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3 Backup characters
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Zarm R'keeg
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PostPosted: Sun Feb 22, 2015 9:53 am    Post subject: 3 Backup characters Reply with quote

Sequel to 'Basically, Rambo'. Smile With the situation on Edan II hanging by a thread, we have a potential near-TPK situation. One PC is dead, another is incapacitated and must rely on the third to carry his unconscious form out; but that third has just intentionally ticked off a Dark Jedi and is being pursued by both her and stormtroopers. The unconscious player (an engineer in real life) is participating by designing the maze of alleys they must all flee down... but the caliber of pursuit may count both of them out. Meanwhile, the other 2 PCs stand a better chance of escaping in the maze, but one of them at least probably intends to leave the city through the ever-tightening Imperial patrols (a difficult gauntlet indeed) to save his precious blaster. (Long story.)

All-told, there are quite a few potentials to join that dead PC within the first hour of the session. Additionally, I am not terribly certain of the diligence of a few characters in crafting their replacement/backup characters, or being able to do so during the session without requiring enough guidance to derail the other players. Fortunately, the one thing this section of the scenario is rife with is the opportunity to organically introduce new characters.

Thus, all that background aside, I've elected to put together a trio of backup characters, in case one of the players fails to design his in time, or another PC that wasn't already potentially-expected to die manages to do so.

They are designed to have enough of a hook to be immediately playable with a personality and basic goals, but with enough of their background left open for the player to take home and 'customize' personality, background, and goals after the session... and also, with a decent reason for moving on at the end of the adventure in case the player decides that they want to create their own character instead of sticking with the 'rental.' I fudged the starting skill dice a little (using 7 instead of 6, and occasionally not counting an esoteric skill, like structural engineering, against the total). While I never quite had enough dice to fully round the character as I would have liked for their background, I tried to give them enough core competency in at least one area to still be a valuable starting character (and, in the case of the martial artist, also tried to walk the fine tightrope of giving him a decent martial arts skill without making his brawling too insanely overpowered). Feedback would be welcome- I have a whole week to whip these guys into shape in case they're needed. Wink


Lorskin Darro'hesk
Elom Engineer


You were asked to Edan II by the planetary government to help restructure their agricultural systems to a non-power-cell base. What you didn't expect was to arrive to a deposed planetary government and Imperial martial law! With the transport that brought you forced down, and rampant harassment by Imperial bureaucrats, you've quickly become disillusion with this occupation, and made overtures to the local resistance about working to end this situation. While you're not exactly ready to become a rebel, you certainly wouldn't mind helping them to evict the Empire from this unlawful occupation!

As a specialist in tunnel engineering, an expert miner and tunneler, and an old hand in the use of 'primitive' pre-electrical technologies, your idiosyncratic knowledge could have revolutionized the fungal farming and irrigation industries on Edan II; now, you are working with another 'underground' altogether. Though your appearance draws more scrutiny than usual, and a greater share of harassment, from the Imperials, and even some of your teammates, your intellect in less-advanced, undetectable technologies and subterranean guerrilla warfare lends you an unparalleled technological advantage.

(BG to be fleshed out later.)

Dexterity 3D
Dodge 4D
Running 3D+1

Knowledge 3D+1
Structural Engineering 6D
Intimidation 3D+2

Mechanical 3D
Demolitions 4D+2

Perception 2D+2

Strength 3D+2
Climbing/Jumping 5D
Brawling 4D+1

Technical 2D+1

Special Abilities:
Cave Navigation: Time to use: one round. The Eloms use this skill to determine where they are within a cave network.
Digging (Strength skill): Time to use: one round. This skill allows the Eloms to use their claws to dig through soil. As a guideline, digging a hole takes a time (in minutes) equal to the difficulty number.
Digging Claws: Eloms use their powerful claws to dig through soil and soft rock, but rarely, if ever, use them in combat. They add +1D to climbing and digging rolls. They add +1D to damage, but increase the difficulty by one level if used in combat.
Moisture Storage: When in a situation when water supplies are critical, Elom characters should generate a stamina total. This number represents how long, in days, an Elom can go without water. For every hour of exhaustive physical activity the Elom participates in, subtract one day from the total.
Low-Light Vision: Elom gain +2D to search in dark conditions, but suffer 2D-4D stun damage if exposed to bright light.

Move: 8 (walking), 7 (climbing)

Equipment: Syntherope dispenser and grappling hook, glowrod, basic toolkit (+1D to any non-technical repairs), personal threat analyzer (+1D to tactics or search pertaining to acombat situation- ie percentage probability of a certain attack's type, origin, precdicted future action, direction of attacker, etc.) <From Cinbar's Fantastic Technology>


Jakka Ruun
Yarkona Diplomat


As a member of the rare and mysterious Yarkona, you haven't seen a member of your own race in over a century. In all that time, you've wandered this galaxy, trying to bridge cultures in conflict. You've seen too much and survived too much to be a pacifist, but still, you spread a message of peace, and resort to violence only in defense of yourself or others. After your recent failure to talk down a Spiner nihilist cult, resulting in the splinter cell of near-extinct beings bloodily ravaging a civilian neighborhood, you have been extremely dispirited; when your ship's sensors detected the nearby bombardment of Edan II and Imperial occupation, you decided that the challenge of interceding on behalf of the tyranny's latest victims, a challenging endeavor, might just be the penance necessary to cleanse the taste of your failure from your mind. instead, your home for the last 80 years, the Peaceful Venture, was shot down by missile buoys, and you crashed on Edan II- foraging in the wilderness until you were found by a local resistance cell. You've traveled with them, supporting their cause, in hopes that once an emissary of the Rebel Alliance arrives to address the world's plight, you might serve as ambassador between them and an Imperial representative, and resolve this occupation peaceably.

You prefer to use your stun-pike, as it is less lethal than either of your other defensive weapons; they are last-resort only.

(Early BG to be fleshed out later)

Dexterity 3D+1
Dodge 4D+1
Melee 4D+1

Knowledge 2D+2

Mechanical 2D+1
Starship Piloting 4D

Perception 4D+1
Persuasion 6D+1

Strength 3D+1
Brawling Parry 4D+1

Technical 2D

Move 10

Equipment: Rodian cryogen whip (Str +1D physical damage, plus 4D stun damage. 2nd strike-onward, target must make a Moderate stamina to avoid -1D dexterity penalty), 2 conscussion sticks (5D stun damage, directed handheld flare), Stun Pike (4D+2 Stun Damage)


Sentil Argos
Nikto Martial Artist


The way of the Morgukai has been lost to your people, but their legend lives on. In the name of their greatness, you study the disciplines of body and mind. For too long, the Nikto people have debased themselves in service to the Hutts; to lift their disgrace and restore their honor, their name must be made great again. You are the avatar of that greatness. You fight- whatever foe is before you; it matters not- to restore the honor of Nikto everywhere. The who does not matter- only victory, and victory through honorable means. Every foe defeated by your prowess is another step toward restoring your people's honor and reputation; and someday, when you are strong enough, you will lead an uprising and throw off the yolk of Hutt servitude!

In the meantime, your wandering work of training and battling throughout the cosmos has carried the freighter on which you booked passage to Edan II, a backwater nowhere- where you've become stranded due to the blockade. After killing several bigoted foes who harassed you for your non-human stature, you were forced to shelter with the local resistance. Though you would just as soon kill any of them if they gave you cause, for now, they nourish your body and leave you time and room to train- and a worthy cause through which to exercise your martial skills until you leave this paltry world.

(BG to be filled in later)

Dexterity 4D+2
Dodge 5D

Knowledge 2D+1
Survival 4D+2

Strength 3D+1
Brawling Attack 5D
Brawling Parry 4D+1
(A) Martial Arts 2D+1

Perception 3D+1

Mechanical 2D

Technical 2D

Martial Arts abilities:
Multiple Strikes: if successful, deliver a second free attack of 3D damage for free [Moderate]
Elbow Smash: if successful, +1D damage to brawling attack [Very Easy]
Silent Strike: if successful, can make a stunning or killing (must be announced beforehand) strike automatically, and without alerting anyone or making a sound. (Must sneak to within point-blank range succesfully first). [Difficult]

Special Abilities:
Esral’sa’Nikto Fins: These Nikto can withstand great extremes in temperature for long periods. Their advanced hearing gives them a +1 bonus to search and Perception rolls relating to hearing.
Kadas’sa’Nikto Claws: Their claws add +1D to climbing and do STR+2 damage.
Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls.
Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.

Move: 10
Equipment: Ceremonial blade (Str +1D damage), 200 credits
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garhkal
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PostPosted: Sun Feb 22, 2015 5:39 pm    Post subject: Reply with quote

Where are you getting the Structural Engineering skill from?
Strongholds and hideouts list either Civil engineering, or installation engineering.
Installation engineering needs at least 2 of the other engineering types, and as (A) on their own, i can't see how any starting PC would get them.

Also on your Nicto martial artist. Where are you getting his starting (A) martial arts would be 2d+1 from?
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Zarm R'keeg
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PostPosted: Mon Feb 23, 2015 10:32 am    Post subject: Reply with quote

garhkal wrote:
Where are you getting the Structural Engineering skill from?
Strongholds and hideouts list either Civil engineering, or installation engineering.
Installation engineering needs at least 2 of the other engineering types, and as (A) on their own, i can't see how any starting PC would get them.


I made it up. Smile I couldn't really come up with a skill that would fit for knowledge of tunnel/structural engineering. I wanted to give him that skill in terms of matching his background, but also (as it seems like a fairly esoteric/useless skill), not make a big deal out of it- just throwing it in as an invented knowledge skill (familiarity with technique), rather than a skill in Engineering, advanced-type skill.

Assuming from the question, you would not recommend going this route... Wink


garhkal wrote:
Also on your Nicto martial artist. Where are you getting his starting (A) martial arts would be 2d+1 from?


Not sure I understand the question. Sinking a number of his starting dice into it? I was (perhaps mistakenly) under the assumption that 5D in Brawling would be the prerequisite (as with other advanced skills), then I sunk additional dice into the advanced. I assume there is a rule governing Advanced skills (which I've had limited experience running) which I am missing/violating here?
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cynanbloodbane
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PostPosted: Mon Feb 23, 2015 11:27 am    Post subject: Reply with quote

I would have based martial arts on brawling parry & melee parry myself. Most martial arts focus on defence. The attacks are an extension of the defensive stances.
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CRMcNeill
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PostPosted: Mon Feb 23, 2015 1:24 pm    Post subject: Reply with quote

cynanbloodbane wrote:
I would have based martial arts on brawling parry & melee parry myself. Most martial arts focus on defence. The attacks are an extension of the defensive stances.

The rules allow Brawling Parry to be used as a reaction against melee weapons at increased difficulty. Melee Parry is strictly for when you are parrying with a Melee Weapon. Of course, many martial arts include weapons training, so adding Melee Combat and Melee Parry to the prerequisites for a (A) Martial Art skill would be appropriate.
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garhkal
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PostPosted: Mon Feb 23, 2015 6:04 pm    Post subject: Reply with quote

Zarm R'keeg wrote:

I made it up. Smile I couldn't really come up with a skill that would fit for knowledge of tunnel/structural engineering. I wanted to give him that skill in terms of matching his background, but also (as it seems like a fairly esoteric/useless skill), not make a big deal out of it- just throwing it in as an invented knowledge skill (familiarity with technique), rather than a skill in Engineering, advanced-type skill.


In that case it would be 'scholar: Structural engineering" not an actual engineering skill.

