How to raise a Sand Worm and a question concerning Knowledge skills

By colourful2, in Game Masters

Hey fellow GMs!

The title says it all: I encountered 2 little problems while GMing and was wondering if someone in this awesome community could help me out :D

Let's get right into it:

1) Raising a Sand Worm


I have a PC that took the Bounty Hunter - Survivalist Spec and he seems to be very eager about finding awesome wildebeasts to tame. The group just started however and so they have neither the funds nor the knowledge to take on tasks like that yet.

To still make him have a good time, I had him encounter a tiny sandworm (its pretty much an a little bit cooler earthworm) last session and told him to roll his survival. He ended up with successes, advantages and even a triumph… long story short, he's got a caterpillar-friend now that he calls "Rex", that is crawling around his face and shoulder all day and that - once a day - can heal 1 Strain by rubbing its mellow side against the PCs cheek.

So my question concerning this: I was wondering if maybe there was some way the PC could first feed the worm with some sort of rare flora/minerals to make it get bigger and then maybe some day actually train him? I know there are no such rules and that this is probably going against Star Wars Lore, but what are your thoughts on that?


2) A problem concerning Knowledge skills

I seem to have a problem with making good use of the Knowledge skills. As my Players are RPG-n00bs like me they never take the initiative in asking me wether they could make a Knowledge-Check and also I feel like the simple information-side of the Knowledge skills is something that doesn't fit our particular game (yet).

I think I could make these skills seem more juice by giving them an additional mechanical use. Here's what I've come up with: I related every Knowledge skill to 3 other skills that match it in theme. Whenever a PC wants to check one of the matched skills, he gets as many boost dice as he would have yellow dice when checking the corresponding Knowledge skill (up to a maximum of 3 boost, as there's only so much that Knowledge can do).

Here are the matches I thought of:

- Xenology: Survival, Meele, Brawl

- Core Worlds/Outer Rim: Charm, Leadership, Negotiation (as long as they are in the corresponding area)

- Education: Medicine, Mechanics, Computers

- Underworld: Streetwise, Deception, Skulduggery

I think the matches make sense but I am unsure that maybe it could be too powerful. What do you think of this? Do you have other ideas of how to make the Knowledge skills more appealing to my PCs?



Thanks in advance :D

Edited by Colourful

1) More Survival and/or knowledge:Xenology checks would allow this. You could probably have him roll once per adventure/session and have the worm "level up" as a result.

2) I'd try just giving them hints before monkeying with the system. It's ok for a GM to say things like "You see a big alien with green skin and a elephant like trunk, but you'll need to roll Xenology to know what he is."

The more I think about it, the more I like your Knowledge skill idea, but I'm still very torn on it. On the one hand, it lends a Boost for having the right "intellectual" tools for the job. But on the other hand, it feels like it's the sort of bonus you'd find in the 15-25 XP range of a talent tree.

I'd recommend maybe diluting the reward to 1 Boost per 2 Proficiency, so that it requires more dedication to Intellect and knowledge to get those Boost dice. That way, your "average" character can still get 1 Boost die pretty easily, but it takes a genius professor to get 2. Since skills cap at 5, it would be impossible to get 3 Boosts.

First of all thanks for the input guys! :D

1) More Survival and/or knowledge:Xenology checks would allow this. You could probably have him roll once per adventure/session and have the worm "level up" as a result.

2) I'd try just giving them hints before monkeying with the system. It's ok for a GM to say things like "You see a big alien with green skin and a elephant like trunk, but you'll need to roll Xenology to know what he is."

1) I was thinking about handeling it something like that. I checked Wookiepedia and found the "Dune Worms" of Tatooine, I guess after about 100 net successes on survival cheks I could allow for the worm to turn out similar to them.

2) I've been trying to do that... Maybe I should just give it a bit more time to have the system of Knowledge Skills better sink into my players minds.

The more I think about it, the more I like your Knowledge skill idea, but I'm still very torn on it. On the one hand, it lends a Boost for having the right "intellectual" tools for the job. But on the other hand, it feels like it's the sort of bonus you'd find in the 15-25 XP range of a talent tree.

I'd recommend maybe diluting the reward to 1 Boost per 2 Proficiency, so that it requires more dedication to Intellect and knowledge to get those Boost dice. That way, your "average" character can still get 1 Boost die pretty easily, but it takes a genius professor to get 2. Since skills cap at 5, it would be impossible to get 3 Boosts.

