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Obscure Character Archive!
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Telsij
Captain
Captain


Joined: 07 Dec 2016
Posts: 509

PostPosted: Thu Nov 07, 2019 11:11 pm    Post subject: Reply with quote

Updates to previous WARBIRD entries:

- For SYNARA SAN: Added her familiarity with flight data encryption (as seen in this past Monday's episode "The Engineer") and converted her brawling die code into a Martial Arts specialization. While still more of a brawler than someone with a formally-trained/taught fighting style, Synara has shown the ability to knock someone flat with a single punch or elbow smash, as well as disarming an opponent -- basically also by "smashing" soething out of someone's hands. And so, giving her the Instant Knockdown, Elbow Smash and Disarm techniques under a Martial Arts specialization seemed more accurate to how her fighting ability is portrayed onscreen. Also adjusted her piloting specialization from the too-specific make/model of ugly, to simply "uglies" under space transports.

- For KRAGAN GORR: added undersea vehicle familiarity. And...

- For KRAGAN GORR, VALIK, and SKREEK: Also converted their too-specific type of make/model-ugly specializations into just an "uglies" one, under either space transports or starfighter piloting.

- For the GALLEON: Corrected its number of ventral cannons, after "new" concept art was released from this past Monday's episode, which showed an unobscured image of the ship's underside.

***********

And speaking of the Warbirds, here are SNARL, DRELL, and GORK — along with species stats for the HASSK!

While not quite the "three stooges" as Forceally noted, these three did provide their share of comedy.

Though SNARL has always been a manic character, DRELL was initially introduced as more of a genuinely menacing and capable character, before becoming more of a comedy relief one in the second season. And so, because he was shot at close range in season one, in universe I've attributed his character's change in tone to some lingering psychological effects he suffered as a result of that injury!

And GORK, the Gamorrean pirate who appeared at the end of Season One was finally given a name — and more to do — in season two. Interestingly enough, the name given is clearly an homage to the mutated Gamorrean character of GORC from the Jedi Knight videogame! It's (almost certainly) no coincidence Gork was given a helmet that resembled Gorc's, and so to further the homage, I included a nod to Legends/EU Gorc in Gork's capsule text!

Only one more named Warbird (TOOMS) left! And so, he and the five remaining thus-far-unnamed Warbirds will get shorter single paragraph stat blocks soon!


***********

SNARL
Type: Boarder



A Quote: "And salvage! We love salvaging."

DEXTERITY 3D+2
Blaster 4D+2, dodge 4D, running 4D, vehicle blasters 4D
KNOWLEDGE 2D
Intimidation 3D, intimidation: maniacal enthusiasm 4D+2
streetwise: Warbirds 3D, survival 3D, willpower 3D+1
MECHANICAL 3D
Starfighter piloting 4D, starfighter piloting: uglies 5D,
starship gunnery 4D+2
PERCEPTION 3D
Search 4D
STRENGTH 3D+2
Brawling 4D, climbing/jumping 4D, lifting 4D, stamina 4D
TECHNICAL 2D+2
Equipment repair 4D, space transport repair: uglies 3D+2
starfighter repair: uglies 3D+2

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



Special Abilities and Story Factors:
  • Collector: In part due to the First Order granting the pirates access to Imperial caches of armament and supplies, but in larger part due to his own hoarding habits, Snarl enjoys accumulating and wearing Imperial rank insignia. He will attempt to lay claim to any rank badges found in the course of a raid, or while salvaging.

  • Fangs and Sharp Teeth: Hassks possess sharp, terrifying fangs. In game terms, a Hassk's fangs inflict STR+1D damage on targets if used in combat, and at the GM's discretion, may also grant +1D to a Hassk's intimidation rolls when his fangs and sharp teeth are bared.

  • Night Vision: In service of the hunting required of them on their homeworld, Hassks have developed excellent night vision. In game terms, they can see clearly in low-light conditions and in darkness without penalty.

  • Sensitive Hearing: To aid their hunting, Hassks have developed very sensitive hearing. In game terms, a Hassk gains +1D to search rolls that involve sound.

Capsule: As a member of Kragan Gorr's pirate gang, Snarl takes great pleasure in the most infamous past times the profession requires.

A bit of a wild-card in terms of boisterous behavior, Snarl enjoyed picking through the plunder of any given raid and extracting Imperial rank badges whenever he happened upon them, almost as much as the exhilaration of the raid itself. And because Snarl was not, to put it kindly, among the brightest of the Warbirds, he was often kept in the dark about Kragan's larger plans and was content to simply follow orders. This nearly led to Snarl blowing Synara San's cover however, when the Hassk happened upon the Mirialan pirate masquerading as an ordinary salvager, while the Pirates were layign siege to the Colossus refueling platform. Fortunately for Synara, she had both the better fighting skills as well as the element of surprise, knocking Snarl unconscious with a single punch.

Once the Warbirds were betrayed by the First Order, and wound up joined the Colossus crew, Snarl and his cohorts could be found slugging back drinks and squabbling amongst themselves. But when duty calls, he has an unabashed fondness for plundering and pillaging.

Similarly, the Hassk was thrilled to embark upon the Jakoosk hunt Kragan committed the Pirates to — without quite realizing that he would be in over his head. Flying one of the Warbirds' skiffs to an otherwise deserted ice moon for the hunt, Snarl and the Weequay Drell appeared to plummet to their doom, when the skiff collided with the massive, fkaying Jakoosk creature. The duo somehow survived the impact with the snowy surface far below, and would later manage to escape the Jakoosk's pursuit by stealing the starships of Kazuda Xiono and Torra Doza, leaving the latter two stranded. Though Snarl escaped with his life, he and Drell were later made to apologize to Kaz and Torra, who forgave the pirates, citing their pirate nature and the expected behavior that came with it!

Equipment: Aviator/pilot skullcap, bandolier and utility belt decorated with at least nine Imperial rank insignia, blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, Imperial rank badge... worn as badge, partial set of Stormtrooper armor (includes shoulder guards, forearm bracers, and shin guards: +2D vs. physical, +1D vs. energy, -1 penalty to Dexterity and Dexterity-related actions; covers torso only), wrist and shin wrappings.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/databank/snarl , and Wookieepedia. Images: Wookieepedia screen capture (from Snarl entry) and retouched screen capture from Star Wars: Resistance animated series S2E4: "Hunt on Kelsor 3". Capsule text's first and third paragraph incorporates text from https://www.starwars.com/databank/snarl . Stats, text, and minor image retouching by Telsij.


**********

DRELL
Type: Pirate



A Quote: "Synara… how goes the mission? Enjoying your new home?"

DEXTERITY 3D+2
Blaster 4D+2, dodge 4D, grenade 5D+2, running 4D, vehicle blasters 4D+2
KNOWLEDGE 2D
Intimidation 4D+1, planetary systems 4D,
streetwise 4D, streetwise: Warbirds 5D+1,
survival 4D, value 3D
MECHANICAL 3D+2
Repulsorlift operation 4D+2, space transports 4D+2, starfighter piloting 4D,
starfighter piloting: uglies 5D, starship gunnery 4D+2
PERCEPTION 3D
Hide: explosives 5D, search 4D, sneak 4D
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 4D, lifting 4D, stamina 4D+2
TECHNICAL 3D
Demolition 5D+1, equipment repair 4D, security 4D

Species: Weequay
Gender: Male
Dark Side Points: 1
Character Points: 5
Move: 10



Special Abilities and Story Factors:
  • Attitude Problem: Drell takes a measure of sadist's glee in destruction and lashing out at others. He cruelly mocked Synara San on her forced separation from their pirate band, and was more than willing to kidnap and ransom off Captain Doza's daughter Torra Doza to the First Order. Even after being shot at close range by members of the First Order, Drell remained gruff and quick to anger. However, he also appeared to suffer lingering psychological effects from the incident. After physically recovering from his injuries, Drell began to display wilder, more maniacal, even comical tendencies, that strayed from his earlier more serious persona.

  • Energy Resistance: Weequays have developed tough, leathery skin that allows them to better endure the harsh conditions of their homeworld, Sriluur, while also granting some measure of natural resistance to blaster fire. Weequays gain a +2 modifier to Strength to resist energy damage, including the effects of severe weather and blaster weaponry.

  • Pheromone Communication: Weequays of the same clan are capable of communicating with one another by emitting complex pheromones. This form of communication is as complex and clear to them as speech is to other species. Weequay can communicate silently in this way, within a maximum range of 30m. Force users are able to sense Weequay pheromones and any species with strong olfactory abilities can detect them by scent, however, this does not allow them to understand what is being communicated.

Capsule: As part of Kragan Gorr's pirate gang, Drell is a competent crewman entrusted with important missions, who seems to derive a warped sense of joy from wreaking havoc in the galaxy and shooting down enemy fighters. Despite his fearsome appearance and gruff attitude however, his skills were no match for the First Order.

While he and Valik successfully kidnapped Torra Doza from the Colossus with the aid of Synara San's intel, displaying ingenuity and skill in accomplishing the task, Drell was nonetheless taken by surprise when the First Order betrays the Warbirds during the prisoner-for-payment exchange.

Although shot in the chest that night, Drell would later make a full recovery — though he seemed to suffer lingering psychological effects from the blast. Drell began to act more and more like the maniacal Hassk, Snarl. The two even seemed to share a knack for cheating death. Having already endured being shot at close range, Drell would later survive a planetside plunge from great heights, when the skiff that he and Snarl were piloting was downed by the massive manta-like creature known as the Jakoosk. However, the two managed not only to survive both the fall and the Jakoosk’s subsequent pursuit of them as a potential meal, they also managed to steal the starfighters of Kaz Xiono and Torra Doza in order to make their escape!

While still intensely loyal to Kragan — proclaiming to Kaz that, "We lackeys only take orders from one tyrant, Captain Kragan!" — Drell's role within the Warbirds appeared to diminish after the pirates joined forces with the crew of the Colossus. Once among the higher-ranking members of the pirate gang, Drell receded into more and more of a support role as time wore on, with his responsibilities largely taken over by Synara San, as the Miralan took on more of a command role upon returning to the Warbirds, after her time spent as a spy on the Colossus.

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), fingerless gloves, holo-comlink, ion grenades (7D/5D/3D/2D ionization, range: 3-7/20/40, blast radius: 0-2/4/6/10; Game Notes: Features adjustable timer ranging from immediate effect to 1-3 rounds), knee guards (+1 vs. physical and energy; protects knees only), Stormtrooper variant armor (+2D vs. physical, +1D vs. energy, -1 penalty to Dexterity and Dexterity-related actions; covers torso only), thermal detonators (10D/8D/5D/2D damage, range: 3-4/7/12, blast radius: 0-2/8/12/20, Game Notes: Most thermal detonators had fixed field yields and radii, along with timers. Some, such as those used by Imperial stormtroopers, featured adjustable timers, with settings typically ranging from 6 to 18 seconds (1-3 Rounds), others explode via contact. Settings adjusted via thumb trigger), utility belt and holster.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/databank/drell , https://www.starwars.com/news/buckets-list-extra-8-fun-facts-from-synaras-score-star-wars-resistance , and Wookieepedia. Images: Wookieepedia screen capture from Star Wars: Resistance animated series and https://www.starwars.com/news/buckets-list-extra-8-fun-facts-from-synaras-score-star-wars-resistance . Capsule text's first paragraph incorporates text from https://www.starwars.com/databank/drell . Stats and text by Telsij.


**********

GORK
Type: Raider



DEXTERITY 3D+1
Blaster 3D+2, brawling parry 5D, melee combat 5D+2,
melee combat: Thogk war club 6D+2, melee parry 4D
KNOWLEDGE 2D
Intimidation 5D, streetwise: Warbirds 3D, survival 3D
MECHANICAL 2D
Repulsorlift operation 3D+2, starfighter piloting 3D,
starfighter piloting: uglies 4D, starship gunnery 3D
PERCEPTION 3D
STRENGTH 4D+2
Brawling 5D+2, lifting 6D+2, stamina 5D+2
TECHNICAL 2D

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



Special Abilities and Story Factors:
  • "Friendly" Rivalry: Gork enjoys a (perhaps) good-natured rivalry with the Trandoshan Skreek. When sparing or simply when tempers flare, Gork and Skreek can often be found trading blows that would otherwise lay low many less formidable opponents. Skreek appears to take such things more seriously however, whereas Gork manages to enjoy an oinking belly laugh amid fisticuffs.

