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Obscure Character Archive!
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Telsij
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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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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.
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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: 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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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!


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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.


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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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PostPosted: Tue Oct 09, 2018 11:54 am    Post subject: Reply with quote

In what is actually quite serendipitous timing, in honor of October being Dwarfism Awareness month,
OBSCURE CHARACTER ARCHIVE presents WEAZEL from Solo: A Star Wars Story AND Star Wars:
Episode I: A Phantom Menace
, along with a nod to starwars.com's Willow reference from years ago!

WEAZEL
Type: Vigilant Spy / Chief Lieutenant of the Cloud Riders



DEXTERITY 3D+1
Blaster 5D+1, dodge 5D+1, melee combat 5D, melee parry 4D+1,
missile weapons 6D+1, pick pocket 5D+2, running 4D+1
KNOWLEDGE 2D+2
Alien species 4D, cultures 3D+2, languages 4D, planetary systems 5D,
scholar: Andowyne arcana 4D, streetwise 5D+2, streetwise: Cloud Riders 7D+2,
survival 5D, value 5D+1, value: weapons 6D+1, willpower 4D+1
MECHANICAL 3D
Beast riding 4D, communications 4D, repulsorlift operation 5D,
sensors 4D+1, swoop operation 6D
PERCEPTION 3D+2
Bargain 5D+2, command: Cloud Riders 5D+2, con 5D+1,
gambling 4D+2, hide 5D+2, search 6D+1, sneak 6D
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 4D, lifting 4D+1, stamina 4D+2
TECHNICAL 2D+2
Blaster repair 4D+2, computer programming/repair 4D+2, equipment repair 4D,
equipment repair: weapons repair 5D+1, security 5D, swoop repair 4D+2

Species: Human
Gender: Male
Character Points: 8
Move: 8
Size: Under 1.37 meters tall

Weazel left behind a life as a petty thief to become Enfys Nests' closest lieutenant and most vigilant spy. Having previously worked with the Hutt Cartel out of Mos Espa on Tatooine, Weazel now travels wherever his leader has business, including tracking Beckett's crew to Savareen.

Some say Weazel was once an arms dealer, a backstory supported by his facility with ordnance and its deadly applications. Fluent in Huttese and once a fixture on Tatooine, rumors about the diminutive human's past have run the gamut. From a reported reputation for sleaziness in his youth, to a fantastical tale told about his dabbling in dark arts — a fiction that wound up taking on a life of its own, such supplemental stories nonetheless remain unconfirmed, residing in the realm of cantina-spun legends which the Cloud Riders encourage, so as deepen the air of mystery around them: narratives cherry-picked, slanderous or simply self-aggrandizing, and sometimes... even true.

Equipment: Cloud Rider armor (+1D vs. physical, +2 vs. energy; covers entire body except head), Kalevalan tracker helmet with rangefinder (+2D vs. physical and energy; covers head only; equipped with internal comlink; On successful sensors roll vs. Easy difficulty, rangefinder adds +2D to search, or to ranged attack skills provided that no other actions except sighting and firing at targets are performed by user that round), Merr-Sonn Munitions K21c portable ordnance launcher (5D damage or 5D grappling; scale: speeder; range: 3-30/100/300 (harpoon rockets' compressed synthrope cables have maximum length of 100 meters); blast radius: 0-3; fire rate: 1; ammo: 1, must be individually / manually reloaded; if scope and shoulder stock with compression gel-filled brace are used for one round of aiming, the character receives a +1D bonus to their missile weapons skill to hit. Game Notes: Tri-barb harpoon rockets grapple with 5D speeder-scale effectiveness, if they successfully hit target. User must affix ordnance launcher to vehicle or structure that is at minimum speeder-scale, in order to lift/pull/redirect larger target. If properly affixed, user may add his vehicle's hull-code to grappling effectiveness. Each additional cable-rocket which successfully grapples a target adds +1D to the effectiveness of any combined action capture attempts), modified swoop bike, utility belt with ammo bandolier (stowage loops hold spare tri-barb harpoon rockets and cables for boarding/capture purposes, as well as standard munitions), two vibrodaggers (STR+2D damage, melee difficulty: Easy).

