View Full Version : Obscure Live Action Film Character Stats
RobShanti
03-26-08, 11:10 PM
Doing the Wicket stats (http://forums.gleemax.com/showthread.php?t=1005958) was fun, so I thought I'd try my hand at some of my favorite obscure film characters. Others, like PeteyRock, Zrissa, Johnnyputrid, Powercat, Ronium, ZehnWaters, adamb0nd and Dendrite have joined in the fun. Feel free to contribute stats for your favorite obscure live-action film character!
Men of many faces, both in real life and in character, Anthony Daniels and Ahmed Best, most famous (and/or infamous) for their portrayals of C3P0 and Jar Jar Binks, also played the parts of con men Dannl Faytonni and Achk Med-Beq in Attack of the Clones.
In a nut shell, Faytonni & Med-Beq escaped the penitentiary, won Republic uniforms in a sabaac game, and went around swindling people out of their money.
In statting them, I based them on Michael Caine's & Steve Martin's characters in Dirty Rotten Scoundrels, with the added twist that I conceived of Ackh Med-Beq as having started his illicit career as a second-story man, before falling in with Faytonni and apprenticing himself in the ways of con artistry.
Achk Med-Beq
http://images.wikia.com/starwars/images/d/d1/Achkmedbeq.jpg
Human Scout 1 / Scoundrel 2
Force 6, Dark Side Rating 2
Init +8; Senses Perception +5
Languages Basic
Defenses Ref 17 (flat-footed 15), Fort 15, Will 13
hp 28; Threshold 15
Speed 6 squares
Melee unarmed +2 (1d4+1)
Ranged Blaster Pistol +3 (3d6+1)
Base Atk +1; Grp +3
Atk Options Point Blank Shot, Disruptive
Special Actions Shake It Off, Extra Second Wind, Improved Stealth
Abilities Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 14
Talents: Improved Stealth, Disruptive
Feats Skill Training (Stealth & Perception), Shake It Off, Weapon Proficiencies (Pistols, Rifles, Simple), Extra Second Wind, Point Blank Shot, Weapon Proficiencies (Advanced Melee Weapons)
Skills Acrobatics +8, Climb +7, Deception +8, Endurance +7, Initiative +8, Jump +7, Perception +5, Stealth +8
Possessions Republic Uniform, Blaster Pistol
Ask any one of my players from any one of my Star Wars campaigns who was tending bar when they entered Chalmun's Cantina on Tatooine, and not a one will say Wuher. No matter what the day, no matter what the shift, if you go to Chalmun's in one of my games, you will invariably find the bar tended by Ackmena, Bea Arthur's character from the 1978 Star Wars Holiday Special.
Few realize that after several variety show appearances in the 50s and 60s, Bea Arthur actually gained fame as her iconic, overbearing character "Maude" in the first season of All in the Family; Maude was Edith's cousin. The character was so popular so fast, that the following year, she had her own eponymous spinoff! (The first of five spinoffs of All in the Family -- cookies to anyone who can name the other four off the top of their head...and extra cookies to anyone who can name the Maude spinoff off the top of their head!). Maude ran from 1972 to 1978, whereupon it immediately "jumped the shark" after Norman Lear moved the characters to Washington, D.C. so Maude could be a congresswoman. The show was cancelled two episodes later when Arthur left the show. Seven months later, and apparently desperately worried where her next meal was coming from, Arthur agreed to appear in the 1978 Star Wars Holiday Special as Ackmena, the tough barmaid.
(Whether that hurt her or helped her in the long run is difficult to discern; it was nearly seven years before she landed her next steady role, appealing to a whole new generation. Usually, when referring to "a whole new generation," one means the next generation. In Arthur's case, she'd become the darling of the previous generation, the septugenarians and octogenarians who, twelve years earlier, never found anything offensive about anything that came out of Archie Bunker's mouth. Thus began her new iconic role as the overbearing Dorothy in Golden Girls.)
In the Star Wars EU (I mean...aside from the Star Wars Holiday Special, which I consider G-Canon, a small point on which I and Lucasfilm continuity official Leland Chee vehemently differ), it is said that after the events of Return of the Jedi, Ackmena teamed up with one of the other Cantina occupants from the Holiday Special, Cebann Veekan -- who appeared therein as a cross between a baboon (hence his early production moniker "Baboon Man") and character actor Kevin Bacon (a resemblance that obviously inspired the character's name and profession in the Starwars.com "What's His Story?" feature in which he was later fully and officially established as an out-of-work holo-performer) -- and went around the galaxy performing reenactments of the exploits of Luke Skywalker. The "What's His Story?" piece obviously references Ackmena's performing abilities as seen in the Holiday Special when she does a song and dance to quell the ire of the cantina patrons after an official Imperial communique orders them all back to their homes pursuant to a newly imposed curfew.
Unless you're prepared to use the home-brew entertaining rules found at WizO_Tao's Saga conversion website (http://saga-edition.com/?p=216), there's no satisfactory mechanic to represent Ackmena's song and dance capabilities in Saga, one of the few but long-standing criticisms of the system. It's all just summarily handled with a Persuasion roll. To that end, I statted Ackmena with both Skill Training and Skill Focus in Persuasion, to represent her many talents.
It is also established in the EU that during the events of A New Hope, when Luke and Ben entered the Cantina and Wuher was tending bar, Ackmena was actually in the back room with Chalmun trying to negotiate better hours. For all her bonuses in Persuasion, she was apparently unsuccessful given that she ended up subsequently working the night shift in the Holiday Special, and every single shift featured in my games.
And then there's...
Ackmena
http://images.wikia.com/starwars/images/b/ba/Ackmena1.jpg
Human Middle-Aged Female Non-Heroic 3/ Scout 1 / Scoundrel 1 / Noble 1
Force 6, Dark Side Rating 0
Init +3; Senses Perception +16
Languages Basic, Huttese, Bocce, Rodese, Shyriiwook, Jawa Trade Language
Defenses Ref 15 (flat-footed 15), Fort 13, Will 18
hp 21; Threshold 13
Speed 6 squares
Melee unarmed +0 (1d4-1) or
Ranged Blaster Pistol +2 (3d6+1)
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Careful Shot, Coordinated Attack*
Special Actions Fringe Savant, Presence, Knack
Abilities Str 7, Dex 11, Con 9, Int 14, Wis 16, Cha 16
Talents: Fringe Savant, Knack, Presence
Feats Linguist, Weapon Proficiencies (Pistols, Simple), Toughness, Point Blank Shot, Careful Shot, Coordinated Attack, Skill Foci (Persuasion, Knowledge: Bureaucracy, Perception)
Skills Gather Information +11, Knowledge: Bureaucracy +15, Perception +16, Persuasion +16
* See stats for Tork, infra.
While a "thank you" gesture for photoshopping a character pic for her was certainly unnecessary, the contribution by Zrissa is most definitely a welcome one!
Latest Imperial Navy Scandal: Admiral Motti Was Flirting With Me!!! Hot Double-Agent Tells All!!!
Admiral Motti is best known for being the only movie character to live (although not for long) to tell of being Force-choked by Lord Vader. Perhaps an alternative build should include a level dip into Scoundrel for Fool's Luck? ;)
Seriously, I based his stats on the standard Imperial Officer from SECR, adding a couple levels of Officer and altering his Abilities somewhat. I increased his STR and CON (and gave him Martial Arts I and Trip feats), since the novel Death Star mentions his enthusiasm for physical training and hints at his vanity over his physique. I took his Officer Talents from the new Naval Officer talent tree in SotG to represent his position as head of Naval Operations for the Death Star project.
However, as Wookieepedia, Death Star and other sources indicate, competence did not play a big part in Admiral Motti's promotions and appointments over his career. He had connections--such as being related to Tarkin's wife--and was devoted to the New Order. Perhaps the latter is why Palpatine gave him his Death Star postion. I do think he was marginally competent, since Palpy very much wanted a Death Star in action ASAP, so I doubt he would have appointed someone so inept that he might slow things down. (Compare the Emperor's interest in the Death Star II's delays in RotJ). Thus, the talents mentioned above.
In addition to his near obsessive believe in the power of technology, Conan Motti was very, very ambitious. He was hoping that Tarkin might take his hints that he could become Emperor, with Motti at his side of course.
Admiral Motti was played by Richard LaParmentier, an actor and screenwriter. Of the SW actors that I have met, I cannot choose who I like the best, they have all been so nice; however, my meeting with Mr. LaParmentier several years ago at DragonCon was the most fun. Including a good, clean joke on me.
My Hubby, "Lon" (his favorite username) & I volunteered some time to help man the tables for the Rebel and 501st Legions (we are double agents from a certain point of view). During his Saturday shift, I was hanging out in my Imperial Officer uniform talking to another 501st officer costumer, a comely college girl. An older gentleman walks up to us, puts his arms around us and starts play-flirting. You know, the very mild flirting that is just for fun. I didn't mind, as he wasn't getting out of line, just flattering us. However, Lon saw what was going on & I wondered why he didn't react at all. He just looked over once or twice, and went back to his job of answering questions about the 2 clubs and the displayed props. After the gentleman went on his way, Lon told me, "That was Admiral Motti hugging you!" I don't think I believed him at first.
Lon then revealed the backstory of how he knew who was flirting with his wife. Earlier, while I was doing my volunteer shift, Lon was browsing the Dealers' Room. As anyone who's attended even a small con--and DragonCon is very large--knows, Dealers' Rooms are crowded. A large group of people came down the aisle where Lon was looking, and to get out of the way, he ducked into the nearest booth. The man sitting there looked up, noted Lon's Jedi costume and started a conversation about Star Wars. As they chatted, Lon spotted a poster--and finally recognized the gentleman was Richard "Admiral Motti" LaParmentier!
Later that night I had a chance to formally introduce myself to the Admiral. The Legions like to host SW celebrities at little members-only get-togethers at cons, and there was one that evening at a local bar and grill. Mr. LaParmentier did not seem at all unhappy that I hadn't known who he was--or that my husband had not recognized him right away. If anything, he seemed amused in a sweet way. I got a picture with him, which I would post if I could locate it. (We still have lots of stuff in storage from our move last year, including the tote where I have several of my 501st mementoes.)
As a thank you for his role in a great movie, and for a very fun evening with this Imperial Admiral, the fanfic I mentioned a few posts up includes a Rebel shuttle named Parmentier. And yes, the Rebels probably stole it from the Empire. So what else is new?
http://images1.wikia.nocookie.net/starwars/images/thumb/c/c2/Motti-anh.jpg/250px-Motti-anh.jpg
Admiral Conan Antonio Motti
Medium Human Nonheroic 4/Noble 3/Officer 3
Force 6; Dark Side 6
Init +3; Senses Perception +8
Languages Basic, Bocce, Durese, High Galactic
Defenses Ref +18 (flat-footed +18), Fort +18, Will +22
hp 53; Threshold 24
Speed 6 squares
Melee Unarmed +5 (1d6+5)
Ranged Blaster pistol +3 (3d6+3 or Stun)
Base Atk +3; Grp +5
Special Actions Born Leader, Command Cover, Distant Command, Fleet Deployment, Fleet Tactics, Share Talent (Born Leader)
Atk Options Martial Arts I
Abilities Str 14, Dex 10, Con 10, Int 12, Wis 10, Cha 13
Talents Born Leader, Distant Command, Fleet Deployment, Fleet Tactics
Feats Armor Proficiency (Light), Linguist, Skill Focus (Persuade), Skill Training (Deception, Use Computer), Weapon Proficiencies (pistols, simple)
Skills Deception +11, Knowledge (tactics) +9, Perception +8, Persuasion +11, Use Computer +9
Possessions Blaster pistol, encrypted comlink, Imperial code cylinders, Imperial Admiral's uniform, various personal items
I find this interesting about Piett: Aside from Tarkin, who spanned two trilogies, he was the only Imperial officer to appear in two Star Wars films, premiering in The Empire Strikes Back and returning in Return of the Jedi. Lucas had not planned to have Piett reappear in Return of the Jedi, but fan mail supporting the return of the character convinced him to rehire actor Kenneth Colley and write some dialogue for him.
Colley remarked, "You can't just play a uniform or a single attitude, you have to somehow try to dig up within the parameters of the part something human, because that's what the audiences respond to, the humanity. The response I got was because of the humanity, not because of the uniform..."
Admiral Firmus Piett (CL 12)
http://images3.wikia.nocookie.net/starwars/images/8/8b/Piett_btm.jpg
Medium middle-aged Human noble 7/officer 5
Force 7; Dark Side 4
Init +13; Senses Perception +12
Languages Basic, Bothese, Durese, Hapan, High Galactic, Huttese, Rodese Ryl
Defenses Ref 26 (flat-footed 24), Fort 22, Will 27; Command Cover +2
hp 61; Threshold 22
Speed 6 squares
Melee unarmed +10 (1d4+6)
Ranged sporting blaster pistol +13 (3d6+6) or
Ranged sporting blaster pistol +14 (3d6+6) or with Careful Shot
Ranged sporting blaster rifle +13 (3d6+6) or
Ranged sporting blaster rifle +14 (3d6+6) with Careful Shot
Base Atk +10; Grp +12
Atk Options Careful Shot, Far Shot, Point Blank Shot
Special Actions Born Leader, Combined Fire, Demand Surrender, Distant Command, Fleet Deployment, Presence, Share Talent (Demand Surrender, Presence)
Abilities Str 10, Dex 14, Con 10, Int 16, Wis 13, Cha 16
Talents Born Leader, Combined Fire1, Demand Surrender, Distant Command, Fleet Deployment2, Legendary Commander3, Presence
Feats Careful Shot, Far Shot, Linguist, Point Blank Shot, Skill Focus (Knowledge , Persuasion), Skill Training (Knowledge [social sciences]), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
[B]Skills Deception +14, Gather Information +14, Initiative +13, Knowledge (bureaucracy) +19, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Knowledge (tactics) +19, Perception +12, Persuasion +19, Pilot +13, Use Computer +14
Possessions admiral’s uniform, blaster pistol, sporting blaster rifle with standard targeting scope, code cylinder, Executor-class Star Dreadnaught (Executor)4
1Starships of the Galaxy, page 18
2Starships of the Galaxy, page 18
3Starships of the Galaxy, page 18
4Starships of the Galaxy, pages 136-137
I gave Piett the feats for shooting because I wanted something beyond Skill Training and Skill Focus, and I thought target shooting would be a suitable hobby for a man of his station.
I didn't stat Agen Kolar, and I don't recall who did, but here's the Jedi who was originally intended to be Eeth Koth (from The Phantom Menace), but the new actor didn't quite look enough like the original, so he became a whole new character:
Agen Kolar
http://www.swg1.net/encyclo/images/agen-kolar.jpg
Jedi Master CL 13
Medium Zabrak Jedi 7/Jedi Knight 5/Jedi Master 1
Destiny 0; Force 6
Init Use the Force +18; Senses Perception +13, Heightened Awareness
Languages Basic, Zabrak, Huttese, Bocce
Defences Ref 30 (flat-footed 27), Fort 27, Will 29; Deflect
hp 96; Threshold 27
Immune Fear effects
Speed 6 squares
Melee lightsaber +19 (2d8+10) or
Melee lightsaber +17 (3d8+10) with Rapid Strike or
Melee lightsaber +18/+18 (2d8+10) with Double Attack or
Melee lightsaber +16/+16 (3d8+10) with Double Attack and Rapid Strike
Melee unarmed +16 (1d4+6)
Ranged by weapon +16
Base Atk +13; Grp +13
Atk Options Double Attack, Rapid Strike
Special Actions Serenity, Redirect Shot
Force Powers Known (Use the Force +18): Battle Strike, Force Slam, Force Stun, Force Thrust, Move Object, Surge
Force Techniques Force Point Recovery (2)
Abilities Str 10, Dex 16, Con 10, Int 14, Wis 14, Cha 14
Talents Deflect, Force Intuition, Greater Weapon Focus (lightsaber), Greater Weapon Specialisation (lightsaber), Multiattack Proficiency (lightsabers, x2), Redirect Shot, Weapon Specialisation (lightsaber)
Feats Double Attack (lightsaber), Force Sensitivity, Force Training (2), Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (Lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +14, Knowledge (Galactic Lore) +13, Perception +13 (may re-roll), Use the Force +18
Possessions Lightsaber (constructed own), robes.
Italian Spaghetti Western hero Django (after whom Jango Fett was named, incidentally) was a gun runner / bounty hunter who dragged a coffin around (a quirk parodied in an episode of Cowboy Bebop). The Amanin bounty hunter known only as "Amanaman" drags a corpse around in a suspiciously reminiscient move. He also dangles the dried heads of three victims from his staff, which is rendered more as a double-pointed spear and favored weapon of the Amanin in some illustrations. I liked that unique weapon, and developed it for Amanaman:
Amanin Double-Ended Spear
Damage: 1d8/1d8 [piercing]
Type: Exotic Melee or Thrown weapon (Simple for Amanin)
Weight: 2 kg
Size: Large
Availability: Rare
Cost: n/a
Amanaman himself was created using the official Wizards stats for the Amanin:
Ability Modifiers: +2 Str, –2 Int, –2 Cha
Size: Medium
Speed: 6 squares
Expert Climber: Due to their arboreal background, Amanin may choose to take 10 on Climb checks even when distracted or threatened. Primitive: Amanin do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants those feats.
Reach: Unlike most Medium-sized species, Amanin have a natural reach of 2 squares.
Resilient: Amanin gain a +1 species bonus to their Fortitude Defense due to their natural resilience.
Roll: When using the run action, Amanin may roll into a ball to move at greater speed. When rolling, Amanin take a –5 penalty on Perception checks, but their speed is doubled.
Languages: Amanese.
Without further ado...
"Amanaman"
http://images.wikia.com/starwars/images/e/eb/Amanaman.jpg
Amanin Scout 3 / Scoundrel 1 / Soldier 3 / Bounty Hunter 1
Force 10, Dark Side Rating 4
Init +10; Senses Perception +9
Languages Basic, Amanese, Huttese
Defenses Ref 23 (flat-footed 26), Fort 21, Will 19
hp 59; Threshold 21
Speed 6 squares
Melee unarmed +9 (1d4+7)
Melee Amanin Double-Ended Spear +10 (1d8+10)
Ranged blaster pistol +7 (3d6+4)
Base Atk +6; Grp +9
Atk Options Dual Weapon Mastery I, Powerful Charge, Running Attack, Weapon Focus (simple), Familiar Foe, Dastardly Strike, Devastating Attack (simple), Weapon Specialization (Simple), 2-square Reach
Special Actions Improved Stealth, Hidden Movement, Nowhere to Hide, Roll, Expert Climber
Abilities Str 17, Dex 13, Con 10, Int 12, Wis 10, Cha 12
Talents Improved Stealth, Hidden Movement, Dastardly Strike, Devastating Attack (simple), Weapon Specialization (Simple), Nowhere to Hide
Feats Skill Training (Climb), Dual Weapon Mastery I, Powerful Charge, Weapon Proficiency (simple, pistols & rifles), Running Attack, Weapon Focus (simple)
Skills Climb +12, Gather Info +10, Initiative +10, Knowledges (Life Sciences & Galactic Lore) +10, Perception +9, Stealth +10
Possessions Amanin Double-Ended Spear, 3 desiccated heads, 1 corpse
It is with great sadness that I report that comedic actor Harvey Korman, best known for co-starring on the Carol Burnett Show, but known to Star Wars fans as having portrayed Krelman, Chef Gormaanda the "Amorphian being" instructor in the 1978 Star Wars Holiday Special, passed away at age 81 Thursday evening, May 29, 2008, at UCLA Medical Center.
I, for one, thank you, Harvey, for your contributions to the Star Wars mythos, regardless of the short shrift given to them by Leeland Chee.
In memoriam of Harvey Korman, I've statted the Amorphian being, using the "species" template for the Replica Droid on page 153 of Threats of the Galaxy, since long before the EU gave us Guri, there was Harvey's Amorphian.
I won't reveal the species template, since that might cause a copyright problem, but suffice it to say that since he's 1st level, there's been no level adjustment to his stats, and I used the standard pre-made stat package from the Core Rules. Also, when choosing which two items of bonus equipment I wanted, I did so by exclusion; I figured integrated comlink, darkvision, improved sensor package and internal storage weren't really appropriate. 'Nuff said. ;)
Given that "The motor abilities of Amorphian citizens are frequently impaired by malfunctions which result in a temporary loss of power," as explained in the Star Wars Holiday Special, I decided to modify the "Junker" template from Starships of the Galaxy so it can be used for droids:
Junker Template for Droids
Ability Modifiers: -2 STR, -2 DEX, -2 INT
Reduced CL: Reduce the CL of the junker droid by 20%, rounded down.
Reduced Initiative: Reduce a junker droid's Initiative by 5 after all other modifications.
Systems Failure: Every time a junker droid moves down -1 step on the Condition Track, one of its systems fails (determined randomly by a d% roll) and remains totally nonfunctional until the junker droid moves back up the Condition Track. If you roll a system the droid does not have, simply ignore the result.
01-30 One non-locomotive appendage
31-60: Locomotion (reduce speed by 2 squares)
61-85: One mounted weapon
86-95: Communications (Vocabulator and Integrated Comlinks)
96-100: Shields
Patchwork: Reduce the DC of any Mechanics check made to repair the junker droid by 2.
Reduced Cost: Reduce the cost of the droid by 45%
So, applying that template to the Replica Droid template, we get the following stat block for the Amorphian being:
Amorphian Being (as seen in the Star Wars Holiday Special (http://www.youtube.com/watch?v=9saImXFGlcs&feature=related))
http://images1.wikia.nocookie.net/starwars/images/thumb/5/5e/Swhs82.jpg/250px-Swhs82.jpg
Medium Male-programming Replica Droid Non-Heroic 1
Force 0; Dark Side 0
Init -5; Senses Perception +1
Languages Basic, Binary, Tech
Defenses Ref +11 (flat-footed +10), Fort +10, Will +11
hp 3; Threshold 10
Speed 6 squares
Melee Unarmed +1 (1d4+1)
Ranged -3 (damage as weapon)
Base Atk +0; Grp +1
Special Qualities Droid Traits, Diagnostics Package, Translator Unit (DC 15), Conditional Bonus Feat: Skill Focus (Deception) if trained in Deception, Systems Failure, Patchwork
Abilities Str 12, Dex 10, Con N/A, Int 13, Wis 13, Cha 12
Feats Skill Training: Use Computer, Skill Foci: Knowledge (Technology), Persuasion, Use Computer
Skills Knowledge: Technology +11, Mechanics +6, Persuasion +11, Use Computer +11
Possessions Mini-Transmitter
This one is hardly obscure, but it's from Closet_Skeleton, who is reknown for his great statblock life portraits:
Anakin Skywalker (all eras)
http://i306.photobucket.com/albums/nn265/RobShanti/anakin_skywalker_10242www-1.jpg
Anakin Skywalker – Slave Boy
at the beginning of Episode I: The Phantom Menace
Small Human male scout 1 (child)
CL 1
Destiny: 1; Force: 6, Strong in the Force
Init +7; Senses: Perception +5
Languages: Basic, Binary (understand only), Huttese
Defenses: Reflex 16 (flat-footed 15), Fortitude 13, Will 11
hp 25; Threshold 13
Speed: 4 squares
Melee: +0 (unarmed, 1d3-1)
Ranged: +2
Base attack: +0; Grapple: -4
Attack options: none
Special actions: Skywalker bloodline*
Abilities: Str 9, Dex 14, Con 12, Int 14, Wis 11, Cha 12
Talents: Jury-Rigger
Feats: Force Boon, Force Sensitivity, Skill Focus (Pilot), Strong in the Force, Weapon Proficiency (pistols, rifles, simple weapons)
Skills: Endurance +6, Initiative +7, Jump +4, Mechanics +7, Perception +5, Pilot +12, Survival +5, Use the Force +6
Possessions: simple outfits, 3PO protocol droid unit C-3PO, pod racer, various tools
Anakin Skywalker – Jedi Padawan
at the beginning of Episode II: Attack of the Clones
Human male scout 1/Jedi 6
CL 7
Destiny: 4; Force: 10, Strong in the Force; Dark Side 2
Init +11; Senses: Perception +9
Languages: Basic, Binary (understand only), Huttese, Rodese
Defenses: Reflex 22 (flat-footed 19), Fortitude 21, Will 19
hp 84; Threshold 21
Speed: 6 squares
Melee: +9 (lightsaber, self-made, 2d8+5)
+4/+4 (lightsaber, 2d8+5) with Double Attack
+7 (lightsaber, 3d8+5) with Rapid Strike
+2/+2 (lightsaber, 3d8+5) with Double Attack and Rapid Strike
Ranged: +9
Base attack: +6; Grapple: +8
Attack options: Double Attack, Rapid Strike
Special actions: Build lightsaber, Redirect Shot, Skywalker bloodline*
Force powers known: (Use the Force +15) Force Slam, Surge
Abilities: Str 14, Dex 17, Con 16, Int 16, Wis 13, Cha 14
Talents: Block, Deflect, Jury-Rigger, Redirect Shot
Feats: Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training, Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +11, Initiative +11, Jump +10, Knowledge (galactic lore) +11, Mechanics +11, Perception +9, Pilot +16, Survival +9, Use the Force +15
Possessions: dark Jedi outfit, lightsaber (Anakin has constructed his own)
Anakin Skywalker – Jedi Knight
at the beginning of Episode III: Revenge of the Sith
Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2
CL 14
Destiny: 9; Force: 12, Strong in the Force; Dark Side 8
Init +15; Senses: Perception +14
Languages: Basic, Binary (understand only), Huttese, Rodese
Defenses: Reflex 31 (flat-footed 28), Fortitude 29, Will 28
hp 158; Threshold 29
Speed: 6 squares
Melee: +17 (lightsaber, self-built, 2d8+10)
+12/+12 (lightsaber, self-built, 2d8+10) with Double Attack
+15 (lightsaber, self-built, 3d8+10) with Rapid Strike
+10/+10 (lightsaber, self-built, 3d8+10) with Double Attack and Rapid Strike
Ranged: +15
Base attack: +12; Grapple: +15
Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike
Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, vehicle dodge +1
Force powers known: (Use the Force +18**) Battle Strike, Force Grip, Force Slam, Force Thrust, Move Object, Surge
Force techniques: Force Point Recovery, Improved Move Light Object
Abilities: Str 16, Dex 17, Con 16, Int 16, Wis 14, Cha 15
Talents: Block, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike
Feats: Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x2), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +15, Initiative +15, Jump +15, Knowledge (galactic lore) +15, Mechanics +15, Perception +14, Pilot +20, Survival +14, Use the Force +18**
Possessions: dark Jedi outfit, lightsaber (Anakin Skywalker has built his own), various starfighters, astromech droid R2-D2, cybernetic arm
*Skywalker bloodline: the blood of Skywalkers is strong in the Force; because of this, every character with the Skywalker bloodline special quality receives Force Sensitivity and Force Boon as bonus feats. Furthermore, they always have a Destiny and such always receive a Destiny Point at 1st level.
**Due to his encounter with Count Dooku during the Battle of Geonosis, Anakin Skywalker lost one of his arms. He replaced it with cybernetic part, which imposes -1 penalty to his Use the Force skill checks.
Anakin Skywalker CL 14 - Jedi Councilmember
Medium Human Jedi 7/ace pilot 2/Jedi Knight 5
Destiny 2; Force 8, Strong in the Force; Dark Side 3
Init +14; Senses Perception +8
Languages Basic
Defenses Ref 30 (flat-footed 28), Fort 28, Will 27; Block, Elusive Dogfighter, Vehicle Dodge +1, Vehicular Combat
hp 129; Threshold 28
Speed 6 squares
Melee lightsaber +19 (2d8+13) or
Melee lightsaber +19 (2d8+17) with both hands
Ranged by weapon +15
Base Atk +13; Grp +17
Atk Options Severing Strike
Special Actions Djem So, Elusive Dogfighter, Lightsaber Throw, Riposte
Force Powers Known (Use The Force +20) battle strike, Force grip, move object, surge
Force Techniques Force Point Recovery
Starship Maneuvers (Use the Force +20) I have you know, Skywalker loop
Abilities Str 19, Dex 14, Con 14, Int 10, Wis 13, Cha 18
Special Qualities build lightsaber
Talents Block, Djem So, Elusive Dogfighter, Force Pilot, Lightsaber Throw, Riposte, Severing Strike, Weapon Specialization (lightsabers)
Feats Force Boon, Force Sensitive, Force Training (2), Skill Focus (Use the Force), Starship Tactics, Strong in the Force, Tech Specialist, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Initiative +14, Mechanics +12, Pilot +9 (may Use the Force +20 instead), Use the Force +20
Possessions lightsaber (self-built), cybernetic prosthesis
Three years ago, I became a father for the first time.
Fourteen months later, I became a father for the second time.
In less than two months, I'll be a father for the third time.
If there's one thing that fatherhood has confirmed for me, it's that among parents' deepest desires is to see their children surpass them in terms of success.
For Chewbacca's father Attichitcuk -- or "Itchy," as he was dubbed by Han Solo -- that became a reality as far as my build is concerned (to the extent that character levels can be considered a measure of success).
Chewbacca is statted as a 10th level heroic character. I statted Attichitcuk as a 9th level character, but three of those levels were non-heroic. I wanted to give Itchy at least that satisfaction of seeing his son surpass him in terms of success, since he also suffered the most horrendous tragedy a parent could suffer -- to bury his child.
R.A. Salvatore didn't win any points with Star Wars fans when he killed off Chewbacca in Vector Prime by dropping a moon on him (see, e.g., forums member Chick's reaction (http://forums.gleemax.com/showpost.php?p=15789998&postcount=196)). To Attichitcuk's credit, he showed the great strength typical of Wookiees when he was told of his son's demise; he asked, incredulously, "How could a moon be any match for my son?"
The 400-year-old Attichitcuk was first introduced in the 1978 made-for-television Star Wars Holiday Special as "Itchy," a hunched, white-furred Wookiee waiting for his son Chewbacca to return home for Life Day. The character was originally intended to appear in the original Star Wars film (the one eventually referred to as A New Hope), and was written into an early draft of the film as "Auzituck." The character remained unused, however, until he was brought into the Holiday Special as comic relief. EU authors decided to combine his original name and the comedic name used in the Holiday Special, and develop him as a serious character. By the time the memorial graphic novel Star Wars: Chewbacca was released, he had fully developed as a sad, tragic character, recalling, with a heavy heart, his fondest memory of his beloved son.
Recent EU accounts list Itchy as having participated in the Clone Wars by serving as a gunner aboard an Oevvaor jet catamaran during the Battle of Kashyyyk.
In his lifetime, Itchy has been a master of the Ryyk blade (killing 20 katarns armed only with it), a soldier, and an elder advisor to the Wookiee tribes and clans.
The recordings of the noises used for his voice in the Star Wars Holiday Special were dug out again for Revenge of the Sith, and used as Tarfful's baleful wail as Yoda departs.
