DRAGONSTAR GENESYS

By gilbur, in Genesys

here goes more race:

Drow/Dark Elf

Brawn: 1 Agility: 2 Intellect: 2

Cunning: 3 Willpower: 2 Presence: 2

Special Ability: Arcane 1 free rank

Magic: adept to Magic

Wound threshold: 10+Brawn

Strain Threshold: 12+Willpower

Starting XP: 70 pts

Dwarves:

Brawn: 3 Agility: 1 Intellect: 2

Cunning: 2 Willpower: 2 Presence: 2

Special Ability: Mechanic 1 free rank

Tinkerer: as the talent Tinkerer

Strong back: Dwarves count encumbrance threshold as

10+Brawn

Wound Threshold: 12+Brawn

Strain threshold: 10+Willpower

Starting XP: 90 pts

Elves

Brawn: 1 Agility: 3 Intellect: 2

Cunning: 2 Willpower: 2 Presence: 2

Wound Threshold: 9+Brawn

Strain Threshold: 12+Willpower

Special Ability: Knowledge (Lore) or Survival, 1 free rank,

Choose between Spellcraft, Ranged (Bow), or Melee gain 1 rank in that skill (or whatever the skill it is tha covers Bows

and the skill to cast spells.

Starting XP: 90 pts

Gnomes:

Brawn: 2 Agility: 2 Intellect: 3

Cunning: 2 Willpower: 2 Presence: 1

Wound Threshold: 10+Brawn

Strain Threshold: 12+Willpower

Special Ability: Mechanics 1 free rank

Tinkerer: as the talent Tinkerer

Starting XP: 75 pts

Half-Elf

Brawn: 2 Agility: 3 Intellect: 2

Cunning: 1 Willpower: 2 Presence: 2

Special Ability: Ranged (Light) 1 free rank

Wound Threshold: 10+Brawn

Strain Threshold: 12+Willpower

Starting XP: 90 pts

Half-Orc:

Brawn: 3 Agility: 2 Intellect: 2

Cunning: 2 Willpower: 2 Presence: 1

Special Ability: Coercion 1 free rank

Wound Threshold: 12+Brawn

Strain threshold: 10+ Willpower

Starting XP: 90 pts

Halflings:

Brawn: 1 Agility: 2 Intellect: 2

Cunning: 3 Willpower: 2 Presence: 2

Wound Threshold: 10+Brawn

Strain Threshold: 12 +Willpower

Special Ability: Skullduggery 1 free rank

1 rank in Distracting Behaviour (as a manouevere Suffer strain up to Cunning. All engaged NPc's suffer threat equal

to strain suffered on all checks until the end of the characters next turn.

Silhoette: 0

Starting XP: 90 xp

Starting XP: 100 xp

Human:

Brawn: 2 Agility: 2 Intellect: 2

Cunning: 2 Willpower:2 Presence: 2

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Special Ability: Start the game with 1 rank in two different Non-career skills of their choice. They still may not

train these skills above rank 2 at character creation.

Starting XP: 110

Orcs:

Brawn: 3 Agility: 2 Intellect: 2

Cunning: 3 Willpower: 2 Presence: 1

Wound Threshold: 14 +Brawn

Strain Threshold: 19+Willpower

Special Ability: Coercion 1 free rank.

remove 1 setback from exposure to the elements

Feral Strength: +1 damage for melee and brawl attack.

Starting XP: 95 pts

Soulmech:

Brawn: 1 Agility: 1, Intellect: 1

Cunning: 1 Willpower 1 Presence: 1

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Special Ability: Soulmechs do not need to eat, sleep, or breathe, they are unaffected by toxins or poisons. Soulmechs have a

Cybernetic implant cap of 6, instead of their Brawn rating. In addition, after selecting their career, A soulmech Player character

may train one rank in six of the eight career skills instead of the usual 4, Specialization train 3 skills instead of the usual 2 skills.

Starting XP: 125

This is just my draft, I know there are some changes that need to be made and I look forward to everyone's input on the changes

so don't hesitated to give your input on these races.

Edited by gilbur
needed modifying

If I didn't play a Drow then Halflings are all I would ever play... which means they are both far better than anything else. 3 3's and 3 2's is a lot!

