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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 362

PostPosted: Wed Jul 24, 2019 11:44 pm    Post subject: Reply with quote

I’d intended to post these on Tuesday, so as to make a 2-for-Tuesday joke. ALAS!
Better late than never, and so here are "the Twins" from SOLO: A Star Wars Story,
LARK and JONK, along with species stats for the DANZIKAN!

******************************************************************



LARK & JONK (aka: “the Twins”)
Type: Dubiously-Duplicitous Gamblers

Their nickname is misleading, as Lark and Jonk are not in fact twins. Instead,
they are a single entity with two heads — the norm for the Danzikan species.
House rules at the Lodge on Vandor state they must play as a single player.
Otherwise, they would be suspected of tactically driving up the pot and then
splitting the winnings.

DEXTERITY 2D+2
Blaster: hold-out blaster 3D+2, dodge 4D, running 3D+2
KNOWLEDGE 3D
Bureaucracy 3D+2, business 4D, streetwise 4D+2, value 4D
MECHANICAL 2D+2
PERCEPTION 4D+2

Bargain 5D, con 5D, gambling 5D, gambling: Sabacc 5D+2
STRENGTH 2D+2
TECHNICAL 2D+1


Species: Danzikan
Gender: Male
Character Points: 2
Move: 6

Special Abilities and Story Factors:
  • Electrosensitive Antennae: The sensitive cilia on the two pairs of antennae atop each head grant Danzikans a +2D bonus to any rolls involving the detection of electrical currents or charges, up to a distance in kilometers equal to the number of D in their Perception die code.

  • Four Eyes... Each: the two pairs of eyes on each head of a Danzikan grant them a +1D bonus to visually-based search checks.

  • Multitasking: Like the Troig, because Danzikans are two beings that share a single body, they may perform two actions at once without incurring multi-action penalties. Each head may perform separate actions, or one head may combine actions with the other. And once per game session, a Danzikan duo may also be granted a re-roll of a failed Perception check, to better reflect the presence of a second distinct head's sense of awareness. In addition, due to their lifelong sharing of the same body, silent communication between the two heads is a free action.

  • Reputation: Because of their dual nature, Danzikans are often thought of as duplicitous and draw suspicion when they participate in games of chance or in negotiation. Whether or not this is a groundless stereotype is up for debate.

  • Swamp Dwellers: When in swamp or swamp-like conditions, Danzikans may make survival checks at one difficulty level lower than normally required.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide book (p.91), Star Wars: Alien Archive book (p.114, UK Egmont edition), starwars.com, and Wookieepedia. Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.91). Stats and additional text by Telsij.


***********************************



DANZIKAN

Danzikans are a swamp-dwelling species, instantly recognizable by their two heads. Much like the Troigs, both heads are freethinking and they use this to their advantage in card games and business deals. They are often thought of as devious because of their (perceived) tendency to cheat. For example, the gamblers Lark and Jonk, nicknamed 'the Twins', were forced to participate as a single player at Sabacc. Otherwise, they would use their double hand as a opportunity to win more credits.

Homeworld: Danzik
Attribute Dice: 12D

DEXTERITY: 1D+2/3D+2
KNOWLEDGE: 2D/4D+1
MECHANICAL: 1D/4D
PERCEPTION: 2D/5D
STRENGTH: 1D/3D
TECHNICAL: 1D/4D

Move: 6/8

Special Abilities and Story Factors:
  • Electrosensitive Antennae: The sensitive cilia on the two pairs of antennae atop each head grant Danzikans a +2D bonus to any rolls involving the detection of electrical currents or charges, up to a distance in kilometers equal to the number of D in their Perception die code.

  • Four Eyes... Each: the two pairs of eyes on each head of a Danzikan grant them a +1D bonus to visually-based search checks.

  • Multitasking: Like the Troig, because Danzikans are two beings that share a single body, they may perform two actions at once without incurring multi-action penalties. Each head may perform separate actions, or one head may combine actions with the other. And once per game session, a Danzikan duo may also be granted a re-roll of a failed Perception check, to better reflect the presence of a second distinct head's sense of awareness. In addition, due to their lifelong sharing of the same body, silent communication between the two heads is a free action.

  • Reputation: Because of their dual nature, Danzikans are often thought of as duplicitous and draw suspicion when they participate in games of chance or in negotiation. Whether or not this is a groundless stereotype is up for debate.

  • Swamp Dwellers: When in swamp or swamp-like conditions, Danzikans may make survival checks at one difficulty level lower than normally required.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide book (p.91), Star Wars: Alien Archive book (p.114, UK Egmont edition), starwars.com, and Wookieepedia. Species capsule text adapted from Star Wars: Alien Archive (p.114, UK Egmont edition). Stats and additional text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 362

PostPosted: Tue Aug 06, 2019 4:01 pm    Post subject: Reply with quote

Fresh from overseeing the spice mines of Kessel, and from out of
the spice dens of Oba Diah, come QUAY TOLSITE and species stats
for the PYKES!

*********************

QUAY TOLSITE
Type: Corrupt Kessel Capo



A Quote: “If you follow me, I’m sure we can reach a… mutually beneficial arrangement.”

DEXTERITY 2D
Blaster: hold-out blaster 3D, dodge 3D
KNOWLEDGE 3D+2
Bureaucracy 4D+2, bureaucracy: Kessel 7D+2, business 4D+2, business: mining 6D+1, intimidation 4D,
languages 4D, planetary systems: Kessel 5D, streetwise 6D, streetwise: Pyke Syndicate 7D+1, value 5D,
value: spice 6D+2, value: coaxium 6D
MECHANICAL 2D+2
PERCEPTION 3D+2

Bargain 5D+2, bargain: spice 6D+2, command: Pyke Syndicate minions 6D+1, con 4D+2, hide 4D
STRENGTH 2D
Brawling 3D, stamina 3D
TECHNICAL 3D
Computer programming/repair 4D, droid programming 3D+2, security 4D+1, security: Kessel facility 5D

Species: Pyke
Gender: Male
Homeworld: Oba Diah
Dark Side Points: 2
Character Points: 8
Height: 1.83 meters

Species Special Abilities and Story Factors:
  • Atmospheric Allergies: Pykes are known to have allergies to certain types of polluted atmosphere, such as that of mining world Kessel. Although these allergies require breathing apparatuses for Pykes to function without ill effects, they have also not been shown to have dangerous effects, beyond the creation of excess mucus collection in their masks' breather tubes. In game terms, consider Pykes to suffer -1D penalties to all physical skills, when in similarly polluted atmospheric conditions without a proper breathing apparatus.

  • Deep Cultural Ties to Narcotics Trade: Because the Pykes are so closely associated with the spice trade, having long ago swayed King Yaruba of Kessel to grant them exclusive control, those who are members of / in orbit of the Pyke Syndicate will have some insider’s understanding of the spice trade. In game terms, if a Pyke character is involved with the Pyke Syndicate, he gains an additional +1D of starting skill dice to put toward 3 specializations focused upon spice or spice mining. These can include spice-focused specializations in: business, bureaucracy, scholar, streetwise, value, and bargain. However, if a character takes this bonus upon character creation, he must also take the associated, overtly dangerous Story Factor below as well.

  • Envied by Rivals: The Pykes' control of Kessel is envied by many in the criminal underworld, those who think the syndicate unworthy of hoarding such riches. Because of this, known members of the Pyke Syndicate, as well as Pykes overall, are likely to become targets of rival criminal organizations.

  • Exo-Helmets and Cultural/Functional Masks: With the exception of Pyke Syndicate members in positions of power, many members of the species who are lower in the cultural hierarchy, or are travelling off-world, conceal their faces behind Exo-Helmets that mimic the natural shape of their skull, as well as flat featureless masks with only eye-slits and breather tubes. Although seemingly worn for cultural reasons, the demands of atmospheric allergies have prompted the Pykes to incorporate breathing apparatuses into these masks as well.

  • Save Face, Show No Weakness: Although the cultural practice is most prominent amongst members of the Pyke Syndicate criminal organization, Pykes will usually go to great lengths to protect their own and their own interests. As Minister Lom Pyke did during the Clone Wars — first by proactively approaching Darth Maul's Shadow Collective in order to avoid being challenged, then by securing leverage against Count Dooku by taking Silman hostage — and then as Marg Krim did — when members of his own family were kidnapped — Pykes will take pains to avoid showing weakness and perceived vulnerabilities to outsiders.

  • Unsettling Appearance: “No matter how often one interacted with them, the species always took getting used to. Taller and slighter than an average human, Pykes had long, spindly legs and arms that bore either three or five fingers. Their heads were large, sleek and elongated, with a tapered skull, yet their faces were undersized, small as a child's. The overall effect was unsettling.” In game terms, Pyke gain a +1D bonus to intimidation, despite their slight stature, because their appearance is often regarded as unsettling to other humanoid species.

