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- Species - Playable (V2 Gritty) — Humans, Gozzo, Wookiee, Rodian, Bothan, Tusken, Jawa + Twi'lek, Trandoshan, Zabrak, Duros, Kel Dor, Chiss
Species - Playable (V2 Gritty) — Humans, Gozzo, Wookiee, Rodian, Bothan, Tusken, Jawa + Twi'lek, Trandoshan, Zabrak, Duros, Kel Dor, Chiss
"We don't serve their kind."
You heard that. You still need them.
This is the playable species pack for Sins of the Empire V2 gritty (Tier 4-8). Same rule as Droids: 8 ability ranks L1 cap 3/min -1, then apply species mod after (can push to 4 or -2 at L1). Species mod is always net 0 (+1/-1 or +2/-2) + 1-2 small traits. No species breaks Tier caps on attack/damage.
Near-humans are "human" in rules. Ewoks do not exist anymore — see bottom.
All species speak Basic unless noted, plus one native tongue. Humans take Basic as native.
How Species Balancing Works in Gritty
- Atomic TC says "nearly all aliens are near-human — only those with actual powers get traits." We keep that.
- Species traits = Senses 1-2, Movement 1, +2 to two skills, Size mods, or 1 free Feat — not +rank damage.
- Size: Small = Speed -2m (5m vs 7m), +1 Dodge, +1 Parry, +3 Stealth, -1 Intimidate, -5m carry. Large = opposite. Small/Large is a species Feature, not a purchased power.
- Languages: You get Basic + native. If your species can't speak Basic (Wookiee), you understand it but speak via translator.
Human / Near-Human (Mirialan, Zabrak, Kiffar, Rattataki, Mirialan, etc.)
The boring one that runs the galaxy.
- Mods: +1 to any ability of choice (no penalty — your trait is flexibility). Near-Humans are same: Mirialan +1 AWE -1 PRE +1 AWE? Actually Mirialan +1 AWE -1 PRE, Zabrak +1 STR/STA variant — pick +1/-1 that fits, net 0, GM approval.
- Traits: Versatile: Gain 1 extra trained skill at L1 (+2 circumstance if already trained) + 1 extra language. Human Paragon: +1 Hero Point at start of each adventure (replace with Extra Feat if Hero economy too much — pick either).
- Senses: Normal vision.
- Speed: 7m
- Complication: Prejudice (you are the oppressor to non-humans or the baseline). Humans are 70% of NGE officers.
- Why play: You want the flexible +1 and you don't want to roleplay beak maintenance.
Examples:
* Corellian pilot: +1 DEX, +2 Vehicles
* Mirialan Consular expy: +1 AWE -1 PRE (stoic)
Gozzo — Chicken People (Gideon's Species)
"Bwak?" then rewires your ISD reactor in 30 seconds.
Small, feathered, nervous, brilliant. 0.9-1.1m tall, hollow bones, huge eyes, beaks that can strip wire. From Skysend (arid mesas). 95% are mechanics, scavengers, or droid cultists. Humans don't respect them until their ship breaks.
- Mods: +1 INT, -1 STR (net 0). Gideon array: INT 4, STR low, but brilliant with droids.
- Size: Small — Speed 5m (short legs), +1 Dodge, +1 Parry, +3 Stealth, -1 Intimidate, +2 Legerdemain to conceal (small hands). Count as Small for carry but can carry Large droid parts with help.
- Traits:
- Low-Light Vision (chicken eyes), +2 Perception (visual)
- Tinker Beak: +2 Maintenance, +2 Expertise: Droids/Engineering (choose one). Beak counts as Precision Tool (Maintenance +2 already included).
- Beak/Claws: Unarmed Damage 1, Crit 20. Can strip wire as Move without tools (Security DC -5).
- Wing-hop Glide: Leaping 2 (5m horizontal, 3m vertical) + you ignore first 10m of falling damage by flapping loudly. Can't fly. Looks stupid.
- Languages: Gozzo (clucks/whistles), Basic (squawks), Droidspeak +1 (you talk to toasters)
- Speed penalty: -2m off smooth? No — already Speed 5m.
- Complication: Prejudice (Human superiority "is that a chicken fixing my hyperdrive?"), Nervous Flock — -2 Will vs Intimidation when alone, +2 Will vs Fear when ally within 5m (you're brave in flock).
- Gideon's write-up reuse: Small Size [Innate] was: Size 1 Shrink Only, Enhanced Dodge +1, Enhanced Parry? Keep same. Speed -1 (half) was old Tier x — now 5m.
