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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 417

PostPosted: Sat Nov 30, 2019 7:31 pm    Post subject: Reply with quote

UPDATE TO PREVIOUS ENTRY:

Updated MAGNA TOLVAN!

Along with a few other die code adjustments, her write-up now has a more accurate take on her combat capabilities, including martial arts techniques like the "silent strike" and flying and spinning kicks, which she uses in the comics — reflecting heretofore unseen, even-higher-heights of badassery of which we now see was capable all along — as well as updated background info. I have added text re: her defection to the Rebel Alliance, as well as updated her special abilities to include a new aspect of the matching Electro-Tattoos that she and Doctor Aphra share, which was revealed in the latest issue (Doctor Aphra#39).


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

Whill wrote:
I didn't notice the Solo-Mandalorian connection. Great job as always. Thanks.

And thank you for the kind words, Whill. It's always much appreciated!

Here's a screencapture from S1E3, part of Iselo's 5-10 seconds of post-Endor glory:



MANDALORIAN SPOILERS: He and another Bounty Hunter manage to get w/in striking distance of the repulsortruck the Mando is taking cover in. Iselo gets a shot off, before the Mandalorian shoots him. Upon being hit, Iselo is knocked backward and the horn-caps to his respirator apparatus even fly into the air! The specific reason for the character's presence hunting the Mando is creative license on my part, though I think the reasoning I gave for his accepting the job is sound. It being based on a matter of principle (and not just profit) makes it fit w/ his prior characterization!


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Forceally wrote:
I think you're gonna need to redo two of the Nikto posts for the pirates. The picture for "Howl" Rando in the fighter cockpit - Wookiepedia associates that image with an Unidentified female in the pirate gang. The other picture for "Howl" Rando - I think that's actually "Dead Eye". The armor, especially the Warbird patch on the stormtrooper armor, is the same. And if you look closely at the second picture for "Howl" Rando, I think the left eye has a scar around it, suggesting the eye is gone.

When did the Red Nikto Navigator appear in the series? I don't seem to recall seeing him.


I hear you, and honest thanks for the feedback! Very Happy

But in this instance, I believe that Wook is incorrect — and I will likely make an edit or suggest an edit to Wookieepedia, because of the following.

(Apologies in advance for the picture-heavy post, all!)


Re: the war-cry Nikto pilot being male:

1. The Pirate in the cockpit who performs the war cry is credited as "Random Pirate" in that episode's closing credits. And that Pirate is voiced by a man, Fred Tatasciore. Not to say that a man cannot voice a female character or vice versa, Bart Simpson's voice is done by a woman after all (though the intent there is clear: to make him sound more like a kid); generally speaking however, I think this is strong evidence.

2. I think the reason the writer of that Wookieepedia article initially saw this character as a woman was because of the high-pitched war cry sounding more like a woman's voice, and the character's slender frame. However, because most of the other humanoid males in Resistance are of slight-build, I am more inclined to attribute that to a function of character models and style used. When the same Nikto pirate appears later, he looks just as slightly-built and is clearly male.



Re: "Dead Eye" and "Howl" being the same character

I actually wrestled with this a lot! In part because it would have been a nice bit of continuity, with an injury the pirate suffered carrying over / having a clear lasting effect. And interesting catch on your part re: a possible scar around the eye!

In the end, though they are both Nikto with "similar" armor (certainly the same CGI asset) I decided to make them separate characters because of the following:

1. A non-eye-related physical difference: "Dead-Eye" has two front forehead/eyebrow horns which "Howl" does not.

2. When Howl reappears later in S1E7, he utters the same high-pitched battle cry in this scene (screencap below), roughly 15m30s into the episode, when he raises his weapon into the air, Tusken-Raider-style.



3. However Dead-Eye is also present during the same raid: pillaging inside the station in an earlier scene, then later flying a swoop.





That said, S1E7 is the same episode with the continuity error of Skreek appearing in two places at once, so it almost could have gone either way. BUT because these two Nikto pirates aren't *exactly* the same character model, I finally decided to make them separate characters, as they both reappeared later on in the series.

With "Howl" being so excitable, while "Dead Eye" was more dour, it would've been a great Before/After-injury scenario. Alas, both "Howl" and "Dead Eye" reappear in S1 and S2! Here is a helmeted-Howl in S2E3, on a skiff next to Gork the Gamorrean, below:



Re: the Nikto Navigator:

1. He pops up in the two-part finale of S1, but is most clearly visible onscreen trying to joke with the sullen-looking Dead-Eye in S2E7, as well as with helmet on, later in the episode.



Again, thank you for taking such a close look at these, Forceally, and for the feedback!
I like a lot of the minor characters in Star Wars: Resistance and it's much appreciated.
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Last edited by Telsij on Sun Dec 15, 2019 4:54 pm; edited 1 time in total
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Telsij
Commander
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Joined: 07 Dec 2016
Posts: 417

PostPosted: Mon Dec 02, 2019 1:54 pm    Post subject: Reply with quote

Purely by coincidence, as I was working on his write-up already, yesterday's episode of Star Wars: Resistance filled out some of this Rodian's backstory.

And so, here is HYPE FAZON, arrogant ace racer, along with his loyal droid R4-G77, his starfighter, the Green Ace, and revised species stats for the RODIANS, updated with new canon info!

(If all goes well this week, Cara Dune from The Mandalorian is up next!)


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

HYPE FAZON
Type: Hotshot Racer



Quotes:
  • "Hey everybody, look who it— oh, you know who it is!"

  • "Believe the Hype."

  • "You can't handle the Hype!"

DEXTERITY 3D+2
Dodge 4D+2, running 4D
KNOWLEDGE 2D
Business 2D+2, planetary systems 4D, streetwise 3D, streetwise: Vranki the Blue's gambling operation 5D,
tactics: racing 5D, value 3D+2, value: endorsement/sponsorship deals 4D+2, willpower 3D+1
MECHANICAL 4D
Repulsorlift operation 6D, space transports 6D, starfighter piloting 7D, starfighter piloting: G30 racer 7D+2
PERCEPTION 3D+1
Bargain 4D+2, gambling 4D, persuasion 4D+1, persuasion: braggadocio 5D+2, search 4D+1
STRENGTH 3D
Climbing/jumping 3D+2, stamina 4D
TECHNICAL 2D
Computer programming/repair 3D, droid repair 3D, starfighter repair 4D, starfighter repair: G30 racer 5D+1,
starship weapon repair 4D

Species: Rodian
Gender: Male
Homeworld: Rodia

Force Points: 1
Character Points: 7
Move: 10

Special Abilities and Story Factors:
  • Adaptive Respiratory System: In addition to Type I atmospheres, Rodians can breathe other gases without the need for a respirator or breath mask. For example, Rodians who worked for the Mining Guild, at its Asteroid Belt Gas Refinery, were capable of breathing thin atmosphere saturated with Clouzon-36, without the use of a respirator.

  • Angry Antenna Twitch: Although it may simply be an intimidation tactic, Hype Fazon claims that when one or both of his antennae twitch, it is a sign that he is angry.

    "Okay, okay. You see this antenna twitching? This means I'm upset. So leave." — Hype Fazon to Kaz Xiono.

  • Pomposity: A flashy know-it-all who fancies himself the pinnacle of style and skill, Fazon believes his own hype. Although he later learns the value of working as a team after the Colossus leaves the planet Castilon, Hype almost always puts his own interests ahead of others, and strives to be the center of attention. In live or death circumstances however, Hype won't hesitate to protect innocent lives or help his friends — but even then, he will likely do so in as flashy a fashion as possible.

    In game terms, while flying in non-threatening situations, Hype must make a Moderate willpower roll to resist boastfully showing off. When in dangerous situations however, the difficulty is reduced to Very Easy. This check is a free action.

  • Sponsored "Star": Hype's successful racing career has netted him a number of sponsorship deals — many of them from companies that have been in business since the Clone Wars. Among Hype's sponsors are: 79's cantina, Admiral Snackbar, Craft Repair and Maintenance, Outer Rim Supply Co, and Power Sliders diner. In his early days of racing, Hype was the "best racer to come out of the Voxx Cluster," flying for the Hutt gambling kingpin known as Vranki the Blue. And because Hype had proven to be a "real money-maker", Vranki's Hotel and Casino became his first sponsor.

  • Vibration Detection: The twin saucer-shaped antennae atop a Rodian’s head are sensitive to vibration. In game terms, these antennae grant a Rodian a +2 bonus to Perception and search checks that are based upon sound, or that otherwise involve detection of vibration.

  • Visual Spectrum: Rodian vision includes the ability to see in the infrared spectrum. If there are heat sources present, a Rodian may reduce the -4D penalty for darkness by rolling his Perception, and subtracting that number from the total generated by the 4D penalty. However, if flares or flashbang devices against the Rodian when he is in such conditions, the Rodian suffers a -1D penalty to his Perception-based rolls in that first round and the following round.

Capsule: As the top racer of the "Aces", a team of highly skilled starfighter pilots tasked with the defense of the Colossus refueling station, Hype Fazon lived up to his flashy name by flashing exceptional piloting skills. Operating under the callsign "Ace One", Hype relished being the center of attention, as it fueled his bravado and enormous ego. Although regarded by many as the best of the best in the elite Ace Pilots' lounge, the Rodian had a long record of race victories and lucrative endorsement deals after all, no one believed the hype more than Fazon himself.

But as the First Order closed in and began their de facto occupation of the station — under the guise of providing protection, Hype's swagger and outspoken criticism of the newly stringent rules, including a mandated grounding of his beloved ship, made him a target. First Order stormtroopers were already eager to rid the platform of any opposition, and so Hype was imprisoned in a shipping container with other detractors — though he was freed by Kaz Xiono and Torra Doza before he and Aunt Z could be sent offworld. When the battle with the First Order came to Castilon in earnest, Hype and Aunt Z were among the friendly faces who returned to help their friends on the Colossus escape and survive.

For Hype, life aboard the Colossus changed once the platform was revealed to be a massive ship, and after said ship made the jump to hyperspace. Faced with the reality that racing acumen was no match for the military might of First Order pilots, Hype had to adjust to the idea that to survive he would have to learn to work with his former opponents... as a team. Swagger and speed just weren't enough to win this time.

Although resistant to taking orders from Jarek Yeager, the Aces' newly appointed squad captain, and put off by flying alongside Kaz — whom he took to calling "Kaztastrophe", in time Hype was able to see the benefit of being part of a team, eventually coming to lead the group by example and toward shared goals, instead of concerning himself with winning first and foremost.

