Species Creation

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

Ah yes someone already mentioned that for me earlier, but I forgot to expand upon something in my previous post. As the species is in the Menagerie now it's actually pretty good, the Verpine has 3 in Intellect and 1 in Brawn, they have a free rank in Mechanics and have the Gearhead talent. All of these things are good at representing the Verpine species as far as I know it, except for the tough chitin. However adding a free rank in Enduring ontop of all it already has seems to make the Verpine a bit overpowered compared to the other species. We could of course drop either the rank in Mechanics or the Gearhead talent, but then again those both fit the species rather well. So as I am obviously clueless I turn to you guys for help, any further input HappyDaze?

Drop Gearhead if you want Enduring. Optionally, just go with Brawn 2 at start and instead drop another starting score to 1., possibly Presence.

Enduring is a far more valuable talent than Gearhead, as quite a few specs have Gearhead for 5XP, but the cheapest I've seen Enduring is 15XP. Based on the species that FFG is publishes so far, it seems that the only talents that should be handed out as bonus talents are those available for 5XP.

Honestly, if Morridni really wants the Verpine to not be so fragile, your suggestion of replace Presence as their "dump stat" instead of Brawn, in conjuction with dropping Gearhead for a +2 bonus to Wound Threshold (the equivalent to the Toughened talent, which is also available for 5XP under a number of specs) would probably cover it.

Verpine don't really seem like a very brawny speicies aside from their carapace, so enduring in combination with Brawn 1 seems to me to be the best combination.

Verpine having very poor negotiation skills also doesn't seem quite right.

How about reducing the wound threshold to 9 in addition to replacing gearhead with enduring?

(As for only 5 XP talents being handed out, Enduring is also given to droids.)

Edited by Chronosheep
As for only 5 XP talents being handed out, Enduring is also given to droids.

Well, droids also start with a 1 in every Characteristic and would have to spend the bulk of their starting XP budget to get to where Humans are in terms of Characteristic scores.

As for adding Enduring, I suppose dropping the Wound Threshold by 2 points and losing Gearhead would balance it out somewhat.

Ah yes someone already mentioned that for me earlier, but I forgot to expand upon something in my previous post. As the species is in the Menagerie now it's actually pretty good, the Verpine has 3 in Intellect and 1 in Brawn, they have a free rank in Mechanics and have the Gearhead talent. All of these things are good at representing the Verpine species as far as I know it, except for the tough chitin. However adding a free rank in Enduring ontop of all it already has seems to make the Verpine a bit overpowered compared to the other species. We could of course drop either the rank in Mechanics or the Gearhead talent, but then again those both fit the species rather well. So as I am obviously clueless I turn to you guys for help, any further input HappyDaze?

Drop Gearhead if you want Enduring. Optionally, just go with Brawn 2 at start and instead drop another starting score to 1., possibly Presence.

Enduring is a far more valuable talent than Gearhead, as quite a few specs have Gearhead for 5XP, but the cheapest I've seen Enduring is 15XP. Based on the species that FFG is publishes so far, it seems that the only talents that should be handed out as bonus talents are those available for 5XP.

Honestly, if Morridni really wants the Verpine to not be so fragile, your suggestion of replace Presence as their "dump stat" instead of Brawn, in conjuction with dropping Gearhead for a +2 bonus to Wound Threshold (the equivalent to the Toughened talent, which is also available for 5XP under a number of specs) would probably cover it.

Verpine don't really seem like a very brawny speicies aside from their carapace, so enduring in combination with Brawn 1 seems to me to be the best combination.

Verpine having very poor negotiation skills also doesn't seem quite right.

How about reducing the wound threshold to 9 in addition to replacing gearhead with enduring?

(As for only 5 XP talents being handed out, Enduring is also given to droids.)

