Custom Species Guidlines(WIP)

By TheCosmicHospitaller, in Star Wars: Edge of the Empire RPG

Curently Generalizing Stats from @avalon rises species deconstrucion topic. Further traits from new species will be added bellow.

All stats start at One for custom species, they have 250 XP to start with and may spend up to 175 XP on acquiring inate skills, talents and abillities. As well as improving Wound and Strain Thresholds

+/- Wound Threshold or Strain Threshold @ rate of +/- 5 XP

All skils cost 10 XP per rank, the samae skill cannot be purchased twice

Habitat Affinity(5 XP): Remove one setback while making checks in a specific enviroment

Flight(10 XP):The species may cover ground vertically as wll as horizontally; the species may also ignore difficult terrain

Hover(5 XP):This species may ignore difficult terrain

Glide(5 XP): The species can fall any distance safley while conscious, and may glide over small gaps and distances while falling

Enviroment Affinity(10 XP): This specious can breathe and move as normal in a certain enviroment

Intuitive Ability(5 XP): Add 1 Adv. to all checks this species makes with a single skill

Regeneration(10 Xp): Heal an additional wound from natural rest, lost limbs regrow within a month

Enhanced Vision(15 XP): This species can remove 2 setback die from Ranged combat checks or Perception checks

Precognition(10 XP): A member of this species may, at the GM's discretion, see glimpses of the future letting them predict certain events before they happen. A member of this species mmay spend a Triumph on a initative check to allow themselves or an ally to perform a free maneuver before the encounter begins.

Tusks(10 XP): This species has a inate Brawl attack with the following qualities [Damage: +2, Critical: 4, Vicious 1]

Claws(5 XP): This species has a inate Brawl attack with the following qualities [Damage: +1, Critical: 3]

Digging Claws(15 XP): Before using a maneuver to move, a charcter of this species may spend a maneuver to dig. Allowing thr character to use the move maneuvr to travel through loose soil or similar terrain. At the GM's discretion this excavation can result in a long narow tunnel that others can use

Dense Musculature(10 XP): This species is adapted to their home planet's relatively strong gravity and can make impressive bounding leaps on most other worlds. Once per round a member of this species may suffer 3 strain to leap horrizontally or vertically to any location in memdium range

Special Instincts:(10 XP): When making a check for initative a member of this species may make a check with a predetermind, gm approved, skill instead of a Vigilance or Cool check

Indomitable(10 XP): This species may remove two setback from all checks due to the disorient condition, critical injuries, and fear

Edited by SHADOWGUARD CHAMPION

Completed Books:

-Forged in Battle

-Keeping the Peace

Completed Offical Species:

-Human

-Gran

-Mon Calamari

-Duros

-Trandoshan

-Sathari

-Iktotchi

-Whipid

-Twi'lek

-Zabrak

-Elom/Elomin

-Shivasten

-Kyuzo

-Lannik

Edited by SHADOWGUARD CHAMPION

Thank you very much. I'm hyped for the genesys bookand one of the first things I wondered about was species creation for it. This gives me something to wet my tongue on while I wait for that book

If I were to use these to build a mandalorian,

It would be 3 2 2 2 2 1 for attributes, 1 skill rank in a non career skill, 1 skill rank in range light, ranged heavy or melee, and 100 xp. Basically a lot like klatooinians.

13 minutes ago, EliasWindrider said:

If I were to use these to build a mandalorian,

It would be 3 2 2 2 2 1 for attributes, 1 skill rank in a non career skill, 1 skill rank in range light, ranged heavy or melee, and 100 xp. Basically a lot like klatooinians.

Interesting build, I actually like the ffg separation of mandalorians into three cultural groups of new mandalorians, death watch, and old mandalorians, I would take it a step farther and separate the mandalore side old mandalorians and the nomadic old mandalorians into two more groups, but since in my head canon they have a lot of intermixing between these two I’m satisfied with them being considered a single group.

What was interesting to me was that the section for mandalorians in friends like these have us these distinct cultural groups, which current legends canon tells us has been distinct groups for at least 700 years, with the exception being that death watch rose out of either the old mandalorians or new mandalorians depending on if you are going with canon or legends, and then tried to give base creation schematic something that could cover all three.

So creatig these specific groups I would go (mind you this is also influenced by the canon I present to my players):

new mandalorian

122223

9+ brawn wounds

11+ Will power strain

105 starting xp

1 skill in negotiation (still can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

biological immunity: mandalorians were genetically altered and selectively bred by the Taung and new mandalorians are descended from those mandalorians who survived the the bombardment of their capital cities and subsequent effects of biological weapons. They may remove two set back dice caused by the effects of poison and can not benefit from the possitive effects of drugs or stims.