In his early days, Hype Fazon had raced for the Hutt casino kingpin, Vranki the Blue, with Vranki's Hotel and Casino acting as Hype's first sponsor. And when he and his friends from the Colossus paid a visit to Vranki's hotel in the Voxx cluster hoping to make some quick credits, Hype was greeted like an old friend. But the once immensely popular casino had lost its luster — having lost considerable business to Canto Bight after the war began. The Hutt's scheme quickly became clear too: through one gamble after another, Hype and the other Aces lost to Vranki's droid racers — due to the Hutt's underhanded tactics and traps. And the ensuing series of bets with serious consequences threatened to cost the Aces their freedom.

Thanks to a moment of inspiration from Hype however, the day would be saved. The Rodian was the one to first make the connection that Vranki's holo-games potentially shared the same droid brain core with his vulture-droid racers. And so, together with Neeku's analysis of the gaming algorithms, as well as the quick-thinking — and daring racing — of Torra Doza and Kaz Xiono, the Aces overcame Vranki's cheating ways, winning back not only their freedom in a final high-stakes race, but also coming away with the credits desperately needed to resupply the Colossus!

Equipment: Astromech droid (R4-G77), breath mask and visor, green vacuum suit festooned with sponsorship logos, modified Incom-FreiTek G30 racing starfighter (Green Ace).

Sources: Star Wars: Resistance animated series and shorts, Wookieepedia, https://twitter.com/disneychannelpr/status/1046848922726031360 , https://www.starwars.com/news/buckets-list-extra-the-high-tower-star-wars-resistance , and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Capsule text adapted from https://www.starwars.com/databank/hype-fazon , with text incorporated from Wookieepedia and https://twitter.com/disneychannelpr/status/1046848922726031360 . Image: https://www.starwars.com/databank/hype-fazon . Stats and additional text by Telsij.


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

RODIANS
Homeworld: Rodia

Attribute Dice: 12D
DEXTERITY: 1D+2/4D+2
KNOWLEDGE: 1D/4D
MECHANICAL: 1D/4D
PERCEPTION: 1D/4D
STRENGTH: 1D+1/4D+1
TECHNICAL: 1D/3D

Special Abilities and Story Factors:
  • Adaptive Respiratory System: In addition to Type I atmospheres, Rodians can breathe other gases without the need for a respirator or breath mask. For example, Rodians who worked for the Mining Guild, at its Asteroid Belt Gas Refinery, were capable of breathing thin atmosphere saturated with Clouzon-36, without the use of a respirator.

  • Reputation: Certain factions of galactic civilization — most notably criminal organizations, authoritarian/dictatorial planetary governments and the Empire — find Rodians to be indispensable employees, due to the tenacity many display as hunters, something often credited to cultural sects that focused upon hunting. When an unfamiliar Rodian is encountered in the circumstances and settings described above, many beings will assume that it is involved in a hunt, and give it a wide berth.

  • Vibration Detection: The twin saucer-shaped antennae atop a Rodian’s head are sensitive to vibration. In game terms, these antennae grant a Rodian a +2 bonus to Perception and search checks that are based upon sound, or that otherwise involve detection of vibration.

  • Visual Spectrum: Rodian vision includes the ability to see in the infrared spectrum. If there are heat sources present, a Rodian may reduce the -4D penalty for darkness by rolling his Perception, and subtracting that number from the total generated by the 4D penalty. However, if flares or flashbang devices against the Rodian when he is in such conditions, the Rodian suffers a -1D penalty to his Perception-based rolls in that first round and the following round.

Sources: Star Wars: Resistance and Star Wars: Rebels animated series, Wookieepedia, http://d6holocron.com/wiki/index.php?title=Rodian , and Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha. Revised stats (incorporating new canon information) by Telsij.


***********

R4-G77
Type: Loyal Astromech Droid



DEXTERITY 2D+1
Dodge 3D+1, droid attachments/equipment 3D+1,
droid attachments/equipment: spark projector 4D,
hover 3D+1
KNOWLEDGE 2D+1
Planetary systems 4D+1, willpower 3D+1
MECHANICAL 3D
Astrogation 5D, communications 4D, repulsorlift operation 4D,
sensors 5D, starfighter piloting: atmospheric flight 4D+1
PERCEPTION 2D+1
Con 3D+1, search 3D+1
STRENGTH 2D
TECHNICAL 3D

Computer programming/repair 5D, repulsorlift repair 5D,
starfighter repair 5D, starfighter repair: G30 racer 6D+1,
starship weapon repair 5D

Equipped With:
  • Aerodynamic design: R4-G77 is specifically designed for atmospheric flight.

  • Acoustic signaler

  • Fire extinguisher

  • Internal comlink

  • Holographic projector/recorder

  • Quad-lens sensor array:

    - Holographic projector "eye"
    - Holographic recorder "eye"
    - Infrared sensor "eye": R4-G77 can perceive visual data in darkness without penalty.
    - Macrobinocular "eye": R4-G77 gains a +3D bonus to search checks required to view objects at distances of greater than 100 meters.

  • Repulsorlift unit: R4-G77 is equipped with a repulsorlift generator at his base.
    Move: 10, Skill: Hover; Altitude Range: Ground level - 5 meters.
    Notes: R4-G77 typically keeps his altitude at approximately 0.25 meter height,
    and must make a skill roll (modified by situation/terrain) to reach maximum flight ceiling.

  • Retractable fine worker arm

  • Retractable heavy grasper arm: +1D to lifting, maximum 3D.

  • Small internal “cargo” area: 1 kg storage space.

  • Spark projector: 1D to 4D variable damage/effectiveness, 0.33 meter range.

Story Factors:
  • Babied: Hype and R4-G77 share a close bond, so much so that Hype — despite his constant hyperbole — refers to R4-G77 as his "baby" and shows genuine concern that his droid be treated well and carefully.

    "Hey! You be careful with R4. He's still my baby. Don't you hurt my baby!" — Hype Fazon to Orka, upon handing over R4-G77 for repair.

  • Sassy Sense of Humor: R4-G77 is already as loyal to Hype as a droid can be, but if given the chance to express this support in sassy ways, the astromech is also surprisingly well-equipped. Case in point: When Hype leaves the Aces Squadron in a huff, after being lectured on the need to work as a team in order to improve as a combat pilot, R4-G77 "had Hype's back" ... so to speak. After Hype stormed off and knocked Griff Halloran's helmet to the floor, R4-G77 initially appeared helpful by picking the helmet up with a manipulator arm and offering it back to Griff — before pointedly dropping it back on the floor at the last moment, while bobbing side-to-side and beeping the droid equivalent of what is often called a "raspberry."

Move: 10
Character Points: 4
Size: Approximately 1 meter tall

Capsule: Every Ace pilot needs a trusty astromech, and as the Aces' top racer defending the Colossus platform, Hype Fazon counts on R4-G77 to keep him front and center and in the spotlight. The droid's uniquely oblong design is crafted for aerodynamic performance, with a bright green color scheme that matches Hype's ship.

Sources: Star Wars: Resistance animated series and shorts, Wookieepedia, https://www.starwars.com/databank/r4-g77 , and Droids Stats compilation sourcebook credited to Thiago S. Aranha. Image: Screencapture from Star Wars: Resistance S2E3: "Live Fire". Capsule text adapted from https://www.starwars.com/databank/r4-g77 . Stats and additional text by Telsij.


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

GREEN ACE



Craft: Modified Incom-FreiTek G30 Racer
Scale: Racing starfighter
Length: Approximately 10 meters
Skill: Starfighter piloting: G30 Racer
Crew: 1 and Astromech Droid (can coordinate)
Consumables: 3 days
Cargo Capacity: 30 kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: None
Nav Computer: None (uses Astromech)
Space: 9
Atmosphere: 400; 1,150 kmh
Maneuverability: 3D (3D+2 atmosphere)
Hull: 3D+2
Shields: 1D
Sensors:
    Passive: 15/0D
    Scan: 30/1D
    Search: 50/2D
    Focus: 3/3D
Weapons:
  • Taim & Bak KX-10B Laser Cannons (fire-linked)
    Fire Arc: Front
    Fire Control: 2D+2
    Space: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 5D

  • Two Medium Concussion Missile Launchers (fire-linked; 3 missiles each)
    Fire Arc: Front
    Fire Control: 1D
    Space: 1/3/7
    Atmosphere Range: 50-100/300/700m
    Damage: 8D

Capsule: Bearing some similarities to Incom-FreiTek's classic X-wings, Hype Fazon's flashy racer is a perfect match for his own pomposity: an over-the-top ship plastered with the names and logos of his many high-end sponsors — many of them from businesses that have been around since the Clone Wars. Beyond its extravagance, the racer boasts S-foil wings that can shift angles for speed and maximum maneuverability through turns, as well as for aiming the ship's two wingtip Taim & Bak KX10B laser cannons. The left wing carries an advertisement for "Outer Rim Supply Co.", while the right advertises "Craft Repair and Maintenance." The ship is also equipped with missile launchers, for particularly dangerous (or desperate) situations.

Sources: Star Wars: Resistance animated series, Wookieepedia, https://www.starwars.com/databank/green-ace , https://www.starwars.com/news/buckets-list-extra-the-high-tower-star-wars-resistance , and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Capsule text adapted from https://www.starwars.com/databank/green-ace and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Image: https://www.starwars.com/databank/green-ace . Stats and additional text by Telsij.
_________________
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OBSCURE CHARACTER ARCHIVE INDEX


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Last edited by Telsij on Tue Dec 10, 2019 12:59 pm; edited 2 times in total
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Forceally
Captain
Captain


Joined: 20 Feb 2007
Posts: 530

PostPosted: Tue Dec 03, 2019 12:26 pm    Post subject: Reply with quote

First, thanks for clearing up about the missing navigator. He just hasn't made that much of a performance to grab attention, so as to speak. Unlike Hype Fazon - a legend in his own mind like Todd "Maniac" Marshall" from the Wing Commander series.

As for the confusion of the other two Niktos - I can understand your points. But... Well, we're almost halfway through the season. If they make another appearance with specific names being mentioned, then the debate and confusion will be resolved. If not, we'll pick this up again after the series end.

