B&B Species

Last 7 Edits

Sep 22nd, 2015. Separated all game systems into own pages.

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Obviously, all species available in the Star Wars universe are available in our games. I have merely created this page to include conversions to our own Bashed & Borrowed RPG.

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AQUALISH

Draft
d20 edition stats in Saga Edition: Star Wars Roleplaying Game p224 and Ultimate Alien Anthology p14.
Aqualish Wookipedia entry

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Abilities

  • Ability that starts at d8: Vigor. Wild Card Aqualish also begin with a d8 in one other ability from the following choices: Coercion or Perception.
  • Double the Advancement cost at character creation to raise: Persuasion or Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Aqualish & Basic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Aquatic/Water & Intimidator/Standoverman Talent Trees.

Specialties

Aqualish gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Swim
  • (Coercion): Incite, Intimidate, Taunt
  • (Perception): Insight, Notice, Search
  • (Vigor): Durability, Resilience, Stamina

Racial Traits

  • Aquatic: Cannot drown. Have a swim speed equal to Pace. Advantage on Athletics (Swim) checks. +2 attacks in the water vs non-Aquatic creatures.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. An Aqualish's large, dark eyes amplify light.
  • Thick Skin: +1 Armor (which adds to Toughness). The pressure of the deeps and their thick skin make Aqualish tougher than most.

Racial Drawbacks

  • A-hole/Threatening Hindrance: Aqualish have quite a reputation for being aggressive, and are always pushy and belligerent when interacting with others for the first time.
  • Dehydration: Must immerse self in water at least 1 hour per day. If not done an Aqualish must make a Vigor (Stamina) roll or gain a level of Fatigue. All fatigue penalties are lost after immersion for 1 hour.
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BOTHANS

Draft
d20 edition stats in Saga Edition: Star Wars Roleplaying Game p24 and Ultimate Alien Anthology p25.
Bothan Wookieepedia Entry

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Abilities

  • Ability that starts at d8: Agility. Wild Card Bothans also begin with a d8 in one other ability from the following choices: Deception, Perception, Persuasion, Status, Stealth or Will.
  • Double the Advancement cost at character creation to raise: Athletics, Vigor & Warfare or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Bothese & Basic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Mental Toughness & Spy/Information Broker Talent Trees.

Specialties

Bothans gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Contortions, Dodge, Quickness
  • (Deception): Bluff
  • (Knowledge): Streetwise
  • (Perception): Insight, Notice, Search
  • (Persuasion): Bargain, Convince
  • (Smarts): Cunning, Memory
  • (Status): Lineages, Reputation
  • (Stealth): Blend In, Hide, Sleight of Hand, Sneak
  • (Technical): Computers
  • (Will): Concentrate, Co-ordinate, Spirit

Racial Traits

  • Curious Hindrance: Bothans begin with this hindrance.
  • Defended Mind: Advantage on all Smarts or Will-based rolls to resist tricks, fear, intimidation, mind-affecting powers and psychic damage. (This applies to any attempt to make a Bothans behave in a manner it would not wish to). Bothans train to withstand interrogations and giving up information.
  • Spy Network: Make Knowledge (Streetwise) with Advantage. Bothans typically know a lot between the SpyNet, their connections and their inquisitiveness.

Racial Drawbacks

  • Slender: -1 Toughness and to Athletics die for the purpose of determining encumbrance. Bothans are smaller and less robust than most Size +0 creatures.
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DUROS

Draft
d20 edition stats in Saga Edition: Star Wars Roleplaying Game p25 and Ultimate Alien Anthology p51.
Duros Wookieepedia Entry

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Abilities

  • Ability that starts at d8: Smarts. Wild Card Duros also begin with a d8 in one other ability from the following choices: Agility, Gaming, Knowledge, Technical, or Vehicle Operation.
  • Double the Advancement cost at character creation to raise: Athletics, Survival or Vigor or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Durese & Basic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Technician/Tinkerer & Vehicle Operator Talent Trees.

