The Great Movie Alien Compendium

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

Ishi Tib

394px-Ishi_Tib_NEGAS.jpg

Here we have another alien from Jedi —and evidently a species that George Lucas likes quite a lot, since we see them again and again in the Prequels. We meet our first Ishi TIb in Jabba's court, but there are a couple hanging out at the Alliance briefing just before the Battle of Endor, too. As one of the few Rebel-affiliated species we know from the films, I'd be surprised if these guys didn't show up in an Age of Rebellion splatbook somewhere down the road. I'm not sure their starting experience is fair; they get some significant disadvantages, but also some nice bonuses.

Brawn 2 • Agility 1 • Intellect 2 • Cunning 1 • Willpower 4 • Presence 2

• Wound Threshold: 11 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 65

Special Abilities: Ishi TIb begin with a free rank in Discipline. They still may not train Discipline above rank 2 at character creation.

Advanced Senses: Ishi TIb have a keen sense of smell, and their eyes are adapted to the depths of their ocean homeworld. Ishi Tib characters add 1 Boost Die to Perception checks involving the sense of smell, and they may remove 1 Setback die imposed due to dark conditions.

Amphibious: Ishi TIb can breathe underwater without penalty and never suffer movement penalties for traveling through water. However, an Ishi TIb must immerse himself in a brine solution for at least a minute once per day or suffer 1 wound per hour, ignoring soak, until he does so. The character starts the game with a brine tank for this purpose, which he may keep on his starship or at another base of operations.

Natural Attacks: An Ishi TIb's sharp beak may be used as a Brawl weapon. This natural attack uses the Brawl skill and adds its weapon damage to the character’s Brawn for total damage. The beak always counts as equipped, and it has the following weapon profile (Brawl; Damage +1; Critical 4; Range [Engaged]; Pierce 2, Sunder, Vicious 2). Ishi Tib are prone to entering a violent frenzy in melee or hand-to-hand combat. If an Ishi Tib character is engaged and outnumbered by enemies, or if the Ishi Tib strikes a Critical Injury against an opponent using the Brawl or Melee skill, the Ishi Tib must make a Hard Discipline check or else fly into a rage. In this state, the Ishi Tib may upgrade his Brawl and Melee skills once, but he must continue to attack a single opponent until it is dead.

Designer Notes

Brawn

The species is fairly stocky (GG4b 54; EGAS 61; NEGAS), which suggests at least an average score here. They fight savagely, entering a berserker rage until one combatant is dead (GG4b 54), again pointing to some muscle. They have an average Strength in WEG's rules (GG4b 55).

Agility

Their thick digits (GG4b 54; EGAS 61; NEGAS) may suggest some reduction here, and few Ishi Tib on their homeworld have any great knowledge of blasters or starships (GG4b 55). WEG rules give them a reduction to Dexterity and Mechanical (GG4b 55), and WOTC rules dock them Dexterity (UAA 78). All of this translates to a reduction to Agility for our purposes.

Intellect

The Ishi Tib's characteristic long-term view gives them some familiarity in this realm (GG4b 54). They have access to standard levels of technology (GG4b 55), and the University of Tibrin keeps them abreast of galactic events (GG2b 94). WEG rules make them average in this area, or even a bit better than average (GG4b 55); WOTC rules give the a significant bump (UAA 78; TUR 12). We leave Intellect at average, instead representing the Ishi Tib mindset via Willpower.

Cunning

The Ishi Tib value the school (group) over the individual, and they try to avoid any course of action that will bring harm to another (GG4b 55; UAA 77; NEGAS; TUR 12). Such a philosophy suggests a lack of the creative thinking and me-first attitudes that much of Cunning represents. Those Ishi Tib who find themselves adrift in the galaxy often have no other desire but to return to their homeworld (GG4b 55), and only those who spend a great deal of time abroad develop more self-interested inclinations (GG4b 55). They get a slight reduction to Perception in WEG's rules (GG4b 55). All of this suggests they should get a reduction in Cunning.

Willpower

Ishi Tib are known for their prudence, vigilance, patience, and tendency to predict and plan things out to the utmost detail. Even more, they have a single-minded determination to see their plans brought to fruition once they've been decide upon (GG4b 54; EGAS 61; UAA 78; NEGAS). They are prone to reasoning through anything they do to make sure it doesn't harm someone unintentionally (GG4b 55; S&VC25 29). Indeed, when their leader Suribran Tu failed to do this, he was deposed (CSWE III 267; S&VC25 29). Even in the realm of technology, they are careful to test an innovation for unintended consequences before allowing it to be employed widely (GG4b 55; UAA 78; EGAS 61; NEGAS; TUR 12). Finally, their emphasis on placing the group first (GG4b 55; UAA 78; EGAS 61) suggests they are good at imposing the will of the many over the desires of the few. They also hold grudges (EGAS 61). We give them a substantial boost to Willpower, as the Ishi Tib seem to have it in spades.

Presence

Ishi TIb are a highly social people, valuing the group over the single. However, they don't compete for mates and have no long-term leaders (GG4b 55; EGAS 61; UAA 77; NEGAS; CSWE II 118), which might suggest a lack of opportunities to develop skills like Charm and Leadership—although there are exceptions (E3VD). Their methodical nature can also be off-putting (UAA 78). Finally, they have a tendency to eat the bodies of downed opponents, which must count for something (GG4b 54; EGAS 61; CSWE II 118). We settle on an average score here.

Wound Threshold

We know they're kind of tough (GG4b 54; EGAS 61; NEGAS; CSWE II 118), and they can really do some damage in a scrap (GG4b 55; UAA 78; TUR 12). But we don't want the Ishi Tib to be as tough as other species more noted for their physicality. We go with a decent but not exceptional score here.

Strain Threshold

With a species as hard-headed and single-minded as the Ishi Tib (GG4b 54; EGAS 61; UAA 78; NEGAS), we want to make sure they can take full advantage of that high Willpower score. We give them a value to put them on par with like-minded species, the Toydarians and Ithorians.

Skills and Talents

Their methodical and organized approach to life makes Ishi Tib natural managers and strategists for corporations, governments, and militaries (GG4b 54–55; SWE 143; EGAS 61; UAA 78; NEGAS; CSWE II 118; TUR 12). Others find work as scholars and engineers (UAA 78; TUR 12). WEG rules gives them a bonus to learning planning-related skills used by bureaucrats, business people, police, scholars, and tacticians (GG4b 55). We glance over the Entrepreneur, Marshall, Quartermaster, Scholar, Tactician, and Trader specs for some ideas. Both Discipline and Vigilance look tempting, but the former helps with the Ishi Tib's natural rage (see below), so we give them a free rank in it.

Their insistence on ecologically sound practices sometimes gets in the way of their business interests (GG4b 55; UAA 78; NEGAS). WOTC gives them a bonus to "Knowledge (life sciences)" checks because of this (TUR 12). This seems like such a small aspect of FFG's Education skill that it's not really worth converting the bonus.

Other Abilities

Their tough skin (GG4b 54; EGAS 61; NEGAS; CSWE II 118) may be worth some defensive boon, but we've already given them a decent Wound Threshold, so we leave this alone.

They have highly acute sense of smell, able to smell from far off (GG4b 54; EGAS 61; NEGAS). They also enjoy low-light vision evolved in the ocean depths of Tibrin (EGAS 61; NEGAS; TUR 12). We look to the Chevin and Ualaq Aqualish for ideas on how to handle these abilities.

Their beak is very sharp and able to pierce hard shells and snip through thick objects (GG4b 54; EGAS 61; NEGAS; S&VC25 29). It does a fair amount of damage in WEG and WOTC rules (GG4b 55; UAA 78; TUR 12). We look to the Selonians' tail for how to handle this, but we borrow from other beaked creatures (carrion spat, teryx, Aurean vulture, great ibbot) for our damage profile.

Ishi Tib are amphibious (EGAS 61; UAA 77; CSWE II 118; TUR 12), and their scaly skin helps them trap water (GG4b 54; NEGAS; CSWE II 118). However, they have a dependency on water and have to immerse themselves in salt water for a minute once per day lest they suffer skin and lung damage and, eventually, death (GG4b 54; EGAS 61; UAA 78; NEGAS; CSWE II 118; TUR 12). We have several species to look to for guidance here, including the Mon Calamari, Aqualish, and Nautolans. We also look to the Gand for an idea of how to treat special equipment, such as the Ishi Tib's brine tank.

Their berserker way of fighting when pinned in or moving in for a kill (GG4b 54; NEGAS) has overlaps with similar fighting strategies employed by Wookiees and Ranats. WOTC gives the a rage ability that is very similar to that of Wookiees, increasing their strength but reducing their defenses and forcing them to continue to attack a single opponent until one of them dies (UAA 78). We consider these species for inspiration on a similar ability for the Ishi Tib.

Ishi Tib range from 1.7 to 1.9 meters tall (GG4b 55) and averaging 1.7 (EGAS 61) or 1.8 (UAA 78), so they are Silhouette 1.

EDIT: Bumped down starting XP quite a bit. Natural attacks and an attribute at 4 are expensive!

Edited by SavageBob

Pantoran

ChiCho-DB.jpg

It's George Lucas in blue makeup! The Pantorans make their debut in the prequels, being identified as Twi'leks and Wroonians for a while before George Lucas and The Clone Wars team blew all that out of the water. EU lore has hinted at a connection between them and other blue-skins, like the Chiss, Wroonians, and Talorons.

Brawn 2 • Agility 2 • Intellect 2 • Cunning 2 • Willpower 3 • Presence 1

• Wound Threshold: 10 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 100

Special Abilities: Pantorans begin with a free rank in Cool. They still may not train Cool above rank 2 at character creation. When making skill checks, Pantorans may remove 2 Setback Dice imposed due to cold or arctic environmental conditions.

Designer Notes

Brawn

Lots of Pantorans seem pretty slim (Trespass), but there are some chubby (SOI; EGW 51) and muscular ones, too (BT:AHOTE1; JTH:TGSH). A Brawn of 2 allows us to account for all types.

Agility

Jedi Toro Irana impresses his Master with his agility, which he maintains even when inebriated (Scourge). His sister, Reen, is a decent shot (Scourge), as are all of the Papanoida family (SOI). Indeed, Baron Notluwiski Papanoida is a crack shot even while dual wielding (CW Card; Insider125 26; GLIA). The Shens are not bad in this area (JOY 89–90). We could justify a bump here, but we'd need to lower something else to compensate, so we leave Agility at 2.

Intellect

All the Pantorans we've met seem familiar with galactic knowledge and technology (Scourge; SOI; TCWCE 38). Kosh Kurp is a weapons-design expert (BT:AHOTE1), and N. Papanoida is a playwright (CSWE III 11; BP DB; FF39 PAP1). An Intellect of 2 lets us accommodate all this.

Cunning

There's evidence both ways here. Arend Shen is a wily fellow, able to hide illicit dealings (JOY 5; JOY 87–88). Similarly, N. Papanoida had a shady chapter in his life; while he doesn't speak much of it (BP DB; FF39 PAP1), he has spun that experience into an immense network of informants (CW card; BP DB; CSWE III 11), and he's learned to be sneaky in aiding anti-Imperial forces (FF39 PAP2) and hiding weapons on his person (SOI). His children, on the other hand, seem fairly by-the-book (TEG; SOI). Similarly, Riyo Chuchi appears to have trouble thinking for herself (Trespass), at least early in her career (SOI). We might rule Baron Papanoida exceptional and lower Cunning a bit, but we leave it alone, making him a standout, but not highly unusual for his species.

Willpower

There's quite a lot of support for a raise in Willpower. First of all, the Pantorans are a religious people (CSWE I 226; SOI), and they seem to take their pledges to god and country seriously (TCWCE 133; Trespass; JTH:TGSH). We also have plenty of examples of Pantorans being hard-headed, self-assured (Scourge; SOI; TCW:TSH), vindictive, single-minded (BT:AHOTE1; JTH:TGSH; JOY 5; JOY 89), bullying, and obstinate (FF39 PAP1; CC:AVBM; CC DB; TEG; TCWCE 38). Other Pantorans resist being targeted by those attempts (JOY 27). They also seem adept at using their forceful personalities to strong arm and intimidate others to get their own way (Scourge; TEG). N. Papanoida's rescue of his kidnapped daughters plays as the Star Wars version of Taken (FF39 PAP2; SOI). Finally, when diplomat Riyo Chuchi finally learns to play politics, she gets her way via coercion, not political niceties (SOI). We raise Willpower a point for these reasons.

Presence

Many of the Pantorans we've met seem to have problems playing with members of other species, whom they too often disdain as being inferior (Trespass; Scourge; CC DB; SOI). Indeed, the voice actor who played Chairman Chi Cho drew inspiration from South African apartheid leaders, world dictators, and perpetrators of genocide (CCAVBM)! At least some of the more open-minded Pantorans we've seen have also been naive, timid, and unsure of their political chops (TCW:PIP; FF39 PAP2; CC DB; RC DB; TEG), with Chi Eekway Papanoida a possible exception (CSWE I 226). We might consider Baron Papanoida a people person due to his love of theater, but he's more of a writer than actor. Even accounting for his and Arend Shen's entrepreneurial skills (CSWE III 11; BP DB; FF39 PAP1; JOY 5) and the charming Aris Shen (JOY 89), the more prevalent current in this data indicates the Pantorans are a bit lacking in the nicer interpersonal skills. We lower their Presence a point.

Wound Threshold

As with Brawn, we could make a case for a lower number here due to there being lots of skinny Pantorans (Trespass), but we'll leave Wound Threshold at default to account for the bulkier ones (SOI; EGW 51; BT:AHOTE1).

Strain Threshold

We want the Pantorans to be able to make use of that higher-than-average Willpower, so we leave Strain Threshold alone.

Skills and Talents

The overall impression one gets from the Pantorans we've seen is that they are a prideful people who value composure and a stiff upper lip (Trespass; SOI). Cool seems like a good skill to represent this, so we give them a free rank in it.

Other Abilities

Although they actually prefer warmer temps (Scourge), Pantorans have high natural resistance to the cold (P DB; CWUK22). We give them a version of the Arcona's and Twi'leks' heat tolerance to represent this.

Pantorans range from 1.5 to 1.9 meters in height (P DB), which is Silhouette 1 territory.

EDIT: Forgot the intro! Also added Jewel of Yavin information.

Edited by SavageBob

Siniteen

392px-Siniteen.jpg

The big-brained Siniteens were introduced in closeup reshoots of the cantina sequence for A New Hope . The EU has had fun with the species: Decipher's collectible card game requires players to compute a complex equation to use the Brainiac card, and the name "Siniteen" is an anagram of "Einstein." Still, we have yet to learn much about their background, culture, or homeworld. This writeup is thus an attempt to reverse engineer the various Siniteen characters we've been introduced to; consider it with an extra degree of interpretive caution.

