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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
Posts: 397

PostPosted: Wed Jan 30, 2019 12:44 am    Post subject: Reply with quote

A one-night-only engagement! My illustration gig was expanded into mid-April, after originally being scheduled to wrap end of February, so the hiatus continues until *at least* end of April, unfortunately.

However! Today, OBSCURE CHARACTER ARCHIVE returns with one of my favorite characters from the current Marvel line of Star Wars comics:

Inspector MAGNA TOLVAN from the Doctor Aphra series, a quite capable Imperial whose plight and (spoilers!) tragic arc are sympathetically written and well-developed, even as she begins to fall for Aphra herself.

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

MAGNA TOLVAN
Type: Introspective Inspector



Quotes:
  • "Sloppy."

  • "My mentor — Inspector Thanoth — he always said for some people, order is just control. Power, plain and simple.

    Others crave order simply for the chance to break it. Adventurers. Criminals. Hypocrites with a secret crush on the jackboot...

    But when he considered the most strident disciplinarians of all, he proposed a theory — they crave order because they have none in their hearts. And it scares them."

DEXTERITY 3D
Blaster 7D, brawling parry 7D, dodge 7D, grenade 5D,
melee combat 6D+1, melee parry 6D, missile weapons 6D,
pick pocket 5D, running 5D+2, thrown weapons 5D+2,
vehicle blasters 4D
KNOWLEDGE 4D
Bureaucracy 7D, bureaucracy: Empire 10D+1, law enforcement 7D,
planetary systems 5D+2, scholar: Imperial doctrine/protocol 11D+1,
streetwise 5D, survival 6D+1, tactics 7D+2, value 5D, willpower 7D
MECHANICAL 2D
Astrogation 5D, communications 5D+1, communications:
Imperial Informant System 7D, repulsorlift operation 5D,
sensors 4D+1, space transports 5D, starfighter piloting 4D,
starship gunnery 5D+1, walker operation 4D
PERCEPTION 4D
Bargain 5D, command 6D+2, con 5D+2, con: disguise 6D+1,
hide 5D+2, investigation 8D, search 7D+2, sneak 6D+1
STRENGTH 3D
Brawling: martial arts 7D, climbing/jumping 5D+2, lifting 4D,
stamina 6D, swimming 4D
TECHNICAL 2D
Blaster repair 4D, computer programming/repair 5D+1,
computer programming/repair: Imperial databases 7D,
demolition 4D, equipment repair 4D, first aid 4D, security 6D

Species: Human
Gender: Female
Force Points: 2
Character Points: 22
Move: 10



Special Abilities and Story Factors:
  • Cybernetics: Tolvan has cybernetic prosthetics/braces, for heretofore unknown reasons. Her neckbrace-like cybernetics reach from her collarbone to the back of her head, and she has partially-cybernetic hands and arms. When she was first under the mentorship of Inspector Thanoth, Tolvan did not require any cybernetics, and it is possible that she incurred injury in the line of duty. Tolvan secretly feels shame about her cybernetics and regards them as deformities.

  • Discipline — and Disdain for a Lack of It: Because Tolvan lives her life by imposing strict order upon it, and by learning Imperial rules and regulations by heart, inside and out, she has little patience for those who do not hold themselves to the same high standards, deeming them "sloppy."

  • Electro-tattoo: Tolvan has had an electro-tattoo which matches that of Doctor Aphra's, etched into her flesh reaching up from her left forearm and ending appropriately enough, above her "heart." The tattoo enables communication through secure energy barriers, but may have other uses as well.... One of these heretofore unknown uses was discovered only recently (Doctor Aphra, issue 39), wherein the synchronization performed by Tolvan and Aphra to facilitate short-range communication wound up creating biofeedback that enabled the duo to perceive — in varying degrees — one another's thoughts.



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

    "Didn't you wonder how I knew you were aboard? It's because my flesh crawls whenever you're near."

    "Tolvan, 'flesh crawls.' That's weirdly
    poetic for you-- Wait. You mean literally -- don't you? The electro-tattoo... you... you got one just like mine to help me bust out of Ackressker. We synchronized for short-range comms. Back when... when we were... uh.

    "Together..."

    "Biofeedback. I can
    feel little bits of your thoughts. You're really close aren't you? And -- really angry."

    "On the contrary, I'm as
    serene as a fireball in space. Tell me Aphra, what am I thinking now?

    "'I hope this hurts.'"


    — Tolvan stalking a fleeing Aphra through the bowels of the Unnamed, Rebel Intelligence starship.

  • In Love: Tolvan would — and has — risked her life and her Imperial career to save and protect rogue archaeologist Chelli Lona Aphra.

  • Need for Order: Tolvan is plagued by self-doubt, inner turmoil, and thus, a strong desire to exert control over events in her life. Her inner turmoil is kept concealed beneath a veneer of calm and discipline. Once she joins the Alliance, Tolvan later tells Aphra that the Rebels have given her "hope" — though Aphra refuses to believe it... or at least claims not to.

Martial Arts Techniques Known:
  • Flying Kick: Tolvan has trained to leap in order deliver a crushing kick. Difficulty: Difficult; Effect: Tolvan adds +2D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates she is off-balance and her opponent may make an additional attack this round with no multiple action penalty.

  • Instant Wound. Tolvan knows how to strike to maximum effect, and inflict severe damage upon her target. Difficulty: Difficult; Effect: If her attack is successful (and is not parried or dodged) and if her skill roll meets the required difficulty number, Tolvan's attack against the target character suffers a wound immediately. The wounded target then fall prone and can take no actions for the rest of the round. (Effects of the wound are cumulative.)

  • Silent Strike: Provided that Tolvan can successfully sneak up on a target, she is capable of immediately killing him or rendering him unconscious. Difficulty: Difficult; Effect: The character must be within arm’s reach of the target. The character must declare if this is a killing or stunning attack prior to making the attempt. A successful skill roll indicates the target is neutralized. Note: If this technique is used against major NPCs or other PC's with lethal intent, the attacker must still make an opposed damage roll in order to determine a "kill" result; in such cases however, a success bonus is granted: The attacker gains a damage bonus equal to the margin by which she exceeded the technique's difficulty number. However, the minimum damage result she can achieve with this technique is Incapacitated, with the target character falling prone and unconscious for 10D minutes. And if the attacker has at least a 6D die code in melee combat, she may use a melee weapon — and the damage bonuses it grants — to deliver the killing/neutralizing blow.

  • Spinning Kick: Tolvan has trained to perform a powerful, roundhouse-style kick. Difficulty: Moderate; Effect: Tolvan can add +1D to her damage roll if her skill roll exceeds the difficulty number. Failure to beat the difficulty number indicates sje is off-balance and her opponent may make an additional attack this round with no multiple action penalty.




Background: Magna Tolvan was considered a "candidate for greatness" and in many ways, she attained such heights. With a peerless knowledge of Imperial doctrine and protocol, tactical expertise and strong combat and survivalist skills, Tolvan's well-honed abilities had already made her an exemplary Imperial. Her adherence to Imperial dogma only served make her all the more so. However, the galaxy found a way to confound even those voted "most likely to succeed" at the Imperial Academy.

Tasked with overseeing security at Eadu, for the Tarkin Initiative's research and development facility, Tolvan could not prevent the Rebel attack on the base. And it only got worse from there. Thanks in very large part, to rogue archaeologist Doctor Chelli Lona Aphra.

After Eadu, Tolvan was assigned the punishment duty of combing the abandoned Imperial base at Yavin 4. There, Tolvan first encountered Aphra and her then-partner the Wookiee Black Krrsantan, the latter of whom made short work of Imperial forces. Pursuing Aphra to the Citadel of Rur, Aphra's party — with the unintended aid of technopathy-controlled droids — overcame Imperial forces once again. And Tolvan was left to ponder her fate, as well as Aphra's parting words that the silver-haired, partially-cybernetic Imperial was "cute."

A series of unfortunate events followed once Tolvan was demoted to Lieutenant. Each subsequent defeat came at the hands of Aphra, and through no genuine fault of Tolvan's. But by then, Tolvan had become enamored with the archeologist. At Someilk, the two women even shared their first quiet moment, perhaps first forging a bond, where Aphra opined that Tolvan's cybernetics spoke of an interesting life and were not the deformities the career Imperial saw them as.

