
Squib
Squibs are a small, fur-covered species from Skor II, known across the Outer Rim for compulsive collecting, relentless haggling, and a species-wide business built entirely on other people's garbage.
Home world: Skor II
- Size
- Small
- Speed
- 20 ft
- Height
- 0.8 to 1.2 meters
- Weight
- Around 22 kilograms
- Adulthood
- 13 standard years
Traits
Appraising Fur
A Squib's pelt is a chemical sense organ. Rub something against it for a minute and you come away knowing roughly what it is made of, roughly how old it is, and roughly what it is worth. Once per Short Rest, you may reroll a failed Investigation check made to appraise, authenticate or identify an object.
Born Haggler
Squibs treat a negotiation as the point of the transaction rather than an obstacle to it. You have Advantage on Persuasion checks made to haggle over a price.
Tensor Rifle Training
Every Squib salvage crew drills on the tensor rifle, which throws a manipulated gravitic field that seizes, crushes and repels matter. It is a tool for pulling a hull plate loose, and it works just as well on whoever is standing behind the hull plate. You are proficient with the Squib Tensor Rifle.
Never the First Offer
No Squib takes the first price. Accepting one is a confession that you were not paying attention, and the culture has no forgiveness for it. The first offer made to you in any negotiation must be refused and countered. Where circumstances make refusing impossible, you have Disadvantage on that check.
Lore
Squibs are a small, fur-covered species from Skor II, known across the Outer Rim for compulsive collecting, relentless haggling, and a species-wide business built entirely on other people's garbage. In Legends they are the galaxy's most committed scavengers: reclamation fleets that shadow capital ships and wait for them to dump their refuse, traders who will argue for an hour over a cracked power cell because the arguing is the point. The Skor system itself came back into canon on 2025-06-24, through the "Star Systems of the Galaxy" appendix published alongside the Star Wars Galaxy Map on StarWars.com, both written by Jason Fry. The system is canon; everything that follows about Squib bodies, government, economy and history comes from Legends, and should be read that way.
A Squib reads as something between a rodent and a canine, standing upright. Adults run 0.8 to 1.2 meters and average about twenty-two kilograms, with pink skin under fur that comes in white, gray, black, brown, blue, violet and red. That coat changes color as an individual matures, so an adult Squib is rarely wearing the fur it was born with. The eyes are large relative to the skull and set toward the sides of the head, in blue, yellow, red or brown; the ears are large, often tufted, and pivot independently to fix on a specific sound. A short muzzle ends in a black nose over sharp teeth, and the hands have five fingers, the feet five toes. The genuinely odd part is the fur, which is an olfactory organ rather than just insulation. A Squib smells with its coat, catching scents at distance and, more usefully, reading an object by rubbing it against the fur. Handled that way a forgery or a disguise tends to fall apart, and Squibs describe the sensation closer to tasting a thing than sniffing it. Individuals leave patches of fur deliberately uncovered to help the sense along.
Skor II sits in the Squab system, also called the Skor system, in the Airam sector of the Outer Rim, grid square M-20 on the Standard Galactic Grid per The Essential Atlas (2009). The planet was governed by the Squib Polyanarchy: a loose coalition of largely autonomous communes with a king at the nominal top who mostly declined to involve himself in local affairs. Ebareebaveebeedee held that throne from some point before 40 BBY. Metrobig City is the settlement that turns up most often in the record. During the Clone Wars, Confederacy forces took the Skor II spaceport to support mining along the Rimma Trade Route, and Mace Windu and Clone Commander CC-2224 retook both the spaceport and the city; sources date the battle to either 22 BBY or 21 BBY. The king thanked Windu with the honorary title "Big Time Hero of Beyond-Squib Eliteness" and a bronzium statue in Metrobig City. One 2004 Star Wars Fact File issue instead placed the Squib homeworld in the Paradise system, which contradicts every other source and which Wookieepedia treats as an error rather than a retcon.
