. Quad-Handed Multitasker turns their defining physiology into a real edge, and Streetwise Charm leans into the dealmaker instinct that lets so many Lateros thrive on the fringe. Play one as a wisecracking captain, a hands-on mechanic juggling four tools at once, or a hustler who is always one bet from broke and one charm roll from coming out ahead.",
        "home_planet": "Lateron",
        "physical_description": "Latero are small, light-framed humanoids with rounded heads, large black or dark-colored eyes, and distinctive cranial ridges that curve subtly along the sides of the skull. Their eyes provide a wide field of vision and excellent motion detection, reflecting evolutionary adaptations to environments where predators or environmental hazards required constant vigilance. Their ears are elongated, narrow, and highly expressive, conveying emotional states through subtle twitching and shifts in orientation.\n\nTheir limbs are slender yet surprisingly strong, with heightened dexterity that makes Latero particularly skilled at fine mechanical work or rapid adjustments during physically demanding tasks. Their feet are broad and slightly padded, providing balance and comfort while navigating varied terrain. Their skin tones typically range from soft greens to pale oranges or yellows, though Canon sources show variations that depend on family lineage rather than regional adaptation.\n\nLatero movements are quick, light, and exceptionally fluid. Whether climbing through mechanical shafts or darting across tight corridors, Latero demonstrate impressive agility despite their small size. Their clothing often consists of layered jumpsuits, vests, or utility gear that emphasizes practicality and freedom of motion. Many adopt bright colors or decorative patterns that reflect their upbeat personalities and vibrant cultural aesthetics.\n\nAlthough diminutive, Latero posture and presence express unmistakable confidence. They stand upright with alert, forward-leaning stances, ready to engage in both conversation and action with enthusiasm.",
        "height_range": "1.5 meters",
        "weight_range": "55 kilograms",
        "age_of_adulthood": "14 standard years",
        "personality": "Latero personalities are shaped by a deep-rooted sense of optimism, curiosity, and emotional transparency. They tend to assume good intentions in others unless given clear evidence otherwise, a cultural trait that fosters trust but can occasionally make them vulnerable in more cynical environments. Their approach to problem-solving blends creativity with perseverance, and they rarely allow setbacks to dampen their spirits. Many species find their enthusiasm refreshing, particularly in stressful or dangerous situations.\n\nCommunity plays a central role in Latero life. Their social customs encourage cooperation, shared meals, and open communication, with an emphasis on maintaining strong interpersonal bonds. Children are raised to value honesty, collective responsibility, and the idea that every individual contributes meaningfully to group well-being. Internal conflict is typically resolved through dialogue rather than competition, reinforcing a culture that prioritizes harmony over hierarchy.\n\nLatero hospitality is renowned for its warmth. Visitors to Latero communities can expect lively conversation, abundant food, and eager attempts to build friendship. Their festivals often include music, storytelling, and communal games that strengthen emotional ties. Though not commonly portrayed as warriors, Latero are fiercely protective of those they care about and will stand bravely against threats despite their small stature.\n\nIn SWURPG narratives, Latero characters bring emotional levity, ingenuity, and camaraderie. They thrive in parties that benefit from morale boosts, creative engineering solutions, or social cohesion. Their customs and personality traits naturally generate story opportunities involving friendship, diplomacy, and the quiet strength that comes from unwavering optimism.",
        "languages": "Basic, Latero",
        "example_names": [
          "Greez Dritus",
          "Doonii Faal",
          "Reevoon Kaalu",
          "Taaloo Drinn"
        ]
      },
      "image_file": "latero.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Latero"
      ]
    },
    {
      "name": "MagnaGuard (IG-100)",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": 2,
        "cha": -2,
        "wis": -1
      },
      "skill_proficiencies": [
        "Acrobatics"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Electrostaff Specialist",
          "description": "Electrostaves are the canon MagnaGuard signature weapon. You gain +1 to attack rolls and +1 to damage rolls with Electrostaves.",
          "effects": [
            {
              "type": "weapon_specialization",
              "weapon": "Electrostaff"
            }
          ]
        },
        {
          "name": "Photoreceptor Cloak",
          "description": "Your photoreceptors are augmented for low-light tactical ops; the cloak hides your face plate. You have Darkvision up to 30 ft.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 30
            }
          ]
        },
        {
          "name": "Tactical Bodyguard",
          "description": "When a willing ally within 5 ft of you is targeted by an attack, you may use your Reaction to impose Disadvantage on that attack roll. The attacker resolves the attack with Disadvantage; if it still hits, the ally takes the damage normally. Once per Short Rest. The canonical \"die for the General\" pattern.",
          "effects": [
            {
              "type": "special",
              "note": "Reaction (1/Short Rest): when a willing ally within 5 ft is targeted by an attack, impose Disadvantage on that attack roll"
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Your entire combat kit is Reaction-based; ion shock specifically disrupts your signature defensive ability. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = lose your Reaction until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = lose your Reaction until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "When General Grievous strode the bridge of his flagships during the Clone Wars, a pair of cloaked killers shadowed him on either side: IG-100 MagnaGuards, the bodyguard droids he kept closer than any living officer. Two of them, IG-101 and IG-102, were aboard the Providence-class dreadnought Invisible Hand over Coruscant when Grievous ordered them to cut down Obi-Wan Kenobi and Anakin Skywalker. They are remembered less for that fight (the two Jedi destroyed them in short order) than for what they represented: the one threat the Separatists' droid armies posed that could actually trade blows with a lightsaber-wielder and live to do it again.\n\nA MagnaGuard stands roughly two meters tall, a lean humanoid frame of duranium plating built to deliberately unsettle. Holowan Mechanicals classified them as Self-Motivating Heuristically Programmed Combat Droids, but the silhouette is pure intimidation: a single dull-red photoreceptor set in an expressionless faceplate, no mouth, no expression to read. Their signature is durability that borders on the grotesque. A MagnaGuard can keep fighting after losing limbs, and even decapitation does not stop one, because a third optical sensor is built into its abdomen, letting a headless droid keep tracking and swinging. Their primary weapon is the electrostaff, a double-ended polearm forged from phrik alloy so it cannot be severed by a lightsaber, its charged tips able to stop an organic heart after a few seconds of sustained contact.\n\nThe MagnaGuard was never a mass-line battle droid in the mold of the B1s. Holowan Mechanicals built it to Grievous's personal specification, and the design carries his fingerprints everywhere. The cloaks, head wraps, and tribal markings draped over the bare metal are a direct homage to the Izvoshra, the elite Kaleesh warrior-guard the cyborg general kept in his life before the Clone Wars, on his ravaged homeworld of Kalee. Where most Separatist droids were faceless attrition, these were a vanity project and a status symbol, a mechanical echo of the honor guard a Kaleesh warlord was owed.\n\nThe detail that makes them genuinely dangerous is how they were taught to fight. The MagnaGuards shipped as heuristic combat units, capable of learning, but Grievous had their factory tactical programming wiped clean. Count Dooku had trained Grievous personally in the lightsaber combat forms of the Jedi Order, and Grievous in turn drilled those same forms into his guards, so a MagnaGuard does not fence like a machine running a script. It fences like a student of the same master who taught the general, which is exactly why a squad of them could press a Jedi instead of merely dying in front of one. Holowan also produced specialized variants kitted with blaster cannons, RPS-6 rocket launchers, laser-dart projectors, tow cables, and even personal cloaking fields.\n\nTheir combat record across the war is a string of near-misses against the galaxy's best. A team of MagnaGuards once cornered the Padawan Ahsoka Tano near Jabba the Hutt's palace with orders to kill the Hutt's kidnapped son, and she destroyed every one of them. IG-101 was cut apart by Obi-Wan Kenobi during the Battle of Coruscant. That pattern (frequently destroyed, never quite enough) is the point of the design: a MagnaGuard was meant to die buying its master seconds, and Grievous had a factory's worth of replacements. They were the closest the droid armies ever came to a true duelist, and against anyone short of a fully trained Jedi, that was usually plenty.\n\nFor a SWURPG player, the MagnaGuard is the melee-bruiser droid: a Droid Chassis body with +2 STR and +2 DEX, built around the Electrostaff Specialist and Tactical Bodyguard traits that turn it into a frontline defender for a more fragile ally. Acrobatics proficiency and the Photoreceptor Cloak trait lean into the cloaked-assassin flavor, letting it close distance and stay hard to pin down, while the brutal -2 CHA and -1 WIS keep it the silent, single-minded killer it was built to be (no negotiating, no second-guessing). The trade-off is Ion Sensitivity, the standard droid weakness: an ion blast or disruptor that an organic would shrug off can drop a MagnaGuard fast, so the player who builds one is signing up to be the squad's wall, not its diplomat.",
        "home_planet": "Holowan Mechanicals (CIS contract, Kaleesh design influence)",
        "physical_description": "MagnaGuard chassis run 1.95m tall — slightly taller than human, with a lean humanoid frame and dark green or grey plating partly draped in Kaleesh-pattern red cloth (the cloak covers the photoreceptor sockets in canonical configurations but does not obscure their vision). The signature weapon is the electrostaff: a polearm with active electrified tips on both ends, capable of parrying a lightsaber blade. The cranial unit has the photoreceptor cloak partly obscuring twin amber optics — when the cloak is removed, the face is an unsettling blank metallic mask with no expressive features whatsoever. Internal armor is moderate; the chassis was designed for agility and precision rather than blunt durability. Distributed-processor architecture means a MagnaGuard can continue fighting with its head destroyed, an unsettling tactical reality.",
        "example_names": [
          "IG-100",
          "IG-101",
          "IG-117"
        ],
        "height_range": "1.9 to 2.0 meters",
        "weight_range": "100 to 130 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "magnaguard.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 2
    },
    {
      "name": "Miraluka",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": -2,
        "int": 2,
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Use the Force"
      ],
      "traits": [
        {
          "name": "Force Sight Dependency",
          "description": "You are physically blind and cannot use any skills that rely on normal sight. You perceive your surroundings through the Force rather than vision. Within 60 feet, you automatically sense living beings, objects, and movement, even in darkness or through light cover. You cannot read text, view visual displays, or interpret holograms without adaptive assistance.",
          "effects": [
            {
              "type": "special",
              "note": "Physically blind; no normal-sight-based skills. Force perception within 60 ft (living beings, objects, movement) even in darkness/light cover. Cannot read text/displays without adaptive assistance."
            }
          ]
        },
        {
          "name": "Strong with the Force",
          "description": "Once Per Long Rest, you can use a Force Power without expending Force Points.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: use a Force Power without expending Force Points"
            }
          ]
        },
        {
          "name": "Spiritual Focus",
          "description": "Once per Short Rest, you may reroll a failed Wisdom saving throw.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: reroll a failed Wisdom saving throw"
            }
          ]
        },
        {
          "name": "Distant Presence",
          "description": "You have Disadvantage on Charisma based skill checks due to your reserved demeanor and lack of facial expressions.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on all Charisma-based skill checks"
            }
          ]
        },
        {
          "name": "Sensitive to the Dark Side",
          "description": "When you begin combat within the presence of a powerful Dark Side entity or location, make a DC 12 Wisdom saving throw. On a failure, you have Disadvantage on all attack rolls until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "When beginning combat near a powerful Dark Side entity/location: DC 12 WIS save or Disadvantage on all attack rolls until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Miraluka are a near-Human species born without working eyes who \"see\" the galaxy entirely through the Force. Where a Human has irises and pupils, a Miraluka has only vestigial, empty sockets, so they perceive the world through an innate power called Force-sight, draping their faces in veils, masks, headbands, or blindfolds over the place eyes would be. Every single Miraluka is Force-sensitive, which makes them one of the only sapient species in Star Wars where the connection to the Force is universal rather than rare. For players asking what a Miraluka is, the short answer is this: the eyeless mystics of Alpheridies, a quietly Force-faithful people who navigate, fight, and read the truth of others not with vision but with the living energy of the Force itself. (Their lore is drawn almost entirely from Star Wars Legends; canon references are brief.)\n\nForce-sight defines the species at the biological level. Legends accounts trace the Miraluka to ancient Human stock that settled Alpheridies, a moonless world bathed in the infrared light of the red dwarf Aber; over many generations their eyes lost the ability to process visible light and atrophied entirely, while a long-dormant talent to perceive the Force grew strong enough to replace ordinary sight altogether. Force-sight does not register color, text, or fine surface detail the way eyes do, but it reveals living beings, objects, and motion as patterns of energy regardless of darkness, smoke, or visual chaos. The veil over their sockets is not shame or concealment of injury but a social and cultural custom, a marker of identity worn out of courtesy to sighted species who find empty sockets unsettling.\n\nMiraluka culture is gentle, deliberate, and deeply spiritual, shaped by a people who quite literally cannot be deceived by appearances. Legends describes them as thoughtful and cautious, with little appetite for greed, glory, or personal gain, preferring to resolve conflict without violence and resorting to force only when no other path remains. They regard one another as a single family, calling each other brothers and sisters, and historically governed their own affairs through an order of Force-sensitives called the Luka Sene, who served as administrators, educators, and seers across every part of their society. Because all of them touch the Force from birth, spirituality among the Miraluka is not a vocation chosen by a gifted few but the ordinary inheritance of every member.\n\nWhat sets Miraluka perception apart is how strongly it reads the Force in others. When a Miraluka looks upon a Jedi or a Sith, they do not merely sense a person, they see the Force radiating off that being like light, and the brighter the aura the stronger that individual's connection to the Force. This makes deceit nearly impossible within their own communities and gives Miraluka a natural gift for judging intent, emotional truth, and the spiritual weight of a place. It also leaves them acutely vulnerable to corruption: a being of overwhelming dark-side hunger registers to Force-sight as a wound in the world, which is precisely why the species' darkest memory cuts so deep.\n\nThe Miraluka are inseparable from the wider story of the Force. Given their innate sensitivity, it was common for them to join the Jedi Order, and the species produced figures who shaped galactic Force lore on both sides of the light. Visas Marr, the most famous Miraluka, was the sole survivor of Katarr, the species' colony world, when the Sith Lord Darth Nihilus devoured all life there around 3952 BBY; taken as Nihilus's apprentice aboard his flagship, she ultimately turned from him, joined the Jedi Exile, and helped bring him down. The Dark Jedi Jerec, later an Imperial Inquisitor, stands as the species' most infamous fall to the dark side. Between these poles lie countless Miraluka seers, scholars, and Jedi, thousands of whom were slain in the Great Jedi Purge.\n\nIn SWURPG, a Miraluka hero is built around exactly this identity. Force Sight Dependency makes the character physically blind to ordinary vision yet able to automatically sense living beings, objects, and movement within 60 feet through the Force, even in darkness or light cover, so the trait that would cripple another species is your way of seeing. Strong with the Force lets you cast a Force Power once per long rest without spending Force Points, reflecting the universal sensitivity of your people, while Spiritual Focus rerolls a failed Wisdom save and Sensitive to the Dark Side models how a powerful dark-side presence can disrupt your Force-sight in battle. Paired with a +2 to Intelligence and Wisdom and Use the Force proficiency, the Miraluka is purpose-built for Force-attuned roles, the eyeless mystic who reads the truth of every room before anyone speaks.",
        "home_planet": "Alpheridies",
        "physical_description": "Miraluka appear almost identical to humans in body structure, with slight variations depending on lineage and region. Their skin tones, hair colors, and general physiology closely match baseline humanoid norms. The defining physical difference is their lack of functional eyes; the sockets are present anatomically, but no visible irises or pupils exist. Miraluka traditionally cover their faces with veils, headbands, or ceremonial cloths—not out of shame or concealment, but as a cultural marker of identity and respect toward their ancestors.\n\nTheir posture and expressions often reflect an awareness of their surroundings that seems uncanny to sighted individuals. Because they rely on Force Sight rather than physical senses, their movements appear confident and fluid even in unfamiliar terrain. They track motion through sensing life energy rather than visual cues, allowing them to navigate darkness, smoke, and visually chaotic environments with ease.\n\nClothing among the Miraluka tends to emphasize flowing fabrics, soft lines, and symbolic patterns representing harmony and spiritual balance. Many of their garments incorporate muted reds and earthy tones inspired by the natural hues of Alpheridies. Jedi Miraluka often blend traditional robes with the ceremonial veils of their homeworld.\n\nThough physically similar to humans, Miraluka give off a distinct presence. Their calm demeanor, Force-centered perception, and veiled eyes contribute to an aura that many describe as serene, enigmatic, or quietly powerful.",
        "height_range": "1.8 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Miraluka are introspective, empathetic, and deeply attuned to emotional and spiritual currents. Their reliance on Force Sight means they experience the world through relational contexts—how beings feel, how environments flow, and how the Force weaves through every moment. This creates personalities that prioritize harmony, emotional truth, and moral responsibility. Deceit is challenging among Miraluka communities, fostering a culture where honesty and vulnerability are foundational values.\n\nTraditions on Alpheridies emphasize meditation, collective learning, and ceremonial acknowledgment of the Force’s guidance. Many Miraluka participate in ritual gatherings where music, chanting, and synchronized movement help align communal energy. While not all are formally trained in the Force, all experience its presence, creating a society where spirituality is inherent rather than optional.\n\nMiraluka hospitality is gentle and respectful. Guests are welcomed with quiet conversation, symbolic offerings, and the expectation of mutual emotional openness. Conflicts are usually resolved through dialogue guided by elders or Force mentors, who help mediate emotional tensions sensed through Force resonance. Miraluka value inner balance, and disputes often conclude with reconciliation rituals that restore social harmony.\n\nIn SWURPG stories, Miraluka customs provide a rich foundation for characters who act as seers, advisors, or spiritual leaders. Their heightened perception and moral sincerity shape compelling narratives centered on intuition, prophecy, and the delicate balance between light and dark. Whether navigating political intrigue or confronting ancient Force mysteries, Miraluka heroes bring depth, nuance, and spiritual clarity to any campaign.",
        "languages": "Miralukese, Basic",
        "example_names": [
          "Damaya Guru",
          "Embrul Joff",
          "Jerec",
          "Q'Anilia",
          "Shoaneb Culu",
          "Visas Marr",
          "Zebron Tadro"
        ]
      },
      "image_file": "miraluka.jpg",
      "auto_languages": [
        "Miralukese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Mirialan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 1,
        "wis": 1
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Disciplined Certainty",
          "description": "Mirialan meditative discipline lets you seize a controlled, fated outcome instead of trusting to chance. Once per Long Rest, before you roll a d20 for an ability check or saving throw, you may forgo the roll and treat the d20 as a 10.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: before a d20 ability check or saving throw, treat the d20 as a 10 instead of rolling."
            }
          ]
        },
        {
          "name": "Meditative Focus",
          "description": "Your trained calm holds under fire. You have Advantage on saving throws made to maintain concentration on a Force power.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "to maintain concentration on a Force power"
            }
          ]
        },
        {
          "name": "Acrobatic Grace",
          "description": "A lifetime of physical discipline gives you uncommon balance and agility. You have Advantage on Acrobatics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Acrobatics"
            }
          ]
        },
        {
          "name": "Forthright Nature",
          "description": "Mirialan discipline prizes honesty and inner focus over cunning or street-smarts. You are a poor liar and rarely adept at digging up rumors or working the underworld: you have Disadvantage on Deception and Investigation checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Investigation"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Mirialans are a long-lived, near-human people from the cold desert world of Mirial, instantly recognizable by their green-to-yellow skin and the angular, geometric tattoos that mark their faces and hands. A disciplined and deeply spiritual species, they are known across the galaxy for two things above all: a serene, fatalistic faith in destiny, and an extraordinary number of Jedi — from Masters Luminara Unduli and Vernestra Rwoh to the Padawan Barriss Offee.\n\nA Mirialan's tattoos are a record, not an ornament. Each geometric mark is earned — applied only after its bearer passes a trial, masters a skill, or completes a task of significance — so the patterns across a face and hands grow into a legible history of a life's achievements, more numerous and intricate with age. To those who can read them, the marks even hint at the role a person is likely to play in their world's future. (In Legends accounts the placement and arrangement of the shapes shift their meaning entirely; the heavily-marked enjoy real status in a society stratified by ink, and a Mirialan's marks are weighed at death to measure all they contributed to their people.)\n\nBeneath the discipline runs a profound spirituality. Mirialans hold a natural, instinctive understanding of the Force — what they experience as fate — and believe that every action an individual takes ripples outward through it, shaping not only their own destiny but the destiny of the entire species. Even those who cannot touch the Force keep faith in it as a guiding current, building each choice upon the successes and failures of the past. The result is a people who are calm, deliberate, and fatalistic in the truest sense: they act with care precisely because they believe their acts matter beyond themselves.\n\nThat faith draws Mirialans powerfully toward the Jedi Order, where they have produced a remarkable lineage. Jedi Master Luminara Unduli and her Padawan Barriss Offee fought through the Clone Wars; generations earlier, Vernestra Rwoh rose to Master during the High Republic, and Masters Cyslin Myr and Katri sat among the Order's ranks. Mirialan Masters traditionally took Mirialan apprentices, passing their discipline down within the species. But that same intensity has a darker mirror — Barriss Offee fell and turned on the Order, and the Inquisitor known as the Seventh Sister hunted Jedi survivors for the Empire — proof that a Mirialan's certainty can bend to the dark as readily as the light.\n\nTheir homeworld, Mirial, is a cold, dry world of deserts and windswept wastes in the Outer Rim — an unforgiving cradle that rewards endurance, patience, and self-mastery, and that goes a long way toward explaining the asceticism at the heart of Mirialan life. They speak their own language, Mirialan, alongside Galactic Basic. Beyond the Jedi, Mirialans turn up across the galaxy as soldiers, scientists, and survivors — among them the High Republic general Abediah Viess, the technician Merven Getter, the scientist Reeva Demesne, and the reformed pirate Synara San.\n\nFor players, the Mirialan is first and foremost the disciplined Force-adept: the natural pick for a Jedi, Force Adept, or monkish duelist who wins through control rather than flash. Their Disciplined Certainty lets them claim a reliable, fated outcome at a decisive moment; Meditative Focus keeps their concentration unshaken under fire; and Acrobatic Grace reflects a lifetime of physical training. They make poor liars and worse intelligence-gatherers — a Mirialan's strength is the straight path, not the crooked one — so play them as the party's steady center: the one who keeps their head, trusts the larger pattern, and is exactly where they need to be when it counts.",
        "home_planet": "Mirial",
        "physical_description": "Mirialans are a near-human species marked by skin in shades of green to yellow-green and by the angular geometric tattoos — diamonds, dots, and fine lines — that they earn and add to their faces and hands over a lifetime. Lithe and upright, they carry themselves with a trained, meditative poise; apart from their coloring and their markings they are close enough to baseline humans to pass unnoticed in a crowd until someone reads their ink. They are a long-lived people, aging slowly and with evident grace.",
        "height_range": "1.6 to 1.9 meters",
        "weight_range": "55 to 80 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Mirialan culture prizes discipline, humility, and inner stillness. Raised to see their lives as a sequence of earned trials and their choices as ripples in a larger destiny, Mirialans tend to be calm, deliberate, and quietly devout — slow to boast, slow to deceive, and steady under pressure. Their fatalism is not despair but acceptance: a conviction that doing the right thing, carefully, is what shapes fate, both their own and their people's.\n\nFor adventurers, that makes a Mirialan the dependable core of a party — the level head who reads a room before acting, holds the line when others panic, and treats the mission as part of something larger than themselves. They excel as Jedi and Force-users but suit any disciplined path; they chafe, though, in roles built on deception, intrigue, or working the galaxy's seedier corners.",
        "languages": "Galactic Basic, Mirialan",
        "example_names": [
          "Luminara Unduli",
          "Barriss Offee",
          "Vernestra Rwoh",
          "Cyslin Myr",
          "Katooni",
          "Katri"
        ]
      },
      "image_file": "mirialan.jpg",
      "auto_languages": [
        "Mirialan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Mon Calamari",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": -2,
        "int": 2,
        "wis": 1
      },
      "skill_proficiencies": [
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You gain Advantage on Athletics checks made to Swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        },
        {
          "name": "Engineer's Instinct",
          "description": "You have Advantage on Mechanics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Calm Demeanor",
          "description": "Once per Long Rest, you may reroll a failed saving throw against Fear or Confusion.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed saving throw against Fear or Confusion"
            }
          ]
        },
        {
          "name": "Delicate Frame",
          "description": "Mon Cal are not built for intense close-quarters punishment. When you take bludgeoning damage from melee attacks, you take +2 additional damage.",
          "effects": [
            {
              "type": "special",
              "note": "Take +2 additional damage from bludgeoning melee attacks"
            }
          ]
        },
        {
          "name": "Emotional Transparency",
          "description": "Mon Cal faces and body posture often betray their emotions. You have Disadvantage on Deception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "\"It's a trap!\" — the most famous words ever shouted by a Mon Calamari belong to Admiral Gial Ackbar, who rose from the oceans of a single watery world to become the foremost fleet commander of the Rebel Alliance and the architect of the assault on the second Death Star. Mon Calamari are the amphibious, fish-like people of Mon Cala, and Ackbar is no outlier: their species supplied not just the admirals but the very warships that gave the Rebellion a fleet capable of trading fire with the Empire. They are dreamers and artists by temperament, shipwrights by genius, and reluctant warriors only when a cause leaves them no other choice.\n\nPhysically, Mon Calamari are bipedal amphibians built for two worlds. They have high-domed heads and large, goggle-like eyes set on the sides of the skull, giving them a wide field of vision both in open water and on deck. Their hands are webbed and tipped with claws, and they breathe as easily submerged as they do in air, equally at home in an ocean trench or a starship bridge. Most have salmon-colored skin mottled with darker patterns into a reddish-brown hue, though blue, gold, and brown individuals are common; those from the colder polar zones of their homeworld tend to be paler than the vivid tropical Mon Calamari. (In Legends, the palm of a Mon Calamari hand carries three suction-cup-like holes and five fingers — one opposable thumb, two long middle fingers, two short outer ones.)\n\nTheir homeworld, Mon Cala — also called Dac — is a near-total ocean, and the Mon Calamari do not have it to themselves. They share the planet with the Quarren, the squid-headed species of the deeper waters, and the two could hardly be more different in outlook: Mon Calamari are idealists and dreamers, the Quarren pragmatic realists, a tension that has run through Mon Cala's politics for its entire history. What the Mon Calamari are best known for galaxy-wide is shipbuilding. They are masters of starship construction, and their floating city-ships and ocean shipyards produced the Mon Calamari Star Cruisers — the MC80 line — graceful, organic-hulled capital ships that became the backbone of the Rebel Alliance fleet and the only warships the rebels fielded that could stand toe-to-toe with an Imperial Star Destroyer.\n\nFor all their engineering brilliance, the Mon Calamari were not a martial people by inclination. Their culture prizes art, music, and literature, and they are gentle and slow to anger, idealists who would rather build than fight. That changed when the Empire came. Around 18 BBY, Imperial forces under Grand Moff Tarkin invaded Mon Cala, and Tarkin ordered an orbital bombardment that killed millions while Darth Vader forced their captured King Lee-Char to watch helplessly. The atrocity transformed a peaceful, idealistic species into one of the Rebellion's most committed members — and when they committed, they brought their shipyards with them, arming the Alliance with the fleet it had never been able to build for itself.\n\nThe species' roll of famous names runs through the whole war. Admiral Ackbar is the icon: commander of Home One, the MC80 that served as Rebel headquarters at the Battle of Endor, and the steady voice on the bridge during the Alliance's most desperate hours. Before him came Admiral Raddus, an officer of Mon Cala's own defense fleet who refused to surrender during Tarkin's invasion, ran his cruisers through the Imperial blockade, and became one of the first Mon Calamari to join the Rebel Alliance — seeding the very naval tradition Ackbar would later command. (In Legends, the Mon Calamari also produced Jedi such as Bant Eerin, a Jedi Master and one of Obi-Wan Kenobi's oldest friends, who kept her Temple quarters misty and humid for the comfort of her amphibian nature.)\n\nFor players, a Mon Calamari is the thinking pilot, engineer, or fleet officer — a calm, perceptive character whose strengths lie in vision and craft rather than brute force. Their kit reflects this: Natural Swimmer (at home in any water), Engineer's Instinct (the species' signature gift for ships and machines), and Calm Demeanor (the slow-to-anger composure that makes for steady command). Balancing that are Delicate Frame, marking a people built for water and workshops more than melee, and Emotional Transparency, a reflection of their open, idealistic nature that can betray what they feel. Play a Mon Calamari when you want the crew member who reads the battle a move ahead, keeps the ship flying, and holds the line not because they love war but because the cause demands it.",
        "home_planet": "Mon Cala",
        "physical_description": "Mon Calamari are amphibious humanoids with domed heads, large expressive eyes, and rubbery skin adapted to aquatic environments. Their skin ranges from warm reds and oranges to browns and mottled tans, often patterned in ways that reflect their familial lineage. Their large, bulbous eyes provide excellent peripheral vision and function efficiently in both dim underwater lighting and bright surface environments. These eyes contribute to their distinctive appearance, often giving them a gentle, observant demeanor.\n\nTheir limbs are long and tapered, with webbed hands and feet that grant agility in water. Mon Calamari musculature is lean yet durable, enabling them to swim gracefully at sustained speeds while performing fine motor tasks with precision. Their respiratory systems allow them to breathe both air and water, though prolonged exposure to arid climates can cause discomfort without proper hydration.\n\nClothing worn by Mon Calamari varies by profession and environment. Engineers and scientists favor fitted garments with protective layers, while diplomats and leaders often wear robes featuring aquatic motifs or coral-inspired textures. Their gear frequently incorporates waterproof materials or environmental seals for versatility between land and sea. Even in military contexts, Mon Calamari aesthetics remain organic and flowing.\n\nThe overall impression a Mon Calamari gives is one of thoughtful intelligence, expressive presence, and evolutionary adaptation to both oceanic and terrestrial life. Their physiology communicates their dual identity as artists and strategists shaped by the rhythms of their world.",
        "height_range": "1.8 meters",
        "weight_range": "72 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Mon Calamari personalities tend toward earnestness, creativity, and a strong sense of responsibility to their communities. They are widely known for their determination, willingness to take calculated risks, and ability to maintain hope even in dire circumstances. Their emotional expressions are open and sincere, reflecting a culture where cooperation and honesty are valued above concealment or subtlety. Many Mon Calamari approach problem-solving with a balance of intuition and engineering precision.\n\nCustoms on Mon Cala vary across regions, but most revolve around seasonal migrations of marine life, artistic exhibitions, and communal ceremonies celebrating technological achievements. Public gatherings often involve music, bioluminescent displays, and storytelling traditions that honor both historical events and natural cycles. Their diplomatic customs emphasize respect, attentive listening, and poetic forms of dialogue that mirror the fluidity of ocean currents.\n\nInterpersonal conflict among the Mon Calamari is typically resolved through structured negotiation, with elders or leaders facilitating discussions aimed at restoring balance. Their history of political tension with the Quarren has taught them the value of compromise, patience, and long-term relational thinking. Despite occasional cultural clashes, both species share a deep commitment to safeguarding Mon Cala’s oceans.\n\nIn SWURPG narratives, Mon Calamari customs provide rich opportunities for characters who embody innovation, leadership, or moral vision. Their innate creativity and sense of duty make them natural starship captains, engineers, diplomats, or scientific explorers. Whether restoring damaged habitats, mediating interplanetary conflicts, or designing advanced technology, Mon Calamari heroes bring depth, empathy, and strategic brilliance to any campaign.",
        "languages": "Mon Calamarian, Basic, Quarrenese",
        "example_names": [
          "Ackbar",
          "Bant",
          "Cilhal",
          "Ibtisam",
          "Jesmin",
          "Oro",
          "Perit",
          "Rekara"
        ]
      },
      "image_file": "mon-calamari.jpg",
      "auto_languages": [
        "Mon Calamarian",
        "Galactic Basic",
        "Quarrenese"
      ]
    },
    {
      "name": "Muun",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -1,
        "con": -2,
        "int": 2,
        "wis": 1
      },
      "skill_proficiencies": [
        "Knowledge: Galactic Lore"
      ],
      "traits": [
        {
          "name": "Savant Negotiator",
          "description": "You can use your Intelligence modifier for Persuasion checks instead of your Charisma modifier. When rolling a natural 20 on deal negotiations, prices drop by an additional 20% on top of the regular discount.",
          "effects": [
            {
              "type": "special",
              "note": "Use INT modifier instead of CHA for Persuasion checks"
            },
            {
              "type": "special",
              "note": "Natural 20 on deal negotiations: additional 20% price reduction"
            }
          ]
        },
        {
          "name": "Analytical Assessment",
          "description": "You have Advantage on Investigation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Investigation"
            }
          ]
        },
        {
          "name": "Brittle Frame",
          "description": "You take +2 additional damage from melee attacks. When critically hit by a melee attack, make a DC 10 CON save or be Stunned until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Take +2 additional damage from melee attacks"
            },
            {
              "type": "special",
              "note": "On melee critical hit: DC 10 CON save or Stunned until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Muuns are a tall, gaunt, hairless near-human species from the world of Muunilinst, and the species behind the InterGalactic Banking Clan that financed half the galaxy. If you have ever asked what a Muun is, the short answer is this: they are the bankers, the loan-lords, and the math geniuses of the Star Wars galaxy. A Muun mind treats compound interest, currency arbitrage, and galactic-scale debt the way a Jedi treats the Force, and for thousands of years the Banking Clan they built has bankrolled republics, empires, and rebellions alike. Cold, rational, and almost unsettlingly intelligent, the Muun are proof that in Star Wars you do not always need a lightsaber to rule a galaxy, sometimes you only need to own its credit lines.\n\nPhysically, the Muun are unmistakable. They stand tall and lean, the average adult reaching just under two meters, with elongated limbs, narrow shoulders, and a long neck supporting a hairless, strikingly elongated head. Their faces carry small, deep-set eyes above a long, shallow nose that gives many Muun a distinctly nasal cadence to their speech, and their pale skin ranges from chalk-white to soft gray. Their hands are long and dexterous, suited to fine manipulation rather than labor, with the last two fingers notably shorter than the rest. Internally they are stranger still: Legends sources describe a Muun as possessing three hearts, two of which can be consciously controlled to drive blood flow in cold conditions, a trait long linked to their remarkable longevity. Muun age slowly and live long, and by older sourcebooks a Muun is not even reckoned a full adult until roughly the age of ninety-five.\n\nCulturally, everything about the Muun orbits wealth, and their homeworld of Muunilinst reflects it. Muunilinst has stood as a financial center of the galaxy for millennia, a world of towering spires, secured vaults, and mineral riches whose entire civilization is organized around credit, contracts, and the management of money. From this world the Muun founded and ran the InterGalactic Banking Clan, the institution that loaned to governments, funded fleets, and quietly held leverage over powers far larger than itself. Muun society treats finance as the true backbone of order: status is shown not through gaudy display but through refined austerity, and children are drilled in mathematics, economics, law, and rhetoric from an early age. To a Muun, a balanced ledger is a kind of morality, and a defaulted debt is a kind of sin. (Some canon sources, notably Fantasy Flight's Endless Vigil, instead name Scipio as the Muun homeworld with Muunilinst as a colony; this conflicts with the older Legends tradition, so SWURPG follows Muunilinst as the homeworld.)\n\nThe defining Muun trait is their staggering intellect, and above all their genius for mathematics and economics. The Muun are renowned across the galaxy for incredible mathematical capability, a gift that made them the natural masters of interstellar finance and let a relatively small species hold disproportionate galactic power. That same cold rationality has a shadow side: Muun are famously calculating and emotionally detached, brilliant at financial and strategic planning yet widely regarded as inept at actual warfare. They win by owning the war chest, not by carrying a blaster. Outsiders often mistake their precise diction and unhurried composure for arrogance, but within Muun culture this restraint signals respect and clarity, and it is exactly this calm, ledger-minded patience that makes a Muun such a dangerous long game opponent in any negotiation.\n\nThe Muun have produced some of the most consequential figures in galactic finance and intrigue. San Hill, the gaunt chairman of the InterGalactic Banking Clan, sat at the table on Geonosis at the onset of the Clone Wars and signed Count Dooku's treaty, pledging the Banking Clan's vast financial and droid-military assets to the Confederacy of Independent Systems while keeping the Clan's lucrative dealings with the Republic alive as well, a perfectly Muun arrangement. Far more infamous in Legends is Hego Damask, the Muun financier who ran Damask Holdings and secretly lived a second life as Darth Plagueis, the Sith Lord who trained Palpatine and is said to have studied the manipulation of life and death itself. (Plagueis-as-Muun is principally a Legends portrayal, and later canon material complicates details such as his birthplace, so SWURPG flags this connection as Legends-rooted.) Between San Hill's chairmanship and Plagueis's hidden ambition, the Muun embody the idea that real galactic power is often quiet, patient, and written into the fine print.\n\nIn SWURPG, a Muun player character is built to win with the mind rather than the body, and the stat block reflects it directly. A Muun takes a hefty +2 to Intelligence and +1 to Wisdom, paying for that brilliance with -1 Strength and -2 Constitution, and starts proficient in Knowledge: Galactic Lore. The species trait Savant Negotiator lets a Muun substitute Intelligence for Charisma on Persuasion checks and squeezes an extra twenty percent off prices on a natural 20, turning that mathematical mind into raw deal-making power, while Analytical Assessment grants Advantage on Investigation for the classic Muun habit of reasoning a problem to pieces. The flip side is Brittle Frame: a Muun's lean, fragile build means +2 damage from melee attacks and a Constitution save to avoid being Stunned on a melee critical hit, so a smart Muun stays out of a brawl and lets credits, contracts, and cold logic do the fighting. Play a Muun as a banker-spymaster, a corporate power broker, a rebel financier, or a scholarly investigator, and you are leaning into exactly what makes the species legendary.",
        "home_planet": "Muunilinst",
        "physical_description": "Muun are tall and slender humanoids with elongated limbs, narrow shoulders, and elongated necks that contribute to their distinctly elegant silhouettes. Their skin tones range from pale white to light gray, often appearing smooth and slightly translucent under certain lighting conditions. Their faces are narrow, with high cheekbones, thin lips, and soft, understated features that reinforce their reputation for composure and restraint. Their eyes are typically small and set deep beneath subtle brow ridges, giving them a contemplative or aloof appearance.\n\nBecause Muun evolved in relatively stable, temperate environments, their bodies reflect efficiency rather than physical power. Their bone structure is light but durable, allowing for longevity and reducing metabolic strain. Their hands are long and dexterous, adapted for fine manipulation and data handling rather than heavy labor. Their voices tend to be soft and precise, shaped by linguistic traditions that favor clarity over emotional cadence.\n\nMuun clothing favors clean lines, muted palettes, and finely tailored garments—often incorporating robes, layered tunics, or business-form attire that reflects their professional culture. Status is conveyed not through ornamentation but through material quality and subtle design cues. Clothing intended for offworld travel often includes reinforced fabrics to accommodate climates more extreme than those on Muunilinst.\n\nOverall, Muun physical presence communicates refinement, intelligence, and quiet dominance rooted not in physical strength but in mental discipline and social influence.",
        "height_range": "1.9 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Muun personalities are defined by logic, restraint, and an unwavering commitment to structured thinking. They value intellectual rigor over emotional response and encourage measured decision-making in both personal and professional spheres. Many Muun approach interactions with a calm formality that outsiders may perceive as coldness, but within their culture it signifies respect and clarity. They are cautious with trust, preferring relationships built on transparent agreements rather than spontaneous emotion.\n\nCustoms on Muunilinst revolve heavily around education, finance, and inter-family alliances. Young Muun are taught the principles of economic stewardship, long-term planning, and ethical negotiation from an early age. Family traditions often include ceremonial contract signings, historical lectures, and celebrations tied to economic milestones rather than holidays based on myth or spiritual belief. While not devoid of spirituality, Muun society tends to view logic as the primary guiding force.\n\nMuun hospitality is understated but strictly formal. Guests receive polite treatment, structured conversation, and calculated acts of generosity tied to long-term relationship-building. Conflicts are handled through arbitration, contractual revision, or multi-party negotiation rather than physical confrontation. This preference for structured resolution explains why Muun tend to excel in political, financial, or administrative systems where clarity and predictability dominate.\n\nIn SWURPG stories, Muun customs inspire characters who view problems through analytical frameworks, navigate political webs with precision, or manipulate economic structures for ideological or heroic purposes. Their disciplined thinking enriches narratives involving galactic finance, interplanetary diplomacy, or conspiratorial long-term planning.",
        "languages": "Muun, Basic",
        "example_names": [
          "Ta'hat Gar",
          "San Hill",
          "Marhu Koss",
          "Emont O'ock",
          "Vedo Sillib"
        ]
      },
      "image_file": "muun.jpg",
      "auto_languages": [
        "Muun",
        "Galactic Basic"
      ]
    },
    {
      "name": "Mustafarian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "int": 2
      },
      "skill_proficiencies": [
        "Mechanics",
        "Endurance"
      ],
      "traits": [
        {
          "name": "Lava-Hardened Skin",
          "description": "Your chitinous plating absorbs shock. You gain +1 AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Rigid Biology",
          "description": "Mustafarians have stiff, segmented joints. You have Disadvantage on Acrobatics checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Acrobatics"
            }
          ]
        },
        {
          "name": "Cultural Isolation",
