Statting a Harch

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

http://starwars.wikia.com/wiki/Harch

I was planning on playing this race for my next character and I thought it would be a good idea to get a second opinion on the stats I made for this guy, and as a side note because I'm bad with computers I will link the page on the wiki instead of posting the image.

Harch

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

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 85xp

Free rank in Coercion

Multiple Limbs: Gains an additional free maneuver but, may not perform more than 2 maneuvers per turn.

I decided to use the rules for the xextos multiple limbs becuase I thought it was fitting but am at a loss for any other special rules.

Edited by Adacin

Rules selection looks fine, but starting xp feels way too high. The Xextos have worse starting stats and still have less starting xp. Free 2nd maneuvers ain't cheap chummer.

Agreed with GhostOfMan. Xextos are the first species with two 1s and only one 3. That extra maneuver is pretty awesome.

As someone new to stat'ing out a new race, I have a question about a design choice.

Why did you pick what you did based on so little data on the race?

Since they're spider people, I'd make Agility 3... Drop Willpower to 1? (I don't remember, but wasn't Trench kind of a wuss)?

Presence would be a good options too.

Trench needed decent Leadership, but it seems for him Cunning and Int (Warfare). If we don't let one example define an entire race (yeah.. I know, Star Wars does that all the time) then Presence would make for a decent second dump stat, with the example of Trench being someone who bought up a bit in the stat/skill rather then relying on his racial benefits.

Edited by Ghostofman

Maybe Cunning, more than Intellect. Trench, if I recall, figured out that the pilot of the stealth ship couldn't be a clone because the scans turned negative after the laser shots. That could just be Trench upping that skill, but there's really not that much to go on

I lowered the starting xp by 10, switched the Brawn and Agility, switched Cunning and Intellect, lowered the Willpower and raised the Presence. Does that look more balanced and should I keep the rank in coercion or change it?

As someone new to stat'ing out a new race, I have a question about a design choice.

Why did you pick what you did based on so little data on the race?

Because i love most of the races the CIS had in their ranks and a tarantula race is interesting as well as awesome.

Edited by Adacin

I lowered the starting xp by 10, switched the Brawn and Agility, switched Cunning and Intellect, lowered the Willpower and raised the Presence. Does that look more balanced and should I keep the rank in coercion or change it?

I like the free rank in Coercion - But I'm an arachnophobe, so it fits... I suspect most of the galaxy at large would be a little wigged out by a man-sized spider.

Overall, I like how you've got him statted out.

Pleased I found this.

I'm wanting my own character to be a Harch.

My thoughts were start as a human: all 2 with 2 none career skills.

Agility and Cunning up to 3

Lower Presence and Intellect to 1

The two skills I'd give him are Coordination and Resilience

But it's a work in progress.

The Harch are supposedly an offshoot of the aquelish you may use a similar stat line to theirs.

This is one I've been thinking about a lot lately and here's what I've got:

So far, all the species with the Multiple Limbs ability (Besalisk, Quermian, Xexto) have had one 3, three 2s, and two 1s, along with 85 xp.

This is the stat line I've been kicking around:

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

Wounds - 11+

Strain - 9+

85 xp

1 rank of Cool

Multiple Limbs

This is one I've been thinking about a lot lately and here's what I've got:

So far, all the species with the Multiple Limbs ability (Besalisk, Quermian, Xexto) have had one 3, three 2s, and two 1s, along with 85 xp.

This is the stat line I've been kicking around:

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

Wounds - 11+

Strain - 9+

85 xp

1 rank of Cool

Multiple Limbs

I put these stats out here quickly last night, but I didn't really explain my reasoning.

First of all, there's not much out there on Harch other than the Admiral Trench episodes of Clone Wars, so separating Trench's characteristics from general Harch characteristics was a little tough. I basically worked from the limited information available, and supplementing with some assumptions about arachnids and FFG's other species.