Attichitcuk (a/k/a "Itchy")
http://images.wikia.com/starwars/images/a/a8/Attichitcuk.jpg
Medium Venerable Male Wookiee Non-heroic 3 / Scout 2 / Soldier 2 / Noble 2
Force 9, DSP 0
Init +2; Senses Perception +7
Languages Basic, Shyyriwook, Xaczik, Dosh
Defenses Ref 16 (flat-footed 16 ), Fort 16, Will 21
hp 18; Threshold 16
Speed 6 squares
Melee Ryyk Blade +7 (1d6+6)
Ranged Bowcaster +4 (3d10+3)
Base Atk +6; Grp +7
Special Actions Extraordinary Recuperation, Rage, Shake It Off, Surefooted, Inspire Confidence
Abilities Str 12, Dex 7, Con 7, Int 14, Wis 16, Cha 9
Species Traits Extraordinary Recuperation, Rage, Weapon Familiarity (Bowcaster)
Talents Surefooted, Weapons Specialization (Ryyk Blade), Inspire Confidence
Feats Skill Foci (Survival & Climb), Weapon Proficiencies (Simple, Heavy, Rifles, Ryyk Blade, Pistols), Shake It Off, Point Blank Shot, Trip
Skills Climb +15, Endurance +7, Survival +17
Possessions Ryyk Blade, Bowcaster
RobShanti
03-28-08, 11:50 PM
I know Aurra Sing appears on page 16 of Threats of the Galaxy, but this version of her, statted by someone whose identity has been lost to antiquity, was featured in Lord Phobetor's "EU Character Builds" thread (http://forums.gleemax.com/showthread.php?t=991054) long before that sourcebook was published.
While she is only really featured substantively in the EU, I guess, technically, she belongs in this thread, since, after all, her first appearance was that brief, two-second shot of her in The Phantom Menace watching the podrace from a rocky perch.
Also, I include her here as an alternate build not only for those who don't have access to ToG, but also because I'm amazed that the original statter's stats for her bio-computer are identical to the official ones in ToG, as is her CL. Coincidence? Or were the dev's inspired by fan-made work? You decide!
So, because I'm a cross-posting maniac, here's somebody's Aurra Sing:
Aurra Sing
http://images2.wikia.nocookie.net/starwars/images/thumb/c/c3/Aurra_sing_ep1.jpg/180px-Aurra_sing_ep1.jpg
CL 12
Medium near-Human Jedi 1/Scout 5/Scoundrel 1/Bounty Hunter 5
Destiny 1; Force 6
Dark Side 16
Init +14; Senses Perception +14
Languages Basic, Huttese, Trandoshan
Defenses Ref 29 (flat-footed 26), Fort 25, Will 26
Deflect
hp 107; Threshold 25 Relentless
Speed 6 squares
Melee lightsaber +13 (2d8+6)
Ranged slugthrower rifle +13 (2d8+6) or blaster pistol +12 (3d6+6)
Base Atk +9; Grp +10
Atk Options Careful Shot, Deadeye, Hunter's Mark, Dastardly Strike, Acrobatic Strike
Special Actions Hunter's Target
Force Powers Known (Use the Force +12): battle strike, dark rage, force thrust, move object
Abilities Str 10, Dex 18, Con 14, Int 16, Wis 16, Cha 12
Talents Acute Senses, Dastardly Strike, Deflect, Expert Tracker, Hunter's Mark, Hunter's Target, Relentless
Feats Acrobatic Strike, Careful Shot, Deadeye, Far Shot, Precise Shot, Skill Training (Stealth), Sniper, Weapon Finesse
Skills Acrobatics +14, Endurance +13, Initiative +14, Perception +14, Stealth +14, Survival +14, Use the Force +12
Possessions Lightsabers (several), slugthrower rifle with enhanced low-light targetting scope, blaster pistols (2), utility vest and bodysuit, Rhen-Orm biocomputer, ion-repulsorlift swoop, Corellian blockade runner, jumpsuit
Rhen-Orm Biocomputer
The number of Force points an individual has acts as a bonus to Aurra Sing's ability to track the individual with a Survival check.
Dendrite gives us Ayy Vida, the unwilling consort of the petty criminal Hat Lo, who would have fled from him if not for her fear of his Weequay bodyguard, Tas Kee. Given that Oola's name is obviously derived from "Oo-la-la," one wonders if Ayy Vida's name is derived from "Ay-ay-ay!" and "La Dolce Vita" (or perhaps "La Vida Loca").
Ayy Vida CL 4
Medium Twi'lek scoundrel 4
http://images2.wikia.nocookie.net/starwars/images/3/36/Ayyvidaa203.jpg
Destiny 5; Force 14; Dark Side 12
Init +5; Senses low-light vision; Perception +8
Languages Basic, Huttese, Lekku, Ryl, Twi'lek
Defenses Ref 22 (flat-footed 16), Fort 17, Will 16
hp 35; Threshold 17
Speed 6 squares
Melee datadagger +17 (1d4+8)
Ranged hold-out blaster +17 (3d4+8)
Base Atk +3; Grp +6
Atk Options Dastardly Strike, Point Blank Shot
Abilities Str 10, Dex 17, Con 13, Int 14, Wis 12, Cha 18
Special Qualities deceptive
Talents Dastardly Strike, Weakening Strike
Feats Close Combat Escape, Martial Arts I, Martial Arts II, Martial Arts III, Point Blank Shot, Weapon Proficiency (pistols, simple)
Skills Acrobatics +10, Deception +16 (may reroll but must keep the result of the reroll even if worse), Gather Information +11, Perception +8, Persuasion +11, Stealth +10
Possessions 1500 credits, datadagger, hold-out blaster
In honor of the birth of my third child, Elizabeth Angelina, born Thursday, June 12, 2008, at 11:22 p.m., weighing in at 7 lbs., 6 oz., I present the following stats for baby Leia, as seen circa Episode III. I'm surprised I beat Zrissa to the punch with this newest member of the House of Alderaan. I'm not sure if it's merely because it never occurred to her to stat baby Leia or if she consciously decided that trying to use the Saga system (or any gaming system, for that matter) to stat an infant was just too ridiculous.
There is some merit to the latter. No gaming system is perfect, and probably none can accurately stat an infant, since they're generally designed to stat heroic characters. In the Hero system, for example, a typical baby can throw a football over 80 meters.
Saga, in particular, is designed to create very competent characters even at 1st level. Indeed, even non-heroic characters are pretty darn cool. But I tried to work with the Saga system to design baby Leia, although she is not without some ridiculousness, like the fact that she is fluent in Basic, can move 20 feet in 6 seconds, and...well...I won't dwell on it too much.
So, in honor of my own new infant daughter, here she is. And with this post, I hereby go incommunicado indefinitely while we take care of our baby, move into a new house, and lose lots of sleep. I hope to see you all soon, and I'll try to pop in whenever I can just to make sure I don't miss any cool new stats.
Enjoy, folks!
Baby Leia Organa, née Skywalker
http://images2.wikia.nocookie.net/starwars/images/thumb/2/2b/Baby_leia.jpg/200px-Baby_leia.jpg
CL 1; small female Human nonheroic child 1
Force 0; Dark Side 0
Init +0; Senses Perception +10
Languages Basic
Defenses Ref 11 (flat-footed 11), Fort 9, Will 10
hp 1; Threshold 9
Speed 4 squares
Base Atk +0; Grp +0
Special Actions None
Abilities Str 4, Dex 10, Con 8, Int 11, Wis 10, Cha 13
Feats Skill Foci (Perception, Persuasion, Endurance), Skill Training (Endurance)
Skills Endurance +9, Perception +9, Persuasion +14
Possessions Pacifier, Swaddling Clothes, Silver Spoon
Forums member Zrissa joins in the fun with her own submissions. I should point out that while official stats for Bail Organa have since been provided in Threats of the Galaxy, building him as a Noble 9, Threats only provides one build for a Bail Organa of any era. While, I suppose Zrissa's first build for Bail as Noble 9 is trumped by the official build, it's still useful if you're not interested in buying Threats. In any event, her second build is always useful to represent him later in life.
Of her builds, she says:
Alright, here are stats for Bail Organa ... working off the RCR stats http://www.wizards.com/default.asp?x=starwars/article/sw20050728a. There are 2 versions ... for RotS and early ANH. Organa was the easiest to do by far. Since most of the non-combat feats he had do not exist in SE, I replaced them with Point Blank Shot (most Aldaraanian nobles are good at shooting sports) plus feats I felt would help him get out of the way in case of trouble while others (bodyguards, Jedi, etc) dealt with it, like Dodge and Improved Defenses. .... Incidentally, if you feel the lack of the RCR Noble SQ Favor+1 & do not mind unofficial mechanics, Donovan Morningfire created a Favors talent for the Lineage Talent Tree. It allows a check to call in a favor by spending a Force Point.
Bail Organa, Senator and Prince-Consort of Aldaraan (As of RotS)
http://images3.wikia.nocookie.net/starwars/images/thumb/5/5d/BailOrganaOfficialPix.jpg/250px-BailOrganaOfficialPix.jpg
Medium Noble 9
Force 4; Destiny 5; Rescue Destiny: help Yoda & Obi-wan escape Order 66 & adopt Leia
Init +10; Senses Perception +11
Languages Basic, Bothan, Cerean, Camaasi, Gran, Mon Cal
Defenses Ref 22 (flat-footed 21), Fort 22, Will 25
hp 68; Threshold 22
Speed 6 squares
Melee Unarmed +6 (1d4+4)
Ranged Sporting blaster pistol +7 (3d4+4/2d4+4 Stun)
Base Atk +6; Grp +7
Atk Options Point Blank Shot
Special Actions Born Leader, Coordinate, Fearless Leader, Inspire Confidence
Abilities Str 10, Dex 13, Con 14, Int 15, Wis 15, Cha 17
Talents Born Leader, Coordinate, Fearless Leader, Inspire Confidence, Wealth
Feats Dodge, Improved Defenses, Linguist, Mobility, Point Blank Shot, Skill Focus (Deception, Knowledge , Persuade), Skill Training: Initiative, Weapon Proficiencies (Pistols, Simple)
Skills Deception +17, Gather Information +12, Initiative +10, Knowledge (Bureaucracy) +16, Knowledge (Galactic Lore) +11, Knowledge (Social Sciences) +16, Perception +11, Persuasion +17, Pilot +10, Use Computer +11
Possessions Sporting blaster, comlink, Senate identity tag, personal airspeeder, Corellian corvette (Tantive IV).
Bail Organa, Viceroy and Leader of Aldaraan (As of ANH)
Medium Noble 11
Force 4; Destiny 5; Education Destiny: train Leia for galactic leadership
Init +11; Senses Perception +12
Languages Basic, Bothan, Cerean, Camaasi, Gran, Mon Cal
Defenses Ref 24 (flat-footed 23), Fort 24, Will 26
hp 68; Threshold 24
Speed 6 squares
Melee Unarmed +8 (1d4+5)
Ranged Sporting blaster pistol +9 (3d4+5 or Stun)
Base Atk +8; Grp +9
Atk Options Point Blank Shot
Special Actions Bolster Ally, Born Leader, Coordinate, Fearless Leader, Inspire Confidence
Abilities Str 10, Dex 13, Con 14, Int 15, Wis 15, Cha 17
Talents Bolster Ally, Born Leader, Coordinate, Fearless Leader, Inspire Confidence, Wealth
Feats Dodge, Improved Defenses, Linguist, Mobility, Point Blank Shot, Skill Focus (Deception, Knowledge , Perception, Persuade), Skill Training: Initiative, Weapon Proficiencies (Pistols, Simple)
Skills Deception +18, Gather Information +13, Initiative +11, Knowledge (Bureaucracy) +17, Knowledge (Galactic Lore) +12, Knowledge (Social Sciences) +17, Perception +17, Persuasion +18, Pilot +11, Use Computer +12
Possessions Sporting blaster, comlink, Aldaraanian government identity documents, personal airspeeder
[B]ZehnWaters gives us one of the padawans to survive the Battle of Geonosis, Bairdon Jace. He looks older than his master, Khaat_Qiyn, whom ZW also statted for us below.
http://images4.wikia.nocookie.net/starwars/images/1/16/Bairdon_Jace_hshot.jpg
[B]Bairdon Jace CL 7
Medium Human Jedi 7
Init +11; Senses Perception +9
Languages Basic, Mon Calamarian, Ryl
Defenses Ref 21 (flat-footed 18), Fort 19, Will 19; Deflect, Elusive Target
hp 71; Threshold 19
Speed 6 squares
Melee lightsaber +12 (2d8+4) or
Melee lightsaber +12 (2d8+5) with both hands
Ranged by weapon +10
Base Atk +7; Grp +10
Atk Options Withdrawal Strike (lightsabers)
Special Actions Mobile Combatant, Redirect Shot
Force Powers Known (Use The Force +8) battle strike, Force slam, mind trick, move object, repulse, surge
Abilities Str 12, Dex 16, Con 12, Int 15, Wis 12, Cha 11
Special Qualities build lightsaber
Talents Deflect, Elusive Target, Mobile Combatant, Redirect Shot
Feats Burst of Speed, Force Sensitive, Force Training (3), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple), Withdrawal Strike (lightsabers)
Skills Endurance +9, Initiative +11, Jump +9, Perception +9, Use the Force +8
Possessions lightsaber (self-built)
While the EU and original Star Wars CCG developed many of the background "extras" from the original trilogy, many more had been neglected until the resurgence of interest in the franchise sparked by the prequel trilogy.
The official StarWars.com website featured a "contest" of sorts entitled "What's the Story?" that allowed fans to submit proposed backgrounds for these "extras" that were read and judged by Lucasfilm, the winners being officially deemed canonical.
One such entry was by fan and three-time "What's the Story" winner Edward M. Erdelac, who penned winning entries for the "Mini-Huvicko/Yuzabi Dowser binary hydroponics droid," seen in the Jawa sandcrawler in A New Hope; "Yoxgit" the Ugnaught, seen in Cloud City in The Empire Strikes Back; and dark-helmeted bounty hunter "Bane Malar," seen in the background of Jabba's Palace in Return of the Jedi.
Erdelac's entry for the lattermost character established him as a bounty hunter for the Imperial Kessel mines with ties to the Hutts and Black Sun.
While no mention is made of Malar's species in the final canonical cut of the "What's the Story" entry, Erdelac, under the moniker of caledre, maintains a blog on StarWars.com entitled ""If There's A Bright Center To The Universe..." in which he has stated his original intention that Malar be a member of the Draethos species.
Since the Draethos species is given an official species template in the recently released Knights of the Old Republic sourcebook, I thought this was the time to stat Malar. In honor of Edward Erdelac's intention that Malar be Draethos, I have built him using the official Wizards of the Coast Draethos template (which is not reproduced in this post for copyright reasons).
Bane Malar
http://images.wikia.com/starwars/images/9/91/Bane-malar.jpg
Medium Male Draethos scout 3/soldier 1; CL4
Force 3; Dark Side 2
Init +15; Senses Low-light; Perception +10
Languages Basic + 2
Defenses Ref 21 (FF 19), Fort 21, Will 16
HP 47; Threshold 20
Speed 6 squares
Melee Vibro Bayonet +4 (2d6+4)
Ranged Blaster Rifle +6 (3d8+2) or +6 (3d8+2)
Ranged Blaster Pistol +5 (3d6+2)
BAB +3; Grp +4
Atk Options Autofire (blaster rifle), Deadeye (blaster pistol), Devastating Attack (blaster rifle), Stun (blaster pistol)
Special Options Acute Senses, Improved Initiative
Abilities Str 12, Dex 15, Con 15, Int 14, Wis 12, Cha 10
Species Abilities: Natural Armor; +5 to the Telepathy subskill of Use the Force even when untrained & not Force Sensitive, Lowlight Vision, WP (advanced melee)
Talents: Acute Senses, Devastating Attack, Improved Initiative
Feats: AP (light), Point Blank Shot, Shake It Off, Weapon Focus (rifles), WP (pistols, rifles, simple, advanced melee)
Skills: Endurance +9, Initiative +14, Knowledge (Bureaucracy) +9, Mechanics +9, Perception +8, Pilot +9, Stealth +9,
Gear: Envirosuit (+6 Armor, +2 Fort, +4 Max Dex, provides +5 to Fort vs. extreme temperatures), Blaster Pistol, Blaster Rifle, Binder Cuffs, Liquid Cable Dispenser, Glow Rod, Tool Kit, Utility Belt
The creator made his first and only cameo in Revenge of the Sith, at the insistance of his children, which may explain the character's name.
Baron N. Papanoida was a playwright on Wroon who became an influencial trade guild baron, and later used his influence to create an information/spy network that rivaled that of the Bothans. He was an outspoken critic of Palpatine, and used his information network to funnel aid to the Emperor's enemies.
The baron's stats were created using the offical Wroonian species template found on page 156 of Scum and Villainy:
Baron N. Papanoida
http://www.swg1.net/encyclo/images/papanoida.jpg
Wroonian Noble 8 / Scoundrel 2
Force 10 (use d8s), Dark Side Rating 0
Init +5; Senses Perception +18
Languages Wroonian, Basic, High Galactic, Ryl, Bothese, Durese, Huttese, Mon Calamari, Sullustese, Bocce, Binary, Shyriiwook, Ithorese
Defenses Ref 22 (flat-footed 22), Fort 20, Will 27
hp 66; Threshold 20
Speed 6 squares
Melee unarmed +7 (1d4+5) or
Melee Walking Stick Sword (1d8+5)
Ranged Blaster Pistol +7 (3d6+5)
Base Atk +7; Grp +7
Atk Options Point Blank Shot
Special Actions Coordinate
Species Traits: Persuasion rerolls, Free Spirit (+2 to Will)
Abilities Str 10, Dex 10, Con 10, Int 16, Wis 16, Cha 14
Talents: Connections, Educated, Coordinate, Trace
Feats Strong in the Force, Linguist (x2), Weapon Proficiencies (Simple, Pistol), Skill Foci (Deception, Gather Information, Knowledge: Galactic Lore, Knowledge: Bureaucracy, Knowledge: Social Sciences, Persuasion, Perception), Point Blank Shot
Skills Deception +17, Gather Information +17, Knowledge: Bureaucracy +18, Knowledge: Galactic Lore +18, Knowledge: Social Sciences +18, Perception +18, Persuasion +17 (may reroll, but keep 2nd result), Stealth +10, Use Computer +13
Possessions Baronial robes, mitre, walking stick (with concealed sword)
From Johnnyputrid:
Barriss Offee, while somewhat more impulsive than her master, was also a highly skilled duelist and was proficient with Form III. Barriss possessed considerable talent in the Jedi healing arts and used these abilities prior to and during the Clone Wars. Barriss had the ability to heal not only physical wounds, but mental ones as well. Though she stayed by her master's side during the most of the Clone Wars, she soon became a Jedi Knight and undertook missions of her own.
Barriss was stationed on Felucia at the tail end of the Clone Wars, along with Aayla Secura and members of the 501st Legion. When Order 66 was issued, Barriss was killed by AT-TE fire. Official Imperial records state that she was executed along with Aayla for plotting to poison Felucia's water supply.
BARRISS OFFEE
http://www.starwars-union.de/bilder/lexikon/20050817_barriss.jpg
CL 8
Female Mirialan (near-human) Jedi 7/Jedi Knight 1
Destiny 3; Force 6; Dark Side 1
Init+12; Senses Perception +11
Languages Basic, Huttese, Mirialan
Defenses Reflex 24 (flat-footed 21), Fort 22, Will 23; Block, Deflect, Soresu
Hp 73; Threshold 22
Speed 6 squares
Melee unarmed +11 (1d4+5)
Melee lightsaber +12 (2d8+6) or
Melee lightsaber +7/+7 (2d8+6) with Double Attack
Ranged by weapon +11
Base Atk +8; Grp +11
Atk Options Double Attack, Redirect Shot
Special Actions Cleanse Mind, Quick Draw
Force Powers Known (Use the Force+15): force thrust, mind trick, move object, surge, vital transfer (2)
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 15, Cha 13
Talents Block, Cleanse Mind, Deflect, Redirect Shot, Soresu
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Improved Defenses, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics+12, Initiative+12, Knowledge (life sciences)+11, Perception+11, Use the Force+15
Possessions lightsaber (self-built), comlink (encrypted), utility belt, Mirialan Jedi robes
Here's another one I didn't do and don't remember who did: Bib Fortuna. Unlike with Agen Kolar, although they got a new actor to play him in the prequels, he was the same Bib Fortuna (albeit younger).
Bib Fortuna
http://swg.stratics.com/content/lore/personas/images/bibfortuna1.jpg
(Jabba's Minion) CL 3
Medium Twi'lek Nonheroic 9
Init +4; Senses Perception +14, low-light vision
Languages Basic, High Galactic, Huttese, Ryl
Defenses Ref 10 (flat-footed ), Fort 14, Will 10;
hp 36; Threshold 14
Speed 6 squares
Melee +8 dagger (1d4 + poison)
or +6 dagger (2d4 + poison) with Rapid Strike
Ranged +8 (3d4) holdout blaster
Base Atk +6; Grp +6
Atk Options
Special Actions
Abilities Str 11, Dex 14, Con 14, Int 14, Wis 10, Cha 16
Feats Coordinated Attack, Rapid Strike, Skill Focus (deception), Skill Training (persuasion), Weapon Finesse, Weapon Group Proficiency (simple, pistols)
Skills Deception +17 (may reroll), Gather Information +12, Knowledge (bureaucracy) +11, Persuasion +12
Possessions Hold-out blaster, poisons, Twi'lek dagger, robes.
Biggs Darklighter is like that cool older brother everybody wants to emulate. ZehnWaters has statted Biggs for our humble thread:
http://i306.photobucket.com/albums/nn265/RobShanti/biggsdarklighter.jpg
Biggs Darklighter CL 4
Medium Human scout 1/soldier 3
Init +10; Senses low-light vision; Perception +13
Languages Basic, Huttese
Defenses Ref 19 (flat-footed 16), Fort 19, Will 15; Evasion, Vehicular Combat
hp 48; Threshold 19
Speed 6 squares
Melee by weapon +4
Ranged BlasTech DLT-20A +10 (3d10+2) or
Ranged BlasTech DLT-20A +5 (3d10+2) with autofire
Base Atk +3; Grp +6
Atk Options autofire (BlasTech DLT-20A)
Starship Maneuvers (Pilot +15) Darklighter spin, Skywalker loop
Abilities Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 10
Talents Armored Defense, Comrades in Arms, Evasion
Feats Armor Proficiency (light), Skill Focus (Pilot), Starship Tactics, Vehicular Combat, Weapon Focus (pistols), Weapon Proficiency (pistols, rifles, simple)
Skills Endurance +8, Initiative +10, Mechanics +8, Perception +13, Pilot +15, Survival +8, Use Computer +8
Possessions padded flight suit (+3 armor, +2 equipment) with Vacuum Seals and Helmet Package, utility belt
While my stats for BoShek came first, the ones in the Scum and Villany sourcebook are now the official ones. I keep these here, however, as an alternate build for the one crazy guy who likes mine better.
I hasten to point out that BoShek, the original "Rockabilly Spaceman," beat Han Solo's Kessel Run record in the EU...
http://images.wikia.com/starwars/images/7/73/BoShekGlances-ANHHD.jpg
BoShek CL 8
Medium Human Scoundrel 6 / Scout 1 / Ace Pilot 1
Force 9, Dark Side Rating 1
Init +12; Senses Perception +4
Languages Basic, Bocce, Binary
Defenses Ref 25 (flat-footed 22), Fort 20, Will 19; Dodge, Vehicular Combat, Evasion, Wotan Weave, Snap Roll, Angle Deflector Shields
hp 61; Threshold 20
Speed 6 squares
Melee unarmed +5 (1d4+4)
Ranged blaster pistol +7 (3d6+4)
Base Atk +4; Grp +7
Atk Options Point Blank Shot
Special Actions Spacehound, Stellar Warrior
Starship Maneuvers (Pilot +17)*: Snap Roll, Wotan Weave, Angle Deflector Shields
Abilities Str 13, Dex 17, Con 12, Int 14, Wis 10, Cha 10
Talents Hyperdriven, Spacehound, Stellar Warrior, Evasion, Full Throttle
Feats Force Sensitive, Point Blank Shot, Dodge, Skill Focus (Pilot), Starship Tactics x3, Vehicular Combat, Weapon Proficiencies (pistols, simple weapons, rifles)
Skills Deception +9, Initiative +12, Mechanics +11, Pilot +17, Use Computer +8
Possessions blaster pistol, comlink, datapad, tool kit, flight suit
Forums member Zrissa brings us:
Breha Antilles Organa, Queen of Aldaraan
http://images.wikia.com/starwars/images/2/24/Mizorgana.jpg
Medium Noble 9
Destiny 6; Force 6
Rescue Destiny: Adopt Leia
Init +11; Senses Perception +7
Languages Basic, Camaasi, Cerean, High Galactic, Kel Dor, Mon Cal, Quarren, Ryl, Zabrak
Defenses Ref 22 (flat-footed 20), Fort 19, Will 24
hp 50; Threshold 19
Speed 6 squares
Melee Unarmed +5 (1d4+4)
Ranged Sporting blaster pistol +8 (3d4+4/2d4+4 Stun)
Ranged Holdout blaster pistol +8 (3d4+4)
Base Atk +6; Grp +8
Atk Options Melee Defense
Special Actions Bolster Ally, Coordinate x2, Inspire Confidence
Abilities Str 9, Dex 14, Con 10, Int 15, Wis 16, Cha 17
Talents Bolster Ally, Coordinate x2, Inspire Confidence, Wealth
Feats Dodge, Improved Defenses, Linguist x2, Melee Defense, Skill Focus (Knowledge , Persuade), Skill Training: Initiative, Weapon Proficiencies (Pistols, Simple)
Skills Deception +12, Initiative +11, Knowledge (Bureaucracy) +16, Knowledge (Galactic Lore) +16, Knowledge (Life Sciences) +11, Knowledge (Social Sciences) +16, Persuasion +16, Pilot +11, Ride +11, Use Computer +11
Possessions Sporting blaster, Holdout blaster, datapad, comlink, Aldaraanian government identity documents, personal airspeeder, variety of expensive gowns and jewels
Aldaraan’s beloved last monarch was much like her planet, calm, serene and lovely. She and her consort loved each other a great deal, and found their long separations during Senate sessions trying, but both believed their people and planet were worth the sacrifice. This was much easier to deal with than the loss of 2 pregnancies and the royal physician’s strong advice that Breha should not risk a third try, since both of them wanted children badly, aside from dynastic reasons.
Breha kept her grief private, since she had a duty to her people, finding solace in the palace gardens she loved to design and help tend in her limited free time. Bail’s return with a baby girl named Leia brought happiness back to her, and she was a devoted mother. Unfortunately, the Queen seemed never to have completely recovered physically from the second miscarriage, remaining somewhat frail. This may have been a factor in her early death when her daughter was only a few years old, leaving Aldaraan in the hands of Bail as Viceroy (regent) for Princess Leia.
As Queen, Breha focused on the domestic side of ruling; she governed Aldaraan while her consort Bail dealt with the Republic government, the Clone Wars and other galactic affairs in her name. Because of this, and Breha’s quiet personality, many other leaders and diplomats believed that she either did not care about affairs beyond Aldaraan or that Bail was the real power while she just enjoyed the perks of being a planetary ruler. Neither was true—Breha and Bail were equally concerned about where Palpatine was taking the Republic and the wisdom of continuing the War. The truth was that they were a team and divided up the work of ruling according to their strengths.
In addition to her husband and baby, Breha had a sister, Deara, who lived at the palace for a while. Raymus Antilles, captain of the Tantive IV, was a kinsman of hers, in addition to being a loyal and highly trusted officer.
[b]LIST CONTINUED IN POST #4...
Batshido
03-29-08, 12:01 PM
Nice work, Rob. :)
I don't really have any of my own, unfortunately.
One thought on the write-up for BoShek, though;
If he beat Han's time on the Kessel Run, he might be better served with replacing that level of Scout for a 7th Scoundrel level and picking up Scoundrel's Luck or Knack (for use with Pilot or Astrogate checks). It would also give him one more point of bonus with Hyperdriven, and another point of BAB if it matters.
That would let him push his capabilities high enough to legitimately challenge Han in terms of bonuses, or reroll his check and potentially get lucky.
Not crucial, just a thought. ;)
RobShanti
03-30-08, 11:03 AM
Thanks, my man. Yeah, your suggestions for BoShek do sound good. Consider them an alternate build! :)
LIST CONTINUED FROM POST # 2, ABOVE...
I'm posting some official WotC stats for Captain Panaka that appear, of all places, in their Knights of the Old Republic Minis Preview #5 (http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview5) (what Panaka has to do with KotOR, I have no idea). Since it's already available for free on the web, there's no copyright problem in reproducing the stats wholesale here. This is something I've not done before in this thread, post official stats. I'm posting Panaka's because, well, first, I have an anecdote, which people seem to appreciate. But secondly, and more importantly, Panaka's stats contain the official stats for the very popular S-5 Ascension Gun. If you don't have one of these for your character, get one!
The anecdote is this. I have the good fortune of running tw (http://forums.gleemax.com/showpost.php?p=17509353&postcount=124)o (http://forums.gleemax.com/showpost.php?p=17509354&postcount=125) co (http://forums.gleemax.com/showpost.php?p=17509362&postcount=127)nc (http://forums.gleemax.com/showpost.php?p=17509366&postcount=128)urr (http://forums.gleemax.com/showpost.php?p=17509369&postcount=129)ent (http://forums.gleemax.com/showpost.php?p=17509374&postcount=130) Star Wars campaigns. The first one started shortly after the RCR was published, before Attack of the Clones was released, and we only recently converted it to Saga Edition.
In that game, I killed off Captain Panaka years before the EU (namely Star Wars: Complete Locations by Hans Jensen & Richard Chasemore, DK Publishing, October 17, 2005, ISBN # 0756614198) established that he, in fact, survived into the Imperial Era and became a Moff. I like to stick to already established Canon when I can (it fulfills a certain guilty, geeky pleasure of mine), but here's an instance where my game Canon already established something that was contradicted by subsequent (what I'm presuming is) C-Canon. So this is one small instance where my game diverges.
Although, if I ever really need to ret-con, I can always say the dead Panaka was a clone, or the Moff is the clone.
Captain Panaka (Official Wizards of the Coast stats) CL 11
http://images4.wikia.nocookie.net/starwars/images/thumb/2/28/Panaka_btm.jpg/250px-Panaka_btm.jpg
Medium Human soldier 7/elite trooper 2/officer 2
Destiny 1; Force 5
Init +14; Senses Perception +12
Languages Basic, Binary, Huttese
---
Defenses Ref 28 (flat-footed 23), Fort 27, Will 27
hp 107; DR1; Threshold 27
---
Speed 6 squares
Melee unarmed +14 (1d6+8)
Ranged S-5 heavy blaster pistol (ascension gun) +17 (3d8+5 or special) or
Ranged blaster pistol +17 (3d6+5)
Base Atk +11; Grp +15
Atk Options Point Blank Shot, Precise Shot
Special Actions Battle Analysis, Deployment Tactics, Draw Fire, Harm's Way
---
Abilities Str 16, Dex 18, Con 14, Int 15, Wis 14, Cha 13
Special Qualities command cover, share talent (Harm's Way)
Talents Armored Defense, Battle Analysis, Deployment Tactics, Draw Fire, Greater Weapon Focus, Harm's Way
Feats Armor Proficiency (light, medium), Far Shot, Martial Arts I, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (pistols), Weapon Proficiency (advanced melee weapons, heavy weapons, pistols, rifles, simple)
Skills Climb +13, Initiative +14, Knowledge (tactics) +12, Mechanics +12, Perception +12, Pilot +14
Possessions S-5 heavy blaster pistol (ascension gun), Naboo Royal Pistol (blaster pistol), Security Officer uniform with blast vest (+2 armor), encrypted comlink
S-5 Ascension Gun
http://images1.wikia.nocookie.net/starwars/images/thumb/8/83/AscentionGun_negwt.jpg/250px-AscentionGun_negwt.jpg
Theed Arms S-5 heavy blaster pistol (ascension gun) -- The Theed Arms S-5 combines the firepower of a heavy blaster pistol with the utility of an ascension gun. This allows the wielder to carry a single weapon that provides for defense, quick ascension capability, and the ability to capture an opponent. A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables. The blaster pack holds 20 shots before depletion. The gun also holds 10 microdarts (1d2 points of damage and paralytic poison [see page 255 of the Saga Edition Core Rulebook], max range 6 squares).
I've heard it said, on these forums and elsewhere, that Gungans aren't odious, it's just that Jar Jar is a nitwit. (I suspect, however, that the reason Gungans aren't a playable species in Star Wars Galaxies is because haters would go around PKing them out of sheer bigotry.) Personally -- and I know I'm in an infinitesimal minority here -- I actually like Jar Jar. Forums member Disciple of Darkness did an excellent job statting Jar Jar (http://forums.gleemax.com/showthread.php?t=876580&page=2) in his own thread, and I hope to use those stats someday. Back in my old RCR campaign, I used Jar Jar as an NPC and made him sort of a drunken master...when he got intoxicated on aleudrupe berry wine, he was actually much more coherent and a fairly good general. I actually played Jar Jar in a PbEM game that allowed the players to play characters from the movies, and whenever I had him speaking to C3P0, he would use his native tongue of Gunganese (instead of that ridiculous Gungan-Basic pidgin tongue), and wrote his dialogue as eloquently as an English professor's.
But the anathema of Jar Jar aside, I think one of the reasons people are forgiving of Gungans as a species was because Captain Roos Tarpals was a pretty cool character...not that he did much of note in the films, but he's an example of what Jar Jar could have been if he hadn't been portrayed as a buffoon.
I like the fact that the EU developed Captain Tarpals' past relationship with Jar Jar. It was obvious from the film that they were all too familiar with each other when Tarpals first appeared, and that Tarpals was somewhat sympathetic toward Jar Jar in the face of Nass' fury (except for the fact that Tarpals needlessly shocks Jar Jar with his electrostaff -- that always bothered me...I rationalize it by saying that it was just for show for the benefit of all the onlookers). I always figured they knew each other from the days when Jar Jar served Boss Nass...but the EU explains that they go back even further...that Tarpals was an outlaw before straightening out and following his family tradition of joining the Gungan Honor Guard. Tarpals and his band of outlaws enlisted a young Jar Jar to distract the guards while they pulled off heists. So Tarpals is sort of a Turin Turambar, if you will. ;)
Captain Roos Tarpals
http://www.starwars.jp/databank/character/image/captain_tarpals.jpg
Male, Middle-Aged Gungan Scoundrel 2 / Soldier 2 / Noble 3 / Officer 1
Force 8
Init +4; Senses Perception +5
Languages Basic, Gunganese, High Galactic, Bocce
Defenses Ref 24 (flat-footed 24), Fort 21, Will 26
hp 46; Threshold 21
Speed 6 squares
Melee unarmed +5 (1d4+4) or
Melee Force Pike +5 (2d8+4)
Ranged Atlatl/Cesta +6 (2d4+4)
Base Atk +6; Grp +6
Atk Options Point Blank Shot, Far Shot, Charging Fire, Weapon Finesse, Dastardly Strike, Battle Analysis, Inspire Confidence, Coordinate, Deployment Tactics
Special Actions Expert Swimmer, Hold Breath, Lowlight Vision, Weapon Familiarity (Atlatl & Cesta)
Abilities Str 9, Dex 11, Con 13, Int 13, Wis 13, Cha 15
Talents Dastardly Strike, Battle Analysis, Inspire Confidence, Coordinate, Deployment Tactics
Feats Shake It Off, Point Blank Shot, Weapon Proficiencies (Pistols, Simple, Advanced Melee), Dodge, Far Shot, Armor Proficiency (light), Linguist, Charging Fire, Weapon Finesse
Skills Endurance +10, Knowledge: Bureaucracy +10, Knowledge: Tactics +10, Ride +9, Swim +8
Possessions Force Pike, Atlatl, Boomers, Kaadu
And, in the spirit of the First Book of Samuel, chapter 28:3–25, the Witch of Endor summons herself, this time, pursuant to ErikModi's request:
Charal, Nightsister of Dathomir CL 9
http://images.wikia.com/starwars/images/d/d2/Charal.jpg
Middle-Aged, Female Nightsister (Noble 7, Force Adept 1)
Force Points 34 Dark Side 16
Init +8; Senses Perception +12, Farseeing
Languages Basic, Bocce, Sanyassin, High Galactic, Ewokese, Yuzzum
Defenses Ref 20 (flat-footed 20), Fort 20, Will 28, Force Talisman (increases Will defense by +1), Rebuke x2
hp 44; Threshold 20
Speed 6 squares
Melee unarmed +4 (1d4+4)
Ranged blaster pistol +4 (3d6+4)
Base Atk +5; Grap +4
Atk Options Force Stun, Adept Spellcaster
Abilities Str 8, Dex 8, Con 11, Int 14, Wis 16, Cha 18
Talents Presence, Adept Spellcaster, Dark Presense, Flight, Force Talisman (increases Will defense by +1)
Feats Force Sensitive, Linguist, Weapon Proficiency (pistols, simple weapons), Force Boon, Force Training (x2), Skill Foci (Use the Force, Persuasion & Deception)
Force Powers Farseeing, Force Stun, Mind Trick (x3), Negate Energy, Rebuke (x2)
Skills Deception +18, Gather Information +13, Initiative + 8, Knowledge (galactic lore) +11, Perception +12, Persuasion +18, Ride (H) +13, Treat Injury +12, Use the Force +18
Possessions Force Talisman ring: aside from granting Charal a +1 to Will Defense, per her Force Talisman Talent, Charal's ring is imbued with the ability to allow her to shapeshift into a raven once per day. Charal gains the bonuses, penalties, unarmed damage, STR score and carrying capacity of the raven (a small creature) when in that form. Charal may remain shapeshifted indefinitely, provided the ring is intact and on her finger, but reverts to her original form if killed. If the ring is destroyed or taken from her finger, she is trapped in raven form until she reacquires the ring (if it is not destroyed) or dies. Charal does not gain the mental traits, ability bonuses, mental powers, feats, skills or psychological limitations of a raven when in that form. Her flight in raven form is limited by all the terms and conditions of her Flight talent, and is really just a half-fluff/half-crunch interpretation of that Talent (the ring nevertheless increases Charal's CL from 8 to 9 because of the crunch portion of its description).
Forums member Elias Windrider asked for Chellemi Chuovvick, so I've delivered.
Chellemi Chuovvick is a Jedi of mystery. Some sources (http://images.google.com/imgres?imgurl=http://images4.wikia.nocookie.net/starwars/images/thumb/0/05/ChellemiChuovvickReal.jpg/120px-ChellemiChuovvickReal.jpg&imgrefurl=http://starwars.wikia.com/wiki/Unidentified_Human_Jedi_(Geonosis)&h=93&w=120&sz=5&hl=en&start=1&tbnid=1eEjKRs_BtrqLM:&tbnh=68&tbnw=88&prev=/images%3Fq%3Dchellemi%2Bchuovvick%26gbv% 3D2%26hl%3Den) point to this person as Chellemi Chuovvick:
http://www.wizards.com/global/images/starwars_article_sw20050224_pic1_en.jpg
Other sources (http://starwars.wikia.com/wiki/Emma_Howard) point to this person as Chellemi Chuovvick:
http://images.wikia.com/starwars/images/f/fa/Chellemi_Chuovvick.jpg
Some sources (http://www.starwars-union.de/forum/thread.php?postid=112902) indicate Chellemi Chuovvick was a padawan who died at the Battle of Geonosis.
Other sources (http://forums.gleemax.com/archive/index.php/t-885652.html) indicate Chellemi Chuovvick was a Jedi Knight who survived the Battle of Geonosis.
All we know for sure about Chellemi Chuovvick is that, according to Holonet News (http://www.holonetnews.com/49/jediwatch/13328_2.html) (which, I suppose, is G-Canon), this person, along with Empatajayos Brand and Bultar Swan, was sent by the Council to negotiate peace in the Sepan Sector, and that the name was used for one of the Jedi in the Geonosis Arena.
But, for purposes of this build, and for the sake of the fanboys who love her (http://forums.gleemax.com/showthread.php?t=1022852), we'll assume Chellemi Chuovvick is a Jedi Knight and was portrayed in the film by Emma Howard, an Australian member of the Byron Bay Kendo Club. Whether she lived or died at Geonosis is up to you, dear reader:
Chellemi Chuovvick
http://www.wizards.com/global/images/starwars_article_sw20050224_pic1_en.jpg
Female Human Jedi 7 / Jedi Knight 2
Force 10, Dark Side Points 0
Init +5; Senses Perception +11
Languages Basic, High Galactic, Ripoblusian, Dimokian
Defenses Ref 23 (flat-footed 22), Fort 23, Will 24, Niman
hp 83; Threshold 23 (24 when wielding a lightsber)
Speed 6 squares
Melee self-built lightsaber +10 (2d8+5)
Ranged as weapon +10 (damage as weapon +4)
Base Atk +9; Grp +10
Atk Options Combat Reflexes, Quick Draw, Niman, Force Disarm, Force Stun, Negate Energy
Special Actions Adept Negotiator, Force Persuasion, Master Negotiator, Skilled Advisor, Improved Telepathy
Abilities Str 10, Dex 12, Con 12, Int 13, Wis 14, Cha 15
Talents Adept Negotiator, Force Persuasion, Master Negotiator, Skilled Advisor, Niman
Feats Force Sensitive, Force Training, Weapon Proficiencies (lightsaber, simple), Combat Reflexes, Weapon Finesse, Weapon Focus (lightsabers), Quick Draw, Skill Focus (Use the Force), Melee Defense
Skills Knowledges (Bureaucracy & Galactic Lore) +10, Perception +11, Use the Force +16
Possessions Self-built lightsaber, Jedi robes, Jedi utility belt
So, I've always said that if you're an alien intent on establishing an archeological research facility on an asteroid to mine for ancient artifacts from a lost civilization, the first member of your staff you want to get is a specialist in human midwifery.
And, of course, the perfect candidate for a midwife is a lifeless droid with cold, metal speculae for hands, perfect for digging all up in someone's lady business.
That's why the Chroon-Tan B-Machine (I swear that's its name. What? You dare be incredulous when we've got Elan Sleazebagganos and Jek Porkinses running around?), the only other individual besides Anakin who has been up in Senator Amidala's lady business (as far as we know), was an integral part of the Kallidahins' (also known by the misnomer "Polis Massans") archeological dig for Eellayin artifacts in the asteroids that used to be the arid planetoid of Polis Massa.
Okay, in all fairness, Chroon-Tan B-Machine wasn't actually part of the staff of the archeological dig. But the Kallidahins did have it in a crate, and when Obi-Wan brought the pregnant Padmé to their research facility, they ran a computer check of their inventory for a droid who could deliver human babies, and lo and behold, they had a fresh-out-of-the-factory midwife droid packed in styrofoam peanuts just waiting to be unearthed for the important job of delivering the Galaxy's savior(s).
Let this be a lesson to the Emperor. In fact, it's item #69 in the well respected list of "Top 100 Things I'd Do If I Ever Became An Evil Overlord" (http://www.eviloverlord.com/lists/overlord.html); to wit: "All midwives will be banned from the realm. All babies will be delivered at state-approved hospitals. Orphans will be placed in foster-homes, not abandoned in the woods to be raised by creatures of the wild."
I give you, fresh out of his crate, Chroon-Tan B-Machine:
Chroon-Tan B-Machine
http://www.toplessrobot.com/526px-PM-midwife_negtd.jpg
Small* 1st Degree Midwife Droid, Non-heroic 3
Force 0, Dark Side Points 0
Init +3; Senses Perception +6, Improved Sensor Package**
Languages Basic, Binary, Kallidahin Sign Language, Bocce, Tech
Defenses Ref 13 (flat-footed 11), Fort 9, Will 13
hp 9; Threshold 9
Speed 4 squares
Melee unarmed +1 (1d3-1)
Base Atk +2; Grp +4
Atk Options None
Special Actions Surgical Expertise, Cybernetic Surgery, Memory Reprogramming, Nonliving immunities, Shut down, Hover, Lowlight vision
Droid Systems Heuristic Processor, Droid Traits, Locomotion (Hovering), Appendages (2 speculae / cradling paddle instruments, 2 telescopic tools), Behavioral inhibitors, Vocabulator, 5 kg Internal Storage with warming cushion, Secondary battery, Improved Sensor Package**
Abilities Str 8, Dex 15, Con N/A, Int 17, Wis 16, Cha 10
Talents None
Feats Skill Foci (Treat Injury, Knowledge: Life Sciences, Knowledge: Physical Sciences); Skill Training (Knowledge: Social Sciences); Surgical Expertise, Cybernetic Surgery
Skills Knowledges (Life & Physical Sciences) +14, Knowledge (Social Sciences) +9, Treat Injury +14, Use Computer +9
Possessions Nutrient Reservoirs
* +1 to Reflex (already added in), +5 to Stealth, 3/4 carrying capacity.
** Lowlight vision, +2 to Perception
Since we seem to be back on the Jedi kick, here is a really obscure Jedi from Episode III - Cin Drallig (aka "The Troll"), portrayed by none other than Nick Gillard, the prequel trilogy stunt coordinator.
There isn't a lot on him, and he only appears on film in a brief hologram, but if you've played the Episode III video game you know he is a really tough opponent. He was difficult to build, as he has to be an excellent duelist, a master of 6 of the 7 lightsaber forms and a full-fledged Jedi Master - but not so strong as to be impossible for an equal level Anakin Skywalker to kill. I figured Anakin would have spent a Destiny Point to make sure he got himself a decent auto-crit and Cin Drallig would probably have already been worn down a bit from battling clone troopers all evening. :)
You can read more about Cin Drallig here (http://starwars.wikia.com/wiki/Cin_Drallig).
http://i87.photobucket.com/albums/k130/johnnyputrid/CinDrallig.jpg
(Cin Drallig is the guy about to get slaughtered on the far left)
CIN DRALLIG ("The Troll")
CL 14
Male human Jedi 8/Jedi Knight 5/Jedi Master 1
Destiny 1; Force 8; Dark Side 0
Init +15; Senses Perception+15
Languages Basic, Huttese
-----------------------------------------------------------------------
Defenses Reflex 31 (flat-footed 27), Fort 28, Will 30; Block, Deflect, Niman, Shii-Cho
Hp 121; Threshold 28
Immune fear effects
-----------------------------------------------------------------------
Speed 6 squares
Melee unarmed +16 (1d6+9) or
Melee unarmed +14 (2d6+9) with Rapid Strike
Melee lightsaber +18 (2d8+13) or
Melee lightsaber +16 (3d8+13) with Rapid Strike or
Melee lightsaber +17/+17 (2d8+13) with Double Attack or
Melee lightsaber +15/+15 (3d8+13) with Double Attack and Rapid Strike
Ranged by weapon +17
Base Atk +14; Grp +17
Atk Options Double Attack, Improved Disarm, Power Attack, Rapid Strike, Redirect Shot
Special Actions Melee Defense, Serenity
Force Powers Known (Use the Force+18): battle strike (2), force slam, force stun, mind trick, move object, rebuke, surge
Force Techniques Force Point Recovery, Improved Battle Strike
----------------------------------------------------------------------
Abilities Str 15, Dex 16, Con 12, Int 13, Wis 16, Cha 12
Talents Block, Deflect, Multiattack Proficiency (lightsabers) x2, Niman, Redirect Shot, Shii-Cho, Weapon Specialization (lightsabers)
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (2), Improved Disarm, Martial Arts I, Melee Defense, Power Attack, Rapid Strike, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics+15, Initiative+15, Perception+15, Use the Force+18
Possessions lightsaber (self-built), comlink, utility belt, Jedi robes
Ever since I saw Attack of the Clones, I've loved this next character. He gets a little bit of screen time and comes within a hair's breadth of putting an end to the Separtist movement with a single stroke of his lightsaber.
[Using the official Vurk species stats from p. 17 of the Clone Wars Campaign Guide...]
COLEMAN TREBOR, Vurk Jedi Council member
http://i87.photobucket.com/albums/k130/johnnyputrid/468px-Colemantrebor.jpg
A male Vurk from the watery world of Sembla, Coleman Trebor was a famed Jedi Master and member of the Jedi Council during the waning years of the Old Republic. Coleman was well-connected and earned a positive reputation for his many diplomatic successes. There were many galactic citizens who thought Coleman Trebor was the ideal representation of how a Jedi should behave and was in fact something of a media celebrity. His wide-spread contacts and ability to avert crisis without bloodshed earned him a place on the Jedi Council, replacing Yarael Poof after the Quermian Jedi's death in 27 BBY.
Though Coleman preferred negotiation and diplomacy to lightsaber combat, he was not unskilled, and proved his mettle during the Battle of Antar 4 as well as assisting Jedi Master Shaak Ti in foiling an assassination attempt on Supreme Chancellor Palpatine in 24 BBY. In addition to his skills as a cunning warrior and a diplomat, Coleman spent much time in the Jedi Archives and developed a keen friendship with Jedi padawan Jyl Somtay, sharing many insightful conversations with her.
During the Battle of Geonosis, Coleman was a member of the Jedi strike team sent in to rescue Anakin Skywalker, Obi-Wan Kenobi and Senator Amidala from the clutches of Count Dooku. After slaying several Geonosian warriors and laying waste to numerous battle droids, Coleman lept into Count Dooku's viewing platform, catching the elderly man off-guard. But before he could deliver the killing blow, Coleman was attacked by Jango Fett. Though he managed to deflect two of the bounty hunter's shots, one caught him in the shoulder and a second struck him in the head, knocking the Jedi off the balcony and plunging him to his death on the floor of the Petranaki arena several stories below. Perhaps if he had been quicker, or had Jango Fett not been present, Coleman could have ended the Clones Wars before they truly began.
CL 13; Male Vurk Jedi 7/Jedi Knight 5/Jedi Master 1
Destiny 1; Force 8; Dark Side 0
Init +13; Senses Perception +13
Languages Basic, Bocce, Bothese, Durese, Gran, Huttese, Semblan
Defenses Reflex 28 (flat-footed 26), Fort 28, Will 28; Block, Deflect, Soresu
Hp 116; Threshold 28
Immune fear effects
Speed 6 squares; swim 4 squares
Melee unarmed +15 (1d4+7)
Melee lightsaber +16 (2d8+8) or
Melee lightsaber +11/+11 (2d8+8) with Double Attack
Ranged by weapon +15
Base Atk +13; Grp +15
Atk Options Double Attack
Special Actions Adept Negotiator, Force Focus, Indomitable Will, Serenity, Skilled Advisor
Force Powers Known (Use the Force+19): farseeing (2), force stun, force thrust, mind trick (2), move object, rebuke, surge
Force Techniques Improved Mind Trick, Improved Sense Force
Abilities Str 12, Dex 14, Con 14, Int 15, Wis 15, Cha 16
Special Qualities Breathe Underwater (amphibious, cannot drown), Expert Swimmer (reroll swim checks & may take 10 when distracted/threatened), Placid (1x per encounter, as free action, remove 1 fear effect currently affecting you), Nomads (reroll survival)
Talents Adept Negotiator, Block, Deflect, Force Focus, Force Persuasion, Indomitable Will, Soresu, Skilled Advisor
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (3), Informer, Linguist, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +13, Knowledge (social sciences) +13, Perception +13 (may substitute for Gather Information checks), Swim +7 (untrained; may take 10 when distracted, may reroll), Use the Force +19 (may substitute for Persuasion checks)
Possessions lightsaber (self-built), comlink (encrypted), datapad, utility belt, Jedi robes
The list of Star Wars actors who have earned the dubious honor of having been left on the cutting room floor began with Declan Mulholland, the rotund, Irish actor cast in the original Star Wars film (the one later referred to as A New Hope) as a stand-in for what Lucas hoped would be a bizarre alien known as Jabba the Hutt (or Jabba the Hut, as his name was spelled in those days). Due to insufficient technology to realize the vision, however, the entire scene was left on the cutting room floor until the release of the Special Edition of A New Hope twenty years later, in 1997, in which a CGI version of the slug creature introduced in The Empire Strikes Back was superimposed over Mulholland's image.
Next to join the club was English actor Sebastian Shaw. While we still (sort of) see his face -- albeit mostly covered with cosmetic prosthetics -- as the unmasked Darth Vader in the famous death scene in Return of the Jedi, Hayden Christensen's ghostly image was superimposed over the image of Shaw's Force Spirit in the final scene of the Special Edition of that film.
The newest member of the "Club of the Superimposed" is New Zealand actor Ian Watkin, who was originally cast as the commissary cook on the refugee transport Jendirian Valley, the ship on which Anakin and Padmé secured passage incognito to Naboo from Coruscant. Ian's character, who shooed R2D2 away from the food line, was replaced, presumably in an intended stroke of irony, with another droid (rendered, of course, in CGI), the six-limbed, COO-series cook droid COO-2180.
For a story featuring the theme of the triumph of humans over the shadow of technology, there certainly are a lot of behind-the-scene instances of film technology overshadowing humans.
Like the actor whom he replaced, COO-2180 also joins a long list of notable Star Wars personalities: the multi-armed cooks. This list began with the four-armed Gormaanda from the 1978 Star Wars Holiday Special and went on to include the four-armed Doodnik from the Droids cartoon of the mid-'80s and the four-armed Dexter Jettster from Attack of the Clones. COO-2180, who also appeared in Attack of the Clones, has the notable distinction of having six arms rather than the mere four of his predecessors.
The COO-series cook droid is a handy droid for a party of PCs to have aboard their ship. While he may be all but useless in a fight, he has a fairly broad knowledge of the culinary arts. While he is trained in Use Computer so he can search databanks to research recipes for all manner of alien biologies, that skill can be used in other areas, which may make him a surprisingly effective ally in a pinch.
Again revisiting the issue tackled with such characters as Ackmena, Rabé and Oola -- to wit, how to handle craft/professional/entertainment skills in the absence of those specific skills in Saga -- I opted to handle what would have been a "Craft (Cooking)" or a "Profession (Cook)" skill under the revised 2nd edition rules with a Skill Focus in Survival and Skill Training in Knowledge (Life Sciences). I chose the latter to represent a knowledge of botany and biology that would come in handy when preparing foods for the wide variety of intelligent species in the Galaxy, and the former to represent how he can prepare something edible with even the most meager of ingredients.
COO-2180
http://images4.wikia.nocookie.net/starwars/images/thumb/e/e4/COO-cook_negtd.jpg/250px-COO-cook_negtd.jpg
Medium 3rd Degree Cooking Droid, Non-heroic 3
Force 0, Dark Side Points 0
Init +1; Senses Perception +6, Improved Sensor Package*
Languages Basic, Binary, Bocce
Defenses Ref 12 (flat-footed 11), Fort 11, Will 13
hp 8; Threshold 11
Speed 6 squares
Melee unarmed +3 (damage = 1 point)
Ranged cup of hot stimcaf -2 (damage: see "Hazards" rules, SECR p. 252)
Base Atk +2; Grp +3
Atk Options None
Special Actions Memory Reprogramming, Nonliving immunities, Shut down
Droid Systems Heuristic Processor, Droid Traits, Locomotion (Walking), Appendages (six cooking/serving instrument appendages), Behavioral inhibitors, Vocabulator, Improved Sensor Package*
Abilities Str 12, Dex 13, Con N/A, Int 10, Wis 17, Cha 14
Feats Skill Focus (Survival), Skill Training (Use Computer and Knowledge: Life Sciences), Linguist, Improved Defenses
Skills Knowledges (Life Sciences) +6, Survival +14, Use Computer +6
Possessions Cooking Supplies
* Already factored into stats.
Well, if I'm going to stat Ponda Baba, I have to stat his partner in crime, Dr. Cornelius Evazan, also known as "Roofoo," also known as Dr. Cornelius, also known as "Dr. Death."
What's the deal with all the aliases? Well, in-story, "I've got the death sentence on twelve systems!" (Note that's "I've" not "we've" as I mistakenly indicated in my discussion of my Ponda Baba stats.) So, it's unsurprising that someone with a rap sheet that long would have multiple aliases.
Out of story, Dr. Evazan was only identified as "grubby human" in the script of the original 1977 film. At the time, some sources mistakenly identified him "Snaggletooth," including Rusty Miller, kid author of the Jedi Master Quizbook, which was a bible of Star Wars minutiae for those of us old enough to remember it. (Proud to say: I still own it!)
The radio drama referred to the "grubby human" as "Roofoo," though in 1989, West End Games's Galaxy Guide I: A New Hope ignored the radio drama name and christened him Dr. Evazan, a sick and twisted doctor who earned the dozen death-marks by mutilating his patients. He has since been established to have numerous aliases, including the Doctor, Doctor Death, and Doctor Cornelius.
Whether the Doctor is, in fact, a doctor at all is not really known for certain. What is known is that between stints of spice smuggling, slaving, assassination, and other criminal exploits, he flitted from system to system setting up his own medical "practice" in which he mutilated and killed many people.
The EU establishes that it was Jodo Kast who mutulated Evazan with well placed blaster shot to the face. Kast may have killed him had it not been for the timely intervetion of Ponda Baba, beginning their long partnership.
Although, in the novelization of the original 1977 film, Ben Kenobi slices the "grubby human" in half with his lightsaber, in the rest of the EU, Evazan survives the Cantina encounter to go on to some rich exploits. For instance, Ponda and Evazan had a bit of a falling out after the latter botched an operation to replace Ponda's arm with a cybernetic replacement. During this time Evazan went to work for Shi'ido Imperial scientist Borborygmus Gog, hoping to gain information from Project Starscream on returning the dead to life, and even conducted a practicum on the planet Necropolis in which he created a zombie army until Boba Fett found him and executed him there.
Never one to "go softly into that good night," Evazan had injected himself with a megadose of his own reanimation serum, and he eventually returned to life. He then returned to Tatooine where he set up the Cutting Edge Clinic in Mos Eisley under the name Doctor Cornelius, specializing in cybernetic surgery with used droid parts purchased from Jawas and operating on unsuspecting patients. He and Ponda reunited and reconciled, and moved to a fortress on Ando, where Evazan set up a laboratory and developed a method to transfer the minds of beings into the bodies of others. He -- and possibly Ponda -- survived a series of hostile encounters at, and the destruction of, this laboratory before fleeing into the unknown. (I say "possibly Ponda" because the original story in Tales of the Mos Eisley Cantina is somewhat ambiguous. Contrary to what Wookieepedia says -- and in accordance with what Bob Vitas' "Completely Unofficial Star Wars Encyclopedia" says -- it seems that Ponda -- or at least his consciousness -- did not survive the events on Ando.) Whatever Ponda's fate, Dr. Evazan -- or whatever he may be calling himself now -- is still at large, so be on the lookout...given that he has one dark side point for each system in which he has earned the death penalty, and that he only has a Wisdom score of 6, this guy is irredeemably evil and a true sociopath...
Some quick comments on the stat block: I loaded him up with medical shticks and even gave him a level in the Medic Prestige Class from The Force Unleashed Campaign Guide. I kept his Wisdom score miserably low, however, so that while he'd have lots of medical know-how, he'd miss a lot of the necessary Treat Injury rolls and muck things up a lot. I also carefully selected feats and talents, like Trip, Deceptive Drop and Castigate to simulate the encounter with Luke Skywalker. The Bring them Back talent also seemed perfect for Evazan given his experience with project Starscream. Without further ado:
Cornelius Evazan a/k/a Roofo a/k/a Dr. Cornelius, a/k/a "Dr. Death"
http://images4.wikia.nocookie.net/starwars/images/2/2e/DrEvazan.jpg
CL 8; Medium Human Noble 1 / Scoundrel 6 / Medic 1
Force 10; Dark Side 12
Init +10; Senses Perception +2
Languages Basic, Aqualish, Huttese, Bocce, High Galactic, Binary, Kaminoan, Tech
Defenses Ref 21 (flat-footed 20), Fort 23, Will 18
hp 49; Threshold 23
Speed 6 squares
Melee unarmed +8 (1d4+7)
Ranged heavy blaster pistol +6 (3d8+4) or
Ranged heavy blaster pistol +7 (3d8+5) with Point Blank Shot
Base Atk +5; Grp +8
Abilities Str 16 (+3), Dex 13 (+1), Con 12 (+1), Int 17 (+3), Wis 6 (-2), Cha 12 (+1)
Talents Dastardly Strike, Disruptive, Walk the Line, Castigate (Scum & Villainy p. 14), Bring Them Back (Force Unleashed Campaign Guide p. 54).
Feats Surgical Expertise, Cybernetic Surgery, Weapon Proficiencies (Pistol & Simple), Linguist, Point Blank Shot, Trip, Skill Training (Mechanics), Deceptive Drop (S&V p. 21), Experienced Medic (Clone Wars Campaign Guide p. 29), Scavenger (FUCG p. 35).
Skills Deception +10, Gather Information +10, Initiative +10, Knowledges (Galactic Lore, Life Sciences, Physical Sciences & Technology) +12, Mechanics +12, Persuasion +10, Treat Injury +7, Use Computer +12.
Possessions heavy blaster pistol, Bioscanner (CWCG p. 65), MDS-50 Medisensor (Threats of the Galaxy, p. 36), Medical Kit, FastFlesh Medpac (TotG, p. 54), Surgery kit.
Fans of the television show Seinfeld may recognize the name of Corporal Vandolay, ISB attaché to and detention officer on Darth Vader's flagship Executor.
The Seinfeld character George Costanza used the name Vandelay as an alias, and later lied at a job interview, adopting the name for a phony architectural firm for which he claimed to work. When the prospective employer called George back at Jerry's apartment and Kramer failed to answer the phone with "Vandelay Industries," George was literally caught with his pants down.
When one of the Imperial officers in The Empire Strikes Back got his own Decipher trading card, a Decipher employee who happened to be a fan of Seinfeld named the character Vandolay, a reference to the Seinfeld gag.
I built him at CL 9. I figured, the guy's ISB attaché to Darth Vader's flagship...he'd better be fearsome.
Corporal Vandolay
http://images.wikia.com/starwars/images/7/7b/Corporal_vandolay.jpg
Medium Male Human Soldier 2 / Scoundrel 2 / Noble 3 / Officer 3
Force 10, DSP 5
Init +5; Senses Perception +11
Languages Basic, High Galactic, Bothan, Bocce, Binary, Mon Calamari
Defenses Ref 26 (flat-footed 25), Fort 21, Will 26
hp 62; Threshold 21
Speed 6 squares
Melee unarmed +7 (1d4+4)
Ranged Blaster Pistol +8 (3d8+4)
Base Atk +7; Grp +8
Attack Options Point Blank Shot, Melee Defense, Precise Shot, Battle Analysis, Coordinate, Assault Tactics
Special Actions Knack, Command Cover, Share Battle Analysis
Abilities Str 10, Dex 12, Con 10, Int 14, Wis 14, Cha 16
Talents Battle Analysis, Knack, Coordinate, Presence, Assault Tactics
Feats Skill Training (Gather Information, Stealth, Deception & Persuasion), Armor Proficiencies (Light & Medium), Weapon Proficiencies (Pistols, Rifles, Simple), Skill Focus (Gather Information), Mele Defense, Point Blank Shot, Precise Shot, Linguist
Skills Deception +12, Gather Information +17, Knowledges (Bureaucracy, Galactic Lore, Tactics & Technology) +11, Perception +11, Persuasion +12, Stealth +10, Use Computer +11
Possessions Heavy Blaster Pistol
Men of many faces, both in real life and in character, Anthony Daniels and Ahmed Best, most famous (and/or infamous) for their portrayals of C3P0 and Jar Jar Binks, also played the parts of con men Dannl Faytonni and Achk Med-Beq in Attack of the Clones.
In a nut shell, Faytonni & Med-Beq escaped the penitentiary, won Republic uniforms in a sabaac game, and went around swindling people out of their money.
In statting them, I based them on Michael Caine's & Steve Martin's characters in Dirty Rotten Scoundrels, with the added twist that I conceived of Ackh Med-Beq as having started his illicit career as a second-story man, before falling in with Faytonni and apprenticing himself in the ways of con artistry.
Dannl Faytonni
http://images.wikia.com/starwars/images/b/b6/Dannlfaytonni.jpg
Human Scoundrel 4
Force 7, Dark Side Rating 3
Init +3; Senses Perception +6
Languages Basic, High Galactic, Bocce, Huttese, Binary, Shyriiwook, Ryl, Rodese
Defenses Ref 18 (flat-footed 17), Fort 14, Will 17
hp 25; Threshold 16
Speed 6 squares
Melee unarmed +3 (1d4+2)
Ranged Blaster Pistol +4 (3d6+2)
Base Atk +3; Grp +4
Atk Options Point Blank Shot, Vehicular Combat
Special Actions Gamble, Fool's Luck
Abilities Str 10, Dex 12, Con 8, Int 16, Wis 13, Cha 15
Talents: Fool's Luck, Gamble
Feats Skill Focus: Deception, Improved Defenses, Point Blank Shot, Weapon Proficiencies (Pistols, Simiple), Linguist, Vehicular Combat
Skills Deception +14, Gather Information +9, Knowledge: Bureaucracy +10, Knowledge: Galactic Lore +10, Perception +8, Persuasion +9, Pilot +8, Use Computer +10
Possessions Republic Uniform, Blaster Pistol
You know Darth Maul is on p. 80 of Threats of the Galaxy. I know Darth Maul is on p. 80 of Threats of the Galaxy. But can you really ever have enough versions of Darth Maul running around? I say no.
In a dedicated thread (http://forums.gleemax.com/showthread.php?t=1159475), Darth_Singe gives us his version, statted at the same CL as the official one:
So I statted up a version of Darth Maul, just for fun.
Darth Maul, Sith Assassin, CL 15
http://www.starwars.england.freeservers.com/images/darth_maul_5.jpg
Medium Zabrak Jedi 4 / Scoundrel 3 / Assassin 5 / Sith Apprentice 2/ Sith Lord 1
Force Points: 9
Init: +10; Senses: Perception +9
Languages: Basic, Zabrak, High Galactic
Defenses: Ref 34 (flat-footed 30), Fort 31, Will 31
hp: 110; Threshold 31
Speed: 6 squares
Melee Attack: +18 Double Bladed Lightsaber (2d8+11)
Melee Attack: +18/+18 Double Bladed Lightsaber (2d8+11/2d8+11); Two Attacks with Dual Weapon Mastery
Melee Attack: +16/+16 Double Bladed Lightsaber (3d8+11/3d8+11); Two Attacks with Dual Weapon Mastery + Rapid Strike
Base Atk: +14; Grp +16
Abilities: Str 15, Dex 17, Con 14, Int 12, Wis 14, Cha 14
SQ: Defense Bonus (+4 Fort, +5 Ref, +4 Will); Heightened Awareness, Superior Defense, Mark +2, Fearless, Temptation
Talents: Block, Dark Scourge, Dastardly Strike, Multiattack Proficiency (lightsabers), Murderous Arts I, Murderous Arts II, Ruthless, Sneak Attack, Weapon Specialization (Lightsabers)
Feats: Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitivity, Force Training, Martial Arts I, Precise Shot, Point Blank Shot, Rapid Strike, Skill Training (Stealth), Sniper, Weapon Focus (Lightsabers), Weapon Proficiency (lightsabers), Weapon Proficiency (simple)
Skills: Acrobatics +15, Endurance +14, Stealth +15, Use The Force +14
Possessions: Whatever he needs, Double-Bladed Lightsaber (self built)
Force Technique: Improved Move Light Object
Force Powers Known: Battle Strike, Force Thrust, Surge
RobShanti
03-30-08, 11:23 AM
Darth Vader
http://www.cbswords.com/images/vaderCostume800.jpg
Darth Vader at the end of Episode III: Revenge of the SithHuman male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 1
CL 15
Destiny: 7; Force: 15, Strong in the Force; Dark Side 14
Init +15; Senses: Perception +16
Languages: Basic, Binary (understand only), Huttese, Rodese
Defenses: Reflex 32 (flat-footed 29), Fortitude 32, Will 29
hp 164; Threshold 32
Weakness: life support**
Speed: 6 squares
Melee: +20 (lightsaber, self-built, 2d8+12)
+15/+15 (lightsaber, self-built, 2d8+12) with Double Attack
+18 (lightsaber, self-built, 3d8+12) with Rapid Strike
+13/+13 (lightsaber, self-built, 3d8+12) with Double Attack and Rapid Strike
Ranged: +16
Base attack: +13; Grapple: +18
Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike
Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, vehicle dodge +1
Force powers known: (Use the Force +15*) Battle Strike, Force Grip, Force Slam, Force Thrust, Move Object, Surge
Force techniques: Force Point Recovery, Improved Move Light Object
Abilities: Str 20*, Dex 17, Con 16, Int 16, Wis 14, Cha 15
Talents: Armored Defense, Block, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike
Feats: Armor Proficiency (light), Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x2), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +15, Initiative +16, Jump +17, Knowledge (galactic lore) +15, Mechanics +15, Perception +15, Pilot +20, Survival +14, Use the Force +15*
Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes
Darth Vader at the beginning of Episode IV: A New Hope
Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 2/Sith Lord 2 (middle-aged)
CL 18
Destiny: 5; Force: 13, Strong in the Force; Dark Side 16
Init +17; Senses: Perception +19
Languages: Basic, Binary (understand only), Huttese, Rodese
Defenses: Reflex 35 (flat-footed 32), Fortitude 35, Will 34
hp 173; Threshold 35
Immune: fear effects
Weakness: life support**
Speed: 6 squares
Melee: +23 (lightsaber, self-built, 2d8+14)
+18/+18 (lightsaber, self-built, 2d8+14) with Double Attack
+21 (lightsaber, self-built, 3d8+14) with Rapid Strike
+16/+16 (lightsaber, self-built, 3d8+14) with Double Attack and Rapid Strike
Ranged: +19
Base attack: +16; Grapple: +21
Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike
Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, Temptation, vehicle dodge +1
Force powers known: (Use the Force +18*) Battle Strike, Dark Rage, Farseeing, Force Disarm, Force Grip x2, Force Slam, Force Thrust, Mind Trick, Move Object, Negate Energy, Surge
Force techniques: Force Point Recovery, Improved Move Light Object, Improved Sense Force
Force secrets: Distant Power
Abilities: Str 20*, Dex 16, Con 15, Int 17, Wis 16, Cha 16
Talents: Armored Defense, Block, Dark healing, Deflect, Djem Sho, Expert Gunner, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike
Feats: Armor Proficiency (light), Double Attack (lightsabers), Force Boon, Force Sensitivity, Force Training (x3), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +16, Initiative +17, Jump +19, Knowledge (galactic lore) +17, Mechanics +17, Perception +19, Pilot +22, Survival +17, Use the Force +18*
Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes, various Imperial crafts
Darth Vader at the beginning of Episode VI: Return of the Jedi
Human male scout 1/Jedi 7/Jedi Knight 4/ace pilot 2/Sith apprentice 2/Sith Lord 3 (middle-aged)
CL 19
Destiny: 5; Force: 17, Strong in the Force; Dark Side 16
Init +17; Senses: Perception +19
Languages: Basic, Binary (understand only), Huttese, Rodese
Defenses: Reflex 36 (flat-footed 33), Fortitude 36, Will 35
hp 182; Threshold 36
Immune: fear effects
Weakness: life support**
Speed: 6 squares
Melee: +24 (lightsaber, self-built, 2d8+14)
+19/+19 (lightsaber, self-built, 2d8+14) with Double Attack
+22 (lightsaber, self-built, 3d8+14) with Rapid Strike
+17/+17 (lightsaber, self-built, 3d8+14) with Double Attack and Rapid Strike
Ranged: +20
Base attack: +17; Grapple: +22
Attack options: Double Attack, Lightsaber Throw, Rapid Strike, Severing Strike
Special actions: Build Lightsaber, Djem Sho, Redirect Shot, Skywalker bloodline*, Temptation, vehicle dodge +1
Force powers known: (Use the Force +18*) Battle Strike, Dark Rage, Farseeing, Force Disarm, Force Grip x2, Force Slam, Force Thrust, Mind Trick, Move Object, Negate Energy, Surge
Force techniques: Force Point Recovery, Improved Move Light Object, Improved Sense Force
Force secrets: Devastating Power, Distant Power
Abilities: Str 20*, Dex 16, Con 15, Int 17, Wis 16, Cha 16
Talents: Armored Defense, Block, Dark healing, Deflect, Djem Sho, Expert Gunner, Force Focus, Jury-Rigger, Lightsaber Throw, Redirect Shot, Severing Strike
Feats: Armor Proficiency (light), Double Attack, Force Boon, Force Sensitivity, Force Training (x3), Rapid Strike, Shake It Off, Skill Focus (Pilot & Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, pistols, rifles, simple weapons)
Skills: Endurance +16, Initiative +17, Jump +19, Knowledge (galactic lore) +17, Mechanics +17, Perception +19, Pilot +22, Survival +17, Use the Force +18*
Possessions: special armor (equipped with life support system), cybernetic parts (both arms & legs), lightsaber (Darth Vader has built his own), various starfighters, Sith robes, various Imperial crafts, Star Dreadnought Executor
*After his disastrous combat with Master Kenobi, Lord Vader is bereft of natural arms and legs and must use cybernetic parts to replace them. These cyborg components give Lord Vader +4 boost to his Strength score as long as they are employed, but also make it harder for him to manipulate the energies of the Force, bestowing -4 penalty to his Use the Force checks.
**The battle with Master Kenobi has left Lord Vader's health and immune system completely shattered. He can survive only by employing advanced life support systems and his own sheer will and strength in the Force. Lord Vader's armor is equipped with the said life support system, as are most of his sanctuaries in various citadels and Imperial crafts (like his castle on Vjun or his room in the Executor). Should his life support system fail, the Dark Lord would perish quickly.
Darth Vader's armor
This black and imposing armor, completed with a death's head mask, is the most visible symbol of Imperial authority - and of the corrupting power of the dark side. Thanks to it, Lord Vader is instantly recognizable everywhere in the Empire - and almost invulnerable.
Lord Vader's armor is treated as light armor (more specifically, as modified armored flight suit with +8 armor bonus with helmet package). Furthermore, it includes his life support system and also provides Lord Vader with low-light vision.
Here is an alternate version of Vader at the Beginning of the Dark Times. I think Closet_Skeleton did this one also:
Darth Vader (at the Beginning of the Dark Times)
Medium Human Jedi 7/ace pilot 2/Jedi Knight 5/Sith apprentice 3/Sith Lord 2
Destiny 2; Force 8, Strong in the Force; Dark Side 14
Init +15; Senses Perception +11
Languages , Basic, Sith
Defenses Ref 34 (flat-footed 33), Fort 36, Will 34; Block, Elusive Dogfighter, Vehicle Dodge +1, Vehicular Combat
hp 175; Threshold 36
Immune fear effects
Speed 6 squares
Melee lightsaber +24 (2d8+15) or
Melee lightsaber +24 (2d8+19) with both hands
Ranged lightsaber +20 (2d8+15)
Base Atk +18; Grp +23
Atk Options Severing Strike, Improved Lightsaber throw
Special Actions Djem So, Elusive Dogfighter, Lightsaber Throw, Riposte, temptation
Force Powers Known (Use The Force +20) battle strike (2), dark rage, Force disarm, Force grip, Force scream, move object, negate energy, surge
Force Techniques Force Point Recovery, Improved Force Grip, Improved Dark Rge
Force Secrets Multitarget Power
Starship Maneuvers (Pilot +10) I have you know, Skywalker loop, counter
Abilities Str 20, Dex 13, Con 13, Int 12, Wis 14, Cha 20
Special Qualities build lightsaber
Talents Affliction, Armored Defense, Block, Djem So, Elusive Dogfighter, Force Pilot, Improved Lightsaber Throw, Lightsaber Throw, Riposte, Severing Strike, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light), Force Boon, Force Sensitive, Force Training (3), Skill Focus (Use the Force), Starship Tactics, Strong in the Force, Tech Specialist, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Initiative +15, Mechanics +15, Pilot +10 (may Use the Force +20 instead), Use the Force +20
Possessions cardio implant, Cortosis Weave armored flight suit (+5 armor, +3 equipment), 4 cybernetic prostheses, lightsaber (self-built), Sith Talisman
How did Dengar get left out of Threats of the Galaxy? I mean...who the heck doesn't want the gruff but lovable Dengar?!?! He rocks, bandages and all.
I am officially sending out the carillon call to any fanboys with mad Photoshop skillz to please colorize that awesome full body shot of him on his wookieepedia page.
I don't remember who statted this one, but I found him here on the forums a while back...
Dengar
http://www.partsofsw.com/images/dengar.jpg
Medium Human Scout 5/Soldier 2/Bounty Hunter 4
Force 11 Dark Side 4 Destiny 1
Init +3 ; Senses Perception +11
Languages Basic +1 language
Defences Ref 27 (flat-footed 25), Fort 25, Will 22, Armored Defence
hp 96 ; Threshold 25
Speed 6 squares
Melee unarmed +11 (1d3+6) or
Ranged blaster rifle +12 (3d8+5)
Base Atk +10 ; Grap +10
Atk Options Careful Shot, Deadeye, Point Blank Shot, Precise Shot,
Special Actions Familiar Foe +2,
Abilities Str 12, Dex 16, Con 11, Int 12, Wis 13, Cha 12
Talents Acute Senses, Armored Defence, Hunters Mark, Hunters Target, Improved Stealth, Keen Shot
Feats Armor Proficiency (light, medium), Careful Shot, Deadeye, Point Blank Shot, Precise Shot, Sniper, Vehicular Combat, Weapon Proficiency (pistols, rifles, heavy weapons, simple weapons)
Skills Climb +11, Mechanics +11, Perception +11, Pilot +12, Stealth +12, Survival +11
Possessions Battle armor (+8 armor,+2 equipment), blaster rifle with standard scope, Punishing One
Notes: Dengar's stats are calculated as if he was in full battle armor
I wanted to stat Dexter Jettster to put a new twist on non-heroic characters multiclassing with heroic levels. But Dex is different from most cases, because he's actually a character who starts out heroic, and multiclasses into non-heroic levels!
He was originally a gun runner (which I thought might well be represented by a level in Scoundrel) when Obi-Wan met him. He eventually became a miner, which I thought might be well represented by levels in Scout, and, although I don't have any canonical support for it, I like to think also a Jack-of-all-trades with some Soldier (the brawler type) in there. Then, eventually, as middle-age set in, he settled into a safer life as a short order cook (until the Dark Times, when Dexter became part of an Underground-Railroad-like organization...but that's after his depiction here).
Anybody who remembers the old television sit-com Alice from the 70s to mid-80s, starring Linda Lavin as an out-of-work singer who takes a job as a waitress in an Arizona diner to support herself and her young son Tommy (based on the film Alice Doesn't Live Here Anymore, which actually was not a comedy, and starred Ellen Burstyn in the title role) will recognize Dex's Diner as an homage to Mel's Diner, where Alice (both in the sit-com and the film) worked.
Dex is, of course, an homage to owner/frycook Mel (played by Vic Tayback, the only actor to appear in both the sit-com and the film).
The sassy waitress droid, WA-7, is an obvious homage to the sassy waitress character "Flo," who had a popular tagline she used (usually on Mel) whenever she got angry: "Kiss my grits!" (Flo was played by Diane Ladd in the film, but by Isabelle Dupree in the television show. Dupree's portrayal of Flo was so popular, the character got a spinoff sit-com, appropriately entitled "Flo," in which she became the owner of a roadhouse in Texas. When her character left Mel's diner, a new waitress was hired to fill her place...played by Diane Ladd, funnily enough. Bravo to the casting director for that clever move.) In fact, if you look closely, you can see the name "Flo" written in Aurabesh on the droid's left chestplate.
The similarities end there, however, unless Hermione Bagwa is supposed to be an homage to Alice, although Alice (the Linda Lavin version or the Ellen Burstyn version) was nowhere near as sexy as Hermione.
I find it interesting that in the 1978 Star Wars Holiday Special, Harvey Korman played Gormaanda, a four-armed television cooking show hostess who was an obvious take-off of Julia Child. I like to think that the four-armed Gormaanda influenced the four-armed frycook Doodnik (who also had some Vic-Tayback-like characteristics to him), one of C3PO & R2D2's many owners in the Star Wars: Droids cartoon. Since a lot of stuff from the Droids cartoon made it into the prequel trilogy (like Bodgen, the Baobab family, Roon, and many other persons, places and things...probably because prequel and classic trilogy sound designer Ben Burtt was heavily involved in writing the Droids series), I wouldn't be surprised if the Besalisk evolved (speaking in out-of-universe terms) directly from Doodnik.
Saga stats for a Besalisk can be found in the Saga Alien Anthology sourcebook in my sig. Both WizO_Tao and Isirga Eth provide their take on the Besalisk, which are identical, except that Isirga's gives the Besalisk an additional "Conditional Bonus Feat" of "Skill Focus (Endurance)" if the character is trained in Endurance. If you prefer to use WizO_Tao's stats, you can just leave off that Conditional Bonus Feat.
Besalisk
-4 Dex, +2 Con
Extra Limbs
Environmental Adaptation (may take 10 to survive Arctic conditions)
Resist Hunger (can go without food for a number of days equal to 2x CON before having to make an Endurance check)
Resist Thirst (can go without water for a number of hours equal to 5x CON before having to make an Endurance check)
Conditional Bonus Feat: receive the feat Skill Focus (Endurance) if trained in Endurance
Languages: Basic, Besalisk
Using that template, Dexter looks like this:
Dexter Jettster
http://www.swg1.net/encyclo/images/jettster_dexter.jpg
Male, Middle-Aged Besalisk Scout 2 / Soldier 2 / Scoundrel 1 / Non-Heroic 3
Force 8, Dark Side Points 1
Init +2; Senses Perception +11
Languages Basic, Besalisk, Bocce
Defenses Ref 12 (flat-footed 12), Fort 17, Will 15
hp 64; Threshold 17
Speed 6 squares
Melee unarmed +6 (1d4+5) or
Melee rolling pin +6 (1d6+5) or
Melee meat cleaver (1d4+5)
Ranged as weapon +3 (damage as weapon +4)
Base Atk +5; Grp +6
Atk Options Pin, Crush, Power Attack, Cleave, Point Blank Shot, Great Cleave, Expert Grappler
Special Actions Shake It Off, Extra Second Wind, Barter, Knack, Environmental Adaptation, Resist Hunger, Resist Thirst
Abilities Str 13, Dex 7, Con 16, Int 13, Wis 14, Cha 10
Talents Barter, Expert Grappler, Knack
Feats Pin, Skill Focus (Climb), Shake It Off, Weapon Proficiencies (Pistols, Simple, Rifles, Advanced Melee Weapons), Extra Second Wind, Crush, Power Attack, Cleave, Point Blank Shot, Great Cleave, Skill Focus (Knowledge: Galactic Lore)
Skills Climb +15, Endurance +17, Knowledge: Galactic Lore +15, Knowledge: Social Sciences +10, Perception +11, Survival +11
Possessions Apron, Spatula, Rolling Pin, Meat Cleaver
Djas Puhr, the Sakiyan, was just one of those background characters in the Cantina scene of the original Star Wars film, but he got no love. Everybody from Hem Dazon the salt-addicted Arconan to Muftak the Talz (who even had a "speaking" role in the Star Wars Holiday Special) were given detailed backgrounds, if not by the EU then by the West End Games gaming supplements.
Admittedly, he's hard to spot in the cantina, but he's definitely there, with his gleaming black skin, pointy ears and expressionless face. They called him "Coal Man" during production. A pale-faced version of the same alien species -- Sakiyan -- appears in "The Star Wars Holiday Special," so we know that the species at least has different skin tones than jet black.
Like most of these cantina aliens, the Decipher Customizable Card Game christened "Coal Man" with the proper name of "Djas Puhr."
Otherwise, Djas Puhr went largely unnoticed until the fifth installment of the Scholastic Books Star Wars Episode I Adventures "choose your own adventure"-like game book written by Dave Wolverton. That installment, entitled The Ghostling Children featured Djas Puhr as a bounty hunter employed by Sebulba to capture the young denizens of Datar for sale into slavery. Djas went on to be an assassin by the time of A New Hope.
Using the official species template for Sakiyans from the Legacy Era Campaign Guide (p. 204), here is my Djas Puhr stat block:
Djas Puhr CL 6
http://images3.wikia.nocookie.net/starwars/images/3/38/Djas_puhr.jpg
Medium Sakiyan Non-heroic 5 / Scoundrel 2 / Assassin 4
Force 9; Dark Side 8
Init +13; Senses Perception + 18, Darkvision
Languages Basic, Sakiyan
Defenses Ref 25 (flat-footed 22), Fort 19, Will 20
hp 53; Threshold 19
Speed 6 squares
Melee unarmed + 8 (1d4+3)
Ranged modified heavy blaster pistol +11 (3d8+9) or
Ranged modified heavy blaster pistol +12 (3d8+10) with Point Blank Shot
Base Atk + 8; Grp + 11
Atk Options Deceptive Drop, Precise Shot, Point Blank Shot, Sniper, Dastardly
Strike, Murderous Arts I, Manipulating Strike, Mark +2
Special Actions Mark +2
Abilities Str 10 (0), Dex 16 (+3), Con 12 (+1), Int 8 (-1), Wis 16 (+3), Cha 13 (+1)
Species Traits Darkvision, Conditional Skill Focus in Perception if Trained in it, Lightning Reflexes (already factored into stats)
Talents Dastardly Strike, Murderous Arts I (S&V 29), Manipulating Strike (S&V 30)
Feats Skill Training (Stealth, Persuasion & Initiative), Weapon Proficiency (Pistols), Deceptive Drop (S&V 21), Precise Shot, Point Blank Shot, Sniper
Skills Initiative +13, Perception +18, Persuasion +11, Stealth +13
Possessions heavy blaster pistol with pulse charger (S&V 43) and Improved Accuracy modification, encrypted comlink, credit chip with 50 credits, utility belt, Sound Sponge (FUCG 102)
Be still my beating heart. ZehnWaters tempts my libido with the lovely Dormé:
Dormé CL 5
http://images1.wikia.nocookie.net/starwars/images/8/8b/Dorme.jpg
Medium Human noble 5
Init +4; Senses Perception +13
Languages Basic, Bothese, Caamasi, High Galactic, Mon Calamarian, Rodese
Defenses Ref 18 (flat-footed 16), Fort 16, Will 19
hp 39; Threshold 16
Speed 6 squares
Melee by weapon +3
Ranged hold-out blaster +5 (3d4+2)
Base Atk +3; Grp +5
Special Actions Influential Friends, Quick Skill, Recall
Abilities Str 10, Dex 14, Con 12, Int 15, Wis 13, Cha 15
Talents Connections, Idealist, Influential Friends
Feats Linguist, Quick Skill, Recall, Skill Focus (Perception, Persuasion), Unwavering Resolve, Weapon Proficiency (pistols, simple)
Skills Deception +9, Gather Information +9, Knowledge (bureaucracy) +9, Knowledge (galactic lore) +9, Knowledge (social sciences) +9, Perception +13, Persuasion +14, Treat Injury +8, Use Computer +9
Possessions datapad, encrypted long-range comlink, hold-out blaster
This one is hardly obscure, but it's from Closet_Skeleton, who is reknown for his great builds:
Emperor Palpatine CL 20
http://images1.wikia.nocookie.net/starwars/images/5/5d/Darktimesbegin.jpg
Medium Human Jedi 3/noble 4/Sith apprentice 8/Sith Lord 5
Destiny 4; Force 20; Dark Side 20
Init +16; Senses Perception +20
Languages , Basic, High Galactic, Sith, 7 unassigned
Defenses Ref 34 (flat-footed 33), Fort 32, Will 44
hp 94; Threshold 32
Immune fear effects
Speed 6 squares
Melee lightsaber +26 (2d8+12/x3) or
Melee lightsaber +21/+21 (2d8+12/x3) with Double Attack or
Melee lightsaber +16/+16/+16 (2d8+12/x3) with Triple Attack
Ranged by weapon +20
Base Atk +19; Grp +20
Atk Options Accelerated Strike, Double Attack (lightsabers), Triple Attack (lightsabers), Triple Crit (Lightsaber)
Special Actions Adept Negotiator, Power of the Dark Side, Swift Power, temptation
Force Powers Known (Use The Force +26) battle strike, corruption, dark rage, farseeing, fear, Force lightning (4), Force scream, force storm, mind trick, move object (3), negate energy (2), rebuke (4), resist Force, vital transfer, wound
Force Techniques Force Point Recovery, Improved Dark Rage, Improved Force Lightning, Improved Force Storm
Force Secrets Corrupted Power, Debiliating Power, Multitarget Power, Quicken Power
Abilities Str 12, Dex 13, Con 9, Int 18, Wis 20, Cha 22
Special Qualities build lightsaber
Talents Adept Negotiator, Conceal Force Use, Dark Side Adept, Dark Side Master, Force Deception, Force Persuasion, Idealist, Noble Fencing Style, Power of the Dark Side, Sith Alchemy, Swift Power
Feats Accelerated Strike, Double Attack (lightsabers), Force Boon, Force Sensitive, Force Training (4), Linguist, Skill Focus (Use the Force), Triple Attack (lightsabers), Triple Crit (lightsaber), Weapon Proficiency (lightsabers, pistols, simple)
Skills Acrobatics +16, Deception +16 (may Use the Force +26 instead), Initiative +16, Knowledge (bureaucracy) +19, Knowledge (galactic lore) +19, Knowledge (life sciences) +19, Knowledge (physical sciences) +19, Knowledge (social sciences) +19, Knowledge (tactics) +19, Knowledge (technology) +19, Perception +20, Persuasion +16 (may Use the Force +26 instead), Use the Force +26 (may reroll to activate dark side powers but must keep the result of the reroll even if worse; may reroll, spending a Force Point, to activate a dark side power and keep the better result)
Possessions lightsaber (self-built), Sith Robe, Walking Stick
When I first saw Erdan in a photo spread in some entertainment magazine in an article about The Phantom Menace when the movie first came out, I was intrigued. At that time, however, nothing was known (or probably even developed) about him, not even a name.
Years later, the Episode I Visual Dictionary provided the meager backstory that Erdan was a Human male slave in Mos Espa who was chemically enlarged by his slavemaster in order to increase his productivity. The patterns on his face, apparently, denote his slave ownership.
I considered creating a template like the old RCR "Clone," "Shaped" and "Spice Addicted" templates in the Hero's Guide Web Enhancement #1 (http://www.wizards.com/default.asp?x=starwars/article/sw20030612hero) to represent his chemical alteration. But I ultimately decided I'd just keep it simple, and stick to the Rules As Written for this build.
So, I gave Erdan two levels in Scout to represent an otherwise non-heroic character who was "chemically enlarged." I used his Scout levels to give him, inter alia, "Shake it Off" and "Long Stride" to represent the effects of the chemically induced size increase. Plus, the FPs give him an edge that he wouldn't otherwise get as a straight non-heroic build.
Also, in keeping with the "big strong slave" type, I made STR his highest ability score, and gave him "Mighty Swing" and "Bantha Rush" as his character level feats.
He doesn't generally go around carrying a weapon, and, in fact, I imagined him as sort of a "gentle giant" type. But for those times when he's got to rescue the hapless PC from some krayt dragon or Tusken raider, I gave him weapon proficiency: simple, so he can pick up a heavy iron rod and use it as a club, with an extra die of damage and some "knock-back" (to borrow a term from Champions).
Erdan
http://images.wikia.com/starwars/images/2/28/Erdan.jpg
Medium Human Nonheroic 4 / Scout 2
Force 6; Dark Side 0
Init +2; Senses Perception +9
Languages Basic, Huttese
Defenses Ref +14 (flat-footed +14), Fort +15, Will +14
hp 27; Threshold 15
Speed 8 squares (Long Stride)
Melee Unarmed +6 (2d4+5)
Melee Club +6 (2d6+5)
Base Atk +3; Grp +6
Special Actions Dodge, Shake It Off, Long Stride
Atk Options Mighty Swing, Bantha Rush
Abilities Str 16, Dex 10, Con 14, Int 12, Wis 14, Cha 8
Talents Long Stride
Feats Skill Training (Ride), Skill Focus (Endurance), Weapon Proficiency (Simple), Mighty Swing, Bantha Rush, Shake It Off, Dodge
Skills Climb +10, Endurance, +14, Gather Information +6, Jump +9, Perception +9, Ride +7, Survival +9, Treat Injury +9
Possessions Slave garb
I had the 3 1/4" Kenner action figure for FX-7, from The Empire Strikes Back, back in the day, and I have to say that he was one of my least favorite figures. There was something about him that wasn't very...I dunno...satisfying. He was just a cylinder of gray plastic. Sure, he had a flat, plate-shaped head that telescoped upward slightly...and a bunch of arms that could extend out radially from his "torso" or be "snapped" into place close to his body. But other than that, it was kinda like playing with the tubular cardboard remains of an empty toilet paper roll.
In Revenge of the Sith, the previous model, a more "Robbie-the-Robot-esque" FX-6, makes its debut as one of the ghoulish droids helping turn Darth Vader cybernetic.
While official stats for the FX-6 model appearing in Revenge of the Sith appear in the Force Unleashed Campaign Guide, I have created, below, generic stats for the FX-Series of droids that can be used for the later models. There is little information about the FX-Series models 1 through 5 and 8 through 10, but presumably the former group looks much like the FX-6, and the latter group looks much like the FX-7 (a picture of an FX-10 on Wookieepedia, for example, shows it looking identical to FX-7, to the extent Wookieepedia can be believed).
It was my hope that these stats could be used for any model of the FX-series from FX-7 onward. In other words, they're a generic set of stats for the FX-Series as well as for the character FX-7 that appears in The Empire Strikes Back (unlike my stats for 2-1B, which are meant to refer to the character in Empire only, since the generic 2-1B model stats are already in the Core Rulebook).
On page 54 of "The Force Unleashed Campaign Guide" you'll find two new talent trees for Medics: the "Medical Secrets" and the "Advanced Medicine" talent trees. Pages 36 and 54 of "Threats of the Galaxy" offers some new medical equipment to add to the stuff on pages 137 to 138 of the Core Rulebook.
If you're into homebrew stuff (and you probably are if you read this thread), forums member Tenor1411 created a very nice Medical Technician talent tree (http://forums.gleemax.com/showthread.php?p=16472270#post16472270) that would probably complement an FX-Series droid character well.
I didn't integrate any of this stuff into the build because, well, I didn't want the droid to outshine PCs who wanted to take the Medic Talent Tree. But I encourage you to check that stuff out in case you wanted to create any -- *ahem* -- "special FX" for your game. :hides:
FX-Series Medical Assistant Droid (CL 0)
http://i306.photobucket.com/albums/nn265/RobShanti/FXSeries.jpg
Medium droid (1st degree) Non-heroic 1
Init N/A; Senses Perception +5, Improved Sensor Package
Languages: Basic, Binary, Tech, Bab-Neo, Bab-Prime
Defenses Ref 11 (FF’d 10), Fort 10, Will 12
hp 8, Threshold 10
Immune: Droid Traits
Speed 6 squares (wheeled)
Melee -4 (as weapon)
Base Atk +0; Grp +1
Atk Options None
Abilities STR 11, DEX 12, CON –, INT 17, WIS 16, CHA 10
Feats: Cybernetic Surgery, Skill Foci: Treat Injury, Knowledge (Life Sciences), Use Computers
Skills Knowledge (Life Sciences) +13, Knowledge (Physical Science) +8, Treat Injury +13, Use Computer +13
Systems Wheeled locomotion, Basic Processor, Diagnostics Package, 6 Instrument Appendages,10 kg Internal Storage, Locked Access, Secondary Battery, Improved Sensor Package
He was a Kubaz of many names, and his names had many meanings...
On the streets they called him "Long-Snoot," but his proper name, so far as anyone could tell, was Garindan, which meant either "blessed one," "burnt wood," "dust from a windstorm," "toast" or "ugly," depending upon which language you spoke.
And under all that costuming, if you can believe it, he was played by a chick.
With all due respect to WizO_Tao, and his great Saga Conversions site, I used Isirga Eth's template for the Kubaz species because, well, it's simply far superior to the one WizO_Tao has on his site. Not only is it better balanced, it's more in keeping with the conventions of Saga edition and simply resulted in a better build for Garindan.
Isirga Eth's Kubaz template is as follows:
-2 STR, +2 DEX, +2 INT
Information Network: Kubaz can reroll Gather Information checks, but must keep the second result, even if it is worse.
Conditional Bonus Feat: Kubaz gain Skill Focus (Gather Information) if trained in it.
Light Sensitive: Kubaz are blind in bright light without protective goggles.
With that template, Garindan looks like this:
Garindan, a/k/a "Long-Snoot"
http://images.wikia.com/starwars/images/c/c3/Garindan.jpg
Kubaz Noble 1 / Scout 3 / Scoundrel 2
Force 8, Dark Side Rating 2
Init +3; Senses Perception +9
Languages Kubazi, Basic, High Galactic, Bocce, Huttese, Ryl, Twi'lek Lekku-language, Bothese, Binary
Defenses Ref 15 (flat-footed 15), Fort 14, Will 16
hp 38; Threshold 14
Speed 6 squares
Melee unarmed +3 (1d4+3) or
Ranged Blaster Pistol +3 (3d6+3)
Base Atk +3; Grp +3
Atk Options Melee Defense, Dodge, Quick Shot, Point Blank Shot, Careful Shot, Precise Shot
Special Actions Sneak Attack
Species Traits: Information Network, Conditional Bonus Feat (Skill Focus: Gather Information, if trained in it), Light Sensitive
Abilities Str 11, Dex 10, Con 10, Int 17, Wis 12, Cha 16
Talents: Wealth, Improved Stealth, Hidden Movement, Sneak Attack
Feats Melee Defense, Weapon Proficiencies (Pistols, Simple, Rifles), Linguist, Quick Draw, Dodge, Point Blank Shot, Careful Shot, Precise Shot
Skills Deception +11, Gather Information +16, Knowledge: Bureaucracy +11, Knowledge: Galactic Lore +11, Perception +9, Persuasion +11, Stealth +8, Use Computer +11
Possessions Dark Cloak, Protective goggles, blaster pistol, data pad (encrypted)
If someone wants to post the stats of an X-wing flown by Dreis, knock yourself out.
Garven Dreis served as a starfighter pilot in the Clone Wars, defending his home world, Virujansi. He flew alongside the Republic's greatest pilot, Jedi Knight Anakin Skywalker, during the Battle of Virujansi in 21 BBY.
21 years later, Dreis flew as "Red Leader" for the Alliance to Restore the Republic at the Battle of Yavin. After Gold Squadron failed to strike the Death Star's vulnerable exhaust port, Dreis made his attack run. His proton torpedoes hit the exhaust port. The excitement would be short-lived, because the shot impacted on the surface. Dreis would be shot down by Darth Vader, whom he had flown with 21 years before.
Garven Dreis (CL 9)
http://images4.wikia.nocookie.net/starwars/images/1/1c/AwesomeDave-ANHHD.jpg
Medium middle-aged Human soldier 7/ace pilot 2
Force 5
Init +6; Senses Perception +5
Languages Basic, Bocce
Defenses Ref 25 (flat-footed 23), Fort 22, 20
hp 81; Theshold 22
Speed 6 squares
Melee unarmed +8 (1d4+4)
Ranged blaster pistol +10 (3d6+4)
Base Atk +8; Grp +10
Atk Options Devastating Attack (heavy weapons), Far Shot, Penetrating Attack (heavy weapons), Point Blank Shot
Special Actions Begin Attack Run, Vehicle Dodge +1, Vehicular Combat
Starship Manuevers Known1 (Pilot +16): Angle Deflector Shields, Skim the Surface
Abilities Str 10, Dex 15, Con 10, Int 13, Wis 13, Cha 16
Talents Battle Analysis, Begin Attack Run2, Devastating Attack (heavy weapons), Penetrating Attack (heavy weapons), Weapon Specialization (heavy weapons)
Feats Armor Proficiency (light, medium), Far Shot, Point Blank Shot, Skill Focus (pilot), Starship Tactics3, Toughness, Vehicular Combat, Weapon Focus (heavy weapons), Weapon Proficiency (heavy weapons, pistols, rifles, simple weapons)
Skills Knowledge (tactics) +10, Mechanics +10, Perception +5, Pilot +16, Use Computer 10
Possessions flight suit, blaster pistol
1Starships of the Galaxy, pages 24-30
2Starships of the Galaxy, pages 17-18
3Starships of the Galaxy, page 20
Official stats for Tarkin appear in The Force Unleashed Campaign Guide, p. 191. I try not to duplicate efforts here if I can help it. There are some characters in this thread that also appear in official sourcebooks, but our versions usually came before the official sourcebooks were published.
That said, the Alliance and Empire Preview #4 (http://www.wizards.com/default.asp?x=starwars/article/AEPreview4), posted on the Wizards site on May 3, 2007 (back when they used to give us Saga stats with the Minis stats in the previews!), gave the following stats for Tarkin. (Note: they are different than the stats in the FUCG).
Imperial Governor Wilhuff Tarkin
http://www.starwars.com/databank/character/grandmofftarkin/img/movie_sm.jpg
CL 7; Medium Human noble 7
Destiny 1; Force 5; Dark Side 13
Init +4; Senses Perception +14
Languages Basic, High Galactic, Shyriiwook, Sullustese
Defenses Ref 18 (flat-footed 18), Fort 17, Will 20
hp 45; Threshold 17
Speed 6 squares
Melee unarmed +5 (1d4+3) or
Ranged > blaster pistol +5 (3d6+3)
Base Atk +5; Grp +5
Special Actions Coordinated Attack
Abilities Str 10, Dex 11 Con 11, Int 15, Wis 13, Cha 15
Talents Born Leader, Demand Surrender, Educated, Presence
Feats Coordinated Attack, Linguist, Skill Focus (Bureaucracy), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Pilot), Skill Training (Use Computer), Weapon Proficiencies (heavy weapons, pistols, simple weapons)
Skills Deception +10, Gather Information +10, Knowledge (Bureaucracy) +15, Knowledge (Galactic Lore) +10, Knowledge (Social Sciences) +10, Knowledge (Tactics) +10, Knowledge (Technology) +10, Perception +14, Persuasion +15, Pilot +8, Use Computer +10
Possessions Imperial uniform, rank cylinders, comlink, credit chip, blaster pistol
I still remember the happiest Christmas of my childhood: Christmas of 1979.
Star Wars (and, at that time, the term referred only to what would years later be called A New Hope) was still in its infancy, but Star Wars fever was in full swing. I already had the Kenner Star Wars "Early Bird" Set (http://www.youtube.com/watch?v=05cK5srUNn4) of 3 1/4 inch action figures: Luke, Leia, Chewbacca & R2D2. By that time, I'd also acquired, a la carte, Ben, Han, C3P0, Darth Vader, a stormtrooper, a sandperson and a Jawa. The next concentric circle outward was the Cantina aliens.
My mother must have ordered them from the Sears catalog, because I remember they didn't come separately in the usual Kenner packaging. They came as a set of four in a plain cardboard box roughly the shape of a box of jumbo crayons. I remember sitting under the tree Christmas morning, 1979, tearing the wrapping paper off and opening the box to find, inside, what were then known as "Snaggletooth" (Zutton), "Hammerhead" (Momaw Nadon), "Walrus Man" (Ponda Baba) and Greedo (the Younger). I remember turning the box over and sliding the figures into my hand...it was Greedo who slid out first. The second he hit my palm, and I got a look at the two-tone green, antennapalped figure in the futuristic unisuit, I remember feeling so happy I was literally dizzy.
I guess that's what swooning must be. You see it all the time in footage of old Frank Sinatra concerts -- the girls in the audience fainting at his feet. I always wondered how that could possibly happen. But I suppose I experienced it myself that day, Christmas, 1979, when I held the Greedo action figure in my hand for the first time and thought, "Wow...this is mine."
I guess, in a way, that's why I am such an avid stat collector (http://www.mediafire.com/?4tqu0ynmowh) on these boards today. I suppose, in a way, when I see, for example, Disciple of Darkness' Saga stat build for "Ben Kenobi, Dune Sea Hermit" (http://forums.gleemax.com/showpost.php?p=12923877&postcount=9), it's like seeing that new action figure on the shelf at Kiddie City, and it awakens in me some small vestige of that excitement I felt back then.
So, it is with great pleasure that I share with you my stats for the alien that almost made me pass out from joy: Greedo the Younger.
I checked out the official Wizards RCR stats for Greedo (http://www.wizards.com/default.asp?x=starwars/article/sw20050120a), and while I think a Scoundrel 4 build works perfectly under those rules, I don't feel that's the appropriate build for him under Saga. I actually built him three times -- first as a Scoundrel 4, then as a Scout 1 / Scoundrel 3, then as a Scout 2 / Scoundrel 2 -- before finally settling on Scout 3 / Scoundrel 1. As forums member RavingDork aptly pointed out (http://forums.gleemax.com/showthread.php?t=1012528), it's difficult to build a shlub in Saga. I suppose I could have resorted to non-heroic levels, but that just didn't feel right. With each build, I kept thinking, "Geez...this Greedo build is just too powerful for him to go down like such a sucker the way he does...he couldn't possibly have this feat..." And after much erasing and do-overs, I finally came to the conclusion that I shouldn't try to build Greedo ineptly...I should try to build him so that the encounter with Han in the Cantina simply doesn't play to any of his strengths (since Saga, after all, is designed to result in strong builds).
So, I built Greedo to be the kind of hunter who pursues his quarry through Beggar's Canyon on foot, taunting from the distance as he slowly closes in unseen, and finally downs his target with a distant shot from behind some rocky crag. A close-quarters encounter in a smoky, crowded cantina simply isn't Greedo's arena, and that's why he goes down like a punk. Now...Greedo has Point Blank Shot and training in Initiative in my build, so he's not incompetent in close quarters...which may explain why he thought he was good enough to capture Solo in Chalmun's Cantina. It's just that Solo was better.
One more anecdote -- I hope you'll indulge me -- before I get to the build. It was work to arrrange the standard stat package so that Greedo ended up with a +1 Int modifier, which I felt locked into since he spoke Huttese in the film. It's no secret that Huttese was based on the indigenous Andean language of the Quechua indians. Before I met my wife, I was engaged to a woman from Peru (now you catch a glimpse into the origins of my infatuation with Rabé). At the time, there was a rumor going around that Greedo's opening line, "Koona t'chuta, Solo?" was Quechua for "you have pretty eyes, Solo." So I remember sitting watching A New Hope with my fiancée, who happened to speak both Spanish and Quechua (her grandfather was Quechua), and when the line came up, I watched her reaction -- nothing. I kept watching her reaction through the whole dialogue, waiting to see the glint of recognition in her eyes at hearing her grandfather's native tongue -- nothing.
When the scene was over, I finally asked, "So...when Greedo first sat down, did he tell Han he had pretty eyes in Quechua?" She looked at me like I was speaking Bocce and said, "What?!" I repeated the question and she said no, bemusedly. In fact, Greedo's Quechua was apparently so poorly pronounced, or altered, that none of the Huttese was apparently recognizable at all as Quechua, even to a native speaker.
Greedo the Younger
http://images.wikia.com/starwars/images/c/c6/Greedo.jpg
Rodian Scout 3 / Scoundrel 1
Force 7, Dark Side Rating 1
Init +10; Senses Perception +1
Languages Basic, Rodian, Huttese
Defenses Ref 19 (flat-footed 16), Fort 17, Will 14
hp 43; Threshold 17
Speed 6 squares
Melee unarmed +1 (1d4+1)
Ranged Heavy Blaster Pistol +5 (3d8+2)
Base Atk +2; Grp +6
Atk Options: Running Attack, Far Shot, Point Blank Shot
Special Actions: Disruptive, Shake It Off, Acute Senses, Expert Tracker
Species Abilities: Heightened Awareness, Lowlight Vision, Conditional Bonus Feat
Abilities Str 9, Dex 17, Con 14, Int 12, Wis 8, Cha 12
Talents: Acute Senses, Expert Tracker, Disruptive
Feats: Weapon Profieciencies (Pistols, Simple, Rifles), Weapon Focus: Pistols, Shake It Off, Running Attack, Far Shot, Point Blank Shot
Skills: Endurance +9, Gather Information +8, Initiative +10, Stealth +10, Survival +11
Possessions: DT-12 Heavy Blaster Pistol
Thanks to the generous PeteyRock for yet another great contribution!
The stats below represent Hobbie at the end of Episode V.
http://images4.wikia.nocookie.net/starwars/images/thumb/d/dc/HobbieESB.jpg/250px-HobbieESB.jpg
Derek "Hobbie" Klivian (http://starwars.wikia.com/wiki/Hobbie)----------------------------CL 6
medium Human Scoundrel 1/Soldier 5
Destiny 1; Force 8
Init +11; Senses Perception +9
Languages Basic, Bocce
Defenses Ref 21 (flat-footed 18), Fort 19, Will 18
hp 45; Threshold 24
Speed 6 squares
Ranged blaster pistol +8 (3d6+3)
Base Atk +5; Grp +8
Atk Options Devastating Attack (starship weapons), Penetrating Attack (starship weapons), Point Blank Shot, Precise Shot
Special Actions Fool's Luck, Indomitable
Starship Maneuvers (Pilot +14) Corellian Slip, Darklighter Spin
Abilities Str 10, Dex 16, Con 10, Int 12, Wis 12, Cha 14
Talents Devastating Attack (starship weapons), Fool's Luck, Indomitable, Penetrating Attack (starship weapons)
Feats Armor Proficiency (Light), Improved Damage Threshold, Point Blank Shot, Precise Shot, Skill Focus (Pilot), Starship Tactics, Vehicular Combat, Weapon Focus (starship weapons), Weapon Proficiency (pistols, simple)
Skills Initiative +11, Mechanics +9, Perception +9, Persuasion +10, Pilot +16, Use Computer +9
Possessions blaster pistol, comlink, cybernetic prosthesis (2), datapad, medpac, tool kit, flight suit
Incom T-65B X-wing Starfighter-----------------CL 13
gargantuan starfighter
Init +17; Senses Perception +9
Defenses Ref 18 (flat-footed 12), Fort 26; +7 armor, Vehicular Combat
hp 120; DR 10; SR 15; Threshold 46
Speed 16 squares (max. velocity 1050km/h), fly 4 squares (starship scale)
Ranged laser cannons +11 (see below) or
Ranged proton torpedoes +11 (see below)
Fighting Space 4x4 or 1 (starship scale); Cover total (pilot), +5 (astromech droid)
Base Atk +5; Grp +36
Atk Options autofire (laser cannons), point blank shot, precise shot
Starship Maneuvers (Pilot +17) Corellian Slip, Darklighter Spin
Abilities Str 42, Dex 22, Con --, Int 16
Skills Initiative +12, Mechanics +9 (+13*), Perception +9 (+3*), Pilot +17, Use Computer +9 (+13*)
Crew 1 (Hobbie) plus astromech droid; Passengers none
Cargo 110kg; Consumables 1 week; Carried Craft none
Payload 6 proton torpedoes
Hyperdrive x1, 10-jump memory (astomech droid)
* If the ship has an astromech droid, use these skill modifiers instead
Laser cannons (pilot)
Atk +11 (+6 autofire); Dmg 6d10+3x2
Proton torpedoes (pilot)
Atk +11; Dmg 9d10+3x2, 4-square splash
Also, assuming his stats during the Battle of Hoth are close enough to Petey's build, here is his snowspeeder, with him piloting and a skilled tail gunner:
Modified Incom-T47 Snowspeeder CL 9
Huge air vehicle (airspeeder)
Init +20; Senses Perception +10
Defense Ref 20 (flat-footed 13), Fort 16; +2 armor; Elusive Dogfighter, Vehicular Combat
hp 60; DR 10; Threshold 26
Speed fly 16 squares (max. velocity 1,100 km/h), fly 4 squares (starship scale)
Ranged double laser cannon +11 (see below) and blaster cannon +4 (see below) or
Ranged double laser cannon +11 (see below) and harpoon gun +4 (see below)
Fighting Space 3×3 or 1 square (starship scale); Cover total (crew)
Base Atk +7 (pilot), +2 (gunner); Grp +21
Atk Options autofire (double laser cannon, blaster cannon), harpoon gun
Starship Maneuvers (Pilot +20) Corellian Slip, Darklighter Spin
Abilities Str 22, Dex 22, Con —, Int 14
Skills Initiative +20, Mechanics +9, Perception +9, Pilot +20
Crew 2 (unique pilot [Derek "Hobbie" Klivian], skilled gunner); Passengers none
Cargo 50 kg; Consumables 1 day; Carried Craft none
Availability Military; Cost 50,000 used
Harpoon Gun -- a gunner uses the harpoon gun to make a grapple check against an enemy walker. The gunner must make an attack roll against the walker; if successful, the pilot must make an opposed grapple check. If the grapple check succeeds, the target walker cannot move without first making a Pilot check (DC = harpoon gun's grapple check result). If this Pilot check fails, the walker suffers an automatic collision, taking twice its collision damage.
Double laser cannon (pilot)
Atk +11 (+6 autofire); Dmg 5d10
Blaster cannon (gunner)
Atk +4 (–1 autofire); Dmg 3d10
Harpoon gun (gunner)
Atk +4; Dmg -- (grapple +27)
RobShanti
03-30-08, 06:33 PM
In a dedicated thread (http://forums.gleemax.com/showthread.php?p=17297020), forums member S0L-D13R came up with stats for IG-88:
http://images4.wikia.nocookie.net/starwars/images/thumb/8/82/IG-88.jpg/250px-IG-88.jpg
IG-88
CL 12
Medium droid (4th-degree) scout 3/soldier 2/bounty hunter 2/elite trooper 3/independent droid 2
Init +15; Senses low-light vision; Perception +16
Languages Basic, Binary, Durese
Defenses Ref 27 (flat-footed 26), Fort 27, Will 29
hp 108; DR 1; Threshold 27
Immune droid traits
Speed 6 squares
Melee by weapon +11
Ranged blaster rifle +15 (3d8+6) or
Ranged blaster rifle +10 (3d8+6) with autofire or
Ranged blaster rifle +10 (4d8+6) with Rapid Shot or
Ranged blaster rifle +14/+14 (3d8+6) with Double Attack or
Ranged blaster rifle +9/+9 (4d8+6) with Double Attack and Rapid Shot
Base Atk +10; Grp +14
Atk Options autofire (blaster rifle), Double Attack (rifles), Hunter's Mark, Point Blank Shot, Precise Shot, Rapid Shot
Special Actions Hotwired Processor
Abilities Str 12, Dex 18, Con -, Int 12, Wis 16, Cha 10
Special Qualities delay damage, familiar foe +1
Talents Acute Senses, Armored Defense, Hotwired Processor, Hunter's Mark, Improved Initiative, Multiattack Proficiency (rifles) (2)
Feats Armor Proficiency (light, medium), Double Attack (rifles), Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple)
Skills Initiative +15 (may reroll but must keep the result of the reroll even if worse), Perception +16 (may reroll but must keep the result of the reroll even if worse), Pilot +15, Stealth +15, Survival +14, Use Computer +12
Systems diagnostics package, 2 hand appendages, heuristic processor, improved sensor package, integrated comlink, jump servos, 2kg internal storage, locked access, magnetic feet, quadanium shell, secondary battery, vocabulator, walking locomotion (exclusive)
Possessions blaster rifle
In the same thread, forums member JG-34 came up with an alternate build:
IG-88
Medium droid (4th degree) Scout 3/ Independent Droid 1/ Soldier 3/ Scoundrel 1/ Bounty Hunter 3/ Gunslinger 1
Force 6; Dark Side 12
Init +8 (may re-roll); Sense Perception +14 (may re-roll); darkvision, low-light vision
Languages Binary, Basic, High Galactic
Defenses 34 Ref (flat-footed 31), 27 Fort, 27 Will
hp 81; Threshold 27
Speed 6 squares
Melee vibroblade +12 (2d6+9)
Ranged blaster rifle +13 (4d8+6) with Rapid Shot
Base Atk +9; Grp +12
Atk Options Point blank shot, Precise shot, Rapid shot
Special Actions familiar foe +1, Hunter's mark, Hunter's target, Quick draw
Abilitie Str 16, Dex 16, Con --, Int 15, Wis 12, Cha 8 (+2 enhanced dexterity droid modification)/ (21 pt build with level increases)
Talents Acute senses, Armored defense, Hunter's mark, Hunter's target, Improved armored defense, Improved Initiative, Modifications specialist, Trace, Trigger work
Feats Armor proficiency (light, medium, heavy), Point blank shot, Precise shot, Quick draw, Rapid shot, Weapon proficiency (advanced melee, heavy, pistols, rifles, simple)
Skills Knowledge (galactic lore) +13, Mechanics +13, Perception +14, Pilot +14, Persuasion +9, Stealth +14, Survival +12, Use Computer +13 (may use for Gather Information)
Systems walking locomotion, heuristic processor, 2 claw appendages, darkvision, improved sensor package, integrated comlink, locked access, vocabulator, 360-degree vision*, telescopic vision*, environmental compensations* (corrosion, heat, cold, dust, water)
Possessions Duranium battle armor (+1 Dex mod), weapons, etc. (later I'll update these for tech modifications)
*360-degree vision: The droid can see in all directions at once, gaining a +5 equipment bonus to Peception checks to determine awareness and avoid surprise.
*Telescopic vision: The droid’s visual sensors include long-range capability. Activiating these sensors requires a swift action and turning them off is a free action. While active, the droid takes a -5 per 30 squares, rather than the usual -5 per 10 squares, when making Perception skill checks.
*Environmental compensations: The droid receives a +5 equipment bonus to its Fortitude Defense when resisting damage from the specific hazard. Additionally, attacks from the specific hzard are only resolved every two time periods. For example, extreme cold would only attack once per two hours, instead of every hour.
I tried to stick with the RCR version as much as possible, and added some custom equipment as shown (these are from my own house-rules).
...and I found yet a third build on Wiz_O Tao's site (saga-edition.com)...geez! For a character as yet without official stats, IG-88 sure is popular!
IG-88 CL15
Medium 4th-Degree Droid Scout 3/Soldier 6/ Bounty hunter 3/ Elite Trooper 3
Force 5 Destiny 3 Dark Side 7
Init +17 Senses dark vision; Perception +16
Languages Basic, Huttese, Dosh, Binary
Defenses Ref 38 (flat-footed 33), Fort 32, Will 27
hp 104; Threshold 32 DR 1
Speed 6 squares
Ranged Blaster Rifle +21 3d8+7 or
Ranged Blaster Rifle +19 4d8+7 with rapid shot or
Ranged Light Repeating Blaster Rifle +16 (+19 with bracing) 3d8+7 or
Ranged Flamethrower +19 3d6+7 or
Ranged Sonic Stunner +19 3d6+7 stun or
Ranged Pulse Cannon +21 3d8+9 or
Ranged Pulse Cannon +19 4d8+9 with rapid shot or
Ranged DAS-430 +22 2d4+7 plus poison or
Ranged DAS-430 +20 3d4+7 plus poison with rapid shot or
Ranged Stun Grenades +19 4d6+7 or
Ranged Pulse Cannon +21 3d8+9 and
Ranged DAS-430 +22 2d4+7 plus poison and or
Ranged Blaster Rifle +21 3d8+7 and
Ranged Light Repeating Blaster Rifle +16 (+19 with bracing) 3d8+7 or
Melee Unarmed +17 1d6+10
Base Atk +14; Grp +19
Atk Options Point Blank Shot, Rapid Shot, Familiar Foe +1, Dual Weapon mastery III
Abilities Str 16, Dex 20, Int 16, Wis 14, Cha 10
Talents Acute Senses, Armored Defense, Devastating Attack (rifles), Exotic Weapon Mastery, Greater Weapon Focus (rifles), Improved Armored Defense, hunter’s target, hunter’s mark, Keen Shot
Feats Armor Proficiency (light, medium), Exotic Weapon Proficiency (Flame Thrower), Dual Weapon Mastery I, Martial Arts I, Point Blank Shot, Precise Shot, Rapid Shot, Vehicular Combat, Weapon Focus (rifles), Weapon Proficiency (Heavy Weapons, Pistols, Rifles, Simple)
Skills Initiative +17, Knowledge (technology) +15, Mechanics +15, Perception +16 (may reroll, but must take result), Pilot +17, Survival +14, Stealth +17, Use Computer +15
Systems walking locomotion, heuristic processor, Battle Armor (+8 ref 4 dex, tech spec’d), two hands (with stabilized mounts), improved sensor package, darkvision, fusion cutter (in hand), internal comlink
Possessions Blaster Rifle, DAS-430 Electromagnetic projectile launcher (tech spec’d +1 atk), flamethrower, pulse cannon (tech spec’d +2 dmg), light-repeating blaster, sonic stunner, 3 stun grenades,
If you haven't yet downloaded all of the Fandom Comics sourcebook chapters from fandomcomics.com, you are doing yourself and your gaming community a grave disservice. These guys are awesome, and their fan-made material is flawless. Their formatting is mind-blowing...you'll think you've accidentally stumbled upon some pirated torrent file of an official sourcebook.
Well, their newest sourcebook chapter is up: Criminals. And Gleemax forums member NarCranor, one of the masterminds of Fandom Comics, has graciously agreed to let me feature a preview of the latest chapter in my humble thread...a personality that has somehow eluded this thread all this time: Jabba the Hutt!
Note that this build represents Jabba during the Clone Wars era; Nar says Jabba would likely have put on more noble and Crime Lord levels by ROTJ.
Jabba Desilijic Tiure CL 13
http://images1.wikia.nocookie.net/starwars/images/thumb/4/4e/Jabba_HS.jpg/250px-Jabba_HS.jpg
Large Hutt Noble 6/Scoundrel 1/Crime Lord 6
Destiny 7; Force 12; Dark Side 12
Init +9; Senses Perception +13
Languages Basic, Bocce, Gamorrean, High Galactic, Huttese, Jawaese, Nikto, Ryl, Sriluurian
Defenses Ref 20 (flat-footed 20), Fort 25, Will 29; Force Resistance, Poison Resistance, Unwavering Resolve
Hp 102; Threshold 35
Speed 2 squares
Melee unarmed +9 (1d6+7) or
Ranged by weapon +6
Base Atk +8; Grp +9
Atk Options Crush, Pin, Point Blank Shot
Special Actions Impel Ally, Presence, Recall
Abilities Str 13, Dex 7, Con 14, Int 16, Wis 15, Cha 14
Special Qualities Command Cover +3, Force Resistance, Supreme Stability
Talents Attract Minion (Bib Fortuna, Bidlo Kwerve, Ephant Mon, Scuppa), Connections, Illicit Dealings, Impel Ally I, Loyal Follower (Naroon Cuthus), Presence, Wealth of Allies
Feats Crush, Improved Damage Threshold, Linguist, Pin, Point Blank Shot, Poison Resistance, Recall, Skill Focus (Persuasion), Toughness, Unwavering Resolve, Weapon Proficiency (pistols, simple weapons)
Skills Deception +13, Gather Information +13, Initiative +9, Knowledge (bureaucracy) +14, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Perception +13, Persuasion +18 (may reroll, keeping better result), Use Computer +14
Possessions Comlink, datapad, hookah pipe, Tatooine Bomarr monastery, Ubrikkian yacht Star Jewel, various personal belongings
Destiny (legacy - Desilijic) – Jabba is heir to the Desilijic Legacy, like his father Zorba before him, Jabba is destined to rule over his clan, leading Desilijic to profits and prosperity.
