I smell a crossover.
The Great Movie Alien Compendium
Roonan
Not to be confused with the inhabitants of the planet Roon, the Roonans are represented in Episode I by Senator Edcel Bar Gane. We know a few other prominent members of the species thanks to The Clone Wars , but the Roonans' biology, culture, and history all remain mysteries. This entry speculates based on what we've seen, but there's lots of room for alternative interpretations.
Brawn 2 • Agility 2 • Intellect 3 • Cunning 1 • Willpower 3 • Presence 2
• Wound Threshold: 8 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 85
• Special Abilities: Roonans begin with a free rank in Discipline. They still may not train Discipline above rank 2 at character creation.
• Small Comforts: At the time of character creation, a Roonan character must choose a specific stimulus (a particular color, smell, texture, sound, etc.) that he or she is particularly fond of, subject to GM approval. When that stimulus is within range (short range for a sound or image, engaged for a smell, taste, or texture), the character adds 1 Boost Die to all skill checks. However, if the stimulus is removed, the Roonan must immediately pass a Hard Discipline check, or suffer 1 Strain and add 1 Setback Die to all checks until the end of the encounter or scene.
Designer Notes
Brawn
Roonans have small teeth (EP), a fact that might betray a lack of martial ability. However, a Roonan on Coruscant referees a match of limmie (the Star Wars equivalent of soccer—er, football), which requires a lot of running about to do properly (HNN47). Finally, Jedi Master Halsey is pretty capable in a fight, even if he is defeated by Savage Opress (Monster). We're well served with Brawn at 2.
Agility
On the one hand, Roonan Jedi Master Halsey is quite lively (CC Halsey). On the other, Roonan Senator Aang seems somewhat pacifistic, agreeing to sign a bill reducing Republic military spending (EP). There's not enough to warrant a bump up or down, so Agility stays at 2.
Intellect
On the face of it, we have no evidence for a high or low score in Intellect. However, if we consider Star Wars as a whole, there are certain patterns that emerge, one among them being that species with large heads tend to be smart (e.g., Bith, Columi, Duros, Qiraash, and Sakiyans). Far be it for us to go against the trend: The Roonans' large noggin (TPM) earns them an Intellect of 3.
Cunning
Edcel Bar Gane sees some success as a senator allied with Palpatine (EBG DB; CSWE I 61; S&VC3 37), and Senator Aang is an influential member of the Military Oversight Committee (CW308 EG). Still, we could attribute their success to any social ability, including Cunning, Willpower, or Presence. Let's consider other evidence, then: First off, the Roonans have at least some agriculture on their world (DaD 5), a skill covered by Survival (and Cunning). On the other hand, Roonans are sticklers for precise social niceties, without which they get neurotic (EP DC). Indeed, Bar Gane seems to be a by-the-book kind of Roonan, investigating and exonerating Xixor Transport Systems for an unfortunate accident on the planet Manda (HNN47; FF134 TIK2). Add to that the fact that Bar Gane also seems to assume the best in others (or feigns as much) (HNN51). More fuel for the fire is that a Roonan serves as a limmie referee, further suggesting that Roonans like rules and regulations (HNN47). Cunning is more of an attribute suited for folks who creatively break the rules, so we lower it to 1.
Willpower
Again, we can cite the political acumen of senators Aang and Edcel Bar Gane as grounds for a bump here (EBG DB; CSWE I 61; S&VC3 37; CW308 EG), but those same politics can also be grounds for Presence instead. However, there's enough to tip the balance for a raise to 3 here. First off, Bar Gane's strong ambition (EBG CCG) suggests single-minded drive helped him succeed in the Senate, not charisma and charm. Secondly, Halsey the Jedi Master is renowned for his wisdom (CC Halsey) and is brave in the face of grave danger (Sabotage), both aspects of what Willpower represents. We raise Willpower to account for these factors.
Presence
As with Cunning and Willpower, we can use Edcel Bar Gane's and Aang's political fortunes as evidence for some species Presence if we'd like (EBG DB; CSWE I 61; S&VC3 37; CS308 EG)—but see Willpower above for why that attribute likely contributes more to those successes. Further, Edcel Bar Gane's careful pronunciation speaks to someone accustomed to public address (TPMn 17; COD; EBG DB), and he seems concerned about division in the Senate (COD). On the other hand, Roonans are easily insulted by social slights (EP DC), and Bar Gane is standoffish and cold toward members of other species (EBG CCG; EBG DB). There's evidence this is a species-wide trait: Han Solo sees some angry Roonans arguing with a Gran (E&R2:HAT 12). Before we lower Presence, though, we also need to account for the fact that the CorusMall on Coruscant was a Roonan operation (TPMvg), and the fact that Jedi Master Halsey's padawan is quite fond of him (CC Knox). We give the species the benefit of the doubt; after all, two of the most prominent Roonans we know were Senators. We leave Presence at 2.
Wound Threshold and Strain Threshold
There's very little to go on here. Jedi Master Halsey is the only Roonan we see in a combat scenario (Sabotage), and he goes down pretty quickly to Savage Opress. The Roonan senators we meet are likely not very combat oriented, though. It fits the species' broader profile to perhaps lower Wound Threshold a bit and leave Strain Threshold as is (since we already raised Willpower).
Skills and Talents
With so few Roonans known in Star Wars lore, we've got slim pickings here. We know that at least some members of the species must have a green thumb to raise Roonan lemons (DaD 5). And the political Roonans have some facility with Negotiation (COD; EP). On the other hand, we can speculate that our two Roonan senators and our Jedi Master had some natural ability with Discipline. That skill seems like a good choice for rules-conscious beings, so we go with a free rank.
Other Abilities
We know very little about Roonan physiology, so our options here are quite limited. We do know a quirk of the Roonan psychology, though: Members of the species are highly particular, getting flustered and even insulted if things are not as they prefer or assume they should be (EP DC). Indeed, Roonans are at their best when things they like and relish are around them, even silly things like favorite foods or favorite colors (EP). How about a special ability that gives Roonans a boost die for being around things they like?
Roonans are kind of small, but apparently not that small—Halsey stands 1.99 meters tall (Halsey CC). That's Silhouette 1.
Edited by SavageBob
First off, sorry for the strange non-posting (before I edited). My Internet connectivity's been severely limited lately, and often I can't get the bells and whistles to load properly. Hopefully it'll be fixed soon.
Brizzit
A giant fly was one of the aliens created for the original cantina shoot of A New Hope . When Lucas shot additional alien closeups back in the U.S., the fly was nearly cut from the film, but you can still see him lurking in the background of some scenes. There's next to no information on the Brizzit species beyond their general appearance, so the following writeup necessarily speculates quite a bit.
Brawn 2 • Agility 2 • Intellect 2 • Cunning 3 • Willpower 2 • Presence 1
• Wound Threshold: 9 + Brawn
• Strain Threshold: 9 + Willpower
• Starting Experience: 100
• Special Abilities: Brizzits begin with a free rank in Vigilance. They still may not train Vigilance above rank 2 at character creation. They also begin with a free rank in the Indistinguishable talent. Brizzits may remove a Setback Die from Perception checks involving sight, and they add 1 Boost Die to all Vigilance checks. When making skill checks, Brizzits may remove 1 Setback Die imposed due to wet or hot environmental conditions.
• Hoverer: Brizzits have wings that allow them to hover slightly off the ground. When hovering, Brizzits do not have to spend additional maneuvers when navigating difficult terrain. Otherwise, their wings allow them no extra capabilities beyond those of a normal, walking character.
Designer Notes
Brawn
The few Brizzits we've seen seem average in build (SW2 22; SOTEE 1). At least one member of the species works as a knife-wielding street tough on Hurd's Moon, but femme fatale Guri makes short work of him in hand-to-hand combat (SOTEE 1). Over all, a Brawn of 2 should be fine.
Agility
Tzizvvt, at least, is not comfortable behind the controls of a spaceship, so he tries to hire a pilot in the Mos Eisley Cantina (CCG T; DB T; SWE 319; WTS 62; CSWE III 273). We could lower Agility, but we'll keep it at 2 out of benefit of the doubt.
Intellect
Brizzits seem up to speed on galactic society and technology, enough so that Industrial Automaton markets the LOM protocol droid to them (EGD 26; NEGD 67). And Tzizvvt is a xenoarchaeology professor—or at least claims to be (DB T; WTS 62). If he's telling the truth, that might be grounds for a raise here. But a 2 is enough for now.
