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Templates Converted From Star Wars Saga
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shootingwomprats
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PostPosted: Thu Feb 20, 2020 11:06 am    Post subject: Reply with quote

JEDI ACE
You feel most at home in the cockpit of a starfighter and use your mastery of the Force in the exhilarating art of starfighter combat. Using your connection to the Force, you can weave effortlessly through asteroid fields, dodge storms of enemy laser fire, execute death-defying combat maneuvers, and overcome entire squadrons of enemy craft as easily as you breathe.

DEXTERITY 2D+2
KNOWLEDGE 2D

Jedi lore
MECHANICAL 4D
Starfighter pilot, starship gunner, starship shields
PERCEPTION 3D
STRENGTH 2D+1
TECHNICAL 2D

Starfighter repairs
Special Abilities:
Force Skills: Control 1D, Sense 1D. Select two Force powers.
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 0
Character Points: 5
Equipment: Flightsuit, blaster pistol (4D), comlink, datapad, 500 credits, starfighter.
Background:
Personality:
Goals:
A Quote:
Connection With Characters:

Source: Star Wars the Roleplaying Game D20 Revised (p.273-273), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 11:08 am    Post subject: Reply with quote

DARK SIDE DEVOTEE
Background: You discovered your power early in life. You don't care how the Force works, as long as it focuses your hatred and anger against those who have wronged you. You use the Force to take what you want from others and dominate the world around you. Even the skills you have developed are directly relate to manipulating others. Having exhausted the mystical resources and artifacts of you homeworld, you look elsewhere for relics and knowledge to further your ambitions. You know that if you reject the power offered to you by the dark side, others will trample you underfoot in their own rush for power.

DEXTERITY 3D
KNOWLEDGE 2D

Dark side lore, intimidation
MECHANICAL 2D
PERCEPTION 4D

Con, command
STRENGTH 2D
TECHNICAL 2D
Special Abilities:

Fore Skills: Control 1D, sense 1D, alter 1D. Select three Force powers.
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 2
Character Points: 5
Equipment: Hold-out blaster (3D), vibrodagger (STR+1D), dark side talisman, 500 credits.
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Star Wars the Roleplaying Game D20 Revised (p.267-269), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 11:09 am    Post subject: Reply with quote

DARK SIDE MARAUDER
At some point in your past violence touched your life and being strong in the Force, it changed you forever, especially since you lacked a Jedi mentor to guide your development. Since then you have become a brutal, living weapon, delighting in inflicting pain and taking lives. Your destiny is entirely dependent on your mastery of weapons and strength in the Force. You often live for the joy of battle, the test of arms, and the tempering that only bloody conflict can provide. While the adrenaline rush of combat is a heady drug to you, the thrill of the dark side flowing through your veins is far more intoxicating. To feel that thrill again and again, the dark side you seek out any activity that lets you wield the Force against an opponent.

DEXTERITY 3D
Dodge, lightsaber
KNOWLEDGE 2D
Dark side lore, intimidation
MECHANICAL 2D
PERCEPTION 4D

Command
STRENGTH 2D
TECHNICAL 2D

Special Abilities:
Force Skills: Control 1D, sense 1D, alter 1D
Move: 10
Force Sensitive?
Force Points: 2
Dark Side Points: 2
Character Points: 5
Equipment: Lightsaber, vibrodagger (STR+1D), datapad, 1,000 credits.
Background:
Personality:
Goals:
A Quote:
"Hah! Did you how that head came apart. Beautiful, just beautiful."
Connection With Characters:
Source
: Star Wars the Roleplaying Game D20 Revised (p.269-270), D6 mechanics by +Oliver Queen
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Last edited by shootingwomprats on Thu Feb 20, 2020 11:19 am; edited 1 time in total
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PostPosted: Thu Feb 20, 2020 11:11 am    Post subject: Reply with quote

IMPERIAL KNIGHT
You are an Imperial Knight, dedicating yourself to preserving the new Galactic Empire and the defense of Emperor Roan Fel. You are every bit as capable in the use of the Force as the Jedi of old, though your training has a more martial focus. During the height of the Sith-Imperial War, you were forbidden from participating in the fighting. Instead, you served as part of the Emperor's personal guard.

You reject the use of the Dark Side. Controlling fear and managing your emotions in the face of adversity are the guiding principles of the Imperial Knights ideology, as is loyalty to your Emperor. You are warriors first, not negotiators, and you make no excuses for this fact.

Casualties within the Order have been high since Darth Krayt declared himself Emperor. You and the remaining Imperial Knights continue to serve Roan Fel closely, with many fighting an insurgent war against the Sith and their Imperial forces.

DEXTERITY 3D
Blaster, dodge, lightsaber
KNOWLEDGE 2D
Bureaucracy, planetary systems
MECHANICAL 2D
PERCEPTION 3D

Command, investigation, search
STRENGTH 3D
Brawling
TECHNICAL 2D
Special Abilities:

Force skills: Control 1D, sense 1D, alter 1D. Choose three Force powers.
Equipment: Lightsaber, Imperial Knight armor (+1D vs damage), cortosis gauntlet, comlink.
Move: 10
Force Sensitive? Yes
Force Points: 2
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
"We have sworn an oath of loyalty and the Emperor has spoken."
Connections With Players:
Source:
Legacy Era Campaign Guide (p.43-45), D6 mechanics by +Oliver Queen.
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PostPosted: Thu Feb 20, 2020 11:13 am    Post subject: Reply with quote

YUUZHAN VONG SHAPER
You are a shaper, a Yuuzhan Vong engineer of biotechnology. Your skills afford you special distinction and command great respect in Yuuzhan Vong society. Nearly everything used by the Yuuzhan Vong are manufactured by shapers.

You once adhered to strict protocols that acted as blueprints for your creations. Violation of those protocols could have once resulted in harsh punishments and accusations of heresy, but during this more elightened era these repercussions are generally ignored by Yuuzhan Vong far removed from their people. This allows you to use their biotechnical expertise on non-Yuuzhan Vong-a practice that is unpredictable and oftentimes abominable.

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

Biotech, first Aid
Special Abilities:
Shaper Hand: Yuuzhan Vong shapers replace at least one of their hands with what is known as a shaper hand. A shaper hand is a bioengineered appendage equipped with a number of tools that assist in tasks specific to shaping (treat as having a biotech tool kit).
Story Factors:
Wound in the Force: The Yuuzhan Vong are wounds in the Force. As such, they cannot be sensed or directly affected by the Force. Powers like Life Sense or Lightsaber Combat will not work, but indrect applications of the Force (such as hurling an object at them) will work.
Fearsome Appearance: The Shapers are ugly beings, but not as repulsive as most other Yuuzhan Vong. Shapers recieve an additional +1D for Intimidation.
Equipment:
Move: 10
Force Sensitive? No
Force Points: 0
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
Quote:
Connection With Characters:
Source:
Legacy Era Campaign Guide (p.46-47), D6 mechanics by +Oliver Queen.
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PostPosted: Thu Feb 20, 2020 11:14 am    Post subject: Reply with quote

IMPROVISER
Survival to you is not be taken for granted in the war-torn galaxy, particularly on the fringes of civilization where resources can be scarce. One of your most important skills for fending off death is ability to think quickly when the need arises. You can quickly grasp the needs of a situation, analyze what tools are at hand, remember relevant information, and combine all these factors into a hasty (though not necessarily elegant) solution. Although you specialize in mechanical marvels, you also have a moderate aptitude in almost any skill or area of knowledge.

DEXTERITY 3D
KNOWLEDGE 3D
MECHANICAL 3D
PERCEPTION 3D
STRENGTH 3D
TECHNICAL 3D
Special Abilities:

No Tools Required: The improviser can use parts of machines and electronics as tools, eliminating the need for a security kit or a tool kit when attempting technical skill checks that would normally require a kit.
Equipment: Equipment: Multi-tool, piece of duct tape, ID card, chronometer, strike-anywhere matches, paper clips, chewing gum, small glowrod.
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Rebellion Era Campaign Guide (p.41-43), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 11:15 am    Post subject: Reply with quote

PATHFINDER
The battles of the Galactic Civil War are not fought along rigid lines that clearly delineate Imperial territory from Rebel territory. In light of the superior resources and military might of the Empire, the Rebels must remain flexible, moving from base to base, planet to planet, and system to system, sometimes on a moment's notice. Such maneuverability and secrecy requires a multitude of small bases throughout the galaxy in unpopulated areas. As a pathfinder your an expert in survival and exploration in desolate areas. You typically work alone or in small groups, using your special training to quickly create operational zones, including basic offensive and defensive measures, concealment, power, and other basic requirements.

DEXTERITY 3D+2
Blaster
KNOWLEDGE 3D
Survival
MECHANICAL 2D+1
PERCEPTION 3D+2

(s) Hide: camouflage, Search, (s) search: track, sneak
STRENGTH 3D+1
Climbing/jumping
TECHNICAL 2D
Equipment repair
Special Abilities: None
Equipment: Blaster rifle, backpack with survival equipment.
Move: 10
Force Sensitive?
Force Points: 1
Dark Side Points: 0
Character Points:
5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:
Source:
Rebellion Era Campaign Guide (p.43-45), D6 mechanics by +Oliver Queen
_________________
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PostPosted: Thu Feb 20, 2020 11:16 am    Post subject: Reply with quote

DROID COMMANDER
Even though battle droids are networked to a central command computer they sometimes need specific movements dictated to them. As a droid commander you have proven yourself through your actions and lead other droids in supporting the CIS's mission and cause. You have been augmented and improved to increase the likelihood of your survival and continued service to you masters. You have better weapons, armor, and equipment in addition to upgraded systems making you a formidable foe on your own. Your ability to effectively lead troops on the battlefield make you and your squad a force to be reckoned with.

DEXTERITY 2D
Blaster, dodge
KNOWLEDGE 2D
(s) Tactics: squad
MECHANICAL 1D
PERCEPTION 1D+1

Search
STRENGTH 2D
TECHNICAL 1D

* Note the player has 11D+2 skill die to spend
Equipped With:
Humanoid (two arms, two legs, head and torso)
2 audio and multispectrum photoreceptors
Vocabulator
Integrated multichannel comlink
Remove reciever (up to orbit)
Bronzium shell (+2D vs physical, +1D vs energy)
Move: 10
Force Sensitive? No
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Players:
Source:
Rebellion Era Campaign Guide (p.42-44), D6 mechanics by +Oliver Queen.
_________________
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PostPosted: Thu Feb 20, 2020 11:18 am    Post subject: Reply with quote

MILITARY ENGINEER
The platoon's transport has broken down. The radio is not working. Two of the soldiers' rifles have jammed. The enemy is closing in. Who is going to fix everything in time? This is when you step in. Your a tech specialist who focuses your energy on making repairs in the field and keeping the group's hardware running until they make it back to base. Although a military engineer, you feel more comfortable with tools in her hands while lying under a vehicle or digging through a droid's internal components than firing a blaster. Your skills are honed so that you rapidly perform repairs and adjustments during highly stressful situations-even while under fire. In fact, you thrive on stress and look for such opportunities.

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

Blaster repair, droid repair, general repair, appropriate vehicle repair
Equipment: Blaster rifle, blast vest, portable
Move: 10
Force Sensitive? No
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Players:
Source:
Rebellion Era Campaign Guide (p.44-46), D6 mechanics by +Oliver Queen.
_________________
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PostPosted: Thu Feb 20, 2020 11:19 am    Post subject: Reply with quote

VANGUARD
You are a vanguard, an advanced scout who specializes in locating the enemy and relaying its position to your allies. With stealth and sharp senses you achieve this goal, specializing in locating and observing the enemy's movements, all the while obscuring your presence from them. If the situation arises, you might try to take a few of the enemy down before retreating back to friendly territory, but your primary purpose is to serve as the group's eyes and ears.

DEXTERITY 3D+2
Blaster, dodge
KNOWLEDGE 3D+1
Survival, tactics
MECHANICAL 2D
PERCEPTION 4D

(s) Hide: camouflage, search, sneak
STRENGTH 3D+1
TECHNICAL 2D

Equipment: Blaster rifle, blast vest, macrobinoculars, backpack and survival gear
Move: 10
Force Sensitive? No
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Players:
Source:
Rebellion Era Campaign Guide (p.46-47), D6 mechanics by +Oliver Queen.
_________________
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PostPosted: Thu Feb 20, 2020 6:52 pm    Post subject: Reply with quote

ENFORCER
You are an elite law enforcement officer or agent. In respectable organizations, you are a skilled investigator, patrol officer, and often a leader within your department. In corrupt organizations, you might have used a special connection to gain your position, but you still have a degree of ability, if not integrity. Either honest or corrupt you can be found at any level and any organization.

As an honest enforcer your dedicated and driven to keep the peace and capture the bad guys. You often aspire to high levels of morality, fairness, and justice.

As a corrupt enforcer you're self-serving. You use your position to gain personal fortune or power, operating individually or in concert with others in your organization. you might not possess the appropriate attitude for the job, but you have at least enough skill to hang on to it.

Your duties and abilities vary by assignment. Urban patrols pursue suspects through congested cityscapes. Sector Rangers use a broad set of abilities to investigate and track down criminals throughout their own sector of space. Imperial Security Bureau and COMPNOR agents rely on political power and fear as much as natural investigative talents and training to hunt down Rebels and other opponents of the New Order.

DEXTERITY 3D
KNOWLEDGE 4D

Intimidation, law enforcement
MECHANICAL 2D
PERCEPTION 4D

Investigation, search
STRENGTH 3D
TECHNICAL 2D

Special Abilities: None
Equipment: Heavy blaster pistol, binders, comlink, data-pad, 1,000 credits
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:

Source: The Force Unleashed Campaign Guide (p.43-45), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 6:53 pm    Post subject: Reply with quote

INDEPENDENT DROID
At some time you experienced a program-breaking event. This event could occur as the result of conflicting orders, a malfunctioning processor, or a deliberate action taken by a droid programmer-either an organic creature or another droid. You express your individuality stronger than a typical droid unit. One might focus on a very narrow segment of its programming. Another might develop a complex or damaged personality. Independent droids universally reject the notion they are owned by anyone.

DEXTERITY 2D
KNOWLEDGE 2D
MECHANICAL 2D
PERCEPTION 2D
STRENGTH 2D
TECHNICAL 2D

* Note that attributes are just holders and represent an average Human. The player has 25D to build a droid. Its strongly encouraged that no more than 18D be spent on attributes, and no attribute be higher than 4D.
Equipped With:
Heuristic Processor
Story Arc:
Independent Droid: Though the droid is emancipated it is still treated like a second class citizen throughout the galaxy. The droid will be scrutinized by the general public and possibly law enforcement.
Equipment: Comlink, identification card
Force Sensitive? No
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:

Source: The Force Unleashed Campaign Guide (p.46-48), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 6:54 pm    Post subject: Reply with quote

INFILTRATOR
Infiltrators come in many guises, such as spies, moles, special forces operatives, and secret agents. Infiltrators specialize in secretly penetrating enemy strongholds or organizations and carrying out their missions from within. Infiltrators typically operate individually or in small groups. Their training emphasizes stealth, discreet combat, and covert penetration techniques. They typically have less combat training than commandos and are better trained and more mission-specific than saboteurs. Covert infiltrators operate for extended periods of time within an organization. Aggressive infiltrators carry out specific combat missions, on their own or in support of commandos or other military units.

Bothan infiltrators are highly effective and a critical part of the Bothan Spy Network. They use the network as much as the network uses them. They gain access to network resources, while they are a resource to the network in and of themselves. They use this arrangement to their advantage whenever possible.

In a Force Unleashed campaign, Imperial operatives of all sorts might be infiltrators. Covert spies or ISB agents work to discern any hint of sedition, rebellion, or simply dissent with the New Order. Military infiltrators are deployed where dissenters are well armed, or to make a public statement. Anti-Imperial operatives might secretly work for dissident Senators, trying to penetrate the workings of the plethora of new organizations that have sprung up within the new Imperial government.

