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Anomids Anomid
Although most Anomids remain in the Yablari system, Anomid technicians, explorers, and wealthy travelers can be found throughout the galaxy.

Rebel sympathizers are quick to befriend the Anomids since they might make sizeable donations to the Rebel cause. Likewise, the Empire works to earn the loyalty of the Anomids with measured words and gifts (since a demonstration of force will only serve to turn the peaceful Anomid people against them). Steady manipulation and a careful use of words has resulted in several Anomids taking up positions on worlds controlled by the Empire.

Anomids are not considered a brave people, but not all of them run from danger. They are more apt to analyze a situation and try to peacefully resolve matters. Because they are fond of observing other aliens, they are frequently encountered in spaceports, and many of them can be found working in jobs that allow them to come into contact with strangers.


Attribute Dice: 8D
Attribute Minimums / Maximums:
DEXTERITY: 1D / 2D+2
KNOWLEDGE: 1D / 3D
MECHANICAL: 1D / 2D+2
PERCEPTION: 1D / 3D
STRENGTH: 1D / 2D+2
TECHNICAL: 1D / 4D
Size: 1.4 - 2 meters tall
Move: 7 / 9
Homeworld: Yablari
Source: Galaxy Guide #12: Aliens: Enemies and Allies p.14-17


Special Abilities:
Technical Aptitude: Anomids have a natural aptitude for repairing and maintaining technological items. At the time of character creation only, Anomid characters get 6D bonus skill dice (in addition to the normal 7D skill dice). These bonus dice can be applied to any Technicalskill, and Anomid characters can place up to 3D in any beginning Technicalskill. These bonus skill dice can be applied to non-Technicalskills, but at half value (i.e., it requires 2D to advance a non-Technicalskill 1D).

Special Skills:
Languages: Time to use: One round. This skill specialization is used to understand and "speak" the unique Anomid form of sign language. Only Anomids and other beings with six digits per hand can learn to "speak" this language. The skill costs the normal amount for specializations, but all characters trying to interpret Anomid sign language without the specialization have their difficulty increased by two levels because of the complexity and intricacy of the language.

Story Factors:
Pacifists: Anomids tend to be pacifistic, urging conversation and understanding over conflict.
Wealthy: Anomids have one of the richer societies in the Empire. Beginning characters should be granted a bonus of at least 2,000 credits.


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