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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Sat Nov 23, 2019 4:37 pm Post subject: |
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At last — the last of the Warbird pirate gang write-ups is complete!
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WARBIRDS
Type: Pirate Gang
Capsule: The Warbirds were a feared band of pirates led by the notorious cyborged Quarren, Kragan Gorr. Manning a small fleet of uglies, and operating out of a menacing shark-like flagship known as the Galleon, the raiders had long terrorized the Outer Rim, before entering into a bargain with the First Order. In exchange for greater access to Imperial ships and equipment that the First Order had spirited away, the Warbirds agreed to focus their attacks on the Colossus refueling station, located on the planet Castilon near Wild Space, in an effort to drive the station's captain, Imanuel Doza, into seeking the military collective's aid, thereby securing the First Order a strategically-valuable asset. The First Order eventually betrayed the pirates, however, and the Warbirds came to join the crew of the Colossus in a tenuous agreement to fight their now-mutual enemy, and to ensure their mutual survival.
Game Notes: Taking into consideration the re-use of animation models, which in one episode created a continuity error that has Skreek appear into two places at once, the Warbirds appear to have thirteen distinct members. And despite his inclusion in the group per Wookieepedia, I have not included Hallion Nark, a Nemodian spy/informant, among the pirates, as he appears to be a paid collaborator only, and not a formal/official member. And so, the known Warbirds are as follows:- Captain: Kragan Gorr (Quarren)
- Lieutenants: Synara San (Mirialan), Valik (Palliduvan), Drell (Weequay)
- Enforcers / Other Named Members: Skreek (Trandoshan), Gork (Gamorrean), Snarl and Tooms (Hassk), Leoz (Red Nikto)
- Thus Far Unnamed: Green-armored Navigator/Pilot (Red Nikto), War-whooping raider/starfighter pilot (Red Nikto), two biker-scout-armored henchmen (Kassk).
(I had initially hoped that the Nikto pirate-ugly pilot who utters the war cry but is shot down in S1E2, was the same Nikto who appears later in that episode — having lost an eye.
Alas, both characters appear later on, in S1E7, with the now-unmasked war-whooping Nikto reprising his battle cry. Upon closer inspection, they each have a differing number of facial-horns as well.)
Sources: Star Wars: Resistance animated series, starwars.com, and Wookieepedia. Text by Telsij.
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LEOZ
Type: Spiteful Buccaneer
A Quote: "Kavala... ava, malasa... aka du!"
— A growling Leoz puts a "pirate curse" on Kazuda Xiono
DEXTERITY 3D+2
Blaster 5D, dodge 4D, brawling parry 4D+2, vehicle blasters 4D
KNOWLEDGE 2D
Intimidation 4D+2, languages 3D+2, planetary systems 4D, scholar: pirate lore 4D,
streetwise 3D, streetwise: Warbirds 4D+1, survival 4D, value 3D, willpower 3D+1
MECHANICAL 2D+2
Repulsorlift operation 4D+2, sensors 4D, starfighter piloting 3D,
starfighter piloting: uglies 4D, starship gunnery 4D, swoop operation 5D
PERCEPTION 2D+1
Con 3D+2, gambling 3D+1, gambling: dice games 4D+2, search 3D+1
STRENGTH 3D+2
Brawling 5D, lifting 4D, stamina 4D
TECHNICAL 3D
Armor repair 4D, computer programming/repair 4D, first aid 3D+2,
repulsorlift repair 4D, space transport repair 4D, swoop repair 4D
Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 5
Move: 10
Special Abilities and Story Factors: - "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.
- Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls
- Lost in Thought: Though keeping to one's self is difficult living in close quarters amongst the other Warbirds, the one-eyed Leoz sometimes appears lost in his own thoughts. However, if provoked when in one of his more pensive moods, he will immediately retaliate with violence.
