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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 396

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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Joined: 07 Dec 2016
Posts: 396

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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Telsij
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Posts: 396

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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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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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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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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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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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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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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PostPosted: Sun Sep 01, 2019 11:01 pm    Post subject: Reply with quote

Good evening, all! On this September one, OBSCURE CHARACTER ARCHIVE revisits Rogue One.

Thanks to his recent re-appearance in Daniel Wallace's Star Wars: Smuggler's Guide, good old CYCYED OCK gets a bit more fleshed out as we learn that he and Kullbee Sperado (whose write-up is up next) survived the Empire's attack on Jedha!

The background text below is directly quoted from the Guide, with only minor changes made for formatting purposes. After Adobe Acrobat's text recognition did not quite work as well as I hoped (thanks in part to the wildly-varying typefaces used throughout the book), I have (yikes) transcribed Ock's section for use as his in-character background text below, so pardon any typos I may have missed.

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

CYCYED OCK
Type: Sharp-eyed Cyborg



A Quote: "Saw Gerrera — rest his bones — wasn’t the worst commander
I ever had. But sometimes he’d get that wild blaze in his stare. When that happened,
I’d start screaming for the Emperor’s head louder than anyone else in the room —
because if I didn’t, Gerrera might’ve started screaming for my head too."

DEXTERITY 3D+1
Blaster 4D+2, dodge 4D+1, thrown weapons 5D+1, thrown weapons: vibrorang 7D
KNOWLEDGE 2D+2
Alien species 4D, planetary systems 4D+2, streetwise 5D+2, survival 4D, value 5D
MECHANICAL 2D
PERCEPTION 3D+2

Bargain 4D+2, command: Gullet Gang 6D, con 4D,
investigation: visual analyses 5D+2, search 5D+2
STRENGTH 3D+2
Brawling 4D+2, lifting 4D+2
TECHNICAL 2D+2
Computer programming/repair 4D, droid repair 4D,
equipment repair 4D+2, security 4D+2

Special Abilities and Story Factors:
  • At Arm’s Length: Due to the unusual physiology of their lengthy upper limbs, large hands and long fingers, Keredians gain a +1D bonus to climbing/jumping checks that require an extended reach, and a +1D bonus to Strength rolls that involve grip.

  • Cyber-Optic: Cycyed Ock’s brain is hardwired directed into an external ocular lens apparatus. This cybernetic optics system grants Ock enhanced vision, especially at very close range, allowing him to view subjects as small as microcircuitry in clear detail. In game terms, Ock gains a +3D bonus to visually-based Perception and search checks made at 0-3 meters range, and a +1D bonus when viewing objects or areas at distances of 3 meters or greater. In addition, if he devotes one full round to focusing upon a given target or area that is within a distance of 0.3 meters, he is capable of viewing even microscopic objects without magnification. And if Ock spends a full round focusing upon a particular combat target, performing no other actions, he gains a +1D bonus to any ranged attacks he makes against that target the following round.
Species: Keredian
Gender: Male
Character Points: 12
Move: 8

Capsule: The cyber-optic wired into the brain of Cycyed Ock granted him sharp vision. With it, the Keredian analyzed kyber deposits and examined microcircuitry, while also honing the already powerful throws of his vibrorang weapon into ones of unerring aim.

Equipment: Cropped padded vest, elbow and forearm pads, hardwired cyber-optic system, utility belt, vibrorang (STR+2D damage, maximum damage: 6D, range: 5-20/40/50. Game Notes: If thrower misses target, but exceeds range difficulty, vibrorang returns to thrower the following round. A Very Easy thrown weapons: vibrorang skill roll or Easy Dexterity check is required to successfully catch the vibrorang without suffering injury).



Background: Back when I threw my lot in with the Partisans, that was a right steady gig for old Cycyed Ock. No, I was never much of a zealot, but I was savvy enough to say the right things. Saw Gerrera — rest his bones — wasn’t the worst commander I ever had. But sometimes he’d get that wild blaze in his stare. When that happened, I’d start screaming for the Emperor’s head louder than anyone else in the room — because if I didn’t, Gerrera might’ve started screaming for my head too.

Me and Kulbee, we’re the only survivors of Gerrera’s Partisans with any brains. We relocated to the other hemisphere after the Empire took a bite out of the planet, but it’s all red powder wherever you go. Ran across a crashed Headhunter the other day — one of the old suicide sleds, with a couple blaster holes in its fuselage — and lifted this logbook from the subburned blubber of whatever used to be its pilot.

Smart move. Because buried treasure and encrypted data nodes sound like money to me. It’s time to get the old gang back together. Kulbee, bless his braids, already said yes.


