Species Creation

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

Moreover, there is at least one Ewok Bounty Hunter in the expanded universe (a companion character in the MMO Star Wars: The Old Republic).

Sure you're not thinking of the bounty hunter companion that is a jawa?

That being said, I agree that there can always be a reason for any race. Player characters, like characters in a novel should be unique. Whether because their race is rarely seen or because their race rarely takes a certain profession. There should be little to constrain anyones imagination.

I also think it would be cool to have an entire player group made up of small chracter races. Dwarf

human, ewok, jawa, toydarian, etc.

No, I had it right. It's a recent addition to the game that all classes can get at high level.

Edited by DylanRPG

No, I had it right. It's a recent addition to the game that all classes can get at high level.

Ah ok. Not familiar with recent additions. Haven't played for quite a while.

No, I had it right. It's a recent addition to the game that all classes can get at high level.

Ah ok. Not familiar with recent additions. Haven't played for quite a while.

Here's the character model for the little guy.

xswtor-bounty-hunting-treek-customizatio

Ewok bounty hunter? Yikes!

As for construction of the Death Star II during A New Hope, probably. Dark Lord: the Rise of Darth Vader speaks of the construction of Death Star I and that novel is set very soon after Revenge of the Sith, Leia is still an infant and Vader is still adjusting to the suit. So twenty years before A New Hope.

Here's the character model for the little guy.

Little girl. ;)

I had run the Beginner game with my friends, but when the book came out, I let them make characters of their own to continue that story. The Menagerie document was crucial in that, as none of the species in the core book intrigued them.

I had one guy who really wanted to be a Kaleesh. I was incredibly surprised that the species wasn't included, so I read a bit about them (what little there is) and I took into account the Kaleesh I'd come across in The Old Republic, and I made my own species entry.

Brawn 3

Presence 1

Willpower/Cunning/Agility/Intellect 2

Wound threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

1 free rank in either Melee or Ranged (light)

1 free rank of the Lethal Blows talent.

100 xp to start.

That will probably suffice for the Kaleesh. If you know someone with either the Revised Core Rules d20 or Saga Edition books, then stats and characteristics are available there. Pm me, and I can provide some further details in order to create a more detailed conversion.

I have completed conversions for Arcona and Besalisk as playable species. Is there a group doc we can update, or should I just post here for review?

I actually made an entry for the Taung, one of the two original species native to Coruscant, who were kicked off world and settled Mandalore, and eventually became the first Mandalorians. But then they all died because they started adopting kids from other species and stuff. But they were badass :P .

I like the Kaleesh entry, but I might suggest you give them 12 + Brawn wounds, the ability to remove 1 setback dice from perception/vigilance due to darkness, and 90 starting experience instead. I feel like they are about as hardy as Trandoshans, but obviously without the regenerative powers.

I'm thinking of including the Nightsisters in my campaign somehow. Is there a difference between Dathomiri Zabraks and the Iridonians? I know both Savage and Maul came from Dathomiri slave stock and their coloring (as well as physical prowess) seems to be different. I'm also wondering if anyone has worked up stats for Nightsisters themselves. I suppose I could do it, but I'm always looking out for time savers :P .

Arcona

Species Abilities

Wound Threshold : 10 + Brawn

Strain Threshold : 10 + Willpower

Starting XP : 90

Great Fortitude : Arcona downgrade the difficulty of Resilience checks made to resist the effects of any poison by two.

Scent : Arcona may remove all setback dice imposed due to concealment against a target that is within Short Range, and they do not suffer setback dice for poor visibility conditions when tracking.

http://starwars.wikia.com/wiki/Arcona

Characteristic Rating

Brawn 2 Cunning 1

Presence 3 Agility 2

Intellect 2 Willpower 2

Besalisk

Species Abilities

Wound Threshold : 12 + Brawn

Strain Threshold : 10 + Willpower

Starting XP : 90

Special Abilities : Besalisks begin the game with one free rank in Survival or Resilience. They still may not train Survival or Resilience above Rank 2 during character creation.

Food Stores: Besalisks can go without food for up to eight days and water for up to three days.

