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The Unnamed True20 Star Wars Thread [Discussion for now, Recruiting Soon!]

SPECIES - CORE D20
Below are conversions for the Species from the D20 Star Wars core rules. Some Species have been converted that will not be offered for starting characters in this game. The reason they have been converted is for comparison's sake.

Note that Favored Feats have been moved to Backgrounds (these will follow shortly) to reflect cultural/upbringing issues. The Species below will NOT have any Favored Feats.

Feel free to post any comments or suggestions in regards to these Species.

EDIT: I have changed these to match the Background format found in the True20 rules.

General Template
This is a mock template that serves to provide a baseline.
Size: Medium or Small for the most part.
Base Move: 10m for most Medium-sized creatures, 6m for Small creatures.
Languages: Native, plus Basic in most cases.
Ability Adjustments: Usually +1/-1 to a pair of ability scores.
Bonus Skills: Typically, no more than two skills.
Bonus Feats: Typically, no more than one bonus feat.
Other Benefits/Drawbacks: A catch-all category to allow for special abilities not covered above.

Humans
Humans are the most common Species in the galaxy, and tend to dominate in many areas. They are a fairly diverse lot, but individuals often specialize in one area or another. Humans have many homeworlds, including Coruscant, Naboo, Tatooine, and formerly, Alderaan.
Size: Medium.
Base Move: 10m.
Languages: Basic.
Ability Adjustments: None.
Bonus Skills: Any one.
Bonus Feats: Choose one bonus feat from the General category.
Other Benefits/Drawbacks: None.

Bothans
Bothans are information-peddlers, and are fairly adept at sneaking and spying. They tend to be a bright, curious folk, but their curiosity can often get the better of them. The Bothan homeworld is Bothawui.
Size: Medium.
Base Move: 10m.
Languages: Basic and Bothese.
Ability Adjustments: +1 Dexterity and -1 Constitution.
Bonus Skills: Gather Information and Notice.
Bonus Feats: Contacts.
Other Benefits/Drawbacks: None.

Cereans
The dual-minded Cereans are calm and sedate, being generally peace-loving and friendly. They tend towards crafting and intellectual pursuits. Cereans make their home on Cerea, a utopian paradise.
Size: Medium.
Base Move: 10m.
Languages: Basic and Cerean.
Ability Adjustments: +1 Intelligence and -1 Wisdom.
Bonus Skills: Any two Knowledge skills.
Bonus Feats: Improved Initiative.
Other Benefits/Drawbacks: None.

Duros
Duros come from the far edge of known space. Typically struck with wanderlust, Duros are adventurous, self-reliant, and friendly. Their homeworld is the Duro system.
Size: Medium.
Base Move: 10m.
Languages: Basic and Durese.
Ability Adjustments: -1 Strength and Constitution, and +1 Dexterity and Intelligence.
Bonus Skills: Knowledge (known space) and Pilot.
Bonus Feats: Talented.
Other Benefits/Drawbacks: None.

Ewoks
Hailing from the remote forest moon of Endor, the Ewoks are a primitive group, with no real technology or concept of space travel. As of the time of our game, Ewoks have not been discovered, and are not available as starting characters.
Size: Small.
Base Move: 6m.
Languages: Ewokese.
Ability Adjustments: -1 Strength and +1 Dexterity.
Bonus Skills: Climb, Notice, and Survival.
Bonus Feats: Track.
Other Benefits/Drawbacks: As primitive creatures, Ewoks do not have a written language. As such, they are considered illiterate, though the GM may decide that after a certain amount of time spent in a more advanced literate culture, this penalty can be removed.

Gamorreans
Dangerous and brutal, the Gamorreans come from the world of Gamorr in the Outer Rim. Those Gamorreans who leave their homeworld tend to find employment as bodyguards and thugs. Though Gamorreans prefer melee combat, they are capable of using ranged weapons as well. Because the Rebellion does not employ Gamorreans, these are not available as starting characters.
Size: Medium.
Base Move: 10m.
Languages: Gamorrean.
Ability Adjustments: +1 Strength and -1 Dexterity.
Bonus Skills: Intimidate and either Knowledge (agriculture) or Knowledge (tactics).
Bonus Feats: Great Fortitude.
Other Benefits/Drawbacks: None.

Gungans
Gungans come in two varieties, the Ankura and the Otolla. Both prefer aquatic environments, though they are perfectly capable of operating on land. Gungans are distrustful of strangers and really only comfortable in their own customs and traditions.
Size: Medium.
Base Move: 10m.
Languages: Basic and Gungan.
Ability Adjustments: +1 Constitution and -1 Wisdom.
Bonus Skills: Swim.
Bonus Feats: Night Vision.
Other Benefits/Drawbacks: Gungans can hold their breath for an extreme amount of time, a number of rounds equal to 5 times their Constitution modifier, before checking for drowning.

