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Obscure Character Archive!
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Telsij
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PostPosted: Sun Sep 22, 2019 1:56 pm    Post subject: Reply with quote

It's Solo Sunday once again, as OBSCURE CHARACTER ARCHIVE gives you the original "Muscle" of Beckett's crew, KORSO!

Although he meets an untimely end on Mimban, and was cut from the film, Korso does appear in Mur Lafferty's SOLO: A Star Wars Story Expanded Edition novelization.

The novelization characterizes Korso not as a criminal already traveling with Beckett's group (as Jon Kasdan references in tweets re: previous script drafts), but as a quiet, scarred soldier looking to get off-world in exchange for aiding Beckett's infiltration.


**********

KORSO
Type: Stoic Heavy Gunner



DEXTERITY 3D+2
Blaster 4D+2, blaster: repeating blaster 5D+2, blaster artillery 5D,
brawling parry 5D, dodge 4D, missile weapons 5D
KNOWLEDGE 2D+1
Intimidation 4D, streetwise 3D+1, survival 4D+1
MECHANICAL 2D+2
PERCEPTION 2D+2

Con 3D, con: sangfroid 4D+2, search 3D
STRENGTH 4D
Brawling 5D+2, lifting 5D+2, stamina 6D
TECHNICAL 2D+2
Blaster repair: repeating blaster 3D+2

Story Factors:
  • Desire to Desert: Whether it was because he had simply endured one too many nights knee-deep in the mud of Mimban, or because he was haunted by the sight of one too many comrades slaughtered — with his own time to meet his Maker no doubt soon to follow, Korso sought to get off world and away from the horrors of this prolonged trench warfare campaign. Toward that end, Korso has made a deal with the notorious thief and grizzled gunslinger, Tobias Beckett. In exchange for access to uniforms and aid in infiltrating the Imperial army, Korso was promised his chance at escaping this "miserable mudball."

  • Strong Silent Type: Despite misgivings about the war, Korso remains a steadfast, outwardly-stoic soldier throughout his time in the Imperial Infantry. A man of few words, Korso was formidable in both his silence and in combat.

Species: Human
Gender: Male
Character Points: 3
Move: 10
Size: 1.83 meters tall

Background: Mimban Campaign: 10 BBY

Korso was always "the muscle." It was role he knew well and one he was good at — in war, and in jobs less legal. But now, he wanted out of this war. And it just so happened that a job far less than legal was his way out.

Tall, silent, and carrying a rotary blaster cannon, he took point as they ran into the fray. A large man, he shielded Captain Beckett, unleashing a barrage of lasers when he could and blocking when he needed to.

The enemy Mimbanese, hiding among the mud and behind their primitive woven-reed armor, were much better with stealth than the mudtroopers and seemed to be everywhere. They moved through the mud as if it were water while the mudtroopers staggered, slipped, and fell.

But Korso was a force of nature. Any Mimbanese who decided to engage him close up would be nearly liquefied by the cannon’s point-blank blasts.

Han Solo saw the shooter emerge from the mist, taking aim at them, and he shouted and ran for Beckett and Korso. He couldn’t get purchase in the mud, however. Multiple blaster shots hit Korso and the Mimbanese man he struggled with, and they both went down.

They tumbled into the trench with Korso. Beckett laid Korso on his back to look at him. But now his eyes were sightless and blank. With a heavy sigh, Beckett carefully closed them, letting his shoulders fall for a moment. It was a brief moment, but Han saw more emotion there than he had ever seen an Imperial show for a fallen soldier.

Other troopers fresh from the battle hurried past Han and the rest to carry fallen fellows to medical tents, and Han thought briefly of poor Korso. If only he’d been able to make it a few more meters.

No. Han had seen his body. There had been too many blaster hits. He was surprised Korso had taken that many before he fell. He must have been a formidable soldier.

Tobias Beckett tried not to think about Korso. He wasn’t a friend, not a companion like Val and Rio, but they’d had a deal: He’d get Beckett access to uniforms and help him infiltrate the army, and he’d get Korso off this miserable mudball when they left. Korso had done his part, and instead of freedom he’d gotten a grave....

