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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 509

PostPosted: Thu Nov 01, 2018 12:21 pm    Post subject: Reply with quote

Thank you, Whill, for your post above! It is very much appreciated.

On a celebratory note, here is a belated HALLOWEEN entry, Cloud City's *other* purveyor of sweets.

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

R4-BOO18
Type: Mascot / Modified Industrial Automaton R4 Astromech Droid



DEXTERITY 2D
Manipulator arms 3D, manipulator arms: serving pincher 5D, rolling 3D
KNOWLEDGE 2D
Bureaucracy: dispenser/vendor logistics 4D,
cultures: Cloud City candy preferences 5D
MECHANICAL 3D
Machinery operation: food service equipment 4D
PERCEPTION 2D
Search 3D, search: beings with sweet tooth 4D+1
STRENGTH 2D
TECHNICAL 3D

Computer programming/repair 4D, droid repair 4D,
equipment repair 4D, security 4D

Equipped With:
    3 fungible tool mounts: 4 appendages total; 1 permanently converted to serving pincher.

    3 legs with motorized treads: Center leg is retractable.

    Burtt acoustic signaller

    Cargo compartment: 20 cm x 8 cm; capable of 8 kilograms of internal storage. (Filled with candy.)

    Durasteel shell: +1D to Strength to resist physical damage — often inflicted by excited tourists and their children.

    Herner optical holographic projector

    Hi-power recharge coupling and quick-release fuel system latch: Allows for recharge to full power in half the standard time, but often incurs sudden energy crash after initial "rush" of excess electrical power.

    Hydraulic ambulatory strut shafts with accentuating couplers: Purported to add increased range of movement and "expressiveness" to customer-facing serving duties. (Claim is unsubstantiated.)

    Internal comlink

    Primary photoreceptor and radar/infrared eye: +1D to search to detect/discern movement; can see in darkness up to 30 meters.

    Serving pincher: +1D to lifting; mounted atop angular, conical dome.

    System lubricant filter reservoir: +1D to any stamina rolls required to resist servo fatigue/lock between oil baths.

    System ventilation and heat exhaust ports

Move: 8
Size: Over 1 meter tall

Capsule: Courier droids were used to relay information (or items) from place to place, in lieu of either physical or comm-dependent networks. Often repurposed astromechs, courier droids frequently featured special markings to differentiate them from other astro droids of similar make and model.

One such courier was R4-BOO18. Having long gone without a memory wipe, R4-BOO18 was already regarded as a “personable” astromech. Once reprogrammed for food service duty, the droid became dedicated to serving the people of the mining colony of Cloud City.

After a lucrative promotional agreement with a local candy manufacturer was negotiated (ie: won in a game of Sabacc) by Cloud City's Baron Administrator, R4-BOO18 was painted to match the color scheme of the company's best-selling item, in a celebratory, flamboyant flourish for which the gambler-turned-entrepreneur was well known. And so, the droid became a kind of product mascot. Because of this, R4-BOO18 proved to be very popular with the younglings of Cloud City.

R4-BOO18 was also often seen in the company of Willrow Hood, usually in the later months of each year. Some Cloud City residents claimed that the two had bonded over a mutual affection for confections.

Sources: Star Wars: Droid Factory: R4-BOO18 2018 Disney theme park Halloween exclusive action figure. Stock R4 stats: Arms and Equipment Guide (p.49). Stats and original capsule text by Telsij. Introductory paragraph of capsule adapted from Courier Droid entry in http://starwars.com databank. Image: Star Wars: Droid Factory: R4-BOO18 toy packaging.
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Telsij
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Joined: 07 Dec 2016
Posts: 509

PostPosted: Mon Nov 05, 2018 10:54 am    Post subject: Reply with quote



RALAKILI
Type: Loathsome Rascal

A Quote: "I'm gonna flip your switch!"

DEXTERITY 2D+2
Dodge 3D, melee combat 3D
KNOWLEDGE 2D+2
Business: droid pit fighting 5D+2, intimidation 3D+2, intimidation: droids 5D+2,
planetary systems 4D, streetwise 3D+2, streetwise: underground droid fighting circuit 6D+1,
survival 3D, value 3D+2, value: droids 5D+2
MECHANICAL 3D+1
PERCEPTION 2D+2

Bargain 4D, con 3D+2, hide 4D, gambling 3D, gambling: droid pit fighting 6D
STRENGTH 3D
TECHNICAL 3D+2

Armor repair 4D, blaster repair 4D, computer programming/repair 4D, droid programming 4D+2,
droid repair 5D+2, droid repair: pit fighting customization/modification 6D+2, equipment repair:
melee weapon repair 5D, security 4D

Species: Human
Gender: Male
Height: 1.69 meters

Dark Side Points: 2
Character Points: 6
Move: 10

Story Factors:
    Cruelty: Although Ralakili’s sadism is directed most overtly toward droids, he is an otherwise cruel individual as well. Lodge proprietor Tibbs tolerates Ralakili as long as the former continues to receive his cut of the droid fighting ring’s profits, but overnight bartender “Midnight” warns others to keep away from Ralakili whenever possible.

    Hatred of Droids: Hatred of Droids: Ever since his homeplanet was ravaged by General Grievous and Separatist armies during the Clone Wars, Ralakili had fostered a hatred for droids. Ralakili delights in demolishing droids in the fighting pits he runs, and in administering zaps of electronic pain to them via the “Owner” units linked to the restraining bolts on mechanicals fated to fighting in the pits. If Ralakili encounters a droid Player Character, or a droid affiliated with the PCs, he will not shy away from expressing open hostilities.

Capsule: The Man Who Hated Droids

“Ralakili runs the droid pits, and trust me, friend — you want to keep away from him. He’s got a mean streak like no other. I hear his planet got torched by Separatists, back in the droid war, and that’s why he hates mechanicals so much. Lots of my neighbors back on Corellia felt the same way, but Ralakili takes it way too far. The droid war was a long time ago, and the droids in Ralakili’s pits had nothing to do with it. Plus, if you’re angry about something a droid did, you blame the programmer, not the mechanical.

Anyway, Ralakili paid Sansizia Chreet — she’s one of the droid trainers — to wire up restraining bolts with remote triggers activated by that unit he carries around with him. Every droid sent to the pits gets one, and with a click of a button Ralakili can give them a shock. Even when there isn’t a fight going on, you’ll catch Ralakili pushing that button, just because he can.

Tibbs doesn’t care, as long as he gets his cut of the betting. But I do. The galaxy’s a hard enough place as it is without people being cruel. Elthree swore that one day she’d get that remote away from Ralakili, wire him up, and see how he liked it. I’m not proud of saying it, but sometimes I wish she had.”

- As retold by “Midnight”, overnight bartender at the Lodge on Vandor (Tales From Vandor by Jason Fry)

Equipment: Assortment of droid parts and melee weaponry, droid pit fighting arena (located in the Lodge on Vandor, in alcove ajoining exposed mountain wall), leather utility vest, “owner” units (droid callers modified to electronically shock droids by remote via their restraining bolts; 2D-4D stun/ionization damage, depending upon desired setting; if outfitted with linked restraining bolt, droid must also obey commands issued via “owner” unit), spare protocol droid hand, tools, tool belt (with protocol droid’s abdominal recharge coupling plate as buckle).

Sources: Tales from Vandor book, Solo: A Star Wars Story film, and Solo: A Star Wars Story: The Official Guide (p.86). Stats by Telsij. Capsule text: Tales from Vandor (book pages are unnumbered).
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Whill
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Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Nov 05, 2018 7:16 pm    Post subject: Reply with quote

Telsij (or anyone else who has it), how is Tales from Vandor? Is it cool?
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Telsij
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PostPosted: Tue Nov 06, 2018 1:40 pm    Post subject: Reply with quote

Whill wrote:
Telsij (or anyone else who has it), how is Tales from Vandor? Is it cool?

Hey Whill, it is, and it's a *very* quick read. I picked it up to flesh out the minor Vandor characters, but it's otherwise interesting/fun on its own. All told from the POV of the Lodge's overnight bartender, written in a conversational tone of spinning a few yarns to you as though you were a customer of his. It's not unlike the previous "journal of" books in terms of layout and presentation, where you get fold outs of physical documents, say, Midnight (the bartender's) passport / emigration papers, a "Droids Rights" flyer, etc.

