Jump to content



Photo

GM Resources: Aliens of the Galaxy


  • Please log in to reply
193 replies to this topic

#181 Jegergryte

Jegergryte

    Member

  • Members
  • 1,823 posts

Posted 28 September 2012 - 12:13 AM

Donovan Morningfire said:

gribble said:

 

 

The way to do this with the FFG rules is that they get an upgrade on any Discipline checks made to activate force powers. Not sure how balanced that is, but it's the same idea as the WotC "free force training" in FFGs system.

 

 

That's a solid idea, and has the added benefit of being easy to implement as well.

So, following on this thought.

Natural force affinity would, instead of decreasing force specialisation costs, increase one ability die to proficency die when making a check to activate a force power? Or add a boost die? Thoughts?

Considering the nice bonus from the force vision ability, I'm leaning towards an [A] to [P] upgrade - I guess that's what's meant with an "upgrade". It's more balanced than adding a boost die I would think, considering the amount of data on these boards on the issue between upgrading or adding a die.

Which basically leaves anyone wanting to play a non-force using Miraluka with one (very useful) ability. Hm. I'm still not sure about whether to give them 90 or 100 starting XP with the previous version of the affinity ability, and this one is also kind of nice, unless you're not going to use it. I think I am leaning towards 100 starting XP.


Make sure your brain is engaged, before putting your mouth into gear.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

GMLovlie's/Jegergryte's Cubicle direct link to supplements here.


#182 Jegergryte

Jegergryte

    Member

  • Members
  • 1,823 posts

Posted 28 September 2012 - 12:22 AM

About the Arkanian species:

I'd either lower the starting XP to 90, or change the Flash of Genius ability - I think. Boost dice are very powerful. Perhaps something akin to an upgrade of intellect based checks instead, or access to a scholar talent like Researcher for example. Pretty nifty I think. Otherwise I like it.

 

About the off-shoot:

The specialised is pretty powerful, but I like it. Although as far as I know, there is no other race that receives a new career skill like this, what they do get is one free rank in some specific skill, or a choice between two. I think perhaps that is a better option than adding a new career skill to the sheet, it keeps with the general notion of how things are built.


Make sure your brain is engaged, before putting your mouth into gear.

"What about the future...? We can only hope, we cannot however account for the minutiae of the quanta, as all accidents in an infinite space are inevitable."

GMLovlie's/Jegergryte's Cubicle direct link to supplements here.


#183 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 4,401 posts

Posted 28 September 2012 - 12:42 AM

Eruletho said:

Arkanian

Special Abilities
Flash of Genius: Arkanians gain one boost die to all Intellect-based skill rolls.

 

Arkanian Offshoots

Species Abilities
Specialized: Offshoots gain any one of the following as a class skill: Astrogation, Computers, Mechanics, Medicine, Pilot, or Xenology.

Most of what you posted looks good, so I'm only going to quote the troublesome parts.  Although you do have Strain Threshold being based off Brawn rather than Willpower, but that's more a typo than anything.

For Flash of Genius, since this looks pretty similar to the Saga Arkanian's racial perk, perhaps limit that Boost die to Lore checks?  Alternatively, JegerGryte's suggestion of a Row 1 talent off the Scholar Specialization is a good suggestion as well.

Regarding Specialized, maybe instead of making that particular skill a career skill, the Offshoot either gets a free Boost die to the chosen skill.  Or they get a free upgrade when making checks for their chosen skill.  The lfree upgrade amounts to a free skill rank though, so if that option is taken I'd lower the Offshoot's starting XP by 10.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#184 Eruletho

Eruletho

    Member

  • Members
  • 649 posts

Posted 28 September 2012 - 07:34 AM

Edited a bit, changed the brawn/willpower typo, changed Flash of Genius to a strain-activated ability, and the Specialized to a rank of the skill rather than making it a class skill. Thanks for the feedback, I've got a player interested in playing the species and wanted rules for it that were somewhat balanced

 

Arkanians

Arkanians considered themselves the pinnacle of evolution, and as such many were distinctly arrogant. Arkanian scientists had been experts in genetic manipulation for millennia, and by the time of the Mandalorian Wars the species had been split into many sub-species, making it hard to determine exactly what was a baseline Arkanian. Most Arkanians could pass for Human, though the majority had pure white eyes and four clawed digits on each hand.

Arkanians were capable of seeing in infrared light, and their eyes were sensitive to sources of extreme heat. This was helpful on their dark and frigid homeworld, but when traveling offworld, many were forced to wear blinders on planets with hotter, younger suns. It was also not unusual for an Arkanian to enhance themselves with internal or external cybernetics, or in some cases both. It was also standard practice for many of the Arkanians to undergo further genetic manipulation on their own bodies, enhancing themselves even further and better than lesser species.

Species Abilities
Wound Threshold 10 + Brawn
Strain Threshold 10 + Willpower
Starting XP 100

Special Abilities
Darkvision: Arkanians remove all setback die caused by darkness from their dice pools.However, an Arkanian exposed to bright light without protective goggles gains one setback die on all skill checks.