The one thing I was hoping for at the end of the first season was for Kaz to blow up on Yager, Neeku, and Tam, assuming she had stayed on the Colossus. Explain what he was doing there and why. Calling out on the faults he sees in them:

Yager - his unwillingness to get back in the fight. He supports the New Republic/Resistance, and the loss of his family did affect him. But he knew the First Order wasn't going to stop. Leia knew that, and took action. The same can be said about Doza.

Neeku - too naive, gullible, and trusting. He heard stories of the Empire, yet he wanted to greet the First Order openly like he almost did when Pyre first came to the Colossus.

Tam - believing the First Order to be a force for good. Kaz should have recorded the destruction of his home planet and show it to Tam. Afterwards, he would scream at her, "IF YOU STILL THINK THE FIRST ORDER IS IN THE RIGHT AFTER SEEING THIS, THEN GO JOIN THEM!!!" Tam's too naive, and she's going to get a big shock before this is over. She didn't join them because she believed in them. She was hurt by the need for secrecy, seeing it as a betrayal. I also think she's so desperate to get off the Colossus and be a pilot she was willing to take any opportunity.
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Telsij
Commander
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Joined: 07 Dec 2016
Posts: 417

PostPosted: Wed Dec 04, 2019 9:58 pm    Post subject: Reply with quote

No worries — and wow, nice flashback to the Wing Commander series. That was the character played by the actor who played Biff Tannen in the Back to the Future(s), no?

And I hear you re: wanting Kaz to blow up, or otherwise take people to task. Especially after seeing the Hosnian system destroyed, they could have really played up the drama and heightened emotion. Heck, now that it looks like they've resolved the subplot of his "crush" on Synara, the destruction of Hosnian Prime could've been a factor there too.

Alas, despite the story/character potential and my fondness of the series, I do think they're still unfortunately constrained by the target audience and only getting 2 seasons. Whereas it took The Clone Wars a few seasons to really round into form, where it was able to tell more well developed, dramatic stores.

But good news, re: the Nikto pirates at least:

1. Got the Wookieepedia entry changed for "Howl" from being classified as a female pirate, while adding the detail about the battle-cry.
2. You must've willed it into existence — "Dead Eye" gets some dialogue and an official canon name in the next episode, after putting a "pirate curse" on Kaz: https://www.youtube.com/embed/Djf43Wx3rTQ Very Happy

Dead-Eye's name is LEOZ, and once the episode airs (to see if he factors into it more than in what he does in the preview), will update his entry:
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Telsij
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Joined: 07 Dec 2016
Posts: 417

PostPosted: Sun Dec 08, 2019 11:31 pm    Post subject: CARA DUNE Reply with quote

Here is CARA DUNE, former shock trooper for the Rebel Alliance / New Republic, from The Mandalorian.

MANDALORIAN SPOILERS: As played by badass former MMA fighter Gina Carano, more recently of Deadpool fame as the brawny "Angel Dust", Dune proves to be an equally-matched combatant for the Mandalorian, and eventually, a trusted ally as well.

Re: stats, I estimate our "best in the parsec" Mando to have a Bounty Hunter template and DEX/STR stats along these lines: Armor weapons 7D, blaster 8D, blaster: Amban pulse rifle 9D, brawling parry 5D+2, dodge 6D+1, melee combat 5D+2, melee combat: Amban pulse rifle 6D+2, melee combat: vibro knife 6D+2, melee parry 5D, brawling: martial arts 6D+2 or 7D. And so, with Cara Dune being the better hand-to-hand combatant (and having gotten the drop on him, despite his being better armed), and with the Mandalorian being the better ranged combatant, I believe this represents an accurate take on her onscreen appearance, along with some logical extrapolation for her experience as a shock trooper. She's set to reappear in an upcoming episode (likely wielding the larger two-handed gun she has in the promo images/clips), so I will update her entry accordingly once that happens!

Next up: Along with updating Leoz "Dead-Eye" after the "Kaz's Curse" episode of Resistance airs, the Mando "comedian cameos", with Amy Sedaris (who admittedly had a supporting role rather than just a cameo in S1E5) and Brian Posehn!


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

CARA DUNE
Type: Ex-Rebel Shock Trooper

A Quote: "Saw most of my action mopping up after Endor. Mostly ex-Imperial warlords. They wanted it fast and quiet. They'd send us in on the drop ships. No support, just us. Then when the Imps were gone, the politics started. We were peacekeepers, protecting delegates, suppressing riots. Not what I signed up for."



(As of The Mandalorian Season One)

DEXTERITY 4D
Blaster 7D+2, brawling parry 6D+1, dodge 6D+2, melee combat 6D+2,
melee parry 6D, running 5D+2
KNOWLEDGE 2D+2
Intimidation 4D+2, planetary systems 5D, streetwise 5D, survival 5D,
tactics: ground assault 5D+2, value 3D+2, willpower 5D+1
MECHANICAL 2D
Beast riding 4D, communications 4D,
repulsorlift operation 4D, sensors 4D
PERCEPTION 3D+2
Bargain 4D+2, command 5D+2, con 5D,
hide 5D+2, search 5D+2, sneak 6D+1
STRENGTH 3D+2
Brawling: martial arts 8D+2, climbing/jumping 5D+2,
lifting 5D, stamina 6D+2
TECHNICAL 2D
Blaster repair 4D+2, computer programming/repair 3D, demolition 4D,
equipment repair 3D+2, first aid 4D, security 4D+2

Species: Human
Gender: Female
Homeworld: Alderaan

Force Points: 1
Character Points: 13
Move: 10
Size: 1.73 meters tall

Story Factors:
  • "Early Retirement": When the Mandalorian asks Cara Dune what brought her to the sleepy backwater planet of Sorgan, her response is cryptic: "Let's just call it an early retirement." Although Cara Dune's specific reasons for seeking refuge remain a mystery, it is clear that she has made enemies. And these enemies are likely already in pursuit of her, so she must lie low for the time being. So wary of this possibility is Dune that, before fighting the Mandalorian to a stalemate and meeting "the Child," she suspects the Bounty Hunter of hunting her: "Look, I knew you were Guild. I figured you had a fob on me. That's why I came at you so hard."

  • For Alderaan: Dune’s membership in the Rebel Alliance and later, the New Republic, would seem signal enough that she wanted to bring down the Empire. When it is revealed that Carasynthia Dune is a daughter of Alderaan, however, it becomes clear that her eagerness to leap into the fray against any Imperial opponent has a more personal meaning — one of personal vendetta and revenge.



Martial Arts Techniques Known:
  • Choke / Joint Lock: Cara Dune is trained to keep an opponent immobile, using a choke, armlock, or other grappling hold. Difficulty: Moderate, plus a Strength versus martial arts opposed roll. Effect: Dune must make a Moderate martial arts roll to hold her opponent. If this attack is not parried or dodged, the target must make a Strength or lifting roll. If the target beats her martial arts roll vs. Cara Dune's initial Martial Arts roll, he breaks free of the hold. If Dune wins the opposed roll by +3 or more, she may inflict automatically damage upon the target for every round she holds him at bay, as per standard Grappling rules. She may also perform a secondary attack against her immobilized target, at Very Easy difficulty, but with a multi-action penalty applied.

  • Elbow Smash / Power Punch: Cara Dune is trained to deliver a powerful punch or elbow strike. Difficulty: Very Easy. Effect: If Dune's roll meets the difficulty number and her attack is not dodged or parried, she can add +1D to her damage roll.

  • Flip: Cara Dune can flip a target that has grappled her, effectively freeing herself from the hold in the process as well. Difficulty: Moderate. Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage. The fallen character must either wait one round to stand or suffer multiple action penalties.

  • Front Kick / Knee Strike: Cara Dune is trained to perform both powerful front kicks and knee strikes. Difficulty: Moderate. Effect: Dune can add +1D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates that she is off-balance, and her opponent may make an additional attack this round with no multiple action penalty.

  • Suplex Slam / Throw: Cara Dune can throw or slam a target to the ground. Difficulty: Moderate. Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering 3D damage. The fallen character must either wait one round to stand or suffer multiple action penalties.

Capsule: A veteran of the Galactic Civil War who fought under the banner of the Rebellion, Carasynthia Dune of Alderaan is a seasoned warrior. An intimidating brawler and crack shot, Dune has put her days of military discipline behind her, and now has reinvented herself as a mercenary.

Although Dune is initially suspicious of the Mandalorian, battling him to an eventual stalemate while under the assumption that she was the Bounty Hunter's quarry, the former Shock Trooper is convinced to aid him in defending the Krill fishing village in which they'd each sought sanctuary, and to halt the attacks of Klatooinian raiders and their fearsome AT-ST once and for all.

Together, Dune and the Mandalorian train the villagers in the defense of their home. And by drawing the raiders and their mech into a trap, she and the Mandalorian eventually succeed in freeing the village from the Klatooinian raids — even if things do not *quite* go according to plan. And though the Mandalorian later realizes that he must depart the village in order to prevent the further arrival of bounty hunters seeking "the Child" in the Mandalorian's custody, Cara Dune and the rogue Bounty Hunter part ways as allies.

Weeks later, while in hiding, while whiling away time sparring for sport and wager in Sorgun, Dune was again sought out by the Mandalorian. Knowing that the alien child in his care would not be free until the Client who placed a bounty on its head was dead, the Mandalorian returned to Sorgun to enlist Dune's aid for the mission. Although initially (apparently) disinterested, Dune would quickly accept upon the learning that their opponent was Imperial.

Although she would clash with members of the Mandalorian's assembled team, in the end, they succeeded in their mission. And it was during the deadly showdown on the volcanic planet Nevarro, against Moff Gideon's Imperial forces, that the root of Dune's vendetta against the Empire came to light. Armed with his intel as a former ISB agent, Gideon revealed Dune to be a daughter of Alderaan. And with that bit of information alone now known, it became clear to others that her reasons for eagerly leaping into the fray against any Imperial opponent were truly personal.

After securing the child's safety, freeing him and Nevarro at large from occupation, by the Imperial remnant and from Moff Gideon's forces, Dune would later agree to act as an enforcer for the Bounty Hunters' Guild, provided that "clerical concerns with her chain code" — and the implied danger public knowledge of her identity brought with it — could be addressed. To land such a "specimen of soldier," Greef Karga assured Dune that clerical concerns would be the least of her worries.

And so, like the Mandalorian and the being who was now *his* child in earnest, on Nevarro too, did Carasynthia Dune of Alderaan gain a new direction.