- One-eyed: Although Leoz has adapted well to the loss of his left eye, forgoing even a cybernetic replacement for the moment — either by choice or necessity, he can still be blindsided by opponents who exploit his injury. Perception or search rolls required to notice objects or targets to his left side are attempted at +1D higher difficulty.
- Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.
Capsule: As a member of Kragan Gorr's pirate gang, Leoz spent time gambling with his "lucky" pair of dice — when he wasn't pillaging and plundering, that is. A sore loser, Leoz was also known to place a so-called "pirate curse" upon opponents after a particularly bad or "unlucky" match.
Unfortunately, at times it seemed as though luck was rarely on Leoz' side. Having already lost one eye, Leoz at times seemed to dwell on his past misfortunes, looking withdrawn and seemingly lost in thought. He was easily baited into brash action, however. A simple shove, playful punch, or "lucky streak" from a gambling opponent was often enough to bring out his more violent tendencies — as well as his allegedly "mystic" side. After the Warbirds joined forces with the crew of the Colossus, Kaz Xiono would bear witness to the Nikto's eccentricity firsthand. Convinced Kaz was cheating somehow, Leoz placed the "Curse of Aka du" upon the pilot, in retaliation for Kaz's miraculous streak of good fortune gambling against the pirates — while using the Nikto's own dice no less!
Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), customized stormtrooper armor (+2D vs. physical, +1D vs. energy; -2 Dexterity penalty; top of helmet has been removed to reveal wearer's eyes — or in Leoz's case, his sole remaining eye; covers jaw, torso, left arms, and both legs), comlink, eyepatch, pair of "lucky" dice / chance cubes, two-seater swoop, utility belt.
Sources: Star Wars: Resistance animated series, https://www.starwars.com/databank/leoz , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Screen capture from Star Wars: Resistance S2E10: "Kaz's Curse" and episode guide for S1E7: "Synara's Score". First paragraph of capsule text adapted from https://www.starwars.com/databank/leoz . Stats and additional text by Telsij.
************
TOOMS
Type: Boarder
A Quote: "Ah! Make it stop! Make it stop! What is that?"
— Tooms reacting to the feedback disrupting the Warbird's comm-frequency
DEXTERITY 3D+2
Blaster 4D, vehicle blasters 4D
KNOWLEDGE 2D
Streetwise 3D, survival 3D
MECHANICAL 2D
Starfighter piloting 4D, starship gunnery 4D
PERCEPTION 3D
STRENGTH 3D+2
Brawling 4D
TECHNICAL 2D+2
Starfighter repair: uglies 3D+2
Species: Hassk
Gender: Male
Character Points: 1
Move: 10
Special Abilities and Story Factors:- Fangs and Sharp Teeth: Hassks possess sharp, terrifying fangs. In game terms, a Hassk's fangs inflict STR+1D damage on targets if used in combat, and at the GM's discretion, may also grant +1D to a Hassk's intimidation rolls when his fangs and sharp teeth are bared.
- Night Vision: In service of the hunting required of them on their homeworld, Hassks have developed excellent night vision. In game terms, they can see clearly in low-light conditions and in darkness without penalty.
- Sensitive Hearing: To aid their hunting, Hassks have developed very sensitive hearing. In game terms, a Hassk gains +1D to search rolls that involve sound.
Capsule: Although neither Hassk has verbally confirmed their blood relation, it is very likely that Tooms and his near doppelganger, Snarl, are relatives. Whatever the case may be, both have served ably as members of Kragan Gorr's Warbird gang. Tooms piloted an A-wing/Eta-2 Actis-class/TIE Interceptor ugly in a Warbird raid on the Colossus during a severe "Triple Dark" storm, but when unexpected — and deafening — comm interference disrupted their attack, the Hassk appeared especially shaken, crying out for the noise to stop. And with their communications thrown into disarray, the Warbirds were forced to retreat soon thereafter.