Cunning
At least one Brizzit, Ilna, is wanted for swiping artifacts from the planets Biitu and Roon. Tzizvvt is also after hidden treasure—assuming he's not the same Brizzit (DB T; WTS 62; SWE 319; CSWE II 83). Tzizvvt is savvy enough to evade Imperial capture for a time on Tatooine (CCG T; CSWE III 273). But if the suspicions of Solomahal and others are correct, he's a poor liar, since most think he's spinning tall tales (DB T; WTS 62). In short, we have evidence for a species that tries to be sneaky but isn't very good at it. However, E for Effort; let's go with a Cunning of 3.
Willpower
Brizzits are not particularly known for having wild imaginations or faith in legends, which high Willpower can sometimes represent (DB T; WTS 62; CSWE I 247), yet they do have a body of myths and stories (DB T; WTS 62). And if Tzizvvt's claims to have visited the world of Jandoon are credible—and he seems to have proof that they are (DB T)—he must have a bit of nerve, at least. We opt to leave Willpower at standard levels.
Presence
Reducing Presence to 1 seems fairly straightforward. For one, the species seems to prefer living in swamps and sewers (CCG T; DB T), which can't leave them looking or smelling particularly nice. Second, their command of Basic is peppered with distracting buzz sounds (DB T; WTS 62). Finally, they look like giant houseflies (ANH)! Presence of 1 it is.
Wound Threshold and Strain Threshold
Tzizvvt seems pretty flighty (DB T; WTS 62), which may be an indication of a lower-than-average score in either or both of these areas.
Skills and Talents
Those eyes are enormous (DB T), and those hairs likely serve the same function as those of a real-world housefly, to enable Brizzits to detect unseen threats. We give a free rank in Vigilance to represent part of this; we'll deal with the rest using a special ability.
Brizzits are hard to tell apart, which lends them extra anonymity despite their outré physiology (DB T; WTS 62). We represent this with a free rank of Indistinguishable.
Other Abilities
Those enormous compound eyes are worth a bonus to Perception checks using sight, and the hairs all over their bodies are worth some bonus to Vigilance checks (CCG T; DB T). We consider granting a level of Defense versus melee attacks, as well, like real-life houseflies would probably get, but that would replicate a 25-point talent (Superior Reflexes). Best to leave it at Vigilance.
At least some Brizzits may have fin-like hands, like certain Aqualish (SW2 22), while others have humanoid fingers (SOTEE 1). However, it's unclear if those are hands or mittens, so we give the species the benefit of the doubt and don't penalize them here.
As insectoids (CSWE I 94), we consider whether some sort of exoskeleton may provide soak or crit reduction, but we decide against it—the images make Brizzits look pretty squishy, like houseflies. Likewise, their mandibles look pretty nasty (DB T), but, again, considering the natural-world species that inspired the Brizzits, a natural attack seems against the spirit of the species. Finally, we also ignore those sunglasses—er, antennae (CCG T), since those could be used for anything; for now we'll consider them part of the bonuses we already granted to Vigilance.
The Decipher CCG implies that Brizzits can fly (CCG T). True flight is an ability we haven't seen yet for a species in FFG's system, and it would be pretty pricey if we were to grant it—worth at least 20 starting XP, probably. Instead, why don't we split the difference and give Brizzits the ability to hover, like Toydarians? It's a more conservative answer to the flight question, but one that doesn't open up so many potentially game-breaking issues.
The CCG stats also suggest that Brizzits prefer damp locations, such as swamps and sewers, where they are at their most powerful (CCG T; DB T). We can represent this with an environmental boon, allowing the fly-like species to ignore Setback Dice from heat and dampness.
Brizzits seem to be about Human-sized (SW2 22; SOTEE 1), so we leave Silhouette at 1.
Edited by SavageBob
Hoover
One of Jabba's pets is the Hoover named Attark, a little guy portrayed by a puppet in Return of the Jedi . It's unclear whether the Hoover made the final cut of the film; the special effects artists and puppeteers don't remember him on set, but a working puppet was undoubtedly created, as it still resides in the Lucasfilm archives. We give the Hoovers the benefit of the doubt and include them in the Compendium . As with many lesser-known species, we're forced to speculate quite a bit here, but the little bloodsuckers do give us a chance to create some fun special abilities. (Special thanks for the forum members who helped me figure out what is required to sneak up on someone in their sleep.)
Brawn 1 • Agility 3 • Intellect 2 • Cunning 3 • Willpower 1 • Presence 2
• Wound Threshold: 7 + Brawn
• Strain Threshold: 11 + Willpower
• Starting Experience: 100
• Special Abilities: Hoovers begin with a free rank in both Skulduggery and Stealth. They still may not train Skulduggery or Stealth above rank 2 at character creation. Their thick hide grants Hoovers a free rank in the Durable talent. Further, Hoovers can see in very low light, so they can remove up to two Setback dice due to poor lighting. Finally, the Hoover sense of smell is highly developed, so Hoovers add a boost die on Perception checks involving scent. Hoovers have a Silhouette of 0.
• Bloodsuckers: A Hoover can use his trunk to suck blood, inflicting 1 Wound per round for a number of rounds equal to twice his Brawn score, and gaining 1 Wound or 1 Strain for every 2 Wounds inflicted on the victim. The Hoover can temporarily boost his Wound Threshold or Strain Threshold beyond normal limits in this way, but the additional wounds or strain disappear after they are spent, or after a full day, whichever comes first. For a sleeping target, the Hoover must make a Stealth check to approach undetected, and if the target is wearing clothes or sleeping under covers, the Hoover must also make a Skulduggery check; both of these checks are opposed by the target's Perception. Success allows the Hoover to drain blood unnoticed, but failure indicates that the victim wakes up, and both parties must roll for initiative (the awakened target is disoriented for one round per uncanceled failure). A Hoover may drain blood from a knowing victim, as well, but if the victim resists, the attack requires a successful Brawl check; the target continues to suffer Wounds until he passes a Coordination check opposed by the Hoover's Brawl skill.
Designer Notes
Brawn
So tiny in size (CSWE II 57), there's no need to raise Brawn beyond 1.
Agility
The ability to sneak up on sleeping victims within waking them (CSWE I 47) calls for some Stealth—and likely for some natural agility, too. Sure enough, Attark the Hoover is quite dextrous when manipulating fine machines, too (CSWE II 57). We raise Agility a point to account for all this.
Intellect
Attark is a wiz with technology (CSWE II 57), even climbing inside machines to repair them from the inside (WWIJP), so we know the species are no dummies. An Intellect of 2 should serve us well.
Cunning
The ability to suck blood from sleeping victims without being detected (CSWE I 47) is akin to picking a pocket, which suggests some natural skill in Skulduggery. Indeed, that whole modus operandi—being a nocturnal bloodsucker—likely calls for some Cunning all around. We raise the statistic to 3.
Willpower
Hoovers apparently don't have a problem being owned as "pets" (CSWE I 47). And they look kind of cute and skittish. We lower Willpower to make Hoovers a bit cowardly and docile.
Presence
There's nothing to go on, so we leave Presence at 2.
Wound Threshold and Strain Threshold
As tiny critters (CSWE II 57), we lower Wounds. We leave Strain Threshold alone.
Skills and Talents
Judging by their appearance (SWE 130; CSWE I 47; CSWE II 57), elephants are an obvious inspiration for the species. We grant the Hoovers a rank of Durable, per the Chevin.
To suck blood, Hoovers apparently sneak up on sleeping marks and latch on with the trunk, undetected (CSWE I 47). Even if we assume the trunk exudes some sort of anesthetic, all that sneaking around means the species probably has some natural talent in Stealth and Skulduggery, so we grant a free rank in each.
Other Abilities
The species' long trunk and big eyes (SWE 130; CSWE I 47; CSWE II 57) might grant them some bonus to smell- and sight-based Perception rolls. Indeed, with their nocturnal propensity for sucking blood (CSWE I 47), they likely have some night vision. We go with a bonus for smell and some ability to see in the dark.
Hoovers are quadrupeds (SWE 130; CSWE I 47; CSWE II 57), a body position that might give them some extra encumbrance. The beast encumbrance rules from p. 82 of Stay on Target suggest beasts get encumbrance thresholds of 5+Brawn, multiplied by Silhouette. At Silhouette 0 or 1, then, this is the same as for a normal character. On second thought, we leave the Hoovers' encumbrance threshold alone.
With hooves, Hoovers seem to lack anything resembling fingers (SWE 130; CSWE I 47; CSWE II 57). We could assign them a higher difficulty when using technology designed for beings with digits (as we did with the Lamproids), but the lore suggests that they are actually highly adept at technical tasks, pocket picking, and other things they have no right to be good at (CSWE I 47; CSWE II 57). Perhaps it's enough to assume they use their trunks to do these things.
