Homebrew Clone "Species" - Need Feedback

By awayputurwpn, in Star Wars: Age of Rebellion RPG

You may consider switching to the lighter background. The black text on it doesn't scream the same way the light text on dark grey does.

(also the pink is almost illegible on the lighter background).

Yea, I tried it, but what wound up happening is the mass of white actually killed me, because during a migraine I need to sit in a dark room - that made the white screen basically the Sun ... tripped my light sensitivity right the F out ...

I don't think Jango had any 1's so I wouldn't give the clones any.

The idea is that you are a copy of an already developed character, so you should have many char-gen choices already made for you. I would start with Human and then spend their starting XP on stats. Their combat training comes in through their career. So something like:

Brawn: 3 Agility 3 Intellect: 2 Cunning: 2 Willpower: 3 Presence: 2

Free rank in Resilience or Athletics

Starting XP: 20

Wound and Strain, same as Human.

You could even drop to Presence 1 and up starting XP to 40. With starting Presence 1, the stat line would be identical to the baseline stormtrooper. Coincidence?

For those interested, this is the final revision, which I'm making available to my players. Lots of info below was taken directly from the Wookieepedia entry on Clone Troopers are very lightly edited, so it may look familiar :)

"Grand Army of the Republic" Clone
Clone troopers are an army of identical, genetically-modified clones, created to serve in the Grand Army of the Republic during the Clone Wars. Grown at an accelerated rate and raised in the laboratories and facilities of Kamino, the clone troopers are trained throughout the first ten years of their lives to become one of the most efficient military forces in galactic history. Bred for the sole purpose of combat, the clones are indoctrinated with unwavering obedience to the Galactic Republic and—more specifically—their Commander-in-Chief, the Supreme Chancellor.
Created from the genetic template of Jango Fett, the DNA was altered to ensure that the clones were primarily dominated by behavioral genes that emphasized certain qualities such as loyalty, aggression, independence and discipline in order to guarantee that the army would be more docile and less independent than their template. Other slight "improvements" were made to the DNA to make the clones into ideal soldiers.
All clone troopers receive basic training in core military skills, such as weapons handling, marksmanship, drill, and other essentials. Though often viewed as the "flesh and blood" equivalent of battle droids, clone troopers possess a limited capacity for individuality. They are bred for no other purpose than combat, but nevertheless they develop as individuals under the guidance of their Jedi officers. Many clones receive, or give themselves, names that they prefer to use over the "numbers" that are designated to them while still in gestation.
The clone troopers fight to defend Republic sovereignty against the Separatist rebellion. In the current conflict, the members of the Jedi Order serve as commanders and generals of the Grand Army and, thus, serve alongside their clone soldiers on many occasions.
Species Abilities
Brawn 3, Agility 3, Intellect 1, Cunning 1, Willpower 3, Presence 1
Wound Threshold: 11 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 50
Special Abilities: Clones gain 1 free rank in any two non-combat skills.
Flash Training: Clones receive an extensive amount of high-speed, simulated training in their fields of specialization, even as they grow rapidly in their chambers. Clones may train any skill to rank 3 rank at character creation.

One of my players is playing a clone of Darth Maul. Just had him play a zabreks with high agility

One of my players is playing a clone of Darth Maul. Just had him play a zabreks with high agility

Yeah, if it was just a straight clone of Jango Fett (like Boba Fett) I'd pay more attention to what I thought Fett's natural attributes might be. But the Clone Troopers underwent so much genetic manipulation that Fett can only really be called a "template" on which the Kaminoans designed their soldiers.

Cyril called it on the d20radio forums; I was inspired by the Droid species and wanted to do something that felt like a droid, but was different. IMO this accomplishes that :)

The reason why clones were so successful was that they could adapt to any situation unlike droids. They could think on their feet and came up with inventive solutions all the time. At the very least they had Intellect and Cunning 2.

I'd agree with Presence 1 as those kinds of skills weren't emphasized, and of course to boost Brawn to 3 due to their tougher conditioning and health. Then I'd say they get Athletics 1 and Discipline 1 due to their upbringing.

So essentially baseline humans with 100 xp and the skills pre-chosen. I'd give them a boost die to either Cool, Vigilance, or Perception for some flavour.

Ah, but "having free will" doesn't necessarily mean "being cunning or intelligent."

Clones were bred for their ability to follow orders and get the job done.

Free will vs. artificial intelligence is really more a matter of roleplaying than it is a matter of stats.

Remember the mantra...good soldiers follow orders.

And if your particular Clone shows some sky-high IQ, a devious streak, or is a gifted orator, then yeah up those stats! That's what the starting XP is for.

So far two of my four Clone Trooper players have opted for the homebrewed stats over the baseline humans (I gave them the choice).

I like your stat build awayputyourweapon may I take it for use in my games?

I like your stat build awayputyourweapon may I take it for use in my games?

Yeah! Please do. Take it and do what you will with it...and if you don't mind, let me know how it goes! I would love to hear how it performs at other tables.

Looks good to me. Any plans to add weapons, armor, and gear to this?

Looks good to me. Any plans to add weapons, armor, and gear to this?

