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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 400

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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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 12933
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

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.

The CRMcNeill Stat/Rule Index
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Telsij
Commander
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Joined: 07 Dec 2016
Posts: 400

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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Telsij
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Joined: 07 Dec 2016
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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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Joined: 07 Dec 2016
Posts: 400

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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Telsij
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PostPosted: Fri Jun 21, 2019 11:56 am    Post subject: Reply with quote

UPDATE TO PREVIOUS ENTRY: Updated my fave, MAGNA TOLVAN (p.10 of thread), with her heretofore unseen Thrown Weapons skills (exhibited in this month’s issue of Doctor Aphra, issue #33), and bumped up her Blaster and Running a shade, along with adding an additional Force Point and a few Character Points. Now more accurate to newly revealed levels of badassery!

NOTES ON CURRENT ENTRY: OBSCURE CHARACTER ARCHIVE presents TRUNC ADURMUSH, with species stats for the PAKIPHANTOS! Trunc is the recurring antagonist from Pirate’s Price — a book told from the POV of none other than infamous pirate, Hondo Ohnaka. Well worth the audiobook listen if you are a Hondo fan, as his voice actor Jim Cummings narrates — as Hondo.


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

TRUNC ADURMUSH
Type: Big Galoot with a Grudge



A Quote: “I won’t forget this!”

DEXTERITY 3D+1
Blaster 5D+1, brawling parry 5D+2, dodge 4D+2,
melee combat 4D+2, running 4D+1
KNOWLEDGE 2D
Intimidation 5D, planetary systems 5D, streetwise 5D+2,
streetwise: Trunc Adurmush’s gang 7D+2, survival 4D+1
MECHANICAL 3D
Astrogation 4D+2, space transports 5D, starfighter piloting 3D+2,
starfighter piloting: Z-95 Headhunter 5D, starship gunnery 5D+2
PERCEPTION 2D+1
Bargain 4D, command: Trunc Adurmush’s gang 6D+1, con 3D+1
STRENGTH 4D+2
Brawling 6D+2, lifting 6D, stamina 6D+2
TECHNICAL 2D+2
First aid 3D, space transport repair 3D+2,
starfighter repair: Z-95 headhunter 3D+2, security 4D+1

Species: Pakiphantos
Gender: Male
Character Points: 13
Move: 7

Special Abilities and Story Factors:
  • Long Memory: “Oh, there’s no misunderstanding. We Pakiphantos never forget… we never let go of a grudge either.” — Trunc Adurmush

    Pakiphantos have strong powers of recall – and not coincidentally, will also hold a grudge to the grave. In game terms, Pakiphantos may reroll any failed check required to recall some facet or fact about a personal experience, though they must accept the result of the second roll. However, if the event in question is some sort of personal offense or slight, no roll is needed and the Pakiphantos will remember the offense for the rest of his days.

  • Ornithophobia: Although his phobia is not well known, Trunc Ardurmush has an unreasonable fear of birds. At some point, over three decades after the fall of the Empire, Hondo Ohnaka is able to exploit this fear by causing Porgs to descend upon the dismayed Pakiphantos.

    "Are you afraid of Birdies?"

    "Yes. Get. Them. Off!"

    — Hondo Ohnaka and Trunc Adurmush

  • Prehensile Trunk: Pakiphantos may pick up or manipulate objects with their trunks. In game terms, they may perform grasping and lifting tasks with their trunks, at -1D Dexterity/Strength effectiveness. They can also communicate by making trumpet-like sounds with their trunks. When trumpeting battle cries, they gain a +1D to intimidation attempts.

  • Sensitive Hearing: Pakiphantos have excellent auditory senses, in particular when detecting low pitched sounds. In games terms, Pakiphantos receive a +1D bonus to Perception-based checks based on hearing, and a +2D bonus when related to detecting low-pitched sounds outside the audio spectrum audible to humans. Superficially, when angered, their ears fan/flare out.

  • Stomp Stomp Stomp!: The Pakiphantos’ dense mass and stumpy but powerful pillar-like feet grant them great stomping power. In fact, a so-called “Stomp” — the ritualized trampling of an opponent – is a fondly regarded tradition amongst many more bellicose members of the species. It is accompanied by chanting the word, “Stomp.” In game terms, Pakiphantos gain a +1D bonus to damage if they make a “stomping/trampling” brawling attack in combination with a Move action.

  • Tough Hide: Due to their thick skin, Pakiphantos gain a +1D bonus to resist physical damage.

  • Tusks: The Pakiphantos possess sharp tusks that inflict STR+1D damage if used in brawling.

Capsule: Do you know the Pakiphantos? Well, it seems that they are not a good species to anger. And these, I could tell, were angry, because their big ears all flapped out wide on the sides of their heads, like big angry fans... and they lifted their trunks into the air and trumpeted loudly. — Hondo Ohnaka

If you ever run afoul of Trunc Adurmush, it would be in your best interests to run. Hondo Ohnaka did. So did a young Han Solo — but not before borrowing eight thousand credits from him... and stealing another seven. And as the ornery Pakiphantos gang leader is all too happy to remind you, he never forgets — and never lets go of a grudge.

The stout and powerfully built Pachydermoid was not the brightest, nor the boldest being, but he was brawny and willing to let his grudges determine the direction of his blaster bolts and the target of his stomping feet, the latter, in the words of Hondo Ohnaka, were "flat stumpy appendages that ended in four large round toenails on a pillar-like foot." And in the deposed Pirate Lord's not-so-humble opinion, Trunc "could do with a manicure."

Whether well/groomed or not, Trunc and his gang nonetheless enjoyed trampling their enemies — the ritual they simplistically but appropriately called a "Stomp". They hired themselves out, not only as capable muscle, but also as able dogfighters in a cockpit, before going on to eventually become pirates. Trunc and his gang encountered Han Solo and Hondo Ohnaka in each of the group’s iterations.

After Solo had made off with their credits, Trunc happened upon the Smuggler and his current company — his Wookiee first mate, eccentric pirate Hondo Ohnaka, and their mysterious client, self-professed "scoundrel" Mahjo Reeloo — amidst a heist gone awry... and a spilled lunch of glowblue noodles and chav. And on this low gravity planet of Dhandu 3 —  home to the Turlossus, a massive six-legged reptilian species, so massive that any structures built on the ground were at risk of being crushed under their feet, inhabitants of the moon built their cities on top of the Turlossus' flat shells — Trunc nearly met his end due to Solo's trickery. Sucked up and then flung into the air by a Turlossus' proboscis, weaker beings might not survived. But Trunc did – and so did his bitter grudge!

Having hired his gang out as both muscle and transport for Kaminoan scientist Kolac Pru, Trunc would encounter Solo and Ohnaka again, while Pru was retrieving precious and deadly cargo — defoliator technology — from a security strongbox on Gwongdeen. After a tense standoff between cloned accomplices, Pru's escape in Trunc's ship was foiled by Mahjo Reeloo, in her efforts to make amends for her part in Pru's rogue experiments. And again, potential exposure to a defoliator bomb's effects might have been the end of Trunc Ardurmush... but the Pakiphantos survived once more.

It would be three decades when next Trunc would encounter Ohnaka and the Millenium Falcon. After Solo had passed, and after Chewbacca had passed along temporary care of the Falcon to Ohnaka in exchange for much needed parts and repair. By this time, Trunc had become a pirate in earnest.

"He was, of course, much older than when I'd last seen him. One of his turks was broken, and it looked like something had taken a bite out of one of his big flappy ears. But I gave him my best smile. 'Trunc,' [Hondo Ohnaka]... said, 'my old friend. Imagine running into you here. I am so glad to see you up and around, given that the years have obviously not been kind.'

This time, however, Trunc appeared to be on the verge of exacting his revenge, having captured the Falcon and Ohnaka in transit. Alas, his grudge would remain unsettled, for he was done in by the Falcon's infestation of Porgs, whom Ohnaka had stirred into a post-feeding frenzy within close quarters. That coupled with Trunc's fear of birds, sent the Pakiphantos fleeing back to his own ship, which was, when Ohanka last saw it, "... spinning out of control, and I am sure, in quite a messy state."

Equipment: Heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 25), modified medium freighter (modified for piracy purposes!), small squadron of Z-95 Headhunter starfighters, taste for glowblue noodles and chav, utility belt and holster.

Sources: Star Wars: Flight of the Falcon: Pirate's Price book by Lou Anders and Wookieepedia. Stats and text by Telsij. Excerpts of dialogue and Hondo Ohnaka narration quoted from Star Wars: Flight of the Falcon: Pirate's Price (p.63-66, 74-75, 205, 212, 214). Character image by Annie Wu, Star Wars: Flight of the Falcon: Pirate's Price (p.72).

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

PAKIPHANTOS
Attribute Dice: 12D

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

Move: 7/9

Species Special Abilities and Story Factors:
  • Long Memory: “Oh, there’s no misunderstanding. We Pakiphantos never forget… we never let go of a grudge either.” — Trunc Adurmush

    Pakiphantos have strong powers of recall – and not coincidentally, will also hold a grudge to the grave. In game terms, Pakiphantos may reroll any failed check required to recall some facet or fact about a personal experience, though they must accept the result of the second roll. However, if the event in question is some sort of personal offense or slight, no roll is needed and the Pakiphantos will remember the offense for the rest of his days.

  • Prehensile Trunk: Pakiphantos may pick up or manipulate objects with their trunks. In game terms, they may perform grasping and lifting tasks with their trunks, at -1D Dexterity/Strength effectiveness. They can also communicate by making trumpet-like sounds with their trunks. When trumpeting battle cries, they gain a +1D to intimidation attempts.

  • Sensitive Hearing: Pakiphantos have excellent auditory senses, in particular when detecting low pitched sounds. In games terms, Pakiphantos receive a +1D bonus to Perception-based checks based on hearing, and a +2D bonus when related to detecting low-pitched sounds outside the audio spectrum audible to humans. Superficially, when angered, their ears fan/flare out.

  • Stomp Stomp Stomp!: The Pakiphantos’ dense mass and stumpy but powerful pillar-like feet grant them great stomping power. In fact, a so-called “Stomp” — the ritualized trampling of an opponent – is a fondly regarded tradition amongst many more bellicose members of the species. It is accompanied by chanting the word, “Stomp.” In game terms, Pakiphantos gain a +1D bonus to damage if they make a “stomping/trampling” brawling attack in combination with a Move action.

  • Tough Hide: Due to their thick skin, Pakiphantos gain a +1D bonus to resist physical damage.

  • Tusks: The Pakiphantos possess sharp tusks that inflict STR+1D damage if used in brawling.

Sources: Star Wars: Flight of the Falcon: Pirate's Price book by Lou Anders and Wookieepedia. Stats and text by Telsij.
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PostPosted: Thu Jul 18, 2019 11:44 pm    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents Chass na Chadic from Alphabet Squadron, by Alexander Freed, which — despite my initial apprehension about its title — is definitely a worthy successor to the X-wing series of books and is my favorite novel of the new canon, with well-rendered characters and prose that paints the post-Endor/RotJ world in interesting shades of gray. And apologies in advance for the lack of page numbers for the excerpts used, as I am pulling passages from the ebook — whose page numbering is malleable, depending on device!

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

CHASS NA CHADIC
Type: Brash Bombardier /
Troubled Martyr-in-the-Making



A Quote: “Skywalker fired the last shot, was all. Jyn did everything that mattered.
I met her once… That’s when I knew. That’s when I knew if — I thought, I met her.
I could be like that too. Crawl out of the gutter to do something great.”


DEXTERITY 3D+1
Blaster 4D+1, brawling parry 4D, firearms: slugthrower pistol 4D+1,
dodge 4D+2, pick pocket 4D+1, running 3D+2, vehicle blasters 5D
KNOWLEDGE 2D+2
Intimidation 4D, planetary systems 4D+2, scholar: music/music genres 5D+2,
streetwise 3D+2, streetwise: Partisans 4D+2, survival 5D+1, willpower 5D+2
MECHANICAL 4D
Astrogation 4D+2, sensors 5D, space transports 6D, starfighter piloting 6D+1,
starfighter piloting: B-wing 7D+2, starship gunnery 7D, starship shields 4D+2
PERCEPTION 3D
Bargain 4D, con 4D+1, search 4D+2, persuasion 4D, persuasion: bravado 5D
STRENGTH 3D
Brawling 4D, climbing/jumping 3D+2, stamina 4D
TECHNICAL 2D
Computer programming/repair 3D, security 3D+2,
starfighter repair 3D, starfighter repair: B-wing 4D

Species: Theelin
Gender: Female
Age: 20-25 years old
Homeworld: Unknown

Force Points: 1
Character Points: 11
Move: 10

Special Abilities and Story Factors:

  • Aspiration to Martyrdom: Having lived a life in fear prior to meeting Jyn Erso and learning of her sacrifice, Chass na Chadic now hopes for a similar fate as her hero: the opportunity to give her life for the greater good, and to die a martyr.

