Non-Canon Aliens in Star Wars

dredwulf60

Member since: 2007
Location
Ontario, Canada

So, the Star Wars Galaxy is supposed to have something like 20 million sapient species.

Suffice to say, people can keep making up whatever type of alien they want for their Star Wars role playing games, and feel pretty confident that it could easily exist in that galaxy.

Does anyone besides myself import aliens from other sources to use in their games? Maybe you could list some that you have used or think would be good to use in a game.

Personally I've used/adapted:

Klingons from Star Trek; I find that their culture and personality mesh very well with Star Wars. In fact they seem more like an oddity in the antiseptic Star Trek franchise.

Predator, from the movie of the same name; man these things make for some kick-ass bounty hunters! Mandalorians beware!

Apes, as in Planet of the apes; Star Wars seems to have lots of feline bipeds, but not many sapient simians!

Yars; Based on a really old Atari game called Yar's revenge. When I first bought this game as a kid it came with a mini comic detailing the evolution of the race. The image has stuck with me all these years, so I had to put them into my star wars games. Basically they are houseflies that have evolved into a bipedal sentient species.

Xenomorphs; from the Aliens movies. Not really used as a sapient, playable species. More like an extreme challenge.

Infranites; from the Legions of Steel tabletop wargames. These guys are humanoid mineral based life forms, with a cool tribal culture.

Gorn; from Star Trek; these guys are like Trandoshans and Barabels fused together on super-steroids.

Xanamiar

heh... I've never really thought about it.. since I don't do a lot of tabletop RPG... I do most of mine as stories...

But I'd have to say that there are a few alien species I could see existing in Star Wars pretty easily... And a few that I'd even like to see.

Farscape: Any of the aliens on Farscape would fit well in Star Wars.

Battle Star Gallatica: Cylons

Spiderman: Venom

Star Trek: The Q... Okay, I had to mention them, because they would of course be able to go to any galaxy, and mess with other alien races :) Besides, I always liked Q.

Travis Moore

Hey, why not? Lucas put E.T.s in one of the senate scenes. How about having the party crash land on the planet from "Pitch Black"?

dredwulf60

Also, not really Aliens per se, but I have in my game a sector at the edge of the unknown regions that is patterned after the 'Known Universe' of Dune.

The Benegesserit sisterhood are a group of force-users. The Padishah 'Emperor' is of course a local title. His Sardukar troops rival the capabilities of the mandaorians, and the Fremen of Arrakis? Well they are a near-human race of force adepts, given higher than normal midichlorian levels due to their addiction to the spice melange. This manifests as their trademark spectacular fighting abilities.

The Butlerian Jihad easily translates to a sector civil war using battle droids that resulted in all droids being forbidden in the sector.

One of my player's had a smuggler/pirate character, and his first mate was a Fremen.

:)

Eclipse

I think the use of Alien/Predator in SW RPG is fairly common. I know the group I RP'd with for a long time used them.

Eclipse

dredwulf60

I've also used Thunderans; like from the Thundercats cartoon.

And the Dracs from the movie Enemy Mine.

And I based an alien off of the tentacle-headed guy that likes to eat 'meat' from Night Breed.

TNJadeonar

Theres the Holographic AI's I have a fondness for. Kinda a cross between the Doctor from StarTrek Voyager and a more traditional SW Holographic projection rather than actual solid mass. Just as I had asked Hisham to draw me years ago (and she still lives!) -= Raven (Holographic ship's AI avatar of my YT-2400 NightRaven light freighter) =-

On a related note, I have had in one adventurous rpg free-style game, had Raven indeed become solid mass ala ST Voyager's 24th century Mobile emitter. Oh what chaos did that ensue. Fun times :)

Jurasik Park - SW style Big & dangerous game hunting. For those tired of Krayat Dragon hunting on Tatooine

Dino Riders - (remember this cartoon from the 80's?) SW Tech adapted onto the dinosaurs as Beast Riders. Also a nice alternative to the Rancor Riding Witches of Dathomir.

Master of Orion / Master of Orion 2 (pc computer game) - They had alot of interesting and creatively varied alien species that'd fit nicely in SW. I actually used once, a concept picture from MOO3, that closely resembled a Yuuzhan Vong teenager, of much lower caste ranks without the bodily dis-figurations. She was an interesting enigma.

Firefly - The Reavers. Need I say more?