Tooms participated in the pirate raids upon the Colossus throughout the duration of their deal with the First Order, and even managed to survive the military collective's eventual betrayal of the Warbirds. Even after the pirates joined the crew of the Colossus, Tooms could still be seen scrapping, salvaging and sparring with the other Warbirds, though he remained less vocal — and less seemingly unhinged — than his fellow Hassk, Snarl.
Equipment: A-wing/Eta-2 Actis-class/TIE Interceptor starfighter ugly, aviator/pilot skullcap, bandolier and utility belt, blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, partial set of Stormtrooper armor (includes shoulder guards, forearm bracers, and shin guards: +2D vs. physical, +1D vs. energy, -1 penalty to Dexterity and Dexterity-related actions; covers torso only), wrist and shin wrappings.
Sources: Star Wars: Resistance animated series, Star Wars: Alien Archive (UK Egmont Edition, p.128), and Wookieepedia. Images: Screen capture from Star Wars: Resistance animated series S1E2: "The Triple Dark". Stats and text by Telsij.
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"HOWL" RANDO
Type: Zealous Corsair
A Quote: "Alalalalalaley!" — Howl's whooping war cry
DEXTERITY 3D+2
Melee combat: vibro-ax 5D, vehicle blasters 4D+2
KNOWLEDGE 2D
Intimidation 4D, intimidation: war cry 5D, streetwise 3D,
streetwise: Warbirds 4D, survival 4D+1, willpower 4D+1
MECHANICAL 2D+2
Starfighter piloting: uglies 3D+2, starship gunnery 4D+2
PERCEPTION 2D+1
STRENGTH 3D+2
Brawling 4D, brawling: grappling 5D,
climbing/jumping 4D+2, stamina 5D
TECHNICAL 3D
Starfighter repair: uglies 4D
Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 2
Move: 10
Special Abilities and Story Factors: - Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls
- Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.
- Ululation: Unlike his fellow Kajain’sa’Nikto Warbirds — such as the withdrawn and almost sullen one-eyed Nikto known as Leoz, or the Nikto navigator whose earnest efforts to fit in come off as painfully obvious attempts to ingratiate himself to others — “Howl” Rando always acts first and asks questions later, if he ever asks them at all. With a high-pitched trill of his tongue, Howl's ululation serves both as rallying war cry, as well as a way to intimidate his enemies. “Howl" lives to fight and fly into battle. That Howl survived his starfighter getting shot down during a failed "Triple Dark" raid on the Colossus, has lent his battle cries even greater fervor.
Equipment: A-wing/Eta-2 Actis-class/TIE Interceptor starfighter ugly, blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, customized stormtrooper armor (+2D vs. physical, +1D vs. energy; -1D Dexterity penalty; covers head, torso, left arms, and both legs; spokes on helmet inflict STR+1D damage if used when brawling), two-seater swoop, utility belt, vibro-ax (STR+3D+1 damage, melee difficulty: Moderate).
Sources: Star Wars: Resistance animated series, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Screen captures from Star Wars: Resistance S1E2: "The Triple Dark" and S1E7: "Synara's Score". Note: This war-whopping pirate is credited only as “Random Pirate” in the closing credits of S1E2: "The Triple Dark" — which is the inspiration for calling him “Rando” in this write-up. Stats and text by Telsij.
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NARVIN
Type: Nikto Navigator
DEXTERITY 3D+2
Melee combat 4D, vehicle blasters 4D
KNOWLEDGE 2D+1
Planetary systems 3D+2, streetwise 3D,
survival 3D+1, value: starship parts 4D
MECHANICAL 3D
Astrogation 5D+2, repulsorlift operation 4D+2,
space transports 4D+2, starfighter piloting 4D
PERCEPTION 2D+2
STRENGTH 3D+1
Brawling 4D
TECHNICAL 3D
Armor repair 3D+2, equipment repair 4D+1,
repulsorlift repair 4D+1, space transport repair 5D,
starfighter repair 4D+2, starship weapon repair 4D
Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 2
Move: 10
Special Abilities and Story Factors: - Desire to fit in: Though largely unobtrusive amongst the Warbirds, this Nikto navigator and pilot has tried hard to take part in the roughhewn laugh-out-loud camaraderie of the pirates. On at least one occasion, after the Warbirds join the crew of the Colossus, his playful punch is rebuffed by one of his fellow Niktos and leads to a brawl.
- Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls
- Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.
Equipment: Asymmetrically-customized Stormtrooper armor (+2D vs. physical, +1D vs. energy; -1D Dexterity penalty; covers head, torso, arms, and legs; forehead of helmet bears V-shaped "flight crest"; painted black and military green; spikes on helmet inflict STR+1D damage if used when brawling), blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, starship tookit (SoroSuub journeyman toolbox/kit adds +1D to any starship-related repair rolls).
Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia (https://starwars.fandom.com/wiki/Narvin ). Image: Concept art by Jim Moore. Stats, text, and character image edits/retouching by Telsij.
**********
VUSK
Type: Pirate
DEXTERITY 3D+2
Blaster 4D, brawling parry 4D+2, dodge 4D
KNOWLEDGE 2D
Intimidation 3D, streetwise 3D, survival 3D
MECHANICAL 3D+2
Sensors 4D, starship gunnery 4D
PERCEPTION 3D
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 3D+2
TECHNICAL 3D
Computer programming/repair 3D+2,
space transport repair 4D
Species: Kassk
Gender: Male
Character Points: 2
Move: 10
Special Abilities and Story Factors: - Claws: The sharp claws at the ends of a Kassk's fingers grant him a +2 bonus to damage when brawling, and a +2 bonus to climbing and digging checks.
- Infrared Vision: The reptilian Kassks have the ability to see in the infrared spectrum. In game terms, they can see clearly in low-light conditions and in darkness without penalty, provided that there are ambient heat sources present.
- One of Two: Vusk is but one of two Kassk members of the Warbird pirate band. As it is unclear as to who is who, in game terms, the two may be treated as having identical stats until canon material shows them to have drastically different characteristics from one another.
- Overconfident: One of the two Kassk members of the Warbirds has a habit of celebrating a victory too soon. On one occasion, during a sparring match in which the Kassk executed a successful reversal against the one-eyed Nikto, he immediately threw his arms up in celebration — only to be thrown into his fellow Kassk by his Nikto opponent, who had recovered far sooner than expected.
Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), customized Scoutrooper armor (provides +2 vs. physical, +2 vs. energy; covers head and torso only; spokes on shoulder pauldrons inflict STR+1D damage if used when brawling), fingerless gloves decorated with Imperial rank insignia.
Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia ( https://starwars.fandom.com/wiki/Vusk ). Image: Concept art by Jim Moore. Stats, text, and character image edits/retouching by Telsij.
**********
KASSK
Homeworld: Unknown
Attribute Dice: 12D
DEXTERITY: 1D+2/4D+2
KNOWLEDGE: 1D/4D
MECHANICAL: 1D/4D
PERCEPTION: 1D/4D
STRENGTH: 1D/3D+1
TECHNICAL: 1D/4D
Move: 10/12
Special Abilities and Story Factors:- Claws: The sharp claws at the ends of a Kassk's fingers grant him a +2 bonus to damage when brawling, and a +2 bonus to climbing and digging checks.
- Infrared Vision: The reptilian Kassks have the ability to see in the infrared spectrum. In game terms, a Kassk can see clearly in low-light conditions and in darkness without penalty, provided that there are ambient heat sources present.
Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Stats by Telsij. _________________ *************************************
OBSCURE CHARACTER ARCHIVE INDEX
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Last edited by Telsij on Fri Feb 19, 2021 12:15 am; edited 14 times in total |
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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Mon Nov 25, 2019 11:44 am Post subject: AUROMAE ISELO |
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MANDALORIAN SPOILERS!