Equipment: Blaster gas magazine harness/holder, Imperial Fleet Trooper blast helmet (+1D vs. physical and energy, covers head only; Game Notes: Because unaccounted-for equipment was in shorter supply, Korso wears an Fleet Trooper helmet, having given his own Army Trooper helmet to Tobias Beckett so that the latter's infiltration would appear more legitimate), Imperial greatcoat (+1 vs. edged physical attacks; covers torso, arms and legs), plastoid blast armor (+1D vs. physical and energy, covers torso only), goggles with polarized lenses (prevents flash-blinding), Z-6 rotary blast cannon (7D damage, range: 3-60/150/400, 750 meters maximum, ammo: 200, skill: blaster: repeating blaster; Game Notes: Requires a Lifting skill die code of at least 3D to use without potential penalty. Characters with a Lifting skill lower than 3D who attempt to use the Z-6, risk operating the weapon at -1D multi-action penalty, as a non-roll lifting action is required for as long as they wield the weapon. And if any character wishes to move and fire in the same round, he must make an Moderate Lifting skill check, though this check does not count as an action. Rotary blaster cannon will fire shots in bursts, with each burst delivering a high concentration of blaster fire. Due to the weapon's design, it is impossible to fire a single round. 6 ammo are consumed in a single shot as the weapon rapidly fires, resulting in the weapon's high damage rating. Once a hit is established, all following shots against nearby (within 1 meter) targets are one difficulty lower. The blaster is designed to be braced against the hip when firing, allowing for more mobility when firing. However, when the blaster is used without bracing, the character using it takes a -1D penalty to his blaster skill roll. The Z-6 may be attached to a generator for extended firing without reloading).

well. I kept the 3D Strength minimum from the previous versions of the gun, but would have called for anyone with below a 3D STR to operate the gun at multi-action penalty, with an Easy Lifting check called for each round. I like your introducing the move and fire penalty — not unlike the bowcaster RAW mechanics. Might revisit!

Sources: Solo: A Star Wars Story: Expanded Edition novelization by Mur Lafferty, Solo: A Star Wars Story film, and Wookieepedia. Stats and additional text (eg: opening paragraph of background text) by Telsij. Background text adapted from Solo: A Star Wars Story: Expanded Edition novelization (p.69-72). Z-6 rotary blaster cannon stats are adapted from the weapon's entries in the Galaxy at War D6 conversion and D6 Holocron wiki, with feedback/suggestions from CRMcNeill.


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

Bren wrote:
Is that 2 pistols or 2 pairs of pistols, i.e. 4 pistols? (It looks like he only has 2 arms/hands.

It's a single pair. Though the second pistol isn't visible in the images we've seen of Kullbee Sperado, in the novel, he's packing two — and is definitely capable of a little John Woo style Gun-Fu!


Last edited by Telsij on Wed Oct 23, 2019 2:56 pm; edited 4 times in total
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Bren
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PostPosted: Sun Sep 22, 2019 4:04 pm    Post subject: Reply with quote

Would Korso use the blaster artillery skill or the repeating blaster specialization to fire his "Z-6 rotary blast cannon?"
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Telsij
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Posts: 397

PostPosted: Sun Sep 22, 2019 5:01 pm    Post subject: Reply with quote

Bren wrote:
Would Korso use the blaster artillery skill or the repeating blaster specialization to fire his "Z-6 rotary blast cannon?"

He would use the blaster: repeating blaster specialization, not unlike the skill listed for the E-web or other light repeating blasters capable of hand-held/portable use. The cut-off for blaster artillery that I always see is that it refers to truly "fixed" heavier weapons/cannons.

Thank you for the heads up however — I've added that missing skill use info for the Z-6 (along with its increased ammo usage of 6 per burst) to Korso's equipment stats for clarity!


Last edited by Telsij on Mon Sep 23, 2019 8:00 pm; edited 1 time in total
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Whill
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Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Sun Sep 22, 2019 10:02 pm    Post subject: Reply with quote

Telsij wrote:
It's Solo Sunday once again, as OBSCURE CHARACTER ARCHIVE gives you the original "Muscle" of Beckett's crew, KORSO!

