Ideas for a Harch character

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

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

Easily recognized as a spider person or Admiral Trench SW:TCW. I'd imagine same rules as Xexto for multiple appendages, maybe even Infravision like the Chiss. Unsure of stats, would imagine a sort of higher intellect, maybe willpower probably lower presence or agility. Probably have some bonus to leading or space checks based on Admiral Trench. Maybe even knowledge, similar to Cerean considering Trench seemed to be quite knowledgeable. I'm unsure. Anyone have ideas??

The only qualm I have in using Trench to build Harch stats is Trench is the only Harch we've seen, so his intelligence could be just him. And honestly, if you give him Xexto's multiple limbs ability and maybe a single rank in a skill or talent. Maybe high cunning or presence, with maybe a low physical stat (brawn or agility). You'll probably be safe giving a Harch something based off of their physical capabilities.

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

Easily recognized as a spider person or Admiral Trench SW:TCW. I'd imagine same rules as Xexto for multiple appendages, maybe even Infravision like the Chiss. Unsure of stats, would imagine a sort of higher intellect, maybe willpower probably lower presence or agility. Probably have some bonus to leading or space checks based on Admiral Trench. Maybe even knowledge, similar to Cerean considering Trench seemed to be quite knowledgeable. I'm unsure. Anyone have ideas??

First ideas: "Nope, nope, nope. Big pile of NOPE!!!" I'm not arachnophobic, but this guy creeps me out!

As for stats, if this is true:

The only qualm I have in using Trench to build Harch stats is Trench is the only Harch we've seen, so his intelligence could be just him.

There's just no need to adjust the abilities. Just make the base values 2 across the board, so players can just buy what they need. IMO people go a little overboard with the *need* to change base attributes.

And honestly, if you give him Xexto's multiple limbs ability and maybe a single rank in a skill or talent.

I don't have access to the Xexto stats, but it "Multiple limbs" seems reasonable to apply here. Beyond that, maybe let them choose perception or vigilance as a career skill to start with one rank in vigilance or perception, because they have all those eyes...

Oh, by the force, all those eyes... *shudder*

Anyway, with these species that are so rare in the media (canon or not) and that haven't been statted somewhere else, you can be really conservative (make very few changes from a human baseline), go really custom and make the stats work for exactly what you need (for an NPC) or work with a player to it just right (for a PC).

Edit: I mis-remembered how 'racial skills' typically worked and reworded the suggestion to better reflect what's in the book. The racial skill looks like it's usually worth about 5 XP.

Edited by LethalDose

I think the Xexto bonus maneuver doesn't always make sense (why would multiple arms make you run faster?). Here's my take:

Harch

Characteristics: Brawn 2, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 2

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 95

Starting Talents: Quick Draw, Improved Quick Draw, Durable

Special Abilities:

  • Multiple Arms: Harch have six arms and six eyes. Their superior depth perception and extra limbs allow them to make combined attacks with up to 6 one-handed weapons, 3 two-handed weapons, or some other combination. In addition, whenever a Harch draws or holsters a weapon or item, they can draw or holster one additional weapon or item.
  • Natural Weapons: Particularly barbaric Harch can use their chelicerae, teeth and claws to make Brawl attacks that deal +1 damage with a Crit Rating of 3.

Reasoning : This is all based on Trench, since he's the only Harch we've ever seen. I made the characteristics 2 across the board because Trench doesn't seem to have any weaknesses (i.e. nothing I would feel good putting a 1 in). He is obviously cunning and intelligent, but that could very well be him personally rather than a species trait. He famously survives several near-death experiences, hence the rank of Durable. Quick Draw and Improved Quick Draw to represent all the arms. The Multiple Arms bit is really just a clarification of what should be obvious: if you have more than 2 arms, you can use them to make attacks. Finally, those teeth and claws look like they could do some damage, so I gave them Natural Weapons.

I'm assuming that a human's two non-career skill ranks are worth 10 XP each, so that's my baseline. The Harch's talents are similarly worth 20 XP (5 for Durable, 5 for Quick Draw, and 10 for Improved Quick Draw). I charged them 5 XP for Natural Weapons and 10 XP for Multiple Limbs, so starting XP is 95. If you think the values I used are too low, deduct some more XP. :)

Perhaps it's worth noting that, while using 6 blasters sounds powerful, you'd still need tons of advantage to actually activate them all. The Paired weapon mod doesn't mention using more than 2 weapons, so it might not even work past the first extra hit. A single Jury Rigged blaster with Auto-Fire is just as potent regardless, so it's mostly just a style thing.

Edit: Updated profile above to reflect the next couple posts.

Edited by FuriousGuy

Xexto models and art show their 6 limbs as being almost identical, and although they walk on two, Stay on Target phrases it in such a way that they can be used as arms if necessary (so moving faster could mean moving on four limbs). Harches do have distinctly different legs and arms, so maybe something similar to the abilities of the Besalisk adversary from F&D could work, or maybe simply a rank in Coordination. I could sill see them having the Xexto ability, because spiders are both predators and can be quick, and even though Trench looks stout, he has a thick layer of spider-like bristles/hair and he doesn't do much physically, so other examples of his race could be active and agile, frightfully so.

On that note, there isn't a single species that has a free talent in a non-ranked talent, so I wouldn't give out Quick Draw or the improved version, until there is precedent for that to change. And all together, even with a simple rank in a skill and some kind of arm ability, I would go no higher than 90 (10 or 15 XP for the skill, another 10+ for the ability).

On that note, there isn't a single species that has a free talent in a non-ranked talent, so I wouldn't give out Quick Draw or the improved version, until there is precedent for that to change.

Hmmm, good point! I guess it also kinda steals some of the Gunslinger's thunder. And yet, putting my simulationist hat on, I still really like the idea. Maybe add a sentence to Multiple Arms, something like, "Whenever you draw or holster an item, you can draw or holster an additional item." Pull out 2 blasters with a maneuver, 2 more with Quick Draw, and 2 more with Improved Quick Draw!

Reducing the starting XP to 90 would be fine, I think.

Edit: To be clear, adding that sentence to Multiple Arms would require removing the Quick Draw and Improved Quick Draw talents from the species.

Edited by FuriousGuy