Flash of Genius: Arkanians may take 1 strain to gain one boost die to all Intellect-based skill rolls.

Characteristic Ratings
Brawn 2
Presence 1
Intellect 3
Cunning 2
Agility 2
Willpower 2

 

Offshoots

Arkanian Offshoots were a sub-species of the Arkanian race produced by the famed Arkanian scientists and genetic researchers, bred to excel at specific industrial tasks such as mechanical or technical work. One particular sub-species were bred as workers for the famed Arkanian gem mines. These people had five-fingered hands and Human-like eyes. Jarael had pointed ears due to the Sephi origins of her "father," Arca Jeth. This race was especially vulnerable to minor Arkanian illnesses. The Offshoots were treated as second-class or non-citizens by the baseline Arkanians, and the question over what to do with them was termed the "Offshoot question." Arkoh Adasca planned to use Adascorp's genetic engineering expertise to solve the problem in a generation. However, his grandfather Argaloh Adasca attempted to exterminate the Offshoots with a plague that ravaged those at old age.

Species Abilities
Wound Threshold 9 + Brawn
Strain Threshold 11 + Willpower
Starting XP 100

Special Abilities
Talent Bonus: Offshoots start play with one rank in the Intense Focus talent.

Specialized: Offshoots gain one rank of any one of the following: Astrogation, Computers, Mechanics, Medicine, Pilot, or Xenology. They may still only train the chosen skill to rank 2 during character creation.

Characteristic Ratings
Brawn 2
Presence 2
Intellect 2
Cunning 2
Agility 2
Willpower 2



#185 blittlepage

blittlepage

    Member

  • Members
  • 32 posts

Posted 28 September 2012 - 09:06 AM

Hoojib

Species Abilities
Wound Threshold 0 + Brawn
Strain Threshold 0 + Willpower
Starting XP 0

Special Abilities
Puntable
With their prolate spheroidal shape and large, handle-like floppy ears, the hoojib are easy to hold with two hands and kick hard. Directed kicks could lodge the hoojib in someone else's game or stifle noisy characters.

Tasty
The Force has imbued the hoojib with an uncommonly, sweet flavor. Properly skinned and field dressed, the little critters absorb barbecue sauce like nobody's business.

Characteristic Ratings
Brawn 0
Presence 14
Intellect 0
Cunning ?
Agility 0
Willpower 0

The hoojib are a near-impossibly cute, telepathic race from the planet Arbra. Most species consider the filthy beasts too bunny-like to take seriously.

(DO NOT) See Also: Lepi



#186 gribble

gribble

    Member

  • Members
  • 411 posts

Posted 28 September 2012 - 12:49 PM

Jegergryte said:

Considering the nice bonus from the force vision ability, I'm leaning towards an [A] to [P] upgrade - I guess that's what's meant with an "upgrade".

Yep, that's what I meant by "upgrade" - it's a defined game term. See the start of the EotE book - I'd give you the page reference, but I don't have a book handy…


Star Wars Edge of the Empire (Beta test) resources

Reference Sheets | Combat Reference Sheet | Critical Cards | Talent Tree Reference

 


#187 AFrede

AFrede

    Member

  • Members
  • 43 posts

Posted 06 October 2012 - 09:12 AM

Chagrian

 

 

Chagrian's are a humanoid species native to the water planet of Champala. They are distinguished by their lethons, two fleshy growths protruding down either side of their skull ending in long narrow pointed horns. Males also have two horns growing out of the top of their skull while females have longer posterior headplates that can drape down long enough to reach their back. Their skintones come in a variety of colours, mostly ranging from light blue to indigo and similar shades although other colours are not unheard of. This aquatic species can breath underwater, although they are also quite comfortable on land. Due to the nature of the formation of the star nearest Champala, Chagrian's also have a strong resistance to radiation.

Civilization on Champala has developed into a socialist society where all members of the species are adequately cared for by the government. Crime is low as the species is a peaceful and law abiding one. Greed is not usually a part of their nature as desires for food, shelter, and health care are their primary concerns. This led to Education being another important factor for Chagian's and most of the galaxy perceives them as being uptight and reserved.

Species Abilities

Wound Threshold: 10 + Brawn

Strain Threshold 10 + Willpower

Starting Experience: 110 XP

Special Abilities: Chagrians begin the game with one rank in Education. They still may not train Education above rank 2 during character creation.

Aquatic: Chagrian's can breath underwater

Characteristics

Brawn 2
Presence 2
Intellect 2
Cunning 2
Agility 2
Willpower 2

 

                                                                                                                                                                                                                                

 



#188 AFrede

AFrede

    Member

  • Members
  • 43 posts

Posted 06 October 2012 - 09:34 AM

Nautolan

 

 

Nautolans are a humanoid amphibious species native to the planet Glee Anselm. They are commonly distinguished by their numerous head tresses on the back of their skull. These head tresses enhance their sense of smell as well as their ability to sense pheromones. They possess the ability to breath underwater as well as excellent swimming skills and the ability to see well in low light. Their skin tones are commonly a range of green, blue, or brown and they have dark eyes.