Although he meets an untimely end on Mimban, and was cut from the film, Korso does appear in Mur Lafferty's SOLO: A Star Wars Story Expanded Edition novelization.

The novelization characterizes Korso not as a criminal already traveling with Beckett's group (as Jon Kasdan references in tweets re: previous script drafts), but as a quiet, scarred soldier looking to get off-world in exchange for aiding Beckett's infiltration.


**********

KORSO
Type: Stoic Heavy Gunner


...

Thanks for doing Korso! And that is a cool image of him.

Alternative stats for the Z-6 using CRM's Auto-Fire rules can be found here.
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Mamatried
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PostPosted: Sun Sep 22, 2019 10:05 pm    Post subject: Reply with quote

Would the autoblaster require some minimum strength to operate? I can see this being quite a heavy weapon and nothing for a 2D character, 3D and 3D+ is another matter. IDK, I even think I saw in the weapon stat book that there was a clone version of this that required 3D str but I can be mistaken
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CRMcNeill
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PostPosted: Sun Sep 22, 2019 10:55 pm    Post subject: Reply with quote

Mamatried wrote:
Would the autoblaster require some minimum strength to operate? I can see this being quite a heavy weapon and nothing for a 2D character, 3D and 3D+ is another matter. IDK, I even think I saw in the weapon stat book that there was a clone version of this that required 3D str but I can be mistaken

For my version, I went with this instead:
    due to its bulk, the Rotary Blaster Cannon suffers a -1D penalty to Blaster if the gunner attempts to move and fire the gun in the same round (This penalty can be ignored on a Moderate Strength or Lifting roll as a Free Action)

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Telsij
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PostPosted: Mon Sep 23, 2019 12:16 am    Post subject: Reply with quote

Mamatried wrote:
Would the autoblaster require some minimum strength to operate? I can see this being quite a heavy weapon and nothing for a 2D character, 3D and 3D+ is another matter. IDK, I even think I saw in the weapon stat book that there was a clone version of this that required 3D str but I can be mistaken

It's true! I included that info, taken from one of the sources that I composited the Z-6 stats from, in Korso's write-up! See excerpt from Korso's equipment statblock on the previous page, and quoted below: Very Happy

Telsij wrote:
Characters with Strength lower than 3D who attempt to use the Z-6, do so at higher difficulty: all range increments are treated as one difficulty level higher, unless the weapon is tripod mounted.


CRMcNeill wrote:
For my version, I went with this instead:
due to its bulk, the Rotary Blaster Cannon suffers a -1D penalty to Blaster if the gunner attempts to move and fire the gun in the same round (This penalty can be ignored on a Moderate Strength or Lifting roll as a Free Action)

You know, I almost went with something like this as well. I kept the 3D Strength minimum from the previous versions of the gun, but would have called for anyone with below a 3D STR to operate the gun at multi-action penalty, with an Easy Lifting check called for each round. I like your introducing the move and fire penalty — not unlike the bowcaster RAW mechanics. Might revisit!

Whill wrote:
Alternative stats for the Z-6 using CRM's Auto-Fire rules can be found here.

Yes! CRM's / Rancor Pit's Auto-Fire rules are awesome.

Thank you for linking to that here (as it was especially relevant), and for the kind words, Whill!


Last edited by Telsij on Mon Sep 23, 2019 7:59 pm; edited 1 time in total
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Bren
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PostPosted: Mon Sep 23, 2019 2:46 pm    Post subject: Reply with quote

Telsij wrote:
Bren wrote:
Would Korso use the blaster artillery skill or the repeating blaster specialization to fire his "Z-6 rotary blast cannon?"