Description: Cara Dune is powerfully built, but agile. At its longest, Dune's dark hair is shoulder length, worn partially braided and in an asymmetrical style. And because of her Alderaanian heritage, it is almost certain that the braids bear some cultural significance. She bears an Alliance starbird tattoo below her left eye, and a tattoo of a series of rectangular bars around her right bicep. These "stripes" mark Dune as a Dropper — a drop ship shock trooper and Alliance veteran.



Equipment: Comlink, forearm bracers (+1D vs. physical and energy, protects arms only; +2 to damage if used when brawling), knee guard (+1D vs. physical and energy, protects knee only; STR+2 to damage if used when brawling), knuckler gloves (+2 damage if used when brawling; prevents injury to hand when hitting hard/armored targets), modified double-barreled BlasTech RT-series repeating blaster rifle (6D damage; range: 3-50/150/300, ammo: 500; Game Notes: This weapon fires in bursts, with each burst using up 5 shots. Typically, use with a power generator is recommended, however, this modified model allows use of a front-loading, dual-chamber powerpack magazine. Magazine provides 500 shots worth of ammunition. With an overhand grip as well as the traditional handle with trigger, the weapon must be used two-handed, or else the user will incur a -1D penalty to her blaster rolls. Because of its unwieldy size, the weapon also incurs a -1D penalty to blaster rolls for its user if she attempts to move and fire the gun in the same round. This penalty may be ignored if the user succeeds on an Easy Strength or Lifting check as a Free Action), molded plate and flex-mesh/weave armor (+1D vs. physical, +2 vs. energy; protects torso only), Nambu Type-14 heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 25), utility belt and holster, vibro-knife (STR+2D damage, melee difficulty: Easy).

Sources: The Mandalorian live-action series, https://www.starwars.com/databank/cara-dune , Wookieepedia, https://www.range365.com/guns-mandalorian/ , and http://www.actionfigurebarbecue.com/2019/11/road-to-rise-of-skywalker-cara-dune.html . First paragraph of capsule text adapted from https://www.starwars.com/databank/cara-dune . Image: Cropped Wookieepedia png of Advanced Graphics Mandalorian Cardboard standup, cropped Cara Dune character poster: https://www.instagram.com/p/B4KvTphg_9X/ , and screen capture from The Mandalorian S1E4.

Repeating blaster game mechanics include inspiration from CRMcNeill's version of the rotary blaster cannon posted in response to the entry for KORSO, earlier in this thread. Stats and text by Telsij.
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Last edited by Telsij on Sat Dec 28, 2019 2:54 pm; edited 20 times in total
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Telsij
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PostPosted: Tue Dec 10, 2019 12:31 am    Post subject: Reply with quote

Update to Previous Entry: I've revised the write-up for one-eyed Nikto pirate, LEOZ (formerly "Dead-Eye"), in light of his larger role in this past weekend's episode of Star Wars: Resistance, "Kaz's Curse."

Along with an updated stat-block for the Spiteful Buccaneer (who now gets first billing over Tooms, who was at that time the only named Pirate included in that group post), I gave him this Story Factor / Special Ability, "The curse of Aka du":

  • "Aka du" Pirate Curse: Leoz has been known to use the power of "pirate curses" to his advantage. Although he and the other Warbirds outwardly claim to "believe" in such things when in mixed company, Leoz and the pirates primarily use this tactic to intimidate enemies and rivals. Even Leoz himself appears to take the curse far less seriously when he is seen joking with the Aleena scoundrel Grevel. Nonetheless, the technique is effective.

    By licking his palm, then transferring the saliva to his target's face, while chanting the words "Kavala... ava, malasa... aka du!", Leoz may "curse" his target, causing him to incur misfortune thereafter. A furious Leoz cursed Kazuda Xiono is this manner, after the pilot has a miraculous streak of good luck gambling against the pirates using Leoz' dice. If confronted a second time, Leoz may "double curse" his target, using similar gestures but the more comical phrase, "Aka du du."

    In game terms, to successfully "curse" a target, Leoz must make a successful Intimidation check against his target's Willpower. If Leoz succeeds, the target believes himself to be cursed. Both the GM and player are encouraged to roleplay any "bad luck" brought about by the curse, as well as any strange deeds required to undo it. Wild-die mishaps should be described as possible results of the curse. If appropriate, even rolls that succeed by narrow margins may be attributed to the character only barely escaping the curse's clutches. The target believes himself cursed until he is able either to win a subsequent opposed roll against Leoz, or until he finds some other means of undoing the curse — whether that be by "mystical" means or logical, rational ones. This "pirate curse" is available to Pirate characters who have at least 4D in the specialization, scholar: pirate lore.

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Forceally
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PostPosted: Tue Dec 10, 2019 3:00 pm    Post subject: Reply with quote

So you're basically configuring The Mandalorian to have a basic Bounty Hunter stock stats with the modifications you mentioned? If so, where do I find the Bounty Hunter stock stats?
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Telsij
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PostPosted: Tue Dec 10, 2019 4:24 pm    Post subject: Reply with quote

Forceally wrote:
So you're basically configuring The Mandalorian to have a basic Bounty Hunter stock stats with the modifications you mentioned? If so, where do I find the Bounty Hunter stock stats?

I see the Mandalorian as basically having Boba Fett's stats, but with some of the specific tweaks (eg: blaster: Amban pulse rifle 9D) that I mentioned earlier — though in Mando's case, real evidence of his high die codes actually appears onscreen! Very Happy I mentioned only his DEX and STR skills earlier, because of the direct comp to Cara Dune and how they were overall evenly matched, but that he had the edge w/ ranged combat and she had the edge in close-quarters fighting.

In terms of other specifics: I think Mando would also have slightly lower Investigation and Search than Boba's write-up, in the 7D+ range each, far lower gambling (4D+ range), slightly lower bargain, con, and persuasion (but not by much, 6D+2, 5D+ and 5D+ range, respectively). I think he'd have comparable starship combat skills to Boba's (who has space transports 7D and gunnery 8D) but at a 7/7 split, with the piloting as a specialization for the Razor Crest rather than overall, with something closer to a 5D+2 space transports base. Same goes for his TEC space transport repair, with more of a 4D base skill to 5D+ specialization split. He'd also have some a couple of D in tactics, and a cultures: Mandalorian specialization — along with a Story Factor re: the customs/practices required of him, if he is to continue living by / honoring "the Way."

I was hanging back until the end of S1, so as to get a fuller picture for Mando. Whereas I think with the supporting characters like Cara Dune or IG-11, though both are set to reappear, any tweaks/updates to the earlier write-ups I did for them should be relatively minor or less elaborate!
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PostPosted: Fri Dec 13, 2019 12:12 pm    Post subject: PELI MOTTO Reply with quote

MANDALORIAN SPOILERS: After such a rousing episode of The Mandalorian today — great to see Dave Filoni, Deborah Chow, and Rick Famuyiwa as X-Wing pilots AND to see Clancy Brown's tank of a Devaronian! (whose "Obscure Character" write-up may now be next up) — here is Amy Sedaris' character, PELI MOTTO, from last week's episode!


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PELI MOTTO
Type: Shrewd Starship Tech



A Conversation:
    “Let’s look at your ship. Oof! Look at that. Ugh, you got a lot of carbon scorin’ building up top.
    Yeah. If I didn’t know better, I’d think you were in a shootout. Special tool for that one. [Sighs]
    I am gonna have to rotate that. You got a fuel leak. Look at that, this is a mess. How did you even land?
    That’s gonna set you back.”

    “I’ve got 500 Imperial Credits.”

    “That’s all you got? [Turns to her pit droids] Well, what do you guys think?
    [Turns back to the Mandalorian] That should at least cover the hangar.”

    “I'll get you your money.”

    “Hmm. I've heard that before.”


    — Pelli Moto and the Mandalorian meet, as she assesses the damage to his ship.

(As of The Mandalorian Season One)

DEXTERITY 2D
Blaster: blaster rifle 3D
KNOWLEDGE 3D+1
Business 4D, business: docking bay 5D, bureaucracy: Mos Eisley 4D,
languages: Binary/droidspeak 5D, planetary systems: Tatooine 5D+1,
value 4D+1, value: starships 5D+2, willpower 4D+1
MECHANICAL 3D
Machinery operation 4D, sensors 5D
PERCEPTION 3D+2
Bargain 5D+2, command: Docking Bay 35's trio of pit droids 5D+2, con 4D+2
STRENGTH 2D
TECHNICAL 4D
Computer programming/repair 5D, droid programming 4D+2, droid repair 5D,
droid repair: pit droids 6D, repulsorlift repair 5D, space transport repair 5D+2,
systems diagnosis 6D

Species: Human
Gender: Female
Character Points: 10
Move: 10

Story Factors:
  • Droid Camaraderie: Peli Motto enjoys an easygoing rapport with the trio of Pit droids in her employ, enough so that she passes time playing Sabacc with them, betting various spare parts instead of credits. Motto relies upon the droids to speed up the time taken to make repairs and often allows them to do routine maintenance unsupervised — unless of course, for whatever reason, a customer demands that no droids be used....

  • Peli's the proprietor... but also a "tough customer": Peli Motto isn't someone who backs down, especially against someone who comes in blasters blazing... the latter, sometimes literally. Thankfully, it's rare that she runs into a customer who's smarter than he looks. Although not dishonest, per se, Motto will usually attempt to squeeze every last credit she can conceivably/legitimately get out of those who have rubbed her the wrong way, but are still in need of her services and repairs.

    This may take the form of charging extra for additional services or unexpected setbacks — even if said setbacks are fully expected — as well as exaggerating her own operating costs. In a clear example of the latter case, despite the fact that Pit Droids were considered to be amongst the cheapest, most durable, and "expendable" types of repair droids available, Moto tells the Mandalorian, "You know, it's costing me a lot of money to even keep these droids powered up."



Capsule: Peli Motto was the savvy proprietor of Docking Bay 35 in Mos Eisley. And while some of her previous customers may've joked that Moto wasn't necessarily the best mechanic — just the closest, Motto was a sound (albeit gruff) technician with a keen eye. Together with her trio of DUM-series pit droids and a GNK power droid, Motto ran a good, but ramshackle, business. Of course, if any customers gave her lip or pulled a blaster on her pit droids, she wasn't above raising her voice to make sure she got every last credit she was due... and then some.