    “She dreamed later of dying above a green moon to stop a force of impossible evil. She dreamed of flying alongside Riot Squadron as Wyl and Sata Neek and Rununja fell behind and she, only she, could enter the depths of the Death Star….”

  • Budding Romance... Nipped in the Bud: Chass found herself in the very early stages of a fledgling romance with Ishi Tib pilot, Seta Nek... before his death at the hands of Shadow Wing, during the prolonged engagement (and eventual defeat) that their carrier and scout frigate, Hellion’s Dare, endured.

    “Chass didn’t much enjoy celebrating with strangers. Without Fadime and Yeprexi and Quaysail and the rest of Hound Squadron, the dead of Hound Squadron, it wasn’t the same. But when the others began speculating about the rivals and lovers of Blink and Char, Sata Neek drew her away from the others to talk about his homeworld of Tibrin and the fire-coral beneath the phosphorescent sea. She told him she came from a savage jungle full of insects the size of a man’s arm, where Theelins were revered instead of leered at and objectified. If Sata Neek noticed that her stories were lies and that she didn’t bother to hide her falsehoods, it only seemed to make him more keen to continue the conversation, [and after]... an hour, Chass was delighted to realize they were both flirting.”

  • Idolization of Jyn Erso: Jyn Erso once saved Chass’ life, and the former made an indelible impression upon the Theelin with her presence. Upon learning of Erso’s inspiring speech, rallying the Alliance to attack the Death Star, and of her later sacrifice, Chass was herself inspired, and swore to follow in Erso’s footsteps.

    “Skywalker fired the last shot, was all. Jyn did everything that mattered. I met her once… That’s when I knew. That’s when I knew if — I thought, I met her. I could be like that too. Crawl out of the gutter to do something great.”

  • Righteous Indignation: For a long while, Chass felt strong animosity toward fellow pilot Wyl Lark, for forcing her to flee into hyperspace, once their respective squadrons were decimated by elite TIE squadron Shadow Wing. With her wish to die a martyr, Chass felt that Wyl robbed her of her agency, deciding her fate at a crucial moment of life or death — when it was her choice to make, however misguided that choice might have been. Over time however, though the animosity subsided enough that they developed genuine camaraderie as squadron mates, Chass remains mindful of her “real” mission: to die a hero.

    “‘Wyl,” she said. ‘What happened at the Dare. You—’ You took away my chance. ‘You ran, and you took me with you by taking away my choice. I don’t know if it’s because you were afraid to go alone, or afraid to fight, or because you’re interested in me — or because you really believed you were doing the smart thing, tactically. It doesn’t matter… you can’t do it again.’”

  • Soundtrack to Her Life: Chass keeps a collection of music in her B-wing to listen to (and sing-a-long with) during battle. And she is at her best in the cockpit when the music is on full blast. In game terms, so moved by her music is Chass that she gains a +1 bonus to piloting related skills (including starship gunnery and starship shields, in addition to piloting checks) when blasting music of her choice during combat. This is purely a psychological effect. However, due to the deafening volume at which she plays the music, and her penchant to sing along, she also suffers a -1 penalty to any attempts to coordinate maneuvers or communicate clearly during battle.

    “Chass deliberated over her choices with the sober dignity of a woman going to an execution. She sorted through the little plastic box full of datachips, taking out one chip at a time as she sat on her bunk and considered the implications.

    Herglic rage-metal? Too heavy, and it hurt her ears. She put the chip in her left hand.

    Warbat trance? She considered the flight plan, smiled tightly, and put the chip in her right hand….”


Physical Description: “She was compact and muscular, bronze-skinned with a fuzz of lime-green hair and short, fleshy horns protruding from her temples—marks of a Theelin.”

Chass was what is known as a 'Rim rat,' a slur for “humans and nonhumans born on the fringes of civilization, without the trail of personal data Imperial citizens relied upon to obtain employment, services and transports.” Per the IT-O interrogation-droid-turned-“therapist" working with Alphabet Squadron, her listed age was “... inconsistent, ranging from twenty to twenty-five. Homeworld unknown... Considers herself Theelin, but family history is unknown. Sole survivor of her squadron for the second time.'"

Tough and tough-talking, Chass could and would be as abrasive as she needed to be, in defense of her principles and primary mission in life: a hero's death. As Sata Neek told Wyl Lark, Chass was "... always itchy without combat duty.” And with her music blaring, Chass would be up to the task. Though as Imperial defector and Alphabet Squadron commander Yrica Quell later noted, “Chass na Chadic was a tremendous flier... [but] a poor communicator.”


Capsule: “This was the part she loved. She reveled in it without irony or embarrassment—racing toward the enemy, cannon fire baking her cockpit in emerald light. Swinging her fighter out of the path of a concussion missile, switching off her thrusters to confuse heat sensors, and relying on inertia to carry her forward. Refusing to flinch in the face of weapons that could reduce a city to slag and glass.

She set course, adjusted the audio filters on her comm, and slapped at a panel with her palm until noise—brutal noise, rhythmic and pumping—filled the shell of the ship. Synthtone and bass vye screeched chords over the rage of a gurgling Herglic singer. She felt the music in her bones and her horns, the pounding redoubling the ship’s vibrations as she increased thrust. It was a song of agony and revolution, a track she’d played while reducing armored Imperial walkers to burning hulks.

Not for this mission, she decided, and fumbled with the panel until the music changed. The bass dropped out and a new voice, higher-pitched and rapid-patter, accompanied the sound of bells. This track was energetic and nimble, surreal and incomprehensible and obscene, and Chass knew every word. She had to resist the urge to jerk the B-wing from side to side.

Now she was ready for the attack run.

‘Entering visual range,’ Sata Neek said. Chass barely heard him over her own singing....

She dreamed later of dying above a green moon to stop a force of impossible evil. She dreamed of flying alongside Riot Squadron as Wyl and Sata Neek and Rununja fell behind and she, only she, could enter the depths of the Death Star….”


Chass had worn a shock collar before — and she knew what would happen if she didn't escape the life she led. Meeting Jyn Erso had given her purpose. She’d seen Jedha… the ruined pilgrim world where Jyn’s rebels had come from, to which Chass had made her own sort of pilgrimage. She’d flown with the Cavern Angels and eventually joined the Rebel Alliance. And If it weren’t for her luck, grit, and skill, Chass na Chadic would long ago have found the martyrdom she chases across the battlefields of the Galaxy. Instead, she’s watched her heroes disappear one after another in the name of freedom, leaving her behind; now, as the New Republic rises, and the tide turns, Chass is adrift.