He would use blaster: repeating blaster specialization, not unlike the skill listed for the E-web or other light repeating blasters capable of hand-held/portable use. The cut-off for blaster artillery that I always see is that it refers to truly "fixed" heavier weapons/cannons.
It was the word "cannon" that made me wonder. Cannon to me says artillery. However the picture looks more like some type of infantry support weapon. Thanks for clarifying.
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CRMcNeill
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PostPosted: Tue Sep 24, 2019 1:34 pm    Post subject: Reply with quote

For me (as codified here, in my Blaster Stat write-up), the dividing line between Blaster and Blaster Artillery is whether or not a weapon is crew-served and/or requires some degree of set-up/tear-down when not mounted on a vehicle. As such, while a Medium Repeating Blaster is bulky/heavy enough to present some difficulty for a single character to operate, it is still a Blaster weapon. An E-Web, however, requires at least two crew to operate normally (1 gunner and 1 generator operator) and must be transported in multiple pieces (cannon, tripod, power cable and power generator) which must be assembled at the firing point before the weapon can be used. That aspect of teamwork operation is, IMO, what qualifies as Blaster Artillery.
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Bren
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PostPosted: Tue Sep 24, 2019 5:17 pm    Post subject: Reply with quote

An E-web looks like it would operate the same as a repeating blaster and should be classed as such. To me SW repeating blasters in WEG seem similar to WW2 Squad Support weapons like a German MG-42. The E-web seems like a WW2 US .50 cal Heavy MG. I would think the two would use the same skill. The examples
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CRMcNeill
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PostPosted: Tue Sep 24, 2019 6:56 pm    Post subject: Reply with quote

Bren wrote:
The E-web seems like a WW2 US .50 cal Heavy MG. I would think the two would use the same skill.

The thing is, there's going to be a degree of overlap in similarity for any sort of direct-fire weapon. In fact, I sometimes question whether or not Firearms should be a separate category (never for very long; IMO, the ballistics of solid projectiles in a gravity well and a standard atmosphere are enough to tip the balance against the idea). Bn most cases, you're pointing a ranged weapon at a target and pulling the trigger. The idea of having to work together as part of a team (with one gunner and one guy watching the gauges on the power generator to let the gunner know when he needs to pause and let the unit cool down) is, IMO, sufficiently different from one guy shooting a blaster until his power pack runs out as to justify being a different skill.
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Mamatried
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PostPosted: Tue Sep 24, 2019 8:51 pm    Post subject: Reply with quote

A Heavy machinegun, be it a .30 cal a .50 or maybe a .8mm mauser the tripod version were considered squad weapons and considered heavy weapons.
This was regardless of the fact that some of the machenguns were also portable and used by a gunner and a loader, agin even without the tripod these weapons were considered squad weapons.

Now as to the rotary blaster, this is very much like a "mini gun" and this despite being a "back pack" is very much a squad or fire team weapon.

it can even be compared to the M 249 while this actually can be carried and firedm it is mostly a mounted weapon etc.

and it is not just about the weight of the weapon it is also about the most effective process of sustained fire, reloading and maintainance. and it is easier to operate most machineguns in a team of two or three

Now it so that miniguns can be and sometimes are carried, and they are heavy in weight, however even if carried and fired by one man, the weapon's spare parts, tools, etc is carried by a second on the team
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PostPosted: Tue Sep 24, 2019 9:13 pm    Post subject: Reply with quote

The game splits attributes into skills for ease of gaming, not because it's a perfect match to the real world, so lines have to be drawn somewhere. For the purposes of my house rule, repeaters and similarly sized weapons were classified as follows:
    Light - Can be carried and operated normally by one character.
    Medium - Can be carried and operated with some difficulty by one character, which can be offset by the presence of an assistant / gunner's mate.
    Large - Can not be carried and operated by one character, but requires a team to operate normally, and usually must be either vehicle mounted or broken down into component parts for transport.
For my purposes, Light and Medium would be covered by Blaster (or Firearms or Missile Weapons, as the case may be) while Heavy would fall under Artillery.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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Telsij
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PostPosted: Sun Sep 29, 2019 2:31 pm    Post subject: Reply with quote

Along with his coworker, the crooked cardsharp J'MEEB GUMB, whose write-up is here: https://drive.google.com/open?id=0B-7Q2Dm1-OcIUGpuMF9PUmhVQUE
(and who was one of my favorite previous OBSCURE CHARACTER write-ups from back when I laid them out fancily as PDFs), REGG KUUGA is one of the criminals
that you (as Jango Fett) could capture dead or alive in the Star Wars: Bounty Hunter videogame!

