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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Tue Mar 05, 2019 1:21 pm    Post subject: Reply with quote

OBSCURE CHARACTER TUESDAY presents NALEY FRIFA of Solo: A Star Wars Story,
along with some game mechanics for electro-tattoos!

(There were two WEG Outlaw Tech templates with differing attributes,
this uses the one printed in issue 2 of the Star Wars Adventure Journal.)


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

NALEY FRIFA
Type: Outlaw Tech



DEXTERITY 2D
Blaster 3D, dodge 4D, melee combat 3D+1,
melee combat: needles 4D+1, running 3D,
thrown weapons: needles 4D
KNOWLEDGE 3D
Alien species 4D+2, artist: tattooist 6D+2,
bureaucracy 4D, business 4D, cultures 5D,
planetary systems 4D+2, streetwise 5D+2,
value 4D+2, willpower: pain tolerance 5D
MECHANICAL 3D+1
Communications 4D+1, machinery operation 4D, sensors 4D+1
PERCEPTION 3D+2
Bargain 4D+2, con 4D+2, forgery 4D, hide 5D, sneak 4D
STRENGTH 2D
Brawling 3D, stamina 2D+2
TECHNICAL 4D
Blaster repair 5D, computer programming/repair 6D+1,
equipment repair 6D+1, first aid 4D+2, security 6D,
space transport repair 6D+1, starfighter repair 5D,
starship weapon repair 5D+2

Species: Human
Gender: Female
Character Points: 5
Move: 10

Special Abilities and Story Factors:
  • Electro-tattoo: Depending upon the purpose and complexity of the design, electro-tattoos can carry data, complete circuits, or carry out security-overriding, sensor-baffling effects — though the latter capabilities are not widely known to the law-abiding public. For example, the electro-tattoo on the right arm of rogue archaeologist Doctor Aphra’s once allowed her to circumvent and/or short-out electronic security measures, while a matching tattoo, though on the left arm, acquired later by Imperial Inspector Magna Tolvan, allowed the couple to communicate securely through a prison’s energy barrier.

    In game terms, electro-tattoos can carry data, can complete circuits or disrupt currents, and can facilitate transmission of signals. If the desired effect is a security measure or countermeasure, the tattoo is given a die code effectiveness. Creation of electro-tattoos requires that the tattooist have at least 5D in the following skills: Artist: Tattooist, and communications, or computer programming, or security (depending upon the specific effect desired, and if electronic security measures come into play). The maximum die code of an electro-tattoo’s effects is the artist: Tattooist skill level. Successful creation of the effect is determined by an opposed roll of the Tattoo artist’s skill against the die code of the desired effect.

Capsule: The multi-talented Naley Frifa was rarely short of work. As an outlaw tech, Frifa frequently made illegal modifications or repairs to starships and equipment — but she was a skilled tattoo artist as well, adept at crafting both gang symbols and data-carrying electro-tattoos. She herself bore a stylized depiction of a hyperspace simu-tunnel along her neck, collarbone, and right arm.

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), electro-tattoos (including stylized hyperspace simu-tunnel along neck and collarbone, and the words “Hiro” – thought to be the name of her son — on her left forearm; for electro-tattoo rules sidebar/below), hooded jumpsuit, tattooist equipment (disinfectant, hypo-needles, inks, etc), toolkit, utility belt, work gloves.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.86), Doctor Aphra comic book (issue #21), and Wookieepedia.
Stats by Telsij. Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.86).


Last edited by Telsij on Tue Mar 05, 2019 8:21 pm; edited 2 times in total
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CRMcNeill
Director of Engineering
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Joined: 05 Apr 2010
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PostPosted: Tue Mar 05, 2019 2:49 pm    Post subject: Reply with quote

Nice. I've seen other ideas for high-tech tattoos in sci-fi settings, such as tattoos that can be turned on or off, and are used as "membership cards" for elite organizations. In the WH40K Inquisition War novels, the Inquisition used "electoos" that were invisible when deactivated as proof of membership to the various Ordos of the Inquisition.

Other uses included things like a functional "digital watch" implanted in the skin of a forearm, or decorative "ripple" effect tattoos that pulsed in time with the wearer's heartbeat.
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Sun Mar 10, 2019 10:31 pm    Post subject: Reply with quote

CRMcNeill wrote:
Nice. I've seen other ideas for high-tech tattoos in sci-fi settings, such as tattoos that can be turned on or off, and are used as "membership cards" for elite organizations. In the WH40K Inquisition War novels, the Inquisition used "electoos" that were invisible when deactivated as proof of membership to the various Ordos of the Inquisition.

Other uses included things like a functional "digital watch" implanted in the skin of a forearm, or decorative "ripple" effect tattoos that pulsed in time with the wearer's heartbeat.

Thank you — and I'm glad SW finally cribbed the cyber-tattoo thing from other Sci-Fi universes. I'm sure we'll see it as sign of group/gang/arcane order membership in new canon in the near future, if we haven't somewhere already in the old EU. Only a matter of time!

Interesting uses you describe. The invisible-when-deactivated already seems plausible-ish today, with say UV/blacklight inks. The ripple effect timed to the wearer's heartbeat makes for a great visual. Will have to steal that...

So! Now powered by an extra hour of sunlight, here is today's "SOLO Sunday" edition of Obscure Character Archive: the Sabacc dealer played by UK magician Steven Bridges in Solo: A Star Wars Story.

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

"THE DEALER"
Type: Mysterious Cardsharp




DEXTERITY 4D
Blaster: trick-shot 5D, pick pocket 6D+2, pick pocket: legerdemain 7D+2
KNOWLEDGE 3D
Cultures 4D, intimidation 4D+1, planetary systems 4D+2, streetwise 5D
MECHANICAL 2D
Beast riding 3D, repulsorlift operation 4D, swoop operation 4D+1
PERCEPTION 4D
Con 6D+1, con: magic trick 7D, gambling 5D+2,
gambling: Sabacc 6D+2, hide 6D+1, search 5D
STRENGTH 2D+2
Brawling 4D, climbing/jumping 3D+2, stamina 4D+2
TECHNICAL 2D+1
Computer programming/repair 4D+1, security 4D+2

Species: Unknown (Humanoid)
Gender: Male
Character Points: 5
Move: 10

Capsule: Little is known about the masked, nimble-fingered cardsharp called “the Dealer” — though rumor has it that he began his career in the Core Worlds, as a humble street magician, before becoming acquainted with the Pyke Syndicate's Kessel capo, Quay Tolsite. Quite well known, however, is that the humanoid’s skill at prodigious prestidigitation insures he shall remain a fixture at Sabacc tables throughout the Outer Rim's seedy underworld.

Equipment: Blaster pistol (4D damage, range: 3-10/30/100, ammo: 100), custom-made breath mask with spice-snifter (the dealer’s mask not only obscures his face, it also incorporates a unique breathing apparatus which allows the wearer to breathe normally in varying atmospheric conditions, while also allowing him to ingest spice, other narcotics or tabac, by affixing various vials to its cygar-nozzle; provides +1 vs. physical and energy damage; covers face only), hold-out blaster (3D+1 damage, range: 2-4/8/12, ammo: 10), holster, Kyuzo-inspired visor (wide metal brim provides +1D vs. physical damage, +2 vs. energy; shields eyes from harsh overhead lighting conditions; covers forehead only), leather gaiters (+1 vs. edged physical damage; covers shins and ankles only), leather poncho (+1 vs. edged physical damage; +1D bonus to Hide attempts), swoop, utility bandolier and belt.

Sources: Solo: A Star Wars Story film, https://www.starwars.com/news/solo-a-star-wars-story-designs, https://www.youtube.com/watch?v=WQRi66zb9ww, and Wookieepedia. Stats and text by Telsij. Capsule text inspired by above-linked YouTube video by magician Steven Bridges re: his role in Solo. Image: Solo concept artwork for the character who would become "the dealer" by Adam Brockbank.
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Pel
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Joined: 10 May 2006
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Location: Texas

PostPosted: Mon Mar 11, 2019 12:55 pm    Post subject: Reply with quote

"I'm your huckleberry. That's just my game".