The sole survivor of Hound Squadron, a group decimated in a prolonged pursuit by elite TIE squadron Shadow Wing, Chass, along with Wyl Lark, sole survivor of Riot Squadron, was rescued by agents of New Republic Intelligence agents, following the desperate hunch of Shadow Wing defector, Yrica Quell. Recruited into a special “working group” of pilots from disparate squadrons and walks of life with agendas all their own, Chass is now faced with a new challenge.

Now the so-called “Alphabet Squadron” — a motley crew of operatives whose craft include an A-wing, her B-wing, a U-wing and a Y-wing — is tasked with neutralizing the surviving, resurgent forces of elite TIE Squadron Shadow Wing. This may be her chance to find new meaning in life — provided Chass na Chadic can be convinced not to seek it... in death.


Equipment: Asymmetrical leathers (clothing; Game Notes, as assessed by Yrica Quell, she “... wasn’t sure if they qualified as fashionable, cheap or both...”), B-Wing starfighter, collection of music datachips, vacuum suit (equipped with Guidenhauser ejection harness and Novaldex Diagnostech life support unit), flight helmet, lower-leg bandolier with signal flares, passage-documents-dedicated datapad (contains ID and sealed mission orders), wrist-mounted comlink beacon, KD-30 slugthrower pistol (3D damage; 3D acid burn damage for three rounds unless character has hardened materials which resist acids; range: 50/75/100; ammo: 6; fire rate: 2; Game Notes: Internal laser sighting system automatically adds +1D to firearms rolls if the user takes a full round to aim, in addition to the standard aiming bonus).


Sources: Star Wars: Alphabet Squadron novel by Alexander Freed, https://twitter.com/DelReyStarWars/status/1131561469844361217?s=20, Weapons Stats compilation book credited to Thiago S. Aranha, and Wookieepedia. Text contains direct quotations and excerpts from Alphabet Squadron by Alexander Freed, and Del Rey Star Wars promotional tweets. Character image by Jeff Langevin. Stats and additional text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 400

PostPosted: Wed Jul 24, 2019 11:44 pm    Post subject: Reply with quote

I’d intended to post these on Tuesday, so as to make a 2-for-Tuesday joke. ALAS!
Better late than never, and so here are "the Twins" from SOLO: A Star Wars Story,
LARK and JONK, along with species stats for the DANZIKAN!

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



LARK & JONK (aka: “the Twins”)
Type: Dubiously-Duplicitous Gamblers

Their nickname is misleading, as Lark and Jonk are not in fact twins. Instead,
they are a single entity with two heads — the norm for the Danzikan species.
House rules at the Lodge on Vandor state they must play as a single player.
Otherwise, they would be suspected of tactically driving up the pot and then
splitting the winnings.

DEXTERITY 2D+2
Blaster: hold-out blaster 3D+2, dodge 4D, running 3D+2
KNOWLEDGE 3D
Bureaucracy 3D+2, business 4D, streetwise 4D+2, value 4D
MECHANICAL 2D+2
PERCEPTION 4D+2

Bargain 5D, con 5D, gambling 5D, gambling: Sabacc 5D+2
STRENGTH 2D+2
TECHNICAL 2D+1


Species: Danzikan
Gender: Male
Character Points: 2
Move: 6

Special Abilities and Story Factors:
  • Electrosensitive Antennae: The sensitive cilia on the two pairs of antennae atop each head grant Danzikans a +2D bonus to any rolls involving the detection of electrical currents or charges, up to a distance in kilometers equal to the number of D in their Perception die code.

  • Four Eyes... Each: the two pairs of eyes on each head of a Danzikan grant them a +1D bonus to visually-based search checks.

  • Multitasking: Like the Troig, because Danzikans are two beings that share a single body, they may perform two actions at once without incurring multi-action penalties. Each head may perform separate actions, or one head may combine actions with the other. And once per game session, a Danzikan duo may also be granted a re-roll of a failed Perception check, to better reflect the presence of a second distinct head's sense of awareness. In addition, due to their lifelong sharing of the same body, silent communication between the two heads is a free action.

  • Reputation: Because of their dual nature, Danzikans are often thought of as duplicitous and draw suspicion when they participate in games of chance or in negotiation. Whether or not this is a groundless stereotype is up for debate.

  • Swamp Dwellers: When in swamp or swamp-like conditions, Danzikans may make survival checks at one difficulty level lower than normally required.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide book (p.91), Star Wars: Alien Archive book (p.114, UK Egmont edition), starwars.com, and Wookieepedia. Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.91). Stats and additional text by Telsij.


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



DANZIKAN

Danzikans are a swamp-dwelling species, instantly recognizable by their two heads. Much like the Troigs, both heads are freethinking and they use this to their advantage in card games and business deals. They are often thought of as devious because of their (perceived) tendency to cheat. For example, the gamblers Lark and Jonk, nicknamed 'the Twins', were forced to participate as a single player at Sabacc. Otherwise, they would use their double hand as a opportunity to win more credits.

Homeworld: Danzik
Attribute Dice: 12D

DEXTERITY: 1D+2/3D+2
KNOWLEDGE: 2D/4D+1
MECHANICAL: 1D/4D
PERCEPTION: 2D/5D
STRENGTH: 1D/3D
TECHNICAL: 1D/4D

Move: 6/8

Special Abilities and Story Factors:
  • Electrosensitive Antennae: The sensitive cilia on the two pairs of antennae atop each head grant Danzikans a +2D bonus to any rolls involving the detection of electrical currents or charges, up to a distance in kilometers equal to the number of D in their Perception die code.

  • Four Eyes... Each: the two pairs of eyes on each head of a Danzikan grant them a +1D bonus to visually-based search checks.

  • Multitasking: Like the Troig, because Danzikans are two beings that share a single body, they may perform two actions at once without incurring multi-action penalties. Each head may perform separate actions, or one head may combine actions with the other. And once per game session, a Danzikan duo may also be granted a re-roll of a failed Perception check, to better reflect the presence of a second distinct head's sense of awareness. In addition, due to their lifelong sharing of the same body, silent communication between the two heads is a free action.

  • Reputation: Because of their dual nature, Danzikans are often thought of as duplicitous and draw suspicion when they participate in games of chance or in negotiation. Whether or not this is a groundless stereotype is up for debate.