Zarm R'keeg wrote:

Not sure I understand the question. Sinking a number of his starting dice into it? I was (perhaps mistakenly) under the assumption that 5D in Brawling would be the prerequisite (as with other advanced skills), then I sunk additional dice into the advanced. I assume there is a rule governing Advanced skills (which I've had limited experience running) which I am missing/violating here?


You have it listed as (A) Martial arts 2d+1. Yes you can put starting die into an (A) skill assuming you meet the preqrequs. BUT you are still limited to the 2d. So where is the extra +1 coming from?
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Whill
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PostPosted: Mon Feb 23, 2015 9:34 pm    Post subject: Reply with quote

Zarm R'keeg wrote:
Not sure I understand the question. Sinking a number of his starting dice into it? I was (perhaps mistakenly) under the assumption that 5D in Brawling would be the prerequisite (as with other advanced skills), then I sunk additional dice into the advanced. I assume there is a rule governing Advanced skills (which I've had limited experience running) which I am missing/violating here?
garhkal wrote:
You have it listed as (A) Martial arts 2d+1. Yes you can put starting die into an (A) skill assuming you meet the preqrequs. BUT you are still limited to the 2d. So where is the extra +1 coming from?

He's asking, if in character generation you allocated 2D to the (A) Martial Arts skill, how did you arrive at 2D+1?
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shootingwomprats
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PostPosted: Mon Feb 23, 2015 9:45 pm    Post subject: Reply with quote

I am confused. Why is Martial Arts an Advanced skill? RAW counts it as a Specialization and the Rules of Engagement make no mention of it being an Advanced skill. In fact it references RAW already having a skill. When I read it nothing replaced RAW.

I think it can be strongly inferred though that Martial Arts is now a separate skill and may be specialized depending on the type, including boxing. Now brawling is nothing more than non-trained punching and such whereas Martial Arts would now represent a trained discipline.

Now, if you want to make Martial Arts an Advanced skill in your game, by all means, but again I see no reference in the WEG material that states its Advanced.
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Whill
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PostPosted: Mon Feb 23, 2015 10:17 pm    Post subject: Reply with quote

Zarm R'keeg wrote:
...I made it up. Smile

shootingwomprats wrote:
I am confused. Why is Martial Arts an Advanced skill? RAW counts it as a Specialization and the Rules of Engagement make no mention of it being an Advanced skill. In fact it references RAW already having a skill. When I read it nothing replaced RAW.

I think it can be strongly inferred though that Martial Arts is now a separate skill and may be specialized depending on the type, including boxing. Now brawling is nothing more than non-trained punching and such whereas Martial Arts would now represent a trained discipline.

Now, if you want to make Martial Arts an Advanced skill in your game, by all means, but again I see no reference in the WEG material that states its Advanced.

I think we're talking about his house rule and they way he handles Martial Arts. I understand asking questions about how other GMs do things, but there seems to be a fairly widespread assumption that that all GMs here play strictly according to RAW. If I started posting a lot of my stuff without a lot of explanation, you'd be extremely confused because of all my house rule stuff.

For a cinematic game, I think handling "martial arts" more generically as a simple advanced skill (making it less common than brawling and requiring a teacher), but not getting into all the minutia is fine for a lot of gaming groups.
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cynanbloodbane
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PostPosted: Mon Feb 23, 2015 10:38 pm    Post subject: Reply with quote

Whill wrote:
If I started posting a lot of my stuff without a lot of explanation, you'd be extremely confused because of all my house rule stuff.


Whill I love reading your posts so don't take this wrong.
I don't think there is any danger of you NOT using a lot of explanation in a post!
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Zarm R'keeg
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PostPosted: Tue Feb 24, 2015 9:27 am    Post subject: Reply with quote

garhkal wrote:
In that case it would be 'scholar: Structural engineering" not an actual engineering skill.


Ah! Yes, that is what I was intending; I just wasn't parsing it right in game-terms. Thank you!

garhkal wrote:

You have it listed as (A) Martial arts 2d+1. Yes you can put starting die into an (A) skill assuming you meet the preqrequs. BUT you are still limited to the 2d. So where is the extra +1 coming from?


