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Share Your Villains Here!
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Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Mon May 12, 2014 6:30 pm    Post subject: Share Your Villains Here! Reply with quote

GMing can be tough and stressful, and your players can irritate you from time to time. However, there is one thing in which we can all find solace: our villains.

I am sure I'm not the only one who loves crafting villains for my group. So let's share them!

Here's my first one. He's the first villain to appear in the game, and he is certainly the most hated by the party. He has repeatedly caused problems for them all.
Here is a list of his accomplishments:
1. Hospitalized certain members of the party on several occasions.
2. Sold them out to Imperial officials.
3. Captured a party member and sold her to an Inquisitor. (the player who played the character had to leave the campaign, so this was her exit)
4. Incapacitated, captured, and tortured two other party members.

Without further ado, here is Tharan Orden!

(smallest version of this picture I could find)

Tharan Orden
Bounty Hunter
Human (cyborged), Male

Blaster 6D, Brawling Parry 5D+2, Melee combat 4D+2, Melee Parry 4D+2, Dodge 6D, Repulse-hand 6D+2
Streetwise 5D, Intimidate 4D+2, Law Enforcement 4D, Alien Species 4D+2, Planetary Systems 4D
Repulsorlift Operation 4D+2, Powersuit 4D+2, Jetpack Operation 6D, Starfighter Piloting 4D, Space Transports 4D, Shields 3D+2, Astrogation 4D, Sensors 3D, Starship Gunnery 4D+2
Bargain 4D, Con 4D+2, Search 4D+2, Investigation 5D, Sneak 4D+2
STRENGTH 4D (6D+1 physical, 5D+2 Energy)
Brawling 5D+2, Stamina 5D
Armor Repair 4D+1, Blaster Repair 4D+1, First Aid 4D+1

Force Sensitive? No
Force Points: 0
Character Points: 15
Dark Side Points: 4
Move: 10

Repulse-hand (6D+2 Skill, 5D Damage)
Bionic Forearm

Modified Bounty Hunter Armor (2D+1 physical, 1D+2 energy)
N’Gant Zarvel 9118 Carbine (5D+1)
Westar-34 Blaster Pistol (4D; MAP reduced by -1 pip when drawing)
Hush-About Jetpack (200 meters vertical, 500 meters horizontal; quiet)
1,000 credits
Helix Light Freighter

Gaunt, tough, and sadistic. This career bounty hunter is a lover of nothing and fights for no one but himself (and perhaps his new “mentor”). You can always find him tossing a cred-chip - the first one he ever earned on a hunt. He encountered a group of Rebels once, and decided to lure them into one of his traps. They proved more resourceful than he expected, however, and they overcame him. One of them, the Tiss’Shar brute, hacked off his right arm at the elbow and left him bleeding on the floor. A friend of his hooked him up with an underground cyborger, who fixed him with a new arm - and added a special touch. This cyborger, known as Suulru the Cyber-Witch of Beloros, became his new mentor. Now, Tharan has one contract on his mind: find and eliminate the Rebels who hurt him. He already caught one of them - that force-wielding politician, Dezorah. She fetched him a pretty price from that Inquisitor. Orden will keep taking those Rebels, one by one, until the Tiss’Shar is the last one, with no one by his side to help him. Tharan will take great pleasure in watching him suffer.

I'll post some more villains too, but I want to see what you have as well![img][/img]
"I still wouldn't have a roll for it - but that's just how I roll."

Last edited by Dromdarr_Alark on Sat May 24, 2014 10:35 pm; edited 1 time in total
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Fallon Kell

Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Mon May 19, 2014 12:17 am    Post subject: Reply with quote

I'm working on a Wildspace sector moff of the most dangerous kind: he's charismatic, likeable. I'm gonna try and run him as amagnificent b@st@rd* like Thrawn, but I really don't know if I'll be able to do that in so interactive a setting.
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
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Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Wed May 21, 2014 7:02 pm    Post subject: Reply with quote

Fallon Kell wrote:
I'm working on a Wildspace sector moff of the most dangerous kind: he's charismatic, likeable. I'm gonna try and run him as amagnificent b@st@rd* like Thrawn, but I really don't know if I'll be able to do that in so interactive a setting.

Ooh that's exciting. I'm looking forward to seeing his profile.
"I still wouldn't have a roll for it - but that's just how I roll."
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Rear Admiral
Rear Admiral

Joined: 18 Jan 2013
Posts: 2243
Location: Seattle, WA

PostPosted: Wed May 21, 2014 9:37 pm    Post subject: Reply with quote

I'll throw up a couple of my favorite ongoing bad guys for my current campaign. First up is an Abyssin (one of my favorite races, from the SW CCG). Pyammi is a hired gun/mercenary of Golva the Hutt.