Ithorians
A peaceful and nomadic people, the Ithorians are close to natural things and places. Traveling in herd ships throughout the galaxy, Ithorians prefer endeavors that bring them close to nature. Their homeworld is the jungle planet of Ithor.
Size: Medium.
Base Move: 10m.
Languages: Basic and Ithorese.
Ability Adjustments: -1 Dexterity, and +1 Wisdom and Charisma.
Bonus Skills: Knowledge (wilderness lore) and Survival.
Bonus Feats: None.
Other Benefits/Drawbacks: None.

Kel Dor
Coming from the helium-rich planet Dorin, the Kel Dor can only operate in other environment through the use of special breathing masks and protective goggles. With a strong Force tradition, the Kel Dor have all but been wiped out during the Rebellion era, though these characters are available in our game.
Size: Medium.
Base Move: 10m.
Languages: Basic and Kel Dor.
Ability Adjustments: +1 Dexterity and Wisdom, and -1 Constitution.
Bonus Skills: None.
Bonus Feats: Night Vision and either Force Sensitive or Iron Will.
Other Benefits/Drawbacks: When not on their home planet of Dorin, the Kel Dor must wear special breathing masks and goggles. Without the goggles, the Kel Dor is considered blind, and without the breathing mask, the Kel Dor must immediately begin to check for drowning.

Mon Calamari
Superior strategists and planners, Mon Calamari are likewise crafty and skilled in manufacture and production. They are highly intelligent, with a certain aptitude for piloting. Though Mon Cals hail from an aquatic world, they are perfectly capable of operating in an air environment.
Size: Medium.
Base Move: 10m.
Languages: Basic and Mon Calamarian.
Ability Adjustments: +1 Intelligence.
Bonus Skills: Any one Craft skill and Swim.
Bonus Feats: Night Vision.
Other Benefits/Drawbacks: Mon Calamari are very susceptible to dry environments, and are much more at home in wet environments. As such, Mon Cals add a +1 bonus to Willpower saves when in a wet environment, and take a -1 penalty to Willpower saves in a dry environment.

Quarren
Also hailing from the Mon Calamari homeworld, the Quarren are mostly aquatic. They dangerous and chaotic, and despise the Mon Cals. Few Quarren are members of the Rebellion, though these are available as starting characters.
Size: Medium.
Base Move: 10m.
Languages: Basic and Quarrenese.
Ability Adjustments: +1 Constitution, and -1 Wisdom and Charisma.
Bonus Skills: Intimidate and Swim.
Bonus Feats: Night Vision.
Other Benefits/Drawbacks: As fully amphibious creatures, Quarren cannot drown.

Rodians
Natural hunters, trackers, and scouts, Rodians are adept at all outdoor survival pursuits. Their culture promotes hunting as an art form, and many Rodians take up bounty hunting as an avocation. Rodians come from the planet Rodia, a mostly industrial world.
Size: Medium.
Base Move: 10m.
Languages: Basic and Rodese.
Ability Adjustments: +1 Dexterity and -1 Charisma.
Bonus Skills: Notice and Search.
Bonus Feats: Track.
Other Benefits/Drawbacks: None.

Sullustans
A subterranean people, the Sullustans are cave-dwellers and acquire important abilities as a result of their existence. They are fine pilots and guides, and some are skilled in technical trades. Their homeworld is the noxious planet Sullust.
Size: Medium.
Base Move: 10m.
Languages: Basic and Sullustese.
Ability Adjustments: -1 Dexterity and +1 Constitution.
Bonus Skills: Climb and Notice.
Bonus Feats: Night Vision.
Other Benefits/Drawbacks: None.

Trandoshans
Reptillian and confrontational, Trandoshans are often warriors and hunters, though some off-planet Trandoshans find employment as bodyguards and bounty hunters. Trandoshans are currently at war with Wookiees, and the two peoples cannot co-exist due to this feud. They come from the planet Dosha.
Size: Medium.
Base Move: 10m.
Languages: Basic and Dosh.
Ability Adjustments: +1 Strength and -1 Dexterity.
Bonus Skills: None.
Bonus Feats: Night Vision.
Other Benefits/Drawbacks: Trandoshans add +1 to their Toughness saves due to a thick natural armor.

