SWURPG
Balosar — playable species portrait for the Star Wars Universe RPG

Balosar

"You want to go home and rethink your life.

Home world: Balosar

Size
Medium
Speed
30 ft
Height
1.5 to 1.9 meters
Weight
50 to 85 kilograms
Adulthood
18 standard years

Traits

Antennapalps

Two slender, retractable sensory antennae rise from the crown of your head, reading vibration and the nearness of living things. You can sense the location of any moving creature within 10 feet, even one you cannot see or that is hidden in darkness (you cannot identify it this way). Extending or retracting your antennapalps is a free action — but while they are extended, you have Disadvantage on saving throws against being deafened or stunned by sonic or concussive effects.

Toxin-Hardened

A lifetime breathing the runoff of Balosar's death-stick refineries has left you almost impossible to poison. You have resistance to Poison damage and Advantage on saving throws against poison.

Gutter-Born

Across the galaxy, Balosars are written off as strung-out death-stick peddlers from a ruined world. You have Disadvantage on Persuasion checks made to earn the trust or respect of those who look down on your kind (at the GM's discretion).

Lore

"You want to go home and rethink your life." Every Balosar in the galaxy has heard some version of that line thrown back at them, because the most famous of their kind, Elan Sleazebaggano, made the mistake of trying to sell death sticks to a Jedi in a Coruscant nightclub. It is an unfair legacy for a whole species, but it fits the reputation Balosars can never quite shake: hustlers from a poisoned world, working the underside of the galaxy because the top of it was never on offer.

Balosars are near-human, so close to baseline that at a glance they pass for human entirely. The tell is a pair of slender, retractable antennapalps that rise from the crown of the head, hidden in the hair, sensitive to vibration and the nearness of other bodies. A Balosar can fold them flat and vanish into a human crowd, or extend them to feel a room the way others only see it. Generations on a toxic homeworld have also left them remarkably hard to poison, shrugging off narcotics and venoms that would drop most beings.

In the older tales, those antennapalps are delicate instruments as much as sense organs, prone to injury and endlessly useful: a Balosar can feel a door open at their back, pick a familiar step out of a crowd, or know they are being followed before they ever see the shadow. The trade-off is that a sudden roar or flash leaves the antennae ringing, so most Balosars learn young to fold them away the instant trouble starts. That same reflex lets them pass, completely, for human, a small mercy on worlds where their kind is unwelcome.

Their homeworld, Balosar, is a Core Worlds planet that industry ruined. It is the natural home of the balo mushroom, refined by corporations like BioTech Industries and Fergriss Pharmaceuticals into ixetal cilona, the narcotic at the heart of death sticks. The factories that process it choke the sky and own nearly everything beneath it, and the two great combines wage a quiet, endless war of sabotage and espionage against one another, with ordinary Balosars caught in between. Most of the population lives in poverty in the shadow of the refineries.

That environment shapes a people who are streetwise, quick, and resigned to being underestimated. Balosars leave their world when they can, drifting into the spacer lanes and the underworld as dealers, couriers, informants, and fixers, not out of any love for crime but because a strip-mined planet exports desperate labor. They are survivors first, and their humor tends to be dry, fatalistic, and aimed as much at themselves as at anyone else.

Sleazebaggano is the face the galaxy knows, but he is a symptom, not the sum. (In Legends, Balosars turn up throughout the criminal ecosystem of the late Republic and the Empire: small operators, rarely the boss, usually the one who knows where the boss is.) The species' story is less about any single figure than about a world hollowed out for a drug and a people written off as its by-product.

As a player character, a Balosar makes a natural scoundrel, scout, or spacer: nimble, toxin-hardened, and gifted with a sense no one else at the table has, thanks to those antennapalps. The trade-off is real. They are frail, easy to dismiss, and carry a gutter reputation that closes doors before they open their mouths. Play a Balosar who is trying to be more than the galaxy assumes, and every scrap of respect they earn will feel hard-won. They rarely begin a campaign with money, standing, or friends in high places; what they begin with is instincts honed on a world that was trying to kill them and a knack for reading which way a bad situation is about to break. A Balosar rogue, slicer, or pilot brings the party eyes and ears nothing else can match, and a chip on the shoulder that makes proving the doubters wrong its own reward.

Physical Description

A Balosar looks human until you notice the antennapalps: two thin, jointed sensory stalks that emerge from the top of the skull, usually kept retracted and concealed within the hair, where they can pass entirely unseen. Skin tones, build, and features span the same range as humans, though a lifetime in Balosar's polluted slums often leaves them lean, sallow, and older than their years. Extended, the antennapalps twitch and sway toward sources of movement and sound; folded down, they vanish. Many Balosars keep them hidden as a matter of course, because on a thousand worlds being recognized as a Balosar means being recognized as trouble, and some hide them so habitually that friends of years never learn what they are.

Culture & Personality

Balosars tend to be wry, watchful, and hard to impress. Growing up on a world where two megacorporations own the very air teaches a certain cynicism, and most Balosars carry it lightly, as a survival tool rather than a grudge. They are quick to read a room (sometimes literally, when the antennapalps are out) and quicker to spot an angle, but the assumption that every Balosar is a strung-out death-stick peddler grates, and many spend their lives trying to outrun it. They tend to keep their circle small and their exits mapped, trusting a handful of people completely and everyone else not at all. In a party, a Balosar is often the one who notices the tail, the trap, or the lie first, and who half-expects not to be believed when they point it out; earn their loyalty, though, and they will spend it on you without keeping score.

Frequently Asked Questions

What is a Balosar in Star Wars?

"You want to go home and rethink your life." Every Balosar in the galaxy has heard some version of that line thrown back at them, because the most famous of their kind, Elan Sleazebaggano, made the mistake of trying to sell death sticks to a Jedi in a Coruscant nightclub. It is an unfair legacy for a whole species, but it fits the reputation Balosars can never quite shake: hustlers from a poisoned world, working the underside of the galaxy because the top of it was never on offer.

What are the Balosar ability score modifiers in SWURPG?

A Balosar character gains +2 Dexterity, -1 Constitution, and -1 Wisdom to their ability scores in SWURPG.

What species traits do Balosar characters have?

Balosar characters have 3 species traits: Antennapalps, Toxin-Hardened, Gutter-Born.

Can I play a Balosar in SWURPG?

Yes — Balosar is a free, fully playable species in SWURPG, a fan-made Star Wars tabletop RPG. Pick it in the browser-based character builder and its ability modifiers and traits apply automatically.

What are some Balosar names?

Example Balosar names include Elan Sleazebaggano, Pons Danabo, Vig Sennos, Renk Talo, Mira Vosk, Dessa Lyn. Generate more original Balosar names with the SWURPG Star Wars name generator.