Nah—laminate armor and a sidearm are totally within reach for a starting character who reduces his Duty to 0.

I'd treat it the same way as I would treat a droid character who is "supposed" to have certain pieces of equipment: buy them with starting credits!

In addition to any other traits they have, the clones should have a free rank of the Indistinguishable talent. For obvious reasons.

Looks good to me. Any plans to add weapons, armor, and gear to this?

Nah—laminate armor and a sidearm are totally within reach for a starting character who reduces his Duty to 0.

I'd treat it the same way as I would treat a droid character who is "supposed" to have certain pieces of equipment: buy them with starting credits!

In terms of a PC being a Clone Trooper, if taking place during Dark Times or Rebellion Era, the PC can easily swap out the laminate armor for padded armor to represent them not quite having a full set of their old armor, giving them enough credits to also afford a blaster rifle (DC-15A) or carbine (DC-15S) as their primary weapon.

Broadly, I'd treat a Clone Trooper character - and it's something I've considered, even before Rex turned up on Rebels - as a human, but with most of his starting XP pre-spent in particular ways (the opposite of a the Droid species, really). They've got all the same potential and range of capabilities as any other human (barring their lifespan - any Clone Trooper working for the Rebellion around the time of the Battle of Yavin will be physically in his early 70s), but their formative years are pre-defined so they've already been developed in a number of pre-established ways. For a single Clone character, that makes basically no difference from any other human except as a quirk of background, but if there are multiple clones in the group (and I've considered a one-off "four Clone Commandos and a Jedi Knight during the Clone Wars" game mixing AoR and FaD rules), then that common baseline becomes the defining element for them.

I tend to agree with the "clones are human" camp. This is demonstrably, and objectively fact.

From there, it becomes a matter of "how are clones different from baseline humans?" as well as whether you're looking to build a framework of rules to support all clones, or strictly the Kamino-Fett clones.

For the Fett clones, there's no species needed, just a sort of "Master Clone" for each genetic variant (trooper, Commando, ARC), with the benefit of more starting experience (to reflect their rigorous training) and the drawback of strictly limited areas in which to spend that starting XP (again, to reflect their rigorous training).

The way I see it, the species abilities are just that: baseline scores for the species. The Fett clones are objectively human, so that's 2's across the board, end of story. From there, I'd even limit their ability to spend XP on abilities to certain traits: no clone could extend their Presence, for example, or perhaps no more than 1 rank of Cunning, if any at all.

Career/Spec-wise, I could see making certain combinations either ruled out, simply because these aren't paths available to them on Kamino. Likewise, while I wouldn't outright bar certain skills, I think it'd be fair to provide a small list of skills (no more than 4) and rule that these skills would always be considered non-career skills for any clone (even if they later bought into an appropriate career/spec), while also having another (larger) set (of mostly "soldierly" skills), and letting them pick 2 of those and ruling that they are always considered career skills, regardless of career/spec choices, and giving them 2 free ranks to increase skills, which can be spent, if desired, to increase those two skills to 3 ranks (thus encouraging synergy by choosing a career/spec that allows for the investment of 2 ranks in those skills already).

Ultimately, Fett clones are human. What makes them so different from an average human is that they have traded breadth of capability for depth of capability. (Not that they necessarily wanted to, but as it happened, that's what it amounts to.) As long as you leave the base human, I believe the breadth for depth tradeoff is better represented by limiting options at character creation, but providing for more advancement in those areas at the same time.

First off, the Title for this should have been "Send in the Clones!" but I digress.

The Clones have an accelerated physical growth but an extended childhood learning and adaptation phase. So when they reach physical maturity they still can learn as if they were a child so more information can be crammed into their brains rapidly and their physical attributes can change based on the challenges they meet.. This means they develop their individual personalities and adapt to their assigned careers quickly. The extended learning and adaptation period seems to continue after their field deployment so they are still changing based on the tasks they are assigned. If a clone shows aptitude for heavy weapons and is assigned to that task he will adapt to the job becoming stronger, developing better vision to see distant targets better and rapidly learning the finer points of how to hit targets at long range.

I'd say one of their abilities would be to spend experience on stat increases after creation and not having to spend the extra 10 points when taking a specialization outside of his chosen career.

I'd say one of their abilities would be to spend experience on stat increases after creation and not having to spend the extra 10 points when taking a specialization outside of his chosen career.

ok, then who wouldn't play a clone? That's way too good.

I'd say one of their abilities would be to spend experience on stat increases after creation and not having to spend the extra 10 points when taking a specialization outside of his chosen career.

ok, then who wouldn't play a clone? That's way too good.

Agreed. That's game breaking, and not at all representative of what we see of the clones in any situation.

Agreed. That's game breaking, and not at all representative of what we see of the clones in any situation.

I'm with Hydro on this, as well as other comments. The clones are still human, regardless of their strange way of coming to be. My best advice would be to make it an off-shoot of human. Maybe instead of 110XP, make it 100xp, give them 1 skill in knowledge warfare (i feel thats a given, due to their entire purpose being for war)... and maybe the ability to gain or drop a boost/setback on X condition, once per encounter/session... something narratively clone-ie.

Remember, they arnt Captain America... they are just dudes with training.