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Player Mandalorians, Dredwulf style!
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:11 pm    Post subject: Player Mandalorians, Dredwulf style! Reply with quote

In response to a question about how I run mandos.

Keep in mind that I'm not necessarily advocating for this amount of 'crunch' if you just have one mando character in a group. Just being a mando is a lot of personality and style all its own.

I developed this because I was running a mandalorian-focused game...one where all the player characters and a good chunk of the NPCs were in a mando clan.

As such I wanted a bit more detail to really zoom-in on the characters and their gear.

This is in the house rules section, because I go against RAW...like A LOT.
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:25 pm    Post subject: Reply with quote

Character Creation

Base Stats: Attributes
Start with 12D. (The minimum 2D in every attribute) You then get 8 discretionary dice that you can place anywhere you like as long as they do not raise any attribute above 4D.

Any die can be broken up into one of the following combination of pips.
1) +2 and a +1
2) +1 and +1 and +1

Human species racial minimum and base maximum
Dexterity: 2D / 4D
Knowledge: 2D / 4D
Operation: 2D / 4D
Perception: 2D / 4D
Strength: 2D / 4D
Technical: 2D / 4D


Once the dice have been assigned, determine the character’s heritage. (see below)
Once modifiers (if any) have been applied, continue with any modifiers from the characters chosen career focus (if any). Then move on to skills.

Skills:
A character has 20 dice to distribute among his chosen skills (not including any bonus dice from his chosen specialties.) Any skill desired must have at least 1 full die applied, otherwise dice can be broken up into pips as described above.

No skill can have an initial rating more than 2D higher than its associated attribute, unless they are skill specialties, or are bonuses from heritage.

Specialties: Most skills have a list of things included in that skill repertoire.

Example: Firearms skill has the following specialties: pistols, rifles, machineguns
If the character has 3D in the firearms skill, he rolls 3D to use anything on the list; pistols, rifles and machineguns.

The base skill dice is the ability to perform everything in the specialty list equally. If the character wants to pick out one or more of the things on the list for extra attention this is called a specialty. Specialties start off higher, and are easier to improve.

There are two ways to get a specialty:

Spend a die:
Spend a die or break a die into pips and spend a portion of the die. Write down the chosen specialty as a separate skill and apply the bonus. You are spending time on all of the sub-skills, but putting some extra effort into that one.

Example: add 1D to Pistols and make a new skill entry for the specialization of pistols:
Firearms 3D
Firearms (Pistols) 4D


Example: break up a die to add a +2 pip bonus to Pistols and add a +1 pip bonus elsewhere. This will make e specialization of pistols:
Firearms 3D
Firearms (Pistols) 3D+2



Shift the die:
This version doesn’t cost an extra die. You write down the chosen specialty as a separate skill and raise it up by a full die. But you also have to subtract a die from the base skill. You are improving that one sub-skill at the expense of all the others.

In either case, the specialty can become more than 2D higher than the starting attribute it is based on because it is a specialty.

Example: The Firearms skill starts at 3D. Shifting the die for a pistol specialization would move Firearms down by one die. Add 1D to Pistols and make a new skill entry for the specialization of pistols:
Firearms 2D
Firearms (Pistols) 4D



Final modifiers:
Your Mandalorian’s chosen career focus will modify skills and specialties as well. (see a section below)



(After initial creation, determine age. Characters when first starting get 5 additional skill dice and 1 character point per age category. No more than 2D can be added to any one skill; or 3D to a specialization.)



Mandalorian Heritage

Though Mandalorians are predominantly human in modern times, Mandalorians are potentially welcoming of any species that is willing to take up the Mando way of life.
Non-humans sometimes enter the culture through marriage or because they form close friendships with mandalorians and decide to join the way of life, but the most typical way is through adoption of war children. Non-human species adopted are typically near-human, likely because they mesh well with the mandalorian adoptive family.



-A Player who wants a character of a non-human species must sacrifice one of their attribute allocation dice for a roll on the non-human table. If the result is not to the player’s liking, he can spend another attribute allocation die for another roll. Each die spent in this fashion is good for another roll on the species chart. When the player has decided he has spent enough, he can make his selection from any of the species rolled, though the dice spent are gone for good.



-If the player chooses to have a character biologically born into a mandalorian family he gets 2 bonus attribute allocation dice at random based on the following table:

2D6:
2-4: Strength
5-7: Dexterity
8: Knowledge
9: Operation
10-11: Perception
12: Technical


-If the player chooses to have a character that has been adopted into a mandalorian family from childhood he gets a bonus attribute allocation die to assign to any one attribute as desired.


-If the player chooses to have a character that was adopted into mandalorian culture nearer adulthood, he gets to choose a bonus skill with 2 dice from the following list, or two skills from the list with 1 bonus die each.

Archaic Guns
Bow
Pick Pocket
Running
Accounting
Agriculture
Artist
Drink Mixology
Languages
Streetwise
Survival
Value
Beast Handling
Beast Riding
Musical instrument
Con
Cleaning
Sneak
Lifting
Swimming


Ijaat
The special mandalorian skill of Ijaat is initially tied to one’s age. It assumes a natural average progression in the accumulation of honour in the culture.

A starting character cannot spend any discretionary dice on Ijaat, but can improve it by 1 character point for every 500cr of starting money spent. This money represents time, energy and sacrifice spent on living the resol’nare.

(Character points spent must equal the die value to increase by 1 pip. example: A rating of 3D requires 3 character points to make it 3D+1. 3 more character points will make it 3D+2. 3 more character points will increase it to 4D. It would then cost 4 character points to get it to 4D+1. There will never be 3 pips. It always goes up to the next die after +2 pips.)

(Characters start with 10,000cr)

Age quick reference:
Start with 1 die at age 13, add another die at 14 and another at 16. Add a die to the ijaat skill for every 3 years past 16 to 22 and then 1 extra D6 per 6 years until age 40, then 1 extra die each additional decade.

This progression is just an average representation across Mandalorian culture. Skilled warriors will often be more highly regarded at younger ages.

0D at age 5-10
1D6 at age 11
2D6 at age 12
3D6 at age 14
4D6 at age 17
5D6 at age 20
6D6 at age 24
7D6 at age 28
8D6 at age 32
9D6 at age 37
10D6 at age 42
11D6 at age 48
12D6 at age 55
13D6 at age 65
14D6 at age 75
15D6 at age 85
16D6 at age 95


Mandalorian Career Focus.

Every Mandalorian character can be considered a jack of all trades, but invariably each will have more developed interests or training.

