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Obscure Character Archive!
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Telsij
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PostPosted: Tue Sep 04, 2018 9:31 am    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents Bespin Wing Guards, HELDER SPINOZA and ISDAM EDIAN, from The Empire Strikes Back! Initially statted and written up for the Kenner sourcebook, BUT with a little Space 1999 tie-in thrown in for good measure — the actor who played Edian In ESB, Quentin Pierre, played a similar, albeit somewhat larger security guard role in the Space 1999 TV series — and a revised take on the Relby-k-23 pistol which takes into greater account the heightened pain its blaster bolt is said to cause.

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



HELDER SPINOZA
Type: Former Rescue Ops Firefighter

DEXTERITY 3D+1
Blaster 4D, dodge 4D, melee combat: vibro fire-axe 5D+2,
missile weapons: handheld fire-suppression hose-gun 6D
KNOWLEDGE 2D+2
Bureaucracy: Parliament of Guilds 4D+2, scholar: fire prevention/safety 6D,
streetwise 3D+2, tactics: search and rescue 5D, willpower 5D+1
MECHANICAL 2D+2
Repulsorlift operation 3D+2, repulsorlift operation: firespeeder 4D+2
PERCEPTION 3D
Bargain 4D, investigation 4D+1, investigation: fire origin/cause 6D,
persuasion 4D, search 5D+1
STRENGTH 3D+2
Climbing/jumping 4D+2, lifting 4D+2, stamina 5D
TECHNICAL 2D+2
First aid 3D+2, security 4D+2

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

Equipment: Binders, BlasTech Relby k-23 Blaster Pistol (see separate entry), comlink, firefighting equipment, Wing Guard uniform.

Capsule: During his decade long tenure with the firefighting teams of Coruscant Rescue Ops, Helder Spinoza extinguished many a disastrous inferno. However, his recruitment into the Wing Guard of Cloud City marked the first time this Bespin native was called upon to help put out a political fire.

After the last remaining clone veterans retired from their reassignment to Rescue Ops, Spinoza was among the most experienced, trusted members of his planetary district’s Fire Team and was often asked to aid local law enforcement with the origin and cause investigations of a suspicious blaze. In his most recent case however, Spinoza’s findings led him to believe Imperial arson was to blame for the death of an outspoken senator. Despite presenting conclusive evidence, Spinoza was relieved of duty for being so bold as to suggest that the Empire would violently silence dissent. And it was then that Spinoza knew he was fortunate to be able to leave Coruscant alive.

Having established a reputation for integrity, Spinoza returned to Cloud City and a warm welcome from Baron Administrator Calrissian himself. With the Wing Guard of Bespin consumed by corruption and Calrissian now trying to remake it into an organization on which he could depend, Spinoza was offered a position as Wing Guard representative in the parliament of guilds and at guild tribunals. Who better to be the voice of Calrissian’s reformed Wing Guard than a local hero who had already publicly stood his ground against a foe as powerful as the Empire?

Sources: Star Wars: The Empire Strikes Back film, Kenner action figure, Wookieepedia, and Galaxy Guide 3: The Empire Strikes Back (2E) sourcebook. Stats and Capsule by Telsij. Images: Marvel Star Wars issue #33 cover by John Tyler Christopher and http://rebelscum.com ( http://www.rebelscum.com/VINtBespinguard1.asp ).


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



ISDAM EDIAN
Type: Loyal Retainer

DEXTERITY 3D
Blaster 4D, blaster: blaster rifle 5D, brawling parry 4D+1, dodge 4D,
melee combat 4D, melee parry 3D+2
KNOWLEDGE 2D+2
Alien species 3D+2, bureaucracy 3D+2, planetary systems 4D, streetwise 4D,
streetwise: Cloud City 5D, survival 4D+1, willpower 5D+2
MECHANICAL 3D
Repulsorlift operation 4D, sensors 3D+2, space transports 3D+2,
space transports: Eagle Transporter 4D+2
PERCEPTION 3D
Command 4D, con 4D+1, investigation 4D+2,
investigation: corruption 6D+1, search 5D
STRENGTH 3D+1
Brawling 4D+1, brawling: grappling 5D, stamina 4D
TECHNICAL 3D
Security 5D+2

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

Equipment: Binders, comlink, Eagle Transporter space transport, Relby k-23 blaster pistol (4D+1 damage), Wing Guard uniform.

Capsule: Sergeant Isdam Edian rarely spoke of his security duty on Lunar Base Alpha, but those familiar with the research outpost’s history surmise that it was a traumatic experience. Due to a catastrophic explosion caused by the reaction of nuclear waste to magnetic radiation, Lunar Base Alpha was knocked out of its orbit and caused to drift into Wild Space. The three hundred and eleven people aboard were said to have encountered mysterious illnesses and hostile civilizations... as well as the supernatural. Suffice it to say that upon reaching the edge of a galaxy far, far away, Edian had it ingrained in him that a true leader was someone who could make difficult decisions — even if that meant making great personal sacrifices for the good of the group.

Returning to his homeworld of Bespin years later, in one of the Moonbase’s last surviving transports, Edian was dismayed at the greed and graft he saw all around him. However, he was also immediately impressed by the stewardship of new Baron Administrator Lando Calrissian, who appeared willing to forego personal friendships and attachments for the sake of Cloud City’s survival.

In search of trustworthy, but experienced security personnel to help combat corruption in the Wing Guard, Calrissian recruited Edian and immediately tested his mettle by giving him the most ethically-challenging assignments. Edian proved steadfast each time. Disdainful of those who accepted bribes and especially watchful for misconduct while on duty, Edian quickly justified Calrissian’s faith in him. Eventually he even began serving as both bodyguard and political decoy for the Baron Administrator, during especially dangerous dealings.

Edian was not surprised when Lando chose to surrender Han Solo to the Empire, rather than compromise the entire city’s safety… but he now knew Lando well enough to suspect that the gambler had something else up his sleeve. Sure enough, Calrissian asked Edian to personally ferry the carbonite-encased smuggler to Boba Fett’s ship — in hopes that his most trusted sergeant could glean information which would aid in Solo’s rescue.

Sources: Star Wars: The Empire Strikes Back film, Decipher CCG, Galaxy Guide 3: The Empire Strikes Back sourcebook, Space: 1999 Television Series and Wookieepedia. Stats and Capsule by Telsij. Images: Marvel Star Wars issue #48 cover by John Tyler Christopher and http://rebelscum.com ( http://www.rebelscum.com/VINtBespinguard2.asp ).


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

RELBY K-23 BLASTER PISTOL

Model: BlasTech Industries Relby-k23
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 660
Availability: 2, X
Range: 3-15/40/140
Damage: 4D+1

Game Notes: The Relby k-23 is distinguished by the low refraction index of its blaster bolt. Each time a shooter strikes his target successfully, the target must make an Easy (10) Willpower check or suffer a -1 penalty to all actions for the remainder of that round and the following round, due to the excruciating pain caused by the weapon’s minimal beam dispersion. The effects of multiple hits are cumulative (eg: -1, -2, -1D), to a maximum penalty of -1D. The Relby k-23 is also known for its faulty safety. On a roll of 1 on the wild die, a mishap occurs and either the safety jams, or the pistol misfires — at GM's discretion.

Sources: Wookieepedia and RancorPit Conversions Weapons Statbook. Amended stats and game notes by Telsij.
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Forceally
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Joined: 20 Feb 2007
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PostPosted: Tue Sep 04, 2018 4:58 pm    Post subject: Reply with quote

Isdam Edian looks like a woman to me.
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Telsij
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Joined: 07 Dec 2016
Posts: 397

PostPosted: Tue Sep 04, 2018 5:22 pm    Post subject: Reply with quote

Forceally wrote:
Isdam Edian looks like a woman to me.

I think the comicbook cover artist was going for the "softer" grainier look of the photos on the actual toy packaging, but he's done better likenesses for previous covers.

Here is actor Quentin Pierre in Space 1999: https://images-na.ssl-images-amazon.com/images/I/51jTSne7aAL.jpg

And in ESB: https://forum.rebelscum.com/photogallery/data/500/QP-5.jpg


Last edited by Telsij on Mon Oct 28, 2019 10:29 am; edited 1 time in total
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Tue Sep 04, 2018 11:59 pm    Post subject: Reply with quote

And for grins, OBSCURE CHARACTER ARCHIVE sees double with AZOOL PHANTELLE, Max Rebo's fellow "Blue Brother" from IDW's Star Wars Adventures comic series, along with the revised "two legs not arms" Ortolans! Apart from seeing more of the two legged/armed Ortolan (www.starwars.com/news/star-wars-mysteries-getting-to-the-bottom-of-max-rebo), we get the in-jokes of "Pantalla Azul" being Spanish for the old "Blue Screen of Death" computer crash screen, as well as (what I hope is) a reference to the mistaken identity subplot in El Mariachi, the Robert Rodriguez film where the titular Mariachi is mistaken for a killer called Azul. Plus Updated Ortolan species stats!

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

AZOOL PHANTELLE
Type: Slimy Double-Crossing No-Good Swindler



A Quote: "Yah-hoo! Greetings, losers!"

The Ortolan scoundrel known as Azool Phantelle would just as soon cheat you out of a credit, as look at you. Carrying himself with a swagger and contempt for others that was a far cry from the sweet disposition of his brother, Max Rebo, Azool is often mistaken for him nonetheless.

Over the years, Azool's arrogance has burned many bridges for the brothers. If not for the timely intervention of Max Rebo, then Azool would have suffered a violent comeuppance at the hands of his many enemies, many times over — and he still may yet meet an untimely end... if left to his own devices.

Case in Point: After arriving on Tatooine at some point during the Max Rebo band’s tenure as house entertainment for Jabba’s Palace, Azool began bilking a number of people in Mos Eisley — including Boushh, the bounty hunter. These beings began seeking out Azool for justice/revenge, but instead mistook Max Rebo for his brother. Though Rebo defused the situation, as a result of Azool’s incursion into Hutt territory, the latter nearly suffered a fatal fate all too frequently meted out to those that dared rankle the mighty Jabba. Thanks to the Hutt crimelord’s fondness for the Max Rebo band however, Azool lived to lie and cheat another day – as a waiter in Jabba’s employ... much to his brother’s amusement.

DEXTERITY 2D+2
Blaster: hold-out blaster 4D, brawling parry 3D, dodge 4D, running 3D+2
KNOWLEDGE 2D+1
Languages 3D+1, planetary systems 4D+1, streetwise 5D, value 4D+1
MECHANICAL 2D+2
Repulsorlift operation 3D+2, repulsorlift operation: repulsorsled 4D+2
PERCEPTION 4D+1
Bargain 5D+1, con 6D+2, hide 5D, sneak 5D+1
STRENGTH 3D+2
TECHNICAL 2D+1

Repulsorlift repair 3D+1, security 4D+1

Species: Ortolan
Gender: Male
Character Points: 6
Move: 6

Special Abilities & Story Factors:
    Arrogance: Azool does not think too highly of others. In his eyes, everyone else is a potential mark. This contemptuous overconfidence will sometimes cause him to gett in over his head – with no greater (recent) example than his willingness to work schemes inside Jabba the Hutt’s territory. Although Azool was punished for this transgression, by being made to serve as a demeaningly-dressed waiter aboard the Hutt’s sail barge, Azool only survived this ordeal because of Jabba’s fondness for his brother’s band. In game terms, if presented with a choice between the wiser, risk-averse choice and a foolhardy one that promises to fill both his ego and his coffers, he will almost always go with the latter choice.

    Nutrient-Absorptive Digits: Ortolans are capable of ingesting food and drink via the openings at the tips of toes, in addition to their mouths. Because of this increased opportunity and ability to ingest, the hardy Ortolans can subsist on a wide variety of food types and have built an immunity to a number of harmful substances. Ortolans may reroll a failed skill check required to resist poison or indigestion, but must accept the second result.

    Ortolan Hand-Foot Physiology: Ortolans’ forelimbs function as both hands and feet. Ortolans are equally adept at using their limbs for tasks most humanoids typically perform with only one or the other type of appendage. However, tasks that require "standard" human body configurations, or that require the simultaneous use of both hands and feet, are performed at one difficulty level higher for Ortolans. And as the limbs' placement on the Ortolan body is a location typically associated with legs, most humanoids will refer to Ortolan limbs as either legs or feet.

    Sensitive Ears: Ortolans' large, floppy ears house well-developed auditory systems, granting them a +1D bonus to hearing-based Perception or search checks. At the same time, the internal fat storage and distribution in their ears protects them from suffering any increased vulnerability to sound-based attacks.

    Strong Family Resemblance: Although his grayer-blue complexion is a shade sootier than that of his “Blue Brother”, Azool and Max Rebo still look very much alike. Azool sometimes uses this strong family resemblance to his advantage, quietly allowing cases of mistaken identity to aid his latest scam or scheme.

Equipment: Black pant-vest garment, head-mounted serving tray, hold-out blaster (3D+1 damage), repulsorsled (Craft: Phantom Menacer street-racing repulsorsled; Scale: Speeder; Passengers: 0, or 1 uncomfortably — if height of both pilot and passenger are within range of 1.0-1.25 meters; Cargo Capacity: 2 kilograms; Cover: 1/4; Altitude range: 0-60 meters; Maneuverability: 2D+2; Move: 260, 660 kmh, Body Strength: 2D), satchel full of other people's credits.

Sources: "Tales from Wild Space: The Blue Brothers" story appearing in Star Wars Adventures issue #13 (IDW comics), and Wookieepedia. Stats and Text by Telsij.
Image: Cover B for Star Wars Adventures issue #13, featuring the characters from "Tales from Wild Space: The Blue Brothers" by Nick Brokenshire.


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

ORTOLAN
Homeworld: Orto

Attribute Dice: 12D
DEXTERITY: 1D+1/3D+1
KNOWLEDGE: 1D/4D
MECHANICAL: 1D/3D+2
PERCEPTION: 2D+1/4D+2
STRENGTH: 1D+2/4D
TECHNICAL: 2D/4D

Move: 6/8
Size: 1.0-1.25 meters tall

Species Special Abilities:
    Nutrient-Absorptive Digits: Ortolans are capable of ingesting food and drink via the openings at the tips of toes, in addition to their mouths. Because of this increased opportunity and ability to ingest, the hardy Ortolans can subsist on a wide variety of food types and have built an immunity to a number of harmful substances. Ortolans may reroll a failed skill check required to resist poison or indigestion, but they must accept the second result.