I'm glad you enjoy the idea and I can totally relate to you being torn on it. As am I.
I was thinking that for characters that don't have the Knowledge Skills as their career skills the expense of 10 XP for 1 boost on such checks should be ok (especially since I don't really enjoy the 5 XP "-1 Setback" talents that float around most talent trees), but it probably is a little too generous. I like your version better, thanks a lot for the insight =)

From what I've seen, knowledge is often used when something is mentioned. Even if that something is pretty common fare to us as players, no one in the galaxy will know who Luke Skywalker, some random farmer from Tatooine, is. This also works in other cases, such as the Kessel Run, Black Sun, and the Empire. If someone mentions the Emperor's Hand, the PCs must take a formidable Knowledge Something-or-Another to be able to know that they're talking about a highly trained individual. Even if a player knows about a situation, that doesn't mean the PC does, too. Not everyone knows what the Kessel Run is (but it'd be an easy roll), and not everyone knows who Xizor is.

1) I agree with the others. Survival and knowledge checks could be made (maybe once a session). However, more importantly, the pet may become obligation since the PC is now obligated to care for the animal. You could then tie in some plot loops. "Rex" has outgrown his normal foods and needs about 10m^3 of bantha poodoo or "Rex" gets lost on the ship during hyperspace and XYZ happens. The Obligation could end when "Rex" is full grown and maybe then he's fully tamed.

2) I also agree with the others here. Use of the skills also depends on your adventures so you can make it as big of a deal or not as you see fit. Just be careful to have them rolling all the time for various things. You kind of just have to feed them info if you think they'll know it.

Edited by Dharus

From what I've seen, knowledge is often used when something is mentioned. Even if that something is pretty common fare to us as players, no one in the galaxy will know who Luke Skywalker, some random farmer from Tatooine, is. This also works in other cases, such as the Kessel Run, Black Sun, and the Empire.

Ok, thank you for the info =) I guess I just need to hold back more information and make them roll for it.

1) I agree with the others. Survival and knowledge checks could be made (maybe once a session). However, more importantly, the pet may become obligation since the PC is now obligated to care for the animal. You could then tie in some plot loops. "Rex" has outgrown his normal foods and needs about 10m^3 of bantha poodoo or "Rex" gets lost on the ship during hyperspace and XYZ happens. The Obligation could end when "Rex" is full grown and maybe then he's fully tamed.

2) I also agree with the others here. Use of the skills also depends on your adventures so you can make it as big of a deal or not as you see fit. Just be careful to have them rolling all the time for various things. You kind of just have to feed them info if you think they'll know it.

The Obligation-part had not yet occured to me, but is defenitely very important. Thanks a lot for pointing it out to me!

Please excuse the consecutive posts, but I tried to come up with the specifics on how to level up that sand worm yesterday and I thought I'd put my ideas up for critique and insight.


Leveling up:

- rolling survival x1 per session: 10 net successes are needed for one level-up; 2 advantages/threats count as 1 success/failure

The levels:
Level 00: New skills: Heal 1 strain x1 per session

Level 01: New skills: Heal 1 strain x2 per session

Level 02: New skills: +1 boost die on first Perception-checks each day (it says on Wookiepedia that dune worms were rumored to produce an awareness-raising spice, so this skill is there to somewhat reflect the worm starting to give off some sort of fumes)

Level 03: Attributes: 1 / 1 / 1 / 1 / 1 / 1 / Secondary Attributes: Wound: 10; Strain: 4; Soak: 2 / New skills: Dig

Level 04: New skills: Bite (3 DMG; Pierce 2)

Level 05: New skills: +1 boost die on first 2 Perception-checks each day

Level 06: Attributes: 2 / 2 / 1 / 2 / 2 / 1 / Secondary Attributes: Wound: 13; Strain: 6; Soak: 4 / New skills: Bite (5 DMG; Pierce 2)

Level 07: New skills: +1boost die (Engaged AoE) on first 2 Perception-checks each day

Level 08: New skills: Bite (5 DMG; Pierce 3)

Level 09: Attributes: 3 / 2 / 1 / 2 / 2 / 1 / Secondary Attributes: Wound: 16; Strain: 8; Soak: 6 / New skills: Grapple 1

Level 10: New skills: +1 boost die (Engaged AoE) on first 3 Perception-checks each day

Level 11: New skills: Bite (6 DMG; Pierce 4)