However, we do need to account for that ability (or possibly need) to suck blood with their trunk (CSWE I 47), so we give the species a natural attack to account for it. The lore is silent on whether Hoover's have to feed this way, or if it somehow grants them a boon to do so. It's a pretty significant disadvantage if the only way you can eat is to sneak up on sleeping people and stick your nose into them, so for the sake of fun gameplay, let's assume bloodsucking gives Hoovers some sort of advantage. Maybe healed wounds or recovered strain? Or maybe even a temporary boost to these; that could be fun.
Attark is quite small (CSWE II 57). Assuming his size is indicative for the species, we assign the Hoovers a Silhouette of 0.
Edited by SavageBobHoover
Vampire elephants!
As a note, it seems that every species with a set of stats has at least 2 bonuses. The only technical exception is Corellians, but they can piloting to rank 3, so that makes up for it. Some posted on this thread have only 1. Just throwing that out there.
As a note, it seems that every species with a set of stats has at least 2 bonuses. The only technical exception is Corellians, but they can piloting to rank 3, so that makes up for it. Some posted on this thread have only 1. Just throwing that out there.
Can you clarify what you mean by "two bonuses?" Do you mean two stats at 3? Or two skills? Something else?
On a more general note, I live! And I'll be back here with new species soon. Planning a wedding from a continent away proved more time consuming that I ever anticipated.
Nice work, however I have one criticism you have a lot of 110 starting xp creatures with 3 1 2 2 2 2 stats. If you look at the way that FFG have statted out the races they have the following
Human 2 2 2 2 2 2 total cost to raise 1s to 2s 120
Aliens with 1 2 2 2 2 3 total cost is 0 + 20 + 20 + 20 + 20 + 20 +30 = 130
So most of the aliens with 1 2 2 2 2 3 starting stats get 10 less xp
Aliens with 1 1 2 2 3 3 total cost is 0+0+20+20+50+50 = 140 so most often these guys get 10 less starting xp again for 90 xp
Humans get 2 free starting skills outside of career skills, so can never be used to get a starting rank up to 2 with the free ranks. Most aliens get a rank in a specific skill, so with careful choice can land you a rank 2 in that skill and also(but not always) very often get a rank 1 talent.
Outside of this if an alien gets a useful skill (think falleens upgrade social check ability or ganks bonus cybernetics) then the starting xp gets adjusted 10 xp down (usually).
This is my read on how Ffg appear to have balanced the races, this leads to your races starting with 110xp and the 3 2 2 2 2 1 stats as being out of sync with the rest of them.
Just my 2 cents
Thanks for the feedback, syrath. I actually do a point-buy check on each species to come to the total XP. Your math seems to suggest that the possibility to get a skill to Rank 2 at character creation is more desirable than two ranks in a single skill. I tend to price a rank in a skill (no matter what it is) as costing 10 points. That makes the Humans' two free ranks worth 20 points, while a Duros's free rank in Piloting is only 10 points. I tend to think this is more than fair, but that may be why you think my bonus XP values may be off. Also note that some species get bonus XP in my write-ups for suffering disadvantages. And don't forget WT and ST, which also need to be accounted for. Finally, I'm happy to provide my point breakdown for any species you (or anyone else) is interested in!
Edited by SavageBobFair enough,I just look on it as an incentive to stick to type.
Take Bothan, bonus to cunning , an easier potential to use the free rank to get to 2 in streetwise (something a human cannot do with theirs) and they start with 10 more xp in stats, and stats are limited by starting xp.
All of this aside I think that the cap on starting xp is due to potential on stats
Now take a 1 2 2 2 2 3 with 110 starting xp they now have the potential to start with 10xp more in stats than humans (or any other race in core or career, or any other Ffg book). This in itself is only possible to any race FFG have made by spending 25 xp on a talent, that is a rank 5 talent. So I personally think potential stats are more the reason for it.the one exception is the lunged Gand which technically starts with a rather big disadvantage(at least IMO). I think the wound and strain thresholds are used to balance the skill and talent advantages
As a note, it seems that every species with a set of stats has at least 2 bonuses. The only technical exception is Corellians, but they can piloting to rank 3, so that makes up for it. Some posted on this thread have only 1. Just throwing that out there.
Can you clarify what you mean by "two bonuses?" Do you mean two stats at 3? Or two skills? Something else?
On a more general note, I live! And I'll be back here with new species soon. Planning a wedding from a continent away proved more time consuming that I ever anticipated.
Up until the release of Desperate Allies, every official species had at least two bonuses, commonly in the form of a choice of a free rank in one or two skills, or a skill and a talent, or one or the other along a species ability (like Wookiee rage, or removing setback imposed due to the environment, or night vision and so on), Corellians had the option of one of two skills, and the capability of raising that skill to rank 3 at character creation, Twi'leks have a skill choice, I think, and naturally remove setback from hot places.
My comment is no longer valid, now, because Neimoidians only off the choice between two skills and nothing else (only one species "bonus", as I call it). Note that I'm not counting different characteristic values or different wound/strain numbers.
Also one of the links to the different species you've done is broken. Kitonak, I think.
Fair enough,I just look on it as an incentive to stick to type.
Take Bothan, bonus to cunning , an easier potential to use the free rank to get to 2 in streetwise (something a human cannot do with theirs) and they start with 10 more xp in stats, and stats are limited by starting xp.
All of this aside I think that the cap on starting xp is due to potential on stats
Now take a 1 2 2 2 2 3 with 110 starting xp they now have the potential to start with 10xp more in stats than humans (or any other race in core or career, or any other Ffg book). This in itself is only possible to any race FFG have made by spending 25 xp on a talent, that is a rank 5 talent. So I personally think potential stats are more the reason for it.the one exception is the lunged Gand which technically starts with a rather big disadvantage(at least IMO). I think the wound and strain thresholds are used to balance the skill and talent advantages
By my math, Bothans and Humans come out to exactly the same XP total: 250 XP:
BOTHANS
0 Brawn 1
20 Agility 2
20 Intellect 2
50 Cunning 3
20 Willpower 2
20 Presence 2
0 WT = 10+Brawn
5 ST = 11+Willpower
10 Streetwise 1
5 Convincing Demeanor 1
100 Bonus XP
250 Total
HUMANS
20 Brawn 2
20 Agility 2
20 Intellect 2
20 Cunning 2
20 Willpower 2
20 Presence 2
0 WT = 10+Brawn
0 ST = 10+Willpower
20 Free rank in 2 non-career skills
110 Bonus XP
250 Total
But you may have hit on something in the design philosophy of FFG; perhaps the potential to start with a higher skill or attribute rank than a Human is worth points in their system. I haven't been charging for such, since it seems kind of cheap to dock points for something that's only an advantage for a session or two. But YMMV (and FFG's for that matter). So, yeah, any 122223 array in these stats may need its starting XP adjusted downward, and so may the various 112233s in there. Just be careful to account for Wounds, Strain, and any potential disadvantages indicated (like the lack of lungs for Gand).
Also one of the links to the different species you've done is broken. Kitonak, I think.
Ah, thanks for the heads up. On my end, all the links seem to be broken at the moment. It's possible FFG updated their forums and the numbers have gotten off. I'll try to fix everything after I finish my current species writeup today.
Edited by SavageBobChalactan
Depa Billaba is a wise Chalactan member of the Jedi High Council introduced in Episode I . Later material makes her the master of Rebels ' own Kanan and paints her people as a peaceful and contemplative lot. Still, Legends sources disagree about whether the Chalactans are a Human culture (CSWE I 118) or a near-Human species (DB DB; NEGC 91; FF BIL1; EA 157; Cloak of Deception; Wild Space), and the new canon is ambiguous on the point (DBb DB; TJC:MTM). This writeup considers the Chalactans as full-blooded Humans, since no source provides any indication of how they differ from mainline humanity—sorry, a dark complexion and facial piercings are not good enough justification. For an interpretation of Chalactans as a near-Human species, though, raise Willpower to 3, lower Cunning to 1, remove the ability to raise Discipline to rank 3 at character creation, and lower starting XP to 100.
Brawn 2 • Agility 2 • Intellect 2 • Cunning 2 • Willpower 2 • Presence 2
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 110
• Special Abilities: Chalactans begin the game with one rank in Discipline. Because Chalactan culture so greatly emphasizes spiritual pursuits and the quest for enlightenment, Chalactans may train Discipline up to rank 3 during character creation.