Multidexterous : Besalisks add a boost die to all Coordination checks when engaged in a task requiring more than two arms and to combat checks when attacking with light weapons held in more than two hands.

http://starwars.wikia.com/wiki/Besalisk

Characteristic Rating

Brawn 3 Cunning 2

Presence 2 Agility 1

Intellect 2 Willpower 2

I'm thinking of including the Nightsisters in my campaign somehow. Is there a difference between Dathomiri Zabraks and the Iridonians? I know both Savage and Maul came from Dathomiri slave stock and their coloring (as well as physical prowess) seems to be different. I'm also wondering if anyone has worked up stats for Nightsisters themselves. I suppose I could do it, but I'm always looking out for time savers :P .

Savage and Maul are still Zabraks. Even if they come from another planet. I would still use the same stats that I would for any other Zabrak. Their increased physical prowess would come into play by increasing their stats at character creation. Slave labor makes for strong slaves, but it isn't their biological code doing that; it is their backgrounds.

Nightsisters and other Dathomirian witches would just be humans race wise. Their particular talents would just come into play with specializations/force powers/careers.

As for Adversary stats for them, I don't know. For strong ones, you could easily modify the Forsaken Jedi/Emperor's Hand to meet your needs. Weaker ones could be created from scratch or nerfed down from there.

@deeahchur, that font caused me to read your Arkona and Besalisk entries in a maudlin southern Antebellum Era accent. Great fun!

Edited by Callidon

Ewok bounty hunters are canon: Treek .

And I'm glad there are no Yuuzhan Vong in the menagerie (even though I know EotE is too early in the timeline for them to show up).

I want the Vong to be in the menagerie. The New Jedi Order is still my favorite Star Wars EU series and I loved how the Vong showed up and just whipped the galaxy... I loved how different their technology was and their race and how everything was biological and living. There has never been any good written Star Wars resource that really showed off just how cool this race is.

They are my personal favorite race. I liked how outside the Force they were. They were different and they really challenged the Jedi to think outside their little Force bubble and come to learn the Force in entirely new ways.

I GMed an Ewok gunslinger before in Star Wars D6, during the Rebellion era. He was a loner who left Endor years ago, acclimatized himself with the galactic culture in the Outer Rim and now has a sombrero, a poncho and twin blasters. His name was Pew Pew. It was awesome.

starwars-gokl-team2.jpg

OMG. Pew Pew. Yes!

Houk - http://starwars.wikia.com/wiki/Houk

Brawn 3

Agility 2

Intellect 2

Cunning 2

Willpower 2

Presence 1

Starting XP: 90

Wound Threshold: 13 + Brawn

Strain Threshold: 9 + Willpower

Special Abilities: Houk begin the game with one rank in either Deceit or Skulduggery. They still may not train either above two during character creation. Houk start the game with one rank in the Enduring talent.

Imposing Bulk: Houk may use Brawn rather than Presence when making Coerce checks.

What kind of starting stats for a Spartan? Physical abilities at 3 to start? Maybe 4?

Brawn 4

Agilitiy 3

Intellect 2

Cunning 2

Willpower 3

Presence 2

Wound Threshold: 14 + Brawn

Strain Threshold: 14 + Willpower

Starting XP: 90

Definately not a character for regular games, but how's that look for a HALO style game? I want them to be impressive compared to a regular human soldier.

E

Oh hell no. That is WAY too strong for a starting race, unless everything you are planning on having them face would be absurdly powerful. I wouldn't recommend tricking out a race that much, even if they are supposed to be supersoldiers.

Houk - http://starwars.wikia.com/wiki/Houk

Brawn 3

Agility 2

Intellect 2

Cunning 2

Willpower 2

Presence 1

Starting XP: 90

Wound Threshold: 13 + Brawn

Strain Threshold: 9 + Willpower

Special Abilities: Houk begin the game with one rank in either Deceit or Skulduggery. They still may not train either above two during character creation. Houk start the game with one rank in the Enduring talent.

Imposing Bulk: Houk may use Brawn rather than Presence when making Coerce checks.

I think you should give them 1 starting Agility, Intellect, Cunning possibly, instead of 1 in Presence.

I'm also not a fan of Imposing Bulk, because having that as a rule basically says that no one else can be intimidating just because of their size alone, and I don't like limiting myself. If a player who isn't a houk, but is a Gammorean or a Herglic wants to make a coercion check with Brawn instead of Willpower (which it is Willpower by default BTW, not Presence) then I think you might consider doing it no matter what they are. It really depends on how they are trying to intimidate them. If it is through words and subtle action, Willpower. If it is just by being a scary guy, Presence, with maybe boost for a high Brawn.

I'm basically translating the d20 stats as closely as possible, but I see where you're coming from. How's this?

