Post by Darth Kairos on Mar 10, 2019 13:26:53 GMT
The second step in character creation is to decide on your character’s species. This is more than an aesthetic choice as each species has its own advantages and disadvantages. The following is a list of some of the better known species in the Star Wars galaxy and their racial abilities; this is far from a complete list and mentions nothing of the species’ culture, home world, physiology, etc. To research a species’ background I suggest using the following site: starwars.wikia.com/wiki/Main_Page. If you want to play a species whose abilities are not listed here then ask a moderator to work with you to come up with its racial abilities.
Arkanian:
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Barabel:
Core Stat. Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Bothan:
Core Stat Adjustments: +1 Dexterity, +1 Charisma
Racial Abilities:
Cathar:
Core Stat Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Cerean:
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Chiss:
Core Stat Adjustments: +1 Intellect, +1 Constitution
Racial Abilities:
Clawdite:
Core Stat. Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Charisma,
Racial Abilities:
Cyborg:
Cyborg is not a species unto itself, rather, it applies to a character who has had 50% or more of their bodies replaced by cybernetic enhancements. Cyborgs receive all the normal features of their base species except as follows. If the species offers a Constitution and/or Spirit bonus then that adjustment is negated. A further -4 Spirit penalty is imposed on all cyborgs. A cyborg further receives three cybernetics points at character creation. These may be spent on the Unnatural Ability Asset to represent a cyborg's enhancements. When a cyborg receives additional Core Stat points at later levels they may convert these points into cybernetics points. They will then be able to purchase more powerful Unnatural Abilities appropriate to their current level.
Devaronian:
Core Stat Adjustments: +2 Constitution
Racial Abilities:
Diathim:
Core Stat Adjustments: +2 Charisma
Racial Abilities:
Duros:
Core Stat adjustments: +1 Intellect, +1 Dexterity
Racial Abilities:
Echani:
Core Stat adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Epicanthix:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Falleen:
Core Stat Adjustments: +2 Charisma
Racial Abilities:
Felacatian:
Core Stat Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Firrerreo:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Gamorrean:
Core Stat adjustments: +2 Strength, +1 Dexterity
Racial Abilities:
Gotal:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Gurlanin:
Core Stat Adjustments: +1 Dexterity OR +1 Spirit
Human:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Ithorian:
Core Stat adjustments: +2 Intellect OR +2 Charisma
Racial Abilities:
Jungle Felucian:
Core Stat adjustments: +1 Dexterity, +1 Charisma
Racial Abilities:
Kel Dor:
Core Stat Adjustments: +2 Intellect, +1 Dexterity OR +2 Dexterity, +1 Intellect
Racial Abilities:
Kiffar:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Miraluka
Core Stat. Adjustments: +1 Intellect, +1 Spirit
Racial Abilities:
Mon Calamari:
Core Stat adjustments: +1 Intellect , +1 Dexterity
Racial Abilities:
Muun:
Core Stat. Adjustments: +2 to Intellect
Racial Abilities:
Nagai:
Core Stat. Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Nautolan:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Noghri:
Core Stat Adjustments: +1 Dexterity, +1 Constitution
Racial Abilities:
Omwati:
Core Stat Adjustments: +1 Dexterity, +1 Intellect
Racial Abilities:
Pau'an:
Core Stat adjustments: +1 Presence, +1 Dexterity
Racial Abilities:
Quarren:
Core Stat adjustments: +1 Constitution, +1 Strength
Racial Abilities:
Red Sith/Sith Pureblood: The Sith species offers different adjustments and advantages depending on which caste the character belongs to: Kissai (priests), Massassi (warriors) and Zuguruk (engineers). However, all Red Sith/Purebloods speak, read and write Sithese and Basic
Massassi
Core Stat. Adjustments: +1 Strength, +1 Constitution
Racial Abilities:
Zuguruk
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Sephi:
Core Stat Adjustments: +1 Charisma, +1 Constitution
Racial Abilities:
Shi’ido:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
S’kytri:
Core Stat Adjustments: +2 Strength, +1 Dexterity OR +2 Dexterity, +1 Strength
Racial Abilities:
Stenax:
Core Stat. Adjustments: +2 in any Core Stat of the player’s choice
Racial Abilities:
Taung:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Togruta:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Trandoshan:
Core Stat. Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
T'surr:
Core Stat Adjustments: +2 Strength
Racial Abilities:
Twi’lek:
Core Stat adjustments: +1 Charisma, +1 Dexterity
Racial Abilities:
Ubese:
Core Stat. Adjustments: +2 Dexterity, +1 Constitution OR +2 Constitution, +1 Dexterity
Racial Abilities:
Verpine:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Voss:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Wookie:
Core Stat Adjustments: +2 Strength
Racial Abilities:
Yashuvhi:
Core Stat Adjustments: +1 Spirit, +1 Constitution
Racial Abilities:
Yuuzhan Vong:
Core Stat Adjustments: +2 Constitution, +1 Strength
Racial Abilities:
Zabrak:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Zeltron:
Core Stat Adjustments: +2 Charisma
Racial Abilities:
Arkanian:
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Barabel:
Core Stat. Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Bothan:
Core Stat Adjustments: +1 Dexterity, +1 Charisma
Racial Abilities:
Cathar:
Core Stat Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Cerean:
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Chiss:
Core Stat Adjustments: +1 Intellect, +1 Constitution
Racial Abilities:
Clawdite:
Core Stat. Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Charisma,
Racial Abilities:
Cyborg:
Cyborg is not a species unto itself, rather, it applies to a character who has had 50% or more of their bodies replaced by cybernetic enhancements. Cyborgs receive all the normal features of their base species except as follows. If the species offers a Constitution and/or Spirit bonus then that adjustment is negated. A further -4 Spirit penalty is imposed on all cyborgs. A cyborg further receives three cybernetics points at character creation. These may be spent on the Unnatural Ability Asset to represent a cyborg's enhancements. When a cyborg receives additional Core Stat points at later levels they may convert these points into cybernetics points. They will then be able to purchase more powerful Unnatural Abilities appropriate to their current level.