Designer Notes
Brawn
The Chalactans' spiritual leaders lean toward pacifism (CSWE I 118; HNN 55), and this trend influences the rank and file, as well (EA 157). Depa Billaba shows signs of this leaning, lamenting the fact that Jedi serve as generals in the Clone Wars (K:TLP 1). Nevertheless, Billaba's a master of the highly physical Vaapad lightsaber form (COD; COTF), and the Chalactan Padawan Klossi Anno is able to put up a fight against Vader—until he kills her (DL:TRODV 42). In sum, the species' emphasis on pacifism may justify a reduction to Brawn, but we'll leave it alone to allow for the more martial members of the culture.
Agility
Depa Billaba has a natural grace and poise (COD), and the Rogue Prithi is a skilled starfighter ace (SW2). Still, that's not really enough to justify a bump for all Chalactans, so we leave this attribute alone.
Intellect
Chalactan Adepts live a life of the mind (SW3, SW5), and their culture values the quest for illumination (FF BIL1) as well as careful problem solving (FF BIL2). Depa Billaba manifests these tendencies via her inquisitive nature (K:TLP 1) and preference for teaching in riddles (AND). Similarly, the Chalactan ace Prithi shows competence in slicing (SW11). However, much of their cultural intellectualism and enlightenment leans toward mental activities that are better represented by Willpower. We decide to leave Intellect at default.
Cunning
The Chalactans' natural inclinations toward peace and meditation leave them, perhaps, lacking in natural guile (EA 157). The couple of times we've seen Chalactans trying to be sneaky bear this out: Klossi Anno first tries to directly oppose the Empire; only when this fails does she adopt more clandestine strategies (DL:TRODV 52). And Mace Windu sees through Depa Billaba's attempt to shadow him (R17). If we must reduce an attribute, this is perhaps the one to take the hit, but we want to emphasize the Chalactans' humanity, so we leave Cunning alone.
Willpower
The Chalactans are highly spiritual people (CSWE I 118; UVG 77; NEGC 91), with an ancient religion that focuses on attaining illumination (DB DB; SP 1; FF BIL2). Their spiritual institutions are so influential that they even guide politics (HNN 55). Chalactan Adepts study the laws of the universe, including the mysteries of the Force (SW5), and they are renowned for their ability to resist Force mind tricks (SP 1; CSWE I 118). It's not surprising, then, that the Chalactans have produced many Jedi (DB DB; LS DB; CSWE I 31–32; CSWE I 73), including those who prefer the willpower-based Niman style (MTAOFLC). Foremost among these is Depa Billaba, a Chalactan known for her even keel, reasoned calm (EIVD 10; K:TLP 1), and unflinching bravery (R17). Nevertheless, Billaba does succumb to the dark side (DB HK), and the fighter pilot Prithi washes out of the Adepts due to her inability to stay focused (SW5). Over all, the evidence points to either a 2 or 3 in Willpower. We leave it at 2.
Presence
With calm contemplation their number one trait (EIVD 10), Presence may not be the Chalactans' strong suit. We leave the attribute alone.
Wound Threshold and Strain Threshold
With no evidence either way for these values, we leave them at default.
Skills and Talents
For the reasons spelled out under Willpower above, Discipline seems like a natural free skill to grant the Chalactans. We take a page from the Corellian Humans and allow Chalactans to raise Discipline to rank 3 at character creation.
Other Abilities
None of the Chalactans we've seen has displayed any unusual abilities. Depa Billaba stands 1.65 meters tall (FF BIL1), and assuming she's indicative of the Chalactans more broadly, this makes them Silhouette 1.
Edited by SavageBobI think that, that is exactly it. Unless the race has a game changing advantage or disadvantage if you total the amount of xp spent from getting the stat from 1 to the starting stats of the race it should total 230
So a 3 2 2 2 2 1 (130 xp on starting stats and 100 starting xp,90 if they have an ability of the level of the falleens pheremones)
Human is 2 2 2 2 2 2 (120 on starting stats and 110 on starting xp)
3 3 2 2 1 1 (140 xp on starting stats and 90 xp or 80 xp+ cool ability)
Gank and droid are quite a bit different on that but gank get starting cybernetics and a drop in presence and droid get extra skills so the potential to specialize is higher.
At least that is how I now see how they balance the rac.
Edit regardless I still love the work and effort you have put into this. It definitely show
Edited by syrathNimbanel
A pair of Nimbanese (singular: Nimbanel) appear during the Mos Eisley sequences of A New Hope . These aliens are hard to spot in the film, yet artists at Marvel Comics modeled the appearance of Jabba the Hut [ sic ] on them when they did the comic adaptation of the film (Jabba's sluglike appearance wouldn't be developed for years to come). Legends sources seized on this association and turned the Nimbanese into a species of accountants and desk clerks who serve the Hutts.
Brawn 2 • Agility 1 • Intellect 3 • Cunning 2 • Willpower 2 • Presence 2
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 100
• Special Abilities: Nimbanese start the game with one rank in a Knowledge skill of their choice. Nimbanese still may not train this skill above rank 2 at character creation.
• Bureaucratic Mindset: Nimbanese remove one Setback Die from all Knowledge checks concerning bureaucracy, red tape, or government procedures. Completing bureaucratic tasks takes 50% less time. Further, Nimbanese downgrade the difficulty of checks to interact with bureaucrats, administrators, and other functionaries by one.
Designer Notes
Brawn
Nimban is an idyllic world, where the Nimbanese have no natural predators (GG12 63). Likewise, the Nimbanese prefer to solve disputes not through violence but with puzzle competitions (GG12 64; UAA 111; LONH 90; G8 97), convoluted procedures (UAA 111), and contests of will (EGAS 170)—with notable exceptions (Tawss Khaa CCG). WEG and WOTC values make Nimbanese average in strength (GG12 65; UAA 111), though, so we'll interpret their non-combative nature with a reduction elsewhere. We leave Brawn alone.
Agility
A case can be made for a drop here; after all, the species is known for sitting behind desks, not for flying starships or outgunning rivals (GG12 63–64). Indeed, Bossk outdraws a Nimbanel in one canonical story (SWR:EG). On the other hand, Nimbanel fortune-teller Tawss Khaa is trained by Sakiyan hunters (Tawss Khaa CCG), which may indicate that not all Nimbanese are klutzes. WEG stats make the species slightly deficient in this area (GG12 65), while WOTC stats leave the stat alone (UAA 111). Faced with the choice between lowering Brawn or Agility, WEG thus tips the scales in favor of lowering Agility.
Intellect
Nimbanese culture emphasizes intellectual pursuits (EGAS 170; UAA 111; CSWE II 382; G8 97), and the young enter formal schooling as soon as they hatch. Members of the species often focus on the more cerebral side of business, such as accounting, finance, and management (GG12 63)—with some even venturing into cybercrime and money laundering (LOTF:BL; Mosep CCG; LONH 90). This reverence for the life of the mind affects politics and government, as well: Nimbanense leaders are chosen via puzzle-solving contests (GG12 65), and members of the species learn to slog through byzantine systems with ease (LONH 90). Finally, the Nimbanese have access to all galactic-standard technology (GG12 65), and many are handy as technicians and computer specialists (G8 97). WEG and WOTC stats both grant a bonus here (GG12 65; UAA 112). We do so as well.
Cunning
A peaceful nature and home environment might argue for a reduction to this attribute (GG12 63). Yet sources show that Nimbanese can be quite crafty with numbers, calculations, and regulations (GG12 64; UAA 111; SWAJ11 84; G8 97). Certainly, their long servitude to the Hutts has gotten them used to the shadier side of the galaxy (GG12 65; SWAJ11 277; SWAJ12 14), including money laundering (LOTF:BL; LONH 90) and aggressive financial tactics (Mosep CCG). Mosep Binneed even masquerades as Jabba from time to time—at his master's behest, of course (SW28; SW37; S&VC6 25; Kenobi). WEG stats give the species a bonus to Perception, which is covered in party by Cunning (GG12 65), but D20 rules lower the similarly overlapping Wisdom (UAA 112). We make do with an average score here.
Willpower
The species can be quite strong willed when it comes to bureaucracy, both in their ability to slog through the reams of paperwork needed for routine bureaucratic permissions and in their insistence that others do the same (GG12 65). Indeed, contests of will are a common part of Nimbanese machinations against their rivals (EGAS 170). Nimbanese also tend to be workaholics (EGAS 170; UAA 111; CSWE II 382). Nevertheless, some of them can be quite cowardly (SWAJ11 84). We leave Willpower alone.