Deathwatch mandalorian:

232221

9+brawn wounds

11+ willpower strain

105 starting xp

1 skill in coercion (still can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

biological immunity: mandalorians were genetically altered and selectively bred by the Taung and Death watch came from within those new mandalorians who survived the the bombardment of their capital cities and subsequent effects of biological weapons. They may remove two set back dice caused by the effects of poison and can not benefit from the possitive effects of drugs or stims.

old mandalorians (planetary):

222222

11+brawn wounds

10+willpower strain

100 starting xp

1 skill in either ranged light, ranged heavy, brawl, or melee (skill can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

biological immunity: mandalorians were genetically altered and selectively bred by the Taung and ethnic old mandalorians are decended from a mixture of those modified humans and those absorbed into their ranks. They may remove a set back die caused by the effects of poison.

old mandalorians (planetary):

222321

10+brawn wounds

11+willpower strain

100 starting xp

1 skill in survival (skill can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

biological immunity: mandalorians were genetically altered and selectively bred by the Taung and e thnic old mandalorians are decended from a mixture of those modified humans and those absorbed into their ranks. They may remove a set back die caused by the effects of poison .

adopted/non human mandalorians (can only be adopted into old mandalorians)

Mandalore based

atributes stay the same for the species

Wounds increases by 1

strain stays the same

xp stays the same for the species

speacial abilities

non biological special abilities with the following:

1 skill in either ranged light, ranged heavy, brawl, or melee (skill can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

nomadic old mandalorians

atributes stay the same except for cunning and presence which increase and decrease by 1 respectively (when possible)

Wounds stay the same

strain Increases by 1

xp stays the same for the species

speacial abilities

non biological special abilities with the following:

1 skill in survival (skill can’t be raised above 2 at character creation)

ingenuity: mandalorian survival has always depended on their ability to adapt to new situations quickly, on thier turn they may choose to suffer a point of strain in order to gain a boost die on any intellect or cunning check

If I changed the skill selection to 1 rank in a non-career skill, 1 rank in (ranged light, ranged heavy, melee, or a knowledge skill) I think that would be sufficiently generic to cover new mandalorians. it's a little more flexible than a 3, 2, 2, 2, 2, 2 baseline and 80 xp. I don't have a problem with requiring the "new" mandalorians be a little more hearty than baseline humans due to genetics, or representing that with a brawn increase as opposed to just higher wound threshold.

1 hour ago, EliasWindrider said:

If I changed the skill selection to 1 rank in a non-career skill, 1 rank in (ranged light, ranged heavy, melee, or a knowledge skill) I think that would be sufficiently generic to cover new mandalorians. it's a little more flexible than a 3, 2, 2, 2, 2, 2 baseline and 80 xp. I don't have a problem with requiring the "new" mandalorians be a little more hearty than baseline humans due to genetics, or representing that with a brawn increase as opposed to just higher wound threshold.

Hmm I agree but I don’t think that the knowledge skill is the right one to represent new mandalorians since thier whole schikt revolves around being diplomats rather than being knowledgeable, if we did one for them I would have it be a social ability.

1 hour ago, Norr-Saba said:

Hmm I agree but I don’t think that the knowledge skill is the right one to represent new mandalorians since thier whole schikt revolves around being diplomats rather than being knowledgeable, if we did one for them I would have it be a social ability.

So maybe, in addition to the one out of the career skill, they get a choice of

brawl, melee, ranged heavy, ranged light, charm, cool, deception, or negotiation

Or

Melee, ranged heavy, ranged light, charm, deception, or negotiation

Or some other half and half combination.

33 minutes ago, EliasWindrider said:

So maybe, in addition to the one out of the career skill, they get a choice of

brawl, melee, ranged heavy, ranged light, charm, cool, deception, or negotiation

Or

Melee, ranged heavy, ranged light, charm, deception, or negotiation

Or some other half and half combination.

Yea I like that, would definitely be a nice kind of general thing to use

also @SHADOWGUARD CHAMPION Would it be alright if I put these guidelines on my groups game wiki under home rules for creating new species

Yeah. That's what I made it for @Norr-Saba

So according to this, one of the reasons Pantorans are so broken are because they're at 260xp.

I wonder how much xp an actual empathy ability for Zeltron would be considering Iktotchi precognition being at 10xp. Not sure why I thought that was more like 15 or 20.

10 hours ago, Reylan Mass said:

So according to this, one of the reasons Pantorans are so broken are because they're at 260xp.

They decided to give Lucas 10 bonus XP for creating the franchise.

1 hour ago, SHADOWGUARD CHAMPION said:

They decided to give Lucas 10 bonus XP for creating the franchise.

I guess I've never heard.

Are the pantorans considered his pet species?

39 minutes ago, Reylan Mass said:

I guess I've never heard.

Are the pantorans considered his pet species?

I don't think so. But he did make a cameo as one in Ep. II.

We are back ladies and gents, I added the abilities from the Elom(Digging Claws), Kyuzo(Dense Musculature), Lannik(Indomitable), and Shistavanens(Hunter's Instincts)

Edited by SHADOWGUARD CHAMPION

any idea how much xp extra limbs are worth?

13 hours ago, thecowley said:

any idea how much xp extra limbs are worth?

I'm currently working on the Xexto, but this is kind of a for fun project, not one of my top priorities.

thats fair man. its already given me a fair amount to work off of with my genesys home game anyways. thank you for the work already done