Another outstanding writeup, sir! Props for using legerdemain, a word we don't employ often enough.
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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Mar 11, 2019 4:26 pm    Post subject: Reply with quote

Telsij wrote:
Thank you — and I'm glad SW finally cribbed the cyber-tattoo thing from other Sci-Fi universes. I'm sure we'll see it as sign of group/gang/arcane order membership in new canon in the near future, if we haven't somewhere already in the old EU. Only a matter of time!

Interesting uses you describe. The invisible-when-deactivated already seems plausible-ish today, with say UV/blacklight inks. The ripple effect timed to the wearer's heartbeat makes for a great visual. Will have to steal that...

If you can dig up a copy of the WH40K 1E book Rogue Trader (the main rulebook), the descriptions are on page 270, under the sub-section "Skinplants and Electoos."

Another possibility would be something like the palm-phone implant seen in the recent remake of Total Recall. Granted, the implant in that film was a bit thicker than what I'm picturing, but the idea is there...

Quote:
So! Now powered by an extra hour of sunlight, here is today's "SOLO Sunday" edition of Obscure Character Archive: the Sabacc dealer played by UK magician Steven Bridges in Solo: A Star Wars Story.
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.
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Whill
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Mar 11, 2019 9:52 pm    Post subject: Reply with quote

CRMcNeill wrote:
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.

That sounds like an interesting character.
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CRMcNeill
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PostPosted: Mon Mar 11, 2019 10:04 pm    Post subject: Reply with quote

Whill wrote:
CRMcNeill wrote:
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.

That sounds like an interesting character.

He was, indeed. He's actually the only PC from those days I still have stats for (Darth Harddrivecrash cleaned me out).
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Telsij
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PostPosted: Sun May 19, 2019 12:11 pm    Post subject: Reply with quote

HAPPY (QUITE BELATED) MAY THE 4TH !

As well as happy (also belated though less so) birthday to the Maker himself —
and (at least on-time) 20th Anniversary of The Phantom Menace.

In honor of that, am reposting my write-ups for the two onscreen Lucas-homage characters:

PAPANOIDA, Arrogant Pantoran Noble and Playwright
https://drive.google.com/file/d/0B-7Q2Dm1-OcIZEMwcDlzZnhudjQ/view

JORG SACUL, Even-keeled Commander and Alliance Flight Instructor
https://drive.google.com/file/d/0B-7Q2Dm1-OcIeTdHeDNfLXNWeG8/view


***********

Pel wrote:
"I'm your huckleberry. That's just my game". 

Another outstanding writeup, sir! Props for using legerdemain, a word we don't employ often enough.

Thank you, Pel! I prefer legerdemain to the similar prestidigitation. Legerdemain is more elegant, while prestidigitation is more pretentious!

And if only he’d had a Doc Holliday-esque role! Alas, like so many of the great costume/character designs, he gets only a shot or two of screen time. At least he gets to do the across-the-body and through-the-air card shuffle.

CRMcNeill wrote:
If you can dig up a copy of the WH40K 1E book Rogue Trader (the main rulebook), the descriptions are on page 270, under the sub-section "Skinplants and Electoos." 

Another possibility would be something like the palm-phone implant seen in the recent remake of Total Recall. Granted, the implant in that film was a bit thicker than what I'm picturing, but the idea is there... 

Thank you for the book and page ref, CRMcNeill. Would be interested to see how they reflect it in game mechanics.

He was, indeed. He's actually the only PC from those days I still have stats for (Darth Harddrivecrash cleaned me out).

CRMcNeill wrote:
Because of the Rule of Two, hopefully Darth Harddrivecrash was not accompanied by other sinister computer woes.

I second Whill’s that-sounds-like-an-interesting-character. If you do track down the stats, would you be up for posting his write-up? (If you haven’t already.)
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PostPosted: Sun May 19, 2019 6:49 pm    Post subject: Reply with quote

Telsij wrote:
Thank you for the book and page ref, CRMcNeill. Would be interested to see how they reflect it in game mechanics.

Frankly, that whole section of the book (on the technology of the WH40K universe) is worth the read, as it suggests some interesting tech options that very easily transfer over to the SWU. Let me know if you can't find a copy, and I'll see if I can't transcribe it and post it here.

Quote:
I second Whill’s that-sounds-like-an-interesting-character. If you do track down the stats, would you be up for posting his write-up? (If you haven’t already.)

Well, since you asked...

Bear in mind that this is a very detailed background.
    TEMPLATE TYPE: Roguish Noble
    CHARACTER NAME: Xaylar aq Duxzhar
    PLAYER NAME: Charles McNeill
    SPECIES: Faleen
    HOMEWORLD: Faleen
    GENDER: Male
    AGE: 56 (Faleen Young Adult)
    HEIGHT: 2 meters (6’ 7”)
    WEIGHT: 120 kilograms (294 lbs.)

    PHYSICAL DESCRIPTION:
    Tall, athletic, handsome, but with green skin and a reptilian crest that starts on his lower skull and runs part-way down his back (rises and falls depending on emotional state). Has rather oriental features in a thin, aristocratic face. Violet eyes. Straight black hair (mid-back length) that is brought together in a score of small braids. Fingernails sharpen to claw tips about 2 cm. long. Winning smile, somewhat offset by rather pointy teeth. When at a gambling table, he has perfected the preternatural stillness and unblinking stare of a reptile, which has served him well.

    BACKGROUND:
    Xaylar is the fifth, and youngest, son of House Duxzhar; a minor family of the Faleen nobility. He was always a bit spoiled, but his innate goodness and natural ability kept it from becoming a major problem in his life. As the youngest son, he was in no position to inherit any position, so he began to feel a need to “find his own kingdom”. So, when he came of age, he went on a “pilgrimage”. Adolescent Faleen tend to go on “pilgrimages”, exploring the galaxy before returning home, usually never to leave again.

    With Xaylar, it was different. Once he saw how much of the galaxy there was, he just couldn’t go back. His luck with gambling and women (almost) never ran out, and he had a grand time.

    When he discovered gambling, he really hit his stride. His luck (a result of Force Sensitivity, although he doesn’t know this) combined with his unnerving reptilian stillness at the gambling table has served to win him some large amounts of money. He uses the money to purchase first-class tickets on various starlines to move around the galaxy. On the occasions that he is short of currency, his common practice is to seduce beautiful rich women with staryachts that take him along for the ride. He is the stereotypical handsome drifter, having fun around the galaxy.

    However, he feels that there is something missing. There is an innate goodness about him that affects all of his actions. He is honor bound to never cheat at the table, and sometimes, even when he wins, he feels compelled to spend his money for the good of others. Once, he won 5,000 credits in a sabacc game, and, in a random act of kindness, gave it all as an anonymous donation to a homeless family that he happened to pass outside of the casino. As yet, he has found no real focus for his good deeds, but he has been getting strange dreams and flashes of intuition that seem to be guiding him somewhere.

    PERSONALITY:
    Charming, unfailingly polite. Tends to be a tad bit arrogant, but never overbearingly so. A good sport, whether winning or losing. Does very well with members of the opposite sex (innate charm enhanced by the Faleen pheromone ability). A streak of goodness often causes him to do strange and randomly altruistic things with his money,. He has most of the qualities that humans find noble. Faleen emotions tend to run to extremes, so that normal emotions are exaggerated. When he is calm, he seems almost emotionless. When he is happy, he seems giddy. When he is angry, he seems enraged.

    A QUOTE: “Always carry a hole card.”