When deciding whether a species gets a starting {Characteristic} of 1, 2, or 3, the question isn't "are they particularly {Characteristic}y or not. It's are they notably more/less {Charactersitic}y than your typical Human. That's a tough question to answer with the Verpine because they've been almost solely *background* characters in the Star Wars universe.

Personally, without some reference discussing how durable their carapaces are (and there's no mention of such on their Wookieepedia page), I'd drop the Enduring talent. Remember, Enduring is given to droids because, structurally, they're primarily made of metals.

Ah yes someone already mentioned that for me earlier, but I forgot to expand upon something in my previous post. As the species is in the Menagerie now it's actually pretty good, the Verpine has 3 in Intellect and 1 in Brawn, they have a free rank in Mechanics and have the Gearhead talent. All of these things are good at representing the Verpine species as far as I know it, except for the tough chitin. However adding a free rank in Enduring ontop of all it already has seems to make the Verpine a bit overpowered compared to the other species. We could of course drop either the rank in Mechanics or the Gearhead talent, but then again those both fit the species rather well. So as I am obviously clueless I turn to you guys for help, any further input HappyDaze?

Drop Gearhead if you want Enduring. Optionally, just go with Brawn 2 at start and instead drop another starting score to 1., possibly Presence.

Enduring is a far more valuable talent than Gearhead, as quite a few specs have Gearhead for 5XP, but the cheapest I've seen Enduring is 15XP. Based on the species that FFG is publishes so far, it seems that the only talents that should be handed out as bonus talents are those available for 5XP.

Honestly, if Morridni really wants the Verpine to not be so fragile, your suggestion of replace Presence as their "dump stat" instead of Brawn, in conjuction with dropping Gearhead for a +2 bonus to Wound Threshold (the equivalent to the Toughened talent, which is also available for 5XP under a number of specs) would probably cover it.

Verpine don't really seem like a very brawny speicies aside from their carapace, so enduring in combination with Brawn 1 seems to me to be the best combination.

Verpine having very poor negotiation skills also doesn't seem quite right.

How about reducing the wound threshold to 9 in addition to replacing gearhead with enduring?

(As for only 5 XP talents being handed out, Enduring is also given to droids.)

When deciding whether a species gets a starting {Characteristic} of 1, 2, or 3, the question isn't "are they particularly {Characteristic}y or not. It's are they notably more/less {Charactersitic}y than your typical Human. That's a tough question to answer with the Verpine because they've been almost solely *background* characters in the Star Wars universe.

Personally, without some reference discussing how durable their carapaces are (and there's no mention of such on their Wookieepedia page), I'd drop the Enduring talent. Remember, Enduring is given to droids because, structurally, they're primarily made of metals.

The Wookiepedia page states that their carapace is " tough enough to deflect a blade or even absorb a glancing blaster bolt ". This seems like a rather important feature, and I think it should be reflected in their stats somehow.

To my knowledge, Verpine have had some kinds of defensive bonuses in earlier Star Wars RPGs too.

As far as I can see, the enduring talent is the best way to represent this. It might be a bit over the top compared to the metal bodies of droids, but I don't see any better alternatives.

I don't know how Verpine compare to humans in terms of strength, but they do seem to have rather scrawny bodies, which makes it a bit counterintuitive for them to have a high base brawn rating.

The way I understand it, a high wound threshold would in roleplaying terms correspond to the endurance and ability to keep going for a character that has been wounded - how much damage he can take before he collapses. This, again does not correspond to having a strong carapace.

Therefore, in the end, I think the best solution is the one suggested above: Reduce their wound threshold and replace gearhead in favour of the enduring talent. Their technical skills are already represented to some degree by the extra point in mechanics.

Edited by Chronosheep

I don't know how Verpine compare to humans in terms of strength, but they do seem to have rather scrawny bodies, which makes it a bit counterintuitive for them to have a high base brawn rating.

In the old days of WEG, they were somewhat deficient in both Dexterity and Strength.

