Saturday, August 3, 2013

Vlunak the Talz

One of Madon Ani's prized acquisitions is Vlunak, a Talz warrior who is especially skilled at dealing with wild beasts. Rather than using him merely for labor, the Chevin employs him to track down and capture creatures from planets around the galaxy, ones that Ani then sells to the highest bidder for his own profit.

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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