The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Fragments from the Rim Expanded
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Tools -> Fragments from the Rim Expanded Goto page Previous  1, 2, 3  Next
View previous topic :: View next topic  
Author Message
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 4:36 pm    Post subject: Reply with quote

Quote:


Odeon Farnish
Type: Corrupt Customs Inspector
Species: Human
Age: 44
Height: 1.68 meters
Weight: 94 kg
Physical Description: Slightly hunched with a pudgy build and an oily grin. Greasy black hair combed flat, sweat stains on his uniform, and fingers usually tapping a datapad or fiddling with a stylus. Always smells faintly of recaf and desperation.

DEXTERITY 2D
Blaster 3D, dodge 3D+1
KNOWLEDGE 4D
Bureaucracy 6D+1, intimidation 5D+2, law enforcement 5D+1, streetwise 5D, Willpower 4D+2
MECHANICAL 2D+1
Communications 3D+1, sensors 3D+2, space transports 3D
PERCEPTION 3D
Bargain 4D+1, con 5D+2, forgery 4D+1, investigation 5D, search 5D+1
STRENGTH 2D
Brawling 2D+2, stamina 3D
TECHNICAL 2D
Computer programming/repair 3D, security 4D

Story Factors:
-- Petty Authority, Big Ego: Obsessed with looking "efficient" to superiors but lacks integrity.
-- Bribe Economy: Allows major violations if paid off, while ruthlessly punishing minor mistakes.
-- Promotion-Hungry: Will falsify reports or inflate his accomplishments to gain favor with supervisors.
-- Smuggler Tolerance: Maintains secret contacts among smugglers who know the price of safe passage.

Move: 10
Force Sensitive? No
Force Points: 1
Character Points: 5

Equipment: Standard Lexlar Customs uniform, code cylinder (data access for port authority), blaster pistol (low charge), hand scanner (sensitive to hidden compartments and contraband tags), personal datapad (encrypted, with logs of "unofficial" fees), forged inspection documents, pocket credit stick, bottle of cheap Corellian whiskey in desk drawer

Background
Odeon Farnish was once a middling administrator in Lexlar Port’s traffic division until he finagled his way into customs enforcement. Seeing an opportunity, he quickly carved out a niche: give higher-ups the illusion of success by issuing plenty of minor citations while quietly cutting deals with real criminals. To the average citizen, he's a smug bureaucrat with a badge. To the right smuggler, he’s the toll booth between legality and profit—so long as the price is right.

Personality
Greedy, petty, and self-important. Takes himself seriously when it's convenient and feigns ignorance when it’s not. Eager to please superiors if it brings reward, but quick to turn cynical if passed over. Thinks he's too clever to ever be caught.

Objectives
-- Earn a promotion to planetary customs chief
-- Maintain a steady flow of bribes without drawing suspicion
-- Avoid being scapegoated if a smuggler gets caught
-- Gather blackmail material on other officials—just in case

Quote
"I’m not unreasonable… I’m just very thorough. But if you'd like to… expedite the paperwork, I believe we can come to an arrangement."

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 4:49 pm    Post subject: Reply with quote

Quote:


Urartu
Type: Wookiee Club Bouncer
Species: Wookiee
Age: 153
Height: 2.25 meters
Weight: 144 kg
Physical Description: Towering and broad-shouldered, Urartu's dark russet fur is braided with metal rings denoting clan lineage. His yellow eyes are calculating and stern. He carries no weapons—his presence is usually enough. A small, monkey-lizard-like translator rides his shoulder, chirping Basic for him.

DEXTERITY 3D+2
Brawling parry 5D, dodge 5D+1, melee combat 5D, thrown weapons 4D+2
KNOWLEDGE 2D+1
Intimidation 4D, law enforcement 3D+2, streetwise 3D+1
MECHANICAL 3D+2
Repulsorlift operation 4D+1, sensors 4D, space transports 4D+2
PERCEPTION 2D+1

Bargain 3D, search 3D+2, sneak 3D+1
STRENGTH 6D
Brawling 8D, climbing/jumping 7D, lifting 7D+1, stamina 7D
TECHNICAL 3D+1
First aid 4D, security 4D+2

Special Abilities
-- Berserker Rage: +2D to Strength (damage only) when enraged (must believe self or life-debt companion is in immediate danger). -2D to all other attributes and skills when raging. Must make Moderate Perception roll to calm down; friends may assist.
Story Factors
-- Reputation: Known for restraint rather than aggression—unusual for his kind, but the threat of his wrath is infamous.
-- Enslaved Past: Escaped slavery during the height of the Empire. Deep-seated distrust of slavers and Imperial agents.
-- Honor-Bound: Refuses bribes or favoritism. Adheres strictly to club rules and his personal moral code.
Language: Cannot speak Basic, but understands it fluently. Uses a shoulder-perched translator creature to communicate.
-- Species Prejudice: Enforces the Contumely Club’s rule barring Humans and droids—whether he agrees with it or not is unclear.

Move: 11
Force Sensitive? No
Force Points: 1
Dark Side Points: 0
Character Points: 6

Equipment: Braided belt with clan sigil, reinforced security band (wristpad), translator creature (shoulder-mounted), remote-linked ID scanner and blacklist system, decorated armband from the Club, personal climbing harness (for rapid vertical pursuit if needed), traditional Wookiee climbing claws (sheathed)

Background
Urartu has worked the Contumely Club’s front entrance for over a decade, hired not just for his size, but his discipline. Though feared, he is fair—unless provoked. When Roark Garnet attempted entry in defiance of the Club’s Human exclusion policy, Urartu didn’t need to raise a hand—he simply loomed, and Garnet backed down.

What few realize is that Urartu once led a breakaway slave revolt during the Empire’s reign, and only took the bouncer job to escape further conflict. He prefers structure, rules, and clarity—something the Club, for all its prejudices, provides.

Personality
Silent, watchful, and deeply principled. Speaks rarely even in Shyriiwook, letting his translator handle diplomacy. Only acts violently when all peaceful solutions have failed. Treats his job as sacred. Doesn’t enjoy cruelty—but he does believe in deterrence.

Objectives
-- Enforce the Club’s rules with dignity
-- Protect the vulnerable staff and clientele inside
-- Avoid violence unless no alternative remains
-- Settle old debts from his time in Imperial slavery (quietly, if possible)

Quote
“He may have business inside. But this door only opens for those the Club respects. Turn around… while you still can.” (Translated from Shyriiwook)


Quote:
Tikkit
Type: Translator Companion / Negotiator
Species: Nimbanel Monkey-Lizard (Sapient Mutation)
Age: 23
Height: 0.6 meters
Weight: 7 kg
Physical Description: A wiry, long-limbed creature with bronze-red skin, oversized ears, and a long tail used for balance and gripping Urartu’s shoulder. He wears a tattered vest and a miniature translator headset, constantly chattering in a nasal, sarcastic tone.