          "description": "Mustafarians rarely interact offworld. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "Mustafarians are the insectoid natives of Mustafar, the lava world where Anakin Skywalker was burned and remade as Darth Vader. Long before that duel raged through the Klegger Corp mining complex, these arthropodal miners were already pulling rare minerals out of the planet's molten rivers, and a young Mustafarian still earned adulthood by saddling a six-legged lava flea and leaping it bareback over a stream of open lava with no protective gear at all.\n\nMustafarians split into two subspecies shaped by the same brutal world. Northern Mustafarians are tall and slender, reaching around 2.3 meters, bipedal with a long snout reminiscent of a Kubaz; their frame is graceful but physically weak, and frail sentries often had limbs reinforced with cybernetic prosthetics. Southern Mustafarians are the opposite build, shorter (closer to 1.5 meters) and far stockier, with tough skin that shrugs off heat the northerners can't tolerate. Both share a hardened exoskeleton, a leathery hide that even resists blaster fire, and keen faceted eyes sharp enough to spot a flaw in raw ore or a cracked machine part at a glance.\n\nMustafar sits in the Outer Rim and is, by most measures, a hostile place to be born: rivers of lava, choking volcanic air, and crust unstable enough to swallow whole structures. The species adapted by going underground. Lava fleas chew tunnels through the planet's crust as they feed, and Mustafarians moved into the cave networks left behind, raising saucer-shaped dwellings modeled on the kahel cave fungus near the mouths of their mines. The two subspecies evolved separately in those caves, then cooperated out of necessity, southerners handling the heavy lifting and the hottest work, northerners serving as guards and the planet's finest flea riders.\n\nThe arrangement that defined the species came roughly three centuries before the Clone Wars, when the Techno Union arrived for Mustafar's minerals. Rather than be conquered, the Mustafarians signed a trade treaty: off-world technology in exchange for their labor and local knowledge, and the imported gear let them survive conditions that had nearly broken them for generations. Their culture leans heavily on ritual and symbol, spoken in a buzzing, clicking insectoid tongue, and the lava-flea coming-of-age leap remains the defining test of whether a youth belongs to the world that shaped them.\n\nFor all that history, Mustafar's place in the galaxy is fixed by a fight the Mustafarians had no part in. When the Separatist Council fled there at the close of the Clone Wars, the planet became the stage for Anakin's fall and Obi-Wan Kenobi's defeat of him on the lava banks outside the mining facility. The complex was wrecked in the duel when its protective repulsor shields failed, and the native miners largely vanished from the frame of galactic events while their homeworld passed into Imperial and Sith legend.\n\nIn SWURPG a Mustafarian plays as a heat-hardened technician built for grim, dangerous work. Lava-Hardened Skin reflects the exoskeleton and blaster-resistant hide that lets them work beside molten rock, Rigid Biology covers the tough arthropod frame, and Cultural Isolation captures a species that spent its whole history on one volcanic rock under a single trade treaty. Their Mechanics and Endurance proficiencies match the lava-mining trade and the sheer toughness of surviving Mustafar, and the +2 Intelligence with -2 Strength fits the sharp-eyed, detail-driven engineer best modeled on the slighter northern build.",
        "home_planet": "Mustafar",
        "physical_description": "Mustafarians exhibit significant physiological variation depending on their regional subgroup. Northern Mustafarians are tall and thin, featuring elongated limbs, slender torsos, and protective chitin-like armor that helps insulate them from radiant heat. Their long limbs allow them to traverse unstable terrain or maneuver across rocky ledges with precision. Their facial features are narrow, with protective membranes or filters around the mouth to reduce heat intake.\n\nSouthern Mustafarians are shorter, sturdier, and heavily armored, with thick exoskeletal plates that provide exceptional protection against extreme temperatures. They possess powerful limbs adapted for mining labor and industrial activity, allowing them to withstand conditions that would instantly overwhelm most species. Their heads often feature reinforced visors or goggles, assisting them in navigating volcanic glare and airborne particulates.\n\nBoth subgroups share common adaptations such as heat-resistant skin, specialized air filtration, and internal temperature regulation. Their coloration ranges from dark reds to earthy browns, which may function as natural camouflage against Mustafar’s fiery landscape. Clothing typically consists of rugged, flame-retardant materials, protective armor plating, and utility belts equipped with tools essential for mining and survival.\n\nTheir movements reflect the necessity of caution and precision born from centuries of navigating lethal volcanic terrain. Whether tall or compact, Mustafarians travel with deliberate care, embodying an evolutionary harmony with their planet’s molten environment.",
        "height_range": "1.7 to 2.1 meters",
        "weight_range": "75 to 90 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Mustafarians are pragmatic, industrious, and unflinchingly cooperative. Their personalities reflect the harsh demands of life on Mustafar, where accidents, geological instability, and environmental hazards require constant vigilance. Mustafarian culture teaches responsibility from a young age, emphasizing practical skill, resourcefulness, and adherence to safety protocols. Outsiders often perceive them as stoic, but among their own people they display dry humor, fellowship, and deep pride in their craftsmanship.\n\nCustoms revolve around rituals tied to volcanic cycles, communal labor, and technological maintenance. Settlements frequently hold gatherings where artisans share innovations or where miners honor those lost to volcanic events. Legends sources imply a worldview that sees destruction and renewal as natural partners, shaping attitudes of resilience and acceptance. Mustafarian celebrations tend to be modest but meaningful, focusing on shared work and survival.\n\nInterpersonal conflict is rare, as Mustafar’s danger leaves little room for internal division. When disagreements arise, they are typically resolved through practical negotiation or contributions to community projects rather than through formal debate. Visitors to Mustafar can expect courteous but cautious hospitality, with emphasis on safety and cooperation.\n\nFor SWURPG stories, Mustafarian customs support characters who thrive in high-risk environments, approach problems with grounded logic, and bring unparalleled knowledge of engineering and resource extraction. Their practical mindset and cultural resilience add depth to parties navigating hostile terrain or undertaking complex industrial missions.",
        "languages": "Mustafarian",
        "example_names": [
          "Chivos",
          "Donko Jen",
          "Fralideja",
          "Renlo Hens"
        ]
      },
      "image_file": "mustafarian.jpg",
      "auto_languages": [
        "Mustafarian"
      ]
    },
    {
      "name": "Mrlssi",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "int": 2
      },
      "skill_proficiencies": [
        "Use Computer"
      ],
      "traits": [
        {
          "name": "Scholarly Culture",
          "description": "You gain Advantage on Investigation checks and you learn two additional languages of your choice.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Investigation"
            },
            {
              "type": "special",
              "note": "Learn two additional languages of your choice"
            },
            {
              "type": "language_bonus",
              "value": 2
            }
          ]
        },
        {
          "name": "Quickstep Dexterity",
          "description": "You have Advantage on Stealth checks while wearing no armor or Light armor, and on Dexterity saving throws.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth",
              "condition": "while wearing no armor or Light armor"
            },
            {
              "type": "saving_throw_advantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Advantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Physically Frail",
          "description": "Your bones and muscles are delicate. You have Disadvantage on Athletics checks, and creatures have Advantage on Shove or Grapple attempts made against you.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            },
            {
              "type": "special",
              "note": "Creatures have Advantage on Shove and Grapple attempts against you"
            }
          ]
        },
        {
          "name": "Combat Aversion",
          "description": "Mrlssi dislike direct violence. Your first attack roll each combat is made with Disadvantage.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on your first attack roll each combat"
            }
          ]
        }
      ],
      "description": {
        "lore": "Mrlssis are the scholar-scientists of Mrlsst in the Tapani sector, a knee-high avian people who built one of the finest universities outside the Core Worlds by being unreasonably good at taking other people's machines apart and learning how they work. Their homeworld's Trade and Science Academy turned out shipping innovations, construction techniques, and starship designs that quietly became galactic standards, and Mrlssi engineers jump-started their own computer and starship industries largely by reverse-engineering rival companies' products. They value knowledge over possessions, and they will tell you so.\n\nPhysically, a Mrlssi is a flightless avian humanoid standing under a meter tall, with a body covered in gray feathers and a bare head ringed at the back by a fringe of plumage. Those head feathers are brown in the young and grow more colorful with age, so an elder Mrlssi wears its seniority openly. Unlike most avian species, Mrlssi give birth to live young rather than laying eggs. Their native speech is described as musical and pleasant; their attempts at Galactic Basic, by contrast, many other species find grating to the ear.\n\nMrlsst itself is a warm, humid world of marshes and sandy swamps in the Freeworlds Territory along the Shapani Bypass, a voting member of the League of Tapani Freeworlds. Towering greenstalk plants blanket nearly the whole planet outside the poles. The Mrlssi's devotion to learning grew out of hard necessity: their early world was geologically unstable, and a people who watched buildings and belongings repeatedly swallowed up concluded that knowledge was the only thing that couldn't be taken from them. When Republic and Tapani scouts first surveyed Mrlsst roughly 7,000 years ago, the Mrlssi had no spaceflight at all (Legends) - a gap they have more than closed since.\n\nThat scholarly bent makes them homebodies. Mrlssi are intensely curious but not adventurous, and they are rarely encountered off Mrlsst; the galaxy mostly meets their work rather than the species itself. The crown of their world is the Mrlsst Trade and Science Academy (also called the Mrlsst Planetary University), reckoned the best university in the sector and one of the leading institutions for applied sciences anywhere.\n\nThe Academy's most notorious episode came during the early New Republic era. The former Death Star physicist Professor Rorax Falken - a human who suffered a breakdown after learning his work had been built into a planet-killer (Legends) - ran the Phantom Project there, ostensibly to develop a low-energy cloaking device immune to gravity-well projectors. In reality it was a long con to bleed the Galactic Empire of credits, with the funds quietly redirected into other Mrlssi research that produced real breakthroughs like the gravitic polarization beam. The scheme drew Wedge Antilles and Rogue Squadron to Mrlsst to sustain the illusion. Earlier, in 5 ABY, Grand Admiral Thrawn had attacked the world and destroyed many of the Academy's ancient campuses.\n\nFor a SWURPG party, a Mrlssi is the brilliant, fragile specialist - the one who reads the system, not the room. Their Scholarly Culture and trained Use Computer proficiency reflect a lifetime among data and machines, while Quickstep Dexterity gives them the nimble small-body footwork of a sub-meter avian. The ability spread (+2 Intelligence, -2 Strength) is exactly the Mrlssi profile, and Physically Frail and Combat Aversion are honest about the cost: this is not a species that wants to be in a firefight. Play one as the crew's engineer, slicer, or researcher - the mind that figures out how the enemy's tech works and turns it against them, ideally from well behind cover.",
        "home_planet": "Mrlsst",
        "physical_description": "Mrlssi are small, lightly built avians standing notably shorter than humans, with slender torsos, digitigrade legs, and graceful postures that reflect their evolutionary origins. While flightless, they retain vestigial wings that function primarily for balance and expressive motion. Their bodies are covered in fine feathers ranging in color from muted browns and tans to soft blues, grays, and greens. These plumage variations often correlate loosely with familial lines rather than distinct regional traits.\n\nTheir heads are elongated and birdlike, featuring keen eyes adapted for detailed observation. Mrlssi facial expressions incorporate subtle feather movements, head tilts, and eye shifts, creating expressive cues readable to those familiar with their behavior. Their beaks are delicate and narrow, suited for precise articulation rather than physical combat. Their arms, ending in dexterous three-fingered hands, allow them to manipulate tools, datapads, and research instruments with impressive finesse.\n\nClothing among the Mrlssi is lightweight, functional, and often decorated with symbolic patterns representing academic guilds or research affiliations. Scholars and engineers typically wear layered robes or tunics that allow ease of movement during fieldwork or laboratory experimentation. Colors tend toward earthy or pastel tones, reflecting their preference for calm aesthetics.\n\nThe overall physical impression of a Mrlssi is one of alert gentleness, quiet intellect, and subtle avian grace, signaling their heritage as both observers and thinkers.",
        "height_range": "1.2 meters",
        "weight_range": "40 kilograms",
        "age_of_adulthood": "9 standard years",
        "personality": "Mrlssi personalities are shaped by curiosity, meticulous reasoning, and a preference for intellectual engagement over confrontation. They value evidence-based thinking and often question assumptions until proven through logic or experimentation. While generally polite, Mrlssi can be blunt when discussing academic subjects, prioritizing clarity and factual accuracy over social comfort. Their conversations tend to include detailed analysis and careful terminology.\n\nCustoms on Mrlsst revolve around academic life, community research projects, and periodic ceremonies celebrating intellectual achievement. Graduation festivals, research unveilings, and guild gatherings are culturally significant events often accompanied by symbolic feather markings or colored ribbons acknowledging scholarly milestones. Young Mrlssi are raised with an emphasis on literacy, scientific inquiry, and ethical responsibility in sharing knowledge.\n\nInterpersonal dynamics emphasize collaboration and respectful debate. Conflict is typically resolved through structured dialogue, research review, or empirical demonstration rather than emotional argument. While they can appear reserved, Mrlssi display loyalty and warmth toward colleagues and companions who share their passion for discovery.\n\nIn SWURPG campaigns, Mrlssi customs create ideal backgrounds for characters who excel in investigation, engineering, scientific analysis, or diplomatic problem-solving. Their calm temperament and analytical skills make them invaluable members of parties navigating complex mysteries, technological challenges, or political negotiations.",
        "languages": "Mrlsstese, Basic; many also learn Durese and Arkanian to study classic scientific texts.",
        "example_names": [
          "Kepor Dagwa",
          "Virssl Jasst",
          "Crlisst Herssek",
          "Krssibel Waray",
          "Pagda Luwa"
        ]
      },
      "image_file": "mrlssi.jpg",
      "auto_languages": [
        "Mrlsstese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Nagai",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Stealth"
      ],
      "traits": [
        {
          "name": "Blade Discipline",
          "description": "From youth, you are trained to fight with knives and precision melee weapons. You gain proficiency with Advanced Melee weapons.",
          "effects": [
            {
              "type": "special",
              "note": "Proficient with Advanced Melee weapons regardless of class"
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Melee (Advanced)"
              ]
            }
          ]
        },
        {
          "name": "Emotionally Cold",
          "description": "Your stoic, guarded nature makes it difficult to truly connect with others. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "Nagais are the blade-obsessed warriors who came out of the dark to invade the galaxy alongside the broken remnants of the Empire, fighting with vibro-edged longswords and throwing knives while wrapped head to toe in black leather. To everyone who first met them, they were simply \"the Knives\" — a name they earned before anyone learned to call them Nagai. They turned out to be refugees as much as conquerors, a proud people running from something worse than themselves, and that contradiction is the most interesting thing about them.\n\nA Nagai is tall, thin, and pale to the point of looking bloodless, with jet-black hair and sharp, angular features that read as severe at a glance. They wear their hair in elaborate braids and crests, and favor black leather and dark armor that makes the white skin stand out. They are charismatic and unusually quick and graceful, prizing agility and speed over raw muscle — the trade-off is that they are physically frail, lighter and more breakable than the average human. Despite the \"near-human\" classification, they speak Galactic Basic without trouble.\n\nTheir homeworld is Nagi, an arid, mountainous planet where towering peaks throw deep valleys into permanent shadow, and the Nagai built their cities down in those shaded canyons. Nagi does not orbit within the main galaxy at all — it sits in Firefist, a small dwarf galaxy that loops tightly around the galactic disk out in the Unknown Regions. (In Legends, the Nagai were a peaceful culture of gleaming crystal-and-wire cities for centuries until they first cracked hyperspace travel; the unmanned probe they fired off to chart their own star system was picked up by a Tof warship, which backtracked it home — and from that moment Nagi was at war.)\n\nEverything about Nagai culture runs on the blade and on honor, with a clear streak of samurai influence baked into the original design. Skill with traditional Tehk'la blades, longswords, and the slender Swiftcut foil is a mark of status, and the duel is woven through their society. The honor code is absolute and unforgiving: there is no glory in killing a weak or dishonored opponent, and a Nagai who loses their own honor is expected to take their own life. They are not a warm people — they read as cold, disciplined, and emotionally walled-off, and that detachment is cultural as much as personal.\n\nThe Nagai are best known for the war they brought with them. Fleeing the brutal, hulking Tof across intergalactic space, they allied with leftover Imperial forces and struck at the young Alliance of Free Planets in the Nagai-Tof War, an invasion most famously championed by the fallen Force-user Lumiya — Shira Brie reborn — who lent her support to their cause against their old enemies. Standouts like the warrior Ozrei \"Knife\" N'takkilomandrife showed the other side of the species: capable of switching from enemy to ally once honor demanded it. (In current canon, the Nagai were reintroduced in the 2025 Star Wars comics, where Luke Skywalker and company find them already in open revolt — the Nagai rebellion — on worlds like Kaltrais and Kaltrais's neighbors, ultimately fighting their way free and turning back toward Nagi.)\n\nIn SWURPG, a Nagai plays as a fast, lethal duelist who fights at arm's length with cold precision. The Dexterity bonus (+2) feeds both the agile fighting style and the Stealth proficiency that lets a black-clad Nagai close on a target unseen, while Blade Discipline rewards leaning into the edged weapons their whole culture is built around. The Charisma penalty (-2) and the Emotionally Cold trait both lean on the same severe, walled-off temperament — useful at the point of a knife, costly at a negotiating table. Build one as an assassin, a duelist with a debt of honor to settle, or a wary refugee from beyond the galaxy's edge trying to decide whether this fight is worth their blade.",
        "home_planet": "Nagi",
        "physical_description": "Nagai are slender, near-human humanoids characterized by their pale, almost chalk-white skin and sharp, angular facial features. Their hair is typically jet-black, contrasting strikingly with their light complexions. Their eyes, often narrow and dark, contribute to the intense, piercing expressions frequently associated with the species. Their high cheekbones and defined jawlines create a look reminiscent of elegant severity, reinforcing their reputation for stoicism and precision.\n\nTheir bodies are agile and finely muscled, built for speed, stealth, and flexibility rather than brute strength. Nagai bone structure is light but resilient, supporting rapid movement and dynamic combat maneuvers. Their overall silhouettes tend toward tall and lean, with long limbs that enhance their ability to maneuver through tight spaces or execute rapid, efficient strikes.\n\nNagai clothing traditionally reflects their minimalist aesthetic. Many wear fitted garments in muted or monochromatic palettes, emphasizing fluid motion and avoiding unnecessary ornamentation. Their outfits often incorporate tactical materials, reinforced boots, and specialized belts for carrying tools or concealed weapons. Even ceremonial attire tends to be understated, with emphasis on elegance through simplicity.\n\nThe combination of pale skin, dark hair, and severe features makes Nagai instantly recognizable. Their physical presence communicates controlled intensity and a readiness born from generations of conflict.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "45 to 60 kilograms",
        "age_of_adulthood": "19 standard years",
        "personality": "Nagai personalities are shaped by discipline, caution, and emotional restraint. They tend to speak concisely, observe quietly, and evaluate situations before revealing their intentions. While outsiders may interpret their reserved manner as coldness, Nagai communities value clarity, loyalty, and decisive action once trust is established. Their history of conflict encourages wariness toward strangers but deep loyalty toward allies.\n\nCustoms on Nagi include rigorous combat training, meditative exercises, and collective rituals honoring ancestors who fought in previous wars. Physical conditioning and strategic study are integrated into daily life, with children learning self-defense and tactical reasoning from a young age. Artistic traditions, though sparse in galactic records, emphasize negative space, contrast, and emotional symbolism rooted in restraint.\n\nNagai approach conflict with precision and efficiency. Disputes are often resolved through structured duels, silent negotiations, or tactical demonstrations rather than emotional argument. Honor is tied to reliability, self-control, and the protection of one’s allies, and betrayal is considered one of the gravest cultural offenses.\n\nIn SWURPG stories, Nagai customs provide strong narrative hooks involving loyalty, shadow warfare, and the lingering scars of interspecies conflict. Nagai characters often grapple with moral dilemmas, internal discipline, and a drive to carve meaning from a violent past.",
        "languages": "Nagaian, Basic",
        "example_names": [
          "Den Siva",
          "Harmon Sho",
          "Hol B'shaki",
          "Krai H'voc",
          "Lusubrin T'shkali",
          "Mendo",
          "Nir Kento",
          "Ozrei",
          "Rei",
          "Sin Shai",
          "Tai",
          "Taru"
        ]
      },
      "image_file": "nagai.jpg",
      "auto_languages": [
        "Nagaian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Nautolan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "wis": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You are fully amphibious. You can breathe both air and water, and you gain Advantage on Athletics checks made to swim or navigate difficult aquatic environments.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim or navigate aquatic environments"
            },
            {
              "type": "special",
              "note": "Can breathe both air and water"
            }
          ]
        },
        {
          "name": "Tresses Sensory Network",
          "description": "Your head-tentacles detect pheromones and subtle chemical cues, giving you Advantage on Insight checks made to sense motives or emotional states. If an ally within 30 feet becomes Frightened, make a DC 12 Wisdom saving throw. On a failure, you suffer Disadvantage on attack rolls and ability checks until the end of your next turn.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Insight",
              "condition": "to sense motives or emotional states"
            },
            {
              "type": "special",
              "note": "If ally within 30 ft becomes Frightened: DC 12 WIS save or Disadvantage on attack rolls and ability checks until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Jedi Master Kit Fisto, the grinning green-skinned warrior who fought at Geonosis and died trying to arrest Chancellor Palpatine alongside Mace Windu, is the most famous Nautolan in the galaxy, and his face is the one most people picture: large unblinking black eyes, a wide easy smile, and a crown of long tentacles spilling down to the waist. Nautolans are an amphibious humanoid species from the watery planet Glee Anselm, equally at home breathing air or water, and the tentacles are not decoration but a working sensory organ.\n\nMost Nautolans stand around 1.8 meters with smooth skin in shades of green, blue, or brown, and those big black or dark-maroon eyes carry lids that are rarely used. Their defining feature is the cluster of head-tresses (sources vary between fourteen and sixteen tentacles, and they grow longer and more numerous with age) that read the pheromones other beings give off, letting a Nautolan sense someone's emotional state. The effect is sharpest underwater, where their own language also lives. A dense, cartilage-reinforced skeleton makes them tough against glancing blows, low-light vision suits the ocean deeps, and they carry more than one heart, each able to beat on its own schedule.\n\nGlee Anselm, in the Sabilon region, is an ocean world the Nautolans share with the land-dwelling Anselmi. The two are old neighbors and old rivals: the Anselmi once ruled a dam-walled empire above the waves and dismissed their aquatic cousins as \"gill heads,\" and the species fought repeated wars over fishing rights, undersea development, and waste, including one major conflict during the chancellorship of Finis Valorum. Nautolans emerge from their eggs as tadpoles, sprouting arms, legs, and head-tails only in their second year, and their limbs stay too weak to leave the water for much of childhood.\n\nNautolan society organizes around families and local settlements, each governed by a Council of Elders chosen on merit rather than age alone, so a sharp young politician can sit beside the oldest members of the community. They prize lifelong mates, loyalty between spouses, and equality of the sexes in the home, and they hold deep reverence for what they call the \"ocean spirit,\" a balancing force they believe keeps Glee Anselm's nature in harmony. Because so much of their pheromone communication and their spoken language is tuned for water, parts of both never translate cleanly into open air.\n\nKit Fisto carried all of that into the wider galaxy. A hero of the Clone Wars and a member of the Jedi High Council (he took the seat left open when Coleman Trebor fell to Jango Fett at Geonosis), Fisto was famous for a relaxed, accepting temperament and that trademark grin even in the thick of a fight. He fell in the Chancellor's office when Darth Sidious cut down Agen Kolar, Saesee Tiin, and then Fisto in seconds, leaving Windu alone. He remains the clearest window most players have into what a Nautolan can be.\n\nIn SWURPG a Nautolan is built for reading the room and ruling the water. Natural Swimmer reflects the species' native ease beneath the surface, and Tresses Sensory Network puts those pheromone-sensing head-tentacles to work picking up on the people around you. Their +2 Wisdom and proficiency in Perception lean into that perceptive, emotionally attuned nature, the same instinct that made Fisto so hard to surprise. (The −2 Charisma is the one number worth a raised eyebrow: canon Nautolans, Fisto chief among them, tend to read as warm and likable, and their emotion-sensing tresses arguably help rather than hurt them socially, so treat the penalty as a deliberate SWURPG balance choice, not a lore statement.)",
        "home_planet": "Glee Anselam",
        "physical_description": "Nautolans are amphibious humanoids with smooth, rubbery skin and large, luminous eyes adapted for underwater visibility. Their distinctive head-tentacles—usually numbering around a dozen—function as powerful sensory organs capable of detecting pheromonal changes, vibrations, and emotional cues. These tendrils give Nautolans a perceptual range far beyond that of typical humanoids, especially in aquatic environments.\n\nTheir skin colors range widely, including greens, blues, purples, and mottled variations. Their bodies are athletic and streamlined, optimized for underwater speed and agility. Their hands and feet possess slight webbing that enhances propulsion during swimming while still allowing fine manipulation on land.\n\nNautolan facial structures are broad and expressive, with large black or multicolored eyes that reflect light in underwater conditions. Because their physiology depends on moisture, Nautolans thrive in humid environments and may suffer discomfort in arid climates without hydration or environmental suits.\n\nTheir overall appearance conveys fluidity, sensitivity, and strength—a species perfectly adapted to a life that spans both land and sea.",
        "height_range": "1.8 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Nautolan personalities are shaped by emotional awareness, empathy, and a strong sense of communal harmony. They are highly attuned to the feelings of others and often serve as mediators, counselors, or negotiators. Their instinctive ability to sense emotional tension encourages them to de-escalate conflicts, and they tend to prefer cooperation over confrontation.\n\nNautolan customs center around water rituals, communal gatherings, and artistic displays such as synchronized swimming, bioluminescent performances, and rhythmic chants. Families and clans prioritize emotional education, teaching children to interpret pheromone cues and express themselves clearly. Honesty is culturally emphasized because deception can create emotional disharmony detectable to everyone present.\n\nVisitors to Nautolan communities are welcomed with warmth, but their hosts expect emotional transparency and respect for communal norms. Nautolans handle conflict through calm dialogue supported by their sensory abilities, but when necessary, they can be fiercely protective of loved ones or vulnerable individuals.\n\nIn SWURPG stories, Nautolan customs offer narrative depth for characters who navigate social complexity, mediate disputes, or balance physical prowess with emotional intuition. Their aquatic heritage and empathic perception make them memorable members of any adventuring party.",
        "languages": "Nautila, Basic, often Anselmian",
        "example_names": [
          "Hiskar Dorset",
          "Kit Fisto",
          "Ploss Niklos",
          "Renko Losa",
          "Pin Mako",
          "Setel Yast"
        ]
      },
      "image_file": "nautolan.jpg",
      "auto_languages": [
        "Nautila",
        "Galactic Basic"
      ]
    },
    {
      "name": "Neti",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": 2,
        "wis": 1,
        "dex": -3
      },
      "skill_proficiencies": [
        "Knowledge: Galactic Lore",
        "Perception"
      ],
      "traits": [
        {
          "name": "Force-Born",
          "description": "Every Neti is born sensitive to the Force. If you have levels in a Force-using class, you gain a +2 bonus to Use the Force checks.",
          "effects": [
            {
              "type": "force_class_skill_bonus",
              "skill": "Use the Force",
              "value": 2
            }
          ]
        },
        {
          "name": "Metamorph (Arboreal Form)",
          "description": "As an Action, you can shift between your slender humanoid form and a hulking, bark-plated arboreal form, or revert. While in Arboreal Form your Speed drops to 10 ft, but you have Advantage on Strength checks and Strength saving throws, Advantage on saving throws to avoid being moved, grappled, or knocked Prone, and your unarmed and melee weapon strikes deal +2 damage. While in Arboreal Form you have Disadvantage on Dexterity saving throws and on Stealth checks. You can hold either form indefinitely — even while asleep or unconscious.",
          "effects": [
            {
              "type": "special",
              "note": "Action: toggle Arboreal Form — Speed 10 ft; Advantage on STR checks/saves and on saves vs. moved/grappled/prone; +2 melee damage; Disadvantage on DEX saves and Stealth"
            }
          ]
        },
        {
          "name": "Photosynthesis",
          "description": "You feed on light rather than food — you ignore hunger and starvation entirely. But your physiology depends on light: if you go an extended stretch without meaningful exposure to natural sunlight or broad-spectrum light (GM discretion — typically several days), you begin to wither. While withering, you have Disadvantage on Constitution saving throws. A full day with proper light exposure ends the effect.",
          "effects": [
            {
              "type": "special",
              "note": "Ignore hunger/starvation. Prolonged light deprivation (GM discretion) = withering: Disadvantage on CON saves until a full day with proper light"
            }
          ]
        },
        {
          "name": "Barkhide",
          "description": "Your tough, bark-like skin shrugs off toxins that would fell flesh-and-blood creatures — you have Advantage on saving throws against the Poisoned condition and resistance to poison damage. But bark catches and burns: you have Vulnerability to fire damage.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against the Poisoned condition"
            },
            {
              "type": "damage_resistance",
              "damage_type": "Poison"
            },
            {
              "type": "damage_vulnerability",
              "damage_type": "Fire"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Neti are a species of long-lived, Force-sensitive sentient trees from the Star Wars galaxy — shape-shifting plant people who can live for thousands of years and reshape their bodies between a slender humanoid build and a towering arboreal mass. Nearly everything known about the Neti comes from Star Wars Legends rather than current canon, where they appear as one of the most ancient and enigmatic peoples in galactic history: sentient plants that evolved from the towering forests of the world Myrkr, then carried their seeds outward to the Mid Rim colony world of Ryyk. (In Legends, the true origin of the Neti is treated as genuinely obscure — even Jedi scholars were never certain, and the species had passed almost entirely into myth by later eras.) A supernova consumed Ryyk roughly four thousand years before the Battle of Yavin, in the time of the Great Sith War, and the few Neti who survived did so the way Neti survive most things: slowly, patiently, and mostly unnoticed.\n\nPhysically, a Neti reads as a walking tree. The tough gray skin resembles plant bark, the body is a thick trunk fed by root-like appendages that serve as feet, and several thin, branching arms reach out from the upper mass, crowned with black-green vegetable \"fur\" that stands in for hair. The species' defining trait is metamorphosis: a skilled Neti can reshape its size and form at will, from a roughly humanoid stance to a squat quadruped to a solid, treelike pillar anywhere from two to nine and a half meters tall, keeping manipulative tendrils in every form for handling tools. (In Legends, a Neti at rest commonly settles into the shape of a five-meter tree and can hold that shape — or any other — even while asleep.) Neti feed by photosynthesis rather than food and need only a fraction of the water other species require, but light is life: deprived of sunlight, a Neti withers the way a flesh-and-blood creature starves.\n\nCulturally, the Neti measure their lives in millennia, and that scale colors everything. An individual may live several thousand years; the species reproduces only once every few centuries, scattering a handful of seeds that can lie dormant for over a thousand years before they germinate. Because they breed so rarely and live so long, the Neti have never been numerous and have never strayed far from where they were planted. A Neti does not think in seasons or reigns — it thinks in epochs. Setbacks are weathered as winters, not catastrophes; questions other species are too short-lived to sit with become a Neti's life work. That long view reads as deep wisdom to some and as maddening detachment to those left waiting on a decision.\n\nThe most distinctive thread in Neti lore is the metamorphic life cycle itself, which blurs the line between transformation and rest. A Neti schooled in the Force can sink into a dormant trance and root in place, slowing its metabolism to outlast centuries of darkness or drought and waking when the galaxy around it has wholly changed. (In Legends, this is why the Neti are never quite extinct: somewhere, in an overgrown ruin or forgotten forest, a rooted Neti may still be standing, waiting to be found.) For some Neti this rooting is also a chosen end — a final metamorphosis in which the individual plants itself and becomes, permanently, a tree.\n\nEvery Neti is born sensitive to the Force, and the species' most famous members were Jedi — making \"Neti Jedi\" the angle most associated with them. In Legends, the Neti Jedi Master Ood Bnar lived more than five thousand years and served as Head Librarian of the Great Jedi Library on Ossus; when the fallen Jedi Exar Kun came for a cache of ancient lightsabers during the Great Sith War, Ood Bnar transformed into a towering tree and trapped the blades beneath his roots, guarding them for millennia in what he called his metamorphosis and his life cycle. The Jedi Master T'ra Saa walked the galaxy across centuries — a Jedi General in the Clone Wars who survived Order 66 and the Great Jedi Purge, and who in Legends was counted among the masters who trained Mace Windu. Other Neti, like Master Garnoo and the Sith librarian Dail'Liss, show that the species' deep memory could serve either side of the Force.\n\nFor a SWURPG player, a Neti is a character with one foot in deep time. The species carries +2 Constitution and +1 Wisdom against a steep -3 Dexterity, modeling a hardy, perceptive, slow-moving plant-being — and every Neti is Force-Born, gaining a bonus to Use the Force checks when they take a Force-using class, which makes them natural Jedi Consulars, Force Mystics, and scholars. Their Metamorph (Arboreal Form) trait lets them shift into a hulking, bark-plated tree-form for raw Strength and stability at the cost of speed and stealth; Photosynthesis frees them from hunger but ties their vitality to light; and Barkhide grants resistance to poison and the Poisoned condition while leaving them vulnerable to fire — bark burns. A Neti adventurer is, almost by definition, a young one: only a few centuries old, curious enough about the wider galaxy to leave the grove and finally see it.",
        "home_planet": "Myrkr",
        "physical_description": "A Neti has tough gray skin like plant bark, a thick trunk-like body, and several thin, branching arms. Brown or black foliage grows across the upper part of the body, and a crown of black-green vegetable \"fur\" resembles a head of hair. Root-like appendages serve as feet. At rest, an adult Neti commonly settles into the shape of a five-meter tree, and can hold that shape — or any other — even while asleep or unconscious.\n\nThe Neti's defining trait is metamorphosis: a skilled individual can reshape its size and form at will, from a slender, roughly humanoid build to a squat quadrupedal stance to a solid, treelike mass anywhere from two to nine and a half meters tall. Even in its most tree-like forms a Neti keeps manipulative tendrils for handling tools and making attacks. The change is deliberate and unhurried — a Neti shifts shape the way it does everything else: with patience.",
        "height_range": "2 to 5 meters (up to 9.5 m in full arboreal form)",
        "weight_range": "250 to 700 kilograms",
        "age_of_adulthood": "approximately 60 standard years",
        "personality": "Neti are deep thinkers and natural explorers, drawn to the unsolved — the mysteries of the Force, the histories of fallen worlds, the questions other species are too short-lived to sit with. They form bonds slowly but firmly, and they bond fastest with those who share their curiosity. A Neti rarely rushes, rarely panics, and rarely forgets; centuries of memory give them a steadiness that can read as wisdom or as maddening detachment, depending on who is waiting on them.\n\nAt the table, a Neti brings the long view: the character who remembers the war everyone else only read about, who counsels patience, who treats a setback as a season rather than a disaster. That perspective makes them compelling sages and advisors — and it makes the rare moment a Neti is genuinely surprised or moved land all the harder.",
        "languages": "Neti — a difficult tongue blending speech and gesture; most Neti also speak Galactic Basic.",
        "example_names": [
          "Ood Bnar",
          "T'ra Saa",
          "Garnoo",
          "Dail'Liss",
          "Frond Dra-loor",
          "Shal Koom",
          "Tuwan Urlu",
          "T'alla"
        ]
      },
      "image_file": "neti.jpg",
      "auto_languages": [
        "Neti",
        "Galactic Basic"
      ]
    },
    {
      "name": "Nightbrother",
      "size": "Medium",
      "speed": 30,
      "sex_lock": "Male",
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Emotionally Blunted",
          "description": "You have Disadvantage on Persuasion and Insight checks. Nightbrothers are deeply guarded, stoic, and socially hardened.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Insight"
            }
          ]
        },
        {
          "name": "Witch-Blooded",
          "description": "If you are a Force-using class, you learn 1 additional Force Power at Level 1. It must be Kinetic or Dark-aligned.",
          "effects": [
            {
              "type": "special",
              "note": "If Force-using class: learn 1 additional Force Power at Level 1 (must be Kinetic or Dark-aligned)"
            }
          ]
        },
        {
          "name": "Battle Frenzy",
          "description": "When you drop to 50% HP or less, you may enter a Frenzy for rounds equal to your Constitution modifier. While Frenzied: +2 melee attack/damage, -2 AC, can only Attack, must target nearest hostile. When Frenzy ends: Fatigued until end of next turn, cannot make attack rolls.",
          "effects": [
            {
              "type": "special",
              "note": "At 50% HP or less: enter Frenzy for CON mod rounds — +2 melee attack/damage, -2 AC, only Attack action targeting nearest hostile; after: Fatigued 1 turn, no attacks"
            }
          ]
        }
      ],
      "description": {
        "lore": "Maul was born a Nightbrother, and so was the towering Savage Opress who later served as his apprentice. The Nightbrothers are the horned male Dathomirian Zabraks who live in a single village on the far side of Dathomir, raised as warriors and enforcers under the rule of the Nightsister witches. They are the muscle of a society run by women, traded and tested and bred at the witches' pleasure, and every famous one you've heard of escaped that village by being chosen for something worse.\n\nPhysically they are Zabraks shaped by Dathomir's red wilderness. A crown of blunt horns rings the skull, and the skin runs in bold colors that mark a male out from across a clearing: yellows and oranges are common, while deep red, the shade Maul wore, is rare enough to look almost ceremonial. Their faces carry natural striping that they deepen with thin dark tattoos applied during rites of passage, so an adult's markings read like a record of the trials he has survived. The build is heavy and carnivorous, two-hearted in the Zabrak fashion (which lets them keep fighting long past the point a single-hearted being would drop), and bred over generations for raw physical labor and combat rather than scholarship or charm.\n\nDathomir itself is a remote, mist-choked world in the Outer Rim, and the Nightbrothers are not native to it. They descend from criminal exiles and Iridonian-stock colonists who came to the planet and fell under the sway of the Nightsisters, the clan of Force-wielding witches who dominate the surface. Over generations the witches bound the male newcomers into a subservient caste, kept apart in their own village and answerable entirely to the matriarchs who held both the magic and the political power. The arrangement was never a partnership. To the Nightsisters, the Nightbrothers were servants, bodyguards, and breeding stock.\n\nTheir culture is built almost entirely around proving worth, because in a society where women hold the power, a Nightbrother's only currency is how much punishment he can take and how well he can fight. Young males paint glyphs onto rock using corrosive acid harvested from local creatures, a craft demanding enough that the rare master calligraphers are genuinely prized. The boldest face a beast-hunting rite against the winged chirodactyls, and survivors are counted worthy. The grimmest ritual is the Selection, a three-test gauntlet, the Test of Fury, the Test of Night, and the Test of Elevation, in which the Nightsisters cull a crowd of candidates down to a single mate and servant; many die in the attempt, and that is treated as the point.\n\nThe clearest window into all of this is Savage Opress. Asajj Ventress ran a Selection to find herself a weapon against Count Dooku, and Savage emerged from the slaughter as her chosen champion. Mother Talzin's witches then poured their dark magic into him, swelling his body and forging a brutal connection to the Force, and his first ordered act as their creation was to break the neck of his own surviving brother, Feral, to pass a final test of loyalty. He went on to free Maul and stand at his side through the Clone Wars. Both brothers, and the murdered Feral, came from the same village, which is the most honest summary of what the Nightbrothers are: a people whose finest sons are spent as tools by someone stronger.\n\nFor SWURPG a Nightbrother is the straightforward heavy hitter, a melee bruiser bred for the front line. The +2 Strength and +2 Constitution and an Athletics proficiency match the warrior-caste upbringing, the chirodactyl hunts, and the two-hearted stamina, while the -2 Intelligence and -2 Charisma reflect a caste raised for violence rather than learning or persuasion. Witch-Blooded ties you to the Nightsister magic woven through the village, Battle Frenzy is the berserker fury the Selection rewards, and Emotionally Blunted fits men conditioned from birth to feel little and obey. (Note that the brutalized, Force-touched Nightbrothers are usually red and yellow Zabraks; if your table prefers a more standard horned Iridonian look, that is a cosmetic choice and changes nothing mechanical.)",
        "home_planet": "Dathomir",
        "physical_description": "Nightbrothers share the core physiology of Zabraks: humanoid frames, strong bone structures, and the iconic crown of cranial horns. Their skin tones range widely, including reds, yellows, browns, and tans, depending on lineage. Unlike other Zabraks, Nightbrothers commonly bear ritual tattoos or markings—either painted or branded—reflecting clan identity, rites of passage, or the influence of the Nightsisters. These patterns can be distinctively angular or organic, depending on tribal tradition.\n\nTheir musculature is typically more pronounced than that of most Zabraks due to rigorous physical conditioning from early youth. Nightbrothers are known for exceptional strength, speed, and explosive combat power, shaped by both genetic predisposition and harsh environmental demands. Their horns tend to be slightly more pronounced on average, though this varies widely and is not a biologically separate trait.\n\nNightbrother attire is rugged and utilitarian, built to endure Dathomir’s dangerous terrain. Fabrics are often treated with natural resins or animal hides for durability. Armor pieces—when worn—are crafted from scavenged materials or Nightsister-forged metals enhanced through ritualistic processes. Their overall appearance conveys raw physicality, tribal identity, and a connection to Dathomiri mysticism.\n\nDespite the intimidating exterior, their expressions can reveal subtle emotional nuance, especially in contexts free from the Nightsisters’ dominance. Their physiology reflects both potential for violence and capacity for depth.",
        "height_range": "1.8 meters",
        "weight_range": "80 to 95 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Nightbrother personality is shaped by discipline, survivalism, and cultural conditioning under the Nightsisters. They tend toward stoicism, directness, and emotional guardedness, trained to suppress vulnerability and project unwavering strength. Loyalty within their clans is fierce, forged through shared hardship and an environment where cooperation can determine life or death. When interacting with outsiders, Nightbrothers may appear blunt or distrusting, but trust, once earned, is powerful and enduring.\n\nCustoms traditionally revolve around physical trials, tribal hierarchy, and obedience to Nightsister matriarchs. Combat competitions, ritual hunts, and endurance challenges were central to communal life. Nightbrothers engaged in both spiritual and martial rites, some connected to Nightsister magicks, others rooted in ancestral traditions predating their dominance. After the destruction of the Nightsisters, many clans adapted these customs to emphasize independence, self-determination, and reconstruction.\n\nHospitality among Nightbrothers depends heavily on context. Within the clan, communal support is expected and practiced through shared labor, resource exchange, and mutual protection. Toward outsiders, caution governs interactions until trust is proven. Conflict resolution varies widely between clans but often includes ritual combat, group arbitration, or feats of strength.\n\nIn SWURPG stories, Nightbrothers provide narrative richness tied to identity, trauma, freedom, and purpose. Their cultural background supports character arcs centered on breaking cycles of violence, reclaiming agency, or forging new alliances beyond Dathomir. Their customs and personality traits naturally complement roles as warriors, bodyguards, scouts, or survivors with powerful emotional threads woven into their journeys.",
        "languages": "Paecian, Basic",
        "example_names": [
          "Freff",
          "Mak Eak",
          "Merrin",
          "Savage Opress",
          "Taron Malicos",
          "Viscus"
        ]
      },
      "image_file": "nightbrother.jpg",
      "auto_languages": [
        "Paecian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Nightsister",
      "size": "Medium",
      "speed": 30,
      "sex_lock": "Female",
      "ability_modifiers": {
        "wis": 2,
        "str": -2,
        "con": -1,
        "cha": 1
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Daughters of Dathomir",
          "description": "Every Nightsister is raised in the dark 'magick' of Dathomir — an aspect of the Force channeled through incantation and the planet's ichor. If you have levels in a Force-using class, you gain +1 to Use the Force checks.",
          "effects": [
            {
              "type": "force_class_skill_bonus",
              "skill": "Use the Force",
              "value": 1
            }
          ]
        },
        {
