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

PostPosted: Mon Aug 13, 2018 1:02 pm    Post subject: Reply with quote

The OBSCURE CHARACTER ARCHIVE presents someone whom I was particularly
pleased to call a "Scruffy-looking, Second-rate Wookiee Costume Player" —
AND he's already got fan-art! http://dafttom.tumblr.com/image/175756638136
It's TORDICH ENVLO from SOLO: A Star Wars Story.

TORDICH ENVLO
Type: Shivering Ship's Tech



DEXTERITY 2D+2

Firearms: slugthrower 3D+2
KNOWLEDGE 3D
Survival: arctic 3D+1
MECHANICAL 3D+1
Sensors 4D+1
PERCEPTION 2D+1
STRENGTH 2D+2

Lifting 3D
TECHNICAL 4D
Equipment repair 5D+1, repulsorlift repair 5D, space transport repair 5D+2,
starfighter repair 4D+2, systems diagnosis 6D

Species:
Near-Human
Gender: Male
Move: 10

Story Factors:

Cold Intolerance/Sensitivity:
Envlo was already uncomfortable in only moderately cold temperatures,
but no previous planetside stay had ever proven as taxing to him as the frigid clime of Vandor-1. Envlo
takes great pains to maintain internal warmth, going so far as to completely envelop his face, body,
and extremities in cold weather wear. If without his many measures of protection against the cold,
Envlo suffers a -1D penalty to all actions, though this is purely a psychological effect. In addition,
he will often display obvious visual signs of his discomfort, such as audible chattering of teeth... and shivering.

Needling Nicknames: The fact that he makes such a dramatic display of his discomfort is not lost on his fellow
crewmates. They have coined various nicknames for Envlo, from calling him a "Scruffy-looking, Second-rate
Wookiee Costume Player", to the unfortunate (but catchy) moniker that has since stuck: "Shivering Envlo."

Capsule: "Shivering Envlo" was a mechanic aboard an independent freighter who hoped that his
captain would find work on a warmer planet soon. Until then and for the time being, this near-human
has engulfed his body in a dense Kod'yok fur coat.

Equipment:
Ammo bandolier with utility pouches (Game Notes: Many think that because he owns a slugthrower rifle,
Envlo uses this bandolier for ammunition. Not so! The projectile-like cylinders are “hot shots” — Vandor-slang for
emergency warming capsules. In game terms, when the contents of a single capsule are ingested, the “hot shot”
grants +1 to resist the effects of freezing temperatures for 1D hours. Effects are cumulative up to +1D only),
emergency vac-suit with visor (provides 10 hours of atmosphere when sealed, as well as insulation: treat as 4D
"armor" protection vs. effects of cold weather; visor requires manual adjustment to focus and operate: VERY EASY sensors
roll grants normal vision in most conditions and EASY sensors roll allows for magnification — treat as macrobinoculars),
Kod'yok fur coat (+2D to Strength and stamina rolls to resist the effect of cold-weather; purchased locally at great cost:
Envlo paid approximately 175-200% of its offworld market value), hermetically sealed reactor gloves (protects against
both extremely hot and cold surfaces: treat as 5D Body Strength "cover" vs. effects of temperature-based attacks only,
covers hands only), slugthrower rifle (4D damage, range: 3-25/50/200, ammo: 12), SoroSuub Journeyman Tool Kit
(+1D to any starship-related repair rolls).

Sources: Solo: A Star Wars Story film and Solo: A Star Wars Story: The Official Guide (p.87). Stats and
additional text by Telsij. Capsule text and retouched image: Solo: A Star Wars Story: The Official Guide.


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

Whill wrote:
I love the action figure guys. Takes me back.

Thank you, Whill! Me too. There are a few more in the pipeline. Very Happy


Last edited by Telsij on Tue Aug 14, 2018 11:20 am; edited 1 time in total
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Telsij
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Posts: 397

PostPosted: Tue Aug 14, 2018 10:54 am    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents a character-in-three parts: ODIN NESLOOR, from Star Wars: Episode I: The Phantom Menace. In writing up figures for the Kenner sourcebook, we also dove into the 1990's revival. One of those figures was 1998's "Expanded Universe: Speeder Bike" Pilot, based on the old concept artwork by Joe Johnston. While doing research, I happened upon TPM's tragic technician, Odin Nesloor — who also happened to be the visual chosen to represent WotC's "Dark Hellion Swoop Gang Member" miniature. And so, now all these concepts are tied together in the character below!

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

ODIN NESLOOR
Type: Outlaw Tech



DEXTERITY 2D
Blaster 2D+2, dodge 4D, melee combat: power hammer 4D+2
KNOWLEDGE 3D+2
Planetary systems 5D+2, scholar: engine design 4D+2, scholar: hyperdrive technology 5D, streetwise: Dark Star Hellions swoop gang 4D+2, willpower 4D+2
MECHANICAL 3D+2
Astrogation 4D+2, astrogation: alternative trajectory projections 6D, repulsorlift operation 5D, repulsorlift operation: speeder bike 5D+2, space transports 4D, swoop operation 4D+2
PERCEPTION 2D+1
Bargain 3D, investigation 3D+1, investigation: missing persons 4D+2, search 4D
STRENGTH 2D+1
Brawling 3D, stamina 3D+1
TECHNICAL 4D
Machinery repair 6D, repulsorlift repair 6D, repulsorlift repair: podracer repair 7D, space transport repair 5D, swoop repair 6D+1, systems diagnosis 6D+2

Species: Human
Gender: Male
Character Points: 3
Move: 10

Equipment: Aratech military speeder bike prototype, blaster pistol (4D damage), dark coveralls, goggles, green jumpsuit, harness-mounted com-scan panel, Mjolniri power hammer (Once the property of Odin’s son, as tinkering ran in the family, Odin began carrying it himself after his boy disappeared, to honor his missing family. Damage: STR+1D+1 uncharged, STR+3D+1 charged, maximum 7D; Melee difficulty: Moderate. Game Notes: Originally developed as close-quarters metalworking tool. Charge activation counts as one non-roll action. Can be programmed to recognize a user’s fingerprints in order for charge to activate. Once charge is activated, power hammer grants +3D+1 bonus to effectiveness of applicable metalworking tasks or to basic hammering), old-timey spacer’s helmet.

Physical Appearance: Odin Nesloor was a male human with brown hair and fair skin. A technician by trade, he often wore a green jumpsuit, goggles and an old-timey spacer’s leather helmet. While at work, he added dark coveralls and sometimes sported a goatee — but only when he felt the need to look more ”intimidating” amongst the increasingly unsavory company he kept.

Capsule: It is nearly certain that Odin Nesloor has lost his family to the vortices of hyperspace forever. Shortly before an intended rendezvous, the passenger ship carrying Nesloor's wife and child suddenly lurched to lightspeed and vanished, the result of a freak systems malfunction. In time, those who knew others aboard moved on. They urged Nesloor to do the same... but he never gave up hope.

Applying himself to the study of hyperdrive theory, superluminal travel and calculating projections of possible alternate destinations given the ship’s last known realspace coordinates, Nesloor traversed the galaxy in search of his family, all while combing HoloNet records for reports of downed passenger freighters and tirelessly followed up on any lead he could.

The most promising information took him to the Outer Rim planet of Tatooine. There his quixotic nature was exploited by the podracing industry and by the Dark Star Hellions, an underworld gang based in the Seswenna sector who sought to establish better footing in Tatooine. An expert mechanic, but also blindly optimistic, Odin Nesloor foolishly offered his technical skills to both groups, in the hope that their connections would lead him closer to finding his family… a search that continues to this day.

Sources: Star Wars: Episode I: The Phantom Menace film, Kenner 1998 "Expanded Universe: Speeder Bike" vehicle with "Exclusive Rebel Speeder Bike Pilot" figure, Wizards of the Coast gaming miniature: "Dark Hellion Swoop Gang Member", Decipher CCG, and Wookieepedia. Stats and Text by Telsij.

Images: Star Wars: Episode I The Visual Dictionary, www.battlegrip.com/review-1998-star-wars-expanded-universe-speeder-bike/ , and www.gamehollow.com/catalog/images/sw/bh27.jpg .


Last edited by Telsij on Tue Aug 28, 2018 11:10 pm; edited 8 times in total
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Telsij
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Joined: 07 Dec 2016
Posts: 397

PostPosted: Mon Aug 27, 2018 9:54 pm    Post subject: Reply with quote

OBSCURE CHARACTER ARCHIVE presents a big guy who always has an eye on the big picture. *Pauses for readers' groans*
Aye, no need for the side-eye, sir. You see, it's GLAUCUS from SOLO: A Star Wars Story — with species stats for the Octeroid!