  • Swamp Dwellers: When in swamp or swamp-like conditions, Danzikans may make survival checks at one difficulty level lower than normally required.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide book (p.91), Star Wars: Alien Archive book (p.114, UK Egmont edition), starwars.com, and Wookieepedia. Species capsule text adapted from Star Wars: Alien Archive (p.114, UK Egmont edition). Stats and additional text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 400

PostPosted: Tue Aug 06, 2019 4:01 pm    Post subject: Reply with quote

Fresh from overseeing the spice mines of Kessel, and from out of
the spice dens of Oba Diah, come QUAY TOLSITE and species stats
for the PYKES!

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

QUAY TOLSITE
Type: Corrupt Kessel Capo



A Quote: “If you follow me, I’m sure we can reach a… mutually beneficial arrangement.”

DEXTERITY 2D
Blaster: hold-out blaster 3D, dodge 3D
KNOWLEDGE 3D+2
Bureaucracy 4D+2, bureaucracy: Kessel 7D+2, business 4D+2, business: mining 6D+1, intimidation 4D,
languages 4D, planetary systems: Kessel 5D, streetwise 6D, streetwise: Pyke Syndicate 7D+1, value 5D,
value: spice 6D+2, value: coaxium 6D
MECHANICAL 2D+2
PERCEPTION 3D+2

Bargain 5D+2, bargain: spice 6D+2, command: Pyke Syndicate minions 6D+1, con 4D+2, hide 4D
STRENGTH 2D
Brawling 3D, stamina 3D
TECHNICAL 3D
Computer programming/repair 4D, droid programming 3D+2, security 4D+1, security: Kessel facility 5D

Species: Pyke
Gender: Male
Homeworld: Oba Diah
Dark Side Points: 2
Character Points: 8
Height: 1.83 meters

Species Special Abilities and Story Factors:
  • Atmospheric Allergies: Pykes are known to have allergies to certain types of polluted atmosphere, such as that of mining world Kessel. Although these allergies require breathing apparatuses for Pykes to function without ill effects, they have also not been shown to have dangerous effects, beyond the creation of excess mucus collection in their masks' breather tubes. In game terms, consider Pykes to suffer -1D penalties to all physical skills, when in similarly polluted atmospheric conditions without a proper breathing apparatus.

  • Deep Cultural Ties to Narcotics Trade: Because the Pykes are so closely associated with the spice trade, having long ago swayed King Yaruba of Kessel to grant them exclusive control, those who are members of / in orbit of the Pyke Syndicate will have some insider’s understanding of the spice trade. In game terms, if a Pyke character is involved with the Pyke Syndicate, he gains an additional +1D of starting skill dice to put toward 3 specializations focused upon spice or spice mining. These can include spice-focused specializations in: business, bureaucracy, scholar, streetwise, value, and bargain. However, if a character takes this bonus upon character creation, he must also take the associated, overtly dangerous Story Factor below as well.

  • Envied by Rivals: The Pykes' control of Kessel is envied by many in the criminal underworld, those who think the syndicate unworthy of hoarding such riches. Because of this, known members of the Pyke Syndicate, as well as Pykes overall, are likely to become targets of rival criminal organizations.

  • Exo-Helmets and Cultural/Functional Masks: With the exception of Pyke Syndicate members in positions of power, many members of the species who are lower in the cultural hierarchy, or are travelling off-world, conceal their faces behind Exo-Helmets that mimic the natural shape of their skull, as well as flat featureless masks with only eye-slits and breather tubes. Although seemingly worn for cultural reasons, the demands of atmospheric allergies have prompted the Pykes to incorporate breathing apparatuses into these masks as well.

  • Save Face, Show No Weakness: Although the cultural practice is most prominent amongst members of the Pyke Syndicate criminal organization, Pykes will usually go to great lengths to protect their own and their own interests. As Minister Lom Pyke did during the Clone Wars — first by proactively approaching Darth Maul's Shadow Collective in order to avoid being challenged, then by securing leverage against Count Dooku by taking Silman hostage — and then as Marg Krim did — when members of his own family were kidnapped — Pykes will take pains to avoid showing weakness and perceived vulnerabilities to outsiders.

  • Unsettling Appearance: “No matter how often one interacted with them, the species always took getting used to. Taller and slighter than an average human, Pykes had long, spindly legs and arms that bore either three or five fingers. Their heads were large, sleek and elongated, with a tapered skull, yet their faces were undersized, small as a child's. The overall effect was unsettling.” In game terms, Pyke gain a +1D bonus to intimidation, despite their slight stature, because their appearance is often regarded as unsettling to other humanoid species.

Capsule: Quay Tolsite is the director of Pyke Syndicate operations on Kessel. He cares primarily for profit and turns a blind eye to the misery of the mine workers. Although Tolsite wields power in dealing with traders and visitors that come to Kessel, his role is not an envied one. More powerful gang members prefer to administer from afar, as the Pykes’ relatively fragile physiology reacts poorly to Kessel’s harsh conditions.

Equipment: Air filtration breathing apparatus (game notes: breather tubes have defective air transfer hoses, they have become filled with excess mucus — the result of allergies to Kessel atmosphere; when functioning nominally apparatus filters toxins and other harmful elements from the atmosphere at 5D effectiveness), caretaker’s code keys (game notes: required to access control systems, prisoner monitoring tech, and mine access hatches; use of these code keys reduces the difficulty of any computer programming and security checks in the Pyke Syndicate’s Kessel facilities, from Very Difficult to Easy), cloak/robe (+1 vs. edged physical attacks), Pyke exo-helmet (mimics natural shape of skull, provides +1D vs. physical and +2 vs. energy; covers head only).

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: the Official Guide (p.100-103), Star Wars: The Clone Wars animated series, Star Wars: Dark Disciple novel, Darth Maul: Son of Dathomir Dark Horse comics, and Wookieepedia. Stats by Telsij. Capsule text adapted from Solo: A Star Wars Story: the Official Guide (p.103). “Envied by Rivals” text adapted from Solo: A Star Wars Story: The Official Guide (p.102). “Unsettling Appearance” text adapted from Dark Disciple (pg 82).


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



PYKES

“The Pyke Syndicate liked to call itself a family, but it was driven by anything other than familial love.” — Star Wars: Dark Disciple (p.81).

During the Clone Wars, the Pykes became the galaxy’s preeminent spice dealers, gaining control of mining operations on Kessel and funneling illicit substances to Coruscant’s most influential crime families. The Pykes’ stronghold is Oba Diah, but they are a powerful presence on nearby Kessel. Pyke sentinels keep a close watch on miners sentenced to extract spice and coaxium from Kessel, as well as on the smugglers hired to ferry these valuable cargos to offworld purification plants and refineries.

