The Star Wars galaxy contains a bewildering variety of Species, each with its own unique outlook and civilization. Although Humans dominate the known galaxy, there are many intelligent alien species that can be encountered wherever you travel.
Humans live among The Core Worlds, throughout The Mid Rim, and even on the worlds of The Outer Rim Territories. Most of the alien Species have their own homeworld and colonies, but individuals can be found anywhere, thanks to the prevalence of Hyperspace travel. The promise of profit and power often lure members of all Species to the same areas, including spaceports and metropolitan cities.
Sometimes it's easy to believe that all Rodians are outlaws or all Wookiees are short-tempered, but the truth is that every member of every Species is unique. Depending on the era in which your campaign is set, nonhuman species have different advantages or disadvantages, as explained in each Species' individual page.
- 1 Species Characteristics
- 2 Species List
- 3 Additional Species List
- 3.1 Threats of the Galaxy
- 3.2 Knights of the Old Republic Campaign Guide
- 3.3 Force Unleashed Campaign Guide
- 3.4 Scum and Villainy
- 3.5 Clone Wars Campaign Guide
- 3.6 Legacy Era Campaign Guide
- 3.7 Jedi Academy Training Manual
- 3.8 Galaxy at War
- 3.9 Galaxy of Intrigue
- 3.10 Unknown Regions
- 3.11 Web Enhancements
- 4 Homebrew Species
See also: Species Era Notes
After you roll your Ability Scores and before you write them on your Character Sheet, choose your character's Species. At the same time, you'll want to select your character's Heroic Class, since Species affects how well the character can do in each Class. Once you've decided your character's Species and Class, assign Ability Scores to particular Abilities. Alter the scores according to the Species ability modifiers and continue detailing your character.
You can play a character of any Species presented below, but certain Species do better pursuing certain Heroic Classes.
Your character's Species provides plenty of clues as to the sort of person he or she is, how he or she feels about characters of other Species, and what motivates him or her. Remember, however, that the Species descriptions only apply to the majority of people. In each Species, some individuals diverge from the norm, and your character can be one of these. Don't let a description hinder you from detailing your character as you like.
Find your character's Species on the tables provided further below and apply the adjustments that you see there to your character's ability scores. If the changes raise it above 18 or lower it below 3, that's okay.
For example, a Rodian gets a +2 Species bonus on their Dexterity score and a -2 penalty on their Wisdom and Charisma scores. Knowing this, the player puts their best score rolled (15) in Dexterity and sees it increase to 17. They don’t want a Wisdom or Charisma penalty for their character, so they put above-average scores (13 and 12) in Wisdom and Charisma. These drop to 11 and 10, for neither a bonus nor a penalty.
Main Article: Languages
The primary language used throughout known space is called Basic. Most characters can speak Basic, and all characters understand it even if they can't speak it. Nonhuman characters can also speak, read, and write the language associated with their species; for example, Bothans speak, read, and write Bothese as well as Basic.
Characters with an Intelligence bonus know how to speak, read, and write other languages as well. For each point of Intelligence bonus, a character can speak, read, and write one additional language of their choice.
Main Article: Species Traits
In addition to Ability adjustments and Languages, each Species has their own set of Species Traits to differentiate them from each other. These ability range from Bonus Feats and simple bonuses to entirely new abilities and rerolls to certain skills. For ease of use, Species Traits allow a user to find their desired abilities with much greater efficiency.
The below Species are all Species contained in the Saga Edition Core Rulebook.
|Aqualish*||+2 Con, -2 Wis, -2 Cha|
|Bothan||+2 Dex, -2 Con|
|Cerean||+2 Int, +2 Wis, -2 Dex|
|Duros||+2 Dex, +2 Int, -2 Con|
|Ewok||+2 Dex, -2 Str|
|Gamorrean||+2 Str, -2 Dex, -2 Int|
|Gungan||+2 Dex, -2 Int, -2 Cha|
|Hutt*||+2 Str, +2 Con, +2 Int, -6 Dex|
|Ithorian||+2 Wis, +2 Cha, -2 Dex|
|Kel Dor||+2 Dex, +2 Wis, -2 Con|
|Mon Calamari||+2 Int, +2 Wis, -2 Con|
|Quarren||+2 Con, -2 Wis, -2 Cha|
|Rodian||+2 Dex, -2 Wis, -2 Cha|
|Sullustan||+2 Dex, -2 Con|
|Trandoshan||+2 Str, -2 Dex|
|Twi'lek||+2 Cha, -2 Wis|
|Wookiee||+4 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha|
*These Species, while not originally intended for character use, are still usable for Character Creation.
