Kel Dor stats?

By Icosiel, in Star Wars: Edge of the Empire RPG

I have a new player coming to the group and he said he desperately wants to play a Kel Dor. There isn't anything published about them, so I'm wondering if anyone has produced any fan builds for them. If not, any recommendation on what to give a Kel Dor? I'm still relatively new to this system.

Thanks

I don't know that they've been written up unofficially yet, but here goes my take.

Kel Dor

Brawn: 1

Agility: 3

Intelligence: 2

Cunning: 3

Willpower: 2

Presence: 1

  • Wound Threshold: 8 + Brawn
  • Strain Threshold: 12 + Willpower
  • Starting XP: 90
  • Special Ability: Kel Dors begin the game with one free rank in Discipline. They still may not train Discipline above Rank 2 during character creation.
  • Racial Telepathy: A Kel Dor may establish simple telepathic communication with other Kel Dors within Short range. She may communicate with a number of nearby equal to or below her Willpower.
  • A Kel Dor may survive in the vacuum of space for a number of rounds equal to half his Wound Threshold (rounded up) and will suffer two Wounds for each round he is exposed to the vacuum of space.

Important Note: Kel Dors must wear special goggles and an antiox mask when out of their home world's atmosphere. Without the goggles, a Kel Dor is considered effectively blind. Without the mask, the Kel Dor will die of airborne toxins (carbon dioxide, oxygen, and nitrogen) in a number of rounds equal to his Wound Threshold, and will suffer one Wound for each round he is exposed to raw atmosphere.

Edited by Simon Fix

Simon I like most of what you have written.

I definitely think the stats should be Cunning 2, Willpower 3, though. I would also leave agility and brawn 2.

I also think the starting Ability could be Discipline if they choose their own surname. However, one of the cool things is that the Surname (always short, monosyllabic) reflects how the Kel Dor will behave or the trade of the Kel Dor in question.

I think it would be cool to offer the following options for starting attributes if the following surnames are taken at creation:

1. Koon- a name meaning "explorer" in Kel Dor. Bearers of this name are granted one free point in Survival (can't go beyond 2 in character creation).

2. Du'un- A name meaning "warrior", Kel Dor from this were ancient practitioners of the martial form of Baran Do. They earn one free rank in Brawl.

3. Vold- A name meaning "sage" in Kel Dor. Members of this family were expected to learn a great deal of traditional knowledge and pass it to the next generation. Taking this as a surname grants a free rank in Lore.

4. Nai- Meaning "healer" in Kel Dor. This family was particularly skilled in the healing arts and serve as physicians when upholding their traditional background. Free rank in Medicine.

Admittedly, I knew little about the Kel Dor before looking into them last night, but here's what Wookieepedia has to say about them.


The Kel Dors also had heightened reflexes, a result of the extrasensory organs in their heads. As a species, they were thought to be typically quick and wise, but of a weaker constitution, when compared to other species.


Heightened reflexes. Quick. Wise. Weaker constitution. Thus a higher Agility and Cunning (the closest thing we really have to Wisdom), and the reason for a lower Brawn and Wound Threshold. (I'll admit, Presence was lower because I needed a second low stat to justify two 3s.)


As for surnames, what about D'bis, Ganar, Hazz, M'ase, Mong, Nemnin, Gal, Paan, Rahring, Sall, Tac, Temm, Braga, Tlo, Tok, Uuin, Vass, Yar, and Ziil, all of which are surnames of Kel Dor in various Star Wars comics, books, and games? I mean, I like the idea of having some sort of modular skill, but is it worth limiting players to only four surnames? Not to mention, the surname of a Kel Dor family was "based on ancient family trades or jobs, or even a description of a particularly famous Kel Dor in the family", much like our own names. Yet I know plenty of Smiths who can't swing a hammer, Millers who know nothing about grain, and Fishers who can neither fish nor cut bait.

Edited by Simon Fix

Here's my take;

Brawn 1, Agility 3, Intellect 2, Cunning 2, Willpower 2, Presence 2
WT: 10 + Brawn
ST: 10 + Willpower
Skills: One free rank in Cool or Perception (cannot train above rank 2 at character creation)
Abilities: Ignore one Setback die to skill checks due to high winds or stormy weather.
Drawback: Without a breathing unit, treat oxygen as a dangerous atomosophere with Rating 8.
Starting XP: 110

Edited by JonahHex

I too, performed a conversion from the Kel Dor d20 stats:

KEL DOR

1 Brawn, 3 Agility, 2 Intellect, 2 Cunning, 3 Willpower, 1 Presence

Wound Threshold: 9 + Brawn
Strain Threshold: 10 + Willpower
Starting Experience: 90xp

Helium Breathers: Kel Dor start the game with an antiox respirator mask and goggles, and treat oxygen as a dangerous atmosphere with Rating 8. Additionally without their goggles, they are considered Blind.

Special Abilities:
Keen Insight: Kel Dor begin play with one rank in Discipline, and Discipline is always considered a career skill for them. Discipline still cannot be trained above rank 2 during character creation.
Low-Light Vision : Kel Dor characters may remove up to one setback added to checks by lighting conditions, but this requires them to be wearing their antiox mask and goggles.

Helium Breathers: Kel Dor start the game with an antiox respirator mask and goggles, and treat oxygen as a dangerous atmosphere with Rating 8. Additionally without their goggles, they are considered Blind.

Makes me wonder... in a non Helium atmo would Plo Coon's deep voice become ridiculously baritone, or would he go down into subsonic and just sort of vibrate the room?

Helium Breathers: Kel Dor start the game with an antiox respirator mask and goggles, and treat oxygen as a dangerous atmosphere with Rating 8. Additionally without their goggles, they are considered Blind.

Makes me wonder... in a non Helium atmo would Plo Coon's deep voice become ridiculously baritone, or would he go down into subsonic and just sort of vibrate the room?

Closer to the latter. Wookiepedia indicates that, without the mask, their voices are so low in Non-Helium environments that they have to put forth extra effort to be heard at all times. Akin to constantly shouting.

Helium Breathers: Kel Dor start the game with an antiox respirator mask and goggles, and treat oxygen as a dangerous atmosphere with Rating 8. Additionally without their goggles, they are considered Blind.

Makes me wonder... in a non Helium atmo would Plo Coon's deep voice become ridiculously baritone, or would he go down into subsonic and just sort of vibrate the room?

From what I understand, Kel Dor need vocalizers to be heard in non-helium atomospheres.