Play hint: Fixer, Technician, or Medic. You are why droid skill chips work — you wrote the firmware.
Wookiee
Let the Wookiee win.
2.1-2.4m, 120-180kg, lives 400y. Kashyyyk. Strongest loyal companion or worst boarding action. Cannot speak Basic (Shyriiwook only).
- Mods: +1 STR, +1 STA, -1 INT, -1 PRE (net 0, +2/-2 allowed for big species)
- Size: Medium (tall) — Powerful Build: Counts as Large for carry/push/lift (+2 STR for carry). Not Large for defense.
- Traits:
- Low-Light Vision, Scent (Acute Smell 1)
- Climbing Claws: Movement 1 (Wall-Crawl 3m, wood/metal/bark only, not smooth durasteel), +5 Athletics climbing
- Wookiee Rage: When you become Staggered, or ally goes Dying within 10m, you can spend Hero Point as Reaction to ignore Injury penalties 1 round and gain +2 Circumstance melee damage 1 round. If you kill foe while Raging, Will DC15 or attack nearest (even ally) next turn — classic.
- Fearsome: +2 Intimidation (Roar). Can Roar as Move: Intimidation vs Will DC10+Intimidation ranks, Shaken 1r on fail.
- Long Lived / Tough: +2 Fort vs cold/environment, +1 Toughness save vs 4h Injury fatigue (long-haul)
- Languages: Understands Basic perfectly, cannot speak Basic without vocabulator/translator (500cr collar). Own: Shyriiwook, +1 other.
- Speed: 7m
- Complication: Cannot Speak Basic (must roleplay translator), Life Debt, Wookiee Rage, Prejudice (Imperials keep trying to enslave you — NGE bans it but NR slavers don't)
Play: Soldier or Fixer (muscle). Bowcaster Damage 6 Pen 2 is your cultural weapon — you can start with one as Licensed via Wookiee heritage (normally Restricted).
Rodian
"You kiddin'? I got death marks in twelve systems."
Green, antennae, hunter culture. Rodia. Romanticize death. Best bounty hunters pinged by other species as immoral because they like hunting sentients.
- Mods: +1 DEX, -1 PRE (net 0)
- Traits:
- Senses 2: Low-Light Vision + Acute Scent (track by smell +5)
- Hunter's Instinct: +2 Perception (hunt/track), +2 Ranged when you Aimed last round (steady hunter)
- Hunter Culture: +2 Expertise: Streetwise (bounty boards), Take 10 (treat d20 as 10 when not threatened) on Gather Information to find bounties
- Languages: Rodese, Basic
- Speed: 7m
- Complication: Hunt Crazy — must roll Will DC12 not to take a bounty/mark when offered, Distrusted (law sees you as thug +2 Gather Info vs you)
Play: Soldier (Bounty Hunter track), Scoundrel, or Pilot. Pairs with Imperial Officer Intelligence Handler (you are the hound).
Bothan — (Yes they exist, no they didn't die for DS2, Bothawui is fine)
Spy. Furry, paranoid, networker. Bothawui.
- Mods: +1 AWE, -1 STR (net 0) — perceptive, not strong. Alternate +1 INT -1 STR also valid.
- Traits:
- Low-Light Vision, Fur: Immunity 1 (Cold half)
- Bothan Spynet: +2 Gather Information, +2 Deception, +2 Stealth. Once per planet as 10 min, you can tap Bothan contact network — Gather Info as if you were in capital (even if in Outer Rim), -2 DC.
- Paranoid Ears: +2 Perception hearing, cannot be flat-footed by ambush if you have 2+ allies (someone warned you)
- Languages: Bothese, Basic + 1 extra (codes)
- Speed: 7m
- Complication: Paranoid, Spynet Debt (Bothans trade info — you owe a secret for a secret), Prejudice (Imperials think you're New Republic spy, NR thinks you're NGE spy — both half-right)
Play: Fixer (Info Merchant), Imperial Officer Intelligence Handler, Imperial Senator Whip. Best Senator spy — you know Procedure AND secrets.
Tusken Raider (Ghorfa / Sand People)
"Urr ruurr."
Tatooine, desert survivors. Masked, never show skin. Thought primitive — actually disciplined clan warriors. Recently allowed NGE citizenship on Tatooine after Great White Fleet stopped NR raids.
- Mods: +1 STA, -1 PRE (net 0) — desert hardened, scary.
