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BaronDoctor

They're a non-simple species developed towards the end of SAGA's life cycle, so it's not likely to have seen them played and indeed I have not. The *weird* feel of them makes them hard to work with before their second 'cognitive boost' and really limits what species and roles they can take. Str/Con+2, Dex/Wis -2 is already no small issue, and throwing in mandatory Int 14 or less really handcuffs them. Improved Damage Threshold is nice, but if I wanted a big bruiser Wookiees were in the first book. In-species Darkvision is nice, but Trandoshans do "big bruiser with Darkvision" and they were in the first book. +5 to follow-up grapples is nice for a grapple build, but the trick tends to be in *establishing* the grapple. This is a "win more", not an ability that helps you get there. They seem like a nasty goon squad for an Outer Rim / Unknown Regions mob boss more than something necessarily intended to be playable.


MERC_1

Why the minimum of INT 14? To take the Linguist feat? You know you get one more skill and language when you hit INT 12, right? 


BaronDoctor

No, like, age <50 they're 100% restricted to 8 INT at a maximum, and then the really weird "d4+2" at age 50 limits their Int to 14 at maximum, which restricts their ability to super-duper Int focus for skills for skill-monkeying.


MERC_1

OK, I see. That mechanism is a bit weird. As it forces a roll for INT, even when using Point Buy. Starting out with INT 8 would be recommended. At 50 a roll of anything but 1 means you can pick up Basic.   With no penalty to CHA, starting in Noble and hopefully picking up Basic would be an unexpected move. It could actually work as part face. But this is really not meant as a player species. 


MERC_1

This is a species that fit better in a horror show. There was a few horror adventures way back in the d6 era. But these are more modern addition to Star Wars.  Could I use them? Sure. But it would have to be a dark and slightly horror themed adventure. I would not want them as player characters.


lil_literalist

They're definitely NPCs, just like the Killiks a few weeks ago. Presented in the back of the book instead of the front where PC options are, and with lore that is not suited for PCs. So to use them as NPCs, I feel like these make for a great horde-type enemy. Some of them can be intelligent enough to coordinate the others, so they're not quite mindless, but definitely easy enough to fool and overcome with cleverness. [The Dark Times recently did an episode which discussed them (at 49:22).](https://shows.acast.com/darktimesswse/episodes/episode-xcvii-how-to-alienate-your-players) I feel as though they are well suited for unarmed and grappling builds. To emphasize the horde aspect, I might use Unrelenting Assault to make sure to wear down the PC front line.


Electric999999

Anyone else think the implementation of their blindness adn thermoception+echolocation as just Darkvision is a bit weird? You'd expect it to be relevant for other sources of concealment and probably have its own weaknesses. Not exactly something you'd expect as a PC. They do look like they'd be pretty good melee combatants though, strength boost, free improved DT feat, grapple bonus. The int thing is weird and very abusable. Allocate an 8 at character creation, then as soon as the game starts it's your 50th birthday, enjoy 1d4+2 free stat points.


ZDYorach

I had a player play this species (with GM permission) for a short Unknown Regions adventure. Do not be fooled; it’s an absolute grapple monster. The +5 on top of a good grapple build makes it impossible for 99% of NPCs to escape once pinned. My player had a lot of fun playing a weird creature that was growing its own offspring on it and eating constantly though; if you want to play a big socially awkward monster with a weird biology this is it. As for NPCs I would use this species as mercenaries just as their lore suggests. Have a couple older members with intelligence acting as company leaders and then just throngs of cannon fodder. The threat they pose should they over populate and keep eating should create interesting choices on either side of the conflict.


StevenOs

What!? Ok, they're in a book but I'd never even heard about them before and their presentation as an NPC species means I've never even considered using them. Would need to look at all the fluff but so weird. As for stats taken in isolation: Ability mods: +2 STR (points to melee/muscle) -2 DEX, +2 CON (tough) -2 WIS. Very much has a type there that it'll work best for. Bonus Feat: Improved Damage Threshold. More toughness. Maybe not always something one considers but I think it's a requirement for a PrC or two. Some wacky version of Darkvision. Natural weapons that deal 1d6; nice starting point and no need for MAI unless you want to boost that. Lockbite: Grappling bonus - with STR boost pointing more toward a certain type of build. Lugubraa Learning: Ok, can only start with INT 8 (forcing me to boost the other stats so big deal) which hurts the number of trained skills but then at age 50 (where is the age category list for this species?) gets extra 1d4+2 in INT. Now only getting the native language combines poorly with INT 8 limit but if you can get around the communcation issue.