Age of the Old Republic Preview: Species

DUROS

  • Ability Adjustment(s): Add 1 to Dexterity.
  • Pick One Ability Focus: Dexterity (Piloting) or Dexterity (Initiative).
  • Flexible Focus: You can choose one ability focus you have per day to give you a +3 bonus, rather than a +2 bonus. You can choose a different ability focus after resting for at least 6 hours.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Durese.
Duros Benefits
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Intelligence (Astrogation)
5 Focus: Willpower (Self-Discipline)
6 Focus: Intelligence (Galactic Lore)
7-6 +1 Constitution
9 Focus: Perception (Searching)
10-11 Focus: Intelligence (Underworld Lore)
12 +1 Intelligence

 

GAMORREAN

  • Ability Adjustment(s): Add 2 to Strength, subtract 1 to Intelligence and Perception.
  • Pick One Ability Focus: Strength (Might) or Strength (Intimidation).
  • Smasher: You deal +2 damage with all melee attacks.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Gamorrese. 
Gamorrean Benefits
2d6 Roll Benefits
2 +1 Constitution
3-4 Focus: Perception (Smelling)
5 Focus: Dexterity (Stealth)
6 Focus: Constitution (Stamina)
7-6 +1 Fighting
9 Weapon Group: Vibroblades*
10-11 Focus: Accuracy (Brawling)
12 +1 Accuracy
*If the class you choose provides this already, you can take the Fighting (Vibroblades) instead.

 

GOTAL

  • Ability Adjustment(s): Add 1 to Perception.
  • Pick One Ability Focus: Communication (Investigation) or Perception (Empathy).
  • Sense Energy: You can sense the electromagnetic fields of nearby living creatures with a Perception (Sense Energy) ability focus. A success may reveal the direction, distance, or possible number of creatures. Being near to droids or being in an unnatural environment, like a factory or starship, can make this ability test more difficult.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Gotal.
Gotal Benefits
2d6 Roll Benefits
2 +1 Communication
3-4 Focus: Perception (Sense Energy)
5 Focus: Intelligence (Cultural Lore)
6 Focus: Perception (Searching)
7-6 +1 Dexterity
9 Focus: Dexterity (Initiative)
10-11 Focus: Communication (Persuasion)
12 +1 Willpower

 

HK SERIES DROID

  • Ability Adjustment(s): Add 1 to Accuracy and Willpower, and subtract 1 to Dexterity.
  • Pick One Ability Focus: Constitution (Stamina) or Strength (Might).
  • 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.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Binary.
HK Series Droid Benefits
2d6 Roll Benefits
2 +1 Accuracy
3-4 Focus: Intelligence (Engineering)
5 Focus: Perception (Searching)
6 Weapon Group: Rifles*
7-6 +1 Constitution
9 Weapon Group: Heavy Weapons*
10-11 Focus: Dexterity (Initiative)
12 +1 Strength
*If the class you choose provides this already, you can take the Accuracy (Heavy Weapons or Rifles) instead.

MIRALUKA

  • Ability Adjustment(s): Add 1 to Intelligence.
  • Pick One Ability Focus: Intelligence (Evaluation) or Intelligence (Force Lore).
  • Blindsight: You can “see” through the Force. Darkness, smoke, dust, or environmental effects never obscure your vision and opponents are unable to use these conditions to hide from you.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Miralukese.
Miraluka Benefits
2d6 Roll Benefits
2 +1 Perception
3-4 Focus: Communication (Disguise)
5 Focus: Dexterity (Stealth)
6 Focus: Communication (Deception)
7-6 +1 Willpower
9 Focus: Perception (Force Senses)
10-11 Focus: Dexterity (Initiative)
12 +1 Dexterity

 

NAUTOLAN

  • Ability Adjustment(s): Add 1 to Constitution.
  • Pick One Ability Focus: Constitution (Swimming) or Perception (Smelling).
  • Amphibious: You can breathe underwater and move your normal speed while swimming.
  • Fast Speed: Your Speed is equal to 5 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Nautila.
Nautolan Benefits
2d6 Roll Benefits
2 +1 Dexterity
3-4 Focus: Perception (Seeing)
5 Focus: Constitution (Running)
6 Focus: Perception (Empathy)
7-6 +1 Communication
9 Focus: Constitution (Stamina)
10-11 Focus: Strength (Jumping)
12 +1 Strength

 

RATTATAKI

  • Ability Adjustment(s): Add 1 to Constitution.
  • Pick One Ability Focus: Communication (Disguise) or Dexterity (Stealth).
  • Silent Step: You can move at your full speed while using Dexterity (Stealth), rather than half your speed as is normal.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Rattataki.
Rattataki Benefits
2d6 Roll Benefits
2 +1 Dexterity
3-4 Focus: Communication (Disguise)
5 Focus: Dexterity (Acrobatics)
6 Focus: Communication (Deception)
7-6 +1 Perception
9 Focus: Constitution (Running)
10-11 Focus: Dexterity (Initiative)
12 +1 Intelligence

 

SITH PUREBLOOD

  • Ability Adjustment(s): Add 1 to Willpower.
  • Pick One Ability Focus: Intelligence (Force Lore) or Strength (Intimidation).
  • Darkborn: You can use Dark Side Force Powers without suffering drawbacks.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Sith.
Sith Pureblood Benefits
2d6 Roll Benefits
2 +1 Constitution
3-4 Focus: Willpower (Courage)
5 Focus: Perception (Empathy)
6 Focus: Communication (Investigation)
7-6 +1 Strength
9 Focus: Communication (Deception)
10-11 Focus: Perception (Searching)
12 +1 Perception

 

TRANDOSHAN

  • Ability Adjustment(s): Add 1 to Accuracy and subtract 1 to Communication.
  • Pick One Ability Focus: Constitution (Stamina) or Perception (Searching).
  • Regeneration: You can spend 2 SP to regain Health equal to the Stunt Die x 2.
  • Speed: Your Speed is equal to 4 + Dexterity (minus armor penalty if applicable).
  • Starting Languages: You can understand and speak Basic and Dosh.
Trandoshan Benefits
2d6 Roll Benefits
2 +1 Constitution
3-4 Focus: Perception (Tracking)
5 Focus: Dexterity (Disable Device)
6 Focus: Intelligence (Engineering)
7-6 +1 Perception
9 Weapon Group: Rifles*
10-11 Focus: Perception (Seeing)
12 +1 Dexterity
*If the class you choose provides this already, you can take the Accuracy (Rifles) instead.
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