I don't know how Verpine compare to humans in terms of strength, but they do seem to have rather scrawny bodies, which makes it a bit counterintuitive for them to have a high base brawn rating.

In the old days of WEG, they were somewhat deficient in both Dexterity and Strength.

Going by their WEG stats, I'm inclined to believe the extra die of armor was to help offset their sub-par Strength, seeing as how WEG used Strength rolls to resist damage, but curiously enough said armor bonus only applied against physical attacks (GG4, pg92 under Body Armor ). So in light of that, I'd say Enduring doesn't fit at all, as it seems far too much emphasis is being put on a fluff description rather than anything that has an actual mechanical effect. Plus, Voice brings up a very good point about Droids having a lack of "fragile squishy bits" that meatbags generally have.

Given that this is a narrative system, you could just simply increase the Verpine's Wound Threshold by another 2 points and narrate it as being the result of their chitinous skin ablating some of the impact of those blaster shots and blade swings, allowing them to stay in the fight longer than their frail physique would otherwise suggest.

Honestly, I think you guys are on the right track. When it comes to balance, it doesn't seem like the Verpine in the USM are getting the full bang for their buck. They are down 10 EXP from a typical non-human 1 and 3 race, but they only get Gearhead and a remove setback on a very specific set of perception checks.

I like the Enduring talent, but they are themselves pretty small and weak. Their carapace is just about the only thing they have going for them in defense. Besides that, I figure they aren't particularly good at taking a hit.

Here's what I'd do from the USM entry as a base, personally.

-Drop WT to 9.
-Add Enduring talent.
-Modify racial trait to just add Boost to all perception checks - their microscopic vision should help them way more than in extremely specific places.

You could possibly add another ability that allows them to have a silent "handheld comlink" that allows them to speak to any Verpine within several hundred kilometers using radio waves. Or, you could just kinda do that as a GM. I don't figure that should be too important, and I don't think that should be accounted in with their stats, since it seems like an ability too niche to worry about stating and counting for experience.

Edited by Endrik Tenebris

Here's what I'd do from the USM entry as a base, personally.

-Drop WT to 9.

-Add Enduring talent.

-Modify racial trait to just add Boost to all perception checks - their microscopic vision should help them way more than in extremely specific places.

By what you wrote there it seems that the Verpine would keep the Gearhead talent, while also getting Enduring. Did you intend for this or did you forget about the Gearhead?

Ahh, right. While I like the idea of them having something else making them good at making ****, it is kinda hit or miss. With the big three things that we are trying to give them:

-Tough Exoskeleton
-Good at Tech
-Microscopic Vision

We are pretty much dealing with too much stuff. So, unfortunately, I would say that Gearhead probably has to go to maintain balance.

However, the more I look at it, the more I actually don't think soak is good enough. The entry on their carapace leads me to think Deflection, not Absorbsion. So instead, this is what I suggest.

-Drop WT to 9.
-Drop Gearhead

-Add racial ability Carapace: Verpine have 1 defense from their hard exoskeletons
-Modify racial trait to just add Boost to all checks involving small details - including certain Mechanics, Perception, etc. checks. Their microscopic vision should help them way more than in extremely specific places.

I like this a bit more. If they get hit, they get hit . But, they tend to not try to do that. Plus, I buffed the micro vision thing a bit because with just that ability, they were a little light on stuff. I think this will make a bit more balance species. What do you think?

Ahh, right. While I like the idea of them having something else making them good at making ****, it is kinda hit or miss. With the big three things that we are trying to give them:

-Tough Exoskeleton

-Good at Tech

-Microscopic Vision

We are pretty much dealing with too much stuff. So, unfortunately, I would say that Gearhead probably has to go to maintain balance.

However, the more I look at it, the more I actually don't think soak is good enough. The entry on their carapace leads me to think Deflection, not Absorbsion. So instead, this is what I suggest.

-Drop WT to 9.