Every Mandalorian may choose 1 major and 1 minor. Alternatively one may choose 0 major and 3 minor.


Builder: In-depth knowledge of mechanics and build/repair skills.

Primal Warrior: Fighting with swords, knives and other close hand-held weapons.

Fire support: Adept at powerful weapons to cover comrades or take down large prey.

Gunslinger: Fighting with pistols, quick-draws, high precision.

Medic: Taking care of the casualties and getting the sick back into the fight.

Rifleman: Skilled soldier, fighting with carbines and rifles.

Scout: Light and stealthy for recon and survival.

Combative: Advanced unarmed combat techniques.

Space Pilot: In-depth knowledge of spacecraft operation and travel.

Tactician: In-depth knowledge of war-fighting tactics, training and leadership.

City Stalker: At home in an urban environment


Effects:

Major: The listed attribute gets the listed bonus. The listed skills get a +1D bonus at character creation, Bonus specializations are worth a 1D increase, but must be related to one of the bonus skills.
Any bonus techniques are considered fully learned, and must be related to one of the bonus skills.

Minor: The listed skills get a +1D or a +1 pip or +2 pip bonus at character creation.
Bonus specializations are worth a +2 pip increase, but must be related to one of the bonus skills.
Any bonus techniques are considered fully learned.

------------------------------------------------
Builder: In-depth knowledge of mechanics and build/repair skills.
Major: Technical +1D.
Skills: Armor repair +2D, Blaster repair +2D, Demolition +1D, Ground vehicle repair +1D, Repulsorlift repair +1D, Space transports Repair +1D, Starfighter repair +1D.
Skill Specializations x3

Minor: Skills: Armor repair +1D, Blaster repair +1D, Repulsorlift repair +1D, Space transports repair +1D.
Skill specialization x1.
----------------------------------------------

Primal Warrior:
Major: Dexterity +1D.
Skills: Hitting Power +2D, Melee combat +2D
Specializations: x2
Techniques: x4

Minor: Skills: Hitting Power +1D, Melee combat +2
Specialization: x1
Techniques: x2
-----------------------------------------------

Fire support:
Major: Dexterity +1D
Skills: Blaster (Repeating Blaster +3D), Firearms (Machineguns +2D), Grenade +2D, Missile Weapons +1D, Vehicle Blasters: +2D, Blaster Artillery +1D.
Specializations: x3

Minor: Skills: Blaster (Repeating Blaster +1D), Missile Weapons +2, Vehicle Blasters: +2D.
Specializations: x1
---------------------------------------------------



Gunslinger:
Major: Dexterity +1D
Skills: Blaster (Blaster pistol +3D), Blaster (Heavy Blaster pistol +3D) Dual Blaster pistols +3D
Techniques: x3

Minor: Skills: Blaster (Blaster pistol +2D)
Specializations: x1
Techniques: x1
---------------------------------------------------


Medic:
Major: Technical +1D
Skills: First Aid +5D, (A) Medical +1D
Specializations: x2

Minor: Skills: First Aid +4D

--------------------------------------------------------

Rifleman:
Major: Dexterity +1D
Skills: Blaster (Blaster Rifle +3D), Tactics +2D, Sneak +1D
Specializations: x2
Techniques: x2

Minor: Blaster (Blaster Rifle +2D), Tactics +2
Techniques: x1
-----------------------------------------------------------

Scout:
Major: Perception +2D
Skills: Sneak +2D, Search +2D, Survival +1D, Jet Pack Operation +1D, Sensors +2D, Communications +1D
Specializations: x4

Minor: Skills: Sneak +1D, Search +1D, Survival +1D, Sensors +1D, Communications +1D
Specializations: x2

-------------------------------------------------------------



Combative:

Major: Strength +1D.
Skills: Hitting Power +3D, Brawl +2D
Specializations: x2
Techniques: x6

Minor:
Skills: Brawl +2D
Techniques: x5

_________________________________________________

Space Pilot:
Major: Operation +1D
Skills: Space transports +3D, Starfighter Pilot +2D, Starship Shields +1D, Starship Gunnery +1D, Astrogation +1D, Sensors +1D
Specializations: x3
Techniques: x3

Minor: Skills: Space transports +2D, Starfighter Pilot +1D, Starship Shields +1D, Starship Gunnery +1D


Techniques: x2

---------------------------------------------------------------------

Tactician:
Major: Knowledge +1D
Skills: Command +2D, Tactics +2D, Willpower +2D, Intimidation +2D
Specializations: x3
Techniques: x4

Minor: Skills: Tactics +1D, Willpower +1, Intimidation +1D
Specializations: x2
Techniques: x2

-----------------------------------------------------------------

City Stalker:
Major: Perception +1D
Skills: Streetwise +3D, Investigation +1D, Repulsorlift Operation +1D, Jetpack Operation +1D, Law Enforcement +1D, Hide object +1D, Sneak +1D
Specializations: x6


Minor: Skills: Streetwise +1D, Investigation +1D, Repulsorlift Operation +1, Jetpack Operation +1, Law Enforcement +1, Hide +1, Sneak +1
Specializations: x3
------------------------------------------------------





Ijaat ‘Honor’

(ee-JAHT)
Ijaat is an extra skill rating that Mandalorians possess. It rates the esteem they hold among mando’ade (mando-AH-day).

Mandos relate better with their own kind. A mandalorian may make an ijaat roll to lower the price of an article or service that is being purchased from another mando.

It is by accumulating ijaat that a mandalorian will be able to acquire the more expensive pieces of equipment.

Additionally, mandos whose armor and kit kando outstrips their ijaat score will be seen as pretentious, and this will actually lower the effective ijaat in the eyes of mandalorians the character is dealing with.

When buying items that have a Kando value listed, always add it to the DC of the character’s ijaat roll to reduce cost.

Unlike other skills, ijaat can only be improved by spending points gathered by adhering to the resol’nare. (RAY-sol NAH-ray), the Six Actions that are the tenets of Mando life. See below.

Character starting money:
10,000cr

[/u]


Last edited by Dredwulf60 on Mon Feb 01, 2021 8:52 am; edited 2 times in total
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:27 pm    Post subject: Reply with quote

Armour and Equipment Scale:

Beskar’gam
A Mandalorian’s armour and equipment are very integral to the character, far more than a normal character’s equipment. Some of the more specialized pieces and materials can only be acquired from mandalorian master smiths, in which case a character’s ijaat will be of utmost importance.

