rpg species
DESCRIPTION
Star Wars Expanded Universe Species. Saga Edition RPGTRANSCRIPT
Species
Rishii
Rishii had an owl-like appearance, with a pair of large wings. At the ends of these wings, they had talon-like hands with opposable thumbs.
They were excellent hunters, and would swoop down at very great speeds from cliffs to catch rodents in their lower talons. They possessed a
long, thin tail with a tuft of feathers at the tip.
Rishii also had a talent for mimicking language. They would often copy the voices and movements of other beings, much to the annoyance of
the person being copied. The Rishii, however, enjoyed using their talents
The Rishi were known for their friendly attitude towards outsiders, despite living in the extragalactic Rishi Maze. They lived in the high mountains of their world, while Human and alien colonists lived in the deep valleys. Family groups lived together in open-air nests
built on cliffs and perches, and members of the tribe lived and worked together peacefully. They respected members of other tribes who came
to visit them, and also the offworlders that colonized the humid lowlands
During Rishi’s frosty season, the Rishii relyed on energy from exonium stones to help them prepare food. Rishii had little interest in
technology, and the items they traded with outsiders they usually used to decorate their nests. However, they were intrigued by what they
called “shiny rocks” (spacecraft) which allowed beings without wings to fly. Even when entering combat against advanced foes like the
Confederacy of Independent Systems, the Rishii fought using spears and axes, rather than adopting more powerful weaponry.
Rishii
Ability Modifiers: +2 Cha, -2 STR, +2 Wis. Rishii are friendly and perceptive, but they physically weaker than most species.
Medium-size: As medium creatures, Rishii have no bonuses or penalties due to size.
Speed: Rishii base speed is 6 squares, and they have a flight speed of 6 squares.
Dive Attack: When a Rishii is airborne and uses a charge attack, it deals additional damage equal to 1 + the number of squares moved
during the attack.
Natural Mimic: Rishii may reroll Deception checks that only involve the voice, but must take the second result, even if it is worse.
Natural Weapons: Whenever a Rishii makes an unarmed attack, it may use its claws, dealing 1d6 slashing damage instead of normal
unarmed damage. A Rishii is always considered armed with its claws.
Primitive: Rishii do not gain Weapon Proficiency with pistols or rifles at first level.
Automatic Languages: Basic, Rishii
Hysalrian
Personality: Hysalrian’s are gentle despite their large size and intimidating features. Most Hysalrian’s live their lives in isolation. But a few
venture out to explore the Galaxy.
Physical Description: Hysalrians are large serpent like sentients with four arms and four eyes.
Homeworld: Hysalrians come from a swamp planet named Gormo.
Languages: Hysalrians speak, read, and write Hysalrian and Basic
Example Names: N’Kata, Sseket, R’Gada (Hysalrians posses a single named followed by an indication of their birth planet. Example: N’kata
Del Gormo)
Adventurers: Heroic Hysalrians are often Scouts or Jedi.
Hysalrian Species Traits
Hysalrians share the following species traits:
Ability Modifiers: +2 Dex, +2 Wis -2 Cha. Hysalrians are agile and wise, but many find Hysalrians strange and off putting.
Large Size: Hysalrians take a -1 penalty to their Reflex Defense, a -5 penalty on Stealth checks, and a +5 size bonus to their damage
threshold. Their lifting and carrying limits are double those of Medium characters
Speed: Hysalrian base speed is 6 squares
Extra Arms: Hysalrians can hold up to four items or weapons at a time. This ability does not grant extra attacks; however, it does mean that
a Hysalrian can wield two two-handed weapons at a time.
Expert Grappler: Due to its four arms and long serpentine body, Hysalrians gain a +5 bonus to grappling attacks.
Heroic Traits
Age:
Child: 1-12 years, Young Adult: 13-17 years, Adult: 18-70 years, Middle Age: 71-100 years, Old: 101-150 years, Venerable: 151-220 years
Height and Weight
Average Height: 3.0 m, Average Weight: 100 kg
Guidelines for Near-Human Species
Tuesday, July 28th, 2009
Wizards of the Coast have stated that species capable of breeding with humans are considered to be human in game terms, but I’ve decided
to create a list of near-human species guidelines, to help keep the feel of them more real and unique. Each entry contains tips for ability, feat,
skill, and talent selection that is fitting to the species. Some, with the GM’s approval, have more unique traits as well. Other species that fall
into this category that Wizards of the Coast have already given stats for are Arkanians, Chiss, Falleen, Nagai, Pau’ans, Wroonians, Vahla, and
Zeltrons. Other near-human species found on this site are Bpfasshi, Echani, Firrerreo, and Kiffar.
.
It is important to note that these are only guidelines for building Near Human characters. There are always those who deviate from the norm,
and these statistics should not be required. They are completely optional, and should not be treated as rigidly as other species statistics.