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide, Wookieepedia and http://starwars.com Databank.
Stats and additional text by Telsij. Opening paragraph of capsule adapted from Solo: A Star Wars Story: The Official Guide (p.116). Image: Star Wars: Card Trader (Card: Weazel).
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PostPosted: Fri Oct 19, 2018 11:23 am    Post subject: Reply with quote

Obscure Character Archive glides in from the treetops of the forest moon for... FLASHBACK FRIDAY? Ok, that works. Flashback to not only his appearance as a burly bruiser who could fell a tree in two strikes on the Ewoks cartoon, but also to his appearance in Caravan of Courage where he was badass enough to pull a Robin-Hood-I-will-OneUp-your-bullseye stunt — but with an axe, chase down a runaway horse on his pony, AND later take on a giant single-handedly!

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

CHUKHA-TROK
Type: Courageous Woodcutter



Chukha-Trok was an Ewok woodsman on the forest moon of Endor. Known for his knowledge of the forest and survival lore, Chukha-Trok was a respected figure amongst his people. Tall for an Ewok at over a meter in height, with red-brown fur and a muscular, bearish build, Chukha-Trok was also known for his exceptional strength. Serving as both warrior and woodcutter, he acted heroically on behalf of the Ewoks of Bright Tree Village often, and often in quite animated ways.

An expert with the stone axe he carried, Chukha-Trok was counted upon by the tribe not only to defend the village from enemy hordes such as the Duloks, but also to tend to the forest surrounding their home. In the latter capacity, Chukha-Trok once cleared a grove of infected trees, thus averting a flood of the village through the creation of a makeshift dam. In his role as warrior, Chukha-Trok fought in several pivotal battles where the fate of the Ewoks on Endor hung in the balance, and he was instrumental in finding the lost Ewok Princess, Asha.

Although always willing to aid those in need, Chukha-Trok was sometimes a reluctant hero. When approached by Ewok shaman Logray, to join a quest to save the parents of two stranded human children, Chukha-Trok appeared initially uninterested — even after Logray presented Chukha-Trok with a sacred token to aid them on their journey: the ivory tooth which had been missing from the decorative jawbone the woodcutter wore around his neck. It was only after his martial prowess was challenged that Chukha-Trok agreed to join this Caravan of Courage.

Alas, this mission would prove fatal to the Ewok woodcutter. Sacrificing his own life so that the others could escape, Chukha-Trok died after a fierce battle with the mighty Gorax, the monstrous giant who had imprisoned the parents of the Towani children. As a token of their friendship, Chuka-Trok gifted his axe to Mace Towani, before succumbing to the injuries he suffered in single combat against the Gorax.

DEXTERITY 4D+2
Brawling parry 5D+2, dodge 5D, melee combat 7D, melee combat: axe 8D,
melee parry 6D, thrown weapons 6D+2, thrown weapons: axe 7D+2
KNOWLEDGE 2D
Cultures: Bright Tree Village 4D+1, lumberjack 6D+2,
survival 4D+2, survival: forest 6D+1, willpower 5D+2
MECHANICAL 2D
Beast riding 4D+2
PERCEPTION 4D
STRENGTH 3D

Brawling 6D, climbing/jumping 4D+2, lifting 6D+1, stamina 6D
TECHNICAL 2D+1
Equipment repair: axe repair 4D+2, first aid 3D+1, primitive construction 5D

Species: Ewok
Gender: Male
Force Points: 1
Character Points: 7
Move: 7
Size: Over 1 meter tall

Special Skills:
    Lumberjack: Chukha-Trok is well-versed in the activity of felling trees using axes, as well as cutting and preparing wood for use in construction.



    In game terms, if Chukha-Trok succeeds on a Lumberjack skill check, he is able to use his lifting skill in place of his base Strength when determining melee damage rolls that are required to fell a tree or prepare lumber/timber. This benefit may also be combined with bonuses gained from full round preparation, as well as doubling duration of time devoted to a task. And like Tactics, Lumberjack also represents a character's skill in determining how to best make use his knowledge base — in this case, how and what woodcutting techniques or activities may be applicable to a given situation, and how they may be deployed to his best advantage. The skill may be rolled to gain knowledge of how best to fell a tree, where to strike and in what way, how to best respond to unanticipated logging issues or emergencies, and so forth.

