Has anyone tried writing up the Krevaaki species?

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

1 hour ago, Tramp Graphics said:

And the damage taken is physical damage to the character.

Critical hits are actual, narratively relevant injuries.

Strain and wound damage are exhaustion and superficial action hero cuts and bruises, respectively.

Don't describe attacks that hit but don't inflict criticals as blaster bolts hitting you, describe them as a near-miss rattling you, showering you with sparks or largely harmless, but awesome-looking shrapnel, making you stumble as you dodge for cover, etc. That's what hits that do strain and wound damage are.

Otherwise you rob firefights of any feeling of danger and turn all the characters into superhumans who shrug off blaster bolts like they're nothing. And that's not Star Wars.

I'd say that wound damage is still a physical hit but a non critical one, such as a hit that didn't fully penetrate the armor leaving a severe bruise instead of a potentially lethal wound.

Just now, Tramp Graphics said:

I'd say that wound damage is still a physical hit but a non critical one, such as a hit that didn't fully penetrate the armor leaving a severe bruise instead of a potentially lethal wound.

No, a severe bruise is a critical hit. You don't heal a bruise with a good night's sleep.

Wounds that are more than 1 WP take more than one night to heal as well. Even a minor bruise could be 3 or4 WPs worth of damage, which would require that many days to fully heal. The same with a cut or scratch, which is what "wear and tear" represent. And the book does state that "Damage to a character's physical body is tracked using wounds." And, wound damage alone can eventually incapacitate a character. The key here is that wounds eventually heal on their own, given time, whereas a Critical Injury must be treated in order to heal.

To me, a severe bruise comes with restrictions on your ability to act effectively. Pain, and a lack of mobility. That's why I'd use it to describe a critical hit, not wound damage. Wound damage has barely any mechanical effect on you until you go down from it.

It's better to keep the narrative and the mechanics in sync that way.

Just as a personal note, reviving this, is a note from the old Star Wars D20 system. There, in the expanded species book they have, Krevaaki get a bonus to deception checks because of a "chitinous face" which comes from their exoskeleton facial structure. Any considerations to such an addition to the species stat block?

3 hours ago, Yathel said:

Just as a personal note, reviving this, is a note from the old Star Wars D20 system. There, in the expanded species book they have, Krevaaki get a bonus to deception checks because of a "chitinous face" which comes from their exoskeleton facial structure. Any considerations to such an addition to the species stat block?

My Krevaaki stats began as a “literal translation” of the Ultimate Alien Anthology stats before I began to modify them based on what I read. So, if you read into their explanation for this ability, it essentially says that their unique facial structure makes their emotions incomprehensible, thus making them harder to understand. As I see this, this would mean a boost on Deception checks. However, I think it also warrants a penalty to Charm. I gave them a setback there, although such a penalty could be considered redundant given that they’re already Presence 1.

45 minutes ago, Yaccarus said:

My Krevaaki stats began as a “literal translation” of the Ultimate Alien Anthology stats before I began to modify them based on what I read. So, if you read into their explanation for this ability, it essentially says that their unique facial structure makes their emotions incomprehensible, thus making them harder to understand. As I see this, this would mean a boost on Deception checks. However, I think it also warrants a penalty to Charm. I gave them a setback there, although such a penalty could be considered redundant given that they’re already Presence 1.

I'm afraid there's an inconsistency there. Your Kervaaki stats are listed as Willpower 3, Agility 1. Is that a misprint? To my knowledge Krevaaki only have impaired manipulation of their lower tentacles as they grow older.

Also, why did you choose to give a rank in Resilience rather than Enduring or Toughened or something of the sort? I understand it may make it more balanced, but it seems that the natural armor should have a more concrete effect. I of course realize the extensive debate in this thread is over that very topic, but I would like to hear your reasoning for Resilience 1 over the other suggestions here.

Edited by Yathel
5 hours ago, Yathel said:

Just as a personal note, reviving this, is a note from the old Star Wars D20 system. There, in the expanded species book they have, Krevaaki get a bonus to deception checks because of a "chitinous face" which comes from their exoskeleton facial structure. Any considerations to such an addition to the species stat block?

Kaminoans, because of their impassive affect, get a setback to Charm checks they make, and all social checks against them also suffer a setback.

Maybe use this, or something like it.

8 hours ago, Yathel said:

I'm afraid there's an inconsistency there. Your Kervaaki stats are listed as Willpower 3, Agility 1. Is that a misprint? To my knowledge Krevaaki only have impaired manipulation of their lower tentacles as they grow older.

Also, why did you choose to give a rank in Resilience rather than Enduring or Toughened or something of the sort? I understand it may make it more balanced, but it seems that the natural armor should have a more concrete effect. I of course realize the extensive debate in this thread is over that very topic, but I would like to hear your reasoning for Resilience 1 over the other suggestions here.

Oh yeah, that’s my bad; I forgot my own stats. The Agility 1 is in fact intentional, with my rationale being:

a. Although they have thumbs, they lack fingers, making it harder in general to use starship controls or blasters

b. Their peaceful nature means that they’re probably not going to use many blasters or do fly starships in combat

c. The xenophobia toward them and their struggle to interact can be reflected by the Stoic ability anyway.

As for the rank in Resilience, that was taken straight out of the Ultimate Alien Anthology, which gave them the following ability: “Resilient: Krevaaki receive a +1 species bonus on Fortitude saves.” I did also give them a higher wound threshold. You could totally make a case for Enduring here, but this ultimately comes down to the subjective guess at how tough the shell is. For example, Chevin only receive the talent “Durable” for their thick hide (-10 for critical injury rolls) and plenty of species with thick skin or natural armor like Verpine receive no obvious bonus at all, or perhaps only get a boost to wound threshold.

Why I chose not to give them Enduring is more for balancing than anything else: they’re not supposed to be a species that focuses on combat, and I wanted to reflect that by giving them benefits which are a bit less potent. If I did give them the Enduring, I would stat them as follows.

Willpower 3, Agility 1

WT 11+Brawn, ST 10+Willpower

90 XP

Protective Shell: Receive the talent “Enduring.”

Aquatic: Can breathe underwater and remove all movement penalties for being underwater. Remove setback for humidity, add setback for dry conditions.

Stoic: Add boost on all Deception checks, add setback on all Charm checks.

Thanks for bringing this up, though; you’ve certainly given me a lot to think about.

I see your rationale with your existing setup, and with those explanations I think I would agree with you. I hope to play a Jedi (or possibly even Sith) Krevaaki one of these days, and I have the character design in my head as one who is good at combat but focuses more on the Force and its study and mysteries. So maybe some sort of combination between Consular Niman Disciple/Arbiter/Sage. Perhaps a dash of some Mystic Prophet in there too for, well, mysticism lol