Brawn 1 • Agility 2 • Intellect 4 • Cunning 2 • Willpower 2 • Presence 1

• Wound Threshold: 10 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 80

Special Abilities: Siniteens begin the game with one rank in Coercion. They still may not train Coercion above rank 2 during character creation. They also begin with a free rank in the Galaxy Mapper talent.

Hyperintelligence: Siniteen characters suffer no penalties when making Astrogation checks to plot hyperspace jumps without the aid of a navicomputer or astromech. When a Siniteen is acting as a ship's astrogator, the starship can ignore any "Navicomputer Failure" results on the starship Critical Hit Result table.

Designer Notes

Brawn

Sources suggest that the Siniteens are not a physical people. When the Siniteen Corwin Kaezeb has to defend himself against an enraged Abyssin, the Siniteen notes how unaccustomed he is to fighting, for instance (HNN51). Likewise, Separatist Senator Bec Lawise is quite portly (AFIN) and goes down from a single blaster rifle shot (CATH). The Siniteen toughs who face off against Mother Talzin quickly fall unconscious after choking on her magic smoke, or they easily fall to her Nightsisters' blades (DM:R). The drill sergeant Bric is the most notable exception. He's a battle-hardened warrior (CWH2H), able to defeat even the muscular Klatooinian Castas in hand-to-hand combat (CWH2H). And at 1.9 meters (6' 3") tall (CWTC Bric) and 83 kilos (183 pounds) (CWH2H), he's a healthy size. We know that The Clone Wars team originally planned to make him a Human (CCEG), though, indicating that perhaps Bric is not indicative of his brainy species. We rule that the Siniteens likely, on average, are not very strong and lower Brawn to 1.

Agility

There's little to base a decision on regarding this attribute. We have a few examples of Siniteens packing heat, but we never see any of them fire a shot (SOI; TLC:PL; CWH2H). In contrast, a group of rifle-wielding Siniteens do manage to score a few hits on some Nightsisters (DM:R). All things being equal, we leave Agility at 2.

Intellect

This attribute seems to be the species' strong-suit; Siniteens have enormous brains (DM:R) that make them extremely smart (CWUK6.15 29). Examples of their intellectual prowess include Corwin Kaezeb unseating a reigning dejarik champion (HNN51), Sibs Monchan designing holonet interfaces (HONSBS), and Pons Limbic computing hyperspace coordinates in his head (CCG Brainiac; CSWE I 90; WMNTFBWSF). In fact, many Siniteens can compute even difficult hyperspace jumps unaided by a navicomputer (CWUK6.15 29). Even our beefiest Siniteen, Bric, is noted for his smarts (DC:CC). To represent this hyperintelligence, we give the species a two-point bump to Intellect.

Cunning

The Clone Wars gives us several Siniteen criminals, including the gangster Hal'Sted (Nightsisters; I129:AL 63), his crew of slavers (DM:R), the bounty hunter Brainee (SOI), and the murderer–kidnapper–thief Nim Mindbend (Rev; RevTG). All would likely need some fluency in navigating the criminal underworld. We leave Cunning alone.

Willpower

We know Siniteens are at least adequate in this area. For one, technical wizard Sibs Monchan prides himself on his determination and drive to succeed in business (HONSBS). Then we have examples of Siniteens bullying and coercing others, such as the mob boss Hal'Sted keeping his underlings in line (I129:AL 63), his Siniteen slavers managing cargoes of captives (DM:R), Drill Sergeant Bric browbeating clone trainees (CC; CWH2H), and Senator Bec Lawise using threats to get his way (AFIN). Since so much of this seems to actually be the Coercion skill, we leave Willpower alone. We'll consider Coercion later.

Presence

The Siniteen we've met seem like a sullen bunch, what with their perpetual frowns and ever-furrowed brows (CCG Brainiac; CC; Chewbacca4; SOI; Revenge; Nightsisters; SWHS; HONSBS). Even Siniteen in positions of leadership and diplomacy seem fairly blunt, surly, and unapproachable (CC; DM:R); indeed, Bec Lawise lets Voe Atell do most of the talking during a Rebublic–Separatist peace conference on Mandalore, his own contribution being to upbraid the young Lux Bonteri (AFIN). Lawise's one attempt at persuasion is met with his death (CATH). The bounty hunter Brainee gambles with dice (SOI), but such games of chance seem different from sabacc, so likely don't require Cool checks. Finally, the tech entrepreneur Sibs Monchan seems like he can still learn a thing or two about interacting with his potential customers: He seems more at home with technology than people, and his attitude toward others is one of superiority—he must be the brains of the operation (HONSBS). We dock the Siniteens a point in this ability.

Wound Threshold

There's no need to raise this significantly for all the reasons stated under Brawn.

Strain Threshold

We raise this a tad to aid the species in pushing themselves to the heights of computational genius.

Skills and Talents

We consider some of the more intellectual and space-faring specializations (Commodore, Scientist, Slicer, Scholar, and Fringer) for ideas on talents Siniteens might get. Master Starhopper, Natural Programmer, and Skilled Slicer look tempting for their perks on Astrogation and Computers use, but they're mid-to-high-level talents that are probably inappropriate for an entire species. Of the lower-level talents, Galaxy Mapper, Codebreaker, Speaks Binary, and Technical Aptitude all look promising and keep to the theme of the Siniteens being like walking computers.

But before we decide, let's consider the Siniteens' main claim to fame: their ability to compute hyperspace jumps without a navicomputer (CCG Brainiac; CSWE I 90; WMNTFBWSF; CWUK6.15 29). The source that most explicitly provides this ability to the species actually qualifies the ability a bit by saying "many" of them can do this (CWUK6.15 29), which gives us some wiggle room. Now, according to the RAW, the difficulty of making an Astrogation check to plot hyperspace coordinates without a computer goes up by three levels. That is, an Average check would become Formidable: five purples—doable, but our average Siniteen with 4 Intellect doesn't stand much chance.

With a rank in Galaxy Mapper, a single Setback Die would go away, and the check would take half the time. Technical Aptitude would reduce the time to make the check by 1/4 per level, but only if the navicomputer were available. Codebreaker and Speaks Binary wouldn't help here at all.

Maybe the solution is to allow Siniteens to treat their own brains as navicomputers? Thus, for instance, they would make the Astrogation check normally without a navicomputer, ignoring the increased difficulty. Similarly, they would ignore the starship Critical Hit result (64–72) that knocks out the navicomputer and prevents jumping to hyperspace. We'll give them a rank of Galaxy Mapper on top of this to reinforce the ability. We leave the particulars of activating a hyperdrive without a navicomputer to the GM and players to hash out.

Finally, there's evidence that maybe the species has a knack for Coercion (I129:AL 63; DM:R; CC; CWH2H; AFIN). We grant a free rank.

Other Abilities

We only know one Siniteen's height: Sergeant Bric stands 1.9 meters tall (CWTC Bric). However, the others we've met all seem to be about Human height, so we leave Silhouette at 1.

EDIT: Bumped down starting XP a tad; that 4 Intellect is pricey.

Edited by SavageBob

Yarkora

262px-Yarkora_NEGAS.jpg

The Yarkora Saelt-Marae (alias Yak Face) is one of the courtiers of Jabba's palace in Jedi . The EU has left much of his species' background a mystery, making the few known Yarkora in the galaxy into über scoundrels. The unfortunate side effect of this has been ability bloat; in order to account for all of the powers various sources have attributed to the Yarkora, we have to give them more starting talents than any other alien we've considered so far. GMs and players may want to sift through the options listed here, pick and choose how to represent the "real" Yarkora, and chalk the rest up to spacer legend (raise starting XP by 5 for each free skill and talent dropped).

Brawn 2 • Agility 1 • Intellect 2 • Cunning 3 • Willpower 1 • Presence 3

• Wound Threshold: 10 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 70

Special Abilities: Yarkora begin with a free rank in either Cool or Deception. They still may not train Cool or Deception above rank 2 at character creation. They also begin play with one rank in each of the Blooded, Convincing Demeanor, Durable, and Intimidating talents.

Enhanced Senses: When making ranged combat or Perception checks, Yarkora remove up to 2 Setback Dice imposed due to environmental conditions or concealment (but not defense).

Designer Notes

Brawn

Yarkora are pretty big and bulky (CSWE III 349; NEGAS; FUCG 12). They also have highly robust immune systems that keep them from getting sick (NEGAS). The Edge core rulebook gives the sample Yakora treasure hunter a 3 here (EOTECRB 414). We'll account for that immune system with talents, though, so we can get by with a Brawn of 2.

Agility

Both West End Games and Wizards of the Coast rules reduce their Dexterity (SWTSBSE 101; UAA 187; FUCG 19). The Yarkora treasure hunter is average in this attribute (EOTECRB 414), but he's not necessarily the average for his species. We drop Agility a point.

Intellect

WEG bumps this attribute up a bit (SWTSBSE 101), and the sample Yarkora treasure hunter is good here (EOTECRB 414). Long-term strategizing is certainly something Yarkora excel at; they show indefatigable patience in pursuing information from others (EOTECRB 414), or in their pursuit of mates (NEGAS). WOTC rules bump their Wisdom up (UAA 187; FUCG 19), suggesting some of this patience. Other sources leave the species average in this department. We follow their lead.

Cunning

Yarkora seem at home in the galaxy's criminal havens, where they secretly gather information to sell (EGAS 155; UAA 187; NEGAS; FUCG 19). They are adept at outfoxing marks to steal money, goods, and information from them (UAA 187; NEGAS). Their superiority complex towards other beings leads to a certain expertise in deceiving others and manipulating them secretly (FUCG 19; EOTECRB 414). Yarkora also have keen senses, especially vision and hearing (NEGAS; FUCG 19). In contrast, Yarkora themselves are difficult to get a read on (UAA 187; FUCG 19). The example Yarkora character here is quite talented in Cunning (EOTECRB 414). We'd be justified in giving them a 1- or 2-point bump to Cunning. We go with a value of 3.

Willpower

Yarkora are imposing figures, sometimes making others uneasy (UAA 187) such that they tell the Yarkora what he wants to know just to make him go away (EGAS 155). However, rather than natural Willpower, this uneasiness may be the result of a talent, which we'll consider below (NEGAS). Indeed, Yarkora are not particularly hard-working nor disciplined, and few have become Jedi as a result (UAA 187). The sample Yarkora in the Edge core has an average score here, compensating with a high Coercion (EOTECRB 414). We lower Willpower a point to allow for a bump elsewhere.

Presence

The evidence is all over the place in this area. First, Yarkora consider themselves superior to other species—that's confidence, sure, but it means they rarely make close friends. Nevertheless, they often become experts in manipulating "lesser" beings (UAA 187; FUCG 19; EOTECRB 414). Indeed, D20 sources make the Yarkora highly charismatic, giving them a bonus in this area (UAA 187; FUCG 19), and the sample Yarkora in the Edge core rulebook gets a whopping 4 in Presence (EOTECRB 414). If nothing else, Yarkora can often be quite dashing (FUCG 19). On the other hand, their off-putting nature and tendency to get quarrelsome about subjects they care about represents force of personality, but it also makes them quite irritating at times (NEGAS). And most Yarkora are loners form whom other beings don't quite rank as people worth considering (NEGAS; FUCG 19). So we could go three ways here: lower Presence to represent the species' sociopathic tendencies, raise Presence to represent their ability to "fake" being social, or leave Presence alone to account for both sides of the equation. We've lowered Willpower, so we'll bump up Presence here to compensate.

Wound Threshold

Our sample Yarkora character in the Edge core rulebook has a value of 10 + Brawn here (EOTECRB 414). This seems about right, so we stick with it.

Strain Threshold

We want them to be at least average here.

Skills and Talents

Yarkora in the galaxy are known for their amassing of information and selling of it to the highest bidder (EGAS 155; UAA 187; NEGAS; EOTECRB 414). Accordingly, D20 rules give them a bonus to Gather Information skill (UAA 187; FUCG 19), while the Yarkora treasure hunter's ability to manipulate others is covered in ranks of Charm and Coercion (EOTECRB 414).

Meanwhile, Yarkora motives are often difficult to determine, which may indicate some natural adroitness in Cool or Deception (UAA 187), while Saga rules also let them reroll Deception checks (FUCG 19). FFG's treasure hunter has ranks in Cool and Deception.

Charm, Coercion, Cool, and Deception—of the lot, Cool and Deception seem the most useful in keeping secrets, so we grant the Yarkora a choice between the two.

Aiding them in their acquisition of information is their unique eye structure, which enables them to see even items that are over 1,600 meters away in great detail (NEGAS). We might give them a new ability, as this qualifies as truly telescopic eyesight, but the Gran's enhanced vision does something similar, so we grant it instead. Similarly, Yarkora have parabolic hearing, able to filter out individual conversations from the general din (NEGAS). The same ability already seems to cover this, as overhearing someone else's conversation in a crowded cantina would probably require a few setback dice.

They seem to have a knack for avoiding unwanted attention (EGAS 155; UAA 187; NEGAS; FUCG 19). Saga rules make this a sort of psychic distraction that takes attention away from the Yarkora (FUCG 19). This ability also explains why Saelt-Marae (Yak Face) was sometimes considered to have rudimentary telepathic powers (NEGAS). We consider some possibilities for this, including Plausible Deniability, Convincing Demeanor, and Distracting Behavior. The last of these most closely matches the Saga description of this ability, but mechanically it's not quite right. Instead, we choose a level of Convincing Demeanor. The fact that it operates psychically is merely window dressing.

They also tend to make others uncomfortable, almost as if by natural talent (NEGAS). They use this discomfort to their advantage, getting others to spill their guts just to make the Yarkora go away (EGAS 155). This sounds like the Intimidating talent, so we give them a level of it.

They may or may not come from an arid homeworld (UAA 187). If they do, they may deserve some tolerance toward hot and dry environments, as the Twi'leks and Arcona get. But we leave this ability alone for now, since their favored environment is still unknown.

Yarkora have redundant organs that make them extremely long-lived and help them resist critical internal injuries (NEGAS). This sounds like the Durable talent.

They also have the ability to store food in a second stomach, meaning they can skip meals if necessary (NEGAS). This ability is probably not worth calling out in their statistics.

But to represent their natural immunity toward toxins and illnesses, including drugs and alcohol—but not including smoke (NEGAS)—we consider a free level of the Blooded talent versus the blanket immunity enjoyed by droids. The species is getting so many abilities at this point, though, that we go with the lesser of these for balance's sake!