-Drop Gearhead

-Add racial ability Carapace: Verpine have 1 defense from their hard exoskeletons

-Modify racial trait to just add Boost to all checks involving small details - including certain Mechanics, Perception, etc. checks. Their microscopic vision should help them way more than in extremely specific places.

I like this a bit more. If they get hit, they get hit . But, they tend to not try to do that. Plus, I buffed the micro vision thing a bit because with just that ability, they were a little light on stuff. I think this will make a bit more balance species. What do you think?

Does their microscopic vision need to have game stats? Trandoshans don't get any benefit from their infrared vision, and Wookiees get nothing from their claws. Sometimes a race has a trait that just isn't that significant.

Ahh, right. While I like the idea of them having something else making them good at making ****, it is kinda hit or miss. With the big three things that we are trying to give them:

-Tough Exoskeleton

-Good at Tech

-Microscopic Vision

We are pretty much dealing with too much stuff. So, unfortunately, I would say that Gearhead probably has to go to maintain balance.

However, the more I look at it, the more I actually don't think soak is good enough. The entry on their carapace leads me to think Deflection, not Absorbsion. So instead, this is what I suggest.

-Drop WT to 9.

-Drop Gearhead

-Add racial ability Carapace: Verpine have 1 defense from their hard exoskeletons

-Modify racial trait to just add Boost to all checks involving small details - including certain Mechanics, Perception, etc. checks. Their microscopic vision should help them way more than in extremely specific places.

I like this a bit more. If they get hit, they get hit . But, they tend to not try to do that. Plus, I buffed the micro vision thing a bit because with just that ability, they were a little light on stuff. I think this will make a bit more balance species. What do you think?

Does their microscopic vision need to have game stats? Trandoshans don't get any benefit from their infrared vision, and Wookiees get nothing from their claws. Sometimes a race has a trait that just isn't that significant.

I somewhat agree. I can't say I'm too familiar with the canon behind the Verpine, but their vision seems like a less important feature than their mechanical prowess, so I'm not sure if it's important enough to be represented explicitly.

Another possibility:

- Drop WT to 9

- Verpine start with 1 rank in Enduring

- Remove Microscopic sight

- Keep rank in Mechanic and Gearhead

EDIT:

In light of this thread http://community.fantasyflightgames.com/index.php?/topic/86214-cover-and-armor/ , if Verpine are to be given defense, I think it should increase defense by 1, so that it stacks with armor.

Otherwise, this feature would not be particularly useful. I think perhaps 1 soak would be better, to avoid the issues regarding defense. Changed my suggestion above accordingly.

Edited by Chronosheep

Ahh, right. While I like the idea of them having something else making them good at making ****, it is kinda hit or miss. With the big three things that we are trying to give them:

-Tough Exoskeleton

-Good at Tech

-Microscopic Vision

We are pretty much dealing with too much stuff. So, unfortunately, I would say that Gearhead probably has to go to maintain balance.

However, the more I look at it, the more I actually don't think soak is good enough. The entry on their carapace leads me to think Deflection, not Absorbsion. So instead, this is what I suggest.

-Drop WT to 9.

-Drop Gearhead

-Add racial ability Carapace: Verpine have 1 defense from their hard exoskeletons

-Modify racial trait to just add Boost to all checks involving small details - including certain Mechanics, Perception, etc. checks. Their microscopic vision should help them way more than in extremely specific places.

I like this a bit more. If they get hit, they get hit . But, they tend to not try to do that. Plus, I buffed the micro vision thing a bit because with just that ability, they were a little light on stuff. I think this will make a bit more balance species. What do you think?

Does their microscopic vision need to have game stats? Trandoshans don't get any benefit from their infrared vision, and Wookiees get nothing from their claws. Sometimes a race has a trait that just isn't that significant.

Well, that's the thing. Trandoshans do get something for their infared vision. They get a free rank in Perception, correct?

