Custom codru-ji stats

By Benn Roe, in Star Wars: Edge of the Empire RPG

I'm putting together stats for codru-ji, and was wondering how balanced the following seems to everyone:

Brawn: 2; Agility: 2; Intellect: 2; Cunning: 1; Willpower: 2; Presence: 2

Wound Threshold: 12 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 95 XP

Special Abilities: Codru-Ji can go for several days without food or water, and gain [boost][boost] to Resilience checks made to resist the effects of dehydration or malnourishment. They can hear and communicate in frequencies most humanoids are incapable of hearing.

Additional Limbs: Codru-Ji have four arms. As a result, they gain an additional free maneuver per turn, though they still may not perform more than two maneuvers per turn.

I put together a spreadsheet of available species and tried to reverse-engineer any patterns I could. I think this is, at the very least, a good start, but I'd love feedback.

There is a fantastic thread entitled “The Great Movie Alien Compendium” by SavageBob, starting at https://community.fantasyflightgames.com/topic/128736-the-great-movie-alien-compendium/#entry1361216

In this thread, Bob gives us a huge amount of background on each of the species that he creates as well as the rules he uses in creating them, and I believe you will find it extremely useful to go through and compare and contrast what you’re working on to what he has done. IMO, that thread is a master class in FFG SWRPG species building.

Now, that said, it looks to me like you’ve got a decent start here. But I don’t know anything about this species, where it is found, what it looks like, or anything else, so I can’t really compare that to anything else I’ve seen before.

I would be somewhat loathe to add yet another four-armed species to the game, unless there is a really good reason why. But maybe that’s something you can cover in the background exposition.

Thanks for the suggestion. I'll start going through some of Bob's stats to see if I missed anything.

As for codru-ji, as adults they look like four-armed humans with slightly pointed ears. As children, pre-pupation, they look like six-legged wolves. In addition to having four arms, and mostly (I'd guess) as holdovers from their wolf-like adolescence, they're known for their ability to speak and hear at higher frequencies than most species, they have tougher skin than standard humans, and they can go for much longer without food or water.

I docked them on cunning because their culture seems to involve the constant kidnapping of the children of political rivals, only to return them after a ransom is paid, which strikes me as relatively unsophisticated plotting. In saga, they had no stat increases, same as humans, and there's nothing anywhere I've been able to find that indicates that they're particularly physically or mentally distinct from humans in general.

Edited by bennroe

Just for reference, the Wookieepedia entry for Codru-Ji is here .

I don't know... I'd go with all 2's.

Given that kidnapping is a Cunning based skill (Skullduggery would be my default for most of it), if I were to change Cunning at all, it would be to raise it.

But given the rest of the write-up... I'd go with all 2's and leave it as is.

I think they should have a 1 somewhere (or else start with more like 75 xp), though, right? Is there a stat that seems a better fit?

I also made some custom stats for the Codru-Ji. Here's something I had in mind, with an explanation for why.

Br: 2

Ag: 3

In: 2

Cu: 2

Wi: 2

Pr: 1

WT: 10 + Br

ST: 10 + Wi

Exp: 100

Special traits:

Wyrwulf form: Having previously lived for years as six legged wolf-like creatures, they've learned a thing or two about surviving. +1 to survival skill

Four arms: Similar to the combat rule surrounding using multiple weapons in two hands, the Codru-Ji are a highly dexterous race and as such can be highly deadly in battle. The game rules for attacking with two weapons stand, except that in addition to what's normally required for two weapons to hit, you need the additional advantage for the 3rd and 4th weapons to hit. (For example, you would need 2 advantage for 2 hits, 4 advantage for 3 hits, and 6 advantage for all 4 to hit) this is still in workshop, hasn't been officially combat tested yet. If anyone does, let me know.

I thought a Dex of 3 for stats made sense since the wiki said that they're very adept with their four arms. I made their presence 1 because the wiki said they are very xenophobic. They may be handsome/beautiful, but they're still awkward in conversation with most other species because of their upbringing.

There are already four-armed races in the game, though, which have established a precedent for how having four arms works. Your "four arms" write-up is an extrapolation of the rules that many people already apply to multi-armed races (myself included), and seems to work fine, but probably doesn't need to be spelled out. That said, you may be on to something with dumping presence instead of cunning. I went with 12 base wounds instead of 10 to reflect their "tough skin".