SLA Industries, you either know it or you have no idea.
It gave us Dave Alsop and his cavalcade of art for various
projects and represents a deep roar at the injustice of Glasgow's housing
policy and national government.
But that's neither here nor there.
Instead, this is a Star Wars/FFG write-up of the different
species found in it. About half were added in books after the original core
book, each one more overpowered and dangerous than the last. The 313 Stormer
alone was like playing a D&D troll. Most of these guys except for some of
the more egregious bio-engineered monsters ended up in the 2nd
Edition. Which was much prettier, but lacked the heavy inked art of young Dave
Alsop honing his skills.
When I mixed these guys into my Edge of the Empire campaign,
they were a hoot. Alongside the Mass Effect species, they filled a miserable
and barely healed sector, and the players just rolled with it.
Each planet was scarred for wars between the Dark
Side-abusing Company and the Citadel Alliance which had stopped its evil at the
cost of planetary ecologies, infrastructure and countless lives. Sometime after
the Old Republic and the Sith had finished duking it out and various parts of
the galaxy were left to their own devices.
In particular, the shape-shifting Veraphon. Which was
introduced as a character’s long-lost sister, now working for a mob boss. Only
to have “her” dissolve into a freaky blade monster on the ship they thought the
adventure was over.
Also all but three of the art here is by Dave Alsop.
Matteo Spirito/Dave Alsop
ADV (Advanced Carrien)
Willpower 3 Intellect 1
WT 12 ST 11
Starting XP 90
1 Rank in Survival
Fearsome: Your character 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 Advanced Carrien.
Ruin-Dweller: Advanced Carrien have an evolved resistance to radiation, granting 1 Boost Die to Resilience checks made to resist the effects of radiation.
Gave them a 5 XP penalty for high Willpower and Strain. So the goblin-equivelent is 6 feet tall and armed with a hocky stick because the players are highly-trained killing machines and need to be swarmed in tunnels to be threatened.
1E said they were human-derived bioweapons like the stormers. 2E said they were once jackel people and Mort's original inhabitants before the company screwed them over. Advanced Carrien are supposed to be the smart ones, starting to get a bit of the old brains back.
Ebonites
All 2
WT 8 ST 12
Starting XP 100
1 Rank in Charm and Discipline
Blue Ebb: At the GM's discretion an Ebonite may sense the presence of Force-use within short range. An Ebonite may spend 2 Strain per Setback die to remove Setback dice from a Medicine or Coordination skill check.
Sub-Species: Dark Ebonites/Eban/Brain Wasters
Increase WT by 3
Starting XP 95
Swap 1 Rank of Charm for 1 Rank in Coercion
Unpleasant: Dark Ebonites take 1 setback die to Negotiation and Cool rolls
Replace Blue Ebb with Red Ebb
Red Ebb: At the GM's discretion an Ebonite may sense the presence of Force-use within short range. An Ebonite may spend 2 Strain per Setback die to remove Setback dice from a Brawl or Athletics skill check.
Extremely boring bird people
Possibly by Jacob Atienza
Neophron
Brawn 1 Agility 1 Cunning 3 Presence 3
WT 10 ST 10
Starting XP 90
1 Rank in Perception and Charm
Three images becuase they have changed a lot, bottom is oldest
Shaktar
Brawn 3 Intellect 1 Willpower 3 Presence 1
WT 12 ST 8
1 Rank in Coordination
XP 90
Natural Weapons: Your character’s Brawl attacks have their damage increased by +1 and have a Critical rating of 3
Warrior Presence: When an engaged opponent makes a check targeting a Shaktar, as an out-of-turn incidental the Shaktar may suffer 2 strain and add two setback dice to the dice pool.
A 5 XP penalty was applied due to a combination of high Brawn and WT.
Storm-Sons
Brawn 2 Agility 1 Intellect 1 Cunning 1 Willpower 2 Presence 1
WT10 ST10
Starting XP 170
1 Rank in Resilience
Regeneration: Whenever a Storm-Son 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. Storm-Sons can regrow lost limbs as well, though it usually takes at least a month before the limb is usable.
Fearsome: Your character 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 Storm-Sons.