Special Abilities and Story Factors:
    A Warrior's Pride: Chukha-Trok will never back down from a challenge, especially if said challenge allows him to prove his martial skills to those that may doubt his abilities.

    Keen Sense of Smell: Ewoks have a highly-developed sense of smell. They gain a +1D bonus to search rolls if tracking by scent.

    Pre-Spacefaring Society: Before first/extensive contact with the Empire or other travelers with advanced technology, Ewoks lived on the forest moon of Endor in relative isolation, focusing on sorcery and survival. Chukha-Trok and other Ewoks of this era are thus subject to application of the unskilled modifier to the difficulty of using high technology. Typically +5, the modifier may be higher or lower, depending upon the complexity of a given task or item. However, because the Ewoks are an intelligent, sentient species with a sound technical aptitude, this modifier applies only until the character has either received the proper training and gains functional understanding of the item (though he need not necessarily understand the science underpinning that function), or until the Gamemaster deems that a sufficient period of acclimation has passed for the character to adjust to the higher level of technology.

Equipment: Animal hide hood with feather, necklace with decorative jawbone, twig-and-twine chest piece, stone axe (STR+1D damage, STR+2D damage if thrown; melee difficulty: Easy; range: 3-5/10/15).

Sources: Ewoks: Caravan of Courage telefilm, Ewoks animated series, Wookieepedia and http://starwars.com. Stats and additional/original text by Telsij. Capsule text adapted from archived http://starwars.com databank entry, https://web.archive.org/web/20100209190750/http://starwars.com/databank/character/chukhatrok/index.html and from Wookieepedia.
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PostPosted: Tue Oct 23, 2018 9:23 am    Post subject: Reply with quote

Good morning! Wanted to share more of the Solo characters I'd done for our upcoming sourcebook, before getting back "on brand" later today:

TOBIAS BECKETT
Type: Grizzled Gunslinger



A Quote: "Let me give you some advice. Assume everyone will betray you and you will never be disappointed."

DEXTERITY 3D+2
Blaster 7D+2, blaster: heavy blaster pistols 8D+2, brawling parry 5D+2, dodge 7D,
melee combat 5D+2, melee combat: knife 6D+2, melee parry 5D, running 4D
KNOWLEDGE 2D+1
Alien species 5D+2, cultures 4D+1, cultures: underworld 7D, languages 4D+1,
planetary systems 7D, streetwise 7D+2, survival 5D, tactics: heist 6D+1, value 5D+2,
willpower 4D+1
MECHANICAL 2D+2
Astrogation 4D+2, communications 4D, sensors 4D, repulsorlift operation 4D+2,
space transports 4D, starship gunnery 5D+2
PERCEPTION 3D+2
Bargain 6D+2, command 5D, con 7D+2, hide 5D+2,
persuasion 5D, search 5D+2, sneak 5D+1
STRENGTH 3D
Brawling 6D, climbing/jumping 4D+2, lifting 4D, stamina 5D+2
TECHNICAL 2D+2
Blaster repair 6D+2, computer programming/repair 4D, demolition 4D,
equipment repair 4D, first aid 3D+2, security 5D+2, space transport repair 3D+2

Force Points: 2
Dark Side Points: 1
Character Points: 21
Move: 10

Species: Human
Gender: Male
Homeworld: Glee Anselm
Size: 1.78 meters tall

Capsule: A grizzled gunslinger, Tobias Beckett was a born survivor, always quietly working out angles and analyzing patterns to ensure that he came out ahead. Even that came at monetary cost however. And so, in order to pay off his debts, this native of Glee Anselm became a professional thief, assembling a team of specialized scoundrels to carry out risky but profitable ventures. Always aware of the uncertainties – and ready to unholster his blasters if something went wrong — Beckett was aware that the latter was always a possibility. Indeed he had learned the hard way that trust has its limits. Nonetheless, Beckett came to be romantically involved with Val, a cool-under-fire saboteur who became a longtime partner in crime.

