The Great Clone Wars Alien Compendium

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

I thought I'd try to make this a thing. We all know of the great GMAC ( https://community.fantasyflightgames.com/topic/128736-the-great-movie-alien-compendium/ ) (Oh wait, "great GMAC" would be saying "great" twice) While the Roonans and the Pantorans did make an appearance there, the source was mostly from the movies. And so, I wanted to make a forum for community suggestions on stats for TCW aliens.

I'll start with the Harch as an example:

Harch:

Brawn 3, Presence 1, Intellect 1 (all other characteristics at 2)

Wound Threshold 12+, Strain Threshold 11+

80 XP

1 rank in Resilience

Extra Eyes: Remove setback for darkness

Extra Limbs: Remove setback for brightness

Explanation:

Sources: Wikipedia isn't enough when there is so little to go on. I had to dig for scraps of information from more direct sources, including the Clone Wars Head to Head (Trench has a profile on page 63) and the Essential Guide to Warfare (Trench gets a War Portrait on pages 90-91)

Brawn: Trench is 1.89 meters and 85 kilograms, a fairly large specimen. Trench's strength got a 6.5/10, which is above average (though not spectacular) While I considered keeping this a 2, "the Harch are distant cousins to the Aqualish species." Trench also probably isn't above average in strength, given his role as a tactician. This earns them a 3

Agility: They have only three fingers, but they do have opposable thumbs. Having extra limbs would makes up for any weakness in manipulating technology. I certainly don't see enough for a 3, but they haven't earned a 1 either. I'll go with a 2.

Intellect: As relatives to the Aqualish, they already make a convincing case to get a 1. While Trench's military expertise gives me the impression that they aren't stupid, either, he could very well be an exception. It does say that he "embodied the Harch species." The deciding factor is that we need another characteristic at 1, and this is the only believable option.

Cunning: Again, the Harch have "served behind the scenes as wily advisers." No reason to give them a 1. This quote, combined with Trench's cunning, almost convinces me to give them a 3: But having two characteristics at 3 puts them at dangerously low levels of XP if we want to be balanced, so cunning stays at 2. (Not to mention, that isn't all that much evidence in the first place.)

Willpower: Head to Head gave Trench a 6.5 for control and an 8 for courage. They have also been "the Spiverelda's despotic rulers." Like cunning, this slim evidence makes me consider giving them a 3, but concerns over balance, and a lack of major evidence makes me keep it at 2.

Presence: By process of elimination, it is the best option for a 1. While Trench was a good leader, and the "despotic rulers" and "wily advisors" would need some charisma, it makes the worst argument along with intellect for being a two. Plus, lots of people are scared of spiders, and those clicks are odd. Furthermore, their history with the Aqualish is "long, bloody, and turbulent." They probably aren't the best diplomats, in that case.

Wound Threshold: They already start with a high brawn, but the Harch are "aggressive and tough." Their bloody history would eliminate the weak, and it also mentions "tough Harch hide." 12+ is well deserved.

Strain Threshold: Again, Trench's success at surviving vacuum (twice) makes me give them a boost. But only to 11+.

Skill: Resilience was the only immediately obvious choice. While other options are more generalizations based on Trench, the Harch are "long-lived, aggressive, and tough."

Extra Eyes: They have plenty of extra eyes, which could imply good night vision. Furthermore, "the relationship between them and the Ualaq subspecies [is] the subject of some debate among geneticists." Hence, I copy their ability.

Extra Limbs: I was considering giving something special, since they have 6 arms instead of 4, but I decided just to give them the same thing as the Besalisk, Xexto, and Quermian.

They have a poisonous bite, but Clone Wars Head to Head says that "the paralytic poison slows Yularen down." Note that is says that it slows down, and not kills. This doesn't strike me as a big enough deal to mention in the profile.

XP: In comparison to the 85 XP Besalisk, they have different characteristics at 1, but each are a 322211. However, they have a better strain threshold and night vision, so they are reduced to 80 XP.

Edited by Yaccarus
Realized a major issue

Patrolian

Cunning 3, Brawn 1

Wound Threshold 9+, Strain Threshold 10+

100 XP

1 rank in Streetwise or Skulduggery

Electric Resistance: Reduce damage of electrical shocks by 2

Silhouette 0

Aquatic: Can breathe underwater, and remove penalties for underwater movement or action. Remove setback for humidity, add setback for arid conditions.

Explanation:

Sources: We really only have what was seen in the Clone Wars: Robonino, Bannamu, and an unidentified member sitting at a cantina in the Coruscant underworld

Brawn: Robonino was 1.27 meters, and they don't appear to be particularly muscular for their size. Easy choice as a 1.

Agility: While there is a trend of smaller creatures like Chadra-Fan and Xextos getting agility 3, their webbed hands aren't doing them any favors here, either. Despite being a bounty hunter, we never saw Robonino use a blaster. He was a competant pilot, though. Still, I think that 2 is the best option.

Intellect: While Robonino was a skilled hacker, it's important not to generalize a species based on 1 member. We have no other evidence that they would be skilled intellectuals, so this stays at a 2.

Cunning: Robonino was an expert saboteur, and his cunning let him come out victorious over Anakin Skywalker and Kit Fisto. He also escaped Republic custody at least once. Bannamu was a pickpocket, which uses skulduggery. Hanging out in a shady cantina could also indicate competance with streetwise. This convinces me to give them a 3.

Willpower: We don't have much to go on here, so it stays at 2.

Presence: Again, not much to go on. It will be a 2.

Wound Threshold: Robonino wasn't exactly the toughest, not fighting directly. (Though he did survive that Kwazel Maw) However, their small size makes me drop them down to a 9+

Strain Threshold: They were described as havign electric resistance, but I decided to use a talent for this instead of strain threshold. They stay at 10+

Skill: All three are competant underworlders, so they get Streetwise as a logical choice. Also, when hearing that the pickpocket is from one of the aquatic worlds, Tera Sinube immediately looks at Patrolians, (Instead of, say, Quarren) This would imply that they are often pickpockets. Robonino's escape from prison also indicates a good skulduggery. So, streetwise or skulduggery.

Electric Resistance: It says that they can resist "minor" electric shocks, so I only make this worth 2 damage.

Silhouette: At 1.27 meters, they are small enough to earn a Silhouette 0

Aquatic: "So, you're saying there was something... fishy about him?" -Tera Sinube

XP: In comparison to Bothans, they have the same characteristics. They get an extra option with skills, but aren't as tough. Their electric resistance and silhouette 0 make up for convincing demeanor, but they do have aquatic. However, if the Mon Calamari profile is any indication, aquatic doesn't seem to be worth much. So, they receive the same amount of XP as the Bothans: 100.

Edited by Yaccarus
Added aquatic abilities (facepalms)

Parwan

It is only allowing me to upload things that are pixelated beyond recognition, so we'll have to settle with this as our picture: http://starwars.wikia.com/wiki/Parwan?file=DerrownTheParwan-SWE.png

Brawn 1, Agility 3

WT 7+, ST 11+

95 XP

1 rank in Coordination

Gasbags: Float, ignoring penalties for terrain, and move upwards as well. Do not suffer fall damage. However, the slower nature of this movement limits them to one maneuver moving per turn.

Electric: After a successful brawl check, shock an opponent. This electric attack deals 5 strain, and ignores soak.

Explanation:

Sources: We only have the two Parwans that we have seen: Derrown the Bounty Hunter, and Gubacher, a mechanic for the Jedi.

Brawn: Since they are lighter than air, this is an easy choice for a 1. Even with low-density gases in their stomachs, they would need to be extremely lightweight.

Agility: They have long, thin, limbs, and 3 equally long fingers. This should make them relatively coordinated. A 3 seems reasonable. (Plus, where else am I going to put it?)

Intellect: While Gubacher was a mechanic, Derrown didn't seem to know some basics of his species physiology (the serum to pass through ray shields) Neither of these cases stand out enough for me to give a 3 or 1, and instead cancel and make me settle with 2.

Cunning: Not much to go on. Derrown didn't seem to be very cunning, as "The Exterminator" sounds like a nickname for a more straightforward guy. 2 it is.

Willpower: Derrown's determination or courage doesn't stand out to me an any way, and we know little about Gubacher other than the fact that he existed. 2 makes sense.

Presence: Hardeen mentions that used to hunt Parwans for a living, perhaps indicating that they have poor diplomatic relations. However, a keep it at a 2 for 3 reasons: First, that assumption is based on a lie, second, we aren't exactly looking for a characteristic to be a 1, and third, Presence 1 is very common, indicating that we tend to jump the gun and lower it more often than it should be lowered.

Wound Threshold: They are thin and frail. Not only that, but a gasbag could be very vulnerable. Also, their less dense nature would make it easy for a vibro-axe to dig deep, or a blaster shot to reach heart. 7+ is extremely low, but I think they earn it.

Strain Threshold: Floating around like that could get a bit unnerving. I'll increase it by 1 to an 11+

Skill: Coordination is the most natural fit for those thin bodies.

Gasbags: This mostly describing it from a narrative standpoint, pointing out the obvious. I did decide to lower the speed, since he moved relatively slowly. I get that that is technically Hutt speed, but half the pace of a human (who is running) seems reasonable.

Electric: While he did hit with each of the tentacles, he managed to subdue Anakin Skywalker with the electricity. Keep in mind that brawn 1 will make it difficult to get hits in the first place, so this isn't exactly unbalanced.

XP: This is tricky, since they possess two crazy unique special abilities. 3/2/2/2/2/1 (in whatever order) with a skill typically earns 100 XP. I think the gasbag thing drops them down to 95. 1 move per turn limit cancels the fall damage and terrain penalties, while the upward movement makes it worth 5 XP. The electric ability is pretty powerful, but their 1 in brawn makes it difficult to use. Still, it is extremely useful any time unarmed combat is necessary. I eventually settled on letting this drop them down to 90 XP. Their low wound threshold convinces me to put them back up to 95.

Continuing with a trend of low brawn species, I present...

Lurmen

http://starwars.wikia.com/wiki/Lurmen/Legends?file=Lurmen-SWE.jpg

Agility 3, Willpower 3, Brawn 1, Cunning 1

WT 9+, ST 11+

85 XP

1 rank in Negotiation or Discipline

Rolling: May spend a maneuver to begin rolling. When rolling, a Lurmen must spend at least one maneuver per turn moving, but this maneuver can cover 2 range bands. Add two setbacks to all brawn or agility based checks while rolling do to spinning and lack of vision.

Silhouette 0

Explanation:

Sources: Wookieepedia has some good info, and the village seen in the Clone Wars gives us a good idea of how they act. The stubborn leader, Tee Watt Kaa, the scout, Tub, and the healer, Wag Too are the known members.

Brawn: About 1 meter in height and not obviously muscular, they get a 1.

Agility: They move quickly, and demonstrate good coordination in using their ropes. Wookieepedia also describes the Lurmen as agile in the Society and Culture section. 3 is well earned.

Intellect: While they live in primitive dwellings, they also have at least 1 capable healer, and even Lok Durd mentioned that they "are smarter than they look." These things offset their primitive lifestyle enough to earn a 2.

Cunning: They are set in their ways, and their history is full of problems. While Tee Watt's stubbornness could be a unique case, we know that they have know way offworld thanks to their ship being taken over by native Amanin. Their lack of attempt to retake it strikes me as a demonstration of a lack of creativity. 1 makes sense for them.

Willpower: They are stubborn, and set in their ways. Despite unfortunate circumstances, they continue on with determination and optimism. Not to mention, they were brave in combat when they decided to do it. While discipline is also a skill, 3 in willpower is also logical.

Presence: They have the ability to "make profit and be prosperous," indicating that they are skilled in negotiation. Their innocent appearance and small size also can help in charm, but their stubborn ways and isolation also hint towards a lower rating. Like with Intellect, factors cancel and they get a 2.

Wound Threshold: They aren't exactly strongly built, and are smaller than many other Brawn 1 creatures like Bothans. Their pacifistic ways would also make them poor fighters. They will get a 9+.

Strain Threshold: They survived the harsh cold of Mygeeto and the heat on Maridun, so I'll give them an 11+.

Skill: This is another case of getting multiple skill options, since we see a diverse species that has members with different skills sets. Tee Watt's debating skills, and their history with being near Muuns convinces me to offer negotiation, while their stubbornness and determination hint at discipline.

Rolling: They seem to move faster while rolling, but I don't want it to be too easy to exit in and out of. While this makes it impractical for anything other than chases, it's accurate.

Silhouette: They average 1 meter in height, so silhouette 0 is a clear choice.

XP: 3/3/2/2/1/1 in any order with a skill is typically 90 XP, but rolling and silhouette combine for just enough to reduce this to 85.

Edited by Yaccarus
Extremely confusing part was changed

Dathomirian Male

http://starwars.wikia.com/wiki/Dathomirian/Legends?file=OpressFeral-Monster.jpg

A small note: The Dathomirians are a bit... misunderstood as a species, so I would like to clarify some things: All Dathomirians are force-sensitive, though not necessarily trained enough to recieve a Force Rating of 1. The Dathomirians are genetically different to the Zabraks on Iridonia, and are technically a separate species. Both the Nightsisters and Nightbrothers are Dathomirian. (Yes, it's a species where the females are humans except pale, and the males are Zabrak except red/orange/yellow.) Also, they actually make up a minority on Dathomir, which is almost entirely human.

Brawn 3, Willpower 3, Intellect 1, Presence 1

WT 11+, ST 12+

80 XP

1 rank in Brawl or Melee

Fearless: They receive the talent “Confidence”

Explanation:

Sources: What we saw in Clone Wars (as well as the Wookieepedia article for the note at the top)

Brawn: Even without being transformed like Savage, they are muscular and demonstrate expertise with several brawn related skills: Brawl, Melee, and Athletics. A clear enough 3.

Agility: They were agile, but they didn't demonstrate it with blasters or piloting. Likewise, most of their agility would actually be represented by other skills like Brawl, Melee, and Athletics. I'll keep it at 2.

Intellect: They live a primitive lifestyle, and focus on combat instead of education. This should be a 1.

Cunning: Maul had a few clever schemes, but that is probably more his Sith nature. Though they are fairly straightforward, they still don't do enough to get a 1. This stays at 2.

Willpower: Being very similar to Zabraks, this makes sense as a 3. Their warrior ways would also indicate good vigilance and discipline, while their horned appearance could help with coercion.

Presence: As relatives to Zabraks, this should probably be a 1. The fact that they are unable to talk their out of matriarchy also convinces me. And, for the final cherry on top, Maul and Savage didn't seem to make many friends, either.

Wound Threshold: Their war-like nature and combative nature earns an 11+ for this

Strain Threshold: As Zabraks, they have a high tolerance for pain. Presumably, this means that Zabraks have a hgih strain threshold. I transfer this over, giving them an 12+ Further support includes the fact that they brawl so much, which deals strain.

Skill: They devote their entire lives to fighting with melee weapons and unarmed, so Brawl and Melee are obvious choices as skills.

Fearless: They are, to quote Talzin, "easy to acquire, hard to control." This made me decide against giving them a rank in discipline, instead boosting it via willpower. However, they are disciplined in combat, and show no fear. Hence, the talent "Confidence."

XP: 3/3/2/2/1/1 (in any order) with a skill defaults to 90, but they have several other things bringing it down further. Confidence brought it down to 85 while the high wound and strain thresholds, as well as the second skill option, drop it to an 80.

Dathomirian Female

http://starwars.wikia.com/wiki/Dathomirian/Legends?file=Nightsisters-TCW.jpg

Agility 3, Cunning 3, Intellect 1, Presence 1

Wound Threshold 10+, Strain Threshold 11+

90 XP

1 rank in Melee or Deception

Explanation:

Brawn: The Nightsisters seem to be gifted as athletes, and they use many melee weapons. Their brothers are brawn 3. However, they are quite thin. They certainly don't demonstrate the bulk that would be needed for brawn 3, but they do enough to earn a 2.

Agility: They are nimble and fast, as well as stealthy. They seem to demonstrate greater speed in combat, although this could be Ventress in particular. However, they are a warrior culture, and Ventress didn't seem to be all that much of an exception in terms of quickness when fighting alongside Naa'leth and Karis against Dooku. This is worthy of a 3.

Intellect: They are somewhat primitve, lacking technology of their own. (Though they didn't seem to have a hard time using other technology) Their isolation would mean that many don't know much about the rest of the galaxy. Their isolation and reliance on magic instead of tech convinces me to give them a 1 here.

Cunning: As Mace Windu said, "Magic is just an illusion." This would make them good at Deception. Talzin and Ventress are both manipulative, and they tend to rely on clever tricks rather than a fair fight. All this strongly indicates a 3.

Willpower: They make a compelling case for a 3 here, to be honest. The Force requires discipline, and they are half Zabrak... but getting 3 characteristics at 3 is a bit much, and they just don't do enough to convince me to give them a 3. 2 it is.

Presence: Ventress seemed to... struggle socially, not exactly earning many friends in her time. Likewise, Talzin seemed to rely more on deception and wit in conversation than charm. I'll give them a 1. (Like the Harch, this is more out of balancing issues.)

Wound Threshold: As warriors and relatives to the Zabrak, a higher one could make sense. Their thin build also suggests a lower one, so we will keep it at 10+.

Strain Threshold: Their constant athleticism and relation to the Zabraks earn them and 11+.

Skills: They are already set up well for stealth, coordination, and deception through their characteristics, so it is tempting to offer melee and athletics. I'll give them melee, but also offer deception as a middle ground, so that they can choose between sly or warrior.

XP: Based on characteristics and a skill, they get 90 XP. While they do have a higher strain threshold and a second skill option, I'm not quite convinced to lower it.

Frenk

http://starwars.wikia.com/wiki/Frenk/Legends?file=TwazziDetail-SWE.png

Agility 3, Intellect 1

Wound Threshold 9+, Strain Threshold 11+

100 XP

1 rank in Athletics

Explanation:

Sources: What was seen in TCW, as well as the Wookieepedia page

Brawn: While tall, they are thin near the waist. They do demonstrate competance with athletics, but that might be better as a skill. However, they don't deserve a below average rating in athletics, so they get a 2.

Agility: " All known members of this species were very agile and fast." (Wookieepedia) They are also both Bounty Hunters, and the species has a military. These indicate a competance with blasters, with also uses agility. A clear 3.

Intellect: Their combative nature perhaps indicates a lack of intellect, which is often used for other non-combative jobs. This gives them a 1.

Cunning: Twazzi was used extensively in the role of disguise as well, and while this did rely on a holographic disguise matrix, it still relied on a skill with deception. However, this is only one example, and only one skill. They also rely on others to create plans. The two factors cancel enough to convince me to give a 2.

Willpower: Both of them do have a job that requires vigilance, and discipline. (courage) They also show devotion and determination. This slim evidence still isn't enough to get a 3, though. 2 it is.

Presence: Rumi Paramita did try to help train the farmers, which would utilize presence. Their use of teamwork also indicates a skill here. Despite this, neither take up the role of leadership on their team. So, they get a 2.

Wound Threshold: Paramita was hit by a TANK, so her death doesn't tell us much. Their thin build does convince me to give them a 9+

Strain Threshold: An athletic nature is enough to earn 11+

Skills: They already have a 3 in agility to help with coordination, stealth, and blasters, so athletics is probably the best.

XP: 3/2/2/2/2/1 with a skill is 100. WT/ST average to 10+ as well.

On 8/22/2017 at 8:06 PM, Yaccarus said:

Parwan

It is only allowing me to upload things that are pixelated beyond recognition, so we'll have to settle with this as our picture: http://starwars.wikia.com/wiki/Parwan?file=DerrownTheParwan-SWE.png

Brawn 1, Agility 3

WT 7+, ST 11+

95 XP

1 rank in Coordination

Gasbags: Float, ignoring penalties for terrain, and move upwards as well. Do not suffer fall damage. However, the slower nature of this movement limits them to one maneuver moving per turn.

Electric: After a successful brawl check, shock an opponent. This electric attack deals 5 strain, and ignores soak.

Explanation:

Sources: We only have the two Parwans that we have seen: Derrown the Bounty Hunter, and Gubacher, a mechanic for the Jedi.

Brawn: Since they are lighter than air, this is an easy choice for a 1. Even with low-density gases in their stomachs, they would need to be extremely lightweight.

Agility: They have long, thin, limbs, and 3 equally long fingers. This should make them relatively coordinated. A 3 seems reasonable. (Plus, where else am I going to put it?)

Intellect: While Gubacher was a mechanic, Derrown didn't seem to know some basics of his species physiology (the serum to pass through ray shields) Neither of these cases stand out enough for me to give a 3 or 1, and instead cancel and make me settle with 2.

Cunning: Not much to go on. Derrown didn't seem to be very cunning, as "The Exterminator" sounds like a nickname for a more straightforward guy. 2 it is.

Willpower: Derrown's determination or courage doesn't stand out to me an any way, and we know little about Gubacher other than the fact that he existed. 2 makes sense.

Presence: Hardeen mentions that used to hunt Parwans for a living, perhaps indicating that they have poor diplomatic relations. However, a keep it at a 2 for 3 reasons: First, that assumption is based on a lie, second, we aren't exactly looking for a characteristic to be a 1, and third, Presence 1 is very common, indicating that we tend to jump the gun and lower it more often than it should be lowered.

Wound Threshold: They are thin and frail. Not only that, but a gasbag could be very vulnerable. Also, their less dense nature would make it easy for a vibro-axe to dig deep, or a blaster shot to reach heart. 7+ is extremely low, but I think they earn it.

Strain Threshold: Floating around like that could get a bit unnerving. I'll increase it by 1 to an 11+

Skill: Coordination is the most natural fit for those thin bodies.

Gasbags: This mostly describing it from a narrative standpoint, pointing out the obvious. I did decide to lower the speed, since he moved relatively slowly. I get that that is technically Hutt speed, but half the pace of a human (who is running) seems reasonable.

Electric: While he did hit with each of the tentacles, he managed to subdue Anakin Skywalker with the electricity. Keep in mind that brawn 1 will make it difficult to get hits in the first place, so this isn't exactly unbalanced.

XP: This is tricky, since they possess two crazy unique special abilities. 3/2/2/2/2/1 (in whatever order) with a skill typically earns 100 XP. I think the gasbag thing drops them down to 95. 1 move per turn limit cancels the fall damage and terrain penalties, while the upward movement makes it worth 5 XP. The electric ability is pretty powerful, but their 1 in brawn makes it difficult to use. Still, it is extremely useful any time unarmed combat is necessary. I eventually settled on letting this drop them down to 90 XP. Their low wound threshold convinces me to put them back up to 95.

IIRC, not all Parwans could generate electrical fields; it depended on their blood type. Maybe make it a subspecies, with electric abilities costing starting XP

7 hours ago, A7T said:

IIRC, not all Parwans could generate electrical fields; it depended on their blood type. Maybe make it a subspecies, with electric abilities costing starting XP

Actually, according to Wookieepedia,

" The species also produced a naturally high electrical field, and crackled with the energy their bodies produced. Parwan could withstand high levels of electric power, and liquids, though this depended on the two different blood types."

Only being resistant to the serum is dependent on the two blood types.