Wednesday, March 26, 2025

New Species for FFG Star Wars

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.





(I like this original concept art more)

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


(Fanart)


(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


Protheans

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.



(Choose your favourite face)

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.


Turian

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.

          

 


                                                                                                                                                        
Volus

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.


Vorcha

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)


Yahg

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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