Capsule: Quay Tolsite is the director of Pyke Syndicate operations on Kessel. He cares primarily for profit and turns a blind eye to the misery of the mine workers. Although Tolsite wields power in dealing with traders and visitors that come to Kessel, his role is not an envied one. More powerful gang members prefer to administer from afar, as the Pykes’ relatively fragile physiology reacts poorly to Kessel’s harsh conditions.

Equipment: Air filtration breathing apparatus (game notes: breather tubes have defective air transfer hoses, they have become filled with excess mucus — the result of allergies to Kessel atmosphere; when functioning nominally apparatus filters toxins and other harmful elements from the atmosphere at 5D effectiveness), caretaker’s code keys (game notes: required to access control systems, prisoner monitoring tech, and mine access hatches; use of these code keys reduces the difficulty of any computer programming and security checks in the Pyke Syndicate’s Kessel facilities, from Very Difficult to Easy), cloak/robe (+1 vs. edged physical attacks), Pyke exo-helmet (mimics natural shape of skull, provides +1D vs. physical and +2 vs. energy; covers head only).

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: the Official Guide (p.100-103), Star Wars: The Clone Wars animated series, Star Wars: Dark Disciple novel, Darth Maul: Son of Dathomir Dark Horse comics, and Wookieepedia. Stats by Telsij. Capsule text adapted from Solo: A Star Wars Story: the Official Guide (p.103). “Envied by Rivals” text adapted from Solo: A Star Wars Story: The Official Guide (p.102). “Unsettling Appearance” text adapted from Dark Disciple (pg 82).


********************************************************************************************



PYKES

“The Pyke Syndicate liked to call itself a family, but it was driven by anything other than familial love.” — Star Wars: Dark Disciple (p.81).

During the Clone Wars, the Pykes became the galaxy’s preeminent spice dealers, gaining control of mining operations on Kessel and funneling illicit substances to Coruscant’s most influential crime families. The Pykes’ stronghold is Oba Diah, but they are a powerful presence on nearby Kessel. Pyke sentinels keep a close watch on miners sentenced to extract spice and coaxium from Kessel, as well as on the smugglers hired to ferry these valuable cargos to offworld purification plants and refineries.

Homeworld: Oba Diah
Attribute Dice: 12D

DEXTERITY: 1D/4D
KNOWLEDGE: 1D+2/4D+1
MECHANICAL: 1D/4D
PERCEPTION: 2D/4D+1
STRENGTH: 1D/3D+1
TECHNICAL: 1D/4D

Move: 10/12
Size: 1.8 - 2.0+ meters tall on average

Species Special Abilities and Story Factors:
  • Atmospheric Allergies: Pykes are known to have allergies to certain types of polluted atmosphere, such as that of mining world Kessel. Although these allergies require breathing apparatuses for Pykes to function without ill effects, they have also not been shown to have dangerous effects, beyond the creation of excess mucus collection in their masks' breather tubes. In game terms, consider Pykes to suffer -1D penalties to all physical skills, when in similarly polluted atmospheric conditions without a proper breathing apparatus.

  • Deep Cultural Ties to Narcotics Trade: Because the Pykes are so closely associated with the spice trade, having long ago swayed King Yaruba of Kessel to grant them exclusive control, those who are members of / in orbit of the Pyke Syndicate will have some insider’s understanding of the spice trade. In game terms, if a Pyke character is involved with the Pyke Syndicate, he gains an additional +1D of starting skill dice to put toward 3 specializations focused upon spice or spice mining. These can include spice-focused specializations in: business, bureaucracy, scholar, streetwise, value, and bargain. However, if a character takes this bonus upon character creation, he must also take the associated, overtly dangerous Story Factor below as well.

  • Envied by Rivals: The Pykes' control of Kessel is envied by many in the criminal underworld, those who think the syndicate unworthy of hoarding such riches. Because of this, known members of the Pyke Syndicate, as well as Pykes overall, are likely to become targets of rival criminal organizations.

  • Exo-Helmets and Cultural/Functional Masks: With the exception of Pyke Syndicate members in positions of power, many members of the species who are lower in the cultural hierarchy, or are travelling off-world, conceal their faces behind Exo-Helmets that mimic the natural shape of their skull, as well as flat featureless masks with only eye-slits and breather tubes. Although seemingly worn for cultural reasons, the demands of atmospheric allergies have prompted the Pykes to incorporate breathing apparatuses into these masks as well.