Devaronian:
Core Stat Adjustments: +2 Constitution
Racial Abilities:
Diathim:
Core Stat Adjustments: +2 Charisma
Racial Abilities:
Duros:
Core Stat adjustments: +1 Intellect, +1 Dexterity
Racial Abilities:
Echani:
Core Stat adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Epicanthix:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Falleen:
Core Stat Adjustments: +2 Charisma
Racial Abilities:
Felacatian:
Core Stat Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
Firrerreo:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Gamorrean:
Core Stat adjustments: +2 Strength, +1 Dexterity
Racial Abilities:
Gotal:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Gurlanin:
Core Stat Adjustments: +1 Dexterity OR +1 Spirit
Human:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Ithorian:
Core Stat adjustments: +2 Intellect OR +2 Charisma
Racial Abilities:
Jungle Felucian:
Core Stat adjustments: +1 Dexterity, +1 Charisma
Racial Abilities:
Kel Dor:
Core Stat Adjustments: +2 Intellect, +1 Dexterity OR +2 Dexterity, +1 Intellect
Racial Abilities:
Kiffar:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Miraluka
Core Stat. Adjustments: +1 Intellect, +1 Spirit
Racial Abilities:
Mon Calamari:
Core Stat adjustments: +1 Intellect , +1 Dexterity
Racial Abilities:
Muun:
Core Stat. Adjustments: +2 to Intellect
Racial Abilities:
Nagai:
Core Stat. Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Nautolan:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Noghri:
Core Stat Adjustments: +1 Dexterity, +1 Constitution
Racial Abilities:
Omwati:
Core Stat Adjustments: +1 Dexterity, +1 Intellect
Racial Abilities:
Pau'an:
Core Stat adjustments: +1 Presence, +1 Dexterity
Racial Abilities:
Quarren:
Core Stat adjustments: +1 Constitution, +1 Strength
Racial Abilities:
Red Sith/Sith Pureblood: The Sith species offers different adjustments and advantages depending on which caste the character belongs to: Kissai (priests), Massassi (warriors) and Zuguruk (engineers). However, all Red Sith/Purebloods speak, read and write Sithese and Basic
Massassi
Core Stat. Adjustments: +1 Strength, +1 Constitution
Racial Abilities:
Zuguruk
Core Stat Adjustments: +2 Intellect
Racial Abilities:
Sephi:
Core Stat Adjustments: +1 Charisma, +1 Constitution
Racial Abilities:
Shi’ido:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
S’kytri:
Core Stat Adjustments: +2 Strength, +1 Dexterity OR +2 Dexterity, +1 Strength
Racial Abilities:
Stenax:
Core Stat. Adjustments: +2 in any Core Stat of the player’s choice
Racial Abilities:
Taung:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Togruta:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Trandoshan:
Core Stat. Adjustments: +1 Strength, +1 Dexterity
Racial Abilities:
T'surr:
Core Stat Adjustments: +2 Strength
Racial Abilities:
Twi’lek:
Core Stat adjustments: +1 Charisma, +1 Dexterity
Racial Abilities:
Ubese:
Core Stat. Adjustments: +2 Dexterity, +1 Constitution OR +2 Constitution, +1 Dexterity
Racial Abilities:
Verpine:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Voss:
Core Stat Adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Wookie:
Core Stat Adjustments: +2 Strength
Racial Abilities:
Yashuvhi:
Core Stat Adjustments: +1 Spirit, +1 Constitution
Racial Abilities:
Yuuzhan Vong:
Core Stat Adjustments: +2 Constitution, +1 Strength
Racial Abilities:
Zabrak:
Core Stat adjustments: +1 in Strength, Dexterity, or Constitution AND +1 in Intellect, Charisma, or Spirit
Racial Abilities:
Zeltron:
Core Stat Adjustments: +2 Charisma
Racial Abilities: