Homebrew Species

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

For the Togorians, I'd either swap their Cunning and Presence, or knock them down to 80 XP, as right now they are way too butch for a "warrior species," especially with Brawn and Agility at a 3.

As for special abilities, I'd say restrict it to just Melee or Brawl, and then provide a natural weapons attack similar to the Trandoshans' to account for Togorian claws and teeth.

Feeorin:

Brawn: 4

Agility: 2

Intellect: 1

Cunning: 2

Willpower: 2

Presence: 1

WT: 11 + Brawn

ST: 8 + Willpower

Special Abilities:

Unique Metabolism: For every 50 XP you gain, increase your wound threshold by 1(To a maximum of 10 additional WT)

Warrior Race; Choose one combat skill other than Lightsaber, gain one rank in it.

Starting XP: 90 XP

Uh.

Starting any attribute at four is one hell of a boost. Having 2 attributes at 1 isn't really going to offset that, especially given that neither of them are Willpower, giving the normal amount of starting strain. If I had this to start with as a player, I'd roll up an enforcer or Agressor or the like, and just pump up that Willpower and Cunning. Now you've got the ultimate deceptive, intimidating combat machine that can really lock down melee combat AND be useful in social situations. If you pass up being deceptive, you can focus on Agility to master pretty much all combat with Strain for days, and you can STILL contribute humongously in social encounters.

Due to feedback, I belive the Feeorin need to be completely reworked. And they will be.

I have to say many of the species seem overpowered. Thus far if you look at every species ffg have made there appears to be a strong correlation between the starting stats and starting xp, ensuring that no one species has the ability to outdo another when it comes to potential stats.

Example not counting potentially powerful abilities (ala Falleen pheromones) then the following formula appears to be in place,

Amount of xp to raise stats from 1 to current starting stats and add starting xp = 230.

Example human costs 120 zp to raise all the ones to 2s and have 110 starting xp = 230

Races with a 3 and a 1 (cost 50, 0 and 4*20=130) have starting xp 100= 230

This means that they all have the same potential (but sometimes different maximums.

Some races will lose xp due to abilities. The starting skills , talents wound threshold and strain threshold then seem to be balanced up as a separated issue.

Two races do not conform to this Droids have a much lower potential but many other benefits and lunged gand have a total of 240 but have the disadvantage of having oxygen as poisonous (making me curious as to why keldor didn't follow the same course)

Your races break this apparent balance with some totalling higher than this. Of course anyone can do what they like it is there game after all , but this is a pattern I've picked up that haa been consistent in every book FFG have released thus far

Edited by syrath

I have to say many of the species seem overpowered. Thus far if you look at every species ffg have made there appears to be a strong correlation between the starting stats and starting xp, ensuring that no one species has the ability to outdo another when it comes to potential stats.

Example not counting potentially powerful abilities (ala Falleen pheromones) then the following formula appears to be in place,

Amount of xp to raise stats from 1 to current starting stats and add starting xp = 230.

Example human costs 120 zp to raise all the ones to 2s and have 110 starting xp = 230

Races with a 3 and a 1 (cost 50, 0 and 4*20=130) have starting xp 100= 230

This means that they all have the same potential (but sometimes different maximums.

Some races will lose xp due to abilities. The starting skills , talents wound threshold and strain threshold then seem to be balanced up as a separated issue.

Two races do not conform to this Droids have a much lower potential but many other benefits and lunged gand have a total of 240 but have the disadvantage of having oxygen as poisonous (making me curious as to why keldor didn't follow the same course)

Your races break this apparent balance with some totalling higher than this. Of course anyone can do what they like it is there game after all , but this is a pattern I've picked up that haa been consistent in every book FFG have released thus far

I'm going to start playtesting these, I've seen the Feeorin already need a rework. But most of the others seem ok, IMHO.(Though it might be biased)

I have to say many of the species seem overpowered. Thus far if you look at every species ffg have made there appears to be a strong correlation between the starting stats and starting xp, ensuring that no one species has the ability to outdo another when it comes to potential stats.

Example not counting potentially powerful abilities (ala Falleen pheromones) then the following formula appears to be in place,

Amount of xp to raise stats from 1 to current starting stats and add starting xp = 230.

Example human costs 120 zp to raise all the ones to 2s and have 110 starting xp = 230

Races with a 3 and a 1 (cost 50, 0 and 4*20=130) have starting xp 100= 230

This means that they all have the same potential (but sometimes different maximums.

Some races will lose xp due to abilities. The starting skills , talents wound threshold and strain threshold then seem to be balanced up as a separated issue.

Two races do not conform to this Droids have a much lower potential but many other benefits and lunged gand have a total of 240 but have the disadvantage of having oxygen as poisonous (making me curious as to why keldor didn't follow the same course)

Your races break this apparent balance with some totalling higher than this. Of course anyone can do what they like it is there game after all , but this is a pattern I've picked up that haa been consistent in every book FFG have released thus far

Could you list a few suggestions for changes?

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

Starting xp 100, but needs a free skill rank and a talent

Feeorin:

Brawn: 4

Agility: 2

Intellect: 1

Cunning: 2

Willpower: 2

Presence: 1

WT: 11 + Brawn

ST: 8 + Willpower

Special Abilities:

Unique Metabolism: For every 50 XP you gain, increase your wound threshold by 1(To a maximum of 10 additional WT)

Warrior Race; Choose one combat skill other than Lightsaber, gain one rank in it.

Starting XP: 90 XP

Starting xp at most would be 80 not counting the special ability. The unique metabolism ability is effectively worth about on average about 15 xp for every 50 xp you get though. In each talent tree you only get one or two chances to get toughened (2 wound threshold ) usually costing between 15 and 25 xp depending on the tree, most combat trees get perhaps 2 or 3 ranks or have it tier 1. So this is like getting an extra tier 3 talent for free every 100 xp gained. Definitely broken IMO, Even with no starting xp this would be overpowered. Increasing wound threshold is actually relatively hard to do you may get 4 for a talent tree (300 xp for everything) and this gets 6 on top of that for free by buying the same tree, compare an extra 4 to an extra 10 , its a massive difference

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 syrath

Teedos:

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 + Brawn

ST: 12 + Willpower

Starting XP: 95

Like the balance here, but would actually give 100 starting xp and give them 10 + WT and 11+ ST.

Jawa:

Brawn: 1

Agility: 2

Intellect: 2

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.

Sillhoutte 0

WT: 8

ST: 11

Starting XP: 100

Too much like teedo, drop survival and trade for mechanic. Also give them the ability to reduce setback die for arid or hot environments

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

Edited by syrath

Togorian

Brawn: 3

Agility: 3

Intellect: 1

Cunning: 1

Willpower: 2

Presence: 2

WT: 11 + Brawn

ST: 10+ Willpower

Special Abilites:

Fighting Race Race; Choose either Melee or Brawl, gain one rank in that skill. You still may not train Melee or Brawl above rank 2 at Character Creation.

Claws and Teeth: When making a Brawl check, switch the Critical to 3, and apply +1 damage. It also gains Pierce 1.

Starting XP: 90

Drop pierce 1, otherwise I'd leave as is

Echani:

Brawn: 2

Agility: 2

Intellect:2

Cunning: 2

Willpower: 2

Presence: 2

WT: 12 + Brawn

ST: 8 + Willpower

Special Abilites:

Life of Combat: Add one boost die to all Iniative checks.

Gain one rank in either Cool or Vigilance, you still may not train Cool or Vigilance above rank two at character creation.

Starting XP: 90

I'd fix the rank to one or the other but raise starting xp to 110 xp . same starting stats as human and rank and ability are not worse or better than any other races starting bonuses so the 230 xp balance stands so 110 starting xp

For Togorians, I'd go...

WT: Brawn+11
ST: Willpower+9
Male
B:3 A:2 I:2 C:3 W:1 P:2
Special Abilities: Male Togorians start the game with one point in Brawl or Melee. They still may not train these skills beyond 2 at character creation.
Experienced Flyer: Male Togorians ignore up to two Setback Dice due to environmental effects when making Piloting (Planetary) checks while riding a flying mount.
Claws and Teeth: When making a Brawl check, treat the attack as if made with a Brawl weapon (Damage: +1, Crit: 3) unless opting to inflict strain damage.
XP: 80
Female
B:2 A:1 I:2 C:2 W:3 P:2
Special Abilities: Female Togorians start teh game with one point in Negotiation and one point in Survival. They still may not train these skills beyond 2 at character creation.
Claws and Teeth: When making a Brawl check, treat the attack as if made with a Brawl weapon (Damage: +1, Crit: 3) unless opting to inflict strain damage.
XP: 90

For 3(50) 3 (50) 2 (20) 2 (20) 2 (20) 1 (0) gives 160 xp to raise stats, so starting xp should be no more than 70. I would not differentiate male and female, as FFG have made everything male/female neutral, of course you may play it differently.

For 3(50) 3 (50) 2 (20) 2 (20) 2 (20) 1 (0) gives 160 xp to raise stats, so starting xp should be no more than 70. I would not differentiate male and female, as FFG have made everything male/female neutral, of course you may play it differently.

70 would work, as well.

As for the male/female dichotomy, I know FFG has stuck with gender neutrality, and they could have done otherwise with Selonians. But Togorian culture is divided between male and female as surely as Mustafarians are divided North to South. Maybe it could be Togorians (Nomad) and Togorians (Urban), then state that male Togorians tend to be Nomads and female Togorians tend to be (Urban) to keep those who are worried about political correctness from crying foul.

Peronaly don't have a problem with it. The selonians sexes are identical stat wise though

Thank you.


No problem, remember though you can always play how you want to and not take heed of anything anyone says , however the devs have balanced out the races so that you don't see a player bias towards one species because it's better. However the one easy way to unbalance a race is to give it the potential for higher starting stats over another and the way to do this is to break this formula. Not counting the races that lose xp due to an ability or abilities pretty much every race has the ability to get a 3 in 4 of their stats and 2 in 2 of them ( as long ass they take +10 starting xp at character creation).The bonus to taking other races over human is that you can optimize by taking a race with a 1 in a stat you don't care about or need essentially giving you 20 more xp to spend in those you do care about for example!e Weequay can take 4 brawn and 4 cunning as long as they don't mind 1s in intellect and presence and still have 10 or 20 starting xp left.. Humans at best can only gets 4 in one stat only and a 3 in another.

No problem, remember though you can always play how you want to and not take heed of anything anyone says , however the devs have balanced out the races so that you don't see a player bias towards one species because it's better. However the one easy way to unbalance a race is to give it the potential for higher starting stats over another and the way to do this is to break this formula. Not counting the races that lose xp due to an ability or abilities pretty much every race has the ability to get a 3 in 4 of their stats and 2 in 2 of them ( as long ass they take +10 starting xp at character creation).The bonus to taking other races over human is that you can optimize by taking a race with a 1 in a stat you don't care about or need essentially giving you 20 more xp to spend in those you do care about for example!e Weequay can take 4 brawn and 4 cunning as long as they don't mind 1s in intellect and presence and still have 10 or 20 starting xp left.. Humans at best can only gets 4 in one stat only and a 3 in another.

I bias towards Mandalorians, and any related species. And Arakanian offshoots. But that isn't because of stats. I like them because of their cultures and pasts.

If you look for the Spark of Rebellion sourcebook it has Mando stats

If you look for the Spark of Rebellion sourcebook it has Mando stats

I know, I like the stats very, very much.