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Star Wars: Edge of the Empire Beta
Lead a band of explorers and help shape the fate of the galaxy!
Moderator: FFG_Sam StewartGeckoynnen Topics: 250 | Posts: 4452
GM Resources: Aliens of the Galaxy
Published on 26 August 2012 - 12:02:36
Page 5 of 13 (192 messages) « First page... 3 4 5 6 7 ...Last page »
Reply #61 | Published on 30 August 2012 - 11:01:03

GM Chris said:

Donovan Morningfire said:

 

GM Chris said:

 

Nice.  But what about the Primitive Aspect?

This is going to be hard to model - since "primitive" ranged weapons are covered under Ranged (Light).

Hmm….

 

 

Maybe just a bit where Ewoks suffer a black die when using anything more advanced than primitive weaponry?  With the caveat that it can be bought off by paying 5 XP, either during or after character creation?

 

 

GAD.  Yeah - that works.  But it's soooo anti-K.I.S.S.

 

[/scratches chin]

Keep the black die, but have them lose it whenever they buy a skill rank in something tech related (vehicles, weapons, etc). Simple.

Without Signature

Reply #62 | Published on 30 August 2012 - 11:37:26

GM Chris said:

GAD.  Yeah - that works.  But it's soooo anti-K.I.S.S.

Alternatively, just scrap the primitive trait entirely.  Not able to access by WEG books, but I don't immediately recall if Ewoks were stuck with primative weapons there like they were in the d20 games (mostly as nobody played an Ewok in any of the d6 games I was in, either as GM or player).

The black die is a simple method to reflect the "not tech-savvy" without crippling them entirely, given we see Ewoks do okay with technology in RotJ after a very short while of "playing around" with it.

It's just getting rid of that black (setback?) die that's the thorny part.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #63 | Published on 30 August 2012 - 16:50:21
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 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

Without Signature

Reply #64 | Published on 31 August 2012 - 10:38:53
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So I have a humble request,

 

My brother and GM just received his beta copy of this game. This will make the third version of the Star Wars RPG i've played. In each incarnation i've wanted to do one thing I have never gotten the chance to do; Play a Hutt. Now i'm not talking a Jabba-esque slow moving high fat content Hutt. I'm more interested in playing a young Hutt in his prime, the more snake-like than slug-like ones.

 

When I asked him if it would be possible in this edition he said there were no stats for them, but he mentioned this very thread and said I should go "find stats for a Hutt if you want to play one so badly." Well that is what i'm doing. So the two main questions are:

1) Is it even viable? I haven't even physically held the book yet so i'm not sure about the pluses and minuses involved in character creation.

2) If it is viable could I entreat upon one of the brilliant crafting minds from this thread to knock a set of stats up for me?

 

Thanks everyone in advance for your help!

Without Signature
Reply #65 | Published on 31 August 2012 - 10:46:25

Cyril said:

 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

You and Dono bring up excellent points.  Sometimes it's so hard to divorce yourself from a rules-heavy playstyle, and just let the Roleplaying handle things…

Peace, Love,Good Gaming!

Reply #66 | Published on 31 August 2012 - 12:00:59

 

 

Let’s invite Hutts to the party :


Species Abilities:


Wound Threshold: 16+Brawn


Strain Threshold: 10+Willpower


Starting Experience: 100 XP


Special Abilities: Hutts begin the game with one rank in either Coerce or Deceit. They still may not train Coerce or Deceit above rank 2 during character creation.

Force Resistant (Hutts are notoriously resistant to manipulation through the Force. Any attempt to alter their thoughts or emotions via the Force automatically fails.)

Awkward (Due to their size, Hutts face severe limitations in flexibility and agility. They add 3 (Setback) dice to all Brawl, Melee, and Coordination checks they’re required to make.)

Ponderous (Hutts can never spend more than 1 maneuver moving per turn.)

Characteristic Rating:

Brawn 3           Cunning 3

Presence 1     Agility 1

Intellect 2         Willpower 2

P.S.: Personally, for a younger Hutt I would make Awkward add 2 (Setback), or maybe 1+(Silhouette)? Also, I’m not sure the starting XP shouldn’t be lower, feel free to criticize.
 

Without Signature

Reply #67 | Published on 02 September 2012 - 04:08:04

Cyril said:

 I figure any Ewok PC you're going to see is going to be one that is away from his home planet and has probably learned a thing or two- same with Gamorreans. 

I thought about a couple of different ways to do Primitive, but I was never satisfied with any of them. I'd ultimately leave it to a roleplaying decision by the player instead of a hard and fast mechanical constraint if he wants to play up the primitive aspect in his weapon choice. (GASP! Blasphemy, I know.)

That way you avoid mucking about with extra dice or XP costs that are probably unnecessary to begin with. 

