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Star Wars Rpg Species List



Star wars has a massive universe, with species of every variety in each cantina you visit. These species differ greatly in their innate strengths and weaknesses as well as appearance. Here on d20MUD: Star Wars,we've implemented a large number of the species detailed in the Star Wars universe, both canon and legends lore.


No problem. Also, even though it's not mentioned on the master list above, Bothans appear as playable species in both the Edge of the Empire and Age of Rebellion core rulebooks. Humans, Bothans, and Droids are all repeated in those two books.




star wars rpg species list



There's still no detail view worth talking about but it does provide the index information that you were looking for. The other species in the list are some background data I use for Creatures elsewhere in the index.


The Player's Section starts out with a lengthy and well done Introduction that works perfectly as a quick-start guide you could photocopy and give to new players. From the game's theme to its core mechanics, this summary familiarizes a starting player to the game quite well. It also serves as a perfect guide for the casual shopper who flips through RPG books before buying them. You should keep in mind, however, that the game, as I will discuss later on, does not function as flawlessly as the Introduction would lead you to believe. While I found pretty much everything in this Introduction agreeable, I eventually had to disagree with the implementation of many of them. One thing, in particular, has troubled me greatly from the start until I reached the combat mechanics to discover whether my fears would come true or not was that miniatures were listed among the things you need to play SWRPGd20. I will return to this later on.


The ability scores chapter is followed by Species. The species list has been expanded slightly in the revised edition with a couple new species, each with their own descriptions, stereotype information and game rules. The player species included in the core rulebook are Humans, Bothans, Cereans, Duros, Ewoks, Gammoreans, Gungans, Ithorians, Kel Dor, Mon Calamari, Quarren, Rodians, Sullustan, Trandoshan, Twi'leks, Wookies and Zabrak. The list is long, and offers many choices, but not all the additions can be called very playable. My main problem is with the new Kel Dor race that can not survive in any atmosphere breathable to other species unless it wears a breath mask and safety goggles. Otherwise, the species are in most part fine, and a good representation of their examples from the movies and the expanded universe literature. Species balance does not seem to have been the main focus here; some species are clearly leaps and bounds better than others in combat and some were apparently created for technical tasks, but alien species in Star Wars do have archetypical professions attached to them so I see no problem with this. Your opinion may vary when very brawler wants to roll a Wookie or a Trandoshan, however..


Classes come next. You may or may not like classes in RPGs, but there is no denying the existence of heroic archetypes in Star Wars. In that sense, classes work well with the Star Wars genre. With the multi-classing rules being overhauled after the first printing (See Errata), multi-classing is now much easier. You get all starting feats of a second or third class, and there is no experience penalty for multi classing like the one in D&D, so diversifying your character's development is not that greatly hindered by the class system. A few changes to special class features have been made, since the first edition, but the Noble class and the Jedi classes have been pretty much overhauled and a new Tech Specialist class has been added.


While in D&D the major spellcaster classes' special abilities are (arguably) balanced by their low HP dice or class skills and low skills per level, such balancing does not exist in Star Wars RPG. Jedi get good vitality dice (d8 for Consular, d10 for Guardian), normal skills per level (d6+Int Bonus for Consular, d4+Int Bonus for Guardian), a good and long class skills list, good BAB progression, as much Defense as a soldier (more with a lightsaber), better saves than soldier (+12/+12/+6 vs +12/+6/+6), better starting feats than any other class (IMO), the single most powerful personal weapon in the game, force skills and force feats. The Jedi are also so much better than the Force Adept that I can see no reason why anyone would want to play such a nerfed Force user class when they could play Jedi unless they want to start playing the Dark Side right off the bat. I don't truly disagree with these since the Jedi in Star Wars truly outclass any other archetype in about any situation. Your opinion may vary when every talker wants to roll a Jedi Consular and every brawler wants to roll a Jedi Guardian, however..


Flipping a few more pages, we reach the Skills Section. It is well laid out and presented, giving the player a good explanation of the differences between class and cross class skills with examples for character creation with them. Skill checks, and Difficulty Classes have been explained with good examples as well. Some new skills have been added in the revised edition, and some skills from the original rulebook have been omitted (or in some cases turned into feats). Another welcome change is mundane and Force skills being listed together and alphabetically. You also have separate summary tables for mundane and Force skills, detailing the key Ability for each, among other details. This is where I start to have my first serious problems with the game.


