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Near-Human (Theelin)

Monday, December 26th, 2011

Designed by ZCalibur

Theelin

NEAR-HUMAN (THEELIN) SPECIES TRAITS
Theelin share the following species traits:

Ability Modifier: +2 Charisma

Size: As Medium creatures, Theelin have no special bonuses or penalties due to their size.

Speed: Theelin base speed is 6 squares.

Bonus Trained Skill: A Theelin chooses one additional trained skill at 1st level. This skill must be chosen from the character’s list of class skills.

Visually Striking: The appearance of a Theelin is visually surprising and stunning (often due to their exotic and attractive appearence). A Theelin’s Charisma bonus is doubled when using the Persuasion skill on Humans, near-Humans, and similar humanoids (such as Twi’leks).

Automatic language: Basic.

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Rishii

Friday, March 12th, 2010

Rishii


Rishii had an owl-like appearance, with a pair of large wings. At the ends of these wings, they had talon-like hands with opposable thumbs. They were excellent hunters, and would swoop down at very great speeds from cliffs to catch rodents in their lower talons. They possessed a long, thin tail with a tuft of feathers at the tip.

Rishii also had a talent for mimicking language. They would often copy the voices and movements of other beings, much to the annoyance of the person being copied. The Rishii, however, enjoyed using their talents

The Rishi were known for their friendly attitude towards outsiders, despite living in the extragalactic Rishi Maze. They lived in the high mountains of their world, while Human and alien colonists lived in the deep valleys. Family groups lived together in open-air nests built on cliffs and perches, and members of the tribe lived and worked together peacefully. They respected members of other tribes who came to visit them, and also the offworlders that colonized the humid lowlands

During Rishi’s frosty season, the Rishii relyed on energy from exonium stones to help them prepare food. Rishii had little interest in technology, and the items they traded with outsiders they usually used to decorate their nests. However, they were intrigued by what they called “shiny rocks” (spacecraft) which allowed beings without wings to fly. Even when entering combat against advanced foes like the Confederacy of Independent Systems, the Rishii fought using spears and axes, rather than adopting more powerful weaponry.

Rishii

Ability Modifiers: +2 Cha, -2 Str, +2 Wis. Rishii are friendly and perceptive, but they physically weaker than most species.
Medium-size: As medium creatures, Rishii have no bonuses or penalties due to size.
Speed: Rishii base speed is 6 squares, and they have a flight speed of 6 squares.
Dive Attack: When a Rishii is airborne and uses a charge attack, it deals additional damage equal to 1 + the number of squares moved during the attack.
Natural Mimic: Rishii may reroll Deception checks that only involve the voice, but must take the second result, even if it is worse.
Natural Weapons: Whenever a Rishii makes an unarmed attack, it may use its claws, dealing 1d6 slashing damage instead of normal unarmed damage. A Rishii is always considered armed with its claws.
Primitive: Rishii do not gain Weapon Proficiency with pistols or rifles at first level.
Automatic Languages: Basic, Rishii

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Hysalrian

Monday, February 1st, 2010

Hysalrian

Created by Darth_Thespius

Personality: Hysalrian’s are gentle dispite their large size and intimidating features. Most Hysalrian’s live their lives in isolation. But a few venture out to explore the Galaxy.
Physical Description: Hysalrians are large serpent like sentients with four arms and four eyes.
Homeworld: Hysalrians come from a swamp planet named Gormo.
Languages: Hysalrians speak, read, and write Hysalrian and Basic
Example Names: N’Kata, Sseket, R’Gada (Hysalrians posses a single named followed by an indication of their birth planet. Example: N’kata Del Gormo)
Adventurers: Heroic Hysalrians are often Scouts or Jedi.

Hysalrian Species Traits
Hysalrian’s share the following species traits:
Ability Modifiers: +2 Dex, +2 Wis -2 Cha. Hysalrians are agile and wise, but many find Hlsalrians strange and off putting.
Large Size: Hysalrians take a -1 penalty to their Reflex Defense, a -5 penalty on Stealth checks, and a +5 size bonus to their damage threshold. Their lifting and carrying limits are double those of Medium characters
Speed: Hysalrian base speed is 6 squares
Extra Arms: Hysalrians can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean that a Hysalrian can wield two two-handed weapons at a time.
Expert Grappler: Due to it’s four arms and long serpentine body, Hysalrian’s gain a +5 bonus to Grappling attacks.

Heroic Traits
Age:
Child: 1-12 years, Young Adult: 13-17 years, Adult: 18-70 years, Middle Age: 71-100 years, Old: 101-150 years, Venerable: 151-220 years

nerable:Height and Weight
Average Height: 3.0 m, Average Weight: 100 kg

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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).

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Brodo Asogi

Wednesday, April 1st, 2009

Designed by Tao.

The Children of the Green Planet were puddle-footed sentients indigenous to the planet most commonly known as Brodo Asogi. Their planet was also known by many other names, including Vomestra, Od-Di-Pa 5, Tum Lux O-Ty, and Alata Zerka – all of which meant “Green Planet” in one language or another. The Children of the Green Planet were one of the many species in the galaxy to refrain from wearing clothes. During the last days of the Republic they funded an extragalactic expedition project, but whether or not this expedition was ever successful or even went past the planning stage is unknown.