Not one to be cowed, Motto was also always willing, however tentatively, to blast intruders with her rifle. And though such things are commonplace in Mos Eisley, Motto appeared unperturbed by having to dispose of a corpse. After Toro Calican — a rookie bounty hunter who had taken both her and a customer's child hostage — was killed, Motto seemed to see it as just another mess to clean up, telling her pit droids simply to deposit the body into Beggar's Canyon. That said, Motto was not without a good heart, as evidenced by her genuine concern for "the Child" in the Mandalorian's care.

Despite trying to squeeze further payment from him for looking after the child, and later lecturing him about leaving it unattended, Motto was genuinely charmed by the youngling. And after the Mandalorian outsmarted (and killed) Calican, Motto immediately rushed to check on the alien infant. In the end, the Mandalorian paid her handsomely for the repairs — handing over all the credits the Calican had on his person, both to honor his word, but also to repay her kindness. The Mandalorian had seen Motto care for the Child and try to protect him. And he had, perhaps, taken her earlier words to heart as well: "You know, you have an awful lot to learn about raisin' a young one."

Equipment: Blaster rifle (5D damage, range: 3-35/75/250, ammo: 100), deck of Sabacc cards, docking bay in Mos Eisley (Docking Bay 35), fingerless work gloves, GNK-series power droid, handheld diagnostic tech-scanner (skill: sensors; game notes: The difficulty level for using this scanner corresponds to the difficulty needed to repair damaged craft or equipment. Characters who successfully use a tech scanner have their Systems Diagnosis difficulties reduced by one difficulty level, or gain a +1D bonus to subsequent repair rolls), spaceport worker's badge/ID, trio of DUM-series pit droids, various starship repair tools and machinery (+1D to repair-related rolls, +1 mishap modifier due to the state of disrepair machinery itself is in), work boots and coveralls.



"New" Skill:
  • Systems Diagnosis: This skill represents a character's ability to analyze a particular piece of technology and the systems required for said technology to function properly. With this skill, a character can assess the current status of a given tech system, determine if it requires repair, what that repair is, and how difficult that task will be. Although similar to existing, more granular skills, Systems Diagnosis can be applied to the subject of nearly any technical skill that is of equal or lesser die code to the character's Systems Diagnosis skill. For example, Systems Diagnosis can be used to determine the status of systems in repulsorcraft, as well as space transports or starfighters. However, it typically cannot be applied to slicing or "software" issues that are covered by the computer programming/repair skill.

    In this way, characters may be more adept at diagnosing potential problems than they are at actually implementing the solution. As with Tactics rolls, a successful Systems Diagnosis check might reveal the root cause of an issue or uncover hidden damage, but the final outcome of how well the issue is addressed still hinges upon repair rolls and other factors. In game terms, if a quantitative measure of diagnostic success is in order, a +1 bonus may be added to subsequent repair rolls for every +3 by which the character's Systems Diagnosis roll beats the diagnosis difficulty number. This difficulty number often corresponds to the level of damage incurred. Funnily enough, GNK-series power droids have long been programmed with this skill, though they use it only to determine when power cells need to be recharged, or when they must provide power to a given machine directly.

Sources: The Mandalorian live-action series, starwars.com, Wookieepedia, and Droids Stats fan compilation sourcebook credited to Thiago S. Aranha. Images: Screen captures from The Mandalorian S1E5: "The Gunslinger". Stats and text by Telsij.


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PELI MOTTO'S PIT DROIDS
Type: Modified Serv-O-Droid DUM Series Pit Droids



DEXTERITY 1D+2
Dodge 2D+2, running 2D+2
KNOWLEDGE 1D+2
Value 2D
MECHANICAL 1D
PERCEPTION 1D+2
Con 2D+2, gambling 2D+2, gambling: cheating 3D+2
STRENGTH 2D
Lifting 4D, stamina 4D
TECHNICAL 2D
Ground vehicle repair 4D, repulsorlift repair 4D, space transport repair 4D, starfighter repair 4D, starship weapon repair 4D

Equipped With:
  • Collapsible Configuration: The pit droid's humanoid body (which consists of a convex saucer-shaped head, torso, two arms and two legs) can fold into a compact package when not in use. They spring to activation when needed. A tap on the "nose" / central optical sensor signals the droid to collapse back into stowed mode and rest.

  • Receiver/Transmitter with Antennae (range of 0.25 km)
Move: 6
Size: 1.19 meters tall

Sources: The Mandalorian live-action series, https://www.starwars.com/databank/pit-droid , Wookieepedia, and Droids Stats fan compilation sourcebook (p.115) credited to Thiago S. Aranha. Images: Screen capture from The Mandalorian S1E5: "The Gunslinger". Stats (revised from Droids Stats, p.115) and additional text by Telsij.
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Forceally
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PostPosted: Fri Dec 13, 2019 2:55 pm    Post subject: Reply with quote

Oh man. You're making me wish I had Disney+. Can't afford it. Here's hoping this'll be available on DVD/Blu-Ray on Amazon in the near future.

The stats for the pit droid - they apply for all of them right? So are they this show's answer to the Three Stooges, or are they the Three Monkeys - See no evil, hear no evil, speak no evil. We had them appear in The Phantom Menace during that podrace.

Here's hoping Neeku drives Hux crazy in the next episode of Star Wars Resistance.
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PostPosted: Sun Dec 15, 2019 3:23 pm    Post subject: BURG Reply with quote

MANDALORIAN SPOILERS!

Been a big fan of Clancy Brown ever since his turn as the Kurgan in The Highlander. I've also enjoyed his voice-acting, as Savage Oppress in The Clone Wars (despite the heavy-handed character name), Ryder Azadi in Rebels, as well as his suave, threatening take on Lex Luthor in Superman: The Animated Series.

So at last, he got to do some some live-action Star Wars! And SPOILERS, with some of the physical feats he showed off in Friday's episode "The Prisoner", his character got to show as much sheer physical strength as Chewbacca and Zeb! Here is BURG, burly Devaronian Bruiser, from The Mandalorian, with revised DEVARONIAN species stats (and all the Devil-related puns you can stand)!


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BURG
Brutish Bruiser





DEXTERITY 3D
Blaster 5D, brawling parry 6D, dodge 4D, melee combat 5D
KNOWLEDGE 2D
Intimidation 6D+1, planetary systems 5D, streetwise 4D+2,
survival 4D+2, willpower 6D+1
MECHANICAL 2D
PERCEPTION 3D
STRENGTH 5D
Brawling: martial arts 8D, lifting 10D, stamina 10D
TECHNICAL 2D

Species: Devaronian
Gender: Male

Force Points: 1
Dark Side Points: 3
Character Points: 6
Move: 8
Size: 1.91 meters tall (not including horns)

Quotes:
  • "Where are you, little mouse?"

  • "So this is a Mandalorian? I thought they'd be bigger." [Chuckles]

Special Abilities and Story Factors:
  • Devil's Horns: Having evolved as an ancestral aid in fending off predatory birds, the horns of a male Devaronian still prove useful in modern times. In game terms, a Devaronian's horns (and their underlying bone structure and skull plates) grant him a +2 bonus to resist physical damage to the head, and a +2 bonus to damage if used when brawling. If injury is sustained to the head, the horns may be blunted or even broken, depending upon the severity of the damage. In game terms, treat damage to horns as though damage to armor. If the horns are broken, the skull plate base at the root of the horns still provides protection, but the damage bonus they once granted in combat is lost.

    Game Notes: After his showdown with the Mandalorian, and as of his subsequent imprisonment aboard a New Republic prison ship, Burg has had both of his horns broken. As per the above paragraph, Burg retains the horns' skull plate/base protection against physical damage, but has lost the damage bonus his horns formerly provided.

  • Devilish Laughter: Burg has a booming voice and a low, rumbling, and resonant laugh. The Devaronian has been known to chuckle amusedly both at lesser opponents and at clear danger, creating an unsettling effect on even otherwise steadfast opponents. In game terms, Burg gains +1D bonus to any Intimidation attempts made against targets who hear his signature, sinister laugh.

  • Juggernaut: Although Burg may not be the brightest being, the Devaronian is among the toughest enforcers working in the criminal underworld. Seemingly impervious to pain, and able to heave heavy crates, massive droids — and people — with ease, there are few things that can stop this burly bruiser. And even when they do, he will likely not be down for long.

    In his first out-and-out brawl with the Mandalorian, Burg endured a number of attacks that would have doomed lesser beings. Even with a whipcord wrapped around his neck, the Devaronian managed to turn the tables on the Mandalorian as the latter tried to garrote him. And with a fiendish laugh, he shrugged off a flamethrower blast to the face. Burg then not only survived having a blast door slam down upon him as he lay prone — it had come down on his head and neck no less! — he also managed to overpower its hydraulics, and stand back up while lifting the gate as well. In the end, Burg was stopped only by the Mandalorian's activation of a second blast door as the Devaronian was still fighting against the first. Even then, Burg lived, though he would suffer two broken horns as a result.

  • Resistance to Toxins: Due to the presence of dual livers, Devaronians possessed a unique filtration system for their black, silver-based blood. Their bodies were constantly cleansed of toxins and carcinogens, granting the species a high resistance to poison, and an ability to consume foods which were toxic to other species. Their livers did struggle to eliminate sulfur from their system however. Because of this, sulfur was often used as a stimulant on Devaron, to enhance speed and strength. Inhaling sulfur caused the substance to enter a Devaronian's bloodstream rapidly, though long-term or prolonged use often proved dangerous.

    In game terms, Devaronians may re-roll a failed Strength or stamina check to resist poisons or toxins, though they must accept the second result regardless of outcome. In addition, inhalation or ingestion of sulfur grants Devaronians a temporary +1D bonus to their Strength-based skill checks and to their Move score. This bonus lasts 2D minutes. After each use however, the Devaronian must make a stamina check (without re-roll) against a cumulative total die code, 1D for each time sulfur the character has ingested sulfur. Failure indicates that the Devaronian incurs injury as though in combat. Devaronians may reset this window of time by refraining from sulfur ingestion or inhalation for an extended period: a number of days equal to the total generated by rolling double the die code of their sulfur use up to that point, eg: 6D worth of cumulative sulfur use would require 12D days without use, in order for their system to be fully cleansed of sulfur's harmful effects.

Martial Arts Techniques Known:
  • Disarm: Through targeted brute force, Burg can make an opponent drop a weapon or object. Difficulty: Moderate. Effect: If Burg’s attack is successful (and is not parried or dodged), and if his skill roll meets the required difficulty number, the target character is disarmed.