    Ortolan Hand-Foot Physiology: Ortolans’ forelimbs function as both hands and feet. Ortolans are equally adept at using their limbs for tasks most humanoids typically perform with only one or the other type of appendage. However, tasks that require "standard" human body configurations, or that require the simultaneous use of both hands and feet, are performed at one difficulty level higher for Ortolans. And as the limbs' placement on the Ortolan body is a location typically associated with legs, most humanoids will refer to Ortolan limbs as either legs or feet.

    Sensitive Ears: Ortolans' large, floppy ears house well-developed auditory systems, granting them a +1D bonus to hearing-based Perception or search checks. At the same time, the internal fat storage and distribution in their ears protects them from suffering any increased vulnerability to sound-based attacks.

Sources: "Tales from Wild Space: The Blue Brothers" story appearing in Star Wars Adventures issue #13 (IDW comics), Aliens Stats Compilation book, and Wookieepedia. WEG Ortolan species stats revised by Telsij.


Last edited by Telsij on Thu Sep 13, 2018 12:37 am; edited 6 times in total
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Telsij
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Joined: 07 Dec 2016
Posts: 397

PostPosted: Sat Sep 08, 2018 2:44 pm    Post subject: Reply with quote

In honor of yesterday's anniversary of the premiere of the Droids cartoon series, here is a write-up of one of the sillier, blink-and-you'll-miss-it moments from ye olde Saturday morning cartoon — as well as its featured performers, hereby christened, R2-GRN-MO and R2-DUUQ.

STRIFE AMONGST THE STARS: The Wild Wild Western Reaches



Two blue R2-units appeared on a broadcast watched by Fromm Gang enforcer, Vlix Oncard, during Tig Fromm’s interrogation of Thall Joben, Kea Moll, and the droids, C-3PO and R2-D2 — regarding the whereabouts of Tig’s stolen Trigon One weapons satellite.

One of the astromechs seen in the transmission was wearing a tribal-style headdress, while (apparently) puffing on a pipe. The second droid also seemed to be smoking a pipe, while wearing a white hat on its dome, and what appeared to be brown leather wrapped around its ambulatory struts. Although Oncard was enjoying the entertainment, he was made to switch frequencies by Tig Fromm, and the full extent of this program’s plot points (if any) was never fully revealed.

The program in question was a spin-off of the HoloFilm series, Strife Amongst the Stars. The show starred two astromech droids from two faux-historical backgrounds, and was known as Strife Amongst the Stars: The Wild Wild Western Reaches. Although mildly popular when it debuted, the show was also seen as the last gasp for the original, wildly popular HoloFilm franchise, coming as it did at the end of the film series' initial dominance of the galactic pop-cultural zeitgeist, with viewers apparently moving on from "frontier adventure" programming.

However, due largely to nostalgia and its stylized art direction, the show gained a substantial cult following in the decades afterward, despite some questionable content that traded on stereotypes, and storylines that had to be retroactively-reconciled with the original Holos' continuity, as well as humor that did not age well. Always held in high regard too, were the performances of the two astromech lead actors, who brought with them both remarkable work ethic and dedication to the craft, as well as charismatic stage presence.

R2-GRN-M0, Astromech Character Actor / Method Actor: All stats as stock R2 astromech droid except: melee combat 2D+2, Knowledge 2D, alien species 3D, artist: acting 4D+2, cultures 3D+1, languages 3D, planetary systems 3D+1, scholar: human ethnographical stereotypes 4D, willpower 3D+1, Perception 2D, con 4D+1, persuasion 2D+2, search 4D. Equipment: "Pax" pipe, private on-set trailer, tribal-style headdress.

R2-DUUQ, Astromech Stunt-Droid-Turned-Actor: All stats as stock R2 astromech droid except: Dexterity 2D, blaster: trick-shot choreography 4D, running: rolling 4D, artist: acting 2D+2, cultures 2D+2, beast riding 3D, con 2D+1, persuasion 4D, Strength 2D, climbing/jumping 2D+2, stamina 4D+1. Equipment: Brown leather chaps, pipe, white hat.

Sources: Star Wars: Droids: The Adventures of R2-D2 and C-3PO episode 103 “The Trigon Unleashed”. Text and stats by Telsij.
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Sutehp
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PostPosted: Sun Sep 09, 2018 1:51 am    Post subject: Reply with quote

Oh gawds, now I have to force myself to rewatch Droids for two reasons now: to get up to speed on editing the Womp Rats Press D6 Droids sourcebook (after I'm done with R1 and Rebels S4) and just to see an astromech with a headdress and a pipe.

An astromech smoking a pipe, that's just all kinds of wrong. The wrong of that wrongness is just wrong.
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Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Telsij
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PostPosted: Tue Sep 11, 2018 9:31 am    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents a character obscure in the sense that she — Spoilers! — obscures her identity?
ENFYS NEST from SOLO: A Star Wars Story!

And Nest already has one of the better themes from the new film-scores: https://www.youtube.com/watch?v=8N5Lzq-F0qk


ENFYS NEST
Type: Mysterious Marauder / Freedom Fighter

A Quote: "We're not marauders, we're allies."

(As of Solo: A Star Wars Story)

DEXTERITY 4D
Acrobatics 6D+1, brawling parry 7D, dodge 6D+1, melee combat 7D+2,
melee combat: polearm/staff 9D, melee parry 8D, missile weapons 5D,
running 5D+2, vehicle blasters 6D
KNOWLEDGE 2D+2
Alien species 5D, bureaucracy 4D, cultures 5D+2, intimidation 7D, languages 4D+2,
planetary systems 5D+2, streetwise 7D, streetwise: Cloud-Riders 9D+2, survival 6D,
value 5D, willpower 6D+2
MECHANICAL 2D+2
Astrogation 4D+2, communications 5D, repulsorlift operation 5D+2, repulsorlift operation:
repulsorlift boosters 6D+1, space transports 4D, starship gunnery 4D, swoop operation 8D
PERCEPTION 3D+2
Bargain 5D, command 5D+2, command: Cloud-Riders 8D+2, con 6D, hide 6D+1,
investigation 6D, persuasion 5D, persuasion: oration 6D+2, search 5D, sneak 6D
STRENGTH 3D
Brawling: martial arts 8D, climbing/jumping 6D, lifting 4D, stamina 6D
TECHNICAL 2D
Armor repair 5D, computer programming/repair 4D, demolition 4D, equipment repair 4D,
equipment repair: electroripper staff 5D, first aid 3D+1, security 5D, swoop repair 6D

Species: Human
Gender: Female
Force Points: 3
Character Points: 13
Move: 10
Size: 1.67 meters tall (5'5")

Special Skills: Martial Arts: Enfys Nest knows the following hand-to-hand combat techniques:
    Disarm
    Difficulty: Moderate. Effect: If Enfys Nest's attack is successful (and is not parried or dodged) and if her skill roll meets the required difficulty number, her target is disarmed.

