Last month, The Mandalorian Season 2 had an epic climax! In honor of Clan Mudhorn, I have made stats for some of the cool gear we saw early on, in Season 1. Last year, I devised Clan Signet stats for the FFG’s SWRPG. This year, I give you stats for the golden oldie Saga Edition SWRPG.
Mandalorians have long used the signets to identify their affiliation to other Mandalorians. In addition to being worn on armor, they may also be worn as a pendant, and possibly other accessories. By 9 ABY (and probably for much, much longer), warriors might be given an emblem to mark a significant victory, the design being a stylized depiction of the defeated opponent. These are very personal items. In dire situations, a Mandalorian might give their signet to a very close friend, to identify them as an ally to other Mando’ade.
A Mandalorian displaying their signet receives a +2 circumstance bonus to Gather Information and Persuasion checks when dealing with other Mandalorians. (Even Mando’ade who are enemies will generally act more or less honorably towards each other.) At GM’s option, the bonus can be applied to other checks or in other situations. For example, to use Gather Information or Persuasion on a non-Mandalorian who is familiar with the culture/subculture, or is allied to Mandalorians. A non-Mandalorian presenting a clan signet belonging to a Mandalorian ally might also be granted the bonus by the GM. (Compare Din Djarin’s suggestion to Cara Dune in the Season 1 finale.)
On the other hand, Mandalorians who discover the party buying, selling, or stealing a clan signet will react badly and no doubt violently, as this will be viewed as an insult to all Mandalorians.
Design & Play Notes: Being a much more “crunchy” system than the FFG Star Wars RPG lines, Saga Edition didn’t have much, if any, gear that was intended for non-combat, social encounters. Compare FFG’s Desperate Allies, which had clothing, comm gear, etc., all designed to help your social checks.
Therefore, Clan Signets in SWSE should be treated primarily as MacGuffins, or “props” if you will, for the storyline and roleplaying. So, I didn’t create any stats beyond the +2 circumstance bonus. GMs, be liberal in deciding how to apply the bonus. Or a -2 penalty if that makes the story better and/or someone fails a check badly. Think about what would’ve happened if Din hadn’t made it, Cara had run into Jon Favreau’s hotheaded Mando–and he jumped to the conclusion that she’d looted it…
Now, maybe there’s a powerful NPC in your game who wants a signet. Campaigns that focus on smugglers, crime lords, and the Outer Rim–whether set in this new era or not–are full of beings who are willing to buy or all kinds of exotic, unique, dangerous items. If you need a value in credits, assume that a signet is worth 1,000 credits for its beskar content alone. But an NPC who wants a signet is probably offering a lot more than that. If not in credits, then in livelihoods, or lives…
Linda Whitson
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