Building a Matukai

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

So I am finally going to play this game instead of being a GM all the time. And I thought about doing something obscure, since the new group will play in the Legends Old Republic Sith Wars timeline.

So we all start at 200 XP as I was told, and I was thinking maybe I will try buildinga Matukai.

Species is currently not important, but I am seriously unexperienced in playing a force powered being in this game.

So here are my thoughts:

1. Chosen career: Sentinel, First Spec: Investigator, Then add the following specs: Martial Artist and Force Adherent

- I want to play a streetsmart Matukai, who uses his Martial Arts to fight for the people around him and is searching for missing persons. Matial Artist and Force Adherent are nice together in my opinion, especially when all I will use as weapons will be my chars body and a staff or other polearm.

2. Chosen career: Colonist, first spec Doctor, then add Martial Artist and Force Adherent.

- This one is lower in the Force Rating, but can seriously play into the cliche of a martial arts healer. This is Dim Mak style!

3. Chosen Career: Bounty Hunter, First spec: Martial Artist, then add Skip Tracer and Force Adherent.

- Same Idea as the first, but with less possibilities to grow in the force. Also, I don't find the Signature Abilities that fitting for my concept, and I want to have some nice ones.

As for Force powers, Enhance is a must, but I really like Ebb/Flow (Since this character will be in the middle of a fight and it is somewhat interesting in regards to some ideas of martials arts being like water) and Sense is also cool.

So what are your suggestions. I also take some advice on which species to play. Looking forward to ideas.

EDIT: BTW, no I don't want his character to ever have a lightsaber!

Edited by TheMOELANDER

First off, shout out to you for doing obscure Legends stuff. I always like that.

Now, species are my thing, so I can talk to you about that. (Suggestions are based off of my stats in the Complete Species Guide , so I might mention a few species that aren’t in official materials.)

Investigator/Martial Artist-

Advozse stands out as a choice that fits both thematically and mechanically. I could also see Kel Dor and Chagrian in the role, although that is more of a thematic choice. Tunroth and Gand both have tracking abilities, so that goes with investigation mechanically and thematically as well. The Brawn/Cunning combination would be ideal for this, so Weequay and Chevin would also make sense mechanically.

Doctor/Martial Artist-

The Anx make sense as Martial Artists thematically and mechanically, although they aren’t the greatest doctors. The Kaminoans and Polis Massans are both too weak to make good Martial Artists, although they do work well as doctors. The Selkath could also make sense, as they have appeared as warriors and as healers. From a mechanical standpoint, I’d look through the Intellect 3 species with competant Brawn. Elomin, Mon Calamari, Ishi Tib, Givin, Sakiyan, Vratix, and Vurk could work.

Martial Artist/Skip Tracer-

Skip Tracers and Investigators are fairly similar in terms of feel, so it’s essentially the same as the first option in terms of species. Advozse stands out as a choice that fits both thematically and mechanically. I could also see Kel Dor and Chagrian in the role, although that is more of a thematic choice. The Brawn/Cunning combination would be ideal for this, so Weequay and Chevin would also make sense mechanically. Quarren also seem like a Skip Tracer sort of type, so I would also throw them into the mix of suggestions.

@TheMOELANDER You do know that Force Adherent doesn't grant a Force Rating, right?

You might want to try consular ascetic or guardian warden as a career, first spec, and then goe force adherent.

2 hours ago, salamar_dree said:

@TheMOELANDER You do know that Force Adherent doesn't grant a Force Rating, right?

I got my info from this source here:

https://www.dropbox.com/sh/nv1wkjypuljnjrb/AACR44N1LZzKpnoy6jHDDnhna?dl=0&preview=Spec+Universal+TC.pdf

The Force Adherent says gain force rating 1 on top.

I don't have Dawn of Rebellion yet, and it will probs take some time till it hits the shores of Germany.

EDIT: Nevermind, I just saw he fixed that mistake. So since the Matukai ARE force sensitive, the latter two options are out of the picture.

Edited by TheMOELANDER

So yeah, I looked into the Warden, and while I don't really need the other stuff from the guardian career, I think I will go with this one. Don't need no lightsaber, where my fists and feet will suffice. Gonna beat the force outta those Sith.

The best streetsmart martial artist, Enforcer they get a lot of talents that work with streetwise, including one that allows you to add streetwise ranks to damage. Think of someone who is more a pragmatic fighter (I suggest you have a look at the history of World War 2 combatives for inspiration). So Enforcer combined with force sensitive X or warden / enforcer makes a nice mix. Wardens have a focus of willpower /strain damage / coercion and brawling Enforcers have Coercion/ Streetwise / Strain damage / and brawling.

Between them you have access to the following

Loom - add advantage to a successful allies negotiafion /Charm or Deception equal to ranks in Coercion

Talk the Talk - Use streetwise in place of knowledge skills for a DP spend

Walk the walk - add streetwise ranks in damage to a hit from a brawl check for a DP spend

Bad cop(2ranks) spend 2 advantage from deception/Coercion check to upgrade allies social check (also works with Loom above)

Scathing Tirade AoE atrain damage from coercion check

Stunning Blow - trade wound for strain damage when using melee weapons. A kind GM may let this apply to some Brawl weapons that cause wounds only.

5 ranks of fearsome - Cause opponents to fear you with a failed discipline check

No Escape - cause a target to lose their free maneuver , for 2 advantage from a coercion check, note that for this you dont have to choose the target of the coercion check, so you could use 2 advantage from a scathing tirade check (or ecen any coercion check) and cause a nemesis to lose their maneuver even if they werent the target of the check. As well as working with scathing tirade , it also allows you to spend 2 threat from a fear check (see Fearsome above) to do the same.

Grapple - Spend a maneuver to make it such that anyone engaged needs two maneuvers ro disengage, meaning that the best most people can get is one maneuver away providing they have the ability to take two maneuvers (ie minions cannot get away at all unless they downgrade their action)

The synergy between the two of them is awesome, although if you find the reliance on coercion a little dark then enforcer / FSX might be the better way to go note though that Loom is passive, so you dont actually have to Coerce , just stand and look mean.

To be honest Enhance : Brawl and FR 2 make for a very effective martial artist so Warden on its own with force powers is very effective , enhance has the beauty of allowing the choice of straight up damage , or utility by allowing you to cause criticals (precision strike gives a good range of options for what to do) , knockdowns, disorients etc

Finally you have overbalance which when combined with sense advantage and Baleful Gaze is awesome as well (Ovebalance is one of my favourites). Ive been in a fight, where I made some really lucky rolls where my friend was already over wound threshold against a pair of acklay where I saved my friend by critting one and staggering, and the other got the staggered by using Baleful Gaze, Leaving the rest of the group 2 rounds to finish them off, admittedly I was lucky but the combination of talents made it possible.

edit just to point out many might not consider the coercion leaning of both specs to be not very Matukai like ,Warden /Martial artist is a good mix if you do that pleaee note that grapple is 10 xp cheaper on the MA tree and precision strike is 5 xp cheaper , which can offset the 30 xp cross spec cost a little

Edited by syrath
On 3/1/2018 at 5:30 PM, TheMOELANDER said:

So we all start at 200 XP as I was told, and I was thinking maybe I will try buildinga Matukai.

Where do you read that you should start with 200 XP in the old republic era?

On 3/1/2018 at 5:30 PM, TheMOELANDER said:

So I am finally going to play this game instead of being a GM all the time. And I thought about doing something obscure, since the new group will play in the Legends Old Republic Sith Wars timeline.

So we all start at 200 XP as I was told, and I was thinking maybe I will try buildinga Matukai.

Species is currently not important, but I am seriously unexperienced in playing a force powered being in this game.

So here are my thoughts:

1. Chosen career: Sentinel, First Spec: Investigator, Then add the following specs: Martial Artist and Force Adherent

- I want to play a streetsmart Matukai, who uses his Martial Arts to fight for the people around him and is searching for missing persons. Matial Artist and Force Adherent are nice together in my opinion, especially when all I will use as weapons will be my chars body and a staff or other polearm.

2. Chosen career: Colonist, first spec Doctor, then add Martial Artist and Force Adherent.

- This one is lower in the Force Rating, but can seriously play into the cliche of a martial arts healer. This is Dim Mak style!

3. Chosen Career: Bounty Hunter, First spec: Martial Artist, then add Skip Tracer and Force Adherent.

- Same Idea as the first, but with less possibilities to grow in the force. Also, I don't find the Signature Abilities that fitting for my concept, and I want to have some nice ones.

As for Force powers, Enhance is a must, but I really like Ebb/Flow (Since this character will be in the middle of a fight and it is somewhat interesting in regards to some ideas of martials arts being like water) and Sense is also cool.

So what are your suggestions. I also take some advice on which species to play. Looking forward to ideas.

EDIT: BTW, no I don't want his character to ever have a lightsaber!

Where do you read that you start with 200 xp when in the old republic era?

3 hours ago, LordEnforcer said:

Where do you read that you start with 200 xp when in the old republic era?

the OP was told, he didnt read so im guessing that the GM has invoked a knight level +50xp experience start level

8 hours ago, syrath said:

the OP was told, he didnt read so im guessing that the GM has invoked a knight level +50xp experience start level

Yup. That's it.

So I build it, just used a boring human, but there was none so far in our group, and you need a token human, right? :D

It's a Guardian Warden, with Martial Artist, and the basic powers Ebb/Flow, Sense and Enhance, for which he got the Mentor bonus of -5xp. The 10 xp extra I had to spend for MArtial Artist are already back in, because I bought Precision Strike on it, which is 10 XP cheaper than it is on the Warden tree. Since it's not ranked, it's now marked on both trees. The XP were enough to already buy me unarmed parry.

Gonna go and shoryuken some sith soon. Can't wait to finally play again after so long as a GM.

Thanks for all your input, it's appreciated.

1 hour ago, TheMOELANDER said:

Yup. That's it.

So I build it, just used a boring human, but there was none so far in our group, and you need a token human, right? :D

It's a Guardian Warden, with Martial Artist, and the basic powers Ebb/Flow, Sense and Enhance, for which he got the Mentor bonus of -5xp. The 10 xp extra I had to spend for MArtial Artist are already back in, because I bought Precision Strike on it, which is 10 XP cheaper than it is on the Warden tree. Since it's not ranked, it's now marked on both trees. The XP were enough to already buy me unarmed parry.

Gonna go and shoryuken some sith soon. Can't wait to finally play again after so long as a GM.

Thanks for all your input, it's appreciated.

how much of your 110 +morality 10 xp did you put into attributes ("should be" most/all), can you post your attributes?

He made it different, he gave us Duty, to use for the XP boost or not and said no on the morality change. I used that stuff up, put all 120 starting XP thus into raising four attributes to 3.

The attributes are currently: 333232. Next dedication goes into brawn of course, but I wanted to start more well rounded. And since I can also use a cortosis staff, which has some decent stats, It's not too bad.

We also had a discussion about Knights of Fate, and we agreed, that we wouldn't be too surprised if one of the specs would actually be really really good for my character, in which case I might be allowed to restat.

Edited by TheMOELANDER

You really think that your game could last untill Knights of Fate comes out? Not many games last multiple years, you know.

Honestly planning for three specs is not a great idea, even one is sometimes too hard! Skills let you do most of what you want in the game, talents just add flavour an unique ideas.

If being a Defensive melee monster is your goal then Soresu is awesome.

If on the other hand you really want to destroy your foes then Executioner is fantastic.

For a bit of both then Shi Cho is your answer, although you you won’t get to use Sarlacc Sweep unfortunately.

Thing in our general Star Wars community is, yes Campaigns last for years (all group players are members of a club for boardgames, tabletop etc.) and we tend to give out more XP and tighten the difficulty curve steeper to have a quicker advance.

And so far I have fared fairly well with 3 Specs. Some of them I don't spec out fully. My very first character in this game was a Colonist: Marshal, HotShot, Gunslinger. Odd combo, I know, but I like what it did for him.

Edited by TheMOELANDER
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