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Obscure Character Archive!
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Telsij
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Joined: 07 Dec 2016
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PostPosted: Wed Jan 22, 2020 10:31 pm    Post subject: Q9-0 aka "ZERO" Reply with quote

Whill wrote:
Thanks for doing them. Probably the most interesting new alien species in TRoS. From me that's saying something because I've been thoroughly unimpressed with new SW alien species past 2002.

Thank you! They were the most interesting species from TRoS for me as well, by far. That said, there've been a number of species I've liked a lot since 2002, but YMMV. So many of them are definitely not as well fleshed out as those of that era, however, and I will admit that I'm probably partial to some of the more recent species (largely from Rogue One and Solo) in part because they're live-action and I've enjoyed seeing the return of practical effects with the masks, suits, puppets, etc.

As you mentioned in the Abednedo thread, that species at least has the amusing/quirky meta/real-world "hook" of their Beastie Boys association, whereas a number of the species we've gotten since may look cool, but don't have much about them in terms of lore or development.


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SPOILER WARNING FOR THE MANDALORIAN!

It's time once again for "This is the Way" Wednesday. Today's entry is Q9-0 aka ZERO, the arrogant pilot droid from The Mandalorian live-action series, voiced by by Richard Ayoade from BBC's IT Crowd, among other things.


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

Q9-0 aka: "ZERO"
Type: Pompous Pilot Droid

A Quote: "My response time is quicker than organics. And I'm smarter, too."



DEXTERITY 2D
Blaster 5D+1, brawling parry 4D, dodge 4D+2, vehicle blasters 4D
KNOWLEDGE 3D
Alien species 4D+2, intimidation 4D+1, planetary systems 5D+2,
streetwise 5D+2, value 4D, value: starships 5D, willpower 4D+1
MECHANICAL 4D+2
Astrogation 6D, capital ship piloting 6D, communications 5D+2,
sensors 5D+2, space transports 7D+2, starfighter piloting 6D
PERCEPTION 2D+1
Bargain 3D+1, con 3D+1, investigation 4D+1, search 4D+1
STRENGTH 2D
Brawling 4D, lifting 3D, stamina 4D
TECHNICAL 4D
Computer programming/repair 6D+1, droid programming 5D,
droid repair 5D+2, security 6D, space transport repair 4D+2,
systems diagnosis 6D

Personality Matrix: Arrogant / Masculine Programming
Character Points: 9
Move: 9

Story Factors:
  • Boastful: Zero is convinced of his superiority and will not shy away from sharing this assessment with others. And while he may hold an exaggerated view of his intellect, in regards to piloting prowess and reaction time at the flight controls, Zero actually is among the best pilots working in the criminal underworld during the New Republic era. Nonetheless, the blunt, boastful yet matter-of-fact bravado with which Zero conducts himself does little to endear the droid to others.



    "Forgive the programming. He's a little rough around the edges. But he is the best."
    ― Ranzar Malk to Din Djarin, regarding Q9-0

Equipped with:
  • Antenna and Audio Sensors: In addition to audio sensors which allow him to hear sounds within the range audible to humans, Zero is equipped with a broadband antenna that can intercept transmissions sent on unscrambled frequencies. He can also decode communications made on scrambled frequencies via opposed communications rolls. Zero can patch into shipboard communications without need for a comlink himself, but prefers direct access via his scomp link, as the latter grants him additional options and greater control.

  • Armored Plating: Having established himself as a skilled pilot in underworld circles, Zero has, by necessity, ensured that he can withstand more punishment than other droids of his make and model. In game terms, Zero's reinforced plating grants him +1D+2 protection vs. physical and energy damage.

  • Enhanced Photoreceptors: Zero's enhanced photoreceptors allow him to see not only in the light spectrum that is typically visible to humans and many other humanoids, they also allow him to see clearly even in low-light conditions. In game terms, Zero's photoreceptors reduce Perception-based penalties in low-light and dark conditions by 2D. In addition, their reflective external coating helps protect against flashblinding attacks that may temporarily disorient or overwhelm his visual sensors, granting him a +2D bonus to resist such effects.

  • Humanoid Body Configuration: Zero has a bipedal humanoid form, not unlike most protocol droids, with two arms, two legs, and head atop torso.

  • Specialized Starship/Slicing Operations Scomp Link Interface: The retractable scomp link located in Zero's right hand allows him to take full advantage of his technical prowess and his faster-than-organic-computational-response times. Upon interface, Zero is able to temporarily integrate his processor commands with a starship's onboard systems. He may then manipulate flight/navigational controls via scomp link, causing them to appear to move under their own power, without his having to physically adjust them.





    In game terms, on a successful computer programming/repair roll vs. Easy difficulty, Zero is able to temporarily integrate his processor commands with a starship's onboard systems. This process takes, at minimum, one full round. If there are security protocols in place, Zero may make an opposed computer programming/repair rolls to overcome them.

    Once interfaced with a ship, Zero gains a 2D bonus dice pool which he may allot to certain Mechanical and Technical skills. He may add the dice to any one or two of the following skills per round: Astrogation, capital ship piloting, communications, repulsorlift operation, sensors, space transports, starfighter piloting, computer programming/repair, and in certain less common cases, security as well — but only if some portion of even predominantly "physical" locks is governed by computerized systems. Zero may add +2D to a single skill, or split the bonus into +1D and +1D, respectively. Switching between skills to which he applies a bonus does not count as an action, but once a skill is chosen and bonuses are applied, Zero may not change his selection again until the following round. Multi-action penalties still apply, though the bonuses granted by this interface mitigate their effect.

    "It's not possible. Even for the Crest."
    "That's why he's flyin'."
    ― Din Djarin and Ranzar Malk, regarding the flight plan and Q9-0's skill





    In addition, after Zero has interfaced with a craft, he may use that craft's comms and sensors to slice a second target ship's computerized security systems, as long as his efforts are not jammed or otherwise cut off. The target ship must be either within the Focus range of the sensors on Zero's craft, or in contiguous contact with the second ship for best results. If the target ship is simply within Focus range, Zero may still make slicing attempts, but the tasks are performed at one difficulty level higher than normal for each "space" unit of distance between ships, with a distance of 0-1 units still incurring the minimum increased difficulty. (If desired, treat space unit as 100-500 meters, depending upon what is deemed appropriate by GM and upon relative sizes of ships.) If Zero's craft maintains contact with the target ship however, such as via docking coupling, difficulties are as normal. For example, after interfacing with the Razor Crest and docking with a New Republic prison ship in secret, Zero is able to access the prison ship's systems via signals sent through the Crest's comms and sensors, and he is later able to redirect a security alert to a different section of the ship.

    Zero may also make use of bio-trackers to track live targets or teammates via his craft's computer consoles. Perhaps more importantly however, Zero may make use of remote scomp link computer-couplers. In the latter case, if a remote scomp link is inserted into a computer console port on the target ship, Zero then gains a more direct connection to that computer system. In game terms, Zero gains an additional +1D bonus on certain computer programming/repair rolls, provided that the task is directly related to systems governed by that port/terminal. For example, Zero is able to directly access and more "easily" open a specific cell door on the prison ship, after a remote scomp link computer-coupler had been inserted to the cell's control panel, using a combination of his interface with the Razor Crest and that remote scomp link. Remote scomp link must be synchronized with droid user prior to use, via an Easy droid programming roll and a Moderate communications roll.