I think Teepo would agree with me, GMC. ;)

To bring back a slightly old discussion, but I did get around to checking my WEG 2nd edition book, and the way they handled the Ewok's primitive status was to simply prevent them from spending any of their starting skill dice on any vehicle, starship, or repair skills.

Which leads me to thinking that if you did want to include some way to reflect an Ewok's primitive background, simply add a line that says Ewok PCs cannot spend any of their starting XP in Astrogation, Pilot (Space), and Use Computer skills.  Pilot (Planet) and Mechanics are tougher, because the little fuzzballs did have gliders and they did make some pretty effective hunting traps, but it may just simply have to be accepted as trying to restrict those skills to just primitive applications is veering away from K.I.S.S.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #68 | Published on 02 September 2012 - 21:28:29

 Don't auppose anyonw would be willing to write up a Cathar? Claws and Stealth seem to be their thing. Stealth seems pretty easy, as we have several skill examples to go on. Claws though…are there examples in the book I missed? Don't know what to suggest for those, or if there are any other mechanical aspects to the species.

 
Thanks!
Without Signature
Reply #69 | Published on 02 September 2012 - 21:36:15
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Glacialis said:

 Don't auppose anyonw would be willing to write up a Cathar? Claws and Stealth seem to be their thing. Stealth seems pretty easy, as we have several skill examples to go on. Claws though…are there examples in the book I missed? Don't know what to suggest for those, or if there are any other mechanical aspects to the species.

 
Thanks!

Trandoshans have claws. Here's how I'd stat out the Cathar.

 

Cathar

Wound Threshold: 10+Brawn

Strain Threshold: 10+Willpower

Starting XP: 90 XP

Special Abilities: Cathar begin the game with one rank in either Athletics or Stealth. They still may not train Athletics or Stealth about rank 2 during character creation.

Claws: When a Cathar make Brawl checks to deal damage to an opponent, he deals +1 damage and has a Critical Rating of 3.

 

Characteristic Rating

Brawn 2                         Cunning 2

Presence 2                   Agility 3

Intellect 1                       Willpower 2

 

Without Signature

Reply #70 | Published on 02 September 2012 - 22:14:43

 mSounds great! Sorry for the typos, smartphone reacting poorly to these forums.

Without Signature
Reply #71 | Published on 03 September 2012 - 06:21:08

I'd stat the Cather similar to how Cyril did, only I'd give them the full 100 XP as they don't have the regen ability or increased Wound Threshold of Trandoshans.

Contributing Author of the GSA at http://gsa.thegamernation.org/

"If you've never seen an elephant ski, then you've never done acid."
- Eddie Izzard

Reply #72 | Published on 03 September 2012 - 09:25:49

Donovan Morningfire said:

I'd stat the Cather similar to how Cyril did, only I'd give them the full 100 XP as they don't have the regen ability or increased Wound Threshold of Trandoshans.

Yeah I agree. Man… I do not have to convert any of my races from my old campaign now. LOL thanks guys! These look great!

BrashFink - Writer, musician, artist, network ninja, gamemaster.

Reply #73 | Published on 03 September 2012 - 09:41:24

CHISS

Species Abilities

Wound Threshold: 10+Brawn
Strain Threshold: 12+Willpower

Starting Experience: 100 points

Special Abilities: Chiss begin the game with one rank in either Leadership or Vigilance. They still may not train that skill above rank 2 during character creation.

Characteristic Rating

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

(Cannot decide… perhaps Cool instead of Vigilance? I also keep debating the idea of just using the human template)

BrashFink - Writer, musician, artist, network ninja, gamemaster.

Reply #74 | Published on 03 September 2012 - 15:35:58
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I would give them baseline 2 in every characteristic. I like the increased Strain Threshold, though I would either knock it down to 11 + Willpower or lower the Wound Threshold.to 9 + Brawn.

I like the skill choices. Vigilance makes more sense to me. They were always readying themselves for attack. In fact, Thrawn got in trouble for launching an attack instead of attacking in retaliation, so Cool doesn't make a lot of sense culturally (at least for the combat implications). Vigilance is a much better fit.

Without Signature

Reply #75 | Published on 03 September 2012 - 17:58:57

Yeah, i can see your point. I just used to the 3 as a similar upgrade like the cather had in Agility. I suppose if I got rid of the 1/3 Bra/Cun setup, I could use the lowered +9. I did not want to lower it because I had in my mind they would already have a 1 for Brawn. Anyone else have thoughts?

You have convinced me on the skills that my first thoughts on skills were correct.

BrashFink - Writer, musician, artist, network ninja, gamemaster.

Page 5 of 13 (192 messages) « First page... 3 4 5 6 7 ...Last page »

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