Table of Contents
Exohumans | NPC
KELLARD "KELL" VANCE
Race and Faction
- Species: ExoHuman
- Born: 2603, aboard the Last Frontier
- Affiliation (Beta Age): Off-shift lumberjack, Fogwood Sawmill
- Place of Residence: Morningstar (Public Services Ring, bunkhouse)
Background
Kellard Vance, known simply as “Kell” around the taprooms, represents the crushing reality of manual labor in Morningstar. Like many who lacked the skills to set up a trade after the crash, Kell sold his physical strength to the timber bosses. He spent years working the high-risk upper slopes of the Atrana Range, felling massive resin-pines with heavy, refurbished chainsaws.
The work took its toll. Three years ago, a snapping tension cable crushed Kell's left shoulder. To keep working — and to keep his bunk in town — he became heavily reliant on expensive painkillers from the Medical Station of Morningstar. When his wages couldn't cover the pills, he turned to cheap, fermented slivovitz to numb the chronic pain.
By late 2628, Kell was drowning in debt. He owed Kourou to the pharmacy, to his crew boss, and to the gambling tables at Saw's End. Sober, Kell was just another broken, exhausted laborer. Intoxicated, his resentment boiled over into a desperate, aggressive need to assert control over a life that was slipping through his fingers, pushing him toward reckless and violent choices just to survive the week.
Roles in the Beta Age
- Timber Faller (2621–2628): He cut down trees for further processing at the Fogwood Sawmill. He was also involved as a laborer in cutting down trees for the completion of the Trade Route section from Hope to Morningstar.
- Desperate Aggressor (Late Beta Age): Driven by debt and intoxication, he serves as a volatile, unpredictable threat in the public spaces of Morningstar, representing the breaking point of the working class.
Personality
- Traits: Resentful, physically intimidating, exhausted, emotionally volatile.
- Behavior: Slouches to hide his height; uses his size to intimidate; alternates between slurred self-pity and sudden, explosive rage; refuses to back down to verbal requests, viewing them as disrespect.
- Values: Respect (which he feels he is denied), physical dominance, numbing his chronic pain.
Physical Attributes
- Height: 1.95 meters
- Weight: 105 kg
- Appearance: Built like a brick wall, but carries himself with a heavy, pained slouch. His clothes are permanently stained with old sap, mud, and engine grease. His dark beard is tangled, and his left shoulder sits noticeably lower than his right due to an old crushing injury. He smells strongly of cheap fermented slivovitz and wet timber.
Combat Statistics
- Armor Class (AC): 11 (Heavy canvas work coat)
- Hit Points (HP): 32
Actions:
- Cheap Holdout Gun: Ranged Weapon Attack — +4 to hit, range 15/30 m, one target. Hit: 1d6 + 1 piercing damage. (The weapon is poorly maintained and prone to jamming).
- Lumberjack's Hook (or Unarmed Strike): Melee Weapon Attack — +5 to hit, reach 1.5 m, one target. Hit: 1d6 + 3 bludgeoning or slashing damage. Kell relies purely on brute strength to overwhelm smaller opponents.
Special Abilities:
- Numbed to Pain (Intoxicated): Due to the heavy amounts of slivovitz and lingering painkillers in his system, Kell has resistance to bludgeoning damage.
- Bully's Cowardice: If Kell takes more than 15 points of damage in a single round, or if he is successfully grappled/pinned by an opponent with equal or greater Strength, he must make a DC 12 Wisdom saving throw. On a failure, the adrenaline fades, reality sets in, and he immediately drops his weapon and attempts to surrender.
Motivations and Goals
Kell doesn't have a grand scheme. He just wants enough Kourou to pay off his immediate debts and buy a few more days of numbness. He is driven entirely by short-term survival, chronic pain, and intoxicated bravado.
Legacy
Kell’s story is one of many that end quietly and brutally in Morningstar. Depending on his final reckless acts, his fate usually points toward the penal labor camps of the Free State — where he is forced back into the timber lines in chains and without pay — or a freezing death in the mud of the Atrana Mountains. Either way, he is mourned by no one, serving only as a grim reminder of the frontier's unforgiving nature.
Tactical Advice for Dungeon Masters
- A Messy Fight: Kell is not a trained killer like Austin Hammacher. His combat style is sloppy, broad, and loud. He will try to shove, grapple, or intimidate rather than execute tactical maneuvers.
- De-escalation through Force: Kell cannot be reasoned with through purely diplomatic means while drunk. However, a show of overwhelming physical force or a non-lethal stun will immediately break his nerve. He is a bully who folds when truly matched.
- The Sad Reality: If the PCs defeat him without killing him, emphasize how pathetic he looks once the fight is over—a tired, bleeding, broken man who just ruined his own life for a handful of Kourou.