DEXTERITY 3D+2
Blaster or slugthrower, melee combat
KNOWLEDGE 3D
MECHANICAL 2D+2
PERCEPTION 3D

Hide, search, sneak
STRENGTH 3D
Brawling, climbing/jumping
TECHNICAL 2D+2
Security
Special Abilities: None
Equipment: Sneaksuit, silenced slugthrower, vibroknife, handsfree comlink
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:

Source: The Force Unleashed Campaign Guide (p.48-50), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 6:55 pm    Post subject: Reply with quote

MASTER PRIVATEER
Governments, large corporations, and other organizations have hired privateers throughout galactic history. Privateers might operate from a single armed ship, or they might control fleets of cruisers and starfighters. During the Clone Wars, the Confederacy of Independent Systems was known to use privateers to bolster its forces, especially late in the war. This might have also been a tactic to induce pirate forces to attack Republic shipping, drawing the pirates away from the CIS's own lucrative mercantile shipping networks. Though privateers are more active during wartime, they also operate during peacetime in more volatile sectors or systems.

Typically, as a privateer you operate under a letter of marque from an authorizing government or a corporate entity that controls a large region of space. A letter of marque offers a form of legitimacy to justify actions that most would consider nothing more than piracy. Indeed, on the surface, pirates and privateers operate in much the same fashion. They privately own and operate armed vessels that attack merchant shipping and take the cargoes for themselves. Whereas pirates attack whomever they please, privateers are theoretically restricted to ships of specific governments or ownership, as authorized by the letter of marque. Pirates treat prisoners as they see fit, perhaps offering them up for ransom or selling them into slavery. Privateers must treat captured personnel as prisoners of war during wartime, or as specified by their letter of marque at other times.

Master privateers are experts at the art of stopping and seizing vessels. They are skilled pilots, capable combatants, and shrewd negotiators. They are familiar with people and regions that are likely to be friendly (or at least tolerant) toward privateers and are thus able to obtain letters of marque with some regularity. The line between pirates and privateers is often blurred, and legitimate privateers sometimes ultimately cross the line into piracy.

During the Dark Times, the Empire considers privateers to be pirates and treats them as such. Thus, active privateers have been forced to the fringes of the galaxy during this time. The future Rebel Alliance would eventually experiment with using privateers, but that would prove to be a very controversial decision, and it did not gain widespread support in the Alliance.

DEXTERITY 2D+1
KNOWLEDGE 3D+1

Tactics
MECHANICAL 3D+2
Astrogation, space transports
PERCEPTION 4D
Command, con, persuasion
STRENGTH 2D
TECHNICAL2D+2

Special Abilities: None
Equipment: Blaster pistol, flashy clothes, gaudy jewelry, comlink, vacuum suit, datapad, modified Corellian Corvette or light frigate
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background:
Personality:
Goals:
A Quote:
Connection With Characters:

Source: The Force Unleashed Campaign Guide (p.50-52), D6 mechanics by +Oliver Queen
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PostPosted: Thu Feb 20, 2020 6:59 pm    Post subject: Reply with quote

MEDIC
You are highly trained healer, able to function in the worst of conditions and circumstances. You possess great knowledge of the healing arts and sciences. Trained in quick and effective treatment methods and use them to perform near-miracles to save injured and dying creatures.

You live to heal others. The most altruistic among you heal any and all within your abilities. Disillusioned or vengeful medics might choose to heal only their allies and companions. Many medics serve as starship medical officers, battlefield surgeons, or corporate medical personnel, or in portable medical facilities. A medic on the shadier side of society might operate a back-alley clinic, serve a criminal organization, or work as the personal physician of a crime lord.

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

First aid, medicine
Special Abilities: None
Equipment:
Force Sensitive?
Move: 10
Force Points: 1
Dark Side Points: 0
Character Points: 5
Background: Datapad, comlink, medcanner, medkit, 1,000 credits
Personality:
Goals:
A Quote:
Connection With Characters:

Source: The Force Unleashed Campaign Guide (p.52-54), D6 mechanics by +Oliver Queen
_________________
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