  • Hold/Grapple: Burg can grapple and hold a target immobile. Difficulty: Moderate plus a Strength versus martial arts roll. Effect: To grapple with and hold his target immobile, Burg must make a Moderate martial arts roll. For every round the target is held, the target must make a Strength or lifting roll. If the target beats Burg's martial arts roll (or Strength or lifting total), he breaks free of the hold.

  • Slam/Throw: Burg is strong enough to throw and bodyslam a target with relative ease. Difficulty: Moderate. Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged), suffering (at least) 3D damage.

Capsule: With his deep booming voice, low rumbling laugh, and scarred reddish skin, the burly Devaronian known as Burg served as distinctive muscle for any crew that could pay for his services. Standing at nearly two meters tall — before even taking into account the large black horns atop his bald head, Burg has laughed off a lifetime of blows that would have long ago laid low less-formidable men — as the many scars on his face can attest.

Whether while bellowing a burst of laughter, or letting surface only an unnerving chuckle, Burg did not shy away from flexing his muscles against opponents. This pride in his physical strength often took the form of picking on beings smaller than he was, or of charging headlong into a fight without quite considering the consequences. Fortunately for Burg, he has yet to meet his match in single combat. And so, seemingly impervious to pain, and with an air of menace in his voice, the Devaronian forges ahead, willing to meet any challenge... with overwhelming brute force.



Equipment: Bio-tracker (used for prison-break mission), comlink, dual heavy blaster pistols (5D damage, range: 3-7/25/50, ammo: 25), dual holsters and utility belt, layered leather/weave tunic and kama (+2 vs. edged physical attacks; covers torso, arms, and upper legs only).

Sources: The Mandalorian live-action series and Wookieepedia. Images: Screen captures from The Mandalorian S1E6: "The Prisoner" and end credits character concept art (artwork almost certainly by Brian Matyas). Stats and text by Telsij.


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DEVARONIAN
Homeworld: Devaron

Attribute Dice: 12D
DEXTERITY: 1D/4D
KNOWLEDGE: 2D/4D
MECHANICAL: 1D/3D+2
PERCEPTION: 2D/4D+2
STRENGTH: 1D/4D-5D*
TECHNICAL: 1D/3D+2

Move: *10/12
Size: Approximately 1.7 to 1.9 meters tall

Story Factors and Special Abilities:
  • *The Burliest Brawn Comes at a Cost: The largest and strongest of Devaronian specimens possess physical strength to rival even that of some Wookiees. However, this greater strength comes at the cost of other less-developed traits and abilities. In game terms, at character creation, for every +1 that a Devaronian PC exceeds 4D in his Strength die code, -1 pip is lost from his total pool of attribute dice. In addition, the character's starting Move score must be lowered by -1 at 4D+2 Strength, and by -2 at 5D Strength. In the end, it is up to the player and GM to decide if this gain in physical strength winds up being a "Devil's Bargain."

  • Devil's Horns: Having evolved as an ancestral aid in fending off predatory birds, the horns of a male Devaronian still prove useful in modern times. In game terms, a Devaronian's horns (and their underlying bone structure and skull plates) grant him a +2 bonus to resist physical damage to the head, and a +2 bonus to damage if used when brawling. If injury is sustained to the head, the horns may be blunted or even broken, depending upon the severity of the damage. In game terms, treat damage to horns as though damage to armor. If the horns are broken, the skull plate base at the root of the horns still provides protection, but the damage bonus they once granted in combat is lost.

    Regarding the biological dimorphism of the species: Female Devaronions did not have horns. Instead, they had two vestigial bumps on their foreheads — circular spots which were darker in pigmentation. And while female Devaronians typically had a full head of hair, male Devaronians were bald — but were fully capable of growing facial hair.

  • Matriarchal Society: Devaronians lived under a matriarchal government on their homeworld; though males weren't prohibited to hold positions of power, few desired to do so. The biological dimorphism of the species carried over into their culture practices, wherein females tended to be more settled and serious minded, while males longed to wander the stars. Male Devaronians were extremely dedicated to their families despite their wanderlust however, and were known to send earnings they had accumulated abroad back to their families, in order to support them.

    In game terms, at character creation, a female Devaronian who grows up on Devaron or is raised with the species’ traditional cultural values, gains 2D for every 1D of starting skill dice placed into bureaucracy, bargain, and command skills. (The maximum of 2D to allot to any single skill still applies, however.)

  • Reputation for Wanderlust: Male Devaronians are said to dislike staying in one place for any extended period of time. When an opportunity to move on presents itself, they often take it. At the same time, male Devaronian with families were also quite dedicated to them, despite their wanderlust. Many were known to send earnings they had accumulated abroad back to their families in order to support them.

  • Resistance to Toxins: Due to the presence of dual livers, Devaronians possessed a unique filtration system for their black, silver-based blood. Their bodies were constantly cleansed of toxins and carcinogens, granting the species a high resistance to poison, and an ability to consume foods which were toxic to other species. Their livers did struggle to eliminate sulfur from their system however. Because of this, sulfur was often used as a stimulant on Devaron, to enhance speed and strength. Inhaling sulfur caused the substance to enter a Devaronian's bloodstream rapidly, though long-term or prolonged use often proved dangerous.

    In game terms, Devaronians may re-roll a failed Strength or stamina check to resist poisons or toxins, though they must accept the second result regardless of outcome. In addition, inhalation or ingestion of sulfur grants Devaronians a temporary +1D bonus to their Strength-based skill checks and to their Move score. This bonus lasts 2D minutes. After each use however, the Devaronian must make a stamina check (without re-roll) against a cumulative total die code, 1D for each time sulfur the character has ingested sulfur. Failure indicates that the Devaronian incurs injury as though in combat. Devaronians may reset this window of time by refraining from sulfur ingestion or inhalation for an extended period: a number of days equal to the total generated by rolling double the die code of their sulfur use up to that point, eg: 6D worth of cumulative sulfur use would require 12D days without use, in order for their system to be fully cleansed of sulfur's harmful effects.

Sources: The Mandalorian S1E6: "The Prisoner", Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha (p.37), and Wookieepedia. Revised stats and additional text by Telsij.


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Forceally wrote:
Oh man. You're making me wish I had Disney+. Can't afford it. Here's hoping this'll be available on DVD/Blu-Ray on Amazon in the near future.

The stats for the pit droid - they apply for all of them right? So are they this show's answer to the Three Stooges, or are they the Three Monkeys - See no evil, hear no evil, speak no evil. We had them appear in The Phantom Menace during that podrace.

Here's hoping Neeku drives Hux crazy in the next episode of Star Wars Resistance.

Uh-oh, hopefully I've not spoiled any surprises for you then! I've tried to add all caps "SPOILER" text in the short intro paragraph to these entries. (EDIT: Whill has since smartly added bold red SPOILER WARNING text to the tops of the Mando-related posts!) If/when you do get the chance to watch The Mandalorian, I hope you enjoy. It's a great series so far! Hits almost all the right notes for me.

And yes! These Pit Droid stats are for all three of them. And they're more so wily “See/Hear/Speak No Evil” Monkeys I'd say, what with their cooperating to cheat at Sabacc, while also helping Peli drive up price for repairs. With the show referencing so much of the Original Triogy, it was good to see the pit droids backs in live-action as a nod to the Prequel era.

And looking forward to the next episode of Resistance as well! A shame it's ending so soon as, among other things, its depiction of "everyday life" on the station and insight into various civilian characters (though admittedly a bit blunted to make more kid-friendly) was so rare to see/explore in Star Wars!
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Telsij
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PostPosted: Sat Dec 28, 2019 2:31 pm    Post subject: Reply with quote

MANDALORIAN SPOILERS:

After yesterday's season finale, I have now updated the entries for the following characters:

IG-11: Capsule/Background and Story Factors are updated w/ info re: his reprogramming. Stats are updated w/ brawling/grappling, improved repulsorloft ops skill, and inclusion of laser cutter and bacta spray medic/nurse equipment.

KUIIL: Capsule/Background and Story Factors are updated w/ new info re: his indentured servitude. Several KNO and TEC stats are improved to better reflect the true craftsman's mastery Kuiil is revealed to have, as well as his lifetimes of experience.

CARA DUNE: Capsule/Background and Story Factors re: her Homeworld and Vendetta vs. Empire are updated. Tweaked blaster, beast riding, and TEC stats. Added double-barreled repeating blaster that she claims from Mando's arsenal.


THE MANDALORIAN himself will be up soon — likely Monday!
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Last edited by Telsij on Tue Dec 31, 2019 2:41 pm; edited 1 time in total
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PostPosted: Mon Dec 30, 2019 11:11 pm    Post subject: THE MANDALORIAN Reply with quote

*** MANDALORIAN SPOILERS, MANDALORIAN SPOILERS, MANDALORIAN SPOILERS ***

Again, here be MAJOR MANDALORIAN SPOILERS (as well as a picture-heavy post). Please beware!

Though the forum timestamp might already say otherwise, where I am, it's still... MANDO MONDAY! So here are stats
for THE MANDALORIAN himself, DIN DJARIN, with his MANDALORIAN BATTLE ARMOR, and his signature weapons.

This is the Way.

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

DIN DJARIN aka The MANDALORIAN
Type: Bounty Hunter

A Quote: "I can bring you in warm... Or I can bring you in cold."



(As of The Mandalorian: S1E1)

DEXERITY 4D
Armor weapons 7D, blaster 8D, blaster: Amban sniper rifle 9D, brawling parry 5D+2,
dodge 6D, grenade 4D+2, melee combat 5D+2, melee combat: Amban sniper rifle 7D,
melee combat: vibro-knife 6D+1, melee parry 5D, missile weapons 6D, pick pocket 4D+2
KNOWLEDGE 2D+2
Alien species 4D+2, bureaucracy 4D, cultures 4D, cultures: Mandalorian 6D+2, intimidation 6D+2,
languages 5D*, planetary systems 5D, streetwise 6D+2, streetwise: Bounty Hunters’ Guild 7D+2,
survival 5D, tactics 4D+2, value 5D, willpower 5D+2
MECHANICAL 2D+2
Astrogation 5D+2, beast riding 3D, jetpack operation 3D+2, repulsorlift operation 5D, sensors 5D+2,
space transports 5D+2, space transports: Razor Crest 7D, starship gunnery 7D, starship shields 5D
PERCEPTION 3D
Bargain 6D+2, command 4D+2, con 5D, gambling 4D, hide 4D+1, investigation 7D+1,
persuasion 5D+1, search 7D+1, sneak 6D+1
STRENGTH 3D+2
Brawling: martial arts 6D+2, climbing/jumping 4D+2, lifting 4D+2, stamina 6D
TECHNICAL 2D
Armor repair 4D, armor repair: Mandalorian battle armor 6D+1, blaster repair 5D+1,
computer programming/repair 4D, demolition 5D, first aid 3D, equipment repair 4D,
security 6D+1, space transport repair 4D, space transport repair: Razor Crest 5D+2,
starship weapon repair 4D

Species: Human
Gender: Male
Homeworld: Unknown

Force Points: 2
Dark Side Points: 2
Character Points: 24
Move: 10
Size: 1.8 meters tall

*Languages Known: Din Djarin is fluent in Basic, proficient in Tusken sign language, and conversant in Jawaese.