I also always thought of the duo as resembling TOEJAM and EARL

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

REGG KUUGA
Type: Fugitive Shipjacker

DEXTERITY 2D+1
Blaster 4D+1, blaster: blaster rifle 5D+1, dodge 3D+1
KNOWLEDGE 2D+2
Bureaucracy: Haugg Nerf Industries 3D+2, intimidation 4D+2,
planetary systems: interstellar tourism 4D, streetwise 4D+2,
value 4D, value: starships parts 5D, willpower 3D+2
MECHANICAL 2D+2
Astrogation 4D+2, capital ship gunnery 5D, capital ship piloting 5D,
space transports 3D+2, starship gunnery 3D+2
PERCEPTION 3D
Bargain 4D, bargain: starship parts 5D+1, command 4D+1, con 4D
STRENGTH 3D+2
Brawling 4D+2, lifting 4D+2, stamina 5D
TECHNICAL 3D+2
Capital ship repair 5D+1, capital ship weapon repair 4D+2,
computer programming/repair 4D+2, equipment repair 4D,
security 5D, starship weapon repair 4D+2



Special Abilities and Story Factors:
  • Aggressive Supervision: The Draag species is generally regarded as aggressive and domineering. Because of their (relative) intelligence however, Draag have been able to use these cultural practices to their advantage, making them well suited for supervisory roles. In game terms, for every 1D of starting skill dice that is placed into his intimidation skill, a Draag character received 2D. However, the standard limit of +2D per skill — including bonus — for starting characters still applies. Moreover, if a Draag succeeds on an intimidation check against a target, he then gains a bonus when issuing commands to the same target. The command bonus is equal to +1 per margin of 3 by which his earlier intimidation roll succeeded. This bonus remains in effect until the target character succeeds on a subsequent intimidation/willpower opposed roll against the Draag, regardless of who initiates the interaction.

  • Blaster Affinity: At creation, for every 1D of starting skill dice that is placed into his blaster skill, a Draag character receives 2D. However, the standard limit of +2D per skill (including bonus) for starting characters still applies.

  • Cold-Blooded: Due to their cold-blooded nature, when in extreme heat (above 50 standard degrees) or cold (below -5 standard degrees), a Draag must make a Difficult stamina roll once per 15 minutes to avoid collapsing. In addition, if exposed to extreme cold, they grow extremely sluggish (all die codes are reduced by -3D), and can die from exposure to freezing temperature within 20 minutes. To combat these effects, Draag wear temperature-regulating suits whenever they travel to worlds with climates different from their homeworld.
Species: Draag
Gender: Male
Homeworld: Ninzam VI
Character Points: 8
Move: 8

Capsule: Regg Kuuga had a price on his head. Although he appeared almost indistinguishable from the other burly — but bright — Draags who served as security foremen at Haugg Nerf Industries, like the meat-processing plant itself, Kuuga hid dangerous secrets beneath a blue-collar facade. While the Draags were known for their aggressiveness, Kuuga took it all a step further, by using his connections as foreman to exploit unsuspecting prey.

Haugg Nerf Industries was, in fact, a front for a death stick trafficking operation — and the deathsticks made therein were particularly deadly. So with a wealth of information on hyperlanes available to him due to his supervisory role, Kuuga sussed out the most vulnerable routes for medical ships, then used his technical know-how to hijack a number of medical frigates. After scrapping "unneeded" (but valuable) parts in exchange for weapons, he rebuilt the medical frigates into a small but formidable fleet of melee ships. And after enlisting the aid of various thugs-for-hire to act as boarders and crew, he later deployed them against tourist ships — to deadly effect. And that in turn, earned him the attention of the Coruscanti police, as well as a bounty: 2,500 credits alive and 1,250 credits dead.