Homeworld: Oba Diah
Attribute Dice: 12D

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

Move: 10/12
Size: 1.8 - 2.0+ meters tall on average

Species Special Abilities and Story Factors:
  • Atmospheric Allergies: Pykes are known to have allergies to certain types of polluted atmosphere, such as that of mining world Kessel. Although these allergies require breathing apparatuses for Pykes to function without ill effects, they have also not been shown to have dangerous effects, beyond the creation of excess mucus collection in their masks' breather tubes. In game terms, consider Pykes to suffer -1D penalties to all physical skills, when in similarly polluted atmospheric conditions without a proper breathing apparatus.

  • Deep Cultural Ties to Narcotics Trade: Because the Pykes are so closely associated with the spice trade, having long ago swayed King Yaruba of Kessel to grant them exclusive control, those who are members of / in orbit of the Pyke Syndicate will have some insider’s understanding of the spice trade. In game terms, if a Pyke character is involved with the Pyke Syndicate, he gains an additional +1D of starting skill dice to put toward 3 specializations focused upon spice or spice mining. These can include spice-focused specializations in: business, bureaucracy, scholar, streetwise, value, and bargain. However, if a character takes this bonus upon character creation, he must also take the associated, overtly dangerous Story Factor below as well.

  • Envied by Rivals: The Pykes' control of Kessel is envied by many in the criminal underworld, those who think the syndicate unworthy of hoarding such riches. Because of this, known members of the Pyke Syndicate, as well as Pykes overall, are likely to become targets of rival criminal organizations.

  • Exo-Helmets and Cultural/Functional Masks: With the exception of Pyke Syndicate members in positions of power, many members of the species who are lower in the cultural hierarchy, or are travelling off-world, conceal their faces behind Exo-Helmets that mimic the natural shape of their skull, as well as flat featureless masks with only eye-slits and breather tubes. Although seemingly worn for cultural reasons, the demands of atmospheric allergies have prompted the Pykes to incorporate breathing apparatuses into these masks as well.

  • Save Face, Show No Weakness: Although the cultural practice is most prominent amongst members of the Pyke Syndicate criminal organization, Pykes will usually go to great lengths to protect their own and their own interests. As Minister Lom Pyke did during the Clone Wars — first by proactively approaching Darth Maul's Shadow Collective in order to avoid being challenged, then by securing leverage against Count Dooku by taking Silman hostage — and then as Marg Krim did — when members of his own family were kidnapped — Pykes will take pains to avoid showing weakness and perceived vulnerabilities to outsiders.

  • Unsettling Appearance: “No matter how often one interacted with them, the species always took getting used to. Taller and slighter than an average human, Pykes had long, spindly legs and arms that bore either three or five fingers. Their heads were large, sleek and elongated, with a tapered skull, yet their faces were undersized, small as a child's. The overall effect was unsettling.” In game terms, Pyke gain a +1D bonus to intimidation, despite their slight stature, because their appearance is often regarded as unsettling to other humanoid species.

Sources: Star Wars: The Clone Wars animated series, Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.100-103), Star Wars: Dark Disciple novel, Wookieepedia, Darth Maul: Son of Dathomir Dark Horse comics, and starwars.com. Stats by Telsij. “Envied by Rivals” text adapted from Solo: A Star Wars Story: The Official Guide (p.102). “Unsettling Appearance” text adapted from Dark Disciple (pg 82).
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Telsij
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Joined: 07 Dec 2016
Posts: 400

PostPosted: Fri Aug 09, 2019 11:11 am    Post subject: Reply with quote

Action Figure Friday? I had originally done this write-up for the Kenner sourcebook that wound up never quite being released, but I was glad to revisit and revise the entry for PAGETTI ROOK, when I realized he had popped up in the 2nd year of Marvel’s revamped run of Star Wars comics.

So this write-up now combines the old WEG backstory for this WEEQUAY SKIFF GUARD with Rook's more recent appearance in the current Marvel run — complete with dialogue! — along with meta reference to his toy’s tendency to sit on the shelves unsold!

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


PAGETTI ROOK
Type: Religious Devotee

A Quote:



DEXTERITY 3D+2
Blaster 4D, brawling parry 4D+2, dodge 4D, melee combat 5D+1,
melee combat: vibro-ax 6D, melee parry 5D
KNOWLEDGE 2D+2
Cultures: Thal shrine battle ceremonies 5D, intimidation 4D+2,
scholar: Weequayan theology 4D, streetwise 3D+2, survival 4D
MECHANICAL 2D+2
Beast riding 3D, repulsorlift operation 3D+2
PERCEPTION 2D+2
Search 4D+1, sneak 3D+1
STRENGTH 3D+2
Brawling 5D, stamina 4D+2
TECHNICAL 2D+2
Equipment repair: melee weapon repair 4D, security 4D

Species Special Abilities and Story Factors:
  • Energy Resistance: Weequays have developed tough, leathery skin that allows them to better endure the harsh conditions of their homeworld, Sriluur, while also granting some measure of natural resistance to blaster fire. Weequays gain a +2 bonus to Strength to resist energy damage, including the effects of severe weather and blaster weaponry.

  • Pheromone Communication: Weequays of the same clan are capable of communicating with one another by emitting complex pheromones. This form of communication is as complex and clear to them as speech is to other species. Weequay can communicate silently in this way, within a maximum range of 30 meters. Force users are able to sense Weequay pheromones and any species with strong scent abilities can detect them by smell, however, this does not allow them to understand what is being communicated.



Species: Weequay
Gender: Male
Character Points: 3
Move: 10
Size: 1.7 meters tall

Equipment: Battle vest (+1D+1 vs. physical, +2 vs. energy; covers torso only), vibro-ax (STR+3D+1 damage; Moderate melee difficulty).

Capsule: Pagetti Rook was a formidable, charmless and stoic Weequay. Even amongst Jabba’s entourage, he was often left alone or cut a wide berth, likely due to his “peg-warming,” a derogatory term used by others — and never in the Weequay’s presence — to describe the frequent battle rituals in which Rook partook. As a devotee to not only the moon god of Quay and the thunder god Am-Shak, but also to the entire Weequay pantheon, Rook was obliged to make ritual sacrifice to each deity before entering battle.