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

GLAUCUS
Type: Circumspect Smuggler



DEXTERITY 2D+2
Blaster 3D+2, blaster: blaster pistol 4D+2, dodge 4D
KNOWLEDGE 2D+1
Intimidation: staredown 4D+1, planetary systems 3D+1,
streetwise 5D, survival 3D+1, value 4D+1
MECHANICAL 3D+2
Astrogation 5D, sensors 4D+2, repulsorlift operation 4D,
space transports 4D+2, space transports: SkyBlind 5D+2,
starship gunnery 4D, starship shields 4D+2
PERCEPTION 3D+2
Bargain 4D, con 4D+1, gambling 4D, hide 5D, search 5D+2
STRENGTH 3D+2
Swimming 4D+2
TECHNICAL 2D
Computer programming/repair 3D, equipment repair 2D+2,
security 3D+2, space transport repair 4D

Species: Octeroid
Gender: Male
Character Points: 3
Move: 9

Special Abilities and Story Factors:
    Advanced Monocular Vision: Very little escapes the Octeroids' watchful eye. Their large, single eye affords them a wide and far-reaching field of view. Their peripheral vision, long distance vision, and low-light vision are all excellent, but because of their single eye, Octeroids' depth perception is somewhat less developed than that of beings with binocular vision and the ability to make use of parallax. In game terms, Octeroids may re-roll any visually-based Perception or search skill roll that they fail. They may do so only once for each failed roll, and they must accept the result of that second roll. However, if an Octeroid attempts a Perception-based task that requires great precision in gauging depth of field, without the aid of sensors or other apparati, he does so at +1D to the task's difficulty. Octeroids have a 180 degree field of vision and can see clearly (with only minor adjustment) in most directions except directly behind them. Please note that objects within that 180 degree radius may be reflected in the convex surface of their large eye. Opposed rolls to spot said objects' reflection gain a +1D bonus to succeed. Due to their large iris, Octeroids can also see in low-light conditions, shy of absolute darkness, without penalty.

    Aquatic/Atmospheric Limitations: Octeroids require a breathing apparatus in order to survive in foreign atmospheres, outside of their watery homeworld. Without the use of atmosphere exchange breathing tubes, an Octeroid will likely not last long. Each round that an Octeroid breathes foreign atmosphere without the aid of a breathing apparatus, he must make a Moderate stamina check. If the Octeroid fails that check, he begins to suffocate. (If this happens, then no further stamina checks are required.) Roll the character’s Strength at the beginning of each subsequent round; if the total is less than the number of rounds since the character failed the check, the character suffocates.

    Imprecise Grasp of Basic: Although essentially fluent in Basic, Glaucus' facility with the spoken language is somewhat lacking. If Glaucus must differentiate between homophones in order to comprehend a phrase, the difficulty of his languages skill check increases by one level.

    Simple Lifestyle: Although certainly not "primitive" by galactic standards, Octeroids tend to lead simple lives. In addition to their striking appearance, they are known largely for their simple life and satisfaction with simple pleasures. They are seen as gentle giants, with little technology, who prefer to stay on their watery homeworld.

    Small Hands: Due to his (perhaps unusually) small hands, Glaucus suffers a +1D penalty to the difficulty of pick pocket and hide rolls that involve concealing items in his hands.

Capsule: The Octeroid smuggler Glaucus is known alternately as "Big Guy" or "Big Eye" — but his loose grasp of Basic means that he doesn't notice the difference either way. When gambling, Glaucus prefers to watch rather than play — for he has learned that the values of his cards are too often given away as a reflection in his giant eyeball, while his hands are too small to effectively conceal his cards.

Equipment: Atmosphere exchange apparatus (collar-mounted breathing tubes allow Octeroid to breathe Type I atmospheres comfortably, harness-mounted control panel adjusts for varying atmosphere types with EASY sensors roll), comlink, fur cloak (provides +1D+2 bonus to resist the effects of freezing temperatures), Merr-Sonn Model-44 "snub-nose" blaster pistol (4D damage, range: 3-10/30/100, ammo: 100), modified SkyBlind Recon Ship (Oculus Obscurus, stock stats except: Hyperdrive Multiplier: x1; Cargo Capacity: 80 metric tons total, 75 tonne in primary holds, plus 5 tonne of secret cargo compartments; Passengers: 2; Space: 4; Shields: 3D+1, ship's sensor-jamming optical shields apply to defense against sensors as well; Equipped with false transponder code identifying starship as Maverick 04), Sabacc deck, spacer's wrap-robe (provides +1 protection vs. edged physical damage), utility belt.

Glaucus' ship (Oculus Obscurus) & MerrSonn Model 44 "snub-nose"



Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.91), and Wookieepedia. Stats by Telsij.
Capsule text adapted from Solo: A Star Wars Story: The Official Guide (p.91). Character Image: Topps Authentics.


