Deconstructing Species

By avalon rises, in Star Wars: Edge of the Empire RPG

Just something I decided to do in my off time. I'm going to try and figure out the average XP total for species if you completely clear them of special abilities, and calculate said abilities costs for use in build ing species, and bring all characteristics to one and WT/ST to 10. For this I am going to assume that each point of ST/WT costs 5XP.

So to start off we have humans, should be simple enough:

Stats: 2,2,2,2,2,2; 110 starting XP. 2 bonus non career skills and 10 in both WT and ST. If we take all of their stats down to one, we ge another 120 XP(6x20) bringing the total to 230 XP if we add another 20 XP from dropping the two non-career skills, we end up with |250 XP|

Sathari(CotG)

stats: 1,3,2,2,2,2, gliding, a rank in coordination, 100 XP, 8 WT, 10 ST. So we take take the characteristics down to one. ( 50 + 20 + 20 + 20 + 20) for 130 XP bringing our total too 230 XP, we take away the rank coordination for another 10XP bringing us too 240XP, subtract 10 to bring WT to 10, 230 XP Since having a one in a characterist is extremly penelizing early, ecspecially in brawn meaning they'll have 9 WT without improvment at start, we'll give them 15XP for that( a 5 and a 10 point toughened talent brings their WT up to 13, just above the average of a no improvment human.)XP=245. Meaning Glide is a 5 XP ability, and as such we'll say Hover costs 5 and Flight costs 10XP

Mon Calamari:

2,2,3,1,2,2(130 XP), 100 starting XP, 1 rank in Know(education), Amphibious, 230 XP from characteristics and starting XP. + 10 for rank in skill, (240) leaving 10 Xp for amphibious.

Duros:

230XP, +10 for skill, for 240 total of starting Xp, chracteristics, and skill. +5 for additional WT point. Meaning that their ability costs 5XP.

Gran(AoR CRB):

230 XP for starting XP and characteristics. +10 for skill. -5 for ST one below standard. 235 XP meaning thier special ability costs 15 XP

Twi'lek:

230 for starting XP and characteristics, +10 for skill. +5 for additional ST poinf. 245 total XP. Meaning desert dweller ability costs 5.

Iktotchi(KtP):

220 XP from starting XP and chacteristics. + 10 from their skill.(240) and another 10 from ST bringing us to a solid 240

Meaning that Precognition costs 10 Xp

Whipid(KtP):

So 3,2,2,1,2,2 stat line a rank in survival, 2 special abilities and 80 starting XP. So we have 210 XP for characteristics and Starting XP. Another 10 XP for their skill(220) and the same amount for WT (230 XP) So each ability costs 10 XP.

Trandoshans:

220 XP from characteristics and starting XP leaves us with thirty XP. Their WT has been raised two points, but its compensated slightly by a one point strain deduction. Leaving another 5 added XP. Leaving the current total at 225. Their rank in perception adds another 10XP which leaves 15XP for special abilities. It seems that their claws are slightly less potent overall than the Whipids tusks meaning we'll leave this ability to the side for a second. Their regeneration ability is helpful, allowing them eschew prothestetics for long term regrowth meaning it saves credits, and the fact that it heals an additional wound from natural rest so we'll say regeneration costs 10XP and Claws 5.

Starting Abilities Cost:

{Glide(Can fall any distance safely, and without taking damage while conscious can glide over small gaps and distances while falling): 5XP}

{Hover(May ignore difficult terrain): 5XP}

{Flight(Can cover vertical distance as the species would horizontal distance; can ignore difficult terrain): 10 XP}

{Amphibious: 10 XP}

{To take a talent as a species special ability, take its cheapest cost on a talent tree. This talent should not be below the third row.}

{Intuitive Navigation:(Add 1 Adv. to all Astrogation checks a member of this species makes) 5XP}

{Regeneration: Heal an adittional wound from natural rest. Lost limbs regrow in a month: 10 XP}

{+/- 1 WT/ST @ +/- 5XP respectively]

[Enhanced Vision(When making Ranged combat or Perception checks, this species may remove up to two setback dice from enviromwntal conditions. But not from defense): 15XP}