Presence
Members of the species can come off as conceited (GG12 63; EGAS 170) and callous (UAA 111), if not downright annoying due to their insistence that all procedures be followed to a T (GG12 65; UAA 111; LONH 90; G8 97). This could be taken as evidence of a lower-than-average Presence score, but it at least argues for one that is no better than average.
Wound Threshold and Strain Threshold
Again, Nimbanese generally eschew physical violence (GG12 63–64; UAA 111). Yet they seem to have standard humanoid bodies, and nothing indicates that they're physically unable to take a hit. Likewise, nothing indicates any modifications necessary to Strain.
Skills and Talents
Nimbanese society places great emphasis on formal education, with their hatchlings schooled from birth (GG12 63). Likewise, they are renowned for their bankers and administrators, and for their finesse at the more analytical aspects of business and finance (GG12 63; LONH 90; G8 97). WEG stats give them a bonus to that game's bureaucracy and business skills (GG12 65), while D20 rules provide them a bonus to its bureaucracy and computer use skills (UAA 112). We could interpret all this as a free level of Knowledge (Education) or Computers, perhaps. But any Knowledge skill could theoretically come into play when dealing with the iron cage of bureaucracy: Core Worlds or Outer Rim to know about some obscure tariff on some out-of-the way planet; Education to do the complex calculations on a tax return; Underworld to find work as a money launderer; Warfare to cut through the red tape with the local quartermaster; Lore or Xenology to understand the government procedures of an alien species—ancient or contemporary. We'll leave things in the players' hands, then, and let Nimbanese begin with a free rank in a Knowledge skill of their choosing.
Business- and administration-oriented specializations, such as the Trader, Entrepreneur, and Quartermaster, suggest some talents a Nimbanel lackey might employ to deal with galactic ne'er-do-wells: Convincing Demeanor, Nobody's Fool, or Plausible Deniability all look tempting. However, not all Nimbanese interface directly with constituents; many also work as behind-the scenes data pushers. We need to look elsewhere for an appropriate talent.
The species' natural ability with puzzles, codes, and cyphers (GG12 64) promises another avenue to explore, then. This ability helps explain how Nimbanese are able to see the forest and the trees when working within the most convoluted of bureaucratic procedures (GG12 64). Nimbanese are also known to be handy with computers (G8 97). We thus could justify a rank in any of Codebreaker, Researcher, or Technical Aptitude. But perhaps a talent isn't the way to handle this particular wrinkle of Nimbanese psychology?
Other Abilities
No, we still haven't captured the essence of the Nimbanese mind: Their ability to evade bureaucratic roadblocks, to comprehend complex administrative systems, and to use this knowledge against rivals. This sounds a lot like what the Respected Scholar and Researcher talents do, but tailored toward bureaucratic situations rather than academic ones. Nothing's stopping us from creating a custom ability, so we'll do just that.
Nimbanese are silhouette 1, since they range from 1.6 to 1.9 meters in height (GG12 65; UAA 111) and average 1.7 (EGAS 170).
Edited by SavageBobFirst, a note to let everyone know I fixed all the links to individual species on the first page of this thread. Now, for our next species!
Frog-Dog
An ugly, two-legged critter named Bubo startles poor Threepio when the droid enters Jabba's throne room in Return of the Jedi . Legends stories make Bubo a Frog-Dog (or frog-dog), a species most of the galaxy thinks of as mere animals, but whose members are actually quite intelligent.
Brawn 2 • Agility 2 • Intellect 2 • Cunning 3 • Willpower 2 • Presence 1
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 90
• Special Abilities: Frog-Dogs begin the game with a free rank in Stealth. They still may not train Stealth above rank 2 at character creation. Frog-Dog vision is sharp, so they remove 1 Setback Die from Perception checks involving the sense of sight. The deep wrinkles of a Frog-Dog's skin can be used to carry and hide possessions; a Frog-Dog can hide an object or objects up to a combined encumbrance of 1 within these folds, and any checks to detect such objects have a Formidable difficulty. Frog-Dogs have a silhouette of 0.
• Natural Weapons: A Frog-Dog's jagged teeth count as Brawl weapons that is always equipped. The teeth have the following weapon profile (Brawl; Damage +1; Critical 3; Range [Engaged]; Pierce 1, Vicious 1).
Designer Notes
Brawn
Frog-Dogs look dangerous, but their bark is worse than their bite (CCG Bubo). Nevertheless, they are carnivores and hunters, even if their main prey are simple insects (BTM; TT:BT). We're giving them a bite attack (see below), so we stick with a Brawn of 2 to make it a bit more useful.
Agility
Frog-Dogs are naturally stealthy (BTM), and many take on spying and assassination jobs (SWE 37; CSWE I 96; CSWE I 297; TT:BT; AGTTSWU3). On the other hand, Frog-Dogs aren't necessarily accustomed to piloting speeders or firing blaster rifles (BTM). A 2 here is the average of both sides.
Intellect
Frog-Dogs are sentient (SWE 37; CSWE I 297), even if their demeanor—slobbering all over the furniture and eating bugs (BTM; TT:BT)—doesn't suggest a high ability to reason (CSWE I 96). However, this is largely a front; Frog-Dogs often hide their intellect from others (SWE 37; CSWE I 297; BTM; TT:BT), while counting deep thinkers and philosophers among their number (TT:BT). Still, the species has developed no technology or even language (BTM), and those are the sorts of things Intellect at least partially represents. A 2 here lets us make Frog-Dogs smart but not genius.
Cunning
The Frog-Dogs' natural intelligence (SWE 37; CSWE I 297) may be better represented by raw cunning rather than book smarts. Cunning also enables Frog-Dogs to hunt their insect meals (BTM; TT:BT) and to scrounge up grub in odd places (TT:BT). Similarly, by tricking others into assuming them to be dumb animals (SWE 37; CSWE I 297; BTM; TT:BT), Frog-Dogs are able to get access to people and places they otherwise wouldn't (BTM; TT:BT). We raise Cunning to 3.
Willpower
Frog-Dogs often play dumb so that others will take care of them like pets (SWC 228; SWE 37; CSWE I 297; SD:TFDT), suggesting they aren't too strong willed. Nevertheless, they can make vigilant guards (CCG Bubo; RY DB; WWIJP 86; EGC 132). We leave Willpower at normal levels.
Presence
Most other beings find Frog-Dogs disgusting (CSWE III 89; EGC 132) or even frightening (BTM), and they often mistake the beings for unintelligent animals (SSC). The species' tendency to lick strangers also fails to win people over (TT:BT). In short, Frog-Dogs are not people persons. We lower Presence to 1.
Wound Threshold
Frog-Dogs are kind of small (BTM), but they're also bulky for their size. We leave Wound Threshold alone.
Strain Threshold
We have nothing to go on, so we leave Strain at default.
Skills and Talents
Frog-Dogs often rely on Deception to fool others into mistaking them for non-sentient animals (SWE 37; CSWE I 297; BTM; TT:BT; BTM). Nevertheless, we've already raised Cunning to help represent this facet of their lifestyle, so we don't need to give them a skill as well.
Frog-Dog watchbeasts (CCG Bubo; RY DB; WWIJP 86; EGC 132) likely use Vigilance and Perception. However, not all Frog-Dogs work in this capacity, so free ranks in these skills would be out of place.
Their wart-covered skin (G:TTOR-Y; TT:BT; CSWE III 89) arguably grants some natural protection, but no source explicitly says as much. We'll leave this up to GM discretion.
Despite appearances, Frog-Dogs are naturally stealthy (BTM)—all the better to sneak up on prey. They also need some Brawl to zap their insect quarries with the sticky Frog-Dog tongue (BTM; TT:BT). But such attacks aren't possible without the sneaky approach ahead of time. Further, sources explicitly mention their ability to move about quietly (BTM). All things considered, we go with a free rank in Stealth.
Other Abilities
Members of the species have good eyesight (BTM), and they are able to focus on two objects simultaneously (G:TTOR-Y). We give them a variant of Gran's enhanced vision to represent this.
Frog-Dogs only have two limbs, which they use to hop around on (SROTJ). Their paws have opposable thumbs, but they have to sit still to use their mitts to manipulate their environment (ROTJ; SSC; WWIJP 86; BTM). On the surface, this seems like it may constitute a limitation similar to the Ponderous disadvantage suffered by Hutts. Yet combat in FFG's system is so abstract that having only two limbs doesn't seem like it would seriously impact the number of actions and maneuvers a Frog-Dog gets each turn. We don't need to add anything to represent their odd anatomy, then.