Now a veteran thief, Beckett had pulled off heists all across the galaxy when he and his crew saw a chance for a big score: steal coaxium from an Imperial conveyex on Vandor. But lifting a cargo car off the tracks wouldn’t be easy. To pull it off, Beckett, Val and Rio Durant first had to steal an AT-hauler from the battlefields of Mimban

While casing Imperial operations on Mimban, Beckett’s crew encountered a young mudtrooper named Han Solo. Beckett took a liking to Han, and found a place for him and Chewbacca on the Vandor job. The arrival of Enfys Nest’s Cloud-Riders threw the heist into chaos, however, forcing Beckett to make amends with Crimson Dawn, the crime syndicate that had backed his scheme.

Beckett, Han and Chewie met with Dawn kingpin Dryden Vos, who agreed to a proposal made by Han: the gang would steal coaxium from the Pyke Syndicate on Kessel. Success would erase Beckett’s debt to Vos – but he knew there were many ways for Han’s risky plan to fail.

And Beckett knew too that it would be wise to plan for that very real possibility... even if that meant betrayal. After all, you didn't get far in the criminal underworld without looking out for yourself first and foremost. And the kid would have to learn that important lesson sometime....

Equipment: BlasTech DL-44 carbine / heavy blaster pistol, BlasTech Sideloader DG-29 heavy blaster pistol, BlasTech RSKF-44 heavy blaster, collapsible blade with fusioncutter, dark gray-blue jumpsuit, greatcoat, Fabritech 9.5D electromonocular, scarf, Tee-muss leather gloves, tooled leather double gun belt. (See separate entries for weapon/equipment stats).

Sources: Star Wars: A Star Wars Story film and Star Wars: A Star Wars Story: The Official Guide, http://starwars.com Databank, and Wookieepedia. Stats and additional text by Telsij. Capsule text adapted from Star Wars: A Star Wars Story: The Official Guide (p.56-57) and http://starwars.com Databank entry.


Last edited by Telsij on Tue Nov 26, 2019 7:06 pm; edited 2 times in total
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Telsij
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Joined: 07 Dec 2016
Posts: 397

PostPosted: Tue Oct 23, 2018 9:29 am    Post subject: Reply with quote

Good morning (again)! Continuing the previous post's sentiment to share more of the Solo characters I'd done for our upcoming sourcebook, before getting back "on brand" later today:

QI’RA
Type: Cunning Survivor



A Quote: "It's not that kind of game, Han. The object isn't to win, it's just to stay in it as long as you can."

(As of the Kessel Run)

DEXTERITY 3D+1
Blaster 5D+1, brawling parry 6D+1, dodge 6D, grenade 4D, melee combat 6D+1,
melee parry 6D+2, pick pocket 6D, running 4D+2
KNOWLEDGE 3D+2
Alien species 4D+2, bureaucracy 5D+2, business 5D+2, cultures 6D, languages 5D,
law enforcement 4D, planetary systems 5D, streetwise 6D+1, streetwise: Crimson Dawn 7D+2,
survival 5D+2, value 6D, willpower 6D
MECHANICAL 2D
Astrogation 4D, communications 4D+2, repulsorlift operation 3D+1, sensors 4D+1,
space transports 3D, space transports: Kalevalan star yacht 4D+1, starship gunnery 3D
PERCEPTION 4D
Bargain 6D+1, command: Crimson Dawn operatives 5D+2, con 6D+2,
hide 5D+2, persuasion 6D+1, search 5D+2, sneak 5D
STRENGTH 2D+2
Brawling 4D, brawling: martial arts 6D+1, climbing/jumping 4D+2, stamina 4D+2
TECHNICAL 2D+1
Computer programming/repair 4D+2, demolition 3D, droid repair 3D,
equipment repair 3D+1, first aid 3D+1, security 5D+1

Species: Human
Gender: Female
Homeworld: Corellia
Size: 1.58 meters tall

Force Points: 2
Dark Side Points: 1
Character Points: 12
Move: 10

Special Skills: Qi’ra knows the following Martial Arts techniques:
    Teräs Käsi: A character making a Teräs Käsi attack may not make any other actions in the round, including dodges or parries. The character splits the die code into "attack dice" and "damage dice," rolling only the attack dice to hit, but adding the "damage dice" to the character’s Strength when determining damage.

    Foot Sweep: Difficulty: Moderate. Effect: A successful attempt indicates the target is tripped, falling to the ground. The character must remain prone for the remainder of the round.

