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GM Resources: Aliens of the Galaxy

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 Zeltrons (Revised)

 

350px-DaniMain3.jpg                                                                                                                                                                                                                         

Zeltrons are a near-human species whose skin color ranges from deep reds, to purples and browns.  They are considered by most humans to be among the most beautiful beings in the galaxy, a fact which is accentuated by a natural pheromone they release which enhances their attractiveness to other races. Additionally they are highly empathic and can often read or even feel the emotions of those around them.  Because of this ability Zeltrons tend to focus on feelings that make them happy or feel pleasure and shy away from strong negative emotions.

Throughout the galaxy Zeltrons have a reputation of being hedonists who are only interested in material wealth or physical pleasures… this is largely true. Zeltrons are thrill seekers and can often be found at the nearest gambling establishment, or involved in some outrageous escapade which gives them a rush.  Although they are somewhat gullible they are extremely charming and more than make up for any intellectual shortcomings with their intense magnetism and sexual chemistry.  Zeltrons have always been known for their intense passion and this frequently spills over on the battlefield as easily as the bedroom.

Species Abilities

Wound Threshold:  10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 90 XP

Special Ability:  Empathy:  Zeltrons can naturally read the surface emotions of subjects in the immediate vicinity, and are often at an advantage when dealing with others in social settings.  Zeltrons receive a boost die to all Charm and Deceit rolls.

Characteristic Ratings:

Brawn: 2                 Cunning: 2

Presence: 3           Agility: 2

Intellect: 2               Willpower: 1

 

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Donovan Morningfire said:

Haven't seen these folks yet…

Zabraks

Zabrak_engineer.jpg

Species Abilities

Wound Threshold: 11+Brawn
Strain Threshold: 11+Willpower

Starting Experience: 100 points

Special Abilities: Zabraks begin the game with one rank in either Perception or Vigilance.  They still may not train that skill above rank 2 during character creation.

Characteristic Rating

Brawn 2
Cunning 2
Presence 2
Agility 2
Intelligence 2
Willpower 2

Zabraks have pretty much been described as "humans that are a bit tougher and a bit more perceptive," so I think the Human baseline for starting characteristics works well.  The increase in Wound & Strain Threshold fits the "tougher" part, and the skill choice handles the "perceptive."

Nice. I like it.

Nice to see you here Donovan. I remember using some of your house rule stuff from d20, you posted it on the swrpgnetwork forum. Good to see some old familiar faces.

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I stat'd up Zabraks for a player last night and came up with EXACTLY the same racial write-up as you. Glad to know a lot of folks are on the same page.

I also stat'd up Togruta for a player. Basically took stuff from Saga stats did my best.

 

Togruta

 

Species Abilities

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 100 XP

Special Abilities: Togruta begin the game with one rank in either Survival or Stealth. They still may not train that skill above rank 2 during character creation.

Echolocation: A Togruta may remove up to one setback die due to darkness.

Characteristic Ratings:

Brawn: 1 Cunning: 2

Presence: 2 Agility: 3

Intellect: 2 Willpower: 2

It might be justified to reduce their starting XP to 90 due to Echolocation, but I stayed with 100 since I'd rather make it a little overpowered as opposed to underpowered.

 

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I'd say theTogruta stats look good.

Given how infrequent darkness shows up, I'd say being able to negate a single setback die falls into "situationally useful" and thus warrants them getting the full 100 XP.

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Donovan Morningfire said:

 

I'd say theTogruta stats look good.

Given how infrequent darkness shows up, I'd say being able to negate a single setback die falls into "situationally useful" and thus warrants them getting the full 100 XP.

 

 

I have to say I agree. Unless you're setting your entire campaign on Sullust… Speaking of which.

 

 

Sullustans

250px-Sullustan.jpg

Friendly and outgoing, the Sullustans have long been a strong force in the fields of technology and mercantilism within the galaxy, helping to give rise to SoroSuub Technologies. While they are shrewd businessmen, they are also noted explorers and scouts, very eager to experience new things and see new places, an attitude that makes some species consider them rash and reckless. 

