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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 418

PostPosted: Wed Jan 29, 2020 9:37 pm    Post subject: Reply with quote

Whill wrote:
Telsij wrote:
persuasion: benchside manner 5D+1

Nice!

Thanks! He *was* rather nice/friendly to Threepio throughout and upon their post-wipe "first" meeting after all!

Whill wrote:
I feel ya regarding Threepio. His heroic sacrifice of all his memories is not only dramatically weak because they played Threepio for laughs, but he later gets his memories back (except for of his adventure) at the end of the movie. In fact at the scene he eventually agrees to the procedure, his memory backups are mentioned and Threepio just discounts them as unreliable. When I was watching the film the first time, I knew from that line he was going to get his memories back.

In this film that I have so many issues with, I choose to see every possible positive I possibly can in it. I'm still happy that Threepio got to go on the mission (while sad Artoo was left behind as usual). And Threepio was the center of a lot of the film's humor. In this film, Threepio is probably my favorite existing character.

Babu Frik is definitely my favorite new character in TRoS. If you accept the tone of Threepio's role in the film, then it is easy to love Babu Frik. Thanks for doing him. Babu Frik definitely exists in my SWU.

Agreed! In a film where macguffins are introduced at a breakneck pace — only to have the stakes/consequences rendered moot or forgotten minutes later, it was in keeping with my other qualms about it.

I minded the pacing's inability to let dramatic moments soak in *much* less on my second viewing however. And there were things about the film I did rather like: for example, I thought the "Bendemption" / Han Solo scene, was effective and moving. And I also thought TRoS Threepio was the funniest he'd been in a long time too.

But yes, he was *definitely* getting his memories back. They could've played it for more emotion, etc, or at the very least made the "stakes" feel greater. Alas!

Whill wrote:
You didn't include my favorite Babu Frik quote (see video below): "Droid rememory go blank. Blank-blank."

https://youtu.be/TLJVKqrSFj4?t=46

It was my favorite quote of his too! But I wasn't certain if the word in that line was "black" or "blank", so I left the quote out.

Thank you for the video link! Upon repeated close listens just now, it's definitely "blank." So Quote #1 has now been added! Very Happy
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PostPosted: Wed Jan 29, 2020 11:48 pm    Post subject: Reply with quote

Telsij wrote:
Whill wrote:
You didn't include my favorite Babu Frik quote (see video below): "Droid rememory go blank. Blank-blank."

https://youtu.be/TLJVKqrSFj4?t=46

It was my favorite quote of his too! But I wasn't certain if the word in that line was "black" or "blank", so I left the quote out.

Thank you for the video link! Upon repeated close listens just now, it's definitely "blank."

Thank you for double checking my interpretation.
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PostPosted: Tue Mar 03, 2020 2:14 pm    Post subject: Reply with quote

Hi all!

Apologies for being MIA of late. RL has been very busy/hectic — but in a good way.

Am video-editing a project whose deadline is early July, and the tabletop game I did the artwork for has been released / is now available! Very Happy

And so, with a few Obscure Character drafts already in the works, I should be back w/ character updates mid/late Summer. See you all then!
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Telsij
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PostPosted: Fri Mar 06, 2020 5:31 pm    Post subject: GREEF KARGA Reply with quote

Hey, Mando!

SPOILERS FOR THE MANDALORIAN!

As ol' Carl Weathers' character here was already nearly done, am making a brief reappearance with GREEF KARGA, rep for the Bounty Hunters' Guild and disgraced magistrate, from The Mandalorian live-action series.

This *should* take care of The Mandalorian's recurring cast for now, though some of the minor players are still upcoming — when time-crunched schedule allows!


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

GREEF KARGA
Type: Agent of the Guild



Quotes:
  • "Ah! Mando!"
    — Greef Karga greets Din Djarin.

  • "The Empire is gone, Mando. All that are left are mercenaries and warlords."

  • "They all hate you, Mando. Because you're a legend!"
    — Karga to Djarin, after the latter successfully secures the Asset for the Client while many others failed.

  • "I didn't want it to come to this. But then you broke the code."
    — Karga to Djarin, as the latter attempts to escape with the Child.

