All these species were made with a 130 XP base and somewhat toned down to fit the FFG ethos in how species should be balanced. Since I am not very imaginative, this mostly comes down to Setback and Boost dice.
The nominal setting for all these species is a backwater
part of the Mid-Rim called the Charnel Sectors by the locals and unofficially
the Inner Sector and the Outer Sector by the Imperials. The official names is
too boring and unused to be mentioned. The Outer Sector forms a thick crescent
around half of the blob of the Inner Sector and both have a level of
civilisation and violence more associated with Outer-Rim dives. No trade route
goes through the sectors and the Imperial garrison settles for just extracting
taxes and playing the locals against each other, which is easy to do. Moff Mon
doesn’t even live in the sector but spends his time with his paramount, the
Moff of the next sector over. The Inner Sector is home to numerous bombed-out
or ecologically damaged worlds and is home to the species stolen from SLA
Industries. The Outer Sector is a bit more liveable and home to the species
from Mass Effect. Some other species were scattered around wherever I wanted
them to be.
I tried to include altered background for each race but it wasn’t any good. In truth, each one of these has been redited to be more in line with the one or two trait ethos I mentioned in my last FFG species post.
Asari
Presence 3 Brawn 1
WT 9 ST 11
1 Rank in Charm
Starting XP 105
Empath: The species removes 2 setback dice from all social skill
checks they make. When an Asari uses the Coercion skill to inflict strain on a
target, they suffer strain equal to half the amount they inflict.
Batarian
Cunning 3 Presence 1
WT10 ST10
1 Rank in Coercion
Starting XP 100
Distracting eyes: Batarians add one setback to any Charm, Deception or Negotiation check targeting them, unless that check is made by another Batarian. Once per session, they may choose to upgrade that skill check instead.
Drell
Willpower 3 Presence 1
WT 10 ST 10
1 Rank in Perception
Starting XP 100
Memnii: Drell possess eidetic memories and often imprint
significant events in their life as unfading memories. Once per game session, a
Drell may form a new memnis that encompasses one scene or encounter. At any
time, a Drell may perfectly recall any memnis that has been formed or
witnessed, or share it with another Drell or a Force-sensitive character. 5
Desert Dwellers: Drell may remove 1 setback die from
penalties imposed by hot or dry environments. They add 1 setback die to checks
made in high humidity environments
(Frankly any of the concept art works)
Elcor
Brawn 3 Agility 1
WT 14 ST 9
1 Rank in Cool
Starting XP 90
High-Gravity Adaption: Stemming from a planet with 4g of
surface gravity, elcor may remove two setback dice imposed by high-gravity
environments.
Emotional Statement: Elcor have such flat affect in their
voices that they preface statements with the emotion behind it; this makes them
very poor at deception. Any roll such as Deception that requires the Elcor to
be vocally deceptive, upgrade the difficulty by 1.
Hanar
Brawn 1 Willpower 3
WT 8 ST 11
1 Rank in Deception
Starting XP 90
Hover: Hanar start with a custom-Hover harness that lets
them move out of water. When hovering, Hanar do not have to spend extra manoeuvres
navigating difficult terrain, but otherwise function as a normal walking
character.
Amphibious: Hanar can breathe underwater without penalty and
never suffer movement penalties for traveling through water.
Stranded: While not submerged in water, a Hanar adds one
setback to all Brawn-based checks.
Native Hanar
Not integrated into non-aquatic society, the Hover trait is replaced
with the following:
Natural Poison: When making a Brawl check, a Hanar can spend
3 advantage to inflict the Immobilized condition onto the target.
Tentacles: A Hanar's Brawl and Melee attack gain the Ensnare
1 item quality.
Krogan
3 Brawn 1 Cunning
WT 12 ST 8
1 Rank in Resilience or Survival
Starting XP 90
Redundant Body Systems: Decrease the difficulty to heal any
Critical Injuries a Krogan is suffering from by one (Hard becomes Average,
Average becomes Easy, and so on)
Body Plates: Gain 1 Rank of the Durable Talent
Willpower 3 Presence 1
WT 10 ST 11
1 Rank in Vigilance
XP 100
Feeling the Echoes: If a Prothean makes physical contact
with another living being, they can spend 2 Strain to gain 1 Boost for the next
skill roll involving the target.