Sullustans stand shorter than humans, running the gambit between 1 and 1.8 meters tall. Their large ears provide them with exceptional hearing and their eyes enable them to see perfectly well in low-light and no-light scenarios. Their skin tone varies, but are usually on the lighter end of the spectrum, such as gray, pink, or light green. 

Species Abilities

 Wound Threshold:10+Brawn

Strain Threshold: 10+Willpower

Starting Experience: 100 XP

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

Darkvision: Sullustans live in a network of underground caverns and have developed the ability to see in the dark. As such, they never suffer any setback dice due to darkness. 

Starting Characteristics

Brawn 1                                Cunning 2

Presence 2                          Agility 3

Intellect 2                              Willpower 2

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 They haven't been discovered yet in the timeframe of the game, but I want some dang Ewoks!

Ewoks

Ewoks_SWSB.png

Small, primitive, and easily underestimated, the Ewoks are native to the forest moon of Endor. Their small stature and cuddly looks belie their natural ferocity and cunning, which more than makes up for what they lack. They are great hunters and excellent trackers, and their sense of smell is very keen.

Ewoks only stand about 1 meter tall when fully grown and weigh about 50 kilograms. Their skin is brown, but they are covered in fur that helps them blend into their natural surroundings. It runs the gambit of earth colored tones. Some are striped or have other distinguishing marks while others are solidly colored.

Species Abilities

Wound Threshold: 9+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 100 XP
Special Abilities: Ewoks begin the game with one rank in either Stealth or Survival. They still may not train Stealth or Survival above rank 2 during character creation.
Scent: Ewoks add one boost die to any Survival check made to track a target by smell.
Silhouette: Ewoks are much smaller than humans. They effectively have Silhouette 0.

Characteristic Rating

Brawn 1                        Cunning 3

Presence 2                  Agility 2

Intellect 2                     Willpower 2

 

Ewok Bow and Arrow

While primitive to the blaster or even the slugthrower, this weapon affords a silent option for sport hunters or those that require Stealth. While they are a ranged weapon, bows, the stronger the pull, the more damage they can do, and as such, they add their wielders Brawn to the damage roll.

Skill: Ranged (Light)
Damage: 3
Crit: 4
Range: Medium
Encumbrance: 3
HP: 0
Price: 250 credits
Rarity: 4
Special: Pierce 1


 

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Cyril said:

 They haven't been discovered yet in the timeframe of the game, but I want some dang Ewoks!

Ewoks

Ewoks_SWSB.png

Small, primitive, and easily underestimated, the Ewoks are native to the forest moon of Endor. Their small stature and cuddly looks belie their natural ferocity and cunning, which more than makes up for what they lack. They are great hunters and excellent trackers, and their sense of smell is very keen.

Ewoks only stand about 1 meter tall when fully grown and weigh about 50 kilograms. Their skin is brown, but they are covered in fur that helps them blend into their natural surroundings. It runs the gambit of earth colored tones. Some are striped or have other distinguishing marks while others are solidly colored.

Species Abilities

Wound Threshold: 9+Brawn
Strain Threshold: 10+Willpower
Starting Experience: 100 XP
Special Abilities: Ewoks begin the game with one rank in either Stealth or Survival. They still may not train Stealth or Survival above rank 2 during character creation.
Scent: Ewoks add one boost die to any Survival check made to track a target by smell.
Silhouette: Ewoks are much smaller than humans. They effectively have Silhouette 0.

Characteristic Rating

Brawn 1                        Cunning 3

Presence 2                  Agility 2

Intellect 2                     Willpower 2

 

Ewok Bow and Arrow

While primitive to the blaster or even the slugthrower, this weapon affords a silent option for sport hunters or those that require Stealth. While they are a ranged weapon, bows, the stronger the pull, the more damage they can do, and as such, they add their wielders Brawn to the damage roll.