The Frog-Dog mouth houses a prehensile tongue (CSWE I 296; G:TTOR-Y; SWE 37; TT:BT), which is coated in sticky saliva; the Frog-Dog uses this to grasp onto things from afar (G:TTOR-Y; TT:BT). Even still, it's not likely this tongue extends beyond Engaged range, and it wouldn't likely do any damage to a foe bigger than a bug, so we don't need to call this out in the species' stats.
A Frog-Dog's gaping maw contains an arsenal of sharp teeth (RY DB; BTM; SWC 228; SSC), and they aren't shy about biting those who threaten them (SROTJ). We provide a special ability to reflect this natural weapon, using the the Trandoshans and Selonians as precedent, and adding a level of Pierce and Vicious for those snaggly teeth. This should be enough to represent a typical bulldog-style bite-and-thrash attack, but GMs should feel free to add a level or two of Ensnare and Burn to the attack (possibly costing a couple of Advantage to activate) for a Frog-Dog that can bite on and not let go for multiple rounds. (Thanks to the forum users who helped figure out how to represent such an attack!)
Deep folds in the species' skin lets Frog-Dogs hide things (CSWE III 89), perhaps constituting a natural version of the Hidden Storage talent.
Standing only half a meter off the ground (BTM), Frog-Dogs are likely Silhouette 0.
Troig
The Phantom Menace introduced the Troig species via the two-headed podrace announcer, Fode and Beed. While that character's wisecracks and one-liners irked some fans, later Legends material has investigated the fascinating ramifications of being a species where each member is essentially a pair of conjoined twins with two personalities. Likewise, Troigs' unique anatomy presents some interesting challenges to adapt into game terms.
Brawn 2 • Agility 2 • Intellect 2 • Cunning 1 • Willpower 1 • Presence 3
• Wound Threshold: 9 + Brawn
• Strain Threshold: 9 + Willpower
• Starting Experience: 80
• Special Abilities: Troigs begin play with one rank in the Smooth Talker talent.
• Multiple Limbs and Heads: A Troig has two heads and four arms. Troigs add 1 Boost Die to Perception and Vigilance checks. Troigs gain an addition free maneuver per turn, but they still may not perform more than two maneuvers per turn. Likewise, a Troig may attack a different target with each pair of arms in a single turn; resolve such attacks per standard rules for two-weapon combat, but the second attack is not upgraded in difficulty. Troig characters may spend Triumph so that certain critical injuries and status effects only affect one of their two heads, at the GM's discretion. However, the Troig loses the other benefits of multiple heads and limbs until the critical injury is healed or status treated.
• Primitive: Troigs upgrade the difficulty of any checks involving advanced technology. This counts as any technology not available on the Troigs' 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. Troigs can spend 10 XP at character creation to remove this penalty permanently.
Designer Notes
Brawn
The Troig physique is stout but not exceptionally muscular (POTJ; SWCTP 87; EIIG; CSWE III 264–65; TRO 2). But with no predators on their homeworld (TRO 2), Troigs don't have much need for fighting prowess. We leave Brawn at 2.
Agility
At least one Troig made his way as a pilot-for-hire (SWCTP 87). But other than that, there's little to go on. We leave Agility alone.
Intellect
Troigs have only been part of the galactic community for a relatively short period of time (TRO 2; SOT 38; SWCTP 87). This might be grounds for a lowered Intellect, but those Troigs who do leave Pollillus don't seem to be particularly dull-witted. We leave Intellect at 2.
Cunning
No predators hunt Troigs on their homeworld, Pollillus (TRO 2), so some aspects of Cunning don't seem particularly indicated by their evolution. And as newcomers on the galactic stage (TRO 2; SOT 38; SWCTP 87), it's not unreasonable to assume Troigs may be a bit wet behind the ears, more gullible than devious. We lower Cunning a point to reflect this sheltered upbringing.
Willpower
At least some Troigs show signs of mental instability, at least in one head (HNN50; NEGAS 212). Indeed, having two personalities in general makes Troigs prone to indecision, as each head argues for its opinion to win out (POTJ). We lower Willpower a point to account for the Troigs' dual-brain flip-flopping.
Presence
Troigs are naturally curious about new places and other species, and they are highly adaptable to new social environments (DB; TRO 2). They flock to jobs that allow them to interact with others, working as diplomats (EGTD 27) and bartenders (SOABS 25–6), with some even gaining galactic celebrity as commentators, holo hosts, and performers (POTJ; SOT 38; TRO 2; WOSW 162; HNN 46; HNN 15:01:03). A raise in Presence seems a natural fit for this gregariousness.
Wound Threshold and Strain Threshold
There's little to justify any adjustments to wounds or strain. However, we do need to bring Troigs in line with other species, who don't get the same special abilities. We lower wounds and strain a point each to bring the Troigs in line with the similar Xexto.
Skills and Talents
Troigs are great with languages and learn them quickly (TRO 2). With the narrative treatment of languages in FFG's system, though, this isn't an ability that needs to be called out in game stats.
Their natural multidexterity makes Troigs excellent craftsbeings (TRO 2), but we'll cover the benefits of multiple limbs in a more generalized way.
So many Troigs find work as entertainers once they leave their homeworld (POTJ; SOT 38; TRO 2; WOSW 162; HNN 46; HNN 15:01:03) that it seems natural to give them an ability to reflect their hologenic personalities. We consider Smooth Talker, Kill with Kindness, and Congenial as likely candidates. Congenial doesn't completely match the image of wide-eyed rubes we're painting, so it's a tossup between the other two. The lore seems to indicate that Troigs are smooth talkers, so we go with that talent for verisimilitude.
Other Abilities
Troigs present a challenge due to their two heads and four arms. Each head is independent of the other, although the two are in constant telepathic and neural communication (SOT 38; TRO 2). WOTC stats for the species changed over time: The earlier interpretation makes Troigs harder to ambush or surprise, and able to more easily fight with two weapons (SOT 38), while later stats make them able to wield up to four weapons at once (JC 68). In our entry on the two-headed Yuvernians, we granted a bonus to Perception and Vigilance for having two sets of sensory organs, and we reduced the difficulty for attacking a second target in a single round. Those same bonuses also reflect what we know about Troigs (POTJ; TRO 2; NEGAS 212; SOT 38), so we port them over. Finally, each head has its own unique personality and identity (TRO 1; CSWE III 264–65), such that one head can be knocked unconscious while the other keeps going (CN2 10). We add a minor ability to reflect this condition.
Unlike Yuvernians, Troigs also have four arms. The Xexto provide one model for how to handle such anatomy in this system, gaining an extra maneuver per turn. This ability matches the lore for the multitasking Troigs, for whom each head independently controls two arms (NEGAS 212; SOT 38; TRO 2; SOABS 25–6). One caveat is that some sources state that the two heads need to cooperate to have any level of success at these multiple tasks (NEGAS 212; CSWE III 264–65).
In sum, though, two heads and four arms gives Troigs significant advantages over more humanoid species. We'll keep attributes low to compensate for this, and GMs should feel free to levy even more penalties on the species' starting XP (or modify the advantages the species' anatomy grants) if they so choose.
The short horns some Troigs sport (CSWE I 283–84; TRO 1) don't seem that dangerous, so we ignore them. Likewise, some illustrations show the Troigs with a long tail that ends in a bulbous tip (POTJ; TRO 1), an appendage that might constitute a natural weapon (similar perhaps to that of the Selonians). We have no direct evidence of this, though, so we leave it out of our writeup.
Having only joined the galactic community a generation ago (TRO 2; SOT 38; SWCTP 87; CSWE III 35), Troigs are still fairly new to galactic-standard technology. We give them the Dressellians' primitive disadvantage to represent this fact (POTJ).
A standard silhouette of 1 allows us to represent the Troigs' normal height, about 1.96 meters (TRO 1; NEGAS 212).
I will give you props for going the extra mile and statting these beings. I don't know if I'll ever have a player ask to be one of those two-headed aliens from TPM, but have it and not need it, I guess. Also, do you think you can share your opinion on a question I have on an official species?
Yeah, Blackbird888, I'm under no illusions that many of these aliens will be popular PC choices. But I'm in the same boat: I'd rather have more options than fewer. Plus, I find it fun to puzzle out how to represent something like two heads or vampirism (to give a hint on our next species) in game terms.
I'm happy to talk about an official species, but this thread may not be the best place to do it. Would you be willing to start a new thread (where you'll also draw comments from many others)? Or you could PM me.
You ever thinking of doing the Muun?