- Traits:
- Desert Born: Immunity 2 (Heat/Cold half) + Environmental Adaptation Desert 1, +2 Expertise: Survival (desert)
- Mask/Respirator: Built-in gas filter — +5 Fort vs inhale gas/dust, 2hr sealed air with spare canister (100cr)
- Tusken Terror: +2 Intimidation vs desert locals, Can use Intimidation in place of Persuasion to command mass of Tuskens (Will DC10+Intimidation)
- Low-Light Vision
- Languages: Tusken (grunts), Basic understand only + Jawaspeak pidgin. Most Tuskens cannot read Basic at start (-1 language). Noble/Senator Tuskens are rare — they read.
- Speed: 7m
- Gear: Gaffi stick (Vibro-ax Damage 3 Pen 1 Reach 1 Trip), Tusken rifle (Blaster Rifle Damage 6 Inaccurate 1 when not braced)
- Complication: Outsider — Most city folk Fear you (-5 Persuasion first impression, +5 Intimidation), Mask Taboo — removing mask in front of outsiders = Shame (Will DC15 or -2 all checks 24h), Literacy (if you choose illiterate, you can't read Imperial signage — Complication)
Play: Soldier (Shock Trooper), Scoundrel (desert scout). Tusken Imperial Officer is rare but terrifying — you ARE the garrison on Tatooine.
Jawa
"Utinni!"
0.9-1.0m, brown robes, glowing eyes, Jawaese + mechanical whistles. Tatooine, also scrap worlds. Best scavengers in Outer Rim. Travel in family Crawler.
- Mods: +1 INT, -1 STR (net 0)
- Size: Small — Speed 5m, +1 Dodge, +1 Parry, +3 Stealth, -1 Intimidate
- Traits:
- Darkvision 20m (night eyes in robes)
- Scavenger: +2 Maintenance, +2 Security (bypass locks/salvage), Jury-Rig: Once per scene as Move, give broken device 1 round function at -5 check (then sparks)
- Trader's Eye: +2 Persuasion when bartering scrap/droids/parts (not ships), appraise scrap value instantly (no check)
- Ion Scramble: You start with Ion Blaster Pistol (Ranged Affliction 4 vs Droids/Vehicles: Dazed/Stunned, + Ion Module that ignores 2 Prot vs droids) — you built it. Licensed as tools on Tatooine.
- Languages: Jawaese, Jawa Trade (whistle-code), Basic (heavily accented), Droidspeak 1
- Complication: Small + Robed — you're grabbed easily (Grapple -2 to escape from Medium+), Family Debt (Crawler family expects tithe 10%), Prejudice (both sides think you stole it — often true)
Play: Technician, Fixer (Procurement Specialist), Pilot (you fit in vents). Jawa Imperial Senator is deeply funny and 100% legal — you represent Arvala Crawler Guild.
Ewoks — EXTINCT
No ewoks. No second chance.
Per campaign canon: Ewoks were wiped out after Endor.
Second Death Star debris field + reactor breach + shields down + fall from orbit sterilized the forest moon. Ecology collapsed within 6 months: radiation, fires, impact winter, then NR blockade to hide the failure. NGE Great White Fleet recovered only data buoys. A4's survey (3 ABY) confirmed 97% megafauna loss, no sentient activity. Holonet still shows cute recruitment vids from 0 ABY — they are propaganda.
If a player asks for Ewok, the answer is: you can play a stuffed Ewok on a Gozzo's backpack with +2 Morale, or you can play a Gozzo who thinks he's an Ewok. No stats. No revival. The Empire killed them twice.
For deep lore: see NGE History / Endor Aftermath and A4 Report EC-7.
Twi'lek (Ryloth)
"Pretty. Clever. Broke free anyway."
1.8-2.1m, head-tails, bright pigment. Ryloth is Outer Rim hell — bright side burns, dark side freezes, only twilight habitable. Twi'leks survived slavery under Hutts, NR, and early Empire. NGE banned Twi'lek slavery outright in NI 6 — bought you loyalty and a lot of freed Twi'leks in Imperial service. NR worlds still run it quiet.
- Mods: +1 PRE, -1 STA (net 0) — graceful, lived soft under harsh light, not built for cold hard vacuum.
- Traits:
- Low-Light Vision (Ryloth twilight eyes)
- Lekku Whisper: Twi'leks speak silently with other Twi'leks in sight within 10m using lekku twitches. Cannot be intercepted by lip-read, Perception DC 20 to even notice it's speech. +2 Deception vs non-Twi'leks to hide intent while speaking — your head-tails lie for you.
- Charming Survivor: +2 Persuasion, +2 Deception (when not Intimidating). You learned to talk past guards.
- Languages: Ryl, Lekku (silent visual), Basic. Most Twi'leks also know Huttese (slaver trade).