I decided that the Protheans in a Star Wars context would have been around with the Zeffo and the Rakata. The previous galactic age of Force-sensetive empires.
Quarian
Intellect 3 Willpower 1
WT 10 ST 10
1 Rank in Mechanics
Starting XP 100
Compromised Immunity: Quarians possess a weakened immune
system and thusly have to wear environment suits in order to avoid potential
life threatening illness. A Quarian that does not have, or has a punctured
enviro-suit, reduces their WT and ST by 1.
Solid Repairs: The character repairs +1 hull trauma per rank
of Solid Repairs whenever he repairs a starship or vehicle.
Starting Gear: Quarians begin the game with a custom
enviro-suit, which counts as ‘Vacuum Sealed heavy clothing’. This requires no
hardpoint and in standard atmosphere has no operation time limit. This
attachment cannot be removed. If the character acquires no armor or clothing at
the start of the game, they still start with the same narrative effects of that
attachment.
Salarian
Brawn 1 Intellect 3
WT 9 ST 11
1 Rank in any Knowledge skill
Starting XP 100
Fast Metabolism: Members of the species recover twice as
fast from the effects of poisons and toxins as humans. They also require a huge
amount of sustenance (food, fuel, etc.) each day; if they are unable to meet
this requirement, they become disoriented until they can satiate themselves.
When attempting to recover from Critical Injuries they add 1 Boost to
Resilience checks they make.
Tireless: The species does not sleep or require similar
periods of downtime. This is largely narrative, but it also means that the
species does not add setback dice to checks or suffer other consequences of
going for extended periods without rest.
Low-Light Vision: Salarians gain 1 Boost die to see in
darkness.
WT 10 ST 11
1 Rank in Discipline
Starting XP 95
Reflective Carapace: Turians have an evolved resistance to
radiation, granting them 1 Boost Die to Resilience checks made to resist the
effects of radiation.
Talons: When a Turian makes Brawl check to deal damage to an
opponent, he deals +1 damage and has a critical rating of 3.
Expatriate Turian
Some Turian who grow up outside the harsh
radiation of their home world do not develop a thick metallic carapace, remove
the trait; Reflective Carapace and add 5 XP.
Cunning 3 Willpower 1
WT 11 ST 10
1 Rank of Negotiation
Starting Experience: 90 XP
Ammonia Breathers: Volus evolved to breathe in an
ammonia-rich atmosphere, and traditional nitrogen-oxygen mixes are poisonous to
them. Volus start the game with an ammonia respirator, and treat oxygen as a
dangerous atmosphere with Rating 8.
Environmental Adaption: Volus may remove 2 setback dice imposed by high gravity environments.
Agility 3 Presence 1
WT 12 ST 9
1 Rank in Survival
Starting XP 90
Regeneration: Whenever a Vorcha would recover one or more
wounds from natural rest of recuperation, he recovers one additional wound. He
does not recover one additional wound when receiving first aid or medical
treatment from another character, or when using a medpack. Vorcha can regrow
lost limbs as well, though it usually takes at least a month before the limb is
usable.
Rapid Adaption: When exposed to an adverse environment,
Vorcha may suffer 2 strain to remove setback dice imposed by that environment.
In doing so, they lose any previous benefit gained by this feature.
Fearsome: Vorcha add 1 setback to Charm, Leadership, and
Negotiation checks they make, but they add 1 boost die to Coercion checks they
make. This does not apply when interacting with other Vorcha.
(Bsically Trandoshan plus extras)
Brawn 3 Willpower 1
WT 12 ST 9
1 rank in Perception
Starting XP 90
Rapid Learning: When rolling an untrained skill, Yahg may suffer 2 strain to remove setback dice imposed by that skill. In doing so, they lose any previous benefit gained by this feature.
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