  • Save Face, Show No Weakness: Although the cultural practice is most prominent amongst members of the Pyke Syndicate criminal organization, Pykes will usually go to great lengths to protect their own and their own interests. As Minister Lom Pyke did during the Clone Wars — first by proactively approaching Darth Maul's Shadow Collective in order to avoid being challenged, then by securing leverage against Count Dooku by taking Silman hostage — and then as Marg Krim did — when members of his own family were kidnapped — Pykes will take pains to avoid showing weakness and perceived vulnerabilities to outsiders.

  • Unsettling Appearance: “No matter how often one interacted with them, the species always took getting used to. Taller and slighter than an average human, Pykes had long, spindly legs and arms that bore either three or five fingers. Their heads were large, sleek and elongated, with a tapered skull, yet their faces were undersized, small as a child's. The overall effect was unsettling.” In game terms, Pyke gain a +1D bonus to intimidation, despite their slight stature, because their appearance is often regarded as unsettling to other humanoid species.

Sources: Star Wars: The Clone Wars animated series, Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.100-103), Star Wars: Dark Disciple novel, Wookieepedia, Darth Maul: Son of Dathomir Dark Horse comics, and starwars.com. Stats by Telsij. “Envied by Rivals” text adapted from Solo: A Star Wars Story: The Official Guide (p.102). “Unsettling Appearance” text adapted from Dark Disciple (pg 82).
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Telsij
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Joined: 07 Dec 2016
Posts: 362

PostPosted: Fri Aug 09, 2019 11:11 am    Post subject: Reply with quote

Action Figure Friday? I had originally done this write-up for the Kenner sourcebook that wound up never quite being released, but I was glad to revisit and revise the entry for PAGETTI ROOK, when I realized he had popped up in the 2nd year of Marvel’s revamped run of Star Wars comics.

So this write-up now combines the old WEG backstory for this WEEQUAY SKIFF GUARD with Rook's more recent appearance in the current Marvel run — complete with dialogue! — along with meta reference to his toy’s tendency to sit on the shelves unsold!

********************


PAGETTI ROOK
Type: Religious Devotee

A Quote:



DEXTERITY 3D+2
Blaster 4D, brawling parry 4D+2, dodge 4D, melee combat 5D+1,
melee combat: vibro-ax 6D, melee parry 5D
KNOWLEDGE 2D+2
Cultures: Thal shrine battle ceremonies 5D, intimidation 4D+2,
scholar: Weequayan theology 4D, streetwise 3D+2, survival 4D
MECHANICAL 2D+2
Beast riding 3D, repulsorlift operation 3D+2
PERCEPTION 2D+2
Search 4D+1, sneak 3D+1
STRENGTH 3D+2
Brawling 5D, stamina 4D+2
TECHNICAL 2D+2
Equipment repair: melee weapon repair 4D, security 4D

Species Special Abilities and Story Factors:
  • Energy Resistance: Weequays have developed tough, leathery skin that allows them to better endure the harsh conditions of their homeworld, Sriluur, while also granting some measure of natural resistance to blaster fire. Weequays gain a +2 bonus to Strength to resist energy damage, including the effects of severe weather and blaster weaponry.

  • Pheromone Communication: Weequays of the same clan are capable of communicating with one another by emitting complex pheromones. This form of communication is as complex and clear to them as speech is to other species. Weequay can communicate silently in this way, within a maximum range of 30 meters. Force users are able to sense Weequay pheromones and any species with strong scent abilities can detect them by smell, however, this does not allow them to understand what is being communicated.



Species: Weequay
Gender: Male
Character Points: 3
Move: 10
Size: 1.7 meters tall

Equipment: Battle vest (+1D+1 vs. physical, +2 vs. energy; covers torso only), vibro-ax (STR+3D+1 damage; Moderate melee difficulty).

Capsule: Pagetti Rook was a formidable, charmless and stoic Weequay. Even amongst Jabba’s entourage, he was often left alone or cut a wide berth, likely due to his “peg-warming,” a derogatory term used by others — and never in the Weequay’s presence — to describe the frequent battle rituals in which Rook partook. As a devotee to not only the moon god of Quay and the thunder god Am-Shak, but also to the entire Weequay pantheon, Rook was obliged to make ritual sacrifice to each deity before entering battle.