Kando (KAHN-do) literally: Importance, Weight.
A Mandalorians’s final kit can be rated in Kando, which is an estimation of its value as it relates to the person wearing it. Mandalorians who wish to be taken seriously amongst their own kind will take care to keep their Kando equal to or less than their Ijaat (honor) level.

When your Kando outpaces your Ijaat, other mandalorians will see you as pretentious at best, a braggart upstart who needs to be taken down a peg at worst.

Calculating Kando: Add the energy protection dice to the physical protection dice (not pips). Subtract the DEX penalty dice. The result is the base Kando score for the armor. (this can be no less than a score of 1).
Add any applicable general kando modifiers from other kit/accessories.

If the total Kando is higher than the characters ijaat, expect other mandalorians to give him a hard time, with firm suggestions that he re-think his attire. If it is higher than the ijaat by more than 2 levels, expect that mandalorians of greater ijaat will pick fights with the character over the issue, and those of equal or lesser ijaat will resent him.

If it is higher by more than 4, the mandalorian will be ostracized and may be punished by another clan for his insolence.



*******I think my armor system is here on the forum somewhere...
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:28 pm    Post subject: Reply with quote

Effects of Armor:

Protection:
Armor dice are rolled in addition to defense dice (based on the attack) to resist damage. Armor may have different rating depending on the type of attack. The protection rating is given in points.
Combine the total points of all of the armor pieces then multiply by the material’s protection factor. (If the armor is made out of mixed materials, use the weakest of all the material types used in the kit; if it’s a durasteel armor except for a beskar torso…calculate as if the entire kit was durasteel).



Armor coverage:
This is the DC required on a called shot to bypass the armor protection;
Add up all the points from the base protection, multiply by x2. This is the DC for an enemy to try to bypass the armor protection. If a shooter rolls higher than this number, then the target does not get the benefit of the armor to soak damage.

Dexterity Penalty: The number of pips of reduction to the wearer’s DEX. This will affect Dex-based skills.
Add up all the points from the base protection.
Multiply by the material’s weight factor.
Convert the resulting points to a die value using the chart. This is the reduction to the character’s DEX attribute, and thus the attribute bonus to dex-based skills.


Damaged Armor: whenever the character is wounded from an attack that does not bypass the armor (non-called shot) his armor is downgraded 1 pip of protection in both physical and energy.
Damaged armor can be repaired.
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:38 pm    Post subject: Reply with quote

Armor components:

Helmet:
Protection: 2
Base cost: 1000cr

Battle Helmet
Protection: 3
Base cost: 1500cr

Neck Armor
Protection: 0.5
Base cost: 100cr

Crusader configuration
Protection: 3
Base cost: 1000cr

Shoulders
Protection: 1
Base cost: (pair) 200cr

Heavy Shoulders
Protection: 2
Base cost: (pair) 400cr

Torso
Protection: 3
Base cost: 500cr

Heavy Torso
Protection: 4
Base cost: 500cr

Abdomen
Protection: 1
Base cost: 200cr

Abdominal banding
Protection: 2
Base cost: 500cr

Upper Arms
Protection: 1
Base cost: (pair) 200cr


Forearms/ Gauntlets
Protection: 2
Special: Upgrades and accessories
Base cost: (pair) 400cr


Armor Gloves
Protection: 0.5
Base cost: (pair) 100cr


Pelvis/Hip/Cod
Protection: 1
Base cost: 200cr

Groin Plate
Protection: 2
Base cost: 400cr


Thighs
Protection: 1
Base cost: (pair) 200cr

Leg Casements
Protection: 2
Base cost: (pair) 400cr

Knees
Protection: 1
Base cost: (pair) 100cr

Shin/Boots
Protection: 1
Base cost: (pair) 200cr

Feet
Protection: 0.5
Base cost: (pair) 100cr

--------------------------------------------------------

Materials:


Duraplast

Protection Modifier:
Physical x 0.5
Energy x0.25
Weight Factor: x0.20
Cost: x 0.50

Alum

Protection Modifier:
Physical x0.75
Energy x0.5
Weight Factor: x0.45
Cost: x 0.75


Durasteel
Protection Modifier:
Physical x1.0
Energy x0.75
Weight Factor: x0.75
Cost: x 1.0


Stygian-triprismatic polymer
Protection Modifier:
Physical x0.75
Energy x1.0
Weight Factor: x0.40
Cost: x 1.25


Phrik
Protection Modifier:
Physical x1.0
Energy x1.5
Weight Factor: x0.75
Cost: x 6.0


Cortosis Alloy
Protection Modifier:
Physical x0.75
Energy x1.75
Weight Factor: x0.75
Cost: x 10


Beskar aka Mandalorian Iron

Protection Modifier:
Physical x1.5
Energy x1.5
Weight Factor: x 1.0
Cost: x 15


Carbon cage Beskar aka Masterforged Beskar
Protection Modifier:
Physical x1.5
Energy x1.5
Weight Factor: x 0.75
Cost: x 20







---------------------------------------------------


Helmet Upgrades/ Accessories:

**Kando value: Each helmet upgrade/ accessory counts as 0.25 Kando.

Heads Up Dispay
Graphics and information super-imposed on vision. Gives superior awareness of personal status; +2 to initiative rolls.
Cost: 500cr

Commlink
Short range communication device.
Cost: 200cr

Loudspeaker

Transmit voice or incoming comm feed at several levels of amplified volume.
Cost: 600cr

External rangefinder/ Targeting:
A monocular device attached to an antenna on the side of the helmet that rotates down over one eye.
+1D to ranged combat skill rolls when activated, but with a -1D to perception based skill rolls.
Cost: 1000cr

Internal Targeting and acquisition system:
An interior target and aim assisting computer visual overlay.
+2D to ranged combat skill rolls against moving targets. (10m per turn or faster)
Cost: 4000cr


External macrobinocular
+2D to perception skill rolls and blaster rifle skill rolls at 200m or greater distance, but with no perception at less than 20m.
Cost: 1200cr

High intensity headlamp
Reduces local darkness penalties by 1D, with potentially blinding effects on others.
Cost: 200cr

Atmosphere filter
Eliminates harmful vapors, contaminants and fumes from air intake.
Cost: 100cr

Internal Infrared viewplate
Reduces darkness penalties for perception and combat by 2D.
Cost: 200cr

Internal macro viewplate
+2 to perception skill rolls and blaster rifle skill rolls at a distance.
Cost: 600cr

Motion sensor
+2 to Perception (Initiative) skill rolls at close range.
Cost: 200cr

Motion Tracker
+1D to Perception (Initiative) skill rolls at close range.
Cost: 600cr

Multi array sensor
+1D to Sensors skill roll to detect life forms or the presence of a comm signal. Range 300m with bearing to life form or source of comm signal.
Cost: 2200cr

Blaster
A small helmet-mounted hold-out type blaster weapon, for surprise more than practical use.
+1D to initiative when first used, Blaster skill has -2D to attack.
Cost: 1000cr

--------------------------------------------------------------
Forearm/ Gauntlet Upgrades/ Accessories:
The additional bulk will add an additional value to the dexterity penalty total (added before the material modifier.)
Each selection is for a single item; choose left or right arm. Multiple selections can be made, but count the cost and penalty each time.
Every gauntlet accessory adds 0.5 Kando.