The species' economy ran through the Squib Merchandising Consortium, a species-wide concern that collected, refurbished and resold garbage, headed by an officer titled the Illustrious Chieftain of Junkyards (a post Ebareebaveebeedee also held during the Civil War era, though the relationship between the Consortium and the Polyanarchy is never clearly established). Its Squib Reclamation Fleet flew needle ships, picking over the refuse that capital ships left behind in open space, with a momship named the Thrifty as flagship. Haggling is the cultural core rather than a side effect of the trade. It is treated as an art form; the highest compliment you can pay a Squib is that she bargains well; the species keeps a holiday called Haggleday. The process matters more than the spoils, a good negotiation being one where both sides believed at least once that they were winning, and complexity is prized for its own sake on the principle that a confused customer is a good customer. Old High Squibbian even carries a dedicated term, kRR value, for the novelty worth of an item under negotiation. Squibs also hold that cheating is acceptable so long as you never outright lie. Running against all of this are the Ugors, a rival scavenger species and hereditary enemy, who consider it a noble end to reach salvage before Squib interests do, who drop out of hyperspace directly on top of Squib crews and surround them, and some of whom want the Squib species exterminated outright. The two have fought over scrap as petty as a damaged protocol droid, 7-A39, in the ruins of Almas Academy around 17 BBY, where the Ugors demanded 2,000 credits for their claim and the Squibs settled for a pair of breath masks.
The individual Squibs on record are mostly operators. King Ebareebaveebeedee ran both the Polyanarchy and the Consortium and used both as leverage; between 0 and 2 ABY he charged the diplomat Spilferithimus-narlamos, nicknamed Spilfer, with leading Rebel Alliance operatives through the Ugor-held Paradise system to retrieve what the Rebels were told was a quest object. It was the Prime Mover, a prototype gravity well projector the Ugors had salvaged from the wreck of the first Death Star and were using to hold the junk-choked system in order. Removing it dropped Paradise back into chaos, which was the point. In exchange the Squibs handed over the coordinates of the Imperial transport Elusive, and the king declared a pact of mutual support with the Alliance. Those coordinates came from Dono, a Squib living aboard the Elusive whom the crew took for a slave and the Reclamation Fleet treated as a spy, and who transmitted the ship's jump data to the Thrifty on a pirate band in Old High Squibbian so nobody listening would understand it. Later generations kept the habit. Grees, Emala and Sligh sold intelligence to New Republic Intelligence until the Imperial Remnant paid better, founded Second Mistake Enterprises, and ended up profiteering through the Killik-Chiss Swarm War. Slythor ran salvage on the junk world Korad as a self-appointed "Highest Exalted Ruler." The naming convention is worth noting on its own: long hyphenated compounds like Spilferithimus-narlamos and Macemillian-winduarte sit happily alongside blunt one-syllable names like Grees, Sligh and Dono.
As a player character, a Squib is a Small species with a speed of 20 and a kit built for appraisal rather than brawling: DEX +2, STR -2, and proficiency in Mechanics. Appraising Fur turns the species' strangest organ into a tool, letting you handle an object for a minute to learn its material, rough age and rough market value, plus one reroll per Short Rest on a failed Investigation check made to appraise, authenticate or identify something. Born Haggler gives Advantage on Persuasion checks to haggle over a price, which is the single most Squib thing on the sheet. Tensor Rifle Training covers the Squib tensor rifle, an Amberlandrax Armaments weapon that fires compressed, invisible tractor-beam bursts out to 250 meters and is loud enough that Squib owners used the noise to get the attention of beings inclined to ignore them. The cost is Never the First Offer: you cannot accept an opening price, ever, and must refuse and counter it, and where refusing is impossible you take Disadvantage on the check. That drawback is the species, not a tax on it. Squibs value the bargaining over the thing bargained for, and a Squib who takes the first number is not really a Squib.
Physical Description
Squibs are small bipeds with features drawn from both rodents and canines. Adults stand 0.8 to 1.2 meters and average roughly twenty-two kilograms, which puts a grown Squib somewhere around the mass of a large dog and makes them easy to underestimate in a crowd they are usually working. Under the fur the skin is pink. The fur itself appears in white, gray, black, brown, blue, violet and red, and it shifts color as an individual matures, so coat color tracks age rather than lineage; a Squib's childhood color is not the one it will argue prices in. Spilferithimus-narlamos, for one, is recorded as blue-furred, and Smileredon-Verdont as blue-furred with yellow eyes.