  • Great Stamina: Gamorreans have great stamina. In game terms, if Gamorrean characters fails a stamina check, they may immediately make a second check to succeed, but must accept the second result.

  • Reputation: Gamorreans are widely regarded as primitive, brutal and mindless. Gamorreans who attempt to show intelligent thought and manners will often be disregarded and ridiculed by fellow Gamorreans.

  • Voice Box: Due to their unusual voice apparatus, Gamorreans are unable to pronounce Basic, although they understand it perfectly well.

  • Working Contracts: Gamoreans work only for people who beat them on a fight. And being a formidable fighter himself, this is likely what occurred between Kragan Gorr and Gork.

Capsule: Unlike many of his fellow Gamorreans, Gork lived the life of a spacer. He was as much at home roaming the spacelanes, as he was with a weapon in hand. Very much like many other Gamorreans however, Gork came to lead such a life because of his brawn. As a member of Kragan Gorr's band of pirates, Gork used his brute strength to pillage and plunder. And while he may never be an ace pilot, the Gamorrean has proven more than capable of contributing his share of destruction to the Warbirds' ship-to-ship raids or planetside airspeeder assaults. And as a Warbird, Gork also enjoyed a good-natured rivalry with the Trandoshan Skreek. Brawling and rough-housing were already commonplace among pirates, but because Skreek and Gork represented two of the strongest members of the Warbirds, they often traded blows in an ongoing game of burly one-upsmanship — though Skreek appeared to take such matters more seriously, while Gork managed to enjoy an oinking belly laugh at the results.

And because he was marginally more mechanically-inclined than the majority of his porcine brethren, Gork was asked the question of how he came to be such a good (ie: adequate) spacer more than once. And in answer, Gork spun some truly farfetched yarns. From horror stories of being subjected to genetic engineering at the hands of an Imperial menace he knew only as the "Monster Maker", to boasts of mastering a lightsaber-like "lightclub" that he had fashioned from a traditional Gamorrean Thogk, to almost charming tales of traveling with his "brother", a Kowakian Monkey-Lizard named Pik (or possibly Pic, or even Pikk — it was difficult to tell exactly how the name was really spelled or pronounced, for few of his pirates fully understood Gamorrese), Gork had written himself quite the legend(s) indeed!



(Above: How Gork pictures himself when telling his tales.)

Equipment: Blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), customized Imperial Gunner's helmet (+1D vs. physical, +2 vs. energy, equipped with internal comlink; targeting computer link-up within helmet is currently damaged/non-functional; covers head only), Imperial Army Trooper chest plate (+1D vs. physical and energy; covers torso only... barely); mismatched/partial armor pieces (forearm bracers, knee guard, and shin guard: +2 vs. physical and energy; covers arms and legs only), ill-fitting gray flightsuit/jumpsuit, utility belt with oversized buckle (worn as point of pride) and extra-large compartments.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , https://www.starwars.com/news/buckets-list-extra-the-engineer-star-wars-resistance , Wookieepedia, and Star Wars: Dark Forces II: Jedi Knight videogame. Images: Character illustration by Jason Pichon, screen capture from Star Wars: Resistance animated series, Wookieepedia screen capture from Star Wars: Dark Forces II: Jedi Knight videogame. Stats, text, and minor image retouching by Telsij.

(Species Note: Though they are still (relatively) few, because there have now been a number of Gamorrean spacers — such as Xob the jack-of-all-trades henchman for Olag Greck from Dark Horse's EU/Legends Star Wars: Droids comics, the blaster-wielding Gamorrean member of the Pirates of Tarnoonga from the Droids animated series, the group of blaster-wielding Gamorrean guards from Marvel's relaunched Star Wars comics, and the sequel trilogy era's "Squeaky" from Sidon Ithano's pirate crew and Gork of the Warbirds — I considered the maximum MEC and TEC of the Gamorreans to be 2D, not 1D+2. Alternatively, because WEG's rules-as-written give Gamorreans only 17D, the trade-off for Gork to stay at 17D but exceed species limits by a pip in two attributes seemed to be more than a fair exchange.)


**********

HASSK
Homeworld: Hasskyn

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

Move: 10/12

Special Abilities and Story Factors:
  • Fangs and Sharp Teeth: Hassks possess sharp, terrifying fangs. In game terms, a Hassk's fangs inflict STR+1D damage on targets if used in combat, and at the GM's discretion, may also grant +1D to a Hassk's intimidation rolls when his fangs and sharp teeth are bared.

  • Night Vision: In service of the hunting required of them on their homeworld, Hassks have developed excellent night vision. In game terms, they can see clearly in low-light conditions and in darkness without penalty.

  • Sensitive Hearing: To aid their hunting, Hassks have developed very sensitive hearing. In game terms, a Hassk gains +1D to search rolls that involve sound.

Capsule: According to the Ithorian artist and traveling chronicler Gammit Chond, "The Hassks are a hairy, aggressive species of subhumanoids. They are almost completely covered in fur, except for their hairless, grey-skinned faces filled with terrifying fangs. They have sensitive hearing and keen night vision, all the better for hunting. Hassks are considered near-feral by many, and are thought of by most as wild animals. They live in a very primitive culture with limited technology. When they were first confronted with space travel however, many left their homes and sought out worlds to wreak havoc, particularly in places of ill repute. The Hassk triplets were thugs whpo spent time at Maz Kanata's Castle stirring up trouble. Led by Varmik, the triplets engaged in skirmishes with their battered VT-33d and DH-17 blasters, but were often thwarted by Kanata's more powerful patrons."

Sources: Star Wars: Resistance animated series, Star Wars: The Force Awakens film, Star Wars: Alien Archive (UK Egmont Edition, p.128), and Wookieepedia. Capsule text adapted from Star Wars: Alien Archive (UK Egmont Edition, p.128). Stats by Telsij.
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OBSCURE CHARACTER ARCHIVE INDEX


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Last edited by Telsij on Mon Dec 09, 2019 11:11 am; edited 18 times in total
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10286
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Fri Nov 08, 2019 1:05 am    Post subject: Re: HASSKs Reply with quote

Telsij wrote:
HASSK
Homeworld: Hasskyn

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

Move: 10/12

Special Abilities and Story Factors:
  • Fangs and Sharp Teeth: Hassks possess sharp, terrifying fangs. In game terms, a Hassk's fangs inflict STR+1D damage on targets if used in combat, and at the GM's discretion, may also grant +1D to a Hassk's intimidation rolls when his fangs and sharp teeth are bared.

  • Night Vision: In service of the hunting required of them on their homeworld, Hassks have developed excellent night vision. In game terms, they can see clearly in low-light conditions and in darkness without penalty.

  • Sensitive Hearing: To aid their hunting, Hassks have developed very sensitive hearing. In game terms, a Hassk gains +1D to search rolls that involve sound.

Capsule: The Hassks are a hairy, aggressive species of subhumanoids. They are almost completely covered in fur, except for their hairless, grey-skinned faces filled with terrifying fangs. They have sensitive hearing and keen night vision, all the better for hunting. Hassks are considered near-feral by many, and are thought of by most as wild animals. They live in a very primitive culture with limited technology. When they were first confronted with space travel however, many left their homes and sought out worlds to wreak havoc, particularly in places of ill repute. The Hassk triplets were thugs whpo spent time at Maz Kanata's Castle stirring up trouble. Led by Varmik, the triplets engaged in skirmishes with their battered VT-33d and DH-17 blasters, but were often thwarted by Kanata's more powerful patrons.

Sources: Star Wars: Resistance animated series, Star Wars: The Force Awakens film, Star Wars: Alien Archive (UK Egmont Edition, p.128), and Wookieepedia. Capsule text adapted from Star Wars: Alien Archive (UK Egmont Edition, p.128). Stats by Telsij.

Cool Telsij, but what is a subhumanoid? A human-shaped species shorter than average humans?

I find the BTS history of these guys to be interesting. Early Wookiee concept art inspired the creation of the Tatooine Manhunt NPC Puggles Trodd. There was a cantina image of a short, tailed version of the species who Puggles was directly inspired by, and Puggles is only 1m tall. Then WEG later leaned on the concept art image of a larger version of the species with no tail in establishing Puggles' species, Lasat. Even though the new species art had no tail like the concept art, the fluff describes them as having tails to be consistent with Puggles. However according to the species height range that made Puggles abnormally short.

The creators of SW Rebels were inspired by the original concept art image of the larger Lasats in creating Zeb. They named the species Lasat although the canon Lasats were now bigger with no tail. Then in the making of TFA, they took inspiration from the concept art of the short tailed cantina alien to make the Hassk, although they removed the tail like with the canon Lasats. As soon as I saw them, I thought, 'Puggles!' But it is funny that within canon they made two similar species from concept art for Wookiees.

In my SWU, Lasats and Hassks are evolutionary cousins. Lasats are the larger ones like Zeb. Hassks are the smaller ones like Puggles, so Puggles is a Hassk in my SWU (and it will be easy to make a live action image of Puggle's species). Neither species naturally has a tail Puggles has a cybernetic tail in my SWU.

Because what is more fun than a 1m tall demolitions expert bounty hunter with pointy ears and fangs who refers to himself in the third person and has a cybernetic tail? Cool
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Forceally
Commodore
Commodore


Joined: 20 Feb 2007
Posts: 1046

PostPosted: Fri Nov 08, 2019 3:04 pm    Post subject: Reply with quote

Well let's see...

Considering how he's heavyset, Gork would be Curly.

With the tuffs of hair at the sides, Snarl would pass for Larry.

By process of elimination, Drell would be Moe. But I know Moe wouldn't be happy with Drell's performance. He'd try to slap some sense into him. Literally.

Moe to Drell, "Oh, you're a wimp now, huh?!"
Three Stooges slaphappy dance on Drell.
"Woo, woo, woo, woo!" Curly
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Telsij
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Joined: 07 Dec 2016
Posts: 509

PostPosted: Mon Nov 11, 2019 11:37 pm    Post subject: Re: HASSKs Reply with quote

Whill wrote:
Cool Telsij, but what is a subhumanoid? A human-shaped species shorter than average humans?

I think it's actually more derogatory than that, and is meant to imply "subhuman" in the real world sense of savage or animalistic. So, to clarify as well as address the speciesist tone, I've amended the capsule. Because the species capsule is quoted from the Alien Archive book, which is ostensibly written in-universe by the Ithorian character, Gammit Chond, I've attributed the text *to* Chond.

Whill wrote:
I find the BTS history of these guys to be interesting. Early Wookiee concept art inspired the creation of the Tatooine Manhunt NPC Puggles Trodd. There was a cantina image of a short, tailed version of the species who Puggles was directly inspired by, and Puggles is only 1m tall. Then WEG later leaned on the concept art image of a larger version of the species with no tail in establishing Puggles' species, Lasat. Even though the new species art had no tail like the concept art, the fluff describes them as having tails to be consistent with Puggles. However according to the species height range that made Puggles abnormally short.

The creators of SW Rebels were inspired by the original concept art image of the larger Lasats in creating Zeb. They named the species Lasat although the canon Lasats were now bigger with no tail. Then in the making of TFA, they took inspiration from the concept art of the short tailed cantina alien to make the Hassk, although they removed the tail like with the canon Lasats. As soon as I saw them, I thought, 'Puggles!' But it is funny that within canon they made two similar species from concept art for Wookiees.

In my SWU, Lasats and Hassks are evolutionary cousins. Lasats are the larger ones like Zeb. Hassks are the smaller ones like Puggles, so Puggles is a Hassk in my SWU (and it will be easy to make a live action image of Puggle's species). Neither species naturally has a tail Puggles has a cybernetic tail in my SWU.

Because what is more fun than a 1m tall demolitions expert bounty hunter with pointy ears and fangs who refers to himself in the third person and has a cybernetic tail? Cool

Ah, Puggles Trodd, one of the earliest NPCs I can remember encountering in SWD6. Back in middle school, Tatooine Manhunt was the first adventure I was a player in, as I'm sure was the case for so many, while Planet of the Mists was the first module I ran as GM. I'm glad you've "retconned" Puggles as being a Hassk, and I very much like your meta-take on the Hassks as being evolutionarily linked to the Lasat.

Re: BTS history, I as well! Because the research for the obscure characters write-ups is probably what I most enjoy about it, I always find it super interesting to trace the history of character or species X, and follow the branches or rabbit holes, to various other creatures/designs.

Legends / old EU definitely did its fair share of this, especially because there was little in the way of new visuals during the fallow post movies, pre-HttE trilogy days so it made sense to dig back into the LFL archives, but one of the many things I like about new canon and of course, Rebels in particular, is that they've made a point of revisiting the early McQuarrie or Joe Johnston designs, to use for something completely "new" or "different" that coexists with what the original design eventually became — as with your Wookiees/Lasat/Hassk example!

(And thank you for the smooth segue, Whill!) Hey, speaking of interesting BTS history, what with the Gozzo springing from the same early, long-limbed design for the Ewoks that birthed the Yuzzum, after this past Monday's episode of Star Wars: Resistance, I've updated the entry for FLIX and the GOZZO species stats. Updated Flix with the singing skill/promise and knowledge of Gozzo folklore that was touched upon in the episode. Also added the Gozzo homeworld and gave the species a Story Factor re: their Flock/Familial Units allowing members of the same flock mutual aid or access to shared resources.

Forceally wrote:
Well let's see...

Considering how he's heavyset, Gork would be Curly.

With the tuffs of hair at the sides, Snarl would pass for Larry.

By process of elimination, Drell would be Moe. But I know Moe wouldn't be happy with Drell's performance. He'd try to slap some sense into him. Literally.

Moe to Drell, "Oh, you're a wimp now, huh?!"
Three Stooges slaphappy dance on Drell.
"Woo, woo, woo, woo!" Curly

Ha, your casting seems spot-on! What's funny too is that I work with a lot of classic movie and TV reruns at the office, and we regularly broadcast a series of Three Stooges shorts, so they were fresh in my memory anyway.

And right? Drell has lost some braincells after the injury, and Moe would feel slighted for sure — but it still works, because Moe doesn't know he can sometimes be as bumbling as the others, despite being the "head" stooge!

I guess the remaining few pirates without names or lines will just have to be silent movie era comedians! Razz
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Whill
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PostPosted: Tue Nov 12, 2019 12:08 am    Post subject: Reply with quote

Telsij wrote:
And thank you for the smooth segue! Speaking of BTS history, after this past Monday's episode of Star Wars: Resistance, I've updated the entry for FLIX and the species stats GOZZO, what with the Gozzo also springing from the same early, long-limbed design for the Ewoks that birthed the Yuzzum! Updated Flix with the singing skill and knowledge of Gozzo folklore that was touched upon in the episode. Also gave the Gozzo species a Story Factor re: their Flock/Familial Units allowing members of the same flock mutual aid or access to shared resources.

I missed the post with the bird guys from February. Cool. And I know which concept art your are referring to, the guys that look like the little fuzzy Ewoks with skinny stilt-legs.

Yuzzum do exist in my SWU. Since the CG one of "Jedi Rocks" infamy was described as short for his species (to keep with the original concept), I took the image of the original muppet they made that only appeared in the background of Jabba's Palace, which also had shorter legs than concept, and photoshopped it to give it longer legs. He will appear in my campaign. The evil ones in the cartoon could be the same species (but some reason they have fangs). Aren't those the ones that rode around on the big spiders? Those could be a different race or near- species of the Yuzzums.
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PostPosted: Sat Nov 16, 2019 2:54 pm    Post subject: Reply with quote

MANDALORIAN SPOILERS!

Really enjoying The Mandalorian so far, and so before the last of the Warbirds, here are spoiler-free(-ish) stats and write-up for IG-11 from The Mandalorian live-action series!

And hey, even in-universe IG-11 is supposedly mistaken for IG-88, so that may qualify him as "obscure" — a stretch I know, but still! Based IG-11 on the existing IG-series stats, revising his statblock with the particulars of his character, et cetera — including (hopefully interesting) mechanics on how his whirling-dervish would be reflected in game terms.

********

IG-11
Type: Bounty Droid / Holowan Laboratories IG-Series Assassin Droid



A Quote: “It appears we are trapped. I will initiate self-destruct sequencing… Manufacturers Protocol dictates I cannot be captured. I must self-destruct.”

(As of The Mandalorian: S1E1)

DEXTERITY 4D
Blaster 7D, blaster: blaster rifle 8D, dodge 5D, missile weapons 6D, running 5D
KNOWLEDGE 2D+1
Alien species 5D+1, intimidation 5D, languages 3D+1, planetary systems 4D, scholar: Bondsman Guild Protocol 10D,
streetwise 3D+1, streetwise: Bounty Hunters' Guild 5D, survival 4D, value 3D, value: mission reputation merits 4D,
willpower: adherence to programming/protocol 10D
MECHANICAL 2D+2
Astrogation 4D+2, repulsorlift operation 4D+2, space transports 4D+2, starship gunnery 3D+2
PERCEPTION 3D+1
Investigation 4D+1, search 7D+1
STRENGTH 4D
Brawling 5D, brawling: grappling 6D, lifting 6D, stamina 6D
TECHNICAL 1D+2
Computer programming/repair 3D, droid programming 4D,
droid repair 4D, droid repair: IG-series 5D, security 4D+2

Character Points: 11
Move: 11
Size: 1.96 meters tall

(As of IG-11's reprogramming by Kuiil, between S1E2 and S1E7:)

first aid 4D+2, Force Points: 1 (IG-11 spends his sole Force Point heroically/selflessly in S1E8)

Story Factors:
  • Bound by Programming: Unlike other more independent droids, IG-11 is compelled to follow the directives of his programming precisely. This can sometimes mean that he is unwilling to act until he has received the proper response.

    - “I will of course receive the reputation merits associated with the mission.”
    - “Can we talk about this later?"
    - “I require an answer if I am to proceed….”

    — IG-11 and the Mandalorian

  • Childlike Naïveté: IG-11 must communicate honestly and directly at all times. He is unable to lie, and appears unable to understand sarcasm.

    - “Subparagraph 16 of the Bondsman Guild protocol waiver compels you to immediately produce said asset.”

    - “Sadly, I must ask for your fob. I have already issued the write of seizure. The bounty is mine.”

  • Reprogrammed (Post-S1E1 only): Although once programmed as a bounty hunter, and specifically tasked with eliminating the alien child in the care of the Mandalorian, IG-11 is later able to make amends, so to speak. Although deactivated by the Mandalorian — via a blaster bolt to the head and neural harness — before he can complete his original task, IG-11 is then, over time, painstakingly rebuilt and reprogrammed by the skilled Ugnaught technician Kuiil. First as a help-mate on his moisture farm, then — as is later revealed — a type of deadly protector and bodyguard. Later still, once Kuiil agrees to aid the Mandalorian in his quest to eliminate those in pursuit of "the Child," it is revealed that IG-11 has been further reprogrammed by Kuiil, to act as a nurse droid.

    In this capacity, IG-11 makes use of a bacta spray nozzle and first aid programming, as well as attempts at "bedside manner." Regarding the latter, IG-11 is able to deliver jokes meant to put "patients" at ease. For example, IG-11 tells the Mandalorian that, "You have suffered damage to your central processing unit." When Djarin answers, "You mean my brain?" IG-11 simply responds, "That was a joke. It is meant to put you at ease."

    In the end, IG-11 goes to great length to ensure the safety of the child in the Mandalorian's care, eventually sacrificing himself so that the child, the Mandalorian and his comrades may live.

    - "Droids are not good or bad. They are neutral reflections of those who imprint them... Do you trust me?... Then you will trust my work." — Kuiil, to the Mandalorian

    - "And you will live. And I will have served my purpose." — IG-11 to the Mandalorian, before sacrificing himself for the safety of the Child.

Equipped with:
  • Armored Substrate: While wiry and perhaps outwardly fragile in appearance, the core structure of the IG-series droid is well-armored and can withstand heavy firepower. In game terms, IG-11's armored substrate grants him +2 protection vs. physical and energy attacks.

  • Broad-band Antenna: The IG-unit's internal transceiver is capable of intercepting and decoding most communications on standard frequencies.

  • Humanoid Body Configuration: The IG-unit's body has its head, torso, two arms, and two legs in the locations/positions of a typical humanoid.

  • Laser Cutter: IG-11's right manipulator claw is equipped with a retractable cutting torch, a tool that is most effective with dedicated/prolonged use against a specific target or surface. In game terms, IG-11's laser cutter has a variable damage die of 4D-6D, a range of 0.25 meters, and requires at least a full round of use for it to be its most effective. The cutting laser causes 4D damage against a given target in the first round of use, 5D damage in the second round of use against the same object, up to a maximum of 6D in the third round.

  • Medic/Nurse Nozzle (Possibly post-S1E1 only): IG-11's left manipulator claw is equipped with a Bacta spray, capable of healing even mortally wounded "patients" in a matter of hours. Skill: First aid. Game Notes: Treatment difficulties are the same as those for medpac use, ie: Difficulty for healing Stunned/unconscious characters is Very Easy, Wounded and Wounded Twice is Easy, Incapacitated is Moderate, Mortally Wounded is Difficult. However, Bacta spray heals two levels of injury, rather than one. Full Healing/Recovery time is 1D minutes for Wounded patients, 3D minutes for Incapacitated, and 2D hours for Mortally Wounded, with wound level indicating original wound level treated.

  • Self-Destruct Sequencing: Manufacturer's Protocol dictates that IG-11 cannot be captured and that the droid must initiate a self-destruct sequence, rather than allow himself to be captured if a mission or pursuit of a bounty fails. The explosive device/mechanism is located within his torso, and is illuminated red when activated. In game terms, the sequence can be initiated by IG-11 at (apparently) any time, with self-destruction occurring as soon as the start of the following round, or at the end of variable countdown durations. As the explosive is located within his chassis, at the crux of his central wiring harness, IG-11 does not gain the +2 bonus typically granted by his armored substrate, when rolling to resist damage from his self-destruct sequence. Damage: 10D/8D/6D/3D. Blast radius: 0-1/3/6/12.

    - “It appears we are trapped. I will initiate self-destruct sequencing… Manufacturers Protocol dictates I cannot be captured. I must self-destruct.”



  • Sensor Suite:

    - Bio-Scan Sensor: IG-11 is capable of detecting life signs within 30 meters. Skill: Sensors. Game Notes: Sensor can be linked to a target's Tracking Fob, a device which contains a given target's "chain code" of identifying characteristics. This linkage grants an additional +3D bonus to search: tracking skill checks.

    - Long Range Sensor: +2D bonus to search checks for objects 50 meters to 750 meters away.

    - Motion Sensor: +2D to search checks for movement.

    - Self-diagnostic Sensor Array: +2D to droid repair rolls required to diagnose/analyze any damage IG-unit itself has sustained.

  • Swivel-axis Chassis Construction: Equipped with a series of fast-swiveling servos, ready rotational joints and pivot points, an IG-unit can quickly become a whirling dervish of destruction, despite its seemingly stiff gait. Regardless of the direction the droid is facing, because an IG-unit can rotate 360° at the waist with such speed, as well as at other joints and limbs, it can make full use of a 360° range of movement in combat, with minimal loss in reaction time and effectiveness. IG-11 would go on to put this ability to selfless use after he was rebuilt and reprogrammed by Kuiil: in the showdown at Nevarro, he swiveled parts of his torso and chassis to shield the Child from harm.

    In game terms, the high-speed swivel and rotation of an IG-unit's body mitigates the effects of multi-action penalties for its Dexterity-based actions. An IG-unit gains a +2 bonus to Dexterity-based actions if it performs those two actions in a single round, and a +1 bonus to Dexterity-based rolls if it performs a third action. Performing additional Dexterity-based actions beyond a third are granted no bonus.

    Similarly, the IG-unit's optical sensors can swivel 360° around its head, allowing it to view front, left, right, and rear "fire arcs" without having to otherwise turn its body or head. If the IG-unit is ever required to spend an action to turn its head or body, in order to view an object or target, it may swivel its optic sensors instead, as a free action.


Capsule: One of a series of dangerous assassin droids largely outlawed in the galaxy (often mistaken for the more well known IG-series bounty droid IG-88), IG-11 is a hired gun programmed to follow Bounty Hunters Guild protocols to the letter. Reliable and durable, IG-11's thin body is built on an armored substrate that can withstand repeated assaults. It is against his programming to be captured, and IG-11 has built-in last-ditch fail-safes to prevent that from ever happening. He is often been mistaken for the more well known IG-series bounty droid, IG-88.

Although once programmed as a bounty hunter, and specifically tasked with eliminating the alien child in the care of the Mandalorian, IG-11 is later able to make amends, so to speak. Although deactivated by the Mandalorian — via a blaster bolt to the head and neural harness — before he can complete his original task, IG-11 is then, over time, painstakingly rebuilt and reprogrammed by the skilled Ugnaught technician Kuiil. First as a help-mate on his moisture farm, then — as is later revealed — a type of deadly protector and bodyguard. Later still, once Kuiil agrees to aid the Mandalorian in his quest to eliminate those in pursuit of "the Child," IG-11 is further reprogrammed by Kuiil, to act as a nurse droid.

In the end, IG-11 goes to great length to ensure the safety of the child in the Mandalorian's care, eventually sacrificing himself so that the child, the Mandalorian and his comrades may live.

Equipment: BlasTech DLT-20A blaster rifle (5D+1 damage, range: 4-35/110/280, ammo: 100), BlasTech 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, shooter receives a +1D bonus to blaster roll), dual ammo bandolier, 10 spare blaster power packs, tracking fob.

Sources: The Mandalorian live-action series, https://www.starwars.com/databank/ig-11 , https://starwars.fandom.com/wiki/IG-11 , and Wookieepedia. Updated stats based upon IG Combat Prototype and IG-88 stats, as they appear in Droid Stats fan compilation sourcebook credited to Thiago S. Aranha. First paragraph of capsule text adapted from https://www.starwars.com/databank/ig-11 . Images: Advanced Graphics life-size cardboard standee of IG-11, screencaptures from The Mandalorian: S1E1. Stats and text by Telsij.


***********

Whill wrote:
Yuzzum do exist in my SWU. Since the CG one of "Jedi Rocks" infamy was described as short for his species (to keep with the original concept), I took the image of the original muppet they made that only appeared in the background of Jabba's Palace, which also had shorter legs than concept, and photoshopped it to give it longer legs. He will appear in my campaign. The evil ones in the cartoon could be the same species (but some reason they have fangs). Aren't those the ones that rode around on the big spiders? Those could be a different race or near- species of the Yuzzums.


Re: "Jedi Rocks", while I'm glad that scene gave us the Theelin, "Lapti Nek" for life! That said, I will admit to preferring Special Edition RotJ’s "Victory Celebration" closing music to "Yub Nub", as it better suited the emotional context of the scene, in my opinion, and personally felt more stirring/epic, etc. I do enjoy "Yub Nub" in and of itself however!

And the original background Yuzzum muppet, Wam "Blam" Lufba! I once had it in mind to do a write-up for him, after seeing that the Decipher CCG and the old "What's the Story" SW website feature gave him a backstory. I will put him back in the pipeline. Thank you for the reminder about him, Whill!

And with the blue, fanged Yuzzum had an interesting look to them. With their acting in service of a witch, they could be either a related species or otherwise under the influence of transformative magic?


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Whill
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PostPosted: Sat Nov 16, 2019 5:19 pm    Post subject: Reply with quote

Telsij wrote:
"Lapti Nek" for life! That said, I will admit to preferring Special Edition RoTJ's "Victory Celebration" closing music to "Yub Nub," as it better suited the emotional context of scene, in my opinion, and personally felt more stirring/epic etc. I do enjoy "Yub Nub" in and of itself however!

I completely agree.
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PostPosted: Tue Nov 19, 2019 10:59 pm    Post subject: KUILL Reply with quote

MANDALORIAN SPOILERS!

Wow, I will *definitely* finish the remaining Warbird pirates soon — it's just that I have Mando-fever now! And so, mild spoilers ahoy:

Here is KUIIL, the brusque but honorable Ugnaught from The Mandalorian live-action series!

*********

KUIIL
Type: No-nonsense Vapor Farmer

A Quote: "I have spoken."



(As of The Mandalorian Season One)

DEXTERITY 2D
Blaster 3D+1, dodge 3D, missile weapons: dart shooter 4D+2, running 3D
KNOWLEDGE 3D
Alien species 6D, cultures 5D, languages 5D, planetary systems 6D, planetary systems: Arvala-7 7D,
scholar: spacer lore 5D, scholar: vapor farming 5D+1, scholar: gene farms 5D, survival 6D, survival:
desert 6D+2, value 5D, willpower 6D+1
MECHANICAL 3D+2
Astrogation 4D+2, beast riding 6D, beast riding: Blurrg 7D, machinery operation 5D,
machinery operation: moisture vaporator 5D+2, sensors 4D+2, space transports 4D
PERCEPTION 3D+1
Bargain 5D+2, command 5D+1, con 4D+1, persuasion 4D+2, search 5D
STRENGTH 2D+1
Brawling 3D, climbing/jumping 3D, lifting 3D+1, stamina 4D+1
TECHNICAL 3D+2
Computer programming/repair 5D, construction 7D, droid programming 6D, droid repair 6D,
equipment repair 6D+2, first aid 4D, repulsorlift repair 6D, space transport repair 6D

Species: Ugnaught
Gender: Male
Age: Over three of your human lifetimes

Force Points: 1
Character Points: 10
Move: 10
Size: Approximately 1.45+ meters tall

Story Factors:
  • Final Say: Once he has made up his mind about a particular issue and has said his piece, Kuiil considers the matter to be settled for good. He will then simply conclude the conversation by stating, "I have spoken" — after which he will hear no further discussion on the issue. Although not rude, per se, this habit is still likely to be considered brusque (at the very least) by most people — however, such things matter little to Kuiil.

  • Freedom from Indentured Servitude Earned through Lifetimes of Labor: Kuiil has worked for the Empire — but it was not by choice, nor is his former "employer" a topic he discusses freely. He was sold to the Empire, sold into indentured servitude. But through a lifetime of work, he was able to buy his freedom. Kuiil worked for many, many decades. And his skill at making and repair served him well. Kuiil has even spent time working at a gene farm, enough so that the Ugnaught was able to speak with some authority on whether or not the "Child" in the Mandalorian's care was genetically-engineered. Still, Kuiil is prideful of the arduous and honest way in which he earned his freedom and will not take tightly any aspersions cast upon his integrity.

    "But I'm proud to say I paid out my clan's debt, and now I serve no one but myself."

    "When I was sold to the Empire, in indentured servitude... I bought my freedom through the skill of my hands, and the labor of three of your human lifetimes. Do not cast doubt upon that of what I am, nor whom I shall serve."


  • In Pursuit of Peace of Mind: As an honest and honorable being, Kuiil will always work to repay a debt — but he will steadfastly refuse monetary compensation and potentially profitable calls to adventure. Kuiil refused not only a payment in credits, but also a later offer made by the Mandalorian to join his crew, after Kuiil had helped rebuild/repair his starship. Having labored for a lifetime to gain his freedom, though the particulars of his servitude are unknown, Kuiil now seeks only to live out the rest of his days in peace and quiet.

    However, when the Mandalorian later returned to seek Kuiil's aid in freeing the child in his care from danger, the Ugnaught agreed, saying, "And we do it not for payment. but to protect the child from Imperial slavery. None will be free until the old ways are gone forever."

    "Since these ones arrived, this territory has been an endless stream of mercenaries seeking reward and bringing destruction... They do not belong here. Those that live here come to seek peace."

  • Reclaiming and Reprogramming IG-11: After aiding the Mandalorian in ridding Arvala-7 of the violent mercenary threat by serving as the bounty hunter's guide, Kuiil goes on to claim the remains of the fallen droid, IG-11. Painstaking rebuilding and reprogramming the bounty droid, first to serve as a help mate for farming and livestock care duties, Kuiil succeeds in restoring IG-11 to fully functional status — and in reprogramming him well enough that the droid acts as protector, rather than assassin.

    "I recovered the flotsam and staked it as my own in accordance with the charter of the New Republic. Little remained of its neural harness. Reconstruction was quite difficult... but not impossible."

  • Well Read: Although primarily a man of lived-experiences, Kuiil is somewhat a man of letters as well. While his education was perhaps not as formal as some, Kuill is relatively well read. The Ugnaught may not have not met a Mandalorian before, but having read the tales told about them, he is familiar with their history and folklore — so much so that he is able to admonish the Mandalorian for his failings by invoking the latter's cultural heritage.

    "I have never met a Mandalorian. I've only read the stories. If they are true, you will make quick work of it. Then there will again be peace."

    "You are Mandalorian! Your ancestors rode the great Mythosaur. Surely you can ride this young foal."



Capsule: A vapor farmer on Arvala-7, Kuiil came to seek peace in an out of the way world, which is now being trespassed upon by criminals and mercenaries. He has worked a lifetime to be free of servitude, and offers valuable skills for those willing to meet his price.

However, the price is rarely one that can be measured in credits. A being of principle, Kuiil acts as he feels is right. When the Mandalorian returns to Arvala-7 to seek Kuiil's aid in addressing the Imperial threat to the child in the bounty hunter's care, Kuiil agrees to join them — as per usual, not for monetary gain, but for the pursuit of peace. In this case, so that the Child may be free of his Imperial persecution. "And we do it not for payment. but to protect the child from Imperial slavery. None will be free until the old ways are gone forever."

In the end, Kuiil would give his life on this mission, dying as he lived, with honor.

Equipment: Blurrg beasts of burden / steeds (Dexterity 1D+2, running 2D+2, Perception 1D, hide 2D+1, search 2D+2, sneak 2D+1, Strength 4D+2, climbing/jumping 5D+2, stamina 5D+1, Special Abilities: Bite: A Blurrg's bite inflicts damage equivalent to its Strength rating; Run: Blurrgs can move at double their speed rating for extended periods of time without requiring a stamina check; Move: 10; Orneriness: 2D male, 3D female), dart shooter carbine (6D stun damage, range: 2-4/8/12, ammo: 6, fire rate: 3, skill: missile weapons: dart shooter; Game Notes: Upon impact, dart's powered-syringe injects full contents of vial of tranquilizer into target), flight/aviator-style traveling cap, goggles (prevents flashblinding and blinding from sandstorms), moisture vaporators, repulsorlift cargo sled (capable of hovering on repulsorlift cushion only; has no directional propulsion system; may be used as tow-behind cart), riding saddles and harnesses, utility belt, vapor farming homestead on Arvala-7, various construction/welding and repair tools (toolkit grants +1D bonus to construction and/or other repair-related tasks), work jumpsuit.

Sources: The Mandalorian live-action series, https://www.starwars.com/databank/kuiil , and Wookieepedia. Blurrg stats revised from the stats that appear in the Creatures Stats fan compilation sourcebook credited to Thiago S. Aranha (p.15).
First paragraph of capsule text adapted from https://www.starwars.com/databank/kuiil . Images: https://www.starwars.com/databank/kuiil and screen capture from The Mandalorian: S1E1. Stats and text by Telsij.
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PostPosted: Sat Nov 23, 2019 4:37 pm    Post subject: Reply with quote

At last — the last of the Warbird pirate gang write-ups is complete! Very Happy


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

WARBIRDS
Type: Pirate Gang



Capsule: The Warbirds were a feared band of pirates led by the notorious cyborged Quarren, Kragan Gorr. Manning a small fleet of uglies, and operating out of a menacing shark-like flagship known as the Galleon, the raiders had long terrorized the Outer Rim, before entering into a bargain with the First Order. In exchange for greater access to Imperial ships and equipment that the First Order had spirited away, the Warbirds agreed to focus their attacks on the Colossus refueling station, located on the planet Castilon near Wild Space, in an effort to drive the station's captain, Imanuel Doza, into seeking the military collective's aid, thereby securing the First Order a strategically-valuable asset. The First Order eventually betrayed the pirates, however, and the Warbirds came to join the crew of the Colossus in a tenuous agreement to fight their now-mutual enemy, and to ensure their mutual survival.

Game Notes: Taking into consideration the re-use of animation models, which in one episode created a continuity error that has Skreek appear into two places at once, the Warbirds appear to have thirteen distinct members. And despite his inclusion in the group per Wookieepedia, I have not included Hallion Nark, a Nemodian spy/informant, among the pirates, as he appears to be a paid collaborator only, and not a formal/official member. And so, the known Warbirds are as follows:
  • Captain: Kragan Gorr (Quarren)
  • Lieutenants: Synara San (Mirialan), Valik (Palliduvan), Drell (Weequay)
  • Enforcers / Other Named Members: Skreek (Trandoshan), Gork (Gamorrean), Snarl and Tooms (Hassk), Leoz (Red Nikto)
  • Thus Far Unnamed: Green-armored Navigator/Pilot (Red Nikto), War-whooping raider/starfighter pilot (Red Nikto), two biker-scout-armored henchmen (Kassk).

    (I had initially hoped that the Nikto pirate-ugly pilot who utters the war cry but is shot down in S1E2, was the same Nikto who appears later in that episode — having lost an eye.
    Alas, both characters appear later on, in S1E7, with the now-unmasked war-whooping Nikto reprising his battle cry. Upon closer inspection, they each have a differing number of facial-horns as well.)

Sources: Star Wars: Resistance animated series, starwars.com, and Wookieepedia. Text by Telsij.


*********

LEOZ
Type: Spiteful Buccaneer



A Quote: "Kavala... ava, malasa... aka du!"
— A growling Leoz puts a "pirate curse" on Kazuda Xiono

DEXTERITY 3D+2
Blaster 5D, dodge 4D, brawling parry 4D+2, vehicle blasters 4D
KNOWLEDGE 2D
Intimidation 4D+2, languages 3D+2, planetary systems 4D, scholar: pirate lore 4D,
streetwise 3D, streetwise: Warbirds 4D+1, survival 4D, value 3D, willpower 3D+1
MECHANICAL 2D+2
Repulsorlift operation 4D+2, sensors 4D, starfighter piloting 3D,
starfighter piloting: uglies 4D, starship gunnery 4D, swoop operation 5D
PERCEPTION 2D+1
Con 3D+2, gambling 3D+1, gambling: dice games 4D+2, search 3D+1
STRENGTH 3D+2
Brawling 5D, lifting 4D, stamina 4D
TECHNICAL 3D
Armor repair 4D, computer programming/repair 4D, first aid 3D+2,
repulsorlift repair 4D, space transport repair 4D, swoop repair 4D

Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 5
Move: 10

Special Abilities and Story Factors:
  • "Aka du" Pirate Curse: Leoz has been known to use the power of "pirate curses" to his advantage. Although he and the other Warbirds outwardly claim to "believe" in such things when in mixed company, Leoz and the pirates primarily use this tactic to intimidate enemies and rivals. Even Leoz himself appears to take the curse far less seriously when he is seen joking with the Aleena scoundrel Grevel. Nonetheless, the technique is effective.

    By licking his palm, then transferring the saliva to his target's face, while chanting the words "Kavala... ava, malasa... aka du!", Leoz may "curse" his target, causing him to incur misfortune thereafter. A furious Leoz cursed Kazuda Xiono is this manner, after the pilot has a miraculous streak of good luck gambling against the pirates using Leoz' dice. If confronted a second time, Leoz may "double curse" his target, using similar gestures but the more comical phrase, "Aka du du."

    In game terms, to successfully "curse" a target, Leoz must make a successful Intimidation check against his target's Willpower. If Leoz succeeds, the target believes himself to be cursed. Both the GM and player are encouraged to roleplay any "bad luck" brought about by the curse, as well as any strange deeds required to undo it. Wild-die mishaps should be described as possible results of the curse. If appropriate, even rolls that succeed by narrow margins may be attributed to the character only barely escaping the curse's clutches. The target believes himself cursed until he is able either to win a subsequent opposed roll against Leoz, or until he finds some other means of undoing the curse — whether that be by "mystical" means or logical, rational ones. This "pirate curse" is available to Pirate characters who have at least 4D in the specialization, scholar: pirate lore.

  • Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls

  • Lost in Thought: Though keeping to one's self is difficult living in close quarters amongst the other Warbirds, the one-eyed Leoz sometimes appears lost in his own thoughts. However, if provoked when in one of his more pensive moods, he will immediately retaliate with violence.

  • One-eyed: Although Leoz has adapted well to the loss of his left eye, forgoing even a cybernetic replacement for the moment — either by choice or necessity, he can still be blindsided by opponents who exploit his injury. Perception or search rolls required to notice objects or targets to his left side are attempted at +1D higher difficulty.

  • Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.

Capsule: As a member of Kragan Gorr's pirate gang, Leoz spent time gambling with his "lucky" pair of dice — when he wasn't pillaging and plundering, that is. A sore loser, Leoz was also known to place a so-called "pirate curse" upon opponents after a particularly bad or "unlucky" match.

Unfortunately, at times it seemed as though luck was rarely on Leoz' side. Having already lost one eye, Leoz at times seemed to dwell on his past misfortunes, looking withdrawn and seemingly lost in thought. He was easily baited into brash action, however. A simple shove, playful punch, or "lucky streak" from a gambling opponent was often enough to bring out his more violent tendencies — as well as his allegedly "mystic" side. After the Warbirds joined forces with the crew of the Colossus, Kaz Xiono would bear witness to the Nikto's eccentricity firsthand. Convinced Kaz was cheating somehow, Leoz placed the "Curse of Aka du" upon the pilot, in retaliation for Kaz's miraculous streak of good fortune gambling against the pirates — while using the Nikto's own dice no less!



Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), customized stormtrooper armor (+2D vs. physical, +1D vs. energy; -2 Dexterity penalty; top of helmet has been removed to reveal wearer's eyes — or in Leoz's case, his sole remaining eye; covers jaw, torso, left arms, and both legs), comlink, eyepatch, pair of "lucky" dice / chance cubes, two-seater swoop, utility belt.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/databank/leoz , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Screen capture from Star Wars: Resistance S2E10: "Kaz's Curse" and episode guide for S1E7: "Synara's Score". First paragraph of capsule text adapted from https://www.starwars.com/databank/leoz . Stats and additional text by Telsij.


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

TOOMS
Type: Boarder



A Quote: "Ah! Make it stop! Make it stop! What is that?"
— Tooms reacting to the feedback disrupting the Warbird's comm-frequency

DEXTERITY 3D+2
Blaster 4D, vehicle blasters 4D
KNOWLEDGE 2D
Streetwise 3D, survival 3D
MECHANICAL 2D
Starfighter piloting 4D, starship gunnery 4D
PERCEPTION 3D
STRENGTH 3D+2
Brawling 4D
TECHNICAL 2D+2
Starfighter repair: uglies 3D+2

Species: Hassk
Gender: Male
Character Points: 1
Move: 10

Special Abilities and Story Factors:
  • Fangs and Sharp Teeth: Hassks possess sharp, terrifying fangs. In game terms, a Hassk's fangs inflict STR+1D damage on targets if used in combat, and at the GM's discretion, may also grant +1D to a Hassk's intimidation rolls when his fangs and sharp teeth are bared.

  • Night Vision: In service of the hunting required of them on their homeworld, Hassks have developed excellent night vision. In game terms, they can see clearly in low-light conditions and in darkness without penalty.

  • Sensitive Hearing: To aid their hunting, Hassks have developed very sensitive hearing. In game terms, a Hassk gains +1D to search rolls that involve sound.

Capsule: Although neither Hassk has verbally confirmed their blood relation, it is very likely that Tooms and his near doppelganger, Snarl, are relatives. Whatever the case may be, both have served ably as members of Kragan Gorr's Warbird gang. Tooms piloted an A-wing/Eta-2 Actis-class/TIE Interceptor ugly in a Warbird raid on the Colossus during a severe "Triple Dark" storm, but when unexpected — and deafening — comm interference disrupted their attack, the Hassk appeared especially shaken, crying out for the noise to stop. And with their communications thrown into disarray, the Warbirds were forced to retreat soon thereafter.

Tooms participated in the pirate raids upon the Colossus throughout the duration of their deal with the First Order, and even managed to survive the military collective's eventual betrayal of the Warbirds. Even after the pirates joined the crew of the Colossus, Tooms could still be seen scrapping, salvaging and sparring with the other Warbirds, though he remained less vocal — and less seemingly unhinged — than his fellow Hassk, Snarl.

Equipment: A-wing/Eta-2 Actis-class/TIE Interceptor starfighter ugly, aviator/pilot skullcap, bandolier and utility belt, blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, partial set of Stormtrooper armor (includes shoulder guards, forearm bracers, and shin guards: +2D vs. physical, +1D vs. energy, -1 penalty to Dexterity and Dexterity-related actions; covers torso only), wrist and shin wrappings.

Sources: Star Wars: Resistance animated series, Star Wars: Alien Archive (UK Egmont Edition, p.128), and Wookieepedia. Images: Screen capture from Star Wars: Resistance animated series S1E2: "The Triple Dark". Stats and text by Telsij.


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

"HOWL" RANDO
Type: Zealous Corsair



A Quote: "Alalalalalaley!" — Howl's whooping war cry

DEXTERITY 3D+2
Melee combat: vibro-ax 5D, vehicle blasters 4D+2
KNOWLEDGE 2D
Intimidation 4D, intimidation: war cry 5D, streetwise 3D,
streetwise: Warbirds 4D, survival 4D+1, willpower 4D+1
MECHANICAL 2D+2
Starfighter piloting: uglies 3D+2, starship gunnery 4D+2
PERCEPTION 2D+1
STRENGTH 3D+2
Brawling 4D, brawling: grappling 5D,
climbing/jumping 4D+2, stamina 5D
TECHNICAL 3D
Starfighter repair: uglies 4D

Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 2
Move: 10

Special Abilities and Story Factors:
  • Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls

  • Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.

  • Ululation: Unlike his fellow Kajain’sa’Nikto Warbirds — such as the withdrawn and almost sullen one-eyed Nikto known as Leoz, or the Nikto navigator whose earnest efforts to fit in come off as painfully obvious attempts to ingratiate himself to others — “Howl” Rando always acts first and asks questions later, if he ever asks them at all. With a high-pitched trill of his tongue, Howl's ululation serves both as rallying war cry, as well as a way to intimidate his enemies. “Howl" lives to fight and fly into battle. That Howl survived his starfighter getting shot down during a failed "Triple Dark" raid on the Colossus, has lent his battle cries even greater fervor.



Equipment: A-wing/Eta-2 Actis-class/TIE Interceptor starfighter ugly, blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, customized stormtrooper armor (+2D vs. physical, +1D vs. energy; -1D Dexterity penalty; covers head, torso, left arms, and both legs; spokes on helmet inflict STR+1D damage if used when brawling), two-seater swoop, utility belt, vibro-ax (STR+3D+1 damage, melee difficulty: Moderate).

Sources: Star Wars: Resistance animated series, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Screen captures from Star Wars: Resistance S1E2: "The Triple Dark" and S1E7: "Synara's Score". Note: This war-whopping pirate is credited only as “Random Pirate” in the closing credits of S1E2: "The Triple Dark" — which is the inspiration for calling him “Rando” in this write-up. Stats and text by Telsij.


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

NARVIN
Type: Nikto Navigator



DEXTERITY 3D+2
Melee combat 4D, vehicle blasters 4D
KNOWLEDGE 2D+1
Planetary systems 3D+2, streetwise 3D,
survival 3D+1, value: starship parts 4D
MECHANICAL 3D
Astrogation 5D+2, repulsorlift operation 4D+2,
space transports 4D+2, starfighter piloting 4D
PERCEPTION 2D+2
STRENGTH 3D+1
Brawling 4D
TECHNICAL 3D
Armor repair 3D+2, equipment repair 4D+1,
repulsorlift repair 4D+1, space transport repair 5D,
starfighter repair 4D+2, starship weapon repair 4D

Species: Kajain'sa'Nikto (Red Nikto)
Gender: Male
Character Points: 2
Move: 10

Special Abilities and Story Factors:
  • Desire to fit in: Though largely unobtrusive amongst the Warbirds, this Nikto navigator and pilot has tried hard to take part in the roughhewn laugh-out-loud camaraderie of the pirates. On at least one occasion, after the Warbirds join the crew of the Colossus, his playful punch is rebuffed by one of his fellow Niktos and leads to a brawl.

  • Kajain’sa’Nikto Stamina: These Nikto have great stamina in desert environments. They receive a +1D bonus to both survival: desert and stamina rolls

  • Vision: Nikto have a natural eye-shielding of a transparent keratin-like substance. They suffer no adverse effects from sandstorms or similar conditions, nor does their vision blur underwater.

Equipment: Asymmetrically-customized Stormtrooper armor (+2D vs. physical, +1D vs. energy; -1D Dexterity penalty; covers head, torso, arms, and legs; forehead of helmet bears V-shaped "flight crest"; painted black and military green; spikes on helmet inflict STR+1D damage if used when brawling), blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), comlink, starship tookit (SoroSuub journeyman toolbox/kit adds +1D to any starship-related repair rolls).

Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia (https://starwars.fandom.com/wiki/Narvin ). Image: Concept art by Jim Moore. Stats, text, and character image edits/retouching by Telsij.


**********

VUSK
Type: Pirate



DEXTERITY 3D+2
Blaster 4D, brawling parry 4D+2, dodge 4D
KNOWLEDGE 2D
Intimidation 3D, streetwise 3D, survival 3D
MECHANICAL 3D+2
Sensors 4D, starship gunnery 4D
PERCEPTION 3D
STRENGTH 2D+2
Brawling 4D+2, climbing/jumping 3D+2
TECHNICAL 3D
Computer programming/repair 3D+2,
space transport repair 4D

Species: Kassk
Gender: Male
Character Points: 2
Move: 10

Special Abilities and Story Factors:
  • Claws: The sharp claws at the ends of a Kassk's fingers grant him a +2 bonus to damage when brawling, and a +2 bonus to climbing and digging checks.

  • Infrared Vision: The reptilian Kassks have the ability to see in the infrared spectrum. In game terms, they can see clearly in low-light conditions and in darkness without penalty, provided that there are ambient heat sources present.

  • One of Two: Vusk is but one of two Kassk members of the Warbird pirate band. As it is unclear as to who is who, in game terms, the two may be treated as having identical stats until canon material shows them to have drastically different characteristics from one another.

  • Overconfident: One of the two Kassk members of the Warbirds has a habit of celebrating a victory too soon. On one occasion, during a sparring match in which the Kassk executed a successful reversal against the one-eyed Nikto, he immediately threw his arms up in celebration — only to be thrown into his fellow Kassk by his Nikto opponent, who had recovered far sooner than expected.

Equipment: Blaster rifle (5D damage, range: 3-30/100/300, ammo: 100), customized Scoutrooper armor (provides +2 vs. physical, +2 vs. energy; covers head and torso only; spokes on shoulder pauldrons inflict STR+1D damage if used when brawling), fingerless gloves decorated with Imperial rank insignia.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia ( https://starwars.fandom.com/wiki/Vusk ). Image: Concept art by Jim Moore. Stats, text, and character image edits/retouching by Telsij.


**********

KASSK
Homeworld: Unknown

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

Move: 10/12

Special Abilities and Story Factors:
  • Claws: The sharp claws at the ends of a Kassk's fingers grant him a +2 bonus to damage when brawling, and a +2 bonus to climbing and digging checks.

  • Infrared Vision: The reptilian Kassks have the ability to see in the infrared spectrum. In game terms, a Kassk can see clearly in low-light conditions and in darkness without penalty, provided that there are ambient heat sources present.

Sources: Star Wars: Resistance animated series, https://www.starwars.com/star-wars-resistance-no-escape-part-2-concept-art-gallery , Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Stats by Telsij.
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Last edited by Telsij on Fri Feb 19, 2021 12:15 am; edited 14 times in total
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Mon Nov 25, 2019 11:44 am    Post subject: AUROMAE ISELO Reply with quote

MANDALORIAN SPOILERS!

It's... MANDO Monday, thanks in part to this Cloud-Rider's reappearance in The Mandalorian (along with "THE DEALER") and thanks in part to Whill!

Inspired by Whill's "One-Zee" thread, wherein the droid write-up is based on a collaboration between Whill and his son, here is AUROMAE ISLEO, bounty hunter and Cloud-Rider, from SOLO and The Mandalorian — and originally designed by Eloïse Aurora Mae, the then six-year-old daughter of concept artist Jake Lunt Davies!

You all may already know the behind-the-scenes background of this character, but in the last section of this article here: https://www.starwars.com/news/solo-a-star-wars-story-designs , it tells the cute/charming story of how the design kept *almost* making the cut, with Eloïse Aurora Mae keeping her hopes up and her father always sneaking the design into various species pitches, until it was finally picked to appear in Solo.



"The original sketch for what would become Auromae Iselo, by Eloïse Aurora Mae" (as seen in above-linked article)

Also: SPOILERS for episode 3 of The Mandalorian in capsule text!


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

AUROMAE ISELO
Type: Ethical Vigilante



(As of the "Savareen Stand-Off" in Solo: A Star Wars Story)

DEXTERITY 4D
Blaster 5D, blaster: blaster carbine 5D+2, dodge 5D,
melee combat 4D+2, missile weapons 5D
KNOWLEDGE 2D+2
Bureaucracy 3D+2, law enforcement 4D, planetary systems 4D,
streetwise 4D+2, survival 4D+2, value 3D+2, willpower 4D+2
MECHANICAL 2D+2
Beast riding 3D+2, beast riding: bantha 6D+1,
repulsorlift operation 5D, swoop operation 6D
PERCEPTION 3D
Investigation 4D, search 5D, sneak 3D+2
STRENGTH 3D+2
Brawling 5D, climbing/jumping 4D+2, stamina 5D
TECHNICAL 2D
Blaster repair 3D+2, equipment repair 4D,
equipment repair: breathing apparatus 5D
first aid 3D, security 4D, swoop repair 4D

Species: Melbu
Gender: Male
Character Points: 6
Move: 10



Special Abilities and Story Factors:
  • Clear-cut Sense of Morality: Iselo is a being of integrity and high-minded morals. He believes in meting out punishment only for those deserving of it. Iselo will resist tasks that endanger those he deems innocent, or otherwise unjustly persecuted.

  • Respirator Horns: When off of their homeworld and away from its native atmosphere, Melbu require the use of special breathing apparatuses, fitted to their mouths and over the horns atop their head. The respirator horns also grant them endurance for certain tasks that is greater than that of many other humanoids. And when conditions allow them to act freely without the use of a breathing apparatus, one Melbu may communicate with another Melbu via sounds produced by the air intake and expulsion of their respirator horns.

    In game terms, when in his native atmosphere and able to breathe more freely and deeply, a Melbu may re-roll any failed stamina check, though he must accept the second result. If using a breath-filter apparatus, the Melbu may re-roll a failed stamina check a number of times per day equal to his number of D in his Strength die code. If deprived of his breathing apparatus when in Type I atmosphere for more than six rounds, a Melbu must make a Moderate Strength roll or fall unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Melbu will suffer one level of damage per round unless returned to breathable atmosphere or provided a breathing apparatus. When in breathable atmosphere which allows them to act without use of a breath mask, Melbu may communicate with one another via the sounds produced by their respirator horns as a non-roll action. They may also do so "in secret" among members of other species, provided that the other characters are not fluent in this form of the Melbu's "language."

  • Vision: The high number of photoreceptors and large view angle of the Melbu's bulbous eyes grant them an increased ability to detect sudden movement. In game terms, they gain a +2 bonus to any Perception-based rolls required to detect movement. And while they do not possess true "night vision", they are able to see in low-light conditions with no penalty, essentially negating the +2D difficulty modifier applied to Perception and search checks under such circumstances.

Capsule: As a bounty hunter, Auromae Iselo had grown frustrated by the number of political targets that he was assigned by the Empire. His strong sense of justice prompted him to seek out and punish violent criminals instead. And so, rather than continue to contend with corrupt bureaucracy, Iselo became a vigilante and soon found a place in the Cloud-Rider swoop gang of Enfys Nest.

Then, five years after the fall of the Empire, and over two decades after first riding with Nest and her swoop gang in pursuit of the noble goals that their fearsome appearance belied (by design), Iselo found himself working as a bounty hunter once again. And in an unfortunate twist of fate and misunderstanding, Iselo also found himself at odds with the hunter known as the Mandalorian. Despite the active tracking fob the Melbu had claimed, and despite the high bounty placed upon the Mando's head, Auromae Isleo did not pursue this quarry out of desire for credits. As always, Iselo did so out of principle.

The Mandalorian was attempting to recover "an asset" he had already handed over to a mysterious client — after he had already accepted the bounty as well. As the particulars of this hunt were unknown to Iselo, the Melbu was unaware of the true reasons behind the Mando's seemingly dishonorable actions. It simply appeared as though the Mandalorian had reneged on his word, for only then did Iselo accept the call to action against his fellow hunter.

And the Melbu very nearly got the drop on the Mandalorian in the end. Iselo only narrowly missed blasting the besieged hunter in the ensuing firefight, after successfully sneaking up to the speeder in which the Mando had been cornered — but before taking a blaster bolt in the chest at close range. Although his death seemed likely after suffering such a grave wound, Iselo's final fate nonetheless remains unconfirmed....

Equipment: Cowl (deep red fabric used to conceal Melbu respirator horns), breathing apparatus (allows Melbu to breathe normally in Type I atmosphere), comlink, heavy blaster pistol (5D damage, range: 3-7/25/50, ammo: 25), long leathery tunic and fabric wraps (combined layers grant +2 vs. physical damage and +2D to resist effects of extreme temperatures or high winds at high altitude), modified blaster carbine (5D+1 damage, 3-25/50/250, ammo: 100), modified swoop bike, reflective chrome mask (+1D vs. physical, +2 vs. energy; covers head only; HUD display, conceals identity), tuft of hair from loyal bantha that had served as Iselo’s mount (affixed to tie around elbow).

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.117), https://www.starwars.com/news/solo-a-star-wars-story-designs , and The Mandalorian live-action series: S1E3 "The Sin", Entertainment Weekly’s The Ultimate Guide to Han Solo magazine issue, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Images: Star Wars: Card Trader (Card: Auromae Iselo) and Solo: A Star Wars Story: The Official Guide (p.117). First paragraph of capsule text adapted from Official Guide (p.117). Stats and text by Telsij.



**********

MELBU
Homeworld: Unknown

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

Move: 10/12

Special Abilities and Story Factors:
  • Respirator Horns: When off of their homeworld and away from its native atmosphere, Melbu require the use of special breathing apparatuses, fitted to their mouths and over the horns atop their head. The respirator horns also grant them endurance for certain tasks that is greater than that of many other humanoids. And when conditions allow them to act freely without the use of a breathing apparatus, one Melbu may communicate with another Melbu via sounds produced by the air intake and expulsion of their respirator horns.

    In game terms, when in his native atmosphere and able to breathe more freely and deeply, a Melbu may re-roll any failed stamina check, though he must accept the second result. If using a breath-filter apparatus, the Melbu may re-roll a failed stamina check a number of times per day equal to his number of D in his Strength die code. If deprived of his breathing apparatus when in Type I atmosphere for more than six rounds, a Melbu must make a Moderate Strength roll or fall unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Melbu will suffer one level of damage per round unless returned to breathable atmosphere or provided a breathing apparatus. When in breathable atmosphere which allows them to act without use of a breath mask, Melbu may communicate with one another via the sounds produced by their respirator horns as a non-roll action. They may also do so "in secret" among members of other species, provided that the other characters are not fluent in this form of the Melbu's "language."

  • Vision: The high number of photoreceptors and large view angle of the Melbu's bulbous eyes grant them an increased ability to detect sudden movement. In game terms, they gain a +2 bonus to any Perception-based rolls required to detect movement. And while they do not possess true "night vision", they are able to see in low-light conditions with no penalty, essentially negating the +2D difficulty modifier applied to Perception and search checks under such circumstances.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.117), https://www.starwars.com/news/solo-a-star-wars-story-designs , and The Mandalorian live-action series, Entertainment Weekly’s The Ultimate Guide to Han Solo magazine issue, Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha, and Wookieepedia. Stats and text by Telsij.
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Nov 26, 2019 12:25 am    Post subject: Reply with quote

I didn't notice the Solo-Mandalorian connection. Great job as always. Thanks.
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Forceally
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PostPosted: Sat Nov 30, 2019 3:54 pm    Post subject: Reply with quote

I think you're gonna need to redo two of the Nikto posts for the pirates. The picture for "Howl" Rando in the fighter cockpit - Wookiepedia associates that image with an Unidentified female in the pirate gang. The other picture for "Howl" Rando - I think that's actually "Dead Eye". The armor, especially the Warbird patch on the stormtrooper armor, is the same. And if you look closely at the second picture for "Howl" Rando, I think the left eye has a scar around it, suggesting the eye is gone.

When did the Red Nikto Navigator appear in the series? I don't seem to recall seeing him.
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PostPosted: Sat Nov 30, 2019 7:31 pm    Post subject: Reply with quote

UPDATE TO PREVIOUS ENTRY:

Updated MAGNA TOLVAN!

Along with a few other die code adjustments, her write-up now has a more accurate take on her combat capabilities, including martial arts techniques like the "silent strike" and flying and spinning kicks, which she uses in the comics — reflecting heretofore unseen, even-higher-heights of badassery of which we now see was capable all along — as well as updated background info. I have added text re: her defection to the Rebel Alliance, as well as updated her special abilities to include a new aspect of the matching Electro-Tattoos that she and Doctor Aphra share, which was revealed in the latest issue (Doctor Aphra#39).


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

Whill wrote:
I didn't notice the Solo-Mandalorian connection. Great job as always. Thanks.

And thank you for the kind words, Whill. It's always much appreciated!

Here's a screencapture from S1E3, part of Iselo's 5-10 seconds of post-Endor glory:



MANDALORIAN SPOILERS: He and another Bounty Hunter manage to get w/in striking distance of the repulsortruck the Mando is taking cover in. Iselo gets a shot off, before the Mandalorian shoots him. Upon being hit, Iselo is knocked backward and the horn-caps to his respirator apparatus even fly into the air! The specific reason for the character's presence hunting the Mando is creative license on my part, though I think the reasoning I gave for his accepting the job is sound. It being based on a matter of principle (and not just profit) makes it fit w/ his prior characterization!


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

Forceally wrote:
I think you're gonna need to redo two of the Nikto posts for the pirates. The picture for "Howl" Rando in the fighter cockpit - Wookiepedia associates that image with an Unidentified female in the pirate gang. The other picture for "Howl" Rando - I think that's actually "Dead Eye". The armor, especially the Warbird patch on the stormtrooper armor, is the same. And if you look closely at the second picture for "Howl" Rando, I think the left eye has a scar around it, suggesting the eye is gone.

When did the Red Nikto Navigator appear in the series? I don't seem to recall seeing him.


I hear you, and honest thanks for the feedback! Very Happy

But in this instance, I believe that Wook is incorrect — and I will likely make an edit or suggest an edit to Wookieepedia, because of the following.

(Apologies in advance for the picture-heavy post, all!)


Re: the war-cry Nikto pilot being male:

1. The Pirate in the cockpit who performs the war cry is credited as "Random Pirate" in that episode's closing credits. And that Pirate is voiced by a man, Fred Tatasciore. Not to say that a man cannot voice a female character or vice versa, Bart Simpson's voice is done by a woman after all (though the intent there is clear: to make him sound more like a kid); generally speaking however, I think this is strong evidence.

2. I think the reason the writer of that Wookieepedia article initially saw this character as a woman was because of the high-pitched war cry sounding more like a woman's voice, and the character's slender frame. However, because most of the other humanoid males in Resistance are of slight-build, I am more inclined to attribute that to a function of character models and style used. When the same Nikto pirate appears later, he looks just as slightly-built and is clearly male.



Re: "Dead Eye" and "Howl" being the same character

I actually wrestled with this a lot! In part because it would have been a nice bit of continuity, with an injury the pirate suffered carrying over / having a clear lasting effect. And interesting catch on your part re: a possible scar around the eye!

In the end, though they are both Nikto with "similar" armor (certainly the same CGI asset) I decided to make them separate characters because of the following:

1. A non-eye-related physical difference: "Dead-Eye" has two front forehead/eyebrow horns which "Howl" does not.

2. When Howl reappears later in S1E7, he utters the same high-pitched battle cry in this scene (screencap below), roughly 15m30s into the episode, when he raises his weapon into the air, Tusken-Raider-style.



3. However Dead-Eye is also present during the same raid: pillaging inside the station in an earlier scene, then later flying a swoop.





That said, S1E7 is the same episode with the continuity error of Skreek appearing in two places at once, so it almost could have gone either way. BUT because these two Nikto pirates aren't *exactly* the same character model, I finally decided to make them separate characters, as they both reappeared later on in the series.

With "Howl" being so excitable, while "Dead Eye" was more dour, it would've been a great Before/After-injury scenario. Alas, both "Howl" and "Dead Eye" reappear in S1 and S2! Here is a helmeted-Howl in S2E3, on a skiff next to Gork the Gamorrean, below:



Re: the Nikto Navigator:

1. He pops up in the two-part finale of S1, but is most clearly visible onscreen trying to joke with the sullen-looking Dead-Eye in S2E7, as well as with helmet on, later in the episode.



Again, thank you for taking such a close look at these, Forceally, and for the feedback!
I like a lot of the minor characters in Star Wars: Resistance and it's much appreciated.
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Last edited by Telsij on Sun Dec 15, 2019 4:54 pm; edited 1 time in total
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Mon Dec 02, 2019 1:54 pm    Post subject: Reply with quote

Purely by coincidence, as I was working on his write-up already, yesterday's episode of Star Wars: Resistance filled out some of this Rodian's backstory.

And so, here is HYPE FAZON, arrogant ace racer, along with his loyal droid R4-G77, his starfighter, the Green Ace, and revised species stats for the RODIANS, updated with new canon info!

(If all goes well this week, Cara Dune from The Mandalorian is up next!)


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

HYPE FAZON
Type: Hotshot Racer



Quotes:
  • "Hey everybody, look who it— oh, you know who it is!"

  • "Believe the Hype."

  • "You can't handle the Hype!"

DEXTERITY 3D+2
Dodge 4D+2, running 4D
KNOWLEDGE 2D
Business 2D+2, planetary systems 4D, streetwise 3D, streetwise: Vranki the Blue's gambling operation 5D,
tactics: racing 5D, value 3D+2, value: endorsement/sponsorship deals 4D+2, willpower 3D+1
MECHANICAL 4D
Repulsorlift operation 6D, space transports 6D, starfighter piloting 7D, starfighter piloting: G30 racer 7D+2
PERCEPTION 3D+1
Bargain 4D+2, gambling 4D, persuasion 4D+1, persuasion: braggadocio 5D+2, search 4D+1
STRENGTH 3D
Climbing/jumping 3D+2, stamina 4D
TECHNICAL 2D
Computer programming/repair 3D, droid repair 3D, starfighter repair 4D, starfighter repair: G30 racer 5D+1,
starship weapon repair 4D

Species: Rodian
Gender: Male
Homeworld: Rodia

Force Points: 1
Character Points: 7
Move: 10

Special Abilities and Story Factors:
  • Adaptive Respiratory System: In addition to Type I atmospheres, Rodians can breathe other gases without the need for a respirator or breath mask. For example, Rodians who worked for the Mining Guild, at its Asteroid Belt Gas Refinery, were capable of breathing thin atmosphere saturated with Clouzon-36, without the use of a respirator.

  • Angry Antenna Twitch: Although it may simply be an intimidation tactic, Hype Fazon claims that when one or both of his antennae twitch, it is a sign that he is angry.

    "Okay, okay. You see this antenna twitching? This means I'm upset. So leave." — Hype Fazon to Kaz Xiono.

  • Pomposity: A flashy know-it-all who fancies himself the pinnacle of style and skill, Fazon believes his own hype. Although he later learns the value of working as a team after the Colossus leaves the planet Castilon, Hype almost always puts his own interests ahead of others, and strives to be the center of attention. In live or death circumstances however, Hype won't hesitate to protect innocent lives or help his friends — but even then, he will likely do so in as flashy a fashion as possible.

    In game terms, while flying in non-threatening situations, Hype must make a Moderate willpower roll to resist boastfully showing off. When in dangerous situations however, the difficulty is reduced to Very Easy. This check is a free action.

  • Sponsored "Star": Hype's successful racing career has netted him a number of sponsorship deals — many of them from companies that have been in business since the Clone Wars. Among Hype's sponsors are: 79's cantina, Admiral Snackbar, Craft Repair and Maintenance, Outer Rim Supply Co, and Power Sliders diner. In his early days of racing, Hype was the "best racer to come out of the Voxx Cluster," flying for the Hutt gambling kingpin known as Vranki the Blue. And because Hype had proven to be a "real money-maker", Vranki's Hotel and Casino became his first sponsor.

  • Vibration Detection: The twin saucer-shaped antennae atop a Rodian’s head are sensitive to vibration. In game terms, these antennae grant a Rodian a +2 bonus to Perception and search checks that are based upon sound, or that otherwise involve detection of vibration.

  • Visual Spectrum: Rodian vision includes the ability to see in the infrared spectrum. If there are heat sources present, a Rodian may reduce the -4D penalty for darkness by rolling his Perception, and subtracting that number from the total generated by the 4D penalty. However, if flares or flashbang devices against the Rodian when he is in such conditions, the Rodian suffers a -1D penalty to his Perception-based rolls in that first round and the following round.

Capsule: As the top racer of the "Aces", a team of highly skilled starfighter pilots tasked with the defense of the Colossus refueling station, Hype Fazon lived up to his flashy name by flashing exceptional piloting skills. Operating under the callsign "Ace One", Hype relished being the center of attention, as it fueled his bravado and enormous ego. Although regarded by many as the best of the best in the elite Ace Pilots' lounge, the Rodian had a long record of race victories and lucrative endorsement deals after all, no one believed the hype more than Fazon himself.

But as the First Order closed in and began their de facto occupation of the station — under the guise of providing protection, Hype's swagger and outspoken criticism of the newly stringent rules, including a mandated grounding of his beloved ship, made him a target. First Order stormtroopers were already eager to rid the platform of any opposition, and so Hype was imprisoned in a shipping container with other detractors — though he was freed by Kaz Xiono and Torra Doza before he and Aunt Z could be sent offworld. When the battle with the First Order came to Castilon in earnest, Hype and Aunt Z were among the friendly faces who returned to help their friends on the Colossus escape and survive.

For Hype, life aboard the Colossus changed once the platform was revealed to be a massive ship, and after said ship made the jump to hyperspace. Faced with the reality that racing acumen was no match for the military might of First Order pilots, Hype had to adjust to the idea that to survive he would have to learn to work with his former opponents... as a team. Swagger and speed just weren't enough to win this time.

Although resistant to taking orders from Jarek Yeager, the Aces' newly appointed squad captain, and put off by flying alongside Kaz — whom he took to calling "Kaztastrophe", in time Hype was able to see the benefit of being part of a team, eventually coming to lead the group by example and toward shared goals, instead of concerning himself with winning first and foremost.

In his early days, Hype Fazon had raced for the Hutt casino kingpin, Vranki the Blue, with Vranki's Hotel and Casino acting as Hype's first sponsor. And when he and his friends from the Colossus paid a visit to Vranki's hotel in the Voxx cluster hoping to make some quick credits, Hype was greeted like an old friend. But the once immensely popular casino had lost its luster — having lost considerable business to Canto Bight after the war began. The Hutt's scheme quickly became clear too: through one gamble after another, Hype and the other Aces lost to Vranki's droid racers — due to the Hutt's underhanded tactics and traps. And the ensuing series of bets with serious consequences threatened to cost the Aces their freedom.

Thanks to a moment of inspiration from Hype however, the day would be saved. The Rodian was the one to first make the connection that Vranki's holo-games potentially shared the same droid brain core with his vulture-droid racers. And so, together with Neeku's analysis of the gaming algorithms, as well as the quick-thinking — and daring racing — of Torra Doza and Kaz Xiono, the Aces overcame Vranki's cheating ways, winning back not only their freedom in a final high-stakes race, but also coming away with the credits desperately needed to resupply the Colossus!

Equipment: Astromech droid (R4-G77), breath mask and visor, green vacuum suit festooned with sponsorship logos, modified Incom-FreiTek G30 racing starfighter (Green Ace).

Sources: Star Wars: Resistance animated series and shorts, Wookieepedia, https://twitter.com/disneychannelpr/status/1046848922726031360 , https://www.starwars.com/news/buckets-list-extra-the-high-tower-star-wars-resistance , and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Capsule text adapted from https://www.starwars.com/databank/hype-fazon , with text incorporated from Wookieepedia and https://twitter.com/disneychannelpr/status/1046848922726031360 . Image: https://www.starwars.com/databank/hype-fazon . Stats and additional text by Telsij.


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

RODIANS
Homeworld: Rodia

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

Special Abilities and Story Factors:
  • Adaptive Respiratory System: In addition to Type I atmospheres, Rodians can breathe other gases without the need for a respirator or breath mask. For example, Rodians who worked for the Mining Guild, at its Asteroid Belt Gas Refinery, were capable of breathing thin atmosphere saturated with Clouzon-36, without the use of a respirator.

  • Reputation: Certain factions of galactic civilization — most notably criminal organizations, authoritarian/dictatorial planetary governments and the Empire — find Rodians to be indispensable employees, due to the tenacity many display as hunters, something often credited to cultural sects that focused upon hunting. When an unfamiliar Rodian is encountered in the circumstances and settings described above, many beings will assume that it is involved in a hunt, and give it a wide berth.

  • Vibration Detection: The twin saucer-shaped antennae atop a Rodian’s head are sensitive to vibration. In game terms, these antennae grant a Rodian a +2 bonus to Perception and search checks that are based upon sound, or that otherwise involve detection of vibration.

  • Visual Spectrum: Rodian vision includes the ability to see in the infrared spectrum. If there are heat sources present, a Rodian may reduce the -4D penalty for darkness by rolling his Perception, and subtracting that number from the total generated by the 4D penalty. However, if flares or flashbang devices against the Rodian when he is in such conditions, the Rodian suffers a -1D penalty to his Perception-based rolls in that first round and the following round.

Sources: Star Wars: Resistance and Star Wars: Rebels animated series, Wookieepedia, http://d6holocron.com/wiki/index.php?title=Rodian , and Aliens Stats fan compilation sourcebook credited to Thiago S. Aranha. Revised stats (incorporating new canon information) by Telsij.


***********

R4-G77
Type: Loyal Astromech Droid



DEXTERITY 2D+1
Dodge 3D+1, droid attachments/equipment 3D+1,
droid attachments/equipment: spark projector 4D,
hover 3D+1
KNOWLEDGE 2D+1
Planetary systems 4D+1, willpower 3D+1
MECHANICAL 3D
Astrogation 5D, communications 4D, repulsorlift operation 4D,
sensors 5D, starfighter piloting: atmospheric flight 4D+1
PERCEPTION 2D+1
Con 3D+1, search 3D+1
STRENGTH 2D
TECHNICAL 3D

Computer programming/repair 5D, repulsorlift repair 5D,
starfighter repair 5D, starfighter repair: G30 racer 6D+1,
starship weapon repair 5D

Equipped With:
  • Aerodynamic design: R4-G77 is specifically designed for atmospheric flight.

  • Acoustic signaler

  • Fire extinguisher

  • Internal comlink

  • Holographic projector/recorder

  • Quad-lens sensor array:

    - Holographic projector "eye"
    - Holographic recorder "eye"
    - Infrared sensor "eye": R4-G77 can perceive visual data in darkness without penalty.
    - Macrobinocular "eye": R4-G77 gains a +3D bonus to search checks required to view objects at distances of greater than 100 meters.

  • Repulsorlift unit: R4-G77 is equipped with a repulsorlift generator at his base.
    Move: 10, Skill: Hover; Altitude Range: Ground level - 5 meters.
    Notes: R4-G77 typically keeps his altitude at approximately 0.25 meter height,
    and must make a skill roll (modified by situation/terrain) to reach maximum flight ceiling.

  • Retractable fine worker arm

  • Retractable heavy grasper arm: +1D to lifting, maximum 3D.

  • Small internal “cargo” area: 1 kg storage space.

  • Spark projector: 1D to 4D variable damage/effectiveness, 0.33 meter range.

Story Factors:
  • Babied: Hype and R4-G77 share a close bond, so much so that Hype — despite his constant hyperbole — refers to R4-G77 as his "baby" and shows genuine concern that his droid be treated well and carefully.

    "Hey! You be careful with R4. He's still my baby. Don't you hurt my baby!" — Hype Fazon to Orka, upon handing over R4-G77 for repair.

  • Sassy Sense of Humor: R4-G77 is already as loyal to Hype as a droid can be, but if given the chance to express this support in sassy ways, the astromech is also surprisingly well-equipped. Case in point: When Hype leaves the Aces Squadron in a huff, after being lectured on the need to work as a team in order to improve as a combat pilot, R4-G77 "had Hype's back" ... so to speak. After Hype stormed off and knocked Griff Halloran's helmet to the floor, R4-G77 initially appeared helpful by picking the helmet up with a manipulator arm and offering it back to Griff — before pointedly dropping it back on the floor at the last moment, while bobbing side-to-side and beeping the droid equivalent of what is often called a "raspberry."

Move: 10
Character Points: 4
Size: Approximately 1 meter tall

Capsule: Every Ace pilot needs a trusty astromech, and as the Aces' top racer defending the Colossus platform, Hype Fazon counts on R4-G77 to keep him front and center and in the spotlight. The droid's uniquely oblong design is crafted for aerodynamic performance, with a bright green color scheme that matches Hype's ship.

Sources: Star Wars: Resistance animated series and shorts, Wookieepedia, https://www.starwars.com/databank/r4-g77 , and Droids Stats compilation sourcebook credited to Thiago S. Aranha. Image: Screencapture from Star Wars: Resistance S2E3: "Live Fire". Capsule text adapted from https://www.starwars.com/databank/r4-g77 . Stats and additional text by Telsij.


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

GREEN ACE



Craft: Modified Incom-FreiTek G30 Racer
Scale: Racing starfighter
Length: Approximately 10 meters
Skill: Starfighter piloting: G30 Racer
Crew: 1 and Astromech Droid (can coordinate)
Consumables: 3 days
Cargo Capacity: 30 kg
Hyperdrive Multiplier: x1
Hyperdrive Backup: None
Nav Computer: None (uses Astromech)
Space: 9
Atmosphere: 400; 1,150 kmh
Maneuverability: 3D (3D+2 atmosphere)
Hull: 3D+2
Shields: 1D
Sensors:
    Passive: 15/0D
    Scan: 30/1D
    Search: 50/2D
    Focus: 3/3D
Weapons:
  • Taim & Bak KX-10B Laser Cannons (fire-linked)
    Fire Arc: Front
    Fire Control: 2D+2
    Space: 1-3/12/25
    Atmosphere Range: 100-300/1.2/2.5km
    Damage: 5D

  • Two Medium Concussion Missile Launchers (fire-linked; 3 missiles each)
    Fire Arc: Front
    Fire Control: 1D
    Space: 1/3/7
    Atmosphere Range: 50-100/300/700m
    Damage: 8D

Capsule: Bearing some similarities to Incom-FreiTek's classic X-wings, Hype Fazon's flashy racer is a perfect match for his own pomposity: an over-the-top ship plastered with the names and logos of his many high-end sponsors — many of them from businesses that have been around since the Clone Wars. Beyond its extravagance, the racer boasts S-foil wings that can shift angles for speed and maximum maneuverability through turns, as well as for aiming the ship's two wingtip Taim & Bak KX10B laser cannons. The left wing carries an advertisement for "Outer Rim Supply Co.", while the right advertises "Craft Repair and Maintenance." The ship is also equipped with missile launchers, for particularly dangerous (or desperate) situations.

Sources: Star Wars: Resistance animated series, Wookieepedia, https://www.starwars.com/databank/green-ace , https://www.starwars.com/news/buckets-list-extra-the-high-tower-star-wars-resistance , and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Capsule text adapted from https://www.starwars.com/databank/green-ace and Ultimate Star Wars New Edition: The Definitive Guide to the Star Wars Universe (p.335). Image: https://www.starwars.com/databank/green-ace . Stats and additional text by Telsij.
_________________
*************************************

OBSCURE CHARACTER ARCHIVE INDEX


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


Last edited by Telsij on Tue Dec 10, 2019 12:59 pm; edited 2 times in total
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Forceally
Commodore
Commodore


Joined: 20 Feb 2007
Posts: 1046

PostPosted: Tue Dec 03, 2019 12:26 pm    Post subject: Reply with quote

First, thanks for clearing up about the missing navigator. He just hasn't made that much of a performance to grab attention, so as to speak. Unlike Hype Fazon - a legend in his own mind like Todd "Maniac" Marshall" from the Wing Commander series.

As for the confusion of the other two Niktos - I can understand your points. But... Well, we're almost halfway through the season. If they make another appearance with specific names being mentioned, then the debate and confusion will be resolved. If not, we'll pick this up again after the series end.

The one thing I was hoping for at the end of the first season was for Kaz to blow up on Yager, Neeku, and Tam, assuming she had stayed on the Colossus. Explain what he was doing there and why. Calling out on the faults he sees in them:

Yager - his unwillingness to get back in the fight. He supports the New Republic/Resistance, and the loss of his family did affect him. But he knew the First Order wasn't going to stop. Leia knew that, and took action. The same can be said about Doza.

Neeku - too naive, gullible, and trusting. He heard stories of the Empire, yet he wanted to greet the First Order openly like he almost did when Pyre first came to the Colossus.

Tam - believing the First Order to be a force for good. Kaz should have recorded the destruction of his home planet and show it to Tam. Afterwards, he would scream at her, "IF YOU STILL THINK THE FIRST ORDER IS IN THE RIGHT AFTER SEEING THIS, THEN GO JOIN THEM!!!" Tam's too naive, and she's going to get a big shock before this is over. She didn't join them because she believed in them. She was hurt by the need for secrecy, seeing it as a betrayal. I also think she's so desperate to get off the Colossus and be a pilot she was willing to take any opportunity.
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