DEXTERITY 3D
Dodge 4D, pickpocket 3D+2, thrown weapons 3D+1
KNOWLEDGE 3D+1
Alien species 4D, bureaucracy 4D, languages 6D+1, planetary systems 4D, streetwise 4D+2
MECHANICAL 2D
Communications 3D+1, repulsorlift operation 2D+2, sensors 3D
PERCEPTION 4D
Bargain 5D+2, con 6D, forgery 4D+1, persuasion 6D+1, search 5D, sneak 5D
STRENGTH 2D
Brawling 2D+2, climbing/jumping 4D+1, stamina 3D
TECHNICAL 2D
Computer programming/repair 3D, security 3D+1

Special Abilities
-- Natural Linguist: +2D to Languages for interpreting speech in real time. Tikkit can rapidly translate between Shyriiwook and Basic in conversational flow without delay.
-- Tail Grip: May use prehensile tail for climbing, grabbing objects, or stabilizing in motion. Grants +1D bonus on Climbing/Jumping rolls when tail is used.
-- Sapient Subspecies: Unlike most monkey-lizards, Tikkit is a rare offshoot with higher intelligence and full sentience. He speaks fluent Basic and understands complex concepts (including sarcasm, law, and slang).
Story Factors
-- Outcast Among His Kind: His intelligence alienates him from typical monkey-lizards; he prefers the company of Wookiees and outcasts.
-- Voice of Urartu: Speaks for Urartu in all public interactions and has been empowered to negotiate, warn, or insult on the Wookiee’s behalf.
Always Watching: While diminutive, Tikkit constantly reads rooms, watches hands, and notes who’s armed or lying.

Move: 10
Force Sensitive? No
Force Points: 1
Dark Side Points: 0
Character Points: 6

Equipment: Miniature translator rig (neck-worn), compact datapad, credit stick (usually empty), stylus (used for hacking or gestures), small-blade (concealed in boot), custom ear-linked comlink (shared with Urartu)

Background
Born to a rare Nimbanel strain with unusual intellect, Tikkit was smuggled off-world as a novelty pet, escaped captivity, and earned a living mimicking auctioneers and slicers for underworld gigs. After a chance encounter with Urartu during a cargo theft dispute, the two formed a working bond: Urartu offered protection and stability; Tikkit offered words and wit. They’ve worked together ever since, with Tikkit managing social interactions and recordkeeping for the Wookiee bouncer.

Personality
Quick-witted, snide, and chatty. Tikkit enjoys provoking others but knows when to back down. Fiercely loyal to Urartu and won't tolerate threats to his friend. Uses humor to defuse tension—or to get the last word.

Objectives
-- Protect and interpret for Urartu
-- Keep the Club’s business clean (or at least discreet)
-- Gather dirt on regulars for leverage
-- One day publish his memoirs of working for "the Wookiee wall"

Quote
"Urartu says… you’re real lucky I’m the one doing the talking. He just wants to rip off your arms. I prefer negotiation."

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 4:53 pm    Post subject: Reply with quote

Quote:


Dram Parkins
Type: Starship Gambler
Species: Human
Age: 34
Height: 1.82 meters
Weight: 76 kg
Physical Description: Smooth-talking and impeccably dressed, Parkins wears expensive but well-traveled clothing—usually tailored jackets, flashy rings, and boots with hidden compartments. He has slicked-back brown hair and a permanent smirk.

DEXTERITY 3D
Blaster 4D, dodge 4D+1, sleight of hand 5D
KNOWLEDGE 2D+2
Bureaucracy 3D+2, streetwise 4D+2, value 4D+1
MECHANICAL 2D
Astrogation 3D, repulsorlift operation 3D+1, space transports 3D+2
PERCEPTION 4D
Bargain 5D, con 6D+1, forgery 5D, gambling 6D+1, persuasion 6D, search 5D
STRENGTH 2D
Brawling 3D, climbing/jumping 2D+2, stamina 3D
TECHNICAL 2D+1
Computer programming/repair 3D, security 3D+2

Story Factors
-- Gambling Circuit Regular: Parkins is known on mid-tier gambling liners and shady cantina tables. He’s always welcome—until someone realizes he’s cleaning them out.
-- Always in Debt: Even when he wins, Dram owes someone. Loans, bar tabs, “misunderstandings”—his past often catches up to him.
-- Slippery Reputation: No one can prove he cheats, but some think he’s too lucky to be clean.

Move: 10
Force Sensitive? No
Force Points: 1
[b]Dark Side Points: 1
Character Points:[/b] 8

Equipment: Compact holdout blaster, loaded sabacc deck with hidden card (retractable via sleight of hand), faux-legal travel documents, lockpicking tool (ring-mounted), datapad with debt ledgers and ship schedules, credit stick (sometimes full, usually not), lucky coin (flips both ways), stylish coat with hidden pockets

Background
Dram Parkins has been riding hyperspace liners, orbital casinos, and spaceport dens since he was sixteen. He knows how to charm, cheat, talk, and run his way out of almost anything. During the Galactic Civil War, he avoided taking sides—unless the stakes were right. Rebels, Imperials, bounty hunters—he's conned or played all of them.

He’s been kicked off the Star of Despair, blacklisted from Port Tramos, and allegedly won a YT-1300 freighter in a duel of dice. Most of that’s true. Some of it is just what he wants you to believe.

Personality
Witty, disarming, and self-serving. Parkins talks quickly, moves smoothly, and plays dumb when it benefits him. He’s got charm in spades and luck that’s either Force-touched or criminal. Either way, you don’t want to sit across the table from him.

Objectives
-- Win big—finally, and without getting chased off-ship
-- Clear or dodge his outstanding debts
-- Retire to a private moon (or at least talk like he will)
-- Find someone gullible enough to trust him long-term

Quote
"Cards are like people. You don’t play the hand—you play the table."

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:11 pm    Post subject: Reply with quote

Quote:


Jimbo Kinnison
Type: Fallen Jedi Acolyte
Species: Human
Age: 37
Height: 1.85 meters
Weight: 82 kg
Physical Description: Scruffy, pale, and sunken-eyed, with uneven stubble and a haphazardly repaired brown tunic. His lightsaber hilt is dented and scorched. His gaze is distant and jittery—like he’s listening to something no one else hears.

DEXTERITY 3D
Dodge 4D+2, lightsaber 5D+1, melee combat 4D+1
KNOWLEDGE 3D
Alien species 4D, intimidation 5D+1, scholar: Jedi lore 5D+2, willpower 4D+2
MECHANICAL 2D+1
Repulsorlift operation 3D, sensors 3D, sSpace transports 3D
PERCEPTION 3D
Con 4D+2, search 4D+1, sneak 4D
STRENGTH 2D+2
Brawling 4D, climbing/jumping 3D+2, stamina 4D
TECHNICAL 2D
First aid 3D, lightsaber repair 4D, security 3D+1

Special Abilities
Force Skills: Control 3D+2, Sense 3D, Alter 2D+2
Force Powers:
Control:, Resist stun, control pain, hibernation trance, enhance attribute
Sense: Life detection, sense Force, combat sense
Alter: Injure/kill , telekinesis
Control + Sense: Lightsaber combat, receptive telepathy

Story Factors
-- Fallen Acolyte: Jimbo was cast out (or walked away) from Jedi training early in the Clone Wars. He harbors resentment and justifies use of the dark side as “survival.”
-- Dark Side Temptation: He’s touched the dark side—enough to use powers like Injure/Kill—but hasn’t yet fallen completely.
-- Unstable Focus: Kinnison sometimes enters fugue-like states during combat or stress, acting unpredictably or even dangerously to allies.
Not a Sith, Not a Jedi: Both the Empire and Alliance consider him dangerous and untrustworthy, though some may still try to redeem him.