Despite the surprisingly low price on his head, Kuuga was eventually captured by none other than Jango Fett — though the bounty hunter did so while in pursuit of more lucrative prey. Nonetheless, Kugga did not go down easy. A fine shot with the blaster, as well as strong-bodied brawler, Kuuga fought as viciously as the Draag species' reputation for ferocity suggested he would. Fortunately for Kuuga, Fett took him in alive anyway....

Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), hazmat/security armor (chestplate and "spats" metatarsal guards: +2 vs. physical and energy damage. Covers torso and lower legs only), shipjacking kit (series of small, hand-held electronic decoders used by shipjackers and spice-jackers to gain access to a given ship while in port. When applied to a standard security lock, they electronically search out the proper encoded combination and replicate it in a matter of seconds. Game Effect: Adds +3D to the user's security roll to break through a ship's security code system), several modified medical frigates, temperature regulation suit with helmet (Provides a fully-sealed environment, protecting from radiation, environmental contaminants and extreme temperatures from -50º C to 150º C. When helmet-seal is secure, recycled air supply lasts 4 hours with temperature regulation batteries lasting up to 10 hours or 4 hours under extreme temperatures; helmet provides +1D vs. physical and +2 vs. energy).

Sources: Star Wars: Bounty Hunter videogame, Star Wars: Bounty Hunter: Prima's Official Strategy Guide (p.19, p.70), Galaxy Guide 11: Criminal Organizations, Equipment Stats compilation sourcebook by Thiago S. Aranha, and Wookieepedia. Stats and text by Telsij. Images: "Draag supervisor" concept art by Cory Allemeier and game screencap.


"Bonus" image: Jango Fett's in-game HUD POV (in Italian) as he scans the bounty posted for Kuuga, source: https://bounty.fandom.com/it/wiki/Regg_Kuuga



*********

DRAAG

Homeworld: Ninzam VI
Attribute Dice: 12D

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

Move: 8/10

Special Abilities and Story Factors:
  • Aggressive Supervision: The Draag species is generally regarded as aggressive and domineering. Because of their (relative) intelligence however, Draag have been able to use these cultural practices to their advantage, making them well suited for supervisory roles. In game terms, for every 1D of starting skill dice that is placed into his intimidation skill, a Draag character received 2D. However, the standard limit of +2D per skill — including bonus — for starting characters still applies. Moreover, if a Draag succeeds on an intimidation check against a target, he then gains a bonus when issuing commands to the same target. The command bonus is equal to +1 per margin of 3 by which his earlier intimidation roll succeeded. This bonus remains in effect until the target character succeeds on a subsequent intimidation/willpower opposed roll against the Draag, regardless of who initiates the interaction.

  • Blaster Affinity: At creation, for every 1D of starting skill dice that is placed into his blaster skill, a Draag character receives 2D. However, the standard limit of +2D per skill (including bonus) for starting characters still applies.

  • Cold-Blooded: Due to their cold-blooded nature, when in extreme heat (above 50 standard degrees) or cold (below -5 standard degrees), a Draag must make a Difficult stamina roll once per 15 minutes to avoid collapsing. In addition, if exposed to extreme cold, they grow extremely sluggish (all die codes are reduced by -3D), and can die from exposure to freezing temperature within 20 minutes. To combat these effects, Draag wear temperature-regulating suits whenever they travel to worlds with climates different from their homeworld.

Capsule: A cold-blooded reptilian species from the Ninzam system, Draags are fierce, smart, and especially good with blasters. Due to their domineering nature, Draag make excellent security foremen and are often found in large factories. They are often seen wearing insulated suits to regulate their body temperature.

Sources: Star Wars: Bounty Hunter videogame, Star Wars: Bounty Hunter: Prima's Official Strategy Guide (p.19, p.70). Galaxy Guide 11: Criminal Organizations, and Wookieepedia. Stats by Telsij. Capsule text is direct quotation from Star Wars: Bounty Hunter: Prima's Official Strategy Guide (p.19).
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Bren
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PostPosted: Mon Sep 30, 2019 11:08 pm    Post subject: Reply with quote

I like this guy. Very Happy Thanks for sharing.
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