Level 12: Attributes: 4 / 2 / 1 / 3 / 3 / 1 / Secondary Attributes: Wound: 20; Strain: 10; Soak: 8 / New skills: Grapple 2

Level 13: New skills: +1 boost die (Engaged AoE) on first 4 Perception-checks each day

Level 14: New skills: Bite (7 DMG; Pierce 4)

Level 15: Attributes: 6 / 2 / 1 / 3 / 3 / 1 / Secondary Attributes: Wound: 25; Strain: 12; Soak: 10 / New skills: +1 boost die (Engaged AoE) on first 5 perception each day

Size of the worm:

- Until Level 03: size of a palm

- Until Level 06: 25cm long / 10cm wide

- Until Level 09: 1m long / 25cm wide

- Until Level 12: 3m long / 60cm wide

- Until Level 15: 8m long / 1,5m wide

Providing for the worm: (I know that from a biological standpoint the shift from herbivore to carnivore is somewhat weird (though not completely unrealistic), but I think it has a nice effect on the image of the worm. At first he is this rather cute little thing and later on he becomes pretty fearsome and cruel.)

- Until Level 03: Minerals found in sand (Cost: 0 Credits / Session)

- Until Level 06: Razormoss and Lichen found on rocks (Cost: 5 Credits / Session)

- Until Level 09: Profogg found on Tatooine (Cost: 25 Credits / Session)

- Until Level 12: Galoomps and equally sized fauna (Cost: 200 Credits / Session)

- Until Level 15: Eoopies and equally sized fauna (Cost: 400 Credits / Session)

Obligation coming from the worm:

- Type: Responsibility

- Maximum Value: 30

- +1 per Level until Level 05 / Possible complications: Food is hard to come by

- +2 per Level until Level 10 / Possible complications: Worm is being hunted / Worm is constantly trying to break free / Food is hard to come by

- +3 per Level until Level 15 / Possible complications: Worm is getting uncontrollable / Transportation is becoming a problem / Worm is being hunted / Worm is constantly trying to break free / Food is hard to come by



So as I said: comments and critique would be immensely appreciated!

Edited by Colourful

I would change your AOE level. Something a 1m long isn't really going to do major AOE attacking. Maybe around level 15.

I wouldn't let the player off obligation until he actually left it in a natural habitat. So, if he sets it free on Tatooine, he frees himself of the obligation but the worm perhaps still treats him as a friend when they arrive on the planet. Something like a Jabba the Hutt and Sarlacc relationship could also work.

Whelp, decided I might as well look up what a dune worm looks like for Star Wars, and might I say they are BIG. I'd suggest that eventually it grows so large that they know they won't be able to transport it anymore, and so they'll have to let it go free, like you already said. Try to make it more dramatic when they release it, like it wants to stay but knows it must go. Of course, they can come visit later. Should be easy to find him when he's big enough to swallow a YT-1300 whole. Because they get big.

But yeah, your list is pretty good from my perspective.

I would change your AOE level. Something a 1m long isn't really going to do major AOE attacking. Maybe around level 15.

I wouldn't let the player off obligation until he actually left it in a natural habitat. So, if he sets it free on Tatooine, he frees himself of the obligation but the worm perhaps still treats him as a friend when they arrive on the planet. Something like a Jabba the Hutt and Sarlacc relationship could also work.

That is a good point, thank you! I changed it so that the AoE doesn't set in until Level 12.

Whelp, decided I might as well look up what a dune worm looks like for Star Wars, and might I say they are BIG. I'd suggest that eventually it grows so large that they know they won't be able to transport it anymore, and so they'll have to let it go free, like you already said. Try to make it more dramatic when they release it, like it wants to stay but knows it must go. Of course, they can come visit later. Should be easy to find him when he's big enough to swallow a YT-1300 whole. Because they get big.

But yeah, your list is pretty good from my perspective.

Wow, thanks for sharing! All the info I got on Dune Worms was from Wookiepedia and afaik there was no info on size or measurements there. I will absolutely include your insight in my game =)

Probably you already know it but FFG designers in a small text said that Edge focus on more cinematic scenes but feel free to add some skills like Perform or Handle Animals. Maybe the second will fit you.

Of course the Knowledge option is always a good one :D

Probably you already know it but FFG designers in a small text said that Edge focus on more cinematic scenes but feel free to add some skills like Perform or Handle Animals. Maybe the second will fit you.

Of course the Knowledge option is always a good one :D