Species Creation Guidlines?

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

Keith Ryan Kappel, in a interview on d20radio.com, said the following when asked "Can you take us through the general process you use when approaching a species assignment?": "Sure! While this is no means the official FFG way to do things, this is the basic process I’ve been using for the stat blocks. First, there are really only two considerations when creating a species. First, that you create something that is balanced within the system when compared to other species, and second, that you evoke the core experience of what it means to be a (heroic) example of that species. So for me, I start with humans, which are kind of the baseline average for everything. So an ability score of 2, wound and strain thresholds of 10, starting XP of 110, and two single ranks in non-career skills. So the first thing I do, is cash in the special qualities for XP. Buying a single rank in a non-career skill costs 10 XP. The human gets to do this twice. So basically, I get 130 XP to play with.

Next, I increase one stat that is most important to that species, and decrease one stat that is least important. In rare, rare cases, I might decrease 2 stats to increase one twice, or swap two sets of stats. So my stat pools are always (2, 2, 2, 2, 2, 2), (3, 1, 2, 2, 2, 2), (3, 3, 1, 1, 2, 2), or (4, 1, 1, 2, 2, 2). I suppose, theoretically, we could also do a (4, 4, 1, 1, 1, 1). Note that any time that 4 shows up, it does represent a slight imbalance. To make up for a 3 or 4, I’ll usually subtract more XP from the pool. My next move is the deal with the thresholds. If they stay at 10 + attribute, then no worries. But if I feel it’s warranted, I can slide the value up or down. I XP charge for these (positively or negatively) just like I would with skills. (cost 5 to move from 10 to 11, or gain 5 XP to move from 10 to 9, etc). I tend to avoid doing this too often, unless the species lore makes it seem necessary.

Finally, I deal with the special qualities. Most species in FFG Star Wars only have two special qualities, so I spend some time researching to find out what biological or cultural distinctions from humans are most important to call out mechanically. This tends to be the trickiest part. What I will usually do, is try and find a precedent in a specialization talent tree that does something equivalent, and see how much that talent costs. I think write up the quality and subtract that much XP from the starting pool. Whatever XP I have left (typically between 90 and 110) is what stays in that starting XP amount. I’m also a big fan of the negative qualities, I think I gave the Dressellians the primitive one, where you have to spend XP to remove it. In these cases, that extra XP is usually still in that starting pool.

As far as how I approach the lore aspects of creating a species, it really just comes with a lot of research. I’m pretty familiar with the various species of the Star Wars galaxy, but even so, I put a lot of time into assembling a research list and trying to extract every bit of information I can. From there, it’s a matter of researching some actual science and doing some thought experiments. The Dressellians’ prune faces were explained as camouflage for tree bark, for example, a new piece of information that makes a kind of evolutionary sense and gave me a reason to talk more about their homeworld, and how important those trees were to their culture and early survival.

My goals when I’m doing a species write up aren’t just to summarize a Wookieepedia article while adding a few new tidbits, however. I want to provide both GMs and players with the right kind of information, the stuff that helps them play that character as something other than “basically acts human with different starting stats.” I want to equip them with the information to make those PCs seem both biologically and culturally very different from others in the party. As such, I tend to focus and explore the things that make that species alien, and quickly gloss over the things about them that are more similar to humans. I’m also trying to create adventure seeds or hooks for GMs in everything I write, especially when I talk about a planet."

He also continued: "There is nothing official, at all. The process I outlined above is what I used to come up with the species for Stay on Target, but balance is ultimately achieved through rigorous playtesting, feedback, and tweaking."

He finished the interview by saying: "I think the main thing is not to lose the story factors for the stat block. This is a really narrative game, and you want to make sure that a player using that species isn’t treating them as an alien looking human with a different stat block. Equip your player with the tools to play that species at the table. Make sure they understand what their homeworld is like. Even speaking in broad generalizations, they should know culturally what that species is like. How will they behave in certain, common situations to adventuring? Their backgrounds, motivations, and duties might require some tweaking to make it more appropriate to that species. Also, note that you don’t have to play the stereotypical example of that species. Do something atypical, these are adventurers. But, make sure that you take a moment to think about what being atypical means for that character, how they might have been treated on their homeworld, what it might have done to shape their personality, and what it means for their history and how they behave now. You don’t have to play the typical example, but you need to be informed of what that is. If that player likes to do voices at the table, try and give them a description, or even better, an audio clip of that species from one of the movies, cartoons, or video games.

You can tell what’s important in any piece of writing by how much word count goes into it. Note that in any species block, the background material is much, much longer than the stat block. That should tell you how important that kind of information is supposed to be."