Additional Species List
The below Species are the available Species included in all known Star Wars Saga Edition Addons.
|Chistori||+2 Str, -2 Dex|
|Mantellian Savrip||+4 Str, +4 Con, -2 Dex, -4 Int, -4 Wis, -4 Cha|
|Replica Droid||+2 Str, +2 Dex, -2 Cha|
|Utai||+2 Con, -2 Cha|
In the days of the Old Republic, as in all Star Wars eras, a variety of Species thrive throughout the galaxy. Even though Humans dominate the galactic governments and corporations, many other Species hold prominent positions of power. The colonization of the galaxy expands during this era, however the number of inhabited worlds is comparatively fewer than in the classic era. Less common Species live on Republic worlds, but they are likely to be fewer in number, and reside in their own enclaves.
Relations between Species are more varied than during the classic era. Some worlds have few conflicts, with each Species considering others more or less their equal. On other planets, Species in the minority might be restricted to certain areas or have fewer rights than the dominant Species. This might be true even on planets that consider themselves to be among the most civilized in the galaxy. Non-Human Species on Taris, for instance, are not welcome in the Upper City during certain periods of this era. Characters might find their efforts and adventures hampered by such attitudes, but players might find such conflicts useful points for their character backgrounds.
Any of the common Species available during The Rise of the Empire Era are suitable for an Old Republic Campaign. However, primitive Species such as Gungans and Ewoks leave their homeworlds only in rare and unusual circumstances. The remaining Species presented in the Saga Edition Core Rulebook, along with the Species presented below, are all appropriate for an Old Republic Campaign.
|Arkanian||+2 Int, -2 Cha|
|Arkanian Offshoot||+2 Str; or +2 Dex, -2 Con|
|Cathar||+2 Dex, -2 Int|
|Draethos||+2 Con, -2 Cha|
|Feeorin||+2 Str, +2 Con, -2 Dex, -2 Wis, -2 Cha|
|Khil||+2 Int, +2 Cha, -2 Con|
|Kissai||+2 Cha, -2 Wis|
|Massassi||+4 Str, -2 Int, -2 Wis, -2 Cha|
|Miraluka||+2 Int, -2 Dex|
|Rakata||+2 Int, -2 Wis|
The Species of The Dark Times are as varied as in any other Star Wars era. However, certain Species suffer greatly during this period. Some Species might flee Imperial oppression or the destruction of their homeworlds. The Empire considers members of certain Species to be escaped slaves, no matter where they dwell. Many must find refuge in remote and dangerous worlds, far from the Empire's reach. Travel for members of these Species is always risky, and they live their lives in fear.
Any Species available during The Rise of the Empire Era is suitable for a Dark Times Campaign. Some of the Species presented in this chapter are particularly useful for campaigns featuring Dark Times themes and abilities, but they are not restricted to those adventures. Other Species play pivotal roles in the development of the new Empire, although not often to their own advantage.
|Aleena||+2 Dex, -2 Cha|
|Caamasi||+4 Wis, -2 Str, -2 Con|
|Felucian||+2 Con, -2 Int|
|Gran||+2 Cha, -2 Int|
|Noghri||+2 Dex, +2 Wis, -4 Cha|
|Nosaurian||+2 Dex, -2 Cha|
|Talz||+2 Con, -2 Int|
|Togorian||+4 Str, -2 Int, -2 Wis|
|Togruta||+2 Dex, -2 Con|
|Whiphid||+4 Str, -2 Int, -2 Wis|
|Yarkora||+2 Wis, +2 Cha, -2 Dex|
The galaxy teems with alien life. Sapient species more diverse and more numerous than can be imagined haunt some of the most inhospitable worlds and systems, thriving in spite of all that is arrayed against them. Some are inclined toward the light. others toward the dark, but far more an left straddling the line between the two, staking their own claims to fate and fortune.
|Balosar||+2 Dex, +2 Cha, -2 Con, -2 Wis|
|Blood Carver||+2 Dex, -2 Wis, -2 Cha|
|Clawdite||+2 Cha, -2 Str|
|Falleen||+2 Cha, -2 Wis|
|Gand||+2 Wis, -2 Cha|
|Houk||+2 Str, +2 Con, -2 Wis, -2 Cha|
|Jawa||+2 Dex, -2 Str|
|Toydarian||+2 Wis, -2 Str|
|Ubese||+2 Dex, -2 Con|
|Wroonian||+2 Dex, -2 Con|
|Dug||+2 Dex, -2 Cha|
|Gen'Dai||+4 Con, -2 Wis, -2 Cha|
|Geonosian||+2 Str, -2 Int, -2 Cha|
|Iktotchi||+2 Con, -2 Cha|
|Kaleesh||+2 Cha, +2 Con, -2 Int, -2 Dex|
|Kaminoan||+2 Int, -2 Wis|
|Kerkoiden||+2 Wis, -2 Con|
|Nautolan||+2 Con, -2 Int, -2 Wis|
|Nelvaanian||+2 Wis, -2 Int|
|Vurk||+2 Con, +2 Cha, -2 Dex|
The following are commonly encountered Species found throughout The Legacy Era.