Calian
Abilities: +2 con
Semi-Primitive: Calians know how to use technology such as blasters and repulsor-lifts, but have little understanding of them. It is rare for
them to be trained in Mechanics or Use Computer.
Ryastraad: With your GM’s approval, Calians might trade his/her bonus feat for the Rage trait (see Wookiees, SECR, pg 32) Otherwise,
Indomitable or Tough as Nails might be fitting.
Languages: Calian
Echani
Note: Another write-up, also found on this site, is located here.
Abilities: +2 Dex
Feat: Most Echani know something of hand to hand combat, and thus get Martial Arts I as a bonus feat.
Feat: Echani also have their own style of martial arts, and thus many take Echani Training.
Languages: Echani
Epicanthix
Abilities: +2 Str, +2Con
Class: Epicanthix are known as warriors, and generally start in the Soldier class.
Plot Point: Epicanthix live longer than most humans, and have an average lifespan of 130 standard years.
Languages: Epicant
Firrerreo
Note: Another write-up, also found on this site, is located here.
Abilities: -2 str, +3 Cha
Feat: Firrerreo recover from physical injury rapidly, and often take Extra Second Wind or Toughness to reflect this trait.
Languages: Firrerreo
Fondorian
Abilities: +2 int
Talent: Most Fondorians take Educated as a talent at first level.
Skills: All Fondorians are trained in one, if not more Knowledge skills.
Languages: None
Hapan
Abilities: + 3 cha
Class: Hapes is controlled by women, so most females start in the Noble class.
Talent: Hapes is a privileged and wealthy portion of the galaxy, and as such, most Hapans take Wealth or Educated as a talent at first level.
Skills: Most Hapans are trained in Deception and Persuasion.
Feat: all Hapans have Skill Focus (Deception) and/or (Persuasion) if they have those skills
Night Blindness: Hapes has nearly continuous daylight, reducing Hapans’ ability to see in the dark. Hapans rarely take the Acute
Senses talent.
Languages: Hapan
Lorrdian
Abilities: No changes
Feat: Lorrdians, known for their ability to mimic people, usually have Skill Focus (Deception).
Languages: Kinetic Communication, a complicated set of gestures used to speak silently.
Rattataki
Abilities: +2 con
Class: Rattataki are usually Scouts and Soldiers, and favor the Gladiator Prestige Class.
Feat: Durability is essential on the gladiatorial world of Rattatak, so most Rattataki take Improved Damage Threshold.
Languages: None
Sionian Skup
Abilities: +2 Dex
Class: Sionian Skup are most often Scoundrels, with few exceptions.
Talent: Sionian Skups favor the Misfortune talent tree.
Skill: Sionian Skups are known as master thieves and take the Stealth skill often.
Feat: Many Sionian Skups gain Skill Focus (Stealth) to augment their abilities.
Languages: None
Ruusanian
Abilities: +2 con
Class: Ruusan is a rough world, and its people have adapted to it. Ruusanians are usually Scouts.
Talent: Most Ruusanians usually take at least one talent from the Fringer talent tree or Survivor talent tree.
Skills: Nearly all Ruusanians are trained in Survival, and almost as often, Endurance.
Feat: Many Ruusanians take the Toughness feat.
Languages: None
Lurmen
Lurmen were a race of short, bipedal primates with long tails and black-and-white markings. The Lurmen were native to the natural crystalline
towers that dominated the surface of Mygeeto. Despite their prosperity, the lurmen were enslaved by the InterGalactic Banking Clan when it
took over Mygeeto. Many lurmen left Mygeeto and settled on unexplored territories.
During the Clone Wars, a group of Lurmen escaped the ravages of war in known space and colonized Maridun, a then-uncharted world. After
being attacked by the violent Amanin, they were forced to abandon their ship, their only way off the planet. The planet soon became occupied
by Confederacy General Lok Durd, who used the Lurmen’s known pacifism as a means to test an experimental weapon. The Republic was able
to fend off the Seperatists from eradicating the Lurmens but not before some of the droids destroyed some of the Lurmen’s homes.
Ability Modifiers: +2 Dex, +2 Wis, -2 Str.
Small-size: As Small creatures, Lurmen gain +1 size bonus to Reflex Defense and +5 bonus to Stealth checks. However their carrying limits
are three-quarters those of medium characters.
Speed: Lurman base speed is 4 squares.
Roll: For speedy movement, Lurmen could curl into a wheel-shape and roll along the ground. A Lurmen may double his speed for the purposes
of Running.
Primitive: A Lurmen does not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at first level, even if their class
normally grants them.
Bonus Feat: Lurmen have endured harsh climates and inhospitable worlds. A Lurman with Endurance as a trained skill gain Skill Focus
(Endurance) as a bonus feat. Additionally, the Climb and Survival skills are always class skills for Lurmen.
Automatic Languages: Lurmen and Basic.
Sorrusian/Teevan
Abilities: +2 Dex
Skill: Being highly flexible, all Sorrusians and Teevans are trained in Acrobatics.