    Instant Knockdown
    Difficulty: Moderate. Effect: If Enfys Nest's attack is successful (and is not parried or dodged) and if the skill roll meets the required difficulty number, the target is knocked to the ground. The fallen character must either wait one round to stand or suffer multiple action penalties.

    Multiple Strikes
    Difficulty: Moderate. Effect: Enfys Nest can make a second attack with no multiple action penalties; the second attack inflicts 3D damage.

    Pin/Joint Lock
    Difficulty: Difficult plus modified, opposed Strength/lifting roll. Effect: If her attack is successful and is not parried or dodged, Enfys Nest may pin a target and hold him immobile, on a successful Difficult martial arts roll. In addition, for every +3 that her roll exceeds the difficulty, she gains a +1 to her subsequent, opposed Strength or lifting roll to keep the target pinned. Every round the target is held, Nest must make an opposed Strength or lifting roll (+ initial technique bonus, if any). If the target beats her Strength or lifting roll, he breaks free of the hold.

    Spinning Kick
    Difficulty: Moderate. Effect: Enfys Nest can add +1D to her damage roll, if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates the character is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

Equipment:
    Electroripper Staff: Customized, weighted poleam tipped with glowing energy ribbon crackles with incapacitating voltage and metal-shredding cutting power. Inflicts STR+1D physical damage (uncharged); STR+3D energy damage (activated, maximum 8D). Skill: Melee combat. Melee Difficulty: Moderate. Game Notes: If charged staff is used to cut through material for a full round, attempt gains +1D damage bonus per full round used, up to a maximum of 8D total damage. Charge can also be set to Stun. Activating/switching between individual features on staff counts as one non-roll action. Kinetite charge in base of staff can be detonated on impact, into a fire-arc of the wielder's choosing. If directed at a single target, causes concussive physical damage of 5D. Kinetite charge also causes Instant Knockdown effect on any damage result. If used as pole-vault or similar tool to boost climbing/jumping, treat as granting +3D bonus to user's climbing/jumping roll if difficulty of weapon's use is met. If used against floor/ground or surface instead, charge inflicts 5D/4D/3D/2D damage, with Instant Knockdown effect, with effective blast range of 0-2/4/8/12 meters in the selected fire-arc. Kinetite charge causes Instant Knockdown effect on any damage result. Fire arc (front, left, right, rear) must be declared before use. Insulated grip protects against potential injury to user when electroripper staff is powered/charged.

    Fur and Cape Ensemble: Nest's cape makes it more difficult to discern body shape for targeting. In game terms, attacks that are not called-shots suffer a +1 penalty to their difficulty to hit. If from long-range or greater, the attack suffers a +2 penalty to its difficulty. In addition, the Bantha-fur insulating wrap Nest wears provides +1D bonus to resisting the effects of extreme temperatures.

    Heirloom Helmet / Mother's Mask: Provides +2D protection vs. physical and energy damage. Covers head only. Animalistic mask design with chromed visor incorporates transmission antennas allowing Nest to communicate with other Cloud Riders. Opposed communications rolls allow for transmission interception. “Reverse eclipse” emblem on helmet's forehead is theorized to represent the notion of "shining a spotlight in eclipsing darkness." Poetry extract on helmet reads, "Until we reach the last edge, the last opening, the last star, and can go no higher." Mask and tradition inherited from Mother.

    Modified Carrier Ship: The nomadic group travel aboard a carrier ship known as the Aerie, which rarely lands, since the swoop bikes can launch from altitudes of 400 kilometers.

    Modified Skyblade-330 Swoop: See separate entry.

    Repulsorlift Boosters: Boot-mounted boosters increase jump height and distance. Skill: Repulsorlift operation. Game Notes: Booster fire in bursts, moving wearer up to 25 meters vertically or 50 meters horizontally per burst.

    Shield Gauntlets: Wrist-mounted shields composed of Beskar armor plates protect user when fanned out along articulated servo-joint. Body Strength: 6D. Skill: Melee parry. Game Notes: On successful melee parry roll, user may use extended Beskar Armor Plates to defend against physical and energy attacks, including against blaster bolts — as well as potential lightsaber attacks, due to Mandalorian Iron composition/construction. If user succeeds on parry roll, attack damage is rolled against armor plates' Body Strength. If damage roll is greater than the shield’s Strength roll, excess damage affects the shield bearer. Passive use requires hit location to be rolled for attacks. Covers arms only. Fanning out gauntlets' shield plates counts as one non-roll action.

    Vocoder Chestplate / Comlink: Chest-harness-mounted vocoder box and comlink unit allow communication with rest of the gang. Game Notes: Disguises Enfys Nest's true voice — with an audio-ID scrambling effectiveness of 6D. Chestplate on which vocoder unit is mounted grants wearer +1D armor protection vs. physical and energy damage. Covers torso only. Damage to chestplate affects vocoder unit function.

Capsule: Enfys Nest leads the Cloud-Rider swoop gang as it raids cargo transports on some of the galaxy's toughest planets and most dangerous terrain. Nest's identity and motives remain opaque — hidden beneath substantial armor. All that observers know for sure is that the enigmatic marauder poses a serious threat.

As chieftain of the Cloud-Riders, Enfys Nest is a relentless and ferocious warrior, capable of decimating opponents with a furious blitz of martial-arts moves and strikes from melee weapons, closing distances with stunning leaps and deadly blows. The martial arts at Nest's command are a broad mix of techniques that make it difficult to pinpoint the pirate's origins.

Reports conflict on the identity, age, gender and even species of the individual behind the Cloud-Rider attacks. Analysis of Nest's strikes give few clues about the being beneath the mask. While Nest's targets appear random at cursory glance, a more careful assessment shows that the Cloud-Riders seem to harbor a particular hostility for Crimson Dawn operations.

Nest's motives remain a riddle to all except those who have learned of the swoop gang's true purpose, or to those whom the so-called "marauder" has willingly revealed the Cloud-Riders' real mission and Enfy Nest's true, noble goal: to incite a just rebellion — and to aid those in need, as Nest's mother did before her.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: the Official Guide (p.68-69), http://starwars.com Databank, and Wookieepedia. Stats and additional capsule text by Telsij. Capsule text adapted from http://starwars.com Databank entry and Official Guide.


Last edited by Telsij on Mon Aug 19, 2019 12:31 am; edited 7 times in total
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Telsij
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PostPosted: Tue Sep 11, 2018 12:18 pm    Post subject: Reply with quote

Sutehp wrote:
Oh gawds, now I have to force myself to rewatch Droids for two reasons now: to get up to speed on editing the Womp Rats Press D6 Droids sourcebook (after I'm done with R1 and Rebels S4) and just to see an astromech with a headdress and a pipe.

An astromech smoking a pipe, that's just all kinds of wrong. The wrong of that wrongness is just wrong.

In the episode, both the Wild West astromechs are really just puff-puff-puffing away too.

I can't decide if I prefer this moment to "R2 breakdances in front of the space-jukebox",
but for now, this scene wins hands down, just for sheer silliness and throw-away-gag-ness.