  • "So, this little bogwing is what all the fuss was about. What a precious little creature!
    I can see why you didn't want to harm a hair on its wrinkled little head."

    — Karga, inspects the "Asset" / Child.

  • "Let's make the baby do the magic hand thing. Come on, Baby! Do the magic hand thing."
    — With their situation desperate, Karga tries to think of a way to combat Moff Gideon's TIE attack.

  • "Nevarro is a very fine planet. And now that the scum and villainy have been washed away, it's very respectable again."

  • "Some of my favorite people are bounty hunters."

(As of The Mandalorian Season One)

DEXTERITY 3D+1
Blaster 6D, blaster: heavy blaster pistol 6D+2, brawling parry 5D, dodge 5D+2
KNOWLEDGE 3D+2
Alien species 5D, bureaucracy 6D+2, bureaucracy: Bounty Hunters’ Guild 8D,
business 5D, business: bounty hunting 6D+1, intimidation 5D, languages 5D,
law enforcement 4D+2, planetary systems 5D, streetwise 7D+2, streetwise:
Bounty Hunters’ Guild 9D, survival 4D+2, value 5D+2, willpower 4D+1
MECHANICAL 2D
Astrogation 4D, communications 4D+2, repulsorlift operation 3D+2,
sensors 4D+2, space transports 3D+2, starship gunnery 4D
PERCEPTION 3D+2
Bargain 6D+2, command 5D+2, command: Guild Bounty Hunters 7D+1,
con 5D+2, investigation 4D, persuasion 5D+2, search 4D+2, sneak 4D
STRENGTH 3D+1
Brawling 5D, brawling: boxing 5D+2, climbing/jumping 4D+1,
lifting 4D+2, stamina 5D+1
TECHNICAL 2D
Blaster repair 4D, computer programming/repair 4D+2, security 5D+1

Species: Human
Gender: Male

Force Points: 1
Dark Side Points: 1
Character Points: 10
Move: 10

Story Factors:
  • Disgraced Magistrate: Not much is known about the leaders of the Bounty Hunter's Guild, though Greef Karga can certainly count himself among their ranks. However, what *is* known to some, about Karga himself, is that the man was once a government official as well. And though the position of magistrate exists in various planetary and galactic governments, based upon Moff Gideon's strategically revealing comments, it appears that Karga may have worked for the Empire. Exactly why Karga vacated his position in disgrace is yet unknown. Whatever the act, Karga either left the Empire on his own, or was dismissed. Karga's experience with "hostile negotiations" and diplomacy (two-fisted or otherwise) then allowed him to secure a leadership role within the Bounty Hunter's Guild, a role that had allowed him to operate outside the parameters of the Empire, then within the legal framework of the New Republic after the Empire's fall.



Capsule: As an agent of the Bounty Hunters Guild, Greef Karga secured bounty hunters in pursuit of valuable and rare quarries in the galaxy. And as an agent of the Bounty Hunter's Guild, Greef Karga held a fair amount of influence in the Outer Rim underworld. Armed with the gift of gab and a knack for diplomacy, Karga was able to keep even the rough and tumble crowd of Guild bounty hunters in line. One of the Guild's most successful hunters? A man he knew only as "the Mandalorian."

"There is one job."
"Let's see the puck."
"No puck. Face to face. Direct commission. Deep pocket."
― Greef Karga and Din Djarin, on his new quarry.

It was for "Mando" then that Karga offered a profitable but mysterious bounty, an ex-Imperial Client whose desired quarry had no chain-code that could be divulged, just an age, location and tracking fob. The Mandalorian's eventual success at capturing this asset then became Karga's success, as both men profited mightily in the form of Mandalorian beskar as payment.

"They're all weighing the beskar in their minds, but not me. No. I for one, I celebrate your success, because it is my success as well. Hell, even I'm rich," said Karga.

It was all the more disappointing then, when Mando reneged on his word, returning to retrieve the asset after accepting payment. Of the Guild's few tenets, asking no questions was one. Karga didn't ask, and in his view, neither should Mando.

