Thursday, May 28, 2015

White Star: Star Wars Races, not Race Class

I decided to throw a few Star Wars races together for a game.
I love Race-Classes but they aren't in the Spirit of Star Wars to me.
These are rough, but they should work.

Oh, and as for the question of 'why should I play a human if these other races are bettter....'
'Better' is subjective. The aliens have ability score adjustments which can make an ability check more difficult and can lose an ability score bonuses. An 'in-universe' reason is the inherit racism towards aliens in Star Wars. Many are actively enslaved by the Empire. All are treated with various degrees of disdain by humanity. If you need a mechanical reason for playing human, give them a +10% exp bonus.

-1 Dex, +1 AC
Weak Long Distance Vision: -1 ranged attacks
Talons: 1d4 dmg, +2 climbing checks
Salt Addiction: if salt is consumed the Arcona must make a Saving Throw at a -6  penalty or become addicted. An addict must consume 25 grams of salt daily or suffer a -2 to all rolls.

+2 Dex, -2 Con
Sharp Eyed: -1 to surprise rolls.
Detect: they have a 4-in-6 chance to find secret doors or hidden objects when searching, unlike th other races, which have a 2-in-6 chance. Bothans also have a 1-in-6 chance to notice a secret door even when they are not searching.

+2 Int, +2 Wis, -2 Dex
Intuitive: +1 iniative bonus.

+2 Dex. -2 Int, -2 Wis

+2 Dex, +2 Int, -2 Con
Natural Starfarer: +1 to Piloting and Navigation checks.

+2 Dex, -2 Str, +2 AC vs larger than Wookie sized creatures
Add +1 to surprise attempts, +2 in forest settings.
Language Restriction

+2 Str, -2 Int, -2 Wis, +2 AC
Primitive: -1 ranged weapon attacks
Language Restriction

Energy Detection: +1 to search checks
Mood Detection: with a Wisdom check the Gotal can read the mood of all creatures within a 30' radius.
Tracking: +2 when tracking living beings or droid whose energy signature they have encountered before.
+2 Dex, -2 Int, -2 Chs
Low light vision (60')
Amphibious: can hold breath for 30 minutes per point of Constitution and are fast swimmers
Listen: can hear noise on a 1-3 on a 1d6

+2 Wis, +2 Chs, -2 Dex
+2 to Saves vs Meditation/Force abilities and Saves involving Willpower
+2 on Survival and nature related checks

+2 Dex, -4 Str, -2 Chs, +2 AC vs larger than Wookie-sized creatures
Dark vison (90')
+2 bonus with technology repairs, etc
Language Restriction

Kel Dor
+2 Dex, +2 Wis, -2 Con
Atmosphere Restriction: Helium, requires breather
+2 Save vs Meditation/Force abiities
Low Light Vision (60')

Mon Cal
+2 Int, +2 Wis, -2 Con
Amphibious: can breathe and and are fast swimmers
Low Light Vision (60')
-1 to Saves vs Willpower in dry/arid enviornments

+2 Dex, +2 Wis, -2 Con
Amphibious: can breathe and and are fast swimmers
Low Light Vision (60')
-1 to Saves vs Willpower in dry/arid enviornments

+2 Dex, -2 Wis, -2 Chs
+1 Surprise Rolls
Low Light Vision (60')

+2 Dex, -2 Con
Dark Vision (90')
+2 Climb
Regeneration: 1 hp/turn

+2 Dex, +2 Wis, -2 Con
+1 Surprise
-2 fighting blind (instead of -4 penalty)
+2 Sneak

+2 Str, -2 Dex, +2 Con, +1 AC
Dark Vision (90')
Regenerate: 1hp/turn

+2 Chs, -2 Wis
Low Light Vision (60')
+2 Save vs Poison
Lekku (Head tail language)

+4 Str, -2 Dex, -2 Wis, +2 AC
+2 to Intimidate
+2 to Climb
Fast Healing: 2 hp/day and fully healed in two weeks
Language Restriction

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