Organization Score (Desilijic Kadijic) – 26
Desilijic Destiny
You are a descendent of Zorba Desilijic Tiure, elder of the Desilijic Kadijic on Nal Hutta. Your lineage is renowned for their cunning and involvement in smuggling, as well as the slaves and spice they smuggle. Clan Desilijic has been one of the most powerful Hutt Kadijics for well over a thousand years.
Prerequisite: Hutt
Legacy Destiny: If you have the Legacy destiny, you can spend a Destiny Point as a free action to automatically treat your next Persuasion check to use the Intimidate or Bribery functions or your next Deception Check to deceive as though you had rolled a natural 20 on the check.
Those of you old enough to remember Charlie's Angels (the television series, not the film, although that will serve too) will remember Charlie as the disembodied voice of John Forsythe who, every week, had a new mission for his lovely action heroines.
I like to call the NPC who sends PCs on their missions the "Charlie" in reference to Forsythe's character. If you're playing in the prequel era or the Dark Times (such as the Dawn of Defiance game), your Charlie is probably Bail Organa, or Senator Amidala, or maybe Orn Free Taa. If you're looking for a new, different Charlie, might I recommend Ister Paddie. There's nothing special about him. His build is rather boring, in fact. He's a high-level noble from the agricultural world of Sermeria in the Expansion Region. He was a member of the Senate and of the Loyalist Committee when the Clone Wars broke out. He took office when the preceding Sermerian senator committed suicide.
So...a pretty run-of-the-mill character to say the least. Why use him?
Dude...have you seen this guy's hair? Leia & Amidala have nothing on him:
Ister Paddie
http://images.wikia.com/starwars/images/c/c7/Ister_Paddie.jpg
Middle-Aged Male Human Noble 12
Force 6, Dark Side Points 0
Init +6; Senses Perception +19
Languages Basic, High Galactic, Bothan, Ryl, Lekku, Shyriiwook, Gran, Anselmian
Defenses Ref 23 (flat-footed 23), Fort 23, Will 28
hp 42; Threshold 23
Speed 6 squares
Melee unarmed +8 (1d4+4)
Ranged Blaster Pistol +9 (3d8+6)
Base Atk +8; Grp +8
Atk Options Born Leader, Distant Command, Inspire Confidence
Abilities Str 7, Dex 9, Con 11, Int 17, Wis 17, Cha 15
Talents Wealth, Educated, Connections, Born Leader, Distant Command, Inspire Confidence
Feats Linguist; Weapon Proficiencies (Simple & Pistols); Dodge; Improved Defenses; Skill Foci: Ride, Persuasion, Gather Information, Perception, Knowledges (Social Science, Galactic Lore, Bureaucracy)
Skills Deception +13, Gather Information +18, Knowledges (Bureaucracy, Galactic Lore, Social Science) +19, (All other, untrained Knowledges may be rolled with a +14 bonus due to the "Educated" Talent), Perception +19, Persuasion +18, Pilot +10, Ride +15, Use Computer +14
Possessions Lavish Senatorial Robes, Ridiculous Hair-do, Com-link (short-range), Data Pad, 100 Data Cards, Riches
Once again, Zrissa graces us with a very well-thought-out Alderaanian-related contribution:
How could I have neglected this Tantive IV officer for so long? He was played by Jeremy Bulloch, whose first SW role was as (most) everyone's favorite bounty hunter--Boba Fett. (The captain's first name is derived from Mr. Bulloch's name, in fact.) Besides, I have a special fondness for SW actors I have had the honor of meeting.
In addition to gaming, as a few of you may recall, My Hubby and I do costuming, and are members of the 501st and Rebel Legions SW costuming clubs. During various appearances and convention trips, we have met several SW actors, all of whom are wonderful. Before our move from Florida, we were often among the 501st/RL members participating in the parades for Star Wars Weekends at the Disney/MGM Studios attraction. It was backstage there that I had the chance to say a few words to Mr. Bulloch, mentioning how neat I thought it was to see him in Aldaraanian uniform. He told me, "It was a surprise to me too."
Unfortunately, there is very little information available on Capt. Colton. There is no Databank entry on Starwars.com and his Wookieepedia entry has only 5 sentences that are biographical. So I took the liberty for this writeup of clarifying his postion in the Tantive's chain of command (based on Wookiepedia's note that Antilles had the "overall command"), as well as his academic field. These assumptions are reflected in the stats I used for him. As I did for Viceroy Organa and Captain Antilles, I have included ANH as well as RotS stats for Colton. The ANH stats, like RobShanti's Dexter stats, have Non-heroic classes taken after heroic classes, to reflect his (presumably) quieter later years in academe.
Jeremoch Colton was Raymus Antilles' second-in-command as well as the Tantive's chief pilot. Naturally, Captain Antilles had him at the Tantive's helm when Bail Organa returned to Coruscant after rescuing Yoda and Obi-Wan following Order 66, since there might be pursuit if Organa's involvement was suspected.
After the end of the Clone Wars, Colton retired to his homeworld to teach aerospace engineering and technology at the University of Aldaraan. He was one of the billions who lost their lives when the Death Star destroyed Aldaraan.
Credits: http://www.starwars.com/episode-iii/explore/sithsnap/2005/08/sithsnap20050824.html
Wookieepedia
http://www.washingtonpost.com/wp-dyn/content/discussion/2005/05/05/DI2005050500653.html
http://images2.wikia.nocookie.net/starwars/images/thumb/a/a0/Colton.jpg/250px-Colton.jpg
Captain Jeremoch Colton, Tantive IV Pilot (RotS)
Medium Middle-aged Human Noble 4/Scoundrel 2
Force 5
Init +11; Perception +9
Languages Basic, Caamasi, 4 open
Defenses Ref 21 (flat-footed 18), Fort 16, Will 17
hp 33; Threshold 16
Speed 6 squares
Melee unarmed +3 (1d4+2) or
RangedBlaster pistol +7 (3d6+3)
Base Atk +4; Grp +7
Atk Options Point Blank Shot
Special Actions Coordinate, Dodge, Vehicular Combat
Abilities Str 9, Dex 16, Con 10, Int 14, Wis 13, Cha 12
Talents Coordinate, Educated, Hyperdriven
Feats Dodge, Linguist, Point Blank Shot, Skill Focus (Pilot, Use Computer), Vehicular Combat, Weapon Proficiency (pistols, simple weapons)
Skills Initiative +11, Knowledge: Technology +10, Mechanics +10, Perception +9, Persuasion +9, Pilot +16, Use Computer +15
Possessions Aldaraanian retainer's sidearm (treat as standard Blaster Pistol), headset comlink (Aldaraanian style), Tantive IV uniform, various personal items
Professor Jeremoch Colton, University of Aldaraan faculty (ANH)
Medium Middle-aged Human Noble 4/Scoundrel 2/Non-heroic 2
Force none
Init +11; Perception +9
Languages Basic, Caamasi, 4 open
Defenses Ref 21 (flat-footed 18), Fort 16, Will 17
hp 36; Threshold 16
Speed 6 squares
Melee unarmed +4 (1d4+2) or by weapon or
Ranged by weapon
Base Atk +5; Grp +7
Atk Options Point Blank Shot
Special Actions Coordinate, Dodge, Vehicular Combat
Abilities Str 9, Dex 15, Con 10, Int 15, Wis 13, Cha 12
Talents Coordinate, Educated, Hyperdriven
Feats Dodge, Linguist, Point Blank Shot, Skill Focus (Pilot, Use Computer), Vehicular Combat, Weapon Proficiency (pistols, simple weapons)
Skills Initiative +11, Knowledge: Technology +10, Mechanics +10, Perception +9, Persuasion +9, Pilot +16, Use Computer +15
PossessionsAcademic robes, University of Aldaraan credentials, datapad & assorted datacards, airspeeder, various personal items
The Prequel Trilogy draws a lot of flak for being politically incorrect, but the Original Trilogy was just as guilty. All the gangsters, criminals and hit men had Italian names: Fortuna, Jabba, Solo, Greedo, Boba. All the Imperialists had English accents. All the jungle-dwelling species were primitive, "noble savages." The only black faces you saw were in the "urban" environment of Cloud City. Lando acted and dressed like a pimp. No female (save Mon Mothma, thankfully) managed to avoid being scantily clad at some point. But perhaps among the most blantanly offensive transgressions was naming the fat guy "Porkins."
The EU was no kinder to Porkins. The Marvel comics adaptation of A New Hope gave him the first name "Tono" -- as in "ton o' pork(ins)" -- and the nickname "Piggy." While the EU later established that Jek was his first name, and Tono was relegated to a middle name, his nickname was subsequently established as "Belly Runner," supposedly due to his skill at low-altitude strafing runs, although the thinly veiled double entrendre is unmistakeable.
Nor did this poor soul fare any better in Raiders of the Lost Ark, where he played Major Eaton (as in, doing some "major eatin'"?).
In statting Porkins, I had hoped to redeem his character. I checked out the official Saga stats for Wedge (http://www.wizards.com/default.asp?x=starwars/article/FUpreview5), and saw that, at the time of the Battle of Endor, Wedge was only a Scoundrel 1 / Soldier 4. Given that Wedge is among the few to survive (and Porkins wasn't), I figured Scoundrel 1 / Soldier 4 was a good "upper limit" guideline for Porkins, given that I wanted to give him some Starship Maneuvers. Ultimately, I ended up statting him with the same levels as Wedge, with a good Wisdom score (for more Starship Maneuvers). I gave him the Soldier Talents "Draw Fire" and "Harm's Way," both of which can be applied to starship combat (unfortunately for Porkins). I also gave him, among his Starship maneuvers, Skim the Surface, to represent his crack "belly strafing" abilities, and Target Lock, which I imagine he was trying to do at his moment of death. All a-round (*ahem*), I'd say I've fleshed Porkins out rather well. (...What?)
So did I succeed in avoiding overshadowing Wedge with Porkins? I hope so, but I'll let you be the judge. Where I think Wedge's advantage comes in is his higher Dexterity. I figured, in keeping with the offensive stereotypes, that Porkins wouldn't be so dextrous.
Given that, my version of Jek Tono "Belly Runner" Porkins looks like this:
Jek Tono Porkins
http://www.starwars.com/img/community/news/family/news20051025/hootkins1.jpg
Male Human Scoundrel 1 / Soldier 4
Force 7, Dark Side Points 0
Init +6; Senses Perception +9
Languages Basic, Binary
Defenses Ref 15 (flat-footed 15), Fort 18, Will 17
hp 43; Threshold 18
Speed 6 squares
Melee unarmed +6 (1d4+4)
Ranged Blaster Pistol +3 (3d8+2)
Base Atk +4; Grp +6
Atk Options Vehicular Combat, Point Blank Shot, Draw Fire, Harm's Way, Skim the Surface, Strike Formation, Target Lock
Abilities Str 14, Dex 9, Con 15, Int 12, Wis 14, Cha 10
Talents Spacehound, Draw Fire, Harm's Way, Skim the Surface, Strike Formation, Target Lock.
Feats Vehicular Combat, Weapon Proficiencies (Heavy, Pistols, Simple, Rifles), Point Blank Shot, Starship Tactics
Skills Initiative +6, Knowledge (Tactics) +8, Mechanics +8, Perception +9, Pilot +6, Use Comuter +8
Possessions Flight Suit, Blaster Pistol, Astromech droid, Incom T-65B X-Wing fighter
Incom T-65B X-Wing Fighter (with Jek Porkins piloting)
Gargantuan Starfighter
Initiative +7, Senses Perception +6
Defenses Reflex 18 (Flatfooted 12), Fort 26; +7 Armor, Vehicular Combat
hp 120, DR 10, SR 15, Threshold 46
Speed fly 16 sq. (max velo. 1050 kph), fly 4 sq. (starship scale)
Ranged laser cannons +7; damage=(6d10+4)x2
Ranged proton torpedoes +7; damage=(9d10+4)x2
Fighting Space 4x4 or 1 square (starship scale); Cover Total (crew), +5 (Astromech droid)
Base Attack +7, Grp +35
Attack Options Autofire (laser cannons), fire-link (proton torpedoes), Vehicular Combat, Draw Fire, Harm's Way, Skim the Surface, Strike Formation, Target Lock
Abilities STR 42, DEX 22, INT 16
Skills Initiative +6, Mechanics +8 (+13 Astromech), Perception +9 (+3 Astromech), Pilot +6, Use Computer +8 (+13 AStromech)
Crew 1 + Astromech (skilled); Passengers none
Cargo 110 kg, Consumables 1 week, Carried Craft none
Payload 6 proton torpedoes
Hyperdrive x1, 10-jump memory (Astromech)
Availability Military; Cost 150,000 (65,000 used)
ZehnWaters graces us again with this marvellous Joclad Danva build:
Joclad Danva CL 16
http://images3.wikia.nocookie.net/starwars/images/3/34/Joclad_danva.jpg
Medium Human Jedi 7/elite trooper 3/Jedi Knight 6
Init +16; Senses Improved Sense Surroundings; Perception +15
Languages Basic, Iktotchese
Defenses Ref 34 (flat-footed 28), Fort 32, Will 30; Lightsaber Defense, Niman
hp 146; DR 1; Threshold 32
Speed 6 squares
Melee lightsaber +22 (2d8+11) or
Melee lightsaber +22 (2d8+14) with both hands or
Melee lightsaber +20 (2d8+11) and lightsaber +20 (2d8+11) or
Melee unarmed +20 (2d10+11)
Ranged by weapon +19
Base Atk +16; Grp +19
Atk Options Critical Strike, Dual Weapon Mastery
Special Actions Jar'Kai, Lightsaber Defense, Resilience
Force Powers Known (Use The Force +15) battle strike, Force disarm, Force thrust, mind trick, move object, surge
Force Techniques Improved Battle Strike, Improved Force Thrust, Improved Sense Surroundings
Abilities Str 16, Dex 16, Con 15, Int 13, Wis 15, Cha 14
Special Qualities build lightsaber, delay damage
Talents Exposing Strike, Greater Weapon Focus (lightsabers), Guardian Strike, Jar'Kai, Lightsaber Defense, Niman, Resilience, Teräs Käsi Basics, Teräs Käsi Mastery
Feats Critical Strike, Dual Weapon Mastery I, Dual Weapon Mastery II, Force Sensitive, Force Training (2), Martial Arts I, Martial Arts II, Martial Arts III, Weapon Focus (lightsabers, simple), Weapon Proficiency (lightsabers, simple)
Skills Endurance +15, Initiative +16, Perception +15, Use the Force +15
Possessions lightsaber (self-built), lightsaber (self-built)
http://images4.wikia.nocookie.net/starwars/images/b/bf/Khaat_Qiyn%28headshot%29.JPG
Khaat Qiyn CL 12
Medium Human Jedi 8/Jedi Knight 4
Init +12; Senses Perception +13
Languages Basic, Bothese, High Galactic, Kel Dor
Defenses Ref 25 (flat-footed 24), Fort 24, Will 26; Deflect
hp 77; Threshold 24
Speed 6 squares
Melee lightsaber +16 (2d8+7) or
Melee lightsaber +16 (2d8+8) with both hands
Ranged by weapon +13
Base Atk +12; Grp +13
Atk Options Melee Defense
Special Actions Adept Negotiator, Coordinated Attack, Djem So, Skilled Advisor
Force Powers Known (Use The Force +19) battle strike, farseeing, Force disarm, Force thrust, mind trick (2), move object, rebuke, surge
Force Techniques Improved Force Disarm, Improved Mind Trick
Abilities Str 12, Dex 13, Con 11, Int 16, Wis 14, Cha 16
Special Qualities Bad Feeling, build lightsaber
Talents Adept Negotiator, Deflect, Djem So, Force Persuasion, Greater Weapon Focus (lightsabers), Skilled Advisor
Feats Bad Feeling, Coordinated Attack, Force Sensitive, Force Training (3), Informer, Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Gather Information +9 (may use Perception +13 instead), Initiative +12, Knowledge (bureaucracy) +14, Knowledge (galactic lore) +14, Knowledge (social sciences) +14, Perception +13, Persuasion +9 (may Use the Force +19 instead), Use the Force +19
Possessions lightsaber (self-built)
Forums member Diogo Salazar gave us stats for Ki-Adi-Mundi. Of his stats, he writes:
I don't know if it fits Ki-Adi correclty, but, since he was a Jedi Guardian with great intuition and capable of combat even with a reduced mobility because of his species I made him tough and the first one to act every round.
Here are his stats:
Ki-Adi-Mundi CL 16
http://upload.wikimedia.org/wikipedia/en/a/aa/Master_mundi.jpg
Medium Cerean Jedi 7/ Jedi Knight 5/ Jedi Master 4
Destiny 2; Force 7; Dark Side -
Init: Use the Force +21 reroll twice; Senses: Use the Force +21
Languages: Basic, Cerean, Huttese, High Galactic, Shyriiwook
---
Ref 31 (flat-footed 30) Fort 30 Will 34
HP 136; Threshold 30
Speed 6 squares
Melee Lightsaber +19 (2d8+12) or
Base Atk +16; Grp +18
Atk Options: Mighty Swing, Lightsaber Defense
Special: Fearless, Serenity
Force Powers Known (Use the Force +21): Battle Strike (3), Farseeing, Force Disarm ,Force Slam (2), Force Thrust (2), Mind Trick (2), Move Object (2), Surge (2)
Force Techniques: Force Point Recovery, Improved Move Light Object
Force Secrets: Multitarget Power, Quicken Power, Shaped Power
---
Abilities: Str 14 Dex 13 Con 11 Int 16 Wis 19 Cha 17
Talents: Block, Deflect, Elusive Target, Force Intuition, Force Perception, Foresight, Lightsaber Defense, Redirect Shot, Severing Strike
Feats: Force Sensitivity, Force Training (3), Improved Defenses, Melee Defense, Mighty Swing, Skill Focus (Use the Force), Toughness, Weapon Focus (lightsabers), Weapon Proficiency (lightsaber, simple)
Skills: Endurance +14, Jump +15, Knowledge (Tactics) +16, Knowledge (Galatic Lore) +16, Use the Force +21
Forums member Darth_Sharatec also gave Ki-Adi-Mundi a try at a lower CL:
Ki-Adi-Mundi CL 14
Medium Cerean Jedi 6/ Soldier 1/ Jedi Knight 5/ Jedi Master 1/ Officer 1
Destiny 2; Force 6; Dark Side 0
Init: +16 (may reroll, keeping second); Senses: +9
Languages: Basic, Cerean, 2 unasigned
Ref 26 (flat-footed 26) Fort 28 Will 30, Deflect
HP 106; Threshold 28
Speed 6 squares
Melee Lightsaber +17 (2d8+9/x3) or
Melee Lightsaber Charge +21 (2d8+16/x3) or
Melee Lightsaber +14/+14 (2d8+9/x3)
Base Atk +14; Grp +15
Atk Options: Powerful Charge
Special: Fearless, Serenity
Force Powers Known (Use the Force +18): Battle Strike (3), Farseeing,
Force Slam (2), Mind Trick, Move Object, Surge
Force Techniques: Force Power Mastery (Battle Strike), Force Point Recovery
Force Secrets: Distant Power
Abilities: Str 13 Dex 9 Con 13 Int 14 Wis 15 Cha 13
Talents: Armored Defense, Assault Tactics, Battle Analysis, Deflect,
Force Focus, Multiattack Proficiency (Lightsabers), Redirect Shot,
Severing Strike, Shien
Feats: Armor Proficiency (Light), Double Attack (Lightsabers), Force
Sensitivity, Force Training (3), Powerful Charge, Skill Focus (Initiative),
Skill Focus (Use the Force), Triple Crit (Lightsabers), Weapon Focus
(Lightsabers), Weapon Proficiency (lightsaber, simple)
Skills: Initiative +16 (may reroll, keeping second result), Knowledge
(Tactics) +14, Treat Injury +14, Use the Force +18
The strong but silent Kit Fisto was cool for many reasons:
(1) he had meat dreads
(2) he had a winning smile
(3) he was one of the tough guys who made up what I like to call the "brood of badasses" brought in to arrest Palpatine
Also, in the novel The Cestus Deception, he demonstrates his proficiency with a lightwhip.
In the comics, he has the enviable honor of winning the affections of and even kissing Aayla Secura.
And in the first season of the animated Star Wars: Clone Wars series (not to be confused with the later 3-D Star Wars: The Clone Wars series), he is shown fighting the Quarren Isolationist League wearing nothing but a speedo.
But Master Fisto is one of the few examples of a Star Wars character whose coolness actually declined from his appearance in the 3-D animated Star Wars: The Clone Wars series. Plo Koon, Anakin, Aayla Secura, and even Jar Jar have enjoyed favorable portrayals in the series so far, but fans were less enthused about Kit Fisto's portrayal in "Lair of Grievous." I think it's because it's the first time we've ever actually heard his voice. Many people complained that his obviously Carribean accent was too trite a choice, and was obviously selected for no other reason than his head tentacles resembled dreadlocks. I must admit, I had the same feelings when I watched "Lair of Grievous."
But all things considered, I still think he's way cool. Here, forums member Diogo Salazar provides the following stat block for Kit Fisto:
Kit Fisto CL 13
http://images1.wikia.nocookie.net/starwars/images/8/8f/Kit_Smile.jpg
Medium Nautolan Jedi 7/ Jedi Knight 5/ Jedi Master 1
Destiny 2; Force 7; Dark Side -
Init: +14; Senses: Perception +7, low-light vision
Languages: Basic, Nautila
Ref 25 (flat-footed 23) Fort 25 Will 25
HP 128; Threshold 25, DR 2
Speed 6 squares, swim 4 squares
Melee Lightsaber +17 (2d8+9) or
Melee Lightsaber +14/+14 (2d8+9) with Double Attack
Base Atk +13; Grp +14
Atk Options
Special: Fearless, Serenity, can't drown
Force Powers Known: 9 can't know for sure wich, but he has
a unique power shown in cartoon network Clone Wars, a
variation of a power with shaped power secret? This would
give him another level of Jedi Master
Force Techniques: Force Point Recovery, Improved Move Light
Object
Str 13 Dex 14 Con 14 Int 10 Wis 15 Cha 14
Talents: Adept Negotiator, Block, Deflect, Force Persuasion,
Multiattack Proficiency (lightsabers), Redirect Shot,
Severing Strike, Shii-Cho
Feats: Combat Reflexes, Double Attack, Force Sensitivity,
Force Training (3), Skill Focus (Use the Force), Weapon
Finesse, Weapon Focus (lightsabers), Weapon Proficiency
(lightsaber, simple weapons)
Skills: Initiative +14, Perception +7 (may reroll to sense
deception and influence), Swim +8 (may take 10 and reroll),
Use the Force +19
The version of Lando Calrissian that appears in the Saga Edition Core Rules is his Episode VI build. I have some problems with that build, but I won't bore you with them here.
A popular time to set Rebellion era games is either just before or just after The Empire Strikes Back. So what's a GM to do if s/he wants to feature the smoothest man in the Galaxy in a game set in this time?
Fear not...Wizards of the Coast was kind enough to give us official stats for Lando circa Episode V, which were never published in any books, but did appear in their May 24, 2007, Alliance and Empire miniatures preview 7 (http://www.wizards.com/default.asp?x=starwars/article/AEPreview7).
It's not a complicated build...they just took away one level of scoundrel from the SECR build. But it is official.
Lando Calrissian (Episode V) CL 7
http://images.wikia.com/starwars/images/0/0a/Lando_smoothie.jpg
Medium Human scoundrel 7
Destiny 1; Force Points 4; Dark Side 1
Init +5; Senses Perception +9
Languages Basic, Shyriiwook, Sullustese
Defenses Ref 21 (flat-footed 19), Fort 18, Will 19; Dodge, Mobility
hp 46; Threshold 18
Speed 6 squares; Running Attack
Melee unarmed +6 (1d4+4)
Ranged blaster pistol +8 (3d6+3) or
Ranged blaster pistol +3/+3 (3d6+3) with Double Attack
Base Atk +5; Grp +7
Atk Options Dastardly Strike, Double Attack, Point Blank Shot
Special Actions Fool's Luck, Fortune's Favor, Gambler
Abilities Str 12, Dex 14, Con 12, Int 14, Wis 13, Cha 15
Talents Dastardly Strike, Fool's Luck, Fortune's Favor, Gambler
Feats Dodge, Double Attack, Mobility, Point Blank Shot, Running Attack, Skill Focus (Deception), Weapon Focus (pistols), Weapon Proficiency (heavy weapons, pistols, simple weapons)
Skills Deception +15, Gather Information +10, Mechanics +10, Perception +9, Persuasion +10, Pilot +10, Use Computer +10
Possessions blaster pistol, comlink, expensive clothes
If your eye is sharp enough, you may have seen John Hollis portraying the unnamed villain assumed to be Ernst Stavro Blofeld in the pre-title sequence of the James Bond film For Your Eyes Only. If you didn't recognize him without his Biotech Borg Construct Aj^6, however, you can hardly be blamed, for that, crowning his shining pate, is what gives the loyal Lobot his distinctive look.
If you want to hear Lobot's voice, you'll have to pick up a copy of the Playstation/Dreamcast game Star Wars: Demolition, where he really shows his rarely seen aggressive side.
May the late Mr. Hollis (d. October 18, 2005) rest in peace; may Lobot live forever.
Lobot
http://images.wikia.com/starwars/images/b/b9/Lobot_btm.jpg
Middle-Aged Human/Cyborg Male Scoundrel 5 / Noble 1
Force 8, Dark Side Rating 0
Init +9; Senses Perception +11
Languages Basic, Binary, Bab-Neo, Tech
Defenses Ref 18 (flat-footed 17), Fort 16, Will 18
hp 30; Threshold 16
Speed 6 squares
Melee unarmed +4 (1d4+3) or
Ranged Blaster Pistol +5 (3d6+3)
Base Atk +4; Grp +5
Atk Options Point Blank Shot
Special Actions Cybernetic Surgery, Gimmick, Trace, Master Slicer
Abilities Str 11, Dex 12, Con 9, Int 17, Wis 16, Cha 5*
Talents: Gimmic, Trace, Master Slicer, Educated
Feats Skill Training: Knowledge (Bureaucracy), Knowledge (Technology); Skill Foci: Mechanics, Knowledge (Bureaucracy), Knowledge (Technology); Point Blank Shot; Weapon Proficiencies (Pistols, Simple), Cybernetic Surgery
Skills Deception +4, Initiative +9, Knowledge (Bureacracy & Technology) +16, Mechanics +16, Perception +11, Pilot +9, Stealth +9, Treat Injury +11, Use Computer +16/+21*
Possessions: Biotech Borg Construct Aj^6*
*Biotech Borg Construct Aj^6
The Biotech Borg Construct cybernetic augmentation allows a cyborg to access helpful computer systems remotely in a hands-free mode while simultaneously doing other things. It contains a short-range data comlink that allows the cyborg to access helpful computers connected to comlinks 10 m away. The Aj^6 can also have extra datacard ports on the back. The standard model contains one port, but potential cyborgs can purchase models that contain up to four ports. Additional ports cost 500 cr each. The base cost of the Aj^6 is 80,000, plus a 70.000-cr surgical fee.
A cyborg augmented with the Aj^6 gains the following benefits:
Remote Use: They cyborg may make Use Computer checks remotely within his domain (see below). The system must have an attitude of helpful for the cyborg to work remotely, and the cyborg must be within 10m of a wireless access point. They cyborg may remotely: Conduct Complex Search, Alter Programs, Break Security, Operate Remote, abd Operate Ship System. Note that the domain must have a HoloNet connection to conduct Complex searches and break security on remote systems.
Data Processing: The Aj^6 provides a +5 equipment bonus to conducting complex searches. Also, the Borg Construct reduces complex searches by one time catagory, e.g., a computer search that takes 1 day (8 hrs) takes 1 hour, any computer search that takes 1 minute takes a Full-Round action, etc.
Domain: The cyborg's domain is limited to one computer system, such as a building-wide network, a floating city, a single starship, etc. The cyborg may attune to other systems, but doing so costs an additional 40,000 credits, and each new "attunement" takes up one of additional data port slots.
Data Storage: The cyborg may use Data Cartridges to supplement personal knowledge on a subject. These cartridges fit into the data ports on the Aj^6. Adding or removing a cartridge takes a full round action.
Knowledge Cartridges:
A cyborg may purchase Knowledge Cartridges to supplement personal knowledge of a particular subject. A cyborg may only use a number of cartridges up to the number of available data ports. Cartridges come in two types:
Standard data cartridge (500 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +2 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +2 bonus on Knowledge (Galactic Lore) checks.
Advanced Data Cartridge (5,000 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +5 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +5 bonus on Knowledge (Galactic Lore) checks.
Personality Effects: The cyborg suffers a -4 to CHA as long as the Borg Construct is installed. Generally, this manifests as withdrawal and lack of concern for the welfare of other sentients, but may also manifest in some similar sociopathy that involves the loss of empathy with organic beings. Once the Construct is successfully removed, CHA returns gradually at 2 points per character level up to the original score at the time the Construct was installed. If the Borg Construct Aj^6 is suddenly forcibly removed or damaged, the character moves -2 persistent steps on the condition track until a cybenetic surgeon can repair the damage or until mechanic can fix the device. Jury rigging the device leaves the character catatonic at the end of the encounter.
I always wondered what happened to Lott Dod after The Phantom Menace. A quick zip over to Wookieepedia cleared it up:
[D]uring the Separatist Crisis, Dod was involved in a horrible speeder "accident", which altered Dod's voice and appearance. Throughout the Clone Wars, Dod continued to represent the Federation in the Senate, claiming that their equipment was being co-opted without the permission of the governing board.
The consummate politician.
I always though it was ironic that a character that garnered criticism as being an offensive racial stereotype was named (in part) after a U.S. Senator who later resigned as Senate Majority Leader due to racist comments (okay...maybe that's more just coincidence rather than irony). But I could never figure out why his name also seemed to include a reference to Democrat Senator Chris Dodd...given the Maker's obvious political leanings, I could see lambasting the former personality (even before the controversy that prompted his resignation), but not the latter.
Anyway, here's Dendrite's take on his...
...favorite Neimodian senator.
