April 27, 2018

Revisiting the Unofficial Species Menagerie - Squibs

So several days ago, while helping a budding GM and new players build their characters for their first foray into Fantasy Flight Games' Star Wars Roleplaying Game, I wound digging up up an older entry into the aging Unofficial Species Menagerie that Ben "Cyril" Erickson and I had collaborated on a surprising number of years ago. 

The species in question was the Squib, which you can read about on Wookieepedia here.  I'm not entirely sure what exactly it is that made these goofy little fuzzballs so endearing to me, but I am certain I can blame Kevin "Rikoshi" Frane for cementing just how off-the-wall awesome the species can be in the hands of the right player.

So, in light of unleashing the Squibs on an unsuspecting gaming group, which sadly I won't there to witness the initial fallout of this action as I'm not a player (at least not at the moment), I decided to look back and reassess the species based upon what I've learned about this system and what FFG has done in terms of published species.

Overall, the Squib as originally written is solid, if not anything overly exciting: Brawn 1, Agility 3, -1 to starting Wound Threshold, +1 to starting Strain Threshold, a free rank of Negotiation, a free Advantage on Mechanics checks, and Mechanics is always considered a career skill.  A lot of this was informed by the Squib write-ups in previous Star Wars RPGs, namely WEG's Galaxy Guide 4 (which introduced the species) and Saga Edition's Unknown Regions (for which I got to write the Squib as a species), but upon further review and with the elements I'd mentioned in the paragraph above, I'd certainly tweak a few things.

First change is that I'd drop their Agility down to 2 and boost their Presence to 3.  From the further research into the species that I've done, Squibs are generally gregarious and outgoing, even if it at times they get on other sentients' nerves.  They're not Kender-levels of cheerful, but they're certainly not timid or reserved by nature.

Second change is that I'd remove the free skill rank in Negotiation, and replace it with the Savvy Negotiator talent from Disciples of Harmony, which is a ranked talent that removes a setback die from Negotiation and Streetwise checks.  This does steer Squibs away from all being expert negotiators, allowing for members of the species that maybe can't sell you a bucket of air and keep the bucket, but does let them keep a cultural aptitude for haggling while also adding in some degree of talent for sussing things out simply by asking around in what is probably a complicated arrangement of little favors that lets the Squib find out things a bit more easily simply because the folks they're talking too are off-balance from trying to keep up with the increasingly convoluted chain of conversation.  Or at least that's how I'd picture a Squib asking around as part of making a Streetwise check and paying for information, because you know full well that any Squib worth their fur isn't going to just say "Here, let me offer you a few credits in exchange for you answering a few questions!"

Third change is that to set their Wound Threshold to the default of 10+Brawn, as their lower starting Brawn already makes them a bit more frail than other species by default.

Fourth and final change is to tweak Tech Savvy so that instead of having Mechanics as a career skill that instead once per encounter Squibs can convert up to 2 Threat to an equal number of Advantage on a Mechanics check.  Reason for this is that for a tech-minded Squib, having Mechanics as a career skill isn't much of a boon, and Squibs that aren't tech-minded probably aren't going to buy more than one or two ranks.  However, if the player gets to swap out a couple of Threat results and instead add a couple advantages to the check, that's a lot more interesting even if the Squib character isn't much of a mechanic.

So with all that in mind, here's an updated version of the Squib species...

Squibs
Starting Characteristics
Brawn 1, Agility 2, Intellect 2, Cunning 2, Willpower 2, Presence 3
Starting Wound Threshold: 10+Brawn
Starting Strain Threshold: 11+Willpower
Starting XP: 100
Special Abilities: Squibs begin the game with one rank in the Savvy Negotiator talent
Tech Savvy: Once per encounter, Squibs may convert up to 2 Threat from a Mechanics check into an equal number of Advantages.

Not sure this will become any sort of recurring series, given how many of the entries in the Unofficial Species Menagerie have since been supplanted with official FFG write-ups. as the years have gone by.  There's a couple other species I've got my eye on revisiting, but time will tell when or even if I'll get around to doing so.

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