Playing a Mandalore.

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

Hello to all.

Juste wondering, a player of mine absolutely wants to play a Mandolorian.

Mandolorians are for me something as rare as force sensitive individual and are highly more powerful than a average human.

Do any of you have a specific set of rules to play a Mandalorian.

Or should I just do a Human with a career and juste say "here is a mandalorian for ya" and go with the roleplay?

Any ideas are welcome.

one of my players wanted to be a mandalorian and as they look the same as human, i just used the human stats and marked him down as a mandalore

Mandalorians are not as rare as Jedi, particularly not in the default setting of EotE, i.e. the original trilogy. The core book covers a bit on them I think...

Basically I'd just go with the roleplaying aspect, its a culture, not a super-power. Also its not only humans that are mandalorians, even if they make out the greater majority.

To play a classic mandalorian you'd "need" a modded laminate or heavy battle armour (although starting out with padded armour isn't a bad idea, but this cannot be modded), some weapon of choice (to me modded asap), a jetpack and some melee weapons. That's about it for the character sheet. The rest is gruff rp-ing and mando'a slang.

It also depends on what notion of mandalorians you want to play - the Death Watch type from the clone wars series, the super commandos of Jaster Mereel ... or the peaceful ones (also from the clone wars series), I'd hazard a guess that's its not the pacifist faction your player wants to play :ph34r:

Most likely, Hired Gun would do the trick for a career, as for specialization, I do not have my book in front of me.... :(

Hired Gun mercenary soldier or body guard could work, but also the bounty hunter gadgeteer specialisation is a good pick if going the modification of stuff route.

For some shameless self-congratulation here's a link to an article I wrote on mandalorians for the GSA.

EDIT: I'm working on an update for this.

Edited by Jegergryte

Thanks a lot you guys. I guess i'll stand on the RP-ing side of things.

It also depends on what notion of mandalorians you want to play - the Death Watch type from the clone wars series, the super commandos of Jaster Mereel ... or the peaceful ones (also from the clone wars series), I'd hazard a guess that's its not the pacifist faction your player wants to play :ph34r:

In deed it isn't.

I'll just learn Mandolorian history by heart and i'll do what you guys advised and inspire myself from the PDF included in your link Jegergryte.

Thanks a bunch!

Edited by Naglareph

Someday I'll create a Mandalorian mine equipment repairman. He's a pudgy Mandalorian, he's meh about his Mandalorian heritage. He spent most of his life on Nar Shaddaa. He doesn't know a word of Mando'a. He hates wearing any armor. He rarely uses weapons. He mumbles a lot.

And his name will be Darkmoon "Shockwave" Deathbringer.

And his name will be Darkmoon "Shockwave" Deathbringer.

Hey someone has to mine that unbreakable beskar right? A true hero if ever there was one. Also since he's a bit pudgy people could call him Double D for more than just his initials :-) Man ... that post won my internet @Hishgraphics.

As far as player generating a mandalorian character. I think it is worth uncovering whether or not they are actually wanting to make a Mandalorian like Darkmoon above, or if they just want the sick armor and gadgets. As Jodo Kast briefly showed us, you don't have to be Mandalorian to look the part. Though it does help in the staying alive department.

Yeah, what does it entail to be a mandalorian?

Member of Death Watch or the Supercommandos/Protectors? That's mere membership in a paramilitary group... not all, very few I'd say, mandalorians would be members of these groups.

There is also the culture, which include the pacifist upstarts :ph34r: of Sundari and there are farmers about, miners, and Keldabe inhabitants ... I know many people despise Karen Traviss for her work on the mandalorians, still I think its one of the better sources for insight into how this culture could be - ignore the anti-jedi babble if you can, of course mandalorians don't like Jedi, why should the books treat them any different? :ph34r: They're cool, they're gruff, they're colourful and far from uniform in appearance, demeanour or behaviour...

I don't see anything wrong with someone wanting to be a Mandalore, as others have said, they're human by all appearances. they can choose obligation and motivation to reflect their background. However, if its an excuse to say that they auto-get the cool armour and gadgets, one the armour is restricted and unavailable to starting characters, and two, no amount of extra obligation can get them to a point of acquiring it.

So they'd be a Mandalore without the Mandalorian armour... Which is still a neat concept. :)

Make acquiring a goal. A true mando would want to buy a genuine Mandalorian built set and those aren't cheap. And he's gotta show he's eared it. Have the player start out the game with generic gear and just say the helmet is t-shape visor style of the Mando. Even without a jet pack, if he walks into a bar with e T-shaped helmet, a few symbols on his gear and a blaster, it will have an effect on the patrons.

What I did when I was making my Tusken Raider character (I'm a GM, so he'll probably never see play) was incorporating why he left (was banished from his tribe) so that he can fit into most groups, but set his Obligation (Oath, I think) and Motivation (in this case it was power to represent his primal tendencies, although I rolled it randomly) so that he still has the feel of his original allegiance. I made his career Hired Gun (he's a male Tusken Raider, so fighting is probably the only real thing he knows) and his specialization Marauder. His starting equipment included solely heavy clothing (was going to give him Adverse Environment Gear, but decided against it, seeing that the books description is tech-based, when the Sand People use their skills to survive), a Gaffi Stick, and a gas mask. His Oath Obligation, combined with his Power motivation, add up to him being a slightly unstable power-hungry melee soldier who has a constant urge to swing a gaffi stick at the most gruff looking man in the room. Not sure any of this would translate into being a Mandalorian, but it might help with homebrewing a process for being stuff like this.

A neat concept would also be for someone to have a meta-goal to become a Mandalorian, basically changing culture. This of course should be planned by and along with the GM, but would be best if treated as a series of unrelated events that somehow changes the characters outlook. All too often you have players that play characters that openly desires something that is basically a meta-desire of the player, and while this can be ok and work perfectly well, sometimes it goes beyond banal and soft, creamy cheese.

My upcoming game actually has two mandos in it. One is the leader of a small clan, and one of the last Taung alive (it is also taking place Old Republic era, where they *technically* might be a few left clinging to life across the galaxy.)

The other is an ex-Imperial Intelligence officer/Sith Acolyte that ran afoul with his master's ex-student. From there, he tried to become a mando bounty hunter, but accidentally found a group of Death Watch psychos instead of supercommandos, and he accidentally killed one and stole his armor and junk. Now, he's being hunted by the Empire AND the splintered factions of Death Watch. It sounds like a bit much (and honestly it probably is) but the player himself likes to make his characters have notoriously important and complicated backstories so that he can try and be the center of attention at key moments. It is just how he is, and I figured out how to please him while making sure my other players are in the spotlight as well.

Ultimately I'd think that Mandos would have 3 in one of Brawn/Agility/Cunning, 1 Intellect, and 2 in everything else to start (in keeping with average PC stat blocks.)

My reasoning for this is that Mandos are traditionally either warriors or involve themselves in agriculture or industry: all professions that involve significant strength and stamina (justifying the Brawn/Agility options.) In keeping with their warrior culture, they're also quick on the take and fast to create short-term battle plans (justifying the Cunning option.) Being able to pick your single 3 base stat is a powerful choice, but I think it's justifiable given that it would likely be their racial special.

However, I do not see the average Mando as being booksmart, which is ultimately what Int is all about. Mandos will pick up useful knowledge, to be sure - especially when it is related to their jobs. However, from what I've read Mandos don't have a particularly scholarly attitude - they learn things because it might mean the difference between prospering or failing, not for a particular love of knowledge. Hence, low Int. It's not that Mandos are dumb (the option for 3 Cunning reflects that) but that they don't care that much about learning things unimportant to them.

This is my conclusion after observing the very... practical nature of Mandos in the books I've read. Of course, I could be missing a lot of stuff, I don't read most of the Star Wars books and what little Mando lore I know is based off that one book series where Boba has to step up and actually be Mandalore for a while.

Ultimately I'd think that Mandos would have 3 in one of Brawn/Agility/Cunning, 1 Intellect, and 2 in everything else to start (in keeping with average PC stat blocks.)

My reasoning for this is that Mandos are traditionally either warriors or involve themselves in agriculture or industry: all professions that involve significant strength and stamina (justifying the Brawn/Agility options.) In keeping with their warrior culture, they're also quick on the take and fast to create short-term battle plans (justifying the Cunning option.) Being able to pick your single 3 base stat is a powerful choice, but I think it's justifiable given that it would likely be their racial special.

However, I do not see the average Mando as being booksmart, which is ultimately what Int is all about. Mandos will pick up useful knowledge, to be sure - especially when it is related to their jobs. However, from what I've read Mandos don't have a particularly scholarly attitude - they learn things because it might mean the difference between prospering or failing, not for a particular love of knowledge. Hence, low Int. It's not that Mandos are dumb (the option for 3 Cunning reflects that) but that they don't care that much about learning things unimportant to them.

This is my conclusion after observing the very... practical nature of Mandos in the books I've read. Of course, I could be missing a lot of stuff, I don't read most of the Star Wars books and what little Mando lore I know is based off that one book series where Boba has to step up and actually be Mandalore for a while.

But is that true for all Mandos, even if they are raised in a different culture? In other words, is that a Nature of the race or a Nurture from the environment? I would think that they are human base, with a prediliction towards something. The race characteristics seems to be based upon Nature and genetics, while some of the skill bonuses come from Nurture and culture.

Edited by FangGrip

All things considered, I'd say that any mando - human or otherwise - will have starting characteristics of his/her species, investing xp where appropriate. Culturally they're different, but does that change their genetic make up? I don't see them as less intelligent than any other human (or other species), I mean, if you're lower class, beggar class, on Coruscant or Nar Shaddaa or Tatooine, shouldn't your intellect be 1 too following this logic?

And before we go there, that argument can be stretched into applying various species abilities to any other species if you want it to, unless it can be explained as a gene/dna thing only. I'm not going to start such a debate, because its pointless in my opinion due to the simplicity of the system.

All things considered, I'd say that any mando - human or otherwise - will have starting characteristics of his/her species, investing xp where appropriate. Culturally they're different, but does that change their genetic make up? I don't see them as less intelligent than any other human (or other species), I mean, if you're lower class, beggar class, on Coruscant or Nar Shaddaa or Tatooine, shouldn't your intellect be 1 too following this logic?

And before we go there, that argument can be stretched into applying various species abilities to any other species if you want it to, unless it can be explained as a gene/dna thing only. I'm not going to start such a debate, because its pointless in my opinion due to the simplicity of the system.

So glad you agree. :D

Roleplaying a Mandalorian is simple, honor the following:

Education and armor,

Self-defense, our tribe,

Our language and our leader—

All help us survive.

Dose it help to be a bounty hunter or hired gun? Sure. Dose it help to be a beskar clad, gunzerking death machine? Oh yeah! But none of these things are nessesary and ultimately being a mandalorian comes down to a burden of Roleplay.

My current group is a family of Ordo Mandalorians and the classes might surprise you. The bounty hunter and the hired gun won't suprise you but every team needs a boot. Our other two are a Technician and a colonist but they act as Mando as any other member of the team.

As these are starting characters none of the players started with any of the trappings of a mandalorian. No Beskar, no super customized weapons, nothing but what they could grab as they escaped Teemo the hutt's enforced service (long story). So now they have to survive as a family and each has an obligation to recover a piece of their former gear that the hutt sold and they can't go back to the clan untill those obligations are resolved.

So that's my take on roleplaying a Mando ;)

One of my NPCs in my current campaign is a member of a Death Watch splinter group and a former member of the Cuy'val Dar . Basically she's built on a Hired Gun template with some Bodyguard built in. As for armor, she has Superior quality Heavy Armor to reflect Durasteel Mandalorian armor (similar to what both Fetts wore) with a +2 to Soak and +1 to Defense. I also gave her the Enhanced Optics Suite for her helmet. As others have mentioned, she's a stock human as far as race goes. For a PC I would consider making the Dutybound Obligation mandatory along with a second Obligation. The XP/ credit bonus from having two Obligations could be used to reflect the higher level of starting gear/ skill.

Not to bust too many bubbles, but the CB addresses mandalorians a bit on page 354 and page 376. Given the information presented, I'd think they would just be another human culture, and a predominantly pacifistic one at that.

One of my NPCs in my current campaign is a member of a Death Watch splinter group and a former member of the Cuy'val Dar . Basically she's built on a Hired Gun template with some Bodyguard built in. As for armor, she has Superior quality Heavy Armor to reflect Durasteel Mandalorian armor (similar to what both Fetts wore) with a +2 to Soak and +1 to Defense. I also gave her the Enhanced Optics Suite for her helmet. As others have mentioned, she's a stock human as far as race goes. For a PC I would consider making the Dutybound Obligation mandatory along with a second Obligation. The XP/ credit bonus from having two Obligations could be used to reflect the higher level of starting gear/ skill.

+1 to this. Good use of mechanics to drive RPGing with the Obligation.

Mandos are clearly baseline humans, and, as starting characters, should not have any special bonuses... except what they buy with their Obligation to duty. Heck, if anything, I think Mandos should have LIMITATIONS. For example:

1) Must have extra Obligation

2) Bonus skills from being human must be chosen from Vigilance, Discipline, and Resilience.

Not that I advocate them being anything other than baseline Humans.

Edited by gwek

Not to bust too many bubbles, but the CB addresses mandalorians a bit on page 354 and page 376. Given the information presented, I'd think they would just be another human culture, and a predominantly pacifistic one at that.

Haven't read the relevant pages, but I agree that they're just another human culture (why isn't the a thread about "How many ranks of Deception should my Corellian get for free?"), but I'm not sure about the "predominantly pacifist" tone. At the end of the Clone Wars series, it seemed that the vestiges of pacifism were about to be swept away again.

Not to bust too many bubbles, but the CB addresses mandalorians a bit on page 354 and page 376. Given the information presented, I'd think they would just be another human culture, and a predominantly pacifistic one at that.

Haven't read the relevant pages, but I agree that they're just another human culture (why isn't the a thread about "How many ranks of Deception should my Corellian get for free?"), but I'm not sure about the "predominantly pacifist" tone. At the end of the Clone Wars series, it seemed that the vestiges of pacifism were about to be swept away again.

Why DON'T Correllian's get Deception? lol! Seriously though, the pacifist comment was just a paraphrasing of what FFG put in th esidebar on pg. 376. No idea where it came from or if they cited their sources, but there you have it.