Let's stat; a Gorax!

By DanteRotterdam, in Star Wars: Edge of the Empire RPG

I would like to include a Gorax in my game but am doubtful whether I am "doing it right"... So please help me out!

So far I (together with a fluff impulse from wookieepedia) came up with the following:

Gorax (Rival)

Gorax are a race of Giants from the Forest Moon of Endor. Humanoid in appearance, adult Gorax are usually well over six meters tall. Some specimens are recorded that are up to 30 meters in height. Their bodies are covered in thick, matted fur, which is black, brown, or sometimes gray in color. Their hairless faces are dominated by protruding lower jaws and heavy brows.

Powerful but primitive, Gorax have only recently developed sentience, and their technology is crude. They are limited to simple items such as clubs, stone axes, animal-skin clothing, and the like. They communicate by making grumbling noises. Gorax are solitary creatures, except during hunts, when they can band up together to make their hunt more succesful.

The Gorax in this particular hunting party is an adolescent male, and eventhough some Goraxes have been known to grow upto 30 meters in height this one 'only' reach up to approximately 9 meters tall.

He has armed himselves with a large treetrunk which he is able to wield as a club.

Brawn: 5 Agility: 2 Intellect: 1 Cunning: 1 Willpower: 1 Presence: 2

Soak Value: 7 Wound Threshold: 30 Strain Treshold: 15 Melee/Ranged Defense: 1/1

Skills: Brawl 2, Melee 2

Talents: Silhouette 2, Grip (spend 2 advantage to grip an enemy, this causes 5 damage (+ additional successes) in the round he grips and another automatic 5 damage (no additional damage), the Gorax cannot attack anyone besides the gripped character in the next round if the grip is maintained, however the gripped victim hits on an easy combat check, or can try to escape the grip with a hard athletics/coordination check) , Drop and kick (Gorax drops a gripped character and rolls to hit normally, the kick causes 5 damage + extra successes, disorient 2, knockdown 1 and moves the affected player one rangeband away from the Gorax)

Equipment: Giant club (Melee; Damage 6, Critical 4; Engaged; Defensive 1)

Edited: Lowered strain; grip rules; nerfed club; added coordination to the "escape from grip"-rules;

Edited by DanteRotterdam

Brawn: 5 Agility: 2 Intellect: 1 Cunning: 1 Willpower: 1 Presence: 2
Soak Value: 7 Wound Threshold: 30 Strain Treshold: 24 Melee/Ranged Defense: 1/1
Skills: Brawl 2, Melee 2
Talents: Silhouette 2, Grip (spend 2 advantage to grip an enemy, this causes 5 damage (+ additional successes) in the round he grips and another automatic 5 damage (no additional damage) in the next round if the grip is maintained, however the gripped victim does not have to roll to hit while gripped and hits automatically) , Drop and kick (Gorax drops a gripped character and rolls to hit normally, the kick causes 5 damage, disorient 2, knockdown 1, moves the affected player one rangeband away from the Gorax)
Equipment: Giant club (Melee; Damage 6, Critical 4; Engaged/short; Defensive 1)

Overall I think you stated it pretty well. The strain threshold is a bit high comparing it to a Rancor (15 strain, CRB pg.415). I like the mechanics you came up with for Grip and Drop & Kick. The Gorax as presented would be good challenge for your players but I don't think it's over powered.

What does everyone else think?

I agree on the strain! I will tone it down a bit!

No one else want to help out?

Well, the grip ability could cost 3 advantages, but it might be ok at 2. It needs testing.

For characters gripped, I'd say that any combat check is simple rather than "auto-hit" as damage is affected by successes, but allow the setback die from defence to be part of the dice pool.

There should also be a way for the gripped character to get loose: athletics, coordination or something. Suggested difficulty or type of skill check perhaps?

The drop and kick ability: normal check, sure, but should the disorient 2 be automatically activated or is it activated in the normal manner? same question about knockdown - also I believe knockdown is not rated. If the qualities are automatically activated and don't require advantages, I'd upgrade or increase the difficulty once for that ability.

For characters gripped, I'd say that any combat check is simple rather than "auto-hit" as damage is affected by successes, but allow the setback die from defense to be part of the dice pool.

There should also be a way for the gripped character to get loose: athletics, coordination or something. Suggested difficulty or type of skill check perhaps?

I agree with Jegergryte. The gripping function should require advantages, maybe two to get a grip. Regarding escape from grip I'd make it a hard athletics check to get free.