Martial Arts Techniques Known:
  • Flip: The Mandalorian can throw a target who has grappled him, effectively breaking his opponent’s hold in the process. Difficulty: Moderate. Effect: A successful skill check indicates that the target is hurled to the ground (provided the attack is not parried or dodged). The target suffers 3D damage and must spend an action in order to stand. This technique may be used as a reaction skill and may be used when grappled or held, in place of an opposed Strength roll.

  • Leg Sweep: The Mandalorian knows how to sweep an opponent’s legs or otherwise effectively take his feet out from under him. Difficulty: Moderate. Effect: A successful Martial Arts rolls indicates that Djarin had tripped his target or otherwise caused the target to fall to the ground. The fallen character must remain prone for the remainder of the round.

  • Silent Strike: Provided that the Mandalorian can successfully sneak up on a target, he is capable of immediately killing him or rendering him unconscious. Difficulty: Difficult; Effect: The character must be within arm’s reach of the target to administer finishing blow. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates that the target is neutralized.

    Note: If this technique is used against major NPCs or other PC's with lethal intent, the attacker must still make an opposed damage roll in order to determine a "kill" result; in such cases however, a success bonus is granted: The attacker gains a damage bonus equal to the margin by which she exceeded the technique's difficulty number. However, the minimum damage result she can achieve with this technique is Incapacitated, with the target character falling prone and unconscious for 10D minutes. And if the attacker has at least a 6D die code in blaster or melee combat, he or she may use the weapon — and the damage it grants — to deliver the killing/neutralizing blow.

Story Factors:
  • Hatred of Droids (Possibly Season One Only): Din Djarin has a long-instilled hatred for droids. This hate has burned ever since Separatist battle droids attacked his homeworld. The attack resulted in the death of his parents and in Djarin's coming under the care of the Mandalorians, who took him in as a Foundling. Now an adult, Djarin will go out of his way to avoid using a droid's services, all while maintaining a general distrust — and disgust — for certain droids. This disgust was most evident in his refusal to let the reprogrammed IG-11 near the Child in his care. At the showdown on Nevarro however, IG-11 proved to be an able protector for the Child. And the droid even saved Djarin's own life, in the end. These events appeared to have had a lasting impact on the Mandalorian. Djarin appeared to "forgive" IG-11, and come to realizations regarding his distrust of droids. However, whether or not the "redemption" achieved by IG-11 extends to all droid-kind, in Djarin's eyes, remains to be seen. The latter appears likely however.

  • Surrogate Father: Spurred on by the Child's seemingly doomed situation, as well as the memory of his own childhood trauma, Din Djarin comes to see it as his responsibility to care for and protect the baby. Over time, it appears as though he comes to regard the child as his own. When on Sorgan, Djarin does not dispute the widow Omera's calling the Child "your boy" and throughout their time together, Djarin risks his own life for that of the child's. During the escape from Sorgan, the Armorer (and leader) of his Mandalorian tribe tasks Djarin with the child's care until a reunion with others of his species is possible.

    "By Creed, until it is of age, or reunited with its own kind, you are as its father. This is the Way." — The Armorer to the Mandalorian



    Closely intertwined with this paternal instinct, is Djarin's unspoken desire for a peaceful, "normal" life of family and community. This is something Djarin silently wants both for the alien child in his care — to give him the chance at the normal life of which Djarin himself was robbed — and for himself. The latter is made plain by his genuine and heartfelt reaction to the war widow Omera's plea that he and the Child stay.



    "You and your boy could have a good life. He could be a child for a while. Wouldn't that be nice?"

    [Voice quavers] "It would."


    — Omera and Din Djarin.

  • WAY OF THE MANDALORE: Although the events of the Imperial siege of Mandalore and the "Night of a Thousand Tears" are still shrouded in mystery, it is clear that the tribe of Mandalorians to which Din Djarin belongs, must abide by a strict code of honor, conduct and principles. And so for the Tribe, known tenets of the Way of the Mandalore are as follows:

    • "As it should always be. The Foundlings are the Future." — The Armorer. Because being "Mandalorian" is not a distinction of race, but rather adherence to living by a creed, bringing younglings into the fold is key for cultural survival. These children are referred to as Foundlings in Mandalorian parlance, for two likely reasons. The first is the culture focus upon Beskar (or Mandalorian iron) smithing and weapon creation. The second foundry is because children who have been orphaned or are otherwise without family and are “found” by the Mandalorians *become* Mandalorians if they accept life by the Creed. Resources and Beskar are reserved for foundlings, and great importance is placed on the care and guardianship of younglings.

    • It is forbidden to remove your helmet in the presence of another living thing once you have sworn the Creed: Doing so means that the mask may never again be worn, and this carries the cultural significance of being cut off from the rest of their “family." In S1E8, a mortally wounded Djarin has his helmet removed, and is saved by IG-11 because of it, due to the semantics of droids not being "living beings."

    • Secrecy of the Mandalorian Covert: As a result of the siege, and because there now appear to be so few Mandalorians that their numbers must be protected, only one member of the Tribe, or of a given sect or clan, is allowed to leave its shared den at a time. The lone exception to this rule is when a dire threat to an honorable member of the tribe is uncovered. In such extenuating circumstances, the Tribe may choose to rise up as a whole in their brethren's defense.

      "Our secrecy is our survival. Our survival is our strength.... When one chooses to walk the Way of the Mandalore, you are both hunter and prey." — The Armorer

    • One's armor and weapons are vital to one's identity: Pride in a Mandalorian’s prowess with weapons is something steeped in their cultural heritage, and is foundational to the Creed. Mastery of traditional Mandalorian weapons is practiced from an early age and is highly valued. Moreover, each Mandalorian's armor is unique, with the wearer and the Armorer working in tandem to forge an ever-progressing image of the wearer's identity via changes to and refinements of their armor and weapons.

      "I'm a Mandalorian. Weapons are part of my religion." — Din Djarin

    • One’s Signet must be earned — and is only revealed with experience, over time: The signature emblem of each unique set of Mandalorian armor is earned only through martial prowess and victory, with the insignia imprinted on a given Mandalorian’s armor only after a combat victory of personal significance has been achieved. The emblem often takes the form of an opponent or creature bested in battle.



      By the end of the showdown on Nevarro, the Armorer has crafted and bestowed upon Din Djarin, a Mudhorn Signet, declaring that Djarin and the Child are as a Mandalorian "clan of two," with the mudhorn a symbol of their first shared kill. Initially seen by Djarin as a dishonorable kill, because he was bound by Guild rules to regard the Child as an "enemy", in the end the Signet is accepted with pride as a reflection of the mutual bond Djarin and the Child now share. This mudhorn signet is emblazoned upon Djarin's right shoulder pauldron.

    • "This is the Way": This mantra-like phrase is spoken not only to make clear that a given statement one has made is in keeping with the Way of the Mandalore, but also to affirm that one's actions are in accordance with the Creed.

Equipment: Amban Sniper Rifle (see separate entry below), ammo bandolier dedicated to Amban sniper rifle ammunition (holds 12 single-shot cartridges), custom Mandalorian Battle Armor, magnetic timed explosives (9D/7D/5D/2D damage; blast radius: 0-3/8/10/12; range: 5-10/20/40; skill: Demolitions; Game Notes: This explosive is powerful enough that a well-placed one can inflict sufficient damage to an Outland TIE fighter as to cause the starfighter to crash. Explosive has a timer that allows detonation to occur in any round up to 20 rounds after being set. The circular illuminated timer can be deactivated with a specific code, or with a Difficult demolitions roll. Magnetic grapple/plate holds explosive to its target, and allows it to be secured on (though not when thrown against) vehicles, Razor Crest Old Republic era starship (equipped with Carbonite freeze asset-capture-and-delivery system), repulsor basinett, Sacros K-11 heavy blaster pistol (see separate entry below), toolkit (+1D to armor repair and equipment repair rolls, +2 to space transport repair), utility belt, vibro-knife (STR+2D damage, difficulty: Easy).

Capsule: His body is shielded by beskar armor, his face is hidden behind a T-visored mask, and his past is shrouded in mystery. No one is quite sure who this well-equipped, well-traveled stranger is. Indeed the Mandalorian is a man of few words and no (known) name... but he is a man of honor, who lives by an honorable creed. He remains tight-lipped, battle-worn, and wary however — necessary traits for a bounty hunter in an increasingly dangerous galaxy, fighting to survive in the chaos after the revolution.

Sources: The Mandalorian live-action series, Wookieepedia, starwars.com, d6holocron.com, and Star Wars Trilogy Sourcebook: Special Edition (p.65-66, 152). Capsule text embellished upon / adapted from the original text found here: https://www.starwars.com/databank/the-mandalorian . Images: https://www.starwars.com/news/the-mandalorian-character-posters (cropped) and screen captures from The Mandalorian live-action series. Stats and text by Telsij.


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DIN DJARIN'S MANDALORIAN BATTLE ARMOR
  • Basic Suit: A unique but traditionally smithed set, Djarin's Mandalorian armor includes:
    helmet, chestplate, shoulder pauldrons, forarm bracers / vambraces, and thigh, knee and shin guards.
    In game terms, its use incurs no Dexterity penalties; and the full armor protects covers head, torso, arms and legs.

    Before being reforged by the Armorer:
    +2D+2 physical, +2D+2 energy (helmet only), +2D vs. physical and energy (torso, arms, legs).



