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== SPECIES == The galaxy is an unimaginably vast place, and few people can claim to have seen more than a handful of the intelligent species out there. Thanks to parallel evolution, most species are fairly humanoid in appearance, although the specifics tend to get fuzzy. All have been created using those found in SWAE pg. 18-20 but are built with +4 Positive Racial Abilities instead of the base +2 from the core rules. Instead of creating the dozens seen in just the movies I am creating only a few an allowing players to create their own species (subject to GM approval of course). :ADDITIONAL RACIAL QUALITIES :'''Spatial Awareness (4)''': as Awareness Power (SPC pg. 44). Each level elimiates one penalty to attacking foes within a short range. :'''''Modifiers''''': Area Effect (MBT) +1, Limited (Cannot wear a helm etc.) -1 :ADDITIONAL NEGATIVE RACIAL QUALITIES :'''Limited Speech''' (-1): The character can only speak their 'Native' languages. They can still understand and read/write other languages. When they try to speak other languages they suffer a -4 to their skill check to be understood. [[File:StarWars.Warror.jpg | 200px | right]] '''Humans''': The most common and populous of the various species of the galaxy, humans are as unique and varied as the many worlds they inhabit. : '''Adaptable''': One free Edge of choice, must still meet requirements : '''Versatile''': increase starting Attribute Traits by one (6 trait attribute points at character creation) : '''Homeworld''': Unknown (possibly multiple worlds) : '''Native Language''': Basic plus with one other of choice. '''Duros''': One of the oldest species of the Republic, they were also one of the first to develop hyper-space drives systems (it is not really known if it was Humans, Duros, or Zabraks or some other species that first developed space flight). Having almost completely abandoned their worn out and polluted home-world in favor of traveling the stars, the Duros live in a uniquely mobile culture comparative to most races. : '''Agile''': base Agility of a d6 and max starting of a d12+1 : '''Cautious''': as Minor Hindrances. Duros rarely act impulsively. : '''Low-Light Vision''': ignores penalties for Dim or Dark illumination. : '''Spacers''': base skills in Piloting d4 and Repair d4. : '''Homeworld''': Unknown : '''Native Languages''': Durese and Basic '''Gamorrean''': derogatorily known as "pigs," were a sentient species of green-skinned pig-like humanoids that hailed from the Outer Rim planet of Gamorr. They grouped themselves in clans, each of which was led by a warlord and a Clan Matron. A number of Gamorreans were employed by the Hutts to act as guards throughout their career. :'''Hardy''': as Positive Racial Quality. :'''Natural Fighters''': base Fighting skill of a d6 with a maximum starting of a d12+1 :'''Limited Language''': can only really speak their own tongue. :'''Primitive''': as Hindrance 'Low-Tech (Major)'. Gamorrean are extremely traditional and reject most adventured tech. They might enjoy its use but don’t develop themselves. :'''Size +1''': and so an increase of Toughness by one. :'''Strong''': base Strength of d6 instead of d4 and a maximum starting of a d12+1 :'''Homeworld''': Gamorr. :'''Native Languages''': can speak Gamorrean and understand Basic. Note that Gamorreans cannot speak other languages, they can learn to understand them though. '''Gran''': The Gran are easily distinguished by their triple eyestalks, small horns, and jutting jaw lines. Normally peaceful and diplomatic, they are long-standing members of the Republic, and maintain a largely excellent interstellar reputation. Excepting those on Malastare, Gran believe in a strictly controlled society in which individuals work for the betterment of the whole. : '''Keen Senses''': +2 to Vision based Notice checks : '''Loyal''': as Minor Hindrance, to society and friends : '''Outgoing''': base Persuasion skill d6 and maximum starting of a d12+1. : '''Triple Eyes''': as the Marksman Edge : '''Homeworld''': Kinyen : '''Native Language''': Gran and Basic '''Miraluka''': a Near-Human species that differed from Humans in that they lacked eyes, only retaining vestigial eye sockets, and perceived the environment around them through Force sight instead of regular vision. The strength of a Miraluka's connection to the Force varied by individual. :'''Force Sensitive''': start automatically with Arcane Background (Gifted) and start with the Focus skill at a d4. :'''Force Sight''': ignore darkness penalties and from non-force Invisibility