Sentenced to death by firing squad at Someilk for receipt of her third demerit, Tolvan was spared by the posthumous action of her mentor Inspector Thanoth, who named Tolvan as his legatee. Granted capacity for a fourth demerit because of her transfer to the Inspectorate, Tolvan stalked out alive, admonishing her colleagues' belated realization of this order as "Sloppy."

"Investigative branches operate on a four-demerit punitive system, not the three of the field corps. Basic training, Sergeant Major. Article 3, section 9, Memorization is mandatory."

Using the Inspectorate's resources and her expert knowledge of Imperial protocol, Tolvan discovered Aphra was a person of interest to none other than Darth Vader. And still it was at this point, that Tolvan began her obsessive pursuit of Aphra in earnest, a woman whom she knew only as Aphra's hastily-conceived alias, "Joystick Chevron." Burdened by the self doubt that her series of perceived failures had brought about, Tolvan had found renewed focus. This new investigation and pursuit promised not only an ability to secure order for her inner turmoil as well as return her to a position of good standing with the Empire, but also, perhaps something more.

Chasing Aphra to Wat Tambor's lab on Skako Minor, Tolvan would share her first kiss with the archaeologist, when both believed they were on the verge of being killed by the Chthonic worm god. Though allowed by Aphra to escape, Tolvan instead stowed away with Aphra's crew, killing and skinning the Defel mercenary scout Glashst Ombra in short order, then using her pelt and clothes as disguise.

And it would not be the last time Tolvan used disguise to effect an escape. After gaining control of an Allliance flight school headquartered inside a captured Trade Federation capital ship, Tolvan then used her expertise in Imperial officer's doctrine to bypass a suicide order given to her at Hivebase-1. And while Aphra survived the loosing of failed Imperial experiments upon her and her crew — thanks to morally reprehensible actions on her part — Tolvan spirited Aphra away from Rebel custody, disguised as the principled lawman, Tam Posla.

Sharing evenings of intimacy at a secluded locale, Aphra would also share her real name with Tolvan, but only upon leaving her, telling her to forget about her, lest harm come to the Imperial. Tolvan had her wits about her, however, having planting a microtracker on Aphra's person. Tracking Aphra to the crime syndicate Sontuul-Pride, Tolvan crippled the criminal organization and regained her rank of Captain. She even captured Aphra herself, sending her to Accresker Jail, but in the company of Aphra's droid Dek-Nil, thus allowing Aphra an avenue of escape.

In the end, however, the escape Tolvan sought would be from Aphra herself. Blackmailed into rescuing Aphra from Accresker Jail, Tolvan again risked life and career to spare her lover's life. Tangling first with Aphra's former flame Sana Starros — even downing Starros' Volt Cobra starship using a well-placed rocket — Tolvan discovered that they were both there to ensure Aphra's safety, with Starros acting at the behest of the Rebellion. At Accresker too, Tolvan admitted her love for Aphra. And in a moment most dire, Tolvan summoned Darth Vader to the prison, in the hope of his arrival effecting their escape from the prison, as it plummeted to planetfall, using Aphra's knowledge of Vader's plan to ovethrow the Emperor as leverage to bring the Dark Lord to Accresker Jail.

As Vader bore down upon them and seeing no hope of escape, Aphra volunteered that her own memory be wiped by the Mairan Bor present at the prison, but in the end, it was Tolvan who sacrificed herself, saying tearfully that "Vader's only here because of me. M-make me forget you. No more leads to follow. No one to blame... because I love you... And it's ruined my life."

Sadly, Aphra did not think forgetting was enough.

With her memories altered in a horrific fashion, one which changed Tolvan's memory of a noble sacrifice to one wherein she was made to believe she killed Aphra in a jealous rage, Magna Tolvan survived her encounter with Darth Vader, for the moment. Bound for further interrogation and likely eventual death at Vader's hand, Tolvan was then rescued by the timely arrival of Sana Starros and the Rebellion, who were again in search for Aphra for encrypted information she had earlier secured.

Now in Alliance custody, but having ensured her lover's survival, Magna Tolvan may still armed with knowledge of Vader's secret, though she believes her beloved, Chelli Lona Aphra, to be dead....



Were the truth only so straightforward.

Tolvan took to her new surroundings better than even she could have imagined. For rather than simply serve as prisoner with the Rebel Alliance, Tolvan joined their ranks instead. Greeted personally by Mon Mothma upon her arrival at the Rebel base, Tolvan fast became one of its most proficient — and deadly — soldiers, as leader of a new Alliance covert operations group, Extraction Team Misericorde.

With the Alliance, her skills were truly allowed to shine, despite the turmoil that drove them to new heights. Wielding blasters and deadly daggers, as impressively as she deployed techniques of unarmed combat and stealth, as she would later even best the fearsome Wookiee bounty hunter Black Krrsantan single-handedly, Magna Tolvan quickly proved herself invaluable to the Alliance. As Rebel General Airen Cracken and the RA-7 protocol droid Teezee-Too later told Doctor Aphra, after her capture at Tolvan's hand:

"You know Doctor your girlfriend's quite the go-getter. She put that squad together within days of joining up."

"Burying herself in
work one supposes. I'm told humans do that when they're emotionally devastated."

"Extraction Team
Misericorde's foiled three assassination attempts — and sent home two double agents — in bags. Lots and lots of very small bags."

Indeed, it was cruel but poetically just turn for all involved. For upon encountering Aphra two months after her defection, Tolvan quickly deduced what Aphra had done. "You used Bor Ifriem — that brain monster on Accresker Jail — to change my memories. I've spent the last two months believing I murdered you. A petty, jealous, murderous tantrum. Me...."

Tolvan did then admit her love for Aphra and for the bond they shared... before declaring that she would never again permit such a fate to befall her. "I missed you Doctor Aphra. I mourned you. Never again."

Whether or not Tolvan truly believes these words remains to be seen. For she did allow Chelli to escape with the "Farkiller" lightsaber / sniper rifle hybrid weapon of Jedi Oo'ob the Apostate, which the rogue archaeologist had uncovered before being captured by Team Misericorde. While the notion of the Alliance creating an "Unspeakable Rebel Superweapon" akin to the Death Star was revealed to be a ruse in the end, Tolvan's parting exchange with Aphra was anything but false. Instead, Magna Tolvan's words ring true to this day:

"I love you, Doctor Aphra."

"I know."

"I hate you, Doctor Aphra."




Description: Magna Tolvan is a female human with pale skin and pale silver-blue eyes. She currently has her silver hair styled in a mohawk, with the sides of her head shaved in closely-cropped fashion. Though the reasons are not widely known, at some point after joining the Empire and meeting her mentor, Inspector Thanoth, Tolvan came to require the use of cybernetics, a head and neck brace that extended to her collar and arms. Though called "cute" by Doctor Aphra and regarded as "hot" by Sana Starros, Tolvan nonetheless feels insecure about her appearance and refers to her cybernetics as deformities.

She is highly intelligent, driven and disciplined. Her expertise in Imperial protocol, combat strategy and tactics mark her as an outstanding officer, but it is only through rigorous discipline that she keeps her self doubt at bay. She seeks to create order where there is none, in the hope that doing so will settle her own inner turmoil. Tolvan carries herself with an aloof, superior air and she regards those without discipline with contempt.



Equipment: Code cylinders, cybernetics (braces cover neck and back of head, collarbone, and arms), E-11 blaster rifle (5D damage, range: 3-30/100/300, ammo: 100, game notes: If the retractable stock and scope are used for one round of aiming, the character gains +1D bonus to blaster), EC-17 hold-out blaster (3D+2 damage, range: 3-10/20/40, ammo: 15), holo-communicator, holster, Imperial long-coat and uniform, rank badge. Additional equipment acquired post-defection: Alliance rank badge (pips indicate rank of captain), dashing scarf, duster coat and spacer's vest.

Sources: Doctor Aphra comicbook series and Wookieepedia. Images: In order of appearance in post, Doctor Aphra issue 22 (artwork by Kev Walker), issue 16 (Emilio Laiso), issue 39 (Caspar Wijngaard), issue 4 (Kev Walker), issue 38 (Caspar Wijngaard), issue 35 (Andrea Broccardo), and issue 33 (Caspar Wijngaard). Stats and text by Telsij.