The Yarkora treasure hunter has 4 Soak, but the Edge rulebook doesn't explain where that comes from (EOTECRB 414). We ignore it.

Other Abilities

With an average height of 2.0 meters (EGAS 155; UAA 187), Yarkora are Silhouette 1.

EDIT: Bumped down starting XP a tad; all those abilities add up.

Edited by SavageBob

Iktotchi

348px-Iktotchi_NEGAS.jpg

Next up is the horned guy from the Jedi Council in the Prequels. Like many of the Jedi Council members' species, these folks are renowned for their wisdom and have some natural Force abilities. The Prequel-era EU got pretty dang lazy at times.

Brawn 3 • Agility 2 • Intellect 2 • Cunning 1 • Willpower 3 • Presence 1

• Wound Threshold: 10 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 90

Special Abilities: Iktotchi begin the game with one free rank in either Piloting (Planetary), Piloting (Space), or Mechanics. They still may not train Piloting (Planetary), Piloting (Space), or Mechanics above rank 2 at character creation.

Precognition: When on their homeworld of Iktotchon, Iktotchi receive the base Foresee power and a bonus of +1 to their Force Rating, usable with the Foresee power only, even if they otherwise have no Force Rating whatsoever. Away from Iktotchon, this ability manifests as an uncanny knack for piloting and machines, so an Iktotchi character may choose between a free rank in the Gearhead talent or the Skilled Jockey talent.

Thick Hide: An Iktotchi's hide is thick and tough enough to absorb some damage, so they start the game with one rank in the Durable talent.

Designer Notes

Brawn

Iktotchi stand about as tall as Humans, but they're a stockier species (AA 80; UAA 76). D20 rules make them healthier, as well (AA 80; UAA 76; CWCG 12). They aren't particularly martial in nature, though, preferring diplomacy to solve problems (NEGAS; CWCG 12). Still, we bump up their Brawn a point to reflect their bigger frames.

Agility

They suffer some penalties to fine manipulation given their thick fingers, and D20 rules reduce their Dexterity (AA 81; UAA 76). Nevertheless, they are intuitive pilots of every kind of vehicle imaginable, thanks in part to lifetimes spent with vehicles (AA 80; UAA 75; NEGAS). We leave Agility alone.

Intellect

The species is highly innovative; they mastered air travel on Iktotchon before they ever developed land or water vehicles, and their engineers and mechanics were nearly as famous as their pilots (AA 80; UAA 75). An average Intellect is in order.

Cunning

The Iktotchi are sensitive to social cues and emotions (AA 80; UAA 75–76; CWCG 12), but their culture frowns on personal gain and profiteering of the type Cunning can represent (NEGAS; CWCG 12). We lower Cunning a point to reflect their natural discomfort with exploiting others for personal gain.

Willpower

The species long dreamed of expanding their civilization into the stars (AA 80; UAA 75; NEGAS), which speaks to a natural faith and sense of wonder. Many become Jedi (AA 80; UAA 75; NEGAS; CWCG 12), and their native Seers expend great effort learning the discipline to control their visions (NEGAS). At least a couple Iktotchi become great Sith Lords (DOE; L:W2). Their cultural value for stoicism requires them to rein in their natural emotional natures (CWCG 12). Saesee Tiin was known for his stubbornness (JVS). All of this points to a bump to Willpower.

Presence

Despite their love of traveling among the stars, many Iktotchi find themselves unwelcome there due to their reputation as doomsayers, precogs, and harbingers of catastrophe (AA 80; UAA 75; NEGAS; CWCG 12). They are sensitive to the fact that they scare others, but they still get testy with species who lack their precognitive powers (AA 81; UAA 76; NEGAS; CWCG 12). In the Dark Times, Iktotchi have become an isolationist species, protecting themselves from the New Order's policies by avoiding the rest of the galaxy (AA 81; UAA 75; NEGAS; EOTE 340). They project an aura of unemotional calm and have trouble making friends (UAA 76; NEGAS; CWCG 12). D20 rules deduct some Charisma (AA 81; UAA 76; CWCG 12), and we follow suit by lowering Presence a point.

Wound Threshold and Strain Threshold

These should be sufficient as is.

Skills and Talents

The thick Iktotchi hide offers some protection from the wind (AA 80; UAA 76; NEGAS), and later D20 sources give the species some natural armor from it (UAA 76; CWCG 12). We consider the options—Soak, Defense, or Critical Hit reduction—and go with the last, per the precedent of the Chevin.

Iktotchi are renowned for being expert pilots of every type of vehicle, and many earn their living this way (AA 80–81; UAA 75; NEGAS; CWCG 12). Later D20 rules give them a bonus to piloting vehicles (UAA 76; CWCG 12). This piloting prowess relates to their precognitive ability (NEGAS; CWCG 12), so it's tempting to give them a level of Intuitive Evasion from Force and Destiny . But doing so might have unintended consequences; we don't want to set up a situation where a player has to be an Iktotchi to be the best Starfighter Ace (due to the species having access to a third level of Intuitive Evasion). Instead, Skilled Jockey or Rapid Reaction might be a good way to represent this intuitive flying. We offer Skilled Jockey as an option, since it seems more intuition-based.

Their engineers are also top-notch (AA 81; UAA 75; NEGAS), a status that also relies on precognition, as they are able to predict failures before they happen (NEGAS). This could easily be represented by the Gearhead or Fine Tuning talents. We go with Gearhead as an option, since it is functionally similar to Skilled Jockey.

Other Abilities

The Iktotchi all have rudimentary precognitive powers that keep them abreast of impending danger. On Iktotchon, this power takes the form of visions and dreams about large-scale happenings-to-be. This ability does get better with training in the Force (becoming Farseeing), but it diminishes greatly when away from Iktotchon. Offworld, Iktotchi experience little more than a generalized danger sense (AA 80–81; UAA 75–76; NEGAS; CWCG 12). We've already covered the "danger sense" in the talents we chose above, so we use the Foresee Force power to cover the rest, limiting its effectiveness to the moon Iktotchon only.

At 1.8 meters tall on average (UAA 76), Iktotchi are Silhouette 1.

EDIT: Raised starting XP a tad; the homeworld-only ability shouldn't cost much.

Edited by SavageBob

Mantellian Savrip

640px-Mantellian_Savrip_TotG.jpg

The holochess match between Chewbacca and Artoo in A New Hope features quite a few claymation creatures, including the hulking Mantellian Savrip. Most sentients in the galaxy think of the Savrips as unintelligent beasts, not sentient equals; this means a Savrip at large in the galaxy can expect to be treated even worse than a droid. Players should keep this in mind before choosing to play a Mantellian Savrip character. Note that the attribute spread below matches the fluff but has no precedent in a published FFG product. For a more conservative array, lower Cunning to 2 and raise Agility and Willpower to 2.

Brawn 4 • Agility 1 • Intellect 1 • Cunning 3 • Willpower 1 • Presence 1

• Wound Threshold: 14 + Brawn

• Strain Threshold: 8 + Willpower

• Starting Experience: 70

Special Abilities: Mantellian Savrips begin the game with one rank in either Brawl or Melee. They still may not train Brawl or Melee above rank 2 at character creation. They also begin with a free rank in the Intimidating talent. Savrips receive 1 Boost Die on Stealth checks made in rocky environments.

Fierce Combatants: A Mantellian Savrip's vicious claws and fangs may be used as a Brawl weapon. This natural attack uses the Brawl skill and adds its weapon damage to the character’s Brawn for total damage. The claws and fangs always counts as equipped, and they have the following weapon profile (Brawl; Damage +1; Critical 3; Range [Engaged]; Pierce 1, Venomous: Spend 2 Advantage to inflict; the target must immediately make an Average Resilience check, being staggered and immobilized on his next turn if he fails, plus 1 additional round per Threat generated; on a Despair, or if the Savrip spends Triumph on the attack, the target is staggered and immobilized until the end of the encounter instead). If a Mantellian Savrip is defending an area he considers to be his territory, he deals +1 damage to Brawl and Melee attacks. In addition, the Savrips' hide is thick enough to absorb some damage, so they start the game with one rank in the Durable talent.

Primitive: Mantellian Savrips upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available in the Savrips' tribal communities, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM's discretion. Mantellian Savrips can spend 10 XP at character creation to remove this penalty permanently.

Size: Mantellian Savrips have a Silhouette of 2.

Designer Notes

Brawn

The species is very bulky (AA 86; UA 100; AMA 32; TOR) and strong (CSWE II 286; DAD). They're known for their deadly brutality (BF3:D), answering threats with head-on violence (AA 86; TOR). D20 rules give them a hefty bonus to Strength, as well as a bonus to unarmed and melee combat (AA 87). They can live several centuries, as well (AA 86; UA 101; CSWE II 286; TOTG 116), suggesting a hardy constitution (AA 88; UA 102; TOTG 116–17). If any species warrants a base Brawn of 4, this is the one.

Agility

Despite looking brutish and clumsy, Savrips are deceptively quick (AA 86; CSWE II 286; TOTG 116). D20 rules give them a bonus to sneaking arounds (AA 88). Nevertheless, other sources call them "lumbering" (TOR), and D20 rules deduct some Dexterity (AA 88; UA 102; TOTG 116–17). They prefer hand-to-hand and melee combat to ranged (TOTG 117), to boot. With more evidence pointing toward them being big and clumsy rather than lithe and graceful, we deduct a point of Agility.

Intellect

Savrips are fully sentient, with a culture and technology of their own (TOR; TOTG 116–17), but their stone-age tools are largely outside the mainstream of galactic technology (AA 86–87; UA 100–01; TOTG 116; LSOOM3). D20 rules deduct several points from their Intelligence (AA 88; UA 102; TOTG 116), and it's an easy decision to give them a low Intellect here, as well.

Cunning

As predators (CCG MS; SWI51 47; SWE 186; RAOM 87), the Savrips' intelligence manifests in raw cunning more than book smarts, and they live a hardscrabble existence in the badlands of Ord Mantell (AA 86; UA 100). They're savvy enough to evade hunters and set traps for prey (EGPM 147; UA 101). D20 rules give Savrips bonuses to Survival skill (AA 88) and to Perception (TOTG 116), as well. We raise Cunning a point.

Willpower

Savrips are known for being aggressive and temperamental (BF6:P; TOTG 116–17; TOR), responding to threats and incursions into their territories with rampaging violence (AA 86–87; UA 101; TOTG 117). They aren't known for their moderation when eating (ER; TOR), and the unscrupulous land baron Taxer Sundown is able to control Savrips on Ord Mantell using a psychic augmenter (LSOOM3; CSWE III 49). Still, Savrips know no fear (UA 101; TOTG 117), and some members of the species have the willpower to master shamanic arts (AA 87; UA 101) or even the path of the One Sith (SWL1). D20 rules reduce their Wisdom quite a bit, which overlaps with Willpower (AA 88; UA 102; TOTG 116–17). Over all, they seem more akin to Wookiees in this department, so we match the Wookiees score here and give the Savrips a 1 (we can handle their fearlessness with a special ability).

Presence

Savrips are unpleasant creatures (SWE 186): The average Savrip couldn't care less about playing nice with others; he'd rather fight off strangers—and maybe eat them—as soon as get to know them (AA 86–87; UA 101; TOTG 116–17; AMA 32; TOR; RAOM 87). Yet Savrips do have a certain fierce pride about them that has led to them becoming an important symbol in galactic art and heraldry (AA 86–87; UA 101; TOTG 117). D20 rules dock the species quite a bit in the Charisma attribute (AA 88; UA 102; TOTG 116–17). The weight of the evidence suggests we should lower Presence a point, as well.

Wound Threshold

Savrips should be at least on par with Wookiees here, if not surpass that smaller species.

Strain Threshold

Again, we'll use the similarly brutish-and-angry Wookiees as our benchmark here and grant a similar value to the Savrips.

Skills and Talents

The Savrip's brutish culture values aggressive solutions to conflict, and D20 rules give them bonuses to unarmed and melee combat (AA 87; UA 102). We offer a free level of Brawl or Melee.

D20 rules also give them bonuses to Survival and Move Silently/Stealth checks (AA 88; UA 102; TOTG 116). We've covered the former with a boost to Cunning, but the latter flies in the face of their bulkiness. Maybe we can get by with a special ability instead? We modify the Ualaq Aqualish's tracking ability and give the Savrips a boost here.

The Mantellian Savrips' battle cry and fearsome appearance may be worth some sort of intimidation bonus (TOTG 117), especially since we reduced their Willpower. They could easily require an Easy or Average fear check from opponents upon first encountering them. Maybe a version of the Dimlurker's "Terrifying" ability from Suns of Fortune would work, or we could grant a free rank in the Intimidating talent. The latter also helps them with fear, so we go that route.

Their skin is tough and weathered (CSWE II 286), able to withstand damage (RAOM 88; AA 86; UA 100, 102; TOTG 116–17). This should qualify for some soak, damage reduction, or defense. We follow the example of the Chevin and grant a rank in Durable.

Other Abilities

They have strong claws on their forelimbs (RAOM 88; AA 86; UA 100, 102; CSWE II 286; TOTG 116–17; TOR), which let them rend tissue and bone (AA 86). They also have sharp teeth (LSOOM1) and venomous saliva, making their bite dangerous. D20 rules make this saliva do damage and paralyze the target minutes later (RAOM 88; AA 87; UA 101–02; TOTG 116–17). Some Savrips have very large, downward curving horns (TOR:ROTHC), but these don't seem to be used in combat. We grant the species a natural attack modeled after that of the Trandoshans and Selonians and taking great inspiration from the values used by Donovan Morningfire in his conversion of the D20 adventure, Rendezvous at Ord Mantell . For simplicity's sake, we don't separate out claws from fangs. We also go with a different interpretation for that venom, borrowing from the Dream Shimmer in Onslaught at Arda I and offering some minor nerfs to the ability for character balance.

Savrips have keen senses even in low light according to one source (RAOM 88), although other sources drop this ability (AA 87; UA 101; TOTG 116). We chalk this up to their already impressive Cunning and leave it alone.

Saga rules give them a rage similar to that of Wookiees, granting bonuses to attack but preventing use of skills that require mental concentration (TOTG 117). We do the same, tying their rage to their territoriality.

They grow as tall as 4.0 meters tall (AA 86; TOTG 116), making them "Large" in D20 terms (UA 102; TOTG 116–17). Mantellian Savrips often hunch over, making them appear shorter (TOTG 116; UA 101; LSOOM3). We make them Silhouette 2, a status that actually seems to be a disadvantage, as it prevents them from easily using technology designed for smaller beings and it makes Silhouette 0 characters harder to hit. We'll take this into account when we assign beginning experience points.

