Wol Cabasshite

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

Soliciting feedback for my Wol Cabasshite build. If you're unfamiliar with the Wol Cabasshite, they are found in both cannon and legends. The most famous of which are the canonical source of Ghoel (present in Jabba's Palace) while the most famous Legends source would be Saesee Tiin's master, Omo Bouri. These slug-like parasitic creatures are known for being extremely intelligent, truly alien, and almost entirely immobile. Here is my write-up with explanations below:

Wol Cabasshite

WolCabasshite1.jpg

Brawn - 1

Agility - 1

Intellect - 4

Cunning - 2

Willpower - 3

Presence - 2

Wound Threshold - 9 + Brawn

Strain Threshold - 12 + Willpower

Starting Experience: 90 XP

Special Abilties: Wol Cabasshite begin the game with one rank in Knowledge (Lore). They still cannot train Knowledge (Lore) above rank 2 during character creation.

Singing - Wol Cabasshites can communicate with other beings at short range using a simple form of telepathy. This communication is akin to a broadcast, and anyone within short range "hears" the Wol Cabasshite's song. Wol Cabasshites can only "whisper" privately to beings they are engaged with.

Unique Anatomy - Wol Cabasshites are sedentary creatures and require assistance to move. Without assistance, Wol Cabasshites may not spend maneuvers to move. Due to the nature of their sticky foot, any creature attempting to forcibly move a Wol Cabasshite adds 2 setback dice to their Athletics check. Due to their unique anatomy, Wol Cabasshites are immune to the effects of the vacuum of space and inhaled toxins. Finally, due to their lack of appendages, Wol Cabasshites use their long prehensile tongue for manipulating objects. When physically interacting with an object, Wol Cabasshites add 1 setback die to their checks. Wol Cabasshites are Silhouette 0.

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Explanation of their abilities:

Characteristics - This is fairly self explanatory. Brawn and Agility are both at 1 since these creatures are Silhouette 0 and sedentary (see below). They are known galaxy-wide for their history and lore (Intellect 4) as well as their alien minds (Willpower 3). Presence and Cunning are standard for most species.

Wound/Strain - Physically weak yet possessing two brains. Their ability to handle mental strain should be high.

Special Abilities - +5 XP - Standard +1 rank due to species tradition of lore keeping.

Singing - Copy of the Polis Massan 'Telepathy' ability. Likely worth 5 XP. Perhaps 10.

Unique Anatomy - Quite a few things here. Sedentary nature is likely worth -15 XP. This is a huge flaw and can only be overcome with technology or other characters carrying the Wol Cabasshite. The inability to move is what makes this a supremely unique species choice. This is slightly offset by their immovability once planted (+5 XP), immunity to vacuum and toxins (+5 XP), and their silhouette 0 (+5 XP). Another -5 XP for their setback die due to their

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Any feedback you can give would be invaluable! I love creating oddball species that are mostly forgotten about. I can see this character really excelling in several of the F&D specializations.

I can see this being an interesting creature to encounter, but... a PC race? It seems like an NPC writeup and some modular encounters would be a bit more useful, as they'd be inconvenient to the point of being unplayable as a PC species.

I'd be very concerned with having a creature start out with a 4 and a 3 in ability scores, before purchases.

This would let a character start out with a 5 and a 4 with that starting xp, which is huge. Imagine building a Inability to 'move' seems odd, and seems major, but is also easily bypassed. Getting carried by something just isn't a big deal - droid remotes are cheap; doubly so considering how easy it would be to build a strong mechanic type with those stats - a dedicated character can overcome that setback easily as well. In fact, if it was a player race, I'd drop the immobility entirely and assume they've got a carrier of some sort built into the stats; the way other races are assumed to start with ammonia breathers, ear/eye protection, and so on.

I'd probably drop their Will to 2 and their Int to 3, and then give them 100 starting xp. I'd also consider raising brawn to 2 (just because things are immobile doesn't mean they aren't strong - think of clams). Then include options for variable movement (maybe being carried by a sentient creature, carried by a trained/controlled animal, carried by a droid, and carried by hover tech of some sort). Cribbing from the Hutt rules might work - when being carried they can only make one maneuver. Immobilized works when not being carried, and their foot means that they get a boost or two towards staying on board.

Edited by Genuine