- Speed: 7m
- Complication: Prejudice (exoticized — both NGE officers and NR spacers assume dancer/servant), Clan Debt (family/clan on Ryloth expects remittances or rescue — 10% or a job they gave you)
Play: Scoundrel Face, Noble, Imperial Senator (freed-slave turned NGE loyalist is classic), Fixer (you know every cantina).
Trandoshan (Trandosha)
"Score is all."
1.9-2.2m, scaled, clawed, regenerates. Trandosha orbits same star as Kashyyyk — Scorekeeper religion demands you hunt worthy prey to earn Jagannath points. Wookiees are ultimate score. Bossk-style hunters are NGE-legal bounty hunters — NGE uses your rivalry as feature.
- Mods: +1 STR, -1 INT (net 0) — strong, blunt, not stupid just direct.
- Size: Medium — count as Large for carry/push/lift when using both hands (scaled bulk).
- Traits:
- Claws: Unarmed Damage 1, Crit 20. +5 Athletics when climbing (claws dig).
- Regeneration 1: Heal Injury 1/day on Long Rest without Treatment (not per hour — you are slow but inevitable). Regrow lost finger 1 week, hand 1 month with Medical care DC15. Reattach severed limb in field with Maintenance DC15 + medpac 10 min.
- Infrared Pits: Darkvision 10m + Low-Light Vision. Track living prey by heat +5 Perception in darkness/underbrush.
- Scorekeeper: When you defeat worthy prey (Tier ≥ yours, or named NPC, or Wookiee), gain Score 1 (max 1). Spend before attack on similar prey (same species/role) as Free to gain +2 circumstance to hit this round. Hunt focus. You announce Score to GM.
- Languages: Dosh (bark/hiss), Basic (hissing — -1 Persuasion first impression, +1 Intimidation vs Wookiees)
- Speed: 7m
- Complication: Prejudice (seen as thugs/bounty scum), Life Hunt — Wookiee rivalry (Will DC12 not to engage Wookiee rival when challenged), Score Debt — Scorekeeper priests demand worthy hunt per job or -1 Will until you hunt
Play: Soldier (Bounty Hunter track — Take 10 Gather Info to find bounties like Rodian, + your claws), Scoundrel Muscle. Trandoshan Imperial Officer is terrifying — you ARE the enforcement.
Zabrak (Iridonia / Dathomir)
"Pain is a teacher. I paid attention."
Horn-crowned, tattooed, hard as durasteel. Iridonia Zabrak (tan, resilient) and Dathomir Zabrak (red/black, Nightbrother/Nightsister heritage). Both NGE citizens — Dathomir declared NGE Protectorate after NR tried to weaponize Nightsisters. Maul is dead, your horns aren't.
- Mods: +1 STA, -1 PRE (net 0) — tough, abrasive, blunt.
- Traits:
- Horns: Unarmed Damage 1, Crit 20. +2 Intimidation when brandishing horns/headbutt. Can't be disarmed.
- Fearless: +5 vs Fear, +5 vs Pain/torture/interrogation (Fort). Will DC to break you is +5 higher.
- Low-Light Vision
- Zabrak Grit: +2 Expertise: Survival or +2 Expertise: Culture (Iridonia/Dathomir) — pick one at L1.
- Languages: Zabrak (Zabraki), Basic
- Speed: 7m
- Complication: Clan Marks — tattoos/horns make you memorable (+5 to be identified, -5 to disguise as other Zabrak), Prejudice (Dathomiri Zabrak assumed dark-side/assassin), Competitive — must roll Will DC10 not to answer challenge to strength/hardiness
Play: Soldier (Shock Trooper — horns and armor), Jedi Guardian (if Force Sensitive — Maul-style double-blade), Sith, Medic (Zabrak combat surgeon — you work through pain).
Duros (Duro)
"We've been spacing since your grandfather dirt-farmed."
1.8-2.0m, blue skin, big red eyes, no nose. Duro — orbital cities after NR eco-collapse. The original hyperlane mappers. Duros were first spacers, first to map Corellian Trade Spine. NGE Navy loves Duros navigators — NR lost them when they bombed Duro shipyards. Quiet, cold, precise.
- Mods: +1 INT, -1 PRE (net 0) — brilliant navigators, poor at small talk.
- Traits:
- Vacuum Adaptation: Hold breath 30 min (vs 10 min human) + no disorient first round explosive decompression. +5 Fort vs vacuum, pressure, and inhaled gas when holding breath. Survive vacuum 3 min without immediate death (human 1 min) before Fort checks.
- Starborn: +2 Astrogation, +2 Pilot (when plotting or calculating jump — not dogfighting). Take 10 on Astrogation when not threatened.