EDIT: Added the Primitive disadvantage, per Stay on Target . Clarified the way their venom works, using status effects instead of Critical Injuries for its effects.

Edited by SavageBob

Kitonak

469px-Kintonak_NEGAS.jpg

Return of the Jedi introduced us to Droopy McCool, a mushroom with a pig nose playing the clarinet. West End Games later gave us his species, the Kitonaks. And a weird species it is: so slow, methodical, and inactive as to make Jabba the Hutt look like Florence Griffith Joyner. But, then, that opens the door for a Kitonak adventurer who's the exception rather than the rule.

Brawn 2 • Agility 1 • Intellect 2 • Cunning 2 • Willpower 4 • Presence 1

• Wound Threshold: 11 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 65

Special Abilities: Kitonaks begin with a free rank in Knowledge (Lore). They still may not train Knowledge (Lore) above rank 2 at character creation. They also begin with a free rank in the Convincing Demeanor talent. The Kitonaks' small size makes them Silhouette 0.

Desert Survival: Kitonaks have evolved to withstand the harsh environment of their homeworld. They can store food and oxygen, allowing them to go up to a standard month without needing to eat, and permitting them to hold their breath for up to four standard hours before they risk suffocating. When making skill checks, Kitonaks may remove 2 Setback Dice imposed due to arid or hot environmental conditions. Furthermore, a Kitonak's hide is thick enough to resist some damage, so they start the game with one rank in the Durable talent.

Movement: Kitonaks are slow and methodical creatures; a Kitonak can never spend more than one maneuver moving per turn. Nevertheless, they can slither, allowing them to move the same distance in a round whether in a prone or upright position. Kitonaks can burrow as an action; this requires an Athletics check with the difficulty two levels higher than that shown on the Digging Table . On a success, the Kitonak may burrow one range band after a number of rounds equal to the increased difficulty level. Burrowing beyond the first round is an action, but it requires no further roll unless the hardness of the material increases (although the GM may require additional Athletics checks if digging continues for several rounds). Additional Success, Advantage, and Triumph may shorten the time required at the GM's discretion. Finally, Kitonaks are able to plant themselves firmly in place, so Kitonak characters may ignore Knockdown results from weapons and the Bowled Over critical hit result, but not the Knockdown talent.

Primitive: Kitonaks upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on the Kitonaks' home planet, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM’s discretion. Kitonaks can spend 10 XP at character creation to remove this penalty permanently.

Designer Notes

Brawn

While they're not overtly muscular, Kitonaks are strong (NEGAS), hardy beings adapted to a harsh life as desert wanderers (GG4b 61). Nevertheless, Kitonaks prefer peaceful resolutions to problems over violence (GG4b 63). D20 rules give them a bonus to Constitution (AA 83; UAA 88). We keep their small size in mind (EGAS 69; NEGAS) and give them a 2 here.

Agility

They look clumsy, but they have great manual dexterity (GG4b 61; AA 82; EGAS 69; NEGAS). Nevertheless, WEG rules reduce their Dexterity significantly (GG4b 62), as do D20 rules (AA 83; UAA 88). Most Agility skills seem more concerned with gross motor skills, though, so we follow these other RPGs' lead.

Intellect

The species' story-loving culture and musical affinity for the chidinkalu flute may speak to some adeptness with Lore (GG4b 62; AA 82). Indeed, Kitonaks have great memories (GG4b 63; AA 83; UAA 88). They have barely a stone-age level of technology (GG4b 62; AA 82; UAA 88; EGAS 69; NEGAS), though, suggesting a lack of exposure to much of the Knowledge skills Intellect covers. WEG rules reduce their Knowledge and Technical attributes (GG4b 62). We give them an average score to account for that memory; we'll handle their primitivity differently.

Cunning

Kitonaks are keen survivalists on their homeworld, able to fool their favorite snacks, the chooba, into becoming dinner (GG4b 61; UAA 88; EGAS 69; CSWE III 220; NEGAS). Those who make it offworld often curtail these skills into espionage (GG4b 63; AA 83; UAA 88), and their great manual dexterity (GG4b 61; AA 82; EGAS 69; NEGAS) probably makes them passable with Skullduggery. We leave Cunning at 2.

Willpower

The species is famed for their inexhaustible patience and resistance to boredom (GG4b 61; AA 82–83; UAA 88; EGAS 69; CCG). Indeed, they are philosophically opposed to hurrying to such an extent that they often seem to be sleeping (GG4b 61). The average Kitonak prefers to plan things out to the nth degree before committing to action (GG4b 63; AA 83; UAA 88). Indeed, Kitonaks get annoyed by others who rush them (GG4b 61), and they're incredibly resistant to coercion and fear (AA 83; UAA 88). They also have a vibrant mythology and religion, characterized by a veneration for storytelling (GG4b 62; AA 82–83; UAA 88; EGAS 69; NEGAS); their more shamanic members love to meditate (UAA 88). D20 rules give them a buff to Wisdom (AA 83; UAA 88). We could give them a Talent to represent resistance to social-influence skills (as D20 rules do; UAA 89), or we could give them a Willpower to match their reputation. We go the latter route, as a very high Willpower accounts for all these factors.

Presence

Kitonaks lives in tribes, but they're also OK spending long periods alone in the desert when necessary (GG4b 62; EGAS 70; NEGAS). They aren't great diplomats, either; their preferred method of solving problems is to ignore them and hope they go away (GG4b 62). Kitonaks are generally shy in social situations, since they know their slow way of talking annoys others (AA 83; UAA 88; NEGAS)—although this does make them good listeners (EGAS 70). Kitonak spies are the exception that proves the rule: they have to interact with others to sell what they know, even if their clients get bored listening to them relate the information (GG4b 63). The only real argument for the species having any Presence is that Kitonak musicians are a favorite target for slavers, and free Kitonak musicians are able to support themselves playing (GG4b 62; AA 83; UAA 88; CSWE III 220; NEGAS). In D20 rules, Kitonaks suffer a reduction to Charisma (AA 83; UAA 88). All things considered, this seems like the way to go, so we deduct a point from Presence.

Wound Threshold

This should be substantial enough to account for the Kitonaks' adaptations to their harsh, desert environment (GG4b 61), keeping in mind the species small size, of course (EGAS 69; NEGAS).

Strain Threshold

The species' boundless patience (GG4b 61) is worth a good score here.

Skills and Talents

The average citizen of the galaxy has no idea what a Kitonak is, let alone how to tell whether one is awake or asleep. This allows Kitonaks to see and hear things they probably shouldn't (GG4b 63; AA 83; UAA 88). We can represent this with Convincing Demeanor, Plausible Deniability, or Indistinguishable. Of these, Convincing Demeanor gives bonuses to the right set of skills, so we go with that choice.

We consider some skills to represent the most important aspects of Kitonak culture: desert survival, storytelling, and music (GG4b 61–64; AA 82; UAA 88; EGAS 69–70; NEGAS). We can cover the survival with some special abilities (see below). For the other skills, Knowledge (Lore) seems to be part of every Kitonak's upbringing (AA 82; UAA 88), so we give them a free rank.

Other Abilities

Kitonak skin acts as a natural armor, protecting them from damage and keeping their internal organs from harm (GG4b 61; AA 82; UAA 88; CCG; EGAS 69; CSWE III 220; NEGAS). WEG rules give them a significant defensive bonus to represent this (GG4b 63), and D20 rules follow suit (UAA 88). We can do the same with the Durable talent, as per the Chevin's precedent. Part of this protection is that Kitonaks are able to anchor themselves to resist being buffeted by their homeworld's gale-force winds (GG4b 61–62; EGAS 69; NEGAS). We represent this with some resistance to Knockdown effects.

Kitonaks can store up oxygen and food, allowing them to go four hours without breathing and several weeks without eating (GG4b 61; AA 82; UAA 88; EGAS 69; NEGAS). We offer them some oxygen storage and water storage, remembering how we handled a similar ability enjoyed by the Askajians.

Kitonaks are able to "slither," moving while lying prone on the ground (GG4b 61; EGAS 69; NEGAS). They can also burrow through loose materials (NEGAS) at "1 meter per round" (GG4b 63). We represent the slithering with a new ability and borrow the ability we gave the Ranats for the tunneling.

Their keen perception of shifts in pressure permits them to predict the weather (GG4b 62), but we'll lump this in with a general ability to remove Setback Dice due to arid or hot conditions (per the Twi'leks and Arcona).

The Kitonaks' primitive level of technological development (GG4b 62; AA 82) suggests they should have some penalties to using high-tech devices, as per the Dressellians.

WEG rules and D20 rules alike reduce their movement to about half that of other species (GG4b 63; UAA 88). We represent this by borrowing the Hutts' Ponderous disadvantage, which limits the character to one movement-related maneuver per turn.

D20 rules further penalize Kitonaks in combat by giving them a penalty to initiative (UAA 89). We might represent this with the antithesis of the Rapid Reaction talent, but in FFG's system, Kitonaks should probably be good at Vigilance, which can be used for initiative checks. We leave initiative alone.

Ranging from 1.0 to 1.5 meters tall (GG4b 63; AA 82; UAA 88), and standing 1.3 meters (4' 3") on average (EGAS 69; NEGAS), Kitonaks are a tall Silhouette 0.

EDIT: Lowered starting XP quite a bit to compensate for that Willpower 4 and all those abilities. Added Silhouette 0 to stat block. Updated their burrowing ability to match that of the Eloms.

Edited by SavageBob

Triffian

Kiffex_Triffian_%28R33%29.jpg

The Triffian Ebe E. Endocott is one of the podracers from Episode I ; he only appears as a low-res model in the film, but another Triffian hangs out near Dex's Diner in Episode II . While little is known about the species, what's to stop us from extrapolating from what we know about E.E.E.? As a reverse-engineered writeup from a very low sample size, this is more speculative than our average entry.

Brawn 1 • Agility 3 • Intellect 2 • Cunning 1 • Willpower 2 • Presence 3

• Wound Threshold: 12 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 80

Special Abilities: Triffians begin with a free rank in Knowledge (Education) or Knowledge (Lore). They still may not train Knowledge (Education) or Knowledge (Lore) above rank 2 at character creation. Triffians also begin with a free rank in the Rapid Reaction talent. The Triffians' small size makes them Silhouette 0.

Thermoregulation: A Triffian's large thermoregulator flaps dissipate excess heat. When making skill checks, Triffians remove up to 2 Setback Dice imposed due to extreme heat. They also add 1 Boost die to Resilience checks made to resist overheating.

Semi-aquatic: A Triffian's webbed feet and buoyant body mean that he never suffers movement penalties for traveling through water.

Designer Notes

Brawn

Ebe E. Endocott is quite pudgy (EE DB), which seems to be standard for the species (SWCTP 88; EIIG; AOTC). He's also small at 1.22 meters (EE DB; EIIG). He did survive a swoop crash on his homeworld (TPMEVD 87), but, over all, the Triffians look like good candidates to get a reduction to Brawn.

Agility

Despite his girth, Ebe E. Endocott seems to be fairly flexible (EIR). He's also adept at piloting land vehicles (NEGC 134). Likewise, a Triffian bodyguard working for a gang on Kiffex is a decent shot with a blaster (R33). Since most of the podracing species seem to be pretty agile (see the Xexto in Stay on Target , for instance), we raise Agility by 1.

Intellect

Though we don't know much about Triffis or its technology level, we do know that the few Triffians we've seen seem comfortable with standard galactic technology (EE DB; FF POD1; NEGC 134; ETWOEI 29; R33). Further, their planet has museums full of valuable antiquities known at least in the Core Worlds (FF COR12). Still, Endocott's overconfidence causes him to flub some Mechanics checks; the modifications to his podracer backfire and cost him in the Boona Eve Classic (OWSW 335; EIRNSG 44). We leave Intellect at 2.

Cunning

Endocott disdains Sebulba for his bullying demeanor and unsportsmanlike conduct (OWSW 335). This might speak to a general lack of the "creativity" that Cunning partially represents, so we go ahead and lower the attribute by 1.

Willpower

Endocott, at least, is very brave (EE DB), albeit overconfident (EIRPOSG 4), making him a regular daredevil (TPMEVD 87). But he prefers to wow his opponents with flair and flash rather than stooping to bullying, like that no-good Sebulba (OWSW 335). We could lower Willpower to 1 and compensate with a rank in Confidence, à la the Xexto, or we could leave Willpower alone. We'll go the latter route to help balance out the attribute array.

Presence

Endocott is a looker (SWCTP 88) with panache to spare (EIR; SWCTP 88), making him a hit with podracing fans (EIWW 88; EE DB; TPMEVD 87; OWSW 335; NEGC 134; SWCTP 88). He carefully cultivates that image to grow his fanbase. Of course, his ego is bigger than he is (SWCTP 88; OWSW 335; EIRNSG 44; NEGC 134). Endocott is also something of an entrepreneur, employing a personal clerk to manage his podracing winnings (NEGC 134). The Triffian outside Dex's Diner looks pretty dapper (AOTC). Finally, the Senator from Triffis is good at making nice by handing out loot from her homeworld (FF COR12). We raise Presence a bit to make our Triffians debonair socialites.

Wound and Strain Threshold

With little to go by, we can only hazard a guess here. Ebe E. Endocott's brush with death in a podrace crash perhaps speaks to some extra wounds (TPMEVD 87), so we bump Wound Threshold a bit to help counter that reduced Brawn. Strain Threshold should be good at average levels.

Skills and Talents

If we generalize Endocott's bravery and devil-may-care attitude (EE DB), we might grant the Triffians a rank in Confidence. We might also go with Rapid Reaction to emphasize the Triffians' agility some more. Ultimately, we go this route to help distinguish Triffians from fellow podracing species, the Xexto.

Skills supported by the Triffians we know include Charm, Cool, Knowledge (Lore), Knowledge (Education), Piloting (Planetary), and Ranged (Light). Let's seize on that museum tidbit to imagine generation after generation of Triffian schoolchildren shuffled through the halls of their world's numerous houses of learning. We thus take a page from the Archaeologist specializaiton and offer a choice between Knowledge (Education) and Knowledge (Lore). This interpretation also makes Ebe Endocott seem a bit more patrician, sort of an old-money educated lady's man (SWCTP 88; EIWW 88; EE DB; TPMEVD 87; OWSW 335; NEGC 134; SWCTP 88). It also helps explain that rather gentlemanly Triffian we see in Episode II (AOTC).

Other Abilities

Those wispy flaps that look like Wolverine's hair are actually termoregulator flaps that keep Triffians from overheating (EE DB; EIVD 57; EIIG; CSWE III 263). We add a special ability to cover this.