  • Vocabulator: Zero is equipped with a vocoder whose synthesized voice allows the droid to speak. And as is often the case for Zero, he uses it to voice his disdain.

    "Despite recent modifications, the ship is still quite a mess. The power lines are leaking, the navigation is intermittent and the hyperdrive is only operating at 67.3% efficiency. We have much better ships. Why are we using this one?"
    ― Q9-0, regarding the Razor Crest

Capsule: Q9-0 — or "Zero" as he is known among his fellow mercenaries — is a pilot with few peers, especially once he has interfaced with the ship he is tasked with flying. Moreover, Zero *knows* he's good — much to the chagrin of his criminal collaborators. Able to accomplish maneuvers deemed impossible by even skilled pilots, Zero has built a reputation among the disreputable, despite his habit of lording his supposed superiority over organics. And Zero's expertise extends even to matters of security — or rather, even to matters of *circumventing* security.

And so, when Ranzar Malk needed both a trusted getaway pilot *and* a slicer, in order to free his Twi'lek associate Qin from a high-security New Republic prison ship, the semi-retired scoundrel was able to call upon Zero. And Zero, despite having reservations regarding the space-worthiness of Din Djarin's Razor Crest craft, delivered on the promise of his reputation. Zero provided ace piloting — flying an "impossible" flight pattern through the prison ship's blind spot, as well as well-timed security breaches, while serving as the mercenary team's eyes and ears.

And though Zero had uncovered a transmission sent to Din Djarin by Greef Karga, regarding the bounty on an "Asset" in the Mandalorian's care, the droid would ultimately wind up deactivated because of it. Upon spotting the Child — the subject of the message he had seen earlier, Zero began searching Djarin's ship for him, with the tiny Force user barely remaining a step ahead of the droid as he did. And though Zero eventually found the Child, in the end the droid himself was felled by a blaster bolt to the back, fired by Djarin, mere moments before Zero could blast the Child and claim the bounty.

Equipment: BlasTech EE-3 blaster carbine rifle (5D+2 damage, skill: blaster: blaster carbine, range: 3-30/80/250, ammo: 50; Game Notes: If the stock and scope are used for one round of aiming, the character receives an additional +1D to subsequent blaster rolls), comlink, remote scomp link (Game Notes: Remote computer-coupler accessory grants droid user an additional +1D bonus to certain computer programming/repair rolls, for tasks directly controllable from input port/terminal scomp link is plugged into; remote scomp link must be synchronized with droid user prior to use, via an Easy droid programming roll and a Moderate communications roll), spare blaster powerpacks, utility harness with multiple equipment pouches.

Sources: The Mandalorian live-action series, Star Wars Trilogy Sourcebook: Special Edition (p.59), d6holocron.com, and Wookieepedia. Images: Screen captures from The Mandalorian: S1E6: "The Prisoner". Stats and text by Telsij.
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Telsij
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PostPosted: Wed Jan 29, 2020 4:44 pm    Post subject: BABU FRIK Reply with quote

RISE OF SKYWALKER SPOILERS:

Of various things in the movie that I wish had been handled differently (chief among them Rey being a Palpatine, as I much prefer the character arc of "Rey from Nowhere"), C-3PO's memory wipe being played largely for laughs was something that could've/should've been left more poignant, imho, while still allowing the old protocol droid to serve as comedy relief role beforehand/elsewhere. One of the culprits in that tonal clash, was tiny old Babu Frik going "hey-heyyy!" as 3PO's memory was wiped. Nonetheless, thanks to Pablo Hidalgo's work in the Visual Dictionaries, I've softened my stance on Babu and could see him playing an interesting role in an adventure or campaign.

So here are BABU FRIK with species stats for the ANZELLAN!

After writing him up, I searched the Pit to see what others made of smaller scale characters, as I recalled there being a write-up for the tiny Zilkin character, Gascon, from The Clone Wars series. And while I purposefully stopped short of introducing a full-fledged scale (w/ 2D scale modifier) below character and wanted to hew closer to the 1D modifier used for called shots at targets between 10-50 cm, CRMcNeill's house-ruled scale system (which most of you are probably already familiar) does a handy job of introducing smaller and intermediary scales that WEG neglects: https://rancorpit.com/forums/viewtopic.php?p=165950#165950

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

BABU FRIK
Diminutive Droidsmith



Quotes:
  • "Droid rememory go blank. Blank-blank."
  • "Droid... is... redddaaay!"
  • "Hey-heyyyyy!"
  • "Hello... I Babu... Frik."
DEXTERITY 2D+2
Brawling parry 3D, dodge 4D+2, running 3D+2
KNOWLEDGE 3D+1
Alien species 4D, languages 4D, planetary systems 4D+1,
streetwise 6D, streetwise: Spice Runners of Kijimi 6D+2,
survival 4D, value 4D, value: droids 8D, willpower 4D+1
MECHANICAL 2D
Communications 4D+1, machinery operation 5D, sensors 5D
PERCEPTION 3D+1
Hide 4D, persuasion: benchside manner 5D+1, search 5D+2
STRENGTH 2D
Climbing/jumping 3D+2, stamina 3D+2
TECHNICAL 4D+2
Computer programming/repair 6D, droid programming 9D+2,
droid repair 10D+1, equipment repair 6D+2, security 7D+2

Species: Anzellan
Gender: Male
Homeworld: Kijimi
Age: 85 standard years

Force Points: 1
Character Points: 8
Move: 4*
Size: 0.22 meters tall
Scale: Tiny (Character scale subscale: 1D scale modifier)

Special Abilities and Story Factors:
  • Avid HoloNet User: In addition to his involvement with the Spice Runners of Kijimi, Babu Frik keeps active on a scavenger HoloNet board as well, contacting fellow gearheads in other sectors of the galaxy.

  • Jovial: Gleeful and wide-eyed, Frik cares little that his work is illegal; he enthusiastically relishes the challenge and loves the puzzles presented to him by cutting-edge anti-tamper systems. Despite the complex sociopolitical relationship between organics and droids, Babu Frik himself does not appear interested in engaging in such philosophical debate. He thinks of droids as “tools that can be friends,” and performs whatever modifications are purchased from him. Though Babu may not as enlightened as some impassioned droid rights activists, he does admire droids’ design features and does show some sympathy for their plight. His benchside manner is a tender one, and he does his best to put skittish droids at ease before they undergo what may be horrible procedures.

  • Microscopic Vision: Anzellans possess floating corneal microlenses that allow them to see microscopic detail. In game terms, if an Anzellan spends one full round focusing on an object or 0.25 meter target area that is within a 0.5 meter distance, he may then clearly discern microscopic detail in that target area or object. In addition, as the standard difficulty for objects that are microscopic in size is Heroic, after focusing his eyes using his floating corneal microlenses, an Anzellan may reduce this search difficulty by two levels. If any Technical-based skill checks require the use of microscopes, an Anzellan may forego use of external magnifying instruments after properly focusing his eyes. And if the success of repair-based rolls is dependent upon noticing or understanding microscopic detail, the Anzellan may also perform these tasks at two difficulty levels lower than normal as well.

  • Signs of Aging: Although still agile enough to hop and leap from place to place, Babu Frik's legs have begun to show signs of age. In game terms, this is reflected in a -1 reduction to his Move score.

  • Tiny Scale: Due to Anzellans' diminutive size and stature, they are more difficult for larger beings to successfully hit in combat, or locate if hiding. However, they are less resilient to attacks from larger beings as well. In game terms, the difficulty of any attack made against an Anzellan between 10-50 centimeters tall, by larger-but-still-character-scale opponents, is increased by +1D. However, the damage of such attacks is also increased by +1D. By the same token, any attacks an Anzellan makes against character-scale targets gain a +1D bonus to succeed, though the target gains a +1D bonus to resist damage if the Anzellan's attack is a physically-based brawling or melee one. Similarly, attack and damage bonuses scale up against even larger targets, as per standard scale modifier rules. (For example, Babu Frik would gain a +3D bonus to hit a speeder scale target.) Lastly, Anzellans gain a +1D bonus to their hide rolls, and if there is appropriate cover (ie: he or she is not simply out in the open on a flat surface), they gain a +1D bonus to their sneak rolls as well.

Capsule: Babu Frik is a tiny tinkerer who works out of a cluttered shop in the Thieves’ Quarter of Kijimi City. The well-regarded droidsmith has a reputation for being able to reprogram or modify virtually any droid, no matter the security measures protecting its systems. Gleeful and wide-eyed, Frik cares little that his work is illegal; he enthusiastically relishes the challenge and loves the puzzles presented to him by cutting-edge antitamper systems. Despite often singing his whiskers in the process, Babu is able to bypass well-intentioned safeguards to turn submissive droids into dangerous weapons, confident that his tiny size rarely registers as a threat to most combat automata.

Droid minds are boxed in by an array of dampeners, strictures, and hard-coded prohibitions programmed for the safety and security of organic beings. Society has accepted that if droids could "truly think," that there would be a probability of abuse or, in the extreme case, civilizational collapse. Despite this sociopolitical setting, and despite his status as a legendary droidsmith, Babu Frik doesn’t seem to engage in such philosophical debate. He simply calls droids “tools that can be friends,” and performs whatever modifications are purchased from him. Though Babu is not as enlightened as some impassioned droid rights activists, he admires droids’ design features and does show some sympathy for their plight. His benchside manner is a tender one, and he does his best to put skittish droids at ease before they undergo what may be horrible procedures.

Babu’s workshop is a squat blockhouse atop a crest facing the city center, crammed with a wide variety of droid fragments and tools. The inner walls are lined with grooves stuffed with conducting cables, useful in heating the space and providing the power needed for Babu’s craft. He earns his power allotment by serving as a go-to mechanic in the Thieves’ Quarter, but his specialty droid modification and security countermeasure work is exclusive to the Spice Runners, of which Babu is an honorary member.

"We're trying to find Babu Frik."
"Babu? Babu only works for the crew. That isn't you anymore."

― Poe Dameron and Zorii Bliss

Equipment:
  • Ancient Ashpo-Tess Banking Droid head (Work-in-progress project: Frik is working to pull its memory unit)
  • Archaic droid manipulator (Digits of droid hand are locked in "rigor mechis" oxidation)
  • Bending agent nozzle (Grants +1D bonus to welding, or to repair rolls that involve heating metals)
  • Bespoke slicing device for droid brain surgery (Skill: droid programming, difficulty: Difficult, time to use: dependent upon slicing difficulty; Game Notes: Decognitizer interface and "colo clip" electrical connectors allow droidsmith to connect to even the most delicate cognitive unit interface points, in order to initiate custom redactive memory purges. In game terms, after a successful interface/set-up, device grants user a +1D bonus to droid programming or repair rolls related to memory wipe or retrieval)
  • Datapad console (Buttons are large enough for Babu Frik to step on in order to activate; used to display sensor findings or to browse HoloNet)
  • Electroprobe with test electrode prongs (Grants +1D bonus to Systems Diagnosis checks)
  • Gas ampules (For use with powered tools)
  • Insulated leather hood (Provides +1D protection vs. edged physical damage and +2D protection against fire, flame or heat damage),
  • K1-RF Workbench Droid (Equipped with rising hydraulic platform and articulated lamp)
  • Portable heating torch (Variable output settings let Babu's torch function as a welder, cutting torch or soldering unit),
  • Sparkshield vambrace (+1D protection vs. energy damage; leather straps used to affix to forearms were trimmed six times to find proper fit)
  • Torso and head of 00M-MARK B1-Series battle droid (Droid has command rank markings)
  • WED-15 droid head (Binocular photoreceptors have been cannibalized for their lenses)
  • Work belt with leather loincloth (Provides utility pouches/loops for a single tool and +1D protection against fire, flame or heat damage).
  • Work goggles (Viewing slit in flip-down visor is UV and IR shielded; goggle hinges have integral ear protection; in game terms, proper use reduces damage or flash-blinding effects of sudden bright light sources by -4D and reduces audio damage by -2D)
  • Workshop in Thieves' Quarter of Kijimi City (Workshop appears cramped, but to the tiny Anzellan, it is a cavernous warehouse filled with treasures. Every surface is covered with droid parts, many exceedingly old and rare. A single-droid oil bath bubble sin the corner; aside from lubricants it holds a custom-recipe deep cleanser that restores especially-tarnished parts).

Sources: Star Wars: The Rise of Skywalker film, Star Wars: The Rise of Skywalker: The Visual Dictionary, starwars.com, Wookieepedia, and https://www.youtube.com/watch?v=TLJVKqrSFj4&feature=youtu.be&t=46 . Capsule text adapted from Star Wars: The Rise of Skywalker: The Visual Dictionary (p.144-145). Stats by Telsij.


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

ANZELLAN
Attribute Dice: 12D

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

Move: 5/7
Size: 0.15-0.45 meters tall
Scale: Tiny (Character scale subscale: 1D scale modifier)

Species Special Abilities and Story Factors:
  • Microscopic Vision: Anzellans possess floating corneal microlenses that allow them to see microscopic detail. In game terms, if an Anzellan spends one full round focusing on an object or 0.25 meter target area that is within a 0.5 meter distance, he may then clearly discern microscopic detail in that target area or object. In addition, as the standard difficulty for objects that are microscopic in size is Heroic, after focusing his eyes using his floating corneal microlenses, an Anzellan may reduce this search difficulty by two levels. If any Technical-based skill checks require the use of microscopes, an Anzellan may forego use of external magnifying instruments after properly focusing his eyes. And if the success of repair-based rolls is dependent upon noticing or understanding microscopic detail, the Anzellan may also perform these tasks at two difficulty levels lower than normal as well.