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


So from what I can tell, one of Maz’s treasure hauls has almost certainly gone unclaimed. I think I’ve figured out where she hid it and I’d have probably done the same thing. Cities on Iskalon, a waterworld, rely on plasma that’s pumped directly from the ocean floor. Maz’s treasure? It’s inside one of those pipelines. Can’t detect it from the outside thanks to energy interference, and can’t reach it from the inside with that much fluidic pressure.

Now, maybe you could cause a plasma spill on purpose. But who’d be able to swoop in, at those depths, and make off with the treasure in serpent-infested waters, and all before the automated sentinels sealed the breach? A ragtag team of oddballs, that’s who. Let me pull up that Imperial alert from way back…

    OFFICIAL COMMINUQUÉ: TERRABE SECTOR IMPERIAL TRANSIT AUTHORITY:

    To all captains of interstellar commerce vessels, welcome to the historic Terrabe sector. Be advised that bandit activity is on the rise. You are part of the solution. If you notice anything suspicious, report it!

    In particular, stay alert for the following members of the so-called Gullet Gang:

    1. CYCYED OCK, KEREDIAN CYBORG SHARPSHOOTER

    2. NERSITON, SINITEEN INFO BROKER AND DATA SLICER (Left Gallandro’s old gang but broke a contract with the Droid Gotra: was forced to outdraw a succession of mechanical duelists and was shot dead by #11)

    3. KULLBEE SPERADO, MEFTIAN GUNSLINGER

    4. OOS-RIN-ARREK, TISS-SHAR CONTORTIONIST

    5. ISIN, ADVOZSEC FINANCIER AND BRAWLER (Last seen with Gar Jan Rue’s Traveling Menagerie; no way to contact her in time)

    6. RUFORK “SHARP TOOTH” TAMSON, KARKARODON STUNT RACER (Joined the Mon Cal opera players but injured a fin during performance of “The Neka-Chisler”)

Too many holes in the old gang.

Time to start recruiting a new gang. That’s the thing they never you about oddballs: being unique doesn’t mean you can’t be replaced. Kulbee says he likes my replacement crew. And he was even willing to go so far as to tell me he likes our odds.

Wish I felt the same. Too much Imperial attention in that neck of the galaxy, and the syndicates take a dim view of independent operators like us.


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

    IMPERIAL BUREAU OF PUNITIVE CORRECTION: MEGALOX BETA PENITENTIARY:

    This pronouncement issued by: Rehabilitation officer Sam Kenzie.

    Got close to the leader of the new inmates. It’s like I thought. They DID steal that treasure on Iskalon, and only got collared after they stashed it somewhere. All that stuff from the pipeline owners about a sickened mega eel crashing the pipeline and causing the breach? Just a cover-up for investors.

    The Keredian promises that if I spring his whole crew, he’ll cut me in for a quarter share.

    Need to grab his logbook out of the Personal Property Annex first, which sounds like it’s a map leading to more targets like that one. After that, it’s jailbreak time….

Sources: Rogue One: A Star Wars Story film, Star Wars: Rogue One: The Ultimate Visual Guide (page 85), and Star Wars: Smugglers Guide (pages 117-121). Stats and text adaptation by Telsij. Capsule text adapted from Star Wars: Rogue One: The Ultimate Visual Guide (page 85). Background text adapted from Star Wars: Smugglers Guide (pages 117-121). Character Images: Rogue One: A Star Wars Story promotional photography and Star Wars: Force Arena promotional artwork.
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Telsij
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PostPosted: Wed Sep 11, 2019 10:11 pm    Post subject: Reply with quote

As promised, stats and write-up for Rogue One's KULLBEE SPERADO, which incorporate his appearances in Daniel Wallace's Smuggler's Guide, Greg Rucka's Guardians of the Whills YA novel, and FFG's X-wing tabletop game!


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

KULLBEE SPERADO
Type: Enigmatic Gunslinger



DEXTERITY 4D
Archaic guns 5D, blaster 7D, blaster: heavy blaster pistol 7D+2, dodge 5D+2, firearms 5D, firearms: pistol 6D+1
KNOWLEDGE 2D+1
Intimidation 5D, planetary systems 4D+2, streetwise 5D, survival 4D+1, value: blasters 4D+2, willpower 3D+1
MECHANICAL 2D+2
Astrogation 3D+2, repulsorlift operation 4D, space transports 4D, starfighter piloting 4D, starship gunnery 4D+2
PERCEPTION 3D+1
Hide 4D+1, search 4D+2, sneak 4D+2
STRENGTH 3D
Brawling 4D+1, stamina 5D
TECHNICAL 2D+2
Blaster repair 4D+1, blaster repair: heavy blaster pistol 5D

Story Factors:
  • Penitent Pistoleer in Search of Absolution: Although his past remains shrouded in mystery, it is clear that Kullbee Sperado feels he has done terrible things. As penance, he accepted Saw Gerrera’s offer to fight for the Partisans, perhaps in part because he became convinced of the insurgency’s noble ends, but more likely, it is because Saw’s band of rebels is based in the Holy City of Jedha, where Sperado believes he may at long last find forgiveness for his sins.