Twi'leks
The twin tail-headed Twi'leks hail from the rocky planet of Ryloth. They are sneaky and devious, preferring to stay in the shadows when possible. Rare Twi'leks are entertainers, preferring the spotlight. The Force is strong with the Twi'leks.
Size: Medium.
Base Move: 10m.
Languages: Basic, Ryl, and Lekku (the head-tail language).
Ability Adjustments: -1 Wisdom and +1 Charisma.
Bonus Skills: None.
Bonus Feats: Great Fortitude and Night Vision.
Other Benefits/Drawbacks: None.

Wookiees
Furry and menacing, the Wookiees are actually a fairly gentle race, unless provoked. Wookiees live on the planet Kashyyyk, though the Empire has enslaved many Wookiees and taken them elsewhere. Wookiees tend to be adept at combat, hunting, and often, technical skills.
Size: Medium.
Base Move: 10m.
Languages: Basic (understand only) and Shyriiwook.
Ability Adjustments: +2 Strength, and -1 Dexterity, Wisdom, and Charisma.
Bonus Skills: Climb, Intimidate, and Survival.
Bonus Feats: Rage.
Other Benefits/Drawbacks: None.

Zabrak
Zabrak are supremely confident, and proud of their homeworld and culture. Identified by their horn clusters and facial tattoos, Zabrak are common throughout the inner worlds, though they hail originally from the planet Iridonia.
Size: Medium.
Base Move: 10m.
Languages: Basic and Zabrak.
Ability Adjustments: None.
Bonus Skills: None.
Bonus Feats: Great Fortitude and Iron Will.
Other Benefits/Drawbacks: None.



Other non-core Species may be made available at a later time.
 
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I've got no idea what true20 is but I love Star Wars and I love RPGs so I would love to play. :D I've also got the book, Star Wars: The Essensial Chronology.
 

Backgrounds are coming next, hopefully tonight.

For those of you interested in playing, I would like to see any comments or suggestions on what I have posted thus far.
 

BACKGROUNDS
In addition to Species, Backgrounds serve to provide a context for the character's prior training and upbringing. Each character has at least one Background. More are available at the cost of a starting feat.

Backgrounds normally consist of a selection of favored feats, possibly one or more bonus skills, and other modifiers and abilities. You may notice that Backgrounds are slightly more potent than feats; this is by design, as you can only select them at the start of the game under most circumstances.

*** Note: As always, please feel free to post any questions, comments, or concerns in regards to this or any other modification to the game. ***

This post is still under construction.

Artisan
You have been apprenticed to a master artisan of some kind, and this training has enabled you to learn to create items of utility and beauty.
Bonus Skills: Any one Craft skill.
Favored Feats: Improvised Tools, Skill Mastery, and Well-Informed.
Wealth Bonus: +3
Other: None.

Colonist
You have spent time living on one of the many colonies found throughout the known universe. In doing so, you have learned to be self-reliant, and picked up a few new skills.
Bonus Skills: Any one Knowledge skill.
Favored Feats: Diehard, Improvised Tools, and Skill Mastery.
Wealth Bonus: +2
Other: None.

Criminal
You have pursued a life of crime, whether dictated by circumstances or your own desires to do so. It has taught you to watch your back, and to be careful in certain situations.
Bonus Skills: Stealth.
Favored Feats: Seize Initiative, Sneak Attack, and Suggestion.
Wealth Bonus: +2
Other: You may choose to be Infamous. In this case, you may be recognized as such in certain situations. You also raise the Wealth Bonus above to +4.

Diplomat
You have been trained as a politician, negotiator, or dealmaker of some kind.
Bonus Skills: Diplomacy.
Favored Feats: Connected, Contacts, Fascinate, Inspire, Suggestion, and Well-Informed.
Wealth Bonus: +3
Other: None.

Explorer
You have been trained in a number of sciences and skills related to the exploration of the unknown universe.
Bonus Skills: Knowledge (known space), Knowledge (navigation), and Survival.
Favored Feats: Improvised Tools and Skill Mastery.
Wealth Bonus: +2
Other: None.

Medical Training
You have received training at one of your culture’s medical academies, and have learned to heal others and save lives.
Bonus Skills: Knowledge (life sciences) and Medicine.
Favored Feats: Seize Initiative.
Wealth Bonus: +4
Other: You may spend Conviction to aid your patient in any rolls or checks he/she must make while under your care.

Merchant
You are schooled in the art of business, and are knowledgeable in the various markets found throughout the known universe.
Bonus Skills: Knowledge (business).
Favored Feats: Connected, Contacts, Jack-of-all-trades, and Master Plan.
Wealth Bonus: +4
Other: None.