{Desert Dweller(When making a skill check members of this species may remove a setback die due to hot or enviromental conditions): 5XP

{Precognition(A member of this species occasionally sees glimpses of the future , letting them predict certain events before they occure. In addition to seeing flashes of the future at the Gm's discretion, a member of this species may spend a Triumph on a check to setermine initative, to allow themselves or an ally within short range to perform a free manuever before the encounter begins.): 10 XP}

{Tusks(Brawl Attack of +2 Damage and Crit 4, Vicious 1): 10 XP}

{Claws(Brawl check of +1 Damage; Crit 3;): 5XP

Edited by avalon rises

Added Gran, Mon Calamari, and duros.

Special Abilities List: Flight, hovering, glider, amphibious, enhanced vision, Intuitive Navigation.

Edited by avalon rises

Added Twilek breakdown and desert dweler ability.

If anyone waants a ability isolated pot the species name and stats.

Added Iktotchi and Precognition.

Icktochi and the abilities list ended up inside the Twi'lek entry somehow.

Actually I personally think that the human non-career skills are situationally worse than the rank(s) that an alien species get.

Most alien species get a named skill rank and a talent, the key thing for this is that you can pair this up with your career (creating stereotypes for example having a bothan colonist to double up streetwise) this then means the realtive value of the skill is actually 10 and not 5 xp.

The single rank that a human gets may cost 10 xp once your charcter has started but , firstly you can only get one rank of it, and no more (unless you spend 15 starting xp to buy a second rank in it. So non-careers skills are actually less worth developing. As I said though this is situational, because you can choose skills that you make career skills later by multi speccing. Or can be used to give you a single rank of a skill you might want only one rank in.

Additionally the one rank of a named skill the alien gets can be 5 xp ( in career , one rank) or 10 xp (in career ,2nd rank or out of career) however , the optimum of these is a 2nd rank in career so this would be worth more to a player (from a min max point of view) than the 1 rank in a career skill, similarly the talent (which is often ranked) coukd be worth anything from 5 to 25 xp(depending where the second rank falls on a talent tree)

Also staeting xp is not equivalent to standard xp since standard xp cannot buy stats with it, making it inherently more valuable than standard xp.

Edited by syrath

Icktochi and the abilities list ended up inside the Twi'lek entry somehow.

That's because one /spoiler tag has typo, and it's /spolier.

Only thing I have to add to this discussion is that have you (OP) familiarized the guidelines about species that have been around in here?

Icktochi and the abilities list ended up inside the Twi'lek entry somehow.

That's because one /spoiler tag has typo, and it's /spolier.

Only thing I have to add to this discussion is that have you (OP) familiarized the guidelines about species that have been around in here?

I haven't found any. No.

As a side note, I meant for the abilities to be used in the creation of a custom species.

This is a really good breakdown! I think once we figured out the relative values of certain abilities we need to codify them into general themes.

Like for example the "Desert Dweller" should just be something like "Habitat Affinity" and say "Reduce penalties imposed by your species' native habitat by one setback."

This is a really good breakdown! I think once we figured out the relative values of certain abilities we need to codify them into general themes.

Like for example the "Desert Dweller" should just be something like "Habitat Affinity" and say "Reduce penalties imposed by your species' native habitat by one setback.

Thanks! I'm trying to find some other species with similar abilities to breakdown, but until then I'm just going to leave it how it is.

P.S. Could someone either post the Trandoshan and Wookie stats here or PM them to me? I want to try and isolate their abilities, compare claws with tusks and whatnot. Thank you.

Trandoshans:

Starting Stats: 3 1 2 2 2 2

Wounds 12 + BRA

Strain 9 + WIL

Starting Experience 90

+ 1 Rank in Perception

+ 1 Wound recovered from natural rest

Regrow lost limbs in 1 month time

+ 1 damge to brawl checks, Crit rating 3 on brawl

Wookies:

Starting Stats: 3 1 2 2 2 2

Wounds 14 + BRA

Strain 8 + WIL

Starting Experience 90

+1 Rank in Brawl

+1 Damage to brawl and melee damage when below max wounds or +2 Damage o brawl and melee damage while having a critical injury. (only the higher bonus gets used)

Added Trandoshans.