Species
TODO
- Vision/senses
- what is the point of preferred weapons
- Animal Folk (Gnolls, Bullywugs, Lizard folk, Caitians, Wolfen, Farghul) are these just warrior races?
- Winged Race??
Classic Fantasy
You may also be able to reskin another species allowed in the game.
Dwarf (Warrior)
Elf (Elf-like)
Half-Elf (Near-human or Elf-like)
Gnome (Small Humanoid or Elf-like)
Halfling (Small-Humanoid)
Human(Near-Human)
Orc (Warrior)
Half-Orc (Near-human or Warrior)
Lizardfolk (Warrior or Large-Primitive)
Goblin (Small-Humanoid)
Generic Species
Most PC species fall into a category of one of a few classic Sci-Fi or Fantasy Tropes. Be creative with designing your species, but most will fall into one of these categories.
Near-Human
Most PC species are close enough to human to use the same rules. They mostly just look different. Twileks and Zabrak are examples. On GM approval any race can be treated as near-human.
Treat as Human.
- Ability Scores
- Standard
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Standard
- Skills
- Quick Learner( 3 + 1 extra General Point per level )
- Feats
- +1 Bonus Feat
- Preferred Weapon
- None
- Languages
- Native or Common (Spend those starting skill points to get more)
Large-Humanoid
- Example: Wookies, Gamoreans, Ogres, Minotaurs
- Ability Scores
- Str +2, Con +2, Dex -2, Wis -2, Cha -2
- Size
- Large-Size (-1 to AC and Hit,-4 Hide, x2 Carry, etc)
- Giant subtype
- Space/Reach
- 2s/1s
- Speed
- 6 spaces
- Senses
- Standard
- Feats
- Primal-Nature or Rage(1/day) or Wild Empathy
- Preferred Weapon
- Exotic(Gamoreans:V-Ax, Wookies:Bow-caster, Something with Powerful Claws: 1d8, Rock Throwing:)
- Languages
- Native
Small-Humanoid
- Example: Ewoks, Ugnaughts, Halflings, Goblins
- Ability Scores
- Dex +2, Str -2
- Size
- Small-Size (+1 to AC and Hit, +4 Hide, x3/4 Carry, etc)
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Standard
- Feats
- Quick Learner( 3 + 1 extra General Point per level )
- Preferred Weapon
- Simple Range weapon (Ewoks:Spear, Ugnaughts:Light B-pistol, Halflings: Sling)
- +4 dodge bonus against Giants or Humanoids of at least Large size
- Languages
- Common + Native
Aquatic-Humanoid
- Example: Gungans, Mon Calamari, Quarren, Merfolk
- Ability Scores
- Con +2, Wis -2
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Low-Light vision (x2)
- Skills
- +4 Swim (Natural Swim Speed)
- Penalties
- Suffer from dehydration at 3x the normal rate
- -1 to Will in dry environments (desserts)
- Feats
- Hold Breath (Conx25rnds) or Breath Water(instead of air)
- Preferred Weapon
- piercing pole weapon (spear, trident, crossbow)
- Languages
- Common + Native
Elf-like
- Examples: Elves, Drow, Vulkans, Gnomes
- Ability Scores
- +2 Dex, Cha or Int, -2 Con
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Low Light Vision
- Skills
- +2 Craft(choose 1), +2 Listen, +2 Spot, +2 Search
- Feats
- Immunity to Sleep, +2 Will Save
- Preferred Weapon
- 1 Martial Melee and Martial Ranged
- Languages
- Common + Native
Spacer
- Example: Duros, or anyone who has spent most of their life in Low G
- Ability Scores
- +4 Dex, -2 Str, -2 Con
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Low Light Vision
- Skills
- +2 Tumble, +2 Repair, +2 Profession
- Feats
- Zero-G Training, Spacer
- Preferred Weapon
- Heavy Pistol, Hand crossbow, Whip or Rapier
- Languages
- Common
Warrior
- Examples: Rodians, Trandoshans, Tuskan Raiders, Dwarves, Orc, Lizard-folk
- Ability Scores
- +2 Con, -2 Wis
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses (choose 2)
- +2 Listen, +2 Spot
- +5 Listen
- +5 Spot
- Scent
- Track feat
- Low Light Vision
- Darkness Vision
- Skills
- +2 Craft
- Feats
- Endurance, +2 End Save
- Combat Bonus (choose 2)
- +1 to attack roll vs Favored Enemy
- +4 dodge bonus against Giants or Humanoids of at least Large size
- Natural Claws 1d6/x2
- 1 Martial or Exotic Melee treated as Simple - Rodians:B-Sniping Rifle, - Trandoshan: claws 1d6 - Tuskan Raiders: Ganderffii - Dwarf: War Ax
- Languages
- Common + Native
Generic Robot
- Example: Droids, Golem, Animated Statue
- Ability Scores
- +2 Int, -2 Wis, -2 Cha
- +20 HP
- Size
- Medium-size
- Space/Reach
- 1s/1s
- Speed
- 6 spaces
- Senses
- Standard
- Feats
- Construct
-
Cheap Cybernetics, Construct Traits
- PC droids still have a constitution stat reflecting build quality and robustness.
- Low-light vision.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
- Cannot naturally heal damage, but often can be repaired.
- Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
- ??Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
- Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
- Since it was never alive, a construct cannot be raised or resurrected.
- Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points.
- Constructs do not eat, sleep, or breathe. Though they have some other power source.
- Disconnected from the Force. Cannot be Force Sensitive. Immune to many mental force effects. Attacking a droid with the force does not cause dark side points.
- Banned from some Feats, Skills, and Abilities. such as Magic, Psychic powers,
- Skills
- +2 to Appraise, Astrogate, Computer Use and Trained Knowledge skills.
- Languages
- Binary + Common