Andromeda - Nietzscheans, Magog, Vedrans, ... Ship AI Andromeda + Ship Avatar Rommie (again theres the Ship AI idea)

at the Holonets, some people have converted ad&d / Tolkien style Elves as SW Species.

Likewise, I think Startrek's Vulcans would make for an interesting SW race, and visually not too far off from Elven species.

The Borg - well, an offshoor, one game I played in years ago, had what we nicknamed 'Borgskrs' (mechanically borg style adapted Vornskr into hybrid cyborgs), a product of an ancient race. See, with a bit of creativity, apply the Borg idea to non-humanoid creatures. Those things were nightmares on 4 legs!

-= Wookieepedia reference: Vornskr =-

Vagrant Lustoid

My friends and I created an entire Irken Empire, inspired totally by Invader Zim. We had it all set up, with Invader prestige classes, a stat build for the Massive flagship, and bios for pretty much all the technology and beings shown on the cartoon. And thing is, it made a pretty good enemy. Being that they tend to conquer galaxies, the irkens were good enemies to the Old Republic of our game.

JawaStu

Hey, how about a Stitch alien from Lilo & Stitch? I never saw the movie(s), but I did once see a TV episode and I love the character designs. There are some other cool aliens on that too, in a Clone Wars style perhaps.

JawaStu

Hehe, Awesomeness! I'm not alone in thinking Stitch would make a good StarWars alien, check out this Stitch Jedi. No idea who the artist is, I found the picture on a Spanish(?) Bonsai blog after doing an image search for "Lilo Stich Jedi".

Lord Crumb

I once DM a Classic Marvel Super Heroes RPG that had envolved the characters who were mutants, alter-humans, and Magic Users being pulled into the Star Wars Universe. The players really enjoyed the game as I had the Emperor gaining their genetic material and putting into his new stormtrooper clones. They barely made it out alive. It was great.

Lord Crumb

A question about non-star wars characters.

1) What about the introduction of transformers into the star wars universe, I mean their making star wars/transformer toys which I think is cool. I know this doesnt constitue a true merger of the two, but to see the transformers living along side our most beloved characters would be awesome.

2) Also, would this open some request for transformer-style characters in the request forum.

3) I personally would like to see Beast Wars era transformers made into soldiers, scoundrels, nobles, scouts, and Jedi since their smaller size would fit into the star wars universe.

Just a few thoughts,
LC {:-)

Xanamiar

Sweet.. I see it now...

"Yeah, my Xwing is my best friend." Whispering... "He's really a robot."

Tie Fighters = Decepticons ... Xwings = Autobots... works for me...

Lord Crumb

WHAT IF? Vulcans were Jedi. Think about it. Jedi are suppose to be in control of their emotions and draw on the light side of the Force.
Calm.
Passive.
At Peace.

Do not Vulcans exemplifies these values of being in control of their emotions. But the down side is the Vulcan logic. You would have to prove the Force to them and that they have the ability to use it.

Just some thoughts.

-LC :-)

dredwulf60

Vulcans would be the ultimate Jedi....EXCEPT that Jedi also must use their feelings. They control their emotions, but don't always suppress them. Vulcans try to fool themselves into thinking they HAVE no emotion, hence Yoda would have a hard time convincing a Vulcan Padawan to stretch out with his feelings.

ErikModi

I integrated the Predators, but with a slightly different twist. I named them Yautalor, and gave them very low tech. In fact, their too primitive to build or maintain most high-tech devices, though they love shooting things.

reaper63

I've mixed and matched alot in stories and adventures!

First is a custom War Driod that just happens to be AMEE from "Red Planet" I like the way it folded up for storage, and was both Bipedal and quadrped, depending ont he mission and what it needed to do.

I havent't figured out how to permanently mount a blaster on it, (other then a Predator type shoulder mount) that works in both Modes But I'm still trying.

The Klingons with slight mods (no transporter) are a natural! Disruptors and blabes, the whole Honor society, Even the Ships fit right in. (just need to design a fighter for them lol)

The Narns from Babaylon 5. For some reason I always liked the Reptiles. Fromt he ship designs right down to the costumes. The weapons and blades also fit nicely.

Everyone from Farscape. To me the Uncharted Territories and Both Scarren and Peacekeeper Space is just outside the outer Rim.

TOS Battlestar Galactica - Again, to me, a perfect fit. Vipers flying next to X-Wings, Cylons taking over Trade Federation droid factories and moving next to reprogramed Super Battle Droids and the older models, And Cylon Destroyer Droids.