Military Training
You have been enlisted or commissioned into your culture’s armed forces. Depending on the campaign, you may or may not still be a member of these armed forces.
Bonus Skills: Knowledge (tactics).
Favored Feats: Diehard, Favored Opponent, Seize Initiative, and Tough.
Wealth Bonus: +2
Other: You have access to (and can purchase) restricted military weapons at the start of the game. Once the campaign has started, this advantage is gone.

Pilot
You have been trained to fly commercial, private, and military atmospheric and spacefaring vessels.
Bonus Skills: Knowledge (navigation) and Pilot.
Favored Feats: Pilot Ace (and the entire category of Pilot feats).
Wealth Bonus: +3
Other: You may have a starship of some kind, as dictated by the GM and the campaign.

Rural
Your training involved work in a non-urban, non-technical field, such as agriculture or mining.
Bonus Skills: Any one Craft skill and any one Knowledge skill.
Favored Feats: Diehard and Tough.
Wealth Bonus: +1
Other: None.

Technician
You have been trained in one of many technical specialties, and have a smattering of understanding of related fields.
Bonus Skills: Disable Device and any one Knowledge skill.
Favored Feats: Improvised Tools and Skill Mastery.
Wealth Bonus: +2
Other: You have access to (and can purchase) restricted military technical equipment at the start of the game. Once the campaign begins, this advantage disappears.
 

A comment about the race backgrounds,

Typically you should want the ability adjustments to cancel each other out. True 20 tries to keep symetry that way. However, it is your game, and it's your call to make. I don't think it'll make that much of difference.
 

I based many of the ability score modifiers on what was listed in the D20 rules. In a few cases, I had to remove one modifier or another. But they are mostly intact.

What I did to create a sense of balance across the Species was to come up with a 'point system' that, in my mind, made them balanced against each other (as much as possible). Thus, Species with more than a zero sum in the ability scores lost in other areas.
 

I'm hoping to maintain some interest in this game, but this conversion is taking longer than I had planned. I'm going to post some minor skill changes next, then some feats (there are several major changes to feats), and finally a few sample weapons. Converting weapons isn't difficult, and non-combat equipment really doesn't change at all.

Please post any comments, questions, or concerns. It'd be nice to know that someone is actually reading these!
 

I'm still here! I be likin' what I be seein' so far, overall...but I don't have much in the way of comments yet. I assume, to use crass d20 Modern parallels, that Backgrounds work kind of like Occupations? Little sub-templates you tack on in addition to classes that grant minor spiffs and skills? That's what they look like.

I'm just waiting anxiously for chargen info so I can start statting. ;)
 

Yes, the Backgrounds do work sorta like Occupations in D20 Modern. If you think along those lines, you have the right idea. Species work like Race in standard D20. Though there are some fairly significant differences.

I'd like to have the chargen stuff by the end of this week, barring any unforeseen circmstances, like work.
 

Roles
There isn’t much change in Roles in the conversion for Star Wars True20. Adept, Expert, and Warrior are all there in their traditional purposes. Of these, only Adept undergoes any significant makeover.

Adept
In standard True20, the Adept is your sorcerer, mage, witch, or psychic. While these do not exist as such in the Star Wars universe, Force users fill a similar enough niche. Adepts are therefore Force users of some kind, though the nature of their use of the Force is up to interpretation. Note that Adepts are not necessarily limited to Jedi and Sith; there are many other Force traditions found throughout the Star Wars universe.

Because Force users (especially Jedi) are rare in the Rebellion era, characters are restricted in terms of acquiring Force Abilities. No more than half of a character’s total levels (rounded down) may be Adept. For example, a 9th level character may have no more than 4 Adept levels. Under certain circumstances, or for certain character concepts, this restriction may be waived.

Adept feats undergo a makeover in this conversion (see a subsequent post on feats). You will notice that many are gone or have changed, and there are a few new ones. Because all ‘supernatural powers’ are now Force Abilities, most feats relating to these ‘powers’ are now found in the Alter, Control, Force Training, or Sense categories. Adept feats tend to be meta-feats that affect all categories of Force Abilities. Adepts have access to all of their own feats, plus those in the Alter, Control, Force Training, and Sense categories, so long as the character meets the prerequisites.

Adepts are otherwise the same. Assume all uses of the term ‘supernatural powers’ in the True20 rules refer in this conversion to Force Abilities. Adepts may spend Conviction to use a Force Ability for which they do not meet the prerequisites. The use of certain Force Abilities may involve the Influence of the Dark Side (see a subsequent post on Force Abilities).

Expert/Warrior
No changes to the Expert or Warrior Roles are made in this conversion.
 
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