ZABRAK: Zabrak resemble humans in skin tone and physique, but they are easily distinguished by their vestigial horns. They are renowned for both their inherent confidence and their martial prowess. Physiology: Zabrak physiology is similar to humans, with several notable differences, including the presence of a second heart and heightened resistance to physical pain. Zabrak vestigial horns emerge at puberty; they are a sign that an individual is reaching maturation and nearing the age of the traditional rite of passage. Zabrak skin colors range from near-ivory through browns to near-black, in a broad range of tones. Some have hair, but many are completely bald. Eye colors include the common human range but can also include yellow, red, and orange. Society: Upon completing the rite of passage, Zabrak adopts a pattern of facial tattoos. These are generally made up of a pattern of thin lines and elegant designs. They are often based on a family tradition, but can also incorporate personal designs or representations associated with significant events. Zabrak are renowned for their self-assurance and independent natures. The harsh conditions of their homeworld, Iridonia, led to a particularly competitive and warlike nature in its inhabitants. Thus, study in martial arts is common throughout Zabrak cultures. The bladed quarterstaff—known as a zhaboka—is a culturally significant weapon to Zabrak; historically, Zabrak would wield zhabokas while riding reeks, their war mounts. The combination of determination and military prowess has made Zabrak culture extremely resistant to Imperial domination. In concert with their militaristic tendencies, Zabrak have established a reputation as exceptional weaponsmiths. They craft both traditional melee weapons and reliable blasters. While none of these armaments are mass-produced, they can still be found throughout the galaxy (sometimes when Zabrak surreptitiously arm other oppressed species).Homeworld: Zabrak are native to Iridonia, a world located in the Mid Rim. Because its environment is so hostile to life—conditions include brutal weather, acidic seas, and a host of predatory wildlife—many Zabrak were quick to embrace spacefaring and migrate to other worlds. Consequently, many Zabrak identify themselves with their colony world rather than the homeworld of their species. Zabrak colonies can now be found spread across the galaxy, from established colonies on major metropolitan worlds to enclaves in entirely unexpected locations, such as the mountain colonies found on Dathomir. The Dathomirian Zabrak emphasize their culture's warlike tendencies to the exclusion of all else and tend to be even more violent and dangerous than their off-world kin. Language: The native language of Zabrak from Iridonia is Zabraki. However, because of their long association with broader galactic civilization, almost all Zabrak also speak Basic. Perception of the Force: Even before the Zabrak mastered interstellar travel well enough to establish colonies, their civilization came into contact with the dark side of the Force. The ancient Sith hired numbers of Zabrak mercenaries to use within their armies. The Zabrak High Council profited tremendously from the mercenary contracts, and a degree of savagery that appealed to the Sith became an ingrained part of Zabrak martial culture. It has remained in place long after the Sith vanished. SPECIES ABILITIES• Wound Threshold: 10 + Brawn• Strain Threshold: 10 + Willpower• Starting Experience: 100 XP• Special Abilities: Zabrak begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation.• Fearsome Countenance: Zabrak add automatic O to all Coercion checks they make.
SENTINEL: The Sentinel’s six career skills are Computers, Deception, Knowledge (Core Worlds), Perception, Skulduggery, and Stealth These characters automatically gain a rank in three of these skills without spending experience and gain a discount on increasing them with future experience points Sentinels begin the game with a Force rating of 1. A SENTINEL'S ROLE Every city has its secrets, and every shining beacon of civilization has its seedy underworld. Within these shadowy depths, miscreants and malcontents prey on the helpless, committing heinous crimes and leaving misery and chaos in their wake. Most law enforcement agencies try to combat criminals without violating the very laws the agencies exist to uphold. Thus, their agents must abide by strict regulations that restrain their behavior. Even institutions that exist to uphold evil laws, such as the Empire, have codes of conduct that apply to their enforcers. The Sentinel, however, plays by his own rules. During the time of the Old Republic, the Jedi Sentinels were Force adepts who blended combat expertise and training in the Force with a more pragmatic approach to their duties. Sentinels embraced practical technologies and utilized techniques borrowed from police forces, skip tracers, spies, and even lawbreakers. Sentinels relied on quick thinking and cunning to accomplish their tasks, and they quickly found their calling in the depths of urban environments. On the streets, Sentinels could fight criminals by using their own tactics against them. Such an approach was not without risk. Even as Sentinels skirted the law to enforce justice, they skirted the dark side of their own morality as well. A Sentinel had to maintain constant vigilance over his own actions, analyzing each choice he made to ensure it was the right one. The best Sentinels avoided falling to the dark side by cultivating a fierce intellect and a brilliant cunning—to see all sides of a no-win situation and find the unexpected solution. Although the Empire has long since wiped out the Jedi Order, and with it the Jedi Sentinels, some remain who follow these guiding principles. Many quickwitted Force-sensitives living in urban areas find themselves unconsciously adopting a Sentinel’s tactics as they unlock their own hidden potential. Characters with a strong moral imperative may see these crusading skills as a means of investigating powerful individuals If they find powerful villains who are above the law, then employing less ethical approaches might be the only means to bring these rogues to justice. Under these circumstances, a Sentinel could readily justify deception and even minor crimes if they were undertaken to assure that a tyrant’s excesses could be curbed.
SHADOW: In the ancient days of the Jedi Order, Sentinels worked tirelessly to police the galaxy’s criminal underbelly. Flowever, a small subset of these enforcers focused their attention on a far greater and more dangerous threat. They trained tirelessly to find and eliminate those who had fallen to the dark side of the Force and willingly embraced corruption. These Sentinels were called Shadows, and they hunted the Sith. For many years, the Sith were thought destroyed, and the Jedi Shadows gave up their calling or pursued other dark side Force users. They never realized that the Sith had not been eliminated, and were hiding right under their noses. Now, with the Jedi Order destroyed and a Dark Lord of the Sith ruling the Galactic Empire, those who would follow the path of the Shadow find their roles reversed. No longer the secret investigators of an established order who searched the shadows of civilization, they are now the ones who must stay hidden. Flowever, within these dark corners, Shadows still work tirelessly to bring justice to untouchable criminals and dark side Force users alike. Shadows acquire Knowledge (Underworld), Skulduggery, Stealth, and Streetwise as additional career skills. If this is the character’s starting specialization, he may choose two of these skills and gain one free rank in each, without spending starting experience. These characters recognize that stealth and deception are integral to finding the targets they hunt. Criminal organizations are often mired in secrecy, and uncovering these secrets requires underhanded methods. While their techniques are frequently of questionable moral character, Shadows firmly believe their ultimate accomplishments more than justify the tools that they must use. Of course, an initiate who has turned to the dark side can prove a powerful opponent for a Shadow. Working against such an adversary can require all of an adept’s mundane and Force talents. A Shadow’s willingness to examine and utilize every tool and asset can play a major factor in overcoming such capable foes.