Little is known about society on Glee Anselm, although their distinctive music is valued throughout the galaxy. Nautolan's in the greater galaxy have been found in all ranges of the social structure, from common criminals, to ordinary citizens and even members of the Jedi Order.

Species Abilities

Wound Threshold: 10 + Brawn

Strain Threshold 10 + Willpower

Starting Experience: 100 XP

Special Abilities: Nautolans begin the game with one rank in any career skill. They still may not train that career skill above rank 2 during character creation.

Aquatic: Nautolans can breath underwater

Head Tresses: Nautolans add one boost die to any Perception checks made where smell might be a factor. Nautolans may add a setback die to any opposed roll made against them involving pheromones.

 

Characteristics

Brawn 2
Presence 2
Intellect 2
Cunning 2
Agility 2
Willpower 2

 

 



#189 lupex

lupex

    Member

  • Members
  • 340 posts

Posted 09 October 2012 - 02:34 AM

blittlepage said:

Special Abilities
Puntable
With their prolate spheroidal shape and large, handle-like floppy ears, the hoojib are easy to hold with two hands and kick hard. Directed kicks could lodge the hoojib in someone else's game or stifle noisy characters.

Tasty
The Force has imbued the hoojib with an uncommonly, sweet flavor. Properly skinned and field dressed, the little critters absorb barbecue sauce like nobody's business.

The hoojib are a near-impossibly cute, telepathic race from the planet Arbra. Most species consider the filthy beasts too bunny-like to take seriously.

(DO NOT) See Also: Lepi

This is soo funny, thanks for treating the Hoojibs with the respect that they deserve.


"Given a choice between calling upon a bounty hunter or a Jedi, folks turned
to the Jedi because we worked for free and are concerned about collateral
damage." - Jedi Master Luke Skywalker

#190 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,938 posts

Posted 09 October 2012 - 04:30 AM

 How's about these guys:

 Zygerrian 

 

Characteristics: Brawn 3, Agility 2, Intellect 2, Cunning 2, Presence 2, Willpower 1
Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 XP
Special Abilities: Zygerrians start with one rank in the Brawl skill. They still may not train the Brawl skill more than 2 ranks at character creation. Zygerrians also start with one rank in the Resolve talent.



#191 Donovan Morningfire

Donovan Morningfire

    Looking for a saint? Look elsewhere.

  • Members
  • 4,401 posts

Posted 09 October 2012 - 05:22 AM

awayputurwpn said:

 How's about these guys:

 Zygerrian 

 

Overall, looks pretty good.  The only change I might suggest is giving them a bump to Strain Threshold, maybe a +1 but no more than a +2.  It looks like you're using the Saga Edition stat block as the basis, and they got a decent boost to Will Defense to compensate for their lower-than-average Wisdom score.


Dono's Gaming & Etc Blog - http://jedimorningfire.blogspot.com/

"You worry about those drink vouchers, I'll worry about that bar tab!"


#192 Boehm

Boehm

    Member

  • Members
  • 361 posts

Posted 09 October 2012 - 05:53 AM

misspost



#193 awayputurwpn

awayputurwpn

    Member

  • Members
  • 1,938 posts

Posted 09 October 2012 - 06:02 AM

Donovan Morningfire said:

 

Overall, looks pretty good.  The only change I might suggest is giving them a bump to Strain Threshold, maybe a +1 but no more than a +2.  It looks like you're using the Saga Edition stat block as the basis, and they got a decent boost to Will Defense to compensate for their lower-than-average Wisdom score.

Yeah, I was using the Saga Edition stats. I considered using Presence instead of Willpower to boost their Strain Threshold, but since we don't really have a precedent for that in the game yet, figured it'd be a little odd/jumping the gun :)   

 



#194 GentleZombie

GentleZombie

    Member

  • Members
  • 1 posts

Posted 11 July 2013 - 07:26 PM

Here are my base stats for Omwati:

 

 

Species Abilities

Wound Threshold: 9 + Brawn

Strain Threshold: 10 + Willpower

Starting XP: 100

Special Abilities: Omwati begin the game with

one free rank in Gearhead. They still may not

train Gearhead above Rank 2 during character

creation.

Characteristic Rating

Brawn 1, Cunning 2, Presence 2, Agility 2, Intellect 3, Willpower 2

 

"The Omwati were lithe near-Humans with blue skin and a bird-like appearance. They were native to the planet Omwat and were known for their intellect and natural talent for science, engineering, and music. Omwati children had incredibly pliant minds that, with the proper training, could retain data and be educated beyond the threshold of most other sentient species.” WotC Ultimate Alien Anthology pg. 116-118






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS