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Gallandro

GM Resources: Aliens of the Galaxy

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 Advozsec

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

Special Abilities
Survivors
Advozsec gain 1 free rank in Survival. Starting ranks are limited to two ranks in this skill.

Lowlight Vision
Advozsec may remove 1 setback die from dice pools that are negatively affected by low levels of light.

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

Advozsec are humanoids with large, dark eyes to see through the haze of the ash-covered skies of their home world. They are hairless, have pointed ears, and most have a single, thick horn that grows from the top of their heads.
The Advozsec have built their culture around deep analytical thinking. They are skeptical by nature and many presume their cold logic is indicative of sinister or uncaring beings.
The Advozsec are native to Riflor, a harsh, volcanically active world where catastrophes are a common occurrence and only a clearly defined plan will allow the survival of their race. They carried this philosophy with them to the stars.

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Toydarian

Species Abilities
Wound Threshold 9 + Brawn
Strain Threshold 10 + Willpower
Starting XP 100

Special Abilities
Flight
By regulating the gases in their bodies, Toydarians can attain flight. It is their preferred mode of movement, though they can walk on their legs as well. Their small wings and webbed feet help guide them in flight and allow for quick maneuvering.

Shrewd
Toydarians begin the game with one free rank in a social skill of their choice. The chosen skill may not be raised above Rank 2 at character creation.

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

Toydarians are a small winged species from Toydaria. They have webbed feet at the end of their stubby legs and short, stubby trunks that dangle over their wide mouths. The males have small tusks.

Flight has determined Toydarian culture throughout its history. Flight represents safety from ground bound predators. The metabolic necessities of flight have caused wars over food supplies throughout Toydarian history. Negotiation and outright con artistry are a normal part of Toydarian interaction and has avoided wars and secured foodstuffs in more civilized times. Toydarians have turned these tactics to dealings with other species as they have spread out into the galaxy. Such tactics have led many species to stereotype Toydarians as greedy and mercurial.

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Stacie_GmrGrl said:

Thank you for the document of Species, very awesome of you. Great work,, you didn't have to do it.  Now, put all bickering aside or I'll toss all of you in a Force nullified field pit with a Rancor. He's hungry. … By the way, anybody stat up the Rancor yet, I need one for a pit apparently. ;)

>.>

Rancor (Henchman)
Massive and terrifying, the Rancor is a natural engine of destruction, capable of destroying vast swathes of his surroundings if it so chooses. Even the most well equipped hunters and sportsmen think numerous times before tracking one of these beasts.

Brawn 8
Cunning 1
Presence 1
Agility 1
Intellect 1
Willpower 1

Skills: Brawl 2, Perception 2, Survival 2
Talents: Durable 2, Feral Strength 3, Knockdown (can spend triumph to knock a target prone after a successful attack), Lethal Blows 2
Silhouette: 3
Soak/Defense: 12/0
Thresholds: Wound: 60
Equipment: Massive Claws and Teeth (Brawl; Damage 12, Critical 3; Range [engaged]; Concussive 1, Pierce 2)

Big, mean, and can cause some worry to small starships that get too close to it. Also, should definitely cause some pretty massive fear checks. Happy hunting.

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Cyril said:

Stacie_GmrGrl said:

 

… By the way, anybody stat up the Rancor yet, I need one for a pit apparently. ;)

 

 

>.>

Rancor (Henchman)
Massive and terrifying, the Rancor is a natural engine of destruction, capable of destroying vast swathes of his surroundings if it so chooses. Even the most well equipped hunters and sportsmen think numerous times before tracking one of these beasts.

Big, mean, and can cause some worry to small starships that get too close to it. Also, should definitely cause some pretty massive fear checks. Happy hunting.

Yeah, I really don't want to have Valin come within the same planet as one of these suckers, not without at least a few hundred more XP under his belt preocupado.gif

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really surprised that nobody's done these yet:

Arkanian

Arkanian.jpg

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 + Brawn
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 gain one boost die to all Intellect-based skill rolls.

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

 

a75ffe5b.jpg

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 + Brawn
Starting XP 100

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

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

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

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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.

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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.

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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.

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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

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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

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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…

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Chagrian

 

Chagrian_sith_by_Rmagrane.jpg

 

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

 

                                                                                                                                                                                                                                

 

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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

 

 

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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. partido_risa.gif

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 How's about these guys:

 Zygerrian 

 250px-Zygerrians-SWE.png

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.

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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.

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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 :)   

 

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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

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I did an omwati, as 1brawn 2 agility 3int 2cun 2wil 2 presence 100xp 9 wound, 10 strain, free rank in either computers or mechanics both always being career skills, and a boost die to vision based perception checks.

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