I do like Andromeda, although I don't concider the last 2 seasons worthy of the beginnign of the series. I do import alot of what we see there into my adventures.

I've thought about using Predators, but never really thought The Aliens fit well, but I can be convinced.

SilverLightsaber

You guys are just listing off a whole bunch of aliens, why not provide the stats for them? There really aren't all that many character-made aliens...even swrpgnetwork doesn't have very many! If you did provide the stats for them, it'd be a lot easier for other ppl to use them too, and we'd have an archive of aliens at our fingertips...it works for SWAG 'cause all you good artists out there would probably have some fun drawing them.

Just a thought.

ErikModi

Well, here's my Yautalor, along with the B5 aliens I converted basically as a dare from the WotC boards.

Centauri
The Centauri were once “the Lion of the galaxy,” the rulers of a vast empire that spanned the stars, with fleets so large they blotted out whole suns. Knowledge about the “great old days of the Republic” is widespread, mostly because nearly any Centauri will talk about them at great length with the slightest provocation.
The “Great Centauri Republic” has declined greatly, and now only occupies a few small systems. Their greatest conflict is against the Narn, whom they subjugated, enslaved, and whose world they strip-mined to within an inch of its life. The Narns eventually threw off Centauri oppression, and have built up a large military to protect themselves from future Centauri aggression. Many in the Centauri ruling body, known as the Centarum, wonder when the Narns will decide they are strong enough to make the Centauri pay, and many think that perhaps they should put the Narns in their place before that happens.
Centauri are a hedonistic race, indulging in food, drink, and sex with wild abandon. Unlike Zeltrons, who pursue pleasure for pleasure’s sake, Centauri hedonism owes to a warped sense of duty. A Centauri’s life is all about duty. . . duty to his station, his family, his House, the Centauri Republic itself, ad nauseum. Thus, the Centauri have made the pursuit of pleasure another duty, one which must be pursued as vigorously as all the others. It is rare to see a Centauri who is not in some state of inebriation, as alcoholic beverage are about the only ones a Centauri ever drinks. Likewise, they will eat good food as often as they can, and pursue sexual gratification with great zeal. Centauri bodies are well designed for their lifestyle, having stout figures with large digestive and detoxification organs (the better eat, drink, binge, and purge), as well as six sexual organs, each one being a higher level of pleasure and intimacy.
Personality: Centauri are gleeful about their excesses, and gladly share them with others. They will throw grand parties for nearly any excuse, and any visitor to a Centauri’s home can expect to be treated to fine food, potent liquor, and a night of entertaining stories about their host’s great accomplishments. Underlying this commitment to joy is an unyielding sense of duty. A Centauri will always do what his best for himself, his family, his House, and the Republic. . . in pretty much that order.
Physical Description: Centauri resemble thickly built Humans, unless one sees the six, tentacle-like sexual organs that rest against the sides of the Centauri’s lower abdomen when not in use, or the matching “ports” for them on the female Centauri’s torso. Biologically, however, Centauri do not resemble human beings at all, having two hearts, among many other physical differences. As station is all-imporant to Centauri, they display this station in all manner of ways, probably the most obvious of which is the crest of hair male Centauri cultivate. The larger and longer the crest, the higher status that Centauri is. Female Centauri keep their heads shaved aside from a single braid. . . some consider this a sign that Centauri women are second-class citizens, which isn’t too far from the truth.
Homeworld: Centauri Prime, the seat of the “Great Centauri Republic.”
Language: Centauri speak their own language, but learn others easily. They love borrowing phrases and words from other languages, and using them in casual conversation to make themselves seem more sophisticated then they really are.
Example Names: Londo Mollari, Vir Cotto, Adira Tiree
Adventures: Centauri will venture into the galaxy for most of the same reasons a Human will, though underlying most of their adventuring is a desire to increase their own station within the Centauri social structure.
Centauri Species Traits
Centauri share the following species traits
Ability Modifiers: -2 Wisdom, +2 Charisma. Centauri are well liked despite people’s better judgement, though they are not known for restraint or being astute.
Medium size: As medium creatures Centauri have no special bonuses or penalties due to their size.
Speed: Centauri base speed is 6 squares.
Hearty Biology: Their two hearts, along with other physical adaptations, grant Centauri impressive ability to withstand the stresses their hedonism places on their body. Centauri gain a +2 bonus to their Fortitude defense.
Automatic Languages: Basic and Centauri