And in Wookiee culture, to use one's claws is to be branded as a permenant exile from Wookiee society. It is understandable that a Madclaw wouldn't be the typical Wookiee. If I had a player that wanted to use his claws regularly though, I would let him, and just say that he has claws ala Trandoshans or a Combat Knife that can't be disarmed and uses Brawl. So, sadly, those are not necessarily good examples XD. I see what you mean, but it seems like their intense vision is rather important, since it aids their mechanical expertise (which it also does in my interpretation.)

Ahh, right. While I like the idea of them having something else making them good at making ****, it is kinda hit or miss. With the big three things that we are trying to give them:

-Tough Exoskeleton

-Good at Tech

-Microscopic Vision

We are pretty much dealing with too much stuff. So, unfortunately, I would say that Gearhead probably has to go to maintain balance.

However, the more I look at it, the more I actually don't think soak is good enough. The entry on their carapace leads me to think Deflection, not Absorbsion. So instead, this is what I suggest.

-Drop WT to 9.

-Drop Gearhead

-Add racial ability Carapace: Verpine have 1 defense from their hard exoskeletons

-Modify racial trait to just add Boost to all checks involving small details - including certain Mechanics, Perception, etc. checks. Their microscopic vision should help them way more than in extremely specific places.

I like this a bit more. If they get hit, they get hit . But, they tend to not try to do that. Plus, I buffed the micro vision thing a bit because with just that ability, they were a little light on stuff. I think this will make a bit more balance species. What do you think?

Does their microscopic vision need to have game stats? Trandoshans don't get any benefit from their infrared vision, and Wookiees get nothing from their claws. Sometimes a race has a trait that just isn't that significant.

I somewhat agree. I can't say I'm too familiar with the canon behind the Verpine, but their vision seems like a less important feature than their mechanical prowess, so I'm not sure if it's important enough to be represented explicitly.

Another possibility:

- Drop WT to 9

- Verpine start with 1 rank in Enduring

- Remove Microscopic sight

- Keep rank in Mechanic and Gearhead

EDIT:

In light of this thread http://community.fantasyflightgames.com/index.php?/topic/86214-cover-and-armor/ , if Verpine are to be given defense, I think it should increase defense by 1, so that it stacks with armor.

Otherwise, this feature would not be particularly useful. I think perhaps 1 soak would be better, to avoid the issues regarding defense. Changed my suggestion above accordingly.

I apologize. It would be a stackable defense that increases defense by 1. I play with all defense sources stacking in my game because I think it makes sense, so I didn't even consider that. Sorry XD.

Simplifying it by making it soak would work, and just giving them gearhead would work too, but I feel like that's almost a bit of a cop out in this case. I dunno. I just feel like I would rather see them get something more unique, since this particular case doesn't really fit in my opinion with those pre-existing circumstances. Obviously you guys are free to do as you wish, but I'll probably have Verpine work how I did it from now on, if anyone wanted to play one.

So heres my first attempt at species creating feel free to make it better:

Xexto

aboriginal species(like ewoks and wookies) On their homeworld, the primary predator of the species were vicious challat eaters, which were defied through both agility and cunning.

Brawn-2

Cunning-2

Presence-2

Agility-2

Intellect-2

Willpower-2

XP: 100

Wound: 9+Brawl

Strain: 10+Willpower

Silhouette: 0

Prey:+1 to Agility OR Cunning

Easily Goaded: Treat Willpower 2 lower to a minimum of 1 when the Xexto’s bravery is called into question.

Impulsive: Begins Play with 1 free rank in one of these: Athletics, cool, skulduggery or pilot (planetary). It cannot be trained past 2 during char Creation. Then pick one of these as a career skill.

Ombidexterous: Xexto add a boost die to all Coordination checks and to combat checks

when attacking with two or more weapons.