    ATTRIBUTES & SKILLS:
      Dexterity 3D+2
        Blaster – 4D+1
        Brawling Parry
        Dodge
        Melee Combat – 5D+1
        Thrown Weapons – 5D
        Sleight-of-Hand – 5D+1
      Knowledge 3D
        Alien Species
        Bureaucracy
        Business
        Cultures
        Intimidation
        Languages
        Planetary Systems
        Streetwise
        Value
      Mechanical 2D+1
        Astrogation
        Repulsorlift Operation
        Space Transports
        Starship Gunnery
        Swoop Operation
      Perception 4D
        Command
        Bargain
        Con
        Forgery
        Gambling – 6D+1
        Hide
        Investigation
        Persuasion – 5D+1
        Search
        Sneak
      Strength 3D
        Brawling
        Climbing/Jumping
        Lifting
        Stamina
        Swimming
      Technical 2D
        Computer Programming / Repair
        Droid Programming
        Droid Repair
        First Aid
        Security
    SPECIAL ABILITIES:
      Attractant Pheromones
        Exuding special pheromones and changing skin color to affect others gives Faleen a +1D bonus to their Persuasion skill, with an additional +1D for each hour of continuous preparation and meditation to enhance the effect (to a maximum bonus of +3D for any one skill attempt, and the attempt must be made within one hour of completing meditation).

      Amphibious
        Faleen can “breathe” water for up to 12 hours. They receive a +1D to any swimming rolls.

      Emotional Control
        Because of their reptilian heritage, Faleen are very adept at controlling and concealing their emotions. Any Faleen automatically receives +1D to any Willpower or Knowledge roll involving controlling or concealing emotions. However, if the Faleen fails the roll, they receive a -1D to conceal their emotions for 1D subsequent rounds, as a flood of contained emotions temporarily overwhelms them.

    STORY FACTORS:
      Rare
        Faleen are rarely seen throughout the galaxy since the Imperial blockade in their system severely limited travel to and from their home system.

    MOVE: 10
    FORCE SENSITIVE?: Yes
    FORCE POINTS: 2
    DARK SIDE POINTS: 0
    CHARACTER POINTS: 24

    ROUND-OUT QUESTIONS:
      How did you character first meet Master Koman?
        When he was twenty years old, Xaylar met a Jedi on his homeworld of Faleen. That Jedi was accompanied by a young Padawan named Koman. At the time, although Xaylar showed promise, the Jedi rejected him, perhaps sensing the coming of the purge. However, he made sure that Xaylar, still technically a Faleen child, was well introduced to Koman. At the time, the reasons were unclear to both youngsters. Koman later encountered Xaylar in his guise as Count Fernand de Morcerf, inviting Xaylar to join up with the Praxeum under the guise of Cartelius Tours, hinting at something bigger and better than a simple safari. Intrigued, Xaylar agreed to meet Koman. After all, if he finds it tiresome, he can always back out...

      What do you think of Master Koman?
        At their first meeting, the adolescent Xaylar was impressed by the maturity of the young Padawan. Now, as a much more seasoned citizen of the galaxy, he still respects Koman’s maturity and intelligence, but with a seasoning of cynicism, and the gambler’s eye for the hidden angle.

      What do you think of the Force and the Jedi?
        At 57, Xaylar is old enough to remember the Jedi before the purge. He even met one when he was twenty years old, and has very positive memories of the encounter. Despite the Empire’s propaganda about the dangerous evil that the Jedi presented, he still doesn’t believe it, for a variety of reasons.

      Describe your lifestyle.
        At home, Xaylar lived the irresponsible life of a young playboy. His family was wealthy and connected, and they put him through school. When he left for his “walkabout”, he slowly learned a new life. He makes his living gambling and, occasionally, off of “loans” from wealthy women. He dresses well and lives well.

      What are you personal goals? What drives you?
        Xaylar has yet to realize his personal goals. His as-yet unending walkabout across the galaxy is, although he doesn’t even know it himself, a search for something bigger than himself. As the youngest son of minor nobles, he was in no position to inherit anything other than leftovers on Faleen. What he wants is to make his own mark, doing something worth doing. His inate goodness prevents him from turning totally to selfish pursuits, like his distant cousin Xizor. His true purpose will only be found when he finds a way to serve others (such as becoming a Jedi).

      Do you have any enemies? Who? Why?
        He hasn’t really gone out of his way to make enemies, but when you are a gambler, sometimes you leave enemies in your wake without even knowing about it. Xaylar is a good sport, winner or loser, but his opponents are not so gracious. In addition, because of his “extra-curricular activities” with beautiful, wealthy women, there may be a few jealous significant others that are willing to go out of their way for revenge.

      What conflicts may arise during the adventure due to your past?
        His interest in gambling could cause distractions if off-planet, and could cause friction if any of the other characters loses money to him. In addition, because of his charm and pheromones, he may attempt to seduce one of the female characters, just for fun. Definite potential for conflict.

      Do you have a criminal record? Why? Are you still wanted?
        No official criminal record, but there may be some sore losers in his past who are trying to make trouble for him.

      Was your life effected by the rise of the Empire? What do you think of the Empire now?
        The Empire blockaded Faleen after the destruction of the Xizor family city. As a result, Xaylar has had little contact with his family. He worries about them on occasion, especially when he receives rare messages from them that get through the Empire’s content screening.

      Who do you care about in the universe? (e.g. parents, pets, children, friends...)
        He has a family, with two older brothers. Even though he is the black sheep of the family, and they are constantly exasperated with him, they still love each other greatly. He had some semi-close relatives who were killed in the Empire’s bombardment of Xizor’s home city, and that definitely colors his views on the Empire.

      What hobbies do you have? I'm willing to give extra D to skills that may help define a character.
        Xaylar has very well-developed manual dexterity. Rather than simply being able to pick pockets, Xaylar is skilled at manual magic tricks, and is always playing with his Sabacc Card deck. As a nervous habit at idle moments, he will sit completely motionless and play with the card deck. As a side benefit, he has become very skilled at concealment of small objects, as well as small thrown weapons.


      FRIENDS:
        Daari Jelicho –
          A young debutante who spent a full month with Xaylar, parting on good terms. She is fairly rich, and travels around in a Baudo-Class Staryacht. Because she is rich and has few responsibilities, she travels a circuit of various vacation worlds and just “hangs out”, except when daddy yanks on her chain and reels her in. A bit irresponsible, but friendly, intelligent, and charming. (Note: IMO, Daari is an example for several different women in Xaylar’s past, as he usually tries to leave on good terms).

        Xad (See The Far Orbit Project for Stats)–
          A fellow Faleen young nobleman who is out on his “pilgrimage”. The two share similar interests in the galaxy at large. Xad tends to be a bit more conservative than Xaylar, and isn’t as prone to random acts of kindness. While Xad is not listed as an
          active crewmember for the Rebel Privateer Far Orbit, he is listed among the principle candidates for new recruits. I assume that, roughly around the same time as this current campaign, Xad becomes a crewmember of the Far Orbit.

        Morgan Laddo –
          An on-the-rocks smuggler who was given a helping hand by Xaylar. In trade for a passenger run, Xaylar used his sabaac winnings to get Laddo’s ship out of hock with a local crime lord. Laddo is a good-hearted type, and got to like Xaylar, during the subsequent passenger run. If ever needed to do a favor for Xaylar, he would be secretly glad to do so, but would gripe about it to no end (and then still do another favor for him, later).

      ENEMIES:
        Janaton Jelicho –
          Daari’s father, and a virulent Imperial, he is the sector governor on the Outer Rim. He expects Daari to be a “proper Imperial”, and was furious to learn that his daughter had been consorting with “alien scum” (and that was part of the reason Daari did so). While his influence does not extend as far as he would like, he has made a point to have forces in his sector (and others) watch out for Xaylar, so that he can cleanse this stain on his honor.

        Dugach –
          A Herglic gambler, who was severely humiliated when Xaylar caught him cheating at Sabaac. Dugach barely got away from that encounter with his life, and Xaylar collected a lot of money from him. Dugach is a sore loser, and is aching to get revenge on “that meddling little lizard”. Dugach doesn’t have much in the way of resources, but that can change suddenly when you are a gambler. It would not be too surprising to have Dugach suddenly show up looking for Xaylar, either with powerful weapons or a group of enforcers.

