This Is the Way

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

Hello everyone!

Inspired by @Kualan 's excellent Heroes on Both Sides, I thought I would make an attempt at stating up characters post Galactic Civil War, focusing on The Mandalorian. Whether or not I take this to the next level and actually do a PDF? I dunno. For now I just have one stat block I am trying to nail down: The Mandalorian himself. Now I will try to avoid spoilers, but unfortunately to create a definitive stat block, some future gear he gets may be spoiled. Furthermore, to explain my reasoning I may have to delve into spoilers.

So, when creating the Mando I used Boba Fett and other Mandalorian NPCs as a base. The characteristics and skills are the only things I am unsure about. However Talent and Ability wise I am very please. Especially since I was able to create a 'supreme' version of Clanker Killer for the Mando given his dislike for droids.

I also knew I wanted a talent called "This Is The Way" but I had no idea how to implement it and played around with it upgrading his attacks when he aims...but I then realised I'd just replaced True Aim with a lesser ability. Plus it is usually said in the show Mando to Mando, so eventually it developed into a social ability against other mandos.

Beskar Deflection came narratively from seeing that blaster bolts sometimes ricochet off the armor and it made me think of Lightsaber abilities like Parry and Reflect and figured it would be interesting to give an enemy a Despair since whenever someone attacks the Mando and lands a hit, they normally end up leaving themselves exposed.

NPC Type: Nemesis

Characteristics
Brawn: 3
Agility: 5
Intellect: 3
Cunning: 4
Willpower: 3
Presence: 4

Skills
Brawl: 3 (YYY)
Coercion: 2 (YYG + AA)
Cool: 3 (YYYG)
Deception: 2 (YYGG)
Discipline: 2 (YYG)
Gunnery: 2 (YYGGG)
Mechanics: 2 (YYG)
Melee: 2 (YYG)
Perception: 2 (YYGG)
Piloting (Planetary): 2 (YYGGG)
Piloting (Space): 3 (YYYGG)
Ranged (Light): 4 (YYYYG)
Ranged (Heavy): 3 (YYYGG)
Resilience: 2 (YYG)
Stealth: 3 (YYYGG)
Streetwise: 3 (YYYG)
Survival: 2 (YYGG)
Vigilance: 3 (YYY)

Talents
Adversary 2
Clanker Killer: Before rolling a combat check that targets a droid (including a droid vehicle or ship piloted by a droid), remove BOOST BOOST up to the character's ranks in Clanker Killer from the pool, and add an equal number of SUCCESS or ADVANTAGE (in any combination) to the results.
Clanker Killer (Improved): Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Clanker Killer (Supreme): Decreases the critical rating of Ranged (Light), Ranged (Heavy), and Gunnery attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Fearsome 1: When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.
Fearsome Rep 2: The character adds automatic ADVANTAGE to the results of his Coercion checks equal to his ranks in Fearsome Rep
Lethal Blows 2: Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Special Abilities

This Is The Way: When interacting with another individual who follows the Mandalorian creed, The Mandalorian adds automatic SUCCESS & ADVANTAGE
Beskar Deflection: Once per encounter, when hit by a successful attack, The Mandalorian may spend 2 strain to add DESPAIR to the attackers result. The failure generated from the DESPAIR cannot cause the attack to miss.

Weapons

VibroKnife - Melee; Range: Engaged; Damage: 4; Critical: 2; Qualities: Pierce 2, Vicious 1;
Whipcord - Ranged (Light); Range: Short; Damage: 1; Critical: 5; Qualities: Ensnare 3, Limited Ammo 1;
Flamethrower - Ranged (Light); Range: Short; Damage: 5; Critical: 2; Qualities: Blast 2, Burn 2, Pierce 2, Vicious 3;
Whistling Birds - Ranged (Light); Range: Short; Damage: 6; Critical: 1; Qualities: Breach 1, Blast 4, Limited Ammo 1;
The Mandalorian's Blaster Pistol - Ranged (Light) ; Range: Medium; Damage: 6; Critical: 3; Qualities: Stun Setting, Pierce 1;
Amban Sniper Rifle - Ranged (Heavy); Range: Long; Damage: 9; Critical: 2; Qualities: Vicious 4, Prepare 1, Slow Firing 1;
Amban Sniper Rifle (Shock Prod) - Melee; Range: Engaged; Damage: 6; Critical: 4; Qualities: Stun Damage;

Armor

Mandalorian Armor - Soak: 3; Melee Defense: 1; Danged Defense: 1; Qualities: Cortosis; Removes SETBACK SETBACK added to all Perception and Vigilance checks due to darkness, smoke or other environmental effects.

Gear

JT-12C Jetpack: Allows user to function as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 4 vehicle that can only operate in atmosphere and requires Piloting (Planetary) to operate.

Tracking Fob

Razor Crest

Looks pretty good, but I have a few suggestions:

Characteristics:
Lower Agility to 4, lower Presence to 2.
Lower Agility because 5 seems a bit too high for him. He's good, but I don't think he is that good just naturally. Lower Presence because it is mostly used for Charm and Negotiation, neither of which seem to be his strong suits. Cool 3 (maybe 4) would compensate sufficiently. He isn't shown to a particularly socially skilled person.

Skills:
Add Athletics 3, add Coordination 2, increase Melee to 3. If you lower his Presence, I would suggest considering increasing his Cool to 4.
Add Athletics and Coordination because those are skills he demonstrates at various times, and it makes sense for him to have them aside from what we see onscreen. Increase Melee because that is something he seems to be pretty skilled at.

Talents:
I get that it's fun, but does he really need Clanker Killer? Perhaps better as an Ability (see below). Add Expert Tracker 1.

Abilities:
Add "Hates Droids": Add 2 Boost to Coercion checks against droids. Add 1 Boost to all attack checks against droids.
Add "Faceless": Add (2? 1?) Boost to all Coercion checks, but add (2? 1?) Setback to all Charm, Leadership, and Negotiation checks targeting non-Mandalorians.

Weapons:
Amban Sniper Rifle: Increase damage to 10, remove Slow-firing.
I think that Prepare 1 is sufficient to cover the lower rate of fire, and increasing the damage just makes it a little bit scarier, particularly compared to regular blaster rifles.
Add an explosive charge, but not sure on the stats. Someone proposed the Proton Grenades from Dangerous Covenants, but I am not familiar with them and cannot make a recommendation.
Whistling Birds: Here's what I came up with (with some help from Varlie) for the Whistling Birds:

"Whistling Birds": (Ranged [Light]; Damage 4; Critical 2; Range [Short]; Guided 2, Limited Ammo 12, Pierce 5.
Designate targets up to 12 (or remaining missiles if previously fired). If firing at more than one target, the initial target must always be the target with the highest difficulty and highest defense. Increase the difficulty of the attack once if designating more than 1 target. Make a Ranged (Light) attack based on the most difficult target. It takes 1 Advantage to hit an additional target and advantages must be spent on targets before spending them on criticals if multiple targets were designated.
Additional qualities: The cost to purchase additional ammo is 100 credits with a rarity equal to the weapon. It takes an action to reload the weapon.

Armor:
I've never heard of "Danged Defense", but you should probably add Ranged Defense given how many bolts we see tink off his armor. :D

Looks good! Tagging this to follow. :)

For the Sniper Rifle, ather than slow-firing or Prepare (which is more for weapons like an E-Web that have to be set up), Limited ammo 1 seems to fit the best.

All those levels in Clanker Killer seem to be way over the top for a character that doesn't seem to have any special training in killing Droids.

Edited by micheldebruyn

Overall, I like what you have here! After watching the final episode I was tempted to start statting up some of the characters too but I figured we’ll probably get some official stats for at least some of the characters somewhere down the road (whereas with Clone Wars, I think we’ve had all we’re going to get for that era).

I like giving Mando his own Supreme version of Clanker Killer – very thematic with his professed hatred of droids. Having it operate like his own version of a D&D Ranger’s “Favoured Enemy” works in my opinion.

I would agree with P-47 about his characteristics. A 5 in Agility seems a little too high, a 4 feels more like it – he’s a badass but he isn’t god-tier. Likewise he is distinctly uncharismatic (which ironically is part of the character’s charm) so a 2 in Presence feels better – Presence is definitely his weakest stat. Cool is the only Presence-based stat that I would say he excels in, so either an extra rank in that might balance it out (or if you want him to have more yellows, give an ability/talent that lets him upgrade Cool checks once).

Abilitywise, I think “This Is The Way” works well and it was a good call to make it a social focus, but my gut instinct is that “Beskar Deflection” is too powerful. You mentioned taking inspiration from Parry/Reflect talents, and I agree that is definitely the way to go. Personally I would go as far as to make Beskar Deflection an exact copy of the basic version of Reflect – with the exception being it runs off his armour rather than his weapon skill.

With regards to his gear, I think giving the sniper rifle both Prepare and Slow Firing lines up well with what we see on-screen. It is clearly a rifle that works best when Mando takes up a secure position and lines up his shots with care. Given that requiring both a maneuver and an action just to prepare a shot is quite a significant drawback (he would have to skip a turn each time he wants to use it), I would say don’t be afraid to give a nice big buff to the damage to make the payoff worthwhile. Look to the disruptor rifle for inspiration too – and give it Extreme range (it’s a sniper rifle after all).

I will have a think on Whistling Birds and let you know any thoughts on that.

The above are just suggestions of course – overall I think you have a decent overview of the Mando and you’ve zoned in on the right aspects that define him as a character; his creed, his beskar and his hatred of droids and shaped his talents and abilities around that.

Keep up the good work, I’ll definitely be keeping an eye on this thread!

The sniper rifle reads like to me like he’s using the discharge modification; it’s basically a scope, that mod to add straight up damage and maybe additional mods to add damage/pierce. With a weapon with 14/16 effective damage straight up paired with his considerable abilities? That would probably be enough to vaporise anything in a single hit, and it solves that problem without having to reinvent the wheel. Given that he’s the textbook definition of a gadgeteer? Yeah, I’m sure he will find the hard points from somewhere.

i just chalk up his armour to practical visual effects of soak. He probably has improved armour master and Cortosis by the mid point of episode 3, which combined with various armour mods is about 7/8 soak. That’s more then enough to effectively ignore small arms fire while taking less damage from rifles and ignoring pierce entirely.

I would probably also recon that he and IG-11 have unmatched devastation, which describes how they are able to go absolutely nuts at times with little retaliation, and allows him to cycle through his armoury in fast order. Brawling is also considered a weapon in this context.

pC talent? I know. But I feel pretty strongly that some NPCs should have access to talents that makes sense for them to have.

Kuiil’s signature talent: “I have spoken.”

Maybe a social version of Don’t Shoot?

Once per session as an action, make a Hard (Cool? Negotiation?) check. On success, cannot be the target of social checks until the end of the encounter or...

Actually, I guess this would probably just immediately devolve into combat, which would detract from its usefulness/ comedic value. Thoughts on how to preserve this talent, as a relevant gaming tool, staying true to its contextual origins?

12 minutes ago, Edgehawk said:

Kuiil’s signature talent: “I have spoken.”

Maybe a social version of Don’t Shoot?

Once per session as an action, make a Hard (Cool? Negotiation?) check. On success, cannot be the target of social checks until the end of the encounter or...

Actually, I guess this would probably just immediately devolve into combat, which would detract from its usefulness/ comedic value. Thoughts on how to preserve this talent, as a relevant gaming tool, staying true to its contextual origins?

First idea -

I Have Spoken: "Kuiil may spend Triumph from any social check to gain automatic success on the next social check against the same character(s), or impose automatic failure on the next social check when targeted by the same character(s)."

EDIT: Added automatic fail option too.

Edited by Kualan
10 minutes ago, Kualan said:

or impose automatic failure on the next social check when targeted by the same character(s)."

I liked the idea of just shutting down opposing arguments, but this is probably more usable in a game setting.

Maybe make Beskar deflection an ability similar to Vader's from Gadgets and Gear?

" Peerless Armor: Once per encounter as an out-of-turn incidental. the wearer of Darth Vader's armor may spend a Destiny Point to increase the soak provided by this armor to + 6 until the end of the wearer's next turn."

He's also a bit too effective with what's just a basic blaster pistol. Perhaps deadly accuracy or a few ranks of point blank?

1 hour ago, penpenpen said:

" Peerless Armor: Once per encounter as an out-of-turn incidental. the wearer of Darth Vader's armor may spend a Destiny Point to increase the soak provided by this armor to + 6 until the end of the wearer's next turn."

I like this.^^

I'm not sure how I feel about the "add Despair" ability, but I let it slide since it was a once-per-encounter thing. I don't like the idea of making it Reflect as that just seems a bit too powerful. I think penpenpen's suggestion is the best one so far. Someone else suggested giving him Improved Armor Master, which does make sense and falls in line with the already increased Soak (3) from his armor. The norm for Mandalorian armor is 2, so with it at 3, it becomes pretty easy to say he has Armor Master and Improved Armor Master.

I would handle Beskar rather like Cortosis. Either granting it's soak immunity to piercing or maybe rather granting defense 2 instead of a once per encounter talent. After all Mando was hit twice in that encounter against the assassin and he himself mentioned it was only luck and distance, that the bolts didn't penetrate the armor..

Beskar is handled in RAW by the Cortosis Quality. It follows all the same rules as Cortosis Weave.

9 hours ago, Kualan said:

First idea -

I Have Spoken: "Kuiil may spend Triumph from any social check to gain automatic success on the next social check against the same character(s), or impose automatic failure on the next social check when targeted by the same character(s)."

EDIT: Added automatic fail option too.

Not going to lie. I was just working on Kuiil and I had something similar:

I Have Spoken : After making a successful social check, or after being the target of a failed social check, Kuiil may spend a destiny point to immediately end any discussion or debate, he may not be targeted by a social check for the remainder of the encounter.

I do think I prefer yours though...

Thank you all for the feedback! This is what I was hoping for. I have received similar feedback in regards to his characteristics so have decreased Agility and Presence accordingly. To compensate for this I have increased his cool to 4 so he is still rolling YYGG which I feel accurately represents his ability to keep his cool as demonstrated in the first episodes bar fight. I have, however, added Negotiation 2, while this only grants YY.

I feel that as a bounty hunter we see him very often negotiating with people successfully, although I do think most times he just barely succeeds. Notably when he negotiates being paid in Calamari Flan instead of Imperial Credits in Ep 1, Negotiates terms for his hiring in Ep 4, and finally mange to placate Peli with the promise of payment in ep 5.

I've stood by my guns when it comes to the talents, while @P-47 Thunderbolt had some great ideas for replacements, I've recieved more positive feedback for Clanker Killer and its upgraded versions than I have negative. Furthermore the ranks in fearsome rep cover his intimidating appearance.

This Is The Way has remained mostly the same, just cleaned up the wording.

I went back and forth on Beskar Deflection...I liked @Kualan 's idea of just making it reflect but for armor. However @penpenpen raised his own suggestion on using a modification of Vader's armor ability. In the end I went with the reflect route, but ended up costing it higher than reflect with a reduced payoff so it isn't as good as reflect, but the Mando can still take a beating. My logic is thus: Vader's armor ability makes his armor night impregnable by any weapon, unless it has Breach 2. That is supposed to be scary. The intent of that was to not make Mando scary but to make him tanky but at a cost as we can see that a lucky shot can take him down, thus using reflect as the basis of this ability.

The Whistling Birds were taken verbatum by @P-47 Thunderbolt as I liked his write up although I tried my best to clear up the wording on how they work, I like that they are guided, but are not as powerful as my original version. This brings us to the Amban Sniper Rifle. I am in agreement with @Kualan about having both prepare and slow-firing, but increasing the range and damage. So I have almost doubled the damage to 16, make that shot count. Debating if I should give it Cumbersome 3 since it is a large weapon.

I've also included soak, and other stats at the top. Standby as I will be posting my version of Kuiil in a short while.

The Mandalorian

NPC Type: Nemesis

Soak: 6
Wound Threshold: 19
Strain Threshold: 17
Ranged Defense: 1
Melee Defense: 1

Characteristics
Brawn: 3
Agility: 4
Intellect: 3
Cunning: 4
Willpower: 3
Presence: 2

Skills

Athletics: 3 (YYY)
Brawl: 3 (YYY)
Coercion: 2 (YYG + AA)
Coordination: 2 (YYGG)
Cool: 4 (YYGG)
Deception: 2 (YYGG)
Discipline: 2 (YYG)
Gunnery: 2 (YYGG)
Mechanics: 2 (YYG)
Melee: 3 (YYY)
Negotiation: 2 (YY)
Perception: 2 (YYGG)
Piloting (Planetary): 2 (YYGG)
Piloting (Space): 3 (YYYG)
Ranged (Light): 4 (YYYY)
Ranged (Heavy): 3 (YYYG)
Resilience: 2 (YYG)
Stealth: 3 (YYYGG)
Streetwise: 3 (YYYG)
Survival: 2 (YYGG)
Vigilance: 3 (YYY)

Talents
Adversary 2
Clanker Killer: Before rolling a combat check that targets a droid (including a droid vehicle or ship piloted by a droid), remove BOOST BOOST up to the character's ranks in Clanker Killer from the pool, and add an equal number of SUCCESS or ADVANTAGE (in any combination) to the results.
Clanker Killer (Improved): Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Clanker Killer (Supreme): Decreases the critical rating of Ranged (Light), Ranged (Heavy), and Gunnery attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Fearsome 1: When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.
Fearsome Rep 2: The character adds automatic ADVANTAGE to the results of his Coercion checks equal to his ranks in Fearsome Rep
Lethal Blows 2: Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Special Abilities

This Is The Way: When performing a Charm, Leadership or Negotiation check with another individual who follows the Mandalorian creed, The Mandalorian adds automatic SUCCESS & ADVANTAGE.
Beskar Deflection: When the The Mandalorian suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied) they may take the a Beskar Deflection incidental. He may suffer 4 strain and reduce the damage dealt by that hit by a number equal to 5. This talent may only be used once per hit and when wearing his Mandalorian Armor.

Weapons

VibroKnife - Melee; Range: Engaged; Damage: 4; Critical: 2; Qualities: Pierce 2, Vicious 1;
Whipcord - Ranged (Light); Range: Short; Damage: 1; Critical: 5; Qualities: Ensnare 3, Limited Ammo 1;
Flamethrower - Ranged (Light); Range: Short; Damage: 5; Critical: 2; Qualities: Blast 2, Burn 2, Pierce 2, Vicious 3;
The Mandalorian's Blaster Pistol - Ranged (Light) ; Range: Medium; Damage: 6; Critical: 3; Qualities: Stun Setting, Pierce 1;
Amban Sniper Rifle - Ranged (Heavy); Range: Long; Damage: 16; Critical: 2; Qualities: Vicious 4, Prepare 1, Slow Firing 1, Cumbersome 3;
Amban Sniper Rifle (Shock Prod) - Melee; Range: Engaged; Damage: 6; Critical: 4; Qualities: Stun Damage, Cumbersome 3;
Whistling Birds - Ranged (Light); Range: Short; Damage: 4; Critical: 2; Qualities: Pierce 5, Guided 2, Limited Ammo 12;
When performing a Ranged (Light) check to fire the Whistling Birds, the Mandalorian may designate a number of targets equal to the remaining ammo he has for the weapon, if he does so, the base difficulty of the check is equal to the target with the highest difficulty, if more than one target is designated, increase the difficulty by one. If the attack succeeds, the Mandalorian must spend [AD] to hit an additional declared targets before they can be spent on critical effects.
Additional qualities: The cost to purchase additional ammo is 100 credits with a rarity equal to the weapon. It takes an action to reload the weapon.

Armor

Mandalorian Armor - Soak: 3; Melee Defense: 1; Danged Defense: 1; Qualities: Cortosis, Superior;
Removes SETBACK SETBACK added to all Perception and Vigilance checks due to darkness, smoke or other environmental effects.

Gear

JT-12C Jetpack: Allows user to function as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 4 vehicle that can only operate in atmosphere and requires Piloting (Planetary) to operate.

Tracking Fob

Razor Crest

Edited by Ebak

Kuiil

NPC Type: Nemesis (debating Rival)

Soak: 4
Wound Threshold: 12
Strain Threshold: 11
Ranged Defense: 0
Melee Defense: 0

Characteristics
Brawn: 2
Agility: 2
Intellect: 4
Cunning: 2
Willpower: 3
Presence: 2

Skills

Athletics: 1 (YG)
Charm: 1 (YG)
Computers: 3 (YYYG)
Cool: 2 (YY)
Discipline: 3 (YYY)
Education: 2 (YYGG)
Leadership: 1 (YG)
Lore: 1 (YGGG)
Mechanics: 3 (YYYG)
Negotiation: 3 (YYG)
Survival: 4 (YYGG)
Xenology: 2 (YYGG)

Talents
Beast Wrangler 1: Add BOOST per rank of Beast Wrangler to checks to tame or wrangle creatures.
Forager: Remove up to SETBACK SETBACK from skill checks to find food, water, or shelter, Survival checks to forage take half the time.
Soothing Tone: Once per encounter when riding a beast, the character may perform a Soothing Tone action, attempting an Average Knowledge (Xenology) check. If successful, the beast the character is currently riding recovers strain equal to SUCCESS on the check (or heals that number of wounds if it does not have a strain threshold).
Spur : Take a Spur action; make a Hard Survival check to increase a beast's top speed by 1. The beast suffers 2 strain every round it stays spurred, the character can choose to end the effects at the start of any of his turns.
Spur (Improved): Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Average.

Special Abilities
Silhouette: 0
Stubborn and Dependable - Remove a SETBACK die from all skill checks. - Ugnaught species ability.
I Have Spoken: Kuiil may spend Triumph from any social check to gain automatic success on the next social check against the same character(s), or impose automatic failure on the next social check when targeted by the same character
Patience, Repetition, and Affirmation: Kuiil may spend two hours teaching a character in a particular skill that Kuiil has ranks in. To do this, he must pick a skill he has at least one rank in and make a Medium difficulty check with that skill. If successful, the character he is teaching my increase his ranks in that skill by two for the remainder of the session. This does not stack with repeated use and Kuiil may only teach one skill to one character per session.

Weapons

None

Armor

Clothing - Soak +1

Gear

Blurrgs

Edited by Ebak
25 minutes ago, Ebak said:

Kuiil

NPC Type: Nemesis (debating Rival)

Soak: 4
Wound Threshold: 12
Strain Threshold: 11
Ranged Defense: 0
Melee Defense: 0

Characteristics
Brawn: 2
Agility: 2
Intellect: 4
Cunning: 2
Willpower: 3
Presence: 2

Skills

Athletics: 1 (YG)
Charm: 1 (YG)
Computers: 3 (YYYG)
Cool: 2 (YY)
Discipline: 3 (YYY)
Education: 2 (YYGG)
Leadership: 1 (YG)
Lore: 1 (YGGG)
Mechanics: 3 (YYYG)
Negotiation: 3 (YYG)
Survival: 4 (YYGG)
Xenology: 2 (YYGG)

Talents
Beast Wrangler 1: Add BOOST per rank of Beast Wrangler to checks to tame or wrangle creatures.
Forager: Remove up to SETBACK SETBACK from skill checks to find food, water, or shelter, Survival checks to forage take half the time.
Soothing Tone: Once per encounter when riding a beast, the character may perform a Soothing Tone action, attempting an Average Knowledge (Xenology) check. If successful, the beast the character is currently riding recovers strain equal to SUCCESS on the check (or heals that number of wounds if it does not have a strain threshold).
Spur : Take a Spur action; make a Hard Survival check to increase a beast's top speed by 1. The beast suffers 2 strain every round it stays spurred, the character can choose to end the effects at the start of any of his turns.
Spur (Improved): Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to Average.

Special Abilities
Silhouette: 0
Stubborn and Dependable - Remove a SETBACK die from all skill checks. - Ugnaught species ability.
I Have Spoken: Kuiil may spend Triumph from any social check to gain automatic success on the next social check against the same character(s), or impose automatic failure on the next social check when targeted by the same character
Patience, Repetition, and Affirmation: Kuiil may spend two hours teaching a character in a particular skill that Kuiil has ranks in. To do this, he must pick a skill he has at least one rank in and make a Medium difficulty check with that skill. If successful, the character he is teaching my upgrade any checks they make using that same skill by two for the remainder of the session. This does not stack with repeated use and Kuiil may only teach one skill to one character per session.

Weapons

None

Armor

Clothing - Soak +1

Gear

Blurrgs

I'd make him rather a rival, than a nemesis. He's an expert mechanic and can handle beasts, but I doubt he is a real obstacle in conflict situations. He is rather standing in the background, when it comes to conflicts, neither in combat nor social conflicts.

2 hours ago, Ebak said:

Stealth: 3 (YYYGG)

Just pointing out the typo here.

Also, the Whistling Birds says that the ammo rarity is equal to the weapon's rarity, but I didn't list the weapon's rarity when I posted it here. The rarity is 9.

Kuiil's stat block looks pretty good, but I would concur with Darth Dude, Kuiil doesn't really need a Strain Threshold.

2 hours ago, Ebak said:

Thank you all for the feedback! This is what I was hoping for. I have received similar feedback in regards to his characteristics so have decreased Agility and Presence accordingly. To compensate for this I have increased his cool to 4 so he is still rolling YYGG which I feel accurately represents his ability to keep his cool as demonstrated in the first episodes bar fight. I have, however, added Negotiation 2, while this only grants YY.

I feel that as a bounty hunter we see him very often negotiating with people successfully, although I do think most times he just barely succeeds. Notably when he negotiates being paid in Calamari Flan instead of Imperial Credits in Ep 1, Negotiates terms for his hiring in Ep 4, and finally mange to placate Peli with the promise of payment in ep 5.

I've stood by my guns when it comes to the talents, while @P-47 Thunderbolt had some great ideas for replacements, I've recieved more positive feedback for Clanker Killer and its upgraded versions than I have negative. Furthermore the ranks in fearsome rep cover his intimidating appearance.

This Is The Way has remained mostly the same, just cleaned up the wording.

I went back and forth on Beskar Deflection...I liked @Kualan 's idea of just making it reflect but for armor. However @penpenpen raised his own suggestion on using a modification of Vader's armor ability. In the end I went with the reflect route, but ended up costing it higher than reflect with a reduced payoff so it isn't as good as reflect, but the Mando can still take a beating. My logic is thus: Vader's armor ability makes his armor night impregnable by any weapon, unless it has Breach 2. That is supposed to be scary. The intent of that was to not make Mando scary but to make him tanky but at a cost as we can see that a lucky shot can take him down, thus using reflect as the basis of this ability.

The Whistling Birds were taken verbatum by @P-47 Thunderbolt as I liked his write up although I tried my best to clear up the wording on how they work, I like that they are guided, but are not as powerful as my original version. This brings us to the Amban Sniper Rifle. I am in agreement with @Kualan about having both prepare and slow-firing, but increasing the range and damage. So I have almost doubled the damage to 16, make that shot count. Debating if I should give it Cumbersome 3 since it is a large weapon.

I've also included soak, and other stats at the top. Standby as I will be posting my version of Kuiil in a short while.

The Mandalorian

NPC Type: Nemesis

Soak: 6
Wound Threshold: 19
Strain Threshold: 17
Ranged Defense: 1
Melee Defense: 1

Characteristics
Brawn: 3
Agility: 4
Intellect: 3
Cunning: 4
Willpower: 3
Presence: 2

Skills

Athletics: 3 (YYY)
Brawl: 3 (YYY)
Coercion: 2 (YYG + AA)
Coordination: 2 (YYGG)
Cool: 4 (YYGG)
Deception: 2 (YYGG)
Discipline: 2 (YYG)
Gunnery: 2 (YYGG)
Mechanics: 2 (YYG)
Melee: 3 (YYY)
Negotiation: 2 (YY)
Perception: 2 (YYGG)
Piloting (Planetary): 2 (YYGG)
Piloting (Space): 3 (YYYG)
Ranged (Light): 4 (YYYY)
Ranged (Heavy): 3 (YYYG)
Resilience: 2 (YYG)
Stealth: 3 (YYYGG)
Streetwise: 3 (YYYG)
Survival: 2 (YYGG)
Vigilance: 3 (YYY)

Talents
Adversary 2
Clanker Killer: Before rolling a combat check that targets a droid (including a droid vehicle or ship piloted by a droid), remove BOOST BOOST up to the character's ranks in Clanker Killer from the pool, and add an equal number of SUCCESS or ADVANTAGE (in any combination) to the results.
Clanker Killer (Improved): Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Clanker Killer (Supreme): Decreases the critical rating of Ranged (Light), Ranged (Heavy), and Gunnery attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Fearsome 1: When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.
Fearsome Rep 2: The character adds automatic ADVANTAGE to the results of his Coercion checks equal to his ranks in Fearsome Rep
Lethal Blows 2: Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents.

Special Abilities

This Is The Way: When performing a Charm, Leadership or Negotiation check with another individual who follows the Mandalorian creed, The Mandalorian adds automatic SUCCESS & ADVANTAGE.
Beskar Deflection: When the The Mandalorian suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied) they may take the a Beskar Deflection incidental. He may suffer 4 strain and reduce the damage dealt by that hit by a number equal to 5. This talent may only be used once per hit and when wearing his Mandalorian Armor.

Weapons

VibroKnife - Melee; Range: Engaged; Damage: 4; Critical: 2; Qualities: Pierce 2, Vicious 1;
Whipcord - Ranged (Light); Range: Short; Damage: 1; Critical: 5; Qualities: Ensnare 3, Limited Ammo 1;
Flamethrower - Ranged (Light); Range: Short; Damage: 5; Critical: 2; Qualities: Blast 2, Burn 2, Pierce 2, Vicious 3;
The Mandalorian's Blaster Pistol - Ranged (Light) ; Range: Medium; Damage: 6; Critical: 3; Qualities: Stun Setting, Pierce 1;
Amban Sniper Rifle - Ranged (Heavy); Range: Long; Damage: 16; Critical: 2; Qualities: Vicious 4, Prepare 1, Slow Firing 1, Cumbersome 3;
Amban Sniper Rifle (Shock Prod) - Melee; Range: Engaged; Damage: 6; Critical: 4; Qualities: Stun Damage, Cumbersome 3;
Whistling Birds - Ranged (Light); Range: Short; Damage: 4; Critical: 2; Qualities: Pierce 5, Guided 2, Limited Ammo 12;
When performing a Ranged (Light) check to fire the Whistling Birds, the Mandalorian may designate a number of targets equal to the remaining ammo he has for the weapon, if he does so, the base difficulty of the check is equal to the target with the highest difficulty, if more than one target is designated, increase the difficulty by one. If the attack succeeds, the Mandalorian must spend [AD] to hit an additional declared targets before they can be spent on critical effects.
Additional qualities: The cost to purchase additional ammo is 100 credits with a rarity equal to the weapon. It takes an action to reload the weapon.

Armor

Mandalorian Armor - Soak: 3; Melee Defense: 1; Danged Defense: 1; Qualities: Cortosis, Superior;
Removes SETBACK SETBACK added to all Perception and Vigilance checks due to darkness, smoke or other environmental effects.

Gear

JT-12C Jetpack: Allows user to function as a Silhouette 1, Speed 2, Handling 0, System Strain Threshold 4 vehicle that can only operate in atmosphere and requires Piloting (Planetary) to operate.

Tracking Fob

Razor Crest

I would put rivals and minions hit with the Ambam and reduced to 0 wounds are disitegrated.

1 hour ago, DarthDude said:

I'd make him rather a rival, than a nemesis. He's an expert mechanic and can handle beasts, but I doubt he is a real obstacle in conflict situations. He is rather standing in the background, when it comes to conflicts, neither in combat nor social conflicts.

I agree. He wasnt even a speed bumb for a couple minion scout troopers.

Yeah, most of me was considering Rival. I think I left it on Nemesis by default to air on the side of caution as it's easier to simply take away the strain or merge the strain and wounds than it is to add.

I'm liking the second draft of Mando and I think that's a really good first draft for Kuiil. Can't see anything there that I would change at first glance - the talents you've given him suit him down to a tee.

The only thing I would add is that I would probably keep him as a Nemesis myself - the NPC type doesn't necessarily have to reflect their effectiveness in combat. Often it seems to reflect a character's potential plot significance - Mon Mothma and Jabba the Hutt are no warriors but are Nemeses, and although Kuiil isn't in their league he's still an NPC who comes with a buttload of talents and abilities (Rivals rarely have more than a couple).

But again, that's just personal taste. It's easy enough for someone to add/remove a ST as they see fit if they use him in their game.

Edited by Kualan
18 minutes ago, Kualan said:

I'm liking the second draft of Mando and I think that's a really good first draft for Kuiil. Can't see anything there that I would change at first glance - the talents you've given him suit him down to a tee.

The only thing I would add is that I would probably keep him as a Nemesis myself - the NPC type doesn't necessarily have to reflect their effectiveness in combat. Often it seems to reflect a character's potential plot significance - Mon Mothma and Jabba the Hutt are no warriors but are Nemeses, and although Kuiil isn't in their league he's still an NPC who comes with a buttload of talents and abilities (Rivals rarely have more than a couple).

But again, that's just personal taste. It's easy enough for someone to add/remove a ST as they see fit if they use him in their game.

Mon Mothma was a top notch diplomat, a competent adversary in every social conflict. Jabba, was a cunning kingpin and criminal mastermind. Kuiil is not very combat centric and socially rather akward. As a character I love him, but he is by far no nemesis material.

Edited by DarthDude

From Mando's team, Cara and IG will be probably nemeses. Greef probably as well. But for instance Mayfield and his troupe will be rather rivals. I would be use the label nemesis rather sparingly.

Edited by DarthDude
12 hours ago, Ebak said:

Clanker Killer: Before rolling a combat check that targets a droid (including a droid vehicle or ship piloted by a droid), remove BOOST BOOST up to the character's ranks in Clanker Killer from the pool, and add an equal number of SUCCESS or ADVANTAGE (in any combination) to the results.
Clanker Killer (Improved): Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.
Clanker Killer (Supreme): Decreases the critical rating of Ranged (Light), Ranged (Heavy), and Gunnery attacks targeting droids by 1 per rank of Clanker Killer, to a minimum of 1.

While I like that he gets bonuses fighting droids, this might be a bit much and/or a bit complicated? How a bout just a few ranks of Design Flaw from the Droid Specialist spec, each rank adding a bonus advantage to any personal scale combat check vs droids. Easy to use, very flexible, and with lethal blows, quite powerful.

14 hours ago, Ebak said:

Fearsome 1: When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM’s discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances.

I'm not sure this fits. His opponents don't generally seem very afraid of him. Not even the Jawas seemed terribly impressed. Fearsome Rep is quite enough.

14 hours ago, Ebak said:

Beskar Deflection: When the The Mandalorian suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied) they may take the a Beskar Deflection incidental. He may suffer 4 strain and reduce the damage dealt by that hit by a number equal to 5. This talent may only be used once per hit and when wearing his Mandalorian Armor.

I'd drop this altogether, as it's not something he actively does. His armor is a passive defense. Instead, being very much an archetypal Gadgeteer, Armor Master and Armor Master (Improved) seems more fitting, bumping his soak to 7 and Defense to 2, quite enough to start bouncing blaster bolts.

If you want to add even more specific blaster resistance (they really don't seem to bother him much), consider adding Kiirium coating to the armor as well, for another cool +2 soak against blasters specifically, or you could assume that a rank of Jury Rigged wouldn't be beyond him and bump the Ranged Defense up by one point.

14 hours ago, Ebak said:

Flamethrower - Ranged (Light); Range: Short; Damage: 5; Critical: 2; Qualities: Blast 2, Burn 2, Pierce 2, Vicious 3;
The Mandalorian's Blaster Pistol - Ranged (Light) ; Range: Medium; Damage: 6; Critical: 3; Qualities: Stun Setting, Pierce 1;

These are somewhat on the weaker side. I'd consider adding Deadly Accuracy for Ranged Light, considering the rate he mows down storm troopers and combat droids with just a pistol.

Or just bump the pistol damage up a little. A +2 bonus is something that's not very hard to do with attachments.

Also note that he's got a flame thrower in each gauntlet.

14 hours ago, Ebak said:

Whistling Birds - Ranged (Light); Range: Short; Damage: 4; Critical: 2; Qualities: Pierce 5, Guided 2, Limited Ammo 12;
When performing a Ranged (Light) check to fire the Whistling Birds, the Mandalorian may designate a number of targets equal to the remaining ammo he has for the weapon, if he does so, the base difficulty of the check is equal to the target with the highest difficulty, if more than one target is designated, increase the difficulty by one. If the attack succeeds, the Mandalorian must spend [AD] to hit an additional declared targets before they can be spent on critical effects.
Additional qualities: The cost to purchase additional ammo is 100 credits with a rarity equal to the weapon. It takes an action to reload the weapon.

The special rules seem very needlessly complicated compared to just giving it auto-fire and adds very little, if anything.

I'd say the ammo is rather cheap as well. I'd make it 200 to 500 in cost to get a craftsman to make some. If the ammo is mass produced, it's probably only available in Mandalorian enclaves.

11 hours ago, Daeglan said:

Amban Sniper Rifle - Ranged (Heavy); Range: Long; Damage: 16; Critical: 2; Qualities: Vicious 4, Prepare 1, Slow Firing 1, Cumbersome 3;

The scope is quite advanced on this thing. At the minimum, it would probably be a multi-optic sight that also lets him target people through solid objects (like the Sonic Scope in special modifications) as well as eavesdrop on them at range.

14 hours ago, Ebak said:

Gear

His explosive charges are quite well represented by Proton Grenades from Dangerous Covenants.

He also has Flash charges that made an appearance in ep.5. Not sure what kind of gear would represent them best.

15 hours ago, Ebak said:

Piloting (Planetary): 2 (YYGG)
Survival: 2 (YYGG)

I'd probably drop both of these to 1. He tends to let other people drive the speeder, and he's established to not be trained in jetpack use. We haven't seen him do much survival stuff either, apart from basic camping and fetching dewbacks, and he's still new to the whole riding blurrg thing.

15 hours ago, Ebak said:

Vigilance: 3 (YYY)

He's cool and all, but he still got ambushed by a couple of Blurrgs. Drop to 2?

Also, he's bypassed locks and stuff, so I'd consider giving him a rank in skullduggery as well. Not more though, because he doesn't seem to be that good at it. ;)

15 hours ago, Ebak said:

Mandalorian Armor - Soak: 3; Melee Defense: 1; Danged Defense: 1; Qualities: Cortosis, Superior;
Removes SETBACK SETBACK added to all Perception and Vigilance checks due to darkness, smoke or other environmental effects.

He's definitely got some kind of tracking system built in, as he could pick up Cara Dunes footprints on his display. The one in No Disintegrations seems to fit the bill.

@penpenpen That's some fantastic feedback.

I am sticking to my guns on Clanker Killer. Ever since I re watched the show with my RPG hat on, Clanker Killer is what always came to mind whenever he was attacking droids. There is also precedent for certain special NPC's getting an improved version of the talent that is exclusive to them. For example C-3PO is the only NPC with "Improved Ettiquette and Protocol". Even Leia gains an improved version of take charge in her Allies and Adversaries incarnation.

I do agree with Fearsome. I think that was a holdover from when I was using Fett as inspiration for building the Mando.

Beskar Deflection, I was looking to create a combat skill that aids the mando defensively but at a cost to the Mandos strain. Mostly I was citing episode 5 when the assassin shoots at him and hits his Beskar, he takes no wound but is knocked from the impact. This was further developed in episode 7 and 8 when in multiple instances we don't just see the armor absorb and take the damage but actually deflect the round. Yes, ranged defence can also represent this, but that is already included with the armor itself. I wanted an active ability that a GM can use if necessary to help Mando survive longer which I feel is better than just piling on more soak to the point no one can potentially touch him.

Flamethrower is consistent with Fett and how other wrist mounted flamethrowers have been represented in stat blocks and giving it linked 1 while interesting seemed like it would take it a step into the "obvious weapon choice" department.

The Blaster Pistol was a balancing act. I didn't want to do higher than 6 as that's getting into heavy blaster pistol territory and I don't think its a heavy blaster pistol. It definitely is damaging and thus the pierce. I used the Westar 35 as a base, removed accurate and replaced it with pierce while also upping the critical requirements. Its a high end Medium Blaster that's on the cusp of being a heavy blaster.

The whistling birds comment is actually an elegant solution to it. Although I do think you should have to designate targets beforehand and have to spend advantage on hitting those targets instead of crits.

The Amban Sniper Rifle. I wonder if its the scope or the actual helmet systems that gives him the ability to hear over great distances. Regardless, I think the rifle is already quite strong, but given its drawbacks and it does have a scope did give it accurate 1.

Agreed about planetary and survival and have dropped them down to 1

I still think he has a very good vigilance, he managed to avoid getting snuck up on by Tusken Raiders, but also got dropped on by Blurrgs. The question is, is his Vigilance low? or did he simply fail a check that one time? I have given him a rank in Skulduggery though and put the tracking system on the armor.