The head carries most of the species' character. The eyes are large relative to the skull and set well toward the sides, in blue, yellow, red or brown, giving a wide field of view at the cost of the forward stare most predators have. The ears are large, frequently tufted with fur, and pivot independently to pinpoint a specific sound in a noisy market or a noisier scrapyard. A short muzzle ends in a black nose, the teeth behind it are sharp, and the hands and feet are five-fingered and five-toed, which is why Squibs handle tools and small components as competently as any Human technician despite the size difference.
The fur does double duty as the species' sense of smell. It detects scents at a distance, and a Squib assessing an object will rub it against the coat, which is sensitive enough to catch a forgery or see through a disguise; the species describes this as closer to tasting than to sniffing. Squibs consequently leave areas of fur uncovered rather than dressing to keep it all insulated. (Assumption: the sources say individuals did this to facilitate olfaction, not that it is a universal or formal custom.) Age brackets, per the Saga Edition chart in The Unknown Regions, run child 1 to 8, young adult 9 to 12, adult 13 to 38, middle age 39 to 53, old 54 to 64 and venerable 65 and up; Legends material gives childhood ending at nine standard years, sexual maturity at thirteen, and a life expectancy around sixty-five.
Culture & Personality
Squibs are curious to the point of impairment, and that curiosity feeds straight into acquisition. They are unabashed pack rats who stuff their clothing with objects on the theory that anything might turn out to be useful in a future deal, and a Squib's pockets are less a wardrobe feature than an inventory. The collecting instinct has a nomadic origin: as some early tribes settled into villages, others kept moving and traded settlement to settlement, and bargaining worked its way into the species' basic wiring rather than remaining a job skill.
Bargaining is the part outsiders remember. Squibs treat it as an art form, keep a holiday for it called Haggleday, and consider "she bargains well" the highest compliment available. They value the process above the spoils, which means a Squib can walk away from a transaction genuinely pleased about a deal that cost her money, provided the negotiation was intricate enough and both sides believed at least once that they had the advantage. Complexity is a virtue in its own right, since a confused customer is a good customer, and the species maintains a working ethical line that cheating is fine so long as you never state an outright falsehood. Old High Squibbian survives partly because it is handy for discussing a mark in front of the mark, and partly as a spy code for passing the coordinates of trash dumps; it also supplies kRR value, a single word for how much an item's novelty is worth in the current argument.
Temperamentally they are irrepressible, loud and hard to discourage, which pairs oddly with the fact that most Squibs speak Basic imperfectly and few read or write it, while they read and write Squibbian comfortably. Being small and talkative in a galaxy of larger species breeds a particular kind of persistence: the tensor rifle's reputation is partly that Squibs who owned one fired it to make noise, because the noise got the attention of beings who would otherwise walk past. They are not cowards so much as realists about weight class, and they would rather own the conversation than the fight. Even their diplomacy runs on the same engine, with a king who hands a Jedi an absurd honorific and a statue, and a diplomat empowered to sign for the entire species who still has to be bought out of trouble by his own clients.
Famous Squib Characters
Ebareebaveebeedeeking of the Squib Polyanarchy
Held the Squib throne from some point before 40 BBY, ruling a loose coalition of autonomous communes while deliberately staying out of local business. He also held the title Illustrious Chieftain of Junkyards, head of the Squib Merchandising Consortium, during the late Republic and Civil War era. He is remembered off-world mainly for thanking Mace Windu for liberating Skor II with the honorary title "Big Time Hero of Beyond-Squib Eliteness" and a bronzium statue in Metrobig City.
