Alternate Alien Design Rules

for the Star Wars RPG

Step 1

Take the human template of 2D Min/4D Max, with a 10/12 move, and 18D to assign to stats.

Step 2

For every pip a maximum is raised (above 4D), another maximum must be lowered by two pips. Move may be adjusted as well - raise Move by 1 (both base and maximum) per 1 pip, or lower at 2 per 1 pip. Maximum Move can be raised seperately, at 2 points per pip. Starting attribute dice can also be used, and count for 2 pips per pip sacrificed. Finally, disadvantages can be assigned. A trivial disadvantage counts as 1 pip, while a major one may be worth 1D or more.

Step 3

Minimums are adjusted at GM discretion, but are generally lowered one pip for every pip reduction in the maximum. The minimum is 1D.

Step 4

Special abilities are bought either by reducing maximums, reducing starting attribute dice, or assigning disadvantages (all as per Step 2). When reducing maximums, 1 pip buys a trivial ability (+1D in a minor skill, 2D for 1D starting purchase on a single skill, etc.), 2 pips buys a moderate ability (+1D in a major skill or group of minor skills, making a second Stamina check if the first fails, etc.), and 1D or more is needed for a major ability (the Sullustan Location Sense, gliding wings, etc.).

Final Step

Write down the race's minimums, maximums, starting attribute dice, special abilities, and disadvantages. You now have a new alien race!


Sample Alien Species

Jawas

Attribute Dice: 12D (18D as character)
Attribute Minimum/Maximums:
Dexterity 2D/4D
Knowledge 1D+2/3D+1
Mechanical 2D/4D
Perception 2D/4D
Strength 1D/3D
Technical 2D+1/4D+2
Height: 1 meter
Move: 7/9

Special Skills:
Technical skills:
(A)Jury-Rig:
Time Taken: As per the repair skill it is paired with.
This skill allows the character to make 'quick-fix' repairs to devices. First, the gamemaster adjusts the difficulty of the repair based upon the time spent repairing the device. For example, if a repair that takes 15 minutes is done in 5 minutes, the gamemaster may add +10 to the difficulty. Next, the character rolls their repair skill + Jury Rig to accomplish the repair. A successful roll means the repair was done in the time allotted.
However, there is a disadvantage to using Jury-Rig. Roll Jury-Rig (only) versus a Moderate difficulty. Adjust the roll by the time modifier used above, as well as other factors (inferior tools, etc.). Unless the roll is made, the repair is not completely reliable, and the device will eventually fail. The greater the difference between the needed number and what was rolled, the quicker the failure. Such failures may also completely ruin the device, depending on the roll.

Special Abilities:
Skill Bonus: At the time of character creation only, the character gets 2D for every 1D placed in the Droid Programming, Droid Repair, and Jury-Rig skills. Note that Jury Rig may not start higher than 2D.

Disadvantages:
Voice Box: Jawas understand Basic perfectly, but cannot speak it.

Special Note:
I charged the Jaws double for the Jury-Rig Skill Bonus, as it is an Advanced Skill.

Mon Calamari

Attribute Dice: 12D (18D as character)
Attribute Minimum/Maximums:
Dexterity 1D+2/3D+1
Knowledge 2D+1/4D+1
Mechanical 2D/4D
Perception 2D/4D
Strength 2D/3D+2
Technical 2D/4D
Height: 1.3 to 1.8 meters.
Move: 9/12

Special Abilities:
Skill Bonus: At the time of character creation only, the character gets 2D when placing 1D in Swimming.
Gills: Mon Calamari have lungs that can also function as gills (to a limited extent). They can stay underwater for several minutes before their gills become strained from overuse.

Story Factors:
Enslaved: As per the Star Wars rulebook.
Moist/Dry Environments: Mon Calamari recieve a psychological boost when in moist environments, and become depressed and withdrawn in dry environments. Occasionally, this will grant a small bonus or penalty to certain skill uses.

Special Note:
I gave the Mon Calamari a few bonus pips by treating the Enslaved story factor as a disadvantage (my games take place during the reign of the Emperor). Other gamemasters may choose to remove their Gills special ability, or reduce their attribute dice.

Wookies

Attribute Dice: 12D (18D as character)
Attribute Minimum/Maximums:
Dexterity 1D+2/3D+2
Knowledge 1D/2D+2
Mechanical 1D+2/3D+2
Perception 1D+1/2D+2
Strength 3D/6D
Technical 1D+1/3D+1
Height: 2 to 2.3 meters.
Move: 11/14

Special Abilities:
Berserker Rage: As per the Star Wars rulebook.
Climbing Claws: As per the Star Wars rulebook.

Disadvantages:
Language: Cannot speak Basic.

Story Factors:
Enslaved: As per the Star Wars rulebook.
Reputation: As per the Star Wars rulebook.
Honor: As per the Star Wars rulebook.

Special Note:
I gave the Wookie a few bonus pips by treating the Enslaved story factor as a disadvantage (my games take place during the reign of the Emperor). Other gamemasters may simply choose to reduce their attribute dice to 11D+2 (17D+2 for characters).