Minbari
Minbari are an ancient race, having been in space longer then almost any other. Minbari noble and honorable, for the most part. They have highly evolved sense of both morality and honor, though sometimes their overdeveloped sense of honor causes them act contrary to their sense of morality. This happens most often among members of the warrior caste.
Three is a very important number to the Minbari, and is a staple of their whole society. They have three castes: Worker, Warrior, and Religious. They speak three languages: Light, Dark, and Grey. They are ruled by the Grey Council, which contains three representatives from each of the three castes.
Minbari history was characterized by bloody caste wars for thousands of years before the institution of the Grey Council by Valen, the Minbari’s most revered religious leader. Valen was “A Minbari not born of Minbari,” and he led the Minbari race to victory against an ancient and evil enemy, uniting the Minbari race. Since Valen came to the Minbari people, the Minbari have lived by his wise religious rules, the foremost of which is “Minbari do not kill Minbari.”
Personality: Minbari are deeply religious, but the Religious caste is a step above them all. All Minbari can fight well, but the Warrior caste has conflict in their blood. All Minbari are craftsmen and architects, but the Worker caste designs and builds objects of surpassing beauty. Minbari do not lie, except to help another to save face. However, Minbari never tell anyone the whole truth, keeping their secrets close. They are an honorable people, however, plowing forward to see that what they believe right is done.
Physical Description: Minbari are hairless humanoids, with a bony crest adoring the back of their heads. They are very pale, and usually slender, though all Minbari have denser muscles and bones then most races, and can take phenomenal punishment without slowing down. Minbari warriors use their great physiques to their advantage, usually preferring to fight with knives, crystalline claws, or the Minbari Fighting Pike, a collapsible metal quarterstaff, instead of the ranged weapons they are also taught to use.
Homeworld: Minbar, a world dominated by the beautifully carved crystal cities of the Minbari.
Language: Minbari speak three native languages: Light, Dark, and Grey. They also learn the languages of other races to communicate with them, to keep their own languages secret.
Example Names: Delenn, Lenier, Draal, Shal Mayan, Neroon
Adventures: Minbari are an insular people, and so will rarely adventure away from Minbari space except in the company of other Minbari. However, their religious callings require them, occasionally, to venture forth on missions that only they will ever know the true purpose of.
Minbari Species Traits
Minbari share the following species traits
Ability Modifiers: Worker: +2 Intelligence, -2 Charisma. Warrior: +2 Strength, -2 Charisma. Religious: -2 Strength, +2 Charisma.
Medium Size: As Medium creature, Minbari have no special modifiers or penalties due to size.
Speed: Minbari base speed is 6 squares.
Toughness: Minbari do not suffer penalties for being moved down the condition track. They are still rendered unconscious when they are moved five steps down the condition track, and damage that reduces them to zero hit points and overcomes their damage threshold still results in death.

Narn
Narn are a proud race, having been subjugated for centuries under the yoke of the Centauri. The Narn fought hard against Centauri occupation and exploitation, eventually winning their freedom. Now, the Narn are a militaristic race, building up a large space fleet to protect themselves from future Centauri attacks. . . and some Narn say the only way to do that is to wipe the Centauri from the face of the galaxy.
The long occupation left the Narn with unquenchable thirsts for freedom and vengeance. To preserve their race, Narn’s will do anything. They are a opportunistic and pragmatic, some say parasitical, readily selling weapons to lesser races in exchange for the resources they need to keep their race safe.
A Narn’s sense of vengeance is often misconstrued as a sense of justice, and though they can be fair about dispensing such justice, they are more often then not harsh in its application, especially towards those who have wronged them. The most extreme manifestation of this is the Shan’kar. . . the Narn Blood-Oath.
Personality: Narn are a proud, stubborn, and sometimes aloof race. They can be quite friendly to those whom they believe can be of service to their causes. However, few are willing to aid the Narns unconditionally. . . all know that Narns are more then willing to use others for their own ends, scheming and plotting to elevate the Narn people above all others.
Physical Description: Narns are reptilian in appearance, with hairless, mottled green skin and red eyes. They are slightly more slender then most races, and conceal this with bulky, armor-like clothing. Despite their slight frame, their muscles are more dense then most humanoids, affording them above-average strength, especially when they engage the reserves of rage all Narn possess.
Homeworld: Narn, a formerly green, forested world, before the Centauri occupied it and strip-mined away vast quantities of natural resources.
Languages: Narns speak their own language, but frequently learn Basic, so that they may better communicate with and manipulate others.
Example Names: Narn children, referred to as pouchlings, have no names until they pass their rites of passage, at which point they take a name, usually based on whichever religion they have chosen to follow. For example, followers of the Book of G’Quan will take names starting with a G’ and having one following syllable, such as G’Kar, G’Drok, or G’Daan. An atheist Narn may take a name that honors their family, so a Narn named Na’Toth might have taken this name to honor her father, G’Toth.
Adventures: Narn most often join their world’s military, to protect their race from the predations of the Centauri. Others will travel the galaxy to aid their people by becoming smugglers, arms dealers, and mercenaries. Almost all Narns place the survival and well being of their people above their own, and many would gladly sacrifice their own lives for the good of the Narn.
Narn Species Traits
Narn share the following species traits
Ability Modifiers: +2 Strength, -2 Charisma. Narns are a strong and hearty race, but they are known for serving their own ends first, and are trusted by few.
Medium Size: As Medium creatures, Narns have no special bonuses or penalties due to their size.
Speed: Narn base speed is 6 squares.
Rage: Narns are a passionate people, and their passion can swing to violent highs, especially when their pride is wounded or their people threatened. Once per day, a Narn may enter a rage, gaining a +2 rage bonus on melee attack rolls and melee damage rolls. While in the rage, the Narn may not use skills requiring concentration, such as Stealth. The rage lasts for a number of rounds equal to 5+the Narn’s Constitution modifier. At the end of the rage, the Narn moves -1 persistent step down the condition track. The penalties imposed by this condition persist until the Narn takes 10 minutes to rest and recover, during which time the Narn cannot engage in strenuous activity.
Force Lack: Narn Force-Sensitives were slaughtered thousands of years ago by an outworld enemy. As such, the genetics that combine to produce Force-Sensitivity are not strong enough to create Force-Sensitive Narns. Narns cannot take the Force-Sensitive feat.
Bonus Trained Skill: Narns are an adaptive race, and receive a bonus trained skill at 1st level.
Automatic Languages: Basic and Narn

Feat

Shan-kar
You have sworn the Shan-kar, the Narn Blood-Oath. The oath can only be fulfilled by the death of the one against you have sworn the oath.
Prerequisites: Destruction destiny geared toward your target.
Benefit: Name one character who has severely wronged you or your family. You gain a +5 bonus to any Initiative, Perception, Stealth, or Survival checks against that character. When you are near your prey, your blood boils with the fulfillment of your vow. The Shan-kar makes an attack against your Will Defense using your own Persuasion check. If this attack succeeds, you are unable to prevent yourself from fulfilling your vow, and must attack your prey to the exclusion of all others.

Yautalor

Hailing from the Outer Rim world of Presh IV, the Yautalor are the galaxies perfect warriors. They are taller even then some Wookiees, and more thickly muscled. Their great strength belies their great speed; a Yautalor is as dextrous as races such as the Farghul or Duros. Yautalor are also tough in body, possessing thick skins and tough bones, making them difficult to wound. Yautalor wounds even heal faster then most other races. The Yautalor do have a few drawbacks, however. For all their strength and speed, they are not the sharpest vibroblades on the rack. Their attitude of gleeful meyhem towards combat makes most other, less hardy races dislike them, and they have severe problems maintaining or crafting high technology.
Presh IV is a hot, humid planet with tall forests covering it surface. Despite the planet’s great humidity, there is no body of water larger than a small lake anywhere on the planet’s surface, and no mountains. The only natural barriers are deep chasms, so deep they actually cut through the planet’s crust and expose the mantle. Some of these chasms are no bigger than a meter or two across, but most span several meters of more. Many are large enough to be seen as glowing orange-red ribbons from space. These chasms frequently mark Clan boundaries.
The planets lack of water has led to massive competition among various Clans, and there is always at least one Clan war happening on Presh IV at any given time. The Yautalor take war and fighting in stride, often enjoying them as games. Any war or conflict is a game to them. They fail to understand why so many humans and aliens were so caught up in “That Big Game” (their term for the Galactic Civil War.) Some say they are unable to grasp the big picture, others that they are unwilling to.
As frivolous as the Yautalor take war, they take craftsmanship and honor with an equal amount of seriousness. All Yautalor learn to craft the weapons and armors of their Clan heritage, and many become true warrior-artisans who can masterfully craft such items. The Yautalor are more than willing to craft combi-sticks, hunter armor, and wristblades in exchange for blasters, glowrods, and thermal detonators.
During the time of the Republic, the Yautalor kept to themselves. The Republic wasn’t interested in them, and many senators were afraid of what would happen if such creatures got off their homeworld and carried their reckless abandon for conflict into the galaxy proper. Yautalor are never encountered off their homeworld in this time. During the Empire, many free traders stop off at Presh IV with legitmate (usually a switch for these people) cargoes of blasters and the like in exchange for various crafted pieces of Yautalor armor and weapons. Such weapons can fetch good prices at collector’s shows, and many bounty hunters swear by Yautalor Hunter armor. Some Yautalor barter their crafting skills for passage offworld, and many crimelords hire them as bodyguards or enforcers. Unlike the Noghri, Yautalor frequently don’t care what their employer does, as long as the Yautalor gets to commit violence on a fairly regular basis. Some Yautalor serve as commandos in the Rebellion, with mixed sentiment. Some soldiers love having a Yautalor at their side, as the large and ugly creatures make for intimidating opponents, always willing to charge into any battle and draw attention (not to mention fire.) Other hate the huge aliens for their bloodlust in battle, fearing that the Yautalor will find any excuse to engage in violence, whether that is the best approach to the mission or not. Both points are, to an extent, equally valid.
During the New Jedi Order, a few Yautalor are learning the ways of the Jedi from an ex-New Republic officer and Jedi Knight, Young Ronin. His Jedi Temple on Presh IV accepts only children and (rarely) adults who have a yearning to do more than just bust heads for their entire lives. Ronin has attempted to teach the young Yautalor a revised version of the Jedi Code. He also places less emphasis on lightsabers and more on traditional Yautalor weapons. As the Vong march across the galaxy, it remains to be seen how the Yautalor will respond to “That Other Big Game.” One thing is for certain, however: Surrender is, literally, a word that is not in the Yautalor vocabulary.
Personality: Yautalor LOVE combat. They love fighting, conflict, and battle in all it’s physical forms. As long as there is plenty of opportunity for violence, a Yautalor is happy.
Physical Description: Yautalor are tall, thickly muscled humanoids with claws on each five-fingered hand. Their faces are quite ugly to most humanoids, with beady yellow eyes, and mandibles covering a small mouth rimmed with needle-sharp teeth. Their heads are topped with a bony crown, from which grows thick, dark green “hair.” The overall effect is quite monstrous.
Homeworld: The hot, humid, forest planet of Presh IV.
Language: Yautalor speak their own tounge, Yautalor. It is a language of growls, roars, howls, hoots, and mindible clicks, and is very difficult for ill-equipped humaniods to reproduce. A humanoid who does not have a similar voice box and mouth arrangement to a Yautalor spends twice as many skill points to learn the spoken language. Droids and other beings who can replicate the sounds perfectly pay only the normal amount. Conversely, Yautalor are not built to speak basic, or most other languages for that matter. A Yautalor must spend twice the skill points to learn any language for which he is not equipped, and still speaks with a heavy accent, and in a growling, bass voice that sounds mean even when the Yautalor is happy.
Example Names: Yautalor names are rarely phonetically translated, and are almost always concepts applied to the individual. Thus, Yautalor have names in basic such as Young Ronin, Cunning Warrior, Sharp Eye, Swift Foot, Tree Strong, and the like.
Adventures: Yautalor can be found in almost any area where combat is frequent. They can be found as soldiers in mercenary armies and government militias, enforcers and bodyguards for crimelords, pit fighters in legal and illegal fighting rings, and, very rarely Jedi. Master Skywalker (in the NJO era) has banned many of his students from taking on Yautalor apprentices, recognizing their potential for the Dark Side. There is only one Jedi who he allows to teach the Yautalor the ways of the Force, and that is Young Ronin.
Species Traits:
Ability Modifiers: +4 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -4 Charisma. Yautalor are very strong, tough, and agile, but are not particularly bright, perceptive, or charming. And they’re ugly, too.
Medium size: As Medium sized (albeit very large) creatures, Yautalor suffer no size bonuses or penalties.
Speed: Yautalor Base Speed is 6 squares.
Natural Armor: Yautalor have tough hides and thick bones, which provide them a +1 natural armor bonus to Reflex Defense. A Natural Armor bonus stacks with an armor bonus.
Technologically Deficient: Yautalor can not take Skill Focus in either Mechanics or Use Computer.
Bonus Feat: Yautalor gain Power Attack as a bonus feat.

