Post by gamedave on Oct 1, 2011 20:32:06 GMT -5
DUROS
Born Spacer: Most Duros are literally born to space, growing up on orbital stations and starships. They begin with a free d6 in Knowledge (astrogation) and Pilot.
Brainy: Duros are a highly intelligent and technologically sophisticated people. They start with a d6 in Smarts instead of a d4.
Sheltered Biology: Largely living in carefully controlled artificial environments has left Duros less naturally resilient than most other races. They subtract 1 from their Toughness.
FALLUCIAN
Agile: Fallucians are graceful and agile. They start with a d6 in Agility instead of a d4.
All Thumbs: Fallucians have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
Low Light Vision: Fallucian eyes amplify light, allowing them to see in the dark. Fallucians ignore attack penalties for Dim and Dark lighting.
GAMORREANS
Outsider: Gammoreans are regarded as primitive and violent by most other races, and so subtract 2 from their Charisma when dealing with other races.
Roly-Poly: Gammoreans have a thick layer of protective fat and gristle. They gain +1 Toughness, but have a Pace of 5.
Strong: Gammoreans are a physically strong race. They start with a d6 Strength attribute instead of a d4.
HUMAN
As per SWD 21.
JAWA
Jawaese: Jawas can understand Basic, but cannot speak it. Their own language, Jawaese, is difficult for non-Jawas to understand, and impossible for them to speak. Pick another PC in the group by mutual consent. That character can understand (but not speak) Jawaese, and your characters can converse freely. Otherwise, a Jawa can try to communicate basic information through gestures. Both the Jawa and the character he is trying to communicate with must succeed on Smarts rolls for the Jawa to convey basic information.
Small: Jawas average under 4 feet tall. This gives them -1 Size and -1 Toughness. On the plus side, as small targets and with a natural instinct for hiding and avoiding danger, they gain +1 Dodge.
Tinkerer: Jawas are inveterate tinkerers and renowned junk dealers. They begin with a d6 Smarts instead of a d4, and a free d6 in Repair.
RODIAN
Heightened Awareness: Rodians have large, multi-faceted eyes, large eyes, a sensitive olfactory organ in their snouts, and saucer-shaped antennae that detect vibrations. They begin with a free d6 in Notice and have +2 to all Notice rolls as well. They also have infravision.
Outsider: Rodians are widely considered to be rash and violent, and are most often encountered as bounty hunters and criminals. They have -2 to Charisma when dealing with other races.
SERVICE DROID:
Self-motivated, independent droids are suitable for player characters. However, There are dozens of basic droid types in the Galaxy and uncounted thousands of individual models. This listing covers common service droids. A player interested in another type should consult with the GM and build a model using the rules for "Making Races" on SWD 22 and "Robots as Player Characters" in the Sci-Fi Gear Toolkit.
Computer Brains: Service droids have greater processing power than most organics. They begin with a d6 in Smarts instead of a d4.
Construct: Droids add +2 to recover from being Shaken, don't suffer wound modifiers, and are immune to to poison and disease. Service droids cannot heal naturally. To heal a droid requires the Repair skill - which used like the Healing skill only with no "Golden Hour." They are also immune to Force powers with the "Mind-Affecting" keyword and any Force powers which specifically target living creatures.
The Force is Not With Them: Droids are not bound to the Force the same way living creatures are. They cannot take the Force Sensitive Edge or any Weird Edges, and they can only apply the effects of Leadership Edges to other droids. They also start each session with one less Force Point than normal.
Outsider: Even independent droids are often considered tools or valuable property rather than fully sentient. They subtract 2 from their Charisma when dealing with organics.
Preprogrammed: Service droids are more limited than organics in skills they can acquire. All droids must spend 3 of their initial 15 skill points on each of two key skills for their type (see below), leaving them only 9 skill points to spend as they wish. On the plus side, their superior programming gives them a +2 bonus to those two skills.
The Right Tool for the Job: Service droids have the tools necessary for their functions built in. See below for specifics.