    After being reforged by the Armorer (in the beskar given to Djarin as payment for delivery of the Child to the Client):
    +3D vs. blunt/concussive physical, +4D vs. edged/vibro physical, +3D+2 vs. energy,
    +4D vs. energy if wearer is fired upon from distances of 200 meters or greater.

  • Computer/Security Protocol Interface (left vambrace): Grants a +1D bonus to user's computer programming/repair and security rolls. May also be used to remote-link to repulsorcraft (such as the Child's floating bassinet), or various functions of a starship, on an Easy computer programming/repair roll. If link is successful, user may guide linked vehicles in limited capacity, such as remotely activating and directing its Move action, or open starship airlock and/or activating its pressure seal, etc.

  • Flamethrower (left vambrace): 5D damage. Skill: Armor weapons. Effect: creates cone 1 meter wide, with variable length of one to five meters. Game Notes: Din Djarin is sometimes overly reliant on use of his flamethrower when engaged in close-quarters combat.



  • Helmet-mountable Glowrod: Glowrod, which may be magnetically mounted on left side of helmet, projects beam of light that illuminates field of view in the direction that wearer is facing. Fire Arc: Any single arc. Range: 10/30/90 meters. Game Notes: Negates up to 4D/2D/1D of darkness-based cover bonuses. Edit Note: Concealment reduction game mechanic created by CRMcNeill.

  • Helmet Sensor Suite (w/ HUD): Din Djarin's helmet is equipped with an extensive sensor array. Game Notes: Passive use of the sensor suite grants user a default/minimum +1D bonus to Perception or search rolls — with more granular, mode-specific effects available to user depending upon which sensors are actively engaged. The maximum cumulative bonus gained from engaging various sensor modes in tandem is +3D. Activating or deactivating a sensor counts as one non-roll action. The following scanner/sensor types are available to the wearer:

    • Audio Scanner: Skill: Sensors. Range: 3-10/30/60. Maximum Focal Radius: 3 meters. Game Notes: Audio scanner grants an additional +2D to Perception or search rolls that are based on sound (for a cumulative/total bonus of +3D). However, when focal mode of audio scanner is engaged, any sound-based attacks made against the wearer gain a +1D bonus "to hit" and a +1D bonus to damage.

      Focused mode of audio scanner grants more granular control over search. Sample Sensor task and difficulties as follows: Easy to detect or listen to sound (within 3 meter radius, within range band), Moderate to magnify, and Difficult to filter/focus and identify specific frequencies or targets — such as isolating conversations or particular voices. Task difficulty increases one level per additional range band. And to reiterate, though maximum range of audio scanner is 60 meters, user may only focus upon a very specific 3 meter radius within a range band.

    • Data Scanner: Skill: Sensors. Game Notes: Data scanner allows wearer to read and verify chain-code information (target's identifying characteristics) on ID cards, bounty "pucks" and tracking fobs. Grants an additional +2D bonus to attempts at detecting Forgery.

    • Thermal Imaging/Tracking Scanner: Skill: Sensors. Range: 0-30 meters. Game Notes: This scanner allows wearer to see thermal signatures, even through dense materials (maximum 6D body strength), at a maximum range of 30 meters. Scanner grants an additional +2D bonus to Perception or search rolls that are based on heat, provided that target emits heat. User may even track residual heat from footprints, fingerprints, etc.

      However, because the heat will naturally dissipate over time, the ability to track targets via thermal signature attenuates over time as well. After tracks are more than 6 rounds old (roughly 60 seconds), the difficulty to track target via thermal signature increases by +5 for each minute that elapses thereafter. Targets may also attempt to camouflage their thermal signatures or their tracks via opposed Hide and Sneak rolls.





      Edit Note: The following changes to previous sensor suite mechanics are based upon feedback from CRMcNeill: Addition of default Perception/Search bonus for sensor suite, clarification on Audio Scanner functionality, and previous “time limit” mechanic now incorporates increased difficulty as heat dissipates.


  • "Rising Phoenix" JT-series Jetpack (as of S1E8 only): Skill: Jetpack operation. Move: 100 meters (horizontally), 75 meters (vertically). Game Notes: Base difficulty is Easy, modified by obstacles/terrain. Has 25 charges, user can expend up to two per round for burst flight (and use of full Move, High-Speed and All-Out speeds), or maintain prolonged half-Move speeds or "hover" maneuvers for 50 minutes (with each charge good for 2 min of sustained 1/2 Move hover flight).



  • Whipcord Launcher/Winch (right vambrace): Turbo-projected grappling hook has 25 meter lanyard, ability to grapple/hold live targets and winch-like mechanism to retract into vambrace. Complete retraction if full 25 meter length takes one round. Skill: Missile weapons. Range: 1-5/10/25. Game Notes: If user attempts to entangle targets, treat whipcord launcher as having grappling effectiveness of 5D. Lanyard and winch are capable of supporting 100kg without issue or rolls required.

  • "Whistling Birds" Rocket Darts (left vambrace): Rocket dart launcher with target-lock capability. 5D+2 damage. Range: 3-10/15/30. Ammo: 12. Skill: Armor weapons and Sensors. Game Notes: If user spends one action on a successful sensors check to scan and target-lock opponents within 10 meter radius (using either HUD scomp-link to helmet or vambrace control panel), he gains a +2D+2 Fire Control bonus to all targets within that range band. If a single target is targeted by multiple rocket darts, each additional "Whistling Bird" adds +1 to a single combined damage roll, with a maximum additional damage bonus of +11.

    If firing at multiple targets, multiple attacks can be triggered simultaneously, though multi-action penalties still apply. Difficulty of sensors check is range difficulty +1 for each additional target within range band. Once locked onto target and fired, Whistling Bird rocket darts will seek target for 3 rounds or until destroyed, ie: target(s) must evade original attack roll total for 3 rounds. Damage to (or physical interference with) vambrace or launch mechanism may cause weapon to misfire. Edit Note: Change to Whistling Bird game mechanics, to incorporate additional damage per rocket fired at same target, is based upon feedback from CRMcNeill.


Sources: The Mandalorian live-action series, Wookieepedia, starwars.com, d6holocron.com, Star Wars Trilogy Sourcebook: Special Edition (p.65-66, 152), and Equipment Stats compilation credited to Thiago S. Aranha. Images: Screen captures from The Mandalorian live-action series. Stats and text by Telsij.


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AMBAN SNIPER RIFLE



Type: Disruptor phase-pulse sniper rifle / melee weapon
Scale: Character
Skill: Blaster: Amban sniper rifle, melee combat: Amban sniper rifle,
melee parry: Amban sniper rifle
Ammo: 1 (Must be manually reloaded with new cartridge after each use)
Cost: Not Available for Sale
Availability: 4, X
Melee Difficulty: Moderate
Range: 0-3 meters (melee), 3-30/130/350 (ranged)
Damage: 6D+2 (blaster), 6D+2 (electro-prongs: stun or kill), STR+1D (melee: uncharged)

Game Notes:
  • Disintegration: On any Mortally Wounded damage result or greater (13+ difference between damage roll and resistance), target is completely disintegrated.

  • Electro-Prongs: When charged, the dual prongs inflict 6D+2 energy damage upon target on successful melee attack. Charge setting is activated and set for either Stun or Kill with a non-roll action. Target must be within 0-3 meter range for rifle to be used as melee weapon.

  • Macrobinocular Scope (removable): Grants +3D to Perception or search for objects over 100-600 meters away. Scomp-linked into helmet HUD. When macrobinocular scope is used in conjunction with rifle for one round of aiming, user may reduce range difficulty by two levels (for example, long range becomes short range) and add +1D to subsequent blaster rolls. Game Note: Macrobinocular functionality is effective up to 600 meters, however maximum effective range of rifle is 350 meters.

  • Manual Reload: Weapon must be manually reloaded with a new cartridge after each disruptor bolt is fired, using a non-roll action.

  • Two-handed Weapon: The Amban sniper rifle must be fired/wielded two-handed in order to be effective. Those who attempt to fire the weapon one-handed, or to wield the weapon one-handed in a melee, incur a +5 penalty to the difficulties of any combat rolls using the Amban sniper rifle.

Sources: The Mandalorian live-action series, Wookieepedia, starwars.com, d6holocron.com, and Star Wars Trilogy Sourcebook: Special Edition (p.65-66, 152). Image: https://www.instagram.com/p/Bo2zDMNBDo1/ .


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SACROS K-11 HEAVY BLASTER PISTOL



Type: Modified heavy blaster pistol
Scale: Character
Skill: Blaster: Sacros K-11
Ammo: 25
Cost: Not Available for Sale
Availability: 3, R
Range: 3-15/25/50
Damage: 5D (5D+2 at point-bank range)

Game Notes: Despite Djarin's Amban sniper rifle being the actual disruptor weapon capable of disintegrating targets, this pistol has (in some circles) come to be known as "the Disintegrator" because of its increased stopping power at point-blank range.

Sources: The Mandalorian live-action series, Wookieepedia, starwars.com, d6holocron.com, and Star Wars Trilogy Sourcebook: Special Edition (p.65-66, 152). Image: https://www.thefirearmblog.com/blog/2019/11/15/mandalorians-pistol/ (cropped).
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OBSCURE CHARACTER ARCHIVE INDEX


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Last edited by Telsij on Thu Jan 09, 2020 10:49 am; edited 69 times in total
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 13312
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Dec 31, 2019 1:27 am    Post subject: Re: THE MANDALORIAN Reply with quote

A suggestion for the thermal scanner: instead of putting a flat 6-round limit, have the Difficulty increase as time passes, say by +5 for every minute elapsed.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 6658
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Dec 31, 2019 2:05 am    Post subject: Re: THE MANDALORIAN Reply with quote

Telsij wrote:
*** MANDALORIAN SPOILERS, MANDALORIAN SPOILERS, MANDALORIAN SPOILERS ***

Again, here be MAJOR MANDALORIAN SPOILERS (as well as a picture-heavy post). Please beware!

Though the forum timestamp might already say otherwise, where I am, it's still... MANDO MONDAY! So here are stats
for THE MANDALORIAN himself, DIN DJARIN, with his MANDALORIAN BATTLE ARMOR. and his signature weapons.

This is the Way.

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DIN DJARIN aka The MANDALORIAN
Type: Bounty Hunter

A Quote: "I can bring you in warm, or I can bring you in cold."

Is that quote a bounty hunter guild motto? I'm not saying Mando never said that, but I seem to recall the hunter who he had the space combat with say that over the coms to Mando.
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