Vorlon

The Vorlons are an ancient and mysterious race. They speak in riddles and never reveal anything they don’t have to, including their bodies. Vorlons wear elaborate encounter suits to conceal their features, and never let anyone see them outside of their encounter suits. Even their names remain rather secretive. . . Vorlons introduce themselves as “Kosh,” and when asked about the shared name, the only reply they give is “We are all Kosh.” Whether Kosh is a family name, a title, a state of mind, a code-word, or something altogether alien, no one is sure.
The Vorlons are far older then any other race in the galaxy. Vorlons had explored the galaxy for millennia before any other race even achieved starflight. They are so ancient they have evolved past the need for physical bodies, and their encounter suits contain only their energized essence. This essence is immortal and nearly indestructible. . . it takes a truly monumental effort to slay a Vorlon. Their evolution includes extreme Force Sensitivity, and the whole Vorlon race is telepathic to one another. When one of them dies, the whole race takes it hard.
Personality: A Vorlon is mysterious, never revealing anything more then necessary. They never speak in clear, concise sentences, always talking in riddles. Usually, by the time one figures out what a Vorlon means, it’s too late. Vorlons are also lords of order, and they believe that the universe only functions well when everything is perfect order. Vorlons go so far as to impose that order on everything and everyone around them, manipulating younger races into following their ideals. Order is everything to a Vorlon.
Physical Description: No one besides the Vorlons knows what they look like underneath their encounter suits, and the Vorlons like it that way. What younger races see when a Vorlon leaves his encounter suit isn’t even their actual appearance, but a carefully constructed illusion meant to make younger races react to them as divine entities. Their actual appearance is that of a shifting, wavering form of light.
Homeworld: Unknown, but deep in the area known as Vorlon Space, from which no ship has ever returned.
Langauges: Vorlon speech is a musical whisper, though their encounter suits translate their speech into any language they wish. Even then, their voices are soft, low-pitched, and mysterious. There are those who say that the day one gets a straight answer form a Vorlon is the day the universe comes to a screeching halt.
Example Names: Vorlons have only one name they will admit to publicly: Kosh. Sometimes they will add another name, such as Kosh Naranek or Ulkesh Kosh, though the significance of these names is unknown.
Adventures: Vorlons seem to have no interests beyond their own space, at least publicly. However, they constantly travel the galaxy on their own agendas in secret.
Vorlon Species Traits
Vorlons share the following species traits:
Ability Modifiers: +8 Intelligence, +8 Wisdom. Vorlons are drastically smarter then any other alien race, thanks to their long lives.
Medium Size: In their encounter suits, Vorlons are medium sizes creatures and so have no special bonuses or penalties due to size. Outside of their encounter suits, their size is irrelevant.
Speed: In their encounter suits, Vorlon base speed is 4 squares. Outside of their encounter suits, Vorlons move at the speed of thought.
Noncorporeal: Vorlons are beings of pure energy, and so conventional weapons do not affect them. Their encounter suits are technological marvels that can withstand nearly any force that can be applied to them. Vorlons do not take any damage and are never moved down the condition track by conventional attacks. Force powers that deal damage (excluding Move Object) damage them normally, provided they can affect the Vorlon in the first place.
One With The Force: Vorlons have evolved into a state where they exist purely within the Force. As such, all Vorlons gain the Force-Sensitive feat for free, and are always considered to be trained in the Use the Force skill.
Force Resistance: Vorlons automatically resist any attempt to use a Force power against them with a Use the Force check, as per the Rebuke Force Power, which they can perform an unlimited number of times between turns. They cannot redirect a Force Power back at its wielder using this ability, however, no matter by how much they exceed the users Use the Force check.
Automatic Languages: Vorlons always speak whatever language they mean to. Though their words may be understood by their listeners, only very rarely does a Vorlon’s speech make any sense. As the Vorlons themselves are fond of saying, “Understanding is a three-edged sword.”

dredwulf60

Okay, so about the Vorlons...aren't they a bit POWERFUL?!?!

Okay...see?