Slow: Service droids are not built for speed. They have a Pace of 3, and a d4 running die instead of a d6.
Superior Optics: Droids have either Low Light Vision (ignore penalties for Dim and Dark lighting) or Infravision (halve penalties, rounded down, for bad lighting).
Common Service Types:
Astromech Droids: Key skills are Knowledge (astrogation) and Repair. Built-in tools include a basic tool kit, datapad, and a navcomp. Their tools allow them to manipulate small objects within a few inches, but they lack arms and hands.
Medical Droids: Key skills are Healing and Knowledge (life sciences). Built-in tools are a medkit.
Protocol Droids: Key skills are Knowledge (galactic history) and Persuasion. Built-in tools are a database of languages, making them fluent in over 6 million forms of communication.
TRANDOSHAN
Clumsy Hands: Trandoshans have thick fingers with limited flexibility. They have a -2 penalty to any rolls involving manual dexterity, including most Healing, Repair, and Slicing rolls.
Infravision: Trandoshans can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
Natural Armor: Trandoshans have thick scales that provide +2 Armor, which stacks with the bonus for wearing armor.
Outsider: With a reputation for a warlike nature and a habit of eating their food still squirming, many other races dislike Trandoshans. They suffer a -2 Charisma penalty when dealing with other races.
Regeneration: Trandoshans have limited regeneration abilities, and gain +2 to Vigor rolls when checking for natural healing. In addition, on a successful natural healing roll, a Trandoshan can regrow a severed limb. They can't heal a permanently crippled limb, however, so Trandoshans usually self-amputate a badly injured limb.
Sluggish: Trandoshans are bit slower than most other races. They have a Pace of 5.
Strong: Although not as strong as their traditional Wookie enemies, Trandoshans are still powerfully built. They begin with a d6 in Strength instead of a d4.
Warm Natured: Although not truly cold-blooded, Trandoshans are not comfortable in cold environments. They suffer a -4 penalty to resist cold environment effects.
Wookie Hunters: Trandoshans have a long-standing tradition of hunting Wookies for sport. They have a -4 Charisma penalty when dealing with Wookies, and a failure on any social interaction is likely to lead to an attack by an enraged Wookie.
TWI'LEK
Persuasive: Twi'leks are renowned negotiators, and many races find them physically attractive, as well. They have +2 Charisma when dealing with other races, and begin with a free d6 in Persuasion.
Sensitive Lekku: A Twi'leks tentacular "head-tails" (lekku) are used for communication, but are large, easily targeted, and difficult to protect. As a result, Twi'leks have -1 Toughness.
WOOKIE
Big: Wookies are significantly bigger than humans, giving them +1 Size and Toughness. This can make it difficult for them to find clothes that fit - but they rarely wear any, anyway. They also make big targets, giving them a -1 to Dodge.
Short-Tempered Primitives: Wookies are renowned throughout the Galaxy for their short tempers, and are widely (if incorrectly) regarded as stupid and primitive. They have a -4 Charisma when dealing with other races. On the other hand, this reputation also means they begin with a free d6 in Intimidate.
Shyriiwook: Wookies can understand Basic, but cannot speak it. Their own language, Shyriiwook, is difficult for off-worlders to understand, and impossible for them to speak. Pick another PC in the group by mutual consent. That character can understand (but not speak) Shyriiwook, and your characters can converse freely. Otherwise, a Wookie can try to communicate basic information through gestures. Both the Wookie and the character he is trying to communicate with must succeed on Smarts rolls for the Wookie to convey basic information.
Strong: Wookies are among the strongest sentients in the Galaxy. They begin with a d8 in Strength instead of a d4, and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4.
Tree Climbers: Well adapted to life on forest-covered Kashyyk, Wookies begin with d6 Climb. However, they are a bit slow on the ground, and only have a Pace of 5.
ZABRAK
Drive to Succeed: Zabrak gain one free Novice rank Edge of their choice.
Born Spacer: Most Duros are literally born to space, growing up on orbital stations and starships. They begin with a free d6 in Knowledge (astrogation) and Pilot.