As his religious code forbade building a form of the Thal shrine while away from his homeworld of Sriluur, Rook substituted animal sacrifice and targeted Banthas most often, as they made for a more grandiose display of bloodied carcasses impaled upon force-pikes. The sheer volume of Bantha slaughter for which he was responsible eventually made even Jabba the Hutt wary, as it began to draw the attention and ire of the vast Tusken Raider population. But something held Jabba back from acting on this… and that something was pride: someone else had dared defy the Hutt first.

Jabba the Hutt’s water tax had gone uncollected from a certain moisture farmer during the Great Drought (which occurred about 11 BBY). And when the Hutt had decided to flex more muscle in its collection, said muscle was returned to him beaten and bloodied — and then fed to the Rancor for their failure. Raising the stakes, Jabba sought out feared Wookiee mercenary Black Krrsantan, to settle the score with whomever it was that fancied themselves tough enough to take on the Hutt Cartel. And so Rook, along with a Klatooinian guard, was sent to escort the Wookiee to the scene of the “crime” and to explain the circumstances. In the end however, even Black Krrsantan was beaten by the same mysterious assailant and forced to flee, going so far as to leave Tatooine to escape Jabba’s wrath.

True to form, Jabba then escalated the situation further still. Because this one moisture farm defied Jabba’s decree, the Hutt crimelord would now levy a new punishment against them all. Jabba concocted a murderous cover story that cast blame for the Bantha mutilation on the moisture farmers, redirecting the anger of the Tusken Raiders — but finally forcing Rook to forego his ceremonies. And this took a heavy toll on the Weequay.

Disgusted with his employer and with himself for giving in to intimidation, Pagetti Rook began seeking an honorable death in battle, searching for both an end to his misery and a chance at redemption for faltering in his faith. In time, above the Pit of Carkoon and against the young Jedi Luke Skywalker, Rook would finally get his chance.

Sources: Return of the Jedi film, Galaxy Guide 5: Return of the Jedi (2E), Star Wars Marvel Comics (Volume 2, Issue 20), and Wookieepedia. Images: Vintage toy photography by rebelscum.com, cropped comicbook artwork from Star Wars issue 20 (Marvel Vol.2) by Mike Mayhew. Stats and text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 362

PostPosted: Wed Aug 14, 2019 11:22 pm    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE stays "on brand" with an Alliance pilot whose name was a pun on secondary characters: SECON DAREE — who, if his helmet's tally is to be believed, has already racked up 60 kills! — of Star Wars Rebels, along with updated species stats for the LUTRILLIANS!

For this write-up, the only quandary came when considering the previous species ability granted to Lutrillians by WotC's D20 iteration of a SW RPG, that being a stronger resistance to cold temperatures thanks to a layer of blubber / subcutaneous fat. I debated keeping that old ability in the write-up, as I did for an old ability in the similar case of WEG's Weequay pheromone communication, because nothing in "New Canon" outright contradicted the WEG ability's existence.

However, seeing as how the only Lutrillians who appeared (at least superficially) to have a body type that might be indicative of a layer of blubber were the heavier-set duo OWNELLCO and ATHELOE in ANH — see their Obscure Character Archive write-up from back when I had the time to do these as "fancily" laid out PDFs, here: https://drive.google.com/open?id=0B-7Q2Dm1-OcIN1NfWDRMeWhzdkk — and the other onscreen depictions of Lutrillians depict them as more slender beings (Bespin's Treva Horme from ESB, along with the various Lutrillians in the Clone Wars, and Daree in Rebels), I burned off the blubber and folded a stamina bonus into the extra skill dice available because of the species' culturally-ingrained nomadic lifestyle! (And in a nod to the massive rolling platform cities of Legends Lutrillia, Daree at least gets a pip in ground vehicle ops!)

*********************

SECON DAREE
Steadfast Starfighter Pilot



DEXTERITY 3D
Blaster: blaster pistol 4D, vehicle blasters 4D+2
KNOWLEDGE 2D+2
Planetary systems 4D+2, scholar: military history 4D, willpower 4D+1
MECHANICAL 3D+2
Astrogation 5D, ground vehicle operation 4D, repulsorlift operation 5D,
space transports 4D+2, starfighter piloting 5D+2, starship gunnery 6D
PERCEPTION 3D
Persuasion 3D+2, search 4D+1
STRENGTH 3D
Stamina 5D
TECHNICAL 2D+2
Computer programming/repair 3D+2, starfighter repair: X-wing 3D+2

Species: Lutrillian
Gender: Male
Character Points: 7
Move: 10

Species Special Abilities and Story Factors:
  • Agreeable Appearance: Because the species is widely regarded as possessing friendly features, Lutrillians gains a +1 bonus to persuasion attempts — unless/until the specific Lutrillian shows himself to be untrustworthy.