Weapons
Weapons built into the gauntlets are usually inferior to standard hand-held weaponry, but they have the advantage of always being at-hand and can be surprising to foes as reflected by an initiative bonus when first used.

Hold-out Blaster
Dex penalty: 0.25
Cost: x3

Light (aka Sporting) Blaster
Dex penalty: 0.50
Cost: x3

Blaster Pistol
Dex penalty: 0.75
Cost: x3

Heavy Blaster Pistol
Dex penalty: 1
Cost: x3

Blaster Carbine
Dex penalty: 2
Cost: x3

Flamethrower
Uses the flamethrower skill
Dex penalty: 1
Cost: x3

Electroshock prod
Uses the melee skill
Dex penalty: 1
Cost: x3

Energy Shield
Creates a disk of energy that can reflect
incoming energy weapons.
Provides an extra +1D6 cover against energy weapons.
Can use brawl or melee parry against lightsabers.
Dex penalty: 2
Cost: 15,000cr.

Dartgun
Fires a single dart. Uses the firearms skill.
Dex penalty: 0.25
Cost: x3

Projectile gun
aka slugthrower. Uses the firearms skill.
Dex penalty: 0.5
Cost: x3

Cable thrower
Uses the firearms skill
Dex penalty: 1
Fires a weighted projectile (no damage)
that can be used for rappel, to wrap around a target
bola style or to tie up a target.
Cost: 600cr

Micro harpoon launcher

Uses the firearms skill
Dex penalty: 1.5
Cost: x3

Electroshock cable thrower
Uses the firearms skill
Dex penalty: 2.5

Electroshock micro harpoon launcher
Uses the firearms skill
Dex penalty: 3

Rocket Launcher
Uses the missile weapons skill
Dex penalty: 2
Cost: x3

Arm Blades: (knife)
Use the melee skill
Small Extension blade/ Knife
Dex penalty:
Single prong: 0.25
Twin prong: 0.30
Triple prong: 0.35
Quad prong: 0.40
Cost: x3

Large Extension blade (Short sword)
Dex penalty: 1
Single prong: 1.5
Twin prong: 2
Triple prong: 2.5
Cost: x3

Small Extension vibroblade/ Knife
Dex penalty: 0.5
Single prong: 0.25
Twin prong: 0.30
Triple prong: 0.35
Quad prong: 0.40


Large Extension vibroblade (vibro short sword)
Dex penalty:
Single prong: 1.5
Twin prong: 2.5
Triple prong: 3.5

Gription pad
Activated to create an adhesive bond to hold the panel in place. Typically used to aid climbing, or to hold on to a surface.
Dex penalty: 0.5 ea
Adds +1D to climb skill rolls per pad. (maximum of +4D for 2 knee and 2 gauntlet pads)
Cost: 800cr

Electromagnet
useful for griping ferrous metallic objects. Can also be used to attract small metallic objects to the hand from short distances.
Dex penalty: 0.5 ea
Cost: 500cr



Datapad
General use information and computational interface. Allows the following additional upgrades: (each is an additional 0.10 Kando)
Dex penalty: 1 ea
Cost: 300
Holographic comm-link
Send and receive video messages, and can project a holograph of the other person.
Dex penalty: 0.5
Cost: 200cr

Remote vehicle pilot link
Allows the remote piloting of a properly equipped vehicle or spacecraft. Limited range.
Dex penalty: 0.5 ea
Cost: 500cr

Videorecorder
2D or 3D visual and audio recording
Dex penalty: 0.5 ea
Cost: 200cr

Fire extinguisher
Fires a cone of fire extinguishing agent, for putting out all manner of fires or for blinding a close range opponent.
Dex penalty: 1 ea
Cost: 200cr

Cutter/welder
Uses engineering skill
Industrial laser or plasma system for cutting through heavy duty materials and for welding metals together. Can be used as an emergency close-quarters weapon.
Dex penalty: 1 ea
Cost: 600cr

Rail system

Stores a hold-out, blaster pistol or slug thrower pistol in a concealed case and ejects the weapon into the users hand at the flick of a wrist. Provides a +1D6 to initiative when first attempting to use the weapon stored on the rail, but a -1D6 to the skill roll to fire it in that first turn.
Dex penalty: 2
Cost: 200cr
----------------------------------------------------------

Knee Upgrades/ Accessories
The additional bulk will add an additional value to the dexterity penalty total (added before the material modifier.)
Each selection is for a single item; choose left or right arm. Multiple selections can be made, but count the cost and penalty each time.
Each knee accessory adds 0.25 Kando.

Knee Blades:
Use the melee skill
Small Extension blade/ Knife
Dex penalty:
Single prong: 0.25
Twin prong: 0.30
Triple prong: 0.35
Quad prong: 0.40
Cost: x3


Small Extension vibroblade/ Knife
Dex penalty: 0.5
Single prong: 0.25
Twin prong: 0.30
Triple prong: 0.35
Quad prong: 0.40
Cost: x3

Dartgun
Fires a single dart. Uses the firearms skill.
Dex penalty: 0.25
Cost: x3

Gription pad
Activated to create an adhesive bond to hold the panel in place. Typically used to aid climbing, or to hold on to a surface.
Dex penalty: 0.5ea
Adds +1D to climb skill rolls per pad. (maximum of +4D for 2 knee and 2 gauntlet pads)
Cost: 800 cr

--------------------------------------------------

Shin/boot Accessories:
The additional bulk will add an additional value to the dexterity penalty total (added before the material modifier.)
Each selection is for a pair of items. Multiple selections can be made, but count the cost and penalty each time.
Kando value: Every pair of boot accessory adds 0.5 Kando.