          "name": "Coven Arms",
          "description": "Every Nightsister is raised to the energy bow and the enchanted blade, the twin arms of the coven. You are proficient with the Energy Bow and the Ichor Blade. (A witch who wants the coven's heavier or rarer weapons — the war pike, chain sickle, or poison dart — trains into them like anyone else.)",
          "effects": [
            {
              "type": "weapon_proficiency",
              "weapons": [
                "Energy Bow",
                "Ichor Blade"
              ]
            }
          ]
        },
        {
          "name": "Marked by the Dark",
          "description": "Tattooed, ash-pale, and wreathed in dark-side energy, a recognized Nightsister is met with fear and hostility. You have disadvantage on Persuasion checks against anyone who knows you are a Nightsister.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion",
              "condition": "against those who know she is a Nightsister"
            }
          ]
        },
        {
          "name": "Witch's Veil",
          "description": "The veiling magicks of Dathomir let a Nightsister slip from sight. If you are a Force-using class, you know the Witch's Veil Magick power innately, in addition to the powers you select.",
          "effects": [
            {
              "type": "force_power",
              "power": "Witch's Veil"
            }
          ]
        },
        {
          "name": "Magick of the Coven",
          "description": "You were raised in the spell-craft of Dathomir. If you are a Force-using class, the Nightsister Magick powers are open to you: you may choose them as part of your normal Force-power selection, alongside standard Force powers. (Other Force users can only access Nightsister Magick by taking the Dathomir Witchcraft trait.)",
          "effects": [
            {
              "type": "magick_training"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy. Most were Dathomirian Zabraks, marked by ashen skin and intricate clan tattoos, though the coven was never strictly defined by species — the human Morgan Elsbeth, for one, rose to its ranks. The witches drew their power from the 'ichor,' a magical essence that flowed from the depths of their world, and lived apart from the planet's men, the Nightbrothers, in a stone fortress bordering Dathomir's endless swamps. For generations the separate clans drifted in and out of harmony until the iron will of Clan Mother Talzin unified them into a single, formidable sisterhood.\n\nNightsister power was called 'magick,' which Maul himself identified as an aspect of the Force — yet the witches wielded it unlike Jedi or Sith. Through incantation, ritual, and the ichor they called the Water of Life, the most powerful could conjure objects from thin air, veil themselves from sight, transform foes into ghostly shadows of themselves, and even reanimate the dead as Nightsister zombies. They brewed elixirs, poisons, and medicines; bonded with the rancors they rode into battle; and imbued their finest warriors with supernatural strength. Crucially, they made little distinction between light and dark — they used the dark side as a tool while remaining themselves, avoiding the consuming rage and ambition that defined the Sith. Some revered the Winged Goddess of life and divination, others the Fanged God of death and the hunt; all regarded death not with fear but as a veil to be passed through.\n\nDuring the Clone Wars, Talzin sold her sisters' services as mercenaries and briefly allied the coven with Count Dooku — though, as she told him, a Nightsister's loyalty is reserved for her sisters alone. After Dooku betrayed and discarded Asajj Ventress, she returned home seeking vengeance, and the witches unleashed the Nightbrother Savage Opress as their weapon. Their schemes earned Dooku's wrath: he dispatched General Grievous to Dathomir, and the resulting Massacre decimated the clan, ending the Nightsisters as a civilization. A scattered few survived — Talzin, Ventress, Merrin, Old Daka, and Morgan Elsbeth among them — their lessons lost among rotting marsh villages and haunted caverns. Their legend persisted: Merrin would later join Cal Kestis aboard the Stinger Mantis, and decades on, Elsbeth, empowered by the Great Mothers, would carry the witches' dark inheritance to the distant world of Peridea.\n\nIn Legends material, the Nightsisters first appeared in Dave Wolverton's 1994 novel The Courtship of Princess Leia as a renegade splinter of the broader Witches of Dathomir, said to descend from the exiled Jedi Allya, who wrote the Book of Law that taught the sisters to distrust the Jedi. Legends gave them signature arms — the energy bow and, later, the lightwhip — and a deeper tradition of spell-craft and beast-taming. (Assumption: SWURPG treats canon and Legends as a shared well, so a Nightsister character may draw on either tradition; where the two disagree on specifics, defer to your table's preferred continuity.)\n\nAs a player character, a Nightsister is a survivor of a dead world — a dark-side mystic who walks her own path between the Jedi's restraint and the Sith's hunger. She is feared wherever her nature is known, brews her own remedies in the wild, and binds dark magick to a simple blade when a fight turns desperate. Nightsisters make natural lone agents, vengeful exiles, occult advisors, and wary allies whose loyalty, once given to a true companion, runs as deep as the ichor of their homeworld. The order was, and remains, a sisterhood of women — a Nightsister character is female (or non-binary), never a man; the men of Dathomir walk the separate path of the Nightbrother.",
        "home_planet": "Dathomir",
        "physical_description": "Nightsisters are humanoid, most commonly Dathomirian Zabraks: lithe and pale, with skin ranging from chalk-white to ashen grey, dark-rimmed eyes, and the faint cranial horns of their Zabrak heritage. Their bodies are marked with intricate black tattoos — clan sigils, rites of passage, and channels for their magick — painted or branded across face, throat, and arms. Hair is often dark and worn long or shorn into ritual patterns. Members of other species, such as humans, lack the horns but adopt the same tattooed, dark-robed presentation once initiated.\n\nThey favor flowing dark robes, hooded cloaks, and layered leathers suited to Dathomir's swamps, accented with bone, talon, and shell talismans. A Nightsister at work in her magick is an eerie sight — green or crimson dark-side energy gathering at her fingertips, her voice dropping into the cadence of incantation. Even at rest, an aura of cold menace tends to cling to them, the unmistakable mark of a life steeped in the dark side.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "55 to 75 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Nightsisters are proud, self-possessed, and fiercely independent, raised in a matriarchal sisterhood that prizes survival, secrecy, and loyalty to one's own. They are pragmatic about power — willing to ally, bargain, or serve as mercenaries when it suits the clan, but never truly subordinate to outsiders, and quick to discard any alliance the moment it stops serving them. Where the Sith are ruled by passion and the Jedi by restraint, a Nightsister aims to wield the dark side as a tool while keeping her own mind, a discipline drilled into every initiate.\n\nThey are unafraid of death and comfortable with the macabre, treating poisons, rites, and even the reanimated dead as ordinary instruments of the craft. To outsiders this reads as cold, sinister, or unsettling — and the witches rarely trouble to dispel the impression. Yet within the sisterhood, bonds of shared hardship and ritual run deep, and a Nightsister who comes to trust a true companion can be a loyal, formidable ally.\n\nFor adventuring, a Nightsister suits players who want an occult, dark-side flavor without the rigid ideology of a Sith — a mystic, healer, poisoner, and beast-friend who survives by wit, will, and witchcraft. Many are exiles or lone survivors of the Massacre, giving rich hooks for stories of vengeance, rediscovered tradition, and the slow, wary forging of new loyalties beyond Dathomir.",
        "languages": "Paecian, Basic",
        "example_names": [
          "Talzin",
          "Asajj Ventress",
          "Merrin",
          "Old Daka",
          "Luce",
          "Naa'leth",
          "Morgan Elsbeth"
        ]
      },
      "image_file": "nightsister.jpg",
      "auto_languages": [
        "Paecian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Nikto",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "int": -1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Scaled Hide",
          "description": "Your thick, scaled reptilian hide turns aside what a softer skin would not. You gain a +1 bonus to your Armor Class.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Radiation-Forged",
          "description": "The hard-radiation world that bred the Nikto into five subspecies also left them able to endure what would lay others low. You have Advantage on saving throws against poison, radiation, and disease.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against poison, radiation, and disease"
            }
          ]
        },
        {
          "name": "The Hutts' Reputation",
          "description": "Twenty-five thousand years as the Hutts' enforcers means a Nikto's presence carries menace before a word is said. You have Advantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Nikto are the galaxy's oldest hired muscle — leathery, horned reptilians from Kintan who have served the Hutts as enforcers, soldiers, and skiff guards for some twenty-five thousand years. If you remember the scaled brutes flanking Jabba's throne or crewing his sail barge, you have already met one. But the henchman is the shallow end of the species; behind it lie five subspecies, a fanatical blood-cult, an ancient treaty written in war, and a secret order of warriors bred to kill Jedi.\n\nThere is no single Nikto look, because there is no single Nikto. Long ago the radiation of a dying star fractured the species into five subspecies, each shaped by a corner of Kintan: the red, desert-bred Kajain'sa'Nikto and the green, forest-dwelling Kadas'sa'Nikto, both crowned with rings of blunt facial horns; the mountain Esral'sa'Nikto, who wear fan-like cheek fins instead; the pale, island-sailing Gluss'sa'Nikto, who carry a little of both; and the southern M'shento'su'Nikto, in shades of yellow and orange. What they share is a scaled, leathery hide, a build that runs a head shy of two meters but heavy with muscle, and cold obsidian eyes set in a face with so little expressive musculature that outsiders read them as unreadable — which suits a Nikto fine.\n\nTheir homeworld, Kintan, sits in the Si'Klaata Cluster of Hutt Space, and its history is written in radiation and blood. The nearby star M'dweshuu bathed the world in the hard light that split the subspecies — and inspired the Cult of M'dweshuu, a totalitarian blood-sect that worshipped the star, fed it sacrifices, and ruled Nikto society for generations. (Most of this deeper history lives in Legends rather than current canon, but it is the spine the whole species was built on.) When the Hutts came, they ended the cult the Hutt way — an orbital bombardment that shattered its stronghold. It never fully died, clawing back in new forms across the centuries; the Hutts have crushed it again every time.\n\nThe Hutts did not so much conquer the Nikto as recruit them into a longer war. Locked in a struggle with the conqueror Xim the Despot, the Hutts bound three species of the Si'Klaata Cluster — the Nikto, the Vodrans, and the Klatooinians — to themselves under the Treaty of Vontor, and Nikto warriors repaid it in blood at the Third Battle of Vontor, helping break Xim's empire. The treaty made the Nikto permanent servants of the Hutts, and twenty-five millennia later the bond has never truly loosened. To owe a Nikto a debt is to owe the cartel; to find one in your doorway is to learn whose doorway it is.\n\nNot every Nikto warrior answers to a Hutt, though. The most feared of them belonged to the Morgukai — an ancient, honor-bound order of Nikto fighters who distrusted the Force and everyone who wielded it. Trained in ritual combat and armed with cortosis, the rare ore that can short out a lightsaber's blade, the Morgukai earned a reputation across the old Republic as Jedi-killers who bowed to neither the Order nor the Sith. They are the reason a Nikto in a doorway is never quite as simple as the cartel's muscle.\n\nOn screen, the Nikto have been around since the beginning. The green Nikto who guarded Jabba's palace — among them Klaatu, a henchman with a gambling habit — were the species' first appearance, in Return of the Jedi back in 1983. The Clone Wars filled in the rest: dozens of Nikto thugs and soldiers, and the red Nikto Jedi General Ima-Gun Di, who died holding the line on Ryloth — proof that the species can answer a far higher calling than the next contract.\n\nIn SWURPG, a Nikto plays as a durable warrior built to outlast the fight. The kit trades a little wit and warmth (INT −1, CHA −1) for raw, scaled toughness (STR +2): a Scaled Hide that turns blows aside, a body Radiation-Forged to shrug off poison, radiation, and disease, and the weight of the Hutts' Reputation, which can end an argument the moment a Nikto walks in. Hardened by hard living into Endurance, they make natural enforcers, bounty hunters, gladiators, and frontier survivors — and, if you want it, a Morgukai blademaster or a Jedi who refused the cartel's leash entirely.",
        "home_planet": "Kintan",
        "physical_description": "Nikto are stocky, powerfully built reptilian humanoids — an average adult stands a little under two meters but carries far more muscle and hide than a human of the same height. Their skin is thick, coarse, and scaled, and their faces hold famously little expression: a Nikto lacks much of the underlying musculature for it, so their cold, black, obsidian eyes do most of the talking.\n\nThe clearest differences run between the five subspecies. The red Kajain'sa and green Kadas'sa wear rings of blunt facial horns and spikes; the mountain Esral'sa and southern M'shento'su have no horns at all (the former bearing fan-like cheek fins instead); and the pale, island-born Gluss'sa carry a little of both. Coloration follows the homeworld's terrains — desert reds, forest greens, island grey-white, southern yellows and oranges — and many subspecies carry a protective eye membrane against Kintan's harsh glare and grit.\n\nWhatever the breed, the build underneath is the same: broad-shouldered, thick-limbed, and stubbornly hard to put down. A Nikto is made for endurance as much as violence — which is exactly why the Hutts have prized them as soldiers for twenty-five thousand years.",
        "height_range": "1.6 to 1.9 meters",
        "weight_range": "70 to 95 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Nikto have a reputation as blunt, fearless, humorless instruments, and the galaxy has rarely been given reason to revise it. Bred on a brutal world, ruled for generations by a death-cult, and bound for millennia to the coldest crime lords alive, they tend toward the direct, the loyal-when-bought, and the unimpressed — a people who keep their word when it is paid for and their grudges when it is not.\n\nBut the cartel's framing is not the whole truth. The same toughness that makes a Nikto a feared enforcer makes them a superb survivor, soldier, and frontier hand, and not every Nikto bends a knee to a Hutt. The Morgukai turned their discipline into an art and feared no Force user; Ima-Gun Di carried a lightsaber, not a debt. Honor, to a Nikto, is a real thing — it is just rarely cheap.\n\nAt the table, a Nikto makes a durable front-liner, bounty hunter, gladiator, or bodyguard whose mere presence does half the talking. Lean into the patience of something hard to kill: a Nikto rarely needs to win the first exchange, only the last.",
        "languages": "Nikto and Huttese, alongside Galactic Basic Standard.",
        "example_names": [
          "Klaatu",
          "Ima-Gun Di",
          "Vask Korro",
          "Grond Tesh",
          "Drazka Maku",
          "Sleth Vorn"
        ]
      },
      "image_file": "nikto.jpg",
      "auto_languages": [
        "Nikto",
        "Galactic Basic"
      ]
    },
    {
      "name": "Noghri",
      "size": "Small",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Stealth",
        "Athletics"
      ],
      "traits": [
        {
          "name": "Predator's Pounce",
          "description": "When you move at least 10 ft straight toward a target and make a melee attack, you gain a +1 die bonus to the attack's damage.",
          "effects": [
            {
              "type": "special",
              "note": "After moving at least 10 ft straight toward target, melee attack gains +1 die damage bonus"
            }
          ]
        },
        {
          "name": "Primitive Nature",
          "description": "You have Disadvantage on Use Computer and Mechanics checks. You can only gain class starting proficiencies with Melee (Simple), Melee (Lightsabers), and Ranged (Light) weapons. You can still acquire further weapon proficiencies through ASI alternative traits or level progression.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Mechanics"
            },
            {
              "type": "special",
              "note": "Class weapon proficiencies limited to Melee (Simple), Melee (Lightsabers), Ranged (Light); others acquirable through ASI or leveling"
            }
          ]
        },
        {
          "name": "Socially Alien",
          "description": "Your body language, tone, and culture are unsettling to most species. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        },
        {
          "name": "Honorbound Vow",
          "description": "If you break an oath, promise, or deal, you must succeed on a DC 13 Wisdom saving throw or suffer Disadvantage on all ability checks until your next Long Rest.",
          "effects": [
            {
              "type": "special",
              "note": "Breaking an oath/promise/deal: DC 13 WIS save or Disadvantage on all ability checks until next long rest"
            }
          ]
        }
      ],
      "description": {
        "lore": "Rukh, the gray-skinned bodyguard who drove a knife into Grand Admiral Thrawn's chest the moment he learned how the Empire had betrayed his people, is the Noghri the wider galaxy remembers. The Noghri are a species of small, deadly hunters from the planet Honoghr who spent two decades as the Empire's silent assassins before discovering they had been deceived into that service, and the reckoning that followed defined them.\n\nA Noghri stands shorter than a human and looks almost frail until it moves. The body is wiry and entirely hairless, with gray skin, a row of short blunt horns across the crown of the head, and hands and feet that each end in four long, clawed digits. They walk upright with a hunched, simian gait, but when they hunt they drop to all fours, sprinting and leaping distances no humanoid their size should manage. Their sense of smell is extraordinary, sharp enough that a skilled tracker like Khabarakh could distinguish individual bloodlines by scent, which is how the Noghri recognized Leia Organa as the daughter of the man they revered.\n\nHonoghr lies in the Outer Rim, and its tragedy is inseparable from the Noghri themselves. Near the end of the Clone Wars (20 BBY), a Separatist warship crashed onto the surface and ruptured, spilling the bioweapon Trihexalophine-1138 across the land. The toxin scoured the planet's plant life and left the Noghri starving on poisoned ground. Darth Vader arrived offering relief, and the desperate clans accepted. The unspoken price was their children: their sons were taken offworld and trained as commandos for the Emperor.\n\nNoghri society is built on clans, each centered on a dukha, the meeting hall at the heart of a village. A maitrakh, the clan matriarch, keeps the lore and holds the community together, while a dynast leads the clan in war and the hunt. Honor governs everything, comparable to Wookiee culture in its weight, and a Noghri's curved fighting sickle is both a prized weapon and a mark of standing. They speak Honoghran among themselves, most also fluent in Basic, their voices low and whispering. A vow given by a Noghri is absolute, which is exactly what made the Empire's manipulation of them so cruel.\n\nThe deception unraveled when Leia visited Honoghr during the campaign of Grand Admiral Thrawn, who had inherited the Noghri commandos from Vader and meant to use them to capture her. Inspecting the decontamination droids supposedly healing the soil, she found they were instead poisoning it just enough to keep Honoghr barren and its people dependent on Imperial aid. When the truth reached the clans, the Noghri turned. Rukh killed Thrawn aboard his flagship, and the species pledged itself to Leia, her husband Han Solo, and their line, considering the debt one of blood and honor rather than mere alliance.\n\nIn SWURPG a Noghri plays as a close-quarters predator built around ambush and the killing blow. Predator's Pounce rewards the all-fours hunting style that defines them, Honorbound Vow models a culture where an oath cannot be broken, and Primitive Nature reflects clans raised on a ravaged world far from galactic technology. Their +2 Strength and +2 Dexterity make them fast and brutal in melee, while the -2 Charisma and the Socially Alien trait capture how unsettling outsiders find these whispering, scent-driven hunters. Proficiency in Stealth and Athletics rounds out a stalker who closes distance unseen and strikes before the target knows it is being hunted.",
        "home_planet": "Honoghr",
        "physical_description": "Noghri are short, wiry humanoids standing roughly one and a half meters tall, with compact musculature designed for speed and precision. Their gray or brown skin is tough and leathery, providing natural protection against harsh environmental conditions on Honoghr. Their limbs are long relative to their height, granting exceptional reach and agility in close combat. Fingers and toes are tipped with small but sharp claws that aid in climbing and silent movement.\n\nTheir faces are angular, featuring pronounced cheek structures, sharp teeth, and large dark eyes that reflect impressive night-vision capability. A series of bony ridges extends from their foreheads down the crown of the skull, giving them a distinctive silhouette. Their sense of smell is extraordinarily advanced, allowing them to track individuals or identify chemical traces with uncanny accuracy.\n\nNoghri clothing tends toward minimal fabrics designed for stealth and mobility. Many wear simple wraps, fitted garments, or tribal decorations such as bone pieces or clan insignia. Armor, when used, is lightweight and often handmade to allow full movement. Their movements are smooth, silent, and deliberate, embodying their evolutionary adaptations.\n\nOverall, the Noghri present a physically fearsome yet compact form, reflecting their specialization in ambush tactics, covert operations, and rapid-strike engagements.",
        "height_range": "1.3 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "13 standard years",
        "personality": "Noghri personalities are shaped by loyalty, discipline, and deep cultural pride. They tend to speak bluntly, act decisively, and interpret promises and oaths with utmost seriousness. Their sense of honor governs every major decision, and betrayal is considered among the gravest offenses. While their outward demeanor may seem stern, Noghri communities value camaraderie, storytelling, and strong family bonds.\n\nCustoms revolve around clan loyalty, the preservation of ancestral traditions, and reverence for the land. Even in its devastated state, Honoghr remains central to Noghri spiritual identity. Rituals often involve soil blessings, offerings to ancestors, and ceremonies marking hunts, marriages, and leadership transitions. Children are taught respect, discipline, and survival skills from a young age.\n\nInterpersonal conflict among the Noghri is often resolved through structured combat demonstrations, elder mediation, or clan judgment. Hospitality toward allies is deeply sincere, but caution is exercised toward strangers. Once trust is established, however, Noghri friendships are among the most steadfast in the galaxy.\n\nIn SWURPG stories, Noghri customs offer dramatic opportunities for narratives involving loyalty, redemption, and planetary restoration. Their skills and cultural identity enrich roles centered on stealth, protection, or moral duty.",
        "languages": "Honoghran (Noghrese), Basic",
        "example_names": [
          "Cakhmaim clan Eikh'mir",
          "Ekhrikhor clan Bakh'tor",
          "Khabarakh clan Kim'bar",
          "Ovkhevam clan Bakh'tor",
          "Ruhk clan Baikh'vair",
          "Sakhisakh clan Tlakh'sar"
        ]
      },
      "image_file": "noghri.jpg",
      "auto_languages": [
        "Noghrese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Ortolan",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "dex": -2,
        "con": 2,
        "cha": 2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Cold-Adapted",
          "description": "You have Resistance to Cold damage.",
          "effects": [
            {
              "type": "damage_resistance",
              "damage_type": "cold"
            }
          ]
        },
        {
          "name": "Jovial Demeanor",
          "description": "You're easy to like, hard to stay mad at. Once per Short Rest, you can reroll a failed Persuasion check. You have Disadvantage on Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: reroll a failed Persuasion check"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "Max Rebo, the squat blue keyboardist who pounded out tunes for Jabba the Hutt's court in Return of the Jedi, is the Ortolan the galaxy remembers. He played his red ball jett organ with his feet while his suction-tipped fingers stayed free, fronting the Max Rebo Band through the sail-barge run to the Great Pit of Carkoon and surviving the blast that ended Jabba's reign. The species has stayed in the public eye since, with another Ortolan turning up among the cantina regulars in the Skeleton Crew era, but Rebo remains the face of his people: round, cheerful, and never far from a meal or an instrument.\n\nOrtolans are short, heavyset bipeds built for cold. A trunk-like nose hangs over a small mouth of blunted teeth, two beady black eyes sit above it, and a pair of oversized floppy ears frame the head. The blue color most people picture is not skin at all but short velvety fur, which Ortolans dye in bright shades (blue and pink being the favorites). Their fingertips carry specialized structures called Ortolan's organs that absorb nutrients directly, feeding two stomachs, so the mouth mostly comes out for big meals. Those same suction-cupped digits make them natural organists, and the floppy ears double as fat storage and as remarkably sensitive sound receptors.\n\nTheir homeworld, Orto, is a small, frigid world in the Sluis sector of the Outer Rim, swinging along a stretched elliptical orbit around a red dwarf. Water is everywhere but mostly locked up as snow and ice; the thin atmosphere runs surprisingly rich in oxygen, and beneath the ice caps the planet hides heavy metals and radioactive fuels. The brutal cold is the engine behind Ortolan biology: they eat enormous amounts to build the blubber layer that keeps them alive, which is why a fixation on food is baked into the species rather than being mere appetite.\n\nFood and music are the twin pillars of Ortolan culture, and the body is built for both. The fur-dyeing fashion has an origin story Ortolans like to tell: a Devaronian trader once tried to sell them food coloring, they dismissed dyeing food as a waste of perfectly good calories, but they decided dyed fur looked sharp and kept the dye for themselves. That blend of practicality and good humor runs through how they carry themselves offworld, where their gregarious, easygoing manner makes them welcome in cantinas and courts across the galaxy.\n\nBeyond Rebo, the species has produced figures who break the cheerful-entertainer mold, including (in Legends) the Jedi Knight Nem Bees, proof that an Ortolan can answer the Force as readily as a stage. Most Ortolans the wider galaxy meets, though, are travelers, performers, and traders who left the cold of Orto for warmer, livelier worlds, carrying their appetite and their instruments with them.\n\nFor a SWURPG player, an Ortolan is a sturdy, likable presence at the table. Cold-Adapted reflects a physiology forged on an ice world, and the +2 Constitution captures the dense blubber and hardy build that keeps them going. The +2 Charisma and Jovial Demeanor lean into the warmth and showmanship that made Rebo a headliner, making Ortolans strong faces for a party. The -2 Dexterity is the honest cost of that round, squat frame. Proficiency in Perception draws on those big, sound-sensitive ears, so an Ortolan hears trouble (or a tune worth playing) coming before most.",
        "home_planet": "Orto",
        "physical_description": "Ortolans are short, round-bodied beings with thick blue skin and broad, otter-like features. Their most recognizable trait is their long, flexible trunk, which functions as both a sensory organ and a tool for manipulating objects. Their large ears hang down the sides of their heads and help regulate body temperature. Their stubby limbs end in dexterous fingers capable of surprising finesse despite their diminutive stature.\n\nTheir bodies are heavily insulated with dense fat layers to protect against the intense cold of Orto. This insulation gives Ortolans a rounded silhouette but also allows them to survive in environments that would quickly incapacitate most humanoids. Their eyes are small, dark, and expressive, often conveying curiosity or gentle amusement.\n\nClothing among Ortolans tends to be minimal due to their natural insulation, though many adopt decorative garments or accessories when traveling offworld. Musicians often wear ornate vests or wraps, while technicians favor practical tools attached to belts or harnesses. Their movement is slow but steady, conveying a calm, rhythmic presence.\n\nOverall, Ortolans appear friendly, approachable, and physically adapted to environments that reward warmth and communal living.",
        "height_range": "1.1 to 1.7 meters",
        "weight_range": "60 kilograms",
        "age_of_adulthood": "12 standard years",
        "personality": "Ortolans are cheerful, sociable, and deeply community-oriented. Their personalities reflect a lifetime of collaborative survival, where humor, empathy, and cooperation ease the burdens of living in a cold world. They are excellent listeners, often picking up subtle emotional cues through their keen auditory senses. Their approach to conversation and social interaction emphasizes openness, warmth, and considerate phrasing.\n\nCustoms on Orto revolve around music, storytelling, and food. Communal feasts are central to Ortolan identity, with clans sharing dishes that reflect seasonal resources. Songs preserve clan history, celebrate milestones, and foster unity. Cultural values include generosity, humility, and loyalty to family—traits taught from childhood through layered social mentorship.\n\nOrtolan conflict resolution is gentle and emotionally intelligent. Raised to value harmony, Ortolans rarely escalate disputes and prefer mediation rooted in shared meals, humor, or collaborative performance. They extend kindness to outsiders but also maintain boundaries when trust is violated.\n\nIn SWURPG stories, Ortolan customs enrich characters who elevate party morale, offer emotional grounding, or provide creative solutions. Their presence brings levity, cultural depth, and unexpected competence, making them memorable allies in any campaign.",
        "languages": "Ortolan, Basic",
        "example_names": [
          "Bedo",
          "Eembek",
          "Miebar",
          "Nabkess",
          "Ooben",
          "Rebo",
          "Ruznee",
          "Yddc"
        ]
      },
      "image_file": "ortolan.jpg",
      "auto_languages": [
        "Ortolan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Pau'an",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "int": 2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Persuasion"
      ],
      "traits": [
        {
          "name": "Subterranean Vision",
          "description": "Adapted to the caverns of Utapau. You have Darkvision up to 60 ft.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Unsettling Presence",
          "description": "Your deep voice and height are hard to ignore and your appearance is often unsettling to offworlders. You gain Advantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Fragile Frame",
          "description": "You have Disadvantage on Athletics checks, and take +1 damage from bludgeoning attacks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            },
            {
              "type": "special",
              "note": "Take +1 additional damage from bludgeoning attacks"
            }
          ]
        }
      ],
      "description": {
        "lore": "When Obi-Wan Kenobi landed on Utapau hunting General Grievous, it was Port Administrator Tion Medon who leaned in close and whispered the warning that gave away the cyborg general's hiding place, and that gaunt, towering figure is the face most of the galaxy attaches to the Pau'ans. They are the tall, gray-skinned administrators of a sinkhole world, a quiet species whose lifespans run into centuries and whose stillness reads as menace to anyone who doesn't know them.\n\nA Pau'an cuts an unmistakable silhouette: well over two meters of lean, narrow frame (Tion Medon stood around 2.06 meters), with skin the color of cold ash, deeply furrowed and creasing further with each passing decade rather than sagging. Their eyes sit sunken in reddened sockets, and their mouths open on rows of small, jagged, fang-like teeth, the dentition of a carnivore that prefers its meat raw. They carry two stomachs, and their hearing is acute to the point of being a liability, sharp enough that many wear coverings over their ears to blunt the noise of a busy port.\n\nUtapau, in the galaxy's Outer Rim, is a windswept world of arid plateaus pocked with enormous sinkholes, and the Pau'ans share it with the Utai, a shorter, stockier species. Together the two peoples are sometimes called Utapauns. The Pau'ans were once a surface-dwelling folk while the Utai kept to the caves below, but as hyperwind storms grew fiercer and more frequent across the planet, the Pau'ans were driven underground. The two societies merged in the descent, and from that came the sinkhole cities, layered settlements like Pau City built straight into the chasm walls.\n\nPau'ans handle nearly all of the governing and administrative work on Utapau, an arrangement that suits the Utai, who prefer labor to bureaucracy. Most Pau'ans take up leadership young, often overseeing teams of Utai workers, and each city answers to a single figure who holds the title Master of Port Administration, supported by an advisory council. Above the cities sits the Utapauan Committee, drawn from representatives across the settlements. Their centuries of life have earned them the nickname \"Ancients,\" and that long horizon shows in a culture built on patience, continuity, and careful negotiation rather than force.\n\nTion Medon remains the species' defining moment on screen. As Port Administrator of Pau City during the Clone Wars, he was caught between Grievous's occupying droid army and his duty to his people, and he chose the risk of cooperation, quietly steering Obi-Wan toward the general and the Separatist fleet hidden on his world. (Behind the scenes, the Pau'an design was originally drawn up for the natives of Mustafar before it was reassigned to Utapau for Revenge of the Sith.) That single whispered exchange turned a remote mining world into one of the last battlegrounds of the war.\n\nIn SWURPG, a Pau'an plays to the mind and the room rather than the muscle. The ability spread (STR -2, INT +2, WIS +2) and their Persuasion training make them natural diplomats, administrators, and political operators, while Subterranean Vision reflects a lifetime in the dim sinkholes. Unsettling Presence turns their gaunt, looming appearance into an edge at the negotiating table, and Fragile Frame is the honest cost of that lean build, leaving them poorly suited to brawling and easy to bruise. Lean into the patience and the long memory: a Pau'an is the character who outwaits the room and reads the politics three moves ahead.",
        "home_planet": "Utapau",
        "physical_description": "Pau’ans are tall, slender humanoids standing well over two meters in height, with elongated limbs, narrow shoulders, and long fingers that give them their colloquial name. Their skin is pale and textured with subtle ridges, often featuring deep lines that become more prominent with age. This wrinkled appearance, especially around the face, contributes to their austere and dignified look.\n\nTheir eyes are dark and slightly recessed, framed by angular facial bones that create a distinctive silhouette. Their teeth are small and sharp, visible when speaking, further adding to their unique visual profile. Pau’ans possess long lifespans, and their skin continues to crease and refine rather than sag with age, lending them an appearance equal parts ancient and elegant.\n\nClothing among Pau’ans is formal and finely detailed, often incorporating flowing robes, tailored tunics, or layered garments suited for Utapau’s climate and sinkhole architecture. Their attire frequently includes muted colors—grays, browns, blacks—that reflect their preference for dignified presentation.\n\nTheir overall physical presence communicates a blend of intellectual authority, calm, and ancient lineage, making them instantly recognizable among galactic species.",
        "height_range": "1.9 meters",
        "weight_range": "70 kilograms",
        "age_of_adulthood": "31 standard years",
        "personality": "Pau’ans are diplomatic, observant, and contemplative. Their long lifespans encourage introspection and strategic patience. They tend to speak carefully, choosing words that promote stability and mutual understanding. This creates an impression of wisdom that often earns them respect in political or academic environments.\n\nCustoms on Utapau include structured civic rituals, governance councils, and collaborative decision-making with the Utai. Pau’ans value cooperation, seeing themselves as stewards of the sinkhole cities rather than rulers through force. Celebrations often involve storytelling, procession, and ritual recognition of historical events that shaped their society.\n\nConflicts are typically resolved through mediation or council arbitration, with violence regarded as a last resort. Hospitality is formal but sincere; visitors are treated with respect but expected to follow local customs and heed civic authority. Their long memories influence social norms, and many Pau’ans take great care to maintain continuity with ancestral wisdom.\n\nIn SWURPG narratives, Pau’an customs offer fertile ground for characters driven by diplomacy, historical knowledge, or civic responsibility. Their perspective enriches political thrillers, long-form mysteries, or plots revolving around ancient planetary governance and interspecies cooperation.",
        "languages": "Utapese, Basic",
        "example_names": [
          "Tion Medon",
          "Timon Medon",
          "Lampay Fay"
        ]
      },
      "image_file": "pauan.jpg",
      "auto_languages": [
        "Utapese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Parwan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "con": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Natural Hovering",
          "description": "You hover a few feet off the ground. You ignore difficult terrain and have Advantage on checks to avoid falling prone.",
          "effects": [
            {
              "type": "special",
              "note": "Hover: ignore difficult terrain"
            },
            {
              "type": "special",
              "note": "Advantage on checks to avoid falling prone"
            }
          ]
        },
        {
          "name": "Gentle Drift",
          "description": "You move fluidly in three dimensions. You gain Advantage on Dexterity saving throws.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Advantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Bioelectric Tendrils",
          "description": "Your tentacle-limbs crackle with bioelectric current. You have a natural melee weapon — your tendrils — that deals 1d8 Electric damage, and you may use your Dexterity modifier instead of Strength for its attack roll.",
          "effects": [
            {
              "type": "natural_weapon",
              "name": "Bioelectric Tendrils",
              "damage_dice": "1d8",
              "damage_type": "Electric"
            },
            {
              "type": "special",
              "note": "Bioelectric Tendrils: you may use DEX instead of STR for the attack roll"
            }
          ]
        },
        {
          "name": "Frail Physiology",
          "description": "Your body cannot handle blunt trauma. You take +2 additional damage from bludgeoning attacks.",
          "effects": [
            {
              "type": "special",
              "note": "Take +2 additional damage from bludgeoning attacks"
            }
          ]
        },
        {
          "name": "Fire Vulnerability",
          "description": "Your gas sacs are highly flammable. You have Vulnerability to Heat damage.",
          "effects": [
            {
              "type": "damage_vulnerability",
              "damage_type": "Heat"
            }
          ]
        },
        {
          "name": "Distracting Glow",
          "description": "Your bioluminescence can give away your position. You have Disadvantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            }
          ]
        }
      ],
      "description": {
        "lore": "Derrown, the Clone Wars bounty hunter Count Dooku rated among the best in the galaxy, was a Parwan, and his species' signature shows in the nickname he earned: the Exterminator, for the killing electric shocks he delivered through his tendrils. Parwans are a sentient species whose bodies are, quite literally, ambulatory bags of gas, so light that they drift rather than walk and crackle with a natural electrical charge that makes them both unsettling to stand near and very hard to kill by conventional means.\n\nA Parwan is tall and gangly, its torso a buoyant sac that holds it aloft on wind currents while four long tentacle-like appendages dangle below where most species keep legs. Two arms end in three-fingered hands, and the head is a strange mushroom-shaped crown set with three eyes. The skin runs to a pale light brown. Because the body is lighter than air, a Parwan does not so much stand as tether itself, using those lower tentacles and its arms to anchor against the ground or a perch so the breeze does not carry it off. The whole creature produces a high electrical field and visibly crackles with the energy it generates, which lets it shrug off electric currents and harsh liquids that would harm most other beings.\n\nTheir homeworld is Parwa, a planet whose seasons run for several centuries rather than months. That glacial calendar is written into Parwan biology: they are extremely long-lived, and they pass through periods of hibernation as a normal part of their life cycle, sometimes dropping into that dormancy even when they are far from Parwa and the planet's slow turning has no direct hold on them.\n\nParwans keep their own language, which to anyone who does not speak it sounds like gibberish, and some members lean on it in preference to Basic even when dealing with outsiders. Between the unblinking three-eyed stare, the constant low crackle of electricity, the floating gait, and a tongue that resists translation, a Parwan abroad in the wider galaxy tends to read as deeply alien to the species around it.\n\nThe two Parwans the galaxy remembers sit at opposite poles. Centuries before the Clone Wars, in the High Republic era, Jedi Master Obratuk Glii served the Order as a respected diplomat, sent to negotiate with the Hutts on Nal Hutta until his own seasonal hibernation took him just before arrival and forced his Padawan Farzala Tarabal to lead the talks alone. Over a lifetime that ran past a thousand years he trained many apprentices and built a lightsaber in honor of each, wielding five at once in tribute to them all (his Parwan physiology made him well suited to fighting with multiple blades), before he was captured by Marchion Ro and killed aboard the Gaze Electric. Derrown took the species' gifts in a darker direction: invited to compete in Moralo Eval's lethal proving ground, the Box, he injected an electrified serum that would have killed any other contestant and walked straight through a ray shield his charged body could survive, then shut down the trap from the far side.\n\nFor a SWURPG player, a Parwan is built around lift, not muscle. The Natural Hovering and Gentle Drift traits put that lighter-than-air body on the table directly, letting you ride the air and settle down softly, while the +2 Dexterity captures a creature that lives by deft, drifting control of its own position. The cost is fragility: the gas-bag frame brings a -2 Constitution along with Frail Physiology, and that same flammable, buoyant body makes Fire Vulnerability an easy read. Distracting Glow leans into the constant crackle of electrical energy a Parwan throws off, hard to hide and hard to ignore in a tense room. Play a Parwan as the unsettling, oddly graceful outsider who floats above the firefight and would rather not be hit at all, because being hit goes badly.",
        "home_planet": "Parwa",
        "physical_description": "Parwans possess elongated, tapering bodies that appear weightless, allowing them to hover and glide through the air. Their exoskeleton-like outer layer forms segmented plating reminiscent of insectoid or cephalopod anatomy, though no direct biological comparison exists in Canon or Legends. Their limbs are long and thin, branching into multiple dexterous appendages that can manipulate tools with surprising strength despite their light appearance. This build enables Parwans to balance effortlessly between floating drift and rapid directional shifts.\n\nTheir heads feature large, bulbous eyes capable of perceiving ultraviolet and electrical patterns within atmospheric fields—a necessity for survival on Parwa. Their mouths are narrow and often hidden beneath plated ridges, with vocal structures producing high-frequency sounds not easily interpreted by most humanoids without translation. Their bodies exhibit near-perfect electrical insulation, and Canon demonstrates that they can channel electrical energy without harm.\n\nParwans display the extraordinary ability to disperse their bodies into smaller, independently mobile components composed of energized matter. When recombined, their form appears seamless, suggesting cellular or sub-cellular cohesion not observed in most species. This ability is shown only in Canon during the Clone Wars and is not elaborated upon, but its consistency suggests an evolutionary connection to Parwa’s storm-charged environment rather than supernatural influence.\n\nTheir coloration ranges from muted purples and grays to pale blues, often reflecting faint bioluminescent glows when exposed to electrical charge. Their overall appearance is alien, graceful, and evocative of gaseous-world evolution.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "Lighter than a typical humanoid of similar size due to gas-filled internal structures",
        "age_of_adulthood": "50 standard years",
        "personality": "Parwan personalities, based on limited Canon exposure, reflect pragmatism, caution, and a professional detachment suited to survival in hazardous environments. They tend to speak concisely, avoid unnecessary conflict, and prioritize efficiency, consistent with a species accustomed to constant atmospheric instability. Their cautious behavior is not distrust but a survival instinct honed on a world where environmental changes can be lethal.\n\nCustoms are not deeply documented, but reasonable, explicitly labeled speculation suggests Parwans may structure their societies around atmospheric patterns, forming floating communal clusters that shift position based on seasonal storm cycles. This conjecture aligns with environmental data from Parwa but remains speculative. Known behavior indicates that Parwans value independence and personal boundaries, possibly due to their need for controlled micro-atmospheres.\n\nTheir interactions with outsiders require careful atmospheric adaptation, translation support, and mutual patience. Parwans are capable collaborators but appear to avoid long-term entanglements unless aligned with personal objectives. Their sense of identity may be strongly tied to environmental freedom, explaining their discomfort in enclosed or low-altitude spaces.\n\nIn SWURPG stories, Parwan customs support characters who are highly specialized, resourceful, and unconventional. Their alien worldview and atmospheric heritage enrich narratives involving unique survival challenges, electrical hazards, or high-stakes infiltration missions.",
        "languages": "Parwan, Basic",
        "example_names": [
          "Obratuk Glii",
          "Derrown",
          "Gubacher"
        ]
      },
      "image_file": "parwan.jpg",
      "auto_languages": [
        "Parwan",
        "Galactic Basic"
      ]
    },
    {
      "name": "Pit Droid (DUM-series)",
      "size": "Small",
      "speed": 15,
      "ability_modifiers": {
        "int": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Droid Chassis",
          "description": "You are a droid — a nonliving construct. You have no Constitution score, no connection to the Force, and cannot benefit from biological healing such as medpacs. You do not eat, sleep, or breathe; downtime is spent in maintenance cycles. You are immune to mind-affecting effects (Charm, Fear), poison, and disease, and you ignore vacuum, radiation, and noncorrosive atmospheric hazards. Stun weapons — and other effects that work only on a living nervous system — fail against you, but Ion is the chassis analogue and can still disrupt you. (See §13 Droids.)",
          "effects": [
            {
              "type": "is_droid"
            },
            {
              "type": "condition_immunity",
              "condition": "Charmed"
            },
            {
              "type": "condition_immunity",
              "condition": "Frightened"
            },
            {
              "type": "condition_immunity",
              "condition": "Poisoned"
            },
            {
              "type": "condition_immunity",
              "condition": "Diseased"
            }
          ]
        },
        {
          "name": "Non-Verbal",
          "description": "Pit Droids communicate only in rapid, high-pitched droid chitter and binary, never Basic. You cannot use Persuasion or Intimidation — the Charisma skills that rely on speech — though you can still attempt Deception. You understand languages but cannot speak them.",
          "effects": [
            {
              "type": "non_verbal"
            },
            {
              "type": "special",
              "note": "Cannot use Persuasion or Intimidation"
            }
          ]
        },
        {
          "name": "Folding Frame",
          "description": "Tap your nose (or have an ally tap it) as a Free Action: you fold up into a 1-foot cube. While folded, you cannot take Actions, but you have Advantage on Stealth checks, can hide in spaces a Medium creature cannot enter, and gain Resistance to Bludgeoning and Piercing damage from collapsing or crushing hazards. Unfold via another Free Action — you become combat-ready after 1 round.",
          "effects": [
            {
              "type": "special",
              "note": "Free Action to fold into a 1-ft cube: Advantage on Stealth while folded, can hide in spaces too small for a Medium creature, Resistance to Bludgeoning + Piercing from crush/collapse hazards. Unfold takes 1 round to become combat-ready."