  • Love of Discovery / Nomadic Lifestyle: At the time that a Lutrillian character is created only, he receives 2D for every 1D of starting skill dice placed into planetary systems, stamina, and survival.

  • Potential for Greed: Lutrillians must make an Easy willpower check to successfully resist trying the urge to take greater financial advantage of a situation than would be wise or safe.

Capsule: With sixty kills to his credit, the Lutrillian pilot known as Secon Daree was already a seasoned veteran by the time he flew his X-wing into battle for Hera Syndulla's ill-fated attack of the TIE Defender factories on Lothal. Despite displaying such skill however, Daree neither sought out the spotlight, nor raised any objection at being overlooked for potential command positions. He was content simply doing his part — be it backup, support, wingman, or otherwise.

An expressive being who was not above celebrating victories with a cheer — as he did for the significant but short-lived breakthrough Syndulla earned the team when she bested Imperial ace Vult Skerris — Daree was especially appreciative of such gains, in part because he was a student of military history. Daree had particular interest in the heroics (however embellished) of fellow Lutriallian, General Solomahal. And he was especially inspired by the general's stubborn refusal to surrender at the Battle of Azure Spaceport.

Inspiration from the Lutrillian's "legends" would wind up serving Daree well, as his own circumstances would suddenly grow dire. After Syndulla's already winnowed squadron was finally shot down by surprise reinforcements sent by Grand Admiral Thrawn, Daree survived but was captured by Thrawn's Noghri assassin Rukh, presented to Governor Pryce herself, then spirited away for interrogation. However, like his hero Solomahal, the Lutrillian gave no quarter and refused to divulge anything to his captors.

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), Koensayr K-22995 flight helmet (visor prevents flash-blinding; adorned with tally of enemy kills — with each yellow-backdrop "V" representing a total of 20), gray Rebel Alliance vacuum suit (equipped with Guidenhauser ejection harness and Novaldex Diagnostech life support unit that provides 10 hours of breathable atmosphere when sealed), passage-documents-dedicated datapad (contains ID and sealed mission orders), wrist-mounted comlink beacon, X-wing starfighter.

Sources: Star Wars: Rebels S4E9 "Rebel Assault", starwars.com episode guide, and Wookieepedia. Images: character illustration ("X-wing starfighter pilot concept art") by Luke Harrington, screencapture from Star Wars: Rebels S4E9 "Rebel Assault". Stats, text, and "concept art" image composite/retouching by Telsij. Info re: helmet tally of enemy kills https://farfarawayradio.com/2016/11/22/the-mystery-of-the-yellow-vs/ and https://www.starwars.com/news/force-of-fashion-stories-told-on-rebel-helmets



********************

LUTRILLIANS

Lutrillians tend to live a nomadic lifestyle, traveling around their homeworld and avoiding subterreanean predators. They love adventure and discovery, and often travel off world to explore other cultures. They have large, "friendly" faces with hairy jowls and wide-set eyes. Lutrillians are generally considered to be quite agreeable, though they're also said to have a minor issue with greed.

Homeworld: Lutrillia
Attribute Dice: 12D

DEXTERITY: 1D/3D+1
KNOWLEDGE: 2D/4D+1
MECHANICAL: 1D/3D+2
PERCEPTION: 2D/4D+1
STRENGTH: 1D+2/4D
TECHNICAL: 2D/4D

Species Special Abilities and Story Factors:
  • Agreeable Appearance: Because the species is widely regarded as possessing friendly features, Lutrillians gains a +1 bonus to persuasion attempts — unless/until the specific Lutrillian shows himself to be untrustworthy.

  • Love of Discovery / Nomadic Lifestyle: At the time that a Lutrillian character is created only, he receives 2D for every 1D of starting skill dice placed into planetary systems, stamina, and survival.

  • Potential for Greed: Lutrillians must make an Easy willpower check to successfully resist trying the urge to take greater financial advantage of a situation than would be wise or safe.