|Advozse||+2 Con, +2 Wis, -2 Dex|
|Chagrian||+2 Str, -2 Dex|
|Klatooinian||+2 Con, -2 Int, -2 Wis|
|Nagai||+2 Dex, +2 Cha, -2 Con|
|Vahla||+2 Int, -2 Con|
|Weequay||+2 Con, -2 Int, -2 Cha|
|Yuuzhan Vong||+2 Str, -2 Wis|
|Zeltron||+2 Cha, -2 Wis|
|Celegian||+2 Int, -2 Dex|
|Shard||+2 Wis, -2 Dex|
|Vultan||+2 Int, -2 Wis|
The following new Species each have a special connection to warfare and combat. Whether they are adept mercenaries like the Dashade, veteran warriors like the Taung, or pacifists trying to escape the horrors of war like the Lurmen, each Species has a role to play in a military campaign. When starting a campaign with a military focus, Gamemasters and players should consider these Species for the various roles they might play in a wartime environment.
|Barabel||+2 Str, -2 Dex, -2 Wis|
|Dashade||+2 Dex, -2 Wis, -2 Cha|
|Lurmen||+2 Wis, -2 Str|
|Taung||+2 Con, -2 Cha|
|Thakwaash||+4 Str, -2 Dex, -2 Cha|
|Yevetha||+2 Str, -2 Cha|
|Yuzzem||+4 Str, -2 Wis, -2 Cha|
|Zygerrian||+2 Con, -2 Wis|
Given the multitude of beings and cultures that inhabit the galaxy, many Species rely on manipulation and diplomacy to advance their causes and do the best for their people. Certain Species use intrigue and social engineering for noble pursuits, such as to maintain pacifist societies. Some, however, excel at pulling the strings of others for the sake of financial or political gain, or merely for the enjoyment of being in control.
|Bith||+2 Int, +2 Cha, -2 Con|
|Defel||+2 Int, -2 Str|
|Elomin||+2 Int, -2 Cha|
|Fosh||+2 Dex, +2 Cha, -2 Con|
|Givin||+2 Int, -2 Str|
|Herglic||+4 Str, -4 Dex|
|Mrlssi||+2 Int, +2 Cha, -2 Str|
|Neimoidian||+2 Cha, -2 Str|
|Nyriaanan||+2 Wis, -2 Cha|
|Pa'lowick||+2 Wis, -2 Str|
|Umbaran||+2 Dex, +2 Wis, -2 Con|
Some Species are drawn to travel to distant regions of the galaxy, and others are native to the isolated pockets. Some are seen in the galaxy only rarely, in numbers too small to make a lasting impression. Yet despite the typical characteristics of a given Species, an isolated individual might end up virtually anywhere in the galaxy.
|Chadra-Fan||+2 Dex, -2 Wis|
|Ebruchi*||+2 Str, +2 Con, -2 Wis, -2 Cha|
|Ishi Tib||+2 Int|
|Killik*||+2 Con, -2 Int|
|Krevaaki||+2 Wis, -2 Cha|
|Lugubraa*||+2 Str, +2 Con, -2 Dex, -2 Wis|
|Nikto||+2 Str, -2 Int, -2 Cha|
|Shistavanen||+2 Dex, -2 Int, -2 Cha|
|Sluissi||+2 Int, -2 Dex|
|Sorcerer of Rhand*||+4 Int, +2 Wis, -2 Str, -2 Dex, -2 Cha|
|Squib||+2 Dex, -2 Str|
|Ssi-Ruuk*||+2 Str, -2 Wis|
|Tof*||+2 Str, +2 Cha, -2 Dex, -2 Wis|
|Vagaari*||+2 Str, -2 Wis|
*These Species, while not originally intended for character use, are still usable for Character Creation.
|Amani||+2 Str, -2 Int, -2 Cha|
|Arcona||+2 Cha, -2 Wis|
|Devaronian||+2 Dex, -2 Wis, -2 Cha (Males); +2 Int, +2 Wis, -2 Dex (Females)|
|Nazren||+2 Str, +2 Con, -2 Dex, -2 Cha|
|Pau'an||+2 Wis, +2 Cha, -2 Str|
|Phindian||+2 Int, -2 Cha|
|Polis Massan||+2 Wis, -2 Str|
|Skakoan||+2 Int, -2 Dex|
|Stereb||+4 Str, +2 Con, -2 Dex, -2 Int, -2 Cha|
|Tusken Raider||+2 Con, -2 Int, -2 Wis|