Age of Star Wars: Species Update

A lot has changed as playtesting has gone forward, namely the approach to species. At first, species contributed a special ability to a player character rather than ability increases and foci with standard Fantasy Age. This solved the problem of races feeling too similar, but with introducing a new ability (Force) and the limited opportunities for acquiring foci, it became apparent that the good folks at Green Ronin were on to something and were right from the start. Unique species abilities are still included, as they remain popular with the players without breaking the game.

Unfortunately, I will not be able to release a full-color version of the this homebrew, at least not in the foreseeable future. However, I have been busy formatting a white paper version that I hope to release in the coming weeks. For now, here is an excerpt of what you can expect:

The number of sentient space-faring species throughout the galaxy is beyond counting. What is available here are just some of the more common or noteworthy species one might encounter. There are a few things worth noting:

  • Mixed Heritage: Mixed-species characters do not exist, with the notable exception of Mandalorians and other humans.
  • Speed: Using a battle mat is the default with movement in spaces, but can easily be converted using meters (see Equipment).
  • Language: Each species can understand and speak their native language, as well as basic. A few languages, like Wookiee, can only be understood by other species (see Linguistics, in talents).

CHISS
The blue-skinned, red-eyed near-human species from the frozen world of Csilla have a shadowy legacy of aligning themselves with the Dark Side. See more information about chiss. If you choose to play a chiss, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Communication.
  • Vicious: You add +1 to all damage rolls.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Cheunh.
Chiss Benefits
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Perception (Hearing)
5 Focus: Dexterity (Disable Device*)
6 Focus: Intelligence (Military Lore)
7-6 +1 Accuracy
9 Focus: Communication (Investigation)
10-11 Focus: Dexterity (Stealth)
12 +1 Intelligence
*See Ability Focuses.

HUMAN

They are not only the most numerous species in the galaxy but also whose actions have shaped galactic history. See more information about humans. If you choose to play a human, modify your character as follows:

  • Heroic: You receive +1 Stunt Point whenever you Stunt.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and one other of your choice.
Human Benefits
2d6 Roll Benefits
2 +1 Dexterity
3-4 Focus: Intelligence (Healing)
5 Focus: Willpower (Morale)
6 Focus: Communication (Leadership)
7-6 +1 Constitution
9 Focus: Perception (Empathy)
10-11 Focus: Intelligence (Astrogation*)
12 +1 Willpower
*See Ability Focuses.

 MANDALORIAN
The humans of Mandalore have a long, proud warrior history. See more information about the Mandalorians. If you choose to play a Mandalorian, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Fighting.
  • Combat Training: You receive an ability focus with one weapon group of your choice.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Mando’a.
Mandalorian Benefits
2d6 Roll Benefits
2 +1 Perception
3-4 Focus: Perception (Tracking)
5 Focus: Dexterity (Initiative)
6 Constitution (Stamina)
7-6 +1 Accuracy
9 Weapon Group: Explosives*
10-11 Focus: Strength (Intimidation)
12 +1 Intelligence
*If the class you choose provides this already, you can take the Accuracy (Explosives) instead.

 MON CALAMARI

An aquatic, fish-like species, they have long influenced galactic politics. See more information about mon calamari. If you choose to play a mon calamari, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Intelligence.
  • Amphibious: You can breathe underwater and move your normal speed while swimming.
  • Darkvision: You can you see in darkness without a light source.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic, Mon Calamarian, and Quarren.
Mon Calamari Benefits
2d6 Roll Benefits
2 +1 Perception
3-4 Focus: Constitution (Swimming)
5 Focus: Intelligence (Astrogation*)
6 Focus: Communication (Leadership)
7-6 +1 Communication
9 Focus: Perception (Seeing)
10-11 Focus: Intelligence (Healing)
12 +1 Willpower
*See Ability Focuses.