Nonetheless, thanks to a harrowing escape aided by the Mandalorian's Tribe, the bounty hunter eluded Karga's capture. Karga himself would have been killed by a bolt from the Mandalorian's blaster — if not for the beskar Karga had kept tucked in his tunic. Unfortunately, that escape brought the might of Imperial remnants down upon the planet Nevarro.

And so, a trap was planned. A trap to lure the Mandalorian back and to claim the Child. The Client appeared willing to move forward with an exchange for the Child, provided that the Mandalorian was captured and the "Asset" in question was returned. And upon meeting the Mando out in the barrens of Nevarro however, Karga and his bodyguards remained at tense odds with Mando's assembled entourage. However, after sustaining a serious injury during that night's camp, Karga experienced a change of heart. His wound was miraculously healed by the Child — with a touch from what Karga would later dub "the magic hand thing." And so, forming an alliance with the Mandalorian, Cara Dune, and the Ugnaught Kuiil, Karga agrees to aid the bounty hunter in fending off the Imperials once and for all.

After the Client is shockingly murdered by Moff Gideon's forces, it is revealed that Karga was once a Magistrate, a *disgraced* magistrate. Exactly how this came to pass in unknown, but upon his departure Karga clearly used his skills to secure a position within (and perhaps atop) the Bounty Hunters' Guild. Still hope seemed lost against Gideon's superior forces, until the sudden arrival of 1G-11 turns the tide. After a harrowing battle and journey along the lava river beneath the city, Karga and his allies emerge victorious and he is able resume his duties as agent of the Guild. Karge even offers Dune a role as his enforcer, while offering Mando a warm, standing welcome from the Guild whenever it is that their paths might cross again....

"And when you're ready to return, you'll have the pick of all quarries."
"I'm afraid I have more pressing matters at hand."
"Take care of this little one."
"Or maybe, it'll take care of you."

― Greef Karga, Din Djarin, and Cara Dune part ways... for now.



Equipment: Beskar bars (+3D vs. blunt/concussive physical, +4D vs. edged/vibro physical, +3D+2 vs. energy, +4D vs. energy if is fired upon from distances of 200 meters or greater), cache of bounty pucks and tracking fobs (pucks contain information on criminal record and credit amount of bounty posted; fobs contain a given target's "chain code" of identifying characteristics), comlink, dual holo-transceiver, holsters and utility belt, leather gloves, leather vest (+1 vs. edged physical damage; covers torso only; interior breast pockets contain sufficient space to carry two bars of beskar), modified pair of Blas-Steyr M1912 heavy blaster pistols (5D+1 damage, range: 5-10/25/50, ammo: 25; game notes: Ventilated heat shield along barrel is constructed in such a way as to reduce potential issues with blaster gas delivery and to avoid malfunctions; in game terms, user may ignore one wild die induced misfire/mishap related to Blas-Steyr M1912 per session), shoulder cape (+1D to Hide attempts, or to certain Sneak attempts — such as moving hands to holstered pistols with back turned).

Sources: The Mandalorian live-action series, https://www.starwars.com/databank/greef-karga , Wookieepedia, https://screenrant.com/mandalorian-show-greef-karga-carl-weathers-origin-explained/ , https://www.therpf.com/forums/threads/greef-karga-blaster-mandalorian-season-1-episode-8.307118/ , and http://www.imfdb.org/wiki/Mandalorian,_The_-_Season_1 . First paragraph of capsule text is adapted from databank entry, with additional phrasing adapted from screenrant article. Images: Cropped character promotional poster, https://www.starwars.com/databank/greef-karga , and screen captures from The Mandalorian live-action series. Stats and text by Telsij.


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Telsij
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PostPosted: Sun Mar 08, 2020 10:11 pm    Post subject: IKA SULKO Reply with quote

Annnd one more entry, so that we're back "On Brand" with a genuinely obscure character, before I have to disappear back into the aether!

