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Star Wars: Edge of the Empire Beta
Lead a band of explorers and help shape the fate of the galaxy!
Moderator: FFGMarkFFG_Sam StewartGeckoynnen Topics: 250 | Posts: 4452
GM Resources: Aliens of the Galaxy
Published on 26 August 2012 - 12:02:36
Page 2 of 13 (192 messages) « First page... 1 2 3 4 5 ...Last page »
Reply #16 | Published on 27 August 2012 - 13:21:23

I like that idea.  And I just looked at my beta book over lunch, finding that I was incorrect about race special abilities.  Droids, Trandoshans, and Wookies all have these.  So how about where an Ithorian can spend one destiny point to make a brawl attack against all organic creatures within medium range (cannot select between friendlies and hostiles)?

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

Reply #17 | Published on 27 August 2012 - 13:45:48

Yeah, that way there's some balance, but it can still be effective. I looked up the effects of stun grenade and it talks about doing sonic damage using Disorient… So that was my line of thought there.

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Reply #18 | Published on 27 August 2012 - 14:06:11

Aqualish (Quara sub-species)


The Quara sub-species of Aqualish either suffer or enjoy, depending upon the individual, a reputation for being dangerous thugs. This prejudice is especially pronounced among the numerically dominant sub-species, the Aquala, and as a result there are more Quara roaming the galaxy than there are on their home planet Ando. Although some Quara embrace the stereotype to notorious effect, others see it as an offensive social handicap. They point to the violent history of Ando as evidence of Aquala hypocrisy. Even now, the Empire exercises a tight grip on Ando thanks to the turbulent nature of Aqualish politics.

Quara are pysiologically different from the other Aqualish sub-species. Their hands have five digits, unlike either the flippered Aquala or some Ualaq, who are three-fingered. Also unlike the four-eyed Ualaq, the Quara have only two large eyes.  Like the other sub-species, Quara have brown skin and fur.  Their tusks are perhaps their most distinctive feature.  

Species Abilities

Wound Threshold: 12 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 100 XP

Special Abilities:  Aqualish of the Quara sub-species begin the game with one rank in Coerce or Vigiliance.  They still may not train Coerce or Vigiliance above rank 2 during character creation.

Characteristic Ratings:

Brawn: 2             Cunning: 2

Presence: 2       Agility: 2

Intellect: 2         Willpower: 2

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

Reply #19 | Published on 27 August 2012 - 14:31:30

Awesome. I was about ready to write that one up. Great work!

 

Yancy

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Reply #20 | Published on 27 August 2012 - 14:58:55

What do you think about all 2's?  It seems a bit silly that only humans would have that.

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

Reply #21 | Published on 27 August 2012 - 15:18:49

I don't see an issue with that at all. It's pretty much the base starting characteristic rank for PCs. Those numbers should really only be adjusted for obvious racial advantages (like Wookiee strength).

 

Yancy 

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Reply #22 | Published on 27 August 2012 - 18:33:51

Great work!

I just received an email (a few hours ago) that told me that the book has been shipped, so in a week or two I will have and can take part in the fun!

"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."

Some people are just wrong.

Jegergryte's Cubicle

My home brewed supplements

Reply #23 | Published on 27 August 2012 - 20:34:29

Jawa


Although natives of the harsh desert planet Tatooine, Jawas have spread throughout the galaxy.  But their natural talent and cultural predilection for scavenging rarely makes them welcome.  The deeply ingrained taboo against revealing their faces to clan-outsiders does nothing to earn other species' trust.  Likewise, their habit of soaking their robes in noxious moisture-preserving oils is little appreciated by outsiders.  Most see Jawas as thieving vermin and even open-minded sentients are loathe to find them hanging around.  The Jawas themselves take a strange pride in this reputation and usually travel in extended-family networks called clans to somewhat counteract the attendant disadvantage.  A very few Jawas have been known to strike out with other species.

Jawas stand about one meter tall.  They shroud their faces in deep hoods from which piercing golden eyes shine. Some say these are gemstones woven into dark cloth but that is likely just speculation.  They cover their bodies in roughspun robes that are filthy as a rule.  Underneath their outer robes, they wear tighter garments of a softer weave including gloves.

Species Abilities

Wound Threshold: 8 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 XP

Special Abilities:  Jawas begin the game with access to the Outlaw Tech talent tree of the Technician career.  This does not count as their starting career or givethe character additional beginning training in the associated skills  but does count against the three-specialization limit.  Jawas also begin the game with one rank in either Negotiation or Deceit.  They still may not train either Negotiation or Deceit above rank 2 during character creation.

Wretched Reputation:  Jawas must automatically include a disadvantage die when rolling any social interaction skill against a party with whom they have not interacted before.

Characteristic Ratings:

Brawn: 1             Cunning: 2

Presence: 1       Agility: 2

Intellect: 3         Willpower: 2

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

Reply #24 | Published on 27 August 2012 - 21:16:56

Gallandro said:

You know I was just looking at my WEG books and it appears bellow was not part of the Ithorian "canon" until the D20 days, so it certainly should not start as a standard racial ability.. Needs to be so.ething you pay into.

 

Yancy

It originated in the older clone wars cartoons. They didn't come out until after wizards had the star wars license.