As his religious code forbade building a form of the Thal shrine while away from his homeworld of Sriluur, Rook substituted animal sacrifice and targeted Banthas most often, as they made for a more grandiose display of bloodied carcasses impaled upon force-pikes. The sheer volume of Bantha slaughter for which he was responsible eventually made even Jabba the Hutt wary, as it began to draw the attention and ire of the vast Tusken Raider population. But something held Jabba back from acting on this… and that something was pride: someone else had dared defy the Hutt first.

Jabba the Hutt’s water tax had gone uncollected from a certain moisture farmer during the Great Drought (which occurred about 11 BBY). And when the Hutt had decided to flex more muscle in its collection, said muscle was returned to him beaten and bloodied — and then fed to the Rancor for their failure. Raising the stakes, Jabba sought out feared Wookiee mercenary Black Krrsantan, to settle the score with whomever it was that fancied themselves tough enough to take on the Hutt Cartel. And so Rook, along with a Klatooinian guard, was sent to escort the Wookiee to the scene of the “crime” and to explain the circumstances. In the end however, even Black Krrsantan was beaten by the same mysterious assailant and forced to flee, going so far as to leave Tatooine to escape Jabba’s wrath.

True to form, Jabba then escalated the situation further still. Because this one moisture farm defied Jabba’s decree, the Hutt crimelord would now levy a new punishment against them all. Jabba concocted a murderous cover story that cast blame for the Bantha mutilation on the moisture farmers, redirecting the anger of the Tusken Raiders — but finally forcing Rook to forego his ceremonies. And this took a heavy toll on the Weequay.

Disgusted with his employer and with himself for giving in to intimidation, Pagetti Rook began seeking an honorable death in battle, searching for both an end to his misery and a chance at redemption for faltering in his faith. In time, above the Pit of Carkoon and against the young Jedi Luke Skywalker, Rook would finally get his chance.

Sources: Return of the Jedi film, Galaxy Guide 5: Return of the Jedi (2E), Star Wars Marvel Comics (Volume 2, Issue 20), and Wookieepedia. Images: Vintage toy photography by rebelscum.com, cropped comicbook artwork from Star Wars issue 20 (Marvel Vol.2) by Mike Mayhew. Stats and text by Telsij.
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Telsij
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Joined: 07 Dec 2016
Posts: 400

PostPosted: Wed Aug 14, 2019 11:22 pm    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE stays "on brand" with an Alliance pilot whose name was a pun on secondary characters: SECON DAREE — who, if his helmet's tally is to be believed, has already racked up 60 kills! — of Star Wars Rebels, along with updated species stats for the LUTRILLIANS!

For this write-up, the only quandary came when considering the previous species ability granted to Lutrillians by WotC's D20 iteration of a SW RPG, that being a stronger resistance to cold temperatures thanks to a layer of blubber / subcutaneous fat. I debated keeping that old ability in the write-up, as I did for an old ability in the similar case of WEG's Weequay pheromone communication, because nothing in "New Canon" outright contradicted the WEG ability's existence.

However, seeing as how the only Lutrillians who appeared (at least superficially) to have a body type that might be indicative of a layer of blubber were the heavier-set duo OWNELLCO and ATHELOE in ANH — see their Obscure Character Archive write-up from back when I had the time to do these as "fancily" laid out PDFs, here: https://drive.google.com/open?id=0B-7Q2Dm1-OcIN1NfWDRMeWhzdkk — and the other onscreen depictions of Lutrillians depict them as more slender beings (Bespin's Treva Horme from ESB, along with the various Lutrillians in the Clone Wars, and Daree in Rebels), I burned off the blubber and folded a stamina bonus into the extra skill dice available because of the species' culturally-ingrained nomadic lifestyle! (And in a nod to the massive rolling platform cities of Legends Lutrillia, Daree at least gets a pip in ground vehicle ops!)

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

SECON DAREE
Steadfast Starfighter Pilot



DEXTERITY 3D
Blaster: blaster pistol 4D, vehicle blasters 4D+2
KNOWLEDGE 2D+2
Planetary systems 4D+2, scholar: military history 4D, willpower 4D+1
MECHANICAL 3D+2
Astrogation 5D, ground vehicle operation 4D, repulsorlift operation 5D,
space transports 4D+2, starfighter piloting 5D+2, starship gunnery 6D
PERCEPTION 3D
Persuasion 3D+2, search 4D+1
STRENGTH 3D
Stamina 5D
TECHNICAL 2D+2
Computer programming/repair 3D+2, starfighter repair: X-wing 3D+2

Species: Lutrillian
Gender: Male
Character Points: 7
Move: 10

Species Special Abilities and Story Factors:
  • Agreeable Appearance: Because the species is widely regarded as possessing friendly features, Lutrillians gains a +1 bonus to persuasion attempts — unless/until the specific Lutrillian shows himself to be untrustworthy.

  • Love of Discovery / Nomadic Lifestyle: At the time that a Lutrillian character is created only, he receives 2D for every 1D of starting skill dice placed into planetary systems, stamina, and survival.

  • Potential for Greed: Lutrillians must make an Easy willpower check to successfully resist trying the urge to take greater financial advantage of a situation than would be wise or safe.

Capsule: With sixty kills to his credit, the Lutrillian pilot known as Secon Daree was already a seasoned veteran by the time he flew his X-wing into battle for Hera Syndulla's ill-fated attack of the TIE Defender factories on Lothal. Despite displaying such skill however, Daree neither sought out the spotlight, nor raised any objection at being overlooked for potential command positions. He was content simply doing his part — be it backup, support, wingman, or otherwise.

An expressive being who was not above celebrating victories with a cheer — as he did for the significant but short-lived breakthrough Syndulla earned the team when she bested Imperial ace Vult Skerris — Daree was especially appreciative of such gains, in part because he was a student of military history. Daree had particular interest in the heroics (however embellished) of fellow Lutriallian, General Solomahal. And he was especially inspired by the general's stubborn refusal to surrender at the Battle of Azure Spaceport.

Inspiration from the Lutrillian's "legends" would wind up serving Daree well, as his own circumstances would suddenly grow dire. After Syndulla's already winnowed squadron was finally shot down by surprise reinforcements sent by Grand Admiral Thrawn, Daree survived but was captured by Thrawn's Noghri assassin Rukh, presented to Governor Pryce herself, then spirited away for interrogation. However, like his hero Solomahal, the Lutrillian gave no quarter and refused to divulge anything to his captors.

