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==[[Star Wars Roleplaying Game]]== Twi'lek are printed in ''Edge of the Empire'' and ''Force and Destiny'' core rulebooks (for some reason they aren't in ''Age of Rebellion'', though as all systems use the same rules porting them is a non-issue). They have the following racial traits. :1 Brawn, 2 Agility, 2 intellect, 2 cunning, 2 willpower, 3 presence (essentially +1 presence, -1 brawn) :Wound Threshold: 10 + Brawn :Strain Threshold: 11 + Willpower :Starting Experience: 100 XP :Special Abilities: Twi’leks begin the game with one rank in either Charm or Deception. They still may not train Charm or Deception above rank 2 during character creation. When making skill checks, Twi'leks may remove ■ imposed due to arid or hot environmental conditions. Twi'lek are... OK. Brawn isn't the worst dump stats for anyone not planning to enter melee or use heavy weapons/armor since it just determines encumbrance (easily boosted with cheap equipment), starting wound threshold (HP) that's quickly dwarfed by talents that boost it (Raising brawn from 1 to 3 costs 50 points and can only be done at character generation. Buying a third specialization and grabbing a low hanging talent costs less, boosts HP by the same amount and can be done any time.) and adds a point to the soak value (damage reduction) which isn't as big as it sounds when rifles do 9 damage-soak+extra successes (you aren't likely to survive a second shot without really high investment). A lot of prominent outer rim planets are big dead rocks, volcanic, or hot jungles, so the environmental ability is more useful than you'd expect in ''Edge of the Empire''. The problem for Twi'lek is that they are focused on Presence when Presence is, like most Charisma stats, largely wasted if you aren't in a career (class) or specialization (subclass) that focuses on it since it just boosts some (but not all) social skills, and a skill that recovers strain (non-lethal damage) at the end of an encounter and determine initiative when ''you'' ambush someone. To make this worse most of those are in ''Age of Rebellion'' while ''Edge of the Empire'' has '''one''' specialization in its core book that uses charisma while having social skills in class. In ''Force and Destiny'' the Makashi Duelist tree lets you use presence to swing a lightsaber, but it's (per ''Star Wars'' canon) focused on lightsaber duels which will happen a few times in your character's lifetime ''and'' is in a different career (Mystic) from the most Presence focused specializations (Guardian's Peacekeeper). Rise of the Separatists adds the universal specialization Force-Sensitive Outcast, which has the ability to substitute any characteristic for lightsaber attacks and is near the path to an increased force rating, and an ability improving social skills is the first ability on their path. <!-- Not a system I've actually played. Please add corrections, commentary on mechanical usefulness of this and any non-core support they got. -->
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