Capsule: Despite her youth, Qi’ra is Dryden Vos’s most trusted lieutenant, and an increasingly important Crimson Dawn operative. She has risen far above the bleak conditions of her youth on Corellia, where she lived in the sewers with the notorious White Worms gang.

Qi’ra had grown up on Corellia in a notorious Coronet City neighborhood known as the Silo. She soon clawed her way up from the Silo’s wasteland of dangerous streets to become a scrumrat for Lady Proxima’s White Worms, using her cunning to secure a profitable deal for Lady Proxima. Proxima noted her intelligence and initiative, rewarding her with the title of Head Girl. By age 18, Qi’ra commanded the attention and respect of Proxima, if not her full trust. Proxima admired Qi’ra’s scheming and strategy, but recognized a potential threat when she saw one. In the end, Qi’ra’s affection for Han Solo proved to be her undoing. When the couple attempted to flee Corellia using a stolen vial of Coaxium to pay their way, their plan went awry. And although Qi’ra intervened to save Han’s life, she was left behind.

But Qi’ra was a survivor. Sold by Proxima to slave trader Sarkin Enneb, she eventually wound up the “property” of crimelord Dryden Voss. After a year of repeated escape attempts, Qi’ra impressed Voss enough for him to offer her a position within the crime syndicate, Crimson Dawn, in exchange for her lifelong loyalty. In time, she rose through the ranks of Crimson Dawn to become Dryden Vos’ most-trusted lieutenant. The two were on Vandor when Qi’ra saw a face from her past: it was Han, seeking an audience with her boss.

When Qi’ra was a child, her wary nature had helped her succeed among the Scumrats. Now this quality was teamed with a mature, strategic mind that allowed her to navigate the far more dangerous waters of Crimson Dawn operations. She had thus far managed to conceal her true desires and intentions, using charm and wit to deflect probing questions from Dryden Vos, and from others. Although this cool, calculating front was surprising to Han, Qi’ra was, nonetheless, soon on her way to Kessel with her old flame and his partners in crime — ostensibly to safeguard the interests of Crimson Dawn.

On Kessel, disguised as an emissary from the Federation of Trade Route Allocation and Monetization, Qi'ra helped Beckett’s gang to infiltrate the mining colony and steal the raw coaxium. Her training in hand-to-hand-combat proved useful on the mission, effectively dispatching Quay Tolsite with a move that astounded the self-made droid L3-37. When the Pyke’s prisoners launched a revolt, Qi’ra played an integral role in the battle, launching the explosives that gave her co-conspirators time to board the Millennium Falcon and make their escape.

After a daring Kessel Run, which would fuel many years of Han’s boastings, the team made it to the refinery on Savareen just in time to avoid an explosion. Despite Qi’ra’s affinity for her old friend and his heroic impulse to help Enfys Nest by betraying Dryden Vos, Qi’ra’s future was along a different path. In a bloody battle, she turned against her captor, impaling him with his own Kyuzo petar, and assumed control as the public face, figurehead, and “leader” of Crimson Dawn.

Equipment: Black evening gown (with color scheme that matches other Syndicate members), Crimson Dawn half-emblem bib necklace, lock-picking spikes (+2D bonus to Security skill checks vs. mechanical/physical locks; set of 6), low-slung holster with loops for ammunition, onyxian belt with gold striping, Monlitzer S-195 double-barreled blaster pistol (see separate entry), moof leather jacket lined with Voorpak fur, reinforced case holding 24 grenades (includes explosives, smoke and sedative gas), vast wardrobe of tailored outfits from galaxy’s leading designers.

Sources: Solo: A Star Wars Story film and novelization, Solo: A Star Wars Story: The Official Guide, Star Wars: Forces of Destiny episode: “Triplecross”, Wookieepedia, and starwars.com.
Stats by Telsij. Capsule text adapted from https://www.starwars.com/databank/qi-ra and Solo: A Star Wars Story: The Official Guide (p.82-83).

Image: Revised version of Solo promotional poster by Lucasfilm, likely inspired by the artwork of Hachim Bahous.

https://www.hollywoodreporter.com/heat-vision/star-wars-disney-looking-theft-allegations-solo-posters-1091753?utm_source=dlvr.it&utm_medium=twitter


Last edited by Telsij on Tue Oct 23, 2018 11:31 pm; edited 4 times in total
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