Specialties

Duros gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Dodge, Quickness
  • (Gaming): Any
  • (Knowledge): Education or any Specialty Study
  • (Language): Any
  • (Smarts): Cunning, Decipher, Logic, Memory
  • (Technical): Computers
  • (Vehicle Operations): Starfighters, Transport Ships

Racial Traits

  • Ace Edge: Duros begin play with this edge. Duros are regarded as some of the best pilots in the Galaxy
  • Astute: Duros gain Advantage on all astrogation rolls (using their minds or computers) and any Smarts roll involving formulas and mathematics.

Racial Drawbacks

  • Slender: -1 Toughness and to Athletics die for the purpose of determining encumbrance.
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KLATOOINIAN

Draft
d20 edition stats and write-up in the Saga Edition: Legacy Era Campaign Guide p13 and Ultimate Alien Anthology p89.
Klatooinian Wookipedia entry

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Abilities

  • Ability that starts at d8: Vigor. Wild Card Klatooinians also begin with a d8 in one other ability from the following choices: Athletics or Survival.
  • Double the Advancement cost at character creation to raise: Deception, Knowledge, Perform, Persuasion, Smarts, Status, or Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Huttese. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Endurance/Stamina Talent Tree.

Specialties

Klatooinians gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Climb, Jump, Strength
  • (Fighting): Brawling, Heavy Blades
  • (Language): Basic
  • (Survival): Forage, Hunt, Orientation
  • (Vigor): Resilience, Stamina
  • (Will): Concentrate, Spirit

Racial Traits

  • Defended Mind: Advantage on all Will-based rolls to resist tricks, fear, intimidation, mind-affecting powers and psychic damage. (This applies to any attempt to make a Klatooinian behave in a manner it would not wish to, such as turning on the Hutts). Whilst simple, Klatooinians are resolute, loyal and serve with a dogged determination.

Racial Drawbacks

  • Clueless (major) Hindrance: The Hutts have shielded their servants from progressive thinking.
  • Illiterate Hindrance: Their Hutt overlords frown upon Klatooinians that know too much (including how to read, just in case they discover their own ancient texts).
  • Loyal Hindrance: Klatooinians are loyal and resolute to a fault, especially to their Hutt masters.
  • Slave: The typical Klatooinian is a slave of the Hutts and thus begins with no dice in Status. A player may choose to play a free Klatooinian and can start with a d4 in Status. Increases from here are payed for normally, (not forgetting it costs double for Klatooinian characters to raise Status) and there are no bonus Advances for starting with a reduced Status.
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MON CALAMARI

Draft
d20 edition stats in Saga Edition: Star Wars Roleplaying Game p28 and Ultimate Alien Anthology p98.
Mon Calamari Wookieepedia Entry

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Abilities

  • Ability that starts at d8: Smarts. Wild Card Mon Calamari also begin with a d8 in one other ability from the following choices: Knowledge, Perception, Technical, Warfare.
  • Double the Advancement cost at character creation to raise: Coercion, Vigor or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Mon Calamarian & Basic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Awareness & Technician/Tinkerer Talent Trees.

Specialties

Mon Calamari gain 5 extra Advances to spend on the following Specialties:

  • (Knowledge): Education, Research or any Specialty Study
  • (Language): Quarrenese
  • (Perception): Notice
  • (Smarts): Cunning, Decipher, Logic
  • (Technical): Electronics, Mechanics
  • (Vehicle Op): Capital Ships
  • (Warfare): Command, Strategy, Tactics
  • (Will): Co-ordinate

Racial Traits

  • Aquatic: Cannot drown. Have a swim speed equal to Pace. Advantage on Athletics (Swim) checks. +2 attacks in the water vs non-Aquatic creatures.
  • Defended Mind: Advantage on all Smarts or Will-based rolls to resist tricks, fear, intimidation, mind-affecting powers and psychic damage. (This applies to any attempt to make a Mon Calamari behave in a manner it would not wish to).
  • Determined: When pitted against a single opponent in any endeavour, the Mon Calamari gains a +1 to all opposed rolls vs that opponent. This does not include rolls made to resist a caster's power.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A Mon Calamari's large eyes amplify light.

Racial Drawbacks

  • Dehydration: Must immerse self in water at least 1 hour per day. If not done an Aqualish must make a Vigor (Stamina) roll or gain a level of Fatigue. All fatigue penalties are lost after immersion for 1 hour.
  • Slender: -1 Toughness and to Athletics die for the purpose of determining encumbrance.
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NAUTOLAN

Draft
d20 stats and write-up in Sage Edition: The Clone Wars Campaign Guide p15 and Ultimate Alien Anthology p104.
Nautolan Wookipedia entry

Abilities

  • Ability that starts at d8: Vigor. Wild Card Nautolans also begin with a d8 in one other ability from the following choices: Coercion, Perception, Perform OR Persuasion.
  • Double the Advancement cost at character creation to raise: Knowledge, Smarts or Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Basic & Nautila. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Aquatic/Water, Awareness Talent Tree.

Specialties

Nautolans gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Contortions
  • (Athletics): Swim
  • (Coercion): Intimidate
  • (Language): Anselmian
  • (Perception): Insight, Notice, Search
  • (Perform): Any
  • (Persuasion): Charm, Seduce
  • (Vigor): Durability, Resilience, Stamina

Racial Traits

  • Aquatic: Cannot drown. Have a swim speed equal to Pace. Advantage on Athletics (Swim) checks. +2 attacks in the water vs non-Aquatic creatures.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A Nautolan's large, dark eyes amplify light.
  • Pheromone Sensors: Advantage on Perception (Insight) rolls with adjacent targets. (This extends to 6sqs underwater). A Nautolan's head tendrils 'read' pheromones.
  • Rubbery Hide: +1 Armor (which adds to Toughness). The pressure of the deeps and their thick rubbery hides make Nautolans tougher than most.

Racial Drawbacks

  • Loyal Hindrance: Nautolans are loyal and steadfast companions.
  • Pheromone sensors: If another creature adjacent to the Nautolan displays a strong emotion, the Nautolan must make a Will (Spirit) roll or replicate that emotion. (This extends to 6 sqs underwater). This often means taking on Hindrances temporarily, and can even result in replicating Edges like Berserk. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a Nautolan's mood often replicates the strongest emotion around them.
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TRANDOSHAN

Draft
d20 edition stats and write-up in the Saga Edition: Legacy Era Campaign Guide p31 and Ultimate Alien Anthology p165.
Trandoshan Wookieepedia Entry

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Abilities

  • Ability that starts at d8: Athletics. Wild Card Trandoshans also begin with a d8 in one other ability from the following choices: Survival or Vigor.
  • Double the Advancement cost at character creation to raise: Agility, Healing, Persuasion, Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Dosh & Basic. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Intimidator/Stand-over Man & Tough Talent Trees.

Specialties

Trandoshans gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Climb, Jump, Run, Strength, Throw
  • (Coercion): Intimidate
  • (Fighting): Brawling, Heavy Blades, Natural
  • (Marksmanship): Rifles
  • (Stealth): Hide, Sneak
  • (Survival): Hunt, Track
  • (Vigor): Durability, Resilience, Stamina

Racial Traits

  • Claws: Natural weapons that deal Athletics +1d4 slashing damage. Qualities: Fast 1, Off-hand. Never considered an unarmed defender.
  • Limb Regeneration: Trandoshans can made natural healing rolls to regain lost limbs. (These rolls are made after 1 week like other natural healing rolls). On a success the limb is slightly restored (halving any acquired penalties); on a raise (or second success), the limb is fully restored and all penalties associated with its lost are removed.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A Trandoshan's eyes are super-sensitive and see into the infrared spectrum.
  • Scaled Hide: +1 Armor (which equates to +1 Toughness). Trandoshans are covered in scales.

Racial Drawbacks

  • Clumsy: (Minor) Trandoshans start with this Hindrance.
  • Cold-Blooded: -2 to checks (or Toughness considered 2 points lower) when resisting cold effects.
  • Intolerant Hindrance: (Major vs Wookies). Trandoshans begin with this Hindrance. Trandoshans pride themselves on hunting wookies and enslaving them. Unsurprisingly, the two races do not get along.
  • Mean Hindrance: Trandoshans start with this Hindrance. Trandoshans are known to be violent, brutal and driven.
  • Shed Scales: Each day, a Trandoshan player must draw a card. On a 2 of Spades, the Trandoshan begins to shed its skin. It loses its armor bonus and makes all Vigor (Durability) rolls at -1 for 1 week whilst this process takes place.
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