Skill: Ranged (Light)
Damage: 3
Crit: 4
Range: Medium
Encumbrance: 3
HP: 0
Price: 250 credits
Rarity: 4
Special: Pierce 1


 

Nice.  But what about the Primitive Aspect?

This is going to be hard to model - since "primitive" ranged weapons are covered under Ranged (Light).

 

Hmm….

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GM Chris said:

Nice.  But what about the Primitive Aspect?

This is going to be hard to model - since "primitive" ranged weapons are covered under Ranged (Light).

Hmm….

Maybe just a bit where Ewoks suffer a black die when using anything more advanced than primitive weaponry?  With the caveat that it can be bought off by paying 5 XP, either during or after character creation?

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Donovan Morningfire said:

GM Chris said:

 

Nice.  But what about the Primitive Aspect?

This is going to be hard to model - since "primitive" ranged weapons are covered under Ranged (Light).

Hmm….

 

 

Maybe just a bit where Ewoks suffer a black die when using anything more advanced than primitive weaponry?  With the caveat that it can be bought off by paying 5 XP, either during or after character creation?

GAD.  Yeah - that works.  But it's soooo anti-K.I.S.S.

 

[/scratches chin]

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GM Chris said:

Donovan Morningfire said:

 

GM Chris said:

 

Nice.  But what about the Primitive Aspect?

This is going to be hard to model - since "primitive" ranged weapons are covered under Ranged (Light).

Hmm….

 

 

Maybe just a bit where Ewoks suffer a black die when using anything more advanced than primitive weaponry?  With the caveat that it can be bought off by paying 5 XP, either during or after character creation?

 

 

GAD.  Yeah - that works.  But it's soooo anti-K.I.S.S.

 

[/scratches chin]

Keep the black die, but have them lose it whenever they buy a skill rank in something tech related (vehicles, weapons, etc). Simple.

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GM Chris said:

GAD.  Yeah - that works.  But it's soooo anti-K.I.S.S.

Alternatively, just scrap the primitive trait entirely.  Not able to access by WEG books, but I don't immediately recall if Ewoks were stuck with primative weapons there like they were in the d20 games (mostly as nobody played an Ewok in any of the d6 games I was in, either as GM or player).

The black die is a simple method to reflect the "not tech-savvy" without crippling them entirely, given we see Ewoks do okay with technology in RotJ after a very short while of "playing around" with it.

It's just getting rid of that black (setback?) die that's the thorny part.

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 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

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So I have a humble request,

 

My brother and GM just received his beta copy of this game. This will make the third version of the Star Wars RPG i've played. In each incarnation i've wanted to do one thing I have never gotten the chance to do; Play a Hutt. Now i'm not talking a Jabba-esque slow moving high fat content Hutt. I'm more interested in playing a young Hutt in his prime, the more snake-like than slug-like ones.

 

When I asked him if it would be possible in this edition he said there were no stats for them, but he mentioned this very thread and said I should go "find stats for a Hutt if you want to play one so badly." Well that is what i'm doing. So the two main questions are:

1) Is it even viable? I haven't even physically held the book yet so i'm not sure about the pluses and minuses involved in character creation.

2) If it is viable could I entreat upon one of the brilliant crafting minds from this thread to knock a set of stats up for me?

 

Thanks everyone in advance for your help!

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Cyril said:

 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

You and Dono bring up excellent points.  Sometimes it's so hard to divorce yourself from a rules-heavy playstyle, and just let the Roleplaying handle things… happy.gif

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 HuttNEGAS.jpg

 

Let’s invite Hutts to the party happy.gif :


Species Abilities:


Wound Threshold: 16+Brawn


Strain Threshold: 10+Willpower


Starting Experience: 100 XP


Special Abilities: Hutts begin the game with one rank in either Coerce or Deceit. They still may not train Coerce or Deceit above rank 2 during character creation.