            }
          ]
        },
        {
          "name": "Pit Crew Specialist",
          "description": "Pit Droids are canon wrench monkeys — Watto's shop, pod-racer pits, ship hangars. You gain a +2 bonus to Mechanics checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Mechanics",
              "value": 2
            }
          ]
        },
        {
          "name": "Pack Mule",
          "description": "Despite the small frame, Pit Droids canonically lift ship components and engine assemblies. Your multi-jointed limbs are mechanical leverage machines — you carry as if you were one size category larger.",
          "effects": [
            {
              "type": "carry_size_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Ion Sensitivity",
          "description": "Ion damage shocks your multi-jointed limbs into a locked-up posture. On Ion damage: failed STR save (DC = 8 + PB + STR mod) = Restrained until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Ion damage: failed STR save (DC = 8 + PB + STR mod) = Restrained until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "During the Boonta Eve Classic of 32 BBY, a single DUM-series pit droid was working under Ody Mandrell's podracer when the still-cycling engine sucked it in and fired it out the far end of the turbine — and the droid popped up, cheered, and dusted itself off while Ody's wrecked engine cost him the race. That moment captures the DUM-series exactly: a cheap, near-indestructible repair droid that throws itself at superheated machinery with no instinct for self-preservation, built by Serv-O-Droid, Inc. and best known for swarming the pits at podraces and crowding the back of Watto's junk shop on Tatooine.\n\nA pit droid has a skeletal, almost cartoonish build — long, thin, multi-jointed limbs hanging off a broad, dome-shaped head, the whole thing standing only about 1.19 meters tall. A single large photoreceptor sits in the center of that flared head, fitted with multi-spectrum scanners that can pick out microscopic cracks and fatigue in metal and other solids, which is what makes the droid useful for spotting engine damage a humanoid mechanic would miss. They came off the line in a range of colors and were strong far out of proportion to their size, able to lift and haul ship components and engine assemblies many times their own weight. Their signature trick is folding: when idle, a pit droid collapses into a compact, stowable package, and springs back to full height the instant it's activated. A firm tap on the nose is the shutdown signal — the same gag that plays out when Jar Jar Binks accidentally wakes a dormant unit in Watto's shop and Anakin tells him to bop it on the nose to put it back to sleep.\n\nThe model was actually invented by the Cyrillians, a species of tall, sentient reptiles from the industrialized world of Cyrillia in the Expansion Region. They designed the droids for their own vehicle maintenance, and the design grew in demand once Cyrillia joined the galactic podracing circuit and the units proved their worth in the pits. When Cyrillia eventually dropped off that circuit, the Cyrillians struck a deal with Serv-O-Droid, Inc.: they handed over the rights to the design while keeping a cut of the profits, and in exchange the company financed factories on their homeworld and took over distribution and marketing. Thousands of Cyrillians ended up building their own invention on assembly lines, now stamped with a Serv-O-Droid nameplate.\n\nWhat sold pit droids across the galaxy was the math: they were cheap, expendable, and absurdly durable, so an operation could buy them by the dozen and simply not care how hard they were worked. That economy is also what shaped their reputation. Pit droids will bolt straight onto a live racetrack to patch an engine that's still red-hot and cycling, with zero regard for their own safety — behavior that's reckless in a person but perfectly rational in a unit that costs almost nothing to replace. By the Invasion of Naboo the design had been in service for roughly two centuries — not because it was elegant, but because a tool this cheap and this hard to kill rarely needs replacing.\n\nTheir most famous moment stays the Ody Mandrell incident at the Boonta Eve Classic — the race Anakin Skywalker won, with his own pit crew of DUM-series droids servicing his pod between laps. Pit droids are scattered all through the underbelly of the prequel era: Watto's shop, Mos Espa's racing pits, hangars and repair bays wherever podracing and cheap labor overlap. They first appeared on screen in Star Wars: Episode I — The Phantom Menace, and the slapstick of them — getting flattened, springing back up, charging into danger and surviving by sheer expendability — became a defining piece of that film's texture.\n\nIn SWURPG, a Pit Droid (DUM-series) is the ultimate gearhead party member, built around competence with machines and a complete inability to talk its way out of anything. The Droid Chassis trait gives you the standard droid baseline, while Pit Crew Specialist (+2 to Mechanics, stacking on your Mechanics proficiency) and the kit's +2 Intelligence make you the unquestioned best mechanic at the table. Pack Mule lets your spindly frame haul cargo as if you were a size larger, matching the canon strength-to-size ratio, and Folding Frame models the collapse-and-stow trick. The cost is baked in: a -2 to Charisma and the Non-Verbal trait mean you communicate only in rapid droid chitter and binary — no Persuasion or Intimidation, ever — so a Pit Droid leans hard on its team to do the talking. Ion Sensitivity rounds out the chassis with the droid's classic vulnerability to ion weaponry. Play one as the irreplaceable wrench monkey who runs at the burning engine while everyone else runs away.",
        "home_planet": "Phelarion (Serv-O-Droid Inc. production world)",
        "physical_description": "Pit Droid chassis are Small — roughly 1.2m tall (small enough to fit into engine compartments and crawl spaces no humanoid can access). The frame is multi-jointed with multiple gripper-fingered hands; the cranial unit features a distinctive elongated triangular \"nose\" plate that conceals the fold-up trigger, flanked by twin photoreceptors. Plating is unpainted bare metal or rust-orange in default factory configuration, though most working Pit Droids accumulate paint-marks, grease stains, and shop-floor decorations over their service lives. The signature folding ability collapses the chassis into a 30cm cube via a spring-loaded internal mechanism — fully reversible, no damage to the unit.",
        "example_names": [
          "DUM-4",
          "DUM-9",
          "DUM-11"
        ],
        "height_range": "1.0 to 1.2 meters",
        "weight_range": "30 to 50 kilograms",
        "age_of_adulthood": "Activated fully functional (age is years in service, not childhood)"
      },
      "image_file": "pit-droid.jpg",
      "auto_languages": [
        "Binary (Droid)",
        "Galactic Basic"
      ],
      "base_plating": 0
    },
    {
      "name": "Pyke",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 1,
        "wis": 1,
        "con": -1,
        "cha": -1
      },
      "skill_proficiencies": [
        "Deception"
      ],
      "traits": [
        {
          "name": "Cold Read",
          "description": "A Pyke reads the lie and the angle before anyone in the room has spoken. You have Advantage on Insight checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Insight"
            }
          ]
        },
        {
          "name": "Marked by the Syndicate",
          "description": "Your face is a calling card for the galaxy's largest spice cartel — a name that chills a room and a name that slams doors. You have Advantage on Intimidation checks, but Disadvantage on Persuasion checks with law-abiding authorities and anyone the Pyke Syndicate has wronged.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion",
              "condition": "with law-abiding authorities or anyone the Pyke Syndicate has wronged"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Pykes are the gaunt, calculating lords of the galaxy's spice trade — the Pyke Syndicate that moved Kessel spice for Darth Maul, bankrolled the Clone Wars underworld, and was still carving up Mos Espa a generation after the Republic that hunted them had fallen. A Pyke rarely throws the punch; they own the people who do.\n\nA Pyke is built like a held breath — tall and slim, comfortably over six feet but lighter than a human that height, with long lanky limbs and an elongated, tapered skull set on a sinuous neck. The small, still face beneath carries two narrow almond eyes of magenta or pale blue, and it unsettles most who meet it, which is part of why so many Pykes go masked or veiled. The species runs to two strains: the high-skulled, undersized-faced majority and a shorter-necked, faintly piscine type.\n\nTheir world is Oba Diah, a remote planet that sits at the far end of the Kessel Run and serves as the nerve center of the syndicate's spice empire. From a high stone fortress there, the Pykes run the single most lucrative pipeline in the underworld: raw spice torn out of the mines of Kessel — and a dozen lesser worlds — by slave labor, hauled to Oba Diah to be refined, then shipped back out to every system with a vice to feed. They do not grow the addiction or fight the wars it funds; they own the supply, and that quiet leverage has made them one of the most powerful organizations in the galaxy.\n\nSpice is the foundation of everything. In its raw form it is dug out of the mines of Kessel — most infamously the luminous, mind-sharpening glitterstim — and in Pyke hands it becomes the narcotic that half the underworld runs on. The syndicate controls every link in that chain, from the slave-worked tunnels to the refineries to the couriers who carry it, and it guards the trade with masked enforcers, bought officials, and a long, patient memory for anyone foolish enough to cut in. Other gangs sell spice; the Pykes are the reason there is spice to sell.\n\nThat power has touched galactic history in ways few suspect. When Supreme Chancellor Valorum grew worried about the Pyke monopoly and sent the Jedi Master Sifo-Dyas to treat with them, it was the Pykes — acting on a secret arrangement with Count Dooku — who shot his shuttle out of the sky over Oba Diah and kept his body, helping bury the trail that led back to the clone army's true origin. The Pykes seldom make history. They get paid to hide it.\n\nPyke culture and the Pyke Syndicate are hard to tell apart. The cartel is patient, cold, and ruthlessly commercial — it deals before it fights and remembers every debt. In the Clone Wars the Pykes threw in with Darth Maul's Shadow Collective, lending their guns to his bid for Mandalore alongside Black Sun, the Death Watch, and the Hutts — then severed ties when the alliance soured, only to drift back when it suited the ledger. Under the Empire they simply kept selling, expanding their territory while flashier gangs burned.\n\nThe galaxy met them through their bosses. Lom Pyke led the syndicate into Maul's alliance and died for it at Count Dooku's hand; the Imperator Marg Krim took his place, and it was his operation Ahsoka Tano ran afoul of when she fell in with the Martez sisters on a Kessel spice run. Then came the films and beyond — the Pykes and Crimson Dawn of Solo, the deal the Bad Batch soured when Clone Force 99 made off with their cargo, and the spice war Mayor Mok Shaiz and the Pyke bosses waged on Tatooine in The Book of Boba Fett, before Fennec Shand ended it. (The Pykes are a Clone Wars-era species; there is no separate Legends lore beyond these canon appearances.)\n\nIn SWURPG, a Pyke plays as a cold operator rather than a brawler. The kit leans on a sharp, watchful mind (INT +1, WIS +1) over a frail, off-putting frame (CON −1, CHA −1): a Pyke reads a room before anyone speaks (Cold Read) and trades on the syndicate's name, which opens doors by fear and slams them by distrust (Marked by the Syndicate). Deceivers by upbringing, they make natural fixers, spymasters, smugglers, and crime-lords — and you needn't be a card-carrying syndicate member to wear the face the galaxy has learned to dread.",
        "home_planet": "Oba Diah",
        "physical_description": "Pykes are tall, slender humanoids, typically standing comfortably over six feet but weighing markedly less than a human of that height — lean, long-limbed, and unhurried in their movements. Their most striking feature is the head: an elongated, tapering skull that leaves the actual face looking small and set back, with two narrow, almond-shaped eyes in shades of magenta or pale blue, atop a long and sinuous neck.\n\nThe species divides into two physiological strains — a high-cranium majority with undersized features, and a shorter-necked variety with faintly fish-like faces. Many Pykes of either strain keep their faces hidden behind ornate masks, hoods, and breath screens, partly as cultural habit and partly because the bare Pyke visage tends to unnerve other species — a discomfort the syndicate has never minded trading on.\n\nTheir hands end in three, four, or five fingers depending on lineage, and their builds favor reach and economy of motion over raw power. A Pyke dressed for business runs to layered robes and tall headdresses that signal rank within the syndicate far more than they offer protection; the higher the collar and the finer the cloth, the more dangerous the person inside it.",
        "height_range": "1.8 to 2.0 meters",
        "weight_range": "65 to 75 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Pykes are calculating to the bone. They are patient, watchful, and relentlessly commercial — a people who would rather make a deal than a threat, and a threat than a fight, and who treat every relationship as a ledger to be balanced eventually. That coldness reads as menace to outsiders, and the syndicate has spent generations making sure it does.\n\nBut a species is not a syndicate. For every spice-lord scheming from a fortress on Oba Diah there are Pykes who run cantinas, broker information, pilot freight, or simply got out — carrying the family face and the family reputation whether they want them or not. The mask cuts both ways: it opens doors by fear, and it shuts them the moment an honest person recognizes it.\n\nAt the table, a Pyke makes a superb fixer, spymaster, smuggler, or crime-boss, and an unsettling presence at any negotiation. Play the patience and the read as much as the menace: the most dangerous Pyke is the one who already knows how the conversation ends.",
        "languages": "Galactic Basic Standard, plus the native Pyke language.",
        "example_names": [
          "Lom Pyke",
          "Marg Krim",
          "Fife",
          "Quay Tolsite",
          "Mok Shaiz"
        ]
      },
      "image_file": "pyke.jpg",
      "auto_languages": [
        "Pyke",
        "Galactic Basic"
      ]
    },
    {
      "name": "Quarren",
      "size": "Medium",
      "speed": 25,
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "wis": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You gain Advantage on Athletics checks made to Swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        },
        {
          "name": "Surface Vision Impairment",
          "description": "Your eyes struggle in oxygen-rich air and bright light. You have Disadvantage on Perception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Perception"
            }
          ]
        },
        {
          "name": "Social Apathy",
          "description": "Quarren are blunt, guarded, and not naturally charming. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "When the Mon Cala monarchy fractured during the Clone Wars, it was the Quarren chieftain Nossor Ri who first sided with the Separatists against Prince Lee-Char, then turned on Riff Tamson once he saw the war was meant to enslave his world rather than free it. That single arc captures the Quarren as the galaxy met them: a proud, deep-dwelling people quick to grievance, slow to trust, and capable of hard loyalty once their pride is satisfied. Outsiders call them \"Squid Heads,\" usually to their faces, and rarely just once.\n\nA Quarren is a bipedal, squid-like amphibian with four prehensile tentacles trailing from the lower jaw, deep turquoise eyes, and leathery skin in oranges, salmons, tans, pinks, and purples. The facial tentacles are dexterous enough to manipulate food and tools, and the hands are finned with suction-tipped fingers built for gripping in current and against wet stone. Having evolved in the crushing dark of their homeworld's depths, Quarrens can descend to roughly 300 meters with no breathing gear or pressure suit, and they swim with the unforced ease of creatures that were never meant to leave the water.\n\nTheir homeworld is Mon Cala (also called Dac or Mon Calamari), an oceanic world in the Calamari sector of the Outer Rim and one of the galaxy's great shipbuilding planets. Mon Cala is shared between two sentient species: the surface-loving Mon Calamari, who build their cities where they can see the stars and who dream of deep space, and the Quarren, who keep to the cold high-pressure depths and the seafloor. Around 4500 BBY the two peoples first met, and over centuries they built a symbiotic civilization. Quarren labor in the deep made the floating Mon Calamari cities possible, an arrangement that left the Quarren feeling, fairly or not, like the workers beneath someone else's luxury.\n\nThat resentment is the deepest current in Quarren culture. They are traditionally miners and laborers who worked the mineral-rich seabed, and the work bred a particular obsession: their language carries more words than most for gemstones and their qualities, and they perfected the art of cutting and polishing stone. Where the Mon Calamari look outward and upward, the Quarren look down and inward, prone to isolationism and to sinking back into old grudges across generations. On Mon Cala the monarchy rules, but the Quarren hold seats on the Mon Calamari Council, keep their own customs, and govern their own Quarren City, a separateness they guard jealously.\n\nThe species' defining moment is the Clone Wars \"Water War.\" When King Yos Kolina was secretly assassinated by the Karkarodon Separatist agent Riff Tamson, Quarren chieftain Nossor Ri judged the young heir Lee-Char unfit and formed the Quarren Isolation League, backed by Separatist troops, to break with the Mon Calamari. Tamson then revealed the League had only ever been a tool for Count Dooku to seize Dac and enslave its people. Lee-Char turned Nossor Ri against Tamson, the Quarren re-allied with the Republic, and after Tamson's death Lee-Char was crowned with both peoples' backing. Other Quarrens chose the darker path: the corrupt Senator Tikkes, who had let slavers operate in the sector, defected to the Confederacy and died with the rest of the Separatist Council under Darth Vader's blade on Mustafar.\n\nIn SWURPG, a Quarren plays as a sturdy, water-bound laborer (+2 STR, +2 CON) whose hard-edged temperament costs them in warmth and wisdom (-2 WIS, -2 CHA). Natural Swimmer reflects a body that moves through water as easily as walking, and their proficiency in Endurance comes from generations of deep-pressure toil. Surface Vision Impairment is the flip side of those depth-adapted eyes (an honest tradeoff for a creature built for the dark). Social Apathy is the mechanical face of their isolationist pride and their reputation as a difficult, grudge-holding people, so lean into the brooding miner, the gem-cutter with a chip on his shoulder, the dependable hand who would rather be left alone than charm a room.",
        "home_planet": "Mon Cala",
        "physical_description": "Quarren are humanoids with squid-like features, possessing four facial tentacles around a narrow, beaked mouth. Their skin is typically orange, brown, gray, or mottled, providing natural camouflage in the dimly lit ocean depths. Their eyes are large, glossy, and adapted for aquatic visibility, enabling them to navigate deep-sea environments where light is scarce. Their heads taper into ridged structures resembling marine cephalopods, giving them their iconic silhouette.\n\nTheir bodies are muscular and adapted for both swimming and terrestrial movement, though they move with more ease underwater. Webbing along their hands and feet enhances propulsion, and their limbs possess strong musculature suitable for underwater labor. Their skin texture varies from smooth to slightly ridged depending on environmental factors and lineage.\n\nQuarren clothing tends to be functional, emphasizing waterproof materials, protective gear, and utility harnesses suited for underwater construction or industrial work. Offworld Quarren may adopt breathable suits with moisture regulation to prevent dehydration. Their presence is unmistakable and often associated with stoic strength and deep-ocean resilience.\n\nTheir physiology embodies aquatic adaptation and industrial capability, reinforcing their role as the deep-sea specialists of Mon Cala.",
        "height_range": "1.8 meters",
        "weight_range": "72 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Quarren personalities are shaped by pragmatism, loyalty, and a cautious approach to trust. They tend to value action over rhetoric and often prefer direct solutions to abstract theorizing. Their cultural emphasis on practicality sometimes gives outsiders the impression of reserved or blunt behavior, but Quarren communities demonstrate deep emotional bonds within their clans and close social circles.\n\nCustoms revolve around resource stewardship, clan lineage, and oceanic rites that honor migratory cycles, deep-sea life, and ancestral survival. Ceremonies often involve communal dives, sharing of harvested foods, or ritual work sessions repairing essential structures. Their celebrations emphasize unity through shared labor and respect for environmental balance.\n\nPolitical disagreements among Quarren are typically resolved through debate, council arbitration, or clan negotiation. They value long-term stability more than short-term gain, and leadership is often earned through proven competence rather than charisma alone. Their cautious hospitality extends to offworlders, but trust—once earned—is long-lasting.\n\nIn SWURPG narratives, Quarren customs open compelling paths for characters tied to industrial expertise, underwater missions, factional politics, or ecological stewardship. Their mixture of practicality and cultural depth provides fertile ground for both roleplay and worldbuilding.",
        "languages": "Quarrenese, Basic, Mon Calamarian",
        "example_names": [
          "Kelmut",
          "Seggor",
          "Tessek",
          "Tsillin",
          "Vekker",
          "Vuhlg"
        ]
      },
      "image_file": "quarren.jpg",
      "auto_languages": [
        "Quarrenese",
        "Galactic Basic",
        "Mon Calamarian"
      ]
    },
    {
      "name": "Rodian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "dex": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Perception",
        "Survival"
      ],
      "traits": [
        {
          "name": "Natural Hunter",
          "description": "Growing up on a dangerous world honed your instincts. You gain Advantage on Initiative rolls. You gain Proficiency with Ranged (Medium) weapons.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            },
            {
              "type": "special",
              "note": "Proficient with Ranged (Medium) weapons"
            },
            {
              "type": "weapon_category_proficiency",
              "categories": [
                "Ranged (Medium)"
              ]
            }
          ]
        },
        {
          "name": "Socially Abrasive",
          "description": "Rodians are excitable, blunt, and not subtle. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "Greedo, the green-skinned bounty hunter who pulled a blaster on Han Solo in the Mos Eisley cantina and lost the exchange, is the Rodian most of the galaxy pictures first. Rodians are those green-skinned, snouted humanoids with the huge multifaceted eyes and the pair of antennae rising off the top of the skull. The galaxy knows them as bounty hunters, trackers, and killers for hire, and that reputation isn't an accident of bad press. It grew straight out of where they come from and how they were raised to live, and Greedo dying badly in a cantina is closer to the exception than the rule for what a competent Rodian hunter can do.\n\nUp close, the build is unmistakable. Green, faintly scaled skin; a tapir-like snout; and those large, round, multifaceted eyes set wide in the face. Rodians evolved from climbing lizards, and they kept the inheritance: the big eyes trace back to a nocturnal ancestry and can see well into the infrared, so a Rodian reads heat in the dark where most species see nothing, and their fingers and toes retain weak suction pads that no longer hold an adult's weight to a tree but have saved plenty of them from a fatal fall. The two saucer-shaped antennae aren't decoration either. They pick up vibration, giving a hunter another sense entirely for tracking prey through cover. The structure of the snout and mouth makes Galactic Basic genuinely hard for them to speak, so many lisp through it with a heavy accent, or skip it and stick to their own tongue.\n\nThat sensory kit was forged by Rodia, a humid jungle world where survival was never assumed. Rodians grew up competing with vicious predators for food, and the early settlements clustered into domed cities to keep the jungle out. Status, though, came from going back into it. Hunting parties would leave the safety of the domes to track and exterminate dangerous beasts, the ghest among the worst of them, and bringing one down was how a Rodian earned standing. The jungle didn't reward the strong so much as the patient and the cunning, and it bred a people who treat the hunt not as a chore but as the central proof of who they are.\n\nFrom there the culture turned the hunt on itself. When clans pressed up against each other over territory and hunting rights, they started hunting one another, and the role of the hunter formalized into the Protector (Rin'na), the figure charged with shielding the settlement. As clans clashed, Protectors raised armies, and Rodia bled through long stretches of clan warfare. The aggression ran so hot that it had to be channeled. (In Legends) a Grand Protector named Harido Kavila staged ritual fights to let his people burn off violence, and over generations those staged duels grew into a real theatrical tradition, with most clans keeping a troupe to perform their legends through stylized, often genuinely bloody combat. So a Rodian's idea of high art and a Rodian's idea of war share the same root.\n\nThat whole inheritance is what the galaxy buys when it hires a Rodian. The instincts that made a good clan Protector translate cleanly into bounty hunting, tracking, and mercenary work, and Rodians spread off-world into exactly those trades, especially after the Chattza clan under Grand Protector Navik the Red crushed its rivals and drove survivors like the Tetsu clan into exile. Greedo is the famous name and the cautionary one, an amateur who overreached. (In Legends) the bounty hunter Jakoli was the sharper example, infamous for always killing the mark. Beyond the trade, Rodians turned up across galactic life: young Wald running with Anakin Skywalker on Tatooine, and Senator Onaconda Farr representing Rodia in the Republic Senate during the Clone Wars before being poisoned by his own aide.\n\nFor a player, a Rodian is a hunter first and a diplomat never. The species' two traits, Natural Hunter and Socially Abrasive, say it plainly: you read tracks, heat, and vibration better than almost anyone at the table, and you tend to grate on the people you're not stalking. Lean into the kit. A Rodian scout, bounty hunter, or tracker who lives for the chase fits the lore like a glove, and the friction the species carries socially is a feature to play, not a flaw to apologize for. Whether your Rodian is chasing a contract, a debt, or a quarry that wronged their clan, the hunt is the throughline, and the galaxy will assume the worst of you the moment it sees the antennae. Use that.",
        "home_planet": "Rodia",
        "physical_description": "Rodians are reptilian humanoids with green, blue, or occasionally violet skin tones, depending on their subspecies or regional heritage. Their faces feature multifaceted eyes capable of low-light vision, a long snout with flared nostrils, and distinctive ear frills that aid in sound localization. Antennae extend from the tops of their heads, functioning as sensitive environmental sensors that detect vibration, scent, and atmospheric changes. These traits evolved to help Rodians navigate dense wildlife habitats.\n\nTheir bodies are lean and athletic, with strong limbs optimized for running, climbing, and rapid maneuvering through forest terrain. Their hands end in long, claw-tipped fingers useful for grip and tool manipulation. Their skin texture ranges from smooth to lightly scaled, offering protection and moisture retention in Rodia’s humid climate. Their coloration can vary slightly with age, environmental exposure, or clan lineage.\n\nRodians commonly wear durable, lightweight clothing suited for mobility. Hunters often favor gear with protective padding, holster belts, and utility vests, while offworld Rodians might adopt more urban attire. The combination of vivid coloration, angular silhouettes, and expressive features makes Rodians easily identifiable in any setting.\n\nTheir overall physiology conveys alertness, agility, and evolutionary refinement for survival in one of the galaxy’s most challenging jungle biomes.",
        "height_range": "1.6 meters",
        "weight_range": "60 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Rodian personalities are shaped by competitiveness, determination, and an ingrained sense of legacy. Many are ambitious, seeking recognition in hunting, politics, art, or commerce. Their communication style can be direct and energetic, reflecting cultural norms surrounding personal achievement. Beneath this assertiveness lies strong familial loyalty, with many Rodians maintaining close bonds with extended clan members.\n\nRodian customs revolve around ritualized hunts, clan rites, and dramatic storytelling. Hunting ceremonies often include blessings, recounting ancestral victories, and the crafting of trophies that symbolize personal skill. Their famed holodramas draw upon these traditions, blending theatrical performance with moral parables or exaggerated heroism. Rodian festivals often involve music, dance, and competitive games that reinforce clan unity.\n\nConflicts among Rodians are frequently resolved through formal challenges, mediated contests, or council deliberation depending on clan structure. Hospitality varies widely based on region, but most clans treat guests with respect while expecting adherence to local customs. Honor is linked to bravery, achievement, and loyalty; betrayal is considered deeply shameful.\n\nIn SWURPG narratives, Rodian customs enrich storylines involving wilderness survival, clan rivalry, dramatic intrigue, or high-stakes competition. Rodian characters bring a vivid combination of tenacity, skill, and cultural passion to any adventuring party.",
        "languages": "Rodians speak, read, and write Rodese and Basic, and many also learn Huttese.",
        "example_names": [
          "Andoorni",
          "Beedo",
          "Chido",
          "Doda",
          "Greedo",
          "Greeata",
          "Kelko",
          "Navik",
          "Neela",
          "Neesh",
          "Wald."
        ]
      },
      "image_file": "rodian.jpg",
      "auto_languages": [
        "Rodese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Sakavian",
      "size": "Diminutive",
      "speed": 10,
      "ability_modifiers": {
        "str": -4,
        "wis": 2
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Environmental Suit Dependency",
          "description": "Outside Sakavi Tar or without a proper environmental suit, you have Disadvantage on Endurance checks. After 1 hour, you suffer 1d4 environmental damage per hour (cold or pressure shock). With a proper pressure/swim suit, you gain Advantage on Athletics checks made to Swim.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Endurance",
              "condition": "outside Sakavi Tar or without proper environmental suit"
            },
            {
              "type": "special",
              "note": "Without suit outside home environment: 1d4 environmental damage per hour after 1 hour"
            },
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim, while wearing proper pressure/swim suit"
            }
          ]
        },
        {
          "name": "Wide-Angle Vision",
          "description": "Your eyestalks provide nearly 360° awareness. You have Advantage on Perception checks and Advantage on Initiative.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Perception"
            },
            {
              "type": "special",
              "note": "Advantage on Initiative rolls"
            }
          ]
        },
        {
          "name": "Small Stature",
          "description": "Your diminutive body makes you hard to notice but physically limited. You have Advantage on Stealth checks and Disadvantage on Athletics checks. You cannot wield Medium or Heavy weapons.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            },
            {
              "type": "special",
              "note": "Cannot wield Medium or Heavy weapons"
            }
          ]
        }
      ],
      "description": {
        "lore": "Skoova Stev, the master fisherman who runs the aquarium at Pyloon's Saloon in Star Wars Jedi: Survivor, is the only Sakavian most of the galaxy will ever meet, and very nearly the only one left to meet at all. Sakavians are knee-high gastropods from the frozen ocean world of Sakavi Tar, a species so small, so remote, and so battered by catastrophe that almost everything known about them comes from the tall tales Skoova spins to anyone who will sit still long enough to listen.\n\nA grown Sakavian stands no taller than about 0.6 meters and weighs maybe ten to fifteen kilograms, with a round, compact body wrapped in thick, wrinkled orange skin that darkens along the back and pales toward the chest and face. A wide, toothy mouth sits beneath a spray of stiff, quill-like whiskers that read almost like a beard, and two long eyestalks rise from the top of the head, each capped with a glossy black eye that can sweep in nearly every direction. The stubby limbs, four-fingered hands, and two splayed toes look ungainly on dry land, but they grip ice and slick decks better than they have any right to. Sakavians shrug off brutal cold without trouble, yet (oddly, given where they live) cannot survive the crushing pressure and shock chill of their own deep seas unprotected, so divers and offworld travelers alike depend on sealed pressure-and-breather suits.\n\nSakavi Tar sits out in the Outer Rim, a frigid world of deep oceans locked beneath sheets of ice, where the Sakavians built their whole existence around the fish and underwater creatures they hunted in the dark water below the frozen surface. Their lives ran on the rhythms of the catch: reading migration patterns, working the cold from skiffs and ice-edge camps, and hauling in enough to feed close-knit communities that knew the sea as well as they knew each other.\n\nSakavian culture, at least as Skoova tells it, is loud, communal, and steeped in the sea. Picture raucous gatherings where fishermen swap stories of monstrous catches and waters that nearly killed them. One creature looms over those stories above all: Oondun, an ancient, enormous tentacled beast said to dwell in a cave on Sakavi Tar and revered by local fishermen. Skoova claims he was taken to see Oondun, got clobbered in the head by one of its tentacles, and through that encounter \"learned the art of focus\" (a story that, like much of what he says, is impossible to verify and very Skoova).\n\nSkoova's own history is also the species' tragedy. As a young Sakavian he joined the crew of the fishing vessel Grapnel and rose to first mate. When offworld fishermen came hunting rare catches around Sakavi Tar, he struck a bargain: he would guide them to valuable fish elsewhere if they left his homeworld alone. They broke the deal and cut him loose so they could keep stripping the seas, and Sakavi Tar was already buckling under the Great Fish Famine, a collapse driven by years of overfishing. By the time Skoova made it home, his entire village had starved, a fate that swept across most of his people. He eventually drifted to Koboh to live alone and fish in peace, where in 9 BBY Cal Kestis found him and steered him toward Greez Dritus at Pyloon's Saloon, where he stocked the big aquarium and kept telling his stories.\n\nFor SWURPG, a Sakavian is a build defined by sharp senses and small stature rather than muscle. Wide-Angle Vision turns those swiveling eyestalks into Advantage on Perception and Initiative (the +2 WIS reinforces that watchful, sea-wise read of a situation), while Small Stature trades raw strength (a steep -4 STR, with Athletics at Disadvantage and no Medium or Heavy weapons) for Advantage on Stealth and a body that is genuinely hard to notice. Survival proficiency reflects a lifetime of reading hostile waters. The catch is Environmental Suit Dependency: away from Sakavi Tar, or stripped of a proper suit, you struggle with Endurance and start taking environmental damage, but a real pressure-and-swim rig turns you into an excellent diver. Play a Sakavian and you are almost certainly playing one of the last of your kind, hauling the weight of a dead homeworld and a hold full of stories nobody can quite confirm.",
        "home_planet": "Sakavi Tar, a frozen ocean world in the Sakavi Tar system of the Outer Rim Territories.",
        "physical_description": "Sakavians are tiny, bipedal gastropods with rounded bodies, thick wrinkled orange skin, stubby limbs, and long eyestalks tipped with glossy black eyes. They possess wide mouths filled with long white teeth, framed by quill-like whiskers resembling beards. Their hands have four short fingers, while their feet end in two elongated toes that help them balance on ice. Although tolerant of extreme cold, they require specialized pressure and temperature suits to survive underwater or anywhere offworld.",
        "height_range": "Sakavians stand no taller than 0.6 meters when fully grown.",
        "weight_range": "10 to 15 kilograms",
        "age_of_adulthood": "6 standard years",
        "personality": "Sakavian culture revolves around maritime life: fishing expeditions, seafaring traditions, and communal storytelling in lively pub gatherings. Their speech—loud, boisterous, and thickly accented—matches their hardy, big-spirited personalities. They come from tight-knit iceberg villages where knowledge is passed by stories of colossal sea beasts and treacherous waters. While good-natured and talkative, Sakavians are deeply shaped by hardship, loss, and the Great Fish Famine that nearly annihilated their species.",
        "languages": "Sakavians speak their native tongue and can speak Galactic Basic with a loud, boisterous accent.",
        "example_names": [
          "Skoova Stev",
          "Danniok",
          "Vokirn",
          "Nesska",
          "Brullik",
          "Tavro."