Coming from me missing the 2D limit. Hence why I bring things like this before you clever people- because of all the things I tend to miss. These are both adjusted, as well as flipping the brawling and brawling parry skills (and reallocating to the melee parry skill as well) to base the martial arts off of that.


Whill wrote:
He's asking, if in character generation you allocated 2D to the (A) Martial Arts skill, how did you arrive at 2D+1?

By splitting pips and ignoring limits, both of which it slipped my mind I wasn't supposed to do. Smile Thanks for the clarification!



shootingwomprats wrote:
I am confused. Why is Martial Arts an Advanced skill? RAW counts it as a Specialization and the Rules of Engagement make no mention of it being an Advanced skill. In fact it references RAW already having a skill. When I read it nothing replaced RAW.


Did it? I could not actually find the Martial Arts skill, and based on another conversation about the martial arts here on the pit, misunderstood that it was an advanced skill. Is there anywhere (other than the spec forces book) that the RAW addresses it? Since that was my only source, and it didn't say, I had to do some guesswork based on what I found here on the pit (obviously, I found some house rules or misunderstood the discussion!)

However, if it is a standalone skill (Strength, or Dexterity?), that would greatly affect how I structure the character. So... I'm glad I asked! Wink
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cynanbloodbane
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PostPosted: Tue Feb 24, 2015 11:50 am    Post subject: Reply with quote

Zarm R'keeg wrote:
I could not actually find the Martial Arts skill, and based on another conversation about the martial arts here on the pit, misunderstood that it was an advanced skill. Is there anywhere (other than the spec forces book) that the RAW addresses it? Since that was my only source, and it didn't say, I had to do some guesswork based on what I found here on the pit (obviously, I found some house rules or misunderstood the discussion!)

However, if it is a standalone skill (Strength, or Dexterity?), that would greatly affect how I structure the character. So... I'm glad I asked! Wink


REUP has compiled things nicely. There is at least a basic overview there for martial arts RAW. (pg 98-100)
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PostPosted: Tue Feb 24, 2015 12:41 pm    Post subject: Reply with quote

shootingwomprats wrote:
I am confused. Why is Martial Arts an Advanced skill? RAW counts it as a Specialization and the Rules of Engagement make no mention of it being an Advanced skill. In fact it references RAW already having a skill. When I read it nothing replaced RAW.

I think it can be strongly inferred though that Martial Arts is now a separate skill and may be specialized depending on the type, including boxing. Now brawling is nothing more than non-trained punching and such whereas Martial Arts would now represent a trained discipline.

Now, if you want to make Martial Arts an Advanced skill in your game, by all means, but again I see no reference in the WEG material that states its Advanced.


It's described as an advanced skill in #5 of Wild Space Magazine...

... at least it CAN be if you want. Smile
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Zarm R'keeg
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PostPosted: Tue Feb 24, 2015 3:04 pm    Post subject: Reply with quote

cynanbloodbane wrote:

REUP has compiled things nicely. There is at least a basic overview there for martial arts RAW. (pg 98-100)


*slaps forehead* Of course! I don't know why I didn't think of looking there first. I can only offer the excuse of 'sick 8-month-old at home' to account for the large quantity of absentmindedness inherent in this thread... Wink I will check that out and revise accordingly (and post the updated characters for comparison.)
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cynanbloodbane
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PostPosted: Tue Feb 24, 2015 6:25 pm    Post subject: Reply with quote

Zarm R'keeg wrote:
cynanbloodbane wrote:

REUP has compiled things nicely. There is at least a basic overview there for martial arts RAW. (pg 98-100)


*slaps forehead* Of course! I don't know why I didn't think of looking there first. I can only offer the excuse of 'sick 8-month-old at home' to account for the large quantity of absentmindedness inherent in this thread... Wink I will check that out and revise accordingly (and post the updated characters for comparison.)


No worries, I've been there!
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