You get the bartender's backstory and some additional info (though really just for flavor, no revelations per se) on the movie's main cast, along with info about several of the background characters -- and a "re-canonization" of several EU elements: L3-37 is retconned as being "Vuffi" as the Lando novels were already established as being tales Lando told, Dash Rendar is reintroduced in passing, and Bollux from the Han Solo novels in reintroduced in earnest. Overall, I enjoyed.
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Whill
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Nov 06, 2018 2:39 pm    Post subject: Reply with quote

Telsij wrote:
Whill wrote:
Telsij (or anyone else who has it), how is Tales from Vandor? Is it cool?

Hey Whill, it is, and it's a *very* quick read. I picked it up to flesh out the minor Vandor characters, but it's otherwise interesting/fun on its own. All told from the POV of the Lodge's overnight bartender, written in a conversational tone of spinning a few yarns to you as though you were a customer of his. It's not unlike the previous "journal of" books in terms of layout and presentation, where you get fold outs of physical documents, say, Midnight (the bartender's) passport / emigration papers, a "Droids Rights" flyer, etc.

You get the bartender's backstory and some additional info (though really just for flavor, no revelations per se) on the movie's main cast, along with info about several of the background characters -- and a "re-canonization" of several EU elements: L3-37 is retconned as being "Vuffi" as the Lando novels were already established as being tales Lando told, Dash Rendar is reintroduced in passing, and Bollux from the Han Solo novels in reintroduced in earnest. Overall, I enjoyed.

Thanks. I'll try to preview it at Barnes & Noble but I've added it to my tentative Christmas list.
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Telsij
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PostPosted: Thu Nov 08, 2018 11:11 am    Post subject: Reply with quote

One of several characters I was really charmed by in the Star Wars Resistance animated series: stats and write-up for OPEEPIT, along with species stats for the FRIGOSIANS, who first appeared in The Force Awakens and TFA-related print!

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

OPEEPIT
Type: Unsung Janitor



DEXTERITY 2D
KNOWLEDGE 2D

Survival 2D+2, survival: Colossus refueling platform 4D
MECHANICAL 2D
Machinery operation 3D, machinery operation: floor polisher/scrubber 6D
PERCEPTION 2D+2
Search 3D+2, search: dirt/grime 4D+2
STRENGTH 1D+2
Cleaning 5D, lifting 2D, stamina 2D+2, stamina: standing/walking 4D+2
TECHNICAL 2D+2
Equipment repair 3D+2, equipment repair: floor polisher 5D, sanitation 5D+2

Species: Frigosian
Gender: Male
Character Points: 1
Move: 7

Equipment: Breath mask, goggles (angle of lense-frames gives appearance of perpetual frown), cybernetic hand-clamps (+1D to Strength-based skill checks that require the use of his hands), gray maintenance worker’s cap and uniform, trusty floor buffer/polisher/scrubber (+3D to cleaning smooth surfaces; skill: machinery operation: floor polisher; custom-built for Opeepit: Easy difficulty for Frigosian use, one difficulty level higher for all other users).

Species Special Abilities:
    Atmospheric Dependence: Frigosians require the use of breathing apparatuses to survive in atmospheric conditions different than that of Tansyl 5, including Type I environments. Each round that a Frigosian breathes foreign atmosphere without the aid of a breathing apparatus, he must make a Moderate stamina check. If the Frigosian fails that check, he begins to suffocate. (If this happens, then no further stamina checks are required.) Roll the character’s Strength at the beginning of each subsequent round; if the total is less than the number of rounds since the character failed the check, the character dies.

    Cybernetic Hands/Tools: Although the explanation for why their forelimbs are cybernetic is unclear, Frigosians typically possess cybernetic clamps for hands, or wrist-mounts upon that allow them to switch out their clamps for tools. In game terms, at character creation, the player may select one manually-dependent Technical skill — such as first aid, security or a type of repair — or three related Tech specializations, and upon GM approval, the Frigosian character may add a +1D bonus to the selected skill or specializations when using that tool attachment. The effectiveness of the tools-attachments themselves may be improved, to a maximum of +1D+2 bonus, per existing equipment modification rules. If no specific skills or additional tool attachments are chosen, the default bonus granted by basic Frigosian hand-clamps is +1D toward Strength-based tasks that require the use of their hands.

    Language Limitation: Whether due to their physiology or only to cultural preference, Frigosians either cannot or simply do not speak Basic. They communicate exclusively in their own language — a chittering, warbling one comprised of shrill chirps and squawks. Frigosians are capable of understanding Basic perfectly well however.

    Light Sensitivity: As a nocturnal species, Frigosians are most comfortable in darker conditions, and during the hours after suns have set — typically wearing heavy goggles to protect their sensitive eyes from the light. In game terms, Frigosians can see in low-light conditions (short of absolute darkness) without penalty. However, Frigosians suffer a -1D penalty to all visually-based tasks when in bright conditions without protective eyewear. In addition, without protection their sensitive eyes can suffer lasting damage. For every round that a Frigosian’s eyes are subjected to harsh lightning without protective eyewear, he must make an Easy Strength check. Failed checks indicate that the Frigosian suffers ocular damage, with results/effects determined as per standard combat/injury rules.

    Massive Maw: Frigosians have a surprisingly large mouth concealed beneath their fur — a mouth that is filled with rows of sharp teeth. (So startling was this fact to fugitive thief Ryn Biggleston, that she thought she might be swallowed whole by one of the Frigosian cryptosurgeons she encountered at Maz Kanata’s castle). In game terms, Frigosians gain a +1D bonus toward the success of their bite attacks and +2D bonus to damage. In addition, if an opponent is not familiar with this aspect of Frigosian physiology — then the Frigosian also gains a +1D bonus toward determining surprise for bite attack ambushes.

Capsule: The Colossus platform was home to hotshot pilots, brilliant mechanics, and many hardworking alien species — but one humble maintenance worker went about his business, largely unnoticed. A seemingly solitary figure found walking the corridors, pushing his trusty customized polisher, keeping the floors spotless, the Frigosian known as Opeepit was the only janitor on the Colossus.

Short by galactic standards and covered in a thick layer of yellowish fur like his fellow Frigosians, Opeepit’s dome-shaped head was as wide as were his shoulders. And to compensate for the atmospheric differences between the station’s seaborn atmosphere and that of his homeworld Tansyl 5, Opeepit wore the rounded metal breathing apparatuses that were typical of his species, right where a humanoid’s nose would be.

And though the tilt of his protective goggles gave him a perpetually cranky appearance — perhaps subtly reinforcing an unspoken, inner frustration whenever anyone else made a mess — Opeepit appeared outwardly unperturbed, remaining diligent and dedicated to his custodial duties.

Sources: Star Wars: Tales From a Galaxy Far, Far Away: Volume 1: Aliens: "Face of Evil" short story, Star Wars: the Force Awakens film, Star Wars: Resistance animated series, http://starwars.com and Star Wars Alien Archive (UK edition, p. 128).

Capsule text adapted from www.starwars.com/news/buckets-list-extra-fuel-for-the-fire-star-wars-resistance, www.starwars.com/databank/opeepit, Star Wars: Face of Evil short story, and www.starwars.com/news/star-wars-resistance-pumpkin-halloween. Stats by Telsij.


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

FRIGOSIAN
Homeworld: Tansyl 5

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

Move: 7/9
Size: 1.0-1.4 meters tall on average

Species Special Abilities:
    Atmospheric Dependence: Frigosians require the use of breathing apparatuses to survive in atmospheric conditions different than that of Tansyl 5, including Type I environments. Each round that a Frigosian breathes foreign atmosphere without the aid of a breathing apparatus, he must make a Moderate stamina check. If the Frigosian fails that check, he begins to suffocate. (If this happens, then no further stamina checks are required.) Roll the character’s Strength at the beginning of each subsequent round; if the total is less than the number of rounds since the character failed the check, the character dies.

    Cybernetic Hands/Tools: Although the explanation for why their forelimbs are cybernetic is unclear, Frigosians typically possess cybernetic clamps for hands, or wrist-mounts upon that allow them to switch out their clamps for tools. In game terms, at character creation, the player may select one manually-dependent Technical skill — such as first aid, security or a type of repair — or three related Tech specializations, and upon GM approval, the Frigosian character may add a +1D bonus to the selected skill or specializations when using that tool attachment. The effectiveness of the tools-attachments themselves may be improved, to a maximum of +1D+2 bonus, per existing equipment modification rules. If no specific skills or additional tool attachments are chosen, the default bonus granted by basic Frigosian hand-clamps is +1D toward Strength-based tasks that require the use of their hands.

    Language Limitation: Whether due to their physiology or only to cultural preference, Frigosians either cannot or simply do not speak Basic. They communicate exclusively in their own language — a chittering, warbling one comprised of shrill chirps and squawks. Frigosians are capable of understanding Basic perfectly well however.

    Light Sensitivity: As a nocturnal species, Frigosians are most comfortable in darker conditions, and during the hours after suns have set — typically wearing heavy goggles to protect their sensitive eyes from the light. In game terms, Frigosians can see in low-light conditions (short of absolute darkness) without penalty. However, Frigosians suffer a -1D penalty to all visually-based tasks when in bright conditions without protective eyewear. In addition, without protection their sensitive eyes can suffer lasting damage. For every round that a Frigosian’s eyes are subjected to harsh lightning without protective eyewear, he must make an Easy Strength check. Failed checks indicate that the Frigosian suffers ocular damage, with results/effects determined as per standard combat/injury rules.

    Massive Maw: Frigosians have a surprisingly large mouth concealed beneath their fur — a mouth that is filled with rows of sharp teeth. (So startling was this fact to fugitive thief Ryn Biggleston, that she thought she might be swallowed whole by one of the Frigosian cryptosurgeons she encountered at Maz Kanata’s castle). In game terms, Frigosians gain a +1D bonus toward the success of their bite attacks and +2D bonus to damage. In addition, if an opponent is not familiar with this aspect of Frigosian physiology — then the Frigosian also gains a +1D bonus toward determining surprise for bite attack ambushes.

Capsule: Frigosians were a small, clever species with dome-shaped heads and are covered in yellow fur. They had large mouths with sharp teeth and their eyes are so sensitive that they had to wear protective goggles on certain planets. The atmosphere on certain planets was so different from that of Tansyl 5 that Frigosians had to wear breathing apparatuses to survive.

Frigosians found in the galaxy include Thromba and Laparo, cryptosurgeons who worked on Takodana offering cosmetic procedures to patrons of Maz's castle, and were very popular with spacers and smugglers who needed to disappear. Opeepit was (apparently) the sole janitor on the Colossus refueling station.

Sources: Star Wars: Tales From a Galaxy Far, Far Away: Volume 1: Aliens: "Face of Evil" short story, Star Wars: the Force Awakens film, Star Wars: Resistance animated series, http://starwars.com and Star Wars Alien Archive (UK edition, p. 128), https://www.starwars.com/news/buckets-list-extra-fuel-for-the-fire-star-wars-resistance, https://www.starwars.com/databank/opeepit, https://www.starwars.com/news/star-wars-resistance-pumpkin-halloween, and Star Wars Alien Archive (UK edition, p. 128). Species capsule text adapted from Star Wars Alien Archive (UK edition, p. 128). Stats by Telsij.


Last edited by Telsij on Sun Feb 17, 2019 2:07 pm; edited 1 time in total
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Telsij
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PostPosted: Mon Nov 12, 2018 10:31 pm    Post subject: Reply with quote

For Memorial Day and in light of the new series announcement, here's my beloved Stardust, from our already-in-the-layout-and-editing-stages ROGUE ONE sourcebook! (And yes, we are aware of Eric Trautmann's awesome Galaxy Guide homage, ours will be a more comprehensive take outside of only the main cast, however!)

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

JYN ERSO
Type: Rogue



A Quote: “What chance do we have? The question is, what choice? Run, hide, flee, scatter your forces!
You give way to an enemy this evil with this much power, and you condemn the galaxy to an eternity
of submission. The time to fight is now!”

DEXTERITY 3D+2
Blaster 7D, brawling parry 6D, dodge 7D, melee combat 6D+1, melee combat: tonfa/truncheon 7D+2,
melee parry 6D, pick pocket 4D+2, running 5D+2
KNOWLEDGE 3D
Alien species 4D, cultures 4D, languages 4D, planetary systems 5D,
streetwise 6D+2, streetwise: Partisans 7D+2, survival 6D+2, tactics:
battlefield improvisation 6D, value 4D+1, willpower 7D+2
MECHANICAL 2D
Astrogation 4D, repulsorlift operation 3D+2, sensors 3D+2, space transports 4D
PERCEPTION 3D+2
Bargain 5D, con 6D+2, forgery 5D, forgery: scandocs 7D, hide 5D+2,
persuasion 6D+2, search 5D, sneak 5D+2
STRENGTH 3D
Brawling 6D+2, climbing/jumping 6D, stamina 4D+2
TECHNICAL 2D+2
Computer programming/repair 5D+2, demolition 4D+2, equipment repair 4D,
first aid 3D+2, security 5D+2

Story Factors:
    Family History: Jyn Erso is the daughter of renowned Imperial scientist, Galen Erso. Years earlier, this familial connection caused her guardian Saw Gerrera to eventually abandon Jyn, out of fear that discovery of her identity would endanger his group of insurgents and their cause. Prior to learning that Galen Erso still lived, Jyn had decided that her father was already long dead. Once she discovers that Galen is alive, and after learning of his sabotage and sacrifice, saving her father, and doing all she can to realize this new hope for the galaxy, becomes a driving force for Jyn.

    Trust: Jyn Erso has spent half her life burying a past of grief and abandonment, paving it over with a steely resistance and recklessness. After losing her family, and growing up as a child soldier in Saw Gerrera’s militia – only to later be abandoned by them, Jyn has suffered losses that have left her with little capacity to trust anyone. She refuses to allow herself to be drawn back into larger causes, even nobles ones, lest she lose everything yet again. This stance changes, however, once she sees the message sent by her father.

    "I'm not used to people sticking around when things go bad." – Jyn Erso, to Cassian Andor
Species: Human
Gender: Female
Homeworld: Vallt
Age: 21 standard years

Force Sensitive?: No
Force Points: 3
Dark Side Points: 0
Character Points: 13
Move: 10
Size: 1.6 meters tall

Capsule: Liana Hallik. Tanith Ponta. Kestrel Dawn. A cloud of aliases surrounds Jyn Erso to the extent that hearing her true name for the first time in years gives her pause. She has spent half her life burying a past of grief and abandonment, paving it over with steely resistance and recklessness. She has little purpose other than surviving. Doing so often puts the Empire on the receiving end of her well-learned violence, but her attacks at these oppressors are not politically-motivated. “I’ve never had the luxury of political opinions,” Jyn would later claim.

Born at the start of Clone Wars, Jyn spent her early years on the move with her parents, Lyra and Galen, dodging galactic conflict. Her father’s enlistment in Imperial scientific research transplanted the whole family to Coruscant, but his crisis of conscience led them to flee Imperial attention – an exit facilitated by Saw Gerrera. Life on the planet Lah’mu was simpler. Right and wrong were clearly defined under the guidance of her Jyn’s mother Lyra, a strong and spiritual woman. Saw would reappear in Jyn’s life when the Empire came for her father once again.

It was Saw who rescued Jyn when she was seemingly orphaned on rural Lah’mu, and she soon became a child soldier in his private war against the Empire. From the ages of eight to sixteen, Jyn remained a soldier in Saw Gerrera’s roving band of insurgents – a group of rebels operating on Onderon who fought so dirty that their actions were disowned by the core Rebel Alliance leadership. Jyn found connection with the hardened warriors, but after a crippling setback was suffered by the group, Saw abandoned Jyn. Despite her having become the best soldier in Saw’s rebel cell, the teenager was on her own once again. And the effect of such losses throughout her life have left Jyn with little capacity to trust anyone.

Jyn’s time with Saw Gerrera’s rebels has taught her a range of survival skills. She has become a tough hand-to-hand combatant. And though she excels with improvised weapons, Jyn favors paired truncheons, which are effective even against stormtrooper armor. Her litany of crimes against the Empire include both Class One infractions – aggravated assault against Imperial military personnel and escape from custody – and Class Two infractions – possession of unsanctioned weapons; forgery of Imperial documents and resisting arrest.

Alliance Intelligence has now pieced together a hazy picture of Jyn’s past, including her tenuous connection to Galen Erso, the renowned scientist who vanished under mysterious circumstances. When reports linking Galen to a secret Imperial weapons development program surface, the Rebels launch a mission to recover Jyn from imprisonment in an Imperial labor camp on the planet Wobani. For Jyn, it’s the trade of one prison cell for another. She cares not for the cause of the Rebel Alliance, and being briefed by their command while still in binders does little to sway her. Until, that is, she hears about her father – a man she decided had died many years ago.

Jyn’s icy attitude melts away upon later hearing the truth of the matter from her father in his own words, and upon witnessing the unthinkable power of the Empire with her own eyes. She entreats the Alliance leadership for support, but is met with skepticism and maddening indecision. However, her stirring rally cry does not fall on deaf ears. It is due to Jyn Erso’s inspirational call to arms that the unsanctioned Rogue One operation comes into being. And it is due to the actions of Jyn Erso and those of her team of brave volunteers that a mission so vital to the survival of the Rebellion proves successful – and pivotal to the eventual undoing of the Empire.

Equipment: Cold weather survival gear (+1D vs. the effects of cold temperatures), Crozo-2-MAL personal comlink, goggles, holster, insulated mechanic’s vest (+1 vs. the effects of cold temperatures), kyber crystal pendant (gifted to Jyn at age eight, by her mother), nondescript worker’s tunic, stolen BlasTech A-180 blaster pistol, truncheon (STR+1D damage, Easy melee difficulty, Game Notes: Equipped with tonfa-style handle. Collapsible. When in collapsed form, grants +2D to attempts at its concealment), utility vest.

Sources: Rogue One: A Star Wars Story film, Star Wars: Rogue One: The Ultimate Visual Guide, Star Wars: Rebel Rising novel, and Wookieepedia. Biographical text adapted from Star Wars: Rogue One: The Ultimate Visual Guide (pages 34-35). Stats and additional text by Telsij.
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PostPosted: Mon Nov 12, 2018 10:44 pm    Post subject: Reply with quote

And in honor of the other day's announcement of a CASSIAN ANDOR series, here is Señor "Y Tu Mamá También" himself, from our already-in-the-editing-and-layout-stages ROGUE ONE sourcebook! (And again, yes, we are aware of Eric Trautmann's awesome Galaxy Guide homage, ours will be a more comprehensive take outside of only the main cast, however!)

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

CASSIAN ANDOR
Type: Alliance Intelligence Operative



A Quote: “Everything I did, I did for the Rebellion. And every time I walked away from something I wanted
to forget, I told myself it was for a cause that I believed in. A cause that was worth it. Without that, we're lost.
Everything we've done would have been for nothing. I couldn't face myself if I gave up now. None of us could.”

DEXTERITY 3D+1
Blaster 7D+1, brawling parry 4D+1, dodge 6D+1, pick pocket 5D+1, running 4D
KNOWLEDGE 3D
Alien species 5D, bureaucracy 4D+2, cultures 4D+2, languages 5D, planetary systems 6D,
streetwise 8D, tactics: covert operations 5D+2, survival 5D+1, value 5D, willpower 5D+1
MECHANICAL 2D+2
Astrogation 5D+2, communications 5D, sensors 4D, space transports 4D+2
PERCEPTION 3D+1
Bargain 6D, command 5D+1, con 7D+2, hide 5D, investigation 5D+2,
persuasion 5D+1, search 4D+1, sneak 5D+1
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 4D+2, stamina 4D
TECHNICAL 3D
Computer programming/repair 5D, droid programming 4D+2, droid repair 4D, security 6D+1

Story Factors:
    Remorse: Cassian has always kept a cool head under fire, but he is haunted by a number of the morally ambiguous missions he has undertaken in the name of the Rebellion. Though he convinces himself that such sacrifices must be made for the greater good, the internal ethical conflict brought about by his wartime deeds has taken a toll on Cassian’s psyche nonetheless, despite his status as one of the Alliance’s most loyal and steadfast soldiers.

    “There is more than one sort of prison, Captain. I sense that you carry yours wherever you go.” – Chirrut Îmwe, to Cassian Andor
Species: Human
Gender: Male
Homeworld: Fest
Age: 26 standard years

Force Sensitive?: No
Force Points: 2
Dark Side Points: 1
Character Points: 12
Move: 10
Size: 1.78 meters tall

Capsule: An accomplished Alliance Intelligence officer with extensive undercover and combat field experience, Captain Cassian Jeron Andor is a disciplined operative with a deep respect for the chain of command and for carrying out unquestioned orders if done so for a noble cause. Also known by the aliases Willix, Aach, Joreth Sward, and by the title Fulcrum — an alias used by key rebel spies in the years leading up to the Battle of Yavin — Andor has earned respect from agents under his command, due to his ability to keep a cool head and complete his missions using minimal resources.

Now in mid-twenties, Andor grew up in the wilds of the Outer Rim, and came of age fighting against the Republic during the tumultuous Clone Wars. His father was killed at Carida military academy during a protest against the expansion of Republic militarism. Though not a formal Separatist, Andor became part of a Confederacy-backed insurrectionist cell at a young age, throwing rocks and bottles at Republic walkers and clone soldiers. He came to learn firsthand that even the most advanced combat machinery could be crippled if the right grit were sprinkled into the right areas. In the time of the Empire, Andor was drawn into anarchist movements that continued to defy Imperial edicts, and he was soon recruited by General Draven into the growing Rebellion.

The fledgling Rebel Alliance relies heavily on covert operatives to stymie Imperial operations. These strikes are discreet and targeted. Acts of sabotage, espionage and even assassinations fill Andor’s casefile. Knowing from experience the efficacy of Imperial interrogation, Andor respects the need for secrets to be kept from field agents. He remains active to stave off the downtime that would plunge him into deeper reflection on some of his most extreme assignments.

Cassian had spent most of his career in Alliance Intelligence working for the Operations department – a dangerous posting that places agents directly in contact with the Empire. Statistics place the odds of an agent surviving twenty field missions at twenty-three percent – roughly four-to-one odds against. Cassian’s years of law-bending have honed his escapology skills however, and have allowed him to develop a network of contacts throughout the underground – sources of information both trustworthy and unscrupulous enough to be of aid to Cassian in his more morally-ambiguous missions. Intelligence command has only recently transferred Andor to the Retrieval department, where his mandate is to plan the operation to free Jyn Erso from prison, to lead the search for Saw Gerrera and Imperial scientist Galen Erso.

Equipment: Alliance rank insignia (Pips on badge denote status as Captain; color indicates army service), BlasTech A280-CFE blaster, compact security kit in sensor-baffling wallet (hidden in boot; +2D vs. detection of kit by sensors, +1D to security checks), Corellian-cut field jacket, personal identifier transponder (conceals “lullaby” suicide pill), military fatigues, weatherproof vest (+2D vs. waterlogging).

Sources: Rogue One: A Star Wars Story film, Star Wars: Rogue One: The Ultimate Visual Guide, and Wookieepedia. Biographical text adapted from Star Wars: Rogue One: The Ultimate Visual Guide (pages 52-53) and Wookieepedia. Stats and additional text by Telsij.
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PostPosted: Mon Nov 12, 2018 11:11 pm    Post subject: Reply with quote

And to once again get the thread back "on brand", OBSCURE CHARACTER ARCHIVE presents
TIBBS OSPE, from Tales From Vandor, owner of the Lodge from SOLO: A Star Wars Story.

(Thus far, his species is unknown — and so, I will amend his entry once new information comes to light!

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

TIBBS OSPE
Type: Retired Commerce Guild Scout / Lodge Proprietor



DEXTERITY 2D+1
Blaster 4D+1, blaster: blaster rifle 5D+2, brawling parry 5D, dodge 4D+1
KNOWLEDGE 3D+2
Alien species 6D, bureaucracy 4D, bureaucracy: Commerce Guild 5D+2, business 4D,
business: hostel/saloon 6D+1, cultures 4D+2, intimidation 4D+2, languages 5D+2,
planetary systems 7D, streetwise 5D, survival 6D+2, value 5D+1, willpower 4D+1
MECHANICAL 2D+2
Astrogation 7D+2, communications 5D+2, sensors 5D+2, space transports 3D+2,
space transports: Vangaard Pathfinder 6D, starship gunnery 4D, starship shields 4D
PERCEPTION 3D
Bargain 5D, command 4D+1, con 4D, investigation 5D, search 5D+2
STRENGTH 3D+2
Brawling 5D, climbing/jumping 4D, lifting 5D+2, stamina 5D+2
TECHNICAL 2D+2
Computer programming/repair 4D, construction 4D, droid repair 3D+1,
equipment repair 4D+2, first aid 4D, space transport repair 4D+2

Gender: Male
Character Points: 10
Move: 10

Special Abilities and Story Factors:
    Horns: Tibbs has bony protrusions atop his head — one larger central horn and two smaller ones on each side. The horns inflict STR+1D damage, if used in combat.

    “Laconic Neutral” Alignment: A being of few words, Tibbs Ospe lets Midnight, the Lodge’s overnight bartender and a Corellian with the gift of gab, do a lot of the talking. Despite the success the Lodge has enjoyed, Tibbs is would have preferred a lot less company than his flourishing business now welcomes on a daily basis. Although the burly being remains neutral in the events that transpire at his rough-and-tumble saloon — he turns a blind eye to the Ralakili’s cruelty, for example, as long as the Lodge gets its share of the droid fighting arena’s profits — Tibbs himself suffers no fools, and is quick to take divise action. Tibbs is also not above taking a poetically-just jab at his regular patrons: After a wampa that Big Game Hunter Iothene Jacontro had released suddenly burst through that room’s walls. Though the bull wampa was felled by TIbbs’ blaster rifle before it could do greater harm, and its arms (later stuffed) still serve as backroom decor, the room where it all transpired has since been christened “Iothene’s Den.”

Capsule: “Tibbs Ospe — he’s my boss, and the biggest reason Vandor isn’t just one more dot on a star map....

Tibbs doesn’t like to talk much, but over the years I’ve learned his story. He was a Commerce Guild scout back before the droid war, flying a Vandaard Pathfinder out beyond the void of Chopani in search of valuable new planets.

That’s how he found Vandor, tucked away in an ancient scout’s report. It was settled centuries ago, but turned out to be too far from the main trade routes to prosper. So after a couple of generations most of the settlers packed up and looked for a new home.

TIbbs saw things had changed and thought Vandor might make for a good stopping place for traders heading toward Deneba and Manda. So he fixed up the ruins of the old Ypsobay Trading Company headquarters, filled in the craters in the old landing strip, and let folks know they could find food and fuel Ypso. And if they needed a place to spend the night or blow off a little steam, they could visit the Lodge.

His old buddies in the scouting service thought he was crazy, but people came, and kept coming back. More of them than Tibbs had really wanted, to be honest, but that’s life. Once you start something moving, you don’t always get to say how far it will go.”

– As told by Midnight, overnight bartender at the Lodge (Tales From Vandor by Jason Fry)

Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, fur-collared vest (+1 to resist effects of cold temperatures), general purpose scanner (grants a +1D bonus to search rolls. Device can scan to a range of 1,500 meters, but more than 1 meter of solid rock or metal blocks its sensors. Can detect movement, find life forms and monitor comlink signals. Scanning for life forms or comm signals requires a Difficult sensors roll), monocle ocular enhancer (+2D to search in darkness or dim-lighting; fitted over right eye), mountain boots, spacer’s togs, toolkit, utility belt, Vangaard Pathfinder scout ship.

Sources: Tales From Vandor by Jason Fry and Wookieepedia. Capsule text and images: Tales From Vandor (book pages are unnumbered). Stats by Telsij.
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PostPosted: Sat Nov 17, 2018 1:37 pm    Post subject: Reply with quote

HAPPY 40th ANNIVERSARY TO THE STAR WARS HOLIDAY SPECIAL!

To "celebrate", I am reposting the stats and write-ups I did over the years, for members of the Holiday Special cast:

ACKMENA, Endearing Battle-Axe
https://drive.google.com/file/d/0B-7Q2Dm1-OcIZ3dvOThCQXBRWjA/view


GORMAANDA, Galactic Gourmet
https://drive.google.com/file/d/0B-7Q2Dm1-OcIWTZtT3JNQXFtMFE/view


TEAK SIDBAM, Lonely Repo Man
https://drive.google.com/file/d/0B-7Q2Dm1-OcIajhSNEdfdEl5SzA/view


MERMEIA, Holographic Entertainment Program
https://drive.google.com/file/d/0B-7Q2Dm1-OcIOWRHUjVUZnB5czQ/view


SAUN DANN, Talkative Trader
https://drive.google.com/file/d/0B-7Q2Dm1-OcIRHV2UXVuSldaLU0/view


TORK, Cantina Bouncer and Former Circus Strongman
https://drive.google.com/file/d/0B-7Q2Dm1-OcIOVNIRGxDRjROOW8/view


These are from the days I was still photoshopping entries up as individual PDF WEG-style NPC profiles
— which, unfortunately, I no longer have time to do. MERMEIA, SAUN DANN and TORK were amongst
my earlier efforts, and so not only are the docs less fancy/polished, but a few house-ruled skills are in
there, but they're easily adaptable/readily usable! While ACKMENA, GORMAANDA and TEAK SIDBAM,
being more recent entries, are straight up R.a.W. write-ups!


HAPPY UPCOMING LIFEDAY, all!
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PostPosted: Fri Nov 23, 2018 1:31 pm    Post subject: Reply with quote

If you are out and about, joining the scrum for "Black Friday" deals, best watch out for Scrumrats too, out there at the behest of their Fagin-figure and abusive surrogate mother, LADY PROXIMA! See the write-up for the White Worm Matriarch and local crimelord from SOLO: A Star Wars Story, along with GRINDALID species stats, below... likely in a pool of gross, briny sewer water:

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

LADY PROXIMA
Type: Matriarch of the White Worms



A Quote: “So you expect me to believe you walked away with nothing?” — Proxima to young Han Solo

DEXTERITY 2D+1
Brawling parry 4D, dodge 4D+1
KNOWLEDGE 3D+2
Alien species 4D, business 4D, business: black market 6D+1, intimidation 6D,
languages 4D+2, planetary systems 4D+2, planetary systems: Corellia 6D+2,
streetwise 6D, streetwise: White Worms 11D+1, survival 4D+1, value 5D+1,
willpower 4D+2
MECHANICAL 2D
PERCEPTION 4D

Bargain 6D, command: White Worms 8D, con 6D, hide 4D+2
STRENGTH 4D
Brawling 4D+2, stamina 5D, swimming 6D
TECHNICAL 2D
Security 4D

Species: Grindalid
Gender: Female
Homeworld: Unknown

Force Points: 1
Dark Side Points: 3
Character Points: 9
Move: 12 (water), 8 (land)

Special Abilities and Story Factors:
    Aquatic: Grindalid can breathe both air and water. In addition, fertile female Grindalids must lay, hatch and care for their hatchlings underwater.

    Dark Vision: Grindalids can see in darkness or low-light conditions without penalty.

    Lesser Limbs: Grindalids’ primary forelimbs function as do those of a typical humanoid. However, their numerous smaller limbs, though less-developed, aid them in certain functions as well. In game terms, for every full 2 meters in length that a Grindalid’s body has, the various smaller pairs of limbs which run along that 2 meter length of body grant a +1 bonus to running, climbing/jumping, or swimming skill rolls. For example, Lady Proxima’s 4.88 length grants her a combined +2 bonus to her running, climbing/jumping or swimming skill rolls.

    Maternal Instinct: Matriarchs of Grindalids family units are devoted to their hatchlings. They will prioritize the survival of their children above those of others and other relations.

    Matriarchy: Groups of Grindalid are often ruled by the female leader. Males are subordinate to fertile females in particular, even if a given Grindalid woman is not their biological mother.

    Photosensitive Skin: The Grindalid homeworld has a dense atmosphere that filters out most light, meaning that direct sunlight is dangerous to the species. For this reason, most Grindalids tend to remain in the dark depths of planets with stronger sunlight. In game terms, for every round that a Grindalid is exposed to direct sunlight, she suffers damage — with the injury manifesting as a painful, bubbling burn. The first round incurs an automatic Stunned result, the second round incurs a Wounded result, the following round a Wounded Twice result, and so forth. The potentially lethal wounds accumulate until the Grindalid can seek appropriate cover. Grindalids that brave the sunlight, like White Worm enforcer Moloch, must wear protective armor or coverings to do so safely.

    Segmented-Body Control: Although the Grindalids are somewhat slower on land than most humanoids in terms of overall speed, their segmented bodies allow them to be surprisingly agile over the short distances the lengths of their bodies can cover. In game terms, Grindalids that are at least 3 meters in length/height, gain a +1D bonus to brawling attacks, or dodges and parries (depending upon their declared actions), against opponents that are within three meters distance.

    Sharp Teeth: The Grindalids possess sharp teeth that inflict STR+1D damage if used in combat.

Capsule: The fearsome Grindalid matriarch of the White Worms, Lady Proxima rules Corellia’s black market from a tangle of sewer tunnels beneath Corellia’s Coronet City. A briny pool in the central cistern of an abandoned water processing serves as her throne room, where Proxima feeds her hatchlings and commands the urchins known as scrumrats, sending them out to pick pockets and barter stolen goods. With her humanoid “children” at worm, the White Worms form the backbone of Coronet’s black market, making stolen and prohibited goods available to anyone willing to pay the steep price set by Lady Proxima.

Equipment: Assorted baubles and trinkets, bejeweled headdress and ornamental plate armor (+1 vs. physical; covers only top/back of head and upper back; provides nominal protection, while collected trinkets, large hoops and discs of mother-of-pearl interlink with the plate armor’s carapace-like construction).

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.21-22), starwars.com/databank/lady-proxima, starwars.com/news/solo-a-star-wars-story-designs, Star Wars: Alien Archive (p.123), Star Wars: Most Wanted novel, and Wookieepedia. Capsule text adapted from Databank entry and Solo: A Star Wars Story: The Official Guide (p.21-22). Stats by Pietre Valbuena. Image: Solo: A Star Wars Story – The Official Collector's Edition issue of Star Wars: Insider magazine.


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

GRINDALID
Homeworld: Unknown

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

Move: 8/10 (land), 12/14 (water)
Size: 1.75 - 2.25 meters tall (adult male); 2.0-5.0 meters long (adult female)

Special Abilities and Story Factors:
    Aquatic: Grindalid can breathe both air and water. In addition, fertile female Grindalids must lay, hatch and care for their hatchlings underwater.

    Dark Vision:
    Grindalids can see in darkness or low-light conditions without penalty.

    Lesser Limbs: Grindalids’ primary forelimbs function as do those of a typical humanoid. However, their numerous smaller limbs, though less-developed, aid them in certain functions as well. In game terms, for every full 2 meters in length that a Grindalid’s body has, the various smaller pairs of limbs which run along that 2 meter length of body grant a +1 bonus to running, climbing/jumping, or swimming skill rolls. For example, Lady Proxima’s 4.88 length grants her a combined +2 bonus to her running, climbing/jumping or swimming skill rolls.

    Maternal Instinct: Matriarchs of Grindalids family units are devoted to their hatchlings. They will prioritize the survival of their children above those of others and other relations.

    Matriarchy: Groups of Grindalid are often ruled by the female leader. Males are subordinate to fertile females in particular, even if a given Grindalid woman is not their biological mother.

    Photosensitive Skin: The Grindalid homeworld has a dense atmosphere that filters out most light, meaning that direct sunlight is dangerous to the species. For this reason, most Grindalids tend to remain in the dark depths of planets with stronger sunlight. In game terms, for every round that a Grindalid is exposed to direct sunlight, she suffers damage — with the injury manifesting as a painful, bubbling burn. The first round incurs an automatic Stunned result, the second round incurs a Wounded result, the following round a Wounded Twice result, and so forth. The potentially lethal wounds accumulate until the Grindalid can seek appropriate cover. Grindalids that brave the sunlight, like White Worm enforcer Moloch, must wear protective armor or coverings to do so safely.

    Segmented-Body Control: Although the Grindalids are somewhat slower on land than most humanoids in terms of overall speed, their segmented bodies allow them to be surprisingly agile over the short distances the lengths of their bodies can cover. In game terms, Grindalids that are at least 3 meters in length/height, gain a +1D bonus to brawling attacks, or dodges and parries (depending upon their declared actions), against opponents that are within three meters distance.

    Sharp Teeth: The Grindalids possess sharp teeth that inflict STR+1D damage if used in combat.

Species Capsule: The Grindalid homeworld has such a dense atmosphere that little light is let in, giving the native species very sensitive eyes and skin, that are easily damaged on brighter worlds. Not much else is known about the insect-like Grindalid, but, at some point after the fall of the Republic, members of this species formed a criminal gang on Corellia called the White Worms.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.21-22), starwars.com/databank/lady-proxima, starwars.com/news/solo-a-star-wars-story-designs, Star Wars: Alien Archive (p.123), and Wookieepedia. Species capsule text adapted from Star Wars: Alien Archive (p.123). Stats by Pietre Valbuena. Image: Solo: A Star Wars Story – The Official Collector's Edition issue of Star Wars: Insider magazine.


Last edited by Telsij on Fri Nov 23, 2018 8:31 pm; edited 3 times in total
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Nov 23, 2018 3:09 pm    Post subject: Re: LADY PROXIMA / Grindalid Reply with quote

Awesome, Telsij.

Does anyone else think that there may have been a Duinuogwuin influence on the design of Lady Proxima?
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PostPosted: Tue Dec 18, 2018 7:40 pm    Post subject: Re: LADY PROXIMA / Grindalid Reply with quote

Whill wrote:
Awesome, Telsij.

Does anyone else think that there may have been a Duinuogwuin influence on the design of Lady Proxima?

Thanks, Whill!

(I once had a player semi-jokingly suggest he get to play a Star Dragon PC.)

I prefer the more traditionally "dragon"-like drawings of the Duinuogwuin from the WEG books, as the color image from the WotC books (and the one used as their main Wookiepedia image) looked too much like a kangaroo (in the face) for my tastes.

And though the production obviously developed varying visuals for her concept art -- the Art of Solo is a gorgeous book! -- I personally think that for Proxima they may've taken a little inspiration from a more recent source: a Rebels character, Slyth, what with the Ruurians being caterpillar/worm-like beings, and the character itself being a similar, Fagin-like criminal. http://starwars.wikia.com/wiki/Slyyth

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

Also! Apologies for the current hiatus on the Obscure Characters, everyone. I have an illustration gig for a tabletop game (that just got funded!) whose deadlines should wrap up in late February, so all my free time is essentially MIA until then. However, the Obscure Character Archive shall return!
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PostPosted: Wed Jan 30, 2019 12:44 am    Post subject: Reply with quote

A one-night-only engagement! My illustration gig was expanded into mid-April, after originally being scheduled to wrap end of February, so the hiatus continues until *at least* end of April, unfortunately.

However! Today, OBSCURE CHARACTER ARCHIVE returns with one of my favorite characters from the current Marvel line of Star Wars comics:

Inspector MAGNA TOLVAN from the Doctor Aphra series, a quite capable Imperial whose plight and (spoilers!) tragic arc are sympathetically written and well-developed, even as she begins to fall for Aphra herself.

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

MAGNA TOLVAN
Type: Introspective Inspector



Quotes:
  • "Sloppy."

  • "My mentor — Inspector Thanoth — he always said for some people, order is just control. Power, plain and simple.

    Others crave order simply for the chance to break it. Adventurers. Criminals. Hypocrites with a secret crush on the jackboot...

    But when he considered the most strident disciplinarians of all, he proposed a theory — they crave order because they have none in their hearts. And it scares them."

DEXTERITY 3D
Blaster 7D, brawling parry 7D, dodge 7D, grenade 5D, melee combat 6D+2, melee parry 6D+1,
missile weapons 6D, pick pocket 5D, running 5D+2, thrown weapons 5D+2, vehicle blasters 4D
KNOWLEDGE 4D
Bureaucracy 7D, bureaucracy: Empire 10D+1, law enforcement 7D,
planetary systems 5D+2, scholar: Imperial doctrine/protocol 11D+1,
streetwise 5D, survival 6D+1, tactics 7D+2, value 5D, willpower 7D
MECHANICAL 2D
Astrogation 5D+1, beast riding 4D+2, communications 5D+2, communications: Imperial Informant System 7D,
repulsorlift operation 5D, sensors 4D+2, space transports 5D, starfighter piloting 4D+2, starship gunnery 5D+2,
walker operation 4D
PERCEPTION 4D
Bargain 5D, command 7D, con 5D+2, con: disguise 6D+1,
hide 5D+2, investigation 8D, search 7D+2, sneak 6D+2
STRENGTH 3D
Brawling: martial arts 7D, climbing/jumping 5D+2, lifting 4D, stamina 6D, swimming 4D
TECHNICAL 2D
Blaster repair 4D, computer programming/repair 5D+2, computer programming/repair: Imperial databases 7D,
demolition 4D, equipment repair 4D, first aid 4D, security 6D

Species: Human
Gender: Female
Force Points: 2
Character Points: 22
Move: 10



Special Abilities and Story Factors:
  • Cybernetics: Tolvan has cybernetic prosthetics/braces, for heretofore unknown reasons. Her neckbrace-like cybernetics reach from her collarbone to the back of her head, and she has partially-cybernetic hands and arms. When she was first under the mentorship of Inspector Thanoth, Tolvan did not require any cybernetics, and it is possible that she incurred injury in the line of duty. Tolvan secretly feels shame about her cybernetics and regards them as deformities.

  • Discipline — and Disdain for a Lack of It: Because Tolvan lives her life by imposing strict order upon it, and by learning Imperial rules and regulations by heart, inside and out, she has little patience for those who do not hold themselves to the same high standards, deeming them "sloppy."

  • Electro-tattoo: Tolvan has had an electro-tattoo which matches that of Doctor Aphra's, etched into her flesh reaching up from her left forearm and ending appropriately enough, above her "heart." The tattoo enables communication through secure energy barriers, but may have other uses as well.... One of these heretofore unknown uses was discovered only recently (Doctor Aphra, issue 39), wherein the synchronization performed by Tolvan and Aphra to facilitate short-range communication wound up creating biofeedback that enabled the duo to perceive — in varying degrees — one another's thoughts.



    In game terms, if within 40 meter range of Aphra, Tolvan "feels" her presence — a sensation she described as akin to her "skin crawling." When within 20 meters range, Tolvan and Aphra may "sense" the other's thoughts on a successful opposed Willpower roll. If the rolls are within 5 of one another, Tolvan and Aphra each perceive an accurate but generalized sense of what the other is feeling, as specific information may still be withheld by the whomever rolls the highest. If within 1 meter of each other, Tolvan and Aphra are able to perceive accurate information regarding the other's thoughts if the rolls are within a difference of 5, though specific information may still be withheld by the whomever rolls the highest. If touching, no roll is required for each person to perceive a precise understanding of the other's thoughts and feelings, though specific information may still be withheld by an opposed roll. However, the person who wishes to keep their thoughts private must be conscious in order to do so....

    "Didn't you wonder how I knew you were aboard? It's because my flesh crawls whenever you're near."

    "Tolvan, 'flesh crawls.' That's weirdly
    poetic for you-- Wait. You mean literally -- don't you? The electro-tattoo... you... you got one just like mine to help me bust out of Ackressker. We synchronized for short-range comms. Back when... when we were... uh.

    "Together..."

    "Biofeedback. I can
    feel little bits of your thoughts. You're really close aren't you? And -- really angry."

    "On the contrary, I'm as
    serene as a fireball in space. Tell me Aphra, what am I thinking now?

    "'I hope this hurts.'"


    — Tolvan stalking a fleeing Aphra through the bowels of the Unnamed, Rebel Intelligence starship.

  • In Love: Tolvan would — and has — risked her life and her Imperial career to save and protect rogue archaeologist Chelli Lona Aphra.

  • Need for Order: Tolvan is plagued by self-doubt, inner turmoil, and thus, a strong desire to exert control over events in her life. Her inner turmoil is kept concealed beneath a veneer of calm and discipline. Once she joins the Alliance, Tolvan later tells Aphra that the Rebels have given her "hope" — though Aphra refuses to believe it... or at least claims not to.

Martial Arts Techniques Known:
  • Flying Kick: Tolvan has trained to leap in order deliver a crushing kick. Difficulty: Difficult; Effect: Tolvan adds +2D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates she is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

  • Instant Wound. Tolvan knows how to strike to maximum effect, and inflict severe damage upon her target. Difficulty: Difficult; Effect: If her attack is successful (and is not parried or dodged) and if her skill roll meets the required difficulty number, Tolvan's attack against the target character suffers a wound immediately. The wounded target then fall prone and can take no actions for the rest of the round. (Effects of the wound are cumulative.)

  • Silent Strike: Provided that Tolvan can successfully sneak up on a target, she is capable of immediately killing him or rendering him unconscious. Difficulty: Difficult; Effect: The character must be within arm’s reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates the target is neutralized. Note: If this technique is used against major NPCs or other PC's with lethal intent, the attacker must still make an opposed damage roll in order to determine a "kill" result; in such cases however, a success bonus is granted: The attacker gains a damage bonus equal to the margin by which she exceeded the technique's difficulty number. However, the minimum damage result she can achieve with this technique is Incapacitated, with the target character falling prone and unconscious for 10D minutes. And if the attacker has at least a 6D die code in melee combat, she may use a melee weapon — and the damage bonuses it grants — to deliver the killing/neutralizing blow.

  • Spinning Kick: Tolvan has trained to perform a powerful, roundhouse-style kick. Difficulty: Moderate; Effect: Tolvan can add +1D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates sje is off-balance and her opponent may make an additional attack this round with no multiple action penalty.




Background: Magna Tolvan was considered a "candidate for greatness" and in many ways, she attained such heights. With a peerless knowledge of Imperial doctrine and protocol, tactical expertise and strong combat and survivalist skills, Tolvan's well-honed abilities had already made her an exemplary Imperial. Her adherence to Imperial dogma only served make her all the more so. However, the galaxy found a way to confound even those voted "most likely to succeed" at the Imperial Academy.

Tasked with overseeing security at Eadu, for the Tarkin Initiative's research and development facility, Tolvan could not prevent the Rebel attack on the base. And it only got worse from there. Thanks in very large part, to rogue archaeologist Doctor Chelli Lona Aphra.

After Eadu, Tolvan was assigned the punishment duty of combing the abandoned Imperial base at Yavin 4. There, Tolvan first encountered Aphra and her then-partner the Wookiee Black Krrsantan, the latter of whom made short work of Imperial forces. Pursuing Aphra to the Citadel of Rur, Aphra's party — with the unintended aid of technopathy-controlled droids — overcame Imperial forces once again. And Tolvan was left to ponder her fate, as well as Aphra's parting words that the silver-haired, partially-cybernetic Imperial was "cute."

A series of unfortunate events followed once Tolvan was demoted to Lieutenant. Each subsequent defeat came at the hands of Aphra, and through no genuine fault of Tolvan's. But by then, Tolvan had become enamored with the archeologist. At Someilk, the two women even shared their first quiet moment, perhaps first forging a bond, where Aphra opined that Tolvan's cybernetics spoke of an interesting life and were not the deformities the career Imperial saw them as.

Sentenced to death by firing squad at Someilk for receipt of her third demerit, Tolvan was spared by the posthumous action of her mentor Inspector Thanoth, who named Tolvan as his legatee. Granted capacity for a fourth demerit because of her transfer to the Inspectorate, Tolvan stalked out alive, admonishing her colleagues' belated realization of this order as "Sloppy."

"Investigative branches operate on a four-demerit punitive system, not the three of the field corps. Basic training, Sergeant Major. Article 3, section 9, Memorization is mandatory."

