There has been an adventure brewing in my mind for some time now that has gone through more than a few different iterations over the years. The crew of The Blasted Mynock has always been front and center as the protagonists of this adventure, but I was never quite able to get them to gel as a crew. Over the last few weeks I have been tweaking, discarding, and working on new ideas for the crew. I’m happy to say that they have reached their final, playable form, and over the next few weeks you will be meeting the crew for use in your own games if you wish. This week we will meet the Jorman siblings, Reesa and Nawara.
Reesa is one of the youngest children of Clan Jorman, business moguls with any number of corporate interests across the galaxy. She has tried to keep up with the family tradition but so far has failed spectacularly. Some of her earliest ventures required her family to bail her out, a fact that they have not let her forget, and her most recent effort was taken over by the same gang that destroyed her and Jago’s home.
Motivation: Creation (Business)
Reesa wants nothing more than to have one of her business ventures blossom into a success so that she can join the ranks of the successful members of her clan. Traveling with Jago and the others gives her access to lots of different individuals and locations that could eventually pay off for her.
Wound Threshold: 11
Strain Threshold: 14
Soak Value: 2
M/R Defense: 0|0
Skills: Charm 2, Core Worlds 1, Education 1, Negotiation 3, Ranged (Light) 1, Underworld 2
Grit 1 – Increase Reesa’s Strain Threshold by 1.*
Rapid Recovery 2 – When Reesa recovers strain at the end of an encounter, she recovers 2 additional strain.
Sound Investments 2 – At the start of each session, Reesa gains 200 credits from her various investments*
Wheel and Deal 1 – When legally selling goods, Reesa gains 10% more credits.
Desert Dweller – When making skill checks, Reesa removes 1 Setback Die imposed due to arid or hot environmental conditions.
Greased Palms 1 – Reesa can spend 50 credits before making a social check to upgrade the check once.
Equipment: blaster pistol w/ bantha’s eye laser sight (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; stun setting, add 1 automatic advantage to attack rolls), heavy clothing (+1 soak value), handheld comlink, 3 stimpacks, datapad, extra reloads, 500 credits
*Already figured into stat block.
Background: Reesa is one of the youngest and had the idea that she would be a successful business woman like the rest of her family instilled in her from a very young age. And unlike a lot of the other scions of the clan, she showed not only a passion to learn, but also an aptitude for the art of the business deal. But she could never quite get practice to follow theory and several early ventures led her to getting financial help from her family when a number of deals fell through.
Still, she persevered, eventually catching wind of a small mining operation in the Outer Rim that had so far been left alone by the larger consortiums. She sunk what capital she had left into buying majority share and moved her and her younger brother Nawara to the planet to oversee the operations, finding out that it had been controlled by several criminal gangs until they were driven out by resistance groups organized by the new town marshal, Jago Derritch. The mine proved to be mildly profitable – enough that she was able to make back what she had sunk into acquiring the mine within the first few months of operations. But it wasn’t meant to be – the gangs came back with a vengeance, along with backing from Black Sun and utterly destroyed the town leaving Reesa, Nawara, and Jago among the few survivors of the attack. They managed to escape the devastation in a borrowed freighter. She leveraged her earnings with Jago’s capital to purchase them a ship they could use as a legal base of operations while they tried to get back on their feet and plan what needed to happen next. She’s still a businesswoman at heart, but she has a debt of another kind to collect from the criminal gangs that took her home – and the bill always comes due.
Nawara is the youngest child of Clan Jorman and ostensibly followed his older sister on her business opportunity but it quickly became clear that he has no interest in actually running a business. Instead he spent his time exploring the ladies of the village, eligible and otherwise, an attitude he has not put aside, much to his sister’s chagrin.
Motivation: Reward (Esteem)
Nawara was not the best or brightest member of Clan Jorman when it came to dealing with business matters and was thus not paid a lot of attention by the Clan elders. He wants desperately to be noticed for his contributions and has worked hard in the past few months to use the skills he has learned to help out as much as he can with the crew of The Blasted Mynock and “earn” his place.
Wound Threshold: 12
Strain Threshold: 13
Soak Value: 3
M/R Defense: 0|0
Skills: Cool 2, Coordination 1, Deception 2, Perception 1, Ranged (Light) 2, Skulduggery 2, Streetwise 1, Vigilance 2
Convincing Demeanor 2 – Nawara removes 2 setback dice from Deception and Skulduggery checks
Quick Draw – Once per round, Nawara can draw or holster a weapon or accessible item as an incidental
Quick Strike – Nawara adds 1 Boost Die to combat checks against targets that have not acted yet this encounter
Rapid Reaction 1 – When Nawara rolls initiative, he may suffer 1 stress to add 1 additional success to his check result
Desert Dweller – When making skill checks, Nawara removes 1 Setback Die imposed due to arid or hot environmental conditions.
Equipment: 2 paired quicktrigger blaster pistols w/ fully modified set triggers (Ranged [Light]; Damage 6; Critical 3; Range [Medium]; stun setting, add 2 successes and 1 threat to the first attack in an encounter made with each weapon, reduce the advantage cost to hit with the second pistol when fighting two-weapon fightging by 1, reduce the difficulty of Mechanics check to repair by 1), 4 ascian throwing daggers (Ranged [Light]; Damage 3; Critical 2; Range [Short]; Pierce 2, Limited Ammo 4), heavy clothing (+1 soak value), handheld comlink, 3 stimpacks, lockpicking tools, extra reloads, utility belt
Background: Nawara is youngest child of Clan Jorman. Unlike his older sister, Reesa, he never showed an aptitude or a passion for the art of business. His parents however sent him along with Reesa on this mining prospect in the Outer Rim, ostensibly to help out, but probably to get him out of everyone else’s lekku. And if he learned something about the family trade along the way, so much the better.
However, it was clear when they arrived that Nawara had no plans or desire at all to help Reesa with her business ventures. Instead, his focus appeared to be completely on learning about and connecting with the local community. At least the ladies in the community. He quickly gained no small amount of notoriety around town as a playboy and a heartbreaker, and he developed his skills to help him stay a step ahead of jealous lovers and husbands, or at least get himself out of a jam should an altercation arise. Luckily, those skills came in handy when the Black Sun backed gangs attacked. He was able to “borrow” a shuttle to get himself, Reesa, and Jago off planet and to a nearby port where Jago and Reesa were able to procure an actual ship for them to use as a mobile base of operations going forward.
The attack forced him to grow up somewhat. He knows that Reesa may not have made it off planet if not for him, but he realizes that he’s wasted a lot of his life. He feels that he has no real place aboard the ship beyond being related to Reesa, and he chafes against that feeling. And so he’s determined to put the skills he’s learned to good use helping out the rest of the crew whenever he can, however he can, family or not.