Dwarves are a little underwhelming while gnomes would be avoided like the plague.

I would say Gnomes need a Cunning 3 at least. Probably should be Silhouette 0 too

Are you intentionally making species unbalanced? I think that's a bad idea if you don't provide mechanical benefits outside of xp/characteristics.

no, that is why I posted to get feedback which you just provided for me and if you would buy the star-farer handbook ou would have read that Gnomes and dwarves are mechanical geniuses. I was trying to find races with silhouette o could not find any in any of the books
.so I see you did not like how i posted stuff.

29 minutes ago, gilbur said:

no, that is why I posted to get feedback which you just provided for me and if you would buy the star-farer handbook ou would have read that Gnomes and dwarves are mechanical geniuses. I was trying to find races with silhouette o could not find any in any of the books
.so I see you did not like how i posted stuff.

I think you have made a really good start, and I just wanted to clarify before I went further with helping balance things.

thanks, and do look forward to everyone's input, it does help since I am not an expert but do look forward to others help on this little project.

A good guide is to start calculating all species as if they have stats of 1/1/1/1/1/1, WT 10, ST 10 and 250xp. That total comes from deconstruction of the Human species.

An increase/decrease in Strain or wounds should be worth about 5xp

a skill rank should be about 5xp to 10xp

Talents are worth roughly 10xp although 5-15 is the range

Setback removal for environmental conditions is worth 5

Natural weapons and special abilities are worth about 10-15

6 limbs is worth 15-20xp

The difficulty is that not all things are equal, Brawn and Willpower tend to be worth slightly more due to their extended effect on Soak/Wounds/Encumbrance and Strain. As an example a social species with high Presence and low Willpower will generally get more xp than a character with high Willpower and low Presence.

Humans also happen to be better off xp wise than almost any other species too, which is FFG's way of explaining why humans dominate the Galaxy. In your system other species may fare better and have equivalent.

3 minutes ago, Richardbuxton said:

Humans also happen to be better off xp wise than almost any other species too, which is FFG's way of explaining why humans dominate the Galaxy. In your system other species may fare better and have equivalent.

This is indeed valid for most RPGs, humans tend to be depicted as adventurous, curious and restless and thus having an edge. Be it a +1 on every attribute or an extra feat, etc.

Brawn 4 might to be a tad too much for Orcs, maybe 3 would fit better. Brawn 4 would be rather something for bugbears or maybe even ogres. But then it depends on the setting how you want the orcs to be. But I would lower their strain Threshhold to 8 + Willpower because they usually tend to be rather weakwilled.

thanks for the input and i will adjust everything per your guide, thanks for giving me a heads up on this guide. I never knew there was a guide around about this. i was basing everything off of the humans in star wars that is why the humans are based off the star wars humans.

1 minute ago, gilbur said:

thanks for the input and i will adjust everything per your guide, thanks for giving me a heads up on this guide. I never knew there was a guide around about this. i was basing everything off of the humans in star wars that is why the humans are based off the star wars humans.

It's not a exact science unfortunately because some characteristics are more important than others for some species. The unique abilities also throw things out. But that list is tge best guess interpretation of how FFG do it

okay updated attributes, so look them over and let me know what you think.

5 hours ago, gilbur said:

Orcs:

Brawn: 4 Agility: 2 Intellect: 1

Cunning: 2 Willpower: 1 Presence: 1

Wound Threshold: 12 +Brawn

Strain Threshold: 10+Willpower

Special Ability: Coercion 1 free rank

Starting XP: 90 pts

Soulmech:

Currently these guys are worth about 260xp which is good, but I agree the 4 is excessive and there are other ways to represent Strength without Brawn. Enduring is a good on, or perhaps a rank of Feral Strength.

Their low Cunning is probably unnecessary too, they are excellent survivors, hunters and ambushers, especially their shamin and bosses. I think a 3 there would be great

Brawn: 3 Agility: 2 Intellect: 1

Cunning: 3 Willpower: 1 Presence: 1

1 rank in Coercion, 1 Rank in Feral Strength, 1 Setback from checks impacted by cold or heat.

WT: 14+ Brawn.

ST: 9+ Willpower.

95xp

Edited by Richardbuxton

I just have one question, what is feral strength? is it a special strength roll?