        Dorrit Blayin –
          A small-time crime lord with Black Sun, he attempted to run an extortion scheme on Xaylar, and tried to lock him up as part of said scheme. However, he failed to properly search Xaylar for weapons. Xaylar escaped Blayin’s stronghold, and managed to sabotage it rather thoroughly on the way out. Because Blayin was running this scam on the side, he is anxious to keep his Black Sun masters from discovering the truth. That aside, he is a vengeful man, and he considers Xaylar both a loose end and a wound to his pride.


    EQUIPMENT:
      Blaster Pistol
        Model: TorTech Armaments T580 Blaster Pistol
        Type: Blaster Pistol
        Scale: Character
        Skill: Blaster: Blaster Pistol
        Ammo: 100
        Cost: 750 (Power Packs: 25)
        Availability: 2, F, R, or X
        Range: 3-10/30/120
        Damage: 4D
        Game Notes:
          TorTech is a relatively new venture specializing in a classier type of personal weapon. Instead of BlasTech’s trademark exposed machinery on their weapons, TorTech prefers to enclose the blasters in much sleeker finishes, with more streamlined bodies (i.e. more like Earth weapons). This particular variant is TorTech’s entry into the blaster pistol market. Unlike the DL-18, the power pack is mounted in the base of the pistol’s grip, conserving space and resulting in a more compact design. Optionally available with a chrome finish, TorTech’s designs are rapidly becoming the weapon of choice for the buyer just as concerned with image as function.
        Accessories:
          Shoulder Holster
            Designed to be worn under a coat, this holster is not as easy to reach as the standard thigh holster (-1 to Quickdraw rolls), but is much more easily concealed (+1D to Hide). In addition, the holster also offers storage pouches for 2 additional power packs.
      Hold-Out Blaster
        Model: TorTech Armaments H704 Hold-Out Blaster
        Type: Concealable Blaster
        Scale: Character
        Skill: Blaster: Hold-Out Blaster
        Ammo: 6
        Cost: 350 (Power packs: 25)
        Availability: 2, R or X
        Fire Rate: 1
        Range: 3-4/8/12
        Damage: 3D
        Game Notes:
        See Game Notes for Blaster Pistol.
        Accessories:
          Wrist Holster
            Designed to conceal a small weapon under a long shirt sleeve, and be easily accessible (Adds +2 to Quickdraw rolls, and +1D+1 to Hide, when wearing a long sleeve shirt). Includes storage for 2 extra clips, but the sleeve must be pulled up to access.
      Cane Vibro-Sword
        Model: LaserHone’s Gentleman’s Vibrorapier
        Type: Discrete Personal Combat Vibroblade
        Cost: 500 credits
        Skill: Melee Combat
        Availability: 2, R
        Difficulty: Moderate
        Damage: Str+2D+2 (Max: 6D+2)
        Game Notes:
          This particular vibro-weapon is concealed as a long cane (1 meter in length). The upper .25 meters of the cane is, in fact, the grip of the sword, and the blade itself runs most of the length of the scabbard.
        Accessories:
          Stun Baton Scabbard
            Model: Merr-Sonn / LaserHone Stun Scabbard
            Type: Disguised Stun Baton
            Skill: Melee Combat
            Cost: 500
            Availability: 2, R
            Difficulty: Easy
            Damage: Str+2D+1 (Stun only; Str+1D if Stun Charge deactivated)
            Game Notes:
              The scabbard of the Canesword also doubles as a Stun weapon. The upper .2 meters is used as the grip, while the remainder carries and transmits the Stun charge. In addition, the Scabbard is sufficiently durable to be used as a parrying weapon against vibro-blades.
      Molecular Stiletto
        Model: Xana Exotic Arms MSW-9
        Type: Mono-Molecular Bladed Hand Weapon
        Scale: Character
        Skill: Melee Combat: Stilleto
        Cost: 400 credits
        Availability: 4, R or X
        Difficulty: Moderate
        Damage: Str+2D
        Game Notes: Disguised as a slightly thick writing stylus (can even be used as such)
      Throwing Knives (2)
        Model: Ornate Throwing Knife
        Type: Melee Weapon
        Scale: Character
        Skill:
          Melee Combat: Knife
          Thrown Weapons: Knife
        Cost: 100
        Availability: 2
        Difficulty: Very Easy
        Range: 2-3/5/10
        Damage: Str+1D (max: 6D)
        Accessories:
          Wrist Sheath
            Designed to conceal the knives under a long shirt sleeve (adds +1D+1 to Hide when wearing long shirt). Allows knives to be dropped out handle first into the user’s palm.

      Comm-Pad w/ Mini-Recording Rod (Combines functions of a Datapad, Com-Link, and Recording Rod.)

      Ornamental Style Chronograph
      Pocket Watch on chain, but with the same functions as standard chronograph. Tells time in local and galactic standard. Also includes an alarm, a basic atmospheric readout, a timer, and a stopwatch.

      Sabaac Deck

      Basic Security Toolkit (Concealed in various hidden pockets on his person)

      Cigara Case (36 cigaras with a lighter)

      Set of Matched Luggage
      Several Suits of Fine Clothing
      Toiletries Kit

      10,000 credits

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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Bren
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PostPosted: Sun May 19, 2019 8:14 pm    Post subject: Reply with quote

Telsij wrote:
"THE DEALER"
Type: Mysterious Cardsharp
I just happened to notice this.

Very nice! And very timely. One of the players is my current campaign is running a gambler and The Dealer looks perfect as challenge and/or continuing rival.

Kudos! And thanks!
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PostPosted: Sun May 19, 2019 10:49 pm    Post subject: Reply with quote

Although entries will likely still be sporadic, Obscure Character Archive returns!
(Deadlines were met and subsequent family/in-law obligations were met as well!)

Here is KAZUDA "KAZ" XIONO, lead character of Star Wars: Resistance,
so not necessarily "obscure" per se, but in the grand scheme of Star Wars,
sure, especially in terms of real-world-analogue ethnic representation, etc.

Resistance was a series that I was initially skeptical of, but which I wound up really liking a lot.
With its Cold War slow-burn character / world building in the aftermath of the Civil War,
season one had a "DS9" ensemble vibe (though toned down for a kid's show) that yielded
some great minor characters, interesting arcs, and a great setting in the Colossus refueling station itself.

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

KAZUDA "KAZ" XIONO
Type: Eager Starpilot



A Quote: "Heh. I'm never really ready for anything, but that hasn't stopped me yet."

DEXTERITY 3D+2
Blaster 4D+2, brawling parry 4D+2, dodge 5D+2, running 5D, thrown weapons: darts/holo-darts 4D+2
KNOWLEDGE 2D+1
Bureaucracy: Hosnian system 4D, languages 3D+1, languages: Binary/droidspeak 5D+1, planetary systems 3D+2,
streetwise 2D+2, streetwise: Resistance 4D+1, survival 3D, tactics 4D+1, value 3D+1, willpower 5D+1
MECHANICAL 4D
Astrogation 5D, communications 4D+2, repulsorlift operation 5D+2, starfighter piloting 6D+2, starship gunnery 5D
PERCEPTION 3D+1
Command 4D+2, con 3D+2, investigation 4D+1, persuasion 5D, search 4D+1, sneak 5D+1
STRENGTH 2D+2
Brawling 3D, climbing/jumping 5D+1, stamina 3D+2, swimming 5D+1
TECHNICAL 2D
Computer programming/repair 4D, equipment repair 2D+2, security 3D, starfighter repair 2D+1

Species: Human
Gender: Male
Homeworld: Hosnian Prime
Age: 19-20 years (Season 1)

Force Points: 2
Character Points: 12
Move: 10

Story Factors:
  • Comic Relief "Clumsiness": Throughout season one, there is a running gag wherein other characters are able to carry far heavier weight than Kaz can — and far more easily. This often results in embarrassing moments. In game terms, when a failed results does not endanger the character’s safety or the safety of his friends, the difficulties of all lifting skill checks that Kaz attempts are increased by two levels. And any rolls of 1 on the wild die result in an embarrassing pratfall or moment of comedic clumsiness. As Kaz is an otherwise dextrous individual, this apparent clumsiness is due more so to absent-mindedness and bad luck, rather than to any lack of physicality, as he is otherwise capable of great agility when danger is afoot.

  • "Mechanic" in Name Only: Kaz's cover story is surprisingly ill-fitting. Although he is an excellent combat pilot, his repair skills are woefully underdeveloped. Many technical tasks assigned to him are often far over his head. And with Kaz's off-the-cuff tale of being a self-taught mechanic who had worked in a Coruscanti factory forcing him to pretend he is more technically-experienced than he actually is, inevitably embarrassing results often ensue. In game terms, whenever Kaz rolls a 1 on the wild die in a non-lethal/dangerous repair situation, a comedic mishap occurs.

  • Skeleton in the Closet (S1E1-S1E20 only): While undercover as a "mechanic" on the Colossus refueling platform, Kaz must maintain the ruse, while keeping his role as spy on behalf of the Resistance a closely-guarded secret.

  • Tragic Loss (as of end of S1E20): While attempting to rid the Colossus of the First Order occupation, Kaz witnesses the holo-transmission of the Hosnian Cataclysm. In this attack, Kaz suffers the loss of his family and the loss of his entire homeworld.

  • Unrequited Affection: Although he has not admitted as much outright, it is clear from his actions and from his demeanor when near her, that Kaz is smitten with the Mirialan Pirate / “Scavenger”, Synara San. She does not reciprocate these feelings.

Capsule: Brave, kind, and capable at the controls of a starfighter, Kazuda "Kaz" Xiono has never let his privileged upbringing deter him from helping those in need. The son of Hamato Xiono, a wealthy senator whose position enabled Kaz to enroll in both military academy and to eventually claim a place in the New Republic Defense Fleet, the young Xiono showed not only great promise as a pilot, but also a daring willingness to improvise. During a mission for the Defense Fleet, Kaz's quick thinking secured intelligence for the Resistance, and won him the favor of Poe Dameron. But it was Kaz's moral compass that led him to accept the offer from Dameron that followed: to act as a spy on the behalf of the Resistance, and to gather information on the growing threat that was the First Order.

Going against his father's wishes, Kaz went undercover as a mechanic on the independent fueling station known as the Colossus, on the ocean planet Castilon. The young pilot felt out of his element, but with the aid of Dameron's astromech droid BB-8, and under the reluctant sometimes gruff guidance of retired-Alliance-pilot-turned-repair-bay-boss Jarek Yeager, Kaz slowly but surely adjusted to his newly secretive life.

Working alongside the loyal but naive Nikto technician Neeku Vozo, and the frustrated aspiring racer Tamara Ryvora, Kaz began uncovering clues regarding suspicious activity, both on the Colossus and the surrounding systems. Along the way, he befriended Torra Doza. Torra was the teenage daughter of the station's captain and a skilled pilot in her own right, who served as one of the station's squadron of "Aces" that defended the Colossus. The Aces also provided the station its primary sporting event via harrowing races among Squadron members who could be openly challenged by anyone. Kaz unwittingly issued such a challenge. Suffice it to say, he did not win his race against Torra Doza — but he did survive.. and he did begin to earn the station residents' respect. And after meeting Synara San, a Mirialan "salvager" who was — unbeknownst to Kaz — a stranded pirate working as a mole for the Warbird Gang, the young pilot developed an obvious crush. Through it all, Kaz did his best both to fit in while serving in his capacity as spy. It was not an easy task. And indeed, there were many close calls — in particular when he was called upon to fly Yeager's barely operational starfighter racer, the aptly named “Fireball.”

Over time, after making both close friends and bitter enemies, Kaz managed to successfully uncover key elements of the First Order's secret plot. In so doing, Kaz proved himself not only a skilled pilot, but also a sound leader. Able to unify disparate groups on the Colossus, Kaz led the "Aces" into battle, and together he and his allies successfully rid the Colossus of the First Order occupation. Though in effecting their escape into hyperspace aboard the Colossus, Kaz and company have leapt into the unknown....

Description: Excitable and good-natured, Kazuda Xiono might strike the casual observer as a just another naive kid born with a silver spoon in his mouth — at least, at first. The lanky, dark-haired and almond-eyed young man exudes nervous energy and the scar on his left temple suggests a willingness to get into trouble, even if unwittingly so. Courageous and charismatic in his earnestness, Kaz clearly means well. Despite a social-and-sometimes-physical clumsiness born of absent-mindedness and trying too hard, his heart is always in the right place. And when he is focused and determined, Kaz manages to follow through on his noble aims.

Equipment:
Aurodium racing trophy (awarded for young Xiono's first racing victory and carried as good luck totem), boots, comlink, gloves, Glie-44 blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), customized/restored racing starfighter "Fireball", flight helmet, green spacer's jacket, New Republic vacuum suit, T-85 X-wing starfighter, utility belt and holster.

Sources: Star Wars: Resistance animated series (season one and digital shorts), starwars.com databank entry, and Wookieepedia. "Spirit-Of" character illustration by J.P. Balmet. First paragraph of capsule text adapted from starwars.com databank entry. Stats and additional background text by Telsij.


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

Bren wrote:
I just happened to notice this.

Very nice! And very timely. One of the players is my current campaign is running a gambler and The Dealer looks perfect as challenge and/or continuing rival.

Kudos! And thanks!

Thank you and thank you! I hope he runs afoul of that gambler and that either of them winning the last hand comes down to some last-minute trickery.


CRMcNeill wrote:
Well, since you asked...

Bear in mind that this is a very detailed background.

TEMPLATE TYPE: Roguish Noble
CHARACTER NAME: Xaylar aq Duxzhar...

Awesome. I always enjoy a detailed, thorough background! When not GMing, my own PCs' backgrounds are always walls of text — probably much to the GM's chagrin.

Nice touch on using the "Falleen pheromones" ability to inform Xaylar's personality, with his reaching a given emotion's manic extremes in terms of expression. Also dug that his skill at sleight of hand came to be honed, at least in part, by a nervous, idle habit.


Last edited by Telsij on Thu May 23, 2019 8:31 pm; edited 11 times in total
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PostPosted: Sun May 19, 2019 11:31 pm    Post subject: Reply with quote

This character was very much in my younger days of rule design, and there were aspects that I included that (I recall) seemed to fit at the time, but on retrospect have no real in-game function. The thing about emotional control, for example has no real utility at the gaming table, but could potentially be a factor in my Psychological rules.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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PostPosted: Thu May 23, 2019 11:31 pm    Post subject: Reply with quote

After revising the subpar capsule text for KAZ XIONO above (it had been hastily-written and was in dire need of better phrasing and another proofread),
OBSCURE CHARACTER ARCHIVE... uh, re-returns! This time with an "on brand" entry: SISTER SIX from the excellent Doctor Aphra comicbook series!

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

SISTER SIX
Type: Assassin in Search of a Cause



A Quote: “Checking my stats, huh? Turn-ons include Toniray wine, back rubs and knee shots.”

DEXTERITY 5D
Blaster 9D, dodge 6D
KNOWLEDGE 2D+2
Alien species 5D, cultures 3D+2, cultures: Isopter Death Cult 4D, planetary systems 5D,
streetwise 6D, scholar: death 4D, survival 5D+2, tactics 4D, tactics: assassination 5D+2,
value 4D, willpower 4D+1
MECHANICAL 2D+2
Astrogation 4D+2, repulsorlift operation 4D, repulsorlift operation: speeder bike 4D+2,
space transports 3D+2, starship gunnery 4D+2
PERCEPTION 3D
Bargain 4D, con 4D+2, hide 5D, persuasion 4D+2, search 5D+2, sneak 5D
STRENGTH 2D+2
Brawling 5D+2, climbing/jumping 4D, lifting 3D+2, stamina 5D+1
TECHNICAL 2D
Blaster repair 5D, computer programming/repair 4D, first aid 3D, security 4D

Special Abilities & Story Factors:
  • Cybernetic Arm: Of her four arms, Sister Six's lower arm on her left side is cybernetic.
    In game terms, she gains a +1D bonus to resist damage suffered to her left arm.