Brainy: Duros are a highly intelligent and technologically sophisticated people. They start with a d6 in Smarts instead of a d4.
Sheltered Biology: Largely living in carefully controlled artificial environments has left Duros less naturally resilient than most other races. They subtract 1 from their Toughness.
FALLUCIAN
Agile: Fallucians are graceful and agile. They start with a d6 in Agility instead of a d4.
All Thumbs: Fallucians have an inbred dislike of mechanical objects, and thus have the All Thumbs Hindrance. They shun most mechanical items and designs.
Low Light Vision: Fallucian eyes amplify light, allowing them to see in the dark. Fallucians ignore attack penalties for Dim and Dark lighting.
GAMORREANS
Outsider: Gammoreans are regarded as primitive and violent by most other races, and so subtract 2 from their Charisma when dealing with other races.
Roly-Poly: Gammoreans have a thick layer of protective fat and gristle. They gain +1 Toughness, but have a Pace of 5.
Strong: Gammoreans are a physically strong race. They start with a d6 Strength attribute instead of a d4.
HUMAN
As per SWD 21.
JAWA
Jawaese: Jawas can understand Basic, but cannot speak it. Their own language, Jawaese, is difficult for non-Jawas to understand, and impossible for them to speak. Pick another PC in the group by mutual consent. That character can understand (but not speak) Jawaese, and your characters can converse freely. Otherwise, a Jawa can try to communicate basic information through gestures. Both the Jawa and the character he is trying to communicate with must succeed on Smarts rolls for the Jawa to convey basic information.
Small: Jawas average under 4 feet tall. This gives them -1 Size and -1 Toughness. On the plus side, as small targets and with a natural instinct for hiding and avoiding danger, they gain +1 Dodge.
Tinkerer: Jawas are inveterate tinkerers and renowned junk dealers. They begin with a d6 Smarts instead of a d4, and a free d6 in Repair.
RODIAN
Heightened Awareness: Rodians have large, multi-faceted eyes, large eyes, a sensitive olfactory organ in their snouts, and saucer-shaped antennae that detect vibrations. They begin with a free d6 in Notice and have +2 to all Notice rolls as well. They also have infravision.
Outsider: Rodians are widely considered to be rash and violent, and are most often encountered as bounty hunters and criminals. They have -2 to Charisma when dealing with other races.
SERVICE DROID:
Self-motivated, independent droids are suitable for player characters. However, There are dozens of basic droid types in the Galaxy and uncounted thousands of individual models. This listing covers common service droids. A player interested in another type should consult with the GM and build a model using the rules for "Making Races" on SWD 22 and "Robots as Player Characters" in the Sci-Fi Gear Toolkit.
Computer Brains: Service droids have greater processing power than most organics. They begin with a d6 in Smarts instead of a d4.
Construct: Droids add +2 to recover from being Shaken, don't suffer wound modifiers, and are immune to to poison and disease. Service droids cannot heal naturally. To heal a droid requires the Repair skill - which used like the Healing skill only with no "Golden Hour." They are also immune to Force powers with the "Mind-Affecting" keyword and any Force powers which specifically target living creatures.
The Force is Not With Them: Droids are not bound to the Force the same way living creatures are. They cannot take the Force Sensitive Edge or any Weird Edges, and they can only apply the effects of Leadership Edges to other droids. They also start each session with one less Force Point than normal.
Outsider: Even independent droids are often considered tools or valuable property rather than fully sentient. They subtract 2 from their Charisma when dealing with organics.
Preprogrammed: Service droids are more limited than organics in skills they can acquire. All droids must spend 3 of their initial 15 skill points on each of two key skills for their type (see below), leaving them only 9 skill points to spend as they wish. On the plus side, their superior programming gives them a +2 bonus to those two skills.
The Right Tool for the Job: Service droids have the tools necessary for their functions built in. See below for specifics.
Slow: Service droids are not built for speed. They have a Pace of 3, and a d4 running die instead of a d6.