This is the problem with providing any stats for non-canon races. Everyone has different standards. I give klingons This for a strength bonus. Some one will inevitably say 'That's' too strong'...or 'That's' not strong enough for a klingon...'

Not to mention all my stats are for D6. :p

TNJadeonar

(Monkeyman):
Did I do the illo for the Cyber-Vornskyr's for you, TNJ? If so, that was one of my earliest (and, er, favorite-est) SWAG requests:

http://swagonline.net/node/1578

Ah, those were the days...

That wasn't me, I was just a player in that game. Dr.Worm was the GM and most likely requested it. Always has been an awesome ilo ;)

Casca1967

We have taken to transfering Rifts RPG characters to SW, and vice versa. Once the conversion is done they seem to work well together.

RedDragonRipper

So i was wondering about a centaur species. Is there one already or could one be made up?

NM i found a race of centaurs called Chironian. Niffty.

dredwulf60

There was a Star Wars alien race that had the chaeacteristics of the T-1000 Terminator...basically like liquid metal.

Anyone recall what they are called?

Mathurin

I like all the ideas that have been posted here, but a few already exist as canon in Star Wars. First the Predators as Mandalorian idea is already canon. Present day Mandalorians are basically a society not a race but they grew out of the Taung race which where basically predators. Search them on Wookiepedia and you'll see the obvious similarities. And as for elves in Star Wars they have those too, they are called Sephi.

A race I created for Star Wars is the Chronarchs(Time Lords). I'm a huge Doctor Who fan. I removed the technology aspects such as the Tardis and gave them time travel in the manner of using Flow Walking through the Force. I replaced the Time War with one of the early Sith Wars by placing their planet in the Cloak of The Sith and having it bombarded and destroyed by one of the Sith Fleets. As for their biology I made them ageless and have dual cardiovascular and respiratory systems. I've only brought two of them into a game I ran, a pair based off of Romana and The Doctor, and while they have the ability to travel in time they are somehow unable to rewrite the events that destroyed their planet without drastically altering the current timeline. That game got a little sticky when the players assumed they could now use the NPC's as their own personal time traveling phone booth/Delorian. So after the players abused it once I simply had the NPC's go back and alter the events that precipitated their ever meeting. That was an interesting game.

Asok

I tend to make up my own, like the primitive, amphibious Trogs I'll be using in an upcoming adventure (I'll make pictures later) and my previously posted Nimbian character. My sketchbooks are full of alien sketches and concepts that I can adapt for my game as I wish.
I also use some of the great alien designs on the site, like Reverend Strone's Hanuut, which I used a few years ago.

Boshuda

dredwulf60

Casca1967 mentioned Rifts. I played Rifts years ago, before I got absolutely SICK of the game system and KS's pompous jack-assery, and the gigantic inflation of power-mongering, and the retarded way that skills work...and...and...

I digress. Rifts had a lot of neat ideas.

I just recently needed a neutral military for the Star Wars RPG during the clone wars.

I basically converted a lot of the Coalition States stuff over to Star Wars. It's forming the basis of a planetary government and armed forces. One that is xenophobic of any species that is not human, and as a result was never admitted into the Republic. It's been ostracized for years (Like South Africa during the apartheid).

Now Count Dooku has sent an envoy, promising to respect its independence and extend the benefits of cooperation with the CIS.

The PCs are sent as emissaries of the Republic to keep the planet from joining the CIS, but due to the inclusion of non-human jedi in the envoy, it is doomed to end in failure.

Overall, they will make good non-droid opponents for the GAR for a number of battles!

Casca1967

Does that mean I can have a russian Holocost borg "Droid" from your planet?
No I agree. The coalition would make fine bedfellows for the Empire.
How would the Ewoks have faired vrs. Deaths head walkers I wounder.

Casca1967

Juicers from rifts I could see, Maybe some borgsfrom there to, but I'd leave out full conversions. Pretty much everything else is power gamr realm there.

Solos from Cyberpunk, heck...anything from cyberpunk. Any Megatraveler.
All the pokemon, Little fellers have to be from Endor though. I just read all the speies on the species list at wookiepedia, and common theme is....Endor produces more Dr. Seuss characters than any other planet.( hey, befor you blow up that Death Star, can you do me one small favor?)

Jedi Master Lennier

I'm looking for a group that maybe does like superhero or demonic type things and wondered if anyone could point me in the right direction?