Rocket boots
A jetpack built into the boots of the armor can be a useful piece of equipment. Not used as a standard method of movement, but for emergencies and special applications. Limited sustained flight, or boosted leaps.
Requires Jetpack skill to use, with a +5 difficulty
Benefits: functional flight for up to 4 turns.
Penalties: Dexterity penalty: 2 for the pair.
Cost: 1 600cr

Boot Blades:

Use the melee skill
Small Extension blade/ Knife
Dex penalty:
Single prong: 0.25
Twin prong: 0.30
Triple prong: 0.35
Quad prong: 0.40
Cost: x3

Extension boot spikes
Thrust down into the ground to provide extra traction, or as additional damage to a foot stop attack.
** Adds +0.5 Kando for the pair.
** Dex penalty of 0.25
Provides +3D to any rolls to resist losing traction or being dragged.
Cost: 800cr

Concealed holster
A compartment to store a hidden knife or hold out blaster
The stored item does not count toward standard weapon load slots.
Dex penalty: 0.5
Cost: 200cr

----------------------------------------

General Additions:

Colour

Most armor pieces come in a basic dull grey. Mandalorians usually enamel their armor, with colour; a matter of personal preference, style or symbolism.

Although there are no strict rules, mandalorian culture has developed the following associations with color:

Gray=Mourning a Lost Love
Red=Honoring a Father
Black=Justice
Gold=Vengeance
Green=Duty
Blue=Reliability
Orange=A Lust for Life

Each color used generates 0.25 points of Kando, when used to conjure meaning.

Any of these colours knowingly used to conjure their associated meaning generates a +2 to any ijaat rolls.

Cost: Paint job or re-paint of any number of colours: 200cr



--------------------------
Symbols

Kyr ‘bes
Mythosaur skull symbol, heavily associated with the Mandalorians as the traditional symbol of the Mand’alor ruler of the mando’ade . Wearing this symbol proclaims one’s attachment to the culture.
**each use of the symbol generates 1 point of Kando and +1 to any ijaat rolls.

Jaig eyes
Pair of stylistic eyes worn on the helmet above the visor. A mark of great bravery.
Wearing without having earned them is a grave offense.
**any character entitled to wear jaig eyes gets a +1D to all ijaat rolls.

Clan sigil
Identifying with a clan shows acceptance and pride in one’s people.
**any character showing a clan sigil of a valid clan in good standing gets a +1 to all ijaat rolls.

Remembrance Rune

A sigil as remembrance for a fallen comrade. **any character showing a remembrance rune gets a +1D6 to all ijaat rolls with anyone who held that person in high regard. It generates 1 point of Kando.

Mando Dagger Skull Rune
A sigil that represents affiliation with the Supercommando Codex, a set of noble ideals to live by written by Jaster Mereel. Those who follow the philosophy behave as highly paid soldiers and honourable mercenaries who steer away from bloodlust and preying on the weak. The Supercommando codex is a divisive work that many view as responsible for the mandalorian civil war.
**any character showing the mando dagger skull insignia of the vanquished True Mandalorians generates +1D6 for ijaat rolls with anyone who respects or shares the philosophy. It may work in reverse for those who do not. In either case it generates 2 points of Kando.

Death Watch Rune

A sigil that represents affiliation with the Death Watch, a splinter faction of Mandalorians who believe in resurrecting the culture’s galaxy conquering ideals as savage raiders. Many mandalorians view the Death Watch as vicious zealots and radicalized sadists who were responsible for the mandalorian civil war.
**any character showing the Death Watch rune generates +1D6 for ijaat rolls with anyone who respects or shares the philosophy. It may work in reverse for those who do not. In either case it generates 3 points of Kando.



Cost: Sigils and decals of any type: 200cr.



Sash
A band of cloth worn across the body from shoulder to hip, or worn tied belt fashion about the hips with the loose ends handing to one side.
Used for stylistic purposes, with a historical emphasis on military background (shoulder) or law enforcement background. (hips). Various colours, the most traditional being red or brown as per the journeyman protectors.
** Adds +1 to iijaat rolls. Adds +1 Kando.
Cost: 100cr

Lanyard
A length of cord, typically braided, looped or coiled around one shoulder, or allowed to hang loose from the shoulder. Traditionally used to tether a signaling device or pistol in case of losing grip on it. Now primarily stylistic. Various possible colours or colour combinations, and may be woven from synthetic fibers, metallic chain, or even fur or hair from a trophy (like a wookiee.)

** Adds +1 to iijaat rolls. Adds +1 Kando.
Cost: 50cr

Cape/ cloak
Mandalorians sometimes wear a cape, shoulder cloak or half-cloak. It is typically a matter of style and preference as many cultures view a cape as a symbol of power and prestige.
**All cloaks add 1 pips to the base dexterity penalty (added after material modifier).
Kando value: All capes/cloaks add 1 Kando point.
Cost: 200cr
Additionally it may have the following properties:

Environmental fabric: Properly coloured, it adds a +1D to camouflauge.
Cost: regular
Sunshield Fabric: Adds a +1D to survival on hot desert planets.
Cost: 400cr
Fur or insulation fabric: Adds a +1D to survival on cold frigid planets
Cost: 400cr
Armorweave:
Adds 2 stages of additional energy protection to the armor (added after material modifier.
Cost: 1000cr

Poncho
A poncho is a garment, essentially a blanket with a hole in the center for the head, allowing it to be draped over the body. It can be viewed as a full-body cape, and can have belts worn overtop to keep the garment close to the body.
Ponchos are almost always poorer quality materials than capes, and are often crudely made from cutting up a piece of the material.

Kando value: All capes/cloaks add 0.25 Kando point.
Cost: 100cr

**All ponchos add 2 pips to the base dexterity penalty (added after material modifier)
Additionally it may have the following properties:

Environmental fabric: Properly coloured for a specific environment, it adds a +2 to camouflage (sneak skill)
Cost: regular
Sunshield Fabric: Adds a +2 pips to survival on hot desert planets.
Cost: 100cr
Fur or insulation fabric: Adds a +2 pips to survival on cold frigid planets
Cost: 100cr
Armorweave: Adds +2 stages of additional energy protection to the armor (added after material modifier.)
Cost: 250cr


Kama
A kama also known as a Belt-spat is a leather apron, often divided in the center and fastened to the belt, worn to cover the rear of the legs. It is a cultural item of dress in mandalorian culture. Although currently seen as stylistic and symbolic, and thus optional, it does have the practical function of protecting the upper legs from shrapnel and from the heated downdraft of a jetpack.
**Adds 1 stage improvement to the physical protection to the armor (added after material modifier) and +1 to Jet pack skill rolls.
Kando Value: Adds +2 Kando.
Cost: 200cr

Boot Spats
A tough fabric garment worn over the boot and around the ankle for additional support and protection from spalling and to keep dirt and debris from falling into the boot or getting between the foot armor and the liner underneath. It is both of practical use and a symbol of the soldiering profession.
Adds 1 stage improvment of physical protection to the armor.
Kando Value: Adds +1 for the pair.