It's... MANDO Monday, thanks in part to this Cloud-Rider's reappearance in The Mandalorian (along with "THE DEALER") and thanks in part to Whill!
Inspired by Whill's "One-Zee" thread, wherein the droid write-up is based on a collaboration between Whill and his son, here is AUROMAE ISLEO, bounty hunter and Cloud-Rider, from SOLO and The Mandalorian — and originally designed by Eloïse Aurora Mae, the then six-year-old daughter of concept artist Jake Lunt Davies!
You all may already know the behind-the-scenes background of this character, but in the last section of this article here: https://www.starwars.com/news/solo-a-star-wars-story-designs , it tells the cute/charming story of how the design kept *almost* making the cut, with Eloïse Aurora Mae keeping her hopes up and her father always sneaking the design into various species pitches, until it was finally picked to appear in Solo.
"The original sketch for what would become Auromae Iselo, by Eloïse Aurora Mae" (as seen in above-linked article)
Also: SPOILERS for episode 3 of The Mandalorian in capsule text!
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AUROMAE ISELO
Type: Ethical Vigilante
(As of the "Savareen Stand-Off" in Solo: A Star Wars Story)
DEXTERITY 4D
Blaster 5D, blaster: blaster carbine 5D+2, dodge 5D,
melee combat 4D+2, missile weapons 5D
KNOWLEDGE 2D+2
Bureaucracy 3D+2, law enforcement 4D, planetary systems 4D,
streetwise 4D+2, survival 4D+2, value 3D+2, willpower 4D+2
MECHANICAL 2D+2
Beast riding 3D+2, beast riding: bantha 6D+1,
repulsorlift operation 5D, swoop operation 6D
PERCEPTION 3D
Investigation 4D, search 5D, sneak 3D+2
STRENGTH 3D+2
Brawling 5D, climbing/jumping 4D+2, stamina 5D
TECHNICAL 2D
Blaster repair 3D+2, equipment repair 4D,
equipment repair: breathing apparatus 5D
first aid 3D, security 4D, swoop repair 4D
Species: Melbu
Gender: Male
Character Points: 6
Move: 10
Special Abilities and Story Factors:- Clear-cut Sense of Morality: Iselo is a being of integrity and high-minded morals. He believes in meting out punishment only for those deserving of it. Iselo will resist tasks that endanger those he deems innocent, or otherwise unjustly persecuted.
- Respirator Horns: When off of their homeworld and away from its native atmosphere, Melbu require the use of special breathing apparatuses, fitted to their mouths and over the horns atop their head. The respirator horns also grant them endurance for certain tasks that is greater than that of many other humanoids. And when conditions allow them to act freely without the use of a breathing apparatus, one Melbu may communicate with another Melbu via sounds produced by the air intake and expulsion of their respirator horns.
In game terms, when in his native atmosphere and able to breathe more freely and deeply, a Melbu may re-roll any failed stamina check, though he must accept the second result. If using a breath-filter apparatus, the Melbu may re-roll a failed stamina check a number of times per day equal to his number of D in his Strength die code. If deprived of his breathing apparatus when in Type I atmosphere for more than six rounds, a Melbu must make a Moderate Strength roll or fall unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Melbu will suffer one level of damage per round unless returned to breathable atmosphere or provided a breathing apparatus. When in breathable atmosphere which allows them to act without use of a breath mask, Melbu may communicate with one another via the sounds produced by their respirator horns as a non-roll action. They may also do so "in secret" among members of other species, provided that the other characters are not fluent in this form of the Melbu's "language."
- Vision: The high number of photoreceptors and large view angle of the Melbu's bulbous eyes grant them an increased ability to detect sudden movement. In game terms, they gain a +2 bonus to any Perception-based rolls required to detect movement. And while they do not possess true "night vision", they are able to see in low-light conditions with no penalty, essentially negating the +2D difficulty modifier applied to Perception and search checks under such circumstances.