They have claws on their fingers (EE DB; CSWE I 235; SWCTP 88; EIIG), but we'll leave them be, as they don't look too dangerous. They also have feet like a duck (FF POD1; SWCTP 88; EIIG), which may speak to some skill at swimming. We grant a minor bonus to water movement.

With Endocott as our guide, standing at 1.22 meters tall (EE DB; EIIG), we make the Triffians Silhouette 0.

How about these two lovebirds?

Dice_Lak.jpg

Ah, a match made in heaven. The Lamproids are in the works, but Shistavanens are in The Unofficial Species Menagerie , whose species I've been avoiding.

Abyssin

Abyssin_2.jpg

The one-eyed Abyssin Myo appears in the cantina scenes of A New Hope , played by none other than creature designer Phil Tippett. The EU has cast the species as savage brutes with more muscle than brains. When translated into FFG game terms, this niche makes the Abyssin natural tanks and enforcers.

Brawn 4 • Agility 2 • Intellect 1 • Cunning 2 • Willpower 2 • Presence 1

• Wound Threshold: 12 + Brawn

• Strain Threshold: 7 + Willpower

• Starting Experience: 100

Special Abilities: Abyssin begin the game with one rank in Survival. They still may not train Survival above rank 2 during character creation. When making skill checks, Abyssin may remove 1 Setback Die imposed due to arid or hot environmental conditions. However, the species' reduced depth perception means that Abyssin add 1 Setback Die when making ranged combat checks or Perception checks involving vision.

Primitive: Abyssin upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on the Abyssin's home planet, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM’s discretion. Abyssin can spend 10 XP at character creation to remove this penalty permanently.

Regeneration: When an Abyssin would recover one or more wounds from natural rest or recuperation in a bacta tank, he or she recovers one additional wound. This does not include first aid or stimpacks. Abyssin can also regrow lost limbs, although it takes at least two weeks before the limb is usable.

Designer Notes

Brawn

We need to account for two important factors here: the Abyssin's raw strength and their hardy constitutions. As for the former, the species tends to be quite musclebound, despite a lanky frame (GG4b 5; UAA 7). For instance, Myo in the Mos Eisley cantina may look scrawny (CRC), but he's one of the best fighters on Tatooine (M CCG). Complementing this strength is a highly developed immune system that includes nearly preternatural regenerative abilities (GG4b 5; UAA 7; DFTI2). This health is astounding: We have stories of Abyssin surviving multiple arrow wounds (TGC) and even coming back from "the dead" repeatedly (SWTOR). The overall effect of innate strength plus survivability is that Abyssin culture emphasizes direct, violent solutions to problems (GG4b 5; UAA 7; DFTI2). The key example is the Blooding: When two Abyssin tribes meet, they often engage in a winner-takes-all brawl (GG4b 6; UAA 7).

Brute strength and natural health make Abyssin popular as menial laborers and fighters away from their homeworld (GG4b 7; CCG; UAA 7–8). For instance, the Abyssin slave Qawohl proves a fierce combatant (TOR:BOTE 1), and the Abyssin Dalok is the biggest, strongest student at the Orsis Academy—until Darth Maul puts him in his place (TWODM). Even Abyssin who follow more peaceful vocations have an innate capacity for violence: Jedi Master Quarmall and dejarik grandmaster Ohh Bronna are not adverse to a scrap (GG; HNN 51).

WEG rules give the species an average score here for unknown reasons (GG4b 7). Yet D20 rules give the Abyssin a bonus to both Strength and Constitution (UAA 8). Because both of those attributes are rolled into Brawn in FFG's system, we need to account for them with a good Brawn score. When coupled with their regenerative ability, this high score makes Abyssin slightly hardier than fellow regenerators, the Trandoshans, an interpretation supported by the lore (GG4b 5; SWE 2; CCG; UAA 7–8; CSWE I 7; DFTI2; Abyssin DB; SWTOR). We'll pay for the high score with other reductions.

Agility

Abyssin seem to prefer melee and brawling to ranged weapons (GG4b 6–7; Abyssin DB). In addition, Abyssin eschew starships and space combat, since it's hard to regenerate once you've undergone explosive decompression (GG4b 7). Indeed, the Abyssin Jacen Solo faces doesn't seem particularly agile (YJK:SA). Nevertheless, we know Abyssin use rudimentary projectile weapons; they stone their elders, for instance (GG4b 6; Abyssin DB). WEG rules give them an average score here (GG4b 7). We'd be justified in reducing Ability a bit, but there are other attributes in which the species seems more deficient, so we leave Agility alone.

Intellect

The impression one gets is that it's a rare Abyssin who would be considered a deep thinker—maintenance man Jackar Bowmani (TJWKTM) and dejarik grandaster Ohh Bronna (HNN 51) notwithstanding. The Abyssin's native technology is quite low-tech compared to the rest of the galaxy's (GG4b 6; SWE 2; UAA 7; CSWE I 7), and most Abyssin show little interest in more sophisticated technology from offworld (GG4b 7; UAA 7). WEG rules penalize the species' Knowledge attribute (GG4b 7), and WOTC rules impose an even stronger penalty on Intelligence (UAA 8). We need to pay for that Brawn 4 we gave them, and this seems like a logical place to start. We lower Intellect to 1.

Cunning

The species' fatalistic philosophy may indicate a lack of creative thinking and selfishness: Abyssin see change as inevitable and rarely take measures to steer their own destinies (GG4b 5; UAA 7). Further, their single eye limits their natural perceptual abilities somewhat, a factor that is partly reflected in a reduced Perception attribute in WEG rules (GG4b 7). On the other hand, the species are hardy survivalists and outdoorsmen, able to thrive in the desolate reaches of their homeworld (GG4b 7; CSWE I 99); indeed, Myo is a top-notch survival expert (AIR). We decide to keep Cunning at 2; this value helps us counter the 1 we gave the species in Intelligence by making the Abyssin slightly more adept at short-term, spur-of-the-moment thinking. We'll represent their perceptual limitations with a special ability.

Willpower

We cited the Abyssin's fatalism as a mark against a high Cunning score, but that same long-suffering attitude may also reflect a naturally strong will (GG4b 5; UAA 7). Likewise, an Abyssin tribe's pecking order is measured by each Abyssin's ability to impose his or her will on tribe mates, with the most brutish and combat-savvy Abyssin becoming the leader—in other words, Coercion backed up by Brawl (GG4b 6; TIA). Abyssin who attain positions of leadership over other species also tend to follow this more confrontational style of influencing their underlings, as evidenced by Ki-Ta Kren and the White Maw pirates (SWTOR). Tempering these factors is the Abyssin temper: The species tends to fly off the handle with little provocation (GG4b 7; UAA 7; Abyssin DB; SWHS; HNN 51). Some Abyssin develop other vices, too, such as Myo's alcoholism (AIR). Finally, we need to account for the fact that Abyssin slaves are popular in the galaxy (AIR; SWTOR; SWOT:BOTE), noting that strong-willed species tend to make poor slaves. With evidence pointing both ways, we leave Willpower at 2.

Presence

We still need to reduce another attribute to compensate for that Brawn of 4, and Presence seems to be our best choice. There is little to suggest the species cares much for interpersonal niceties; in fact, their small tribes are led by the best fighter, not the smoothest talker (GG4b 6; Abyssin DB). Even Abyssin courtship is achieved by athleticism rather than Charm: The males chase down and capture the females (CSWE II 133; Abyssin DB). Some Abyssin go so far as to eat the bodies of dead sentients (SWTOR). Granted, a few Abyssin traders operate in the galaxy at large (SWTOR), and Abyssin tribes will trade with one another if food and water are abundant (GG4b 6; Abyssin DB). Yet the more common way Abyssin negotiate is to beat their opponent senseless in a Blooding (GG4b 6–7; UAA 7; Abyssin DB), a fact early visitors to Byss discovered the hard way (GG4b 6–7; Abyssin DB). D20 rules dock them some Charisma (UAA 8). Jedi Master Quarmall's personality cult seems to be an exception (CSWE III 60), so we lower Presence a point.

Wound Threshold

Their violent, barbaric culture (GG4b 5–6; SWE 2; CCG; UAA 7; CSWE I 7; DFTI2) suggests a decent score is necessary here. The most likely role for an Abyssin hero is as a tank, and while their high Brawn helps a lot, we give the species another boost to Wound Threshold to put them on par with the Wookiees and Trandoshans.

Strain Threshold

Here, things aren't so happy for the species. We want to counteract that high Willpower a bit and allow for the Abyssin's short temper, so we lower this to match other tank species.

Skills and Talents

A life wandering the desert and herding gaunts suggests most Abyssin will have some skill at Survival or perhaps a talent, such as Forager (CSWE I 99; Abyssin DB), a fact supported by WEG's interpretation of the species (GG4b 7). D20 rules give them a bonus to Survival in arid conditions (UAA 8). WEG lists their other common skills as the equivalents of Brawl, Coercion, and Melee (GG4b 7). We decide to go with both a free rank in Survival and a bonus in arid environments, like that enjoyed by Arcona and Twi'leks.

Other Abilities

We might grant them something to represent their leathery hides (GG4b 5; UAA 7). But if Wookiee fur and Trandoshan scales don't offer natural armor, it seems OK to chalk up the Abyssin's rough skin to natural weathering rather than to a combat advantage.

Abyssin can regenerate damaged flesh and lost limbs (GG4b 5; SWE 2; CCG; UAA 7–8; CSWE I 7; DFTI2; Abyssin DB); indeed, the Abyssin assassin Dust survives several near-misses with death (SWTOR). We look to the Trandoshans for guidance on how to handle this, allowing the Abyssin's natural Brawn and Wound Threshold to make them slightly healthier than their reptilian counterparts.

Although they're not as bad off as a member of a binocular species who loses an eye, Abyssin still don't have the best depth perception (GG4b 5; UAA 8). We give them an ability that works as the reverse of the Gran's enhanced vision; seems logical that one eye and three eyes would have inverse effects, right?

On Byss, the species has a very low technology level (GG4b 6; UAA 7–8). We represent this with the Primitive disadvantage introduced with the Dressellian species in Stay on Target , making sure to offer an option for players to buy it off. This is justified even with the 1 in Intelligence; they're pretty dumb in addition to being primitive.

They have claws, but only one source indicates that these offer any advantage in combat, and that Abyssin was actually a hologram (YJK:SA). We decide the claws are not worth mentioning.

Standing from 1.7 to 2.1 meters tall (GG4b 7), Abyssin are Silhouette 1.

Geran

BG_Doallyn.jpg

That guy Chewie throws down the stairs in Return of the Jedi is a Geran named Doallyn, Jabba's personal big-game hunter and guard. The species needs a rare gas to survive on oxygen-rich planets; otherwise, they look like Pantorans in spacesuits. As another movie alien without much background available, this entry works from the very limited sample of Gerans we've seen and extrapolates quite a bit from there. Consider yourself warned.

Brawn 2 • Agility 2 • Intellect 2 • Cunning 2 • Willpower 3 • Presence 1

• Wound Threshold: 12 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 110

Special Abilities: Gerans begin with a free rank in Discipline. They still may not train Discipline above rank 2 at character creation. Gerans require trace amounts of hydron-three in the air they breath. A Geran character starts the game with a respirator that supplies the gas. A Geran deprived of hydron-three can breathe regular air for a number of hours equal to his Brawn, at which point he begins to suffocate.

Designer Notes

Brawn

Evidence suggests an adequate but not remarkable score here. We consider that Doallyn survives a direct attack by a Corellian sand panther but suffers a hideous disfigurement from its venomous claws (SD:TFDT; SWE 76; CSWE I 193). We also take note of Doallyn's quick recovery after being throttled by a krayt dragon (SD:TFDT). But, then again, he tires out after having to correct for a speeder's steering problem, and he gets drunk pretty quickly on a visit to the cantina (SD:TFDT). Finally, we see him bested by Chewbacca, who throws him down the stairs one-handed (ROTJ; SD:TFDT). We give the species a 2 here, making them average.

Agility

We could justify a bump here, but we could also leave Agility alone. For one, Doallyn's adept with blaster weapons—he takes down a krayt dragon for crying out loud. He's also deft of finger and a decent driver of landspeeders, considering he's able to pilot a damaged speeder for several hours straight (SD:TFDT). Similarly, Che'nash is a mercenary working for the Sith Empire on Ilum; her job conceivably also requires some ranged-combat proficiency (SWTOR). Ultimately, we decide to leave Agility at 2 so that we can raise another attribute instead.

Intellect

There's not much to suggest anything out of the ordinary here: We know that Doallyn is able to astrogate, and he has a good knowledge of alien anatomy (SD:TFDT). We leave Intellect at 2.

Cunning

There's evidence both ways here. To begin with, Doallyn is a big-game hunter, and he claims to be able to outwit any beast. He also exhibits some survival skills in his desert trek away from Jabba's palace. On the other hand, Doallyn seems like an upstanding guy who is deeply troubled by the deception and skullduggery that go on around him in Jabba's palace. Indeed, he only serves the Hutt because he's been blackmailed into it and relies on Jabba to dole out his supply of hydron-three gas (SD:TFDT). We want to account for both sides of the coin, so we leave Cunning at 2.

Willpower

If Doallyn is any indication, the Gerans are a highly disciplined lot who greatly respect propriety and protocol. Even when conned into the service of a notorious gangster, Doallyn maintains a veneer of military regimen. The Gerans also seem to be a religious bunch, honoring oaths to the Sky Seraphs. Doallyn's fortitude manifests as well in his fearless face-off against known assassin Dannik Jerriko, his confrontation with a krayt dragon, and in his brusque intimidation of a pair of drunk guards intent on having their way with Yarna d'al Gargan. Doallyn keeps on his toes during his escape from Jabba's palace, showing an affinity for Vigilance. Finally, the Geran manages to suppress his physical attraction to Yarna, despite having to share a shelter with her out of necessity (SD:TFDT). All in all, Doallyn seems to have a decent Willpower score, and since he's our only guide, we grant this as a species trait.

Presence

We can justify a reduction to Presence based on the same military discipline that makes Gerans good candidates for a boost to Willpower. As one example, the female Geran Che'nash comes off as curt and ill-at-ease speaking to strangers on Ilum (SWTOR). Likewise, Doallyn doesn't seem to have many friends, and Yarna finds him withdrawn when she tries to connect with him on a personal level. Doallyn's also a terrible gambler; losing a game of chance is what got him into Jabba's service in the first place. Finally, the fact that Gerans have to wear full-head helmets to breathe on most planets means that their emotions are even further hidden from view (SD:TFDT). Despite the fact that Doallyn later joins Yarna as a free trader (SD:TFDT; SWE 113; CSWE I 193; YDG DB), a reduction to Presence seems a natural fit for the species.

