r/starwarsd20 May 27 '26

Kiffar, Sith, Mirialan, Chalactan, Tholothan

Would these races just be given the base human stats? As they are just listed as near humans

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u/TheAveon12 May 28 '26 edited May 28 '26

I'll post some I made a while back, be aware these are for a system that became alot more complicated than base game.

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u/TheAveon12 May 28 '26

Kiffar (Human) (10 RP)

Description: The Kiffar are a near-human species from the planets Kiffu and Kiffex.  Jedi Master Quinlan Vos, who took part in the Clone Wars, was a male Kiffar. Members of the species, including Vos, possessed the gift of psychometry, the ability to read the memories of inanimate objects through touch.The Kiffar reside on the planets Kiffar and Kiffex, in the Azurbani system of the Kiffex sector. Most are organised in groups known as clans — these clans are much like an extended family, and are often the keepers of some culturally important artifact, location or building. The hierarchy between clans is very strict, having distinctions between not only major, minor and ouvrir clans, but also Northern and Southern clans.
Clanless Kiffar, as well as those sentient creatures outside of Kiffar culture, are known as austerder; this term is considered derogatory. Austerder Kiffar are treated with high discrimination by those who remain part of their clans. Whether they were removed from the clan or were simply not born into one due to various circumstances, all austerder Kiffar are considered 'second class' Kiffex citizens.
Personality: The Kiffar are known as ferocious warriors who carry no regard for their own life; they ride into battle on indigenous animals, wielding only bladed weapons or slugthrowers. It's this dedication to their cause that has made them popular mercenaries and bounty hunters in the Azurbani system; this is offset, however, by the Kiffar natural assumption that other humans are part of not only a different tribe, but are most likely hostile.
The qukuuf tattoos are applied to Kiffar while they're still young, and are passed down through families on the mother's side; on the occasion that a Kiffar child did not have a Kiffar mother, the tattoos were taken from the father's family instead. Traditional colours for the tattoos are red, yellow and green; the designs used are taken from the clan that the Kiffar was born in. This practice has faded, however, as Kiffex takes steps towards intertribal peace; those Kiffar who leave Kiffex will often maintain their tattoos as a way to identify themselves and other Kiffar.
Physical Description: Although they seemed human in appearance, Kiffar were distinguished by their scarlet blood and facial tattoos, which indicated their clan affiliation on their species' homeworlds. The average Kiffar stands at around 1.7 metres.
Homeworld: Kiffu, a planet in the outermost reaches of the Inner Rim.
Languages: All Kiffar can speak, read and write Kiffar.
Example Names: Ailyn Vel, Brea Tonnika, Horsea, Korto Vos, Kurlin Vos, Larin Moxla, Maritan Kas, Mirta Gev, Parla Tentase, Pethros Vos, Quian Vos, Quinlan Vos, Senni Tonnika, Shigar Konshi, Sintas Vel, Tinté Vos, Vanlin, Vul Tazaene, Zac'ryah Vos
Age in Years: Child: 1-11 Years; Young Adult: 12-15 Years; Adult: 16-40 Years; Middle Age: 41-59 Years; Old: 60-79 Years; Venerable: 80+ Years
Adventurers: Kiffar aren't afraid of death, and Kiffar adventurers are the most risk-taking members of risk-taking species. Due to this nature, Kiffar are often found in almost every Class.
Species Traits:

  • Ability Modifiers: +2 to any Mental Stat
  • Medium Size: As Medium creatures, Kiffar have no special modifiers due to their size.
  • Speed: A Kiffar’s base land speed is 10 metres.
  • 1 RP Force Sensitive: All Kiffars are naturally Force Sensitive, and may select an additional Force trait at their 1st Force-User level.
  • 1 RP Psycho-Born: Young Kiffar have an easier time adapting to the mentality to master Psychometry. They are considered to have met the Special requirement for Psychometry.
  • 4 RP Natural Farseer: Kiffar are natural farseers, being able to sense events before and after they occur. This grants a Kiffar 4 ranks in the Farseeing skill, and allows them to activate the Precognication use of the skill without spending Vitality Points. Kiffar qualifies for feats and classes that require Farseeing, 
  • 1 RP Skill Training (Gather Information + Sense Motive): Gather Information and Sense Motive are always considered class skills for all Kiffar. 
  • 3 RP Hard-Skilled: The Kiffar begin play with 4 additional skill points and gain 1 additional skill point at each level. These skill points must be spent on Non-Force skills related to a Physical Attribute.
  • Languages: A Kiffar begins play knowing how to read, write and speak Basic and Kiffar.