Lott Dod CL 4
http://images3.wikia.nocookie.net/starwars/images/3/3b/Lott_Dodd_thumb.jpg
Medium Neimoidian noble 4
Init +3; Senses Perception +9
Languages Basic, Gran, Neimoidian, Pak Pak
Defenses Ref 16 (flat-footed 15), Fort 15, Will 18
hp 33; Threshold 15
Speed 6 squares
Melee by weapon +3
Ranged hold-out blaster +4 (3d4+2)
Base Atk +3; Grp +4
Abilities Str 11, Dex 12, Con 12, Int 12, Wis 15, Cha 14
Special Qualities deceptive
Talents Idealist, Wealth
Feats Friends in Low Places, Informer, Skill Focus (Deception, Persuasion), Weapon Proficiency (pistols, simple)
Skills Deception +14 (may reroll but must keep the result of the reroll even if worse), Gather Information +9 (may use Perception +9 instead), Knowledge (bureaucracy) +8, Knowledge (galactic lore) +8, Knowledge (social sciences) +8, Knowledge (technology) +8, Perception +9, Persuasion +14
Possessions encrypted comlink, hold-out blaster
LIST CONTINUED IN POST #8...
trappedslider
03-31-08, 01:25 AM
list continues in post 8
Makin' your way in the Galaxy takes everything you got
Takin' a break from all that killin' sure would help a lot
Wouldn't you like to get away?
Sometimes you wanna go
Where no Imperials know your name
And the wampas aren't tame
You wanna be where you can see
The snow covers all the plains
You wanna go where Imperials never learn your name
:clap: :dancin: :dancin: :bow: that is so awsome...
RobShanti
03-31-08, 10:48 AM
that is so awsome...
Thank you!
LIST CONTINUED FROM POST #6, ABOVE...
After including stats for Luke Skywalker, I may as well just go ahead and change the name of the thread...and I would, but for the recognition factor of it...at this point, the thread's got well over 11,000 hits -- it'd kinda be like changing the name of Kleenex facial tissue to something else. ;)
In any event, in a dedicated thread (http://forums.gleemax.com/showthread.php?t=1154538) in this forum, forums member Ianten_Silverblade tried his hand at Luke Skywalker at the end of Return of the Jedi.
One reader warned that "offering stats for an iconic character is asking for it." We haven't seemed to generate much controversy in this thread...perhaps because the bulk of it is made up of more obscure characters, about whom people tend not to have such strong opinions.
Others took issue with the homebrewed "Skywalker Bloodline" trait.
Personally, I was somewhat disappointed at yet another Luke Skywalker build that fails to include Yuzz (http://starwars.wikia.com/wiki/Yuzz) as one of his languages, as established in the very first EU novel (aside from the novelization of what is now referred to as A New Hope, to the extent that is even considered a part of the EU) Splinter of the Mind's Eye. I understand that Force Powers rely on CHA, but I'd swap his INT and CHA scores so he gets the extra language.
But, it's not my build. Here is Ianten_Silverblade's vision of Luke:
Luke Skywalker (Episode VI); CL 13
http://upload.wikimedia.org/wikipedia/io/thumb/4/4b/Luke_Skywalker_Ep6_DVD.jpg/260px-Luke_Skywalker_Ep6_DVD.jpg
Medium Human Scout 1/ Scoundrel 1/Jedi 5/ Soldier 1/Ace Pilot 3/ Officer 1/Jedi Knight 1
Destiny 3; Force 15; Strong in the Force; Dark Side 1
Init +14; Senses Use the Force +18
Languages Basic, Huttese, Shyriiwook
Defenses Ref 30 (flat-footed 27), Fort 27, Will 30; Block, Deflect, Evasion, Vehicle Dodge +1, Vehicular Combat
HP 114; Threshold 27
Speed 6 squares
Melee lightsaber +14 (2d8+10) or
Melee lightsaber +9/+9 (2d8+10) with Double Attack
Ranged blaster pistol +13 (3d6+6)
Base Atk +10; Grp +13
Atk Options Double Attack (lightsabers), Melee Defense, Point Blank Shot, Severing Strike
Special Actions Redirect Shot, Shake It Off
Force Powers Known (Use the Force +18): battle strike, farseeing, Force grip, Force thrust, mind trick (2), move object, surge
Starship Maneuvers (Use the Force +18): Darklighter spin, Skywalker loop, attack pattern delta, target sense
Abilities Str 14, Dex 16, Con 14, Int 14, Wis 16, Cha 16
Special Qualities build lightsaber, destiny fulfilled (destruction), destiny fulfilled (rescue), destiny fulfilled (redemption), skywalker bloodline
Talents Block, Deflect, Evasion, Force Perception, Force Pilot, Redirect Shot, Renowned Pilot, Severing Strike, Spacehound, Visions
Feats Armor Proficiency (light), Double Attack (lightsabers), Force Sensitive, Force Training (2), Melee Defense, Point Blank Shot, Shake it Off, Skill Focus (Use the Force), Starship Tactics, Strong in the Force, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics +14, Climb +13, Initiative +14, Knowledge (galactic lore) +14, Knowledge (tactics) +14, Mechanics +14, Ride +14, Swim +13, Use the Force +18
Possessions lightsaber (self-built), blaster pistol with targeting scope, black pants and tunic, Jedi robes, flight suit, ascension gun, utility belt, comlink, cybernetic prosthetic (left hand), astromech droid (R2-D2), Incom T-65 X-Wing starfighter.
Destiny Fulfilled (destruction) – Luke has fulfilled his destiny with the destruction of the Death Star, granting him a permanent +2 destiny bonus to his Wisdom score.
Destiny Fulfilled (rescue) – Luke has fulfilled his destiny of rescuing Princess Leia, Han Solo, Chewbacca, C-3PEO, and R2-D2 from Jabba the Hutt, granting him a permanent +1 destiny bonus to his Intelligence and Charisma scores.
Destiny Fulfilled (redemption) – Luke has fulfilled his destiny of redeeming his father Anakin Skywalker from the dark side, granting him +10 force points.
Skywalker Bloodline – Luke Skywalker is a member of the Skywalker Bloodline and as such receives Force Sensitivity and Strong in the Force as bonus feats.
Ianten_Silverblade updated his build of Luke from 13th level to 20th...and GUESS WHAT! He speaks YUZZ! This is the first build of Luke Skywalker that I've ever seen that actually acknowledges his ability to speak the language of the Yuzzem species, as established in Splinter of the Mind's Eye.
Hurray for Ianten_Silverblade! :cheer:
Luke Skywalker; CL 20
http://images3.wikia.nocookie.net/starwars/images/thumb/2/25/Lukecloak.jpg/180px-Lukecloak.jpg
Medium Old Human Scout 1/Soldier 1/Jedi 5/Ace Pilot 3/Jedi Knight 5/Jedi Master 5
Init +18; Senses Use the Force +22
Languages Basic, Huttese, Shyriiwook, Yuzz
Defenses Ref 37 (flat-footed 34), Fort 35, Will 38; Block, Deflect, Vehicle Dodge +1, Vehicular Combat
HP 179; Threshold 35
Immune fear effects
Speed 6 squares
Melee lightsaber +24 (2d8+12) or
Melee lightsaber +22 (3d8+12) with Rapid Strike or
Melee lightsaber +21/+21 (2d8+12) with Double Attack or
Melee lightsaber +19/+19 (3d8+12) with Double Attack and Rapid Strike or
Melee lightsaber +21 (2d8+11) and guard shoto +21 (2d4+11) with Dual Weapon Mastery or
Melee lightsaber +19 (3d8+11) and guard shoto +19 (3d4+11) with Dual Weapon Mastery and Rapid Strike or
Melee lightsaber +16/+16 (2d8+11) and guard shoto +16 (2d4+11) with Double Attack, and Dual Weapon Mastery or
Melee lightsaber +14/+14 (3d8+11) and guard shoto +14 (3d4+11) with Double Attack, Dual Weapon Mastery, and Rapid Strike or
Ranged blaster pistol +21 (3d6+10)
Base Atk +18; Grp +20
Atk Options Double Attack (lightsabers), Dual Weapon Mastery, Melee Defense, Rapid Strike, Severing Strike
Special Actions Djem So, Gauge Force Potential, Illusion, Redirect Shot, serenity
Force Powers Known (Use The Force +22): battle strike, farseeing, Force disarm, Force grip, Force slam, Force thrust, mind trick, move object (2), repulse (2), surge
Force Techniques Force Point Recovery, Improved Move Light Object
Force Secrets Devastating Power, Multitarget Power, Quicken Power, Shaped Power
Starship Maneuvers (Use The Force +22): angle deflector shields, attack pattern delta, Darklighter spin, skim the surface, Skywalker loop, target sense
Abilities Str 12, Dex 14, Con 14, Int 16, Wis 20, Cha 16
Special Qualities build lightsaber, fulfilled destiny (champion), fulfilled destiny (creation), fulfilled destiny (destruction), fulfilled destiny (redemption), fulfilled destiny (rescue), skywalker bloodline
Talents Block, Deflect, Djem So, Force Perception, Force Pilot, Gauge Force Potential, Greater Weapon Focus (lightsabers), Illusion, Multiattack Proficiency (lightsabers), Redirect Shot, Renowned Pilot, Severing Strike, Visions
Feats Armor Proficiency (light), Double Attack (lightsabers), Dual Weapon Mastery I, Force Sensitive, Force Training (2), Melee Defense, Rapid Strike, Skill Focus (Use the Force), Starship Tactics, Strong in the Force, Vehicular Combat, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Acrobatics +18, Initiative +18, Jump +16, Knowledge (galactic lore) +18, Mechanics +18, Ride +17, Stealth +17, Use Computer +18, Use the Force +22 (may substitute for Perception and Pilot)
Possessions blaster pistol (with targeting scope [low-light], guard shoto (self-built), lightsaber (self-built), black pants and tunic, Jedi robes, flight suit, ascension gun, utility belt, comlink, cybernetic prosthetic (left hand), astromech droid (R2-D2), Incom XJ X-Wing starfighter.
http://images3.wikia.nocookie.net/starwars/images/c/ce/Lumas_Etima.jpg
Lumas Etima was a Human Jedi Padawan, one of the two hundred Jedi who fought in the Battle of Geonosis. He had short blond hair and sported a blue lightsaber. Not much is known about him other than the fact that he fought and died in the battle.
Lumas Etima CL 7
Medium Human Jedi 7
Init +9; Senses Perception +9
Languages Basic, Ryl
Defenses Ref 19 (flat-footed 18), Fort 19, Will 19
hp 72; Threshold 19
Speed 6 squares
Melee lightsaber +10 (2d8+5) or
Melee lightsaber +10 (2d8+7) with both hands or
Melee lightsaber +10 (3d8+7) with Mighty Swing
Ranged by weapon +8
Base Atk +7; Grp +9
Atk Options Cleave, Great Cleave, Mighty Swing, Power Attack
Special Actions Mobile Combatant, Resilience
Force Powers Known (Use The Force +9) battle strike (2), move object, surge
Abilities Str 14, Dex 12, Con 13, Int 12, Wis 12, Cha 12
Special Qualities build lightsaber
Talents Exposing Strike, Forceful Warrior, Mobile Combatant, Resilience
Feats Cleave, Force Sensitive, Force Training (2), Great Cleave, Mighty Swing, Power Attack, Unstoppable Force, Weapon Proficiency (lightsabers, simple)
Skills Initiative +9, Jump +10, Perception +9, Use the Force +9
Possessions lightsaber (self-built)
From the inimitable Johnnyputrid:
Luminara Unduli was a Mirialan Jedi Master and Senior General during the Clone Wars. She was highly skilled in lightsaber combat and had an amazing ability to seamlessly coordinate her actions with others. Her Padawan Barriss Offee, also a Mirialan, shared this ability with here master. A formidable duo, the two Jedi fought in tandem with their amazing lightsaber skills and agility.
Luminara was a graceful master of lightsaber combat, able to twist and contort her body in ways that made attacking her almost impossibly difficult. She was highly skilled in Form III and had some ability with Form V as well. Her powers of telekinesis were extraordinarily refined, as she displayed on Ansion by surrounding herself in a precisely controlled maelstrom of sand particles. Luminara was considered to be an "old school" Jedi who followed the tenets of the Jedi Code quite literally, though she was not above learning from from those she taught.
During the Clone Wars, Luminara fought on many fronts, eventually being deployed on Kashyyyk with Master Yoda during the last days of the galaxy-wide conflict. Luminara was attempting to heal wounded clone troopers when she was gunned down after the treacherous Order 66 was given. Imperial records listed her as a conspirator in the plot by the Jedi to overthrow the Republic.
LUMINARA UNDULI
http://www.starwars-union.de/bilder/lexikon/20060822lumi.jpg
CL 14
Female Mirialan Jedi 8/Jedi Knight 4/Jedi Master 2
Destiny 4; Force 8; Dark Side 0
Init +15; Senses Perception +15
Languages Basic, Huttese, Mirialan
Defenses Reflex 30 (flat-footed 27), Fort 28, Will 30; Block, Deflect, Soresu
Hp 110; Threshold 28
Immune fear effects
Speed 6 squares
Melee unarmed +17 (1d4+8)
Melee lightsaber +19 (2d8+9) or
Melee lightsaber +17 (3d8+9) with Rapid Strike or
Melee lightsaber +16/+16 (2d8+9) with Double Attack or
Melee lightsaber +14/+14 (3d8+9) with Double Attack and Rapid Strike
Ranged by weapon +17
Base Atk +14; Grp +17
Atk Options Combat Reflexes, Double Attack, Rapid Strike, Redirect Shot
Special Actions Elusive Target, Rapport, Vigilance
Force Powers Known (Use the Force+19): battle strike, farseeing, force slam, force thrust, force whirlwind, mind trick, move object, rebuke, surge (2), valor, vital transfer
Force Secrets Quicken Power
Force Techniques Force Point Recovery, Improved Valor
Abilities Str 13, Dex 17, Con 12, Int 14, Wis 16, Cha 14
Special Qualities Serenity
Talents Block, Deflect, Elusive Target, Multiattack Proficiency (lightsabers), Redirect Shot, Soresu, Vigilance
Feats Combat Reflexes, Double Attack (lightsabers), Force Sensitivity, Force Training (3), Rapid Strike, Rapport, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics+15, Initiative+15, Perception+15, Pilot+15, Use the Force+19
Possessions lightsaber (self-built), comlink (encrypted), utility belt, Mirialan Jedi robes
Another version of Luminara Unduli also now appears on WizO_Tao's site (http://www.saga-edition.com), credited to one "arthansalisgarr":
Luminara Unduli
Cunning, agile, beautiful and wise, Luminara Unduli was a Jedi Master during the Rise of the Empire. She was a well-known master who trained several Mirialan Jedi and a Senior General during the Clone Wars. Her mastery of Soresu lightsaber combat form and her natural grace and agility has made her a superb warrior on the battlefield as well as in a duel.
Luminara Unduli CL 15
Medium, Mirialan (Near-Human), Jedi 7/Jedi Knight 5/Jedi Master 3
Destiny 3; Force 5;
Init +3 (+20 with Force Intuition); Senses Perception +14
Languages Basic, Mirialan, Shyriiwook, Huttese
Defenses Ref 32 (flat-footed 28), Fort 30, Will 32
HP 134; Threshold 30
Speed 6 squares
Melee Lightsaber + 21 (2d8 +11)
Melee Lightsaber + 19 (3d8 +11) with Rapid Strike
Melee Lightsaber + 16 (2d8 +11) with Double Attack
Melee Lightsaber + 14 (3d8 +11) with Double Attack and Rapid Strike
Ranged +15
Base Atk +15, Grp +15
Atk Options Double Attack, Rapid Strike
Special Actions Equilibrium, Force Intuition, Redirect Shot, Soresu
Force Powers Known (Use the Force +20): Battle Strike, Farseeing, Force Thrust, Move Object, Rebuke, Surge (2)
Force Techniques Force Point Recovery, Force Power Mastery (Force Thrust)
Force Secrets Multitarget Power, Quicken Power
Abilities Str 12, Dex 16, Con 12, Int 14, Wis 16, Cha 16
Talents Block, Deflect, Elusive Target, Equilibrium, Force Intuition, Greater Weapon Focus, Redirect Shot, Soresu, Weapon Specialization (lightsaber).
Feats Force Sensitivity, Weapon Proficiency (Lightsabers, simple weapons), Double Attack, Force Training (2), Improved Defense, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse (lightsaber), Weapon Focus (lightsaber).
Skills Use the Force +20, Acrobatics +15, Jump +13, Knowledge (Galactic Lore) +14, Perception +15.
Possessions comlink, lightsaber (self-built), Mirialan-style Jedi outfit.
Also on WizO_Tao's site, stats for Mace Windu, originally designed by one "Ulthanash" but revised and edited by Tao. Apparently, this version was inspired by the Clone Wars Animated Series:
Mace Windu
Mace Windu was a Human male who was a prominent Jedi Master during the final years of the Galactic Republic. Hailing from the world of Haruun Kal, Windu served as one of the last members of the Jedi High Council before the Great Jedi Purge. On the Council, Windu was often regarded as second only to the Grand Master Yoda, though Windu was eight centuries Yoda’s junior. Windu’s wisdom and power were legendary, as were the weight of his words.
Widely considered the best swordsman in the Jedi Order, Windu created Vaapad, the modern seventh form of lightsaber combat. Mace was the best lightsaber duelist of the Jedi Order, and was one of the two Jedi to ever fully master Vaapad. It was said only two opponents ever bested him: Yoda, and Count Dooku, and he could spar with Qui-Gon Jinn, with the result usually being a draw.
Mace Windu served the Jedi Order his entire life, training numerous Jedi, including Depa Billaba, Echuu Shen-Jon, and Iguni. It was Master Windu who led 212 Jedi into combat at the Battle of Geonosis and defeated the infamous bounty hunter Jango Fett. He continued to serve the Republic throughout the Clone Wars, often on the frontlines of fierce fighting. In the final years of the war, Windu confronted and defeated Darth Sidious in a difficult duel. Ultimately, he was betrayed by Anakin Skywalker and subsequently killed by Sidious; falling to his death from the window of Sidious’s office.
Mace Windu CL 20
http://upload.wikimedia.org/wikipedia/en/thumb/c/ca/Mace_windu_with_saber.jpg/240px-Mace_windu_with_saber.jpg
Medium Human Soldier 3 / Jedi 7 / Jedi Knight 7 / Jedi Master 3
Destiny 2; Force 17; Dark Side 0
Init +16; Senses Perception +20
Languages Basic, Korun
Defenses Ref 35 (flat-footed 33), Fort 37, Will 38
hp 212; Threshold 37
Speed 6 squares
Melee lightsaber +28 (2d8+24, crit 19-20) or
Melee lightsaber +32 (2d8+34, crit 19-20) with charge or
Melee lightsaber +27/+27 (2d8+24, crit 19-20) with Double Attack or
Melee lightsaber +22/+22/+22 (2d8+24, crit 19-20) with Triple Attack or
Melee unarmed +25 (1d4+15)
Base Atk +20; Grp +25
Atk Options Cleave, Double Attack, Flurry, Power Attack, Powerful Charge, Triple Attack, Triple Critical
Special Actions Deflect, Fearless, Juyo, Redirect Shot, Serenity
Force Powers Known (Use The Force +24) Battle Strike (x2), Farseeing, Force Grip, Force Slam (x2), Force Stun, Mind Trick, Move Object, Negate Energy, Rebuke, Surge
Force Techniques Known Force Point Recovery (x2), Improved Move Light Object
Force Secrets Known Devastating Power, Shaped Power
Abilities Str 20, Dex 13, Con 18, Int 13, Wis 20, Cha 18
Talents Battle Meditation, Deflect, Devastating Attack, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Improved Battle Meditation, Juyo, Multiattack Proficiency (lightsabers) (x2), Redirect Shot, Vaapad, Weapon Specialization (lightsabers)
Feats Armor Proficiency (light, medium), Cleave, Double Attack (lightsabers), Flurry, Force Sensitive, Force Training (x2), Power Attack, Powerful Charge, Skill Focus (Use the Force), Triple Attack (lightsabers), Triple Critical (lightsabers), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, pistols, rifles, simple)
Skills Initiative +16, Jump +20, Knowledge (Galactic Lore) +16, Perception +20. Use the Force +24
Possessions lightsaber (self-built), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser)
Here's an alternate build I've had for a long time by a forums member whose identity has been lost to antiquity:
Mace Windu
http://www.davidbreslin.f2s.com/silly/for_B3ta_mace_windu_mofo.jpg
(an alternate pic for an alternate built)
Jedi Swordsmaster
Jedi 7/Jedi Knight 9/Jedi Master 3
HP= 154
Force Points 9
Destiny Points 3, Education Destiny fulfilled (Vaapad instruction)
Str 12, Dex 14, Con 15, Int 16, Wis 17, Cha 18
Lightsaber +23 (2d8+15, crit 19-20 x3)
Lightsaber with Double Attack +22/+22 (2d8+15, crit 19-20 x3)
Lightsaber with Triple Attack +17/+17/+17
Fortitude 35/Threshold 35
Reflex 37
Will 36
Talents
J Deflect
J Block
J Weapon Specialization Lightsabers
J Redirect Shot
J Weapon Focus: Lightsabers
J Melee Defense
J Double Attack
K Greater Weapon Focus
K Greater Weapon Specialization
K Juyo
K Vaapad
K Multiattack Proficiency
M Equalibrium
M Multiattack Proficiency
Feats
Force Sensitive
Weapon Group: Simple
Weapon Group: Lightsabers
Skill Training: Acrobatics
Skill Training: Perception
Skill Training: Endurance
Skill Training: Knowledge of Galactic Lore
Skill Training: Use the Force
Skill Training: Initiative
1 Force Training
1 Martial Arts 1
3 Rapid Strike
6 Force Training
9 Whirlwind Attack
12 Triple Crit
15 Martial Arts 2
18 Triple Attack
Force Techniques
Force Point Recovery 3
Improved Sense Surroundings
Force Secret
Distant Power
Multitarget Power
Force Suite (12)
Battle Strike
Farseeing
Force Grip (don't know about this. It was in Clone Wars series)
Force Slam
Move Object
Mind Trick
Rebuke
Surge
Skills
Acrobatics+17
Perception+18
Endurance+17
Knowledge of Galactic Lore+18
Initiative+17
Use the Force+24 (reflects +5 destiny bonus)
Equipment: Lightsaber (purple blade), Commlink, Jedi Robes
And I suppose one's milage may vary on this, but as far as I'm concerned, you really CAN'T have enough versions of Mace Windu:
Not too much different from any other version, but I tried to cover all the bases, from the films, cartoon series and novels (particularly Shatterpoint).
http://i87.photobucket.com/albums/k130/johnnyputrid/Windu_Angry-1.jpg
"Say 'what' again. Say 'what' again! I dare you! I double-dare you, say 'what' again, Huttspawn! Say 'what' one more karking time!"
MACE WINDU
CL 20
Middle-aged male Korun (near-human) Jedi 8/Jedi Knight 7/Jedi Master 5
Destiny 3; Force 10; Dark Side 4
Init +17; Senses Perception+19
Languages Basic, Huttese, Korunnal, Zabrak
Defenses Reflex 36 (flat-footed 33), Fort 34, Will 37; Block, Deflect
Hp 156; Threshold 34
Immune fear effects
Speed 6 squares
Melee unarmed +22 (1d6+12) or
Melee unarmed +20 (2d6+12) with Rapid Strike
Melee lightsaber +25 (2d8+16/19-20/x3) or
Melee lightsaber +23 (3d8+16/19-20/x3) with Rapid Strike or
Melee lightsaber +22/+22 (2d8+16/19-20/x3) with Double Attack or
Melee lightsaber +20/+20 (3d8+16/19-20/x3) with Double Attack and Rapid Strike
Ranged by weapon +21
Base Atk +20; Grp +22
Atk Options Double Attack, Dual Weapon Mastery, Juyo, Rapid Strike, Redirect Shot, Whirlwind Attack
Special Actions Adept Negotiator, Melee Defense, Visions
Force Powers Known (Use the Force+23): battle strike (2), dark rage, farseeing, force grip, force slam (2), force stun, mind trick, move object (2), rebuke (2), surge (2)
Force Secrets Devastating Power, Multitarget Power, Quicken Power, Shaped Power
Force Secrets Force Point Recovery, Improved Battle Strike, Improved Force Slam
Abilities Str 14, Dex 13, Con 13, Int 16, Wis 18, Cha 16
Special Qualities Serenity
Talents Adept Negotiator, Block, Deflect, Force Persuasion, Greater Weapon Focus (lightsabers), Juyo, Multiattack Proficiency (lightsabers), Redirect Shot, Vapaad, Visions, Weapon Specialization (lightsabers)
Feats Double Attack (lightsabers), Dual Weapon Mastery I, Force Sensitivity, Force Training (3), Martial Arts I, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Triple Crit (lightsaber), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics+16, Initiative+16, Knowledge (galactic lore)+18, Perception+19, Pilot+16, Use the Force+23 (may substitute for Persuasion checks)
Possessions lightsaber (self-built), comlink (encrypted), utility belt, Jedi robes
Makin' your way in the Galaxy takes everything you got
Takin' a break from all that killin' sure would help a lot
Wouldn't you like to get away?
Sometimes you wanna go
Where no Imperials know your name
And the wampas aren't tame
You wanna be where you can see
The snow covers all the plains
You wanna go where Imperials never learn your name
It's a little known fact, 'dere, Nahm, that before he fled on Senator Grebleips' expeditionary ship to another galaxy, far, far away, and took up a job as a postal carrier under the pseudonym "Cliff Claven," this officer had a notable military career in the Rebel Alliance, as a Major in the Engineering Corps stationed at Echo Base at the Battle of Hoth, at the Battle of Endor, and eventually as a Captain and, later, Colonel in subsequent New Republic campaigns.
But at Echo Base, everybody knows his name as:
Major Bren Derlin CL 9
http://images.wikia.com/starwars/images/7/7f/Brenderlin.jpg
Male Human Soldier 4 / Noble 3 / Officer 2
Force 9, Dark Side Rating 0
Init +5; Senses Perception +6
Languages Basic, Bothan, High Galactic, Mon Calamarian
Defenses Ref 24 (flat-footed 23), Fort 22, Will 23, Armor Proficiencies (Light & Medium)
hp 75; Threshold 22, Extra Second Wind
Speed 6 squares
Melee unarmed +8 (1d4 + 4)
Ranged Heavy Blaster Pistol +9 (3d8+4)
Ranged Frag Grenades (4d6+4)
Base Atk +8; Grp +9
Atk Options Point Blank Shot, Careful Shot, Precise Shot, Charging Fire, Coordinated Attack, Melee Defense, Battle Analysis, Demolitionist, Coordinate, Born Leader, Deployment Tactics
Special Actions Share Talent, Command Cover
Abilities Str 10, Dex 12, Con 12, Int 13, Wis 15, Cha 14
Talents Battle Analysis, Demolitionist, Born Leader, Coordinate, Deployment Tactics
Feats Skill Training (Mechanics), Point Blank Shot, Extra Second Wind, Careful Shot, Precise Shot, Armor Proficiency (light & medium), Weapon Proficencies (Pistol, Rifle & Simple), Charging Fire, Coordinated Attack, Linguist, Melee Defense
Skills Endurance (H) +10, Knowledge Tactics +10, Knowledge Physical Sciences +10, Mechanics +10, Persuasion +11, Ride +10
Possessions Heavy Blaster Pistol, 2 Frag Grenades, Encrypted Comlink, Combat Jumpsuit (+4 Ref / 0 Fort), Electrobinoculars, All Temperature Coat (+5 Fort v. Extreme Temperatures)
I was just browsing Wookieepedia earlier and I realized we don't have stats for any of the podracers from Episode I (except for Sebulba of course). Granted, I don't think any of those odd species have racial stats yet - except for one: Mawhonic, the unfortunate Gran who had his racer trashed by Sebulba early on. Supposedly, Mawhonic was one of the only threats to Sebulba in the race, so accordingly he made sure to take out the Gran as soon as he could.
Interestingly enough, the article on Mawhonic (http://starwars.wikia.com/wiki/Mawhonic) states that he didn't actually compete in the Boonta Eve Classic - it was an impostor. Later on though, Sebulba did end up killing the real Mawhonic, again by trashing his speeder. Apparently Sebulba was very fond of using the same tactic over and over again.
http://i87.photobucket.com/albums/k130/johnnyputrid/Mawhonic2.jpg
MAWHONIC
CL 2
Male Gran nonheroic 6
Init +4; Senses darkvision; Perception+0
Languages Basic, Gran
Defenses Ref 11 (flat-footed 10), Fort 9, Will 10
Hp 8; Threshold 9
Speed 6 squares
Melee unarmed +4 (1d4)
Ranged hold-out blaster +5 (3d4)
Base Atk +4; Grp +5
Abilities Str 10, Dex 13, Con 8, Int 10, Wis 10, Cha 12
Special Qualities target awareness, triple vision
Feats Skill Focus (Pilot), Skill Training (Deception, Mechanics, Perception), Weapon Proficiency (pistols, simple weapons)
Skills Deception+9, Mechanics+8, Perception+8, Pilot+13
Possessions custom GPE-3130 podracer, podracer parts dealership, R2-series astromech droid, hold-out blaster, various personal belongings
So, there's a disturbing new trend on the Wizards Star Wars homepage. Miniatures previews are now being presented without Saga Ed. RPG stats for the characters. Lobot, Moff Jerjerrod, the Chiss mercenary et cetera are now presented in "Imperial Entanglements: Miniatures Previews" 1 through 3, et seq., but, unlike previous Miniatures Preview features, no Saga stats. So, the fans have decided to pick up the slack in a dedicated thread (http://forums.gleemax.com/showthread.php?t=1152398) in the Mess Hall.
Forums member Ghengis Ska starts off with Moff Jerjerrod.
I read the novelization of Return of the Jedi as a kid, and there were actually two passages from that book that impacted me so much when I read them, that to this day, I can remember word for word without looking them up. One was the narration of Han & Lando's parting just before the Battle of Endor. They were nervous -- Han in particular about what might happen to his ship, and they traded some banter to lighten the mood. (No need to repeat that here, you all can recite that part, no doubt.) Then, the novelization read: "And they parted, without their true feelings expressed aloud, as was the way with men of deeds in those days."
That passage still gives me chills. It was just brilliant.
The other one was Moff Jerjerrod's own personal mantra, "Great men never hurry..."
If you want a Litteral translation, it can be pretty tricky, but this is my best shot at a literal....
I went with the kind of DDM mentality that the stats of the skirmish card are kind of set at an "optimum", beserkers are beserking, you use the final "mods" to get the skirmish stats, round things etc..
So with that in mind to get a litteral translation gave Jerjerrod Sniper Shot and he is using it to get the bonus to hit, and it gives him the nice knock to his Ref so it falls in line, and the general rounding conventions. So 50 hp, and 12 damage rounds to 10. I used the Born leader to represent the Rapport, the RPG Feat gives bonuses to Aid another, just doesn't fit for me as a way to lower cost, but having an orginization fits with his level in the Empire, and the mini/skirmish rapport could be an Orginizational bonus.