Wound Threshold

There's not much evidence here. Doallyn's pretty tough, though, and if we want to imply a militaristic culture, we might give a small boost here.

Strain Threshold

Similarly, Doallyn shows great fortitude in the desert with Yarna, but this could easily be due to some levels in Grit. We leave Strain Threshold alone.

Skills and Talents

Based on the militaristic style of speaking Che'nash uses (SWTOR) and Doallyn's regimented demeanor, we decide a free rank in Discipline seems right for the Gerans, perhaps representing a militaristic culture we haven't learned about yet.

Other Abilities

We know a few abilities Gerans do not have: They have no special low-light vision, nor any specific resistance to hot, arid conditions (SD:TFDT).

Gerans must have a small supply of hydron-three in their air supply or they'll suffocate within twenty-four hours (SD:TFDT; SWE 114; CSWE I 335; YDG DB). We look to Gands and Kel Dors for inspiration on how to represent this drawback. Che'nash also has an armored suit (SWTOR), but we'll leave that to individual players to purchase if they wish.

Chagrian

350px-ChagrianNEGAS.jpg

Chagrian Speaker of the Senate Mas Amedda debuts in Episode I . Since, Chagrians have appeared in a good number of EU stories in a wide variety of roles, from Sith Lords to crime lords. The Chagrians are somewhat unique in that they are a strong species whose members are not necessarily predestined to combat-oriented occupations. That is, a Chagrian can just as easily be a gifted diplomat as a talented mercenary.

Brawn 3 • Agility 2 • Intellect 2 • Cunning 1 • Willpower 2 • Presence 2

• Wound Threshold: 10 + Brawn

• Strain Threshold: 10 + Willpower

• Starting Experience: 100

Special Abilities: Chagrians begin with a free rank in Knowledge (Education). They still may not train Knowledge (Education) above rank 2 at character creation. They also begin with a free rank in the Kill with Kindness talent. Chagrians add 2 Boost Dice to Resilience checks made to resist the effects of radiation.

Amphibious: Chagrians may breathe under water without penalty and never suffer movement penalties for traveling through water. Chagrian eyes are attuned to the shallows of their world's seas, so Chagrian characters may remove 1 Setback Die imposed due to dark conditions. However, the salty waters of Champala dull their sense of taste, so Chagrians suffer 1 Setback Die on Perception checks involving the sense of taste.

Designer Notes

Brawn

Sources describe the Chagrians as "powerfully built" (AA 62; UAA 32; CWCG 158; NEGAS), suggesting a good score in Brawn. They certainly make good bouncers (G7 42). Accordingly, D20 rules bump up their Strength (UAA 33; CWCG 158; LECG 10). We do have an example of a Chagrian nemesis with a Brawn of 2 (JOY 61), but the lore supports a higher value, so we go with a Brawn of 3.

Agility

D20 rules reduce their Dexterity, but there is little explanation as to why (UAA 33; CWCG 158), just the notion that they "lack grace" (LECG 10). All things considered, this is unconvincing, especially considering the grace displayed by Chagrian swordsmen (DT14–17) and the ranged-weapons mastery shown by Sergeant Rusk (SWTOR). We decide to keep Agility at 2.

Intellect

Chagrians have a respected educational system, and many of them go on to earn higher degrees (NEGAS). That's justification enough to give them a decent Intellect, so we go with a 2.

Cunning

The Chagrians' homeworld has always afforded them its natural bounty, so there has never really been a need for Chagrians to steal from one another, to deceive one another, or to eke out a living from the land (AA 62; UAA 33; NEGAS; LECG 10)—all things Cunning represents. What's more, Chagrians revere the law and people in positions of authority (AA 62; UAA 33; NEGAS; LECG 10). Even Palpatine's right-hand Chagrian, Mas Amedda, started out as a bright-eyed, law-abiding idealist before he succumbed to the corruption of the Republic (CWCG 158; NEGAS), and even then, he was usually duped into doing duplicitous deeds by those more cunning than he (DP). Sure, the EU offers several examples of Chagrians who pursue a life of crime (DT4; DT13–17; C&TCW 27; CSWE II 302; SWTOR) or political double-dealing (SWTOR; Legacy 34). But these Chagrians seem to be exceptional for their species. We lower Cunning to 1.

Willpower

Source suggest an average score should suffice here. In general, Chagrians are an even-keeled lot (UAA 33), and many of them hold out faith that their god Aram Acheron will one day return to Champala in triumph (C&TCW 27). On the other hand, the species has never been a big supplier of Jedi (AA 63; UAA 33), although there are, of course, exceptions (SWTOR; Y:DR; CSWE II 319; TL10). We go with an average score of 2.

Presence

Champala's natural beauty has drawn tourists for generations, making Chagrians comfortable among a wide variety of species and cultures. In fact, Chagrians thrive in culturally diverse environments (AA 63; NEGAS; LECG 10), and their selflessness makes them natural hosts and guides (NEGAS). However, the abundance afforded them by Champala has also created an environment where Chagrians rarely need to worry about hardscrabble haggling and dealmaking (AA 62; LECG 10). And the species' almost neurotic infatuation with law and order makes Chagrains come off as overly serious, hardheaded, and uncompromising at times (CWCG 158; NEGAS). We're thus faced with a situation were we could justify a 2 or 3 in Presence. If we'd decided to lower Agility earlier, a raise to 3 here would be warranted. But since we went with Agility 2, we'll err on the side of caution and go with Presence 2, as well.

Wound Threshold

There's little to suggest Chagrians are particularly warlike, aside from the Chagrian gang we see in Dark Times (DT14–17). We thus leave Wound Threshold at average levels.

Strain Threshold

Likewise, there's little to go on to justify anything but an average Strain Threshold.

Skills and Talents

Their quality educational system (NEGAS) may be enough reason to give them a rank in Knowledge (Education). We can also justify a rank in Charm or a talent like Kill with Kindness or Smooth Talker based on the species' experience dealing with scores of offworlders (AA 63; NEGAS; LECG 10). Nothing's stopping us from giving a skill and a talent, so we go with Education for the former and Kill with Kindness for the latter. (Note that the Chagrian nemesis in Jewel of Yavin gets Smooth Talker, but it doesn't seem as appropriate for the species as a whole.)

Other Abilities

Chagrians may not look it, but they're ambhibious (AA 62; UAA 32; CWCG 158; NEGAS; LECG 10), able to move about and breathe water with no difficulties (UAA 33). We give them the ability given to the Mon Cals and the Nautolans. Chagrians can see well in low light, too (UAA 33; CWCG 158; NEGAS); we give them some bonuses here based on the Ualaq Aqualish.

Chagrian adults lose their sense of taste (AA 63; UAA 33; NEGAS; LECG 10), which is worth noting. They can still smell though, using their tongues (NEGAS; EG).

The species has a naturally high tolerance for radiation (AA 62; UAA 33; MA DB; CWCG 158; NEGAS; CSWE I 117; LECG 10). We go with a slightly modified version of this ability as seen in the Barabel entry of The Unofficial Species Menagerie .

They have long, pointy horns, called lethorns —two sets for males, one set for females—but these are no longer useful as natural weapons (AA 62; UAA 33). Indeed, most males file down the tips to prevent unwanted injury (NEGAS).

Chagrians are tall, at 1.7 to 2.2 meters (AA 62; UAA 33), but that's still Silhouette 1.

Edited by SavageBob

I've been waiting for Chagrians! Thanks! Very cool write up.

I was really surprised that Chagrians were not already included in the list of official races, given how prominent Speaker of the Senate Mas Amedda was.

That said, I can’t imagine that FFG could have done a better job in writing up this species.

Thanks again to SavageBob for all your hard work and teaching the rest of us how this process should happen!

Excellent write-ups, the designer's notes are extremely useful as guideline for species creation. Plus it makes me less compelled to edit any entries for my own use when they have thoroughly-cited justifications behind them (as I've done with the menagerie). This really calls for a complied PDF at some point (sooner than later, hint hint).

If I may submit a couple requests: Sarkan , Qiraash , Yam'rii

Glad to see others are getting some use and enjoyment out of this thread! I'll keep plugging away, as I just can't get enough of aliens. It'll be sad when I reach the end of the list of movie aliens. I may have to dip into the EU at that point!

Lamproid

lamproid_by_sithmark-d62w9fa.jpg

Here's another one by request. The Lamproid Dice Ibegon is one of the more outré species created for A New Hope 's cantina sequence. The creature team rigged the arm-length puppet to belch slime, but George Lucas deemed the effect too messy. Ibegon goes face-to-face with Lak Sivrak, the Shistavanen—inspiring a love story between them in the EU. Alas, their love was not to last, as Lucas replaced Sivrak with the Pacithhip Ketwol in the Special Edition . This species was a blast to design, since they're so different from most everything else we've seen in the system. Special thanks to InSilence and Ghostofman for helping me get my head around ambushes in this system. Note that Lamproids get fewer starting XP than most species due to their potent natural attacks.

Brawn 3 • Agility 3 • Intellect 1 • Cunning 2 • Willpower 2 • Presence 1

• Wound Threshold: 10 + Brawn

• Strain Threshold: 13 + Willpower

• Starting Experience: 60

Special Abilities: Lamproids begin with a free rank in Cool or Survival. They still may not train Cool or Survival above rank 2 at character creation. They also begin with a free rank in the Rapid Reaction talent. Lamproid vision is far superior to that of most humanoids, and their eyestalks allow them to see in several directions simultaneously. They remove up to 2 Setback Dice from Perception checks involving sight.

Constriction: On a successful Brawl attack, a Lamproid can spend two Advantage to ensnare a target of equal or lesser Silhouette in her coils. A trapped character cannot move away from the Lamproid and immediately begins suffering the effects of suffocation. On subsequent turns a target is ensnared, the Lamproid may crush the victim, inflicting standard Brawl damage as an action with no roll required. Alternatively, the Lamproid may use another form of attack by making the appropriate skill check, such as Brawl or Melee. To escape, the trapped character must make an Athletics check as an action, resisted by the Lamproid's Brawl skill.

Venomous Stinger and Fangs: A Lamproid's stinger and fangs may be used as a Brawl weapon. This natural attack uses the Brawl skill and adds its weapon damage to the character’s Brawn for total damage. The stinger and fangs always count as equipped, and they have the following weapon profile (Brawl; Damage +2; Critical 3; Range [Engaged]; Burn 3, Disorient 3, Pierce 2; the target may attempt a Hard Resilience check to ignore the Burn and Disorient qualities of this attack).

Pincers: Lamproids have six small pincers, but these lack the manual dexterity of fingers. Lamproids upgrade the difficulty of any checks involving the use of items designed for beings with fingers.

Length: Lamproids of up to about three meters in length are Silhouette 1 creatures. Lamproids longer than this are Silhouette 2, a size that complicates their integration into galactic society and makes Silhouette 0 creatures harder to hit. For these reasons, Silhouette 2 Lamproids gain an additional 10 XP to spend at character creation.

Designer Notes

Brawn

A Lamproid's serpentine body is essentially pure muscle (FL CCG; NEGAS; FF CAN3; OLN), giving them enormous strength for their size (FP 34)—and as predators, Lamproids are adept at using that muscle to kill (FL CCG; CSWE II 243; NEGAS). We'd be justified going as high as Brawn 4, but we keep things at 3, assuming that the baseline Lamproid stats should be for a smaller (Silhouette 1) representative of the species.

Agility

Much of the Lamproids' success on Florn lies in their ability to hide, wait for a victim, and use their great speed and agility to ambush the target and strike with stinger and fangs (FP 34; HTHTT 29). Likewise, Lamproids need to be fast and agile to avoid falling prey to their homeworld's dangers. Indeed, other species require special reflex-enhancing nerve implants just to survive on Florn (SWE 104; CSWE I 282; OLN). Nevertheless, much of what Agility represents in FFG's system is things Lamproids don't really do: piloting, driving, and firing ranged weapons. We decide to go with a score of 3 nonetheless, as sources agree that Lamproids are exceptional in this area.

Intellect

Although most non-Lamproids consider them dumb (if dangerous) animals, Lamproids are actually very smart, able to solve complicated puzzles (FP 27; NEGAS) and even play dejarik (SWG). Nevertheless, the species has no real culture or art to speak of (FP 27), suggesting that they likely don't have a high default in much of the material Intellect covers, such as Astrogation, Education, or Lore. We lower Intellect a point, not because Lamproids are simpletons, but because their intelligence manifests more as raw Cunning.

Cunning

Lamproids are apex predators with instincts to match (FP 33; SWE 174; FP 33; NEGAS). They're also quite clever (FP 27). As for the other things Cunning represents, we do have examples of Lamproids acting as shifty smugglers (SWG). We've partially accounted for their killer instincts with exceptional Brawn and Agility scores, but their natural wiliness qualifies them for a good score here, too. Forced to decide between Agility 3 or Cunning 3, we choose the former and settle for a 2 in Cunning to help balance the species out.

Willpower

We know Dice Ibegon is a potent Force user (OLN; DI CCG; NEGAS), and other Lamproids can use Force abilities to mind-trick people to do things for them (FP 33–35). Many Lamproids show support for various causes, such as the Rebellion (NEGAS). Still, Ibegon seems to be exceptional for her species. We leave Willpower at average levels.

Presence

Lamproids won't win any contests here. For one, members of most other species find them completely repulsive, both for their monstrous appearance (SWC 83; FP 27, 33; FF CAN3) and their proclivity for drinking blood (VDoEIV,V,VI 59, CVD 259; OLN). At least one Lamproid, Dice Ibegon, had an interspecies love affair (OLN; EGtC 136), and we do need to account for Cool somehow to help our Lamproids spring ambushes. But over all, the species begs for a reduction.

Wound Threshold

The fact that Lamproids rely on the element of surprise to quickly subdue a target and deliver a killing blow (NEGAS) suggests that their modus operandi is to avoid taking damage in the first place—in other words, there's no reason to bump up their Wound Threshold. Still, we want them to be somewhat hardy in case they do get into a scrap, so we leave Wound Threshold at its default level to maximize the advantage of that high Brawn.

Strain Threshold

From all accounts, daily life alone is enough to stress out anyone on Florn (SWE 104; CSWE I 282; OLN). The species' reputation for great speed (FP 34; HTHTT 29) may also reflect the fact that they are able to spend Strain to use extra maneuvers when engaged with prey or rival predators. A better-than-average score is called for here.

