The Rebellion
  About Us
   Mission
   Creators

  Features
   Guidelines
   Core Rules
   Sourcebooks
   Magazines
   Web Features
   Requests

  SWG Collection
   Adventures
   Alien Species
   Creatures
   Droids
   Equipment
   Force Powers
   NPCs
   Ships
   Vehicles

  Community
   Links
   Support D6


Living Force Campaign Guide

This file consists of conversions taken from the Living Force Campaign Guide for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

One of the earliest d20 Star Wars supplements, the Living Force Campaign Guide details the Outer Rim system of Cularin. Chapters cover the history of the Cularin system, the planets and features of the system itself, and several of Cularin's movers and shakers. The book contains a good amount of detail for anyone wishing to run a game set in the Cularin system, but not much else.

The gaming material presented in this supplement is focused primarily on non-player characters that the players might encounter during their adventures. Three new alien species and two new creatures are detailed, along with over fifty NPCs. A couple of maps are provided, but these aren't particularly detailed.

The book is a perfect-bound soft-cover, and seems to be relatively well-made. Weighing in at 64 pages, it has a glossy cover illustrated with several lightsaber-wielding Jedi. The interior art is black and white, and is done in much the same style as the cover art. Although satisfactory, the illustrations don't do much for me, nor do they seem to have much correlation to the text. The cover price is $14.95, which comes out to nearly twenty-five cents per page (ouch). If still available on Amazon.com, the book might be had for 20-30% less.

Should you buy this book? Probably not. There isn't much here, unless you want to run a game set entirely in the Cularin system. With the release of the Revised Core Rules, even the RPGA character creation guidelines have been outdated, diminishing the book's value to d20 gamers. Although there are some decent adventure ideas presented here, along with a slew of NPCs, it hardly justifies the price of the book. If you can get it cheap, or have a hankering to round out your collection of d20 material, then this book might be a good investment.

Alien Species –

Caarites (LFG, sidebar, pages 44-45)
Home Planet
: Caarimon
Average Caarite. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D+1/4D
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D+1/4D
Special Abilities:
Climate Resistance/Susceptibility: Caarites have adapted well to hot and humid climates, gaining a +2 pip bonus all Strength and Stamina skill rolls made to resist the detrimental effects of such environments. They do not fare well in frigid environments, and suffer a –2 pip penalty to the same sorts of rolls when in cold climates.
Story Factors:
Greedy: Although Caarites are outwardly friendly, humorous, and entertaining, they are obsessed with gaining the better part of any deal.
Move: 6/8
Size: About 1 meter tall.

Filordi (LFG, sidebar, page 45)
Home Planet
: Filordis
Average Filordi. Dexterity 1D+2, Knowledge 2D, Mechanical 1D+2, Perception 2D, Strength 2D+2, Technical 2D.
Attribute Dice
: 12D
DEXTERITY 1D/3D+2
KNOWLEDGE 1D+1/4D
MECHANICAL 1D/3D+2
PERCEPTION 1D/4D
STRENGTH 2D+1/4D+2
TECHNICAL 1D+1/4D
Special Abilities:
Large Ears: Because of their large ears, Filordi gain a +1D bonus to all Search skill checks that involve their sense of hearing. They are more susceptible to sonic attacks, and suffer a –2 pip penalty to all Strength rolls made to resist the effects of sonic weapons and attacks.
Pincers:
Filordi possess two pincers, one on either of their back legs. These pincers can be used in hand to hand combat, and inflict the Filordus' Strength +2 in damage.
Story Factors:
Asexual: Filordi are asexual, and reproduce when dying. A week following a filordi's death, an infant Filordi will crawl from the corpse of its parent.
Shortsighted: Although driven to succeed, Filordi are nearly incapable of long-term planning. In order to survive, they tend to consume every bit of any resource that they come across.
Move: 14/16 (on four legs), 6/8 (on two legs)
Size: 1.4 meters tall

Tarasin (LFG, page 11)
Home Planet
: Cularin
Average Tarasin. Dexterity 2D, Knowledge 2D+1, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 1D+2.
Attribute Dice
: 12D
DEXTERITY 1D/4D
KNOWLEDGE 2D/4D+1
MECHANICAL 1D/4D
PERCEPTION 2D/4D+1
STRENGTH 1D/3D+2
TECHNICAL 1D/3D+2
Special Abilities:
Camouflage: Because of their chameleon-like scales, Tarasin can blend in with their surroundings. This provides them with a permanent +1D bonus to all Hide skill checks.
Force Bonus:
When using such Force powers as Life Detection, Sense Force, and Sense Force Potential, Force-sensitive Tarasin characters gain a +2 pip bonus to their Sense skill rolls.
Heat Resistance:
Tarasin characters may add +1D to their Strength roll when resisting damage caused by a heat source.
Silent Communication: Tarasin can use their color-changing scales to communicate silently with other members of their species within 10 meters. This language can be learned by non-Tarasin, who can understand it but not speak it.
Story Factors:
Concealing Emotions: Because of their color-changing scales and their multicolored "head fan," Tarasin characters have difficulty hiding their emotions. Because of this, they suffer a –2 pip penalty to all Con skill rolls, as well as a further –2 pip penalty to all Willpower skill rolls made to detect deception.
Move: 10/12
Size: 1.6-1.7 meters tall

Creatures –

Kilassin (LFG, page 11)
Dexterity 2D
Perception 2D

search 3D+1, search: tracking 4D
Strength 5D+1
claw 6D+1, swimming 6D+1
Special Abilities:
Claws: A kilassin's claws inflict the creature's Strength +2 in damage.
Low-light Vision:
Kilassin can see twice as far as a human in dim light.
Swimming:
Kilassin are well-equipped for swimming, and gain a +1D bonus to all Swimming skill rolls.
Move: 20
Size: Unlisted/Varies (Huge)
Notes: Kilassin do not normally attack prey unless they are hungry. They prefer to flee from needless combat, and modern weapons frighten them off immediately.

Mulissiki (LFG, page 11)
Dexterity 5D
dodge 5D+2
Perception 2D
hide 2D+2, search 3D+1
Strength 2D
bite 2D+2
Special Abilities:
Bite: The bite if a mulissiki inflicts the creature's Strength +1 in damage.
Low-light Vision:
A mulissiki can see twice as far as a human in dim light.
Stink Gas Cloud:
Mulissiki can emit a cloud of stinking gas when threatened. Any creature within 20 meters of a mulissiki that releases this gas cloud must succeed at a Moderate Willpower skill check, or be forced to flee the vicinity.
Move: 25
Size: 1 meter long



Star Wars: The Official Site
Official Site


Link to Us
Link to Us


Cerberus Sector
Cerberus Sector


Verminary's Home Page
Verminary.com


Print this Article    Download this Article
   Print    Download