        ]
      },
      "image_file": "sakavian.jpg",
      "auto_languages": [
        "Sakavian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Selonian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "dex": 1,
        "int": -2
      },
      "skill_proficiencies": [
        "Perception",
        "Survival"
      ],
      "traits": [
        {
          "name": "Tail Balance",
          "description": "You have Advantage on checks and saving throws made to resist being knocked prone. In addition, you may split your movement before and after your Action each turn.",
          "effects": [
            {
              "type": "special",
              "note": "Advantage on checks and saving throws to resist being knocked prone"
            },
            {
              "type": "special",
              "note": "May split movement before and after your Action each turn"
            }
          ]
        },
        {
          "name": "Excellent Swimmer",
          "description": "You gain Advantage on Athletics checks made to Swim.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "to swim"
            }
          ]
        },
        {
          "name": "Social Reservation",
          "description": "Selonians struggle with non-warren dynamics. You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        }
      ],
      "description": {
        "lore": "Dracmus, the silver-furred revolutionary who broke Han Solo out of a Corellian prison and spirited him off-world in a Selonian cone ship, is the face of an entire species: the tunnel-digging, ocean-loving Selonians of the Corellian system. (In Legends, they debuted in Roger MacBride Allen's Corellian Trilogy in 1995, and the bulk of their lore lives there rather than in current canon.) Han met them mid-uprising, when a handful of rebel dens were fighting to break the Corellian Insurrection's grip, and a Selonian named Dracmus ended up being one of the people who helped pull the whole crisis apart.\n\nPhysically, Selonians read as enormous, upright weasels or otters. They are musteline carnivores with long, slender, flexible spines, sleek short fur, pointed whiskered faces, and very sharp teeth, standing on two legs like a human but built to pour through a tunnel. A long muscular tail trails behind for balance and, when it comes to it, a solid whack. Their eyes are highly light-sensitive, a legacy of a burrowing, water's-edge ancestry, which makes them deadly in the dark and miserable in glare. (In Legends this was an exploitable weakness: a flashstick's burst of bright light could stun a Selonian outright.)\n\nTheir homeworld, Selonia, sits in the Core Worlds as part of the Corellian system, an ocean planet broken into countless small islands. Rather than scatter across the water, Selonians dug. They carved an enormous underground network of tunnels and riverside burrows linking their peoples beneath the surface, and they kept that subterranean instinct everywhere they settled, with sizable dens on Corellia, Talus, and Tralus and scattered colonies further out.\n\nSelonian society is built around the den, and the den around reproduction. A single fertile female, the Queen, sits at the center; below her are a few fertile males and a much larger population of sterile females who do nearly all the actual work of Selonian life: building, fighting, crafting, guarding the Queen and the breeders. Offspring of one fertile male form a sept, and sept-sisters are genetically identical to one another. The fertile males, for all that the den depends on them, were generally treated with contempt and kept as little more than prized breeding stock, an arrangement a small breeders'-rights movement quietly pushed back against. Cities were clusters of dens, each specializing in a trade, and competing dens carved up territory under a ruling Overden.\n\nDracmus herself was bred for a specific job, negotiating with other species, and that is exactly the role she played: a Hunchuzuc Den member who fought Han under duress, shared his cell, then guided him through the tunnels and off the planet. Her den was one of a rebel faction resisting the Overden's bid to wrench the Corellian system free of the New Republic, and her dealings with Solo in 18 ABY put her at the heart of resolving the Corellian Insurrection. She is the rare Selonian an outsider would actually have met and remembered.\n\nAs a player character, a Selonian brings that burrow-built physicality to the table. The +1 Strength and +1 Dexterity reflect a long, powerful, snake-quick body equally at home wrestling and squeezing through a tunnel, while Tail Balance and Excellent Swimmer come straight from the tail and the ocean-world origin. Survival and Perception proficiency suit a creature bred to read the dark and the deep. The catch is social: Selonians are insular, den-first, and slow to warm to outsiders, which is exactly what Social Reservation models, and the -2 Intelligence reflects that narrow, duty-bred upbringing far more than any lack of cunning, as Dracmus's own sharp maneuvering shows. Lean into the den loyalty and the strangeness of a being who would honestly rather be underground.",
        "home_planet": "Selonia, a temperate Core world of scattered islands separated by countless seas, bays, and inlets.",
        "physical_description": "Selonians are tall, slender, otter-like humanoids that stand comfortably between 1.8 and 2.2 meters in height, with females typically being larger than males. Their bodies are longer than a typical Human’s, but their arms and legs are somewhat shorter, giving them a sleek, elongated silhouette. A thick, muscular tail extends from the base of the spine and serves as both a stabilizer and a counterweight, allowing them to move with surprising agility when standing upright or running on all fours. Their hands and feet are pawlike, each tipped with retractable claws that aid in climbing, digging, and close-quarters defense.\n\nTheir faces feature a short muzzle tipped with a flat, dark nose, framed by bristly whiskers that twitch and flick in response to scents and air currents. Selonian fur is dense, smooth, and waterproof, ranging in color from deep chestnut and dark brown to beige, cream, and even white, sometimes patterned with stripes or subtle markings. Their eyes are notably light-sensitive; while they see well in dim tunnels and low-light environments, sudden bright flashes can overwhelm their vision and leave them disoriented or stunned. This vulnerability makes flash-based weapons particularly effective against them.\n\nSelonians rarely wear clothing in their own Dens, where temperature and environment are carefully controlled and modesty is defined more by behavior than by garments. Offworld or when dealing regularly with aliens, they adapt to local expectations and wear uniforms, utility harnesses, or practical outfits tailored to their digitigrade legs and powerful tails. Their movements are fluid and precise, and even when they appear relaxed, there is a coiled, animal grace to the way they walk, sit, and shift their weight.",
        "height_range": "1.8 to 2.2 meters",
        "weight_range": "70 to 100 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Selonian culture is profoundly collectivist. From the moment they are old enough to understand speech, Selonians are taught that the needs of the Den outweigh the desires of any individual. Every decision is weighed in terms of its impact on the community, and most Selonians feel a deep psychological need to reach consensus before acting on important matters. Disagreements rarely escalate into violence; instead, they are channeled through layered discussions, subtle social pressures, and the weight of tradition until a shared course of action emerges.\n\nMost Selonians have little interest in the galaxy beyond the Corellian System. Their focus is on safeguarding their Dens, maintaining their industrial commitments, and ensuring that the complex web of favors and exchanges between Dens remains in balance. They often come across as reserved or aloof in mixed-species settings, not because they lack empathy, but because their emotional framework is oriented around the Den rather than the individual. Their loyalty is fierce, but tightly aimed: a Selonian will make great sacrifices for their people, yet feel relatively indifferent to outsiders who do not threaten or aid their home.\n\nSelect sterile females are rigorously trained to serve as ambassadors, negotiators, and liaisons to other species. These Selonians learn to mimic the body language, conversational patterns, and social cues that put humans and other aliens at ease. To offworlders, they can seem warm, polite, and charitable—eager to help, quick to compromise, and unfailingly courteous. Beneath those practiced mannerisms, however, their true priority remains unchanged: everything they say and do is calculated to protect and benefit their Den.\n\nSelonians possess an acute sense of smell and can detect pheromones and subtle scents that reveal strong emotions such as anger, fear, or shame. This makes them perceptive judges of mood, though not always of intent, and can leave them unsettled in crowded, emotionally turbulent environments. Combined with their sensitivity to bright light, this often reinforces their preference for controlled, familiar spaces. Those Selonians who take up lives as explorers, troubleshooters, or adventurers usually do so for very specific reasons—whether it is to fulfill a Den assignment, seek leverage against a perceived threat, or challenge the old ways so their people can survive in a changing galaxy.",
        "languages": "Selonians speak, read, and write Selonian. Those accustomed to dealing with offworlders also learn to speak Basic.",
        "example_names": [
          "Cavisek",
          "Chertyl Ruluwoor",
          "Dracmus",
          "Kleyvits",
          "Maronea",
          "Salculd",
          "Vissica."
        ]
      },
      "image_file": "selonian.jpg",
      "auto_languages": [
        "Selonian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Sluissi",
      "size": "Medium",
      "speed": 20,
      "ability_modifiers": {
        "int": 2
      },
      "skill_proficiencies": [
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Mechanical Savant",
          "description": "You intuitively understand machinery. You gain Advantage on Mechanics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Serpentine Body",
          "description": "Your lower body grants stability and leverage. You cannot be knocked prone.",
          "effects": [
            {
              "type": "condition_immunity",
              "condition": "knocked prone"
            }
          ]
        },
        {
          "name": "No Jumping",
          "description": "You lack the anatomy for powerful leaps. You have Disadvantage on Athletics checks made to Jump, and you cannot perform High Jumps.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Athletics",
              "condition": "to jump"
            },
            {
              "type": "special",
              "note": "Cannot perform High Jumps"
            }
          ]
        },
        {
          "name": "Unhurried Manner",
          "description": "Sluissi move and speak at their own deliberate pace and rarely come across as threatening. You have Disadvantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "Sluissis are the snake-bodied master mechanics of the Outer Rim, the species that built and ran the Sluis Van Shipyards and earned a galaxy-wide reputation for coaxing more speed, power, and system response out of a worn hull than any other technician alive. Hand a Sluissi an archaic, half-dead freighter and they will hand it back better than it left the factory floor. The catch is patience: they refuse to be rushed, and a Sluissi job always takes longer than promised. To them, a starship is not a machine to fix but a piece of work to be done right.\n\nA Sluissi is humanoid from the waist up and serpentine below it. The upper torso reads as roughly human, with two arms ending in four-fingered hands, while the lower half is one long, legless, heavily muscled tail that the Sluissi uses to crawl and coil rather than walk. Fine scales cover the body in shades from light brown to dark green. Loose, almost winglike folds of skin near the wrists fan out and help drive them forward when they move flat along the ground. The head carries round black eyes and a swept-back hood of skin (larger on males than on females), and like many reptiles a Sluissi flicks a forked tongue to taste heat in the air. Those snakelike mouths give their Basic a distinct lisp and slur.\n\nTheir homeworld, Sluis Van, sits in the Sluis sector of the Outer Rim and lends its name to the shipyards that made the species famous. The Sluissi were a spacefaring people early, with technology roughly on par with the Duros and Humans, and they tied themselves to the Galactic Republic almost from its founding, ringing their sector with major shipyards and repair docks. (In Legends, those yards were prized enough that Grand Admiral Thrawn staged the Battle of Sluis Van specifically to steal a New Republic flotilla mothballed there, and the Sluissi homeworld had earlier seceded to the Separatists during the crisis before the Clone Wars.)\n\nWhat sets the Sluissi apart is less the slithering and more the temperament wired into their culture. They are methodical to a fault, slow and exact, and devoted to protocol no matter how trivial the rule. Starship construction is treated as an art form rather than a trade, which is exactly why clients tolerate the delays: a Sluissi will salvage or improve a vessel that every other mechanic has written off. They are also genuinely easygoing and sociable, famous for staying calm under pressure even as blaster fire scorches the hull around them. The reserve people read into them is not coldness but pace, a refusal to match anyone else's hurry.\n\nThe clearest face the wider galaxy put to the species is Ten Dorne, the Sluissi engineer who worked alongside Admiral Gial Ackbar on the Shantipole Project that produced the B-wing starfighter, one of the most heavily armed snub fighters the Rebellion ever fielded. That collaboration is the Sluissi reputation in miniature: hand the patient, exacting specialists a hard engineering problem, give them room and time, and they deliver something other shipwrights could not.\n\nIn SWURPG a Sluissi plays as the party's irreplaceable wrench. The +2 Intelligence modifier and free Mechanics proficiency make the build for the engineer who keeps the ship flying and the droids running, and Mechanical Savant leans straight into the lore of a people who treat repair as art. Serpentine Body captures that long muscular tail (and the catch comes with No Jumping, since a legless crawler cannot leap a gap the way a biped can). The Unhurried Manner trait fits the unrushable, protocol-bound manner that reads as standoffish to faster species.",
        "home_planet": "Sluis Van, a heavily industrial Outer Rim world surrounded by massive orbital shipyards.",
        "physical_description": "Sluissi are humanoid from the waist up and serpentine below it. The upper torso reads as roughly human, with two arms ending in four-fingered hands — one of them an opposable digit — while the lower half is a single long, legless, heavily muscled tail used to crawl and coil rather than walk. Fine, sleek scales cover the body in shades from light brown to dark green.\n\nNear the wrists, loose, almost winglike folds of skin fan out and help drive a Sluissi forward when it moves flat along the ground. The head carries round black eyes and a swept-back hood of skin — larger on males than on females — and, like many reptiles, a Sluissi flicks a forked tongue to taste the heat of the air around it. Those snakelike mouths give their Basic a distinct lisp and slur the species has never seen much reason to correct.",
        "height_range": "1.7 meters",
        "weight_range": "60 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Sluissi are famously calm, patient, and methodical — to a degree other species find hard to believe and, often enough, hard to bear. A Sluissi seems almost incapable of being genuinely rushed, upset, or angered; the same even temper that lets one keep working while blaster fire scorches the hull around it is the temper that baffles and sometimes infuriates a client watching a \"quick\" repair stretch into a third day.\n\nThat patience is wired to a deep, almost compulsive industriousness. Sluissi love to tinker, and even those who never trained as technicians tend to take things apart and rebuild them better. They are devoted to protocol no matter how trivial the rule, and they treat starship construction as an art form rather than a trade — which is exactly why clients tolerate the delays, because a Sluissi will salvage or improve a vessel every other mechanic has written off.\n\nFor all their reserve, they are genuinely easygoing and sociable; the stillness people read as coldness is only pace. At the table, a Sluissi makes the party's irreplaceable engineer and a steadying presence under fire — the one crew member who will not panic, will not hurry, and will absolutely get it right.",
        "languages": "Sluissi speak Sluissese and Basic, though their forked tongues cause them to lisp and slur certain sounds.",
        "example_names": [
          "Hass Sonax",
          "Mektiss Risohr",
          "Secles Uslopos",
          "Sekae N'sehnor",
          "Sirlahn Alsek",
          "Ten Dorne",
          "Usahn L'sehl",
          "Vsil Ejahsa."
        ]
      },
      "image_file": "sluissi.jpg",
      "auto_languages": [
        "Sluissese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Sullustan",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "dex": 2
      },
      "skill_proficiencies": [
        "Perception",
        "Pilot"
      ],
      "traits": [
        {
          "name": "Dark-Adapted Eyes",
          "description": "Your large black eyes evolved for low-light environments. You have Darkvision up to 60 ft.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Panic Spark",
          "description": "When you roll a natural 1 on Initiative, you start the first turn with Disadvantage on attack rolls.",
          "effects": [
            {
              "type": "special",
              "note": "On natural 1 on Initiative: Disadvantage on attack rolls during first turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "When Lando Calrissian dove the Millennium Falcon into the second Death Star at the Battle of Endor, the small jowled alien in the co-pilot seat feeding him the launch codes was a Sullustan named Nien Nunb. That casting tells you most of what defines the species in the galaxy's eyes: Sullustans are the pilots and navigators other spacers want in the next chair, prized for an almost supernatural feel for routes and the dark, twisting spaces that would blind anyone else.\n\nA Sullustan stands a little over a meter and a half, lean and compact, with a round, tapered skull and the two features no one forgets — enormous almond-shaped black eyes and broad facial jowls (called dewflaps) that frame the cheeks and make every expression read large. Wide, rounded ears fan out from the head and give them sharp directional hearing, a sense of where a sound is coming from in cramped, echoing spaces. The eyes are the real adaptation: evolved for the lightless underground, they grant excellent low-light and peripheral vision, letting a Sullustan read and move normally in conditions a human would call pitch black. Skin runs from pale peach through light brown to gray, creasing with age.\n\nThey come from Sullust, a volcanic Outer Rim world whose surface is so choked with toxic gas and lava that life there means going down. Sullustan ancestors retreated into the planet's enormous cave networks and built subterranean cities famed across the galaxy for their beauty — arched spans over molten rivers, polished plazas, transit tubes threading the rock. Deep mining of Sullust and its moons funded a steep technological climb that eventually produced the SoroSuub Corporation, a manufacturing giant making starships, weapons, and energy systems on a planetary scale.\n\nSoroSuub is the strange center of Sullustan life. It grew so dominant that it employed over half the population, and during the Galactic Civil War its chairman pushed through a proclamation declaring a full corporate takeover of the planet — for a stretch, the company simply was the government, though Sullust's longer history runs democratic. Culture beyond the boardroom leans social, curious, and fond of a well-placed practical joke, but with a serious counterweight: Sullustans treat death with deep reverence, calling it the \"Eternal Sleep\" and maintaining vast crypts tended by crypt masters, with the elaborate Tomb-walling ceremony as the most sacred of their funeral rites.\n\nThe takeover is what made figures like Nien Nunb. When SoroSuub threw in with the Empire, Sian Tevv founded a Sullustan resistance while Nunb — one of the company's own freighter pilots — began raiding SoroSuub shipping and stealing from his employer on behalf of the Rebellion. He carried that skill all the way to Endor's co-pilot seat, where reminding Lando of the right concussion-missile code helped destroy the station's reactor. (A nice piece of trivia: on screen Nunb's Sullustese was voiced by Kenyan student Kipsang Rotich speaking his native Kalenjin.) Sullustan piloting talent kept the species woven through the Alliance and later the Resistance.\n\nIn SWURPG a Sullustan is built for the cockpit and the dark. Those evolved eyes give Dark-Adapted Eyes (Darkvision out to 60 feet), and the species carries proficiency in Perception and Pilot — exactly the navigator-in-the-next-seat fantasy, with the +2 DEX rewarding twitchy flying and quick reflexes while the -2 STR keeps them out of the brawler lane. The Panic Spark trait leans into the jumpy, fast-talking side of the personality: roll a natural 1 on initiative and you open the fight rattled, with Disadvantage on attacks for the first turn. Play one as the pilot who can retrace any route from memory, charm a docking master, and crack wise right up until the shooting starts.",
        "home_planet": "Sullust, a volcanic, industrial world in the Outer Rim with toxic air and vast subterranean cities.",
        "physical_description": "Sullustans are small, compact humanoids shaped by generations of life in the subterranean cities beneath their volcanic homeworld. Standing around 1.5 meters tall, they have lean but sturdy builds ideal for navigating tunnels, starship corridors, and industrial environments. Their most distinctive features are their large, dark, mouse-like eyes, adapted for low-light vision and capable of picking out detail in near darkness. Wide ears fan out from their heads, granting excellent sound sensitivity and situational awareness. Broad jowls frame their cheeks and give them a naturally expressive appearance. Their skin ranges from pale peach to light brown or gray, often with subtle wrinkles that deepen with age. Sullustans typically wear practical clothing—flight suits, tool belts, engineering gear, or protective underground attire—and their native headgear often integrates visors, respirators, or communication units developed from centuries of subterranean industry. Though physically unimposing, they carry themselves with an alert, quick-moving confidence born from a lifetime spent in hazardous environments.",
        "height_range": "1.5 meters",
        "weight_range": "55 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Sullustans are friendly, sociable, and highly curious, often drawn to new experiences, people, and places. They possess a dry sense of humor and an enduring love of practical jokes, viewing surprise and mischief as a way to test character and build camaraderie. Beneath their playful exterior lies a pragmatic mindset shaped by the dangers of Sullust's volcanic landscape and its tightly packed underground cities. From an early age, Sullustans learn to navigate industrial hazards, assess risks quickly, and adapt to shifting conditions with calm efficiency. Their society emphasizes community, shared labor, and technical competence—values reinforced by the massive SoroSuub Corporation, which employs much of the population and influences daily life. Sullustans tend to trust in firsthand experience more than hearsay, and many develop an adventurous streak that leads them into starfighter cockpits, merchant lanes, or engineering roles across the galaxy. Despite the challenges of their history, they remain optimistic, adaptable, and endlessly fascinated by the galaxy and its people.",
        "languages": "Sullustans speak, read, and write Sullustese and Basic.",
        "example_names": [
          "Aril Nunb",
          "Dllr Nep",
          "Nien Nunb",
          "Sian Tevv",
          "Syub Snunb."
        ]
      },
      "image_file": "sullustan.jpg",
      "auto_languages": [
        "Sullustese",
        "Galactic Basic"
      ]
    },
    {
      "name": "Thakwaash",
      "size": "Medium",
      "speed": 40,
      "ability_modifiers": {
        "str": 4,
        "wis": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Charge Attack",
          "description": "If you move at least 20 ft straight toward a target and hit with a melee attack, add +1 die of the weapon's damage.",
          "effects": [
            {
              "type": "special",
              "note": "After moving at least 20 ft straight toward target, melee hit adds +1 die of weapon damage"
            }
          ]
        },
        {
          "name": "Multi-Mind",
          "description": "Your minds compensate for each other in moments of stress. You have Advantage on saving throws against Charm or Fear effects. When you roll a natural 1 on an ability check, you become Distracted and have Disadvantage on your next roll of the same type.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Charm or Fear effects"
            },
            {
              "type": "special",
              "note": "On natural 1 on ability check: Distracted — Disadvantage on next roll of the same type"
            }
          ]
        },
        {
          "name": "Unpredictable Personality Shift",
          "description": "Once per Short Rest, you can use a Skill check as if you were proficient with that Skill. If you fail that Skill check, you lose your Reaction until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: make any skill check as if proficient; if you fail, lose your Reaction until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Hohass Ekwesh flew as Wraith Six in the New Republic's Wraith Squadron, a three-meter equinoid giant his squadronmates nicknamed \"Runt\" because, at barely two meters, he was undersized for a Thakwaash. That joke says everything about the species: a Thakwaash who looks small to other Thakwaash is still taller and roughly three times stronger than a grown human. They are towering horse-faced bipeds from the plains world of Thakwaa, and the thing that fascinates the rest of the galaxy is not their muscle but their minds, of which each individual has several.\n\nA Thakwaash stands close to three meters with an athletic, heavily muscled build that makes the height read as bulk rather than lankiness. The face is unmistakably equine, with flaring nostrils, a strong jaw, and large dark eyes, the whole frame covered in fur and crowned by a mane running down the head and back. Their raw strength is the consistent fact across every source on them: roughly triple that of an average human male, enough that a Thakwaash can manhandle most humanoids without much effort. They are fast over open ground and built to close distance, which lines up with a people who evolved on grassland.\n\nThakwaa is a temperate, grass-covered world in the Thakwaa system of the Tunka sector, out in the Outer Rim. (Most of the detailed material on Thakwaa and the Thakwaash comes from Legends, first appearing in Aaron Allston's 1998 X-Wing novel Iron Fist.) It sat isolated and largely ignored for much of its history, and the Galactic Empire never bothered to conquer it, not because the planet was worthless but because subduing a population this strong, this stubborn, and this mentally unpredictable was judged more trouble than it was worth. The Thakwaash later threw in with the New Republic.\n\nThe defining trait is the Multi-Mind. Every Thakwaash carries several distinct personalities, each specialized for a task, one for piloting, one for conversation, one for fighting, one for cold analysis, and they switch between them as the situation demands. This is their healthy baseline, not a disorder, and it would only be read as psychosis in a human. They discover more \"minds\" as they age and get better at calling up the right one on cue. The shared-but-fragmented memory between minds explains a lot of Thakwaash quirks, including the habit of referring to themselves in the plural and the need to repeat an introduction after a shift. It also gives them an unusual knack for modeling how other beings think, which makes them eerily good at imitating someone's handwriting, mannerisms, or reasoning.\n\nThat same trait nearly washed Ekwesh out of flight school. He kept losing himself to a \"pilot mind\" that treated everything in the sky as a target and didn't take orders well. He learned to control the handoff and became a genuinely excellent combat pilot, founding Wraith Six and flying the campaign against Warlord Zsinj alongside his wingman and close friend. His arc is the species in miniature: the plural mind is a liability until you learn to drive it, and then it's an edge nobody else has.\n\nIn SWURPG, a Thakwaash is the obvious pick for a heavy melee bruiser, with a +4 STR modifier that backs up the lore's \"three times a human\" strength and a -2 WIS reflecting how scattered and hard to center the plural mind can be. Charge Attack rewards the grassland-runner build, adding a die of weapon damage when you close 20 feet straight into a target. Multi-Mind gives Advantage against Charm and Fear (a second mind steps up when one falters) at the cost of a Distracted penalty when a check goes badly wrong, and Unpredictable Personality Shift lets you, once per short rest, make any skill check as if proficient, the right \"mind\" surfacing for the moment, with a real consequence if that gamble fails. The kit is honest to the fiction, intimidating physically and genuinely unpredictable to play.",
        "home_planet": "Thakwaa, a temperate world of open plains in the Outer Rim.",
        "physical_description": "Thakwaash are towering equinoid bipeds whose immense size makes them impossible to overlook. Averaging close to three meters in height, they possess broad chests, corded muscles, and long, powerful limbs capable of extraordinary feats of strength. Their bodies are covered in thick fur that ranges from dark gray to deep brown or black, with longer, wilder manes running from the crown of the head down the back. Their faces blend humanoid and equine traits: wide flaring nostrils, large dark eyes, strong jaws, and small pointed ears that flick in response to sound and emotion. Despite their bulk, Thakwaash move with a surprising animal grace, their manes and fur rippling as they shift weight or break into a charge. Their voices are deep and resonant, often accented with snorts or whinnies that convey subtle emotional cues. When fully geared for battle or travel, they resemble living battering rams—massive, confident, and poised to strike with overwhelming force.",
        "height_range": "2.8 to 3 meters",
        "weight_range": "130 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Thakwaash psychology is defined by a naturally plural mind: each individual possesses multiple distinct personalities, or \"minds,\" that switch in and out with little warning. These personas specialize in different tasks—one might excel at piloting, another at conversation, another at combat, and another at quiet analysis. While these shifts can be abrupt and startling to outsiders, they are normal and healthy for Thakwaash. Each mind shares broad memories with the others, though details often blur, leading to repeated introductions or explanations. Thakwaash culture embraces this multiplicity, teaching individuals to identify and call upon the right mind for the right moment. Outsiders often find them unpredictable, but their versatility makes them highly adaptable in crisis. Their society values directness, courage, and internal harmony, and many Thakwaash practice rituals or disciplines to keep their competing minds in balance. Offworld, they are seen as physically intimidating yet strangely charismatic, their shifting personas creating conversations that are never the same twice.",
        "languages": "Thakwaashi, composed of grunts, whinnies, and snorts, with a written alphabet for key sounds.",
        "example_names": [
          "Aythar Desh",
          "Hohass Ekwesh",
          "Shakwa Rahakas",
          "Jiva Shelani",
          "Wec Taskelor."
        ]
      },
      "image_file": "thakwaash.jpg",
      "auto_languages": [
        "Thakwaashi"
      ]
    },
    {
      "name": "Togorian",
      "size": "Large",
      "speed": 40,
      "ability_modifiers": {
        "str": 4,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Claws",
          "description": "You have natural melee weapons. Claws: +STR to hit, 1d6 slashing damage.",
          "effects": [
            {
              "type": "special",
              "note": "Claws: +STR to hit, 1d6 slashing damage (natural melee weapons)"
            },
            {
              "type": "natural_weapon",
              "name": "Claws",
              "damage_dice": "1d6",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Apex Predator",
          "description": "When you move at least 20 ft straight toward a creature, you gain Advantage on your next melee attack. If you hit after moving 20 ft, the target must succeed a DC 12 STR save or be knocked prone.",
          "effects": [
            {
              "type": "special",
              "note": "After moving at least 20 ft straight toward a creature: Advantage on next melee attack; if hit, target DC 12 STR save or knocked prone"
            }
          ]
        },
        {
          "name": "Night Hunter",
          "description": "You have Darkvision up to 60 ft.",
          "effects": [
            {
              "type": "darkvision",
              "range_ft": 60
            }
          ]
        },
        {
          "name": "Pack Isolation",
          "description": "You struggle with group tactics. You cannot gain Advantage from flanking.",
          "effects": [
            {
              "type": "special",
              "note": "Cannot gain Advantage from flanking"
            }
          ]
        },
        {
          "name": "Overconfident Pride",
          "description": "If you miss a melee attack, you must target the same creature again on your next attack if able. If that attack also misses, you suffer Disadvantage on all attack rolls and -2 AC until the end of your next turn, but your melee attacks deal +2 die of damage while the effect lasts.",
          "effects": [
            {
              "type": "special",
              "note": "On melee miss: must target same creature next attack; second miss = Disadvantage on attacks and -2 AC until end of next turn, but +2 die of melee damage while active"
            }
          ]
        }
      ],
      "description": {
        "lore": "Togorians are a towering, feline warrior species from the temperate Mid Rim world of Togoria, instantly recognizable as big cat-like humanoids covered in fur, armed with retractable claws and prominent fangs, and built like living predators. Standing roughly two meters or more, Togorians are among the most physically imposing sentients in the galaxy, prized and feared in equal measure as hunters, bodyguards, mercenaries, and shock troops. Their homeworld is a sweep of windswept savannas, deep canyons, and ancient forests dotted with isolated cities, and the harsh, open hunting grounds of that planet shaped every Togorian into a relentless apex predator. To answer the question most travelers ask after meeting one: a Togorian is a proud, claw-and-fang feline humanoid whose entire culture and physiology are oriented around the hunt. Most Togorian lore comes from Star Wars Legends, though the species has carried forward into current canon through figures like the martial-arts master H'sishi.\n\nPhysically, the Togorian is a study in evolved lethality. Short, thick fur covers a frame of long, slender, powerful muscle, ranging in color from gray-white and brown to deep charcoal and black, frequently marked with rust, orange, or red stripes and spots that vary by region and bloodline. Their hands and feet end in retractable, razor-sharp claws, and their jaws hold prominent fangs set in a feline muzzle. Piercing jade, yellow, or yellow-green eyes give them keen vision even in low light, catching and reflecting light the way a hunting cat's do in the dark. Legends sources also credit Togorians with unusually dense bone tissue, letting them shrug off physical trauma that would cripple a being of similar size. Sources disagree on exact stature, with figures for adult males running anywhere from roughly two meters up to as much as three, and females consistently described as somewhat shorter; the species is uniformly large and heavily built, on the order of 170 kilograms for a grown male. (Assumption flagged: the precise height ceiling is genuinely inconsistent across canon and Legends references, so it is best treated as a range rather than a fixed number.)\n\nTogorian society is defined by one of the most unusual gender divides in the galaxy. Long ago a rift opened between the sexes, with males wanting to continue the old nomadic hunting life and females wanting the safety and comfort of permanent settlements; rather than one side winning, both proved too stubborn to yield, and the species simply split its way of life in two. Today, Togorian males live as solitary, roaming nomads who hunt the plains, compete in contests of prowess, and range across vast distances, while females remain in the cities, raising the young, tending domesticated herds, and developing the species' technology. The sexes live almost entirely apart, with males visiting their mates for only about a month each year. Despite that separation, or perhaps because of it, Togorians are strictly monogamous and fiercely devoted to their chosen mate, a bond that can drive a male to cross the galaxy to recover a lost partner.\n\nThe most distinctive thread in Togorian life is their bond with the mosgoth, the great flying reptilian mounts of Togoria. The partnership began in deep antiquity, when early Togorians and the mosgoths were both preyed upon by the larger flying liphons, which raided mosgoth nests for eggs; the two species began sheltering near one another for mutual protection, and over generations the Togorians domesticated the mosgoths as mounts. That single development created the entire shape of Togorian civilization: settled females in the cities and nomadic males riding their mosgoths to the hunt across the plains. To this day a male Togorian and his mosgoth are an iconic sight, and the right to pitch a tent within the camp of a respected leader, such as the Margrave who serves as a unifying figure among the nomads, is considered a genuine honor reserved for the worthy.\n\nAcross the wider galaxy, Togorians are renowned first and foremost as warriors. Their martial reputation reaches back to a Mandalorian attempt to conquer Togoria, when the united defenders so impressed the invaders with their fighting skill that the Mandalorians recruited them rather than crushing them; later generations turned to mercenary work, bounty hunting, and piracy, often in crews and colonies tied to the Hutts. The species' best-known individuals reflect that range. H'sishi was a female Togorian martial-arts master who ran the Yinchom Dojo on Coruscant, training bodyguards for Imperial officials, and famously sparred with and earned the respect of Grand Admiral Thrawn, an appearance that carries the species into current canon. Muuurgh, a male Togorian, served as a bodyguard alongside a young Han Solo and crossed the galaxy to recover his lost mate Mrrov, embodying both the species' fearsome guard reputation and its monogamous devotion. Force-sensitivity is rare and often shunned among Togorians; a Togorian Jedi youngling is recorded to have survived Order 66, and the Force-sensitive Mebara Jos, rejected by her own people, left Togoria to seek training at the Almas Jedi academy.\n\nAs a player character, the Togorian is built to dominate close combat and the hunt. The species is Large with a high Strength bonus and Athletics proficiency, and its Claws trait grants natural melee weapons rather than relying on a wielded blade, perfectly matching the lore of a clawed feline predator. Night Hunter gives Darkvision out to 60 feet, reflecting those low-light hunting eyes, while Apex Predator rewards the classic charge of a big cat closing distance and slamming prey to the ground. The flip side of that ferocity is written into the kit as well: Pack Isolation denies the flanking Advantage that comes from coordinated group tactics, mirroring the solitary nomad who does not fight as part of a pack, and Overconfident Pride punishes a missed strike by forcing a Togorian's wounded pride to fixate on the same foe, trading defense for raw damage. Lean into honorable face-to-face duels, mounted hunting traditions, or a bodyguard's lethal loyalty, pair the build with heavy melee weapons and armor, and you will play a Togorian exactly as the galaxy fears them: a proud, clawed warrior who believes the strong were born to hunt.",
        "home_planet": "Togoria, a temperate world of savannas, forests, and deep canyons in the Mid Rim.",
        "physical_description": "Togorians are towering, powerful felinoid predators whose physical presence borders on overwhelming. Adult males commonly stand around 2.5 meters tall and weigh roughly 170 kilograms, supported by digitigrade legs with a distinctive double-knee structure that gives them a smooth, stalking gait. Their bodies are packed with dense muscle built for sudden bursts of speed, high-impact charges, and devastating melee strikes. Short, thick fur covers their frames, typically jet black or deep charcoal marked with orange or rust-colored stripes, though regional and familial variations exist. Their hands and feet end in retractable, razor-sharp claws capable of rending armor and tearing through organic targets with ease. Angular feline features—muzzles with prominent fangs, flaring nostrils, and piercing jade or yellow-green eyes adapted for low-light vision—complete their predatory look. Their eyes catch and reflect light in the dark, and even at rest, their bodies radiate twitching, coiled energy. They speak in deep, sibilant tones underscored by low growls, and when mounted atop mosgoth steeds or outfitted in battle harness, Togorians resemble living war beasts more than ordinary sentients.",
        "height_range": "2.5 meters",
        "weight_range": "170 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Togorian society is built on might, dominance, and the ruthless pursuit of personal power. Among males, strength is both currency and law; the largest, most aggressive, and most dangerous individual leads any given group, and leadership is constantly tested through challenge and violence. Subtle politics exist, but they are always framed through the lens of predation—alliances are packs, rivals are prey or threats, and respect is earned through displays of bravery, ferocity, and endurance. Togorian males delight in proving themselves against worthy opponents, especially other powerful Species or heavily armed foes, and they have a particular fondness for direct melee combat where their physical superiority can be displayed openly.\n\nFemales, while no less fierce in temperament, channel their aggression differently. They preside over Togoria’s cities, oversee herds and resources, raise young, and manage the limited technical and industrial infrastructure of their people. Their authority within urban centers is absolute, and males who challenge that authority quickly find themselves outmaneuvered, exiled, or dead. The divide between nomadic males and city-dwelling females creates a culture in which contact between the two is ritualized and relatively infrequent outside of mating traditions.\n\nTo outsiders, Togorians are often seen as treacherous, foul-tempered, and dangerously unpredictable. They have little patience for weakness, rarely back down from confrontation, and are perfectly willing to betray those they consider unworthy or soft. At the same time, a Togorian who genuinely respects someone—usually after that person has survived a test of strength, courage, or stubborn defiance—may become a fearsome and unwavering ally. Their trust is difficult to earn and easily lost, but when it holds, it is backed by lethal commitment.\n\nOffworld, most Togorians gravitate toward roles that let them exercise their predatory instincts: pirates, raiders, enforcers, gladiators, bounty hunters, or shock troops. They are drawn to criminal organizations and private fleets where violence and intimidation are valuable skills, and they often scheme to take over or splinter off into their own bands. Tech-oriented vocations hold little interest for the average Togorian; they prefer to wield weapons rather than fine-tune them. Stories across the galaxy paint them as monsters and marauders, and while that view is exaggerated, it carries a core truth: Togorians are dangerous because they were born to hunt, and they see little point in pretending otherwise.",
        "languages": "Togorians speak Togorian and Basic.",
        "example_names": [
          "Dankin",
          "Dh'rang",
          "H'sishi",
          "Keta",
          "Mezgraf",
          "Mrrov",
          "Muuurgh",
          "Qrrulla",
          "Rowv",
          "Ruukas",
          "Sarrah",
          "Seendar."
        ]
      },
      "image_file": "togorian.jpg",
      "auto_languages": [
        "Togorian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Toydarian",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Deception"
      ],
      "traits": [
        {
          "name": "Hover Flight",
          "description": "You can hover and fly at 20 ft speed. If you end your turn with 0 movement remaining, you stay aloft. However, you cannot fly if wearing Medium or Heavy armor.",
          "effects": [
            {
              "type": "speed_bonus",
              "value": 20,
              "movement_type": "fly",
              "condition": "cannot fly in Medium or Heavy armor"
            }
          ]
        },
        {
          "name": "Mind Resistance",
          "description": "You have Advantage on saving throws against Charm, Fear, or mental influence powers.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Charm, Fear, or mental influence powers"
            }
          ]
        },
        {
          "name": "Keen Bargainer",
          "description": "Once per Long Rest, reroll a failed Persuasion check made to negotiate a deal.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Persuasion check made to negotiate a deal"
            }
          ]
        },
        {
          "name": "Frail Wings",
          "description": "If you take slashing damage, you must make a DC 10 DEX save or fall prone and lose flight until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "On slashing damage: DC 10 DEX save or fall prone and lose flight until end of next turn"
            }
          ]
        },
        {
          "name": "Tiny Frame",
          "description": "You have Disadvantage on Athletics checks and can only wield Light weapons.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            },
            {
              "type": "special",
              "note": "Can only wield Light weapons"
            }
          ]
        }
      ],
      "description": {
        "lore": "Watto, the wheezing junk dealer who owned a young Anakin Skywalker in Mos Espa, is the Toydarian everyone remembers, and the moment that defined the species came when Qui-Gon Jinn waved a hand over a sale and Watto sneered back, \"Mindtricks don't work on me, only money.\" Toydarians are winged, snouted traders from Hutt Space whose stubborn minds shrug off Force persuasion, which is exactly why so many of them ended up running shops, scrapyards, and smuggling fronts where a Jedi's word counts for nothing.\n\nA Toydarian looks like a squat, blue-or-green humanoid crossed with a fly: a trunk-like snout flanked by small tusks, webbed feet that rarely touch the ground, large eyes, and a pair of fast-beating insect wings. Those wings are too small to lift a body on muscle alone. The real lift comes from a gas-filled bladder in the belly that keeps a Toydarian naturally buoyant, so the wings mostly steer and stabilize while the creature bobs in the air almost constantly. Their bodies are light and their fingers are quick and clever, a combination that made them sharp mechanics and tinkerers as much as hagglers.\n\nTheir homeworld, Toydaria, sits in Hutt Space and is a world of nutrient-rich muck-lakes and mud flats rather than dry land. Clouds of insects, mats of floating algae, and stretches of stinking water cover the surface, along with predators such as the grabworms that lurk in the shallows. Toydarians evolved to live above all of it, hovering over the muck and touching down only on the relative safety of an algae mat. As omnivores they took whatever the swamp offered, from succulent algae to fish, and their near-permanent flight was as much a survival adaptation against the things below as it was a way to get around.\n\nThe species' resistance to Force manipulation is treated as a biological quirk rather than training, something in the wavelength of Toydarian thought and willpower that the usual mind trick simply can't get a grip on. It is not total invulnerability to the Force, but it reliably blocks the suggestion-style persuasion Jedi and Sith lean on, and Toydarians know it and trade on it. That hard-headedness pairs with a culture of haggling and deal-making; a Toydarian merchant assumes you are trying to cheat them and negotiates accordingly.\n\nBeyond Watto, the most consequential Toydarian in the records is King Katuunko, who ruled the planet during the Clone Wars. Toydaria's economy leaned on the Trade Federation, which tied it to the Separatists, yet Katuunko quietly smuggled Republic relief supplies to the starving Twi'leks of Ryloth and tried to hold a neutral line. After Yoda and a handful of clones saved him from an assassination attempt by Asajj Ventress on the coral moon of Rugosa, the grateful king pledged Toydaria to the Republic and later served in its Senate. That allegiance got him killed: Count Dooku sent Savage Opress to capture him, and Opress crushed the king's throat when he tried to flee.\n\nIn SWURPG a Toydarian plays to wits over muscle, with +2 Wisdom and -2 Strength and natural proficiency in Deception that suits a haggler and con artist. Mind Resistance is the signature trait, shrugging off Force-based mental influence the way Watto shrugged off Qui-Gon. Hover Flight keeps you off the ground and out of reach, balanced against Frail Wings and a Tiny Frame that make you fragile and weak in a straight fight, while Keen Bargainer rewards the silver-tongued merchant build. Lean into the archetype: the floating fixer, fence, or grease-stained mechanic who can't be talked into a bad deal and would rather negotiate (or flee on the wing) than brawl.",
        "home_planet": "Toydaria, a swampy, mudflat world in Hutt Space.",
        "physical_description": "Toydarians are short, stocky, winged humanoids rarely exceeding 1.2 meters in height. Their torsos are round and heavy-looking, with prominent bellies and spindly limbs that appear comically thin compared to their stout bodies. Despite that, they are remarkably buoyant thanks to gas-absorbent tissues that make them far lighter than their size suggests. A pair of small, buzzing wings sprouts from their upper back, capable of beating many times per second and allowing them to hover effortlessly above ground. Their skin tones range from blue to turquoise to green, with lighter, cream-colored patches along the stomach and underside. Each hand and foot ends in three digits, the toes webbed for stability during brief periods on the ground, though Toydarians prefer to remain airborne whenever possible.\n\nTheir heads are dominated by a short, pudgy trunk-like snout that droops over a mouth framed by stubby tusks jutting upward from the lower jaw. Males may exhibit sparse whiskers around the muzzle, but the top of the head remains bald and smooth. Their eyes tend to be small and expressive, set beneath heavy lids that give them a perpetually calculating or skeptical expression. In motion, Toydarians constantly bob and drift, their wings beating in a rapid blur while their arms gesture animatedly during conversation. Their voices are nasal and slightly rasping, often colored by Huttese slang and bargaining idioms picked up from a lifetime under Hutt influence.",
        "height_range": "1.2 meters",
        "weight_range": "45 to 50 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Toydarians are proud, sharp-minded, and relentlessly practical. Growing up under Hutt rule has taught them the value of shrewd bargaining and self-preservation, and many develop a keen instinct for reading people, spotting angles, and turning conversations to their advantage. Outsiders often assume all Toydarians are crooks or con artists—thanks in part to infamous individuals like Watto—but the reality is more nuanced. Most Toydarians see business as a battlefield where wit, persistence, and nerve decide victory. They haggle reflexively, distrust deals that seem too generous, and measure others by how well they handle negotiation pressure.\n\nCulturally, Toydaria is structured as a feudal monarchy. A ruling king sits at the top, beneath the distant shadow of Hutt overlords, while vassals, clan leaders, and noble families manage local affairs. Clan bells and heraldic symbols mark Toydarian noble lines, and local rivalries sometimes flare into skirmishes or political maneuvering. Kings and vassals alike often encourage limited internal competition, seeing it as a way to expose weakness and treachery before it threatens the broader order. Despite this fractious structure, Toydarians value loyalty once it is earned, and betrayal within a clan is considered a deep and lasting stain.\n\nEveryday Toydarian life centers around small villages, trade hubs, and merchant enclaves. They favor simple pleasures—good food, lively company, small but tightly bonded communities—and many harbor a fondness for gambling and games of chance, even when it works against their better judgment. Their strong will and resistance to mental influence create a cultural bias toward self-reliance: they trust their own judgment over outsider promises and are slow to yield once they have made up their minds.\n\nBeyond Toydaria, Toydarians are commonly found in markets, junkyards, repair bays, and Hutt-controlled territories as merchants, brokers, fixers, and middlemen. Some drift into outright criminal activity, leveraging their business savvy and immunity to mind tricks to survive in the underworld. Others live respectable lives as traders, shopkeepers, or independent brokers trying to keep one step ahead of both Hutts and governments. Whether unscrupulous or honorable, most Toydarians share a common outlook: in a galaxy full of predators, the only true protection lies in outthinking everyone else at the table.",
        "languages": "Toydarians speak Toydarian and Huttese, and many also speak Basic.",
        "example_names": [
          "Reti",
          "Watto",
          "Zlato."
        ]
      },
      "image_file": "toydarian.jpg",
      "auto_languages": [
        "Toydarian",
        "Huttese"
      ]
    },
    {
      "name": "Togruta",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 1,
        "wis": 1,
        "cha": -2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Pack Coordination",
          "description": "When an ally is within 10 ft of you, you gain +1 to attack rolls on melee attacks against a creature adjacent to that ally. When no ally is within 20 ft, you take -1 on attack rolls due to instinctive discomfort with isolation.",
          "effects": [
            {
              "type": "attack_bonus",
              "value": 1,
              "condition": "melee attacks, when an ally is within 10 ft and the target is adjacent to that ally"
            },
            {
              "type": "special",
              "note": "-1 to attack rolls when no ally is within 20 ft"
            }
          ]
        },
        {
          "name": "Agile Acrobat",
          "description": "You have Advantage on Acrobatics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Acrobatics"
            }
          ]
        },
        {
          "name": "Montral Awareness",
          "description": "Your hollow montrals passively sense movement and proximity through echolocation. You automatically sense the presence and rough location of any creature within 30 feet, even if it is unseen or in darkness, and you cannot be surprised by a creature within that range. This is spatial awareness, not sight: it does not let you target an unseen creature without the normal penalties, and it does not let you see in the dark.",
          "effects": [
            {
              "type": "special",
              "note": "Sense the presence and rough location of creatures within 30 ft, even if unseen or in darkness"
            },
            {
              "type": "special",
              "note": "Cannot be surprised by creatures within 30 ft"
            },
            {
              "type": "special",
              "note": "Spatial awareness only, not true sight: does not negate unseen-attacker penalties or grant vision in darkness"
            }
          ]
        },
        {
          "name": "Social Transparency",
          "description": "You have Disadvantage on Deception checks. Togruta struggle with lying.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "Togruta are the red-and-white humanoids of Shili, marked by the cone-like horns and trailing head-tails that frame the galaxy's most famous example of the species: Ahsoka Tano, the former Jedi Padawan turned rebel who carried those montrals into three eras of war. Ask what a Togruta is and the answer starts at the head. Two hollow, horn-like montrals rise from the skull and three lekku, or head-tails, hang down past the shoulders. Those montrals are not decoration. They are a sense organ, and they let a Togruta feel the shape of a room and the movement of bodies within it without ever turning to look.\n\nThe montrals work by echolocation. They are hollow, and they read ultrasonic waves bouncing off nearby objects, giving a Togruta a quiet, passive map of proximity and motion out to roughly twenty-five meters. It is spatial awareness more than true sight, so it does not let them fight unerringly while blinded or in total darkness, though many train hard to close that gap. Alongside the montrals come the three head-tails, distinctive because most lekku-bearing species have two: a pair falling over the chest and a single thicker lek down the back. Montrals and lekku both grow until adulthood, with females tending toward longer lekku and males toward more branched montrals. The skin runs through oranges, reds, and yellows, broken by bold white facial markings, and the head-tails carry striped bands. (In Legends, that red-and-white patterning is described as inherited camouflage, a holdover from ancestors who slunk through Shili's red-and-white turu-grass to ambush prey.)\n\nShili sits in the Expansion Region, a world of meter-high scrubland grass and large, dangerous beasts, and the Togruta evolved as pack hunters under that pressure. Safety came from numbers. They banded into tribes to stand against predators like the akul and to encircle their own prey, using the montral sense to coordinate the closing ring without a sound. That ecology shaped the culture as much as the body. Togruta work well in large groups, and (In Legends) individualism was treated as something close to abnormal, an instinct to fall in with the pack that runs deep enough that standing apart reads as a deliberate, leaderly act rather than a default.\n\nThe hunting heritage still surfaces in custom. Togruta have sharp canine teeth, used to swiftly kill their traditional prey, the small thimiar, in a way that triggered post-mortem spasms and gave outsiders the false belief that the species was venomous; the Togruta rarely corrected the rumor and let the menace work for them. (In Legends) hunters wore the pelts and teeth of their kills as marks of maturity, with the greatest pride reserved for the tooth of an akul brought down alone, worn as an akul-tooth headdress. The montral sense and the pack reflex are the same trait seen from two angles: a body built to read space, attached to a mind built to read the group.\n\nWithin the Jedi Order the Togruta are best known through two figures. Shaak Ti served as a Jedi Master and member of the High Council during the Clone Wars, a calm and formidable combatant. Ahsoka Tano, apprenticed to Anakin Skywalker, became the more famous by far, growing from headstrong Padawan into a figure who walked away from the Order and kept fighting the Empire long after it fell. Their prominence has made the silhouette of montrals and head-tails one of the most recognizable in Star Wars, and a reliable shorthand for a Togruta whether or not they ever touched the Force.\n\nAs a player character, a Togruta in SWURPG leans into exactly the strengths the lore promises. The Pack Coordination trait turns the species' tribal-hunter instinct into a mechanical edge when fighting alongside allies, rewarding the encircle-and-coordinate style that defined them on Shili. Agile Acrobat reflects the lithe, predatory athleticism of a hunter built to slip through grass and close on prey. Social Transparency leans on the open, group-first psychology of a culture where reading the pack is second nature.",
        "home_planet": "Shili, a world of forests, hidden valleys, and red-and-white turu-grass scrublands in the Expansion Region.",
        "physical_description": "Togruta are tall, lithe humanoids most easily recognized by their colorful skin and elaborate head structures. Their skin tones range from deep red and orange to pale yellow or other warm hues, often broken up by striking white facial markings unique to each individual. These patterns extend across the body as stripes on the arms, legs, back, and torso, echoing the mottled tones of Shili’s turu-grass plains. Their lips tend to be greyish or muted in color, further emphasizing the vivid contrast of their facial pigmentation.\n\nFrom the top of the skull rise two large, hollow horns called montrals, which form the upper part of a natural crest. Three long lekku, or head-tails, extend downward from the sides and back of the head, banded with distinctive stripes that often darken in comparison to the montrals. As Togruta mature, their montrals grow taller and more curved, while their lekku lengthen; female Togruta typically develop longer lekku, while males often exhibit more pronounced branching and definition in their montrals. In some rare cases, a Togruta may even develop a fourth lek. The montrals serve as sophisticated sensory organs, using ultrasonic echoes to map the surrounding space and track movement, granting the species exceptional spatial awareness out to several dozen meters.\n\nPhysically, Togruta are comparable in build to Humans but tend toward an athletic, whipcord-lean frame, suited to swift running, agile leaps, and coordinated pack maneuvers. Their hands and feet are humanoid, but their mouths conceal sharp canine teeth adapted for a carnivorous diet; these are traditionally used to deliver a killing bite to small prey such as thimiars, often leading outsiders to incorrectly assume they are venomous. Togruta eyesight is acute, capable of picking out distant movement across open plains, and their montrals and lekku subtly shift with emotion, making their body language especially expressive to those who learn to read it. Many Togruta prefer to go barefoot on their homeworld, believing that direct contact with the soil of Shili maintains a spiritual bond with the land.",
        "height_range": "1.7 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Togruta society is built on the principles of unity, cooperation, and shared risk. From childhood, Togruta are raised to hunt, train, and solve problems as part of a pack, and they learn quickly that the strength of the group far exceeds the strength of any single hunter. This mindset produces individuals who are naturally social, outspoken within trusted circles, and highly attuned to group dynamics. They tend to read the mood of a room with ease, adjust to the flow of conversation, and instinctively position themselves to support allies. Conversely, extended isolation feels wrong to many Togruta; fighting or traveling alone can leave them anxious, restless, or subtly off-balance.\n\nCulturally, they value honesty and clarity of intent within the pack. Deception is frowned upon when used against one’s own people, and many Togruta find lying to be uncomfortable or self-sabotaging in close social circles. Their legends and stories often emphasize loyalty, sacrifice, and the idea that those who cannot keep up or refuse to contribute must either adapt or accept the consequences of their choices—a worldview some outsiders interpret as harsh or unforgiving. Togruta themselves see it as a simple acknowledgment of nature: the pack carries those who pull their weight and moves on from those who refuse. This philosophy also shapes their rites of passage, such as Akul hunts, where young Togruta prove themselves through courage, skill, and contributions to the group’s success rather than purely individual glory.\n\nTogruta prefer simple, practical clothing that allows free movement, often highlighting their cultural identity through sashes, jewelry, or headdresses made from teeth, pelts, and materials gathered during the hunt. Akul teeth, in particular, are worn with great pride—woven into headdresses, necklaces, or ornaments that mark significant personal victories. Many Togruta, especially those who leave Shili, blend these traditions with offworld fashion, wearing their heritage as a visible reminder of where they came from.\n\nBeyond Shili, Togruta adapt readily to roles that reward teamwork, awareness, and conviction. They excel as soldiers, scouts, officers, mediators, and Jedi, and many find purpose in organizations where their pack mentality can be applied to squads, crews, or entire communities. Even the most independent Togruta hero usually measures success not just by personal achievement, but by how well they protected and elevated the people fighting beside them.",
        "languages": "Togrutas speak Togruti and most also learn Basic.",
        "example_names": [
          "Ahsoka Tano",
          "Ashla",
          "Codi Ty",
          "Creev Zrgaat",
          "Dyani Zaan",
          "Jir Taalan",
          "Qusak Laal",
          "Raana Tey",
          "Shaak Ti",
          "Vika Saaris."
        ]
      },
      "image_file": "togruta.jpg",
      "auto_languages": [
        "Togruti",
        "Galactic Basic"
      ]
    },
    {
      "name": "Trandoshan",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics"
      ],
      "traits": [
        {
          "name": "Claws",
          "description": "Your unarmed strikes deal 1d4 slashing damage using your Strength modifier.",
          "effects": [
            {
              "type": "special",
              "note": "Unarmed strikes deal 1d4 slashing damage (STR modifier)"
            },
            {
              "type": "natural_weapon",
              "name": "Claws",
              "damage_dice": "1d4",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Natural Armor",
          "description": "Your scaly hide grants you a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Regenerative Toughness",
          "description": "Once per Short Rest, you regain hit points equal to your Constitution modifier (minimum 1) as a Bonus Action.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest, Bonus Action: regain HP equal to CON modifier (min 1)"
            }
          ]
        },
        {
          "name": "Metabolic Vulnerability",
          "description": "You have Disadvantage on saving throws against Stun and Cold effects, and you take +2 extra damage from Cold attacks.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on saving throws against Stun and Cold effects"
            },
            {
              "type": "special",
              "note": "Take +2 additional damage from Cold attacks"
            }
          ]
        },
        {
          "name": "Jagannath Code",
          "description": "When you kill a weak, helpless, or surrendered creature (GM discretion), you must succeed on a DC 12 Wisdom saving throw. On a failure, you suffer 5 psychic damage and become Restrained until the start of your next turn as spiritual backlash punishes your dishonor.",
          "effects": [
            {
              "type": "special",
              "note": "On killing weak/helpless/surrendered creature: DC 12 WIS save or 5 psychic damage and Restrained until start of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Bossk—the snarling reptilian bounty hunter who stalked the bridge of an Imperial Star Destroyer in The Empire Strikes Back and later hunted Jedi younglings across the moon of Wasskah in The Clone Wars—is the galaxy's most famous Trandoshan, and he is exactly what most beings picture when they hear the name. Trandoshans are towering, cold-blooded reptilian humanoids from Trandosha, a jungle world of the Mid Rim that they call Dosh, and they have spent millennia perfecting a single craft: the hunt. They earn their living as bounty hunters, slavers, and mercenaries, and they wear their scars and trophies the way other species wear medals. A Trandoshan rarely needs to raise its voice to be taken seriously; the claws, the muscle, and the reputation do that work first.\n\nPhysically, Trandoshans are built like the apex predators they believe themselves to be. They are broad and heavily muscled, considerably stronger than a human, and clad head to foot in thick, scaling hide that they shed periodically throughout their lives and that turns aside blows other species would feel. Each limb ends in three thick, clawed digits—superb for rending, gripping, and climbing, but poorly suited to fine work, which is why so many Trandoshans lean on droids, tools, and specialists for delicate mechanical tasks. Their eyes see far into the infrared, letting them track the body heat of warm-blooded prey through jungle dark, smoke, or undergrowth. Most striking of all, a young or adult Trandoshan can slowly regrow a severed limb or damaged tissue, much as a lizard regrows a tail—though this gift fades as they reach middle age (around fifty-four standard years), and severe trauma such as plasma burns can scar permanently and shut down regrowth in that area.\n\nWhat truly drives a Trandoshan is faith. They worship the Scorekeeper, a goddess said to exist beyond time and space who watches every hunt and tallies each Trandoshan's \"jagannath points\"—spiritual currency earned by killing worthy, dangerous prey. The greater and more formidable the quarry, the larger the reward, and these points are believed to determine a Trandoshan's status in life and their fate in the afterlife. The flip side is merciless: a Trandoshan who is shamed, captured, or humiliated has their score reset to zero and is branded a living disgrace. There is one path back—hunt down and kill the one who shamed you, and the Scorekeeper restores what was lost. This theology turns the entire culture into a perpetual contest of worthy violence, where mercy toward the helpless earns nothing and a glorious kill earns everything.\n\nNo prey is more prized than a Wookiee. Trandosha shares its star system with Kashyyyk, the Wookiee homeworld, and the two species have hated each other for as long as either can remember. Trandoshan hunters and slavers raid Kashyyyk's forests for living trophies, while the Wookiees defend their home with ferocious violence—a feud that played out on-screen when Trandoshan sport-hunters released captives on Wasskah to be tracked for points. Wookiee pelts and captured Wookiees are among the richest jagannath rewards a hunter can claim, and bagging a rare or infamous Wookiee is a career-defining triumph. Beyond that blood feud, Trandoshans hire out across the galaxy as bounty hunters, hired guns, interrogators, gladiators, and enforcers, and their reputation for cruelty and sheer stubbornness makes them nearly impossible to intimidate.\n\nBossk is the archetype—son of Cradossk, a leader of the Bounty Hunters' Guild, and a feared hunter in his own right—but he is far from alone. Trandoshans have long served as Hutt muscle; the Strassi crime family, led by Dokk Strassi, operated as captains within Jabba the Hutt's criminal empire. When the Empire rose, Trandoshans allied with it early and eagerly, supplying the slaving operations that dragged enslaved Wookiees to spice mines and construction sites across the galaxy. Yet they are not mindless brutes: their society also includes traders, technicians, strategists, and the rare Jedi, and a Trandoshan who swears a life debt to one who saved them can become a fiercely loyal ally—even to a member of a species they were raised to despise.\n\nFor a player, a Trandoshan is a frontline predator who hits hard and shrugs off punishment. Raw strength and a scaly hide make them natural brawlers: their Claws turn empty hands into slashing weapons, Natural Armor adds to their defense, and Regenerative Toughness lets them claw back hit points mid-fight, echoing their lore-famous healing. That resilience has a cost—Metabolic Vulnerability leaves their cold-blooded physiology exposed to stun and cold effects, so a smart enemy will reach for an ice grenade or a stun setting. The deepest roleplaying hook is the Jagannath Code: kill someone weak, helpless, or surrendered and the Scorekeeper punishes the dishonor with spiritual backlash, a constant pressure to hunt with honor rather than convenience. Play a Trandoshan as a hunter chasing worthy kills, a slaver's muscle looking for redemption, or a scarred mercenary one life debt away from changing sides—but always one who measures their worth in trophies, scars, and points.",
        "home_planet": "Trandosha (also known as Dosha), a jungle and forest world in the Kashyyyk system of the Mid Rim.",
        "physical_description": "Trandoshans are large, bipedal reptilian humanoids standing roughly 1.8 to 2.1 meters tall, with dense, scaly hides that range in color from sandy brown and olive green to deep orange or yellow. Their scales are thick enough to blunt minor blows and are periodically shed and renewed over the course of their lives. Young and adult Trandoshans possess a remarkable regenerative ability, allowing them to slowly regrow lost limbs, damaged scales, and other tissue until they reach middle age, after which regeneration becomes unreliable or ceases entirely. Severe injuries from plasma or similar high-intensity energy can permanently disrupt this ability, leaving patches of scarred, non-regenerating hide.\n\nTheir heads are broad and angular, with pointed skulls, heavy jawlines, and rows of sharp, predatory teeth designed for tearing flesh. Some individuals sport small crests or feather-like growths along the crown of the head, while others have smoother scalps. Their eyes are large, forward-facing, and extremely sensitive, with horizontal pupils and the ability to see well into the infrared spectrum. This thermal vision allows them to track warm-blooded prey through smoke, darkness, or foliage that would blind many other species, making them dangerous ambush predators in almost any environment.\n\nEach of their four limbs ends in three thick, clawed digits. These claws are perfect for raking, slashing, and climbing the trees and ruins of their homeworld, but they lack fine dexterity. Trandoshans can operate most standard weapons and equipment, but delicate tasks—such as detailed technical work or intricate surgery—are difficult and often delegated to specialized tools, droids, or other species. They usually go barefoot, as their broad, scaled feet do not fit standard humanoid footwear and offer excellent traction on natural surfaces.\n\nThough heavily built, Trandoshans are not sluggish. Their musculature supports sudden bursts of speed, bone-crushing grips, and devastating melee strikes. Their cold-blooded nature ties their performance to environmental conditions: they thrive in warm climates and can become sluggish or vulnerable in environments that are too cold if they cannot find adequate protection or heat sources.",
        "height_range": "2.0 meters",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Trandoshan culture is centered on the hunt and their devotion to the Scorekeeper. From a young age, Trandoshans are taught that every meaningful victory, worthy kill, or successful hunt earns them jagannath points—a spiritual tally that defines their worth in the eyes of their goddess. Capturing powerful enemies, taking rare trophies, and bringing down dangerous prey all increase this invisible score. Conversely, failure, shame, or being captured themselves can reset their tally to zero, branding them as failures whose only path to redemption is an exceptional act of brutality or revenge. This belief system encourages aggressive, risk-seeking behavior and fosters careers as bounty hunters, slavers, guards, and mercenaries throughout the galaxy.\n\nAs a people, Trandoshans tend to be ruthless, competitive, and easily angered, with a natural inclination toward violence and dominance. They hold long-standing enmity toward Wookiees, whom they see as prized quarry; capturing or killing a powerful Wookiee is seen as a major spiritual and social achievement. Many Trandoshan ships, clans, and hunting guilds decorate their halls with pelts, claws, and skeletal remains taken from their prey. However, their worldview is not entirely without structure or nuance. Honor, strength, and the efficient execution of a hunt matter more than pointless cruelty. Some Trandoshans respect foes who fight fiercely or survive against the odds, and a few even form grudging alliances with former prey when survival or profit demands it.\n\nTrandoshans value hierarchy, but authority must be backed by strength and results. Clan leaders, elder hunters, and successful bounty killers command respect, while those who fail repeatedly or show perceived weakness can quickly lose standing. Life debts, while rare, are deeply significant: a Trandoshan who swears a debt—often to someone who saved their life—may shift their fierce loyalty entirely, treating their ghrakhowsk as a priority even over profit or tradition. A small minority also rejects some of their culture’s worst excesses, channeling their discipline and power into more constructive roles, or even service in organizations that oppose slavery.\n\nDay to day, Trandoshans are blunt and direct. They are more likely to threaten, test, or challenge someone than to flatter them, and they often misjudge how intimidating they appear to other species. Many enjoy simple, visceral pleasures: physical training, dangerous hunts, heavy meals, and the satisfaction of a successful contract. While kindness and empathy are not hallmarks of their culture, individual Trandoshans can show loyalty, restraint, and even surprising compassion when it aligns with their personal code or the Scorekeeper’s favor.",
        "languages": "Trandoshans speak Dosh and most also learn Basic.",
        "example_names": [
          "Bossk",
          "Fusset",
          "Krussk",
          "Ssuurg",
          "Tusserk."
        ]
      },
      "image_file": "trandoshan.jpg",
      "auto_languages": [
        "Dosh (Trandoshan)",
        "Galactic Basic"
      ]
    },
    {
      "name": "Tridactyl",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "str": -2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Insight"
      ],
      "traits": [
        {
          "name": "Force-Attuned",
          "description": "You have Advantage on saving throws against Force powers.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Force powers"
            }
          ]
        },
        {
          "name": "Unshakable Discipline",
          "description": "Once per Long Rest, you can reroll a failed Wisdom saving throw.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll a failed Wisdom saving throw"
            }
          ]
        },
        {
          "name": "Light Step",
          "description": "You have Advantage on Stealth checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Stealth"
            }
          ]
        },
        {
          "name": "Physically Limited",
          "description": "You have Disadvantage on Athletics checks and can only wield Light melee weapons.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            },
            {
              "type": "special",
              "note": "Can only wield Light melee weapons"
            }
          ]
        },
        {
          "name": "Speech Oddities",
          "description": "You have Disadvantage on Intimidation and Deception checks due to your unusual phrasing and cadence.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "Yoda, Yaddle, and Grogu are the only members of this species ever named in canon, and \"Tridactyl\" isn't even their real name. It's a descriptive label hung on them by outsiders for their three-fingered hands, because the species itself has never told the wider galaxy what it calls itself, where it comes from, or what its history is. They are small, green-skinned, long-eared, and almost impossibly attuned to the Force, and after centuries of contact the rest of the galaxy still knows them mainly through a handful of Jedi who lived to extraordinary age.\n\nPhysically they are tiny. Adults stand below 70 centimeters, with Yoda himself only around two feet tall, which makes them among the smallest sapients to walk the galaxy without being treated as juveniles. Their skin runs green to greenish-brown, their foreheads carry distinctive ridges, and their ears are large, sharp, and elfin, expressive enough to telegraph mood on their own. The \"tridactyl\" hands give them three thick fingers tipped with small claws; their feet are usually anisodactyl, three toes forward and one back (Holocron continuity keeper Leland Chee pinned Yoda at four toes total, though depictions have wandered between three, four, and five). What sets the species apart most is its lifespan: Yoda lived to 900 years, and Grogu was fifty and still a toddler, so the species ages at a glacial pace measured against almost anything else alive.\n\nTheir homeworld is genuinely lost. The species has no recorded planet of origin, no shared name for itself that it offers to outsiders, and no documented heritage. (In Legends, scattered accounts describe small, hidden communities living on undeveloped worlds in the Outer Rim and Wild Space, deliberately apart from galactic traffic, with most who leave those communities ending up as Jedi.) In canon, George Lucas chose never to reveal where Yoda came from, and that absence has hardened into a deliberate part of the species' identity: a people defined by what they refuse to disclose.\n\nThat secrecy is itself the deepest cultural trait. Every known member has been a Force-sensitive aligned with the Jedi, and all of them practiced a kind of patient, disciplined reticence, sharing wisdom freely while guarding origins absolutely. Yoda's famously inverted, attention-demanding way of speaking reads less like a quirk of biology than a habit of mind, a manner that forces a listener to slow down and actually absorb the lesson. (Assumption: there's too small a sample to know whether the species shares one language or culture, since the three known members were raised inside Jedi tradition rather than among their own kind.)\n\nYoda is the species' whole public face: Grand Master of the Jedi Order, a swordsman and teacher whose calm was inseparable from his power, who survived Order 66 and went into exile on Dagobah. Yaddle sat on the Jedi High Council during the Naboo crisis. Grogu, rescued from the Jedi Temple as the Order fell and forced to bury his connection to the Force to survive, has shown the full range of the species' gifts on screen, halting a charging mudhorn in midair, healing wounds, and shielding allies. Three individuals across centuries, and from them the galaxy extrapolated an entire reputation for wisdom and Force mastery.\n\nFor a SWURPG player, a Tridactyl is a Force-first character built on insight rather than muscle. The species is Force-Attuned by nature and carries Unshakable Discipline, the steady, meditative calm that defines every canon member, paired with a +2 to Wisdom and proficiency in Insight that reward reading people and situations over brute confrontation. Light Step suits a creature this small and this comfortable suspending itself in the Force. The flip side is real: a -2 to Strength and the Physically Limited trait reflect a body under 70 centimeters tall that simply cannot trade blows with larger species, and Speech Oddities captures the idiosyncratic, syntax-bending way these beings communicate. Play a Tridactyl when you want a tiny, ancient, profoundly Force-sensitive sage whose body is a liability and whose mind and connection to the Force are the whole point.",
        "home_planet": "Unknown. Tridactyls keep their origin secret, and no confirmed homeworld is recorded in galactic history.",
        "physical_description": "Tridactyls are small, light-framed humanoids, averaging about 0.7 meters in height. Their skin ranges from green to greenish-brown and has a leathery, slightly reptilian texture. Large, pointed ears flare from the sides of the head, giving them a distinct silhouette that is often mistaken for Lanniks or other short, big-eared species. Their faces are expressive and heavily lined with age, and sparse tufts of white or gray hair may grow along the scalp, chin, or back of the head as they grow older.\n\nEach hand ends in three short digits with small vestigial claws, and their feet are similarly compact, adapted more for balance and quiet movement than speed or brute force. Their small bodies conceal a surprising toughness; Tridactyls endure centuries of life, and even in advanced age they often remain agile and capable in both body and mind. Their sharp, carnivorous teeth hint at a diet that includes meats and nutrient-dense foods that many other species find unappealing.\n\nAlthough they are physically weaker than most species and rarely match others in raw strength or reach, Tridactyls move with a measured, deliberate grace. They are not built for heavy lifting or direct physical confrontation, but their size and balance make them adept at slipping through tight spaces, perching in unexpected places, and moving quietly when they choose. Most rely on the Force, keen senses, and centuries of experience rather than brute force or martial dominance.",
        "height_range": "0.7 meters",
        "weight_range": "30 to 50 kilograms",
        "age_of_adulthood": "150 standard years",
        "personality": "Tridactyls are typically humble, contemplative, and slow to anger. They tend to see conflict, success, and failure through the lens of long centuries rather than fleeting moments, making them patient and difficult to rattle. Many are playful in a quiet, mischievous way, testing others with riddles, half-truths, or odd phrasing to probe their character. Even when they possess immense power, they rarely flaunt it; guidance, teaching, and subtle influence come more naturally to them than command or intimidation.\n\nCulturally, Tridactyls are secretive by design. They share very little about their history, numbers, or traditions with outsiders—sometimes even with close allies. Isolated enclaves of their kind are rumored to exist on remote, lightly settled worlds, where they live in harmony with the local environment and spend long years in study or meditation. Their communities are small and insular, carefully choosing when (or if) to engage with the broader galaxy. Some scholars speculate that this secrecy is a deliberate safeguard, either to protect the species from exploitation or to protect the galaxy from knowledge not yet meant to be shared.\n\nMany Tridactyls who interact with other species speak Basic in a distinctive, idiosyncratic manner, using inverted grammar and formal, almost ritualistic sentence structures. This unusual phrasing can make them seem eccentric or comical to those who underestimate them, but it often masks razor-sharp insight and a keen understanding of others. Tridactyls who become Jedi or other Force adepts embrace service and responsibility, but still act according to their own deep intuition. They are not easily pressured by politics or ego. When they do finally lose their temper—a rare event—witnesses quickly learn why so many legends warn against underestimating them.",
        "languages": "Tridactyls speak, read, and write Basic—often in an idiosyncratic dialect—and frequently learn additional languages, including obscure tongues.",
        "example_names": [
          "Grogu",
          "Minch",
          "Vandar Tokare",
          "Yaddle",
          "Yoda."
        ]
      },
      "image_file": "tridactyl.jpg",
      "auto_languages": [
        "Galactic Basic"
      ]
    },
    {
      "name": "Twi'lek",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "con": -2,
        "cha": 2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Lekku Sensitivity",
          "description": "Your lekku pick up subtle vibrations and shifts in air currents. You gain a +2 bonus to Perception checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Perception",
              "value": 2
            }
          ]
        },
        {
          "name": "Natural Charm",
          "description": "Twi'leks are known for their charisma and ease in social spaces. You have Advantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion"
            }
          ]
        },
        {
          "name": "Oppression Trauma",
          "description": "Centuries of enslavement and exploitation leave deep cultural scars. You have Disadvantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Cautious by Necessity",
          "description": "Growing up amid dangerous political structures breeds hesitation. When you are surprised or ambushed, you suffer a -2 penalty to your first attack roll.",
          "effects": [
            {
              "type": "special",
              "note": "When surprised or ambushed: -2 penalty to first attack roll"
            }
          ]
        }
      ],
      "description": {
        "lore": "Twi'leks are the lekku-headed people of Ryloth, instantly recognized across the galaxy by the pair of fleshy head-tails that hang from their skulls and by skin that comes in blue, green, red, yellow, and a dozen other shades. They have walked nearly every walk of life: Hera Syndulla flew the Ghost for the rebellion, Aayla Secura carried a lightsaber as a Jedi general, Cham Syndulla led an armed resistance on their homeworld, Bib Fortuna ran Jabba the Hutt's palace as his majordomo, and the dancer Oola died on Jabba's throne-room floor. Few species in Star Wars hold that range, from Jedi to crime-lord lackey, and Twi'leks earned all of it.\n\nThe head-tails are the defining trait, and they are not just decoration. Called lekku (each one has a name: \"tchun\" for the left, \"tchin\" for the right), they are prehensile and packed with nerve tissue that stores part of the Twi'lek's own central nervous system. That sensitivity is also a weakness, because a yanked or wounded lek hurts and disorients badly. Their skin runs across the whole spectrum, from blue and green to red, yellow, orange, pink, purple, and white, with the color often tied to clan and ancestry. They tend to run a higher body temperature and a faster metabolism than humans, and their eyes give them strong night vision, both useful adaptations for the world that shaped them.\n\nRyloth, out in the Outer Rim along the Corellian Run, is a hard place to come from. It is tidally locked, so one face is forever turned to the sun in scorching daylight while the other is locked in frozen dark, leaving most life to cling to the narrow twilight band and the cave networks between the two extremes. The surface holds little water, just patches of night-side ice, and the open Bright Lands will cook anything caught out in them. The planet's one great prize is ryll, a mineral spice first dug out for medicine that became a hugely addictive, hallucinogenic drug traded across the galaxy. That spice, and the people themselves, made Ryloth a target for every smuggler and slaver who came looking.\n\nTwi'lek culture grew dense and inventive under that pressure. Their language, Twi'leki, pairs spoken words with an elaborate sign-language flicked out through the lekku, so two Twi'leks can hold a second, silent conversation in plain sight, and family and clan ties run deep enough that skin color itself signals lineage. But their history is also a long record of exploitation that no honest telling should soften: Twi'leks were trafficked off Ryloth for generations, prized as dancers, servants, and slaves, with the Hutts and their kind among the worst offenders. Oola, kidnapped and lied to and made to dance for Jabba, is the face of that trade. And so is the resistance to it, because Twi'leks have fought back hard, first against Separatist occupation in the Clone Wars and then against the Empire through Cham Syndulla's Free Ryloth Movement.\n\nThe famous Twi'leks map that whole spread of fortunes. Aayla Secura, a blue-skinned Rutian Twi'lek of Clan Secura, rose to Jedi Master and General before her own clone troopers gunned her down on Felucia when Order 66 came. Cham Syndulla turned his fame as a freedom fighter into a homegrown insurgency, and his daughter Hera carried it further, becoming one of the rebellion's best pilots and a general in her own right aboard the Ghost. At the other end sit Bib Fortuna, who climbed to the top of Jabba the Hutt's organization as his chief aide, and Oola, who never escaped it. Heroes, killers, leaders, and victims, all of them Twi'lek, all of them shaped by the same hard rock of a homeworld.\n\nFor a player, a Twi'lek is a strong fit for the charmer, the survivor, and the operator who has learned to read a room before walking into it. The species kit leans straight into that lived history: Natural Charm reflects the social fluency that lets a Twi'lek work a crowd or a cantina, Lekku Sensitivity ties a mechanical edge to those nerve-rich head-tails, and Oppression Trauma and Cautious by Necessity both carry the weight of a people who learned wariness the hard way, under slavers and occupiers. Lean into the contrast: a Twi'lek can play the warm, disarming face of the party while quietly never quite trusting the table, which makes for a smuggler, spy, dancer-turned-fighter, or rebel with a real spine under the charm.",
        "home_planet": "Ryloth, a harsh, rocky world in the Outer Rim with extreme light and dark hemispheres.",
        "physical_description": "Twi'leks are near-human in build, typically standing between 1.6 and 2 meters tall with slim, graceful frames and long limbs. Their most distinctive feature is the pair of fleshy head-tails—called lekku—that extend from the crown or back of the skull. Most Twi'leks have two lekku, though rare individuals possess four. These appendages are highly sensitive, capable of subtle prehensile movement and used for both expression and a specialized sign language. Damage to a lekku is extremely painful and can cause shock or lasting neurological harm.\n\nTheir skin spans a wide spectrum of solid or mottled colors, including white, blue, green, orange, yellow, red, purple, gray, and near-black. Facial features are broadly humanoid, though many males sharpen their teeth into points and some have cone-shaped ear structures rather than human-like lobes. Twi'leks are usually lean, though wealthy and powerful individuals sometimes become corpulent with age and excess. They tend to run slightly warmer than most humanoids, with body temperature spiking under fear or stress.\n\nAlthough they can pass in most multi-species crowds without attracting undue attention, close observers quickly learn that Twi'leks rarely stand completely still. Small lekku twitches, shifts in posture, and micro-expressions constantly broadcast emotional cues, especially to others who understand Twi'lek body language.",
        "height_range": "1.6 to 1.8 meters",
        "weight_range": "55 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "Twi'leks are often pragmatic, cautious, and calculating—traits born from living in a galaxy that has repeatedly treated them as expendable labor or property. Many learn to avoid direct confrontation, preferring to watch from the margins, gather information, and act only when they can do so safely or profitably. This does not mean they lack courage; figures like Cham and Hera Syndulla show that when pushed far enough, Twi'leks can become fiercely committed freedom fighters. But even in open rebellion, they tend to value planning, leverage, and alliances over reckless heroics.\n\nTwi'lek society is organized around clans and family lineages, each preserving its history through heirlooms such as the kalikori—intricate totems passed down and expanded from generation to generation. These objects are deeply personal; priceless to the family, meaningless to outsiders. Twi'leks speak both Ryl (often called Twi'leki) and Basic, and combine spoken language with an elaborate lekku-sign code capable of conveying nuance, secrecy, or emotion even in a crowded room. Among themselves, Twi'leks effortlessly blend verbal speech and lekku movement into a layered form of communication.\n\nCulturally, the legacy of slavery and exploitation hangs over the species. Many Twi'leks grow up knowing someone who was taken, sold, or forced into service. This history has bred a deep wariness of authority and an instinct to hedge their bets—Twi'leks often keep escape routes, backup plans, and secret alliances close at hand. At the same time, their natural charisma and adaptability make them excellent negotiators, entertainers, and diplomats. They are quick to read a room, slow to fully trust, and expert at turning underestimation into advantage.",
        "languages": "Twi'leks speak, read, and write Ryl (Twi'leki) and Basic, often with a distinctive accent. Many also learn Huttese, and most can communicate via lekku sign language.",
        "example_names": [
          "Bib Fortuna",
          "Cham Syndulla",
          "Hera Syndulla",
          "Aayla Secura",
          "Lyn Me",
          "Oola",
          "Tott Doneeta."