TOGRUTA

Colorful with twin montrals, horn-like structures that amplify their acute senses, they have a strong sense of unity and fidelity to friendship. See more information about togruta. If you choose to play a togruta, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Dexterity.
  • Spatial Awareness: You ignore penalties due to concealment and cover on Perception tests to notice a hiding creature within 4 spaces (6 meters).
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Togruti.
Togruta Benefits
2d6 Roll Benefits
2 +1 Willpower
3-4 Focus: Perception (Hearing)
5 Focus: Constitution (Running)
6 Focus: Dexterity (Piloting)
7-6 +1 Perception
9 Focus: Communication (Animal Handling)
10-11 Focus: Perception (Touching)
12 +1 Constitution

 TWI’LEK
Tall and striking with two long head tentacles, twi’leks are often both admired and distrusted. See more information about twi’leks. If you choose to play a twi’lek, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Communication.
  • Personable: You receive one Communication-based ability focus.
  • Fast Speed: Your Speed is equal to 5 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Ryl.
Twi’lek Benefits
2d6 Roll Benefits
2 +1 Strength
3-4 Focus: Communication (Gambling)
5 Focus: Dexterity (Stealth)
6 Language: Huttese
7-6 +1 Dexterity
9 Focus: Communication (Seduction)
10-11 Focus: Dexterity (Acrobatics)
12 +1 Willpower

 ZABRAK
Proud and independent, their crowns of vestigial horns make them distinctive among other near-human species. See more information about zabraks. If you choose to play a zabrak, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Willpower.
  • Ferocity: You receive +1 attack rolls and opposed ability tests when reduced half or less than your maximum Health.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Zabrak.
Zabrak Benefits
2d6 Roll Benefits
2 +1 Strength
3-4 Focus: Constitution (Stamina)
5 Focus: Willpower (Self-Discipline)
6 Focus: Dexterity (Initiative)
7-6 +1 Constitution
9 Focus: Strength (Jumping
10-11 Focus: Willpower (Courage)
12 +1 Fighting

UNCOMMON SPECIES

These species are significantly different both in terms of rarity and game mechanics.

IG Assassin Droid
Built for nefarious purposes, you have gained sentience and independence beyond your core programming. See more information about the IG assassin droid. If you choose to play an IG assassin droid, modify your character as follows:

  • Ability Adjustment(s): Add 1 to Intelligence. As a synthetic creature, you do not have a Force ability.
  • Force Insensitivity: You are unable to take the Force Sensitive talent. You are also immune to Force Senses Powers.
  • Ion Vulnerability: You take penetrating damage from ion weapons.
  • Mechanical Body: You do not need to equip armor, instead you have an Armor Rating equal to 5 + your Constitution. However, you do not regain health by resting. Instead, you must have a repair kit (droid) and make an Intelligence (Engineering) test as a major action by you or someone else to regain health equal to theirs or your Stunt Die x 2 + Intelligence.
  • No Vitals: You do not need to breathe, drink or eat.
  • Slow Speed: Your Speed is equal to 3 + Dexterity (minus armor penalty if applicable).
  • Languages: You can understand and speak Basic and Binary.
IG Assassin Droid Benefits
2d6 Roll Benefits
2 +1 Accuracy
3-4 Focus: Intelligence (Engineering)
5 Focus: Strength (Might)
6 Focus: Constitution (Stamina)
7-6 +1 Constitution
9 Weapon Group: Heavy Weapons*
10-11 Focus: Intelligence (Galactic Lore)
12 +1 Strength
*If the class you choose provides this already, you can take the Accuracy (Heavy Weapons) instead.

 WOOKIEE
These furry behemoths have become known throughout the galaxy for their great strength and quick temper. See more information about wookies. If you choose to play a wookiee, modify your character as follows:

  • Ability Adjustment(s): +3 Strength, –1 Communication
  • Bowcaster Training: You are trained with bowcasters.
  • Large Build: Armor costs 50 credits more per AR to fit you.
  • Tough: You receive +5 starting Health
  • Undisciplined: Any time you are asked to do a Willpower (Self-Discipline) test you must succeed twice, otherwise you fail.
  • Language: You can understand but can’t speak Basic. You can understand and speak Shyriiwook.
Wookiee Benefits
2d6 Roll Benefits
2 +1 Accuracy
3-4 Focus: Strength (Might)
5 Focus: Intelligence (Astrogation*)
6 Focus: Constitution (Stamina)
7-6 +1 Constitution
9 Focus: Accuracy (Exotic)
10-11 Focus: Intelligence (Engineering)
12 +1 Dexterity
*See Ability Focuses.

2 thoughts on “Age of Star Wars: Species Update

    1. Your the second person to ask, so not weird at all. The current species available with the exception of wookiees both understand and speak Basic. Admittedly, it is a little arbitrary but wanted to make newer players feel at ease and that they would not have to feel like they were forced to speak in a funny voice at the table (again, wookiees aside who seem to revel in it). It is entirely possible that rodians can be added in the future and I may make a post about them and other species on the blog.

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