It adds 1 Damage to all Melee and Brawl hits.

so it is a talent then which makes sense will be adding later.

Here's some ideas for Dwarves:

Brawn: 3 Agility: 1 Intellect: 2

Cunning: 2 Willpower: 2 Presence: 2

Special Ability: Mechanic 1 free rank

Tinkerer: as the talent Tinkerer (This could instead be a rank of the Hard Headed talent)

Strong Back: Dwarves count Encumbrance threshold as 10+Brawn

Wound Threshold: 12+Brawn

Strain threshold: 9+Willpower

Starting XP: 90 pts

Alternatively:

Brawn: 3 Agility: 1 Intellect: 2

Cunning: 2 Willpower: 3 Presence: 1

Keeping everything else the same except with 80xp instead of 90.

And here's some Elves ideas:

Brawn: 1 Agility: 3 Intellect: 2

Cunning: 2 Willpower: 2 Presence: 2

Wound Threshold: 9+Brawn

Strain Threshold: 12+Willpower

Choose between Knowledge (Lore) or Survival, gain 1 rank in that skill

Choose between Spell craft or Ranged (bows) or Melee, gain 1 rank in that skill(or whatever the skill it is that covers bows and the skill to cast spells)

Starting XP: 90 pts

Edited by Richardbuxton

thanks for the feedback, do really appreciate this very much as it does help ...

I just edited the Dwarf post, Willpower is probably more appropriate than Intellect. Also had a stab at Elves.

Ideas for Halflings:

Brawn: 1 Agility: 2 Intellect: 2

Cunning: 3 Willpower: 2 Presence: 2

Wound Threshold: 10+Brawn

Strain Threshold: 12 +Willpower

Special Ability: 1 Rank of Skullduggery

1 Rank in Distracting Behaviour (as a manoeuvre suffer Strain up to Cunning, all engaged NPC's suffer Threat equal to strain suffered on all checks until the end of Characters next turn. Ranks increase range)

Silhouette 0

Starting XP: 90 xp

done editting for the night, have more races to work on and be ready to post in the next couple of days then will be on to the classes and specializations will be next project equipment will be the last as it is the easiest of all the projects since most of the stuff from star wars can be used in Dragonstar.
Thanks to everyone who has helped with the editting of the Races.

Idk Dragonstar but the races looks like what I know in Dungeons and Dragons and similar stuff. I could try to help...

the races in Dragonstar are the same as the Dungeons and Dragons with modifications for space travel. As when Dragonstar came out 3.0 dungeons and Dragons was the engine it was based off of,

look this weekend for the Galactic Races to be added, so I can start on the career and specializations hopefully next week which I will be looking and a maybe even modifying to Dragonstar and so if you want to help with the career and specializations it will be helpfully.

Here goes the start of one of the races from Galactic Races for everyone to look over get me your insight:

Centaur

Brawn: 3 Agility: 2 Intellect:1

Cunning: 2 Willpower: 2 Presence: 1

Wound threshold: 12+Brawn

Strain Threshold: 10+Willpower

Special Ability: Coercion 1 free rank

Silhoette 2; Large: When attacking a Centaur, add a boost die to the attack roll, +2 to Soak

Unusual Body type: Must get specially made Armor +10-20% to price of Armor.

Swift: does not suffer the penalties for moving through difficult Terrain (he moves through

it at normal speed, withiut spending additional maneuvers).

Starting XP: 75

What does everyone think? Need input

Edited by gilbur
Updated
1 hour ago, gilbur said:

Here goes the start of one of the races from Galactic Races for everyone to look over get me your insight:

Centaur

Brawn: 3 Agility: 2 Intellect:1

Cunning: 1 Willpower: 1 Presence: 1

Wound threshold: 12+Brawn

Strain Threshold: 10+Willpower

Special Ability: Coercion 1 free rank

Silhoette 2; Large: When attacking a Centaur, add a boost die to the attack roll, +2 to Soak

Unusual Body type: Must get specially made Armor +10-20% to price of Armor.

Starting XP: 75

What does everyone think? Need input

Those characteristics are very low. FFG have more than 2 1's in any PC species, excluding Droids.

I would probably give them the Swift ability so they ignore all difficult terrain. Then perhaps bump Willpower and Cunning to 2.