*********

PS: Tolvan has even shot-down a blasted starship (Sana Starros' Volt Cobra)
in dramatic fashion — thusly (Doctor Aphra issue 22 artwork by Kev Walker):



Last edited by Telsij on Sat Nov 30, 2019 4:54 pm; edited 61 times in total
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Pel
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PostPosted: Wed Jan 30, 2019 1:00 pm    Post subject: Reply with quote

Superb writeup! Great to see a Doctor Aphra mainstay. Thanks, Telsij and congrats on the job extension!
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Telsij
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PostPosted: Sun Feb 10, 2019 6:29 pm    Post subject: Reply with quote

Pel wrote:
Superb writeup! Great to see a Doctor Aphra mainstay. Thanks, Telsij and congrats on the job extension!

Thank you for the kind words, Pel! And I do love Tolvan. Truly one of my favorite characters in New Canon. Capable badass, yet still relatable, conflicted and complex.

And the illustration gig goes well thus far! After completing the boxcover for the tabletop game, along with card icon/symbol designs, for December 2018, I am now about halfway done with drawing characters in the likenesses of several Kickstarter backers, for mid/late April. Three of the eight are done, and I am about halfway through with the fourth as we speak!


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

And so! Here is another entry, before I must go back to the literal (but digital) drawing board: FLIX the fussy, avian merchant from Star Wars: Resistance. He and his partner, Orka, are based upon Felix and Oscar of The Odd Couple fame, while Flix's design is based upon some of the same Ralph McQuarrie drawings that inspired the earlier Yuzzum (and imho, likely the Fuzzum from the Droids cartoon as well): https://www.starwars.com/news/buckets-list-extra-6-fun-facts-from-dangerous-business-star-wars-resistance

The bonuses granted by his wiry legs are inspired by his effortless climbing over a substantial-enough obstacle in the episode, “Dangerous Business," but more so by his hoisting Orka up along with a heavy crate, as well as easily catching a stack of said heavy crates, in this short, “When Thieves Drop By": https://www.youtube.com/watch?v=ikrsN1vBWlY


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


FLIX
Type: Sassy Shopkeeper



Quotes:
  • "Ugh. It's a long story with a tragic ending. We're visiting my mother."

  • "Now, minding the store is simple, so pay attention... Customer's always right, take their money."

  • "I really don't look a thing like my mother. My father was part Gungan, you know."

DEXTERITY 2D+2
KNOWLEDGE 3D+2

Alien species 4D, artist: singer 4D+2, bureaucracy: parts acquisition 6D,
business 4D+2, business: bookkeeping 6D+1, cultures 4D+1, value 5D,
scholar: Gozzo folklore 4D, value: technology 6D
MECHANICAL 2D+1
PERCEPTION 3D+1

Con 4D, persuasion 4D+1, persuasion: sass 6D+1
STRENGTH 2D+1
Climbing/jumping 3D+1, lifting 3D
TECHNICAL 3D+2
Computer programming/repair 4D+2,
droid repair 4D, equipment repair 4D

Species: Gozzo
Gender: Male
Homeworld: Drahgor III
Character Points: 6
Move: 12

Special Abilities and Story Factors:
  • Birds of a Feather Flock Together: A "Flock" is the Gozzo species' name for biologically-related family. And among Gozzo, members of the same bloodline are entitled to mutual aid and a share of the resources available to their relatives.

  • Digitigrade Physiology: A Gozzo's wiry legs and toes grant him a number of advantages. They not only afford a Gozzo a long stride, they also allow members of the species to more easily balance their bodies, and to lift heavier objects than their top-heavy appearance would suggest. In game terms, a Gozzo's legs grant him a +1D bonus to Dexterity or running checks required to maintain balance, as well as a +1D bonus to climbing/jumping and lifting skill checks.

  • "Drama King" / Fabulist: Flix is sometimes given to bouts of hyperbole, flights of fancy and telling of tall tales. For example, upon returning from a visit to Flix's mother — an event he had already described as akin to tragedy — the Gozzo repeated his claim that his father was part Gungan. And Flix had apparently fabricated "facts" about his father often enough that Orka was prompted to reply, "Why can't you be honest about your father for once. Gungans don't have feathers...."

  • Fussy: Flix likes things to be a certain way — and while that often means fastidious and tidy, it also usually means "his" way. He is quick to scold his partner Orka for taking too long to get ready to visit Flix's mother, and is quick to blame Orka for the consequences of their mutual missteps — such as nearly being blown up by a crate of thermal detonators they armed then (temporarily) disarmed.

  • Love of Surprises: Flix and his partner Orka are so fond of surprises that the thrill of discovery often overrides their better judgement when it comes to considerations of safety and risk.

Capsule: Flix and his longtime partner Orka ran the Office of Acquisitions on the Colossus refueling platform. The fussy, flightless avian handled the books for the business, while the rougher-hewn but smooth-talking Chadra-Fan took care of the customers. Together, the duo sold quality tech and secondhand parts, both routine and rare.

With Flix's feathered, ovoid body perched atop wiry and nimble digitigrade legs, arms often akimbo in persnickety fashion while making arch comments to match his usual mood, the Gozzo provided a perfect complement to Orka's gregarious approach. And while Flix may be meticulous about finances and record-keeping, he feels little fear of criminals who attempt to rob their shop, and little hesitation when it comes to sussing out surprises.

Flix had left his homeworld of Drahgor III with dreams of becoming a long-limbed cantina crooner, despite his family's doubts in his abilities. Instead, for years he and Orka ran the Office of Acquisitions on the Colossus refueling platform on Castilon, where the pair helped down-on-their-luck racers find the right new or used parts in exchange for credits or, sometimes, a simple meal. When the Colossus took flight and ironically began to run out of fuel, the plight of Flix's friends spurred a trepidatious return to ask his family for help. As his cousins ran a fuel refinery, his bloodline entitled him to some of the stores.

Equipment: Assorted tools, datapad, records for Office of Acquisitions, tool/utility belt, work googles with flip-up lenses (when flipped down, lenses prevent flashblinding and protect eyes with +4D effectiveness).

Sources: Star Wars: Resistance animated series and digital shorts, http://starwars.com , and Wookieepedia. Opening and closing paragraphs of Capsule text adapted from https://www.starwars.com/databank/flix . Stats and text by Telsij.


**********

GOZZO
Homeworld: Drahgor III

The long-limbed, feather-breasted Gozzos are a proud species, working together in family flocks to mine what's left of their planet's natural resources. They are known to be territorial and unfailingly loyal.

Their homeworld of Drahgor III, is a planet bathed in a blanket of yellow fog, as lightning crackles in the dense atmosphere above. The mercurial surface of unforgiving rock is barren except for the Gozzo, a long-limbed, feathery species unafraid to mine the planet for its rich ore through deep-core drilling.

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

Move: 12/14
Size: 1.75 - 2.0 meters tall

Special Abilities and Story Factors:
  • Birds of a Feather Flock Together: A "Flock" is the Gozzo species' name for biologically-related family. And among Gozzo, members of the same bloodline are entitled to mutual aid and a share of the resources available to their relatives.

  • Digitigrade Physiology: A Gozzo's wiry legs and toes grant him a number of advantages. They not only afford a Gozzo a long stride, they also allow members of the species to more easily balance their bodies, and to lift heavier objects than their top-heavy appearance would suggest. In game terms, a Gozzo's legs grant him a +1D bonus to Dexterity or running checks required to maintain balance, as well as a +1D bonus to climbing/jumping and lifting skill checks.

Sources: Star Wars: Resistance animated series and digital shorts, http://starwars.com , Wookieepedia, WEG Star Wars Trilogy Sourcebook: Special Edition (for comparison to Yuzzum, p.107), and Rancor Pit Conversions Aliens Stats (for comparison to Yuzzum, p.177). Capsule text adapted from https://www.starwars.com/databank/gozzo and https://www.starwars.com/databank/drahgor-iii . Stats and text by Telsij.