Name: Pyammi
Species: Abyssin

Brawling Parry 4D+1
Dodge 4D+1
Melee Combat 5D+1
Melee Parry (Vibro-Ax) 4D+1
Intimidation (Bullying) 3D+2
Survival (Desert) 5D+2
Stamina 5D
Computer Programming/Repair 3D+2

Special Skills
Survival (Desert): During character creation, receives 2D for every 1D placed in this skill specialization, and, until the skill reaches 6D, advancement is half the normal Character Point cost.

Special Abilities
Regeneration: Special ability at 2D. May spend beginning skill dice to improve this ability as if it were a normal skill. Rolls to regenerate after being wounded using these skill dice instead of Strength attribute - but turn “days” into “hours”. So, if wounded, rolls after 3 standard hours instead of 3 standard days to see if he heals. In addition, condition cannot worsen (and if mortally wounded cannot die by rolling low).

Story Factors
Violent Culture: The Abyssin are a primitive people much like the Tusken Raiders: violent and difficult for others to understand. Abyssin approach physical violence with a childlike glee and are always eager to fight. However, they are slightly less happy to be involved in blaster fights and are of the opinion that starship combat is incredibly foolish, since you cannot regenerate once you have been explosively decompressed (this attitude has become generalized into a dislike of any type of space travel). It should be noted that the Abyssin do not think of themselves as violent or vicious. Even during a ferocious blooding, most of those involved will be injured, not killed - their regenerative factor means that they can resort to violence first and worry about consequences later.

Move: 12
Size: 2.1 meters tall
Character Points: 10

Custom Vibro-Ax
Difficulty: Moderate (11-15)
Damage: 7D

Difficulty: Very Easy (1-5)
Damage: 4D
Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green

Last edited by DougRed4 on Wed May 21, 2014 9:49 pm; edited 2 times in total
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Rear Admiral
Rear Admiral

Joined: 18 Jan 2013
Posts: 2243
Location: Seattle, WA

PostPosted: Wed May 21, 2014 9:40 pm    Post subject: Reply with quote

And Golva's main henchman is Ssarroq.

Species: Trandoshan

Blaster (Heavy Blaster Pistol) 4D+2
Dodge 4D+2
Melee Combat 4D+2
Intimidation 4D+1
Streetwise 4D+1
Space Transports (Gozanti) 4D
Starship Gunnery (Blaster Cannons) 4D
Search 3D+1
Demolition 3D

Special Abilities
Vision: Trandoshans’ vision includes the ability to see in the infrared spectrum. They can see in darkness with no penalty, provided there are heat sources.

Clumsy: Trandoshans have poor manual dexterity. They have considerable difficulty (and suffer a -2D penalty) performing actions which require precise finger movement. In addition, they also have some difficulty using weaponry that requires a substantially smaller finger such as blasters and blaster rifles; most weapons used by Trandoshans have had their finger guards removed or redesigned to allow for the Trandoshan’s use.

Story Factors
Wookiee Hate: Deeply ingrained, long-standing feud with Wookiees of Kashyyyk. When encountering Wookiees or known Wookiee associates, must make a Moderate Willpower check to keep from attacking.

Hostility: The Trandoshans are known as a belligerent species. They gain +1D to all Intimidation rolls against non-Trandoshans.

Move: 10
Size: 2 meters tall
Character Points: 15

Modified Heavy Blaster Pistol (finger guard removed)
Ammo: 25
Range: 3-7/25/50
Damage: 5D

Neuronic Whip
Difficulty: Easy (6-10)
Damage: 4D+2 or 5D stun (two settings)
Notes: Power pack lasts for 3 hours
Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green

Last edited by DougRed4 on Wed May 21, 2014 9:47 pm; edited 1 time in total
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Joined: 07 Apr 2013
Posts: 426
Location: Boston, MA

PostPosted: Thu May 22, 2014 5:43 am    Post subject: Reply with quote

Very cool villains, Dougred4. Who did the awesome art for them?
"I still wouldn't have a roll for it - but that's just how I roll."
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Rear Admiral
Rear Admiral

Joined: 18 Jan 2013
Posts: 2243
Location: Seattle, WA

PostPosted: Thu May 22, 2014 11:13 am    Post subject: Reply with quote

That awesome art is done by a guy named Daniel Falconer. He's one of my favorite SW artists, and you can see his work here. It sounds like he plays RPGs, and even is a GM, though his familiarity seems to be with D20 rather than D6.
Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
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Rear Admiral
Rear Admiral

Joined: 18 Jan 2013
Posts: 2243
Location: Seattle, WA

PostPosted: Thu May 22, 2014 11:16 am    Post subject: Reply with quote

Here is another article where he describes himself as a "Star Wars nut".
Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green
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Location: Boston, MA

PostPosted: Sat May 24, 2014 10:19 pm    Post subject: Reply with quote

Time for my next villain! This one was once a Force-sensitive party member, but was then captured by Tharan Orden and turned over to the sector Inquisitor, Methra Tarn.