penalties. Anything that can suppress the Force can also cause them blindness. They can also use ether their Focus or Notice skills when making a perception checks. :'''Pacifism''': as Minor Hindrance. :'''Homeworld''': Alpheridies :'''Native Languages'': you can speak, read and write Basic and Miralukes.' '''Mon Calamari''': Hailing from the watery world of the Mon Cala, which they share with another sentient species, the Quarren, the Mon Cals tend to be rather idealistic in nature, but have nonetheless developed a highly evolved technological society. Despite initial conflict, they worked to civilize the more primitive deep-dwelling Quarren, eventually reaching a symbiotic state with them, in which the Quarren provide most of the raw materials from deep ocean mines, and the Mon Cals produce finished goods. : '''Aquatic''': cannot drown in oxygenated water and moves at full Pace when swimming. : '''Bright''': base Smarts of a d6 and max starting of d12+1 : '''Dependency''': Mon Calamari must immerse themselves in water one hour out of every 24 or become automatically Fatigued each day until they are Incapacitated. The day after Incapacitation from dehydration, they perish. Each hour spent in water restores one level of Fatigue. : '''Scholar''': as the edge with any one Knowledge bases skill of chose. : '''Homeworld''': Mon Cala : '''Native Language''': Mon Calamarian and Basic '''Togruta''': The Togruta are a humanoid race the developed from pack hunters on the high grass plains of Shili. Their distinctive horns and ‘head-tails’ allow them to detect movement at a short distance. : '''Hunters''': base Survival of d4 : '''Loyal''': as Minor Hindrance, to friends and family (pack) : '''Spatial Awareness''': as Awareness Power (SPC pg. 44; Cancels 4 points of penalties impossed by target; MBT; Limited- Cannot wear a helmet, vacc suit, etc.) : '''Homeworld''': Shili : '''Native Language''': Togruti and Basic [[File:StarWars.Scoundrel.jpg | 200px | right]] '''Twi’lek''': Ryloth is the only known source for the powerfully addictive spice Ryll, which means that although the Twi’leks’ industrial culture never achieved space travel on its own, there is no shortage of beings throughout the galaxy willing to bring them up to speed. The Twi’leks response to the high level of criminal attention their world receives is, unfortunately, to sell their own people into slavery in order to maintain control of the mines. Twi’leks are by nature highly adaptable, which aids their diplomatic relations with nearby worlds and trading partners. : '''Charmers''': gain the Charisma Edge. : '''Low-Light Vision''': no penalties in Dim and Dark illumination. : '''Outsiders''' (Minor): not seen as barbarians so much as a criminals or slaves and servants. : '''Natural Talkers''': start with the skill of Persuasion at a d6 instead of a d4 (and maximum starting level of d12+1). : '''Resistant to Disease and Poisons''' (Toxics): Twi'leks add +2 to any checks to resist diseases and toxics that they might encounter. : '''Homeworld''': Ryloth : '''Native Languages''': Ryl and Lekku (only Twi’lik can 'speak' it; sort of a secret hail-tail sign languages) and Basic '''Wookiee''': Shaggy giants from arboreal Kashyyk, these tree dwellers make a startling sight for any unsuspecting space traveler. Despite their savage appearance, Wookiee society honors loyalty and bravery above all else. In addition, Wookies are infamous for their tempers, and can fly into berserker rages when angered. Their home world is enveloped in immense and ancient forests so vast that a layered ecosystem has evolved, growing more dangerous the closer one gets to the bottom. Wookies dwell primarily near the top, although they venture lower to hunt. : '''Big''': armor and clothing not made for their size imposes a -2 penalty for most skills. Armor and clothing (and protective gear) increase cost by one further step (i.e. if a Wealth check of -1 for the armor now would cost the Wookie -2). : '''Climbing Claws''': can re-roll Athletic checks for climbing so long as it was not a Critical Fumble. : '''Limited Speech''' (Minor): cannot speak Basic (understand only). Others cannot normally learn to speak their language either, only understand it. : '''Mean''': as Minor Hindrance. : '''Size +1 plus extra Toughness''': base Toughness +1 from Size and additional +1 to Toughness (base +2) : '''Very Strong''': base Strength d8 and max starting is d12+2 : '''Homeworld''': Kashyyk : '''Native Language''': Shyriiwook and Basic (understand only)
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