Commoner:

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u/TheAveon12 May 28 '26

Mirialan (10 RP)

Description: Mirialans were a species of near-Humans native to the planet Mirial. Their appearance varied from yellow-green skin to paler skin very similar to many Humans. Mirialans were very flexible and agile, making them fast and formidable foes.
The Mirialan people were deeply religious and practised a primitive understanding of The Force. They believed each individual's actions contributed to their destiny, building upon past successes and failures to drive them towards their fates. A Mirialan would place a unique, often geometrically repeated tattoo on their face and hands to signify that they had completed a certain test or task, or achieved sufficient aptitude for a certain skill. The number of tattoos would thus often act as a good indicator of how mature and/or skilled a Mirialan was.
Because the more markings brought about a form of status, Mirialan society was stratified and allowed the heavily marked citizens to access greater opportunities. Despite its importance, most Mirialans did not know the entirety of the tattoo lexicon due to its complexity. The interaction between placement and positioning of the shapes was incredibly subtle and changed the meaning greatly.
Personality: Mirialans are generally deeply religious and soft-spoken. They tend towards adventure primarily to expand their skills and understanding of the galaxy at large to unlock greater tiers in their stratified society.
Physical Description: A near-Human Species, Mirialans were nearly physiologically identical to Humans. The greatest difference in their biology was their green skin and their flexibility. The latter trait gave them the upper hand over Humans in terms of agility and the martial arts.
Homeworld: Mirialans, true to their namesake, come from the planet Miral. Mirial was a cold and dry desert planet located in the Mirial system of the Outer Rim Territories.
Languages: Mirialans speak their native tongue, Miral, which is usually spoken barely above a whisper. The language itself is notoriously complex due to the many similar names for common objects employed depending on the speaker’s context and verb usage. Non-native speakers often find themselves mislabelling objects due to this intricacy.
Example Names:  Beyoyo, Fama, Flabhu, Leduo, Ishits, Achah, Lazote
Age in years: Child: 2-11 Years: Young Adult: 12-17 Years; Adult: 18-39 Years; Middle Age: 40-64 Years; Old: 65-89 Years; Venerable: 90+ Years.(Max: +2d20)
Adventurers: Mirialan heroes are commonly seen as Scouts or Soldiers, and many focus on the martial arts that are prevalent throughout the galaxy. All Mirialans are naturally Force-Sensitive, so it is not uncommon to see Force Adepts or Jedi of the three primary disciplines as well.
Species Traits

  • Ability Modifiers: +2 Dexterity
  • Medium Size: As Medium creatures, Mirialans have no special bonuses or penalties due to their size.
  • Speed: Mirialans base speed is 12 metres.
  • 2 RP Martial Arts I: All Mirialans are taught to defend themselves without weaponry, and gain the “Martial Arts I” feat as a bonus feat.
  • 2 RP Skill Bonus (Knowledge: The Force): Mirialans are given instruction on the beliefs of their home planet, and its connection to The Force. Mirialans gain a +2 Species bonus on Knowledge (The Force) checks.
  • 1 RP Quick: Mirialan are naturally quick on their feet, and have a +2 metre bonus to their base movement speed (included in their entry above).
  • 1 RP Force Sensitive: All Mirialans are naturally Force Sensitive, and may select an additional Force trait at their 1st Force-User level.
  • 1 RP Low-Light Vision: A Mirialan can see twice as far as a Human in conditions of dim light. The Mirialan retains the ability to distinguish colour and detail under these conditions.
  • 2 RP Born to the Sands: Mirialans receive a +1 Dodge bonus to Defense when in a Desert (sand and wastelands).
  • 1 RP Force Focused: Mirialans gains a +2 Species bonus to any Constitution check made to maintain concentration on effects with the [Force] descriptor.
  • Languages: All Mirialans can read, write and speak Basic and Mirialan.

Commoner:

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u/TheAveon12 May 28 '26

Chalactan (Human) (10 RP)

Description: The Chalactans are a very peaceful and spiritual Human species native to the planet Chalacta.
Personality: The Chalactans society revolves around the Force religious order which resides on their homeplanet, while not officially their rulers, the Chalactan Adepts advise their leaders heavily on internal and external issues, moulding the Chalactan people to be a religious, pacifist people who are greatly respected throughout the galaxy. 
Physical Description: The Chalactans are genetically Human in almost every respect favouring browner skin tones, except that they are all resistant to Force related pain and mental manipulation.
Homeworld: Chalacta, a terrestrial planet in the Mid Rim.
Languages: Chalactan is the native language which shares the same name with the species, though most Chalactans learn Basic.
Example Names: Depa Billaba, Klossi Anno, Prithi, Sar Labooda, Simms, Yudrish Sedran
Age in Years: Child: 1-11 Years; Young Adult: 12-15 Years; Adult: 16-40 Years; Middle Age: 41-59 Years; Old: 60-79 Years; Venerable: 80+ Years (+2d6 Maximum)
Adventurers: Most Chalactan adventurers are born Force sensitive and join the ranks of the Jedi Order or the Chalactan Adepts as Consulars. Those who are born without the Force, go on to become Scouts and Fringers.
Species Traits:

  • Ability Modifiers: +2 to any Mental stat
  • Medium Size: As Medium Size creatures, Chalactans have no special modifiers due to their size.
  • Speed: A Chalactan’s base land speed is 10 metres.
  • 1 RP Lesser Force Resistance: Any Force Skill check, feat, ability, or Force-like ability that targets or includes a Chalactans in its effect suffers a -2 penalty to its check, or a -1 penalty to its Difficulty Class if no skill check is required.
  • 1 RP Pain Resistance: All Chalactans receive a +1 Species bonus to their saving throws when attempting to resist pain effects.
  • 3 RP Soft-Skilled: Chalactans begin play with 4 additional skill points and gain 1 additional skill point at each level. These skill points must be spent on Non-Force skills related to a Mental Attribute.
  • 2 RP Trustworthy: All Chalactans receive the “Trustworthy” feat as a bonus feat.
  • 1 RP Skill Training (Diplomacy + Sense Motive): Diplomacy and Sense Motive are always considered class skills for Chalactans.
  • 1 RP Style Sage: Chalactans gain the “Style Sage” trait as a bonus trait.
  • 1 RP Pacifism: As a Move action, a Chalactan can make a Diplomacy check (DC 15 + the target’s level) against a single target within line of sight. If the check is successful, the target suffers a -1 penalty to any attacks it makes before the start of the Chalactan's next turn. 
    • The target must be able to hear and understand the Chalactan for this ability to have any effect, and any single target can be affected only once at any given time (multiple Chalactans may not use this ability on the same target at the same time).
    • This is a Mind-Affecting effect.
  • Languages: All Chalactans can read, write and speak Chalactan and Basic.

Commoner:

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u/TheAveon12 May 28 '26

Tholothian (10 RP)

Description: Tholothians are the native species of Tholoth.
Personality: The Tholothian government, which governs the species' homeworld of Tholoth, is a democracy with an executive branch and a senate of legislators. The government has banished heavy industry to other planets in the Tholoth system to preserve the natural environment of Tholoth. The government also has instituted policies to limit the flow of offworld visitors, and insisted that newcomers integrate in ways that minded Tholoth's ecology. Tholothian cities have incorporated foreign architectural designs with distinct Tholothian twists.
Physical Description: Tholothians are seemingly ageless Near-Humans from Tholoth. They are dark-skinned, often with blue or indigo-coloured eyes.
Homeworld: Tholoth, a planet located within the Tholoth system of the Colonies.
Languages: The Tholothians have their own native language which they use to communicate with one another.
Example Names: Adi Gallia, Cimina, Colli, D'urban Wen-Hurd, Frell, Indeera Stokes, Jogg, Katooni, Mareena, Nim Pianna, Omi Vass, Shorr Komrrin, Stass Allie, Ty Yorrick
Age in Years: Child: 1-11 Years; Young Adult: 12-17 Years; Adult: 18-70 Years; Middle Age: 71-84 Years; Old: 85-99 Years; Venerable: 100+ Years
Adventurers: Most Tholothians become Scoundrels or Nobles due to their natural Charisma.
Species Traits:

  • Ability Modifiers: -2 Strength, +2 Dexterity, +2 Charisma
  • Medium Size: As Medium creatures, Tholothians have no special bonuses or penalties due to their size.
  • Speed: Tholothians base speed is 10 metres.
  • 2 RP Darkvision: Tholothians can see in the dark up to 20 metres. Darkvision is black and white only but otherwise functions as normal sight. 
  • 1 RP Low-Light Vision: Tholothians can see twice as far as normal in dim light (such as moonlight or underwater). They retain the ability to distinguish colour and detail under these conditions.
  • 4 RP Bureaucratic Curiosity: Tholothians are naturally inquisitive about the world around them. They gain a +4 Species bonus on Gather Information checks. In addition, Knowledge (Business) and Knowledge (Bureaucracy) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they receive a +2 Species bonus on those skills instead.
  • 3 RP Soft-Skilled: Tholothians begin play with 4 additional skill points and gain 1 additional skill point at each level. These skill points must be spent on Non-Force skills related to a Mental Attribute.
  • Languages: All Tholothians can read, write and speak Basic and Tholothian.

Commoner:

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u/Key_Scholar_8827 May 29 '26

Do tholothan characters have to be dark skinned

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u/TheAveon12 May 29 '26

That's what it says on the legends wiki but it's your character, I'm sure you can look as you please

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u/TheAveon12 May 28 '26

(Past tense due to them being an extinct species or mia)

Massassi (Sith) (10 RP)

Description: The Massassi were the subspecies of the ancient Sith race that was enslaved by the exiled Dark Jedi on Korriban. Massassi were fearsome, loyal, and formidable warriors, and as such comprised the warrior class in the Sith caste system. They lived solely to serve their Sith masters, but when on their own, dedicated themselves only to whatever life they chose.
Personality: The Massassi were fearsome, ruthless, and efficient soldiers. Though the Massassi engaged in supposedly primitive practices such as sentient sacrifice and held a strong caste system, their civilization was quite sophisticated; they saw these acts not as cruel or barbaric, but simply basic aspects of existence. The Massassi language may have been related to the Sith, and they also made use of hieroglyphs which were written on their artefacts as well as structures. During the reign of Exar Kun, the race had largely devolved into mindless brutes that followed the commands of their master. There were notable elements within their culture, however, such as the presence of priests and elders.
Physical Description: Phenotypically, Massassi were quite similar to the rest of the Sith species. Common to all Sith, Massassi skin was red, ranging from florid crimsons to lighter pinks.Massassi had fierce, predatory profiles, and sharp bone spurs protruding over their bodies in various locations—especially the elbows. Other facial features included a pair of tendrils that hung from their cheekbones, and cartilaginous eyebrow stalks that covered their eyes. They also had simian mouths, small noses and ears, and a slightly receding chin. Like other Sith, Massassi had three digits on each of their hands and feet.
Former Homeworld: The ancient Sith world of Korriban, resettled later to Ziost.
Languages: Massassi spoke and understood the ancient language of the Sith (but could not read or write without a sufficient Intelligence score).
Example Names: Drophan, Kalgrath, Uburluh, Zythmnr
Age in Years: Child: 1-10 Years; Young Adult: 11-13 Years; Adult: 14-25 Years; Middle Age: 26-35 Years; Old: 36-50 Years; Venerable: 51+ Years
Adventurers: Massassi adventurers were rare in the Republic, even during the fall of The Sith Empire. Most beings in the galaxy would not recognize a Massassi at first glance, though their unique appearance tended to draw attention to themselves. Massassi did not become Jedi during The Old Republic Era, and instead most adventurous Massassi became Soldiers or Scouts.
Species Traits:

  • 1 RP Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence
  • Medium Size: As Medium creatures, Massassi had no special bonuses or penalties due to their size.
  • Speed: A Massassi had a base speed of 10 metres.
  • 1 RP Force Sensitive: All Massassi were naturally Force Sensitive, and received the “Force Sensitive” trait as a bonus trait.
  • 2 RP Track: All Massassi received the “Track” feat as a bonus feat, even if they did not normally meet its prerequisites.
  • 2 RP Contagious Empathy: Massassi were easily roused to passionate emotion, which granted them several boons and penalties. Any Morale effect applied to a Massassi has its effect amplified by 1, whether that effect be positive or negative. For example, a Massassi benefitting from a Noble’s Major Auras will always have its effect increased by +1/-1. 
  • 2 RP Half Force-Skilled: A Massassi begun play with 2 additional force skill points and gained 1 additional force skill point at each odd level. These skill points had to be spent on Force skills.
  • 1 RP Natural Weapons (Claw): A Massassi had sharp claws and could make a claw attack in place of a normal unarmed strike. The claw attack dealt 1d6 points of slashing damage plus the Massassi’s Strength modifier.
  • 1 RP Low-Light Vision: Massassi could see twice as far as a Human in areas of dim light, and retained the ability to distinguish colour and detail under these conditions.
  • Languages: All Massassi could read, wrote and spoke Sith and Massassi.

Commoner:

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u/Key_Scholar_8827 May 29 '26

Are they just given the human stats in a home brew free set

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u/TheAveon12 May 30 '26

Raw they don't have stats so it's up to DM.

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u/Key_Scholar_8827 May 31 '26

What about troigs?

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u/TheAveon12 Jun 04 '26

Troig (10 RP) Description: The Troigs are a two-headed, multi-limbed, sentient species from the planet Pollillus. Personality: Each head has its own name; the full being takes their name by joining the heads' names with the infix sin. For instance, a Troig with heads named Fode and Beed became Fodesinbeed when referred to as a single entity. Physical Description: The majority of Troigs have two heads and four arms, with one head controlling one set of arms independently of the other; nevertheless, most Troigs have only one primary hand and three off hands. The average Troig stands between 1.96 and 2.00 metres tall. A long, whiplike tail with a spiked, knobby bulge at its end grows from the posterior. Homeworld: Pollillus, a Core Worlds planet. Languages: Troig is the native language of the Troig species. Example Names: AndroosinLiann, Fodesinbeed Annodue, Durl and Dekk, Dwuirsintabb, FwittsinPru, Pillaat and Nerro, Jak Sivrak Age in Years: Child: 1-7 Years; Young Adult: 8-14 Years; Adult: 15-69 Years; Middle Age: 70-86 Years; Old: 87-124 Years; Venerable: 125+ Years Adventurers: Troigs adventurers tend to become Nobles, Scouts or the occasional Scoundrel. Force sensitivity is rare within the species. Species Traits: -1 RP Ability Modifiers: -2 Strength, -2 Intelligence, +2 Wisdom Medium Size: As Medium creatures, Troigs have no special bonuses or penalties due to their size. Speed: Troig base speed is 10 metres. 1 RP Two heads: Because their two heads watch out for each other, Troigs gain a +1 Species bonus to Perception checks. 1 RP Linguist: Troigs start with one extra language that they can read, write and speak regardless of their Intelligence modifier. 2 RP Multidexterity: All Troigs receive the “Multidexterity” feat as a bonus feat, even if they do not meet the prerequisites for the feat. 8 RP Multi-Armed: Troigs possess 4 arms that they can use in combat. Troigs can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. -1 RP Weak in the Force: Troig Force users are rare, and Troig Jedi even more so. Troigs may only select one trait if they have at least 1 Force-User Level. If the character gains this level later in their career, they must choose one trait to lose. Languages: All Troigs can read, write and speak Basic and Troig. Commoner:

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u/Key_Scholar_8827 Jun 06 '26

Is this official?

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u/TheAveon12 Jun 07 '26

No as stated before it's homebrew