Sources: Star Wars: The Clone Wars animated series, Star Wars: Rebels animated series, Star Wars: Alien Archive book (p.15, UK Egmont edition), and Wookieepedia. Species capsule text adapted from Star Wars: Alien Archive book (p.15, UK Egmont edition). Attribute ranges: Alien Stats compilation book by Thiago S. Aranha. Species Special Abilities stats by Telsij.
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Sutehp
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Joined: 01 Nov 2016
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Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Thu Aug 15, 2019 12:33 am    Post subject: Reply with quote

For the record, I think Secon Daree has (only) 30 kills. As I understand the Rebel Alliance starfighter kill markings, a solitary black V that is not inside any colored disc is simply 5 kills (sufficient to make one an ace). A black V inside a yellow disc is 20 kills. A black V inside a red disc is 50 kills. I've never seen a black V inside a white disc before, so I'm just guessing here, but I'm inclined to say that a black V inside a white disc (as it appears to be on Daree's helmet) is only 10 kills since white is usually regarded as a low or even beginning rank in most color ranking systems I've seen.

And remember, most Rebel pilot helmets are white where the kill markings are placed as seen here. I don't know how a white-on-white 10 kill marking would be seen unless it was a white disc with a black circle/border.

In any case, I'm just talking out of my @$$ with my assumption that a white disc means 10 kills. I can't independently confirm that just yet.

On a tangental note, here is an article explaining/justifying how some Rebel pilots managed to rack up kill scores that made them aces several times over.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Mamatried
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PostPosted: Thu Aug 15, 2019 12:44 am    Post subject: Reply with quote

Sutehp wrote:
For the record, I think Secon Daree has (only) 30 kills


His name..................maybe he was the wing man in siad kills

or maybe he took the secon daree shots
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Telsij
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PostPosted: Thu Aug 15, 2019 8:58 am    Post subject: Reply with quote

Sutehp wrote:
For the record, I think Secon Daree has (only) 30 kills. As I understand the Rebel Alliance starfighter kill markings, a solitary black V that is not inside any colored disc is simply 5 kills (sufficient to make one an ace). A black V inside a yellow disc is 20 kills. A black V inside a red disc is 50 kills. I've never seen a black V inside a white disc before, so I'm just guessing here, but I'm inclined to say that a black V inside a white disc (as it appears to be on Daree's helmet) is only 10 kills since white is usually regarded as a low or even beginning rank in most color ranking systems I've seen.

And remember, most Rebel pilot helmets are white where the kill markings are placed as seen here. I don't know how a white-on-white 10 kill marking would be seen unless it was a white disc with a black circle/border.

In any case, I'm just talking out of my @$$ with my assumption that a white disc means 10 kills. I can't independently confirm that just yet.

On a tangental note, here is an article explaining/justifying how some Rebel pilots managed to rack up kill scores that made them aces several times over.

That's the same kill count scale I used — and Secon Daree's markings *are* on a Yellow disc, not white. It's a little clearer when the images are full size, but I didn't want to exceed Whill's 700 (ish?) dpi width maximum (again — sorry, Whill! Very Happy). The backing discs, both in his concept art and during the episode itself are yellow — the latter as seen in the exceedingly blurry screenshot below! (Couldn't go frame-by-frame to pick a shot with less movement because Amazon's controls won't let you, as far as I know, using standard keyboard shortcuts for frame-by-frame movement that YouTube or Final Cut / Premiere let you use. Alas!)



Either way, interesting points re: white marking denoting lower rank / achievement — and agreed, that's definitely something I'd seen in other ranking systems. A black V on a white disc indicating 10 is reasonable. Hopefully Pablo Hidalgo or others at LFL will opine on this at length at some point!

And thank you for the link re: the inflated Rebel kill counts! I'd not seen a more in depth explanation for the Ace-many-times-over tallies, beyond those whose crux was simply "wave-upon-wave of Imperials-without-shields eventually yielded high numbers" to those Rebels who were lucky/skilled enough to survive long enough.


Mamatried wrote:
or maybe he took the secon daree shots

Oof. Heh, the more puns the merrier! Very Happy
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PostPosted: Thu Aug 15, 2019 10:24 am    Post subject: Reply with quote



And a better shot of the helmet markings, of the V on yellow.
(The V being gray is almost certainly just to fit the overall gray color scheme of the character.)

This is the original concept art image, and what I edited a bit for the first image I used in the write-up.
Heh, should've just referred back to this to begin with, rather than use a blurry screenshot! Alas again!
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