Spilferithimus-narlamosdiplomat empowered to sign for his whole species
A blue-furred male diplomat, nicknamed Spilfer, whose status let him bind the entire Squib species to an agreement. Between 0 and 2 ABY the king charged him with leading Rebel Alliance operatives through the Ugor-held Paradise system to retrieve the Prime Mover gravity well projector. Described as young and small for a Squib and physically weak, he tried to slip past Ugor officials in disguise, was caught by the Ugor Tax Chaplain GrrKack, and had to be bought free by the Rebels he was supposedly guiding. The mission ended with a Squib pact of mutual support with the Alliance.
Greesco-founder of the Directors
One of the three Squibs who styled themselves the Directors, alongside Sligh and Emala. The group sold information to New Republic Intelligence until it worked out that the Imperial Remnant paid better, then founded Second Mistake Enterprises. Han Solo and Leia Organa, who had dealt with the trio years earlier on Tatooine and Pavo Prime, later went back to them as a source.
Emalathe Directors' third partner
The female member of the Directors trio with Grees and Sligh, operating as part of a family-style outfit rather than a hierarchy. The group's intelligence business shaded into open war profiteering during the Killik-Chiss Swarm War, including selling weapons to the Lizil hive. Their earlier dealings with Han and Leia on Tatooine and Pavo Prime are what made them a usable contact later on.
Slighinformation broker turned war profiteer
The third of the Directors, with Grees and Emala. The trio's pattern was to find whichever side would pay most for what they knew and switch to it without apparent discomfort, which took them from New Republic Intelligence to the Imperial Remnant to selling arms into the Swarm War. Second Mistake Enterprises is their own name for the venture, which tells you something about the species' sense of humor.
Slythorcrime lord of the junk world Korad
A Squib crime lord who controlled salvage operations on Korad, a wreck-covered world in the Elrood sector, during the height of the Galactic Civil War, and who awarded himself the title "Highest Exalted Ruler of Korad." He toured the planet in the Peeve, a heavily modified vehicle salvaged from the ruins of Paran, and kept a Gamorrean enforcer named Gar. His signature move was throwing an R4-series droid, R4-B11, into a deal as a sweetener without mentioning that it had been programmed to kill his business partners.
Macemillian-winduartedroid-shop trader on Tatooine
A Squib trader working out of Jawa Traders, the droid shop in Mos Eisley. He went by the nickname "Mace Windu," a borrowed name rather than a coincidence: the Jedi who retook Skor II from the Confederacy during the Clone Wars became a popular hero to the Squib people. (His name carries an accent in the source, written here without it for plain text.)
Smileredon-Verdontpickpocket turned Rebel
A male Squib with blue fur and yellow eyes who worked as a pickpocket before joining the Rebellion, first appearing in the Rookies: Rendezvous webstrip. His name was originally written with an accent on the final letter, which the West End Games house format dropped, and the shortened version is the one that got published.
Frequently Asked Questions
What is a Squib in Star Wars?
Squibs are a small, fur-covered species from Skor II, known across the Outer Rim for compulsive collecting, relentless haggling, and a species-wide business built entirely on other people's garbage. In Legends they are the galaxy's most committed scavengers: reclamation fleets that shadow capital ships and wait for them to dump their refuse, traders who will argue for an hour over a cracked power cell because the arguing is the point. The Skor system itself came back into canon on 2025-06-24, through the "Star Systems of the Galaxy" appendix published alongside the Star Wars Galaxy Map on StarWars.com, both written by Jason Fry. The system is canon; everything that follows about Squib bodies, government, economy and history comes from Legends, and should be read that way.
What are the Squib ability score modifiers in SWURPG?
A Squib character gains -2 Strength and +2 Dexterity to their ability scores in SWURPG.
What species traits do Squib characters have?
Squib characters have 4 species traits: Appraising Fur, Born Haggler, Tensor Rifle Training, Never the First Offer.
Can I play a Squib in SWURPG?
Yes — Squib 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 Squib names?
Example Squib names include Ebareebaveebeedee, Spilferithimus-narlamos, Grees. Generate more original Squib names with the SWURPG Star Wars name generator.
Who are some famous Squib characters?
Famous Squib characters include Ebareebaveebeedee, Spilferithimus-narlamos, Grees, Emala, Sligh, Slythor, Macemillian-winduarte, Smileredon-Verdont.