Karkarodons, please and thank you! I imagine great Brawn and Amphibious. Special bite attack. these guys are first seen in The Clone Wars episodes 401-403
Edited by RLogue177
Karkarodons, please and thank you! I imagine great Brawn and Amphibious. Special bite attack. these guys are first seen in The Clone Wars episodes 401-403
I remember that guy!
From the Dac episodes!
He was cool, but then again, when isn't a sharkman cool?
You ever thinking of doing the Muun?
I have them in the queue, but I'll move them up since there's interest. Thanks for the request!
Karkarodons, please and thank you! I imagine great Brawn and Amphibious. Special bite attack. these guys are first seen in The Clone Wars episodes 401-403
I've been rotating through ANH, ROTJ, and Prequels, sticking strictly to the six core films. But there's only one more species to cover from ROTJ, and when it's done, I'll start doing species from other Lucas-involved projects in that slot. In short, sure, I'll add them to the queue!
Anzati
There's an awkward-looking guy smoking a pipe at the bar in A New Hope . The Legends source Tales from the Mos Eisley Cantina fills in the details, making him a dangerous assassin and a member of a species of humanoid vampires who suck the "soup" from their victims' brains. Over the next few decades, the Anzati (singular: Anzat) have become figures of horror and legend in EU sources.
Brawn 2 • Agility 2 • Intellect 2 • Cunning 3 • Willpower 2 • Presence 1
• Wound Threshold: 10 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 95
• Special Abilities: Anzati begin with a free rank in Stealth, but they still may not train Stealth above rank 2 at character creation. They also begin with a rank in the Indistinguishable talent. When Anzati make checks to track a target, they receive a number of Boost Dice equal to the target's Force Rating.
• Feeding: Anzati use retractable probosces to feed on the brain fluids of sentient beings. These probosces count as natural weapons that are always equipped and that have the following weapon profile [brawl; Damage +2; Critical 3; Range (Engaged)]. The probosces cannot pierce skin or armor, so the Anzat must take an Aim maneuver to target a weak spot on the victim's body, such as the nostrils; the resulting attack can only inflict wounds, never strain. After a successful hit, the Anzat makes a Coercion check against the victim's Discipline; success means the Anzat has hypnotized the victim, and the attack gains the following weapon qualities [burn 3, Disorient 3, Ensnare 3]. An Anzat must feed in this way once every few days. At the start of each session, the GM should roll a d100; on a 10 or lower, the Anzat is hungry and must pass a Formidable Resilience check. Failure indicates that his Strain Threshold drops by 1, and he adds 1 Setback Die to all checks. These effects double each subsequent session until the Anzat feeds. For groups using the Obligation mechanic, this is essentially a 10-point Addiction Obligation that does not count against the character's or party's total Obligation, reduce in value, nor grant the character bonus XP.
Designer Notes
Brawn
Anzati resemble average-sized Humans in build. Yet the species is known for its strength (G1 92; FF ANZ1), the argument being that physical power is necessary to sustain the species' predatory nature (EGAS 84; NEGAS; CWG:S) and kill-or-be-killed philosophy (G1 92; FF ANZ1). Indeed, at least some Anzati practice martial arts (DB Aayla Secura) and melee combat (SWR72). Previous game stats muddy the matter: Early WOTC rules grant Anzati a boost to Strength (UAA 13), but Saga edition rules give them no bonuses (TUR 11). We go with a Brawn of 2, as we'll need bonuses for other attributes.
Agility
The Anzati are masters of stealth, which may reflect a general affinity for dexterity (UAA 13; NEGAS). Indeed, some Anzati are renowned for their fast reactions, although this is not a universal quality among them (G1 93; FF ANZ1). Saga rules leave their dexterity alone (TUR 11), and we follow suit (again, we want to save those bonuses for more appropriate areas).
Intellect
Anzati are at home with advanced technology (SWR33). But while they are long lived, the species cares little for intellectual pursuits unless they aid in the hunt (G1 93–94; FF ANZ1; NEGAS; TUR 10). Saga rules don't give a bonus here (TUR 11), and we don't either.
Cunning
As consummate shadow predators, Cunning is perhaps the ability the Anzati are most adept with (G1 93; UAA 13; NEGAS; CWG:S), as reflected in their dog-eat-dog mindset (G1 92; FF ANZ1) and exemplified in Dannik Jerriko's stalking methods (OOTC:TAT). We raise Cunning to 3.
Willpower
On the one hand, Anzati are single-minded and careful in their pursuit of sentient prey (G1 92; UAA 13); they've been known to observe a potential victim for long periods before striking (C&TCW 16; FF ANZ1). Likewise, their culture reveres the relationship between the hunter and the victims' life force, represented in the aurorae of their homeworld and a concept known as the "sea of memory" (NEGAS; TUR 10; SWR72; SWR75–77). The Anzati follow a strict code of honor that says they never reveal the details of a contract or kill (SWR72–73). Some also have a natural resistance to Jedi mind control (SWR72–73). Paradoxically, though, the Anzati's long lifespan makes many of them give up on hobbies and passions; what's the use of perfecting one's craft when all your peers are dead (G1 93; FF ANZ1; UAA 13; NEGAS; TUR 10)? They also tend to grow mentally unstable as they age (NEGAS). And while Anzati such as Dannik Jerriko and Volffe Karkko consider themselves masters of self control and the mental domination of others, neither is able to resist the urge to feed (E:WEBO; FF VOL4). Karkko's a Jedi to boot, so his mental powers can also be explained away as mastery of the Force (SWR32). Similarly, the Anzati Jedi Nikkos Tyris falls to the dark side under Dooku's sway (FF DOO8). The evidence for Willpower could point to a 2 or a 3 here. For balance issues, we go with the more conservative score.
Presence
People skills aren't exactly in keeping with the the Anzati's philosophy of survival of the fittest (G1 92) and their fondness for eating the brains of others. Indeed, they are resolutely aloof and solitary by nature (EGAS 3; FF ANZ1; UAA 13; NEGAS). Early D20 rules reduce the species Charisma considerably (UAA 13), while Saga edition doesn't penalize them (TUR 11). The former interpretation seems more in keeping with the lore, so we lower Presence to 1.
Wound Threshold and Strain Threshold
These could be lowered to grant more starting XP, but we'll leave them at average levels, since there's no overwhelming evidence for any changes.
Skills and Talents
Anzati are noted masters of stealth (G1 93; UAA 13; NEGAS; SWR73), and they consider the art of sneaking to be a form of species heritage, passed down from generation to generation (G1 93). Saga rules give them access to Stealth and Survival regardless of character class (TUR 11). We grant them a free rank in Stealth.
Anzati are able to blend in with other humanoids and pass as a species they are not (SO:TPST; G1 93; FF ANZ1; TUR 10; TCG; FF VOL1). We take a page from the Assassin and Infiltrator specializations and grant the Anzati a free rank in Indistinguishable to allow them such anonymity (UAA 13).
Other Abilities
Anzat can live to be centuries old (EGAS 84; G1 92; UAA 13; FF ANZ1; NEGAS; TUR 10; FF VOL1), but there's no need to call this out in game terms.
Anzati have the ability to track prey by honing in on the victim's life force (FF ANZ1; TUR 11). Earlier WOTC rules grant Anzati a Force-based power to do this, providing a bonus depending on how strong the prey is in the Force (G1 93; UAA 13–14). However, later Saga rules just grant the species a simple bonus to tracking in general (TUR 11). We could interpret this Force-sense as the Sense basic power, but granting this to an entire species could get messy. We'll split the difference of both WOTC interpretations, then, granting the Anzati a bonus to Survival checks to track a target, but increasing the potency based on the quarry's level of Force-sensitivity (G1 93; EGAS 84; G1 94).
An Anzat's nasal probosces can go up a victim's nose and drain the neural fluids (SO:TPST; OOTC:TAT; CSWE II 158; FF ANZ1; NEGAS; TUR 11; FF VOL1). The victim remains stunned during the process unless able to resist the effects at the outset, and the attack takes time to complete. Likewise, the Anzati cannot stop the draining process voluntarily (G1 93–94; UAA 13). We represent this with a natural attack that has the Ensnare and Burn effects. While some sources link this "soup" to the Force (G1 93), other sources suggest that such associations may be more legendary than factual (UAA 13). However, there is a link between force of personality and willpower and the satisfaction an Anzat gets from the meal; they can't survive on non-sentients (G1 93). Some speculate that if an Anzat eats a Jedi's brain soup, he becomes stronger in the Force, for instance (SWR35). D20 rules link this to the victim's level (G1 93), but FFG doesn't have levels. For our purposes, we'll leave these Force speculations in the realm of idle speculation. The lore indicates that the Anzat assassin Dannik Jerriko finds Obi-Wan, Luke, and Han all tempting targets, with Solo the most tempting of all (SO:TPST; EGAS 84; G1 94), until he sets his sights on Jabba instead (OOTC:TAT). Perhaps this reflects the target's mental stats: Intellect, Cunning, Willpower, or Presence. On the other hand, this could just as easily be handled narratively, so we'll chalk this up to personal tastes (just like a character sheet doesn't need to list a character's favorite pizza topping). Lore also grants Anzati rudimentary hypnotic powers to stun prey and open the way for an attack (SO:TPST; EGAS 3; FF ANZ1; UAA 13; TUR 11; FF VOL1). Some sources suggest this is a Force power (NEGAS). Again, we're shy about granting an entire species Force sensitivity. We decide to fold most of these effects directly into a natural attack instead.
The fact that Anzati require a meal every few days (G1 93) helps temper this otherwise awesome ability: Whereas any other character simply can eat a field ration when he gets hungry, an Anzat must kill someone! This is much like an Addiction Obligation (SO:TPST; OOTC:TAT; NEGAS; TUR 10; FF VOL2; SWR73), so we'll add language to that effect in our stats. Note that Anzati Jedi Volfe Karkko somehow survives for centuries without eating "soup" (SWR34; FF VOL2), but he's also a powerful Force user; for our purposes, then, we'll assume the Force gives him a helping hand.
Saga rules give Anzati low-light vision (TUR 11), but this is not supported by any stories Anzati appear in. GM's who grant such a bonus should reduce starting XP by 5 or so.
Anzati can pick up the addictions of those whose soup they drain (SO:TPST), but we'll leave this up to narrative.
Some Anzati have wicked-looking claws and sharp teeth (SWR32–34; SWR72), but those seem to either be for show, or the Anzati have been mutated by the dark side.
Ranging from 1.5 to to 1.7 or 1.75 meters in height and averaging to the upper end of that limit (EGAS 3; UAA 13; FF ANZ1; NEGAS; TUR 10), Anzati have a silhouette of 1.
Wol Cabasshite
Our final species from Return of the Jedi is also our strangest. The Wol Cabasshite named Ghoel is barely visible in the film, but his mollusk-like body and rigid, elongated tongue have sparked the creativity of EU writers, who have described the Cabasshites as a species of deep thinkers that communicate via magnetic frequencies. A Wol Cabasshite PC would pose a lot of challenges, but some players might just relish such a character.
Brawn 1 • Agility 1 • Intellect 4 • Cunning 2 • Willpower 3 • Presence 1
• Wound Threshold: 11 + Brawn
• Strain Threshold: 10 + Willpower
• Starting Experience: 80
• Special Abilities: Wol Cabasshites do not need to eat or breath, and they are unaffected by toxins and poisons. Wol Cabasshites begin with a free rank in either Knowledge (Education) or Knowledge (Lore). They still may not train Knowledge (Education) or Knowledge (Lore) above rank 2 at character creation. They also begin with a free rank in the Enduring talent. A Wol Cabasshite has a silhouette of 0.
• Magnetic Field Projection: Wol Cabasshites communicate using magnetic fields. With other Wol Cabasshites, this process is completely non-verbal and undetectable to other species nearby. Communicating with a member of another species counts as an action and requires an Easy discipline check with an engaged interlocutor; the difficulty increases by one level with each range band of distance. Wol Cabasshites can also use magnetic fields to manipulate technological devices tailored to their species. A Wol Cabasshite character begins play with a personal conveyance that can be operated in this manner with no skill checks required, and all beginning equipment a Wol Cabasshite character begins with should also be assumed to be controlled in this way. A Wol Cabasshite character who loses access to such technology cannot move at all nor interact physically with his or her surroundings, regardless of invested skill ranks.
Designer Notes
Brawn and Agility
Right off the bat, we're faced with a conundrum: Wol Cabasshites don't move, and they don't have any fine manipulators (CCG Ghoel; CSWE III 332). As such, they really shouldn't be able to do much of the stuff Brawn and Agility cover, such as swinging a vibrosword or piloting an airspeeder. The lore notes as much, stating that Wol Cabasshites generally have no use for galactic standard technology (DB WC). The evidence, then, suggests they should have no score whatsoever in these two physical attributes. But what fun is that for a PC? Instead, let's riff off the fact that technology exists so that Wol Cabasshites can move and manipulate their environments (DB WC). We'll thus stat out the species with the assumption that PCs automatically start with some sort of basic device that allows them to be at least as competent as a baseline droid. Brawn and Agility thus both get a qualified 1.
Intellect
In contrast, Wol Cabasshites are known to be quite brainy—literally, since they have two brains, one for digestion and the other for higher cognitive functions (DB WC; CSWE III 332). The species is known for its intellect (WWIJP), with their ability to reason so advanced that much of the time, their thought is incomprehensible to other species (although scholars like to try to figure it out). Further evidence of the species' natural nerdiness is that their society is almost entirely built around philosophical ponderings, with most members of the species content to sit and think all day. On the other side of the ledger, we should note that the species has little interest in technology (DB WC; CSWE III 332), which Intellect at least partly covers in this system. But, over all, it seems natural to give the species a significant bump in Intellect.
Cunning
There's very little to go on here, so we'll make it easy on ourselves and stick with a Cunning of 2.
Willpower
For similar reasons as Intellect, the Wol Cabasshites seem shoe-ins for a good score here. For evidence we need only point to their propensity to sit and think all day everyday (DB WC; CSWE III 332). We bump Willpower to 3.
Presence
The downside of all that thinking is that it means that many non-Wol Cabasshites don't even know the species is sentient (CCG Ghoel), and when they do, they often have a hard time understanding Wol Cabasshite thought, since they're so advanced as to seem alien (DB WC; JVS 66). The species' biology and behaviors reinforce this reputation for outré-ness, especially their practices of reproducing by vomiting up their stomach lining, their mating by rubbing tongues together (DB WC), and their method of communicating with others by licking (DB WC; Hasbro; CSWE I 338). Those who know about Wol Cabasshites sometimes even fear the species, thinking them capable of mind control (DB WC). They aren't, but all of this points to a severe handicap in Presence. We drop it to 1.
Wound Threshold and Strain Threshold
Their natural toughness (DB WC) may equate to some bonuses here. Then again, we have no compelling evidence for either of these traits, and we need to offset their attribute array somewhat. We lower both a point to do so.
Skills and Talents
Knowledge (Education) or Knowledge (Lore) cover philosophy, an area the Wol Cabasshites are famous for. Likewise, the ability to sit and think all day might warrant a free rank in Discipline (DB WC; CSWE III 332). We decide their braininess is more geared toward knowledge in general, so we offer a choice between Education and Lore.
We interpret the species natural hardiness (DB WC; CSWE III 332) as worth some Soak, so we also grant a free rank in Enduring.
Other Abilities
With no respiratory system and a pressurized body, Wol Cabasshites are able to survive in vacuum and ignore hostile atmospheres. Similarly, the species is highly resistant to high and low temperatures, and they don't really need to eat, as they absorb all necessary nutrients from the objects they cling to (DB WC; CSWE III 332). Further, Wol Cabasshites are immune to toxins and poisons (DB WC), except Brainworm Rot Type A (HNN51; SWG). That one particular malady isn't enough to mention in a special ability. We thus provide Wol Cabasshites many of the same benefits enjoyed by droids.
Wol Cabasshites communicate with one another by projecting and modifying magnetic fields, a process usable within 25 meters but undetectable by most other species (DB WC; JVS 66–67; CSWE III 332; I105 20). This constitutes something akin to the Weequays' pheromonal communication, which we model it on. On the other hand, they find it difficult to stoke the neurons of non-Wol Cabasshites to allow them to communicate with them. This problem subsides if the Wol Cabasshite can touch the intended recipient with its tongue (DB WC), so we note this in the ability description.
Wol Cabasshites are sessile (CCG Ghoel; CSWE III 332). However, their magnetic-field abilities also enable Wol Cabasshites to manipulate specially designed technology to more readily move, fight, and communicate with non-Wol Cabasshites. Few care to do so (DB WC), but PC Wol Cabasshites likely aren't the norm for their species. As noted under Brawn and Agility above, we'll grant PCs of the species a free device to enable them to move around and interact with the rest of the party. Note, however, that any such technology is likely very rare and very expensive should it require repair or replacement.
They live a long time (CSWE III 332), but this isn't worth mentioning as a special ability.
Wol Cabasshites are pretty small at only 0.8 meters on average (DB WC). This makes them silhouette 0.