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Reply #25 | Published on 27 August 2012 - 21:49:22

SergeantVau said:

Gallandro said:

 

You know I was just looking at my WEG books and it appears bellow was not part of the Ithorian "canon" until the D20 days, so it certainly should not start as a standard racial ability.. Needs to be so.ething you pay into.

Yancy

 

 

It originated in the older clone wars cartoons. They didn't come out until after wizards had the star wars license.

What he said -- plus, it's my opinion that the Ithorian Jedi shown in the cartoon is awesome but misrepresentative of A) the species capability, B) the power scope of SW (I really think of the original trilogy when it comes to that, the prequels kind of blew that out of the water), and C) that Jedi was mostly using a force power, perhaps amplified through his natural physiology. I also approve of buying into the ability, that works wonderful in my book.

Great write ups, btw!!! I love the Jawa one SO much.

The Aqualish works fine as is, but I might tweak the the XP down to 90 if he has an increased Wound Threshold. My books in the mail, so I'll get a better handle on the races sooner or later.

Any ideas for a Nosaurian? (shameless request?)

I keep track of my campaigns on obsidian portal, some more than others… same screen name if you're interested in hunting down the game logs etc

Reply #26 | Published on 27 August 2012 - 22:47:32

 Yeah after going through my WEG and D20 books I think the FFG writeups are a little more in line with what WEG was doing and Special Abilities should be more subtle.  Gonna post a couple of writeup in a few minutes.

 

Yancy

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Reply #27 | Published on 27 August 2012 - 23:20:45

@jordiver2

You raise some excellent points on a number of issues.

(1)  I think the Aqualish could stand to be revised down to 90XP.  I don't think of it so much as a balance issue but rather to give the species a kind of drfiter-for-hire feel.  Unskilled labor and all that.  On the other hand, it seems to me that Quara would be thick-skinned from encountering prejudice everywhere, even from their own people, so I think I'd revise them up to Willpower +12 as well.

(2)  Genndy Tartakovsky's Clone Wars was really cool but it definitely took liberities with power levels to make more dramatic scenes.  Mace Windu defeating an entire droid army single-handedly comes to mind.  Since the Ithorian bellow seems to derive from there, I guess I can feel justified in leaving it out of the stat line.  I still feel my Ithorian write-up is a little boring but I suppose the Willpower 3 + Perception is a pretty good combo.

(3)  I had never heard of Nosaurians before you brought them up.  I read the Wookiepedia entry but still don't think I have a feel from them so I will let someone else try.  The tricky part with these write-ups is capturing the "feel" of the race without turning it into a racist stereotype.  With Jawas (and Bad Batchers soon) I think it's a bit more acceptable because they take a certain pride in their uniformity.  It probably wouldn't work well with Nosaurians, however -- although I am intrigued by their flashing gums.

Thanks for your encouragement!

 

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

Reply #28 | Published on 28 August 2012 - 00:42:45

 Zeltrons

 

                                                                                                                                                                                                                         

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 hedonist 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.  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 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 Abilities: Zeltrons begin the game with one rank in Charm.  The still may not train Charm above rank 2 during character creation.

Special Ability:  Empathy:  Zeltrons can naturally read the surface emotions of a willing subject in the immediate vicinity, and can feel those emotions as if they were their own.  However if the subject is unwilling, roll an Opposed Check using the character's Perception (Cunning) versus the Discipline (Willpower) of the subject.

Characteristic Ratings:

Brawn: 2                 Cunning: 2

Presence: 3           Agility: 2

Intellect: 2               Willpower: 1

 

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Reply #29 | Published on 28 August 2012 - 00:42:04

Nevermind…

 

Yancy

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Reply #30 | Published on 28 August 2012 - 00:45:34

Bad Batchers


From the earliest days of the Empire, powerful figures opposed using clone troopers. The Emperor himself distrusted the clones and the demands of the New Order for cheaper military materiel bred hostility down the bureaucratic ranks. The loss of the original genetic template combined with the pressures of increasing demands and declining investment resulted in higher defect rates, which in turn bolstered the arguments against using clones. In order to maintain revenues, the Kaminoans turned to clandestine trade in these "Bad Batchers" to rich warlords and gangsters beyond the Outer Rim. Some of the Bad Batchers escaped this life of slavery to make their own way as fugitives in the wider galaxy.

Although some suffer physical deformity, most Bad Batchers look exactly like their prototype Jango Fett. The longing for individuality, however, means that many Bad Batchers have turned to unique hair-styling, tattoos, piercings, and other cosmetic scarfication to "be themselves." These physical idiosyncrasies, although sometimes quite distinctive, also serve as a disguise. The Empire has no interest in the freedom of clones, defective or otherwise.

Species Abilities

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 80 XP

Special Abilities:  Bad Batchers begin play with an additional rank in any three of their starting skills.  They still may not train any of these three skills above rank 2 during character creation.

Kamino Conditioning:  Bad Batchers begin the game with the Hired Gun career by default. They also begin with either the Bodyguard or Mercenary Soldier specialization. Either specialization counts against the three-specialization limit. Bad Batchers must choose all starting skills from this career and one of these specializations.

Flawed Copy:  Bad Batchers must choose one of their starting skills and always add a disadvantage die to rolls with that skill.

Characteristic Ratings:

Brawn: 2             Cunning: 2

Presence: 2       Agility: 2

Intellect: 2         Willpower: 1

"You can't win.  But there are alternatives to fighting."   Obi-Wan Kenobi on internet arguments

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