Capsule: As a bounty hunter, Auromae Iselo had grown frustrated by the number of political targets that he was assigned by the Empire. His strong sense of justice prompted him to seek out and punish violent criminals instead. And so, rather than continue to contend with corrupt bureaucracy, Iselo became a vigilante and soon found a place in the Cloud-Rider swoop gang of Enfys Nest.
Then, five years after the fall of the Empire, and over two decades after first riding with Nest and her swoop gang in pursuit of the noble goals that their fearsome appearance belied (by design), Iselo found himself working as a bounty hunter once again. And in an unfortunate twist of fate and misunderstanding, Iselo also found himself at odds with the hunter known as the Mandalorian. Despite the active tracking fob the Melbu had claimed, and despite the high bounty placed upon the Mando's head, Auromae Isleo did not pursue this quarry out of desire for credits. As always, Iselo did so out of principle.
The Mandalorian was attempting to recover "an asset" he had already handed over to a mysterious client — after he had already accepted the bounty as well. As the particulars of this hunt were unknown to Iselo, the Melbu was unaware of the true reasons behind the Mando's seemingly dishonorable actions. It simply appeared as though the Mandalorian had reneged on his word, for only then did Iselo accept the call to action against his fellow hunter.
And the Melbu very nearly got the drop on the Mandalorian in the end. Iselo only narrowly missed blasting the besieged hunter in the ensuing firefight, after successfully sneaking up to the speeder in which the Mando had been cornered — but before taking a blaster bolt in the chest at close range. Although his death seemed likely after suffering such a grave wound, Iselo's final fate nonetheless remains unconfirmed....
Equipment: Cowl (deep red fabric used to conceal Melbu respirator horns), breathing apparatus (allows Melbu to breathe normally in Type I atmosphere), comlink, heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 25), long leathery tunic and fabric wraps (combined layers grant +2 vs. physical damage and +2D to resist effects of extreme temperatures or high winds at high altitude), modified blaster carbine (5D+1 damage, 3-25/50/250, ammo: 100), modified swoop bike, reflective chrome mask (+1D vs. physical, +2 vs. energy; covers head only; HUD display, conceals identity), tuft of hair from loyal bantha that had served as Iselo’s mount (affixed to tie around elbow).
Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.117), https://www.starwars.com/news/solo-a-star-wars-story-designs , and The Mandalorian live-action series: S1E3 "The Sin", Entertainment Weekly’s The Ultimate Guide to Han Solo magazine issue, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Star Wars: Card Trader (Card: Auromae Iselo) and Solo: A Star Wars Story: The Official Guide (p.117). First paragraph of capsule text adapted from Official Guide (p.117). Stats and text by Telsij.
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MELBU
Homeworld: Unknown
Attribute Dice: 12D
DEXTERITY: 1D+2/4D
KNOWLEDGE: 1D/4D
MECHANICAL: 1D/4D
PERCEPTION: 1D/3D+2
STRENGTH: 1D+2/4D+1
TECHNICAL: 2D/4D
Move: 10/12
Special Abilities and Story Factors:- Respirator Horns: When off of their homeworld and away from its native atmosphere, Melbu require the use of special breathing apparatuses, fitted to their mouths and over the horns atop their head. The respirator horns also grant them endurance for certain tasks that is greater than that of many other humanoids. And when conditions allow them to act freely without the use of a breathing apparatus, one Melbu may communicate with another Melbu via sounds produced by the air intake and expulsion of their respirator horns.
In game terms, when in his native atmosphere and able to breathe more freely and deeply, a Melbu may re-roll any failed stamina check, though he must accept the second result. If using a breath-filter apparatus, the Melbu may re-roll a failed stamina check a number of times per day equal to his number of D in his Strength die code. If deprived of his breathing apparatus when in Type I atmosphere for more than six rounds, a Melbu must make a Moderate Strength roll or fall unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Melbu will suffer one level of damage per round unless returned to breathable atmosphere or provided a breathing apparatus. When in breathable atmosphere which allows them to act without use of a breath mask, Melbu may communicate with one another via the sounds produced by their respirator horns as a non-roll action. They may also do so "in secret" among members of other species, provided that the other characters are not fluent in this form of the Melbu's "language."
