Star Wars Aliens in FUZION Note: I have only converted the races from the main book. I will convert others as required. Some stats aren't quite direct conversions. Some I modified based on text descriptions (specifically Str, Con, and Body). Humans/Near-Humans Attribute Min Max Average Intelligence: 1 10 4 Willpower: 1 10 4 Presence: 1 10 4 Technical Ability: 1 10 4 Reflexes: 1 10 4 Dexterity: 1 10 4 Constitution: 1 10 4 Strength: 1 10 4 Body: 1 10 4 Move: 1 10 4 Size: 1.5-2.0m tall Special Abilities/Hindrances None Story Factors None Ewoks Attribute Min Max Average Intelligence: 1 7 2 Willpower: 1 9 4 Presence: 1 10 5 Technical Ability: 1 6 3 Reflexes: 1 10 4 Dexterity: 2 11 6 Constitution: 1 7 4 Strength: 1 7 4 Body: 1 7 4 Move: 1 8 3 Size: 1.0m tall Special Abilities/Hindrances Skill Bonus: At character creation (only) the character gets +2 per +1 placed in Perception, Shadowing, and Stealth. Skill Limits: At character creation (only) the character may not have any vehicle skills (other than Pilot: Glider) or starship operation or repair skills. Smell: All Ewoks have the Enhanced Sense: Tracking Scent. Story Factors Protectiveness: Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending to Ewoks. Ewoks, however, are mature and inquisitive -- and unusually tolerant of the human attitude. Gamorreans Attribute Min Max Average Intelligence: 1 4 1 Willpower: 1 5 2 Presence: 1 7 4 Technical Ability: 1 3 1 Reflexes: 1 7 3 Dexterity: 1 7 3 Constitution: 3 12 10 Strength: 2 11 10 Body: 2 11 10 Move: 1 8 3 Size: 1.3-1.6m tall Special Abilities/Hindrances Voice Box: Due to their unusual voice apparatus, Gamorreans are unable to pronounce Basic, although they understand it perfectly well. Stamina: Gamorreans are extremely enduring -- whenever asked to make a Constitution check for endurance, if the first check is failed, another may be made immediately. Skill Bonus: At character creation (only) the character gets +2 per +1 placed in Hand to Hand, Melee, and Thrown Weapons. Story Factors Droid Hate: Most Gamorreans hate droids and other mechanical beings. During each scene in which a Gamorrean player character needlessly demolishes a droid (provided the GM and other players consider the scene amusing) the character should receive an extra experience point. Reputation: Gamorreans are widely regarded as primitive, brutal, and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans. Slavery: Most Gamorreans who left Gamor did so by being sold into slavery by their clans. Ithorians Attribute Min Max Average Intelligence: 2 11 6 Willpower: 1 10 5 Presence: 1 10 5 Technical Ability: 1 5 3 Reflexes: 1 5 3 Dexterity: 1 7 4 Constitution: 1 7 4 Strength: 1 7 4 Body: 1 7 4 Move: 1 10 5 Size: Up to 2.3m tall Special Abilities/Hindrances Special Skills: Expert: Agriculture and Science: Ecology Story Factors Herd Ships: Many Ithorians come from herd ships, which fly from planet to planet trading goods. Any character from one of these worlds is likely to meet someone that they have met before if adventuring in a civilized portion of the galaxy. Mon Calamari Attribute Min Max Average Intelligence: 1 10 4 Willpower: 1 8 3 Presence: 1 8 3 Technical Ability: 1 10 5 Reflexes: 1 8 4 Dexterity: 1 8 4 Constitution: 1 7 4 Strength: 1 7 4 Body: 1 7 4 Move: 1 10 4 Size: 1.3-1.8m tall Special Abilities/Hindrances Moist Environments: When in moist environments, Mon Calamari receive a +1 bonus to all Willpower, Presence, Reflexes, Dexterity, Constitution, and Strength attribute and skill checks. This is purely a psychological advantage. Dry Environments: When in moist environments, Mon Calamari receive a -1 penalty to all Willpower, Presence, Reflexes, Dexterity, Constitution, and Strength attribute and skill checks. This is purely a psychological advantage. Aquatic: All Mon Calamari have the abilities Life Support: Breathe Underwater, and Safe Environment-High Pressure. Story Factors Enslaved: Prior to the Battle of Endor, most Mon Calamari not directly allied with the Rebel Alliance were enslaved by the Empire in labor camps. Imperial officials have placed a high priority on the capture of any "free" Mon Calamari due to their resistance against the Empire. Theirs was one of the first systems to declare their support for the Rebellion. Rodians Attribute Min Max Average Intelligence: 1 7 3 Willpower: 1 8 3 Presence: 1 9 4 Technical Ability: 1 5 1 Reflexes: 1 8 5 Dexterity: 2 11 7 Constitution: 1 10 6 Strength: 