  • Foolhardiness: Though typically mild-mannered and even-tempered, Xexto often admire and encourage risk-taking.
    Other species assume this means that Xexto are foolhardy....

    "Alright, Sister Six — we're fourteen decks up. Think you could take these guys and get up to the hanger before they blow our ship?"

    "Piece of cake. Rest of you would all be minced, of course. And I'd probably bleed out before I could take off… let's do it."

    — Doctor Aphra and Sister Six

  • Former Death Cult Devotee: Although interested in death, its causes and its circumstances, Six's fascination appears to be exactly that:
    true fascination — a giddy feeling that unconstrained by the solemn proceedings that often accompany death and its study. And though
    she may be a "seeker" in spirit, Sister Six follows her own moral compass... such as it is.

  • Four Arms: Xexto have four arms. However, if they take multiple actions, Xexto still incur the
    normal -1D penalty for every action beyond the first. The arms are specifically suited to climbing,
    and Xexto characters receive a +1D bonus to all Climbing/Jumping skill rolls that involve climbing.

  • Need for Belief: "I think I need to spend some time around folks who believe in something." — Sister Six

    Her daring devil-may-care attitude belies Sister Six's inner desire to believe in something larger than herself.
    Although she appears to be more of an anarchist than someone with a desire to belong, it is her need to believe
    in a cause that leads her to join the Rebel Alliance.

  • Quick Reflexes: Xexto gain a +1D bonus to all Perception rolls made to determine Initiative.

Species: Xexto
Gender: Female
Force Points: 1
Dark Side Points: 1
Character Points: 10
Move: 10
Size: ~ 2 meters tall



Capsule: "Sister Six. Kicked out of the Isopter death cult for giggling during prayers. If assassins had royalty she'd — well. She would've killed it by now. (Actually kinda hot)." — Doctor Aphra

Sister Six was someone you might call a... "free spirit." She was also someone you would definitely call a deadly assassin — and call her Doctor Aphra did. Recruited by the rogue archaeologist, Sister Six joined a team of mercenaries tasked with recovering the memories of "murder droid" 0-0-0, a violent protocol droid who'd come to lead the crime syndicate, Son-Tuul Pride. Sister Six was known for her skill, and for her sometimes-flighty fearlessness. Cast out of the Isopter Death Cult for finding too much humor in their study of death, Sister Six was a self-professed "tumbleweed," wandering wherever witnessing (and participating in) bloody carnage might take her. The team led by Doctor Aphra certainly scratched that itch... at least, for a time.

Traveling first to Skako Minor to raid the Techno Union workshop of the late Separatist Wat Tambor, Sister Six survived an ambush led by Imperial Inspector Magna Tolvan. And Six survived the Imperial's subsequent awakening of a massive beast which lay dormant in the lab. She also escaped with (nearly all) the others, once their search provided a lead: Hivebase-1, the Imperial "R&D Hub" for the Tarkin Initiative... and the location of 0-0-0's lost memories.

This in turn led the mercs to a Lucrehulk-class Battleship that was being used as a flight school by the Rebel Alliance. There, they managed to kidnap Alliance general and ace pilot, Hera Syndulla, to use as a bargaining chip with the Imperials, to gain entry to Hivebase-1. And it was Sister Six's daring pistoleering that landed the mercs such a prize to ransom — though Six lamented the lack of more gruesome results: "Not a single errant body part. Stun blasters are zero fun."

After (much) much violence and several (quite close) brushes with death, the mercenaries successfully extracted the droid's missing memories from the Hivebase databanks — or at least Aphra did, in secret, after being let off with a warning by General Syndulla. Sister Six elected to remain with the Rebels, however. She was moved by their conviction, and belief in their cause... or at least, a cause.

"These rebel guys, they… well, they impressed me," Sister Six said to Aphra shortly before they parted ways, "No offense, Doc, but… I think I need to spend some time around folks who believe in something."

Description: With the willowy build, large oval eyes, and long slender neck that were characteristic of the six-limbed Xexto species, Sister Six was as comfortable with banter as she was with a blaster. She carried herself with a casual playful charm and an easy smile, and was seemingly unflappable in the face of violence — in fact, Sister Six instead seemed drawn to death. She wore her shoulder-length, orangish-red hair in dreadlocks, and was often attired in a spacer's vest, shorts, fingerless gloves, an unfastened floppy spacer's cap, and goggles. Observant and mindful of her surroundings, Six was also capable of easily running through the feasibility (and survivability) of various combat scenarios in her head.

Equipment: Cache of blasters (including an EE-3 blaster carbine rifle — 5D+2 damage, range: 3-30/80/250, ammo: 50 — and a Glie-44 blaster pistol, among other makes and models), comlink, cybernetic arm (+1D to resist physical and energy damage to arm), fingerless gloves, floppy spacer's cap, goggles, holster and utility belt, shorts and vest, speeder bike.

Sources: Star Wars: Doctor Aphra comicbook series (issues #15-19, #32), and Wookieepedia. Xexto species stats sourced from Alien Stats Compilation by Thiago S. Aranha (p174). Character images by Emilio Laiso (interior "action shot" page from Star Wars: Doctor Aphra issue #17) and Ashley Wittier (cropped close-up from cover of Star Wars: Doctor Aphra issue #15). Stats and text by Telsij.
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PostPosted: Fri May 31, 2019 12:01 pm    Post subject: Reply with quote

UPDATES TO PREVIOUS ENTRIES: Updated HAN SOLO on page 8 of this thread, to incorporate the capital ship repair skills he uses in the Han Solo: Imperial Cadet comicbook series, and to add Swoop Operation back in under MEC — and extrapolate an "earlier" skill level now that Han Solo has displayed facility with swoop racing in new canon's Star Wars Adventures, issue #21. Also updated the NEELABI species stats *way* back on page 2, to better reflect their cultural background and to balance out the Neelabi's inability to operate on dry land w/o aid, by boosting their "when-submerged" rolls with a bonus similar to that given the Mon Calamari.

NEW ENTRIES BELOW: And speaking of IDW's Star Wars: Adventures comic book series, Obscure Character Archive presents the SWOOP RACING CONSPIRATORS OF RION from issue #21! Re: the group's "leader", the Arcona swoop racer KURU, with new canon information on the Arcona retaining only the weakness for salt, but not the near-sightedness and more-sensitive close-range senses nor their combat/digging talons, I gave the Arcona a Desert species survival bonus instead and retained the attribute range, but jettisoned the vision and close-range senses aspects!

In any case, though they were somewhat sillier characters from the more "kid-friendly" series of IDW comics, I thought they'd be a fun rival squad for PCs.


********

KURU
Type: Scheming Swoop Racer

A Quote: "Try not to crash."



DEXTERITY 3D
Blaster: hold-out blaster 4D, dodge 4D, melee combat: vibro-shiv 4D,
missile weapons: thermite micro-missile 4D+2, vehicle blasters 4D+2
KNOWLEDGE 2D+2
Intimidation 4D, planetary systems 4D, streetwise 3D+2,
streetwise: swoop racing circuit 5D, value: swoops 5D+1
MECHANICAL 3D+1
Repulsorlift operation 6D, swoop operation 6D+2
PERCEPTION 3D
Con 4D, gambling 3D+2, hide 4D+2, search 4D
STRENGTH 3D
Brawling 4D, stamina 4D+2
TECHNICAL 3D
Demolition 4D, repulsorlift repair 4D, swoop repair 5D+2

Species: Arcona
Gender: Male
Character Points: 10
Move: 10

Special Abilities & Story Factors:
  • Aversion to Arrogance: "That human has a big mouth." – Kuru.

    Kuru has an aversion to braggarts, blowhards, and boastful beings who otherwise shoot off their mouths.
    If this particular person happened to be his next opponent in a swoop race, it was all the more reason for
    him to do whatever he could to cut that being down to size! And judging from the devilish grins the Arcona
    flashes upon seeing his arrogant opponents get their comeuppance, Kuru relishes the work.

  • Desert Dweller: Arcona receive a +1D bonus to their survival rolls when in desert climates or environments.

  • Opportunist: While he may not be the wiliest, if there are credits to be made, Kuru will make every effort
    to seize an opportunity. This goes double for chances to cheat and win at swoop racing.

  • Salt Weakness: Arcona are easily addicted to salt. If an Arcona consumes salt,
    it must make a Very Difficult willpower roll not to become addicted. Salt addicts
    require 25 grams of salt per day, or they will suffer -1D to all actions.

  • Thick Hide: Arcona have tough hides that grant them a +1D bonus to Strength when resisting physical damage.

Capsule: Kuru didn’t have to cheat to win... but if winning a given race required cheating, then so be it. Although the tall, spindly, tan-hided and fuchsia-eyed Arcona had skill to spare, Kuru was not above using the hidden tricks in his tricked-out swoop to seal the victory — especially if it meant putting an arrogant opponent in his place.

Kuru encountered such a foe in Han Solo, some time after the Battle of Yavin. On a supply acquisition mission with Luke Skywalker and Chewbacca, the smuggler-turned-rebel entered a high-stakes swoop race on the Outer Rim planet of Rion, amid boasts of leaving everyone else in his dust. Upon discovering that Solo had a considerable Imperial bounty on his head, Kuru conspired with fellow swoopers to capture Solo and turn him over to the Empire.

Unfortunately for the Arcona, Kuru and his coterie of conspirators failed to capture the bounty, thanks to Solo's skills –and the timely intervention of Luke Skywalker. Fortunately for Kuru, despite losing a close – albeit dishonestly so – race to Solo, he and his cohorts survived the ordeal, living to race and cheat another day.

Connection to Other Characters: Although the Arcona serves as de-facto leader of the conspirators by virtue of being the best Swoop Racer among them, Kuru trusts the racing abilities of the Twi'lek Makta well enough to coordinate dangerous attacks with her while on the race course itself, and he relies upon his well-informed associate Takvax to handle the logistics of their plan. As for the lumbering Glunge? The stout and rotund, purple and pock-marked fellow did always handle a blaster better than he did a swoop, thought he was never the bravest being.

Equipment: Arconan racing helmet (+1D vs. physical, +2 vs. energy; covers head only), fingerless racing gloves, hold-out blaster (3D+1 damage, range: 2-4/8/12, ammo: 10, +2 to Hide attempts to conceal on person), modified racing swoop (see entry below), mustard and maroon racing-jumpsuit (+1 vs. physical), vibro-shiv (STR+1D damage, Easy melee difficulty).

Sources: Star Wars: Adventures IDW comicbook series (issue #21) and Wookieepedia. Stats and text by Telsij.



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

KURU'S SWOOP
Craft: Modified Aratech 105-K Lancer Swoop



Type: Racing Swoop
Scale: Speeder
Length: 3 meters
Skill: Swoop operation
Crew: 1
Crew Skill: See Kuru
Cargo Capacity: 1 kg
Cover: 1/4
Altitude Range: Ground level - 350 meters
Cost: Not available for sale
Maneuverability: 2D
Move: 210; 600 kph
Body Strength: 2D+2
Equipped with:
  • Thermite Micro-Missiles
    Fire Arc:
    Front or Rear (swivel)
    Scale: Speeder
    Skill: Missile weapons
    Ammo: 6
    Fire Control: 2D (Heat-seeking)
    Range: 40/100/250
    Damage: 2D per missile, 7D if all are fire-linked
    (+1D damage for each additional missile fire-linked into single volley. Fire-linking counts as action.)
    Game Notes: If missile weapons roll exceeds Moderate difficulty, thermite mini-missile locks on
    to target, provided that the target is/has an active heat source. If attack misses in the same round
    missile is fired, target must still evade missile for the 2 following rounds. If missile does not strike
    target or another object, it detonates. Each round missile is active, target must roll against original
    attack roll total. Missiles are mounted on 6 retractable missile launcher arms, concealed in swoop's
    rear chassis, 3 on left side, 3 on right side.



  • Turbo-Booster
    Ammo: 1
    Game Notes: If Kuru uses an action to activate the Turbo-Booster, his swoop gains 1 additional Move action,
    which is used immediately. Swoop is considered to be moving at All-Out Speed, if it is not already, once boost
    is activated. Turbo-Boost lasts 1 round, after which charge is expended and must be refueled to be used again.


Sources: Star Wars: Adventures IDW comicbook series (issue #21) and Wookieepedia. Stats and text by Telsij.


**********

MAKTA | Swoop Racing Vixen



A Quote: "Hey, watch it. You almost slammed me into those trees!"

"That's the general idea."
— Han Solo and Makta.

All stats 2D except: Dexterity 3D+2, dodge 4D, melee combat 4D, planetary systems 3D+2, streetwise 3D+2, survival 4D, willpower 3D+1,
Mechanical 3D+2, swoop operation 5D+2, Perception 4D, con 4D+2, persuasion 5D, Strength 2D+2, brawling 3D+2, swoop repair 4D+1.
Character Points: 5, Move: 10. Species: Twi'lek, Gender: Female. Special Abilities: Lekku: Twi'leks can use their head-tails to communicate
with one another in secret, even if others are present. The complex movement of their lekku is a "secret" language all Twi'leks are fluent in.
Equipment: Comlink, fishnet stockings and sleeves, helmet (+1D vs. physical and energy; covers head only; visor prevents flash-blinding),
spiked shoulder pads (+1D vs. physical and energy; covers shoulders only; spikes inflict Strength +1D damage if used in brawling combat),
vibro-dagger (Strength +2D damage, easy melee difficulty).



Makta's modified Skyblade swoop (scale: speeder, cover: 1/4; maneuverability: 2D+2; move: 200, 590 kph; body strength: 2D;
equipped with: sharpened durasteel spikes, inflict body strength +1D speeder-scale damage using swoop operation skill to attack;
maneuvering stabilizers are vulnerable to brawling and melee attacks made at/from point-blank range, with their connectors
resisting any successful attack's damage at 2D character-scale body strength, potentially rendering entire swoop inoperable).



TAKVAX | The “Brains” of the Operation



A Quote: “Yeah, it’s all arranged, Kuru. Solo won’t know what hit him... the med-droid is standing by.
Mr. Eat-my-dust will be sedated and on his way to Coruscant faster than a class-one hyperdrive.
You just need to get him to the medicenter.”


All stats 2D except: Knowledge 3D+2, bureaucracy 5D, streetwise 4D+2, value 4D+2, communications 4D+1,
Perception 3D, bargain 5D+2, con 4D, Strength 2D+2, Technical 3D+2, computer programming/repair 4D+2.
Character Points: 5, Move: 10. Species: Phindian, Gender: Male. Equipment: Comlink, palm-unit holoprojector,
jumpsuit.


GLUNGE | Swooper-turned-Sniper



A Quote: "No bounty is worth this."

All stats 2D except: Dexterity 3D+2, blaster 5D, blaster: blaster rifle 5D+2, blaster artillery 4D+2, streetwise 3D+2,
Mechanical 2D+2, swoop operation 4D+2, Perception 2D+2, search 4D+2, Strength 3D+2, brawling 4D+2, lifting 5D,
Technical 2D+2, blaster repair 3D+2, swoop repair 3D+2. Move: 8. Species: Unknown, Gender: Male. Story Factors:
Coward: Despite his stocky but burly mass, Glunge prefers fighting from afar and from a place of clear advantage. If ever
tables are turned, Glunge will almost certainly flee for his life. Equipment: Blaster pistol (4D damage, range: 3-10/30/120,
ammo: 100), comlink, holster / utility belt, "Laser-Sniper" blaster rifle (5D damage, range: 2-50/150/500, fire control: 2D,
game notes: Fire control is granted by use of macroscopic laser-sight and auto-steady gyrogimbal-compensators in tripod.
If only one of these two features is used, fire control is reduced to 1D, with no bonus given if neither is used. Shooter must
spend one full round aiming in order to gain bonus), racing jumpsuit with shoulder pads (+1 vs. physical).



Glunge's Tri-turbine racing swoop (scale: speeder, cover: 1/4; maneuverability: 0D+2; move: 225, 650 kph; body strength: 3D).


Sources: Star Wars: Adventures IDW comicbook series (issue #21), Wookieepedia, Vehicle Stats
and Weapon Stats fan compilation sourcebooks (credited to Thiago S. Aranha). Stats and text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 509

PostPosted: Mon Jun 10, 2019 11:31 pm    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents a further-fleshed-out conversion/adaptation of one of the more memorable characters from FFG's Star Wars: Age of Rebellion introductory adventure, "Perlemian Haul":

The best-dressed Trandoshan around, PASSK is a well-connected infochant running a curio shop on Martle Space Station, in orbit above Remduba II along the Perlemian Trade Route!

**********

PASSK
Type: Information Broker / Dosh Dandy

A Quote: "Welcome to Passk's Oddities, my friends.
What can Passk do for you on this fine day?"




DEXTERITY 2D+2
Blaster 4D, blaster: hold-out blaster 4D+2, brawling parry 3D+2, dodge 4D,
melee combat 3D+2, melee combat: power cane 4D+2, melee parry 3D+2
KNOWLEDGE 3D+1
Alien species 5D, bureaucracy 6D, business 5D, cultures 6D+1, languages 5D,
planetary systems 5D, scholar: spacer lore 7D+2, streetwise 7D+1, value 6D,
willpower 6D
MECHANICAL 2D+1
Archaic starship piloting 4D, astrogation 4D, communications 5D, sensors 4D,
space transports 3D+1
PERCEPTION 3D+2
Bargain 7D, con 7D, hide 6D, investigation 6D+2, persuasion 5D+2, search 5D
STRENGTH 3D+1
Brawling 4D+1
TECHNICAL 2D+2
Computer programming/repair 5D, security 4D+2

Species: Trandoshan
Gender: Male
Force Points: 1
Character Points: 8
Move: 8
Size: Short for a Trandoshan

Special Abilities & Story Factors:
  • Infrared Vision: Trandoshans are capable of seeing in the infrared spectrum. If there are ambient heat sources present, then Trandoshans can see clearly in low-light conditions and in darkness without penalty.

  • Poor Fine Motor Dexterity: Due to the physiology of their fingers and hands, Trandoshans have difficulty performing any actions that require precise manual dexterity, such as picking locks or similar feats of prestidigitation. Trandoshans suffer a -2D penalty whenever they attempt any such actions.

  • Skeleton In the Closet: Even though Passk plays both sides of the fence, his ultimate loyalties are to the Alliance... for reasons he would rather not explain.

Capsule: If ever you have the pleasure — or misfortune, depending upon your point of view — of entering the boutique of curiosities known as Passk's Oddities, its door will slide open on a squeaky track, and a melodic chime will signal your arrival. The smell of old paper and dust fills your nostrils as you are confronted with countless shelves stacked with all manner of junk. As your eyes adjust to the darkness, you see a somewhat short and middle-aged Trandoshan approaching you. With a smile, he says, "Welcome to Passk's Oddities, my friends. What can Passk do for you on this fine day?"

Passk greets all visitors with a broad, toothy grin. Speaking in a sibilant voice with a unique and somewhat dissonant cadence, he presents the junk in his shop to potential customers as if it is the finest treasure from around the galaxy. Though some of the items might be of mild interest to collectors or scholars, the majority of Passk's stock is mundane, overpriced junk.

Despite his pleasant and unassuming demeanor, Passk is an incredibly savvy individual who is constantly on the prowl for a profit of some kind. He deals with both Alliance agents and their Imperial counterparts with the ease of a practiced con man. Passk prides himself on knowing nearly all there is to know about the underground economy, and what he doesn't know he can usually find out... as long as the proper bribes are made.

People will need to make their affiliation known in order to get Passk's complete cooperation, though they may be able to placate him if they can offer him enough money for his services. Even though Passk plays both sides of the fence, his ultimate loyalties are to the Alliance, for reasons he would rather not explain.

Of particular interest of late, both in the sector and to Passk himself, is the Perlemian Haul, the codename of a rumored Imperial convoy operating along the Perlemian Trade Route. Although his knowledge of the mythical convoy is nowhere near complete, Passk wouldn't surprised by the convoy's existence, but the potential confirmation of such an obscure piece of spacer's lore makes him practically giddy. And Passk is all too happy to offer advice for gathering information on such a curio.

Description: Passk appears somewhat short for a Trandoshan, and he dresses in flamboyant and anachronistically-baroque business attire. His amber eyes glisten with a hidden cunning, and he always seems to be smiling about something. He prides himself on being able to find out anything; with enough time and credits, he usually can.

Connection to Other Characters: Passk runs a threadbare curiosities shop in the urban center of Martle Station, an aging orbital platform with a small Imperial garrison, a squadron of TIE fighters, and bored and corrupt officials, its security often proves to be fairly lax. At the cold — and some would say, dead — "heart" of the Remduba System, Remduba II is a grey world with little but microbial life and deep core mining operations — thus making its orbital companion, Martle Station, hospitable only by comparison.



The station's citizenry — of which there are nearly two thousand — consists primarily of shiphands, dockworkers, and station support staff, as well as the civilian businesspeople and employees who keep them fed and entertained. Passk is one of the latter, though his contribution to the station's overall functionality is somewhat questionable.

On a first-name basis with the Imperial governor, Varla Prule, Passk knows her to be a vain woman, whose meetings call for attendees to be dressed for the occasion and whose cooperation does not come cheaply. Although Passk must deal with the Imperial governor on a near-constant basis, he is no fool. He's kept records of every illicit transaction he's made with the governor, and even has some solid physical evidence that can damn the governor if it were to wind up in the wrong hands. The eventual result of his ability to blackmail the governor is something that Passk perceives as his nest egg, and the information is his form of insurance when dealing with the Imperials.

Passk has many contacts and associates among the station's working-class citizens. Many of these associates are employed in the platform's cargo bays, moving equipment and commodities to and from the transports. Being employed on Martle Station itself is dangerous. The dockworkers are affiliated with specific "workgangs" that bid for contracts and occasionally fight among themselves in order to secure paying work in the station's cargo bays. Any new workers, especially those who aren't affiliated with an existing workgang, are subject to intimidation and violence from their perceived rivals.

Equipment: Curio shop, datapad, flamboyant and anachronistically-baroque blood-red business attire with gold embroidery (outfit includes: boutonniere, spascot / "space ascot", tailcoat, tiered fez, and vest), hold-out blaster (3D damage, range: 3/8/12, ammo: 10, +1 to Hide attempts), monocle (worn as affectation only, glass eyepiece has no prescription nor in-game effect on vision), power cane (stiletto blade: STR+1D damage, power point: 1D-5D variable setting; not based on Strength; melee difficulty: Easy — stiletto blade, Moderate — power point; Game notes: Power cane has a 30-centimeter long stiletto blade housed in a concealed, spring-activated compartment. The ornamental top is a disguised power point capable of delivering a painful shock), two Imperial Naval trooper uniforms (including blast helmets and vests).

Sources: Star Wars: Age of Rebellion RPG core rulebook (FFG), Wookieepedia, and Weapon Stats fan compilation sourcebook (credited to Thiago S. Aranha). Images: Passk character artwork by Christopher Burdett, Myrtle Station artwork by Mark Molnar.

Background text adapted from Star Wars: Age of Rebellion FFG RPG core rulebook (p.438-441). Stats and additional text by Telsij.
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