And thank you again, for so skillfully combing the vast Dune Seas of print in editing these tomes!
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Sutehp
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PostPosted: Wed Sep 12, 2018 11:20 am    Post subject: Reply with quote

Telsij wrote:
And thank you again, for so skillfully combing the vast Dune Seas of print in editing these tomes!


I recently got back to the R1 editing a few days ago after being busy during the summer. I just finished Chapter 1 (Rebel Operatives) of the latest R1 iteration, so the toughest of the tough parts is done. The rest of the book should be noticeably easier as there are more individually smaller entries as opposed to the fewer but multi-page entries for the main characters in Chapter 1.

Anyway, back to work.

EDIT: And yeah, comparing this editing job to wandering around in the desert probably doesn't do much for my outlook or my sanity, but them's the breaks. Confused

At least it will all be worth it in the end.
_________________
Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.
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Telsij
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PostPosted: Sat Sep 22, 2018 2:54 pm    Post subject: Reply with quote

I figured that since the Kyuzo came up in another thread, I would reshare an earlier entry: EMBO of Star Wars: The Clone Wars, long since updated/revised after the The Force Awakens ancillary material and FFG RPG products provided more background on the Kyuzo via info on Constable Zuvio.

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

EMBO
Type: Kyuzo Bounty Hunter



As of The Clone Wars:

DEXTERITY 4D+1
Acrobatics 8D+1, blaster 6D, brawling parry 8D, bowcaster 7D, dodge 7D, melee combat 6D,
melee combat: Kyuzo war shield 9D, melee parry 8D+1, running 7D, thrown weapons: Kyuzo war shield 9D
KNOWLEDGE 2D+2
Alien species 5D, languages 4D, intimidation 6D+1, planetary systems 6D, streetwise 7D+1,
survival 6D, value 5D, willpower 6D
MECHANICAL 2D
Astrogation 4D+2, communications 4D, repulsorlift operation 5D+2,
sensors 4D, space transports 4D+2, starship gunnery 4D
PERCEPTION 3D
Bargain 5D, beast handling 5D+2, command: Anooba 6D+2, con 5D, hide 5D,
investigation 7D, search 7D+2, sneak 7D+1
STRENGTH 4D
Brawling: martial arts 8D, climbing/jumping 8D, lifting 6D+2, stamina 7D+2
TECHNICAL 2D
Bowcaster repair 5D+2, computer programming/repair 4D, droid repair: seeker droid 4D,
first aid 4D, melee weapon repair: Kyuzo war shield 6D, security 5D+2

Species: Kyuzo
Gender: Male

Force Points: 3
Dark Side Points: 1
Character Points: 13

Move: 13
Size: 1.99 m / 95 kg

Special Skills: Embo knows the following Martial Arts techniques:

    Flying/Jump Kick:
    Difficulty: Difficult. Effect: +2D to the damage of his attack, if Embo's skill roll exceeds the difficulty. Failure to beat the difficulty number indicates that he is off-balance and his opponent may make an additional attack against him in the same round, with no multiple action penalty.

    Hold/Grapple:
    Difficulty: Moderate and Opposed Strength roll. Effect: Embo excels at grappling. As long as his attack beats his opponent's Brawling Parry or Melee Parry, Embo's total needs only to have succeeded vs. the base difficulty of Moderate to hold his opponent. For every round that the target is held, including the round in which the attack is first made, combatants must make an opposed Strength roll. This is a free action, not unlike determining regular brawling damage. If a target beats Embo's Strength roll, he is able to break free.

    Lethal Strike:
    Difficulty: Difficult and Opposed Brawling Parry or Strength Roll. Effect: Embo is known to employ a deadly maneuver wherein he twists and snaps a grappled-opponent's neck. As long as his target is successfully grappled, Embo may make this second Martial Arts attack and may do so without incurring a multiple action penalty. This attack is rolled vs. his target's Brawling Parry or Strength, whichever is higher. If Embo's attack beats his opponent's roll, while also succeeding against the base difficulty of Difficult, then Embo gains a damage bonus equal to the number by which his roll exceeds his target's roll. For example: if Embo's "Neck-Breaker" attack beats his grappled-opponent's parry or Strength total by 15, while also succeeding against the base difficulty of Difficult, then Embo gains a + 15 bonus when rolling for the damage inflicted by this maneuver. If your Gamemaster already uses the optional rule that awards a damage bonus for the degree of skill-roll success, then the damage bonus for this maneuver becomes a cumulative one: the bonus becomes the sum of the success of the skill-roll and the success of the opposed Strength roll which is keeping the target grappled during this round.

    Multiple Strikes:
    Difficulty: Moderate. Effect: Embo can make a second Martial Arts attack without incurring multiple action penalties; the second attack inflicts 3D damage.


Species Special Abilities and Story Factors:

    Breathers of Uncommon Atmosphere: If deprived of their breathing apparatus (which can be as simple as bandage wraps to filter the air) for a number of rounds equal to their Strength die code, Kyuzos suffer a penalty to the difficulty of all tasks attempted. All task difficulties rise one level higher, due to the physical discomfort and inability to concentrate Kyuzo experience outside of Phatrong's atmospheric conditions. For each day thereafter that Kyuzos are exposed to this "hostile" atmosphere, they must make a Difficult stamina check. Each successive failure incurs an additional increase of one difficulty level to all tasks.

    Clovoc Orders: Embo's skills clearly reflect a background steeped in Clovoc traditions, and he is or was (almost certainly) a member of one of the Kyuzo warrior orders.

    Code of Honor: In game terms, if a Kyuzo character gives his word and/or agrees to a contract, he is fully expected to honor it. If a Kyuzo breaks his word and news of this becomes known to his circles, he will almost certainly become regarded as a social pariah and will suffer the cultural consequences. In addition, Kyuzo from a particular region will often remain loyal/partial to that region or its political unit.

    Eye Physiology: As a Kyuzo with compound eyes, Embo gains a +1D bonus to visually-based Perception or search checks made to notice sudden movements.

    High-gravity Homeworld: When on worlds with standard gravity (ie: world with lower level gravity than that of Phatrong), Kyuzo gain a +1 bonus to their Initiative rolls. And when on Phatrong or other worlds of equally high-gravity that are closer to their "native" conditions, a Kyuzo's Strength die code and Strength-related skills are reduced by -1D.

    Language Limitations: Without a translation device and attempting to speak Basic, a Kyuzo makes his languages check at one difficulty level higher than usual.


Capsule: A fleet-footed, agile and acrobatic martial artist who rarely spoke, Embo was the consummate professional. Truly a warrior for hire, Embo honored contracts from clients who ran the gamut of the moral spectrum. Having worked for the likes of the Hutt Cartel and even Darth Sidious himself, Embo also nearly gave his life to protect peaceful Nysillin farmers from Hondo Ohnaka's Pirate Raiders. In defending the Hutt Cartel against the coalition of Darth Maul, Savage Opress and the Mandalorian Death Watch, Embo managed to hold his own against the fearsome Opress in one-on-one combat ... for a time — before he and his fellow hunters retreated, fortunate to have escaped with their lives. Embo is often accompanied and aided in battle by his loyal Anooba, Marrok, and the duo have saved each other's skin many times over.

