The Complete Species Guide

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

8 minutes ago, Seven Hells said:

Guys, this product didn't have to get made at all. There was no pay. It was an act of generosity. How about more gratitude and less complaining. Just a thought.

That's not how the Force works!

I’m completely open to changing it if that’s what the community wants.

It seems to me that doing it in alphabetical order is more popular, so that’s what I intend to do unless there are objections. However, as a sort of comprimise, I was thinking that I would keep indexes at the back that would list the species in a format mirroring the original. (I also might add indexes for other groupings, such as Characteristics at 1 or biological families)

Can you add an entry for which map grid intersection contains each homeworld? For some games, it helps to know which species are local to the action. This mainly applies to species that are not heavily engaged in spacefaring.

8 minutes ago, HappyDaze said:

Can you add an entry for which map grid intersection contains each homeworld? For some games, it helps to know which species are local to the action. This mainly applies to species that are not heavily engaged in spacefaring.

Consider it done.

1 hour ago, Yaccarus said:

Consider it done.

Wow. If only local politics was this easily influenced.

Seriously though, kudos for everything.

14 hours ago, Seven Hells said:

Guys, this product didn't have to get made at all. There was no pay. It was an act of generosity. How about more gratitude and less complaining. Just a thought.

I don't think anyone here doesn't realize that, my friend. We have been creating fan-made content for years now, with nearly everyone here participating in the process. If you have a look at the gigantic Compile Resources thread you'll hopefully find this to be true. I think we all want the same goal: a great resource useful to a wide audience, and feedback helps us get there. My apologies if any of my cheeky comments among friends were found to be less palatable to newcomers to our community, I assure you there is only good will behind them.

15 hours ago, Tramp Graphics said:

I'm not sure if they're complaining or simply giving constructive criticism.

Does one way generate conflict and the other not?


Sorry, couldn't resist

13 hours ago, Yaccarus said:

I’m completely open to changing it if that’s what the community wants.

It seems to me that doing it in alphabetical order is more popular, so that’s what I intend to do unless there are objections. However, as a sort of comprimise, I was thinking that I would keep indexes at the back that would list the species in a format mirroring the original. (I also might add indexes for other groupings, such as Characteristics at 1 or biological families)

Depending on your skill with creating/updating PDFs, perhaps what you could try doing is setting up hyperlinks within the document?

That way, you can have both lists (alphabetical and by Characteristic), with an option that the reader can simply click on the species in question and be taken directly to that page.

I tried setting it up with the old Unofficial Species Menagerie, but wasn't quite savvy enough to get it to work as well as I would have liked.

Thanks Yaccarus. This looks like it will be helpful for my campaign.

Well, the two major suggested changes

  • Adding Indexes for Homeworld locations and characteristics at 3
  • Removing the original format and just going with alphabetizing alone

have been done for the printer-frinedly version. Other edits include Primitive for Ewoks and increased sonic damage for Both. The fancy version won’t get those updates for awhile, because theDeath2 will be unavailable.

Hopefully, with all of you guys satisfied, I’ll finally be able to begin work on v5 (ie. add loads of new species)

This updated version is labelled 4.4 in the original post.

The newest version is far more useful to me. Thank you. The index of homeworlds will be quite helpful.

D’oh! I forgot to remove that bird from the Lurmen picture!

On 3/4/2018 at 3:01 PM, Kualan said:

I don't know if you're taking requests but I'd love to see your take on the Yinchorri - particularly their two-caste system and resistance to Force manipulation. One of my players has won himself a life debt-style arrangement with one so looks like I'll be writing one up soon.

Better late than never?

Yinchorri

Also, Sljee .

Hi all! First time poster here. Sorry if this is the wrong place to ask, but do y’all have any input on an Abyssin getting the Claws trait like Trandoshans? They have claws and are super strong, so it seems like they should be able to use them, but I haven’t been able to find any examples of Abyssin’s fighting hand-to-hand.

On 11/8/2018 at 5:59 PM, CCJ1997 said:

Hi all! First time poster here. Sorry if this is the wrong place to ask, but do y’all have any input on an Abyssin getting the Claws trait like Trandoshans? They have claws and are super strong, so it seems like they should be able to use them, but I haven’t been able to find any examples of Abyssin’s fighting hand-to-hand.

That's certainly a valid question, and I'm not entirely opposed to adding claws. Like with many species, my Abyssin stats are somewhat simplified descendants of their stats found in SavageBob's Great Movie Alien Compendium. His logic:

"They have claws, but only one source indicates that these offer any advantage in combat, and that Abyssin was actually a hologram (YJK:SA). We decide the claws are not worth mentioning."

However, just as I don't consider FFG stats to be automatically correct Biblical truth, the same can be said for SavageBob's stats.

I'll think about it some more.

Something to consider adding to the next version, given that you've opted to include house-ruled versions of officially publishes species, is add a tag to notify the reader that this version of species X (such as the Drall) are different from the official version, and include a book and page reference to where the official versions of a species can be found.

It'd help cut down on instances of confusion that one earlier poster had about why one set of species stats might differ in your document from what FFG has published.

4 hours ago, Yaccarus said:

That's certainly a valid question, and I'm not entirely opposed to adding claws. Like with many species, my Abyssin stats are somewhat simplified descendants of their stats found in SavageBob's Great Movie Alien Compendium. His logic:

"They have claws, but only one source indicates that these offer any advantage in combat, and that Abyssin was actually a hologram (YJK:SA). We decide the claws are not worth mentioning."

However, just as I don't consider FFG stats to be automatically correct Biblical truth, the same can be said for SavageBob's stats.

I'll think about it some more.

What!? My decisions should be considered sacrosanct! (Kidding.)

Note that the WEG supplement Galaxy Guide 4 (which is where the Abyssin were first named and detailed) didn't give them any special damage or ability for their claws. The claws seem more like a special effect to me.

Edited by SavageBob

Ah, yes, good ole WEG.

So basically:

  • Logic tells me they have claws
  • My sources tell me they don’t have claws

\_(ツ)_/

6 minutes ago, Yaccarus said:

Ah, yes, good ole WEG.

So basically:

  • Logic tells me they have claws
  • My sources tell me they don’t have claws

\_(ツ)_/

FFG started us off with Trandoshans having infrared vision that lets them see in the dark... but only in the fluff text. In the actual species stats, they see no better in the dark than the average human.

Edited by HappyDaze
**** autocorrect
9 minutes ago, HappyDaze said:

FFG started us off with Trandoshans having infrared vision that lets them see in the dark... but only in the fluff text. In the actual species stats, they see no better in the dark than the average human.

I think that’s covered by the rank in Perception

31 minutes ago, Yaccarus said:

I think that’s covered by the rank in Perception

That's not really how the ability to see in the dark is been handled in Chiss, Kel Dor, Arkanians, or with scanner goggles. Perception covers a wide range of things, but it doesn't directly cover removing setbacks from darkness.

Edited by HappyDaze
9 hours ago, Yaccarus said:

I think that’s covered by the rank in Perception

It's probably similar to how Toydarians (who in previous RPGs were highly-resistant to Jedi mind tricks per Watto's statement in TPM) in this version have a Willpower of 3 rather than any game text that gives them an advantage against Jedi mind tricks.

Or how Wookiees get a brief mention of climbing claws that can be used as weapons (though there's a strong social taboo against doing so), but all they have to help them on Athletics checks to climb is a high starting Brawn.

I did actually did end up giving the Toydarians a mind trick resistance ability in order to make them consistent with Yinchorri. That being said, I’m leaning toward adding many of these abilities.

  • Abyssin claws
  • Trandoshan infared vision
  • Wookiee climbing claws

As much as I can understand where SavageBob is coming from on the Abyssin claws, the whole “if it’s not used in a source then it does not exist” argument seems kinda flawed, since they clearly have claws.

22 hours ago, Yaccarus said:

Ah, yes, good ole WEG.

So basically:

  • Logic tells me they have claws
  • My sources tell me they don’t have claws

\_(ツ)_/

The distinction is claws vs. claws-usable-as-weapons. I mean, Chadra-Fan have claws based on the art of the species. Apparently Abyssin and Chadra-Fan don't have combat-worthy claws. But, hey, that's just my interpretation; you do yours. :)

Edited by SavageBob