The is the niece-in-law of late Grand Moff Wilhuff Tarkin, married to the planetary governor of Eriadu. Disillusioned by the cruelty and evil of the Empire, she ran away and joined the Rebellion. She was instrumental in overthrowing the planetary governor of Telos IV, using her political savvy to its greatest effect. However, once Tharan Orden learned who she was, he stopped at nothing to capture her. When he did, he decided to give her the worst fate possible. Instead of returning her to her husband for a substantial bounty, he gave her to a malevolent inquisitor, and staged the deal so that her friends could see that she was fated to suffer immensely.

Inquisitor Tarn tortured her and found her will to be weak, so he broke her and convinced her to give in to the Dark Side. Her first test was to travel to Manaan and infiltrate the cult of Shasha. She would steal one of their prized swords and kill the leader of the group. When she completed that task, she proved to the inquisitor that she was ready for her next mission: bringing back the head of the Force-sensitive Rebel who travels with her former friends.

Dezorah Endivane
Human Female
Apprentice to Methra Tarn

Blaster 4D, Melee combat 4D+2, Melee Parry 4D+2, Dodge 4D
Bureaucracy 5D, Cultures 5D, Law Enforcement 5D, Alien Species 5D, Planetary Systems 5D
Beast Riding 3D, Swoop Operation 3D
Bargain 3D+2, Con 4D, Persuasion 4D
First Aid 4D+1, Security 4D+1

Force Sensitive? Yes
Force Points: 2
Character Points: 15
Dark Side Points: 3
Move: 10

Force Skills:
Control 2D+2: Absorb/Dissipate Energy, Concentration, Enhance Attribute, Hibernation Trance
Sense 2D+1: Combat Sense, Danger Sense, Life Detection, Life Sense, Magnify Senses

Blaster Pistol (4D)
Shashan Fira Sword
Difficulty: Easy
Damage: STR+3D (max: 6D+2)
Game Notes: The Shashan Fira is resistant to lightsaber
blades. If the wielder rolls a catastrophic failure when
fighting an opponent with a lightsaber, he must make
a Moderate melee parry roll to prevent the fira from
"I still wouldn't have a roll for it - but that's just how I roll."
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Joined: 13 Sep 2010
Posts: 367
Location: The south...

PostPosted: Sun May 25, 2014 6:15 am    Post subject: Reply with quote

Okay, so to preface this just let me say that my campaign universe has been ongoing since 95 and that in the almost 20 years since the start of the game that this villain was probably one of the worst that the group had to face. The original player of said character (who had started off life as a PC...) had allowed his character to go to the dark side knowing that he was leaving the game and figuring that it would be a great cliff hanger since he wasn't coming back. I picked the back up some time later (and 12 years later in the game...) with his nephew on a quest to redeem him or remove him from power...The frame work for this write up is fluff from another email and was designed and given to the players allowing them to think that this was some 'new player' in the galactic power struggle, when in fact it was an old friend...The stats are all mine.


To: General Anthonie Wayne, Special Activities Division Commander
From: General Crix Madine, Special Operations Division Commander
Subject: High Inquisitor Okon Umas
CC: Commander Thom Wayne, New Republic Military Intelligence, co of Mutt Squad Operations
At the request of Commander Wayne, the following data has been compiled,
pertaining to the individual known as High Inquisitor Okon Umas. The
following information is considered "Top Secret", and is for your eyes
only, gentlemen.
Species: Human
Gender: Male
Height: 1.8 m (5'11")
Weight: 82 kg (180 lb)
High Inquisitor Okon Umas
Type: Imperial High Inquisitor
Dexterity 4D
Blaster 6D+2
Dodge 6D+2
Lightsaber Combat 8D+1
Melee Combat 6D
Melee Combat: Force Pike 8D+2

Knowledge 3D
Bureaucracy 6D
Cultures 6D
Intimidation 7D+2
Languages 7D
Law Enforcement 5D
Tactics 6D+2

Mechanical 3D
Astrogation 3D
Sensors 4D
Repulsorlift Operation 4D+2
Starfighter Piloting 6D
Starfighter Shields 4D
Starship Gunnery 6D

Perception 3D+1
Bargain 3D+2
Command 7D+1
Hide 6D+2
Investigation 6D+2
Persuasion: 5D
Search 6D+2
Sneak 6D+2
Willpower 5D

Strength 3D
Brawling: Martial Arts 8D+2
Climbing/Jumping 6D
Lifting 5D
Stamina 6D

Technical 3D
Computer Operation 5D
Computer Programming/Repair 5D
Demolitions 5D+1
First Aid 6D
(A) Medicine 2D
Security 5D+1

Control 9D
Control Powers: Absorb/Dissipate Energy, Accelerate Healing, Control
Pain, Enhance Attribute, Rage

Sense 8D+2
Sense Powers: Combat Sense, Danger Sense, Life Detection, Life
Sense, Receptive Telepathy, Sense Force

Alter 8D
Alter Powers: Injure/Kill, Telekinesis

Control & Sense Powers: Lightsaber Combat, Projective Telepathy
Control & Alter Powers: Inflict Pain, Feed on Dark Side
Control, Sense, & Alter Powers: Affect Mind, Telekinetic Kill

Force Sensitive: Yes
Force Points: 16
Dark Side Points: 14
Character Points: 20
Move: 11

Special Abilities: Force User
Equipment: Lightsaber (5D+1 damage), Blaster Pistol (4D), Hold-out
blaster (3D+1), Vibro-Sword (STR+3D), Comlink, Datapad, unknown
amounts of money, and the resources of his small fleet. He is always
accompanied by his entourage of 4 visible bodyguards whenever away
from the safety of his ship

According to data collected by our Intelligence teams, eyewitness
accounts, and information unwittingly provided by the Inquisitor (or one
of his subordinates), Okon Umas was originally recruited by the Empire
as a soldier; whether he was a regular army trooper, stormtrooper, or
CompForce Assault trooper is currently unknown. His date of commission, as
well as almost all of his military records (if they ever existed on file
at all) have either been destroyed, or hidden well enough as to prevent us
from uncovering any significant information regarding this period of his
service to the Empire. What information that has been acquired leads us to
believe that Okon Umas was, after a short time of service in the ranks
of the Imperial Armed Forces, transferred to a special unit for "further
training." It is believed that the nature of this training was in
counterinsurgency and counterintelligence, and that after a brief training
period, he was immediately transferred to a counterintelligence unit
(perhaps Storm Commandoes), where he served for some time. Shortly
afterward (approximately four years ago), our Intelligence division became
aware of Okon Umas when he made his appearance in the staff of former
High Inquisitor Snart. Here, our intelligence seems to be more complete
due to the prominence of his service to the Empire.

In High Inquisitor Snart's charge, Okon became rather well known in
the Empire's Intel division and among our agents in the Inner Rim. He
doggedly pursued and eliminated our agents and cellnets wherever he
encountered them, quickly gaining himself a reputation. For the better
part of a year, he quickly ascended the command ladder of High Inquisitor
Snart's team, earning himself the position of Inquisitor in just under a
year. (It is important to note that his comrades and competition within
his outfit typically met with disturbing, unusual, or even suspicious
demises, quite possibly at his hands or by his design.) As an Inquisitor,
Okon continued to expand his horizons and abilities under the tutelage
of his commander. He even managed to hunt down and murder two Jedi
students (of whom, we are not sure). Soon after, it would seem that
Okon's abilities grew by leaps and bounds, and by the end of the year,
he was able to assume the position of High Inquisitor, after the death
of High Inquisitor Snart. Upon this promotion, High Inquisitor Okon
was given authority to conduct his operations throughout the Mid and Inner
Rims, where he has steadily developed a large power base.

Over the past three years, High Inquisitor Okon has slowly built a
reputation for himself in the ranks of the Imperial hierarchy. In the two
years before the Endor campaign, he has risen from the rank of Inquisitor
to High Inquisitor, and has amassed a power base heretofore unheard of
within the Empire for a person in his position. In the months prior to the
Endor campaign, High Inquisitor Okon was charged with the "pacification"
of several star systems which had displayed some support for the Rebellion
in a few sectors in the Mid and Inner Rims. During this campaign, the High
Inquisitor caused the deaths of several thousand innocent civilians, and
as many Rebel operatives and soldiers. His campaign ended just before the
actual Battle of Endor with the destruction of the Worwick star system.
Having determined that the Worwick system sheltered one of our forward
bases (with the help of the system's Alliance sympathetic population),
Hunter decided that a final "example" should be made of the system. Over
the next week, he deployed the forces of a Battle Squadron into the
system, and systematically assaulted and destroyed every major population
center on every planet in the star system. After having driven out the
population, his Battle Squadron bombarded the surfaces of these planets
into rubble. Eventually, the Rebel forces based in the system were forced
to either flee or fight. Whatever the decision, whatever the attempt,
there were no survivors. After having destroyed the planets of the system,
and having bombed the population into the Stone Age, the High Inquisitor's
forces vacated the system, leaving a series of satellites in orbit around
each planet as a legacy. These satellites serve two purposes: (a) to shoot
down any attempts to leave or approach the surface of these worlds, and
(b) to periodically raze the surface with a brief turbolaser barrage,
ensuring the continued terror of the population. The system has been
quarantined, and all travel through or to the system is prohibited.
The High Inquisitor's task force made a brief appearance at the Battle of
Endor, but fled immediately after the destruction of the Death Star.
During the actual battle, his forces were noted as having a good deal of
training and experience, as well as some advanced technology. Okon's
task force at that time consisted of two Imperial Star Destroyers and a
few support vessels, most of which received little damage during the
actual fighting. During his withdrawal from the battle area, Okon's task
force managed to take on survivors and pilots from other ships, and was
able to tow an Interdictor class cruiser to safety.

Since then, the High Inquisitor has been roaming the Empire's territory,
seeking out our agents and forces, and destroying them. Our Intelligence
teams have not been able to keep track of all of his movements, as he
manages to keep one step ahead of our teams. It is known that he had
recently been on a "recruiting" tour of the galaxy, picking up more forces
and supplies from various Imperial stations, while assisting Imperial
governors in ferreting out our agents. Over the past year, two separate
Special Ops teams have attempted to eliminate the High Inquisitor, but to
no avail. A third team was sent in to attempt a rescue of the few Rebel
agents who were captured by the Inquisitor, but this operation proved to
be fruitless as well. To date, only two agents have survived from the
three separate operations against the High Inquisitor, only one of whom is
now able to return to duty. The information gathered by these agents is
somewhat limited, but nonetheless useful. Our agents have discovered that
Inquisitor Okon retains the services of a Defel bodyguard, and has a
troupe of agents/Inquisitors known as the Okon's Hounds. Also included
in his entourage are a team of droid engineers from various backgrounds,
Imperial Army General Storall (considered a formidable and competent
commander), and a force/project known as the Crimson Wind (suspected
to be some form of terror agents or counter intelligence operatives).
(All of these individuals shall be covered in a separate report.) In all,
the High Inquisitor has amassed a very capable team with which we must contend.

Based on the information provided by our agents and by the few captured
Imperials who have served under Okon Umas, we have formed a rather
incomplete and possibly inaccurate profile on this individual. Although
pieced together by fragments of information and bits of intelligence, tied
together with complete heresy and theory, we believe our assessment of
High Inquisitor Okon to be extremely accurate and true, based on our
record of his actions.

Our profile can be reduced to three adjectives: Cruel, efficient, deadly.
This man is a serious threat to any of our forces in his vicinity, and to
many who are not. His apparent knowledge of intelligence analysis allows
him to keep ahead of us in our ongoing pursuit of his methods, and his
counterintelligence knowledge and tactics prevent us from even attempting
to catch up to him. He has no real patterns to his operations which we
have been able to discover, and he seems to have resources beyond our
knowledge or reach. He is devious and intelligent. He is persistent and
relentless. He is driven in his quest to eliminate us, and I fear for
those of our forces who operate in his theater.

The High Inquisitor's appearance in the Servais Sector came as a complete
surprise to our analysis teams here at NRI. We had originally believed
that his forces would be headed Core-ward, in an attempt to fortify
himself in an area strong with Imperials; it would seem, though, that the
Servais Sector has provided him with whatever resources or reasons he
required. This also signals that the Imperials in the sector are actively
aware of an incursion into their space by a covert force, one which the
sector's Moff obviously felt he was inadequately prepared for. His arrival
in-sector has given NRI the chance to take inventory of his forces, thanks
to the material and data provided by Colonel Devin.

Okon brings with him a task force of vessels which, by themselves,
represent a great amount of firepower. This task force is centered around
the ISD II Inferno, ISDs Dragoon and Gladius, the Interdictors Star
Trapper and Dark Horizon, and the Escort Carrier Legacy. Each of the Star
Destroyers is supported by four Loronar Strike Cruisers (two ground
assault versions, two TIE carrier versions), and eight modified Lancer
Frigates. The TIE Carrier and Interdictors are supported by four Carrack
cruisers, and four Nebulon-B frigates each. To the best of our knowledge,
these vessels are fully manned and operational. Also, it would appear that
High Inquisitor Okon has acquired a good number of Imperial Deep Space
Dock vessels, which allow him to repair and refit his ships at will,
provided he has the parts available to him. In addition to this, it seems
possible that he has also acquired a specially modified vessel which is
capable of limited parts manufacturing; this is sheer speculation of
course, fed only by the fact that his ships are always properly equipped
and repaired (or seem to be).