  • Skeleton in the Closet: Kullbee Sperado is hiding something — though exactly what that something is remains a mystery. And the Meftian would like to keep it that way. Known to disappear for days at a time, Sperado is an intensely private individual who prefers to let his blasters do the talking.
Species: Meftian
Gender: Male
Force Points: 1
Dark Side Points: 2
Characters Points: 8
Move: 10

A Conversation:
    “I was on Serralonis,” Sperado said. “When I was recruited.”

    “I do not know the world," Chirrut Îmwe answered.

    “Just a place.”

    “We all have a place.”

    Sperado thought about that, then asked, “If you lose that place?”

    “You cannot lose what is inside you,” Chirrut said. “You can only misplace it. The task, then, is to find it again."

    ...

    When Chirrut encountered Sperado again the next day... he asked if the visit had been of any help.

    “Still looking for my place,” Sperado told him.

Background: Kullbee Sperado was as deadly with a pistol as he was sorrowful of soul. Recruited by the Partisans, Saw Gerrera's extremist faction of rebels, the Meftian's reputation preceded him, but the specifics of certain events did not. Intensely private, Sperado refused to talk about the past he longed to leave behind. And though he often disappeared for weeks at a time, Sperado had been seen praying at the Temple of the Whills.

And while the emotional weight of Sperado's burden was made apparent by these regular, secretive disappearances, none saw the burden laid bare better than one particularly devout Guardian of the Whills, Chirrut Imwe. When a Partisan plot to commandeer an Imperial Sentinel-class shuttle required the aid of the Guardians of the Whills, Imwe's physical blindness did not prevent him from seeing Sperado's pain.
    Chirrut could sense Sperado even before he and [Beezer] Fortuna arrived, could feel the churning cold left in his wake, the way it clung to him.

    “You are weighed by your past,” Chirrut told Sperado when they were introduced. “You cannot outrun it.”

    The Meftian was silent long enough that Chirrut wondered if his insight had been mistaken, or if it had been too precise...

    The Meftian reached out for Chirrut’s hand, took it in one of his heavily furred paws. Chirrut could feel the rough texture of the man’s flesh in the gaps of his fur.

    “Will you pray for me?” Sperado asked.

    “No,” Chirrut told him. “But I will show you how to pray for yourself.”

    Sperado’s grip tightened, and Chirrut felt the cold surrounding the Meftian dissipate for a moment. In that moment there was an instant’s warmth, and he felt the man’s hope.

Later, once the more violent hidden agenda of this mission was revealed, and once the Guardians of the Whills learned Saw's scheme would put innocent lives at risk, Sperado's moral quandaries came to the fore. The Partisans were tasked with loading explosives onto captured shuttle, for its use as a covert bomb, rather than as an escape vessel for refugee children. And Sperado's apparent adherence to the plan appeared as steady as his gunslinging... at first.
    Baze [Malbus saw]... twin blasters, a double rig worn quick-draw style... [Sperado's] furred hands hovered over their grips, but he had yet to draw.

    Then, in an instant, Sperado had his blaster free from its holster and pointed at his middle. Baze froze... Sperado slipped the strap off his shoulder and handed the satchel [of explosives] to Fortuna, his aim never wavering...

    Shots echoed from opposite their position, and Chirrut knew Sperado had fired, and so had the human, and that Sperado had hit and the human had not...

    “So Saw Gerrera would trade a future for these children to strike a blow against the Empire?” Chirrut asked.

    Fortuna jabbed a long-nailed index finger skyward again. “He would free Jedha!”

    “That is not what will happen,” said Baze.

    “My friend is correct,” Chirrut said. “And neither you, nor Saw Gerrera, nor anyone else here is fool enough to think that it will."

    ...

    Chirrut nodded to himself, canted his head the other direction. “You asked me to pray for you, Kullbee Sperado. Is this the place you were looking for?”

    Sperado did not answer.

Not then. But in the end, the Meftian's actions would speak for him, as he heeded the call of his conscience. Siding with the Guardians of the Whills and aiding their efforts, Sperado and others of conscience among the Partisans risked the mad wrath of Gerrera to ensure the children's escape. 

