Reference Book: Star Wars Saga Edition Unknown Regions

Throughout much of the galaxy, Humans are the most commonly encountered Species. Not surprisingly, after a millennium of interstellar travel and colonization, an enormous number of humanoids share a common genetic code. Commonly called Near-Humans, these humanoids are substantially the same as Humans in look and physiology, but exhibit one or more differences significant enough to set them apart. The origins of most Near-Humans are not known, but the common assumption is that isolated groups naturally adapt to the specific environmental conditions of their current world. These conditions occasionally cause genetic mutations, improving the Near-Humans' likelihood of survival. However, genetic engineering and cloning technology are other possible explanations for Near-Humans' variation from Human norms. Classification efforts are further complicated by the many bipedal humanoid Species that are unrelated to Humans. Looks can be deceiving.

In the Star Wars Roleplaying Game Saga Edition, Near-Humans have only small differences from Humans. These differences might be cosmetic, physiological, or, most commonly, both. Players and Gamemasters wanting to create their own Near-Human characters should use the following Near-Human generation system.

Creating Near-Humans Edit

To create a Near-Human, start with the base Human Species. Next, select one of the traits from the Near-Human Traits table below, replacing either the bonus Trained Skill or the bonus Feat that Humans normally receive. Finally, select one, two, or three minor physiological variations from the Near-Human Variants table below. These variants are typically cosmetic, but Gamemasters might allow a variant to have a minor mechanical roleplaying effect. Variants normally should not cause a Near-Human character to incur a penalty to attack rolls or skill checks, but it might occasionally do so at the Gamemaster's discretion. As always, the Gamemaster has the final say in trait and variant combinations allowed in his or her game.

Ability Adjustment Increase one Ability Score by 2 and reduce another by 2 to account for emphasis in certain attributes (Such as Strength or Intelligence).
Additional Arms Up to 2 additional arms. When making multiple attacks, the character can reduce the penalty to the attack roll by 2.
Biotech Augmentation Augmented with biotechnology. Select one Bio-Implant at Character Creation.
Breathe Underwater Amphibious and cannot drown in water. Can have gill slits or similar external features.
Climate Adaptation Resistant to a specific climate. Select one: freezing, rarefied atmosphere, searing, smoky, tropical, or watery. When challenged by an environmental factor in that climate (Chosen from those listed, or others at the Gamemaster's discretion), can reroll an Endurance or a Survival check, taking the better result.
Conductive Naturally generate a small amount of electrical energy and use as a Natural Weapon in an Unarmed attack, dealing 1d6 points of Energy damage. Character is always considered armed with a Natural Weapon.
Cultural Cybernetics Culture commonly augments members with cybernetics from birth. Select one Cybernetic Enhancement at Character Creation.
Darkvision Can ignore Concealment (Including Total Concealment) from darkness. However, you cannot perceive colors in total darkness.
Empath Can use the Telepathy application of the Use the Force Skill Untrained, and without having the Force Sensitivity Feat. Additionally, can sense the emotions of a target if the Use the Force check equals or exceeds the target's Will Defense.
Expert Swimmer Can reroll a Swim check, but the result of the reroll must be accepted, even if it is worse. Can Take 10 on Swim checks when distracted or threatened.
Heightened Awareness Can reroll a Perception check, but the result of the reroll must be accepted, even if it is worse.
Low-Light Vision Can ignore Concealment (But not Total Concealment) from darkness.
Natural Armor Thickened skin or natural armor plates grant a Natural Armor bonus of +1 to Reflex Defense.
Natural Weapon Can use natural claws in an Unarmed attack, dealing 1d6 points of Slashing damage instead of normal Unarmed damage. Character is always considered armed with the Natural Weapons.
Naturally Acrobatic Considered Trained in the Acrobatics Skill, even if it is not normally a Class Skill for the character.
Persistent Can reroll a Endurance check, but the result of the reroll must be accepted, even if it is worse.
Quick Increases Base Speed by 1 square.
Quick Healing At the end of an encounter, regain Hit Points equal to 1d4 + Constitution modifier (Minimum 1).
Resistant Naturally resistant to Poisons, Diseases, Radiation, or other Hazards, gaining a +2 Species bonus to Fortitude Defense. Gamemaster can restrict resistance to a single, specific Hazard.
Scent At close range (Within 10 squares), ignore Concealment and Cover for purposes of Perception checks, and take no penalty from poor visibility when using the Track application of the Survival Skill.
Spring Step When using the High Jump or Long Jump applications of the Jump skill, reduce the number of squares required for a running start by 2.
Strength Surge Once per encounter, can reroll one Strength-based Ability or Skill Check, doubling the character's Strength modifier (Minimum +1), or can add 2 to a single damage roll on a successful melee attack, when Strength normally adds to the roll. This does not apply when Weapon Finesse is used.
Visually Striking Character's appearance is visually surprising or stunning. The character's Charisma bonus is doubled when using the Persuasion skill on Humans, near-Humans, and similar humanoids (Such as Twi'leks).
Weapon Familiarity Character selects a single Exotic Weapon and treats it as a Simple Weapon instead. Must be commonly used by character's native culture.
Eye Variation Eyes are of an unusual color and/or pupils are of an unusual shape.
Digit Variation Number of digits on each hand or foot is greater or fewer than 5, but without affecting Skill use in terms of game mechanics.
Fins Character has small fins that have no effect on swimming.
Hair Variation Character's hair is naturally an unusual color, length, texture, or size.
Shaped Character has been biologically altered by the Yuuzhan Vong shaping process. This can account for the character's Near-Human Trait, or the trait might be cosmetic or for roleplaying purposes. Shaped characters typically gain Yuuzhan Vong physical features or are otherwise physically altered.
Skin Color Skin is naturally a color (Or a combination of colors) not normally associated with Humans.
Skin Texture Obviously unusual skin texture, such as leathery, especially smooth, overly wrinkled, or scaly.
Teeth Variation Teeth are noticeably differently colored, sharper, larger, or smaller than those of typical Humans.
Towering Over 2 meters tall, although the additional height does not change the character's Size.
Webbed Digits Flaps of skin span the character's fingers or toes.