The ground forces supplied by each of the ground assault Strike Cruisers
are standard, but the three Star Destroyers bear a different array of
troops. It appears that Inquisitor Okon's droid design team has come up
with several models of combat-/war-droids, and has manufactured them,
placing them aboard his Star Destroyers. Very little information has been
gathered on these droids to date. The remainder of his forces are well
trained and seasoned. It is estimated that 25% of his forces are combat
veterans, and up to 40% of his stormtroopers are hardened veterans.
Moreover, most of his fighter pilots are very capable and well-skilled, in
addition to having slightly modified starfighters. Because the High
Inquisitor seems to be able to manufacture and supply his forces
independently, and works with a limited manpower pool (because he is not
linked with any particular sector forces -- until now), he must preserve
his forces as best as he can, providing them with the best possible
equipment and chances of survival.

Skills and Abilities
At the top of this document are our assumptions concerning the skill
levels and abilities possessed by High Inquisitor Okon. Our estimations
are based partly on assumed training, possible supplemental training as is
warranted by the Empire for certain operatives, and any training pursued
privately in his own time. The levels of his knowledge and proficiency in
these areas are mere speculation, based on the amount of (estimated) time
in service, and the degree of actual application of these skills and
abilities. By no means are these listings to be considered completely
accurate: these are the best estimates which our analysis and intelligence
teams have been able to produce with a limited amount of information
available to them. Because of our lack of consistent data, reports, and
actual observation, these estimations cannot be deemed very accurate by
any means.

Sirs, I do regret the lack of detail and actual data in this report, but
it is the best that my team and I have been able to conjure up. It is my
utmost hope that the information we have provided will prove useful to you
both, and that it will eventually aid in the removal of this menace to the
people of the galaxy. Presently, our investigation of this man is still
underway, but information is scarce, with leads few and far between. We
will update you as more data becomes available. May the Force be with you,
and all of us, in this task.

General Crix Madine, Special Operations Division Commander
No matter where you go, there you are...
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Posts: 426
Location: Boston, MA

PostPosted: Thu Jun 05, 2014 4:54 pm    Post subject: Reply with quote

Wow, Bobmalooga. Nice write-up. Your party looks like they're in for some fun.

Now for my next one, whom you may have seen before:

Suulru, The Cyber-Witch of Beloros
Human (Cyborged), Female

Melee combat 4D+2, Melee Parry 4D+2, Pick Pocket 4D+2, Repulsorlift (self) 6D+2 (8D+2)
Streetwise 7D+2, Alien Species 4D+2, Languages 4D+2, Willpower 7D, Value 7D
Repulsorlift Operation 4D+1
Bargain 6D+1 (8D+1), Command 5D (7D), Con 5D (7D), Search 4D+1 (6D+1)
Climbing/Jumping 3D+1 (5D+2)
First Aid 6D, (A)Medicine: Cyborging 8D+2

Force Sensitive? No
Force Points: 1
Character Points: 15
Dark Side Points: 6
Move: 10 (16)

SPECIAL RULE: Ion Damage affects Suulru as if she were a droid. This is due to her extensive cyborging.

Cybernetic Legs Package (+6 move)

Skeletal Reinforcement (+1D Strength to resist damage)

Cardio-Muscular Package (+2D+1 to Strength attribute)

Response Improvement Package (+2D to Dexterity Attribute)

Hifold Sensory Package (+2D to Perception Attribute)

2 Repulse Hands (4D+2, skill and damage)

Static Discharge Capacitors (homebrew unique)
When these capacitors activate, they emit ultrasonic signals which influence nearby brains to increase electrical activity. This builds a static charge within nearby organics, effectively turning them into lightning rods. The charge builds over time, until the cyborg wishes to discharge her own cells, sending arcs of lightning to the nearby adversaries.
Effect: When the capacitors are activated, the damage of the discharge increases +1D every turn, starting at 0D, until the energy is released. The maximum damage is 10D. This damage can be divided among any number of targets within 10 meters. The attack automatically hits if the target is within 10 meters. Once the discharge is released, the capacitors begin charging anew at 0D.

Internal Pelvic/Thoracic Repulsors (homebrew unique)
This gyroscopic internal repulsor system which replaces the pelvic bone and some vertebral disks allows the cyborg to float in mid air and fly short distances. It is controlled by the brain and therefore requires no mechanical operation.
Effect: Cyborg may hover vertically up to its move score in height, and may fly horizontally at speeds up to its move score. Uses the Repulsorlift (self) skill, under dexterity. It may be used instead of the Dodge skill.