Pauldron
A pauldron is an item that is fitted over one shoulder. They come in various sizes, thicknesses, shapes and colours. They are primarily symbolic of training, specialization or authority.
Adds +1 to ijaat rolls.
Kando Value: Adds +2 Kando.
Cost: 200cr


Flight pack
**Adds +1 Kando
A jetpack built into the armor can be a useful piece of equipment. It makes the armor bulky, but it is less bulky than wearing a separate jetpack over the armor, and it is always ready if required.
Requires Flight pack skill to use.
Benefits: Flight based on style of pack.
Penalties: Check flightpack functionality whenever wearer takes damage.
Dex Penalty: 3
Cost: based on flight pack

Jet Pack additions: **Adds +0.25 Kando each
Missile launcher:
The jet pack has a built-in multi-purpose guided missile launcher.
Dex Penalty: 1
Cost: 3000cr for launcher; warhead cost separate.
Rocket Pack:
Adjustment to the configuration allowing for operation of a jetpack in a vacuum.
Dex Penalty: 1
Reduce fuel rating to D4 out of atmosphere.
Cost: 400cr

Hush system:
Silencing system making operation drastically quieter.
Increase Stealth rating by +5 / +10 / +15
Dex Penalty: 0.5
Cost: 1000cr

Thrust Scrubbers:
Minimizes tell-tale exhaust contrails during operation.
Increase Stealth rating by +0/ +5 / +25
Dex Penalty: 0.5
Cost: 800cr

Extending Flight fins
Aids stabilized flight and maneuvering to jet packs and rocket packs in an atmosphere.
+1D to maneuver.
Dex Penalty:1
Cost: 1000cr

Long range antenna
** adds +0.25 Kando
Boosts the range of commlinks and remote control signals to planetary levels.
Cost: 500cr


Hard seal

** adds +0.25 Kando
The suit can be instantly sealed against the vacuum of space, with short-term onboard air supply.
Cost: 1000cr

Powered exosuit
** adds +4 Kando
The armor is built with an exoskeletal frame and powered body movement.
Strength is increased to 6D. Dexterity penalties are reduced by 3D
Cost: 10,500 cr

Crush Gaunt
**Adds 4 Kando
Made of a reactive beskar mesh, this glove is able to amplify the wearer’s hand strength.
Able to catch blades (even light-sabers) or squeeze a held object or opponent for triple the wearer’s base Strength score in damage dice.
Cost: 20,000cr

Environmental controls

**adds +0.25 Kando
**Dex penalty of 2
The armor has a heating and cooling system for internal temperature regulation.
The wearer suffers no penalties from adverse heat or cold conditions.
Cost: 1000cr

Internal air supply
**adds +0.25 Kando
**Dex penalty of 2
The armor contains a compressed internal tank providing several hours worth of air supply.
Cost: 800cr
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Dredwulf60
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PostPosted: Fri Sep 06, 2019 6:42 pm    Post subject: Reply with quote

Standard Weapons Load and kit

A standard mandalorian, if ever there was such a thing, has got a number of ‘slots’ which account for a standard load of personal weapons and ammunition. A character can reconfigure these slots for a custom load-out. These are generalizations. Any weapon not listed, find the most appropriate size-shape related.

A NOTE ON GAME USE:
If it's listed here on the standard load and kit, its assumed you have it at all times unless it is an unusual situation (ie captured and in jail)

You can have gear that is NOT part of your standard defined kit...BUT it is not with you by default. If you don't specifically tell the GM that your character is bringing it with you when you leave the ship or wherever...you have left it behind!



Weapon/ equipment piece and number of slots

Hold-out blaster: 1
Sporting blaster, blaster pistol or heavy blaster pistol: 2
Blaster carbine: 3
Blaster rifle: 4
Long rifle: 6
Light repeating blaster and pack: 8
Knife: 2
Sword: 4
Small pouch: 1
Medium pouch: 2
Large pouch: 3
Satchel: 4
Pack: 6
Ammo cartridge belt: 1
Ammo bandolier: 2




Standard Mandalorian load-out: A standard character has 13 slots

Knife 2
Pistol: 2
Rifle: 4
Small pouch x2: 2
Large pouch: 3


A mandalorian character can redistribute these slots as desired, without passing 13 slots (or see below)

For every slot not used, reduce armor dex penalty by 1 stage on the conversion chart.
For every extra slot used, increase armor dex penalty by 1 stage on the conversion chart.

Pouches: The pouches are considered ‘full’ when worn.
It is up to the character what goes in each pouch. Use this as a rough guide:


Loose guide on carrying gear
A small pouch can hold a grenade or a blaster pistol cell.
A medium pouch can hold a first aid kit or a blaster rifle cell
A large pouch can hold a pair of macrobinoculars, or a days worth of condensed rations.
A satchel can hold a folded flightsuit or coverall or a demolition charge
A pack can hold a portable tent, thinsulate sleeping bag and a camp stove.
An ammo cartridge belt typically holds a number of rounds for firearms, or mini power cells for blaster weapons. (if worn, double the ammo capacity of 1 relevant weapon)
An ammo bandolier typically holds twice the load of a cartridge belt. (if worn, triple the ammo capacity of 1 relevant weapon, or double the capacity of 2 relevant weapons)
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Whill
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PostPosted: Fri Sep 06, 2019 9:12 pm    Post subject: Re: Mandalore galore! Reply with quote

Holy moly! Thanks, Dredwulf!
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PostPosted: Sat Sep 07, 2019 3:11 pm    Post subject: Reply with quote

Nice to see it all compiled in one place. I've always wanted to run a Mando gunfighter specialist, so it's nice to see a framework in place for that. I'm assuming the Primal Warrior is a Brawling / Melee specialist (it wasn't on your summary list).
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Dredwulf60
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PostPosted: Sat Sep 07, 2019 3:26 pm    Post subject: Reply with quote

CRMcNeill wrote:
Nice to see it all compiled in one place. I've always wanted to run a Mando gunfighter specialist, so it's nice to see a framework in place for that. I'm assuming the Primal Warrior is a Brawling / Melee specialist (it wasn't on your summary list).


Ah yes.