Although not much is known about Embo, he is certainly known by reputation. During one particularly successful season, his bounty tally was second only to Cad Bane's. It was at this time that Embo was invited to participate in a deadly challenge orchestrated by Count Dooku. In the end, Embo was one of only five to survive that gauntlet- known as the Box, a series of lethal puzzles devised by criminal mastermind, Moralo Eval. Although aligned with Sugi's band of bounty hunters and their sense of "honor among outlaws," Embo's own renown exceeded that of his company. Without doubt, the mysterious and laconic Kyuzo was regarded as one of the finest and most feared bounty hunters active during the Clone Wars.


Equipment: Ammo bandolier, armored chest-plate (+1D vs. physical, +2 vs. energy, covers torso only), breath mask, comlink, fabric and leather kama, macrobinoculars, modified bowcaster (see separate entry below), seeker droids, Kyuzo war shield (see separate entry below), starship (Guillotine).

    EMBO'S BOWCASTER



    Model: Modified Bowcaster
    Type: Energy/Projectile Hybrid Crossbow
    Scale: Character
    Skill: Bowcaster
    Cost: Not Available for Sale
    Availability: Unique
    Ammo: 24 Quarrels; Each Magazine has a 24 Quarrel Capacity
    Damage: 4D+2
    Rate of Fire: 6
    Range: 3-10/30/90/100
    Game Notes: If Embo wishes to fire the weapon at multiple targets in the same round, he must make an Easy Strength roll to be able to aim the weapon accurately (the Strength check is a free action). Reloading the weapon with a magazine of new quarrels requires a Moderate Strength roll. Embo has modified his Bowcaster and has upgraded its targeting scope, significantly increasing its maximum effective range and affording him greater long-distance accuracy than the standard Wookiee Bowcaster. If Embo uses his Bowcaster's laser-sighting for one round of aiming, he gains a +1D bonus to hit.


    GUILLOTINE



    Image: Concept art for Embo's heretofore unseen starship, https://www.starwars.com/tv-shows/clone-wars/an-old-friend-concept-art-gallery.


    KYUZO WAR SHIELD



    Model: Kyuzo Jingasa of the Clovoc orders
    Type: Traditional war helmet, melee shield, and thrown weapon
    Scale: Character
    Skill: Melee combat, melee parry, and thrown weapons: Kyuzo war shield
    Cost: Not Available for Sale / Unknown
    Availability: 3 or 4 (Typically made available only to members of Clovoc warrior orders)
    Range: 30 meters maximum
    Difficulty: Easy (as melee shield or weapon), Difficult (as thrown weapon)
    Damage: STR+1D (6D maximum)
    Body Strength: 6D
    Game Notes: When the Kyuzo war shield/helmet successfully strikes a target as a thrown weapon — and the user exceeds the base difficulty by 10 or more — the weapon ricochets back toward the user to catch. Otherwise, a separate Thrown Weapons skill check vs. Moderate difficulty is required to retrieve the war shield in mid-air. Hitting multiple targets via ricochet incurs a Multiple Action Penalty, with each additional strike counting as a separate attack. This type of attack must be declared before the throw is made. Using the war shield to defend against melee strikes or blaster fire requires a successful parry using the Melee Parry skill, with attack damage determined against the shield's body strength. The dense metal construction of the weapon makes it quite heavy. Anyone with a Strength below 3D suffers a +5 penalty to any actions using it. And due to the heavy weight of the shield and its momentum, targets who are struck by the throwing attack (and suffer a damage result of 0 or greater) are immediately knocked to the ground. The fallen character must then either wait one round to stand, or suffer multiple action penalties.

    Capsule: Embo's signature weapon was a wide-rimmed, circular and concave, metal hat — an traditional tool of the Kyuzo warrior orders known as Clovocs. The hat/helmet functioned as a conventional shield against ranged weapons fire or melee attacks, but Embo often used it as a throwing weapon that could ricochet back to its wielder, if used proficiently. Embo's Kyuzo war helmet/shield once even saw use as an improvised arctic sled-board.


Sources: Star Wars: the Clone Wars animated series, starwars.com, Star Wars RPG by FFG, and Wookieepedia. Stats and Text by Telsij.


Last edited by Telsij on Sun Sep 23, 2018 12:04 pm; edited 4 times in total
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Forceally
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PostPosted: Sun Sep 23, 2018 2:30 am    Post subject: Reply with quote

I remember seeing somewhere that someone had made some D6 stats for Embo. I made a copy of it for my own reference. Here it is:

Embo
Type: Kyuzo Bounty Hunter
Dexterity 4D+1
Acrobatics 8D, blaster 6D, bowcaster 7D, dodge 7D, melee combat: shield-hat 9D, running 7D, thrown weapons: shield-hat 9D
Knowledge 2D+2
Alien species 5D, intimidation 6D, languages 4D, planetary systems 6D, streetwise 7D+1, survival 6D, value 5D, willpower 6D
Mechanical 2D
Communications 4D, repulsorlift operation 4D+2
Perception 3D
Bargain 5D, beast handling 5D+2, command: anooba 6D+2, hide 4D+2, investigation 7D, search 7D+2, sense motive 5D, sneak 7D+1
Strength 4D
Brawling: martial arts 8D, climbing/jumping 8D, lifting 6D+2, stamina 6D
Technical 2D
Bowcaster repair 5D, computer programming/repair 4D, first aid 4D, melee weapon repair: shield-hat 5D+2, security 5D+1
Force Points: 3
Dark Side Points: 1
Character Points: 13
Special skills:
Martial arts: Embo knows the following hand-to-hand combat techniques.
Flying Kick:
Difficulty: Difficult.
Effect: +2D to the damage of his attack, if Embo’s skill roll exceeds the difficulty. Failure to beat the difficulty number indicates that he is off-balance and his opponent may make an additional attack against him in the same round, with no multiple action penalty.
Hold/Grapple:
Difficulty: Moderate or opposed Strength roll.
Effect: Embo excels at grappling. As long as his attack beats his opponent’s brawling parry or melee parry, Embo’s total needs only to have succeeded vs. the base difficulty of Moderate to hold his opponent. For every round that the target is held, including the round in which the attack is first made, combatants must make an opposed Strength roll. This is a free action, not unlike determining regular brawling damage. If a target beats Embo’s Strength roll, he is able to break free.
Lethal Strike:
Difficulty: Difficult or opposed brawling parry or Strength roll.
Effect: Embo is known to employ a deadly maneuver wherein he twists and snaps a grappled-opponent’s neck. As long as his target is successfully grappled, Embo may make this second Martial Arts attack and may do so without incurring a multiple action penalty. This attack is rolled vs. his target’s brawling parry or strength, whichever is higher. If Embo’s attack beats his opponent’s roll, while also succeeding against the base difficulty of difficult, then Embo gains a damage bonus equal to the number by which his roll exceeds his target’s roll. For example: if Embo’s “neck-breaker” attack beats his grappled-opponent’s parry or Strength total by 15, while also succeeding against the base difficulty of difficult, then Embo gains a + 15 bonus when rolling for the damage inflicted by this maneuver. If your Gamemaster already uses the optional rule that awards a damage bonus for the degree of skill-roll success, then the damage bonus for this maneuver becomes a cumulative one: the bonus becomes the sum of the success of the skill-roll and the success of the opposed Strength roll which is keeping the target grappled during this round.
Equipment: Ammo bandolier, armored chest-plate (+1D vs. physical, +2 vs. energy, covers torso only), comlink, fabric and leather kama, macrobinoculars, modified bowcaster, seeker droids, shield-hat (Kyuzo Jingasa)

This isn't my creation. Someone else did this. I just don't recall who did it or where it was posted. I tried searching this forum, but it doesn't appear to be here.
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Telsij
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PostPosted: Sun Sep 23, 2018 10:35 am    Post subject: Reply with quote

Forceally wrote:
I remember seeing somewhere that someone had made some D6 stats for Embo. I made a copy of it for my own reference...

