HoloNet Uplink – Warriors of the Esh-kha II (Patriarch, Savant)

Copyright LucasFilm.

Welcome to the HoloNet Uplink, citizen. This series focuses on Fantasy Flight Games’ Star Wars Roleplaying Game, with content aimed mostly at the Gamemaster. Threats, adventure seeds, rules supplements, and more are all to come for those who access The HoloNet Uplink.

Today I have for you part two of my who-knows-how-many-part sub-series on the Esh-kha from The Old Republic. My first post dealt with rank-and-file followers and their heavier comrades, the brutes. Today, we fill in the catalog with the patriarch leader caste and savant Force-users.

Esh-kha Patriarch [Nemesis]

Copyright LucasFilm.

Patriarchs sit at the top of the Esh-kha caste hierarchy, providing unquestioned direction to the myriad castes below them. Genetically identical to all but the savant caste, patriarchs claim their title, and new caste, by proving their worth by deeds. Most patriarchs come from warrior castes, as battle is the quickest way to gain renown, but leaders from other castes are not disqualified. Becoming a patriarch is a matter of earning and maintaining the loyalty of followers.

With no formal mechanism to transfer power, new patriarchs can emerge to challenge the old, leading to violent struggles for dominance. This internal strife plagued the Esh-kha until Hallow Voice, so named for his clear expression of new political ideas, began a tradition of new patriarchs splintering off to colonize, or conquer, other environs.

Characteristics

Br 3, Ag 3, Int 2, Cun 3, Will 3, Pres 3

Soak 6, W. Threshold 17, S. Threshold 16, Def M/R 0/0

Skills: Brawl 2, Coercion 2, Discipline 2, Leadership 3, Melee 2, Ranged (Light) 2, Ranged (Heavy) 2, Vigilance 1

Talents: Adversary 2 (upgrade difficulty of all combat checks against this target twice), Commanding Presence 2 (Remove 2 Setback dice from Leadership and Cool checks),

Abilities: Born to Rule (Once per session, may reroll any one Coercion or Leadership check), Leadership Caste (may spend a maneuver to direct one Esh-kha minion group within medium range. The group may perform an immediate free maneuver or add a Boost die to their next check).

Equipment: Velocity staff (Melee; Damage 7; Critical 3; Engaged; Cumbersome 3, Disorient 3, Linked 1), light plasma discharger (Ranged [Light]; Damage 7; Range [Medium]; Inaccurate 1, Pierce 1, Vicious 1), Esh-kha plate (+2 soak).

Esh-kha Savant [Rival]

Copyright LucasFilm.

Visually marked by their more prominent nostrils and lack of ear protrusions, the savant caste are an all Force- sensitive sub-species of the Esh-kha. Although incredibly useful to the Esh-kha collectively, their sensitivity comes at the price of diminished mental faculties. Esh-kha leaders generally deploy savants as part of a multi-caste group, assigning a warrior who has earned their name as leader with several followers for protection. Rarely, a savant strong both in the Force and in leadership can ascend to the high savant caste. These gifted Esh-kha provide wise counsel to patriarchs.

Characteristics

Br 2, Ag 2, Int 1, Cun 2, Will 4, Pres 1

Soak 3, W. Threshold 13, Def M/R 1/1

Skills: Discipline 3, Melee 1, Perception 3, Ranged (Light) 1, Vigilance 3.

Talents: Adversary 1 (upgrade difficulty of all combat checks against this target once), Force Rating 2.

Abilities: Pure Mind (Increase the difficulty of any Force-based check to influence an Esh-Kha savant’s mind once), Force Power: Move (Spend a Force point to move one object Silhouette

    Move: Force Power. May hurl objects by making a Move Force power check and rolling a ranged attack as part of the pool. The attack’s difficulty is equal to the silhouette of the object being thrown and only succeeds if he can also spend enough Force Points to the move the object. The attack deals damage equal to the silhouette of the object times 10 (silhouette 0 deals 5 damage) plus one per Success. May spend a Force Point to increase the power’s range to medium. May spend a Force Point to increase the size of the object he can move to Silhouette 2.

Equipment: Light plasma discharger (Ranged [Light]; Damage 7; Range [Medium]; Inaccurate 1, Pierce 1, Vicious 1), velocity sword (Melee; Damage 4; Critical 3; Engaged; Accurate 1, Disorient 2), Esh-kha savant mail (+1 soak, +1 defense).

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Christopher Hunt

Staff Writer at d20 Radio
Christopher Hunt is a long-time gamer and has recently broke into the world of RPG freelancing. Chris’ unofficial Star Wars RPG blog ran weekly on d20radio.com for the past three years. He has written for Rusted Iron Games, Raging Swan Press, and most recently Fantasy Flight Games’ Star Wars RPG. Chris is currently pursuing a Master of Arts in Political Science. Always the gamer, his thesis, which explores conflict short of war by uniting current threats to historical events, was inspired by a historical board game.

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