E.T. PHONE HOME!

Ability Modifiers: +2 Wis, +2 Cha, -2 Str, -2 Con, -2 Dex. The Children of the Green Planet were awkward and physically weak, but were powerful in mind and spirit.
Small-size: As Small creatures, Children of the Green Planet gain +1 size bonus to Reflex Defense and +5 bonus to Stealth checks. However their carrying limits are three-quarters those of medium characters.
Speed: Brodo Asogi base speed is 4 squares.
Healing Touch (Ouch…): All Brodo Asogi gain a single use of the Vital Transfer Force Power added to their Force suite, and may activate this Force Power even if untrained in the Use the Force skill.
Conditional Bonus Feat: The Children of the Green Planet devote themselves to the tender care of their planet. A Brodo Asogi trained in Survival gains Skill Focus (Survival) as a bonus feat. Additionally, Survival and Knowledge (Life Sciences) are always class skills for Children of the Green Planet.
Bonus Feat: Children of the Green Planet gain Force Sensitivity as a bonus Feat.

Automatic Languages: Basic, Brodo Asogi.

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Lurmen

Tuesday, March 31st, 2009

Designed by Tao.

Lurmen were a race of short, bipedal primates with long tails and black-and-white markings. The Lurmen were native to the natural crystalline towers that dominated the surface of Mygeeto. Despite their prosperity, the lurmen were enslaved by the InterGalactic Banking Clan when it took over Mygeeto. Many lurmen left Mygeeto and settled on unexplored territories.

During the Clone Wars, a group of Lurmen escaped the ravages of war in known space and colonized Maridun, a then-uncharted world. After being attacked by the violent Amanin, they were forced to abandon their ship, their only way off the planet. The planet soon became occupied by Confederacy General Lok Durd, who used the Lurmen’s known pacifism as a means to test an experimental weapon. The Republic was able to fend off the Seperatists from eradicating the Lurmens but not before some of the droids destroyed some of the Lurmen’s homes.

Lurmen

Ability Modifiers: +2 Dex, +2 Wis, -2 Str.
Small-size: As Small creatures, Lurmen gain +1 size bonus to Reflex Defense and +5 bonus to Stealth checks. However their carrying limits are three-quarters those of medium characters.
Speed: Lurman base speed is 4 squares.
Roll: For speedy movement, Lurmen could curl into a wheel-shape and roll along the ground. A Lurmen may double his speed for the purposes of Running.
Primitive: A Lurmen does not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if their class normally grants them.
Bonus Feat: Lurmen have endured harsh climates and inhospitable worlds. A Lurman with Endurance as a trained skill gain Skill Focus (Endurance) as a bonus feat. Additionally, the Climb and Survival skills are always class skills for Lurmen.
Automatic Languages: Lurmen and Basic.

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Tynnan

Thursday, March 12th, 2009

Designed by Otter

Ability Modifiers: DEX +2, CHA +2, CON -2.

Small-size: As Small creatures, Tynnans gain +1 size bonus to REF and +5 bonus to Stealth checks. However their carrying limits are three-quarters those of medium characters.

Speed: Tynnans base speed is 4 Squares (on two feet) / 6 Squares (on four feet)
Tynnans can drop to all fours to increase their speed, however they prefer not to do so unless it is absolutely necessary as they view it as some what degrading. While prone, they are unable to carry items or weapons (except for their claws). Dropping to or returning from four legs can be taken as a swift action; however the putting away of any weapon is not, items held must dropped or put away prior to being able to drop to all fours.

Scent: Tynnans have a keen sence of smell. At close range (within 10 squares), Tynnans ignore concealment and cover for purposes of Perception checks, and they take no penalty from poor visibility when tracking (see Survival skill, page 73)

Hold Breath: Tynnans are at home in air or water. A Tynnans can hold his breath for a number of rounds equal to 25 times his Constitution score before he needs to make Endurance checks to hold his breath (see the Endurance skill page 66)

Expert swimmers: A Tynnan may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition a Tynnan may choose to take 10 on Swim checks even when distracted or threatened.

Natural Insulation: Tynnans receive a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.

Special Equipment: Tynnans suffer from poor eye sight and therefor must wear Ocular Enhancers (1500 credits to replace) to see normally, without they suffer a -3 penalty for Perception checks that rely on vision.

Natural Weapons: A Tynnan can rake with one of its claws instead of making an unarmed attack. The claw attack deals 1d4 points of slashing damage (plus Strength modifier) and does not provoke attacks of opportunity. Due to the presence of its natural weapons, a Tynnan is always considered to be armed for the purposes of threatening adjacent squares and making attacks of opportunity. Natural weapons are considered simple weapons. While swimming, a Tynnan can use all four claws to attack, however this prevents complex maneuvers from being made and so they suffer from a -2 penalty to any Reflex checks made until the next round.

