Although humans have long dominated the Known Galaxy, there are thousands of known intelligent alien species. Many of these species can be encountered almost anywhere. During the time of the Rise of the Empire, aliens were very integrated into society.
Emperor Palpatine ruled through fear and manipulation. Part of his "New Order" plan was clearly weighted heavily in favor of humans and relegated most alien species to the role of second-class citizens. Very few aliens were allowed to serve in the Imperial forces, although a few aliens—such as Grand Admiral Thrawn—did achieve positions of great power.
If adventures are set in the time period of the Empire (during the original Star Wars movies), aliens will often be at a disadvantage when dealing with Imperial troops and even many of the "average" humans of the galaxy. The degree of prejudice depends on the individual, the alien species, and the general temperament of that section of the galaxy (some governors maintained power by whipping the masses into an anti-alien frenzy).
Chapter Sixteen
If adventures are set in the time period of the Rise of the Empire, the New Republic, or the New Jedi Order, aliens face less prejudice, although it still exists; it is simply no longer fashionable. The New Republic, which found great support from aliens during the civil war, welcomed most aliens as equals. Now, however, many aliens are exhibiting a great degree of anger toward humans—the pent-up frustration born of decades of discrimination.
Many people in the galaxy use the word "race" when referring to various aliens. While this usage is common, it is also incorrect. The proper term for each alien is "species," as "race" is a term used to denote different sub-groups of a particular species, distinguished by different physical characteristics. This distinction is an important one because, like humans, many alien species have a number of races.
Each species description is followed by game information. Here's what the various categories represent:
Personality: The generalized behavior and demeanor of the average being of the species.
Physical Description: Describes the look, size, shape, weight, and height of an average alien of the species.
Homeworlds: The planet from which the species is known to hail.
Languages: The primary language used throughout known space is called Basic. Most characters can speak Basic, and even more characters understand it even if they can't speak it. Nonhuman characters can generally also speak, read, and write the language associated with their species; for example, Cereans speak, read, and write Cerean as well as Basic. In game terms they have the language: Cerean specialized skill at 5D. This has no effect on the general language skill, which must be acquired through normal skill selection.
Example Names: Some common names (and some historically notable names) of creatures of the particular species.
Adventurers: Some reasons why a member of the species might venture out into the greater galaxy and join an adventuring party.
Attribute Dice: This is the number of attribute dice for an "average" member of the species. Most gamemaster characters will have this total number of attribute dice. Player characters and some gamemaster characters get six additional attribute dice.
Attribute Die Ranges: Each species has a separate listing for each attribute (Dexterity, Knowledge, Mechanical, Perception, Strength, and Technical). Except in a small number of cases, members of that species may not have an attribute listing lower than the first number (the minimum) or higher than the second number (the maximum). With experience, characters can invest Character Points to increase their attributes above the maximum.
Special Skills: A listing of any unique or very specialized skills which are common to that species. The skill listing also notes the attribute that the skill is associated with. In general, anyone can learn a special skill provided they receive proper instruction.
Special Abilities: Some aliens have special abilities which are only available to a particular species. These are generally physiological traits (claws, tails, sharp teeth, and so forth) and cannot be "learned" by members of a different species.
Story Factors: Story factors affect most, if not all, members of a given species. Story factors include notes on the alien's culture, life cycle, or beliefs other people hold about the species in general. These story factors can be used as an aid for both the player and gamemaster (and canny gamemasters can often spin these factors into an ongoing Star Wars adventure).
Move: The minimum starting Move for an average character (as well as a player character), and then the maximum Move for a member of that species. If the species has two or more prime modes of movement, all will be listed. All beginning characters start with the first number under Move. The second number is the species' maximum move.
Size: The common or average height for adult members of the species.
For rules on creating an alien player character, turn back to the section "Creating a New Template" in the "Characters" chapter.
Source: REUP:277