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rpgs:star_wars:star_wars_eote_character_-_var_kan_darach

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Var Kan Darach - Kandar

Zabrak

Background

Born on Hapan, but had to flee because he was on the wrong side of political gambits. He only survived the incident, because of a premonition.

Being betrayed by the noblewoman he served, he is suspicious of females leader. But as a Hapan, once convinced, beautiful females have much easier time with Vyken than males.

Obligation and Morality

Motivations

  • Ambition: power
  • Reward: independence

What's the story?

Species

  • wound threshold: 10 +brawn
  • strain threshold: 10 + willpower
  • starting XP: 110 + 20
  • Special Abilities: Manipulators - Receive the talent “Kill with Kindness”.
  • Nighttime Blindness: Remove setback dice for brightness,add setback dice for darkness.

Traits

brawn 3 | agility 3 | intellect 3 | cunning 2 | willpower 3 | presence 2

brawn 2 | agility 2 | intellect 2 | cunning 2 | willpower 2 | presence 2 |

Career and Specialisation

  1. 1
  2. Force Sensitive Outcast

Skills:

Career Skills: Leaderhsip, Piloting (Space), Knowledge (Warfare), Ranged (Light)

Bonus Career Skills: Charm, Coercion, Medicine, Perception

Languages: Hapan, Basic, Huttese

Knowledge (Core Worlds), Knowledge (Education), Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Warfare), Knowledge (Xenology)

Equipment (none are restricted)

Equipment to buy (none are restricted)

  • Cybernetic Arm VI, +1 Brawn, when arm is lost for a good reason (saving comerades, or the Hutt Brokka Glirrob), story and plot!

Equipment to find (adventure!)

  • Teachings of Darth Axanor, the Heretic Sith - find as many texts about the Sith Lord as possible

goals

  • group ship a Barloz
  • rebuild the Balroz from the ground up (find money and engineers)
  • find a Luxury Passenger Compartment module for the Balroz, to replace the standard Starboard Upper Accessory Arm which will be Vyken's room
  • Astrogation Droid Brain - Droid brain can perform Astrogation checks with Astrogation 2, Intellect 0.
  • Encrypted Computer - Upgrade the difficulty of all checks to slice the ship's computers systems once. Increase droid brain Astrogation +1 (x2)
  • Gunner Droid Brain - Droid brain can perform Gunnery checks with Gunnery 2, Agility 0. Increase droid brain Gunnery +1 (x2)
  • Secondary Transponder -  Action and a Computers (2 x Difficulty-Die) to switch over to secondary transponder. Scanners can detect the secondary transponder with a Computers (4 x Difficulty-Die) check. Activate transponder as Maneuver (x1), One additional transponder profile (x3) 
  • Security Measures - Upgrade difficulty twice for Computers and Skulduggery checks to gain unauthorized access to ship. Add Setback-Die to Computers and Skulduggery checks (x2)

Astrogation Droid Brain - Droid brain can perform Astrogation checks with Astrogation 2, Intellect 0.

NPCs

  • For Zundat - Fellow Sith Apprentice who betrayed him

Hutt Kajidic Vorilii

Information for later


Book list and their content

I'm missing a lot of things, but here are the general fun extra things in the books I have access to. Sometimes where the books overlap a certain topic each book will add a little something different.

  • Ciphers and masks: slicing, concealing/disguising weapons, counterintelligence, more stealth uses and modifiers, new skulduggery skill uses and modifiers, new deception uses/modifiers, computer check modifiers
  • No disintegrations: investigations and getting information
  • Dangerous covenants: setting up combat encounters (a bit more detail/some modifiers, not much though)
  • Special modifications: crafting droids/weapons/cybernetic/armor/gadgets, slicing
  • Fly casual: reputation, gambling, heists, con jobs, hyperspace travel time, astrogation, smuggling jobs
  • Forged in battle: battle scars, environmental modifiers (wilderness/ship boarding/urban}, crafting bunkers
  • Fully operational: crafting modifiers, vehicle/ship/space station crafting, converting civilian vehicles for military use, expanded mechanics mods
  • Endless vigil: Lightsaber crafting, investigations & information, creating networks, contact scope, environmental mods (vertical spaces/confined spaces/traffic/crowds/urban settings
  • Far horizons: homesteading/businesses, making social encounters interesting, more details on what colonists can do
  • Enter the unknown: creating memorable characters, use of foreshadow, more story driven description type stuff
  • Sun's of fortune: finding bioluminecent fungus to light the way in darkness, sabacc
  • Savage spirits: animal companions, riding beasts (actions/maneuvers), environmental mods wilderness, uses for survival
  • Unlimited power: darkside users in the party, more force powers, potionalchemical/talisman crafting, holocrons
  • Lead by example: mass scale combat/modifiers, duty
  • Stay on target: Integrating astromechs/actions, environmental mods (Asteroid field/nebula/large space battles, beast riding, reputation
  • Desperate allies: social encounters, base upgrades
  • Lords of Nal hutta, strongholds of resistance, and suns of fortune do have a lot of good information regarding very specific places that could be hammered to fit other places too.

Rules and suggestions

Starting XP options

Begin with starting XP as defined by your species, augmented by your choices regarding Duty/Morality/ Obligation. Additionally, as GM I’ll give you bonus XP for…

  • Human: +5 XP for playing a human character.
  • Character Connections: +5 XP for tying your character to at least two other characters in the party.
  • Story Hook: +5 XP for making interesting hooks/motives investing your character in the story.
  • Game Resource: +5 XP for contributing something to the game outside of your character (e.g. description of a planet/site/NPC, providing a cool web resource, sketching one or more PCs).

Awarding XP points

The GM should award experience points after every session. The amount awarded is typically 10 to 20 XP per character for a session of two or three major encounters and a handful of minor ones. An additional 5 XP bonus may be granted for reaching key milestones or completing story arcs. Playing to a character's Motivation also grants 5 XP per session at the GM's option. The GM may consider awarding an extra point or two of XP for exceptional roleplaying or highly clever thinking. Published adventures may recommend XP awards.

The GM should give the players an idea of the source of their XP. For example, they may receive 5 XP for avoiding a bounty hunter and another 5 XP for successfully transporting their cargo to their client. Any bonus XP that is awarded should definitely be explained to the players so they may aspire to those standards in future sessions.

Mechanically, the reward for adhering to a Motivation is simple: 5 XP per session, with a one-time 10 XP reward for an exceptional session, occurring once in the character's life. Additional awards are not usually necessary, as they become the regular awards normally integrated into the campaign.

Improvised weapons

EotE p212. Improvised weapons are Small, Medium, or Large (one handed, two handed, or bigger than a chair); have a +1, +2, or +3 damage rating; Crit 5; Medium and Large are Cumbersome 2 and 4 respectively. They are all Inferior, so generate 1 Threat automatically. The GM can use 2 Threat or 1 Despair to break them so they become useless.

rpgs/star_wars/star_wars_eote_character_-_var_kan_darach.1719880820.txt.gz · Last modified: by michaelsd