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Guidelines for Near-Human Species

Tuesday, July 28th, 2009

Designed by jadenkorr

Wizards of the Coast have stated that species capable of breeding with humans are considered to be human in game terms, but I’ve decided to create a list of near-human species guidelines, to help keep the feel of them more real and unique. Each entry contains tips for ability, feat, skill, and talent selection that is fitting to the species. Some, with the GM’s approval, have more unique traits as well. Other species that fall into this category that Wizards of the Coast have already given stats for are Arkanians, Chiss, Falleen, Nagai, Pau’ans, Wroonians, Vahla, and Zeltrons. Other near-human species found on this site are Bpfasshi, Echani, Firrerreo, and Kiffar.

Many other near-human species that aren’t unique enough to make this list can be found on this Wookieepedia site.

It is important to note that these are only guidelines for building Near Human characters. There are always those who deviate from the norm, and these statistics should not be required. They are completely optional, and should not be treated as rigidly as other species statistics.

Aquar/Blubreen

A Blubreen

Abilities: No changes
Skill: All Aquar and Blubreen have training in Swim, if not Skill Focus (Swim).
Breathe Underwater: With your GM’s approval, an Aquar or Blubreen might trade his/her bonus feat for the Breath Underwater trait (see Mon Calamari, SECR pg 29)
Languages: None

Calian

Lobar Aybock, a Calian

Abilities: High Constitution
Semi-Primitive: Calians know how to use technology such as blasters and repulsor-lifts, but have little understanding of them. It is rare for them to be trained in Mechanics or Use Computer.
Ryastraad: With your GM’s approval, Calians might trade his/her bonus feat for the Rage trait (see Wookiees, SECR, pg 32) Otherwise, Indomitable or Tough As Nails might be fitting.
Languages: Calian

Echani

Note: Another write-up, also found on this site, is located here.

Brianna, an Echani

Abilities: No changes
Feat: Most Echani know something of hand to hand combat, and thus take Martial Arts I.
Feat: Echani also have their own style of martial arts, and thus many take Echani Training.
Languages: Echani

Epicanthix

Yun, an Epicanthix

Abilities: High Strength/Constitution
Class: Epicanthix are known as warriors, and generally start in the Soldier class.
Plot Point: Epicanthix live longer than most humans, and have an average lifespan of 130 standard years.
Languages: Epicant

Firrerreo

Note: Another write-up, also found on this site, is located here.

A female Firrerreo

Abilities: Low Strength, high Charisma
Feat: Firrerreo recover from physical injury rapidly, and often take Extra Second Wind or Toughness to reflect this trait.
Languages: Firrerreo

Fondorian

Oolth, a Fondorian.

Abilities: High Intelligence
Talent: Most Fondorians take Educated as a talent at first level.
Skills: All Fondorians are trained in one, if not more Knowledge skills.
Languages: None

Hapan

Taryn and Trista Zel, Hapan sisters

Abilities: High Charisma
Class: Hapes is controlled by women, so most females start in the Noble class.
Talent: Hapes is a privileged and wealthy portion of the galaxy, and as such, most Hapans take Wealth or Educated as a talent at first level.
Skills: Most Hapans are trained in Deception and/or Persuasion.
Feat: Most Hapans have Skill Focus (Deception) and/or (Persuasion).
Night Blindness: Hapes has nearly continuous daylight, reducing Hapans’ ability to see in the dark. Hapans rarely take the Acute Senses talent.
Languages: Hapan

Kiffar

Note: Another write-up, also found on this site, is located here.

Quinlan Vos, Kiffar Jedi Knight

Abilities: No changes
Talent: Many (but not all) Kiffar will take the Psychometry talent if Force-Sensitive.
Feat: Kiffar seem to be unnaturally lucky, so Fool’s Luck or Strong In The Force are common among them.
Languages: Kiffu

Lorrdian

Fiolla, a Lorrdian

Abilities: No changes
Feat: Lorrdians, known for their ability to mimic people, usually have Skill Focus (Deception).
Languages: Kinetic Communication, a complicated set of gestures used to speak silently.

Rattataki

Asajj Ventress, a Rattataki

Abilities: No changes
Class: Rattataki are usually Scouts and Soldiers, and favor the Gladiator Prestige Class.
Feat: Durability is essential on the gladiatorial world of Rattatak, so most Rattataki take Improved Damage Threshold.
Languages: None

Ruusanian

Grif Grawley, one of the few settlers on Ruusan.

Abilities: High Constitution
Class: Ruusan is a rough world, and it’s people have adapted to it. Ruusanians are usually Scouts.
Talent: Most Ruusanians usually take at least one talent from the Fringer talent tree or Survivor talent tree.
Skills: Nearly all Ruusanians are trained in Survival, and almost as often, Endurance.
Feat: Many Ruusanians take the Toughness feat.
Languages: None

Sionian Skup

Anky Fremp, a Sionian Skup.

Abilities: No changes.
Class: Sionian Skup are most often Scoundrels, with few exceptions.
Talent: Sionian Skups favor the Misfortune talent tree.
Skill: Sionian Skups are known as master thieves and take the Stealth skill often.
Feat: Many Sionian Skups even take Sill Focus (Stealth) to augment their abilities.
Languages: None

Sorrusian/Teevan

Tru Veld, a Jedi Teevan

Abilities: High Dexterity
Skill: Being highly flexible, all Sorrusians and Teevans are trained in Acrobatics.
Feat: Sorrusians and Teevans also take Skill Focus (Acrobatics) to reflect their ability to bend in ways most humans find impossible.
Languages: None

Yashuvhi

Valara Saar, a Yashuvhi

Abilities: No changes
Feat: All Yashuvhi are born connected to the Force, and take the Force Sensitivity feat.
Languages: Yashuvhi (a heavily evolved derivative of Basic).

Posted in Optional Rules, Species | No Comments »

Law Enforcement and the Justice System*

Tuesday, November 25th, 2008


See Scum and Villainy (pg 100).

Posted in Optional Rules | No Comments »

Upgrading Equipment*

Monday, November 24th, 2008


See Scum and Villainy (pg 37).

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Temptation of the Darkside and Atonement*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 85).

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Liberation Destiny*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 36).

Posted in Destinies | No Comments »

Champion Destiny*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 35).

Posted in Destinies | No Comments »

Creation Destiny*

Tuesday, September 23rd, 2008


See The Force Unleashed Campaign Guide (pg 35).

Posted in Destinies, Uncategorized | No Comments »

Squad Rules

Tuesday, August 26th, 2008

Part of the CLONE WARS LAUNCH SPECTACULAR.
Designed By Majesticmoose

ALTERNATE! Official Stats now available in The Clone Wars Campaign Guide (pg. 92-103)

Clone Trooper Squad

Often times, especially during games set in the Clone Wars, I feel like running battles on a grand scale. This can bog down very quickly, and are frankly not terribly effective against higher level characters. So I have adapted the Pack rules from Threats of the Galaxy to help explain and utilize large numbers of troopers, battle droids, and other opponents quickly and efficiently. I hope you enjoy them.

(more…)

Posted in Optional Rules | 16 Comments »