- Vision: The high number of photoreceptors and large view angle of the Melbu's bulbous eyes grant them an increased ability to detect sudden movement. In game terms, they gain a +2 bonus to any Perception-based rolls required to detect movement. And while they do not possess true "night vision", they are able to see in low-light conditions with no penalty, essentially negating the +2D difficulty modifier applied to Perception and search checks under such circumstances.
Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.117), https://www.starwars.com/news/solo-a-star-wars-story-designs , and The Mandalorian live-action series, Entertainment Weekly’s The Ultimate Guide to Han Solo magazine issue, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Stats and text by Telsij. _________________ *************************************
OBSCURE CHARACTER ARCHIVE INDEX
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Last edited by Telsij on Sun Dec 15, 2019 4:56 pm; edited 5 times in total |
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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10512 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Forceally Commodore


Joined: 20 Feb 2007 Posts: 1077
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Posted: Sat Nov 30, 2019 3:54 pm Post subject: |
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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. |
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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Sat Nov 30, 2019 7:31 pm Post subject: |
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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).
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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!
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. _________________ *************************************
OBSCURE CHARACTER ARCHIVE INDEX
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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 Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Mon Dec 02, 2019 1:54 pm Post subject: |
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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!)
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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.
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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.
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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.
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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. _________________ *************************************
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 Commodore


Joined: 20 Feb 2007 Posts: 1077
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Posted: Tue Dec 03, 2019 12:26 pm Post subject: |
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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 Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Wed Dec 04, 2019 9:58 pm Post subject: |
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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
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: _________________ *************************************
OBSCURE CHARACTER ARCHIVE INDEX
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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Sun Dec 08, 2019 11:31 pm Post subject: CARA DUNE |
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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!
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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 vs. her initial Martial Arts roll. If the target beats Dune's initial 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 Wed Nov 25, 2020 2:21 am; edited 22 times in total |
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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Tue Dec 10, 2019 12:31 am Post subject: |
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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 Commodore


Joined: 20 Feb 2007 Posts: 1077
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Posted: Tue Dec 10, 2019 3:00 pm Post subject: |
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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 Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Tue Dec 10, 2019 4:24 pm Post subject: |
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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! 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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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Fri Dec 13, 2019 12:12 pm Post subject: PELI MOTTO |
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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,
gambling: Sabacc 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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Last edited by Telsij on Tue Jan 12, 2021 2:56 pm; edited 5 times in total |
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Forceally Commodore


Joined: 20 Feb 2007 Posts: 1077
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Posted: Fri Dec 13, 2019 2:55 pm Post subject: |
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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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Telsij Captain


Joined: 07 Dec 2016 Posts: 510
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Posted: Sun Dec 15, 2019 3:23 pm Post subject: BURG |
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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 Fire: Although resistance to fire fits well with Burg's portrayal as a nigh-unstoppable brute in The Mandalorian, and is the only instance of a Devaronian showing immunity to flame in canon thus far, if the GM wishes to interpret this as a species ability rather than as testament to Burg's endurance, then a Devaronian character may roll double his Strength to resist damage from fire and flame-based attacks.
- 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 Fire: Although resistance to fire fits well with Burg's portrayal as a nigh-unstoppable brute in The Mandalorian, and is the only instance of a Devaronian showing immunity to flame in canon thus far, if the GM wishes to interpret this as a species ability rather than as testament to Burg's endurance, then a Devaronian character may roll double his Strength to resist damage from fire and flame-based attacks.
- 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! _________________ *************************************
OBSCURE CHARACTER ARCHIVE INDEX
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Last edited by Telsij on Sun Sep 06, 2020 9:11 pm; edited 1 time in total |
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