A long time ago, in the Old Republic, Suulru Jann was a wealthy merchant in the city Beloros, participating in the trade of chemical stimulants and medicines. She was fairly successful until one day when she slipped and fell on a repulsor-train platform as a train was arriving. She just barely survived her legs being severed, and using her substantial funds, had a new pair of high quality cybernetic legs grafted to her hips. Not only was she not disabled by the accident, it actually improved her physical abilities.

Pleased with her new-found grace, Suulru sought more "upgrades" with which to improve herself. She built an extensive cyborging workshop and began kidnapping dregs off the streets to use as guinea pigs. She figured out a way to implant a chip into the brains of her captives to instill absolute obedience. As her skills and her entourage of cyborg slaves grew, Suulru continued seeking upgrades for herself. During this time, the Empire took control of the galaxy and the city of Beloros turned to crime.

Eventually, Suulru gathered a sizable enough cult to be deemed powerful enough to join Horch of Beloros' Inner Circle. There she used her influence to open a slave trade agreement with the Hutts, shipping hopeful pilgrims to the planet Ylesia, where they would package glitterstim spice for the rest of their lives.

Now that the operation of Ylesia has been dismantled by rebels, Suulru seeks a new avenue for profit: control of the criminal city of Beloros. The party was able to help her attain just that.
"I still wouldn't have a roll for it - but that's just how I roll."
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Lieutenant Commander
Lieutenant Commander

Joined: 24 Sep 2012
Posts: 110
Location: Zeltros

PostPosted: Mon Sep 01, 2014 4:12 am    Post subject: Reply with quote

[Note: My facts aren't as detailed giving the late hour and I have not a picture, but I hope people enjoy!]
This is a nice long term villain that my players actually liked GMed in the sub-decade 2000s. He was born during the ToJ era under the reign of the Sith. His goals were to take over the galaxy to enforce harmony, but the galaxy at the time was not conducive to that plan. With that in mind he hid in a ship connected to life support moduals and with the aid of Hibernation trance slept for thousands of years until the Players woke him in a temple that used his ancient and worn ship as a construction point. He taught the PC Force User as Emoin acclimated himself to the new era. Eventually the Sith Sorcerer separated from the party when he voiced his plans for a harmonious galaxy and they refused. As time passed he gain control of the planet Lapis which became the base of his Unity Dominion.

As the game progressed it was discovered that he had two masters one of which set him on this controlling path when they killed his wife as a lesson concerning the Dark side of the Force. Since then Emoin wanted to make a self-sustaining galaxy where the people wouldn't suffer the pain he did. Over three or four years of gaming ex-PCs joined his cause and artifacts were sought and found as the Players made their own pocket star nation on the Rim. The climax was fought on a Celestial vessel aka "The Planet Mover" with both Emoin Gul and Nymphalia Aroi, a PC villain (PC parallel character). During this fight with his former "apprentice" and the party his ideals were thrown into turmoil and his path set to a more grey one as his path to redemption was coming to forced focus by the destruction of his Master's Sith Blade that felled his wife and the introduction of a 'clone'* son made by Nymphallia. The campaign ended in a stale mate between the three groups as Emon left to rethink his life with his unknown son and Nymphallia leaving the known galaxy hoping her former allies could achieve this 'peace' they claimed was possible.

*This clone was really a gene combination of Emoin's DNA, Nymphallia's (IIRC) and Terry's in an attempt to create a person strong in the Force and create a kind of Family for Emoin as Nympallia Aroi had developed feelings of sorts towards the Sith Lord.

As an aside the final fight left both Nymphallia and Terry barely alive with severed limbs and broken bones. The rest of the party had substantially less injury.

Here were his stats as per the end of the campaign (50 Missions and roughly 700 CP):

Injuries and losses:
Left fore-arm: sliced off during a battle with the party and replaced by an alchemically created arm.
Vernice: Destroyed by Xalis Robersonson (PC) during "The Planet Mover" final battle.
Unity Dominion: Disbanded following the final confrontation as most of the fleet was destroyed by the hastily and loosely made Galactic Alliance.
Master's Sith Blade: Destroyed in the final battle by his "apprentice"
Ancient 5th Fleet: A fleet near a dying Star gifted to Terry after the completion of a puzzle datapad.
Black Tech Planet-Base and Sith Artifact Cache: Lost following the fall of the Unity Dominion due to Imperial Superlaser blast of the planet Lapis melting the surface to volcanic slag.