This isn't my creation. Someone else did this. I just don't recall who did it or where it was posted. I tried searching this forum, but it doesn't appear to be here.

Yeah, that someone was me! Very Happy

I did those stats, that’s basically my old write-up, but I guess I got uncredited, along the way. I do also share these on the SWD6 G+ group, and started back in mid-2015.

Check the google drink link on page one of this thread and compare my PDF for Embo from 2015. (Some of the first thread comments are about Embo too.) It has those same die codes, uses “Shield-hat” the term, puts beast handling under PER, has command: Anooba, and the lethal strike move has all my signaturely verbose phrasing, etc, etc. So yeah, those are my own previous stats for Embo! Via my initial research back then I started calling Embo’s hat the Kyuzo “Jingasa”, based on its closest RL basis.

Since I used a few house rule skill placements the first time around (I originally had “com-scan” combining communications and sensors, brawling in DEX, melee as a combined skill, etc) but yeah, that's basically my old write-up.

The version of Embo I just posted incorporates new info however, and I bumped up a few stats -- that are now more accurate, imho. So, if so inclined to replace, I’d say the recent update supersedes that/my previous version!


Last edited by Telsij on Sun Sep 23, 2018 1:52 pm; edited 9 times in total
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PostPosted: Sun Sep 23, 2018 11:06 am    Post subject: Reply with quote

Wow, I actually did Embo back in July 2015, longer ago than I thought. Here's the very first time I posted a version of those stats, back on 07-02-2015,
before some tweaks (I later bumped the DSP down to 1, etc) https://forum.rpg.net/showthread.php?746758-necro-It-s-my-birthday-I-want-write-ups-for-obscure-Star-Wars-characters/page6

And here's the Embo PDF I linked here back when I joined in 2016, in those days I was sharing the Obscure Characters as PDFs. That 2015 PDF of EMBO (created August 2015)
is basically the one you found (though he/she did move/rename a couple of skills to align with RAW): https://drive.google.com/file/d/0B-7Q2Dm1-OcIaGNDS1hMc3cyX1E/view

And here's the link to the Obscure Character Archive entries from 2015-2017, from before I started doing them as posts instead:
https://drive.google.com/open?id=0B-7Q2Dm1-OcIfkhfN09RSElVTkZ3SkJackRyQVFUOWFIdDJfNFJWTXBrS3VYNWlNdnA0QXM


Anyway, all good! The obscure character write-ups are meant for folks to use, so I'm glad my old Embo got around, haha. I do like the character a lot!

Hope the update (posted yesterday) to the previous version works out just as well!
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PostPosted: Mon Oct 01, 2018 12:22 pm    Post subject: Reply with quote

Thanks to the recent flurry of posts from Shooting Womprats over in the SWD6 G+ group (in particular the Tusken Raider and Ranat posts), I was reminded that I had already-completed write-ups that were yet unshared, and that I had statted up this Tusken Chieftain for the Kenner Sourcebook (along with a non-Kenner Ranat entry to come). So put your hands in the air, again and again... and again, for URoRRuR'R'R!

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

URoRRuR'R'R
Type: Tusken Tribe Chieftain



DEXTERITY 4D
Brawling parry 5D+1, dodge 5D, firearms: slugthrower rifle 6D+1,
melee combat 6D, melee combat: Gaderffii 6D+2, melee parry 6D
KNOWLEDGE 2D+2
Intimidation 5D+2, survival: desert 6D,
tactics: hunting 6D+2, willpower 4D+2
MECHANICAL 2D
Beast riding 3D+1, beast riding: Bantha 5D
PERCEPTION 3D+2
Command: Tusken Tribesmen 7D, hide 5D, search 5D+2, sneak 5D
STRENGTH 3D+2
Brawling 5D+2, climbing/jumping 4D, lifting 4D+2, stamina 5D+2
TECHNICAL 2D
Firearms repair: slugthrower rifle 4D, first aid 3D+1,
melee weapon repair: Gaderffii 5D+1, security 3D

Species: Tusken
Gender: Male
Character Points: 8
Move: 10

Equipment: Breath mask, customized Tusken Cycler slugthrower rifle (5D damage, range: 10-50/250/500/1km, ammo: 15; Game Notes: Due to its bolt-action mechanism, this weapon must be manually reloaded in order to fire more than once per round. Operating the bolt-action mechanism to reload requires the use of one non-roll combat action), desert robes, Gaderffii (STR+2D damage, Melee Difficulty: Easy), personal Bantha mount: Rrr'ur'R.

Capsule: URoRRuR'R'R was an expert marksman and melee combatant whose hunting prowess knew no peer amongst Tuskens of the Jundland Wastes. Yet, those qualities alone were not what earned him leadership of his tribe. Instead, it was his courage when confronted by mechanical horrors that made him clan chieftain.

Long ago, URoRRuR'R'R had been so bold as to scavenge a Czerka 6-2Aug2 hunting rifle from the wreckage of a starship that had crashed at Anchorhead. Not only did he return it to a functional state, he managed to make it more deadly and into a truly Tusken weapon, using it to great effect and wielding it proudly like the symbol of prestige and leadership that it was.

URoRRuR'R'R once ambushed a young moisture farmer who had dared to enter the Jundland Wastes atop his mechanical steed with a noisy, golden mechanized slave in tow. If not for the untimely approach of a deadly Krayt Dragon, URoRRuR'R'R and his tribe were no doubt on the verge of claiming even more materials that would have been of great use in the hunt. No matter, URoRRuR'R'R feared no metal being. As a result, his tribe of nomads continues to be one of the most feared clans of Tusken Raiders.

Sources: Tusken Raider (Sand People) Kenner toy packaging, Decipher CCG, Galaxy Guide 1: A New Hope (2E), and Wookieepedia.
Stats and capsule text by Telsij. Photo: http://jedibusiness.com .

Notes: Character image on vintage Kenner packaging corresponds to the character since identified in Canon/Legends as URoRRuR'R'R.


Last edited by Telsij on Mon Oct 01, 2018 9:44 pm; edited 6 times in total
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PostPosted: Mon Oct 01, 2018 1:54 pm    Post subject: Reply with quote

As follow-up to my previous post: from Star Wars: On the Front Lines, with the full text of the "first person" account as told by the Alliance Tunnel Rat himself, here is MUSMURIS REETJEET, along with updated species stats for the RANAT, revised with new canon information!

