Baby Yoda Stat Block

By HeyTeach, in Genesys

Hi, Friends.

A cursory search of the F&D and Genesys forums here at FFG didn't turn up what I'm looking for. It could very well be here; I just missed it.

I have a potential player in the F&D adventure I'm DMing. I say potential: the only way they say they'll join the game is if they could be a Baby Yoda-type character. What base stats / careers / skills /talents would you suggest to make this a viable, playable, valuable character?

Thanks in advance!

35 minutes ago, HeyTeach said:

Hi, Friends.

A cursory search of the F&D and Genesys forums here at FFG didn't turn up what I'm looking for. It could very well be here; I just missed it.

I have a potential player in the F&D adventure I'm DMing. I say potential: the only way they say they'll join the game is if they could be a Baby Yoda-type character. What base stats / careers / skills /talents would you suggest to make this a viable, playable, valuable character?

Thanks in advance!

Based on what we see in the show and the movies someone of Yoda's species would probably look something like this.

Brawn: 1 Agility: 2 Intellect: 2 Cunning: 2 Willpower: 3 Presence: 2

WT: 9+ Brawn ST: 11+ Willpower

Adept with the force: Once per session when making a force power check you may suffer one strain to add one lightside/darkside pip to the roll.
At character creation you gain one free rank in discipline. You cannot train discipline over rank two during character creation.

This could be a little strong with all abilities stacking on willpower, however, this seems quite close to what we see in the movies.

Just give the Teacup Giraffe some Arcana ranks.

edit: oh maybe Divine instead for that Heal.

Edited by drainsmith
edit

Grab all the yellow, green and blue and white dice. Roll. Ignore black pips on the white dice. You’re welcome.

Edited by Alderaan Crumbs

So here's what I landed on, culled from suggestions found here, on FFG, and other forums, plus some stuff I added myself. Many thanks to all those whose ideas appear here. Looking forward to seeing how it plays in the adventure. Feedback welcome. Obviously, feel free to steal/modify for your own purposes.

********************************

THE CHILD

Brawn 1

Agility 1

Intellect 2 Starting Wound: 8+Brawn Starting Strain: 12+Willpower Starting XP: 110 XP

Cunning 2

Willpower 3

Presence 2

Skills -- Choose three from the following as Career Skills: Survival, Negotiation, Vigilance, Mechanics, Perception, Charm

You also have as Career Skills: Stealth -- Auto 2 Ranks in Stealth. You cannot train Stealth higher than Rank 3 at creation. You cannot take maneuvers to change range bands while anyone is looking at you. Discipline -- Auto 1 Rank in Discipline. You cannot train Discipline higher than Rank 2 at creation.

Abilities

Pounce -- Once per encounter, as an Action, at range Engaged, you may make a small leap upon a creature or object of Silhouette 0. As a Maneuver, you may hold it in your mouth or hand. On subsequent turns, spend a maneuver to continue to hold this creature or object. You cannot use this Ability from your Bassinet. A Sense of the Force -- You start with a Force Rating of 1 for being Naturally Force Sensitive. You start with one rank in the Uncanny Senses Talent (add 1 boost per rank of talent to Perception checks) and one rank in the Uncanny Reactions Talent (add 1 boost per rank of talent to Vigilance checks). You don't need a force rating for these talents. Force Adept -- Once per session when making a force power check you may suffer one strain to add one lightside or darkside pip to the roll. Force Move for Younglings -- You can force move/lift/hold a creature or object for 1 round, until the end of your next turn. You must then take a nap. You may not have another Force Move Power.

Force Move / Lift / Hold Silhouette

Suffer Strain

Baby Recharge Nap, in hours

0

3

2

1

6

12

2

12

24

Equipment -- Floating Bassinet . Shielded lid adds 2 setback to blaster fire and bludgeoning attacks. Oversized Baby Jedi Robes -- Adds 1 boost to any Charm check you make, and 1 setback to any Charm check made against you.

You can hold one small item (consult GM). You cannot wield weapons.

Edited by HeyTeach