Quermian

Wounds 10+Brawl

Strain 12+Willpower

Brawn-2

Cunning-1

Presence-2

Agility-2

Intellect-3

Willpower-2

Contemplative: Skulduggery/ Discipline one gets a free point and the other becomes a class skill. (Skulduggery for always thinking about how the galaxy fears their psychic powers and extra limbs and constantly working to hide/ alleviate these fears, Discipline to bolster their natural affinity to use the force.)

Telepathy: May Communicate with any other Quermian and anyone with at least Force Rating 1 as long as they can see each other.

Prone to mental illnesses: darkside points used by Quermians cause double normal Strain.

I find the xexto write up to be slightly over powered, so here's my suggestion for the Xexto:

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

WT: 10 + Brawn

ST: 10 + Willpower

Starting XP: 100

Special abilities: Xextos begin game with one free rank in either Coordination or Survival. They still may not train Coordination or Survival above rank 2 during character creation. They also receive one free rank in the Confidence talent.

Multi-limbed: Xextos have four arms which grants a Boost die when attacking with two (or more) weapons and Brawl checks.

Size: Xexto have a Silhouette of 0.

I was considering making the Brawl boost die situational for only grappling, even if the rules don't cover that specifically I thought a situational and narrative boost die for that would make sense. So not at all sure about the multi-limbed part. Another idea could be that, if the situation warrants it, the Xexto can give themselves a boost die as an unskilled assist manoeuvre, GM discretion of course...

The Pau'an

Species Abilities

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

Wound Threshold: 10 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 100 xp
Special Abilities: Pau'an begin the game with one rank in Coercion or Negotiation. They still may not train Coercion or Negotiation above rank 2 during character creation. They also start with one rank in the Commanding Presence talent.

An Ewok Imperial agent makes no sense. An Ewok "fringer" makes a ton of sense.

Everyone's game doesn't have to fit within the established bounds of Star Wars "sense." If a group is trying to keep things dressed up "properly" then an Ewok would likely not even show up in the queue.

My little brother made an Ewok bounty hunter in power armor when we were kids playing WEG d6. Yeah, it makes us both shake our heads and cringe to even think about it now, but when he was 8 and I was 12? It was good fun romping through the wastes of Tatooine.

I say that if a whole party of Ewoks forming a surf gang on Mon Calamari really gets someone's fun flowing, then have at it. The EU and canon thought police will rage and fume at their keyboards when they get wind of it, but as long as people are having a blast playing star wars? Or convinces someone to give Edge of the Empire a try? Go bonkers with your Ewok Force Sensitive Exile / Politico

400px-Contribute.jpg

Hi

Can anyone direct me to the latest version of the species stats as the links all seem to take me to an area where there is nothing

Thank you

Ian

I like Tharks from John Carter, and I'm thinking of introducing them in the game (some kind of conquered primitive race). Curious about ideas for the 4 arms and racial abilities. I've read the Menagerie but I'm not sure I'd want to just dup that. Any ideas welcome.

I like Tharks from John Carter, and I'm thinking of introducing them in the game (some kind of conquered primitive race). Curious about ideas for the 4 arms and racial abilities. I've read the Menagerie but I'm not sure I'd want to just dup that. Any ideas welcome.

The Tharks were very large. Something like 12 feet tall. In this game that would be Silhouette 2, but you may not way to make them that big.

I like Tharks from John Carter, and I'm thinking of introducing them in the game (some kind of conquered primitive race). Curious about ideas for the 4 arms and racial abilities. I've read the Menagerie but I'm not sure I'd want to just dup that. Any ideas welcome.

The Tharks were very large. Something like 12 feet tall. In this game that would be Silhouette 2, but you may not way to make them that big.

Agreed. I was thinkin Wookieish. 7-8'ish...

https://www.dropbox.com/sh/sqt7pm8p3bwkfrh/jLuS_17CI0

Here's what I have so far. You can find them in the races section.