2 11 6 Body: 1 10 6 Move: 1 10 5 Size: 1.5-1.7m tall Special Abilities/Hindrances None Story Factors Reputation: Rhodians are notorious for their tenacity and their eagerness to kill intelligent beings for the sake of a few credits. Certain factions of galactic civilization (most notably criminal organizations, authoritarian/dictatorial planetary governments, and the Empire) find them to be indispensable employees, despite the fact that they are universally distrusted by other beings. Whenever an unfamiliar Rodian is encountered, most other beings assume that it is involved in a hunt and give it a wide berth. Sullustans Attribute Min Max Average Intelligence: 1 6 2 Willpower: 1 7 3 Presence: 1 7 3 Technical Ability: 1 9 3 Reflexes: 1 10 5 Dexterity: 1 10 4 Constitution: 1 7 4 Strength: 1 6 4 Body: 1 6 4 Move: 1 10 5 Size: 1-1.8m tall Special Abilities/Hindrances Enhanced Senses: All Sullustans have the Enhanced Senses: UV Vision and +4 to Hearing perception checks. Location Sense: Once a Sullustan has visited an area, he always remembers how to return there -- he cannot get lost in a place that he has visited before. This is automatic and requires no dice roll. When using the astrogation skill to jump to a place the Sullustan has been before, the astrogator receives a bonus of +2 to his (or her) die roll. Story Factors None Twi'leks Attribute Min Max Average Intelligence: 1 10 4 Willpower: 1 10 4 Presence: 2 11 5 Technical Ability: 1 7 2 Reflexes: 1 8 4 Dexterity: 1 8 4 Constitution: 1 7 4 Strength: 1 7 4 Body: 1 7 4 Move: 1 10 5 Size: 1.6-2.4m tall Special Abilities/Hindrances Head-tails: Twi'leks can use their head-tails to communicate in secret with each other, even if in a room full of others. The complex movement of the tails is, in a sense, a "secret" language that all Twi'leks are fluent in. Story Factors None Wookies Attribute Min Max Average Intelligence: 1 5 1 Willpower: 1 8 2 Presence: 1 10 5 Technical Ability: 1 8 3 Reflexes: 1 9 4 Dexterity: 1 9 4 Constitution: 3 12 10 Strength: 3 12 11 Body: 3 12 10 Move: 3 12 5 Size: 2.0-2.3m tall Special Abilities/Hindrances Berserker Rage: A Wookie who becomes enraged (the character must believe himself or those to whom he has pledged a life debt to be in immediate, deadly danger) receives a +2 bonus to Strength. The character suffers a -4 penalty to all non-offensive combat skill and attribute checks. To calm down, the Wookie must make a Competent (10) Concentration roll if enemies are present. Please note that the berserker penalty applies. After all enemies have been eliminated, the character may make an Everyday (5) Concentration roll at NO penalty. Wookie characters must be careful when using Force Points when berserking. Since the rage is clearly based on anger and aggression, using Force Points will almost always lead to the character getting a Dark Side Point. The use of the Force Point must be wholly justified to not incur a Dark Side Point. Climbing Claws: Wookies have retractable climbing claws which are used for climbing only. They add +4 to their Climbing skill while using the claws. Any Wookie who uses the claws in hand-to-hand combat is automatically considered dishonorable by other members of his species, possibly to be hunted down -- regardless of the circumstances. Story Factors Reputation: Wookies are widely regarded as fierce savages with short tempers. Most people will go out of their way not to enrage a Wookie. Enslaved: Prior to the defeat of the Empire, almost all Wookies were enslaved by the Empire, and there was a substantial bounty for the capture of "free" Wookies. Language: Wookies cannot speak Basic, but they all understand it. Nearly always, they have a close friend who they travel with who can interpret for them ... though a Wookie's intent is seldom misunderstood. Honor: Wookies are honor-bound. They are fierce warriors with a great deal of pride and they can be rage-driven, cruel, and unfair -- but they have a code of honor. They do not betray their species -- individually or as a whole. They do not betray their friends or desert them. They may break the "law," but never their code. The Wookie code is as stringent as it is ancient. Atonement for a crime against their honor code is nearly impossible -- it is usually only achieved posthumously. But Wookies falsely accused can be freed of their dishonor, and there are legends of dishonored Wookies "coming back." But those are legends ...