Spend 15 XP on Mutations from list
Amphibious: This species can breathe underwater without penalty (or can hold its breath so long as to have the same result) and never suffers movement penalties for traveling through water. (10 XP)
Chameleon: This species is naturally capable of changing its exterior coloration or appearance to blend in with its surroundings. Other characters who rely on visual perception add 2 setback to checks they make to spot this species. (5 XP)
Elongated Limbs: The species’ limbs are quite long compared to its overall size, whether they take the form of mantis-like scything claws, elastic tentacles, or something more bizarre. Members of this species can make Brawl checks targeting enemies within short range; despite the extended distance, the difficulty of such checks remains Average Difficulty. They can also target objects at short range with other checks at the GM’s discretion. (5 XP)
Flesh Pockets: You have effectively 1 rank of the Talent: Hidden Storage for your natural body, but it does not count as a talent. (10 XP)
Additional Sensory Organs: The species has more sensory organs than it really needs, which might take the form of numerous compound eyes, huge bat-like ears, sensitive bristles across its entire body, or anything else that seems suitable. Members of the species add 1 Boost to Perception and Vigilance checks they make. If their senses are overloaded, they might instead add 1 Setback to such checks or suffer other penalties, as decided by the GM. (5 XP)
Huge: Increase your character's Silhouette to 2 and their encumbrance threshold to 2. (5 XP)
Extra Limbs: The species has more limbs than are strictly necessary for movement in, and manipulation of, their environment. They can perform a second manoeuvre during their turn without suffering strain or giving up their action, but they can never perform more than two manoeuvres during their turn. (15 XP)
Slashing Bits: This species has sharp claws, talons, or teeth. When a member of the species makes an unarmed combat check, the attack increases its base damage by +1 and has a Critical rating of 3. (5 XP)
Armored: Whether due to a naturally tough exoskeleton, bony plating, or a more esoteric cause, the species sports natural armor. The species gains +1 soak. (15 XP)
These guys are basically the Mutants from Genesys. Combined all the Stormer variants into one mutated mass and picking out enough talents to cover all their abilities. Except Grit Stormers, I couldn't find a good talent to represent their brain-eating ability to absorb knowledge.
Veraphon
All 2
WT 10 ST 8
Starting XP 90
1 Rank in Resilience
Changeling: As an action, a Veraphon may suffer 3 strain and make an Average Resilience check. If the Veraphon succeeds, it changes appearance to match that of a silhouette 1 character whom it has observed before. An observing character must make opposed Perception vs Deception check to detect that something is amiss with the impersonated character's likeness, mannerisms or behaviour. As always, the GM can add Setback or Boost dice for situational effects that might affect the check, such as a Setback if the Veraphons garb does not match expectations a or Boost if the Veraphon has studied the impersonated individual's mannerisms closely.
Regeneration: Whenever a Veraphon would recover one or more wounds from natural rest of recuperation, it recovers one additional wound. The Veraphon does not recover one additional wound when receiving first aid or medical treatment from another character, or when using a medpack. The Veraphon can regrow lost limbs as well, though it usually takes at least a month before the limb is usable.
So many abilities that I abstracted the most prominent and sectioned off the rest as talents to purchase.
Racial Talent Fluid Body (25 XP)
Fluid Body: As an action, a Veraphon may make a Hard Resilience check and if successful, upgrade Brawn or Agility dice a number of times up to the rating of the other listed characteristic, suffering 1 strain per upgrade. This effect lasts until the end of the encounter.
Racial Talent: Body Weapon (5 XP)
The Veraphon can manifest a blade from its appendages, suffering 1 strain to do so. When making an unarmed combat check, the attack increases its base damage by +1 and has a Critical rating of 3.
Racial Talent: Body Armor (15 XP)
The Veraphon can, as an Action, suffer 2 Strain to gain +1 Soak until then end of the encounter.
Racial Talent Body Control (10 XP)
The Veraphon, as a Manoeuvre, can suffer 2 Strain to become size 0 until the end of the encounter or when the Veraphon chooses to end it, whichever comes first.
Wraithern or Wraith Raider
Agility 3 Willpower 1
WT 9 ST 11
1 Rank in Vigilance or Survival
Starting XP 100
Arctic: Adapted for truly frigid environments, Wraithern remove 2 setback dice from any Survival or Resilience checks they make due to cold weather.
I didn't make rules for Frothers becuase another Brawn 3, Willpower 1 race which are just Highlander meet Trainspotting was a step too far in a system with Clones and Mandalorians as human + mandatory weapon skill options. Also FFG doesn't have drug-addiction rules that I could leverage, that I remember.
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