Skills and Talents

Several skills seem appropriate for a Lamproid on the prowl: Athletics, Brawl, Cool, Coordination, Perception, Resilience, Stealth, and Survival. Fortunately, we've already got good defaults for most of these due to the 3's we put in Brawn and Agility. However, our baseline Lamproid is not very good at Cool and only slightly better in Perception and Survival. We'll give a bonus to Perception below, so we decide to give the species a choice between Cool and Survival, both of which help a Lamproid stalk prey and spring surprise attacks.

As for talents, lots of options jump out from the top rows of combat-oriented specializations. We want to emphasize the species' role as ambush predators, so we eliminate defensive talents that might otherwise fit, such as Dodge and Uncanny Reactions. For game balance, we don't want to give the Lamproids a talent that appears only on one tree (or one tree in a particular game line), since we don't want to create a situation where a player has to be a Lamproid to get the maximum utility out of that specialization. Thus, we ditch Fearsome, Feral Strength, and Lethal Blows. We're left with Quick Strike and Rapid Reaction, both of which are great choices. Ultimately, we go with Rapid Reaction, as it helps the Lamproids win those initiative checks and get in the first blow in; that 3 in Brawn is already doing a lot for the attack itself, so Quick Strike isn't quite as useful.

Other Abilities

Lamproids have six limbs that end in pincers (Hasbro). No sources indicate that Lamproids multitask in the same way as Xexto, so we don't give them any extra maneuvers like that species has, deciding that the Lamproids' multiple limbs are more likely used for their serpentine locomotion. However, those pincers hardly look like they'd be useful for manipulating technology intended for beings with fingers. We could treat this as a variation of the Awkward disadvantage NPC Hutts get (which adds 3 Setback Dice to certain skills), or we could model this after the Primitive disadvantage imposed on Dressellians, which requires them to upgrade the difficulty of checks using advanced technology. The latter option has been used for a PC species, so it seems like a good way to go. Even better, the effect mirrors the Crippled critical injury, which upgrades the difficulty of checks involving a crippled limb.

Lamproids have a host of natural attacks that are best used after getting the jump on a victim. Their initial move is to surprise prey from as far as 12 meters away (HTHTT 29). This requires that the Lamproid first be hidden; here we rely on that natural Agility (and hence a good default for Stealth). Keep in mind that the species prefers jungle worlds (CSWE II 243), presumably because dense foliage offers an easier difficulty on Stealth checks to hide. Assuming our Lamproid makes her Stealth check, she potentially can get a boost die or two to her Cool check from the element of surprise and any Advantages she got from Stealth; a Lamproid trained in Stealth will gain access to Triumphs, as well. Rapid Reaction also helps with the Cool check, further stacking the deck for the Lamproid to win the initiative roll and go first.

The attack itself requires moving from Short to Engaged range (even if 12 meters is at the limits of Short range), which can be done on a move maneuver. Alternatively, a closer-in Lamproid could take the aim maneuver to get a boost die on the initial attack. This is another point where the Lamproid could potentially spend bonuses from the Stealth check or the element of surprise.

The Lamproid then entangles, crushes, and suffocates her prey in her muscular coils (OLN; FP 35; NEGAS). For guidance on this sort of constriction attack, we look to published stats for the dianoga, dimlurker, korrak, and tunnel worm. Unlike most Ensnare weapons, we allow the Lamproid to hold on unless the victim makes an Athletics check, resisted by the Lamproid's Brawl skill, to break free.

Next, the Lamproid strikes repeatedly with a barbed, venomous stinger at the end of the tail, injecting a venom that allows her to take down even big prey (DI CCG; FL CCG; FP 34; NEGAS). The Lamproid finally attaches that mawful of fanglike teeth (SWE 174; CSWE II 243; OLN; FP 34; FF CAN3), which act like a meat shredder (FP 34; OLN); their saliva is also venomous. Finally, the tongue pierces flesh and sucks in blood and flesh from the victim (OLN; FP 35; NEGAS). We lump this all together as one natural attack stat block, taking inspiration from venomous critters, such as the dalydrake, styanax, and green bug swarm.

Lamproids are able to see beyond the Human-visible spectrum, and they can pivot their four eyestalks to look in multiple directions at once (OLN). We follow the precedent of the Chadra-Fan to represent the first part of this ability. As for their ability to see all around them, there is no precedent for how to handle this. Looking behind you is an incidental, but those extra eyes probably help Lamproids in combat. Nevertheless, we've already given them Agility 3 and Rapid Reaction, which helps simulate the effects of a wide field of view. Nothing more is necessary here.

There are examples of Lamproids communicating via basic images and ideas with members of other species, even temporarily easing pain and implanting suggestions (FP 33–35). This seems to be the Force (NEGAS); indeed, Dice Ibegon uses the Force to time shift herself and others (OLN; DI CCG). Rather than assume all Lamproids are Force-sensitive, though, we ignore these abilities as unique to their possessers. All Lamproids can signal others via pheromones (OLN). This doesn't seem to be much of an advantage (Humans have pheromones, too) unless we interpret it to be a form of secret communication, like Weequays get. In the original source, a highly perceptive individual is the one detecting the pheromones (OLN), so we decide to interpret them as a special effect, not worth giving game mechanics to.

A smaller Lamproid stands about 1.3 meters off the ground, but the length is greater than that, at about 2.0 meters (NEGAS; Hasbro). Nevertheless, some Lamproids are as long as six meters (FP 27, 37). We offer players the choice between a Silhouette 1 or Silhouette 2 Lamproid, then, with the latter giving some points back—Silhouette 2 is more of a nuisance than anything else.

EDIT: Modified the way their venom works; rather than paralyzing a target, it does damage over time to fell a target that gets away. This makes more sense than paralysis, since the Lamproid needs a way to take down prey that escapes the constriction attack.

Edited by SavageBob

Nice job on the lamproid. I'm sure Maelora hates it. :P

I'd love to play a F&D game with a Lamproid as our mentor.

Elom

Elom_GG12.jpg

One of the denizens of Jabba's palace in Jedi is the Elom Tanus Spijek—known as "the Mole" on set. The EU has played up their mole-like qualities, making them subterranean critters who avoid bright light and have powerful digging claws. The name "Elom" has obvious origins if you read it backwards.

Brawn 2 • Agility 1 • Intellect 2 • Cunning 2 • Willpower 2 • Presence 3

• Wound Threshold: 12 + Brawn

• Strain Threshold: 8 + Willpower

• Starting Experience: 110

Special Abilities: Eloms begin the game with a free rank in Athletics. They still may not train Athletics above rank 2 at character creation. When making skill checks, Eloms may remove 1 Setback Die imposed due to cold or dry environmental conditions. An Elom may remove all Setback Dice imposed due to dark conditions, although he still cannot see in absolute darkness. However, an Elom exposed to bright light without protective goggles suffers 1 Setback Die to Perception and ranged combat checks. Eloms begin with a free rank in the Burly talent, but they can never spend more than one maneuver moving per turn. Eloms have a Silhouette of 0.

Digging Claws: Eloms use their tough claws to dig through substances that might otherwise be considered impassable terrain. Digging is an action that requires an Athletics check based on the hardness of the material (see Table). On a success, the Elom may dig a tunnel with a diameter roughly equal to his height; the tunnel extends one range band after a number of rounds equal to the difficulty level. Digging beyond the first round is an action, but it requires no further roll unless the hardness of the material increases (although the GM may require additional Athletics checks if digging continues for several rounds). Additional Success, Advantage, and Triumph may shorten the time required at the GM's discretion. Other characters may follow behind the Elom if the material is solid enough to permit, treating the tunnel as difficult terrain. An Elom's claws also aid with climbing and fighting; Eloms ignore 1 Setback Die to Athletics checks made for climbing, and when an Elom makes a Brawl check, he deals +1 damage.

Primitive: Eloms upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available in Elom colonies on their home planet, although individual pieces of technology they become familiar with over an extended period of time can become exempt from this at the GM’s discretion. Eloms can spend 10 XP at character creation to remove this penalty permanently.

Table: Digging Difficulty Levels

The following difficulties are for creatures or characters with specialized digging claws made from most biological materials. Adjust difficulties up or down for characters with claws made from other substances.

Difficulty Level Dice Example

Simple –– snow, powder, shipping foam, flimsiplast

Easy 1 Purple sand, loose soil, cloth, bamboo

Average 2 Purples dense soil, leather, flesh

Hard 3 Purples ice, soft rock, soft wood, soft plastic

Daunting 4 Purples medium-density rock, hard wood, coral

Formidable 5 Purples solid rock, ceramic, hard plastic

Impossible –– Corusca gem, permacrete, most metals

Designer Notes

Brawn

Eloms tend to eschew violence (GG12 36; AA 70; EGAS 34; UAA 52; NEGAS; CSWE I 230; DB Elom), preferring instead to talk problems out (GG12 38; NEGAS). Sources often call the species "stocky" (GG12 36; AA 70; EGAS 34; UAA 52; NEGAS; CSWE I 230; DB Elom), which may indicate some natural brawn. Then again, Eloms are fairly short in stature (EGAS 34; UAA 53 ). They are apparently immune to the Krytos virus, but that doesn't necessarily mean they were especially healthy, since the virus is tailored to specific species (TKT). WEG rules make Eloms average in this department (GG12 38), but D20 rules actually give them a boost (AA 71; UAA 53). We go with an average score to account for both their peaceful nature and natural burliness.

Agility

WEG rules give the species a minor reduction to Dexterity and a bigger one to piloting aptitude (GG12 38). D20 rules likewise reduce the Eloms' Dexterity (AA 71; UAA 53). Some of the more thuggish members of the species no doubt wield blasters and the like (MJ:BTEH 1). Nevertheless, with previous RPGs as our guide, we deduct a point of Agility.

Intellect

The Eloms have largely resisted the incursion of high technology, and they generally show little concern for matters beyond their immediate territory (GG12 37; AA 70; UAA 52). In other words, those on their home planet are not likely to care much about the knowledge and technical skills Intellect represents. WEG rules lower their Knowledge and Technical attributes quite a bit (GG12 38). Nevertheless, Eloms offworld often prove quite handy with machines; Elom Rebels adapted Imperial equipment for Alliance needs, for instance (CCG Elom). And the species had good innate intelligence; D20 rules bump their Intelligence up for this reason (AA 71; UAA 53). We give them a 2 here, to make them smart while keeping in mind their isolationism.

Cunning

Eloms on their homeworld generally have little use for the areas of expertise Cunning covers. Nevertheless, those who migrate away often show great drive for personal advancement (UAA 53) and wind up in criminal occupations (GG12 37; CSWE I 230). Some even manifest sociopathic behaviors (GG12 38; NEGAS; DB Elom)—although they are perhaps manipulated into such actions (AA 71; EGAS 34; UAA 53; NEGAS), or suffer from being away from their own kind (NEGAS; DB Elom). Eloms in the Rebellion specialize in procuring Imperial goods (CCG Elom). Nevertheless, WEG (GG12 38) and D20 rules (AA 71; UAA 53) reduce their Perception and Wisdom scores, which both have overlaps with Cunning. We go with an average score to allow for both homebody Eloms and their cunning relatives abroad.

Willpower

Eloms value group belonging, which leads many to give themselves over to a cause greater than themselves (GG12 37; DB Elom), such as the Rebel Alliance (GG12 38). Nevertheless, Eloms are naive (UAA 73) and easily enslaved—although the younger ones can be feistier (AA 70–71; EGAS 34; UAA 52; S&VC13 29). These polarized attributes even out and give the species a 2 in this characteristic.

Presence

Eloms are naturally gregarious (GG12 37; EGAS 34; NEGAS; CSWE I 230; DB Elom), and they prefer to discuss problems rather than fight over them (GG12 38; NEGAS; DB Elom). Eloms are generally either easygoing and quiet, or animated and talkative (GG12 38). Further, Eloms are open-minded and comfortable with beings from a diversity of backgrounds (AA 70; UAA 52; NEGAS). Nevertheless, D20 rules reduce their Charisma (AA 71; UAA 53). We disagree, as a bonus here seems to better represent the species affable behavior and broad-minded outlook.

Wound Threshold

Eloms are pretty hardy for their small size (GG12 39; AA 70; DB Elom), so we raise Wound Threshold.

Strain Threshold

The fact that so many Eloms in the galaxy show antisocial leanings (GG12 38; NEGAS; DB Elom) when separated from their own kind (NEGAS; DB Elom) hints that perhaps they don't handle stress so well. We reduce their Strain Threshold to account for this.

Skills and Talents

WEG rules give them a special skill to navigate caves (GG12 38). However, we want the Eloms to be able to use their Digging to create those caves, and for that they need Athletics.

Other Abilities

Eloms have long claws on their paws, which grant them the ability to dig through dirt and rock (GG12 37; AA 70; EGAS 34; UAA 53; NEGAS; CSWE I 230; DB Elom). WEG rules let them dig a relatively small hole in a minute (one round for us) (GG12 39). We've met other digging species before (the Ranats and the Kitonaks) and just kind of handwaved the ability to dig quickly. Maybe it's time to rethink this. What if we make digging an Athletics check with a difficulty determined by the hardness of the target substance? Let's give that a shot—allowing Eloms to dig their way out of a prison with a dirt floor, or maybe even out of the gullet of a sarlacc.

These claws give bonuses to climbing or fighting, as well. Nevertheless, Eloms aren't used to fighting with the claws, so WEG rules make striking a target with the claws more difficult (GG12 39). We give a minor bonus to Athletics checks when climbing, and we give them +1 to damage, like Trandoshans get. But we give no bonus to critical rating so as to represent Elom claws' lesser lethality. (Truthfully, we could just ignore both the climbing and damage bonus, since they seem to be of minor import to most Eloms.) Those tusks (GG12 36), by the way, are apparently not used in combat.

Elom eyes are highly proficient in the dark caves they call home (GG12 36; EGAS 34; NEGAS; DB Elom; S&VC13 29). We borrow the night vision ability of another subterranean species, the Selonians, to represent this. However, Eloms are highly sensitive to bright light (GG12 36; AA 70–71; EGAS 34; UAA 53–54; NEGAS; DB Elom); for this, we turn to the Ualaq Aqualish and Defel for guidance.

The Eloms' fat and fur trap moisture, making them suited to survival in cold, desert conditions (GG12 36; AA 70; EGAS 34; UAA 53; DB Elom) since they can go for days without water (GG12 39). We borrow the Arcona's and Twi'lek's advantages in dry, hot conditions, substituting the Eloms' preferred environmental conditions. We consider possibly granting the species some natural defense for their their thick skin and coat of fur (GG12 36; EGAS 34; NEGAS; CSWE I 230), but we opt not to, since the similarly furred Wookiees get no such bonus. Besides, that high Wound Threshold helps in this area already.

The Eloms have yet to embrace galactic-standard technology (GG12 38; DB Elom). We thus give them the Dressellian's Primitive disadvantage to represent their unease with high-tech items.

