Character Murachaun

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

I have a little bit of a dilemma, specifiably I'm wanting to play a Murachaun but there appears to be no rules for this. Thus I am forced into the position where I need to create stats for them, which all I have for a base line is the information from the d20 star wars.

In d20 they had no ability modifiers, +1 natural armor and got a +2 to repair on mechanical objects.

Current State:

Murachaun

Wound Threshold: 11 + Brawn

Strain Threshold: 10 + Willpower

Starting XP: 100

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

Special Abilities: Murachaun begin play with one free rank in Mechanics. They still may not train Mechanics above Rank 2 during character creation.

Thick Scales: Murachaun gain a rank of the "Enduring" Talent

Edited by Sliprunner

they are 2 meters tall with scales, that screams brawn three to me. that talk should make then stronger and scales should make them harder to hurt. unfortunately I don't see where to take it out of. I would say presence because they see the galaxy as unholy, but they're outgoing. fought against the empire, so not will. not simple minded, so not Intel or cunning. they're lanky, so I can'tsay agility. so that means eat the cost.

in the wiki, there was nothing that said theyhad a mechanical appititude, so I wouldn't give the skill.

85 XP because of the brawn

Main reason they were getting the rank in mechanical is because of them having the bonus to crafting in the d20. Specifically they are mentioned (In the book, Geonosis and the outer rim worlds) as "The Murachaun demonstrated that they were strong, hardy workers and handy machinists - traits that later caught the eye of the empire."

However the brawn increase does make sense, so I'll go ahead and do that. I am however open to suggestions for something other then "Natural Mechanics", given that's fairly bland. perhaps something that gives a +1 to melee defense?

Edited by Sliprunner

Hmm... how about once a session reroll a mechanics check.

edit: thinking about it offering both a blue and the free rank in mechanics kinda tight cast them. same with my idea. the extra in soak.from the brawn bonus is better than a black dice.

thinking about it, they are lizardy how about dark vision.

that said, a free point in brawn and a free rank in mechanics, I think that's enough.

Edited by miishelle

Talents that let you reroll a check generally come waaay down on their specialization tree, so I'd shy away from that as a species bonus. Maybe give them a free rank in Gearhead, Technical Aptitude, or Utinni!, whichever captures the flavor of their particular mechanical aptitude.

As for their natural armor, sources have done this via a free level of Durable or Enduring, or you could give them +1 to Defense, though I'd dock them more starting XP for that, maybe 10 starting XP.

Based on what you and miishelle say above, an attribute array of 3 1 2 2 2 2 would be balanced. Then dock them 10 XP for the higher WT. 90 XP with this attribute array, a free talent, and a free rank in Mechanics would be balanced, I think. Go down to 85 or so if you give them Durable or Enduring, go down to 80 if you give them +1 Defense.

Edited by SavageBob

So, I just read the Wookieepedia write-up. I'd say Brawn 2 would be fine -- they're tall and lanky, not particularly brawny. I'd go with Willpower 3, since they seem to be highly religious and hard-headed.

Just based on the information in that article, my own arrangement would be 2/1/2/2/3/2.

You might decide to eat the cost of Willpower 3 by reducing Presence instead, since they maybe come off as too religious to outsiders. Finally, if you want to keep Brawn 3, you could go 3/1/2/2/3/1.

WT and ST are fine. And since they don't seem like a "thug" or "bruiser" species, I'd just give them a rank in Enduring for their natural defense and call it a day. Then go with your free rank in Mechanics and Utinni! (or whatever talent from the top row of the Mechanic trees), 90 XP, and you're done.

Just my 2 creds!

Edited by SavageBob

Talents that let you reroll a check generally come waaay down on their specialization tree, so I'd shy away from that as a species bonus.

One of the Nikto subspecies has Natural Outdoorsman as a species bonus.

like I said, the idea of the three brawn was becausethey are big, which would make them a little stronger than the average person, and scaly, which would make them tougher. I do argue against the 1 presence because together outgoing and friendly. religious Jr not, they are likable. I really don't think they should have a will hit, they didn't roll over but fought the empires occupation of Thur world, and strong religious faith tends to give people will, but as for the rest of Bobs ideas, I agree

like I said, the idea of the three brawn was becausethey are big, which would make them a little stronger than the average person, and scaly, which would make them tougher. I do argue against the 1 presence because together outgoing and friendly. religious Jr not, they are likable. I really don't think they should have a will hit, they didn't roll over but fought the empires occupation of Thur world, and strong religious faith tends to give people will, but as for the rest of Bobs ideas, I agree

They are of a similar size as Selonians which do not have a brawn of 3. I agree with SavageBob that if the species isn't know for being strong (Wookies and the like), then don't worry about it. Focus on what the Species is known for.

Assuming I understood the suggestions right, I changed it as follows

set WT to 11 + brawn

2/1/2/2/3/2

changed XP for 90

swapped the natural mechanics for the enduring talent

Assuming I understood the suggestions right, I changed it as follows

set WT to 11 + brawn

2/1/2/2/3/2

changed XP for 90

swapped the natural mechanics for the enduring talent

Looks good, but you can probably up starting XP to 100 unless you give them BOTH the Enduring and Mechanics-related talent.

Also, interesting to hear one of the Nikto gets one of the reroll talents. I haven't gotten my copy of Lords of Nal Hutta yet.

Alright, I'm skipping the 2nd mechanics related talent because that would likely push to hard on the "Handy Machinists". Overall though this actually seems pretty decent, along with not being to form fitting to a specific role. Which given lore is fairly loose on them I wouldn't want to push towards them being miracle workers for something.