I wanted to stick to the 3/2/2/2/1/1 array that the Besalisk, Quermian, and Xexto have, so the first order of business was spreading those stats out. Also, given that there are only 3 Additional Limbs species so far, who respectively have Brawn, Intellect, and Agility as their 3 stat, I wanted Harch to have a different high stat for variety's sake. Cunning seemed like the natural choice anyway, so it was nice for that to line up.

Based on Trench, he seemed to have adequate physical strength and a reasonably high cybernetics cap, so I figured dropping Brawn was unlikely to be appropriate, but he also didn't seem to be unusually powerful (and nothing gave me any sense that he was physically atypical for his species). 2 seems right here.

Nothing gave me the impression that an increase or decrease in Agility made sense. Though we don't see Trench doing a lot of fine manipulation with his extra arms, he didn't really have that kind of job. Spiders tend to be pretty precise and dexterous with their limbs, but the Harch also look kind of bulky and not unusually light on their feet, so an average 2 here seemed right.

Intelligence is an odd one. Trench was obviously smart but it's hard to tell if that's just him. In the end, I left this as 2 because it seemed to make more sense to drop Willpower and Presence.

Cunning is the natural fit for a 3. Trench has almost uncanny instincts and the high Cunning feels like a good match for a species based on a predator like a spider or tarantula - arachnids use poison, webs, and traps to kill their prey.

Dropping Willpower to 1 made sense for a species likely to be obsessive and driven by instinct. Trench was well trained, but when push comes to shove, I think he was likely to fall back on his experience and instinct when reacting, not his training and orders. I just don't see Harch as being particularly willful, hence the 1.

Presence also seemed to make sense at a 1. Both insectoid species FFG has done so far (Gand and Verpine) have a 1 Presence, largely because they seem alien and off-putting to mammals and they communicate differently than most. That seems to be a solid justification to carry over to the Harch.

Once I got the basic 6 characteristics, I looked at Quermian as the other Additional Limbs species with the closest stat distribution. Brawn and Willpower tend to be weighted a little differently than the other four characteristics because other things are calculated based on them. Quermian has its 3 in a non-Brawn/Willpower stat, and only one of it's 1s in Brawn or Willpower. Starting from there, they got 20 total points divided between Wounds and Strain, 85 xp, and a skill rank (along with their Kinesic Intuition thing, which seems so corner-case as to largely be fluff).

Given that Trench seemed pretty durable and arachnids tend to have tough carapaces and not many delicate organs, I figured skewing the 20 points of Wounds and Strain a little towards Wounds was reasonable. 11/9 seemed like a good split, especially because I didn't want to go much lower than 9 on Strain when I already gave the species a Willpower hit. Obviously they won't be using Strain for extra maneuvers so they won't need as much as others, but I still didn't want to drop their pool to a very low level when the species didn't seem super susceptible to fatigue or suggestion. (If you think the Quermian's Kinestic Intuition was calculated into their cost and think it should be carried over here, maybe raise the Wounds to 12 while leaving Strain at 9. Ultimately, I didn't think that ability was actually worth an additional Wound, but it was a close call.)

Finally, that left a skill rank. If I was just basing it on Trench, Knowledge (Warfare) or Leadership may have been solid choices, but there's nothing to suggest that those are major aspects of the Harch species. Instead, I figured that despite their lowered Presence, being hard to shock and hard to read were pretty obvious choices for spider-people, so the rank in Cool seemed to fit. I get the sense that Trench would have had a few ranks in Cool anyway, so it isn't out-of-line with what we saw of him.

I think this is a solid write-up, but I don't have any special insight here. I'm not a writer or even a play-tester, so I've got no particular glimpse into the rules beyond what I've pulled out of the books. However, if someone wanted to play a Harch in my game, this is what I would give them.

Edited by Dr Lucky

You did a very good job thinking of everything. I tried my hand at creating species and once you realize the technical xp cost of raising or lowering things from a 2/2/2/2/2/2 110 xp template it become really easy. This one was an oddball because multi-arm species have abilities and handicaps present other species do not to ensure balance among most the various species. Kudos.

Edited by Chxckmate

Dr Lucky, I definitely would allow one of my players to play a Harch using that profile.

Edited by kaosoe