Force Resistant (Hutts are notoriously resistant to manipulation through the Force. Any attempt to alter their thoughts or emotions via the Force automatically fails.)

Awkward (Due to their size, Hutts face severe limitations in flexibility and agility. They add 3 (Setback) dice to all Brawl, Melee, and Coordination checks they’re required to make.)

Ponderous (Hutts can never spend more than 1 maneuver moving per turn.)

Characteristic Rating:

Brawn 3           Cunning 3

Presence 1     Agility 1

Intellect 2         Willpower 2

P.S.: Personally, for a younger Hutt I would make Awkward add 2 (Setback), or maybe 1+(Silhouette)? Also, I’m not sure the starting XP shouldn’t be lower, feel free to criticize.
 

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Cyril said:

 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

To bring back a slightly old discussion, but I did get around to checking my WEG 2nd edition book, and the way they handled the Ewok's primitive status was to simply prevent them from spending any of their starting skill dice on any vehicle, starship, or repair skills.

Which leads me to thinking that if you did want to include some way to reflect an Ewok's primitive background, simply add a line that says Ewok PCs cannot spend any of their starting XP in Astrogation, Pilot (Space), and Use Computer skills.  Pilot (Planet) and Mechanics are tougher, because the little fuzzballs did have gliders and they did make some pretty effective hunting traps, but it may just simply have to be accepted as trying to restrict those skills to just primitive applications is veering away from K.I.S.S.

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 Don't auppose anyonw would be willing to write up a Cathar? Claws and Stealth seem to be their thing. Stealth seems pretty easy, as we have several skill examples to go on. Claws though…are there examples in the book I missed? Don't know what to suggest for those, or if there are any other mechanical aspects to the species.

 
Thanks!

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Glacialis said:

 Don't auppose anyonw would be willing to write up a Cathar? Claws and Stealth seem to be their thing. Stealth seems pretty easy, as we have several skill examples to go on. Claws though…are there examples in the book I missed? Don't know what to suggest for those, or if there are any other mechanical aspects to the species.

 
Thanks!

Trandoshans have claws. Here's how I'd stat out the Cathar.

 

Cathar

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Starting XP: 90 XP

Special Abilities: Cathar begin the game with one rank in either Athletics or Stealth. They still may not train Athletics or Stealth about rank 2 during character creation.

Claws: When a Cathar make Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3.

 

Characteristic Rating

Brawn 2                         Cunning 2

Presence 2                   Agility 3

Intellect 1                       Willpower 2

 

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Donovan Morningfire said:

I'd stat the Cather similar to how Cyril did, only I'd give them the full 100 XP as they don't have the regen ability or increased Wound Threshold of Trandoshans.

Yeah I agree. Man… I do not have to convert any of my races from my old campaign now. LOL thanks guys! These look great!

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CHISS

190px-Chiss_TOR.jpg

Species Abilities

Wound Threshold: 10+Brawn
Strain Threshold: 12+Willpower

Starting Experience: 100 points

Special Abilities: Chiss begin the game with one rank in either Leadership or Vigilance. They still may not train that skill above rank 2 during character creation.

Characteristic Rating

Brawn 1
Cunning 3
Presence 2
Agility 2
Intelligence 2
Willpower 2
 

(Cannot decide… perhaps Cool instead of Vigilance? I also keep debating the idea of just using the human template)

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I would give them baseline 2 in every characteristic. I like the increased Strain Threshold, though I would either knock it down to 11 + Willpower or lower the Wound Threshold.to 9 + Brawn.

I like the skill choices. Vigilance makes more sense to me. They were always readying themselves for attack. In fact, Thrawn got in trouble for launching an attack instead of attacking in retaliation, so Cool doesn't make a lot of sense culturally (at least for the combat implications). Vigilance is a much better fit.

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