Last edited by Telsij on Tue Nov 12, 2019 7:37 pm; edited 12 times in total
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Pel
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PostPosted: Mon Feb 11, 2019 10:59 am    Post subject: Reply with quote

Telsij wrote:


[*]"Drama King" / Fabulist:


I've had some players with that special ability.

Cool writeup; very thorough. The Gozzo have lots of potential. Thank you!
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PostPosted: Fri Feb 22, 2019 12:11 pm    Post subject: Reply with quote

Pel wrote:
I've had some players with that special ability.

Cool writeup; very thorough. The Gozzo have lots of potential. Thank you!

Thank you! And excellent point, I too have had players with that special ability — overpowered/unbalanced ability sometimes, haha.

Here is an entry for the Solo sourcebook, an entry finally finished before having to buckle down to draw for hours again this weekend!


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

ASTRID FENRIS
Type: Upstart Smuggler



A Quote: "Han couldn't have taken the route he did — the Falcon would have been torn apart.
His real route was a little different. I'll prove it next time I'm out that way. Just have to double-check
a couple of calculations first."


— Comment from Astrid Fenris, written on Midnight’s map of the
route likely taken by Han Solo, for his record-setting Kessel Run.

DEXTERITY 3D+1
Blaster 4D+1, blaster: heavy blaster pistol 5D+1, dodge 4D+2
KNOWLEDGE 2D+2
Cultures 4D, planetary systems 4D+1, streetwise 3D+2,
survival 3D+2, value 4D+1, willpower 3D+1
MECHANICAL 3D+2
Astrogation 5D+2, repulsorlift operation 4D+1, space transports 5D,
space transports: YT-2400 transports 6D, starfighter piloting 4D+2
PERCEPTION 3D+2
Bargain 4D+2, con 4D+2, hide 4D, persuasion 4D
STRENGTH 2D
Brawling 3D, climbing/jumping 3D+1, stamina 3D
TECHNICAL 2D+2
Computer programming/repair 3D+2, space transport repair 4D,
space transport repair: YT-2400 transports 5D+2

Species: Human
Gender: Female
Character Points: 10
Move: 10

Story Factors:
  • Apparent Ambition: Although the spacelanes are always crowded with brash pilots, scoundrels, smugglers, and scum
    who have bitten off more than they can chew, Astrid Fenris appears determined to distinguish herself from the pack,
    and to see to it that her ambition bears fruit. Despite debts and setbacks, Fenris has already landed a "hot rod" of
    a starship and justifies her current low-stakes cons as ways to settle scores and bide her time, while she claims to
    aim and angle for bigger and better things. Yet some insist that Fenris is all talk and little action. Which take is true?
    Only time will tell....

Capsule: A smuggler from Yir Tangee, with dark eyes, a pale complexion, and platinum blonde hair kept in a Mandalorian-style bob, Astrid Fenris has loftier ambitions, beyond whatever gains she garners in her latest scam. The pilot of a modified YT-2400 called the Silver Howl, Fenris’ current operation involves the export of (relatively) valueless Vandor ice, which she passes off as expensive R’alla mineral water to gullible customers who believe in the water’s promised rejuvenating properties. Unsatisfied with small-time confidence games, Fenris insists this is only a short-term scheme to help her settle some debts.

She claims to have her sights set on Han Solo’s Kessel Run record — even as it continues to prove elusive. According to Midnight, overnight bartender at the Lodge, “... Astrid Fenris insists that Han went between a pair of black holes on the outskirts of the Maw, which means the credit really ought to go to Lando for modifying the Falcon so that it was tough enough to take that kind of punishment. Fenris swears she’ll find Han’s route and claim it for her own, except the Maw is full of black holes, and she isn’t quite sure which two Han went between. Every time she drops by the Lodge someone asks her if she’s gotten up the courage to test her theory, and she takes a sudden interest in another subject — any other subject.”

In the decades after the Battle of Endor however, some say that Astrid’s bravado and bluster belied genuine ambition and drive, and that her early efforts actually laid the foundation of a legacy for the family Fenris, one that would long be associated with ace pilots — a tradition carried forward by Freya Fenris, starfighter ace and racer, aboard the tactically-critical refueling station known as the Colossus.

Equipment: Comlink, metric tons of Vandor ice, Modified CEC YT-2400 light freighter: Silver Howl (Stock stats except: Hyperdrive multiplier: x1; Space: 6; Atmosphere: 330, 950 kmh; Cargo capacity: 121 metric tons — inclusive of modified cargo holds; Equipped with: 5 tons of hidden cargo compartments, refrigeration equipment for precise temperature control of 20 ton capacity cargo hold), Prax Arms Ophidiax-350 heavy blaster pistol (see separate entry), synth-hide capelet with concealed pockets (+1D to Hide rolls for small objects), utility belt and holster.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.87), Tales From Vandor book, and Wookieepedia.
Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.87) and Tales From Vandor (pages are unnumbered). Stats and original text by Telsij.
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Telsij
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PostPosted: Sat Feb 23, 2019 8:56 pm    Post subject: Reply with quote

OK, finished one more already-in-progress entry before having to go back underground! Stats and write-up for the absolute unit that is BOLZA GROOL, from Star Wars: Resistance. Instantly liked this character and the idea of a mob enforcer (what with that Black Sun tattoo and all) who had gone legit to run a little fishmarket. And for a food vendor, it's pretty great that his name is a play on words for "bowls of gruel." Included revised species stats for the KLATOOINIANS, not only to allow for a higher peak in physical strength (at the cost of some footspeed), but also to add story factor and game effects for the Klatooinian Trade Guild, which incorporates aspects of its EU history for new canon.


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

BOLZA GROOL
Type: Lumbering Muscle



A Quote: "Step aside! I've fed people to the fish for less than that!"

DEXTERITY 3D+2
Brawling parry 4D+2, melee combat 5D
KNOWLEDGE 1D+2
Alien species 2D+2, business: Gorgmongery 4D, intimidation 5D+1,
planetary systems 3D, streetwise 3D, streetwise: Black Sun 3D+2,
survival 4D, value 2D+2, value: Gorg 4D+1, willpower 3D+1
MECHANICAL 2D+2
Machinery operation 3D+2
PERCEPTION 3D+1
Beast handling: Gorg 4D+1
STRENGTH 4D+2
Brawling 5D+2, lifting 6D+2, stamina 5D
TECHNICAL 2D
Equipment repair: aquatic livestock gear 3D, security 3D+1

Species: Klatooinian
Gender: Male
Character Points: 4
Move: 8

Special Abilities and Story Factors:


  • Burliest Brawn: Bolza Grool is amongst the largest and strongest of Klatooinian specimen, able to lift and pitch people into the air easily, as well as able to punch an imprint of his fist into a metal plate without batting an eye. However, the sheer size that affords him such physical strength comes at the cost of a lumbering gait. In game terms, every +1 that Bolza Grool exceeded 4D in Strength, incurred a -1 loss from his species' typical Move score of 10.

  • Growl: Due to their canine evolutionary heritage, Klatooinians will sometimes express their displeasure or anger via low, guttural sounds. In game terms, these vocalizations grant Klatooinians a +1D to their intimidation attempts, when used.

  • Klatooinian Trade Guild: Originally conceived as an organized way to provide Klatooinians the opportunity to work on planets far from Klatooine, the Trade Guild has felt the Hutt Cartel's heavy influence upon the Klatooinian species and over the Outer Rim overall. Although known to hire freelance smugglers and them fairly — half the fee up front if negotiated, the Trade Guild has become a two-edged sword for the Klatooinians themselves. While the trade organization is still included by smuggling luminary Platt Okeefe, on her list of potential clients in the Smuggler's Guide, a number of the Guild's branches have become a front for shady Hutt endeavors — including smuggling, loan-sharking, and slaving. Worse yet, because of the Klatooinians historical ties to the Hutts, after a few wrong moves, many Klatooinians found themselves indentured to the Hutt Cartel. In game terms, Klatooinians gain a +1D bonus to their bureaucracy and streetwise skills rolls when dealing with the Klatooinian Trade Guild. However, because of the now long-entrenched influence of the Hutts, their bargain attempts with the Guild suffer a +1D penalty to their difficulty, and failed bureaucracy rolls come with greater, often hidden consequences.

Capsule: Racers who dodge their commitments are likely to encounter the lumbering Klatooinian muscle Bolza Grool as he's tossing them off the side of the Colossus refueling platform, head first. The burly, broad-shouldered Grool makes his living selling gorgs in the marketplace, though he's also counted upon to act as bouncer at Aunt Z's Tavern — though more so as enforcer for the gambling that goes on within. And while Grool does not appreciate being mistaken for a(n albeit massive) holo-dart board, his rage at the errant throw of Kazuda Xiono — self-proclaimed "best pilot in the galaxy" — did not prevent him from seeing the sense in Kaz's offer to advertise Grool's logo on his racer... in exchange for the Klatooinian not crushing him, of course.



Equipment: Apron with hand-drawn Gorg logo, assortment of live Gorgs, aquatic livestock gear (three large water tanks, cylindrical open-topped fountain-like vat), black vest, cobalt-blue shirt and pants, shinguards and metal-toed boots (+1D vs. physical, +1 vs. energy; covers lower legs and feet only), shoulder pads (+2 vs. physical), various tattoos (Black Sun symbol on inner right forearm, Exogorth — aka "giant space slug" — on outer left forearm, Rathar on inner left forearm, et cetera), "sponsorship deal" with Team Fireball, "To go" Gorg containers, vendor's stall in Colossus marketplace (located at the very end of the Colossus' A Quadrant marketplace, right next to several refuse dumpsters), work-gloves with forearm bracers and comlink (+1D vs. physical, +1 vs. energy; covers forearms only).


Sources: Star Wars: Resistance animated series and digital shorts, starwars.com, and Wookieepedia. Capsule Text expanded from starwars.com databank entry. Stats and text by Telsij.


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

KLATOOINIAN
Homeworld: Klatooine
Attribute Dice: 12D

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

Move: 8-10 (see Special Abilities below) / 12
Size: 1.8 meters tall (height of average adult)

Species Special Abilities and Story Factors:
  • Burliest Brawn: The largest and strongest of Klatooinian specimens are able to lift and pitch people into the air easily, and punch imprints of their fists into metal plates without difficulty. However, the sheer size that affords them this physical strength comes at the cost of a lumbering gait. In game terms, at character creation, for every +1 that a Klatooinian PC exceeds 4D in Strength, he incurs a -1 loss from his species' typical Move score of 10.

  • Growl: Due to their canine evolutionary heritage, Klatooinians will sometimes express their displeasure or anger via low, guttural sounds. In game terms, these vocalizations grant Klatooinians a +1D to their intimidation attempts, when used.

  • Klatooinian Trade Guild: Originally conceived as an organized way to provide Klatooinians the opportunity to work on planets far from Klatooine, the Trade Guild has felt the Hutt Cartel's heavy influence upon the Klatooinian species and over the Outer Rim overall. Although known to hire freelance smugglers and them fairly — half the fee up front if negotiated, the Trade Guild has become a two-edged sword for the Klatooinians themselves. While the trade organization is still included by smuggling luminary Platt Okeefe, on her list of potential clients in the Smuggler's Guide, a number of the Guild's branches have become a front for shady Hutt endeavors — including smuggling, loan-sharking, and slaving. Worse yet, because of the Klatooinians historical ties to the Hutts, after a few wrong moves, many Klatooinians found themselves indentured to the Hutt Cartel. In game terms, Klatooinians gain a +1D bonus to their bureaucracy and streetwise skills rolls when dealing with the Klatooinian Trade Guild. However, because of the now long-entrenched influence of the Hutts, their bargain attempts with the Guild suffer a +1D penalty to their difficulty, and failed bureaucracy rolls come with greater, often hidden consequences.
Sources: Star Wars: Resistance animated series and digital shorts, starwars.com, and Wookieepedia. Revised stats and text by Telsij.
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Telsij
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PostPosted: Tue Mar 05, 2019 1:21 pm    Post subject: Reply with quote

OBSCURE CHARACTER TUESDAY presents NALEY FRIFA of Solo: A Star Wars Story,
along with some game mechanics for electro-tattoos!

(There were two WEG Outlaw Tech templates with differing attributes,
this uses the one printed in issue 2 of the Star Wars Adventure Journal.)


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

NALEY FRIFA
Type: Outlaw Tech



DEXTERITY 2D
Blaster 3D, dodge 4D, melee combat 3D+1,
melee combat: needles 4D+1, running 3D,
thrown weapons: needles 4D
KNOWLEDGE 3D
Alien species 4D+2, artist: tattooist 6D+2,
bureaucracy 4D, business 4D, cultures 5D,
planetary systems 4D+2, streetwise 5D+2,
value 4D+2, willpower: pain tolerance 5D
MECHANICAL 3D+1
Communications 4D+1, machinery operation 4D, sensors 4D+1
PERCEPTION 3D+2
Bargain 4D+2, con 4D+2, forgery 4D, hide 5D, sneak 4D
STRENGTH 2D
Brawling 3D, stamina 2D+2
TECHNICAL 4D
Blaster repair 5D, computer programming/repair 6D+1,
equipment repair 6D+1, first aid 4D+2, security 6D,
space transport repair 6D+1, starfighter repair 5D,
starship weapon repair 5D+2

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

Special Abilities and Story Factors:
  • Electro-tattoo: Depending upon the purpose and complexity of the design, electro-tattoos can carry data, complete circuits, or carry out security-overriding, sensor-baffling effects — though the latter capabilities are not widely known to the law-abiding public. For example, the electro-tattoo on the right arm of rogue archaeologist Doctor Aphra’s once allowed her to circumvent and/or short-out electronic security measures, while a matching tattoo, though on the left arm, acquired later by Imperial Inspector Magna Tolvan, allowed the couple to communicate securely through a prison’s energy barrier.

    In game terms, electro-tattoos can carry data, can complete circuits or disrupt currents, and can facilitate transmission of signals. If the desired effect is a security measure or countermeasure, the tattoo is given a die code effectiveness. Creation of electro-tattoos requires that the tattooist have at least 5D in the following skills: Artist: Tattooist, and communications, or computer programming, or security (depending upon the specific effect desired, and if electronic security measures come into play). The maximum die code of an electro-tattoo’s effects is the artist: Tattooist skill level. Successful creation of the effect is determined by an opposed roll of the Tattoo artist’s skill against the die code of the desired effect.

Capsule: The multi-talented Naley Frifa was rarely short of work. As an outlaw tech, Frifa frequently made illegal modifications or repairs to starships and equipment — but she was a skilled tattoo artist as well, adept at crafting both gang symbols and data-carrying electro-tattoos. She herself bore a stylized depiction of a hyperspace simu-tunnel along her neck, collarbone, and right arm.

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), electro-tattoos (including stylized hyperspace simu-tunnel along neck and collarbone, and the words “Hiro” – thought to be the name of her son — on her left forearm; for electro-tattoo rules sidebar/below), hooded jumpsuit, tattooist equipment (disinfectant, hypo-needles, inks, etc), toolkit, utility belt, work gloves.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.86), Doctor Aphra comic book (issue #21), and Wookieepedia.
Stats by Telsij. Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.86).


Last edited by Telsij on Tue Mar 05, 2019 8:21 pm; edited 2 times in total
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CRMcNeill
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PostPosted: Tue Mar 05, 2019 2:49 pm    Post subject: Reply with quote

Nice. I've seen other ideas for high-tech tattoos in sci-fi settings, such as tattoos that can be turned on or off, and are used as "membership cards" for elite organizations. In the WH40K Inquisition War novels, the Inquisition used "electoos" that were invisible when deactivated as proof of membership to the various Ordos of the Inquisition.

Other uses included things like a functional "digital watch" implanted in the skin of a forearm, or decorative "ripple" effect tattoos that pulsed in time with the wearer's heartbeat.
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Telsij
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PostPosted: Sun Mar 10, 2019 10:31 pm    Post subject: Reply with quote

CRMcNeill wrote:
Nice. I've seen other ideas for high-tech tattoos in sci-fi settings, such as tattoos that can be turned on or off, and are used as "membership cards" for elite organizations. In the WH40K Inquisition War novels, the Inquisition used "electoos" that were invisible when deactivated as proof of membership to the various Ordos of the Inquisition.

Other uses included things like a functional "digital watch" implanted in the skin of a forearm, or decorative "ripple" effect tattoos that pulsed in time with the wearer's heartbeat.

Thank you — and I'm glad SW finally cribbed the cyber-tattoo thing from other Sci-Fi universes. I'm sure we'll see it as sign of group/gang/arcane order membership in new canon in the near future, if we haven't somewhere already in the old EU. Only a matter of time!

Interesting uses you describe. The invisible-when-deactivated already seems plausible-ish today, with say UV/blacklight inks. The ripple effect timed to the wearer's heartbeat makes for a great visual. Will have to steal that...

So! Now powered by an extra hour of sunlight, here is today's "SOLO Sunday" edition of Obscure Character Archive: the Sabacc dealer played by UK magician Steven Bridges in Solo: A Star Wars Story.

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

"THE DEALER"
Type: Mysterious Cardsharp




DEXTERITY 4D
Blaster: trick-shot 5D, pick pocket 6D+2, pick pocket: legerdemain 7D+2
KNOWLEDGE 3D
Cultures 4D, intimidation 4D+1, planetary systems 4D+2, streetwise 5D
MECHANICAL 2D
Beast riding 3D, repulsorlift operation 4D, swoop operation 4D+1
PERCEPTION 4D
Con 6D+1, con: magic trick 7D, gambling 5D+2,
gambling: Sabacc 6D+2, hide 6D+1, search 5D
STRENGTH 2D+2
Brawling 4D, climbing/jumping 3D+2, stamina 4D+2
TECHNICAL 2D+1
Computer programming/repair 4D+1, security 4D+2

Species: Unknown (Humanoid)
Gender: Male
Character Points: 5
Move: 10

Capsule: Little is known about the masked, nimble-fingered cardsharp called “the Dealer” — though rumor has it that he began his career in the Core Worlds, as a humble street magician, before becoming acquainted with the Pyke Syndicate's Kessel capo, Quay Tolsite. Quite well known, however, is that the humanoid’s skill at prodigious prestidigitation insures he shall remain a fixture at Sabacc tables throughout the Outer Rim's seedy underworld.

Equipment: Blaster pistol (4D damage, range: 3-10/30/100, ammo: 100), custom-made breath mask with spice-snifter (the dealer’s mask not only obscures his face, it also incorporates a unique breathing apparatus which allows the wearer to breathe normally in varying atmospheric conditions, while also allowing him to ingest spice, other narcotics or tabac, by affixing various vials to its cygar-nozzle; provides +1 vs. physical and energy damage; covers face only), hold-out blaster (3D+1 damage, range: 2-4/8/12, ammo: 10), holster, Kyuzo-inspired visor (wide metal brim provides +1D vs. physical damage, +2 vs. energy; shields eyes from harsh overhead lighting conditions; covers forehead only), leather gaiters (+1 vs. edged physical damage; covers shins and ankles only), leather poncho (+1 vs. edged physical damage; +1D bonus to Hide attempts), swoop, utility bandolier and belt.

Sources: Solo: A Star Wars Story film, https://www.starwars.com/news/solo-a-star-wars-story-designs, https://www.youtube.com/watch?v=WQRi66zb9ww, and Wookieepedia. Stats and text by Telsij. Capsule text inspired by above-linked YouTube video by magician Steven Bridges re: his role in Solo. Image: Solo concept artwork for the character who would become "the dealer" by Adam Brockbank.
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Pel
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PostPosted: Mon Mar 11, 2019 12:55 pm    Post subject: Reply with quote

"I'm your huckleberry. That's just my game".

Another outstanding writeup, sir! Props for using legerdemain, a word we don't employ often enough.
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PostPosted: Mon Mar 11, 2019 4:26 pm    Post subject: Reply with quote

Telsij wrote:
Thank you — and I'm glad SW finally cribbed the cyber-tattoo thing from other Sci-Fi universes. I'm sure we'll see it as sign of group/gang/arcane order membership in new canon in the near future, if we haven't somewhere already in the old EU. Only a matter of time!

Interesting uses you describe. The invisible-when-deactivated already seems plausible-ish today, with say UV/blacklight inks. The ripple effect timed to the wearer's heartbeat makes for a great visual. Will have to steal that...

If you can dig up a copy of the WH40K 1E book Rogue Trader (the main rulebook), the descriptions are on page 270, under the sub-section "Skinplants and Electoos."

Another possibility would be something like the palm-phone implant seen in the recent remake of Total Recall. Granted, the implant in that film was a bit thicker than what I'm picturing, but the idea is there...

Quote:
So! Now powered by an extra hour of sunlight, here is today's "SOLO Sunday" edition of Obscure Character Archive: the Sabacc dealer played by UK magician Steven Bridges in Solo: A Star Wars Story.
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.
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Whill
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PostPosted: Mon Mar 11, 2019 9:52 pm    Post subject: Reply with quote

CRMcNeill wrote:
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.

That sounds like an interesting character.
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PostPosted: Mon Mar 11, 2019 10:04 pm    Post subject: Reply with quote

Whill wrote:
CRMcNeill wrote:
Nice. Reminds me of a Force sensitive Faleen Gambler I played in a PBeM game a few years back.

That sounds like an interesting character.

He was, indeed. He's actually the only PC from those days I still have stats for (Darth Harddrivecrash cleaned me out).
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PostPosted: Sun May 19, 2019 12:11 pm    Post subject: Reply with quote

HAPPY (QUITE BELATED) MAY THE 4TH !

As well as happy (also belated though less so) birthday to the Maker himself —
and (at least on-time) 20th Anniversary of The Phantom Menace.

In honor of that, am reposting my write-ups for the two onscreen Lucas-homage characters:

PAPANOIDA, Arrogant Pantoran Noble and Playwright
https://drive.google.com/file/d/0B-7Q2Dm1-OcIZEMwcDlzZnhudjQ/view

JORG SACUL, Even-keeled Commander and Alliance Flight Instructor
https://drive.google.com/file/d/0B-7Q2Dm1-OcIeTdHeDNfLXNWeG8/view


***********

Pel wrote:
"I'm your huckleberry. That's just my game". 

Another outstanding writeup, sir! Props for using legerdemain, a word we don't employ often enough.

Thank you, Pel! I prefer legerdemain to the similar prestidigitation. Legerdemain is more elegant, while prestidigitation is more pretentious!

And if only he’d had a Doc Holliday-esque role! Alas, like so many of the great costume/character designs, he gets only a shot or two of screen time. At least he gets to do the across-the-body and through-the-air card shuffle.

CRMcNeill wrote:
If you can dig up a copy of the WH40K 1E book Rogue Trader (the main rulebook), the descriptions are on page 270, under the sub-section "Skinplants and Electoos." 

Another possibility would be something like the palm-phone implant seen in the recent remake of Total Recall. Granted, the implant in that film was a bit thicker than what I'm picturing, but the idea is there... 

Thank you for the book and page ref, CRMcNeill. Would be interested to see how they reflect it in game mechanics.

He was, indeed. He's actually the only PC from those days I still have stats for (Darth Harddrivecrash cleaned me out).

CRMcNeill wrote:
Because of the Rule of Two, hopefully Darth Harddrivecrash was not accompanied by other sinister computer woes.

I second Whill’s that-sounds-like-an-interesting-character. If you do track down the stats, would you be up for posting his write-up? (If you haven’t already.)
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PostPosted: Sun May 19, 2019 6:49 pm    Post subject: Reply with quote

Telsij wrote:
Thank you for the book and page ref, CRMcNeill. Would be interested to see how they reflect it in game mechanics.

Frankly, that whole section of the book (on the technology of the WH40K universe) is worth the read, as it suggests some interesting tech options that very easily transfer over to the SWU. Let me know if you can't find a copy, and I'll see if I can't transcribe it and post it here.

Quote:
I second Whill’s that-sounds-like-an-interesting-character. If you do track down the stats, would you be up for posting his write-up? (If you haven’t already.)

Well, since you asked...

Bear in mind that this is a very detailed background.
    TEMPLATE TYPE: Roguish Noble
    CHARACTER NAME: Xaylar aq Duxzhar
    PLAYER NAME: Charles McNeill
    SPECIES: Faleen
    HOMEWORLD: Faleen
    GENDER: Male
    AGE: 56 (Faleen Young Adult)
    HEIGHT: 2 meters (6’ 7”)
    WEIGHT: 120 kilograms (294 lbs.)

    PHYSICAL DESCRIPTION:
    Tall, athletic, handsome, but with green skin and a reptilian crest that starts on his lower skull and runs part-way down his back (rises and falls depending on emotional state). Has rather oriental features in a thin, aristocratic face. Violet eyes. Straight black hair (mid-back length) that is brought together in a score of small braids. Fingernails sharpen to claw tips about 2 cm. long. Winning smile, somewhat offset by rather pointy teeth. When at a gambling table, he has perfected the preternatural stillness and unblinking stare of a reptile, which has served him well.

    BACKGROUND:
    Xaylar is the fifth, and youngest, son of House Duxzhar; a minor family of the Faleen nobility. He was always a bit spoiled, but his innate goodness and natural ability kept it from becoming a major problem in his life. As the youngest son, he was in no position to inherit any position, so he began to feel a need to “find his own kingdom”. So, when he came of age, he went on a “pilgrimage”. Adolescent Faleen tend to go on “pilgrimages”, exploring the galaxy before returning home, usually never to leave again.

    With Xaylar, it was different. Once he saw how much of the galaxy there was, he just couldn’t go back. His luck with gambling and women (almost) never ran out, and he had a grand time.

    When he discovered gambling, he really hit his stride. His luck (a result of Force Sensitivity, although he doesn’t know this) combined with his unnerving reptilian stillness at the gambling table has served to win him some large amounts of money. He uses the money to purchase first-class tickets on various starlines to move around the galaxy. On the occasions that he is short of currency, his common practice is to seduce beautiful rich women with staryachts that take him along for the ride. He is the stereotypical handsome drifter, having fun around the galaxy.

    However, he feels that there is something missing. There is an innate goodness about him that affects all of his actions. He is honor bound to never cheat at the table, and sometimes, even when he wins, he feels compelled to spend his money for the good of others. Once, he won 5,000 credits in a sabacc game, and, in a random act of kindness, gave it all as an anonymous donation to a homeless family that he happened to pass outside of the casino. As yet, he has found no real focus for his good deeds, but he has been getting strange dreams and flashes of intuition that seem to be guiding him somewhere.

    PERSONALITY:
    Charming, unfailingly polite. Tends to be a tad bit arrogant, but never overbearingly so. A good sport, whether winning or losing. Does very well with members of the opposite sex (innate charm enhanced by the Faleen pheromone ability). A streak of goodness often causes him to do strange and randomly altruistic things with his money,. He has most of the qualities that humans find noble. Faleen emotions tend to run to extremes, so that normal emotions are exaggerated. When he is calm, he seems almost emotionless. When he is happy, he seems giddy. When he is angry, he seems enraged.

    A QUOTE: “Always carry a hole card.”

    ATTRIBUTES & SKILLS:
      Dexterity 3D+2
        Blaster – 4D+1
        Brawling Parry
        Dodge
        Melee Combat – 5D+1
        Thrown Weapons – 5D
        Sleight-of-Hand – 5D+1
      Knowledge 3D
        Alien Species
        Bureaucracy
        Business
        Cultures
        Intimidation
        Languages
        Planetary Systems
        Streetwise
        Value
      Mechanical 2D+1
        Astrogation
        Repulsorlift Operation
        Space Transports
        Starship Gunnery
        Swoop Operation
      Perception 4D
        Command
        Bargain
        Con
        Forgery
        Gambling – 6D+1
        Hide
        Investigation
        Persuasion – 5D+1
        Search
        Sneak
      Strength 3D
        Brawling
        Climbing/Jumping
        Lifting
        Stamina
        Swimming
      Technical 2D
        Computer Programming / Repair
        Droid Programming
        Droid Repair
        First Aid
        Security
    SPECIAL ABILITIES:
      Attractant Pheromones
        Exuding special pheromones and changing skin color to affect others gives Faleen a +1D bonus to their Persuasion skill, with an additional +1D for each hour of continuous preparation and meditation to enhance the effect (to a maximum bonus of +3D for any one skill attempt, and the attempt must be made within one hour of completing meditation).

      Amphibious
        Faleen can “breathe” water for up to 12 hours. They receive a +1D to any swimming rolls.

      Emotional Control
        Because of their reptilian heritage, Faleen are very adept at controlling and concealing their emotions. Any Faleen automatically receives +1D to any Willpower or Knowledge roll involving controlling or concealing emotions. However, if the Faleen fails the roll, they receive a -1D to conceal their emotions for 1D subsequent rounds, as a flood of contained emotions temporarily overwhelms them.

    STORY FACTORS:
      Rare
        Faleen are rarely seen throughout the galaxy since the Imperial blockade in their system severely limited travel to and from their home system.

    MOVE: 10
    FORCE SENSITIVE?: Yes
    FORCE POINTS: 2
    DARK SIDE POINTS: 0
    CHARACTER POINTS: 24

    ROUND-OUT QUESTIONS:
      How did you character first meet Master Koman?
        When he was twenty years old, Xaylar met a Jedi on his homeworld of Faleen. That Jedi was accompanied by a young Padawan named Koman. At the time, although Xaylar showed promise, the Jedi rejected him, perhaps sensing the coming of the purge. However, he made sure that Xaylar, still technically a Faleen child, was well introduced to Koman. At the time, the reasons were unclear to both youngsters. Koman later encountered Xaylar in his guise as Count Fernand de Morcerf, inviting Xaylar to join up with the Praxeum under the guise of Cartelius Tours, hinting at something bigger and better than a simple safari. Intrigued, Xaylar agreed to meet Koman. After all, if he finds it tiresome, he can always back out...

      What do you think of Master Koman?
        At their first meeting, the adolescent Xaylar was impressed by the maturity of the young Padawan. Now, as a much more seasoned citizen of the galaxy, he still respects Koman’s maturity and intelligence, but with a seasoning of cynicism, and the gambler’s eye for the hidden angle.

      What do you think of the Force and the Jedi?
        At 57, Xaylar is old enough to remember the Jedi before the purge. He even met one when he was twenty years old, and has very positive memories of the encounter. Despite the Empire’s propaganda about the dangerous evil that the Jedi presented, he still doesn’t believe it, for a variety of reasons.

      Describe your lifestyle.
        At home, Xaylar lived the irresponsible life of a young playboy. His family was wealthy and connected, and they put him through school. When he left for his “walkabout”, he slowly learned a new life. He makes his living gambling and, occasionally, off of “loans” from wealthy women. He dresses well and lives well.

      What are you personal goals? What drives you?
        Xaylar has yet to realize his personal goals. His as-yet unending walkabout across the galaxy is, although he doesn’t even know it himself, a search for something bigger than himself. As the youngest son of minor nobles, he was in no position to inherit anything other than leftovers on Faleen. What he wants is to make his own mark, doing something worth doing. His inate goodness prevents him from turning totally to selfish pursuits, like his distant cousin Xizor. His true purpose will only be found when he finds a way to serve others (such as becoming a Jedi).

      Do you have any enemies? Who? Why?
        He hasn’t really gone out of his way to make enemies, but when you are a gambler, sometimes you leave enemies in your wake without even knowing about it. Xaylar is a good sport, winner or loser, but his opponents are not so gracious. In addition, because of his “extra-curricular activities” with beautiful, wealthy women, there may be a few jealous significant others that are willing to go out of their way for revenge.

      What conflicts may arise during the adventure due to your past?
        His interest in gambling could cause distractions if off-planet, and could cause friction if any of the other characters loses money to him. In addition, because of his charm and pheromones, he may attempt to seduce one of the female characters, just for fun. Definite potential for conflict.

      Do you have a criminal record? Why? Are you still wanted?
        No official criminal record, but there may be some sore losers in his past who are trying to make trouble for him.

      Was your life effected by the rise of the Empire? What do you think of the Empire now?
        The Empire blockaded Faleen after the destruction of the Xizor family city. As a result, Xaylar has had little contact with his family. He worries about them on occasion, especially when he receives rare messages from them that get through the Empire’s content screening.