Using the Inspectorate's resources and her expert knowledge of Imperial protocol, Tolvan discovered Aphra was a person of interest to none other than Darth Vader. And still it was at this point, that Tolvan began her obsessive pursuit of Aphra in earnest, a woman whom she knew only as Aphra's hastily-conceived alias, "Joystick Chevron." Burdened by the self doubt that her series of perceived failures had brought about, Tolvan had found renewed focus. This new investigation and pursuit promised not only an ability to secure order for her inner turmoil as well as return her to a position of good standing with the Empire, but also, perhaps something more.

Chasing Aphra to Wat Tambor's lab on Skako Minor, Tolvan would share her first kiss with the archaeologist, when both believed they were on the verge of being killed by the Chthonic worm god. Though allowed by Aphra to escape, Tolvan instead stowed away with Aphra's crew, killing and skinning the Defel mercenary scout Glashst Ombra in short order, then using her pelt and clothes as disguise.

And it would not be the last time Tolvan used disguise to effect an escape. After gaining control of an Allliance flight school headquartered inside a captured Trade Federation capital ship, Tolvan then used her expertise in Imperial officer's doctrine to bypass a suicide order given to her at Hivebase-1. And while Aphra survived the loosing of failed Imperial experiments upon her and her crew — thanks to morally reprehensible actions on her part — Tolvan spirited Aphra away from Rebel custody, disguised as the principled lawman, Tam Posla.

Sharing evenings of intimacy at a secluded locale, Aphra would also share her real name with Tolvan, but only upon leaving her, telling her to forget about her, lest harm come to the Imperial. Tolvan had her wits about her, however, having planting a microtracker on Aphra's person. Tracking Aphra to the crime syndicate Sontuul-Pride, Tolvan crippled the criminal organization and regained her rank of Captain. She even captured Aphra herself, sending her to Accresker Jail, but in the company of Aphra's droid Dek-Nil, thus allowing Aphra an avenue of escape.

In the end, however, the escape Tolvan sought would be from Aphra herself. Blackmailed into rescuing Aphra from Accresker Jail, Tolvan again risked life and career to spare her lover's life. Tangling first with Aphra's former flame Sana Starros — even downing Starros' Volt Cobra starship using a well-placed rocket — Tolvan discovered that they were both there to ensure Aphra's safety, with Starros acting at the behest of the Rebellion. At Accresker too, Tolvan admitted her love for Aphra. And in a moment most dire, Tolvan summoned Darth Vader to the prison, in the hope of his arrival effecting their escape from the prison, as it plummeted to planetfall, using Aphra's knowledge of Vader's plan to ovethrow the Emperor as leverage to bring the Dark Lord to Accresker Jail.

As Vader bore down upon them and seeing no hope of escape, Aphra volunteered that her own memory be wiped by the Mairan Bor present at the prison, but in the end, it was Tolvan who sacrificed herself, saying tearfully that "Vader's only here because of me. M-make me forget you. No more leads to follow. No one to blame... because I love you... And it's ruined my life."

Sadly, Aphra did not think forgetting was enough.

With her memories altered in a horrific fashion, one which changed Tolvan's memory of a noble sacrifice to one wherein she was made to believe she killed Aphra in a jealous rage, Magna Tolvan survived her encounter with Darth Vader, for the moment. Bound for further interrogation and likely eventual death at Vader's hand, Tolvan was then rescued by the timely arrival of Sana Starros and the Rebellion, who were again in search for Aphra, and for the encrypted information she had earlier secured.

Now in Alliance custody, but having ensured her lover's survival, Magna Tolvan may still be armed with knowledge of Vader's secret, though she believes her beloved, Chelli Lona Aphra, to be dead....



Were the truth only so straightforward.

Tolvan took to her new surroundings better than even she could have imagined. For rather than simply serve as prisoner with the Rebel Alliance, Tolvan joined their ranks instead. Greeted personally by Mon Mothma upon her arrival at the Rebel base, Tolvan fast became one of its most proficient — and deadly — soldiers, as leader of a new Alliance covert operations group, Extraction Team Misericorde.

With the Alliance, her skills were truly allowed to shine, despite the turmoil that had driven them to these new heights. Wielding blasters and deadly daggers, as impressively as she deployed techniques of unarmed combat and stealth — she would later even best the fearsome Wookiee bounty hunter Black Krrsantan single-handedly — Magna Tolvan proved herself invaluable to the Alliance. As Rebel General Airen Cracken and the RA-7 protocol droid Teezee-Too later told Doctor Aphra, after her capture at Tolvan's hand:

"You know Doctor your girlfriend's quite the go-getter. She put that squad together within days of joining up."

"Burying herself in
work one supposes. I'm told humans do that when they're emotionally devastated."

"Extraction Team
Misericorde's foiled three assassination attempts — and sent home two double agents — in bags. Lots and lots of very small bags."

Indeed, it was cruel but poetically just turn for all involved. For upon encountering Aphra two months after her defection, Tolvan quickly deduced what Aphra had done. "You used Bor Ifriem — that brain monster on Accresker Jail — to change my memories. I've spent the last two months believing I murdered you. A petty, jealous, murderous tantrum. Me...."

Tolvan did then admit her love for Aphra and for the bond they shared... before declaring that she would never again permit such a fate to befall her. "I missed you Doctor Aphra. I mourned you. Never again."

Whether or not Tolvan truly believes these words remains to be seen. For she did allow Chelli to escape with the "Farkiller" lightsaber / sniper rifle hybrid weapon of Jedi Oo'ob the Apostate, which the rogue archaeologist had uncovered before being captured by Team Misericorde. While the notion of the Alliance creating an "Unspeakable Rebel Superweapon" akin to the Death Star was revealed to be a ruse in the end, Tolvan's parting exchange with Aphra was anything but false. Instead, Magna Tolvan's words ring true to this day:

"I love you, Doctor Aphra."

"I know."

"I hate you, Doctor Aphra."




Description: Magna Tolvan is a female human with pale skin and pale silver-blue eyes. She currently has her silver hair styled in a mohawk, with the sides of her head shaved in closely-cropped fashion. Though the reasons are not widely known, at some point after joining the Empire and meeting her mentor, Inspector Thanoth, Tolvan came to require the use of cybernetics, a head and neck brace that extended to her collar and arms. Though called "cute" by Doctor Aphra and regarded as "hot" by Sana Starros, Tolvan nonetheless feels insecure about her appearance and refers to her cybernetics as deformities.

She is highly intelligent, driven and disciplined. Her expertise in Imperial protocol, combat strategy and tactics mark her as an outstanding officer, but it is only through rigorous discipline that she keeps her self doubt at bay. She seeks to create order where there is none, in the hope that doing so will settle her own inner turmoil. Tolvan carries herself with an aloof, superior air and she regards those without discipline with contempt.



Equipment: Code cylinders, cybernetics (braces cover neck and back of head, collarbone, shoulders and arms), E-11 blaster rifle (5D damage, range: 3-30/100/300, ammo: 100, game notes: If the retractable stock and scope are used for one round of aiming, the character gains +1D bonus to blaster), EC-17 hold-out blaster (3D+2 damage, range: 3-10/20/40, ammo: 15), holo-communicator, holster, Imperial long-coat and uniform, rank badge.

Additional equipment acquired post-defection: Alliance rank badge (pips indicate rank of captain), comlink, dashing scarf, datapad, duster coat, heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 25), and spacer's vest.

Sources: Doctor Aphra comicbook series and Wookieepedia. Images: In order of appearance in post, Doctor Aphra issue 22 (artwork by Kev Walker), issue 16 (Emilio Laiso), issue 39 (Caspar Wijngaard), issue 4 (Kev Walker), issue 38 (Caspar Wijngaard), issue 35 (Andrea Broccardo), and Empire Ascendant issue 1 (Caspar Wijngaard). Stats and text by Telsij.


*********

PS: Tolvan has even shot-down a blasted starship (Sana Starros' Volt Cobra)
in dramatic fashion — thusly (Doctor Aphra issue 22 artwork by Kev Walker):



Last edited by Telsij on Tue Jan 09, 2024 10:31 pm; edited 68 times in total
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Joined: 10 May 2006
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PostPosted: Wed Jan 30, 2019 1:00 pm    Post subject: Reply with quote

Superb writeup! Great to see a Doctor Aphra mainstay. Thanks, Telsij and congrats on the job extension!
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