Fortunately for Sperado, and the other offenders, they too lived to fight another day.

No doubt the Partisans were glad to still have Sperado's services on their side. And the Meftian’s talents were not limited to boltslinging. Despite displaying some skill in the cockpit after joining the Partisans, Sperado did not officially fly with the brothers “Two-Tube” and their Cavern Angels. Instead, he kept company with Keredian cyborg, Cycyed Ock, having once been a member of Ock’s Gullet Gang. Yet this was strange, because Sperado was otherwise eager to sever ties with his past life.

He and Ock would later manage to escape the destruction of Jedha City and of the Partisans' hideout. And after stumbling upon the wreckage of a downed Z-95 Headhunter, once they had fled to the planet’s other hemisphere, the duo’s prospects began to brighten in earnest. 

Inside the ship, they found a smuggler’s logbook containing the whereabouts of a “treasure” Maz Kanata had hidden in the depths of the waterworld of Iskalon. And so, Ock went about putting together a new gang that was up to such a task. Sperado was particularly eager to set off on this new endeavor — at least according to Ock. The Keredian cyborg claimed that Sperado was willing to go as far as tell him he liked their odds. 

The new Gullet Gang did succeed in securing the treasure — but with it, they secured a prison sentence at the Megalox Beta Penitentiary as well. Still, they'd managed to stash the goods before their capture, and Ock already seemed to have an out in mind, working on an escape plan even while in prison. A jailbreak was in the offing. 

And Sperado’s search for absolution continued.... 



Equipment: Ammo belt with 12 spare powerpacks, comlink, double-rig of quick-draw holsters (+1D to speed dice when using Quick Draw rules, or +1D to blaster skill in the same combat round that weapon is drawn only), molded spaulders and harness (+2 vs. physical, +1 vs. energy, covers upper arms only), pair of modified heavy blaster pistols (5D+1 damage, range: 3-7/25/50, ammo: 25).

Sources: Rogue One: A Star Wars Story film, Star Wars: Rogue One: The Ultimate Visual Guide (p.85), Star Wars: Guardians of the Whills YA novel, Star Wars: Smuggler's Guide book (p.117-121), Kullbee Sperado card for FFG's X-Wing tabletop game, and Wookieepedia. Text in A Conversation and Background sections that is indicated by italics is adapted from Star Wars: Rogue One: The Ultimate Visual Guide (p.85) and Star Wars: Guardians of the Whills YA novel (p.134-140, 226-227, 229-230, 233-235). Stats and additional text by Telsij.



Last edited by Telsij on Thu Sep 12, 2019 10:54 pm; edited 15 times in total
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Bren
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PostPosted: Thu Sep 12, 2019 2:51 am    Post subject: Reply with quote

Thanks for doing these. Very Happy

Telsij wrote:
Equipment: Ammo belt with 12 spare powerpacks, comlink, double-rig of quick-draw holsters (+1D to speed dice when using Quick Draw rules, or +1D to blaster skill in the same combat round that weapon is drawn only), molded spaulders and harness (+2 vs. physical, +1 vs. energy, covers upper arms only), pair of modified heavy blaster pistols (5D+1 damage, range: 3-7/25/50, ammo: 50).
Shocked That's a lot of powerpacks.

The gun belt was interesting to see. I always thought they were bigger, more like a clip for an real world pistol or rifle. Those look like they are smaller than a shotgun shell.
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Telsij
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PostPosted: Thu Sep 12, 2019 10:54 pm    Post subject: Reply with quote

Bren wrote:
Thanks for doing these. Very Happy

And thank you for reading them, Bren. I enjoy it and I'm glad people find these useful! Very Happy

Bren wrote:
Shocked That's a lot of powerpacks.

The gun belt was interesting to see. I always thought they were bigger, more like a clip for an real world pistol or rifle. Those look like they are smaller than a shotgun shell.

Thanks also for quoting the equipment block, it let me see a typo for the ammo count. Should be 25, not 50. (Have now edited that above.)

And heh, right? We can't see the other pistol in the few images of him we do have, but at least as described in the Guardians of the Whills Young Adult novel, he dual wields / wears paired pistols, so 6 power packs per blaster seems more reasonable!

And if we ever get a clear shot of what specific make/model blaster he uses — like if he used Krennic-style DT-29's with even more limited ammo (though the shape doesn't quite line up w/ image comparisons and it *maybe* looks more like the back of a silver SE-14), or if his blasters are ever described in more detail in print, I'll definitely add that info to his entry too!
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