The Skill list has been mostly taken from D&D3 and d20 Modern with the exception of the Force Skills specially designed for the SWRPG. While the mundane skills work fine (as they should, since they have seen extensive playtest in D&D and d20 Modern) half of the Force Skills are problematic. And half of that half is simply broken. Let me try to explain with a few examples. The most obviously overpowered Force Skills are the ones that don't allow a saving throw: Fear and Friendship. Fear is exceptionally powerful because it can not be resisted in any way except taking a Dark Side Point. Its results are also profound; a Force user with 5 levels in Fear can impose a -4 penalty to all your rolls for 10 rounds automatically. Friendship is simply absurd; there is no other way to put it. It allows no saving throw, and automatically changes the mood of a Hostile or Unfriendly character to a better one. With 10 ranks in this skill you can automatically stop an angry Yoda trying to chop you to pieces go "Uh.. What were we doing here? Time to grab a hot dog, see ya." Yes, it can be used in combat, check the Q&A. Now that we have seen some of the broken skills, let's take a look at the ones that are problematic. Force Grip, for example - it causes 3d6 points of physical damage. Physical damage is dealt to VPs first, so a Force Grip on a heroic character causes Vitality Point loss, not Wound point loss - this takes the whole idea of Vitality Points being your ability to evade physical injury and throws it out of the window. The same problem exists with Force Lightning, which is even worse because both skills do not use attack rolls, so a Jedi can't deflect a Force Lightning, whereas Obi-Wan clearly can in Episode II. I won't even go into how you can use Move Object as a hurl attack and keep automatically dazing an opponent every round while someone else beats him to death. Add to this that there is no Sense skill that allows you to detect Life, and you start pulling your hair out..


Stun! Reading the description of the Dissipate Energy feat, I started wondering if you can dissipate stun attacks, or deflect them. I quickly flipped to the Equipment chapter and started reading the new stun rules. Each weapon has a Stun DC which you have to save against with a Fort check. If you fail, you are stunned for 1d4+1 rounds. If you succeed you are stunned for 1 round. Then I noticed that you can't dissipate stun attacks because they don't deal damage. Of course, 2 mooks, one with stun, the other with a blaster can easily kill you this way - stun, shoot, next round, stun, shoot, etc. This was where I flipped back to the Lightsaber Deflect rules and found out you can't deflect them either. Stun is the single most efficient attack in the game - after realizing this I used a bunch of Rodian mooks, half of them with stun weapons in one combat encounter and they almost eliminated a 7th level group of Heroes. It made me wonder.. There are other things that irked me about this chapter, such as the Long Sword being an exotic weapon for no apparent reason, while the spear is a primitive weapon. Or why the Ranged Weapons chart isn't listed alphabetically and I have to go through it three times to find where a thermal detonator is. Otherwise, though, the information in this chapter is OK, if a little thin.


The next chapter, Allies and Opponents is a mini 'Monster Manual' for the Star Wars universe. You get species details and pregenerated commoner stats for each species given, followed by rules for creatures, pregenerated creature stats and rules for creating your own creatures. Finally, the chapter ends with a long list of several archetypes of allies and villains the players may run into during adventures, and pregenerated stat blocks for them. These archetypes include Clone Troopers, Stormtroopers, Yuuzhan-Vong warriors, Dark Jedi, etc. Overall, this chapter is a very useful and well done Gamemaster tool.


Following the decimation of their planet by the Empire, the species started plummeting towards extinction. It has been rumored that underground scientists have been trying to create an artificial environment for them to save their species and allow mating to begin again.[citation needed]


Gizka is a fictional species of small amphibious creatures, appearing in the video game Star Wars: Knights of the Old Republic. Whatever their native world, their extraordinary reproduction rate led to a fair amount of Gizka on many worlds, even including uncharted planets such as Rakata Prime, finding their way from the wreckage of crashed starships. It has been alternatively postulated that they came from that planet originally, spreading along with the Infinite Empire. Their exponential population growth led to them being considered pests on almost as many worlds as they inhabited. 2ff7e9595c


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