Thanks guys! I did think both the knockdown as well as the disorient should be activated in the normal manner (spending the right amount of advantage).

I changed the grip rule to incorporate your suggestions jegergryte! Liked it!

Edited by DanteRotterdam

HA! I totally thought this was a Dr. Seuss crossover thread. :D

lorax.jpg

I think having the giant club reach short range might be a bit to much now that I think about it... It just doesn't go well with the abstract range bands. I'm taking that out...

Hi,

Two things

1) The check to scape the grip should not be an Athletics vs Brawn (or Athletics) check instead of a plain Hard check?

2) I like the stats you set for the Gorax, yet I find a bit silly that the game engine of EotE sets a cap on characteristics of 6. I understand this is in order to limit the dice pool size, but a Rankor having Brawn 6, a Gorax Brawn 5... it is the same value as any human PC can have! It does not feel right. May be there should be a certain multiplier due to Silhouette... for example, a silhouette 1 human could only roll half his brawn / athletics /... dice when rolling against a Silhouette 2 character (like the Gorax).

Hi,

Two things

1) The check to scape the grip should not be an Athletics vs Brawn (or Athletics) check instead of a plain Hard check?

2) I like the stats you set for the Gorax, yet I find a bit silly that the game engine of EotE sets a cap on characteristics of 6. I understand this is in order to limit the dice pool size, but a Rankor having Brawn 6, a Gorax Brawn 5... it is the same value as any human PC can have! It does not feel right. May be there should be a certain multiplier due to Silhouette... for example, a silhouette 1 human could only roll half his brawn / athletics /... dice when rolling against a Silhouette 2 character (like the Gorax).

Concerning 1, yeah, but it would make the power a lot more fussy and I think this is fine as it is. However I am thinking of adding an option to use coordination to escape as well.

Now for the number 2 (hahaha, number 2), I agree but I think the real strength is in the damage dealt to be honest not in how well you can connect the blow.

Now for the number 2 (hahaha, number 2), I agree but I think the real strength is in the damage dealt to be honest not in how well you can connect the blow.

True! but I was thinking more on the direction of the silly situation where a human with Brawn 6 wins a strength contest against a Gorax

Well, it is not really a strength issue... It is a matter of connecting blows, not a matter of how hard you strike when it comes to Brawn. Correct me if I'm wrong...

:)

We are having a problem of communication here, mainly because I am a lazy writer :P

First, I agree with your point of view regarding connecting blows, attacking etc.

What I wanted to say is. If your Gorax has Brawn 5 ( or a Rancor with Brawn 6 ), in an hypothetical situation, a PC could say:

I pin him down! or I grapple him to immobilise him! or I try a bear hug so he cannot move....

These situations are typical Athletics / Brawl vs Athletics/Brawl checks. Which the GM will have to house rule to avoid the stupid situation (under my perception) where a human PC with Brawn 6 immobilises a Gorax / Rancor / big thing.

These situations are typical Athletics / Brawl vs Athletics/Brawl checks. Which the GM will have to house rule to avoid the stupid situation (under my perception) where a human PC with Brawn 6 immobilises a Gorax / Rancor / big thing.

Common sense applies here so I'd at first tell a player he cannot attempt it. However, if someone just insisted on trying to make a straight strength vs. strength check with a Rancor (such as an attempt to grapple with him) I would apply a staggering number of setback dice to the check. I would also apply a dark side destiny point to increase the chance of threats or despair.

These situations are typical Athletics / Brawl vs Athletics/Brawl checks. Which the GM will have to house rule to avoid the stupid situation (under my perception) where a human PC with Brawn 6 immobilises a Gorax / Rancor / big thing.

Common sense applies here so I'd at first tell a player he cannot attempt it. However, if someone just insisted on trying to make a straight strength vs. strength check with a Rancor (such as an attempt to grapple with him) I would apply a staggering number of setback dice to the check. I would also apply a dark side destiny point to increase the chance of threats or despair.

Basically, this. Plus... No, that was it.

from the Core book

"Brawn:

A character's brawn represents a blend of a characters brute power, strength and overall toughness, as well as the ability to apply those attributes as needed"

There is nothing here that can justify why a Rancor has Brawn 6, the same as a human.

I guess it is I just don't like the characteristic cap of 6 for all species :P

But, that is not the main subject of this thread. As I said, within the limitations of the RAW, I like your stating of the Gorax.

Cheers,

Yepes

Edited by Yepesnopes