  • Tiny Scale: Due to Anzellans' diminutive size and stature, they are more difficult for larger beings to successfully hit in combat, or locate if hiding. However, they are less resilient to attacks from larger beings as well. In game terms, the difficulty of any attack made against an Anzellan between 10-50 centimeters tall, by larger-but-still-character-scale opponents, is increased by +1D. However, the damage of such attacks is also increased by +1D. By the same token, any attacks an Anzellan makes against character-scale targets gain a +1D bonus to succeed, though the target gains a +1D bonus to resist damage if the Anzellan's attack is a physically-based brawling or melee one. Similarly, attack and damage bonuses scale up against even larger targets, as per standard scale modifier rules. (For example, Babu Frik would gain a +3D bonus to hit a speeder scale target.) Lastly, Anzellans gain a +1D bonus to their hide rolls, and if there is appropriate cover (ie: he or she is not simply out in the open on a flat surface), they gain a +1D bonus to their sneak rolls as well.

Sources: Star Wars: The Rise of Skywalker film, Star Wars: The Rise of Skywalker: The Visual Dictionary, starwars.com, and Wookieepedia. Capsule text adapted from Star Wars: The Rise of Skywalker: The Visual Dictionary (p.144-145). Stats by Telsij.
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Last edited by Telsij on Wed Jan 29, 2020 9:37 pm; edited 3 times in total
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Whill
Dark Lord of the Jedi (Owner/Admin)


Joined: 14 Apr 2008
Posts: 10297
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Jan 29, 2020 8:54 pm    Post subject: Re: BABU FRIK Reply with quote

Telsij wrote:
RISE OF SKYWALKER SPOILERS:

Of various things in the movie that I wish had been handled differently (chief among them Rey being a Palpatine, as I much prefer the character arc of "Rey from Nowhere"), C-3PO's memory wipe being played largely for laughs was something that could've/should've been left more poignant, imho, while still allowing the old protocol droid to serve as comedy relief role beforehand/elsewhere. One of the culprits in that tonal clash, was tiny old Babu Frik going "hey-heyyy!" as 3PO's memory was wiped. Nonetheless, thanks to Pablo Hidalgo's work in the Visual Dictionaries, I've softened my stance on Babu and could see him playing an interesting role in an adventure or campaign.

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

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

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

Telsij wrote:
Quotes:
  • "Droid... is... redddaaay!"
  • "Hey-heyyyyy!"
  • "Hello... I Babu... Frik."

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

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

Quote:
persuasion: benchside manner 5D+1

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

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

Nice!

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

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

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

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

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

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

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

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

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

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

Thank you for the video link! Upon repeated close listens just now, it's definitely "blank." So Quote #1 has now been added! Very Happy
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Whill
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Joined: 14 Apr 2008
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Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Wed Jan 29, 2020 11:48 pm    Post subject: Reply with quote

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

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

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

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

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

Hi all!

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

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

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

Hey, Mando!

SPOILERS FOR THE MANDALORIAN!

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

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


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

GREEF KARGA
Type: Agent of the Guild



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

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

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

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

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

    — Karga, inspects the "Asset" / Child.

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

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

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

(As of The Mandalorian Season One)

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

Species: Human
Gender: Male

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

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



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

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

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

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

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

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

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

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

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

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



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

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


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

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

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

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

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

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

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

IKA SULKO
Type: Mon Calamari Pilot



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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


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

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

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

Hey, all!

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

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

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

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


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

DOCTOR APHRA
Type: Rogue Archaeologist



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

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

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

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

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

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

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

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



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



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





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


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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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



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

Sources: Star Wars: Doctor Aphra comic book series (Vol. I and II), Darth Vader comic book series (2015-2016), Star Wars: Women of the Galaxy (p.62-65) by Amy Ratcliffe, Star Wars: Allies and Adversaries sourcebook by Fantasy Flight Games (p.78-79), http://swa.stoogoff.com , and Wookieepedia. Stats based upon / converted from official FFG stats first published in Star Wars: Allies and Adversaries sourcebook (p.78), reposted online here: http://swa.stoogoff.com/#doctor-aphra . Capsule text adapted from Star Wars: Women of the Galaxy (p.62-65), with third paragraph adapted from Star Wars: Allies and Adversaries sourcebook by Fantasy Flight Games (p.78), and with fourth and closing paragraphs adapted from https://www.marvel.com/articles/comics/everything-you-need-to-know-about-star-wars-doctor-aphra . Images: In order of appearance above, artwork by Emilio Laiso (both images appear in Doctor Aphra Volume 1, Issue #14), Kev Walker (#21), Emilio Laiso (#17), Caspar Wijngaard (#39), Kev Walker (#1), and Valentina Remenar (Volume 2, Issue #1, Variant Cover). Stats and additional text by Telsij.
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PostPosted: Sun Jul 19, 2020 1:21 pm    Post subject: THE SECOND SISTER, aka: TRILLA SUDURI Reply with quote

** SPOILERS for STAR WARS JEDI: FALLEN ORDER video game ***

Finally found a few free moments to finish an entry that was already in-progress. And so, here are stats and write-up for one of SW's better-developed, well-acted, and tragic antagonists!

OBSCURE CHARACTER ARCHIVE presents SECOND SISTER, the Imperial Inquisitor once known as Jedi Padawan TRILLA SUDURI, from the Star Wars Jedi: Fallen Order video game!


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SECOND SISTER
aka:
TRILLA SUDURI

Type: Sadistic Imperial Inquisitor



Quotes:
  • "Outstanding."
    — The Second Sister, to Cal Kestis, after he ignites his blade rather than submit willingly to her questioning.

  • "I wagered one meaningless Padawan against a prize that will win me the Emperor's favor."
    — The Second Sister to Cal Kestis

  • "You will refer to me as Inquisitor. And if you could handle yourself, Commander, I wouldn't be here."
    — The Second Sister to Commander Atty

  • "It appears that there are no survivors left, Inquisitor. We found nothing of value."
    "No. You didn't look hard enough…."

    ― A Purge Trooper and the Second Sister

  • "I recognize that stance. Perhaps you've had some training after all. Who was your master, Padawan? Someone I killed, perhaps? What Jedi gave their life so that you might live?"
    — The Second Sister to Cal Kestis

  • "There is no technique Cere has that I haven't perfected."
    — The Second Sister to Cal Kestis

  • "You're a monster."
    "I am what Cere made me."

    ― Cal Kestis and the Second Sister

  • "I'm stronger now, because of the pain."
    — The Second Sister to Cal Kestis

DEXTERITY 3D
Brawling parry 5D, dodge 6D+1, grenade 5D, lightsaber 7D, lightsaber: Inquisitor lightsaber 8D, melee combat 7D, melee parry 7D, running 5D+1, thrown weapons 4D+2
KNOWLEDGE 4D
Alien species 5D, bureaucracy: Empire 6D, cultures 6D, intimidation 7D+1, intimidation: psychological manipulation 8D, planetary systems 5D, survival 5D, willpower 6D+1
MECHANICAL 2D
Astrogation 5D, communications 5D+2, repulsorlift operation 4D, sensors 4D+2, space transports 4D+2, starfighter piloting 5D+2, starship gunnery 5D
PERCEPTION 4D
Bargain 5D+2, command 5D, con 7D, investigation 7D+1, investigation: psychological profile of prey 8D, persuasion 6D, search 6D, search: tracking 7D
STRENGTH 3D
Brawling 5D, climbing/jumping 5D+2, stamina 5D
TECHNICAL 2D
Computer programming/repair 5D+2, equipment repair 4D, lightsaber engineering/repair 5D, lightsaber engineering/repair: Inquisitor lightsaber 6D, security 5D

Force Skills: Control 7D+1, Sense 7D, Alter 7D+1

The Second Sister knows the following Force powers:
  • Control: Absorb/dissipate energy, accelerate healing, burst of speed, control pain, enhance attribute, force of will, hibernation trance, remain conscious, remove fatigue, resist stun

  • Sense: Combat sense, danger sense, direction sense, life detection, life sense, magnify senses, receptive telepathy, sense Force

  • Alter: Force push, telekinesis

  • Control and Sense: Farseeing, lightsaber combat, projective telepathy

  • Sense and Alter: Dim other's senses, Force wave (Force pulse), inflict pain, lesser force shield

  • Control and Alter: Accelerate another's healing, accelerate healing, control another's pain, drain life/wither (Force drain), feed on Dark Side, Force jump, inflict pain, transfer Force

  • Control, Sense, and Alter: Affect mind, control mind, drain life essence

Species: Human
Gender: Female
Height: 1.7 meters

Force Points: 7
Dark Side Points: 7
Character Points: 13
Move: 10



Special Abilities and Story Factors:
  • A Master's Betrayal: The Second Sister was once Padawan to Jedi Knight Cere Junda. In the aftermath of the Clone Wars, Suduri and Junda went into hiding, fleeing the newly-risen Empire with a group of Jedi younglings in their care. Ultimately, both Master and Padawan were captured and subjected to torture, allowing the dark side of the Force to transform Suduri into the Second Sister.

    During the Imperial attacks, Suduri had insisted that she and her master stick together, but Junda attempted to lead the Imperials away from their position on her own. Suduri had begged her not to leave them, but her master left to confront the enemy nonetheless, and she was instead left to protect the younglings. Although Junda succeeded in leading the Imperials away, she was eventually captured. Imprisoned at Fortress Inquisitorius on Nur, Junda was subjected to torture by her captors and, in the end, revealed the location of Suduri and the younglings.

    As a result, Suduri was soon captured and subjected to the same torture as her master. Coupled with her master's perceived betrayal, the Imperial torture broke Suduri's will and she succumbed to the dark side, becoming an Inquisitor known as the Second Sister. When Junda saw her former Padawan dressed in Imperial garb, she flew into a rage, used the dark side to kill everyone in the room except Suduri, before fleeing.

    Although Junda escaped with her life, and though Suduri would climb the ranks of the Imperial Inquisitors, the Jedi Hunter eventually known as the Second Sister would not forget, nor perhaps ever forgive, her master's betrayal.

    "She was weak. Cracked in an Imperial torture chair. Surrendered the location of her naïve Padawan. They would never have found me… if it wasn't for her. She betrayed me."
    ― The Second Sister, to Cal Kestis, regarding Cere Junda

    "When faced with the choice to protect herself or her Padawan, she chose self-interest.... She'll sell you out too."

    ― The Second Sister, to Cal Kestis, regarding Cere Junda

    "I've carried so much hate for you."
    ― Second Sister, to Cere Junda

  • Ambition and Arrogance: The Second Sister seeks the favor of Emperor Palpatine, and to rise within the ranks of the Galactic Empire. And the Second Sister knows very well that she has the talent and skill to do so.

  • Analytical Approach: The Second Sister couples a brilliant but cruel intellect with psychoanalysis in her pursuit of prey, allowing her to anticipate her target's behavior as she discovers their fears and exploits their and weaknesses.

    "Cal Kestis. How predictable. Oh yes, I know your name… Your past… And most importantly… about Cordova."
    ― The Second Sister, to Cal Kestis

    "There is no technique Cere has that I haven't perfected."
    ― The Second Sister



  • Inquisitorius: Composed largely of fallen Jedi Knight and their Padawans, the Inquisitors were trained by Darth Vader in the ways of the Dark Side of the Force. Inquisitors were then tasked with investigating reports of possible Force Sensitives, and with capturing, turning, or kill those individuals. In game terms, due to the nature of their missions, Inquisitors have the authority to commandeer any required Imperial military forces, and even officers were required obey their orders. In practice, they appear outranked only by Darth Vader himself, Grand Moff Tarkin, the Grand Inquisitor or those in the Emperor's inner circle.

  • Sadist: The Second Sister's methods are as effective as they are cruel. And she will often toy with her prey before administering the killing blow. Despite her psychology-focused approach having proven deadly for her targets however, the Second Sister's desire to taunt her victims has at times prolonged a hunt, even when a mission's success is already all but assured.


Capsule: Ambitious and cruel, the Second Sister was one of the deadliest members of the Imperial Inquisition. Unpredictable, agile and relentless, she relished hunting down both Force-sensitives and political dissidents for the Empire. Already an expert lightsaber duelist adept in wielding the dark side of the Force — capable of even esoteric feats such as draining the very life essence of her victims — she was an able slicer as well. However, the Second Sister's greatest weapon was her cunning intellect and ability to deduce and predict the behavior of her prey. This probing nature, and a charismatic sociopathy, allowed her to patiently manipulate almost any adversary into revealing their weaknesses and fears, paving the way for their own undoing. And ever the sadist, the Second Sister often toyed with her prey before moving in for the kill.

Rivaled only by the Grand Inquisitor among the Inquisitorious in skill and tenacity, the Second Sister was once the Jedi padawan known as Trilla Suduri. Nearly a decade and a half before the Battle of Yavin, she would face her most daunting challenges: a nigh galaxy-spanning pursuit of the padawan survivor Cal Kestis, and the search for a hidden holocron containing the identities of Force-sensitive children who could restore the Jedi Order — for in this quest came confrontation with her former master, Cere Junda.

Although the Inquisitor succeeded in learning Kestis' history in order to exploit his weaknesses — she would taunt the young man of the loss of his master, Jaro Tapal, insinuating that the Lasat Jedi would be disappointed to see his pupil keeping company with Cere Junda, a betrayer who'd wielded the Dark Side — the Second Sister's series of victories came at a cost: the toll extracted from her psyche, in facing her own past and becoming consumed by its harsh "lessons."

The Second Sister did defeat Kestis time and again, but each time the latter grew wiser, while managing to elude the killing stroke, often with the timely aid of Junda, the Padawan's exploration droid, BD-1, and even the Nightsister, Merrin. And though the Second Sister managed to manipulate Kestis into (unwittingly) finding the holocron on her behalf — tracking it to the Zeffo Vault on Bogano, she would meet her end when next they met.

Taking the holocron to Fortress Inquisitorius on the Nur moon of Mustafar, the Second Sister seemed on the verge of decisive victory. She had secured an item that could end any hope of a resurrected Jedi Order. Unfortunately for her, Cal Kestis remained persistent.

Due to his powers of postcognition, upon retrieving the Second Sister's lightsaber, Kestis saw the suffering Trilla Suduri had endured. And now, he told her it was not to late to let go of her hate. But the Second Sister refused, claiming the pain made her stronger. This time however, it may have unbalanced her, at last and in earnest. Disarmed in a final duel with Kestis, the Second Sister came face to face with Cere Junda once again. And this time, Junda offered plaintive apology for all the pain she had caused her former Padawan. And this time, it seemed at long last that Trilla Suduri might truly listen... and finally forgive.

Trilla Suduri had already fallen to the Dark Side once, but upon emerging from the depths of the Second Sister's scarred and cruel shell, perched on the precipice of possible reconciliation with Cere Junda and her past, Trilla Suduri was instead felled once and for all. Before the words came. Before absolution. Trilla Suduri was killed by Darth Vader for her "failure," and before the eyes of her old Master. Indeed, were it not for Kestis and Cere Junda, the Second Sister might have succeeded in her desire to gain the Emperor's favor... and in wiping out the Jedi Order for good.

"Avenge us."
―The Second Sister's last words




Equipment: Cape (+1 vs. edged physical attacks, +2 bonus to any attempts at concealing items beneath its cover; appearance: black with red inner lining), comlink, customized Imperial Inquisitor body armor and helmet (+1D vs. physical and energy damage; no Dexterity penalties; covers torso, arms, and head only; visor's visual augmentation allows user to see clearly in both low-light or blindingly-bright environments, while granting access to vision in infrared, ultraviolet, and other wavelengths. In game terms, helmet visor prevents reduces darkness-related penalties by 4D, and reduces effect of visually-based/blinding attacks by 4D; helmet is also equipped with toxin/atmosphere filters capable of providing ten hours of breathable atmosphere if/when vacuum seal is activated. In game terms, helmet grants +4D bonus to Strength or stamina checks versus effects of toxins or harsh atmospheric conditions; appearance: black with red piping/trim, and white Imperial crest on shoulders), flash grenades (6D/5D/3D/2D "flash blinding" damage, range: 0-8/16/25, blast radius: 0-2/4/6/8, Game Notes: Damage is rolled normally, but treat any result greater than Stunned as the target becoming temporarily "blinded" — apply a -4D penalty to target's visually-based actions for a number of rounds equal to the number before the D in the damage die code for that range band. Flash grenades are rechargeable), Inquisitor lightsaber (see entry below), TIE Interceptor starfighter.


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SECOND SISTER'S INQUISITOR LIGHTSABER



"Be careful with that thing. It's been through hell."
― The Second Sister, regarding her lightsaber

Type: Melee weapon / thrown weapon
Scale: Character
Skill: Lightsaber: Inquisitor lightsaber / double-bladed lightsaber, thrown weapons
Cost: Unavailable for sale
Availability: 4, X
Difficulty: Difficult or Very Difficult depending upon mode used
Damage: 5D

Game Notes: Making full use of an Inquisitor lightsaber requires the specialization Lightsaber: Inquisitor lightsaber / double-bladed lightsaber. Without this specialization, the base difficulty to wield a double-bladed lightsaber is Very Difficult, and none of the special benefits of the double-bladed lightsaber are available to the user. If used with only a single blade ignited, treat double-bladed lightsaber as standard single-bladed lightsaber, sans its model-specific penalties or bonuses. With any mode, as with single-bladed lightsaber, if wielder rolls lower than base difficulty number by more than a margin of 10, she has injured herself with the weapon.

Blade Configurations and Modes of Use:
  • Double-blade mode: If wielded as double-bladed weapon by user with specialization lightsaber: Inquisitor lightsaber / double-bladed lightsaber, user gains a +5 bonus to all parry rolls.

  • Flying/gliding mode: Equipped with a repulsorlift generator powerful enough to lift most humanoids, and guided by use of the spinning double-blades, the Inquisitor lightsaber may be used to "fly" or glide in bursts, over short distances.

    In game terms, such maneuvers require a Moderate climbing/jumping skill check at minimum, depending upon terrain/surroundings. If successful, the Inquisitor can move up to 50 meters vertically and horizontally. Use of the flying/gliding mode may also be used as a defensive measure and as a "reaction skill" by those with the specialization lightsaber: Inquisitor lightsaber. In such cases, the maneuver's success is then determined by a parry roll of their specialization.

    Please note: The Second Sister rarely makes use of her lightsaber's extended flight capabilities, but will make use of the gliding maneuver to quickly move out of engaged/melee range, relative to her opponents.

  • Spinning double-blade mode: If wielded by user with specialization lightsaber: Inquisitor lightsaber / double-bladed lightsaber, user gains +10 bonus to all parry rolls, and a +5 bonus to strike.

  • Thrown weapon: May be used as thrown weapon: 5D damage, skill: Thrown weapons, range: 3-5/8/15.

Sources: Star Wars: Jedi Fallen Order video game, starwars.com, d6holocron.com (fan-made Force powers such as Burst of speed, Force push, and Force wave), Star Wars: Rebels Season 2 fan sourcebook (Inquisitor lightsaber stats, revised by Telsij), Star Wars: The Old Republic fan sourcebook (Drain life/wither Force power), Wookieepedia, https://pandorarp.com/threads/suduri-trilla.56746/ , and https://www.imdb.com/name/nm4441529/ .

Images: Star Wars: Jedi Fallen Order video game (photo mode screen captures) and The Art of Star Wars: Jedi Fallen Order book (masked full body image and Inquisitor lightsaber hilt image).

First paragraph and (parts of) second paragraph of capsule text adapted from https://www.starwars.com/databank/second-sister and Wookieepedia entry for Second Sister. Stats and additional original text by Telsij.
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PostPosted: Wed Aug 05, 2020 5:31 pm    Post subject: KENNER AT-ST DRIVER: MAJOR MARQUAND NEWLAND Reply with quote

A recent request on the WEG D6 facebook group for stats of one of the Kenner mini-rigs made me look through my Kenner write-ups. I *thought* I had already posted all of the figures I'd done character stats and write-ups for, BUT only then realized I'd forgotten a few. And so:

Here are stats and write-up for everyone's favorite 1980s peg-warmer, the AT-ST DRIVER from Return of the Jedi! And while the character's Legends iteration is named Marquand for RotJ's director (who cameoed *as* the character), new canon calls him Newland. And as nothing about his new iteration contradicts the old, why not combine both as Major Marquand Newland!

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MAJOR MARQUAND NEWLAND
Type: Ground Assault Vehicle Commander

A Quote: "Get him off of there!"― Newland, upon spotting an Ewok assailant

DEXTERITY 2D+2
Blaster 4D+1, blaster artillery 4D+2, brawling parry 3D, dodge 3D, vehicle blasters 5D+2
KNOWLEDGE 3D+2
Bureaucracy 4D+2, intimidation 4D+1, survival 4D, tactics 4D, tactics: ground assault 5D
MECHANICAL 4D
Walker operation 6D+1
PERCEPTION 3D
Command 5D+2, command: Tempest Force scouts 6D+1
STRENGTH 2D+2
Brawling 3D+2, stamina 4D
TECHNICAL 2D
Security 3D, walker repair 4D, walker repair: AT-ST 5D

Species: Human
Gender: Male
Homeworld: Kessel
Height: 1.78 meters

Character Points: 5
Move: 10



Capsule: The spectre of the spice mines was very real for those that grew up on Kessel. The presence of the mines was as inescapable as their physical confines were reputed to be. As plumes of smoke hid the horizon and the stench of death filled the air, young Marquand Newland swore that he would not make the mistakes made by those now toiling away in such labor camps. He would make something of himself. This personal mission was a success, to which Newland’s swift rise to a position of some authority in the Imperial Military is sound testament.

As an AT-AT pilot assigned to the ground force complement of the renowned Star Destroyer, Devastator, Major Newland served with such distinction that he was recruited into Tempest Force, an elite unit populated by many of the Empire’s top soldiers. While others in his position might have been content to blindly carry out the orders of their superiors, Newland made certain that he had substantial input in shaping and even directing operations on Endor. Despite or perhaps because of this strong showing, Newland’s independent streak later lent credence to the notion that he had turned against the Empire during the rebel raid on the Endor shield generator.

As Newland’s AT-ST, the Tempest Scout 2, advanced upon rebel commandos and the savages who had allied themselves with the insurgents, one furry native somehow found his way atop the walker. Instructing his gunner Lieutenant Blanaid to investigate, Newland was shocked to see Blanaid suddenly pulled out of the walker and thrown overboard before he himself was violently subdued. Newland’s hijacked AT-ST was then used against his own forces, with both Newland and Blanaid being branded as traitors as a result. What became of Major Newland in the wake of such a decisive rebel victory is unknown.



Equipment: AT-ST walker (Tempest Scout 2), blast helmet (+1D vs. physical damage, +2 vs. energy), goggles (provides +2D protection against vision-based attacks or environmental effects), X-30 “Lancer” target blast pistol (3D+1 damage, range: 3-10/30/120, ammo: 50).

Sources: Return of the Jedi film, Wookieepedia entries for Newland and Marquand, Decipher CCG, Star Wars: Card Trader app, and http://thestarwarsbox.blogspot.com/2012/09/kenner-at-st.html . Images: Kenner action figure and vehicle photos by Nekoman, and still image from Return of the Jedi film. Stats and capsule text by Telsij.
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PostPosted: Wed Aug 05, 2020 6:29 pm    Post subject: KENNER BARADA (ALTERNATE IDENTITY): KITHABA Reply with quote

One more of my "forgotten" Kenner figure write-ups, this time from the 1985 post-Rotj Power of the Force subline, which included a collector's coin and whose name was later re-used for the late 90's "muscle-bound" Special Edition era of figures.

The original Kenner figure was sculpted in the likeness of Barada, but was painted to resemble Kithaba. Which character the figure actually represents is of course left to the discretion of the GM / your 1980's childhood self, but because official stats of Barada already exist, here then is "Barada II" KITHABA from Return of the Jedi.


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KITHABA (Barada II)
Type: Indomitable Assassin



DEXTERITY 4D+1
Blaster 5D+1, brawling parry 5D+2, dodge 5D, melee combat 6D+1, melee parry 5D+1
KNOWLEDGE 2D
Intimidation 6D, planetary systems 4D, streetwise 5D+2, survival 5D, willpower 6D+2
MECHANICAL 3D
Musical instrument operation 4D+1, repulsorlift operation 4D+2, space transports 4D+1,
starfighter piloting 3D+2
PERCEPTION 3D
Hide 4D, search 5D, sneak 4D+2
STRENGTH 4D
Brawling 6D, stamina 6D+1
TECHNICAL 2D
Demolitions 3D, musical instrument repair 3D, security 4D+1

Species: Klatooinian
Gender: Male

Force Points: 1
Character Points: 8
Move: 10



Special Abilities and Story Factors:
  • Rises to the challenge: Kithaba established his reputation as a feared assassin by being relentless. Although he was sometimes outmatched by opponents or by particularly elusive targets, Kithaba managed to soldier on to victory through sheer force of will and determination alone. This led many to believe that he possessed an ability to somehow rise to a superior level of skill whenever the situation called for it.

Capsule: Why would an assassin of Kithaba’s caliber remain at such a lowly position in Jabba’s Court of his own free will? The fearsome Klatooinian was not indebted to the Hutt Cartel, nor had he been pressed into indentured servitude. Moreover, unlike many of his more traditionally-minded brethren, Kithaba did not revere the Hutts as demigods simply because of their long lifespan or history of dominion over the Klatooinian people.

The truth was that Kithaba never felt fulfilled by the business of assassination. He appeared so driven largely because he was always searching for a sense of satisfaction that was missing from a successful kill. It was not until he discovered his love of playing music that Kithaba finally felt a sense of real accomplishment. He accepted a (relatively) low-risk position within Jabba’s criminal organization simply so that he could hone his musicianship and begin to focus upon building a music career after retirement.

Despite being the first of Jabba’s vanguard to fall from the skiffs above the Great Pit of Carkoon, Kithaba was (appropriately enough) the last one seen alive — struggling valiantly against the might of the Sarlaac, relentless to the bitter end.



Equipment: BlasTech DL-18 blaster pistol (4D damage, range: 3-10/30/120, ammo: 100), force-pike (STR+2D damage, melee difficulty: Moderate), red bandana and matching pants, tan tunic-vest, three-pouch bandolier.

Sources: Return of the Jedi film, Decipher CCG, https://www.swccgstore.com/Star-Wars-CCG-Kithaba-p/12537.htm , http://www.rebelscum.com/VINtBarada.asp , and Wookieepedia. Images: http://www.rebelscum.com/VINtBarada.asp (figure), https://www.swccgstore.com/Star-Wars-CCG-Kithaba-p/12537.htm (card) and Return of the Jedi: Special Edition film. Stats and capsule text by Telsij.
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PostPosted: Wed Aug 12, 2020 3:21 pm    Post subject: KENNER RED SNAGGLETOOTH, ZUTMORE Reply with quote

Yet one more "forgotten" Kenner write-up — but this time, it's teamed with ye olde Star Wars Holiday Special.

While the "Blue Snaggletooth" Kenner story is well known by now, there was also some back-and-forth regarding the identity of the later, stockier "Red Snaggletooth" figure. Despite my issues with the "inconsistent" quality of a lot of the writing therein, Wookieepedia — ever the invaluable resource! — actually does explain it pretty well:

In its Zutmore entry, "Wookieepedia" wrote:
In 1978, the Kenner toy company created a figure of the Snivvian, Zutton. The first version wore a blue outfit and was the same size as a regular action figure. It was released with the Sears Cantina Adventure Playset. A second, revised version with a red outfit and shorter legs was released as an individually packaged action fiture. The first version was labeled "Blue Snaggletooth" and became a very rare figure. The package of the second figure included a picture of "Zutmore" from the Holiday Special. This seemed to imply that the Snivvian in The Star Wars Holiday Special was the same Snivvian, Zutton, that appeared in Star Wars: Episode IV A New Hope. However, Zutton has a different appearance than the Snivvian in the Holiday Special, and it was decided to split the appearances into separate characters.