Good advice from Keith. Deciding what species to play shouldn't be about the stat line.

I remember the WEG version expressly forbade you playing as a wookiee unless you could do a convincing Chewbacca impression at the table :)

Edited by Maelora

I'm going to do a few species with the afore mentioned guidelines, First up: Miraluka

Stats:

Brawn:2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 1

Special Abilites:

Force Sight: The Miraluka are able to use the Force to see due to them not having eyes, Miraluka can remove 2 Setback dice, from Perception checks.

The Miraluka also begin the game with One rank in Perception, they still may not train Perception above rank 2.

WT: 10 + Brawn

ST: 12 + Willpower

Starting XP: 95

Arkainian Offshoot:

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 1

Presence: 2

Special Abilities:

Genetic Engineering:

Arakaian Offshoots were engineered to do specific tasks. At character creation an Arakanian Offshoot may shoose Brawn, Agility, or Intellect, and raise it to Three. The character may then choose two skills, that's parent characteristic is the chosen characteristic, and gain one rank in each them.

WT: 9 + Brawn

ST: 10 + Willpower

Starting XP: 100

Edited by GMRen

Sephi:

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 2

Presence: 3

Special Abillites:

Logngevity: Sephi tend to live for over 200 years and may have experienced large changes in the galaxy during that time

WT: 8+ Brawn

ST: 12 + Willpower

Starting XP: 105

Heh, as the resident campaigner for 'pretty' races, these were three I was looking forward to! :)

I'm taking requests just send the Wookieepedia link, also: Sith(Species)

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 3

Presence: 1

Special Abillites:

Dark side force user: A Sith may make Force power checks even if they aren't Force-Sensitive. They always add One dark side Force Point to the pool.

Sith begin the game with one rank in Discipline, they still may not train Discipline above rank 2 at Character Creation

WT: 10 + Brawn

ST: 12+ Willlpower

Starting XP: 80

Edited by GMRen

I'll work off of Kaosoe's list from the Sorely Missing thread and crank out some of them later. But, in the meantime. Someone else wanted over there wanted Teedos:

Brawn: 1

Agility: 1

Intellect: 1

Cunning: 5

Willpower: 2

Presence: 2

(Just Kidding!)

Brawn: 1

Agility: 2

Intellect: 2

Cunning: 3

Willpower: 2

Presence: 2

Special Abilites:

Scavenger: Teedos begin with one rank in the Uttini talent

Desert Inhabitant:

Teedo's begin the game with one rank in Survial, they still may not train survival above rank 2 at character creation.

WT: 8

ST: 12

Starting XP: 95

Edited by GMRen

Jawa:

Brawn: 2

Agility: 2

Intellect: 1

Cunning: 3

Willpower: 2

Presence: 2

Special Abillites:

Scavenger: Jawas begin with one rank in the Uttini talent

Desert Inhabitant:

Jawa's begin the game with one rank in Survial, they still may not train survival above rank 2 at character creation.

WT: 8

ST: 11

Starting XP: 100

Edited by GMRen

Without having read the design process above, I had built the Zeltron. My own thoughts were to look to the Human as a baseline as well, but also become inspired by other species with similar abilities. As such, I came up with this:

Zeltron

Brawn: 2

Agility: 2

Intellect: 2

Cunning: 2

Willpower: 1

Presence: 3

Special Abillites:

Racial skill: Zeltrons begin the game with one rank in Charm. They may not train Charm above 2 ranks at character generation.

Emotional Projection: Once per check as an incidental, a Zeltron may suffer 2 Strain to upgrade the ability of a Charm, Deception, or Negotiation check against a living sentient being within short range once. This ability has no effect on targets immune to Force powers, or those immune to other emotional influences.

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting XP: 100

Please understand, I’m not saying that you’re not allowed to revisit any unofficial species that have already been written up.

I’m just asking if you’ve seen these other references, before you go statting up any of these other species.

If you have seen these other references and you wish to stat up the same species again, that’s fine. If so, I’d be interested to know what you feel is wrong with the previous work in this space and why your version is better.

Thanks!

So, before you guys go too far on this list, have you checked the “Unofficial Species Menagerie” [1] and the “Great Movie Alien Compendium” [2]?

[1]: https://archive.org/details/UnofficialSpeciesMenagerieV3rev

[2]: https://community.fantasyflightgames.com/topic/128736-the-great-movie-alien-compendium/#entry1361216

I havn't been able to find the USM and I didn't know about the Great Movie Alien Conpodium. Any duplicate species can just be other options for GMs or PCs.

I know of them, and I may or may not agree with some of the species write-ups they made. It doesn't matter a lot, really, as any differences might also be explained as the differing abilities of any sub-species.