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Ommited Oddities: A Few Homebrewed Species

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Ommited Oddities

 

Hello everyone. I thought I might try my hand at home brewing a few species that I had not found on this site. Unfortunately, this is my first time at the rodeo and most of these won't be worth their weight in spice, but I am hoping someone will enjoy them . Please, I would love to hear some feedback concerning your thoughts regarding these layouts.

(Originally I had also included stats for Ranats, Nimbanels and Koorivar but found that they had already existed on this site.)

 

Crolute

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

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 90 XP

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

Amphibious: Crolutes can breathe underwater without penalty and never suffer movement penalties for traveling through water.

 

Evocii

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

Wound Threshold: 8 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 110 XP

Special Abilities: Evocii begin the game with one rank in Survival and Vigilance. They still may not train Survival and Vigilance above rank 2 during character creation. They also start with one rank in the Blooded talent.

Cesspool Citizens: Evocii may remove ■■ to resist polluted or dirty conditions.

Primitive: Evocii upgrade the difficulty of any checks involving advanced technology. Evocii can spend 10 XP at character creation to remove this penalty permanently.

 

Harch

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

Wound Threshold: 11 + Brawn

Strain Threshold: 9 + Willpower

Starting Experience: 70 XP

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

Additional Limbs: Harch have six arms and gain an additional free maneuver per turn. They still may not perform more than two maneuvers per turn, however.

 

Paaerguag

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

Wound Threshold: 11 + Brawn

Strain Threshold: 7 + Willpower

Starting Experience: 80 XP

Special Abilities: Paaerguags begin the game with one rank in any two Knowledge skills of your choice. They still may not train the chosen skills above rank 2 during character creation.

Additional Limbs: Paaerguags have four arms and gain an additional free maneuver per turn. They still may not perform more than two maneuvers per turn, however.

 

Talortai

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

Wound Threshold: 10 + Brawn

Strain Threshold: 12 + Willpower

Starting Experience: 80 XP

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

Regeneration: Whenever a Talortai would recover one or more wounds from natural rest or recuperation in a Bacta tank, he recovers one additional wound. He does not recover one additional wound when receiving first aid or medical treatment from a character or when using a stimpack.

Force Radar: Talortai may make an Average Perception check to determine if a target is Force Sensitive. They may spend 2 Advantage to determine if the target is a light side Force user or  dark side Force user or may spend 2 Advantage to determine their Force Rating.

 

Vratix

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

Wound Threshold: 8 + Brawn

Strain Threshold: 11 + Willpower

Starting Experience: 85 XP

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

Impressive Leap: Vratix can make a Leap Action to jump anywhere horizontally to any location within short range.

Bacta Generation: At the start of each session, gain 1 Stimpack.

Mood Indicator: Vratix upgrade the difficulty of Deception checks once.

 

Yuuzhan Vong

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

Wound Threshold: 12 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 75 XP

Special Abilities: Yuuzhan Vong begin the game with one rank in Knowledge (Xenology) or Coercion. They still may not train Knowledge (Xenology) or Coercion above rank 2 during character creation.

Force Resistant: All Force Powers targeted at the Yuuzhan Vong negate 2 Light Side pips if the Force user is a Light Side Force user and negate 2 Dark Side pips if the Force user is a Dark Side Force user.

 

Zelosian

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

Wound Threshold: 10 + Brawn

Strain Threshold: 10 + Willpower

Starting Experience: 95 XP

Special Abilities: Zelosians begin the game with one rank in Survival and Knowledge (Xenology). They still may not train Survival and Knowledge (Xenology) above rank 2 during character creation. They also start with one rank in the Outdoorsman talent.

Night Blindness: Zelosians upgrade all Perception and Vigilance checks by 1 in dim environments and upgrade all Perception and Vigilance checks by 2 in dark environments. Zelosians add an additional setback to all combat checks in dim environments and two additional setbacks to all combat checks in dark environments along with the concealment guidelines found in Edge of the Empire Core Rulebook Page 213.

Photosynthesis: Zelosians cannot suffer from malnutrition but must be in sunlight or a suitable artificial alternative for 1 hour every 3 days or risk similar effects.

Edited by Weedles and Fries

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5 minutes ago, FuriousGuy said:

I feel like you forgot something with the Harch.  Free maneuver, perhaps?

Yes, I had that typed out on Word but I must have copy pasted that wrong. Yes, that's the reason why they only have 65- they have Additional Limbs and given most with that ability are lacking at 2 initial characteristics instead of the Harchs typical one 1 one three.

Thank you for pointing that out to me.:) I'll fix it when I return to town tomorrow.

 

Edited by Weedles and Fries

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14 minutes ago, Arctanaar said:

You might want to bring down Crolute's starting XP to 90 to keep them in line with other species. Also, why do Harch only have 65 starting XP?

I based the Crolutes more along the Mon Calamari, who have 100 XP, Amphibious, 1 skill rank but an atypical two 1 two 3 initial characteristics layout. Why do you believe I should lower it to 90 XP?

(Edit: Actually, I see your point, the distribution is a bit out of whack. Thank you for pointing that out :). I've gone ahead and edited it to fit standards.)

Edited by Weedles and Fries

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Zelosians seem weak, assuming I understand what you meant in the 'Night Blindness' section correctly. If you compare them with Humans, you can see that both species have the same statline, and Humans can choose their skills from a larger pool, making this part of Zelosians' special ability often strictly worse. I don't remember what 'Outdoorsman' talent does.

Regarding 'Night Blindness'. I think that every time you said that Zelosians 'upgrade check' you actually meant 'upgrade the check's difficutly'.

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Thank you for the Vratix stats. We built them slightly differently:

- Cunning 2 vs. Presence 1

- Wound / Strain: 10/10

- 100XP

- automatic upgrade for jumping

- no bacta (because it would require Infrastructure such as the alazhi-production)

Where did you take the "mood indication" from? Is there a source that describes it?

Edited by Spraug

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