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

OCTEROID
Homeworld: Octero IV

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

Move: 9/11
Size: 1.75-2.25 meters tall

Species Special Abilities and Story Factors:
    Advanced Monocular Vision: Very little escapes the Octeroids' watchful eye. Their large, single eye affords them a wide and far-reaching field of view. Their peripheral vision, long distance vision, and low-light vision are all excellent, but because of their single eye, Octeroids' depth perception is somewhat less developed than that of beings with binocular vision and the ability to make use of parallax. In game terms, Octeroids may re-roll any visually-based Perception or search skill roll that they fail. They may do so only once for each failed roll, and they must accept the result of that second roll. However, if an Octeroid attempts a Perception-based task that requires great precision in gauging depth of field, without the aid of sensors or other apparati, he does so at +1D to the task's difficulty. Octeroids have a 180 degree field of vision and can see clearly (with only minor adjustment) in most directions except directly behind them. Please note that objects within that 180 degree radius may be reflected in the convex surface of their large eye. Opposed rolls to spot said objects' reflection gain a +1D bonus to succeed. Due to their large iris, Octeroids can also see in low-light conditions, shy of absolute darkness, without penalty.

    Aquatic/Atmospheric Limitations: Octeroids require a breathing apparatus in order to survive in foreign atmospheres, outside of their watery homeworld. Without the use of atmosphere exchange breathing tubes, an Octeroid will likely not last long. Each round that an Octeroid breathes foreign atmosphere without the aid of a breathing apparatus, he must make a Moderate stamina check. If the Octeroid fails that check, he begins to suffocate. (If this happens, then no further stamina checks are required.) Roll the character’s Strength at the beginning of each subsequent round; if the total is less than the number of rounds since the character failed the check, the character suffocates.

    Simple Lifestyle: Although certainly not "primitive" by galactic standards, Octeroids tend to lead simple lives. In addition to their striking appearance, they are known largely for their simple life and satisfaction with simple pleasures. They are seen as gentle giants, with little technology, who prefer to stay on their watery homeworld.

Sources: Solo: A Star Wars Story film, Solo: A Star Wars Story: The Official Guide (p.91), and Wookieepedia. Stats by Telsij.


Last edited by Telsij on Wed Oct 24, 2018 9:37 am; edited 21 times in total
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Forceally
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Joined: 20 Feb 2007
Posts: 491

PostPosted: Tue Aug 28, 2018 2:05 am    Post subject: Reply with quote

Telsij wrote:
OBSCURE CHARACTER ARCHIVE presents a big guy who always has an eye on the big picture. *Pauses for readers' groans*
Aye, no need for the side-eye, sir.



Aye, yay, yay!!!

Shocked Rolling Eyes

You need to add the black-eye punch and d'oh! emoticons.
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Whill
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Posts: 6005
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Tue Aug 28, 2018 8:32 pm    Post subject: Reply with quote

Forceally wrote:
Shocked Rolling Eyes

You need to add the black-eye punch and d'oh! emoticons.

I assume this is directed at me. I tried to add an emoticon on my own and it didn't work. I read up on a php forum about it and it is currently beyond my web mastering abilities. Sorry. Adding avatars is pretty easy but adding emoticons is not. Maybe someday.
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Telsij
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PostPosted: Tue Sep 04, 2018 9:05 am    Post subject: Reply with quote

Forceally wrote:
Aye, yay, yay!!!

Shocked Rolling Eyes

You need to add the black-eye punch and d'oh! emoticons.


Whill wrote:
I assume this is directed at me. I tried to add an emoticon on my own and it didn't work. I read up on a php forum about it and it is currently beyond my web mastering abilities. Sorry. Adding avatars is pretty easy but adding emoticons is not. Maybe someday.


For each new emoji added, I promise one fewer (future) pun!
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Telsij
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PostPosted: Tue Sep 04, 2018 9:31 am    Post subject: Reply with quote

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

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



HELDER SPINOZA
Type: Former Rescue Ops Firefighter

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

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

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

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

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

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

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


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



ISDAM EDIAN
Type: Loyal Retainer

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

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

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

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

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

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

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

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


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

RELBY K-23 BLASTER PISTOL

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

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

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

Isdam Edian looks like a woman to me.
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Telsij
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PostPosted: Tue Sep 04, 2018 5:22 pm    Post subject: Reply with quote

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

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

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

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


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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

ORTOLAN
Homeworld: Orto

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

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

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

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

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

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


Last edited by Telsij on Thu Sep 13, 2018 12:37 am; edited 6 times in total
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PostPosted: Sat Sep 08, 2018 2:44 pm    Post subject: Reply with quote

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

STRIFE AMONGST THE STARS: The Wild Wild Western Reaches



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

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

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

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

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

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

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

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

An astromech smoking a pipe, that's just all kinds of wrong. The wrong of that wrongness is just wrong.
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PostPosted: Tue Sep 11, 2018 9:31 am    Post subject: Reply with quote

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

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


ENFYS NEST
Type: Mysterious Marauder / Freedom Fighter

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

(As of Solo: A Star Wars Story)

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

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

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

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

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

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

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

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

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

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

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

    Modified Skyblade-330 Swoop: See separate entry.

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

Anyway, back to work.

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

At least it will all be worth it in the end.
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