      Who do you care about in the universe? (e.g. parents, pets, children, friends...)
        He has a family, with two older brothers. Even though he is the black sheep of the family, and they are constantly exasperated with him, they still love each other greatly. He had some semi-close relatives who were killed in the Empire’s bombardment of Xizor’s home city, and that definitely colors his views on the Empire.

      What hobbies do you have? I'm willing to give extra D to skills that may help define a character.
        Xaylar has very well-developed manual dexterity. Rather than simply being able to pick pockets, Xaylar is skilled at manual magic tricks, and is always playing with his Sabacc Card deck. As a nervous habit at idle moments, he will sit completely motionless and play with the card deck. As a side benefit, he has become very skilled at concealment of small objects, as well as small thrown weapons.


      FRIENDS:
        Daari Jelicho –
          A young debutante who spent a full month with Xaylar, parting on good terms. She is fairly rich, and travels around in a Baudo-Class Staryacht. Because she is rich and has few responsibilities, she travels a circuit of various vacation worlds and just “hangs out”, except when daddy yanks on her chain and reels her in. A bit irresponsible, but friendly, intelligent, and charming. (Note: IMO, Daari is an example for several different women in Xaylar’s past, as he usually tries to leave on good terms).

        Xad (See The Far Orbit Project for Stats)–
          A fellow Faleen young nobleman who is out on his “pilgrimage”. The two share similar interests in the galaxy at large. Xad tends to be a bit more conservative than Xaylar, and isn’t as prone to random acts of kindness. While Xad is not listed as an
          active crewmember for the Rebel Privateer Far Orbit, he is listed among the principle candidates for new recruits. I assume that, roughly around the same time as this current campaign, Xad becomes a crewmember of the Far Orbit.

        Morgan Laddo –
          An on-the-rocks smuggler who was given a helping hand by Xaylar. In trade for a passenger run, Xaylar used his sabaac winnings to get Laddo’s ship out of hock with a local crime lord. Laddo is a good-hearted type, and got to like Xaylar, during the subsequent passenger run. If ever needed to do a favor for Xaylar, he would be secretly glad to do so, but would gripe about it to no end (and then still do another favor for him, later).

      ENEMIES:
        Janaton Jelicho –
          Daari’s father, and a virulent Imperial, he is the sector governor on the Outer Rim. He expects Daari to be a “proper Imperial”, and was furious to learn that his daughter had been consorting with “alien scum” (and that was part of the reason Daari did so). While his influence does not extend as far as he would like, he has made a point to have forces in his sector (and others) watch out for Xaylar, so that he can cleanse this stain on his honor.

        Dugach –
          A Herglic gambler, who was severely humiliated when Xaylar caught him cheating at Sabaac. Dugach barely got away from that encounter with his life, and Xaylar collected a lot of money from him. Dugach is a sore loser, and is aching to get revenge on “that meddling little lizard”. Dugach doesn’t have much in the way of resources, but that can change suddenly when you are a gambler. It would not be too surprising to have Dugach suddenly show up looking for Xaylar, either with powerful weapons or a group of enforcers.

        Dorrit Blayin –
          A small-time crime lord with Black Sun, he attempted to run an extortion scheme on Xaylar, and tried to lock him up as part of said scheme. However, he failed to properly search Xaylar for weapons. Xaylar escaped Blayin’s stronghold, and managed to sabotage it rather thoroughly on the way out. Because Blayin was running this scam on the side, he is anxious to keep his Black Sun masters from discovering the truth. That aside, he is a vengeful man, and he considers Xaylar both a loose end and a wound to his pride.


    EQUIPMENT:
      Blaster Pistol
        Model: TorTech Armaments T580 Blaster Pistol
        Type: Blaster Pistol
        Scale: Character
        Skill: Blaster: Blaster Pistol
        Ammo: 100
        Cost: 750 (Power Packs: 25)
        Availability: 2, F, R, or X
        Range: 3-10/30/120
        Damage: 4D
        Game Notes:
          TorTech is a relatively new venture specializing in a classier type of personal weapon. Instead of BlasTech’s trademark exposed machinery on their weapons, TorTech prefers to enclose the blasters in much sleeker finishes, with more streamlined bodies (i.e. more like Earth weapons). This particular variant is TorTech’s entry into the blaster pistol market. Unlike the DL-18, the power pack is mounted in the base of the pistol’s grip, conserving space and resulting in a more compact design. Optionally available with a chrome finish, TorTech’s designs are rapidly becoming the weapon of choice for the buyer just as concerned with image as function.
        Accessories:
          Shoulder Holster
            Designed to be worn under a coat, this holster is not as easy to reach as the standard thigh holster (-1 to Quickdraw rolls), but is much more easily concealed (+1D to Hide). In addition, the holster also offers storage pouches for 2 additional power packs.
      Hold-Out Blaster
        Model: TorTech Armaments H704 Hold-Out Blaster
        Type: Concealable Blaster
        Scale: Character
        Skill: Blaster: Hold-Out Blaster
        Ammo: 6
        Cost: 350 (Power packs: 25)
        Availability: 2, R or X
        Fire Rate: 1
        Range: 3-4/8/12
        Damage: 3D
        Game Notes:
        See Game Notes for Blaster Pistol.
        Accessories:
          Wrist Holster
            Designed to conceal a small weapon under a long shirt sleeve, and be easily accessible (Adds +2 to Quickdraw rolls, and +1D+1 to Hide, when wearing a long sleeve shirt). Includes storage for 2 extra clips, but the sleeve must be pulled up to access.
      Cane Vibro-Sword
        Model: LaserHone’s Gentleman’s Vibrorapier
        Type: Discrete Personal Combat Vibroblade
        Cost: 500 credits
        Skill: Melee Combat
        Availability: 2, R
        Difficulty: Moderate
        Damage: Str+2D+2 (Max: 6D+2)
        Game Notes:
          This particular vibro-weapon is concealed as a long cane (1 meter in length). The upper .25 meters of the cane is, in fact, the grip of the sword, and the blade itself runs most of the length of the scabbard.
        Accessories:
          Stun Baton Scabbard
            Model: Merr-Sonn / LaserHone Stun Scabbard
            Type: Disguised Stun Baton
            Skill: Melee Combat
            Cost: 500
            Availability: 2, R
            Difficulty: Easy
            Damage: Str+2D+1 (Stun only; Str+1D if Stun Charge deactivated)
            Game Notes:
              The scabbard of the Canesword also doubles as a Stun weapon. The upper .2 meters is used as the grip, while the remainder carries and transmits the Stun charge. In addition, the Scabbard is sufficiently durable to be used as a parrying weapon against vibro-blades.
      Molecular Stiletto
        Model: Xana Exotic Arms MSW-9
        Type: Mono-Molecular Bladed Hand Weapon
        Scale: Character
        Skill: Melee Combat: Stilleto
        Cost: 400 credits
        Availability: 4, R or X
        Difficulty: Moderate
        Damage: Str+2D
        Game Notes: Disguised as a slightly thick writing stylus (can even be used as such)
      Throwing Knives (2)
        Model: Ornate Throwing Knife
        Type: Melee Weapon
        Scale: Character
        Skill:
          Melee Combat: Knife
          Thrown Weapons: Knife
        Cost: 100
        Availability: 2
        Difficulty: Very Easy
        Range: 2-3/5/10
        Damage: Str+1D (max: 6D)
        Accessories:
          Wrist Sheath
            Designed to conceal the knives under a long shirt sleeve (adds +1D+1 to Hide when wearing long shirt). Allows knives to be dropped out handle first into the user’s palm.

      Comm-Pad w/ Mini-Recording Rod (Combines functions of a Datapad, Com-Link, and Recording Rod.)

      Ornamental Style Chronograph
      Pocket Watch on chain, but with the same functions as standard chronograph. Tells time in local and galactic standard. Also includes an alarm, a basic atmospheric readout, a timer, and a stopwatch.

      Sabaac Deck

      Basic Security Toolkit (Concealed in various hidden pockets on his person)

      Cigara Case (36 cigaras with a lighter)

      Set of Matched Luggage
      Several Suits of Fine Clothing
      Toiletries Kit

      10,000 credits

_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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