Automatic Languages: Tynnan, Basic.

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Anzati

Monday, March 9th, 2009

Designed by FandomComics.com.

Fandom Comics is proud to present on Saga-Edition.com, the Anzati, a preview of our newly converted and posted Clone Wars Saga Edition Fan Sourcebook chapter – Species!

Anzati

The ultimate hunters in the galaxy, the Anzati spend their lives traversing the planets of the galaxy, searching for the finest “soup,” or essence.  Anzati feed off the life forces of other sentients, and as such are the focus of folklore and legends of countless species throughout the known galaxy.  The ravenous predators are the stuff of nightmares, able to blend in amongst most human-accepting crowds effortlessly, free to sample the auras of thousands of potential victims before choosing their prey.
Anzati are typically reserved and elitist, but it is possible for Anzati to revert to a feral state if starved long enough.  If an Anzat remains hungry long enough, their bodies begin to feed on their own life essence, essentially devolving them.  Less than a decade before the onset of the Clone Wars, a den of feral Anzati emerged on Kiffex, slaughtering countless innocents.  Luckily, Jedi were able to exterminate the dangerous beasts.
During the era leading up to the Clone Wars, a handful of Anzati were members or allies of the Jedi Order.  Unfortunately, Anzat Jedi initiates all eventually fell to the Dark Side.  To make matters worse Anzati assassins entered into contracts with the Confederacy during the Clone Wars, eager to hunt Jedi, who they claim have the finest “soup”.  Anzati assassins are masters of stealth and wicked, disabling strikes, designed to leave their opponents vulnerable to feast upon.
Personality: Anzati are cold and calculating hunters, who regard all other sentient species as food.  Anzati only consider fellow Anzati or individuals powerful in the Force to be their peers.  Even so, Anzati are aloof, only showing emotion during the thrill of the hunt.  Some Anzati have mastered their hunger, and are possessed of an aura of peace and calm.  These Anzati find they can get along with other species much better than their disdainful brethren.
Physical Description: Anzati appear to be pale humans at first glance, but their wide, round noses and cheek pouches give them away to those who know what to look for.  Otherwise, they are only recognizable when they unfurl their feeding proboscis from their cheek pouches.
Homeworld: Anzati hail from Anzat, whose location is a closely guarded secret.  Anzati spend most of their time off-world, returning home only for mating purposes.
Languages: Anzati speak their Anzat, which is unknown to any who aren’t Anzat themselves.  It is not known if Anzat is even their native language, or simply a long dead language that once dominated the galaxy much as basic does presently.
Example names: Dannik Jerriko, Volfe Karkko, Akku Seii, Nikkos Tyris, Salje Tasha, Mischa Vorfren, Rath Kelkko
Adventurers: Anzati in the galaxy can be any number of classes, but tend to favor Scout and Scoundrel.  However, since all Anzati are Force sensitive, it is not unheard of for the Jedi to try and tame their predatory nature and absorb them into their ranks.  Unfortunately, all such experiments have eventually been lost to the Dark Side thus far.

Anzat Species Traits
Ability Modifiers: +2 Strength, +2 Dexterity, -4 Charisma.  Anzati are physically gifted, but tend to view all other sentient species as food, negatively impacting their dealings with them.
Size: As Medium creatures, Anzati have no special bonuses or penalties due to their size.
Speed: Anzat base speed is 6 squares.
Telepathic: All Anzati are able to read minds.  All Anzati are considered to possess the Mind Trick Force power, and can make Use the Force Checks untrained for the purposes of using the power.  In addition, all Anzati can make untrained Use the Force checks to use the Sense Force and Telepathy applications of the skill.  If the Anzat should become trained in Use the Force, they receive a +2 species bonus to Use the Force checks for both applications.
Soup: Anzati do not eat food in the traditional sense, and must instead feed on the Force energy of sentient victims.  An Anzat must burn at least 1 Force Point per week in order to survive.  This Force Point can either come from a victim, or their own reserve of Force Points.  In order to drain a victim, the Anzat must make a successful unarmed attack against the Fortitude Defense of a grappled, stunned, or helpless creature.  Instead of dealing damage, this attack drains one Force Point from the victim and fulfills the requirement to the Anzat for the week.  Failing to feed on 1 Force Point sends the Anzat 1 persistent step down the condition track, and can only move back up the track by spending or feeding on a Force Point.
If the Anzat moves to the bottom of the condition track, he becomes “feral”.  Anzat characters who go feral are turned over to the GM for control, and suffer a -10 penalty to Intelligence, Wisdom and Charisma, (minimum 1) while gaining a +6 bonus to Strength and +4 bonus to Dexterity.  Feral Anzati attack any sentient being in sight, starting with the nearest, feeding on their soup immediately.  Feral Anzati are susceptible to mind-influencing effects that would affect animals.  In order to escape the feral state and return to their right mind, Anzati must feed on 10 Force Points (minus their Constitution Mod) within a week’s time.  Every week that passes adds an additional Force Point to the total needed to remove the feral state.
Automatic Languages: Anzat and Basic.

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