Primal was for melee; swords and knives and spears etc.
I originally called it 'primitive weapons' but primal sounded cooler.

Combative is the term I used for the brawling masters/ unarmed combat....basically martial arts but 'combative' seemed the best fit, or at least not as bad as the others.
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PostPosted: Sat Sep 07, 2019 3:35 pm    Post subject: Reply with quote

Understood.

Also, what is “resol’nare”? It’s touched on (the Six Actions), but doesn’t appear to be fleshed out anywhere...
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Dredwulf60
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PostPosted: Sat Sep 07, 2019 7:25 pm    Post subject: Reply with quote

CRMcNeill wrote:
Understood.

Also, what is “resol’nare”? It’s touched on (the Six Actions), but doesn’t appear to be fleshed out anywhere...


It is a way to build the character's Ijaat or standing within the clan.

At the end of each session, each player can make a case for how they strongly adhered to one of the six actions. If as GM I agree with their pitch they can get a resonlare point.

Reslonare points only purpose is to build the character's Ijaat die code as if they were character points.

ie an ijaat score of 3D+1 woulc require 3 resolnare to become 3D+2.
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PostPosted: Sat Sep 07, 2019 7:29 pm    Post subject: Reply with quote

Resol'nare, The Six Actions


The Resol'nare, or Six Actions, are the core tenets that every Mandalorian is expected to follow in order to belong to the culture.

A character earns a point in ijaat when they effectively demonstrate in a game session their adherence to one of the tenets.




Ba'jur
 (education; raising children)

Every Mando'ad is expected to raise their children as Mandalorians, teaching them the art of war, of honor and tradition, and the Resol'nare.

It is a Mandalorian's responsibility to raise children in the traditions of their culture. However this is not simply an imperative to breed, as it might seem on the surface. Mandalorians often adopt their children, caring very little for blood lineage and bowing to the necessities created by their lifestyles as nomadic warriors. This act is a mandate to perpetuate the culture, as are the majority of the Six Acts, by passing it down to both offspring and adopted war orphans.

Examples:
A character who spends time teaching a child, their own or another mando’s earns a point. A character who takes steps to successfully pass on training or experience to another less experienced mandalorian would also earn a point.




Beskar'gam (armor)

Once Mandalorians reach adulthood, they assemble a suit of armor that suits their needs and skills and wear it in public through their daily lives. This armor serves as a tool, a visual designation of their status as warriors and a symbol of their cultural identity. When among outsiders, many Mandalorians will not even remove their helmets.

Armor is the most outward display of being Mando'ad and says a great deal about its owner. While most outsiders see identical sets of armor varying only in color or minute details, every set of armor is actually quite unique and tailored to suit the comforts, fighting styles, and abilities of its owner.

In addition to wearing the armor, Mandalorians are expected to take care of it and keep it in peak condition, ready for combat at a moment's notice.

Examples:
A character who upgrades his armor or repairs his damaged armor would earn a point. A character who takes a hit while wearing his armor and survives would earn a point. A character who successfully intimidates an aruetii (ah-roo-AY-tee: an outsider) or meets and makes a good impression on a Mando he doesn’t know while whering their armor would earn a point.





Ara'nov (defense)

Other than armor, Ara'nov is the tenet that sentients most associate with the Mandalorians. All Mando'ade must be able to hold their own in combat, regardless of gender, age, or profession. This concept also extends to defending one's clan in times of need. Many outsiders assume that this tenet infers that all Mandalorians are soldiers by profession, but that is not the case. Mandalorians merely recognize the importance of being able to defend oneself, their clan, and what they believe in.

While anyone can obey the other tenets, Ara'nov is what separates the Mandalorians from most outsiders.

Examples:
A character who fights and defeats a threat in combat would earn a point. A character who puts on an impressive display of skill at arms would earn a point.



Aliit (family; clan)

While the Mandalorians are best known as a warrior culture, they are also fiercely family oriented. It is expected that Mandlorians will start families once they are able to do so. Not wanting to do so is difficult for a Mandalorian to understand. Each member of a family is expected to protect the others.

. Family is such a crucial part of Mando society that its organization is centered around it, which is made most obvious by their clan structure. However, clans in Mando society are far different than those found in most other galactic cultures.

Mando clans can best be understood with the old proverb, "Aliit ori'shya tal'din," which translates into Basic as, "Family is more than blood." While it is very important to raise the children one births as Mando'ade, adoption is just as important and often more widespread.

Adoptees are given the same status and treated the same as those related by blood. Through this practice, the Mandaorians have managed to remain strong and tight-knit throughout the centuries. 

Examples:
A character that goes out of their way to help a clan member would earn a point. A character that displays familial affection would earn a point. A character that displays respect and devotion to senior members of their family would earn a point, as would a character that forgives a mistake of a junior member of their family.



Mando'a (Mandalorian language)


Although some may disagree, Mando'a is an extremely important part of Mando society and culture. It sets Mandalorians apart from outsiders and it strengthens their bonds with those who have come before. It serves as a form of universal communication and a way to tie together what is otherwise an extremely diverse group of sentients from all species and walks of life. It also allows them to express themselves through proverbs, poetry, and song.

Not only that, but it allows them to express that which is indescribable in any other language. It also serves as a very clear and concise form of communication well adapted to battlefield environments where time is of the essence and long explanations are a frivolous convenience that none can afford.

Because ofMando'a, only a fellow Mandalorian will understand when another uses words like shereshoy and aay'han, even when no one else in the galaxy can. It is part of the cultural identity.

Examples:
A character who makes an honest effort to insert a phrase of mando’a into their in-character role-play, and if the effect is not random but genuinely enhances the encounter would earn a point. If a character picks up on another character’s use of mando’a with a quick response indicating that he understood the exchange without having to do some research would likewise earn a point.

Note that two characters can use their skill in mando’a to communicate effectively and directly with each other by making skill rolls. This is efficient but does not earn a point.

If a character peppers mando'a into their speech, at the end of the session they could roll their language Mandp'a skill. The difficulty is 20 minus 1 for every word they used in their speeches.




Mand'alor (Mandalore; leader of the Clans)

It is no coincidence that Mandalorians call themselves "Mando'ade." In Basic, this word translates to, "sons and daughters of Mandalore." Mand'alor is the sole ruler and leader of the Clans. He is the most capable, skilled, and experienced warrior among them.

He leads the Mandalorians against those who would do them harm and those who he would have harmed. He is the embodiment of what it means to be a Mandalorian and he is the guardian of Mando values, traditions, and life. When the Mand'alor calls upon the Clans, it is their sworn duty to answer the call and rally to him. This is Mando law. 

