Wednesday, April 26, 2017

Star Wars: A 1974 Style Campaign - Part 3 (Mon Calamari to Zabrak)

We now finish this off with the last of the sample races.

Mon Calamari

Brief: Mon Calamari are aquatic humanoids that resemble a mix between a man and a fish. They are known for their mastery of technology and enjoying watery and island planets.

Traits

Low Light Vision: Can see in low light conditions.

Aquatic: Can breath underwater. Most swimming checks do not require roll, but when rolls a necessary, the Mon Calamari gain a +1 Swimming check. They move well through water.

Heat Intolerance: Mon Calamari suffer a Disadvantage vs. intense heat or fire based abilities due to an intolerance to their environment.

Skill Training: +1 Repair, Craft (Choose Subgroup), and Knowledge (Computers)


Quarren

Brief: Quarren a fellow aquatic dwelling race that share the same world as the Mon Calamari. Where the Mon Calamari dwell on the surface and excel in technological pursuits, the Quarren prefer isolation and survival in their oxygen rich cities under the waves.

Traits

Low Light Vision: Can see in low light conditions.

Aquatic: Can breath underwater. Most swimming checks do not require roll, but when rolls a necessary, the Quarren gain a +1 Swimming check. They move well through water.

Heat Intolerance: Quarren suffer a Disadvantage vs. intense heat or fire based abilities due to an intolerance to their environment.

Skill Training: +1 Survival, Notice, and Knowledge (Nature)


Rodian

Brief: Rodians are a reptilian race know for their dark eyes, suction cup like fingers, and elongated mouth. They are known for the thrill of the hunt and employing their services as bounty hunters and thugs.

Traits

Keen Senses (1/day): Rodians' skin allows them to taste the air. They gain +1 Notice and so many times per day they can make a Notice check with the Advantage.

Skill Training: +1 Tracking, +1 Survival






Trandoshan

Brief: Trandoshan are warlike saurian race that have previously occupied the Wookie homeworld of Kashyyyk to capture and sell Wookies to the Empire. Post-fall, the Trandoshan have suffered from this stain on their reputation.

Traits

Darkvision: Can see in total darkness, albeit in a greyscale.

Claws: Has retractable claws that deal 1d4+1 points of damage. The claws uses their bonus +1 when fighting characters wearing armor and is reduced to d4. They are always considered armed.

Natural Armor: Gains +1 AC due to toughened hides.

Attribute Emphasis: Strength (1/day): This race enjoys great strength. They gain +1 on lifting, pulling heavy objects. They also add +1 to melee damage (this means a Trandoshan's claw attack deals d4+2 against an unarmored opponent or d4+1 vs. an armored opponent).



Twi'lek

Brief: Twi'leks are humanoids with tentacles that jut from their heads. They are known to live on hostile worlds such as jungles or deserts.

Traits

Low Light Vision: Can see in low light condition without issue.

Resilient (1/day): +1 on Fortitude based saves, such as against poisons or toxins. Their resiliency can at times aid them in avoiding trouble. So many times per day, a Twi'lek can roll with the Advantage on a Saving Throw roll of their choice.

Skill Training: +1 Notice



Wookie

Brief: Wookies are a race of fur covered humanoids known for their grunts and growls over being able to speak. They have been stalwart members of both the Republic and the Rebellion against the Empire.

Traits

Attribute Emphasis (Strength) (1/day): This race enjoys great strength. They gain +1 on lifting, pulling heavy objects. They also add +1 to melee damage (this means a Wookies' claw attack deals d4+2 against an unarmored opponent or d4+1 vs. an armored opponent).

Wookie Rage! (1/day; D: 1 round per level): So many times per day a Wookie can fly into a Rage! They gain +1 on all Melee attack rolls, which are upgraded by one die step. A d4 Knife in the hands of a Wookie deals d6. On top of that, a Wookie adds their static bonuses- such as a +1 for their emphasis in Strength. During a Rage, a Wookie has a difficulty discerning friend from foe and in melee with multiple targets has to roll randomly to determine who they slash at (it is advised allies get away from where a Wookie is fighting). Wookies who wish the end their rage early must make a Saving Throw. This Save is at an Advantage if opponents are slain and a Disadvantage if enemies remain on the field.

Skill Training: +1 Climbing


Zabrak

Brief: Zabrak are humanoids who are born on hostile volcanic planets. They are known for the vestigial horns that grow out from their heads.

Traits

Toughness (1/day): Zabraks d6+3 hit die due to growing up in a hostile environment. They gain +1 on Fortitude and Will based saves and due to their innate Toughness of shrugging off adversity they can roll with the Advantage on a Saving Throw check of their choice.


Skill Training: +1 Survival, +1 Notice

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