So far, I got entries done for:

Houk (Identical to Cilionelle's)

Kushiban (Barely adjusted from Cilionelle)

Besalisk (Inspired by deeachur)

Arcona (Inspired by deeachur)

Kallesh (Inspired by LickinToad)

Miraluka

Taung

Talz

Gen'Dai

I have a lot more I'm going to do, including the Red Sith, Anomids, Mirialan, Neti, Abyssin, Chagrian, Geonosian, Kel Dor, and even Voss, Gormak, Rakata, and Esh-Ka, among others that I think of as I go. Let me know what you think of them as you look at them all!

EDIT: Wow, something got lost in translation when you view it straight from the Dropbox. If you download the files and view them then, they should be displayed CORRECTLY. Sorry about that! XD

Link dead. :(

https://www.dropbox.com/sh/sqt7pm8p3bwkfrh/jLuS_17CI0

Here's what I have so far. You can find them in the races section.

So far, I got entries done for:

Houk (Identical to Cilionelle's)

Kushiban (Barely adjusted from Cilionelle)

Besalisk (Inspired by deeachur)

Arcona (Inspired by deeachur)

Kallesh (Inspired by LickinToad)

Miraluka

Taung

Talz

Gen'Dai

I have a lot more I'm going to do, including the Red Sith, Anomids, Mirialan, Neti, Abyssin, Chagrian, Geonosian, Kel Dor, and even Voss, Gormak, Rakata, and Esh-Ka, among others that I think of as I go. Let me know what you think of them as you look at them all!

EDIT: Wow, something got lost in translation when you view it straight from the Dropbox. If you download the files and view them then, they should be displayed CORRECTLY. Sorry about that! XD

Link dead. :(

Indeed; however, I located the link in the user's signature.

https://www.dropbox.com/sh/f8i1potcpdk3x57/VjfPXLdAGJ/Star%20Wars

Hopefully you come back and see this post, it has been ages, but here's hoping.

Okay, here's Talz version 1!

Species Abilities

· Wound Threshold: 12 + Brawn

· Strain Threshold: 10 + Willpower

· Starting Experience: 90 XP

· Special Abilities: Talz begin the game with one free rank in perception or survival. They still may not train perception or survival beyond rank two at character creation.

· Environmental Adaptation: Talz may ignore one setback dice imposed by cold weather conditions or from darkness on all skill checks.

· Forager: Talz begin the game with the Forager talent.

Characteristic Ratings

Brawn 2

Agility 2

Intellect 1

Cunning 3

Willpower 2

Presence 2

Let me know what you guys think!

Wound Threshold: 12 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 XP

Brawn 3

Agility 2

Intellect 2

Cunning 2

Willpower 2

Presence 1 (they are a reclusive species)

Talz begin the game with one free rank in perception or survival. They still may not train perception or survival beyond rank two at character creation.

Talz may ignore one setback dice imposed by cold weather conditions on all skill checks.

Claws: When a Talz makes a Brawl check to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3.

Edited by Tweedledope

Wookieepedia suggests that Besalisks are not very coordinated with their extra appendages:

"Male Besalisks' heads sported prominent crests and four arms hung at their sides; females of the species could have as many as eight arms, but like Humans had a primary hand and a limited range of functionality with the others. "

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

To me, that's basically saying that "Yeah - they have 4 arms... so what? They don't necessarily have the brain functionality above a typical human which would allow them super-human coordination."

I'm not sure this representation of Besalisks as a playable species is totally accurate, though it would be a great base. The Pedia also goes into detail about how they are actually a very social people. It really doesn't say anything particular about their physical prowess. So, Presence, to me, would actually be a better stat to have a 3 in, instead of Brawn.

Moreover, it doesn't say anything about them being a species that isn't very agile. Sure, in AotC, we saw one over-weight old man of a Besalisk... but what is a Besalisk like in his/her prime? I think a better stat to have a 1 is Willpower, as the lore goes on several times about how this species is a very finicky and fickle species, often dropping what they're doing at a moment's notice.