Example: Any time the character takes on any mission or activity as dictated by the Mand’alor it is worth a point. This is rare except in times of turmoil.
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PostPosted: Sun Sep 08, 2019 5:58 pm    Post subject: Reply with quote

Mandalorian Personalities

Characters can choose one primary and one secondary. Alternatively the character can choose 3 secondary.

At the end of a game, if the requirement has been met, the character earns one extra character point.

A primary can be invoked twice in a game, a secondary only once per game, no matter how many times the personality trait was displayed.

Multipliers:
Traits with a multiplier generally have less opportunity for display. Thus when they are showcased they are worth the equivalent number of character points.
ie x3 is worth 3 character points instead of 1.

Aggressive: You go right for the one that gets in your way.
Advisor: Giving good advice that is accepted and implemented.
Amiable: Gets along with others
Brilliant: Idea or concept that leads to success.
Celibate: x2 resist opportunity for sex that might normally be very advantageous.
Charismatic: Succeed to excess in social tasks; getting people to go along.
Challenging: You make a bet or challenge with an ally and follow through, win or lose.
Commander: When others follow your orders and achieve success.
Compassionate: x3 Easing the suffering of innocents.
Contemplative: Positing an interesting ‘what if?’ scenario.
Confident: Goes through with a planned action anticipating only success.
Courteous: x2 Address everyone with courtesy, even opponents.
Crass: Uses low-brow humor and foul language.
Daring: x3 Taking dangerous chances; ie where difficulty class is 30 or higher, and/or grave consequences to failure.
Decisive: Makes decisions immediately when presented with options.
Deceptive: x3 You make someone else believe something false is true in an important matter.
Defender : x2 Keep innocents from harm.
Dependable: Succeeds in a task that directly aids a comrade’s task.
Dignified: x2 Refuses to take a potentially embarrassing action.
Dramatic: Makes mundane tasks or events out to be of great importance.
Dutiful: x2 Follows orders to successful ends or into peril.
Elegant: Behaves in a sophisticated way, eschews menial tasks.
Emotional: Feels and expresses himself to the world.
Fierce: Overpowers an opponent within a single turn.
Flirt: Acting suggestive toward the desired sex.
Gallant:x3 For being a champion to females.
Generous: x2 Gives freely to others above the inconsequential.
Gregarious: Actions to make others happier.
Humorous: in-character joke that others laugh at.
Investigator: x5 Uncover secret plans, crimes or evil deception.
Independent: Goes it alone.
Intuitive: x3 Anticipates something yet to come (and turns out to be right)
Irrepressible: x3 resists restraint or containment.
Leader: When others follow your example and do as you do.
Learner: For seeking and accepting advice.
Learned: Others come to you for advice; and you provide thoughtful good advice.
Loyal : x2 Supporting an ally despite hardship/ consequence.
Mediator: x2 Instigate a working compromise.
Merciful: x3 Always accepts surrender.
Obedient: You do what you’re told.
Patriotic: x5 Takes actions for the good of the clan/ mandalore, and lets everyone know it.
Philosopher: x3 For quoting an appropriate proverb.
Prepared: x2 Having and using a backup; plan, item, etc.
Predatory: goes for the weakest member of opposition.
Prosecutor: x3 Bring justice to criminals and villains.
Prudent: Avoid excessive risk.
Redeemer: x5 Cause villains to repent and make amends.
Respectful: voices their respect for the actions and prowess of others.
Responsible: x3 Accepting the consequences for another’s actions.
Sarcastic: You display a sarcastic wit.
Sensualist: Enjoying a new experience.
Showy: Succeed to excess in a physical task.
Stern: You display your serious side.
Sworn: x3 Has taken a vow and works to keep it.
Teacher: Imparting knowledge, skills to others.
Trustworthy : x3 Makes and keeps a promises and oaths.
Truthful: x3 refuses an expedient lie in favour of the more difficult truth in matters of consequence.
Upbeat: Sees the positive in a bad situation.

-----------------------------------

Personality Flaws

No one is perfect. For every one of these flaws chosen, the character is entitled to 1 free upgrade skill die during character creation, or a +2 pip to an attribute.

In play, if the character does not make a role playing display of the trait in a game session, his total number of character points earned in that session is reduced by 1. A character with multiple flaws deducts 1 character point per flaw not displayed. (never less than 0 awarded in a session.)

In time, the character can work to overcome these flaws.

Arrogant: Believe they are the best and let others know it.
Covetous: Wants what others have and tries to get it.
Coward: Actively avoids their share of danger.
Critical: points out the flaws in the actions of others.
Cynical: Looks at the worst side of any situation.
Gloomy: Avoids being happy about anything.
Gullible: Believes anything of anyone.
Impatient: Acts or speaks before readiness.
Insolent: language intentionally insults others
Insubordinate: Refuses to take orders.
Lazy: Make as little effort as possible.
Liar: lies about petty things, and often for no reason.
Lustful: Pursues sexual gratification.
Masochist: desires pain
Obsessive: Obsesses over an object, person or action.
Perversion: Seeks out abnormal personal gratification.
Reckless: Takes unnecessary risks.
Sadist: Inflicts pain.
Stubborn: Refuses to give in to another’s point of view without argument.
Timid: Cannot stand up for themselves.
Vengeful: Will be driven to even all scores however slight.
.
----------------------------------------
Changing personalities:
It takes 10 change points to change a personality. This must be done over time.

Once the character has decided he wants to change a trait, he tells the GM which one he wants to switch out and which one he is switching to.

When he satisfies the old trait, instead of getting a character point, he gets 1 change point.
When he satisfies the new trait, he gets 2 change points.

When he has accumulated the full 10 change points, his personality is considered permanently changed.

During this procedure, he does not get any character points from his old personality trait or the new.
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PostPosted: Tue Sep 10, 2019 12:51 am    Post subject: Reply with quote

Dredwulf60 wrote:
Resol'nare, The Six Actions

Thanks for that; I've fallen behind on my Mando lore and wasn't aware that this was actually an official thing.

Quote:
Mandalorian Personalities

Interesting. This could easily be applied to PCs in general, not just Mandalorians...
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PostPosted: Tue Sep 10, 2019 1:20 am    Post subject: Reply with quote

CRMcNeill wrote:

Quote:
Mandalorian Personalities

Interesting. This could easily be applied to PCs in general, not just Mandalorians...


I gave this a try on a recent character for a play test. I like the idea of giving a character 1 or more flaws that actually round them out.
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