Name: Emoin Gull
Apprentices: Terran "Terry" Kyolanti (Though Terry doesn't think so)
Associates and allies:
Vernice** ('black tech' and sith alchemated sentient droid; Unity Dominion)
Vincent (Former PC and party member; Unity Dominon)
Nymphallia Aroi (associate and semi confidant, secondary PC, Villainess)
Criminal element of the Unity Dominion (used as targets for Drain Life Essence)
Species: Human
Age: 25 (Chronological 3990~)
Height: 5’8’’
Weight: 132
Physical Description:
Black Hair in a short low ponytail and green-blue eyes
Light Grey Robes with a black sheath on a belt. Under the robe there is a pouch containing components along with sculpted black armor.
To create a power base to force “True” Galactic Peace.
Current Status: Soccorain Hermit and believed dead.
Dexterity: 3d
Blaster 4D
Pulse Wave Guns 7D
Dodge 8D
Melee Combat 5D
Melee Combat: Sith Sword 13D+1
Melee Parry 5D
Melee Parry: Sith Sword 11D
Running 4D
Vehicle Blasters 3D
Light Saber 5D
Knowledge: 3d
Alien Species 4D+2
Languages 4D
Planetary Systems 5D
Planetary Systems: Republic 5D
Survival 5D
Willpower 5D
Scholar: Jedi Lore 4D
Scholar: Sith Lore 5D
Scholar:Golden Age of the Sith 4D
Tactics 4D
Strategy 3D+1
Mechanical: 2d
Astrogation 3D+1
Beast Riding 4D
Repulsorlift Operation 2D
Space Transports 4D
Starship Shields 3D
Perception: 4d
Bargain 4D
Command 7D
Hide 4D
Investigation 4D
Persuasion 4D
Search 4D
Sneak 4D
Strength: 3d
Brawling 5D
Climbing/Jumping 4D
Stamina 7D+1
Swimming 4D
Technical: 2d
Blaster Repair 2D
Pulse Wave Gun Repair 4D
Droid Repair 3D
First Aid 3D
Repulsorlift Repair 2D
Security 3D
Light Saber Repair 4D
2 Sets of Clothing
Pulse Wave Pistol
200 credits
Master's Sith Blade (STR+2D) [Destroyed in final battle]
Translation Amulet
QuickDraw Pulse-Wave Blaster (3D)
Sith Armor (phy +4D eng +3D saber +5D)
Mutant Arm- An alchemical replacement following a fight with the Party
Ranged brawling 3 tenrils; ST+1D
Melee Shield +1D to Melee parry | Resist +2D| Claws +1D
Move: 10
Force Points: 4
Force Sensitive: Yes
Dark Side Points: 9
Character Points: 6

Control: 11d Sense: 11d Alter: 12d
Force Power List
Concentrate (C)
Control Pain (C)
Resist Stun (C)
Rage (C)
Reduce Injury (C)
Hibernation Trance (C)
Enhanced Attribute (C)
Absorb/Dissipate Energy (C)
Remain Conscious (C)
Reduce Injury (C)
Remain Conscious (C)
Control and Alter:
Control Another's Pain (CA)
Feed On Dark Side (CA)
Force Lightning (CA)
Waves of Darkness (CA)
Aura of Uneasiness (CA)
Controlled Breathing (CA)
Control Another's Pain (CA)
Place Another in Hibernation Trance (CA)
Accelerate Another's Healing (CA)
Transfer Force (CA)
Sense Force (S)
Receptive Telepathy (S)
Life Detection (S)
Life Sense (S)
Danger Sense (S)
Magnify Senses (S)
Postcognition (S)
Sense Force Potential (S)
Control and Sense:
Sith Sword Combat (CS)
Projective Telepathy (CS)
Ice Storm (CS)
Lightsaber Combat (CS)
Farsight (CS)
Sith Sorcery (CS)
Sense and Alter:
Lesser Force Shield (SA)
Dim Another's Senses (SA)
Paralyze* (CSA)
Repulse (A)
Injure/Kill (A)
Telekinesis (A)
Control, Sense, and Alter:
Drain Life Essence (CSA)
Enhance Another's Attribute (CSA)
Alchemy (CSA)
Battle Meditation (CSA)
Affect Mind (CSA)
Control Mind (CSA)
Drain Life Essnse(CSA)

**Vernice. a sentient droid actually more evil than her creator and in an alternate future killed Emoin and replaced him with a droid that didn't know he was fake. When shown his true nature by the PCs the replica became craized. Additionally she used 'black tech' to destroy most of the stars in the possible future only failing to destroy it out right thanks to the party.
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