Brawn 3

Agility 2

Intellect 1

Cunning 2

Willpower 2

Presence 2

Starting XP 90

Wound Threshold 13 + Brawn

Strain Threshold 9 + Willpower

Special Abilities: Houk begin the game with one rank in either Deceit or Skulduggery. They still may not train either above two during character creation. Houk start the game with one rank in the Enduring talent and one rank in the Intimidating talent.

And one more... mainly because I wanna play a space-squirrel!

Kushiban - http://starwars.wikia.com/wiki/Kushiban

Brawn 1

Agility 3

Intellect 2

Cunning 2

Willpower 2

Presence 2

Starting XP: 100

Wound Threshold: 9 + Brawn

Strain Threshold 11: + Willpower

Special Abilities: Kushiban gain one free rank in Athletics. They still may not train this above Rank 2 at character creation. They receive one free rank in the Rapid Reaction talent.

Heart on the Sleeve: Kushiban communicate their emotions by changing the colour of their fur. Any creature familiar with Kushibans gains a Boost die on Deceit, Charm or Coerce checks against it when able to see its fur.

Size: Kushiban have a Silhouette of 0.

I'm trying to come up with stats for a Mirialan ( http://starwars.wikia.com/wiki/Mirialan ), mainly so I can play as the same race as my current SWTOR character. Problem is that they have never been written up in any of the previous SW RPG versions and information is inconsistent at best.

Here is my first attempt at stats.

Brawn 2

Agility 2

Intellect 2

Cunning 2

Willpower 2

Presence 2

Wound Threshold: 10+Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 100 XP

Special Abilities: Mirialan’s begin the game with one rank in negotiation. They still may not train this skill higher than rank 2 at character generation

Still feel like I need to add either an attribute increase or give them another special abilities. Any thoughts or suggestions?

*Edit: In case anyone is wondering the idea of giving them a free rank in negotiation comes from the SWTOR backgrounds I've read.

Edited by ghostfinder

I'd say near humans are mostly just Humans with different skin tones, etc. Use the human stats and spend one of your free ranks on Negotiate, maybe the other in Athletics repreesenting their flexibility. the rest is culture

I'd say near humans are mostly just Humans with different skin tones, etc. Use the human stats and spend one of your free ranks on Negotiate, maybe the other in Athletics repreesenting their flexibility. the rest is culture

I think that many of the various species - including the Chiss - can be done as near humans using the human stats.

I'm basically translating the d20 stats as closely as possible, but I see where you're coming from. How's this?

Brawn 3

Agility 2

Intellect 1

Cunning 2

Willpower 2

Presence 2

Starting XP 90

Wound Threshold 13 + Brawn

Strain Threshold 9 + Willpower

Special Abilities: Houk begin the game with one rank in either Deceit or Skulduggery. They still may not train either above two during character creation. Houk start the game with one rank in the Enduring talent and one rank in the Intimidating talent.

I think that's perfect, actually. :D .

I'm trying to come up with stats for a Mirialan ( http://starwars.wikia.com/wiki/Mirialan ), mainly so I can play as the same race as my current SWTOR character. Problem is that they have never been written up in any of the previous SW RPG versions and information is inconsistent at best.

Here is my first attempt at stats.

Brawn 2

Agility 2

Intellect 2

Cunning 2

Willpower 2

Presence 2

Wound Threshold: 10+Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 100 XP

Special Abilities: Mirialan’s begin the game with one rank in negotiation. They still may not train this skill higher than rank 2 at character generation

Still feel like I need to add either an attribute increase or give them another special abilities. Any thoughts or suggestions>

Interesting. Maybe add +1 or 2 to their Strain Threshold to symbolize their natural connection to the force, even if they aren't force sensitive? I'm pretty sure that meditation and self-actualization is a big deal in Mirialan culture so I could see that being a thing. I'd also bump their starting XP to 110, which is the typical amount for people with 2s across the board.

Since we're posting our ideas... here's my Taung entry I made for a player in my game.

The Taung

Species Abilities

· Wound Threshold: 14 + Brawn

· Strain Threshold: 8 + Willpower

· Starting Experience: 90 XP

· Special Abilities: Taung begin the game with one rank in Resilience. They still may not train Resilience above rank 2 during character creation

· Durable: Taung begin the game with one rank in the Durable talent.

Characteristic Rating

Brawn 3

Presence 2

Intellect 2

Cunning 1

Agility 2

Willpower 2