        ]
      },
      "image_file": "twilek.jpg",
      "auto_languages": [
        "Ryl (Twi'leki)",
        "Galactic Basic",
        "Lekku (Twi'lek sign)"
      ]
    },
    {
      "name": "Ugnaught",
      "size": "Small",
      "speed": 20,
      "ability_modifiers": {
        "dex": -2,
        "con": 2,
        "int": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Mechanics"
      ],
      "traits": [
        {
          "name": "Mechanic's Instinct",
          "description": "You gain Advantage on Mechanics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Metalworker's Constitution",
          "description": "Once per Short Rest, you can reroll a failed Constitution saving throw.",
          "effects": [
            {
              "type": "special",
              "note": "Once per short rest: reroll a failed Constitution saving throw"
            }
          ]
        },
        {
          "name": "I Have Spoken",
          "description": "You have Disadvantage on Persuasion and Deception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        }
      ],
      "description": {
        "lore": "Kuiil, the gruff vapor farmer who repaired Din Djarin's Razor Crest and rebuilt the assassin droid IG-11 in The Mandalorian, is the Ugnaught most of the galaxy would recognize, and he was true to type: a porcine, white-whiskered tinkerer who could fix anything and ended every argument with \"I have spoken.\" Ugnaughts are short, stocky humanoids prized across the galaxy as relentless laborers and gifted artisans, the species you hire when ore has to come out of rock that nothing else can crack.\n\nAn adult Ugnaught stands roughly a meter tall, rarely more than 1.6, with pink or pale skin, an upturned porcine snout, and bristly white hair across the head and face. Some grow short tusks. The build is thickset and powerful for the size, evolved for a lifetime of hard physical work, and their eyesight is tuned to dim, ruddy light rather than open glare. On Cloud City the management famously kept the lower processing levels bathed in red light because it was the color Ugnaughts preferred and it raised their output. They communicate in a dense native language of grunts, squeals, and clicks called Ugnaught, and most speak Galactic Basic as well — Kuiil's flat, unarguable delivery is the type — though their blunt, few-words manner does nothing for their reputation for being curt.\n\nThe species comes from Gentes, a harsh world of volcanoes and swamps in the Anoat sector of the Outer Rim. Survival there meant building clever devices to wrest a living from an unforgiving landscape, and that pressure forged the engineering instinct the whole species is known for. Gentes never developed spaceflight on its own; Ugnaughts went to the stars in the holds of other people's ships, often as bought labor, and scattered across the galaxy as miners, mechanics, and craftsfolk wherever heavy work needed doing.\n\nUgnaught society is built around tight clans, each devoted to a particular craft or profession and bound by a rigid tribal hierarchy and fierce internal loyalty. Skill is inherited and guarded, and dedication to one's trade is close to a moral code, which is why many consider them the hardest-working species alive. That same clan structure made them a target: their labor was bought, traded, and sometimes enslaved outright, and Ugnaught history is shadowed by long stretches of indentured servitude under the Empire and others.\n\nBoth of the species' most famous appearances turn on that mix of craft and exploitation. When Lord Ecclessis Figg built Cloud City above Bespin, he brought in three Ugnaught clans to do it, and in exchange granted them their freedom and the freedom of the city; their descendants ran the Tibanna-gas processing vanes and the carbon-freezing chamber where Han Solo was frozen in The Empire Strikes Back. Kuiil's arc is the darker mirror: sold into indentured servitude to the Empire, he worked years in its gene farms before buying back his own freedom, then retreated to remote Arvala-7 to answer to no one. \"I have spoken,\" his refusal to be argued with, reads as one stubborn old man's whole life talking.\n\nIn SWURPG an Ugnaught is the team's fixer and field engineer. Mechanic's Instinct and a free proficiency in Mechanics make them the natural answer to any broken droid, hatch, or hyperdrive, and the +2 Intelligence backs the tinkering with real know-how. Metalworker's Constitution and +2 Constitution give them the hardy frame of a species that works through what would break others, while I Have Spoken trades on Kuiil's plain-spoken authority. The -2 Dexterity and Small size suit a slow, deliberate body, and the -2 Charisma fits the blunt, few-words temperament: an Ugnaught wins respect at the workbench, not in the cantina.",
        "home_planet": "Gentes, a harsh prespaceflight world in the Anoat System.",
        "physical_description": "Ugnaughts are short, porcine humanoids with stout builds, upturned snouts, layered jowls, and coarse white or gray hair. They typically stand between 1.0 and 1.6 meters tall, with compact frames built for hard labor in harsh environments. Their skin ranges from pale pink to ruddy tones, and many possess small tusks used historically in ritualized blood duels. Their rugged biology grants exceptional stamina and resistance to toxic environments, making them ideal miners and industrial workers. Ugnaughts raised in subterranean or industrial settlements often show thicker jowls, tougher skin, or naturally heightened resistance to airborne irritants. Their movements tend to be deliberate and efficient, with a utilitarian approach to clothing and ornamentation.",
        "height_range": "1.0 to 1.6 meters",
        "weight_range": "30 to 60 kilograms",
        "age_of_adulthood": "20 standard years",
        "personality": "Ugnaughts are steadfast, patient, industrious, and fiercely devoted to their clan and craft. They believe that work defines identity, and an Ugnaught without a task to perform grows restless, irritable, or anxious. Their speech is typically concise and direct, often punctuated by the culturally resonant declaration 'I have spoken,' signaling finality and resolve.\n\nUgnaught society is clan-based, with each family bound to a specific trade passed down for generations. Children are trained from a young age, and adulthood brings a trial to determine their suitability for joining the ranks of their profession. In trades with limited openings, these trials may escalate to fatal duels—an ancient and brutal tradition that persists despite the species’ otherwise peaceful temperament. Ugnaughts avoid boasting but take immense pride in quality craftsmanship, and accusing an Ugnaught’s work of malfunctioning is a grave insult. They value order, dedication, and the quiet dignity of a job done well.\n\nCenturies of slavery and exploitation have also shaped their worldview. Many Ugnaughts remain wary of outsiders, especially those in positions of authority. At the same time, they excel at integrating into industrial societies, forming tight communal enclaves wherever they settle—whether in the mines of Lothal, the factories of Coruscant, or the vast lower levels of Cloud City.",
        "languages": "Ugnaughts speak their own dense language of grunts, squeals, and clicks — simply called Ugnaught — and most speak Galactic Basic as well; Kuiil's flat, unarguable 'I have spoken' is the galaxy's most famous example. Their blunt, few-words manner can read as curt, but it isn't for lack of fluency.",
        "example_names": [
          "Aiza'ran",
          "Dzabba",
          "Grugnak",
          "Inkur",
          "Klaazian",
          "Kyood Vurd",
          "Maz'zt",
          "Ozz",
          "Scizzic",
          "Ugarte",
          "Ugloste",
          "Vinzrik",
          "Y'nzella",
          "Yoxgit."
        ]
      },
      "image_file": "ugnaught.jpg",
      "auto_languages": [
        "Ugnaught",
        "Galactic Basic"
      ]
    },
    {
      "name": "Verpine",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "int": 2,
        "dex": 1,
        "str": -2,
        "cha": -1
      },
      "skill_proficiencies": [
        "Mechanics",
        "Use Computer"
      ],
      "traits": [
        {
          "name": "Carahide",
          "description": "Your hardened green chitinous carapace (carahide) is as flexible as the skin of other species but tough enough to deflect a blade or absorb a glancing blaster bolt. You gain a +1 bonus to Armor Class.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Microscopic Vision",
          "description": "Your large compound eyes are keen enough to pick out microscopic details — readouts, wiring patterns, security keyholes, the subtle flicker of a forged datachit. You gain +2 to Perception checks.",
          "effects": [
            {
              "type": "skill_bonus",
              "skill": "Perception",
              "value": 2
            }
          ]
        },
        {
          "name": "Radio Communication",
          "description": "Your antennae naturally send and receive radio frequencies. You can silently communicate with any other Verpine within 100 km, and with any compatible comlink or wireless device within line of sight — no Action required, no equipment needed. If both antennae are damaged or disabled (by ion fire, EMP, or targeted equipment), this ability is suppressed until they recover.",
          "effects": [
            {
              "type": "special",
              "note": "Silent radio communication with other Verpine within 100 km, and with compatible comlink/wireless devices within line of sight (no Action, no equipment required). Suppressed if both antennae are disabled."
            }
          ]
        },
        {
          "name": "Brittle Carapace",
          "description": "Your chitinous carapace is rigid and brittle compared to mammalian flesh — it cracks and splinters under concussive impact. While you are not wearing worn armor, you have Vulnerability to bludgeoning damage (you take double bludgeoning damage). Worn armor of any category — Light, Medium, or Heavy — cushions the impact and negates this vulnerability.",
          "effects": [
            {
              "type": "damage_vulnerability",
              "damage_type": "Bludgeoning",
              "condition": "while not wearing worn armor"
            }
          ]
        }
      ],
      "description": {
        "lore": "Verpines built the B-wing starfighter, and that single fact tells you most of what you need to know about them: when the Rebel Alliance wanted a fighter that no human engineering team could quite figure out, they went to a colony of insectoid shipwrights living inside hollowed-out asteroids. The starship house Slayn & Korpil, named for two of those colonies, also produced the V-19 Torrent that screams across the screen in the Clone Wars, so Verpine engineering has been bolted onto galactic warships from the Old Republic through the Rebellion. They are the galaxy's quiet hardware geniuses, more comfortable with a hull seam than a podium.\n\nA Verpine is a tall, green, four-limbed insectoid, which already makes them unusual among insect species that tend toward six limbs (a few individuals grow vestigial wings, but most are wingless). Their heads are dominated by huge compound eyes sharp enough to resolve microscopic detail, with a single antenna set behind each eye. The whole body is sheathed in carahide, a chitinous shell as supple as skin but tough enough to turn a blade or shrug off a glancing blaster bolt. Stranger still, by human medical standards a Verpine has no heart: physiologists examining the species can't find an organ that obviously does the job, and the circulatory system simply works without one.\n\nTheir home is the Roche asteroid field, a scatter of rocks colonized rather than a true planet. The Verpine did not evolve in vacuum; each inhabited asteroid was carved out and given an artificial, self-sustaining interior that generates its own air, water, food, and power. The colonies have names like Nickel One (the capital), Slayn, Korpil, and Shantipole, some of them holding a thousand or more inhabitants. (In Legends, some observers speculate the Roche field is the shattered remains of an original Verpine homeworld, broken up either slowly by natural forces or suddenly in an ancient civil war, though nobody has proven it.) The relentless engineering tradition is often traced to a simple survival problem: ships built in Roche have to thread a moving maze of asteroids, so the Verpine got very good at building things that don't crash.\n\nWhat makes their society genuinely alien is how they talk. Verpine antennae transmit and receive radio waves naturally, letting one speak silently to another across distances on the order of a hundred kilometers (outsiders sometimes mistake this near-instant, soundless exchange for telepathy). Because every Verpine can be reached on the same organic network, their colonies run as a kind of standing consensus democracy, with the whole hive instantly consulted on any question that affects it. They are a famously peaceful, patient people who would rather arbitrate than fight, prized across the sector as honest mediators. The same precision shows up in their gunsmithing: the Verpine shatter rifle, a near-silent magnetic-rail weapon that fires a metal slug with brutal accuracy, is a favorite of assassins and elite snipers (Kal Skirata of Mandalore famously owned several).\n\nThe species rarely produces a lone hero, but individuals do step out of the hive. (In Legends, Suskafoo of the first hive the Rebel Alliance contacted helped develop the B-wing and then flew with Dagger Squadron, and Zraii served as a mechanic for the legendary Rogue Squadron.) That pattern is the Verpine story in miniature: not flashy pilots or warlords, but the indispensable specialist who builds the weapon, fixes the fighter, and keeps the heroes flying, occasionally deciding the cause is worth leaving the asteroids for.\n\nIn SWURPG a Verpine plays as a fragile genius. The +2 Intelligence and +1 Dexterity, plus free proficiency in Mechanics and Use Computer, make them the obvious slicer, engineer, or gadget-focused character, with deft hands to match the brilliant mind. Carahide gives you that natural carapace armor, Microscopic Vision turns those compound eyes into a tinkering and perception edge, and Radio Communication lets you coordinate silently with allies over long range. The trade-offs are real, though: -2 Strength and -1 Charisma mean you won't win a brawl or a negotiation, and Brittle Carapace is the catch on the carahide armor. Lean into the support specialist who wins fights before they start, by building the better weapon and slicing the door open, rather than the one swinging it.",
        "home_planet": "Roche asteroid field (Nickel One)",
        "physical_description": "A Verpine is a slim, thin-limbed insectoid, standing about 1.9 meters tall on average and rarely massing more than 60 kilograms. They have two arms and two legs — unlike many insectoids — though some individuals develop vestigial wings. The head is dominated by large, faceted compound eyes; two long, thin antennae rise behind each eye, twitching as they sample radio frequencies. The carahide carapace covers the entire body in a hardened green chitinous shell, flexible enough to move like skin but solid enough to deflect a blade. The face features a short snout and a small, toothless mouth. Verpine circulation does not use a heart in the human sense — fluids move through their body via a distributed pumping system that has occasionally surprised the field medics who tried to treat them.",
        "height_range": "1.8 to 2.0 meters",
        "weight_range": "55 to 65 kilograms",
        "age_of_adulthood": "12 standard years",
        "personality": "Verpine culture is consensus-driven, peaceful, and instinctively technological. With every member of the hive in instant radio contact, no Verpine decision is ever truly individual — questions affecting the community are consulted across the network in real time, and the answer that emerges is the answer of the species. This makes Verpine excellent committee members and infuriating negotiators for outsiders, who often interpret the long pauses as stalling when in fact the Verpine is silently polling thousands of relatives. Verpine prefer compromise to conflict and treat every problem — engineering, political, social — as a system to be debugged.\n\nVerpine off-world have a reputation for two things: building things, and improving them without permission. Verpine starship mechanics commonly modify the equipment they're paid to maintain, sometimes dangerously — a Verpine who thinks a hyperdrive coil could be 12% more efficient will often tell the owner about the change after the fact, if at all. This earns them devoted customers and the occasional firing.\n\nVerpine count in base six (the number twelve in their language translates to \"four fists\"), keep dietary preferences anchored to a fungus called Magenge that only grows in their home asteroids, and tend to find non-Verpine emotional outbursts perplexing. For a player, a Verpine character offers a chance to play someone who thinks in epochs of engineering progress and views interpersonal drama as an unfortunate firmware bug to be patched around.",
        "languages": "Verpine (silent radio frequencies — natural to the species, requires functional antennae). Galactic Basic (most Verpine learn it for commerce and inter-species work, though many find spoken-mouth communication tedious compared to radio).",
        "example_names": [
          "Moegid",
          "Zix",
          "Suskafoo",
          "Beyghor Sahdett",
          "Zraii",
          "Fxz'et",
          "Kuli Ned'lx",
          "Osos Niskooen"
        ]
      },
      "image_file": "verpine.jpg",
      "auto_languages": [
        "Verpine",
        "Galactic Basic"
      ]
    },
    {
      "name": "Vuvrian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "wis": 2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Harmonious Presence",
          "description": "Your natural warmth puts people at ease. You have Advantage on Persuasion checks when dealing with friendly or neutral creatures.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Persuasion",
              "condition": "when dealing with friendly or neutral creatures"
            }
          ]
        },
        {
          "name": "Empathic Insight",
          "description": "You intuit emotional undertones. You have Advantage on Insight checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Insight"
            }
          ]
        },
        {
          "name": "Frail Body",
          "description": "Your delicate physiology is easily harmed. You take +2 damage from physical attacks and have Disadvantage on Athletics checks.",
          "effects": [
            {
              "type": "special",
              "note": "Take +2 additional damage from physical attacks"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Athletics"
            }
          ]
        },
        {
          "name": "Gentle Temperament",
          "description": "You dislike causing harm. Your first attack roll each combat is made with Disadvantage.",
          "effects": [
            {
              "type": "special",
              "note": "Disadvantage on your first attack roll each combat"
            }
          ]
        }
      ],
      "description": {
        "lore": "The Vuvrian who haggled Luke Skywalker out of his landspeeder in Mos Eisley was Wioslea, a female terrestrial-vehicle dealer with an oblong, twelve-eyed insect head and two long antennae trailing from her skull. She paid two thousand credits for the X-34 in 1 BBY, a sale Obi-Wan Kenobi nudged along, and she has the distinction of having been designed by George Lucas himself for the original 1977 film. That cantina cameo is most people's only encounter with the species, but it captures the Vuvrian perfectly: a sharp negotiator, calm and a little inscrutable, doing business at the edge of the galaxy.\n\nA Vuvrian's head sits atop a long, thin neck and carries twelve eyes of varying size and color, which give the species a wide, layered field of vision, plus a single mouth and a pair of dangling antennae. They stand around two meters tall on lanky frames, with wrinkled skin in browns, tans, and grays; females tend toward thinner builds and more elongated heads. Their defining trait is touch: a Vuvrian's skin is sensitive enough to register the slight shift in air temperature when someone new enters a room. That gift comes with a steep cost, though, because the same nerves make them intolerant of extreme heat or cold and unable to shrug off even moderate pain. The sensitivity fades as a Vuvrian ages.\n\nThat hypersensitivity is a product of their homeworld, Vurdon Ka, an Inner Rim planet in the Darlonn sector. It is a windless world of mosses and trees with no predator species at all, an almost idyllic place where nothing ever hunted the Vuvrians and nothing needed to be feared. Evolving without threat, they never developed the calluses, literal or otherwise, that harsher worlds breed into their natives, and their skin grew exquisitely fine-tuned instead. Despite becoming important members of galactic society, Vuvrians never tried to colonize other worlds, content to remain on their peaceful planet.\n\nCulturally, Vuvrians are cordial, diplomatic, and relentlessly inquisitive, and that temperament steers them into careers built on reading other people. They are natural problem-solvers who turn up as negotiators, merchants, and first-contact specialists, and some of the finest sales-beings in the galaxy are Vuvrian, which is exactly the niche Wioslea filled on Tatooine. What they are not is warriors. Their low pain threshold makes them poor soldiers, and the species as a whole has little appetite for violence, preferring to talk a problem into submission rather than fight it.\n\nForce-sensitivity is not uncommon among them, and a Force-attuned Vuvrian is formidable in a way that has nothing to do with combat. Their already-acute senses sharpen further, making them perceptive and intuitive practitioners. The clearest example is Nystammall, a male Vuvrian who rose to Jedi Master and served the Order during the Clone Wars. Stationed on the Wild Space world of Tovarskl alongside his former teacher, a four-armed Eirrauc named Puroth, Nystammall met his end there when General Grievous killed both Jedi, a reminder that even a gifted Vuvrian was no match for that particular butcher.\n\nFor a SWURPG player, a Vuvrian is a perception-and-empathy build, not a frontline bruiser, and the kit leans into that hard. The Wisdom bonus and Strength penalty (str -2, wis +2) make the math plain: you are wise, observant, and physically fragile. Perception proficiency and the Empathic Insight trait turn that hypersensitive skin into a sense that reads rooms and people, while Harmonious Presence and Gentle Temperament put the species' diplomatic, conflict-averse nature into play at the table. Frail Body is the honest tax for all of it, the mechanical echo of a being who feels every bruise. Lean into talking, sensing, and Force work, and let someone else take the hits.",
        "home_planet": "Vurdon Ka, a peaceful, windless, predator-free world in the Inner Rim.",
        "physical_description": "Vuvrians are tall, slender bipeds with elongated necks and large insectoid heads shaped like elongated ovals. Their heads display twelve eyes of varying sizes and colors, arranged evenly to provide full 360-degree vision. Two long, flexible antennae sprout from the crown of the skull, capable of registering minute air vibrations. Their skin is extremely sensitive—able to register subtle temperature shifts and disturbances that other species would never detect. As they age, this sensitivity diminishes, and their skin grows more wrinkled, particularly if exposed to harsh offworld environments such as desert heat or polar cold. Vuvrians typically stand around two meters tall, their movements graceful and measured, their voices smooth and melodic.",
        "height_range": "Two meters on average.",
        "weight_range": "80 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Vuvrians are known for warmth, curiosity, and an innate desire to understand others. They are highly diplomatic, excelling at interpersonal communication, emotional analysis, and logical persuasion. Their serene homeworld shaped a culture that values harmony, cooperation, and intellectual discourse over conflict. Many Vuvrians become mediators, negotiators, or administrators, leveraging both their social grace and analytical skill.\n\nDespite their disarming appearance, Vuvrians are deeply empathetic beings who strive to see every side of a problem. Their cultural ethos encourages them to travel, study, and experience other societies firsthand. Some Vuvrians intentionally subject themselves to harsh climates as a form of personal growth, believing hardship broadens perspective. They generally dislike violence and avoid harming others unless absolutely necessary, a trait reinforced by their extremely low tolerance for pain.\n\nVuvrians speak a buzzing, humming language but also commonly use Basic and often enjoy learning a wide variety of alien languages. Their names tend to be melodic or softly clicking, reflecting their speech patterns.",
        "languages": "Vuvrian, Basic, and often multiple foreign languages learned through travel.",
        "example_names": [
          "Cimilak",
          "Gwent",
          "Kirrewa",
          "Mylthea",
          "Nilzilun",
          "Nystammall",
          "Scrin",
          "Swiegal",
          "Weelax",
          "Wiosela."
        ]
      },
      "image_file": "vuvrian.jpg",
      "auto_languages": [
        "Vuvrian",
        "Galactic Basic"
      ]
    },
    {
      "name": "Weequay",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "dex": -2,
        "con": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Endurance"
      ],
      "traits": [
        {
          "name": "Leathered Skin",
          "description": "Your hide deflects blows. You gain a +1 bonus to your AC.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Raider Training",
          "description": "You are practiced in menace and battlefield cruelty. You have Advantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Pain Tolerance",
          "description": "You have learned to grit your teeth through the first hit. The first time you take damage each combat, reduce that damage by 1d4.",
          "effects": [
            {
              "type": "special",
              "note": "First time taking damage each combat: reduce that damage by 1d4"
            }
          ]
        },
        {
          "name": "Untrusty Reputation",
          "description": "Your people are widely seen as dangerous, treacherous, or cruel. You have Disadvantage on Persuasion and Deception checks when dealing with non-Weequay.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion",
              "condition": "when dealing with non-Weequay"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Deception",
              "condition": "when dealing with non-Weequay"
            }
          ]
        },
        {
          "name": "Pheromone Communication",
          "description": "Your clan speaks in complex scent-pheromones that no other species can read, and your keen sense of smell sharpens what you notice. You can exchange silent messages with any Weequay within 30 feet, and you have Advantage on Perception checks that rely on scent.",
          "effects": [
            {
              "type": "special",
              "note": "Silent pheromone communication with any Weequay within 30 ft (only Weequay can perceive it)"
            },
            {
              "type": "skill_advantage",
              "skill": "Perception",
              "condition": "when relying on scent or smell"
            }
          ]
        }
      ],
      "description": {
        "lore": "Hondo Ohnaka, the silver-tongued pirate captain who robbed Jedi, Sith, and Separatists alike from his base on Florrum, is the galaxy's most recognizable Weequay, but most people met the species earlier without knowing the name: the leathery-faced thugs in dark hoods who marched Luke Skywalker out over the sarlacc pit on Jabba's skiff were Weequays too. Between the charming scoundrel and the silent enforcer sits the whole reputation of the species, mercenaries, pirates, bodyguards, and bounty hunters who turn up wherever there is dirty work to be done and a Hutt willing to pay for it.\n\nA Weequay's most defining feature is the skin, a thick, leathery hide ranging from tan to deep brown that reads less like flesh and more like worn cargo-strapping. It resists desert sun, blunt blows, burns, cuts, and even glancing blaster fire, which is exactly why so many of them survive lines of work that kill softer beings. Their faces are lipless with a frill running along each jowl. Males traditionally knot their hair into long braids and grow one \"seclusion braid\" for every Sriluurian year spent away from home as a tribute to the homeworld; females are usually bald and keep no such custom.\n\nThe Weequay homeworld is Sriluur, a harsh desert planet in the Tharin sector of the Outer Rim that sits on the Sisar Run, a hyperlane feeding straight into Hutt Space. That location is destiny: a tough people on a hard world planted next to the galaxy's busiest crime corridor were always going to end up working for the gangsters next door. Weequays share Sriluur, not happily, with Houk colonists, and the two went to war across the planet starting in 10 BBY. The decade-long conflict left a generation of out-of-work Weequay soldiers looking for paychecks, which seeded the species' mercenary reputation across the Outer Rim.\n\nTwo things make Weequay culture genuinely strange to outsiders. The first is language: members of a single clan can communicate by exuding complex pheromones, a scent-based tongue no other species can read, and that even a Weequay of a different clan cannot parse. The second is faith. \"Weequay\" means \"follower of Quay,\" their moon-god, worshipped alongside the thunder-god Am-Shak. Their cities are built around a thal, a shrine of polished black stone where offerings of food and valuables are made, and religious law forbids raising a thal anywhere but Sriluur, so devout Weequays abroad must substitute animal sacrifice instead. (In Legends, the most zealous took this to violent extremes, including ritual murder, which colored the species' fearsome reputation.)\n\nHondo Ohnaka remains the species' calling card because he inverts every assumption about it. Where the skiff guards were mute muscle, Hondo is all mouth, a pragmatic, theatrical opportunist who genuinely likes the people he is about to betray and who played the Republic and the Separatists against each other for profit throughout the Clone Wars. Set beside the Jedi Sora Bulq, the brawler enforcers of Jabba's court, and countless nameless pirates, he proves the range of the type: the same leathery durability that makes a good bodyguard also makes a good survivor, and surviving the Outer Rim is its own kind of cunning.\n\nFor a SWURPG player, the Weequay is a frontline body and a born scoundrel, not a face. Leathered Skin and Pain Tolerance turn that famous hide into mechanical staying power, Raider Training reflects the pirate-and-mercenary trade, and Untrusty Reputation bakes in how the galaxy reads a Weequay walking into the room. The +2 STR and +2 CON make a punishing melee bruiser, while -2 CHA encodes that scoundrel-not-diplomat stereotype and Endurance proficiency leans into the desert-bred toughness.",
        "home_planet": "Sriluur, an arid desert world in the Outer Rim.",
        "physical_description": "Weequay are humanoids with thick, leathery skin ranging from tan to deep brown, more akin to a rugged hide than typical flesh. This tough exterior, combined with a denser-than-average skeletal frame, gives them notable resistance to blunt trauma, burns, and shallow cuts. Their faces are lipless, with flat or slightly flattened noses, deeply wrinkled features, and a pronounced jowl-frill that frames the jawline. Males commonly grow long, rope-like braids that can number one or several, traditionally used to mark years spent away from Sriluur—called seclusion braids—before being shorn off upon their return. Female Weequay are usually bald and do not follow this custom. Weequay eyes are dark, recessed, and always watchful, set in expressions that many outsiders find unsettling or unreadable.",
        "height_range": "1.6 to 1.7 meters",
        "weight_range": "65 to 75 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Culturally, Weequay are brooding, superstitious, and intensely clan-focused. Individual identity matters far less than the survival, honor, and prosperity of the tribe; one Weequay is expendable, the clan is not. This outlook, coupled with a brutal desert upbringing and a long history of conflict, has produced a people comfortable with violence and sacrifice. Their religion centers on Quay and a wider pantheon of deities, with offerings made at sacred black stone shrines called thal on Sriluur. Offworld, where building thal is forbidden by religious law, pious Weequay instead conduct animal sacrifices to honor Quay and seek favor.\n\nWithin their clans, Weequay communicate largely through pheromones—complex scents unique to each individual. This private scent-language allows nuanced, near-silent communication but leaves outsiders locked out, reinforcing the Weequay habit of speaking very little around non-clan beings. Many Weequay will stand in menacing silence, confer chemically with their kin, and then act with sudden decisiveness. Those raised apart from these traditions—such as Weequay who grew up in mixed communities or offworld from a young age—tend to be more talkative, individualistic, and willing to challenge authority, but they often feel like outsiders among their own people.\n\nIn the wider galaxy, Weequay are best known as mercenaries, guards, pirates, slavers, and enforcers in service to the Hutts, Black Sun, and other criminal syndicates. Their quiet coordination, natural toughness, and fearsome reputations make them ideal for jobs that rely on intimidation and violence. A minority, however, have risen as Jedi, officers, or respected warriors in more formal organizations, proving that Weequay can channel their ferocity and discipline toward higher causes when given the chance.",
        "languages": "Scent-based clan pheromone communication, Sriluurian (a spoken language of whispers and hisses), and often Basic when dealing with outsiders.",
        "example_names": [
          "Weequay rarely use names among themselves",
          "but outsiders assign them nicknames or personal designations: Adazian Liebke",
          "Ak-buz",
          "Ak-rev",
          "Diergu-Rea Duhnes'rd",
          "Fyg",
          "Grimorg",
          "Labansat",
          "Nort Toom",
          "Plaan",
          "Que-Mars Redath-Gom",
          "Solum'ke",
          "Sora Bulq",
          "Tas Kee."
        ]
      },
      "image_file": "weequay.jpg",
      "auto_languages": [
        "Weequay",
        "Galactic Basic"
      ]
    },
    {
      "name": "Zabrak",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 1,
        "dex": 1,
        "con": 1,
        "cha": -2
      },
      "skill_proficiencies": [
        "Endurance",
        "Athletics"
      ],
      "traits": [
        {
          "name": "Indomitable Will",
          "description": "You have Advantage on saving throws against Fear.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "against Fear"
            }
          ]
        },
        {
          "name": "Pain Tolerance",
          "description": "The first time you take damage in each combat, reduce that damage by 1d4.",
          "effects": [
            {
              "type": "special",
              "note": "First time taking damage each combat: reduce that damage by 1d4"
            }
          ]
        },
        {
          "name": "Focused Strikes",
          "description": "Once per Long Rest, add +1 die of damage to a melee attack.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: add +1 die of weapon damage to a melee attack"
            }
          ]
        },
        {
          "name": "Abrasive Demeanor",
          "description": "You have Disadvantage on Persuasion checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            }
          ]
        },
        {
          "name": "Iridonian Pride",
          "description": "When you roll a natural 1 on an attack roll, you have Disadvantage on your next attack. If an ally attempts to Help you on an attack or skill check, you have Disadvantage on that roll.",
          "effects": [
            {
              "type": "special",
              "note": "On natural 1 on attack: Disadvantage on your next attack roll"
            },
            {
              "type": "special",
              "note": "If an ally uses the Help action for your attack or skill check, you have Disadvantage on that roll"
            }
          ]
        }
      ],
      "description": {
        "lore": "Darth Maul, the horned, red-and-black Sith who cut down Qui-Gon Jinn on Naboo, was a Zabrak, and there is no faster way to picture the species than to picture him: a crown of short bony horns ringing the skull, a face mapped in stark tribal tattoos, and a stare that never blinks first. The same crown and the same ink marked his brother Savage Opress, and they mark the Jedi who sat the High Council as readily as the Sith who hunted them. Zabraks are a near-human people, recognizable across the galaxy at a glance, and almost impossible to mistake for anyone else once you have seen one.\n\nThe horns are the signature. Both males and females grow them, a ring of vestigial spurs that pushes up through the scalp at puberty, traditionally read as the sign that a young Zabrak's rite of passage is near. Pattern and sharpness vary by lineage and homeworld: Iridonian Zabraks tend toward stumped, shorter horns and faces close to baseline human, while others run to jagged crowns and skin in red, yellow, or orange with hair from bright red to black. The tattoos that web most Zabrak faces are not decoration alone but a record. A design can mark family lineage, birthworld, a rite survived, or simply the wearer's own temperament, so that a stranger can read something true off a Zabrak's face before a word is spoken. Beneath all of it sits the trait that explains their reputation for endurance: most Zabraks carry two hearts, which oxygenate the body fast and let them push through exhaustion, blood loss, and pain that would drop a human.\n\nTheir toughness was forged on Iridonia, a harsh Mid Rim world of inhospitable terrain and aggressive predatory fauna where survival was never assumed and softness did not breed. Zabraks who grow up there are shaped by a planet that punishes carelessness, and the species carries that hardness outward across the galaxy. Iridonia is the ancestral home, but it is not the only one. A branch of the species settled distant Dathomir, where the witch-clans split sharply along sex: the Nightsisters, dark-side sorceresses, ruled, while the Zabrak males served as the Nightbrothers, a warrior caste bred and selected by the witches. (In Legends and current canon, Dathomirian female Zabraks are paler and lack the cranial horns the rest of the species shares, while the Nightbrother males keep the full horned, tattooed look.) Darth Maul and Savage Opress both came from this Dathomir line, sons of Nightbrothers rather than Iridonians.\n\nWhat carries across both worlds is temperament. Zabraks are fiercely independent and strong-willed to the point of stubbornness, a people who trust their own judgment, resist being herded, and would rather be respected than liked. The same mental discipline that lets them shrug off physical suffering also makes them difficult to intimidate and slow to bend, and that single-mindedness can read as arrogance or bluntness to outsiders. The tattoo rites tie this self-possession to identity: marking the face is a public claim of who you are and what you have come through, and a Zabrak wears that claim with no apology. They make loyal allies and implacable enemies, and they do not forget.\n\nThe famous Zabraks span the whole moral range, which is part of why the species reads so vividly. Darth Maul is the icon, the silent Sith assassin and later crime-lord whose double-bladed lightsaber and rage outlived even his bisection. Savage Opress, his brother, was hand-picked by the Nightsisters as a living weapon and given a saber of his own. Against them stand the Jedi: Eeth Koth, an Iridonian Zabrak who sat on the Jedi High Council in the Republic's last years and was prized for the discipline and pain tolerance his people are known for, and Agen Kolar, another Iridonian Zabrak Master and noted duelist who took Koth's seat on the Council. Horns and ink on a Council chair or on a Sith's hood: the species refuses to belong to one side.\n\nIn SWURPG, Zabrak characters are built around durability and stubborn will rather than charm. They take a +1 to Strength, Dexterity, and Constitution and a -2 to Charisma, a hardy, capable, prickly profile. Indomitable Will gives Advantage on saving throws against Fear, and Pain Tolerance reduces the first damage you take each combat by 1d4, both echoing the second heart and the species' famous threshold for suffering. Focused Strikes lets you add a die of damage to one melee attack per Long Rest. The downsides are baked into who they are: Abrasive Demeanor imposes Disadvantage on Persuasion, and Iridonian Pride punishes their lone-wolf streak, giving Disadvantage on the attack after a natural 1 and on any roll where an ally tries to Help you. Play a Zabrak when you want a survivor who takes a hit, holds the line, and answers to no one.",
        "home_planet": "Iridonia",
        "physical_description": "Zabraks are strong, resilient humanoids with skin tones ranging from light to dark and intricate facial tattoos that signify personal or clan achievements. Their heads are crowned with small horns that grow in distinct patterns, making each Zabrak visually unique.",
        "height_range": "1.7 to 2.0 meters",
        "weight_range": "60 to 95 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "Zabrak culture prizes independence, endurance, and the fulfillment of personal or clan-based codes. They are raised to master pain and adversity, with many undergoing trials to earn their tattoos and adult status. Though stoic and self-sufficient, they often have an unspoken bond with those who earn their trust.",
        "languages": "Zabraki, Basic",
        "example_names": [
          "Darth Maul",
          "Eeth Koth",
          "Serren Vos",
          "Talien Krinn"
        ]
      },
      "image_file": "zabrak.jpg",
      "auto_languages": [
        "Zabraki",
        "Galactic Basic"
      ]
    },
    {
      "name": "Yam'rii",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 2,
        "con": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Natural Weapons",
          "description": "Your clawed limbs are natural melee weapons and deal 1d4 slashing damage.",
          "effects": [
            {
              "type": "special",
              "note": "Clawed limbs: 1d4 slashing damage (natural melee weapons)"
            },
            {
              "type": "natural_weapon",
              "name": "Clawed Limbs",
              "damage_dice": "1d4",
              "damage_type": "slashing"
            }
          ]
        },
        {
          "name": "Long Reach",
          "description": "Unlike most Medium-sized Species, Yam'rii have a natural Reach of 10 ft.",
          "effects": [
            {
              "type": "special",
              "note": "Natural melee reach of 10 ft (instead of standard 5 ft for Medium size)"
            }
          ]
        },
        {
          "name": "Chitinous Carapace",
          "description": "Your hardened exoskeleton protects you. You gain a +1 bonus to your Armor Class.",
          "effects": [
            {
              "type": "ac_bonus",
              "value": 1
            }
          ]
        },
        {
          "name": "Limited Tech Adaptation",
          "description": "Your physiology is poorly suited for precision tools or advanced interfaces. You have Disadvantage on Use Computer and Mechanics checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Use Computer"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Mechanics"
            }
          ]
        },
        {
          "name": "Terrifying Presence",
          "description": "Your alien appearance and aggressive manner unsettle most beings. You have Disadvantage on Persuasion checks and Advantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        }
      ],
      "description": {
        "lore": "The mantis-faced alien hunched at the bar in the Mos Eisley cantina, the one the crew nicknamed \"Praying Mantis\" during filming of A New Hope, was a Yam'rii named Kitik Keed'kak. That brief shot in 1977 was the species' first appearance, though it went unnamed on screen for decades; the wider galaxy knows the Yam'rii by a different name entirely, the Huk, and it is a name spoken with fear across Wild Space.\n\nYam'rii are insectoid, built on the lines of an enormous praying mantis. A triangular head sits atop a long, swiveling neck, dominated by large forward-facing eyes that give them sharp depth perception and an unblinking, predatory stare. Their upper limbs are the giveaway: long, bent, and held together at an angle like a mantis folding its forelegs, ending in claws made for seizing and tearing. They are carnivores, strong, and patient stealth hunters. Galactic folklore paints them as devourers who crave meat and eggs, including the eggs of other sentient species, a reputation that has followed them off their homeworld and into every spaceport they touch.\n\nThey come from Huk, a desolate planet in the Huk system out in Wild Space, far from the well-traveled lanes of the Core. Despite that bleak origin, the Yam'rii are a technologically advanced people, and they put that advantage to ugly use. From Huk they pushed outward, overrunning neighboring worlds, stripping them of resources, and enslaving their populations. The species' name became shorthand for organized, methodical conquest rather than wild raiding.\n\nThat expansion is what ties the Yam'rii to one of the most consequential grudges in galactic history. When the Huk turned their slaving campaigns on nearby Kalee, capturing hundreds of millions of Kaleesh and selling them off, a Kaleesh warlord named Qymaen jai Sheelal, better known as Grievous, led the counterattack and drove the Yam'rii back off their own worlds. The Yam'rii then appealed to the Galactic Republic, and the Jedi came, siding with the insectoids against the Kaleesh. The Republic ended the Huk War by sanctioning Kalee into economic ruin. Grievous watched his people starve under those penalties, and the hatred that boiled out of that betrayal is the same hatred that later made him the Separatists' cyborg general. (Most of this history is drawn from Legends; the Yam'rii and Huk were brought into current canon through the Fantasy Flight Rise of the Separatists sourcebook in 2019.)\n\nFor all that fearsome history, not every Yam'rii is a slaver. Some leave Huk to work as bounty hunters, enforcers, or hired muscle, trading on the same patience and lethality that make their species so feared, and trading too against the assumption that any Yam'rii is one hungry step from violence. Kitik Keed'kak's quiet evening at Chalmun's cantina is a reminder that individuals wander far from the reputation their homeworld earned, though they rarely escape it.\n\nIn SWURPG, a Yam'rii is a frontline predator. Their +2 Strength and +2 Constitution make them durable, hard-hitting brawlers, and three traits stack on top of that: Natural Weapons give their clawed limbs a 1d4 slashing attack, Long Reach extends their threat to 10 feet (rare for a Medium creature), and a Chitinous Carapace grants a flat +1 to Armor Class from the hardened exoskeleton. Terrifying Presence leans into the fear they inspire, trading away Persuasion for Advantage on Intimidation. The −2 Charisma and the Limited Tech Adaptation trait (Disadvantage on Use Computer and Mechanics) frame them as social and technical outsiders, so a Yam'rii party member is best built as the muscle who closes distance fast and ends fights up close rather than the face or the slicer.",
        "home_planet": "Huk, a dense forest world in Wild Space known for its predatory ecology and expansionist history.",
        "physical_description": "Yam’rii are tall, insectoid beings that resemble giant praying mantises. Standing between 1.9 and 2.3 meters on average, they possess long, segmented bodies protected by a hardened chitinous carapace. Their triangular heads sit atop elongated necks, with large forward-facing compound eyes that grant excellent depth perception and a distinctly predatory stare. Their upper limbs are long, multi-jointed, and end in sharp, clawed appendages designed for seizing prey and delivering powerful slashing strikes.\n\nTheir overall build is lean but deceptively strong, with spindly-looking limbs packed with coiled power. The carapace ranges in color from green to brown, sometimes mottled or patterned to blend with the forests of Huk. Their lower limbs are digitigrade, giving them a slightly hunched, stalking posture when they move at speed. Although they are roughly comparable to humanoids in mass—averaging around 75 kilograms—their proportions and movements are deeply alien, making many other species instinctively wary in their presence.",
        "height_range": "2 meters",
        "weight_range": "75 kilograms",
        "age_of_adulthood": "10 standard years",
        "personality": "To outsiders, Yam’rii seem ruthless, predatory, and disturbingly comfortable with violence. Their cultural history of conquest, enslavement, and resource plunder has cemented the stereotype of the Yam’rii as brutal meat- and egg-eaters who see other species as either useful tools or future prey. This is not entirely unfair—on Huk, strength and domination are core values, and weakness is often punished swiftly and harshly.\n\nHowever, Yam’rii do not see themselves as mindless monsters. They value discipline, hierarchy, and clear chains of authority. Strength, in their view, can take many forms: raw physical power, strategic brilliance, economic leverage, or political manipulation. A Yam’rii diplomat who outmaneuvers a rival without drawing a weapon is respected just as much as a warrior who tears through enemies on the battlefield. Their society rewards those who think three steps ahead and view every encounter as part of a larger game of predation and survival.\n\nSocially, Yam’rii interaction is shaped by body language, claw positioning, head tilts, and subtle carapace clicks that other species often misread as threatening—even when the Yam’rii is attempting to be polite. Many speak Basic with a harsh, chittering, almost ghostly tone that can make even friendly conversation feel ominous. Those who choose to work within galactic law—merchants, bounty hunters, negotiators—often do so out of practicality rather than remorse, seeing cooperation as another kind of hunt where the prize is influence, credits, or information.",
        "languages": "Yam’rii speak their own hissing, clicking tongue as well as Sy Bisti, the common trade language in their region. Many also learn to speak Basic, though their voices sound harsh and ghostly to most listeners.",
        "example_names": [
          "Kitik Keed'kak",
          "Rek",
          "Sylar Saris."