To add to the confusion, in 2001, Hasbro produced a figure under the name "Zutton", but the figure actually resembles "Zutmore". Around the same time, Decipher identified "Zutmore" as "Rachalt Hyst" for its Star Wars Customizable Card Game set, Tatooine Limited. Later sources, including the article, Rogues Gallery: You're Barred! in Star Wars Insider 144, returned to the name from the Holiday Special script: Zutmore."


And so, with ANH's Zutton and Takeel already getting official WEG stats courtesy of Pablo Hidalgo (see the short story "Spare Parts" in Star Wars Adventure Journal #11), here are stats and write-up for ZUTMORE from the Star Wars Holiday Special.

BONUS: This also gives me a chance to re-post BLUE SNAGGLETOOTH, one of my favorite earlier write-ups from when I had the time to photoshop these Obscure Character entries, a character who was canonized in The Clone Wars as MORLIMUR SNUGG. See link to his Kenner-styled PDF here: https://drive.google.com/file/d/0B-7Q2Dm1-OcIX3pGMVJkalRFUFE/view


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ZUTMORE
Remorseful Con Artist



Quote: “Huh huh huh huh huh huh huh!” [trilling, high-pitched laugh]

DEXTERITY 2D+2
Blaster: blaster pistol 4D, dodge 3D+2, melee combat: vibro-shiv 3D+2
KNOWLEDGE 3D+2
Cultures 4D+2, cultures: Snivvian 5D+2, streetwise 4D+2, value 4D+2
MECHANICAL 2D
PERCEPTION 3D+2
Con 5D, con: seduction 5D+2, forgery: identification 5D, persuasion 5D
STRENGTH 3D
TECHNICAL 3D
Computer programming/repair 4D+1, security 3D+2

Species: Snivvian
Gender: Female
Homeworld: Cadomai Prime

Dark Side Points: 1
Character Points: 6
Move: 9



Species Special Abilities and Story Factors:
  • Adaptive Skin: Snivvians can survive in temperature extremes from -30 to +45 degrees standard without harm or protective clothing, and their tough skin grants them a +1D armor bonus against physical damage.

  • Blood Code: The genetic flaw that has led to much violence in Snivvian history has also caused the Snivvians to be very distrustful of twins of any species. As families, Snivvian brothers tend to be very distant.

  • Strife-Torn History: The Snivvians never seem to get a break. From the genetic problems to the period of slavery by the Thalassians, the Snivvians have undergone hardship after hardship. Now that the Blood Code may have returned, the Snivvians are bracing themselves for more troubles. Despite such adversity (or perhaps because of it), the Snivvians are respected artists and writers.

Story Factors:
  • Alcohol, Self-Pity, and Further Self-Sabotage: After betraying members of her family — suffering enough of a fall-out with them that she was effectively cut-off from any further contact or aid they might provide, Zutmore finally feels as though she is nearing the end of her rope. Marooned in Mos Eisley with little hope of familial reconciliation, the Snivvian has fallen into alcoholism and vice. She now spends much of her time drowning her sorrows at Chalmun's Spaceport Cantina. One wouldn't be able to discern such internal struggles by sight alone however. In fact, the Snivvian seems far from morose and often appears to be in high spirits. Zutmore can often be found drinking hard and partying harder, with the sound of her high-pitched trill-like laughter filling the air.



    In game terms, Zutmore must make a Moderate willpower roll to resist drinking the night away at the cantina. If she succeeds at this roll, Zutmore must then grapple with another difficult decision: rather than drink herself into a stupor, will she try to change the course of her life, or will she resume trying to con, seduce and/or otherwise "persuade" whomever she comes across next?

  • Bigger and Bigger Bar Tab, Deeper and Deeper in Debt: Having been stranded in Mos Eisley for some time now, Zutmore has begun accruing debt. Despite this, she has not lost her spot at the bar — thanks to Ackmena. Like fellow cantina regular Kelbo, Zutmore has borrowed many a credit from the night-shirt bartender, while also accumulating quite the bar tab in the process!

Equipment: Forged identification (Alias: Rachalt Hyst), red jumpsuit with blue trim, Tatooine Blaster (4D damage, range: 3-10/30/100, ammo: 100).

Capsule: Often confused with another Snivvian named Zutton — despite her drastically different demeanor and style of dress, and upright posture, Zutmore was a con artist who, until recently, preyed upon both lovers and members of her own family. When Zutmore’s history of deceit finally came to light, her family severed all ties with her and abandoned Zutmore on Tatooine. Now alone and left to contemplate her past betrayals, Zutmore can usually be found drinking herself into a stupor at Chalmun's Spaceport Cantina, much to the annoyance of evening bartender, Ackmena. Even when the Empire placed a curfew upon even an Outer Rim underworld haven of Tatooine, Zutmore was still whiling the night away at the bar with the M'shento'su'Nikto (and fellow debtor) Kelbo, and the Snivvian's high-pitched, alcohol-fueled trill of laughter echoed long into the night.

Sources: Star Wars Holiday Special https://www.youtube.com/watch?v=6hH8rxarVG8&feature=youtu.be&t=4483 , http://www.starwarsholidayspecial.com/characters/zutmore/ , Decipher CCG, and Wookieepedia. Stats and capsule text by Telsij.

Images: http://www.rebelscum.com/Gentle-Giant-ltd/Snaggletooth-Jumbo-Kenner-Gentle-Giant.asp (Gentle Giant larger-scale 9.5" tall reproduction of Kenner "Red Snaggletooth" figure) and http://www.starwarsholidayspecial.com/characters/zutmore/ (Holiday Special photos courtesy of Scott Horne).
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PostPosted: Fri Oct 09, 2020 1:53 am    Post subject: Reply with quote

https://rancorpit.com/forums/viewtopic.php?p=168069#168069

Telsij wrote:
Many thanks to Pablo Hidalgo's RO Visual Guide, for fleshing out a background for Bistan that lent itself well to adapting the Iakaru species to D6 mechanics.
...
EDIT: Updated Bistan's pdf, and the posted species write-up above, with a minor amendment to a Species Story Factor for the Iakaru. Changed Primitive Society to Pre-Spacefaring Society, and removed beginning Iakaru characters' inability to place starting skill dice in vehicle operation, while retaining their inability to place starting dice in starship operation skills. After reading the brief Q&A with Pablo Hidalgo linked below, where he says that while Iakaru are "beyond Ewok technology", they are "maybe not as technically inclined as Wookiees," this change made sense. http://www.starwars.com/news/much-to-learn-you-still-have-talking-rogue-one-aliens-with-pablo-hidalgo

Do you have the FFG era sourcebook Dawn of Rebellion? It presents Iakaru as a PC species, so their background and planet is more fleshed out. Unfortunately, it seems that they used Hidalgo's comments to springboard right into Kashyyyk and made Iakar a less advanced version of it. Iakaru mine metal from the mountains and have invented repulsorlift tech on their own, but they are still not spacefaring. The primary power source is short battery life solar.
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