Superior Optics: Droids have either Low Light Vision (ignore penalties for Dim and Dark lighting) or Infravision (halve penalties, rounded down, for bad lighting).
Common Service Types:
Astromech Droids: Key skills are Knowledge (astrogation) and Repair. Built-in tools include a basic tool kit, datapad, and a navcomp. Their tools allow them to manipulate small objects within a few inches, but they lack arms and hands.
Medical Droids: Key skills are Healing and Knowledge (life sciences). Built-in tools are a medkit.
Protocol Droids: Key skills are Knowledge (galactic history) and Persuasion. Built-in tools are a database of languages, making them fluent in over 6 million forms of communication.
TRANDOSHAN
Clumsy Hands: Trandoshans have thick fingers with limited flexibility. They have a -2 penalty to any rolls involving manual dexterity, including most Healing, Repair, and Slicing rolls.
Infravision: Trandoshans can see in the infrared spectrum, halving attack penalties (round down) for bad lighting.
Natural Armor: Trandoshans have thick scales that provide +2 Armor, which stacks with the bonus for wearing armor.
Outsider: With a reputation for a warlike nature and a habit of eating their food still squirming, many other races dislike Trandoshans. They suffer a -2 Charisma penalty when dealing with other races.
Regeneration: Trandoshans have limited regeneration abilities, and gain +2 to Vigor rolls when checking for natural healing. In addition, on a successful natural healing roll, a Trandoshan can regrow a severed limb. They can't heal a permanently crippled limb, however, so Trandoshans usually self-amputate a badly injured limb.
Sluggish: Trandoshans are bit slower than most other races. They have a Pace of 5.
Strong: Although not as strong as their traditional Wookie enemies, Trandoshans are still powerfully built. They begin with a d6 in Strength instead of a d4.
Warm Natured: Although not truly cold-blooded, Trandoshans are not comfortable in cold environments. They suffer a -4 penalty to resist cold environment effects.
Wookie Hunters: Trandoshans have a long-standing tradition of hunting Wookies for sport. They have a -4 Charisma penalty when dealing with Wookies, and a failure on any social interaction is likely to lead to an attack by an enraged Wookie.
TWI'LEK
Persuasive: Twi'leks are renowned negotiators, and many races find them physically attractive, as well. They have +2 Charisma when dealing with other races, and begin with a free d6 in Persuasion.
Sensitive Lekku: A Twi'leks tentacular "head-tails" (lekku) are used for communication, but are large, easily targeted, and difficult to protect. As a result, Twi'leks have -1 Toughness.
WOOKIE
Big: Wookies are significantly bigger than humans, giving them +1 Size and Toughness. This can make it difficult for them to find clothes that fit - but they rarely wear any, anyway. They also make big targets, giving them a -1 to Dodge.
Short-Tempered Primitives: Wookies are renowned throughout the Galaxy for their short tempers, and are widely (if incorrectly) regarded as stupid and primitive. They have a -4 Charisma when dealing with other races. On the other hand, this reputation also means they begin with a free d6 in Intimidate.
Shyriiwook: Wookies can understand Basic, but cannot speak it. Their own language, Shyriiwook, is difficult for off-worlders to understand, and impossible for them to speak. Pick another PC in the group by mutual consent. That character can understand (but not speak) Shyriiwook, and your characters can converse freely. Otherwise, a Wookie can try to communicate basic information through gestures. Both the Wookie and the character he is trying to communicate with must succeed on Smarts rolls for the Wookie to convey basic information.
Strong: Wookies are among the strongest sentients in the Galaxy. They begin with a d8 in Strength instead of a d4, and may raise it to a d12+2 via normal advancement; the Expert and Master Edges may raise it to a d12+4.
Tree Climbers: Well adapted to life on forest-covered Kashyyk, Wookies begin with d6 Climb. However, they are a bit slow on the ground, and only have a Pace of 5.
ZABRAK
Drive to Succeed: Zabrak gain one free Novice rank Edge of their choice.