WEG rules make Eloms pretty slow, moving about 2/3 the speed of most other species (GG12 39). D20 rules impose a similar penalty, but they also give Eloms a more load-bearing frame, allowing them to carry more encumbrance without penlaty (UAA 53). We might interpret this as the Burly talent from the Heavy specialization, coupled with the Ponderous disadvantage suffered by Hutts. Normally, we avoid giving species talents that only appear on a single tree, since we don't want to create a situation where a player feels they have to play a particular species to maximize the utility of the specialization. But we make an exception here, since the reduced movement and the 1 in Agility both make Eloms less-than-ideal Heavies.

Their prehensile toes (GG12 38; EGAS 34; NEGAS; DB Elom) are probably not worth calling out; the Xexto have the same sort of pedodexterity but don't get any special abilities for it.

Eloms stand between 1.3 and 1.6 meters tall (GG12 39; AA 70; DB Elom), averaging 1.4 meters in height (EGAS 34; UAA 53). They are thus Silhouette 0.

Awesome! I’ll have to show this to our GM, because we just ran into some Elom in the last game!

Let’s see if he got them right…. ;)

Ha! There's lots of room for interpretation on them, especially on Brawn, Intellect, Cunning, and Presence. I'd be interested to hear what your GM went with.

FFG, please hire SavageBob.

Tholothian

06.jpg

We meet two Tholothians in the Star Wars Prequels: Adi Gallia in The Phantom Menace and her cousin, Stass Allie, in the next two films. Sources have described the Tholothians as both a Human culture and a near-Human species, but the most recent sources (related to a Tholothian youngling in The Clone Wars ) call them a full-fledged species. As for what distinguishes them from mainline Humans, Tholothians don't age—but other than that, sources are silent. My guess is that those fleshy things on the Tholothians' heads are now part of their anatomy, not merely a ceremonial headdress as older material has claimed. Due to this dearth of information (and the fact that what little we do know about them often conflicts) the stats below are highly conjectural and mostly mirror those of mainline Humans.

Brawn 2 • Agility 2 • Intellect 2 • Cunning 2 • Willpower 2 • Presence 2

• Wound Threshold: 9 + Brawn

• Strain Threshold: 11 + Willpower

• Starting Experience: 110

Special Abilities: Tholothians begin the game with a free rank in both Leadership and Negotiation. They still may not train Leadership or Negotiation above rank 2 at character creation.

Designer Notes

Brawn

Adi Gallia is no slouch here (TCWCE 9; NEGC 91), and neither is Stass Allie (AOTC). Allie weighs 50 kilograms, which, at 1.84 meters tall, makes her tall and lanky (SADB; H2HTT). None of this is Brawn 3 territory, so we stick with a 2.

Agility

All three Tholothians we know are Jedi, so they have some natural advantages here (TCWCE 9). Adi Gallia in particular serves as a test pilot on Jedi starfighters (TCWCE 9)—but her parents are from Corellia, so that may have something to do with it (SWR:ETM; FF GAL1; NEGC 91; CSWE I 316; POTJSB 116). The youngling Katooni shows great agility while pretending to be an acrobat (BFR). We'll err on the side of caution and stick with a score of 2.

Intellect

Adi Gallia's renowned wisdom—even for a member of the Jedi Council (TCWCE 9)—may point to a bump here. On the other hand, Katooni was the least capable of a group of younglings in constructing a lightsaber (BFR; ANB). We leave this characteristic alone.

Cunning

As a Shien expert and believer in creative (and potentially aggressive) problem-solving, Adi Gallia (TCWCE 9; AGDB), at least, probably has a good score here. She is also known for her intuition in social encounters, allowing her to anticipate responses (E1VD 11; CSWE I 316; UVG 31). And she runs what amounts to a private network of spies and snitches (FF GAL2; CSWE I 316), even if this is largely an outgrowth of connections made by her diplomat parents (POTJSB 116). Stass Allie, too, is known for her problem-solving (ROTS novel); she proves savvy enough to crack an Arconan salt-smuggling ring (HNN 55). Katooni, on the other hand, is a naysayer when her more brazen peer, Petro, gets all tricksy (ATS). Perhaps cunning doesn't run in the species, after all. We stick with a 2 here.

Willpower

Adi Gallia is one of the more sage-like members of the Jedi Council (TCWCE 9), and Stass Allie stands firm when things turn against the Jedi in the Battle of Geonosis (AOTC). However, Katooni is overcome with fear in her quest for a lightsaber crystal (TG). We leave Willpower at 2.

Presence

Adi Gallia is an expert negotiator, which might indicate some advantage here (TCWCE 9; NEGC 91). She considers herself a woman of the people, eschewing the Council's ivory-tower isolation, yet she still is able to fit into high society when necessary (FF GAL1–2). Stass Allie, too, prefers talking things out to fighting (ROTS novel). Though still a youngling, Katooni is unsure of herself and her skills (KDB; TG; BFR; ANB; KSWE); nevertheless, she shows leadership among her peers (ATS) and even persuades the pirate Hondo Ohnaka to help her and her friends (ANB). Still, with no other attributes begging for a reduction, we can't balance out a raise here. We leave Presence at 2.

Wound Threshold

We don't have much to base our decision on. All three Tholothians we've met are relatively thin and wiry (TPM, AOTC, KDB), though. Later, Stass Allie is overcome by Grievous's MagnaGuards (LOE); they're tough, sure, but maybe all this is grounds enough to reduce Wound Threshold a tad.

Strain Threshold

With three Jedi as our guides, we err on the side of a higher-than-average value here.

Skills and Talents

Adi Gallia was known for her skills as a pilot and diplomat (TCWCE 9; CSWE I 316), and Stass Allie was also a gifted negotiator (SADB; HNN). Katooni, too, shows skill with persuading others and leading her peers (ATS; ANB). We offer a free rank in both Negotiation and Leadership. We don't have enough information to guess on free talents.

Other Abilities

Tholothians don't age past adulthood (TCWH2H). But, with no aging rules in FFG's system, that means very little to us. It's tempting to give them a level of Indistinguishable to represent unchanging features, but Adi Gallia and Stass Allie were both played by models, so having normal features doesn't quite fit.

Adi Gallia is 1.84 meters tall (FF GAL1; TCWCE 9), and Stass Allie stands 1.8 meters (SWCE). Katooni's still a youngling, so we ignore her short stature. Tholothians seem to be in Silhouette 1 territory.

Sarkan

640px-Sarkan2.jpg

How the Sarkans became a movie species is a twisted tale. Timothy Zahn mentioned a Sarkan delegation going on behind the scenes in his novel The Last Command ; West End Games ran with the name and made the Sarkans into huge lizards with a penchant for protocol. Meanwhile, George Lucas introduced a reptilian bar hopper into the cantina scene of A New Hope with the 1997 Special Edition re-release, replacing the poor Defel Arleil Schous. Decipher named the character Melas as part of their CCG, designating him a Sarkan while they were at it. Voilà: Retcon hat trick. With natural muscle and an obsession with formalities, a Sarkan would make an interesting Bodyguard—and an even more intriguing Politico.

Brawn 3 • Agility 1 • Intellect 2 • Cunning 2 • Willpower 3 • Presence 1

• Wound Threshold: 12 + Brawn

• Strain Threshold: 8 + Willpower

• Starting Experience: 90

Special Abilities: Sarkans begin with a free rank in the Sound Investments talent. Their eyes are adept at seeing in low light, so a Sarkan may remove all Setback Dice imposed due to dark conditions, but he still cannot see in absolute darkness.

Cold-Blooded: A Sarkan grows slow and lethargic in cold conditions and can even freeze to death. In chilly conditions, the Sarkan can never spend more than one maneuver moving per turn unless he has appropriate protection. At temperatures approaching freezing, an unprotected Sarkan must make a Hard Resilience check or suffer physical harm; treat the environment as a dangerous atmosphere with a rating of 1 (this rating may go up in even colder conditions, at the GM's discretion).

Natural Weapons: A Sarkans' teeth, claws, and tail count as Brawl weapons that are always equipped. The claws and teeth have the following weapon profile (Brawl; Damage +1; Critical 3; Range [Engaged]; Disorient 1). The tail uses this weapon profile (Brawl; Damage +1; Critical 5; Range [Engaged]; Disorient 2, Knockdown). A Sarkan may trigger Knockdown on a tail strike with 1 Advantage, but still must spend additional Advantage to knock down targets with a higher silhouette per the Knockdown quality rules. The Sarkans' tough scales grant a free rank in the Durable talent.

Designer Notes

Brawn

Among the many things Sarkans value is combat prowess, and their diplomats employ beefy bodyguards (LCSB 108; TTSB 148; AE 130; G7 67; UAA 136; NEGAS). WEG rules really make them bruisers, upping their Strength beyond that of even Wookiees (LCSB 108; TTSB 148; SWTSBSE 93; AE 130). D20 rules give them a buff here, as well, but not to such an extent (G7 68; UAA 137). We raise Brawn to 3.

Agility

Sarkan diplomatic niceties require all participants to engage in difficult cultural dances, and they apparently have their own version of ballet (TGHH). Still, WEG rules reduce their Dexterity attribute (LCSB 108; TTSB 148; SWTSBSE 93; AE 130). We follow suit and reduce Agility to 1.

Intellect

Sarkans are familiar with galactic affairs and technology (G7 67; UAA 136), enough so that they shouldn't get a reduction here. Indeed, WEG, gives them an oh-so-slight boost in Intelligence, but coupled with a reduction to Technical aptitude (LCSB 108; TTSB 148; SWTSBSE 93; AE 130). We leave Intellect at 2.

Cunning

WEG rules give them a good upper limit to the Perception (LCSB 108; TTSB 148; SWTSBSE 93; AE 130), but there's really nothing much to go on here. We stick with an average score.

Willpower

Their high regard for their unique code of honor and protocol speaks to some natural stubbornness (LCSB 108; TTSB 148; SWTSBSE 94; AE 130). They are prideful people, as well (UAA 137), who used to follow a rigid caste system (LCSB 108; TTSB 148; AE 130; SWTSBSE 94; G7 67–68; UAA 136–37; NEGAS). This points to some strong will, so we give the Sarkans a bonus here.

Presence

On the one hand, Sarkans are snazzy dressers, they appreciate wealth and status, and they like to travel in groups (specifically, of three). They have a highly developed culture that values diplomatic trappings and etiquette. But don't let that fool you—they are notoriously hidebound when it comes to following their culture's specific dos and don'ts (LCSB 108; TTSB 148; AE 130; SWTSBSE 94; G7 67–68; Melas DB; UAA 136–37; NEGAS). As a result, Sarkans strike others as bullheaded and snooty, except around those they begrudgingly befriend (SWTSBSE 94; G7 67; UAA 137). A typical diplomatic meeting with a Sarkan delegation takes up to eight hours for the introductions alone! Anyone who fails to live up to their standards may be summarily dismissed (LCSB 108; TTSB 148; AE 130; Melas DB). Much of this attitude springs from the fact that Sarkans rarely leave their homeworld (G7 68; UAA 136; NEGAS), and Sarkans exile those members of their kind who don't meet their high standards (SWTSBSE 93; Melas DB). D20 rules give them a big deduction to Charisma (G7 68; UAA 137). In short, this is a species that seems to have everything Presence represents in spades—only they have those things to such an extent that their Presence actually suffers for it. We lower the ability to 1.

Wound Threshold

We've already got a decent score here just for having a raised Brawn, but we want Sarkans to be a bit tougher, so we raise Wound Threshold a tad more.

Strain Threshold

While their Willpower may be high, they seem to be a testy and temperamental bunch (AMA). We reduce Strain Threshold slightly to account for this.

Skills and Talents

Over all, Sarkans are a highly wealthy lot thanks to the nova rubies found only on their homeworld (LCSB 108; TTSB 148; AE 130; Melas DB; G7 67; UAA 137). Even Melas, an exile, has managed to smuggle gems offworld with him and now lives a life of luxury (SWTSBSE 94; Melas DB). We might consider giving them a free level of Sound Investments to represent this, or perhaps some free wealth at character creation, using extra Obligation as our guide (but without the Obligation tied to it, of course). It's tempting to go the latter route, but we don't want Sarkan characters getting out of hand at character creation. Instead, we give them a free rank in Sound Investments to represent their society's largesse.

Other Abilities

Sarkans have scales and thick skin (LCSB 108; TTSB 148; AE 130; G7 67; CSWE III 127; NEGAS), which may grant them some defensive ability. We give them a level of Durable, per the Chevin, to represent this.

Their sharp teeth and claws may grant them some combat advantage. The claws, at least, seem mostly ornamental (LCSB 108; TTSB 148; AE 130; G7 67; UAA 137; NEGAS), yet D20 rules give them a combat bonus for them (UAA 137). That tail is a useful weapon, too (G7 67; UAA 136); WEG rules make it pretty powerful (LCSB 108; TTSB 148; SWTSBSE 93; AE 130), but a Sarkan needs to be trained in hand-to-hand combat to make the most use of it (G7 67; UAA 137; NEGAS). Nevertheless, that's what skills are for in this game; no need to remove the power from Sarkans who don't take Brawl. We stat all this out using the Trandoshans and Selonians as our guide.

Sarkans can see in low light with no problems (LCSB 108; TTSB 148; AE 130). This, too, is something we can steal from Selonians.

WEG rules make Sarkans very slow and lumbering creatures, reducing their default movement speed to almost half that of most species (LCSB 108; TTSB 148; SWTSBSE 93; AE 131). On the other hand, D20 rules make them about average here (UAA 137). We could go with West End and treat this as Ponderous, à la Hutts, but we need to take into account their cold aversion first.

More specifically, working against the Sarkans is their ectothermic metabolism: They become lethargic in cold conditions and can even die of exposed to below-freezing temperatures for more than 20 minutes or so (LCSB 108; TTSB 148; AE 130). We treat this as Ponderous from the Hutts, but only in cold conditions. For the cold aversion, we adapt the atmospheric vulnerabilities of species such as Kel Dors and Gand—only for the Sarkans, the vulnerability is to freezing temperatures. Note that there is no source for how cold Sarkans can go without trouble; the figures here approximate the comfort range of a real-world alligator.

They're tall, ranging from 1.9 to 2.2 meters in height and standing 2.0 meters tall on average, but not that tall (LCSB 108; TTSB 148; AE 130; G7 67; UAA 137; NEGAS). We leave Silhouette at 1.

EDIT: Made their cold-bloodedness more narrative (removing specific temperatures and leaving things more up to the players and GM to hash out, per Utsanomiko's suggestion).

Edited by SavageBob