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

MUSMURIS REETJEET
Type: Misjudged Tunnel Rat



A Quote: "I was there."

"General Rieekan gave us our orders: infiltrate and capture an Imperial Interdicter. Our target would be the Immobilizer 418 cruiser Glaciate — 600 meters long, armed with twenty laser cannons. And then there's me, a Ranat. No, I hadn't served on an Imperial ship before, are you kidding? Just look at me. But I had the perfect set of skills for this mission and I'd been itching to use them ever since I'd signed up with the Rebels. Until Jakku, no one had ever given me a chance.

You'd think me being a Ranat wouldn't matter so much in the New Republic but you'd be wrong. Maybe everybody had had a bad experience with some other Ranat? Maybe everybody was a littlo too quick to judge my small eyes and large incisors? Those eyes can see into the infrared. And those teeth can gnaw through a duracrete plate.

Everyone else in my squad was human, all of them ex-Imperials who'd served aboard an Interdictor. Inside a captured Imperial assault shuttle, we made a beeline for Glaciate, praying for protection from TIEs and turbolasers. When we got there we made a hole in the hull just above the engine room. Explosive decompression took care of our opposition.

The rest of the Interdictor's crewmembers were too busy with battle to react to our little incursion. We pushed past the drifting bodies and moved into the next room, sealed it, and shed our space suits. I took a deep, satisfied breath. Not being able to smell my surroundings is like going blind.

I popped the hatch and crawled inside the systems while the others stood guard. Sniffing the vent ports for ozone and nitric oxide, I traced the reactor governor by its electrostatic discharge and wired in our bypass.

The Glaciate sat dead in space. While the others commed Rieekan to tell him of our success, I peered out the porthole down the length of the ship I'd just captured. Promotion, anyone? I like the sound of Captain Reejeet!"

DEXTERITY 3D+2
Blaster 4D, dodge 4D, running 4D+2
KNOWLEDGE 2D
Survival 4D, willpower 3D+1
MECHANICAL 2D
Communications 3D, sensors 3D
PERCEPTION 4D+1
Hide 5D, search 5D+2, search: tracking 6D+2, sneak 5D+2
STRENGTH 3D
Brawling 4D, climbing/jumping 5D, digging: tunneling 6D+1
TECHNICAL 3D
Demolition 4D+1, security 4D+2

Species: Ranat
Gender: Male
Character Points: 9
Move: 9

SPECIES SPECIAL ABILITIES:
    Infrared Vision: Provided that there are ambient heat sources present, Ranat can see in darkness with no penalty.

    Keen Sense of Smell: Ranat have a highly developed sense of smell, and gain a + 1D to search checks when tracking by scent. This bonus may not be improved.

    Strong Sharp Teeth: Ranat possess extremely strong, sharp teeth whose bite inficts Strength +1D damage. Because of the strong enamel of their incisors, Ranat can chew through many sturdy materials given time, even something as strong as a duracrete plate. In game terms, for every three full rounds that a Ranat devotes to chewing through a given material, he gains a +1D to the damage done, up to a maximum of STR+3D damage. Treat Ranat teeth as having a Body Strength of the character's Strength +3D.

    Tunneling: Time to use: three rounds. This ability allows the Ranats to use their teeth and claws to gnaw and dig through one meter of solid rock. For stronger or denser materials, adjust the distance accordingly for softer or denser materials). As a general rule of thumb, three additional full rounds of tunneling are required for every +1D increase in the material Strength that a Ranat is attempting to dig through.

SPECIES STORY FACTORS:
    Discriminated Against: Most sentient species consider the Ranats to be little more that vermin, and are annoyed by the Ranats’ insistence that they are a sentient species. In fact, on many planets, species such as the Ranats may be killed almost with impunity.

    Technological Learning Curve: Ranats learn primitive skills (non-tool using, non-interactive skills) at 2D for every 1D spent (and one Character Point buys twice as much skill). Ranat may not allot starting dice to most Technical skills (except first aid and security), and Mechanical skills (except beast riding).

    Underestimated: Many believe the Ranat to be a sub-sentient species, and so those that can use technology and intelligence have the advantage of surprise.

Equipment: Alliance-issued combat fatigues, BlasTech A280 blaster rifle (5D+2 damage, range: 4-40/120/300, ammo: 100), helmet with blast-shield (+1D vs. physical, +2 vs. energy damage. If blast-shield is lowered, wearer is protected against flashblinding), SpecForce comset backpack (Skill: Communications, Difficulty: Easy, Game Notes: 200-kilometer surface range, surface-to-orbit in harsh weather.)

Sources: Star Wars: On the Front Lines (by Daniel Wallace) and Wookieepedia. Character Stats and WEG species stat revision by Telsij. Capsule text and image: Star Wars: On The Front Lines (p.115-116).


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

RANAT
Attribute Dice: 12D

DEXTERITY: 2D/4D+1
KNOWLEDGE: 0D+2/3D+2
MECHANICAL: 0D+2/3D
PERCEPTION: 1D/4D+1
STRENGTH: 1D+2/3D+2
TECHNICAL: 0D/3D

Move: 9/11
Size: 1.0 - 1.67 meters tall (the latter are "Ranats of Unusual Size" however)

SPECIES SPECIAL ABILITIES:
    Infrared Vision: Provided that there are ambient heat sources present, Ranat can see in darkness with no penalty.

    Keen Sense of Smell: Ranat have a highly developed sense of smell, and gain a + 1D to search checks when tracking by scent. This bonus may not be improved.

    Strong Sharp Teeth: Ranat possess extremely strong, sharp teeth whose bite inficts Strength +1D damage. Because of the strong enamel of their incisors, Ranat can chew through many sturdy materials given time, even something as strong as a duracrete plate. In game terms, for every three full rounds that a Ranat devotes to chewing through a given material, he gains a +1D to the damage done, up to a maximum of STR+3D damage. Treat Ranat teeth as having a Body Strength of the character's Strength +3D.

    Tunneling: Time to use: three rounds. This ability allows the Ranats to use their teeth and claws to gnaw and dig through one meter of solid rock. For stronger or denser materials, adjust the distance accordingly for softer or denser materials). As a general rule of thumb, three additional full rounds of tunneling are required for every +1D increase in the material Strength that a Ranat is attempting to dig through.

SPECIES STORY FACTORS:
    Discriminated Against: Most sentient species consider the Ranats to be little more that vermin, and are annoyed by the Ranats’ insistence that they are a sentient species. In fact, on many planets, species such as the Ranats may be killed almost with impunity.

    Technological Learning Curve: Ranats learn primitive skills (non-tool using, non-interactive skills) at 2D for every 1D spent (and one Character Point buys twice as much skill). Ranat may not allot starting dice to most Technical skills (except first aid and security), and Mechanical skills (except beast riding).

    Underestimated: Many believe the Ranat to be a sub-sentient species, and so those that can use technology and intelligence have the advantage of surprise.


Sources: WEG species stats revised by Telsij, in light of new canon information.
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