- Big Eyes: +2 Perception (visual) in starlight/low-light, but -1 Will vs bright flash/stun grenades.
- Languages: Durese (whistle/trill), Basic (clipped)
- Speed: 7m
- Complication: Prejudice (seen as NR sympathizers — many Duros crewed Rebellion, now distrusted by both), Spaced — -2 Survival on planets (ground is uncomfortable), -2 Persuasion with ground-pounders
Play: Pilot (navigators — best in game for Astrogation), Technician, Fixer (you know shipping routes). Duros Jedi is rare — you navigate the Force like a lane.
Kel Dor (Dorin)
"The Dorin's veil lets us see."
1.8-2.0m, masked, eyeless-looking. Dorin — helium-rich dark world. Kel Dor breathe Dorin gas mix, not oxygen — need mask + antiox off-world. Jedi tradition: Plo Koon-style Baran Do sages, not flashy Guardians. NGE employs Kel Dor as deep-space scouts — your masks filter void dust.
- Mods: +1 AWE, -1 STR (net 0) — attuned, slight.
- Traits:
- Mask/Breather Required: Off Dorin you need antiox breath mask (500cr, 24hr canister 20cr, 2hr emergency spare in mask). While masked: Immunity 2 (inhaled poison/gas half) + +5 Fort vs gas/dust. If mask broken/lost: Fort DC15/round or Staggered (suffocation) — Will DC12 not to panic.
- Darkvision 20m (through mask lenses) + Low-Light Vision.
- Heightened Awareness: +2 Perception, +2 Will vs Deception (you sense intent). Many Kel Dor are mildly Force-attuned — if Force Sensitive, +2 Expertise: The Force to sense (not power).
- Baran Do Tradition: +2 Expertise: Survival (void/desert) — Dorin monks trained in harsh terrain.
- Languages: Kel Dor (muffled through mask), Basic (muffled — -1 Persuasion first impression, +2 Intimidation with strangers)
- Speed: 7m
- Complication: Mask Dependency (see above), Prejudice (Jedi fear — Kel Dor = Plo Koon = lightsaber stories), Stoic Code — Baran Do sages expect you to help those lost in storms/void (Will DC10 to refuse aid)
Play: Jedi Councilor — Consular (Plo Koon expy), Pilot (void-born), Medic (Kel Dor sage — mask = doctor). Cannot be Sith without removing mask (dramatic).
Chiss (Csilla — Restricted — Need GM)
"You see blue. I see the board."
1.8-2.0m, blue skin, red eyes, black hair. Unknown Regions — Chiss Ascendancy. NI 24: only a handful in mapped space after Thrawn's exile and return. NGE keeps Chiss advisors quiet — NR calls you pre-coup. You are not human, but NGE pretends you are for propaganda. Thrawn is alive — you know it, you won't say.
- Mods: +1 INT, -1 PRE (net 0) — brilliant, cold, unreadable.
- Traits:
- Darkvision 20m (Chiss night eyes — blue glow)
- Tactical Genius: When you are alone or only with droids/minions (no ally Commander within 10m), gain +2 Expertise: Tactics and +2 Perception to spot ambush. Study foe 10 min, gain +2 circumstance to first attack vs that foe type this scene (Thrawn art analysis — GM gives you one weakness).
- Low Empathy: +2 Will vs Persuasion/Deception (you don't feel it), -2 Persuasion first impression (cold), +2 Deception to remain unreadable (poker face).
- Languages: Cheunh, Basic (accented, precise), +1 extra Code language (Imperial Codes, or Sy Bisti)
- Speed: 7m
- Complication: Ascendancy Secret — You have hidden orders or exile reason (Will DC12 to disobey Chiss directive), Prejudice (both sides think spy), Known — NGE Intel watches you, NR wants you for interrogation, Thrawn's shadow
Play: Imperial Officer — Intelligence Handler / Tactician (Thrawn-style), Technician (Chiss tech is weird), Fixer (you see the pattern). You are the reason the party wins a fleet battle they shouldn't.
GM only — do not give to new player without talk. One Chiss per table max.
All species above keep Atomic TC balance: 8 ranks L1 cap 3/min -1, then +1/-1 (or +2/-2 for big) net 0, + 1-2 small traits — no +damage, no +Tier. Don't make new mechanics — reskin human + one feat. If you want Mon Calamari (+1 INT -1 STR, Amphibious, +2 Engineering) or Sullustan (+1 AGI -1 STA, Darkvision, +2 Astrogation) — use Duros or Chiss block and swap languages.