Move: 10
Force Sensitive? Yes
Force Points: 1
Dark Side Points: 3
Character Points: 5

Equipment: Old, scorched lightsaber (red blade, partially self-assembled), weathered travel cloak, medpac, datapad containing fragmented Jedi texts, lockpicking tools, personal comlink, half-melted Holocron fragment (dark side artifact, non-functional but whispering...)

Background
Once a hopeful padawan with an uncertain future, Jimbo Kinnison fell through the cracks during the chaos of Order 66. Left adrift without a Master or cause, he wandered from planet to planet, honing his Force abilities in isolation, eventually slipping into moral ambiguity. His temper, self-loathing, and dependence on dark side techniques have distanced him from the Jedi legacy.

Roark Garnet once attacked Kinnison during a confrontation—armed only with a club. Kinnison did not kill him, though he could have. Whether this was mercy or mockery is unclear.

Personality
Moody, paranoid, and unpredictable. Kinnison wavers between bitterness and moments of clarity. He believes he's doing what he must to survive—but deep down, he knows he's straying farther from the light. Occasionally, he shows a dry sense of humor or flickers of empathy—hints of the student he once was.

Objectives
-- Discover a true purpose—beyond survival
-- Resist complete corruption by the dark side
-- Seek out Jedi knowledge to restore (or rewrite)
-- Avoid Imperial capture at all costs

Quote
"You think the dark side whispers lies? No... it tells you the truth you won't admit to yourself."

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:23 pm    Post subject: Reply with quote

Quote:


Lexlar
Personality: Lexlars are officious, suspicious, and detail-obsessed. They take pride in rules, documentation, and order, often appearing pedantic to outsiders. However, many Lexlars are also quick-witted, socially cautious, and capable of subtle manipulation, especially when operating within bureaucracies. They have a knack for identifying dishonesty—and exploiting it.

Physical Description: Lexlars are small, bipedal mammals covered in thick, wiry fur in tones ranging from ash gray to russet brown. Adults stand about 0.9 to 1.1 meters tall. They have large eyes adapted for low-light inspection work and dexterous, clawed fingers well-suited for handling datapads, tools, or weapons. Their high nasal voices and rapid blinking often unsettle outsiders.

Homeworld: Lexlar, a temperate forest world in the Mid Rim known for its labyrinthine bureaucracy and heavily patrolled trade ports.

Languages: Lexlars speak Lexlari, a staccato language with clipped tones and lots of breathy modifiers. Most Lexlars also speak Basic, particularly those who work in customs, security, or offworld trade.

Example Names: Odeon Farnish, Vel Druz, Kekk Urr, Drassa Veen, Nollik Parn

Adventurers: Some Lexlars leave their hyper-regulated society to seek new rules—or enforce them. They make excellent inspectors, spies, bounty hunters, security officers, slicers, and criminal fixers. Others are exiles, having fallen afoul of Lexlari law, and now operate in the underworld or on the fringe of galactic society. Lexlars are also sometimes hired for their ability to “see through the lies” in high-stakes diplomacy or criminal negotiations.

Game Statistics
Attribute Dice: 12D
Attribute Minimums/Maximums:
Dexterity: 2D/4D
Knowledge: 2D/4D+1
Mechanical: 1D/3D
Perception: 2D/4D+2
Strength: 1D 3D
Technical: 2D/4D


Special Skills:
Bureaucracy (Knowledge):
Lexlars may specialize in Bureaucracy as a Knowledge skill, representing their deep familiarity with permits, inspections, and red tape. It grants bonuses when navigating complex legal or administrative systems.
Special Abilities:
-- Natural Skepticism: Lexlars gain a +1D bonus to Search and Forgery rolls when detecting contraband or identifying forged documents.
-- Infrared Vision: Lexlars can see heat signatures in darkness and low-light conditions. They suffer no penalties for darkness when making Search or Blaster attacks within 10 meters.
-- Keen Memory: Lexlars gain +1D to Bureaucracy or Investigation rolls involving identifying or recalling minor details (faces, serial numbers, regulation clauses, etc.).
Story Factors:
-- “Rulekeepers”: Lexlars are often viewed as meddlesome, nosy, and irritatingly by-the-book—especially by smugglers and Free Traders. Even fellow Imperials or Rebels may groan at their presence. However, their doggedness is often grudgingly respected.
-- Hairless Ones: Lexlars consider species without body fur to be alien and sometimes faintly disturbing. The term “hairless one” is commonly used as a mild slur or identifier. Lexlars may have difficulty reading the emotional cues of species without visible fur.
-- Caste Bureaucracy: Lexlars place high cultural importance on hierarchical function and specialization. Many Lexlars believe one's job is one's identity. This can lead to inflexible thinking or cultural friction when improvisation is required.

Move: 7/10
Size: 0.9 to 1.1 meters

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:01 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:26 pm    Post subject: Reply with quote

Quote:


Muur
Personality: Muurs are direct, physically dominant, and aggressive in conversation and conduct. They value strength and swift resolution over drawn-out debate. Though not inherently cruel, Muurs rarely hesitate to use intimidation or force, and their body language and speech patterns often come off as hostile or mocking—even when they’re being honest.

Physical Description: Muurs are bipedal and bulky, standing 2 to 2.5 meters tall with coiling tentacles sprouting from their shoulders, upper back, and lower arms. These tentacles range from 1 to 2 meters long and are strong enough to lift or throw humanoids. Their mouths are lined with needle-like teeth and they vocalize with a hissing, spitting rasp. Their skin is leathery and ranges in color from sickly green to mottled purple.

Homeworld: Muuria, Inner Rim

Languages: Muurs speak Muurish, a hissing and crackling language. Many also learn Basic for practical use in galactic dealings, often speaking it in a low, guttural tone with slurred syllables.

Example Names: Vassk, Hrith, Kraal'ezh, Mekk, Tssiv, Qarnok

Adventurers: Muur adventurers are often bodyguards, bounty hunters, or debt collectors—seeking status, credits, or vengeance. Some are exiles or enforcers seeking new employers or trying to build criminal reputations. Others may have left their homeworld after being cast out for moral dissent or political disagreement.

Game Statistics
Attribute Dice: 12D
Attribute Minimums / Maximums:
Dexterity: 2D/4D
Knowledge: 1D/3D
Mechanical: 1D/3D
Perception: 2D/4D
Strength: 3D/6D
Technical: 1D/3D


Special Skills:
Tentacle Combat (Dexterity): This specialization of brawling allows Muurs to attack with their prehensile tentacles. Can be used to disarm, trip, or throw targets (Moderate difficulty for a 2-meter toss; may inflict Strength +1D damage at GM discretion). This skill must be learned separately from base Brawling.
Special Abilities:
-- Prehensile Tentacles: Muurs may use two tentacles per round as free actions to grapple, disarm, or hold. Opposed Strength or Brawling checks determine effectiveness. A successful tentacle disarm allows the Muur to immediately seize a weapon from a target at arm’s reach.
-- Powerful Physiology: +1D to lifting and climbing/jumping rolls. Muurs can lift and throw targets up to their Strength in kg as a free action (difficulty determined by GM).
-- Terrorizing Presence: +1D bonus to Intimidation checks against targets who have not encountered a Muur before. This bonus fades after the target has seen them fight or conversed with them for more than a few rounds.
Story Factors:
-- Feared Reputation: Muurs are commonly employed by gang lords and crime syndicates, leading to a stereotype that they are brutes or assassins. Law enforcement and port officials often treat them with hostility or suspicion.
-- Spoken Basic Difficulties: Due to their unique mouth structure, Muurs have difficulty enunciating certain sounds in Basic, resulting in a characteristic hiss, rasp, or slur.
-- Cultural Isolation: Muur society is insular and ritualistic. Those who leave Muuria are often treated as outcasts or unclean unless returning with great honor—or power.
Move: 11/14
Size: 2.0 to 2.5 meters tall

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:02 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:29 pm    Post subject: Reply with quote

Quote:


Okfili
Personality: The Okfili are a deeply spiritual and communal species known for their measured, contemplative nature and devotion to cultural heritage. They are cautious and diplomatic but capable of bold action when matters of honor, religion, or tradition are at stake. Loyalty, memory, and symbolism are central to their identity.

Physical Description: Okfili are tall, willowy bipeds with a translucent blue-green skin tone and luminous eyes adapted for low-light conditions. Their elongated limbs and necks give them a graceful, fluid movement. They lack hair but have bioluminescent markings along their forearms and temples that pulse with emotional intensity.

Homeworld: Okfili, in the Okfili system, Albarrio sector, Outer Rim Territories

Languages: The Okfili speak Okfilan, a sonorous language composed of resonant harmonics, which many Basic-speaking species describe as “singing.” All Okfili understand Basic, and many speak it—though often slowly and with great care due to their cultural emphasis on clarity and nuance.

Example Names: Shal Inoru, Vamar'el, Taesen Korr, Nelshi Vay, Oor Delen

Adventurers: Okfili may venture into the galaxy as emissaries, scholars, or guardians of cultural relics. Many serve the Alliance to Restore the Republic as diplomats, linguists, or intelligence officers. Others are sent on vision-quests by their religious orders to retrieve sacred objects or investigate disturbances in the Force. Some Okfili feel a moral obligation to preserve knowledge and beauty in a galaxy increasingly torn by war and tyranny.

Game Statistics
Attribute Dice:
12D
Attribute Minimums / Maximums:
Dexterity: 2D/4D
Knowledge: 2D/5D
Mechanical: 1D/3D
Perception: 2D/4D+2
Strength: 1D+1/3D+1
Technical: 2D/4D


Special Skills:
-- Scholar: Symbolic Interpretation (Knowledge)

This specialization allows the Okfili to interpret sacred symbols, religious texts, and historical imagery. Characters can use it to understand religious artifacts, decipher ancient art, or navigate culturally significant negotiations.
-- Sense History (Perception)
Time to use: 1 minute to several hours. This intuitive skill allows an Okfili to “read” the emotional residue left behind on objects or locations. On a successful Moderate or higher roll, the Okfili may receive impressions of past significant events, similar to a vague Force sense. This is not an overt Force skill but represents the species' deep cultural empathy.
Special Abilities:
-- Cultural Empathy: Okfili gain +1D to Bargain, Persuasion, or Scholar checks when interacting in situations involving art, religion, or cultural tradition.
-- Photoreceptive Markings: In dim or no light, Okfili suffer no penalties to Search rolls and gain +1D to Sneak when in darkness, thanks to natural low-light vision and body-light camouflage.
Story Factors:
-- Art as Religion: The Okfili believe that sacred meaning is encoded in art, song, and architecture. Theft or defacement of cultural artifacts is seen as sacrilege. Okfili adventurers may be driven to recover lost relics or protect cultural traditions under threat.
-- Deliberate Speech: Okfili speak slowly and with formality. Others often interrupt or underestimate them, not realizing their speech conceals sharp wit or deep insight. This social disconnect may affect fast-paced negotiations unless the Okfili earns trust.
-- Alliance Loyalty: Due to Imperial disrespect for religious freedoms, the Okfili openly support the Rebel Alliance. Okfili encountered by Imperial authorities may be presumed to be insurgents or spies.

Move: 10/12
Size: 2.1 meters average height

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:03 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:32 pm    Post subject: Reply with quote

Quote:


Thrik’thik
Personality: Thrik’thik are contemplative and measured in speech, with a deep-seated reverence for collective experience. They value consensus and often pause to “listen inward” before responding—believed by many to be communion with their hive-mind. Whether this is biological or cultural is hotly debated. Individuals can be cryptic or unsettling, especially when speaking with others as though they were speaking to themselves.

Physical Description: Thrik’thik are chitin-armored insectoids averaging 1.6 meters in height, with slender thoraxes, two manipulator arms, two spindly legs, and three fine sensory antennae. Their multifaceted eyes shift color subtly when they “commune.” Their speech is clicking and segmented, though most can speak Basic with difficulty.

Homeworld: Unknown – they are a diaspora species, with only fragments of homeworld data passed from brood to brood. Some believe their original hive-nest was consumed by fire or war. Many inhabit abandoned space stations or repurposed asteroid caverns.

Languages: Thrik’thik speak Ch’ta-kik, a complex clicking language transmitted by jaw movements and antennae vibration. Many speak Basic, though some rely on translators.

Example Names: Zil'tharr, Krr'chak, Vith-Trakk, N’koshh, Brin-Kaleth

Adventurers: A Thrik’thik might leave the hive to gather knowledge, restore a lost memory fragment, seek a long-lost sibling, or fulfill a cryptic vision experienced during molting. Many are drawn to ancient ruins, archaeological digs, or warzones, chasing echoes of lost brood wisdom. Others work as slicers, data-hunters, or bounty trackers.

Game Statistics
Attribute Dice: 12D
Attribute Minimums / Maximums:
Dexterity: 2D/4D
Knowledge: 1D/3D+2
Mechanical: 1D/3D
Perception: 2D/4D+2
Strength: 2D/4D
Technical: 1D+1/4D


Special Skills:
-- Collective Recall (Perception)

This skill allows a Thrik’thik to "remember" information they do not personally recall—drawing on brood-based memory or ancestral instinct. Can substitute for Knowledge in some limited cases (at GM discretion), especially ancient languages, rituals, or events. Base skill is 2D.
Special Abilities:
-- Antennae Sensory Suite: +1D to Search and Tracking checks involving scent, air vibration, or minute temperature changes.
-- Communal Intuition: Once per session, a Thrik’thik may re-roll any failed Knowledge or Perception-based skill check, citing guidance from the “hive-mind.”
-- Armored Exoskeleton: +1 pip bonus to Strength when resisting physical damage (not for lifting or damage dealing).
Story Factors:
-- Hive Memory – Real or Not? Many Thrik’thik believe their memories are stored communally across broodmates, and proximity to kin improves recall. Some believe this is literal psionic connection; others think it’s cultural programming. Regardless, Thrik’thik often speak of “we” when alone and are visibly disturbed when isolated for long periods.
-- Mistrusted by Others: Their speech patterns, body movements, and tendency to talk to unseen “brood-siblings” can make other beings uneasy. Rumors abound of Thrik’thik sleeper agents or swarm invasions, none proven.
-- Molting Rites: A Thrik’thik undergoes one major molting cycle in its lifetime. This rite alters their chitin color and often rewrites memory patterns. PCs who reach the right age may undergo a ritual transformation, altering one attribute by ±1 pip (GM discretion).

Move: 8/11
Size: 1.5 to 1.7 meters

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:03 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:38 pm    Post subject: Reply with quote

Quote:


The Ou'tranoi
Type: Sacred Soul-Vessel Artifact
Era: Pre-Republic (Golus Pheyar) – Present (Recovered, 10 BBY)
Cost: Incalculable (Black Market: 100,000+ credits)
Availability: 4X (illegal, restricted, cultural item)
Scale: Character
Weight: 3 kg
Game Use: Relic, ritual focus, Force artifact (see optional rules below)

Description: A sacred vessel of the Golus Pheyar shamans, the ou’tranoi is a hollow, sealed vase composed of shimmering obsidian-like ceramic material with intricate, symmetrical design. Yellow dotted lines descend vertically from the narrow circular base to the neck, with green circles filling each wedge of surface between. The upper segments are marked by single yellow ovals resembling lenses—believed to be soul-eyes, symbolizing spiritual imprisonment.
According to Golus myth, the vase was used to capture the souls of defeated enemies, sealing them for eternity within its dark core through incantations lost to time.

Known History:
Recovered by the Antiquities Institute of the Tion Hegemony during an expedition into Golus ruins.
Stolen by Hylobon mercenaries c. 11 BBY.
Displayed by Dryden Vos aboard the First Light, where it survived the battle between Vos, Qi’ra, and Han Solo in 10 BBY.
Last known location: Unknown – possibly retained by Qi’ra.

Game Mechanics:
Primary Function:
Arcane Relic / Cultural Artifact

A character with Scholar: Ancient Religions, Forgery, or Cultures 5D+ can identify it as a funerary soul-vessel.
Possession by a character without knowledge of its significance may provoke religious or political retaliation from surviving Golus Pheyar enclaves or collectors.
Worth 1D character points to a Force-sensitive character who spends time meditating on it for 12 consecutive hours (once per character lifetime).

Optional Force Artifact Function:
Dark Resonance (Force-Sensitive Characters Only)
If the character is Force Sensitive and touches the ou’tranoi with unshielded skin:
Control Difficulty: Moderate
Sense Difficulty: Difficult
Effect: On success, the character hears whispered thoughts of ancient Golus Pheyar spirits or imprisoned victims. This can cause:

+1D to one Knowledge or Perception-based skill for 10 minutes (single use per session), OR

Fear check (Moderate) or receive +1 Dark Side Point if used aggressively or to influence another being.

GMs can use this effect to introduce hallucinations, lost languages, or mysterious Force-related visions.

Special Abilities:
-- Soul Capture (Ritual Only – GM Discretion):
If used as a vessel during a Control + Alter + Sense ritual (Heroic Difficulty), the ou’tranoi may contain a willing or defeated soul essence—a rare plot device for ancient Force ghosts or lost knowledge.
-- Shatter Effect: If broken, the ou’tranoi releases a blast of psychic energy. All characters within 5 meters must succeed a Willpower (Difficult) check or be stunned for 1D rounds. Force-sensitive characters make this roll at -1D.

Story Factors:
-- Cultural Significance: Revered and feared by the few surviving Golus Pheyar descendants, who believe the artifact still holds ancient souls in torment.
-- Sought After: Tracked by archaeologists, Force cults, and criminal syndicates like Crimson Dawn, the ou’tranoi is a high-profile relic that may attract unwanted attention.
-- Unstable Legacy: Long exposure causes strange dreams, possible Force visions, or unexplained madness (GM discretion).

Adventure Hook: “Echoes of the Vessel”
The ou’tranoi is rediscovered, and the souls inside begin influencing its new owner. The PCs must decide whether to seek the lost Golus Pheyar ruins for purification rites—or harness its power to influence Imperial minds.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:26 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:42 pm    Post subject: Reply with quote

Quote:


Dorion Discus
Type: Modified Light Freighter
Scale: Starfighter
Length: 32 meters
Skill: Space Transports: Dorion Discus
Crew: 1 pilot, 1 co-pilot, 1 gunner (skeleton: 1/+10)
Passengers: 6
Cargo Capacity: 75 metric tons
Consumables: 2 months
Hyperdrive Multiplier: x1.5
Hyperdrive Backup: x12
Nav Computer: Yes
Maneuverability: 2D
Space: 6 (see Game Notes)
Atmosphere: 330; 950 kph
Hull: 4D
Shields: 1D+2
Sensors
-- Passive: 20/1D
-- Scan: 35/2D
-- Search: 50/2D+2
-- Focus: 3/3D
Weapons
Dual Light Laser Cannons (fire-linked)

-- Fire Arc: Front
-- Skill: Starship Gunnery
-- Scale: Starfighter
-- Fire Control: 2D
-- Range: 1-3/12/25
-- Damage: 4D
Ventral Blaster Turret
-- Fire Arc: Turret
-- Skill: Starship Gunnery
-- Scale: Starfighter
-- Fire Control: 1D
-- Range: 1-3/10/20
-- Damage: 3D+1
Game Notes:
-- Modular Retrofit: The Discus has been repaired and customized dozens of times. On a Moderate Space Transports Repair roll (1 hour), Roark Garnet or someone with his familiarity may temporarily increase Space by +1 (to 7) for up to 1D hours. Failure by 10+ causes system strain, lowering Maneuverability by -1D for the next 24 hours.
-- Battle-Tested Hull: The ship has a redundant plate over critical systems. The first "Destroyed" result rolled against the Hull each session is downgraded to "Severely Damaged".
-- Suspect Registry: Imperial customs ships get +1D to Sensor/Search rolls when scanning the Discus due to its flagged transponder signature.
-- Interior Includes: Smuggling compartments (Difficult 20 Search to locate), single bacta tank (currently non-functional), and a low-functioning 1D+2 medbay.
-- Smuggler’s Pride: Characters gain +1 pip to Streetwise or Con when aboard the ship if they use it as part of a bluff or ruse.

Background
The Dorion Discus is a heavily customized light freighter—part tramp hauler, part frontier hot-rod—renowned among spacer circles for its battered resilience and prodigious cargo holds. 32 meters long with a slender forward fuselage flaring into a broad mid-section cargo bay. Patch-worked armor plating salvaged from decommissioned Y-wings and Corellian bulk freighters; scars of past skirmishes remain visible in scorched strakes and uneven weld seams. Twin sublight drive nacelles under the wing roots, modified with salvaged afterburner injectors for occasional bursts of extra speed—and just enough risk of combustive failure to keep the crew on their toes. A gray-market x1.5 hyperdrive core (with a x12 backup) rerated beyond factory specs—jumps must be carefully plotted, but it can outrun most patrol corvettes if lucky. 75 tons cargo bay, including hidden false bulkheads and smuggling compartments; the bay’s ramp is reinforced for rapid troop— or speeder—deployment. Twin light-laser chin-mount cannons for strafing attacks with a single ventral blaster turret for close-quarters defense. An aging but still serviceable shield generator bolsters the fragile hull in emergencies. Bridge has a two-seat forward cockpit with panoramic viewports, a hacked-together nav-computer console, and an array of aftermarket sensor arrays. Crew Quarters are spartan bunks for four (pilot, co-pilot, gunner, navigator), plus a makeshift lounge where bean-bag chairs and a flickering holoprojector serve as home comforts. Medbay with a single bacta tank (currently offline) and a medkit tucked behind a sliding bulkhead. Sections of forward hull can be jettisoned to expose repair ports—or improvised escape hatches. A clandestine “signature scrubber” periodically scrambles transponder codes—reducing but not eliminating the risk of Imperial detection.

Built as a Mid Rim freighter, the Discus changed hands through repossession and salvage yards before Roark Garnet’s crew acquired it. She has urvived multiple engagements with pirate kite-fighters, customs frigates, and uncharted asteroid fields; each repair further personalized its patchwork aesthetic. It has made smuggling runs to Bothawui, rescue operations at Mesa 291, and clandestine supply missions supporting Rebel cells. For its crew—and for those who’ve tried to board her—the Dorion Discus feels alive: a cantankerous old workhorse that demands respect, spits sparks when crossed, and will carry you through hell… provided you pay her in credits, sweat, and the occasional handful of luck.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 7:50 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:46 pm    Post subject: Reply with quote

Quote:


M-Class Imperial Attack Transport
Craft: Santhe/Sienar Fleet Systems M-Class Imperial Attack Transport
Type: Troop/Strike Transport
Scale: Capital
Length: 58 meters
Skill: Capital Ship Piloting: M-Class; Capital Ship Gunnery
Crew: 12 (bridge pair, 2 gunners, sensors, comm, chief engineer, 2 techs, med-droid plus 2 medics); skeleton: 4/+10
Passengers: 40 troops (two stormtrooper squads) + 2 landspeeder crews
Cargo Capacity: 150 tons (plus cradle space for two repulsor landspeeders)
Consumables: 3 months
Hyperdrive Multiplier: ×2
Hyperdrive Backup: ×12
Nav Computer: Yes
Maneuverability: 1D
Space: 4
Atmosphere: 280; 800 kph
Hull: 4D
Shields: 1D+2
Sensors
-- Passive: 25/1D
-- Scan: 40/2D
-- Search: 60/2D+1
-- Focus: 4/3D
Weapons
Twin Heavy Laser Cannon (retractable chin mount)

-- Fire Arc: Front
-- Skill: Capital Ship Gunnery
-- Scale: Starfighter
-- Fire Control: 2D
-- Range: 2-8/20/40
-- Damage: 4D
Concussion-Torpedo Launcher (4-round rotary magazine)
-- Fire Arc: Front 
-- Skill: Capital Ship Gunnery 
-- Scale: Starfighter
-- Fire Control: 1D
-- Range: 1-3/15/30
-- Damage: 6D
Game Notes:
-- Deck Layout: Two main levels:
-- Transport Deck (lower): cargo bay/vehicle cradle, boarding ramp, armory locker, security console tied to internal sensors (Easy Computer Programming/Security for manifest; failure by 10+ sounds ship-wide alarm).
-- Command Deck (upper): bridge, sensor pit, crew berths, infirmary B-12 (bacta tank, med-droid; locked—Moderate Security to bypass).
-- Decks connected by grav-tubes (1 round travel; if power lost, Moderate Climbing/Jumping or fall 7 m).
-- Trooper Deployment: Boarding ramp can deploy a full squad in one round; landspeeder cradle holds two military repulsors (disable if bay suffers “Severely Damaged” Hull result).
-- Escape Pods: Four 6-person capsules on dorsal ring; jettison automatically if Hull 0 or by bridge order.
-- Imperial Transponder Flag: Imperial customs vessels gain +1D to Sensors (Search) when scanning an M-Class assigned to fleet duties; conversely, Rebel or criminal ships suffer –1D to Bargain/Con when the transport identifies itself—its reputation precedes it.
-- Redundant Plate: First “Destroyed” result against Hull each session is downgraded to “Severely Damaged” (reinforced troop bay bulkheads).
-- Micro-gravity Boarding Trick: If the captain cuts grav-tubes to zero-G (Easy bridge action), stormtroopers may float between decks and out the ramp in one round, gaining +1 pip to surprise rolls the first round of boarding.

Background
The M-Class Imperial Attack Transport was a starship class employed by the Galactic Empire during the Galactic Civil War. It consisted of at least two decks; the Transport Deck was located at the bottom of the vessel, and contained a cargo bay with enough room to store two landspeeders. A security console was situated in the cargo bay, with access to the ship's layout and information. Incorrectly accessing the console would result in an internal alarm sounding throughout the ship. The Command Deck was located above the Transport Deck, and was the location of the ship's infirmary, in room B12. The infirmary was equipped with at least one pallet, a bacta tank, and was staffed by a medical droid. A security code was required to access the room. Travel between the decks was via a grav tube, where local gravity could be manipulated by microgravity controls to float individuals between decks. The M-Class Imperial Attack Transport also featured torpedo ports, and the ship's escape pods were located on the top of the vessel. The M-Class Imperial Attack Transport was used as troop transport by the Imperial Navy. Its typical complement included at least two squads of stormtroopers.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 8:06 pm; edited 2 times in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:49 pm    Post subject: Reply with quote

Quote:


Prana Lexander (PLV-70 Deep-Range Science Cutter)
Craft: Arkanis Sector Shipyards PLV-70
Type: Long-range research vessel/mobile laboratory
Scale: Capital
Length: 82 meters
Skill: Capital Ship Piloting: PLV-70; Capital Ship Gunnery
Crew: 18 (4 bridge, 2 sensors, 3 engineers, 2 medics, 3 scientists, 2 techs, 2 gunners); skeleton 6/+10
Passengers: 24 research staff (plus 12 stasis berths)
Cargo Capacity: 500 tons (plus modular lab containers)
Consumables: 2 years
Hyperdrive Multiplier: ×4 (ancient core)
Hyperdrive Backup: ×18
Nav Computer: Yes (limited single 4-jump memory)
Maneuverability: 1D
Space: 3
Atmosphere: 225; 650 kph
Hull: 3D (see Game Notes)
Shields: 1D
Sensors:
-- Passive: 30/1D+1
-- Scan: 50/2D
-- Search: 80/2D+2
-- Focus: 4/3D
(Lab pods grant +1D to Search when mapping stellar anomalies or life-sign readings.)
Weapons
2 Twin Light Laser Cannon

-- Fire Arc: 1 Front/Left, 1 Front/Right
-- Scale: Starfighter
-- Fire Control: 1D
-- Range: 1-5/15/25
-- Damage: 3D
Game Notes
-- Aging Superstructure: Built nearly five centuries before the Clone Wars, the Prana Lexander uses composite alloys now considered obsolete. When a “Heavy Damage” or worse result is rolled on the Hull table, roll again at –1D: if the second result is also Heavy Damage or worse, a bulkhead ruptures and 1D×5 t of atmosphere is vented each round until sealed.
-- Cryostasis Vault: Amidships deck houses 12 cryo-berths. Modern med-scanners gain +5 difficulty to revive occupants due to antiquated controls; however, a Moderate First Aid or Technical roll made at the original consoles cancels the penalty.
-- Scholar Archives: The cutter’s databanks hold pre-Republic cultural surveys. A character making a Scholar (History/Archaeology) roll aboard the vessel gains a +1D bonus (once per encounter) when researching civilizations older than 500 BBY.
-- Jump-Drive Drift: Because of an undersized hyper-reactor, every third hyperspace jump requires a 30-minute cooldown or the pilot suffers –1D to Astrogation and the ship’s Hyperdrive becomes ×6 until serviced.
-- Alliance Refit Prospects: Rebel engineers can, with a Difficult Capital Ship Repair roll and 5,000 credits in parts, upgrade the hyperdrive to ×2 and add 1 pip of Maneuverability; each success also eliminates one “Aging Superstructure” extra roll per session.
-- Legendary Passenger: The philosopher released from berth 7 carries immense cultural capital: Rebel ships transporting him gain +1 pip to Bargain or Diplomacy/Persuasion when dealing with his home species or academic enclaves.

Background
The Prana Lexander was a science vessel that was lost nearly five hundred years prior to the Galactic Civil War. Among those aboard it before it disappeared was an alien philosopher who was greatly respected by members of his species for his historical knowledge. The fate of Prana Lexander became the subject of rumor and legend until it was eventually found by agents of the Alliance to Restore the Republic. They freed the philosopher from cryofreeze and persuaded him to join their cause.

The Prana Lexander remains a symbol of lost knowledge and forgotten frontiers—now reborn under Alliance colors, but only as sturdy as the heroes who keep her patched together in the shadow of the Empire.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 8:10 pm; edited 3 times in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 5:53 pm    Post subject: Reply with quote

Quote:


“Pyramidal Raider”
(Designation used by Alliance Intel for the unidentified alien craft that ambushed Dorion Discus)
Craft: Unknown alien manufacture, pyramidal hull (codename “Shard-Kite”)
Type: Fast attack raider
Scale: Starfighter
Length: 14 meters per edge (tri-tetra pyramid)
Skill: Starfighter Piloting: Shard-Kite; Starship Gunnery
Crew: 1 (organic or droid analogue); skeleton: 1/–0
Passengers: 0
Cargo Capacity: 5 tons (mostly power coils)
Consumables: 1 week (self-recycling)
Hyperdrive Multiplier: — (see Game Notes, “Force-Phase”)
Hyperdrive Backup:
Nav Computer: Limited—single micro-jump buffer
Maneuverability: 2D
Space: 7
Atmosphere: 350; 1,000 kph
Hull: 4D
Shields: 1D
Sensors:
-- Passive: 20/1D
-- Scan: 35/2D
-- Search: 45/2D+2
-- Focus: 2/3D
Weapons
Fore-Facet Plasma Lancer

-- Fire Arc: Front
-- Skill: Starship Gunnery
-- Scale: Starfighter
-- Fire Control: 2D
-- Range: 1-3/10/20
-- Damage: 4D+2
Tri-point Ion Sting (linked micro-turrets)
-- Fire Arc: Turret (each facet fires 120° from hull)
-- Skill: Starship Gunnery
-- Fire Control: 1D+2
-- Range: 1-2/5/10
-- Damage: 3D ionization (shields only take half)
Game Notes
-- Force-Phase Insertion (“Noiseless Fluctuation”): Instead of a conventional hyperdrive the craft uses a quasi-dimensional hop keyed to local Force resonances: Requires a full-round action; ship vanishes from sensors, re-appears anywhere within 5 space units. Detection MODIFIER: –2D to all sensor rolls until it attacks (first round = surprise on 8+ Initiative). Limit: usable once every 15 minutes of real-space flight.
-- Facet Armor Geometry: Incoming laser/plasma fire that rolls exactly half or less of its maximum damage reduces final damage by –1D (angled deflection).
-- Unidentified Systems: Repairs require Very Difficult Starfighter Repair rolls unless the technician possesses captured shards or reverse-engineered schematics.
-- No Life-support Signature: Targeting computers suffer –1 pip Fire Control against the craft; gunners must rely on visual or active scan lock.
-- Rumor: Hive-Signal: Raiders often appear in synchronized threes; if one is destroyed, surviving ships gain +1 pip to Piloting and Gunnery for 3 rounds (retaliatory sub-routine).

Alliance After-Action, Sector Blue-RD-19:
“These pyramid things popped in—no hyperflash, no comm burst—like somebody flexed the Force and folded them out of thin air. They sliced Dorion Discus stem to stern. Recommend priority study if we recover an intact hull.”

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 8:17 pm; edited 2 times in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 6:04 pm    Post subject: Reply with quote

Quote:


The Contumely Club
(Outer-Rim Entertainment Lounge, 2 BBY-4 ABY)

Type: Upscale nightclub/gambling lounge
Affiliation: Independent (rumored Black-Sun protection)
Planet/Quarter: “Port Citrine,” a cosmopolitan starport city (GM may slot into any Rim world)
Policy: NO Humans, NO droids — ID scan at entry; violators removed “with prejudice.”
Owner/Host: Jak’Rhi Tessel (Bothan entrepreneur, 4D+1 Con, 5D Bargain)
Cover Charge: 10 cr per patron (free for VIPs or performing artists)
Usual Crowd: 40-60 non-Human spacers, infochants, smugglers, musicians; average Streetwise 3D

Physical Layout
-- Front Alcove: Narrow choke-point with twin repulsor scanners; Wookiee bouncer Urartu stands here with translator Tikkit on shoulder.
-- Main Lounge: Sunken dance floor, holographic orchestra dais; gambling pits (sabacc & pazaak) on mezzanine. Moderate Gambling to win the nightly pot (5,000 cr).
-- Private Orb-Booths: Sound-shielded spheres; Difficult Sensors or Perception to eavesdrop. Rental 200 cr/hr.
-- Back Bar “The Vitriol”: Rare liquors; bartender Zir Lack (Trandoshan, 4D+1 Mixology). Rumor rolls at Easy Streetwise with a 20 cr tip.
-- Security Corridor: Mag-locked door (Heroic Security 25) leads to manager’s office, weapons cage, and a one-cell holding pen.
-- Rooftop Pad: Seats a light freighter or two skiffs; retractable turret (Light Laser Cannon, 3D damage, FC 1D).

Security
-- Entry Scan: Walk-through filter detects droid circuitry; +2D Search v. hidden cybernetics.
-- Urartu (Wookiee Bouncer): 6D Strength, 5D Brawling; see full NPC sheet for Berserker rules.
-- Tikkit (Translator): 6D Languages, 6D Con; size allows him to slip into vents (Move 10).
-- House Guards (4 Rodians): 4D Blaster Carbines (3D+2), 3D Dodge; obey Urartu.
-- Alarm System: Tripping locked doors or drawing a weapon raises Orange Status: guards arrive in 1D rounds, turret powers on.
-- Surveillance: Holocams cover all public zones except booths; Heroic Computer roll to loop feed.

Roleplay Features & Modifiers
Bargain/Persuasion
Bribing staff to allow a Human in
+10 difficulty; +5 if disguised alien

Con
Posing as a maintenance droid ... without the droid
+15 difficulty

Gambling
High-stakes sabacc table
Failure by 10+ flags the cheat-detector (guards alerted)

Hide/Sneak
Shadowing a target through crowd
-1D penalty (tight quarters, bright holo-lighting)

Search
Spotting concealed exit behind bar
Difficult (20)

Adventure Hooks
-- “Human Cargo”: PCs must meet a Bothan slicer who refuses to leave the Club; smuggle a Human teammate inside without tipping Urartu.
-- Blackmail Byte: A holo-recording in the private booths incriminates an Imperial Moff; PCs must extract it while a rival team plays sabacc.
-- Wookiee’s Debt: Urartu’s clan is threatened; convincing him to abandon post (or fight alongside PCs) requires appealing to the Wookiee code of honor.
-- Hush-Booth Hit: An assassination is timed to coincide with a live jawa-fusion concert; heroes must trace a sniper hidden in the rooftop turret.

Rumors & Lore (Streetwise)
10: “The Club answers to Black-Sun—cross them and disappear.”
15: “There’s a hidden lift in the security corridor that links to a sub-dock where contraband gets sold.”
20: “Owner Jak’Rhi Tessel keeps an encrypted copy of port-authority clearance codes in the manager’s safe—worth thousands on the black market.”

GM TIPS
-- Tone: Sleek neon vibe meets oppressive exclusivity—a perfect site for cloak-and-dagger deals or bar-room showdowns.
-- Challenge Balance: Urartu alone can flatten most PCs if enraged; encourage negotiation or creative infiltration over brute force.
-- Escalation: If firefight breaks out, local Imperial garrison (2 squads) arrives in 5D rounds—unless evidence surfaces that the Club pays them off.

Use The Contumely Club as a recurring hive of illicit jobs, secret meetings, or moral dilemmas—especially for Human player characters who must subvert its “No Humans, No Droids” rule without starting a cantina-level war.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 8:25 pm; edited 1 time in total
Back to top
View user's profile Send private message Visit poster's website
shootingwomprats
Rear Admiral
Rear Admiral


Joined: 11 Sep 2013
Posts: 2745
Location: Online

PostPosted: Sun Jul 06, 2025 6:10 pm    Post subject: Reply with quote

Quote:


The Obsidian Spires of Sayblohn’s Wraith Canyons—a key planet feature rising from basalts and salt-flats, lit by a blood-red sunset and dotted with hidden cavern entrances.

Sayblohn
Region: Mid Rim, Trailing Sectors
Sector: Quess sector
System: Sayblohn system
Trade Route(s): Quess Spur (minor hyperspace loop linking the Perlemian flank to the Hydian Way)
Strategic Location: Mid-route refuel stop between Imperial garrison worlds Arstill and D’kros

Sun(s): 1 (yellow-white main sequence, “Quess Prime”)
Orbital Position: Third world
Moon(s): 2 (Kalas, rocky; Veyne, ice-crust)
Length of Day: 26 standard hours
Length of Year: 312 local days
Starport(s): Port Draxus (Class C Imperial Frontier Facility)

Type: Terrestrial
Temperature: Arid warm (35 °C average midday)
Atmosphere: Type I (breathable, dusty particulates)
Hydrosphere: 12 % (salt pans, seasonal flash-flood wadis)
Gravity: Standard
Terrain: Badlands mesas, wind-carved canyons, basalt plateaus, dry salt flats
Points of Interest: Hidden Pirate Base (“the Delve”) in Wraith Canyons, Imperial Survey Outpost KR-17 (orbit-to-surface sensor tower), Obsidian Spires (carbonate hoodoo field—local landmark)
Native Flora: Bristle cacti, red gorse scrub, night-blooming coilvines
Native Fauna: Razorback dewclaws (omnivorous lizards), cliff swoops, salt-mole colonies

Native Species: None sentient recorded
Immigrated Species: Humans (majority), Rodians, Nikto, Devaronians, occasional Okfili pilgrims
Population: ~2 million (80 % scattered mining camps, 20 % starport/Imperial)
Languages: Basic, Huttese, Bocce (freighter slang)
Government: Imperial occupation—Governor Milverre (answering to Oversector Outer)
Tech Level: Spacefaring (standard galactic)
Planet Function: Mineral extraction, frontier logistics, covert smuggler waypoint
Major Cities: Port Draxus (capital/starport), Mine-Hub Caldr (ore rail nexus)
Major Exports: Titanium ore, barium salts, scav-grade starship scrap
Major Imports: Foodstuffs, water processors, replacement droids, luxury stimulants

Special Conditions:

-- Imperial Restricted Zone: Heavy Customs sweeps around Port Draxus; scan codes required to enter orbit.
-- Seasonal Ion-Dust Storms: hamper comms/sensor locks (–1D Sensors when active).
-- Pirate activity in Wraith Canyons: surface-to-orbit launch corridor intermittently jammed.

Orbital Body/Planet Type/Moons
1. Quess One/Rocky-metal/0
2. Quess Two/Magma dwarf/0
3. Sayblohn/Badlands world/2
4. Shadraga/Gas giant/9 (ring)
5. Drift Belt/Ice/rock rubble/—

World Summary
Sayblohn is a wind-scoured badlands globe whose mineral wealth keeps an otherwise forgettable rock on Imperial ledgers. The Empire’s light garrison is stretched thin—just enough stormtroopers to police Port Draxus and watch the mines. This gap lets a loose confederation of pirates operate a concealed hangar complex (“the Delve”) in canyon country, preying on survey craft and smugglers. Dust storms and an aging sensor grid give both criminals and Rebels the shadows they need.

System Summary
The Sayblohn system orbits Quess Prime with two inner wastelands, Sayblohn itself, a massive gas giant (Shadraga) whose rings are tapped for deuterium, and a distant ice rubble belt. Traffic is mostly ore haulers, Customs corvettes, and the occasional clandestine freighter hoping to avoid core-ward checkpoints.

Adventure Idea
A sacred Okfili reliquary—looted by the Delve pirates—lies hidden in Sayblohn’s canyon base. Rebel PCs must infiltrate via sand-skimmer, recover the relic, then outrun both pirates and an Imperial AT-AT platoon converging from Port Draxus during a brewing ion-dust storm that scrambles comms and starship sensors.

_________________
Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Sun Jul 06, 2025 8:45 pm; edited 2 times in total
Back to top
View user's profile Send private message Visit poster's website
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Tools All times are GMT - 4 Hours
Goto page Previous  1, 2, 3  Next
Page 2 of 3

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0