        ]
      },
      "image_file": "yamrii.jpg",
      "auto_languages": [
        "Yam'rii",
        "Sy Bisti",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Yarkora",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": -2,
        "con": -2,
        "wis": 2,
        "cha": 2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Silver-Tongued Drifter",
          "description": "You know how to talk your way out of problems. You have Advantage on Deception checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Information Broker",
          "description": "Once per Long Rest, you may reroll an Investigation check.",
          "effects": [
            {
              "type": "special",
              "note": "Once per long rest: reroll an Investigation check"
            }
          ]
        },
        {
          "name": "Loner Mindset",
          "description": "You struggle working in teams. You cannot gain Advantage from the Help action provided by others.",
          "effects": [
            {
              "type": "special",
              "note": "Cannot gain Advantage from the Help action when provided by others"
            }
          ]
        },
        {
          "name": "Fragile Frame",
          "description": "Your physiology is lean and brittle. You take +1 damage from melee attacks.",
          "effects": [
            {
              "type": "special",
              "note": "Take +1 additional damage from melee attacks"
            }
          ]
        }
      ],
      "description": {
        "lore": "Saelt-Marae, the whiskered, broad-snouted alien lurking in the corners of Jabba the Hutt's palace in Return of the Jedi, is the only Yarkora most of the galaxy has ever knowingly met, and even his name was probably a lie. The fans who spotted that camel-faced figure in the background dubbed him \"Yak Face\"; the denizens of Jabba's court knew him as a friendly merchant who liked to listen. He was neither. Saelt-Marae was a centuries-old confidence trickster and information broker, planted in the palace to befriend Jabba's people, learn their secrets, and report every plot back to the Hutt. That single hidden operator tells you almost everything about his species: Yarkoras trade in trust they never return.\n\nPhysically, Yarkoras are tall bipedal mammals descended from hoofed ungulates, standing around two meters with smooth beige fur, immense three-fingered hands tipped in heavy black nails, and a long, flexible snout framed by coarse tufts of whiskered hair. Their long limbs give them a slow, deliberate, almost contemplative walk. The strange part is on the inside: most Yarkoras carry two stomachs (one to digest, one to store food, since they tend to eat all day long) along with four kidneys, three livers, and a host of other redundant organs. That biological redundancy is why they are so famously hard to kill and why a Yarkora can live for centuries, shrugging off wounds and ailments that would finish off a human.\n\nWhere any of this evolved, nobody can say. The Yarkora homeworld has never been recorded, and that is not an accident of poor cartography. The species simply refuses to disclose where they come from, deflecting every question with the same unhurried evasiveness they bring to everything else. (In Legends, they are placed somewhere in the galaxy's Outer Rim, but the actual world remains deliberately unidentified.) Outsiders are left with a species that travels everywhere and admits to no point of origin.\n\nThe secrecy runs all the way down to how they love. Yarkoras are private to a degree that unnerves other species, and their culture treats intimacy as something to be earned slowly and in writing. Courtship is conducted by correspondence, long exchanges of letters analyzed line by line, that can stretch across decades before two Yarkoras reach genuine understanding. Saelt-Marae reportedly spent two hundred years courting his chosen mate; she eventually bore him a child, and he then walked away to return to his life of crime, a pattern said to be ordinary among his people, who often keep their own counsel and live apart even when bonded. Sentientologists have noted that some Yarkoras seem to possess a low-level telepathic or empathetic projection (Saelt-Marae was said to use it to deepen the wordless bond with his wife), and a few have wondered whether this is latent Force sensitivity, though the Yarkora, predictably, decline to explain.\n\nSaelt-Marae's story is also where the species touches the larger galaxy. He joined Jabba Desilijic Tiure's entourage on Tatooine roughly a year after the Battle of Yavin, worked the palace as Jabba's quiet informant, and was aboard the sail barge Khetanna at the Great Pit of Carkoon when Luke Skywalker's rescue turned into a massacre. Sources disagree on whether the explosion of the barge killed him or whether, true to Yarkora form, he slipped away and survived. The ambiguity is fitting for a being whose entire trade was never being pinned down.\n\nIn SWURPG, a Yarkora is the consummate operator, the player who would rather win a conversation than a firefight. The species is built around the social long game: the Charisma and Wisdom bumps (+2 each) make you a Silver-Tongued Drifter who reads a room before speaking, and the Information Broker and Loner Mindset traits reward working the angles solo and trading in what you overhear, backed by trained Perception. The flip side is the body. With penalties to Strength and Constitution (-2 each) and a Fragile Frame, a Yarkora is a poor brawler who needs to talk, scout, or vanish rather than trade blows. Play one as a con artist, courier, scout, or spy who gathers every secret in the room and gives away nothing in return.",
        "home_planet": "Unknown (the Yarkora refuse to reveal its location).",
        "physical_description": "Yarkora are tall, camel-like humanoids with smooth beige fur, long snouts with wide nostrils, and three-fingered hands tipped with large black nails. Tufts of coarse hair frame their snouts, and their long limbs give them a slow, deliberate, almost contemplative gait. Their internal physiology includes redundant organs and two specialized stomachs, providing exceptional longevity and resilience to internal harm. Their senses—particularly sight and hearing—are extraordinarily keen, often surpassing mechanical sensors.",
        "height_range": "2.0 meters",
        "weight_range": "95 kilograms",
        "age_of_adulthood": "19 standard years",
        "personality": "Yarkora are manipulative, perceptive, and endlessly private. They excel at extracting information without revealing anything of themselves. Most prefer to travel alone or operate from the shadows of the galactic underworld as con artists, thieves, negotiators, and information brokers. Their culture is deeply secretive, with traditions—including multi-year written courtship rituals—kept hidden from outsiders. Even married pairs often choose to live separately. Relationships, alliances, and friendships with other species tend to be temporary and utilitarian rather than emotional. Despite this, Yarkora can be charming and refined when it serves their goals, projecting an air of quiet sophistication.",
        "languages": "Yarkora speak Basic and reserve their native tongue for private conversations among their own kind.",
        "example_names": [
          "Adaka-Vanae",
          "Haesh-Rulan",
          "Nemor-Jelak",
          "Rault-Sanik",
          "Saelt-Marae",
          "Schurk-Heren."
        ]
      },
      "image_file": "yarkora.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Yarkora"
      ]
    },
    {
      "name": "Zygerrian",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "dex": 2,
        "cha": -2
      },
      "skill_proficiencies": [
        "Perception"
      ],
      "traits": [
        {
          "name": "Predatory Reflexes",
          "description": "You have Advantage on Dexterity saving throws.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Advantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Commanding Presence",
          "description": "You gain Advantage on Intimidation checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Intimidation"
            }
          ]
        },
        {
          "name": "Arrogant Pride",
          "description": "You have Disadvantage on Insight checks because you often underestimate others.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Insight"
            }
          ]
        },
        {
          "name": "Bad Reputation",
          "description": "You have Disadvantage on Persuasion and Deception checks.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Persuasion"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Emotional Volatility",
          "description": "When you take critical damage, you have Disadvantage on attack rolls until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "When taking a critical hit: Disadvantage on attack rolls until end of your next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Zygerrians are a feline-featured humanoid species from the Outer Rim world of Zygerria, infamous across the galaxy as the architects of the Zygerrian Slave Empire — the most notorious slaver state in Star Wars history. For thousands of years they ran a vast trade in living beings from their homeworld, until the Jedi of the Old Republic went to war against them and dismantled the empire, leaving it shattered. The name Zygerrian became a byword for collars, electro-whips, and auction blocks, and even broken, the species never abandoned its conviction that the strong are born to own the weak.\n\nMedium-sized and lean, Zygerrians stand around 1.7 meters tall and weigh roughly 60 kilograms, built for speed and precision rather than bulk. Their faces and ears are covered in fur ranging from brown to gray to red, framing pointed ears, high cheekbones, and a mouth that hints at fangs. Sex is read in the details: males grow thicker straps of fur along the cheeks and a row of bony spurs protruding from the chin, while females lack the chin spurs and instead carry smaller protrusions on the forehead. Their hands end in claws capable of tearing flesh, and a Zygerrian's whole bearing tends to read as alert and predatory, constantly weighing leverage and threat.\n\nZygerrian society is organized around a rigid hierarchy of nobles, military commanders, and slaver guilds, all bound by a single creed: strength entitles one to rule, and weakness is something to be exploited. They view slavery not as a crime but as the natural order — Queen Miraj Scintel herself held that bondage gave purpose to those born to serve. Yet they are far from disorganized thugs. Their slave operations are run with corporate discipline, with contracts, territories, and codes of business honor; a deal struck among Zygerrians is expected to be kept. Cruelty is a tool, and the fearsome reputation they cultivate is itself a weapon, meant to break resistance before a fight ever begins.\n\nFor all their brutality, Zygerrians prize resolve wherever they find it — in a rival captain, a fellow slaver, or a shackled prisoner who refuses to be broken. That same code makes the rare defector formidable: a Zygerrian who turns from the old ways often pours those honed instincts into hunting slavers and pirates instead. The species' grip on its trade outlived its empire through institutions like the secret Zygerrian Slavers Guild, a successor organization that kept the business alive in the shadows. Under the Galactic Empire the trade thrived openly again, with slavery permitted by Imperial Decree A-SL-4557.607.232, and Zygerrian fortunes surged as they supplied bodies for Imperial labor.\n\nThe Zygerrians' most infamous chapter came during the Clone Wars, when Queen Miraj Scintel allied Zygerria with Count Dooku's Confederacy of Independent Systems to rebuild the slave empire. Zygerrian and Separatist forces, led in part by Commander Darts D'Nar, seized the neutral Togruta colony of Kiros and enslaved its 50,000 inhabitants, including Governor Gupat Roshti, processing them through the brutal reprocessing facility on Kadavo. The Jedi struck back: Anakin Skywalker and Ahsoka Tano went undercover at the Zygerrian slave auction posing as master and slave, while Obi-Wan Kenobi and Captain Rex worked to free the captives. Scintel's growing fascination with Skywalker was read as weakness by her prime minister, Atai Molec, who summoned Dooku — and the Sith Lord killed the queen for her defiance. The colonists were freed and Kadavo destroyed, but Zygerrian slavers endured well past the war, resurfacing years later to raid for captives as seen in The Bad Batch.\n\nIn SWURPG, Zygerrians make sharp, intimidating, hard-edged player characters, gaining +2 Dexterity and -2 Charisma alongside proficiency in Perception. Predatory Reflexes grants Advantage on Dexterity saving throws, and Commanding Presence gives Advantage on Intimidation checks — the slaver's preferred opening move. That dominance comes at a social cost: Arrogant Pride imposes Disadvantage on Insight as they underestimate others, while Bad Reputation hangs Disadvantage on Persuasion and Deception, since few trust a Zygerrian's word. Emotional Volatility reflects their hair-trigger pride — when they take a critical hit, they suffer Disadvantage on attack rolls until the end of their next turn. Whether played as villain, uneasy ally, or redeemed outcast turning the old instincts against the trade itself, a Zygerrian brings reflexes, menace, and an unbreakable will to any table.",
        "home_planet": "Zygerria, a flat and largely barren world in the Outer Rim.",
        "physical_description": "Zygerrians are medium-built humanoids with distinctly feline features. They typically stand around 1.7 meters tall and weigh roughly 60 kilograms, with lean, wiry frames that favor speed and precision over brute mass. Their faces are sharply angular, with high cheekbones, pronounced jaws, and large pointed ears that twitch and swivel at the slightest sound. Long fangs jut subtly from the jaw, giving even a neutral expression a predatory tension.\n\nMost Zygerrians possess fur along the face and ears, ranging from brown and gray to reddish or almost black. Males typically display thicker facial fur and may develop bony chin spurs, while females exhibit smaller protrusions or smoother features. Their eyes range from yellow to blue, often with slit-like reactions to light.\n\nTheir hands end in sharp claws capable of tearing flesh, though Zygerrians prefer to combine natural weaponry with shock whips, electrostaffs, and blasters. Their overall bearing is alert, calculating, and predatory—every posture subconsciously assessing leverage, opportunity, or threat.",
        "height_range": "1.7 meters",
        "weight_range": "60 kilograms",
        "age_of_adulthood": "17 standard years",
        "personality": "Zygerrian culture exalts strength above all else—physical might, force of will, mastery of fear, or dominance in negotiation. Weakness is scorned, exploited, or punished. Children are raised to be proud, confrontational, and unyielding, and adults reinforce these values through ritual challenges, combative politics, and ruthless business practices. A Zygerrian who submits easily is viewed as prey.\n\nTheir society is structured around clans and a rigid hierarchy of slaver guilds, nobles, and military forces. Power is earned by commanding fleets, running profitable slave operations, or intimidating rivals into submission. Disputes are settled through intimidation, unarmed combat, or formal duels.\n\nDespite their brutality, Zygerrians respect discipline, organization, and business honor. When a deal is struck—especially among their own kind—it is expected to be upheld. Their fearsome reputation is cultivated deliberately, used as a weapon to silence resistance before a fight even begins.\n\nSome Zygerrians reject the slaver culture entirely, often after betrayal, disillusionment, or exposure to the wider galaxy. Those rare individuals may become mercenaries, scouts, bounty hunters, or justice-driven wanderers who channel their instincts into new causes.",
        "languages": "Most Zygerrians speak Galactic Basic as their primary language, though older clans and slaver crews sometimes use a harsh Zygerrian tongue among themselves.",
        "example_names": [
          "Agruss",
          "Darts D'Nar",
          "Atai Molec",
          "Miraj Scintel",
          "Atlee Thanda",
          "Marko Tyne",
          "Zolghast."
        ]
      },
      "image_file": "zygerrian.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Zygerrian"
      ]
    },
    {
      "name": "Wookiee",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "str": 4,
        "dex": -2,
        "con": 2,
        "int": -2,
        "cha": -2
      },
      "skill_proficiencies": [],
      "traits": [
        {
          "name": "Wookiee Rage",
          "description": "Once per Long Rest, you may enter a rage lasting a number of rounds equal to your Strength modifier. During this time, you gain +2 to attack and damage rolls. After the rage ends, you have Disadvantage on Strength-based rolls and your movement speed is halved for a number of rounds equal to your Constitution modifier.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: rage for STR modifier rounds (+2 attack/damage); afterward Disadvantage on STR-based rolls and speed halved for CON modifier rounds"
            }
          ]
        },
        {
          "name": "Weapon Proficiency",
          "description": "You are proficient with the Bowcaster and Ryyk Blade.",
          "effects": [
            {
              "type": "special",
              "note": "Proficiency: Bowcaster, Ryyk Blade"
            }
          ]
        },
        {
          "name": "Intimidating Might",
          "description": "You may use your Strength modifier instead of Charisma for Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use STR modifier instead of CHA for Intimidation checks"
            }
          ]
        },
        {
          "name": "Wroshyr-Bred Strength",
          "description": "You have Advantage on Athletics checks.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics"
            }
          ]
        },
        {
          "name": "Overwhelming Presence",
          "description": "Your size and heavy footfalls make subtle movement difficult. You have Disadvantage on Stealth checks and Dexterity saving throws.",
          "effects": [
            {
              "type": "skill_disadvantage",
              "skill": "Stealth"
            },
            {
              "type": "saving_throw_disadvantage",
              "ability": "dex"
            },
            {
              "type": "special",
              "note": "Disadvantage on Dexterity saving throws"
            }
          ]
        },
        {
          "name": "Fear of Dishonor",
          "description": "A deep cultural aversion to failure weighs heavily on you. When you roll a natural 1 on a Strength-based attack or Athletics check, you have Disadvantage on your next roll of the same type.",
          "effects": [
            {
              "type": "special",
              "note": "Natural 1 on STR-based attack or Athletics check: Disadvantage on next roll of the same type"
            }
          ]
        }
      ],
      "description": {
        "lore": "Chewbacca, who tore through Imperial garrisons at Han Solo's side for decades, is the galaxy's most famous Wookiee, and he is a fair introduction to the species: towering, fur-covered warriors from the forest world Kashyyyk who roar in a language no outsider can pronounce and who repay a debt with their lives. Wookiees are loyal to a fault and slow to anger, but a slighted Wookiee is a terrifying thing, and the old smuggler's warning about not upsetting one is rooted in fact rather than humor. They are bound by a strict code of honor, devoted to their families and clans, and remembered across the galaxy as much for the Trandoshan slavers who hunted them as for the Rebellion they helped win.\n\nA Wookiee stands well over two meters tall, often near two and a half, with broad shoulders and a thick, shaggy coat that sheds water and comes in browns, blacks, grays, and white. The fur insulates them so well that they walk bare-handed and barefoot across ice worlds like Hoth and Ilum without discomfort. Each hand ends in retractable claws used for climbing the colossal trees of their home, never for fighting, and they possess a keen sense of smell and the steady hand-eye coordination that makes them excellent marksmen. Their strength is the stuff of galactic legend: an enraged Wookiee can pull a humanoid's arms from their sockets, and few species are shown to rival their raw physical power. They are also remarkably long-lived, with lifespans reaching around four hundred standard years and little visible aging across decades.\n\nKashyyyk is a green world dominated by wroshyr trees, growths so vast that entire cities are built into their trunks and branches, and Wookiee architecture treats the trees with reverence rather than clearing them. The Wookiees count their world in vertical layers, roughly seven levels from the sunlit canopy down to the forest floor, with the bulk of their civilization, including tree-cities like Kachirho, perched high above the ground. Far below lie the Shadowlands, a dim realm of ancient predators where even the bravest rarely descend past the fourth level. Life in the canopy demands climbing, balance, and the discipline to survive a wilderness that punishes carelessness, and Wookiees grow up arboreal hunters and woodworkers shaped by that vertical world.\n\nWookiee culture prizes loyalty, courage, compassion, and honor above almost everything. Beyond blood relatives, a Wookiee forms an honor family, a bond of chosen companions, sometimes including members of other species, who pledge to lay down their lives for one another and to protect each other's kin. Out of that same ethic comes the life debt: a Wookiee who is saved may swear to spend the rest of their life in service to their rescuer, which is why Chewbacca followed Han Solo for so long after Han freed him. Their honor code is absolute on one point in particular: claws are tools, never weapons, and a Wookiee who turns them on an opponent in combat is branded a madclaw and exiled. They speak Shyriiwook, a tongue of growls and howls; most Wookiees understand Galactic Basic perfectly well but cannot reproduce its sounds, so they answer in their own language and rely on companions who have learned to follow it.\n\nChewbacca remains the species' most recognizable figure, a Kashyyyk native who fought beside the Jedi in the Clone Wars, served as Han Solo's co-pilot, and stood with the Rebel Alliance from the Death Star to the fall of the Empire. He carried a bowcaster, the signature Wookiee weapon, a crossbow-like blaster that the species engineered itself. The Wookiees' oldest enemies are the Trandoshans, reptilian neighbors who hunt them for sport to win favor with their goddess and who ran slaving raids on Kashyyyk for generations. That feud turned catastrophic under the Empire: during Order 66 at the Battle of Kashyyyk, Wookiees including General Tarfful helped Yoda escape the planet, after which the Empire allied with the Trandoshans, enslaved roughly two hundred thousand Wookiees, and shipped them to labor camps and to build the first Death Star. Many who escaped enslavement joined the Rebellion outright.\n\nIn SWURPG, Wookiees are a frontline brawler-tank species built around overwhelming strength and presence. Their kit leans into the legend with Wroshyr-Bred Strength, Intimidating Might, and Overwhelming Presence for raw power and battlefield control, and Wookiee Rage to channel that famous temper into combat. Weapon Proficiency reflects a people raised on the bowcaster and at home with arms, while Fear of Dishonor ties the character to the species' rigid honor code, the same code that brands a claw-fighter a madclaw. Played straight, a Wookiee is the party's immovable wall and its most dangerous melee threat, equally suited to a loyal protector sworn by a life debt or a freed slave carrying a grudge against the slavers who took their home.",
        "home_planet": "Kashyyyk",
        "physical_description": "Wookiees are towering humanoids, typically standing between 2 and 2.3 meters tall, with massive frames covered from head to toe in thick fur. Their coats come in a wide spectrum of natural tones—rich browns, midnight black, deep russet, silvery gray, and even rare shades of white—each providing insulation and protection from the diverse environments of their forest home. This fur is water-repellent, allowing them to maneuver through the humid jungles and rain-soaked treetops of Kashyyyk without difficulty.\n\nTheir physical strength is legendary: even without formal combat training, a single Wookiee can overpower most humanoids with ease. Their hands end in retractable climbing claws—razor-sharp natural tools used to ascend wroshyr trees. These claws are never to be used in combat; doing so violates sacred tradition and marks the offender as dishonorable. Despite their fearsome appearance, Wookiee expressions are subtle, relying on shifts in posture, ear movement, nuanced growls, and gentle grooming behaviors.\n\nVocal communication is complex for Wookiees. Their physiology prevents them from speaking Galactic Basic, leading outsiders to mistake their growls for simple animalistic sounds. In truth, Shyriiwook—their primary language—is a rich tapestry of layered growls, trills, roars, and soft purrs capable of conveying emotions and complex concepts.",
        "height_range": "2.0 to 2.2 meters",
        "weight_range": "100 to 125 kilograms",
        "age_of_adulthood": "18 standard years",
        "personality": "At their core, Wookiees are defined by profound emotional depth, unwavering loyalty, and a strong moral compass rooted in honor. They form powerful bonds with family—both biological and chosen—and their concept of the honor family extends far beyond simple kinship, representing a sacred trust forged by shared experiences, bravery, and mutual respect.\n\nTradition and ritual play an enormous role in daily Wookiee life. Rites of passage, seasonal festivals, and ancestral ceremonies strengthen the unity of their communities. The Life Debt represents the pinnacle of devotion—a sacred promise to protect another being until death or until the debt is repaid through heroic sacrifice. To break such a vow is unthinkable.\n\nWookiees value craftsmanship, often blending technology with traditional materials such as wood and stone. Their bowcasters are handcrafted with meticulous care and often passed down through generations. Wookiees have a deep spiritual relationship with the wroshyr trees, believing them to be ancient guardians of their people.",
        "languages": "Shyriiwook (spoken); Wookiees typically understand Basic but cannot speak it.",
        "example_names": [
          "Chewbacca",
          "Gorwooken",
          "Groznik",
          "Lowbacca",
          "Ralrra",
          "Rorworr",
          "Salporin"
        ]
      },
      "image_file": "wookiee.jpg",
      "auto_languages": [
        "Shyriiwook (Wookiee)",
        "Galactic Basic (Understand only)"
      ]
    },
    {
      "name": "Yuzzem",
      "size": "Large",
      "speed": 30,
      "ability_modifiers": {
        "str": 4,
        "dex": 0,
        "con": 0,
        "int": -2,
        "wis": 0,
        "cha": -2
      },
      "skill_proficiencies": [
        "Athletics",
        "Intimidation"
      ],
      "traits": [
        {
          "name": "Yuzzem Claws",
          "description": "Your massive four-fingered hands end in retractable claws used for climbing wroshyr-equivalent trees on Ragna III and, when necessary, for combat. You have a natural-weapon unarmed strike: melee, 5 ft reach, 1d6 slashing damage. You are always proficient with this attack, and it cannot be disarmed.",
          "effects": [
            {
              "type": "natural_weapon",
              "name": "Yuzzem Claws",
              "damage_dice": "1d6",
              "damage_type": "slashing",
              "range_ft": 5,
              "attack_ability": [
                "STR"
              ]
            }
          ]
        },
        {
          "name": "Expert Climber",
          "description": "Generations of arboreal tree-pride culture on Ragna III have made climbing as natural to you as walking. Your climbing speed equals your walking speed. You also have Advantage on Athletics checks made to climb.",
          "effects": [
            {
              "type": "special",
              "note": "Climbing speed equals walking speed; Advantage on Athletics checks made to climb"
            },
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "when climbing"
            }
          ]
        },
        {
          "name": "Intimidating Bulk",
          "description": "Your gorilla-like frame and looming presence make threats land with physical weight rather than social finesse. You may use your Strength modifier instead of Charisma for Intimidation checks.",
          "effects": [
            {
              "type": "special",
              "note": "Use STR modifier instead of CHA for Intimidation checks"
            }
          ]
        },
        {
          "name": "Fierce Selflessness in Battle",
          "description": "Yuzzem cultural values place the safety of bond-kin above personal survival. When an ally within 5 feet of you is hit by an attack, you may use your Reaction to redirect that attack to yourself: the attack's damage roll is unchanged, but you become the target and take the damage instead of your ally. Once per Short Rest.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: when an ally within 5 ft is hit by an attack, use your Reaction to redirect the attack to yourself (you take the damage instead)"
            }
          ]
        },
        {
          "name": "Intense Rebellion Against Injustice",
          "description": "When you witness a creature acting unjustly against a creature in your party or against someone you have declared an honor-debt with, your fury sharpens to a single decisive strike. You gain Advantage on your next attack roll against the offender. Once per Long Rest.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Long Rest: gain Advantage on your next attack roll against a creature you have witnessed act unjustly against a party member or honor-bonded creature"
            }
          ]
        },
        {
          "name": "Susceptibility to Overindulgence",
          "description": "Yuzzem culture has a famously poor relationship with intoxicants, rich foods, and the pleasures of cantina life — a flaw famously embodied by Hin and Kee in the historical record. You have Disadvantage on Wisdom saving throws against intoxication, charm, or coercion offered through food, drink, or sensory pleasure. This is a roleplay-flavor trait the GM enforces situationally; the character builder surfaces it as a descriptive note rather than a passive mechanical modifier.",
          "effects": [
            {
              "type": "saving_throw_disadvantage",
              "ability": "wis",
              "condition": "against intoxication, charm, or coercion via food/drink/pleasure offers"
            },
            {
              "type": "special",
              "note": "Disadvantage on WIS saving throws vs intoxication, charm, or coercion offered through food, drink, or sensory pleasure (GM-discretion / situational)"
            }
          ]
        }
      ],
      "description": {
        "lore": "Hin and Kee, the two drunken Yuzzem who shared a cell with Luke Skywalker and Princess Leia in the Imperial mining colony on Mimban, are the reason most of the galaxy knows the species at all — towering, furred brutes jailed for wrecking a cantina after realizing they could not buy their way out of indentured servitude, who promptly tore through their captors and threw in with the Rebels. That first impression has stuck: Yuzzem are loud, strong, quick to anger, and far more loyal and principled than their reputation as tavern wreckers suggests.\n\nA Yuzzem stands around two and a half meters and can run to 180 kilograms, with a heavily muscled upper body, long arms, and a thick coat of fur. The face is the giveaway — a long snout with a pair of tusks jutting up from the lower jaw and large black eyes set for low light, nothing like a Wookiee's flatter muzzle. Their hands end in claws they use both for climbing and for fighting, and they are strong and short-tempered enough that even seasoned slavers handled them warily. (Note: the SWURPG entry lists 2.0-2.4 meters and 110-140 kilograms, lighter and shorter than the sourced canon figures of roughly 2.5 meters and 180 kilograms.)\n\nTheir homeworld is Ragna III, a forested world in the Mid Rim. The combination of raw strength and obvious intelligence led many xenobiologists to guess the Yuzzem were distant cousins of the Wookiees, a comparison the Yuzzem neither confirm nor especially appreciate. Generations of off-world slavery eroded much of what the species once knew about itself, and scholars have since gone hunting for surviving artifacts in an effort to reconstruct a culture that was nearly worked out of existence.\n\nWhat survived that erosion is a code. Like Wookiees, Yuzzem live by strict rules of honor and debt: a debt owed gets repaid, whether that means standing by someone who once stood by them or hunting down whoever wronged them. The popular picture of the Yuzzem as a loud, violent oaf misses the rest of it — they have a stubborn sense of fair play and a generous streak, and they can be unexpectedly cunning when a situation calls for more than muscle. The Empire learned this the expensive way, enslaving Yuzzem for heavy labor in its mines and then discovering that their strength and foul tempers made them nearly impossible to keep in line. Yuzzem revolts against their Imperial masters were frequent and bloody, claws and tusks included.\n\nHin and Kee carried that code to its end. After escaping the Mimban jail they reclaimed their confiscated weapons and went on a rampage against the Imperials, then raced the heroes to the Temple of Pomojema ahead of Darth Vader. (In Legends, both were cut down there by Vader; Hin, already mortally wounded, dragged himself back one last time to lift a collapsed slab off Luke's pinned leg before he died.) That moment — a dying alien spending his last strength to save a friend he had known for days — is the truest summary of the species the records contain. (Assumption: Yuzzem are a Legends-only species, introduced in Alan Dean Foster's Splinter of the Mind's Eye in 1978; the SWURPG catalog admits Legends material as valid source.)\n\nFor a SWURPG character, the Yuzzem is a front-line bruiser built around protecting the people they have chosen. The STR +4 and the proficiencies in Athletics and Intimidation point straight at it, and Intimidating Bulk leans on that frame; the INT -2 and CHA -2 are the flip side of the reputation, a being who solves problems with hands and presence rather than wordcraft. Yuzzem Claws give you a natural weapon that cannot be disarmed, Expert Climber turns any forest or hull into open ground, and Fierce Selflessness in Battle lets you throw yourself in front of an ally's wound — the honor-bond made mechanical. Intense Rebellion Against Injustice and Susceptibility to Overindulgence round out the temperament: a fighter who cannot walk past cruelty and cannot leave the bar early. Play one as a freed slave hunting the people who sold their family, a mercenary bound for life to the organic who once spared theirs, or a sentimental drunk whose loyalty is worth more than any contract.",
        "home_planet": "Ragna III",
        "physical_description": "Yuzzem are large, heavily-built furred humanoids standing between 2.0 and 2.4 meters tall. Their body plan is gorilla-like — broad chest, massive shoulders, long arms ending in four-fingered clawed hands, digitigrade rear-leg stance. Their fur is dense and water-shedding, in tones of rich brown, deep black, and rarer silvery-grey; some individuals display white facial markings around the snout and eyes. They are distinctly snouted, with prominent canine teeth visible when the mouth is open, and large dark eyes well-adapted to low-light environments. Their physical strength is exceptional — adult Yuzzem can carry creatures of equal or greater size short distances without strain, and their grip strength is sufficient to crush small starship components.\n\nDistinguishing features from Wookiees: shorter average height (2.0-2.4 m vs Wookiee 2.0-2.3 m, but heavier-built within that range), pronounced snouts (Wookiees are more dog-faced), heavier shoulders and chest, less specialized for wroshyr-style canopy travel. Yuzzem fur tends slightly shorter and stiffer than Wookiee fur, with less of the silken texture Wookiee fur is famous for. Many galactic citizens unfamiliar with both species mistake one for the other; both species find this insulting for the same reasons humans find being mistaken for chimpanzees insulting.",
        "height_range": "2.0 to 2.4 meters",
        "weight_range": "110 to 140 kilograms",
        "age_of_adulthood": "16 standard years",
        "personality": "At their core, Yuzzem are loyal, gregarious, honor-coded, and dangerously prone to overindulgence. They form intense bonds with those they consider honor-kin and will defend those bonds with their lives — the Fierce Selflessness in Battle trait is a mechanical reflection of this cultural value. They are loud, sentimental drunks, prone to crying at strangers' kindnesses and singing inappropriately during serious moments. They are also genuinely dangerous when provoked: a Yuzzem who has declared an honor-debt against a creature will pursue that creature for years, often across multiple sectors.\n\nThe species' relationship to off-world civilization is complicated by a long history of slavery. During the late Republic and early Imperial eras, Yuzzem were captured in significant numbers and put to work in galactic-corporate facilities, where they were valued for their physical strength and ignored as people. Post-Imperial liberation efforts have returned some Yuzzem to Ragna III, but many remain off-world — some integrated into mercenary cultures, some still seeking lost family, some hunting honor-debts against the corporate executives and slaver intermediaries who exploited their people. A Yuzzem PC may carry any of these threads.\n\nIn adventuring contexts, Yuzzem make natural front-line fighters, bodyguards, and bond-kin protectors. Their combination of high STR, natural claws, climbing speed, and the Reaction redirect makes them mechanically the 'tank that picks who gets hit.' Roleplay-wise, they fit Soldier, Vanguard, Scoundrel, and Bounty Hunter classes well; their susceptibility to overindulgence creates natural roleplay drama in social scenes; their honor-debt mechanic creates long-running campaign threads the GM can return to repeatedly.",
        "languages": "Yuzz (native, guttural — no written form). Most Yuzzem also speak Galactic Basic Standard with a heavy growl and occasional grammatical drift.",
        "example_names": [
          "Hin",
          "Kee",
          "Brrak",
          "Grol",
          "Hath",
          "Mor",
          "Tarr",
          "Vekk"
        ]
      },
      "image_file": "yuzzem.jpg",
      "auto_languages": [
        "Yuzz (Yuzzem)",
        "Galactic Basic"
      ]
    },
    {
      "name": "Vurk",
      "size": "Medium",
      "speed": 30,
      "ability_modifiers": {
        "con": 2,
        "cha": 2,
        "dex": -2
      },
      "skill_proficiencies": [
        "Survival"
      ],
      "traits": [
        {
          "name": "Natural Swimmer",
          "description": "You gain Advantage on Athletics checks made to swim and can breathe underwater.",
          "effects": [
            {
              "type": "skill_advantage",
              "skill": "Athletics",
              "condition": "swimming only"
            },
            {
              "type": "special",
              "note": "Can breathe underwater"
            }
          ]
        },
        {
          "name": "Placid Resolve",
          "description": "Your people are known for remaining calm even under intense pressure. You have Advantage on saving throws against the Frightened condition.",
          "effects": [
            {
              "type": "saving_throw_advantage",
              "condition": "Frightened"
            }
          ]
        },
        {
          "name": "Integrity Bound Mediator",
          "description": "Your culture prizes de-escalation, empathy, and fair compromise, and you were raised to abhor outright lies. Once per Short Rest, you can gain Advantage on a Persuasion check. In addition, you have Disadvantage on Deception checks.",
          "effects": [
            {
              "type": "special",
              "note": "Once per Short Rest: Advantage on one Persuasion check"
            },
            {
              "type": "skill_disadvantage",
              "skill": "Deception"
            }
          ]
        },
        {
          "name": "Crest Sensitivity",
          "description": "The bony crest is a sensory and cultural focal point—injury here is especially disruptive. When you take a critical hit, you must succeed on a DC 12 Constitution save or become Confused until the end of your next turn.",
          "effects": [
            {
              "type": "special",
              "note": "On critical hit: DC 12 CON save or Confused until end of next turn"
            }
          ]
        }
      ],
      "description": {
        "lore": "Jedi Master Coleman Trebor, the tall green-skinned figure who leapt from the Geonosis arena stands to confront Count Dooku in Attack of the Clones, was a Vurk, and he is the reason most people recognize the species at all. Vurks are reptilian sentients from the watery world of Sembla, marked by a bony crest that sweeps back over the skull and keeps growing for as long as they live. Trebor sat on the Jedi High Council, came within meters of cutting down Dooku before the Clone Wars could begin, and was shot off the balcony by Jango Fett, leaving a Council seat that stayed vacant for months.\n\nUp close a Vurk is a striking build: two meters of broad-shouldered, leathery muscle, skin running from gray-green to dark green (and, in some individuals, pink), and that long crest ridging the head. The hands are unusual, with only two thick fingers and an opposable thumb each, yet that grip is strong enough for swimming, climbing, and tool work in rough conditions. They are cold-blooded, which is why Sembla's tropical heat suits them and the chill of starships and frontier worlds leaves them faintly uncomfortable. The crest itself grows continuously across a Vurk's lifetime, so its size reads, loosely, as a marker of age.\n\nSembla is the source of nearly everything distinctive about them. Four moons keep the planet tidally and tectonically restless, breaking its surface into shallow seas and volcanic islands, and the Vurk evolved to move easily between the two. They can stay submerged for up to eight hours without surfacing for air, hunting, traveling, and sheltering underwater as comfortably as on land. There is no planetary government and little heavy technology; the Vurk live in nomadic tribes that follow the seasons and gather around shared philosophical traditions rather than borders or rulers.\n\nThat philosophy is the deeper hook. Outsiders long wrote the Vurk off as primitive because of the low technology and the wandering life, but their society runs on an intricate meritocracy and a developed moral tradition built around personal integrity, individual freedom, and honesty. The clearest expression of it is the Stricture of Violence: the conviction that killing (with the narrow exception of euthanasia) is wrong, and that disagreements should be settled by endless debate rather than by ending the life of whoever holds the opposing view. The result is a people who make unusually good mediators and diplomats, calm and empathetic where others escalate.\n\nColeman Trebor is the species' high-water mark in the wider galaxy, but he is not the whole story. His attunement to the Force was spotted early on Sembla, and his years of knowledge and judgment earned him a Master's rank and a Council seat before Geonosis cut his life short (in Legends, the Vurk Senator Sweitt Concorkill carried the species' diplomatic reputation into the Galactic Senate). Vurks who leave Sembla tend toward two paths the homeworld prepares them for: scouts and soldiers from the general population, and diplomats drawn from the species' aristocratic lines.\n\nFor SWURPG, a Vurk plays to that profile cleanly. The +2 Constitution and the survival background sit behind Natural Swimmer and the species' hardy build, fitting the long-haul scout or front-line presence; the +2 Charisma and Placid Resolve back the diplomat who stays steady when a frightened party would break. Integrity Bound Mediator is the mechanical heart of the Stricture: Advantage on a Persuasion check once per short rest, paired with Disadvantage on Deception, because lying genuinely cuts against how a Vurk was raised. The −2 Dexterity reflects that deliberate, low-and-stable way they move rather than any clumsiness, and Crest Sensitivity ties a critical hit to their most exposed feature.",
        "home_planet": "Sembla",
        "physical_description": "Vurks are tall, broad-shouldered reptilian amphibians with leathery gray-green to dark green skin well adapted to both warm seas and exposed rocky coastlines. Their most distinctive physical feature is a long, bony crest that rises from the forehead and extends back over the skull, continuing to grow slowly throughout their lives and subtly marking age and status. Hands and feet each have two long, thick fingers and an opposable thumb, giving them powerful grips suited for swimming, climbing, and handling tools even in turbulent conditions.\n\nThe Vurk skeletal and muscular systems are optimized for an amphibious existence. Their limbs are strong and capable of powerful strokes underwater, yet precise enough to navigate narrow cliff paths and jagged volcanic terrain on land. Their dense musculature gives them impressive endurance during long overland treks between island camps, and the leathery texture of their skin serves as natural protection against abrasion, temperature shifts, and Sembla's salt-rich environment.\n\nIn standard galactic gravity, Vurks move with a controlled, deliberate economy of motion rather than flashy athleticism. Their strides are long and confident, and they tend to keep their center of balance low and stable—a habit born of life on wet decks, shifting sandbars, and unstable volcanic rock.",
        "height_range": "2.0 meters",
        "weight_range": "88 kilograms",
        "age_of_adulthood": "15 standard years",
        "personality": "Vurk personality is strongly shaped by their nomadic traditions and their emphasis on calm reflection in the face of change. They are widely regarded as even-tempered, compassionate, and slow to anger, preferring to listen carefully and understand the emotional currents beneath a situation before choosing a course of action. Impulsive behavior is generally frowned upon, particularly when it threatens the stability of relationships or agreements.\n\nHonesty holds a central place in Vurk ethics. From childhood, they are taught that words are binding, and that lies weaken the bonds that hold people together. Most Vurks find direct falsehood deeply uncomfortable and will avoid it whenever possible. Allies who earn a Vurk's trust discover a steadfast companion who will uphold promises even when doing so is personally costly.\n\nVurk clan customs revolve around shared journeys, communal labor, and ritual gatherings during clan convergences—organized contests of strength, endurance, problem-solving, and storytelling that showcase individual talents while reaffirming communal values. In SWURPG campaigns, Vurk characters may struggle with roles requiring constant deception, creating compelling internal conflicts in morally gray environments, while excelling as mediators, trusted liaisons, and steady scouts.",
        "languages": "Basic, Semblan",
        "example_names": [
          "Coleman Trebor",
          "Sweitt Concorkill",
          "Wunitt Fodor"
        ]
      },
      "image_file": "vurk.jpg",
      "auto_languages": [
        "Galactic Basic",
        "Semblan"
      ]
    }
  ]
}