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), Koensayr K-22995 flight helmet (visor prevents flash-blinding; adorned with tally of enemy kills — with each yellow-backdrop "V" representing a total of 20), gray Rebel Alliance vacuum suit (equipped with Guidenhauser ejection harness and Novaldex Diagnostech life support unit that provides 10 hours of breathable atmosphere when sealed), passage-documents-dedicated datapad (contains ID and sealed mission orders), wrist-mounted comlink beacon, X-wing starfighter.

Sources: Star Wars: Rebels S4E9 "Rebel Assault", starwars.com episode guide, and Wookieepedia. Images: character illustration ("X-wing starfighter pilot concept art") by Luke Harrington, screencapture from Star Wars: Rebels S4E9 "Rebel Assault". Stats, text, and "concept art" image composite/retouching by Telsij. Info re: helmet tally of enemy kills https://farfarawayradio.com/2016/11/22/the-mystery-of-the-yellow-vs/ and https://www.starwars.com/news/force-of-fashion-stories-told-on-rebel-helmets



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

LUTRILLIANS

Lutrillians tend to live a nomadic lifestyle, traveling around their homeworld and avoiding subterreanean predators. They love adventure and discovery, and often travel off world to explore other cultures. They have large, "friendly" faces with hairy jowls and wide-set eyes. Lutrillians are generally considered to be quite agreeable, though they're also said to have a minor issue with greed.

Homeworld: Lutrillia
Attribute Dice: 12D

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

Species Special Abilities and Story Factors:
  • Agreeable Appearance: Because the species is widely regarded as possessing friendly features, Lutrillians gains a +1 bonus to persuasion attempts — unless/until the specific Lutrillian shows himself to be untrustworthy.

  • Love of Discovery / Nomadic Lifestyle: At the time that a Lutrillian character is created only, he receives 2D for every 1D of starting skill dice placed into planetary systems, stamina, and survival.

  • Potential for Greed: Lutrillians must make an Easy willpower check to successfully resist trying the urge to take greater financial advantage of a situation than would be wise or safe.

Sources: Star Wars: The Clone Wars animated series, Star Wars: Rebels animated series, Star Wars: Alien Archive book (p.15, UK Egmont edition), and Wookieepedia. Species capsule text adapted from Star Wars: Alien Archive book (p.15, UK Egmont edition). Attribute ranges: Alien Stats compilation book by Thiago S. Aranha. Species Special Abilities stats by Telsij.
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Sutehp
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Joined: 01 Nov 2016
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Location: Washington, DC (AKA Inside the Beltway)

PostPosted: Thu Aug 15, 2019 12:33 am    Post subject: Reply with quote

For the record, I think Secon Daree has (only) 30 kills. As I understand the Rebel Alliance starfighter kill markings, a solitary black V that is not inside any colored disc is simply 5 kills (sufficient to make one an ace). A black V inside a yellow disc is 20 kills. A black V inside a red disc is 50 kills. I've never seen a black V inside a white disc before, so I'm just guessing here, but I'm inclined to say that a black V inside a white disc (as it appears to be on Daree's helmet) is only 10 kills since white is usually regarded as a low or even beginning rank in most color ranking systems I've seen.

And remember, most Rebel pilot helmets are white where the kill markings are placed as seen here. I don't know how a white-on-white 10 kill marking would be seen unless it was a white disc with a black circle/border.

In any case, I'm just talking out of my @$$ with my assumption that a white disc means 10 kills. I can't independently confirm that just yet.

On a tangental note, here is an article explaining/justifying how some Rebel pilots managed to rack up kill scores that made them aces several times over.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Mamatried
Line Captain
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Joined: 16 Dec 2017
Posts: 981
Location: Norway

PostPosted: Thu Aug 15, 2019 12:44 am    Post subject: Reply with quote

Sutehp wrote:
For the record, I think Secon Daree has (only) 30 kills


His name..................maybe he was the wing man in siad kills

or maybe he took the secon daree shots
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Telsij
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PostPosted: Thu Aug 15, 2019 8:58 am    Post subject: Reply with quote

Sutehp wrote:
For the record, I think Secon Daree has (only) 30 kills. As I understand the Rebel Alliance starfighter kill markings, a solitary black V that is not inside any colored disc is simply 5 kills (sufficient to make one an ace). A black V inside a yellow disc is 20 kills. A black V inside a red disc is 50 kills. I've never seen a black V inside a white disc before, so I'm just guessing here, but I'm inclined to say that a black V inside a white disc (as it appears to be on Daree's helmet) is only 10 kills since white is usually regarded as a low or even beginning rank in most color ranking systems I've seen.

And remember, most Rebel pilot helmets are white where the kill markings are placed as seen here. I don't know how a white-on-white 10 kill marking would be seen unless it was a white disc with a black circle/border.

In any case, I'm just talking out of my @$$ with my assumption that a white disc means 10 kills. I can't independently confirm that just yet.

On a tangental note, here is an article explaining/justifying how some Rebel pilots managed to rack up kill scores that made them aces several times over.

That's the same kill count scale I used — and Secon Daree's markings *are* on a Yellow disc, not white. It's a little clearer when the images are full size, but I didn't want to exceed Whill's 700 (ish?) dpi width maximum (again — sorry, Whill! Very Happy). The backing discs, both in his concept art and during the episode itself are yellow — the latter as seen in the exceedingly blurry screenshot below! (Couldn't go frame-by-frame to pick a shot with less movement because Amazon's controls won't let you, as far as I know, using standard keyboard shortcuts for frame-by-frame movement that YouTube or Final Cut / Premiere let you use. Alas!)



Either way, interesting points re: white marking denoting lower rank / achievement — and agreed, that's definitely something I'd seen in other ranking systems. A black V on a white disc indicating 10 is reasonable. Hopefully Pablo Hidalgo or others at LFL will opine on this at length at some point!

And thank you for the link re: the inflated Rebel kill counts! I'd not seen a more in depth explanation for the Ace-many-times-over tallies, beyond those whose crux was simply "wave-upon-wave of Imperials-without-shields eventually yielded high numbers" to those Rebels who were lucky/skilled enough to survive long enough.


Mamatried wrote:
or maybe he took the secon daree shots

Oof. Heh, the more puns the merrier! Very Happy
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PostPosted: Thu Aug 15, 2019 10:24 am    Post subject: Reply with quote



And a better shot of the helmet markings, of the V on yellow.
(The V being gray is almost certainly just to fit the overall gray color scheme of the character.)

This is the original concept art image, and what I edited a bit for the first image I used in the write-up.
Heh, should've just referred back to this to begin with, rather than use a blurry screenshot! Alas again!
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