Feat: Sorrusians and Teevans also take Skill Focus (Acrobatics) as a bonus feat to reflect their ability to bend in ways most humans find
impossible.
Languages: None
Tynnan
Ability Modifiers: DEX +2, CHA +2, CON -2.
Small-size: As Small creatures, Tynnans gain +1 size bonus to REF and +5 bonus to Stealth checks. However their carrying limits are three-
quarters those of medium characters.
Speed: Tynnans base speed is 4 Squares (on two feet) / 6 Squares (on four feet)
Tynnans can drop to all fours to increase their speed, however they prefer not to do so unless it is absolutely necessary as they view it as
somewhat degrading. While prone, they are unable to carry items or weapons (except for their claws). Dropping to or returning from four legs
can be taken as a swift action; however the putting away of any weapon is not, items held must dropped or put away prior to being able to
drop to all fours.
Scent: Tynnans have a keen sense of smell. At close range (within 10 squares), Tynnans ignore concealment and cover for purposes of
Perception checks, and they take no penalty from poor visibility when tracking (see Survival skill, page 73)
Hold Breath: Tynnans are at home in air or water. A Tynnans can hold his breath for a number of rounds equal to 25 times his Constitution
score before he needs to make Endurance checks to hold his breath (see the Endurance skill page 66)
Expert swimmers: A Tynnan may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In
addition a Tynnan may choose to take 10 on Swim checks even when distracted or threatened.
Natural Insulation: Tynnans receive a +5 species bonus to Fortitude Defense to resist the effects of extreme cold.
Special Equipment: Tynnans suffer from poor eye sight and therefore must wear Ocular Enhancers (1500 credits to replace) to see normally,
without they suffer a -3 penalty for Perception checks that rely on vision.
Natural Weapons: A Tynnan can rake with one of its claws instead of making an unarmed attack. The claw attack deals 1d4 points of
slashing damage (plus Strength modifier) and does not provoke attacks of opportunity. Due to the presence of its natural weapons, a Tynnan
is always considered to be armed for the purposes of threatening adjacent squares and making attacks of opportunity. Natural weapons are
considered simple weapons. While swimming, a Tynnan can use all four claws to attack, however this prevents complex maneuvers from
being made and so they suffer from a -2 penalty to any Reflex checks made until the next round.
Automatic Languages: Tynnan, Basic.
Yoda’s Species
Yoda’s species is a primitive race from an unheard of world in the unknown region. A diminutive race of long-lived sapients, it is believed that
Yoda’s species are some of the most careful thinkers in the galaxy. When asked why they put so much careful consideration and thought into
each decision they make, the average will respond, “Live so long, we do, that find things to pass the time, we must.”
This simple humor and careful thought process takes the rare visitor to their homeworld a bit by surprise. The typical community consists of a
gathering of small, domed houses, rarely more than one or two stories tall. The level of technology is so low that they often can be seen
foraging, fishing, and tilling small fields. In fact, most visitors find a simple sense of honor and investment of the community.
Personality: Yoda’s species tends to be thoughtful, caring and mindful of others. They are deep thinkers that nearly always put the needs,
care and education of others before themselves.
Physical Description: Members of Yoda’s species are very small, green humanoids. They have tridactyl feet and hands, long and pointed
ears stand out from the side of their heads, with a series of cranial ridges beneath the skin on the tops of their heads.
Homeworld: The homeworld of Yoda’s species is a small lush world. It is equal parts land and water with swamps and jungles dominating the
surface and huge mammalian predators dominating it ocean depths.
Language: Their language is complex and does not translate well into Basic. The structure put emphasis on stating an action before including
its participants. This lends to the species speech pattern in basic that can confuse some, but most learn to pick up the inflection without
thought.
Example Names: Yoda, Yaddle, Vandar, Trall, Ungar, Ziddal.
Adventurers: The mentality of Yoda’s species does not lend itself well to adventure. The exception to this is the onset of an “Enlightened
One”. They have a keen knowledge of the subtleties and implications of the Force. When one of their numbers is found to be Force Sensitive,
He or She is generally sent on an otherworldly pilgrimage to discover the greater meanings and workings of the Force. They are expected to
never return and are remembered in their communities as beings who have ascended. Thus the overall attitudes of members of this species
fits them well in harmony with the Jedi Order, leaving few if any non-Jedi to be discovered in the galaxy at large.
Ability Modifiers: -4 STR, -2 Cons, +4 Wis, +4 Cha.
Small-size: As the Ewok trait (SWSE p. 26)
Speed: A member of Yoda’s Species has a base speed is 4 squares.
Primitive: A member of Yoda’s Species does not gain Weapon Proficiency (pistols, rifles or heavy weapons) at 1st level, even if their class
normally grants them.
Conditional Bonus Feat: A member of Yoda’s Species with Use the Force as a trained skill gain Skill Focus: Use the Force as a bonus feat.
Automatic Languages: Yoda’s species speak their own language and Basic.