I was always fond of the Mon Calamari pilot from Return of the Jedi's "cutting room floor pilots" deleted scenes. Now years later, like "Fake Wedge", who was finally given an identity of his own — COL TAKBRIGHT, whom I statted HERE (link to PDF) — our Mon Cala pala was finally named *and* given a tiny hint of ability/backstory in 2019's Star Wars: Rebel Starfighters: Owners' Workshop Manual. Here then is IKA SULKO!

And to see his "scenes" (with some of the cheekier on-set lines, like "Fried calamari tonight" and "That's the last time I fly Lucas Airways"), his footage for RotJ is HERE (YouTube video).

And for an *old* take on one of the other pilots from the deleted, the "Granny" A-wing pilot, whom I wrote-up in 2015 as an older version of a Bravo Squadron pilot from The Phantom Menace is HERE (link to PDF).

Note: In much the same way that Momaw Nadon has a MEC score that exceeds the well-travelled Ithorian specie's dubious RAW MEC max of 2D, the Death in the Undercity adventure module gave a MEC die code of 4D to their Mon Cala Pilot template, exceeding their RAW max of 3D+1. With a 3D+1 maximum too low, imho (though I know a bit of this is mitigated by the moist environment bonus), for a spacefaring species of such stalwart shipwrights, I generally consider Mon Cala MEC max to be 4D.

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

IKA SULKO
Type: Mon Calamari Pilot



Quotes:
  • "I copy. Moving into position."
  • "It's a heavy fire zone down there."
  • "I'm on the leader."

DEXTERITY 2D+2
Blaster 3D, brawling parry 4D, dodge 4D, running 4D+2,
vehicle blasters 3D+2
KNOWLEDGE 2D+2
Planetary systems 3D+2, survival: ocean/undersea 5D
MECHANICAL 4D
Repulsorlift operation 5D+2, starfighter piloting 6D,
starfighter piloting: B-wing 7D, starship gunnery 5D+2
PERCEPTION 2D+1
Search 4D+1
STRENGTH 3D
Climbing/jumping 4D+2, stamina 3D+2, swimming 6D
TECHNICAL 3D+1
First aid: self-diagnose 4D+1, starfighter repair 3D+2,
starfighter repair: B-wing 4D+1

Species: Mon Calamari
Gender: Male
Character Points: 9
Move: 9

Special Abilities and Story Factors:
  • Aquatic: Mon Calamari can breathe both air and water, and can withstand extreme pressures found in ocean depths.

  • Dry Environments: When in arid environments, Mon Calamari become depressed and withdrawn. They suffer a -1D penalty to all Dexterity, Perception, and Strength attribute and skill checks. This is a psychological effect only.

  • Innate Kinesthetic Sense: Ika Sulko possessed an acute awareness of the positions and movements of his skeletal joints, and of the tension and compression of the muscles in his body. This keen sensitivity to sensory input within and upon the body, as well as how his posture and position affected said input, granted Sulko finer spatial awareness than many of his brethren, in addition to a greater ability to adapt to disorienting conditions.

    In game terms, Sulko gains a +2D bonus to any skill or attribute check required to determine his position relative to his surroundings, even in darkness. In addition, he may re-roll any failed checks required to resist disorientation, or other similar effects caused by changes in position and movement. He must accept the second result however, regardless of the roll's outcome.

  • Moist Environments: When in moist environments, Mon Calamari receive a +1D bonus to all Dexterity, Perception, and Strength attribute and skill checks. This is a purely psychological advantage.

Capsule: Ika Sulko wanted nothing more than to fly amongst the stars. Yet, oddly enough, it was in space that he felt most like he was undersea.

Although the Mon Calamari were long heralded for their shipwrights’ prowess, Sulko felt most at home in the cockpit of a starfighter. No matter how vast the oceans were on his homeworld, in the end they were still finite. Space on the other hand? In space, there was *always* a new frontier, a new horizon.

But with the Empire's conquest of Mon Cala, this chance would not come freely, nor would much of anything else under Imperial subjugation. And so, Sulko looked to the stars — and chased them.

Thanks to the influence of Admirals Raddus and Ackbar, Sulko soon found himself in the company of those who would ensure that anyone, regardless of species, could be afforded the same opportunity to chase the horizon. Soon, he found himself with the Rebellion. And in time, he found himself fighting against the Empire above a forest moon, in the decisive Battle of Endor. Because time was short and timing was of the essence, Sulko had to leap into the fray wearing a flight suit borrowed from Green Squadron. Fortunately for Sulko — and unfortunately for his opponents, the Mon Calamari pilot still flew his starfighter of choice.

Fittingly, it was in the design of a fellow Mon Calamari, in the cockpit of Quarrie's "Blade Wing" assault fighter that Sulko found his home away from home. The Blade Wing’s gyroscopic cockpit caused disorientation in some, but not to Sulko. Instead the Mon Calamari found that the swirling churn of stars that sickened some rookies instead reminded him of the waters of his homeworld.

Sulko, more than his Mon Cala brethren, was keenly aware of his own body and his surroundings — and of his ever-changing place in them. Sulko was aware of each limb, each digit, each extremity — *and* its position, both undersea *and* in space. Were Sulko a religious man he might’ve called this feeling of connectedness... the Force.

Whatever the explanation — mystical, biological, or otherwise, it was while at the helm of a B-wing starfighter that Ika Sulko felt as though he were immersed in the swirling seas of home....



Equipment: B-wing starfighter, Green Squadron vacuum suit (provides 10 hours worth of atmosphere. A player character in space must make a Moderate stamina or Strength check every hour or he or she is exposed to vacuum or suffer a wound caused by the freezing cold of space), medpac, Mon Calamari flight helmet (+1D vs. physical, +2 vs. energy; covers head — but not face — only; equipped with comlink), SoroSuub X-30 "Lancer" target blast pistol (3D+1 damage, range: 3-10/30/120, ammo: 50).

Sources: Star Wars: Rebel Starfighters: Owners' Workshop Manual (p.45), https://www.fanthatracks.com/wp-content/uploads/2019/10/RS7.jpg , Return of the Jedi film (deleted scene: https://www.youtube.com/watch?v=vHnhxHMJcJ4&feature=youtu.be&t=233 ), Wookieepedia, Death in the Undercity WEG adventure module (source for Mon Calamari Pilot template), https://www.youtube.com/watch?v=vHnhxHMJcJ4&feature=youtu.be&t=233 .
Images: https://starwars.fandom.com/wiki/Ika_Sulko , https://www.coleka.com/en/collector-action-figures/star-wars-action-figures/the-vintage-collection/rebel-pilot-mon-calamari_i2755 (photo by Dan Emmons), and https://www.bluemilkspecial.com/comic/meet-si-mon-calamari/ . Stats and text by Telsij.


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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: Mon Mar 09, 2020 1:41 am    Post subject: Reply with quote

Thanks for doing him. That action figure kinda looks like a custom Mon Cal figure I made back in the last 90s. IIRC I used parts from Biggs Darklighter and Admiral Ackbar, with a helmet from a Mon Cal officer. I painted the orange in the flight suit green. Cool.

One of the reasons we Earth humans have good mechanical is from having binocular vision which our biological ancestors used for brachiation. I agree RAW is too low for Mon Cal, but in my book their eyes give them a slightly inferior max attribute than humans. But my game is based on Humans having a max of 4D+1 in all attributes, so Mon Cals have a 4D max Mechanical.
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PostPosted: Thu Jun 18, 2020 9:00 pm    Post subject: DOCTOR APHRA Reply with quote

Hey, all!

As TV broadcast/post-production has (apparently) been deemed an essential service, work and hazarding my commute via public transport has kept me very busy and away from the forum for no longer than I'd like — something likely to continue for some time still.

HOWEVER, in light of Volume II of this character's comic book series launching last month, OBSCURE CHARACTER ARCHIVE presents stats and write-up for Star Wars' own Indiana Jones, DOCTOR CHELLI LONA APHRA!

With the Aphra comics responsible for introducing one of my favorite characters MAGNA TOLVAN into canon, statting up the title's lead was long overdue.

Okay, back into the shadows with me. Stay safe, all! MTFBWY.


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

DOCTOR APHRA
Type: Rogue Archaeologist



Quotes:
  • "You know, you can trust me, but you shouldn't."

  • "Archaeology is just grave robbing with fancy paperwork. And I've got debts to pay."

  • "I'm not sick! I just... I get things wrong. I'm selfish. I... I use people. But… I don't expect to sleep well. Ever."

DEXTERITY 2D+2
Blaster 5D+2, brawling parry 4D+2, dodge 6D, pick pocket 5D+2, running 5D
KNOWLEDGE 4D
Alien species 9D, cultures 9D, languages 7D, planetary systems 6D, planetary systems: Outer Rim 9D,
scholar: archaeology 10D+1, scholar: lore 11D+1, streetwise 7D+2, value 7D+2, value: artifacts 10D,
willpower 6D+1
MECHANICAL 2D
Astrogation 5D+2, communications 5D+2, jetpack operation 3D, repulsorlift operation 3D, sensors 6D,
starfighter piloting 4D, space transports 5D+1, starship gunnery 3D+2, starship shields 4D+2
PERCEPTION 3D+1
Bargain 6D+2, con 7D+2, hide 6D, investigation 5D+2, investigation: artifact/treasure hunt 10D,
persuasion 5D+2, search 6D+1, search: traps 7D+1, sneak 5D
STRENGTH 2D
Brawling 3D, brawling: fighting dirty/"opportunistically" 4D, climbing/jumping 4D+2, stamina 4D
TECHNICAL 4D
Blaster repair 6D+2, computer programming/repair 8D, demolition 7D, droid programming 8D,
droid repair 7D+2, equipment repair 7D+2, first aid 5D, security 8D, space transport repair 6D

Species: Human
Gender: Female
Height: 1.56 meters
Age: Born 24 BBY

Force Points: 3
Dark Side Points: 3
Character Points: 23
Move: 10

Special Abilities and Story Factors:
  • Electro-tattoo: Doctor Aphra has a circuitry-pattern electro-tattoo etched into her right arm, with its design reaching up to / along her shoulder. Electro-tattoos can carry data, complete circuits, or carry out security-overriding, sensor-baffling effects — though the latter capabilities are not widely known to the law-abiding public. The electro-tattoo on the right arm of rogue archaeologist Doctor Aphra’s once allowed her to circumvent and/or short-out electronic security measures, while a matching tattoo acquired later by then-Imperial-Inspector Magna Tolvan, allowed the couple to communicate securely through a prison’s energy barrier. In addition, synchronization between the two lovers' tattoos wound up creating biofeedback which enabled them to perceive — in varying degrees — one another's thoughts.

    In game terms, electro-tattoos can carry data, can complete circuits or disrupt currents, and can facilitate transmission of signals. If the desired effect is a security measure or countermeasure, the tattoo is given a die code effectiveness. Consider Doctor Aphra's and Magna Tolvan's electro-tattoos to each have a die code effectiveness of (at least) 7D.



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



  • Enemies to lovers... to enemies... to lovers... to...: After previous involvement with smuggler Sana Starros, Doctor Aphra entered into a tumultuous romantic relationship with then-Imperial Captain, and later Alliance Operative, Magna Tolvan. After a prolonged game of cat-and-mouse, Aphra and Tolvan consummated their relationship and (eventually) admitted their mutual love. Nonetheless, Aphra would continue betraying Tolvan, and breaking her heart. However, at what appeared to be the end of their formal relationship, Aphra attempted to make amends, ensuring that Tolvan and the Alliance could escape Hoth, by strategically delaying the Empire's efforts to locate Echo Base.





    "Killing you is the only smart move... but you're cute."
    ― Aphra to Tolvan, after the incident at the Citadel of Rur.


    "I love you, Doctor Aphra."
    "I know."
    "I hate you, Doctor Aphra."

    ― Magna Tolvan and Doctor Aphra, moments before Tolvan allows Aphra to escape Alliance custody.

  • Insatiable intellectual curiosity... coupled with greed: Chelli Aphra has difficulty resisting the siren song of rare archaeology. And while her intellectual curiosity is at the heart of this desire, it competes with greed as primary motivation. In game terms, if Aphra is faced with an opportunity to explore some rare archeological site or claim (ie: steal) a precious artifact but wishes to resist doing so, she must make a Moderate Willpower roll, at minimum, with the difficulty level increasing in direct proportion to how rare or valuable or interesting the item might be.

    Moreover, almost without fail, Aphra will not hesitate to lie, cheat, steal, and kill to get what she wants. She will double-cross allies without a second thought and will always have a last ditch trick up her sleeve. Should the GM choose to render this quality in game terms, if Aphra rolls a six on the wild die during any negotiation check, she will have concocted some way to steal all of the credits involved in the transaction. Alternatively, if one of her opponents, or one of the PCs, enters into negotiations with Aphra and rolls a wild-die mishap, some manner of double-cross / trap will be laid for them, unbeknownst to the party.



  • Save yourself above all... well, almost all: Due to a variety of factors — conflicted upbringing torn between an absentee father focused on his work, to a mother who preached moral relativism and survival above all else, a life of crime, et cetera — Chelli Aphra has developed a... *gray* sense of right and wrong. Aphra will almost always act in her self interest. However, as her parting actions toward lover Magna Tolvan, father Korin Aphra, and young survivor and ward Vulaada Klam, prove, Chelli is not without good in her heart, buried deep down as it may be.

    Aphra will prioritize profit and self-preservation, unless people she has come to genuinely love are endangered... in which case, after much hand-wringing and roiling inner turmoil, she *may* decide to try to do the right thing. And by her own admission, even she has her limits, when it comes to misdeed, and even then, despite her charming and cavalier demeanor, Chelli Lona Aphra does not expect to ever sleep easy at night....

    "I won't do it! This is it! I'm bad, but I'm not that brand of evil."
    ― Aphra refuses to perform the latest cruel act while forced to work for evil protocol droid, Triple Zero.

    “Evil’s just a measure of how much your choices take away other people’s.”
    — Lona Aphra, mother of Chelli Aphra.

Capsule: Whenever rogue archaeologist (and thief) Doctor Chelli Lona Aphra wends her way through a series of deadly security measures — wryly narrating her progress all the while — it's often a memorable entrance... followed by a harrowing escape. Renowned for recovering hard-to-find artifacts (often of the "can be used as weapons" variety) and using her tech know-how to reactivate them, Doctor Aphra doesn't believe relics of the past should be gathering dust in a museum; she thinks they should be put to use (primarily to turn a profit for herself). After that, it's none of her concern.

Aphra is a skilled field archaeologist who initially followed in her father Korin's footsteps at the University of Bar'leth after losing her mother to supposed bandits during the Clone Wars. Despite her talents, she is impulsive and has a thirst for excitement which made her ill-suited to the patient excavation and study of traditional archaeology. In fact, sites that Aphra "studies" often suffer countless credits of worth of damage and wind up with the most precious artifacts "missing" — then mysteriously available on the black market soon thereafter. Such occurrences are of course, the handiwork of Aphra herself, along with any ersatz allies she has yet to betray, and her own mechanical creations.

Among her said creations are a pair of so-called "murder droids," a violent protocol droid called 0-0-0 and a a deadly astromech designated BT-1, ready to do (or do in) anything or anyone Aphra asks (at first, that is). Her attitude, talents and moral ambiguity make her an optimal candidate for the secretive work Darth Vader has in mind after the Battle of Yavin, and he recruits her as a key ally.

During a time immediately after the destruction of the first Death Star, when Vader felt his back against the wall and all Imperial eyes on him. In response, the Dark Lord decided to build up his own dedicated support system, which began with droids and a woman who could make them well and in secret: Doctor Aphra.

Aphra's fast talk and cutting humor make it seem as though she isn't afraid of the Sith Lord (though she admits he makes her a little nervous), and their byplay has a lighter touch not often seen in interplay with Vader. She clearly respects him, and strives to prove her worth, whether by acquiring a personal army of battle droids for him or investigating a highly personal matter — whether Padmé gave birth before she died. Aphra's very much aware that working with Vader is likely to end one way for her: in death. She's prepared, but not resigned. "The way I've lived I know I'm lucky to be alive."

Fortunately, her luck held. And if anything, it flourished. After succeeding at convincing the Dark Lord of her death at his hands, adventure became Aphra's specialty. And to it, she brought a scoundrel's brand of luck — solving problems on the fly, before speeding off and out of trouble in her ship, the Ark Angel.

After escaping Vader's (seemingly successful) attempt on her life, Aphra somehow managed to effect a dizzying array of death-defying escapes. From escaping the torturous ministrations of 0-0-0 with Tolvan's timely aid — the "liberated" protocol droid had assumed control of the crime syndicate Son-tuul Pride and was coercing Aphra to do his bidding — to escaping Accresker Jail and Vader once more (thanks once again to Magna Tolvan's willingness to sacrifice her memories... long story), to escaping a surgically-explosive plot by "Science Monster" Doctor Evazan, Aphra always made it out alive. Later on along the way, she even managed to take on a young "ward," Vulaada Klam, a wayward urchin who reminded Aphra of herself when she was younger.

Aphra would also find that her trademark dodge-and-weave approach did *not* work quite as well in her personal life, however. Upon meeting Sana Starros while studying at university, the two become an item, but by the time Starros runs into Aphra later in life, Sana (of course) tries to kill her. And while hunting for artifacts around the galaxy, Aphra's path crosses with Rebels and Imperials alike. She doesn't form many bonds, but she does manage to connect with Magna Tolvan, a skilled Imperial officer "destined for greatness," whose career is derailed by entanglement with Aphra. And though the two would fall in love over time, with Tolvan defecting to the Rebel Alliance and becoming one of their most valuable field agents, Aphra held no commitment to either side. That said, she managed to reconcile (in a matter of speaking) with Tolvan, her father, and her protégé, by ensuring their safety even as the Doctor herself disappeared from their lives.

And now, with the Rebel Alliance back on the run after their defeat at the Battle of Hoth, it’s never been a more dangerous time for outlaws and scoundrels — and errant archaeologists — making their way in the galaxy. But after a string of bad luck and near escapes, Doctor Aphra is back! She’s been keeping a low profile — jobs are scarce and credits scarcer. But the promise of the score of a lifetime might be a chance too good for her to pass up....



Equipment: BlasTech DL-44 heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 50), comlink, electrobinoculars (range: 100-250m/500m/1km; game notes: All search and Perception-oriented skills are increased by 3D when using electrobinoculars to view areas more than 100 meters away; note: Unlike macrobinoculars, electrobinoculars enhances images via built-in hardware), fingerless gloves, flight cap (aviator-style), goggles (game notes: negates flash-blinding penalties; reduces by 2D, any debris-based Perception penalties that would otherwise impede vision), holster, modified HK heavy-duty lifter starship (Ark Angel), stimpack, toolkit (+1D to repair or modification rolls), utility belt, vest.

Sources: Star Wars: Doctor Aphra comic book series (Vol. I and II), Darth Vader comic book series (2015-2016), Star Wars: Women of the Galaxy (p.62-65) by Amy Ratcliffe, Star Wars: Allies and Adversaries sourcebook by Fantasy Flight Games (p.78-79), http://swa.stoogoff.com , and Wookieepedia. Stats based upon / converted from official FFG stats first published in Star Wars: Allies and Adversaries sourcebook (p.78), reposted online here: http://swa.stoogoff.com/#doctor-aphra . Capsule text adapted from Star Wars: Women of the Galaxy (p.62-65), with third paragraph adapted from Star Wars: Allies and Adversaries sourcebook by Fantasy Flight Games (p.78), and with fourth and closing paragraphs adapted from https://www.marvel.com/articles/comics/everything-you-need-to-know-about-star-wars-doctor-aphra . Images: In order of appearance above, artwork by Emilio Laiso (both images appear in Doctor Aphra Volume 1, Issue #14), Kev Walker (#21), Emilio Laiso (#17), Caspar Wijngaard (#39), Kev Walker (#1), and Valentina Remenar (Volume 2, Issue #1, Variant Cover). Stats and additional text by Telsij.
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