Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2
Soak:
3
Wound
Threshold:
14
Strain
Threshold:
11
M/R
Defense:
0 / 0
Skills:
Athletics 1, Brawl 1, Lore 1, Medicine 1, Melee 3, Negotiation 1,
Perception 2, Ranged--Light 2, Resilience 1, Stealth 2, Streetwise 1,
Survival 3, Vigilance 2
Talents:
Disorient, Heightened Awareness, Let's Ride, Natural Hunter, Quick
Strike, Stalker
Abilities:
Claws; insulating fur (add one boost die to resist the effects of
cold), night vision (eliminate one setback die caused by the effects
of darkness)
Equipment:
Clothing, spears, shield, two nets
Vlunak
is a proud and capable warrior, but is also disoriented by being
forced to travel to the (arguably) more civilized planets of the
Outer Rim. While he does his work for Madon Ani, and even takes pride
in demonstrating his prowess as a hunter, he also watches for an
opportunity to escape and return to his clan on Orto Plutonia. In
this way he might ally himself with an honorable and more galaxy-wise
warrior such as Harrutrecrall the Wookiee.
Talz Villagers
Brawn 3 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2
Soak:
3
Wound
Threshold:
14
Strain
Threshold:
11
M/R
Defense:
0 / 0
Skills:
Athletics 1, Brawl 1, Lore 1, Medicine 1, Melee 2, Negotiation 1,
Perception 2, Ranged--Light 1, Resilience 1, Stealth1, Survival 2,
Vigilance 1
Talents:
None
Abilities:
Claws; insulating fur (add one boost die to resist the effects of
cold), night vision (eliminate one setback die caused by the effects
of darkness)
Equipment:
Clothing, spears, shield
While
these visitors are aware of the greater galaxy beyond their world,
they have little interest in it. Rather, they are content to live
their simple lifestyle. Of course, if someone explained to them just
what has happened to their missing kin, and how those enslaved Talz
could be freed, they might be willing to join an expedition to do so.
Narglatches
Brawn 4 Cunning 2 Presence 2
Agility 2 Intellect 1 Willpower 2
Soak:
6
Wound
Threshold:
16
Strain
Threshold:
8
M/R
Defense:
0 / 0
Skills:
Athletics 2, Brawl 2, Perception 1, Resilience 1, Stealth 2, Survival
1, Vigilance 1
Talents:
None
Abilities:
Silhouette 2
Equipment:
Claws and teeth (Brawl; Damage 9; Critical 4; Ranged Engaged;
Knockdown)
The
Talz of Orto Plutonia use these narglatches as mounts. While they are
normally docile enough, they can be quite ferocious when threatened
or when spurred into battle by their riders.
The
Talz Village
As
mentioned above, Vlunak was taken from the planet Ord Plutonia.
Should the PCs ever have reason to visit this remote and desolate
place, refer to the following map for layout of that location. The
village is built inside a steeply-sided canyon, providing protection
from the elements. A narrow rift in the rock walls provides an
approach to it.
1.
Chieftain's Hut
This
large hut is where Vlunak lived before he was captured. It is
furnished in much the same manner as the other huts, except that it
is a little more oppulent--which, by the standards of this world,
isn't saying very much.
2.
Prisoner Quarters
A
cage has been dug into the floor of this hut; it is here that the
Talz keep captured enemies--on the rare event that they have any.
Indeed, it is not since the time of the Clone Wars that they faced
any such adversaries.
3.
Meeting Hall
A
fire pit fills the center of this chamber, and benches are organized
around it. This is where the Talz hold their clan meetings, and where
they receive any visitors who might happen to arrive.
4.
Individual/Family Huts
Each
of these structures has a floor of packed earth, lined with skins and
furs for insulation. There is a firepit in the middle for heating and
cooking; most other items are hung from the overhead posts for easy
access.
5.
Narglatch Pen
A
crude fence surrounds this area, keeping the narglatch mounts from
wandering. Generally that have no such desire, however, but instead
prefer to huddle together for warmth.
Primitive
Equipment
Some
of the tools and weapons commonly used by the Talz are primitive bt
galactic standards.
Spear--Skill:
Melee or Ranged (Light); Damage: +2; Critical: 3; Range: Medium;
Encumberance: 2; Hard Points: 1; Price: NA; Rarity: 0; Special: None.
Shield--Defense:
1; Soak: 0; Price: NA; Encumberance: 4; Hard Points: 1; Rarity: 1.
Using Vlunak in
an Edge of the Empire Campaign
Detailed
here are some of the ways in which this Talz warrior could be
involved in adventures on the galactic fringe.
- If one of the beasts that Vlunak captured managed to escape in a more civilized starpot, chaos would ensue--and somebody would need to step up and deal with it.
- The PCs could always encounter Vlunak, along with Madon Ani and his Chev minions, while spending some downtime on a relatively wild planet.
- Those who compete in Kees Thelu's fighting pit could run into Vlunak as he is wrangling a beast for the Chevin and the Iotran; perhaps the PC in question is being pitted against the creature.
- Alternately, if Vlunak displeased Madon Ani he might be forced to fight.
- The Talz and his Chevin master could be involved in a plot to acquire poison and use it against an unsuspecting victim.
- As part of a more elaborate scheme, a client hires Madon Ani and Vlunak to acquire some duracrete slugs from Coruscant, for use burrowing holes into the buildings of unsuspecting victims.
- Given the conflicts with both the Separatists and the Republic that took place on Orto Plutonia, one of Vlunak's clan members might possess an item such as a droid head or datadisk that contains a lost secret from that conflict. The PCs could learn this during a visit to that planet, or if one of the Talz clan members came in searching of the missing chieftain.
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