Moff Jerjerrod CL 7
http://images4.wikia.nocookie.net/starwars/images/c/c7/Jerjorredbig.jpg
Medium Human noble 5/nonheroic 2/officer 2
Init +9; Senses Perception +11
Languages Basic, 5 unassigned
Defenses Ref 20 (flat-footed 20, with Sniper Shot 15), Fort 18, Will 24
hp 49; Threshold 18
Speed 6 squares
Melee by weapon +6
Ranged blaster pistol +6 (3d6+3) or
Ranged blaster pistol +8 (3d6+3) with Sniper Shot
Base Atk +6; Grp +6
Atk Options SniperShot
Special Actions Coordinate +4
Abilities Str 10, Dex 10, Con 10, Int 14, Wis 14, Cha 16
Special Qualities command cover +1, Natural Leader (organization scale 6), share talent
Talents Coordinate (4)
Feats Improved Defenses, Linguist, Natural Leader, Skill Focus (Knowledge [tactics]), Skill Training (2), Sniper Shot, Toughness, Unwavering Resolve, Weapon Proficiency (pistols, simple)
Skills Initiative +9, Knowledge (bureaucracy) +11, Knowledge (tactics) +16, Perception +11, Persuasion +12, Use Computer +11
Possessions blaster pistol, code cylinder, datapad, encrypted comlink, Imperial Uniform
Nebit was the little Jawa who was bartering with Owen Lars in A New Hope. Other sources develop him as the chief of that particular clan.
I would imagine what it takes to become chief of a Jawa clan is very different than what it takes to become chief of a tribe of Sandpeople. The Sandpeople probably value strength, where the Jawas, I would imagine, value business acumen. In the Jawa's world, I'm sure business acumen also entails one's ability to down a droid with a well-placed ion blast. So in statting Nebit, I was sure to walk the line between giving him high Wisdom and barter-related abilities, but not neglecting his sharpshooting abilities.
Also, I was careful not to make him too good at anything. I didn't think Skill Foci were in order, given that he couldn't even unload a faulty droid on a moisture farmer, although I did give him Weapon Focus with rifles since I suppose, if anything, his droid hauls over the years are a big part of what rose him to the ranks of chief.
Nebit was built using the official Wizards of the Coast stats for Jawas:
Jawa
+2 Dex, -2 Wis, -2 Str
Size: Small
Speed: 4 squares
Jawas may take 10 on Survival checks in desert environments even when under stress.
Jawas may reroll Mechanics checks to fix objects, vehicles and droids, but must keep the reroll even if it is worse.
Jawas have Darkvision.
Languages: Jawa, Jawa Trade Language
It was Nebit's clan that was slaughtered by the stormtroopers that were searching for R2D2 and C3P0. It is uncertain whether Nebit escaped or perished with the rest of his clan. Either way, let us raise a glass of Jawa juice and say hail to the Chief. Utinni!
Nebit
http://images.wikia.com/starwars/images/f/f9/Nebit.jpg
Small* Male Jawa Scout 5 / Noble 1
Force 8, Dark Side Points 1
Init +3; Senses Perception +10, Darkvision
Languages Basic, Jawa, Jawa Trade Language, Tusken, Bocce, Binary, Tech, Bab-Neo
Defenses Ref 19 (flat-footed 19), Fort 17, Will 20
hp 46; Threshold 17
Speed 4 squares
Melee unarmed +3 (1d3+3)
Ranged Ion Rifle +4 (3d8+3 ion)**
Base Atk +3; Grp +3
Atk Options Point Blank Shot, Careful Shot, Deadeye
Special Actions Shake It Off, Barter, Fringe Savant, Jury Rigger, Connections, Take 10 on desert Survival checks even under stress, Reroll Mechanics checks to fix objects/vehicles/droids
Abilities Str 10, Dex 10, Con 10, Int 14, Wis 15, Cha 15
Talents Barter, Fringe Savant, Jury Rigger, Connections
Feats Skill Training (Perception), Shake It Off, Weapon Proficiencies (Pistols, Rifles, Simple), Point Blank Shot, Weapon Focus (Rifles), Careful Shot, Deadeye, Linguist
Skills Endurance +8, Knowledges (Bureaucracy & Technology) +10, Mechanics +10, Perception +10, Pilot +8, Ride +8, Survival +10
Possessions Czerka Sandcrawler, Bandolier, Ion Rifle
* +1 to Reflex (already factored into stats), +5 Stealth, 3/4 Carrying capacity
** Ion Rifle +5 (4d8+3) if Nebit aims first, due to Careful Shot & Deadeye feats
Appropriately posted on Christmas, 2008, the venerable johnnyputrid gives us this gift:
Star Wars might not have it's own Saint Nick, but it does have Nik Sant.:)
http://i87.photobucket.com/albums/k130/johnnyputrid/Niksant.jpg
Affectionately known as "Gramps", Nik Sant was a member of the Rebel strike team sent to the forest moon of Endor to knock out the shield generator protecting the second Death Star. A survival expert, Nik was helped the Rebel Alliance develop the guerilla tactics they would use against key Imperial targets throughout the Galactic Civil War.
During the Endor mission, when an Ewok stole a speeder bike and distracted several of the shield generator's guards, Nik donned the armor of the lone remaining scout after he was captured. Unfortunately, Nik himself was later captured as Imperial forces retook the shield generator. It is unknown if Nik survived the ensuing battle.
NIK SANT
CL 6
Middle-aged male human scout 5/soldier 1
Destiny 1; Force 3; Dark Side 0
Init +9; Senses Perception +15
Languages Basic, Huttese
Defenses Reflex 19 (flat-footed 18), Fort 19, Will 18
Hp 44; Threshold 19
Speed 6 squares
Melee knife +4 (1d4+3)
Ranged blaster rifle +6 (3d8+5) or
Ranged blaster rifle +7 (3d8+5) with Careful Shot
Base Atk +4; Grp +5
Atk Options Careful Shot, Point Blank Shot
Special Actions Expert Tracker, Shake It Off
Abilities Str 11, Dex 13, Con 13, Int 13, Wis 14, Cha 11
Talents Acute Senses, Expert Tracker, Improved Stealth, Weapon Specialization (rifles)
Feats Armor Proficiency (light), Careful Shot, Point Blank Shot, Shake It Off, Skill Focus (Perception, Stealth, Survival), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance+9, Initiative+9, Knowledge (tactics)+9, Mechanics+9, Perception+15 (may reroll), Stealth+14 (may reroll), Survival+15
Possessions blaster rifle, blaster pistol, combat knife, 2 frag grenades, comlink (encrypted), utility belt, survival kit, camouflage fatigues
Did you know that the Nien Numb character in Return of the Jedi, co-piloting the Millennium Falcon at the Battle of Endor, was not an actor in a costume?
He was a puppet!
How about that?
Another cool factoid: his Sullustese dialogue was voiced by a Kenyan student in the real life Niger-Congo language "Haya." I'm sure at the showing at the Nairobi IMAX, everybody in the audience looked at each other in surprise when he spoke. He probably said something completely random, like, "Help, there's a hog in my kitchen."
I checked out the official RCR stats for Nien Nunb (http://wizards.com/default.asp?x=starwars/article/sw20040422eu), and Wizards writer/editor/game-designer Cory Herndon statted him out as a Scout / Space Transport Ace... (Plus, he gave him completely off-the-wall feats, like "Quick Draw" and such...Nien Nunb? With Quick Draw?!?!)
Under Saga Edition, I couldn't find any reason whatsoever to give him any Scout levels (or Quick Draw, for that matter!). All Scoundrel worked just fine. It made for a boring build, but, I think, the right one. I also didn't give him any Ace Pilot levels. Here's the thing...you want Nien Nunb to be good enough that he's the guy the Rebellion sends in as the co-pilot of one of the main assault vessels in the Death Star attack in the Battle of Endor...but you don't want him so good that he overshadows the guy who's the pilot of that vessel...in this case, Lando.
So I went with a Scoundrel 7 build, just one level lower than the official SECR build of Lando (although, personally, I think Lando deserves at least a level or two of Noble...and I'd even give him Ace Pilot...I mean...Luke, who blew up the first Death Star gets a level in Ace Pilot...Lando blows up the second and doesn't?! I smell the foul stench of inequity. But I'll let it go...only because the EU establishes Lando as having no piloting skills as of the Han Solo & Lando Calrissian Trilogies -- he did have Vuffi Raa piloting the Falcon during his adventures in the Centrality, after all...but I digress...). The sidekick, after all, can't be a higher level than the guy he's 'kicking for!
So...I asked myself, while building him...if he's not an Ace Pilot, what makes Lando decide to recommend him for the position of the Falcon's co-pilot? I figured: Nunb's a kick-butt astrogator and tactician, that's why. So, I built him with all the Talents in the Spacer Talent Tree, gave him Skill Foci in Use Computer and Pilot, and training in Knowledges: Technology & Tactics. I also gave him training in Knowledge: Bureaucracy, given that he used to be a corporate employee with SoroSuub and, 10 years after the Battle of Endor, ends up being Lando's Chief Administrator of Kessel (which Lando buys).
The irony is, after I finished statting him out, I looked him over and thought, "drats....he's still a better pilot than Lando," and found myself facing the very problem I tried to avoid: Why isn't Nien Nunb piloting the Falcon at the Battle of Endor, and Lando acting as his co-pilot? And then it hit me. Han would never let some stranger pilot his beloved ship.
And there was my answer.
Nien Nunb
http://images3.wikia.nocookie.net/starwars/images/4/4a/Nien_Nunb_JKTCG.jpg
Sullustan Male Scoundrel 7
Force 8, Dark Side Rating 0
Init +12; Senses Perception +9
Languages Sullustese, Basic, Bocce, Huttese
Defenses Ref 23 (flat-footed 20), Fort 17, Will 19
hp 39; Threshold 17
Speed 6 squares
Melee unarmed +4 (1d4+2) or
Ranged Blaster Pistol +9 (3d6+3)
Base Atk +5; Grp +9
Atk Options Point Blank Shot, Hyperdriven, Starship Raider, Stellar Warrior
Species Abilities: Darkvision, Expert Climber, Heightened Awareness
Abilities Str 8, Dex 18, Con 11, Int 15, Wis 12, Cha 10
Talents: Hyperdriven, Starship Raider, Stellar Warrior
Feats Skill Training: Knowledge (Bureaucracy), Skill Training: Knowledge (Tactics), Skill Focus: Use Computer, Skill Focus: Pilot, Point Blank Shot, Vehicular Combat, Weapon Proficiency: Heavy Weapons
Skills Initiative +11, Knowledges (Technology, Bureaucracy & Tactics) +10, Mechanics +10, Perception +9, Pilot +16, Use Computer +15
Possessions: Flight Suit
My take:
Noa Briqualon
http://images3.wikia.nocookie.net/starwars/images/1/12/Noa_briqualon.jpg
Old Medium Human Scout 3/ Scoundrel 1
Destiny 4 (Destruction); Force Points 7
Initiative +3; Perception +4; Knack
Languages Basic, Bocce, Teek (understand only)
Defenses Ref 18(flat-footed 17), Fort 17, Will 18;
hp 42; Threshold 17
Speed 6 squares
Melee Quarter Staff +2 (1d6 +2)
Melee Quarter staff, Double weapon -8/-8 (1d6+2)
Ranged Blaster pistol +3 (3d6+2) (No energy Cell)
Base Atk +2; Grp +2
Attack Options: Melee Defense, Point Blank
Abilities Str 10, Dex 12, Con 13, Int 14, Wis 15, Cha 8
Talents Sure Footed, Jury-Rigger, Knack
Feats Weapon Pro Pistols, Weapon Pro Blasters, Weapon pro Simple, Shake it off, Point blank, Skill focus (Survival), Melee Defense, Skill Training Use Computer, Improved defenses
Skills Climb +7, Endurance +8, Knowledge (Galactic Lore) +9, Knowledge (Technology) +9, Mechanics +9, Pilot +8, Stealth +8, Survival +14 Use Computer +9
Possessions Quarter Staff, Grappling Hook blaster attachment (Treated as liquid cable with pistol range modifier for attack roll) , Space Ship
I came across Nova Stihl, a Death Star prison guard seen very briefly in the movie. Stihl wasn't named until the novel Death Star was released in 2007. In the novel, he is revealed to be a skilled martial artist.
I enjoyed the book, and if you want to know more about the good sergeant, it's worth the read.
Sergeant Nova Stihl (CL 8)
http://images2.wikia.nocookie.net/starwars/images/c/ca/Unknown_Death_Star_Trooper_(conference). jpg
Medium Human soldier 7/elite trooper 1
Force 6
Init +11; Senses Perception +10
Languages Basic
Defenses Ref 25 (flat-footed 20), Fort 24, Will 19
hp 85; Threshold 24
Speed 6 squares
Melee unarmed +11 (2d10+8)
Ranged blaster rifle +10 (3d8+4)
Base Atk +8; Grp +11
Atk Options Point Blank Shot
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 10
Talents Armored Defense, Melee Smash, Mercenary Grit1, Stunning Strike, Teras Kasi Basics2
Feats Armor Proficiency (light, medium), Force Sensitivity, Martial Arts I, Martial Arts II, Martial Arts III, Point Blank Shot, Throw, Trip, Weapon Proficiency (pistols, rifles, simple weapons)
Skills Endurance +11, Initiative +11, Knowledge (tactics) +9, Perception +10, Use the Force +4
Possessions blast helmet and vest, blaster rifle, comlink
1Threats of the Galaxy, page 57
2Threats of the Galaxy, page 53
Forums member Ronium gives us:
Nute Gunray (at the beginning of Ep. 1)
http://images4.wikia.nocookie.net/starwars/images/thumb/0/0c/NuteGunrayEp1-ST.jpg/200px-NuteGunrayEp1-ST.jpg
CL 6
Medium nonheroic 4/noble 5
Init +3; Senses Perception +17
Languages Basic, Gran, High Galactic, Neimoidian, Pak Pak, Sullustese, +4 more
Defenses Ref 15 (flat-footed 15), Fort 14, Will 20
hp 28; Threshold 14
Speed 6 squares
Melee unarmed +5 (1d4-1)
Ranged blaster pistol +5 (3d6)
Base atk +6; Grp +6
Special Actions Demand Surrender, Presence
Abilities Str 8, Dex 9, Con 10, Int 17, Wis 17, Cha 17
Talents Connections, Demand Surrender, Presence,
Feats Linguist, Skill Focus (Deception), Skill Focus (Perception), Skill Focus (Persuasion),
Skill Training (Gather Information), Skill Training (Perception), Weapon Proficiency (pistols, simple weapons)
Skills Deception +17 (may reroll, must accept 2nd result), Gather Information +12, Knowledge (galactic lore) +12, Knowledge (bureaucracy) +12, Perception +17, Persuasion +17
Possessions blaster pistol, comlink with holo capability, datapad, diplomat’s clothes
LIST CONTINUED IN POST # 12, BELOW!
Admiral_Draken
03-31-08, 12:27 PM
25th anniversary of the only airing of the Star Wars Holiday Special
I specifically remember a news site writing "Star Wars fans all over the world celebrate by not watching it"
...Karsil
Korto_Katarn
03-31-08, 12:31 PM
If you cross over into obscure ship stats I vote for the Dusty Duck! (I think that's its name, also a fan cannon creation, Thanks GL!)
ErikModi
03-31-08, 12:48 PM
Come on, no one from "The Ewok Adventure" or "Ewoks: Battle For Endor?"
*ducks*
LIST CONTINUED IN POST #12
RobShanti
03-31-08, 03:54 PM
LIST CONTINUED FROM POST #8, ABOVE...
Since we have long brought this thread out of the provincial realm of "obscure" characters and expanded it to even the most iconic live action film characters, here is what I like to call a "life portrait," rendered in Saga stats, of Obi-Wan Kenobi, done by none other than the inimitable Disciple of Darkness:
If it was the Chosen One who had the honor of being the first character to be updated to Saga rules, then surely the man who shaped Anakin's Jedi career must be second. From a stiff and just a little bit arrogant Jedi apprentice to the wise and streetwise "crazy old hermit", the path of Master Kenobi has been full of wonders and trials - and none as challenging and heart-breaking as the transformation of his beloved apprentice, comrade and friend into a living nightmare known as Darth Vader. But even in the darkest hour, the Force was always there to guide Obi-Wan - and even death could not extinguish the mentoring spirit of this Jedi.
Please welcome Master Obi-Wan Kenobi.
http://i306.photobucket.com/albums/nn265/RobShanti/obiwan.jpg
OBI-WAN KENOBI - JEDI PADAWAN
Anakin Skywalker, meet Obi-Wan Kenobi.
- Master Qui-Gon Jinn aboard Queen Amidala's royal ship
at the beginning of Episode I: The Phantom Menace
Human male Jedi 7
CL 7
Destiny: 1; Force: 6
Init +11; Senses: Perception +5
Languages: Basic, Caamas, Kel Dor
Defenses: Reflex 22 (flat-footed 18), Fortitude 20, Will 20
hp 83; Threshold 20
Speed: 6 squares
Melee: +12 (lightsaber, self-built, 2d8+4)
+10 (unarmed strike, 1d6+4)
Ranged: +10
Base attack: +7; Grapple: +10
Special actions: Build lightsaber, Redirect shot
Force powers known: (Use the Force +15) Force Slam, Mind Trick, Surge
Abilities: Str 13, Dex 17, Con 15, Int 15, Wis 15, Cha 14
Talents: Adept negotiator, block, deflect, redirect shot
Feats: Dodge, Force Sensitivity, Force Training, Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills: Acrobatics +11, Initiative +11, Jump +9, Knowledge (galactic lore) +10, Use the Force +15
Possessions: Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own)
OBI-WAN KENOBI - JEDI KNIGHT
Lost a planet, Master Kenobi has. How embarassing!
- Master Yoda to Jedi younglings in the Jedi Temple on Coruscant
at the beginning of Episode II: Attack of the Clones
Human male Jedi 7/Jedi Knight 4
CL 11
Destiny: 4; Force: 9
Init +13; Senses: Perception +17 (Force perception)
Languages: Basic, Caamas, Kel Dor
Defenses: Reflex 27 (flat-footed 22), Fortitude 25, Will 26
hp 115; Threshold 25
Speed: 6 squares
Melee: +16 (lightsaber, self-built, 2d8+7)
+14 (unarmed strike, 1d6+7)
Ranged: +14
Base attack: +11; Grapple: +14
Attack options: Severing Strike
Special actions: Build lightsaber, Redirect shot
Force powers known: (Use the Force +17) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge
Force techniques: Force Point Recovery, Improved Sense Force
Abilities: Str 14, Dex 17, Con 15, Int 15, Wis 16, Cha 14
Talents: Adept negotiator, block, deflect, Force perception, lightsaber defense, redirect shot
Feats: Dodge, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills: Acrobatics +13, Initiative +13, Jump +12, Knowledge (galactic lore) +12, Use the Force +17
Possessions: Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own), Jedi starfighter
OBI-WAN KENOBI - JEDI MASTER
General Kenobi, the negotiator!
- General Grievous to Master Kenobi aboard the Confederacy flagship Invisible Hand
at the beginning of Episode III: Revenge of the Sith
Human male Jedi 7/Jedi Knight 5/Jedi Master 2
CL 14
Destiny: 5; Force: 12
Init +15; Senses: Perception +19 (Force Perception)
Languages: Basic, Binary (understand only), Caamas, Kel Dor
Defenses: Reflex 31 (flat-footed 27), Fortitude 29, Will 30
hp 145; Threshold 29
Immune: fear effects
Speed: 6 squares
Melee: +19 (lightsaber, self-built, 2d8+9)
+17 (unarmed strike, 1d6+9)
Ranged: +17
Base attack: +14; Grapple: +17
Attack options: Combat Reflexes, Severing Strike
Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity
Force powers known: (Use the Force +19) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge
Force techniques: Force Point Recovery, Improved Sense Force
Force secrets: Quicken Power
Abilities: Str 14, Dex 17, Con 15, Int 16, Wis 16, Cha 15
Talents: Adept negotiator, block, deflect, lightsaber defense, Force perception, redirect shot, severing strike, Soresu
Feats: Combat Reflexes, Dodge, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills: Acrobatics +15, Initiative +15, Jump +14, Knowledge (galactic lore) +15, Pilot +15, Use the Force +19
Possessions: comlink, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own), Jedi starfighter
OBI-WAN KENOBI - JEDI MASTER
Anakin, my allegiance is to the Republic, to democracy!
- Master Kenobi to Lord Vader on Mustafar
at the end of Episode III: Revenge of the Sith
Human male Jedi 7/Jedi Knight 5/Jedi Master 3
CL 15
Destiny: 5; Force: 17
Init +15; Senses: Perception +19 (Force Perception)
Languages: Basic, Binary (understand only), Caamas, Kel Dor
Defenses: Reflex 32 (flat-footed 28), Fortitude 30, Will 31
hp 152; Threshold 30
Immune: fear effects
Speed: 6 squares
Melee: +20 (lightsaber, self-built, 2d8+9)
+18 (unarmed strike, 1d6+9)
Ranged: +18
Base attack: +15; Grapple: +18
Attack options: Combat Reflexes, Severing Strike
Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity
Force powers known: (Use the Force +19) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Thrust, Mind Trick, Move Object, Surge
Force techniques: Force Point Recovery, Improved Sense Force
Force secrets: Devastating Power, Quicken Power
Abilities: Str 14, Dex 17, Con 15, Int 16, Wis 16, Cha 15
Talents: Adept negotiator, block, deflect, equilibrium, Force perception, lightsaber defense, redirect shot, severing strike, Soresu
Feats: Combat Reflexes, Dodge, Force Boon, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills: Acrobatics +15, Initiative +15, Jump +14, Knowledge (galactic lore) +15, Pilot +15, Use the Force +19
Possessions: comlink, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own)
OBI-WAN "BEN" KENOBI - JEDI MASTER & DUNE SEA HERMIT
Obi-Wan Kenobi... Obi-Wan... Well, that's a name I have not heard in a long time. Long time...
- "Ben" Kenobi to Luke Skywalker on Tatooine
at the beginning of Episode IV: A New Hope
Human male Jedi 7/Jedi Knight 5/Jedi Master 3/scout 1 (middle-aged)
CL 16
Destiny: 6; Force: 15
Init +16; Senses: Perception +21 (Force Perception)
Languages: Basic, Binary (understand only), Caamas, Kel Dor
Defenses: Reflex 33 (flat-footed 30), Fortitude 31, Will 33
hp 163; Threshold 31
Immune: fear effects
Speed: 6 squares
Melee: +20 (lightsaber, self-built, 2d8+9)
+18 (unarmed strike, 1d6+9)
Ranged: +18
Base attack: +15; Grapple: +18
Attack options: Combat Reflexes, Severing Strike
Special actions: Build lightsaber, equilibrium, Lightsaber defense, Redirect shot, serenity
Force powers known: (Use the Force +21) Battle Strike, Farseeing, Force Disarm, Force Slam, Force Stun, Force Thrust, Mind Trick (x2), Move Object, Surge
Force techniques: Force Point Recovery, Improved Sense Force
Force secrets: Devastating Power, Quicken Power
Abilities: Str 13, Dex 17, Con 14, Int 17, Wis 18, Cha 16
Talents: Adept negotiator, barter, block, deflect, equilibrium, Force perception, lightsaber defense, redirect shot, severing strike, Soresu
Feats: Combat Reflexes, Dodge, Force Boon, Force Sensitivity, Force Training (x2), Martial Arts I, Quick Draw, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsaber), Weapon Proficiency (lightsabers, simple weapons)
Skills: Acrobatics +16, Initiative +16, Jump +14, Knowledge (galactic lore) +16, Pilot +16, Use the Force +21
Possessions: hermit cottage, Jedi robes, Jedi utility belt, lightsaber (Obi-Wan Kenobi has built his own)
Those of us who grew up with the Star Wars original trilogy have a lot to thank the Maker for, not the least of which was pandering to our burgeoning libidos with slave-girl Leia (for the guys) and roguish bad-boy Han or (as Zrissa pointed out) baby-faced Luke (for the girls).*
*(Um...or...for whomever...I mean...you know...if that's who you are...not that there's anything wrong with that.)
It's a wonder, though, that we all didn't end up with some bizarre fetishes among us, given all the brother-sister kissing, and the sadistic ITO interrogator droid bristling with gadgets and closing in on an imprisoned princess, and the scantily clad women in chained collars.*
*(A trend, I hasten to point out, the Maker has continued in the Prequel Trilogy with the tearing of Padme's catsuit and the the scourge-like thrashes across her back from the Nexu...and the distinctly dominatrix-like character Cate Blanchett plays in the new Indy flick.)
But when it comes to pandering to burgeoning libidos with scantily clad women in chained collars, Carrie Fisher sure got a run for the money from the lovely Femi Taylor, who looked oh-so-fine as Jabba's twi'lek slave-girl dancer Oola, even fifteen years later when she was called back to reshoot some scenes for the Return of the Jedi Special Edition. She looked so good, in fact, she even got a close-up in the Special Edition.
I thought statting Oola would be perfect for revisiting an issue we've been discussing in this thread, ever since I statted Ackmena and Rabé the Handmaiden in posts 44 and 50-51 respectively: how to handle performances under the Rules As Written. Sure, you could borrow the home-brewed entertaining rules at WizO_Tao's site, but if you're a RAW-person, you can use the methods we discussed earlier: (1) using the "Change Attitude of Others" subskill of the Persuasion skill, as with Ackmena's song-and-dance capabilities and Rabé's hairdressing abilities, or, (2) as forums member AltF4 pointed out in Post #59, using a Knowledge skill, as in the example of the Model E caretaker droid using his Knowledge of children's games to recognize the chalk markings on the ground outside an encampment as a hopscotch grid, leading him to call off the ground assault as he realizes that the encampment is a just a harmless civilian retreat and not the Imperial outpost the PCs originally thought it was.
As I mentioned in a previous post, I think much of how you represent the performance ability with the Saga rules comes down to how you foresee it coming into play in game. I think either of these methods -- the subskill of Persuasion or the Knowledge skill -- are viable methods, but I've been giving a lot of thought to other ways to represent the performance ability. In the case of Oola, I think her dancing ability may best be represented as a combination of Acrobatics/Endurance/Jump. Here's why...
Oola is Jabba's slave, and as such, is simply powerless. Unlike Leia, who turns on her captor and uses her chain -- the symbol of her oppression -- as a weapon against the tyranny that binds her, Oola is the helpless victim. To give her training in Persuasion would seem to undermine that. She doesn't so much dance to change Jabba's attitude -- in fact, she seems quite powerless when it comes to affecting Jabba at all. When she refuses his advances, he simply sends her to the rancor.
And giving Oola a Knowledge skill doesn't seem appropriate. Part of Jabba's oppression, it seems, was to take advantage of her naïveté, which belies the notion that she was ever given the opportunity to further her knowledge of anything.
No...I think, rather, that Oola danced for her life....that part of her miserable lot was that she was forever at the mercy of Jabba's whim, and given the bloated Hutt's attitude on any given day, it was a dice shoot whether she'd be fed to the rancor no matter how well she performed. So, in reality, her performance was more of a collection of acrobatic skills that she was forced to finely hone for mere survival purposes. I'm sure many had been the times that Jabba opened the rancor's gate just to see her teeter precariously on the edge for his own perverse amusement. He probably forced her to dance for hours under the threat of a beating if she dared stop.
In light of this, I selected the triad of Acrobatics, Endurance and Jump as trained skills for Oola, to represent the dancing abilities she desperately used to live to see another day.
Oola
http://images.wikia.com/starwars/images/0/02/Oola.jpg
Female Twi'lek Non-heroic 3
Force Points 0
Init +3; Senses Perception -1
Languages Basic, Ryll, Huttese
Defenses Ref 12 (flat-footed 10), Fort 14, Will 8
hp 15; Threshold 14
Speed 6 squares
Melee Unarmed +3 (1d4+1)
Ranged as weapon +4 (damage as weapon)
Base Atk +2; Grp +4
Atk Options None
Special Actions Deceptive, Great Fortitude, Lowlight Vision
Abilities Str 13, Dex 15, Con 14, Int 10, Wis 6, Cha 14
Talents None
Feats Skill Training (Endurance & Jump), Linguist
Skills Acrobatics +8, Endurance +8, Jump +7
When Ben Kenobi told Luke Skywalker that the blast points at the Jawa encampment were "too accurate for Sand People" and that "only Imperial Stormtroopers are so precise," he obviously was not talking about Orr Agg R'orr, the crack Tusken Raider sniper who fired upon and hit Teemto Pagalies' speeding podracer from a clifftop with a slug thrower. (Nor, apparently, was he talking about any of the Imperial Stormtroopers we see in any of the films, who can't seem to hit the broadside of the Death Star...although one friend of mine aptly pointed out that the Stormtroopers in the films are all seen shooting from the hip -- apparently a very difficult way to fire a gun -- and hit no less than the average real-world soldier who shoots from the hip...which begs the question why the Emperor's elite troopers are shooting from the hip in the first place if it's so hard to do.)
Although, in the EU, Orr Agg R'orr meets his end at the hands of Jango Fett himself, employed by the Pagalies family, his prowess with the slugthrower would have made Lee Harvey Oswald proud.
Orr Agg R'orr was built using the official Wizards of the Coast species template for Tusken Raiders:
Tusken Raider Species Traits
Ability Modifiers: +2 Con, –2 Int, –2 Wis
Size: Medium
Speed: 6 squares
Sneaky: Tusken Raiders are accustomed to laying ambushes and may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
Survival Instinct: Tusken Raiders are hardy survivalists and may choose to reroll any Survival check, but the result of the reroll must be accepted even if it is worse.
Languages: Tusken
Orr Agg R'orr
http://images.wikia.com/starwars/images/e/ef/OrrAggR%27orr.JPG
Tusken Raider Scout 1 / Soldier 5
Force 5, Dark Side Rating 5
Init +6; Senses Perception +4
Languages Tusken
Defenses Ref 21 (flat-footed 18), Fort 19, Will 16
hp 58; Threshold 19
Speed 6 squares
Melee unarmed +7 (1d4+5)
Melee Gaderiffi +7 (1d8+7)
Ranged Slugthrower rifle +8 (2d8+3)
Base Atk +5; Grp +8
Atk Options Point Blank Shot, Precise Shot, Careful Shot, Deadeye, Keen Shot, Devastating Attack (Rifles), Penetrating Attack (Rifles)
Special Actions Sneaky, Survival Instinct
Abilities Str 15, Dex 16, Con 12, Int 6, Wis 11, Cha 12
Talents Keen Shot, Devastating Attack (Rifles), Penetrating Attack (Rifles), Weapon Specialization (Rifles)
Feats Weapon Proficiencies (Simple, Pistols, Rifles), Shake It Off, Weapon Focus (Rifles) Point Blank Shot, Precise Shot, Careful Shot, Deadeye
Skills Climb +10, Endurance +9, Survival +8
Possessions Gaderiffi, Bantha, Slugthrower
In the briefing room just before the Battle of Endor, there were two wrinkled-faced aliens, a white-cloaked one with googly eyes, later referred to as Panno, and a tan/camo-cloaked one with an eyepatch, later referred to as Orrimaarko. The masks used for their faces were probably made from the exact same die, and so, to distinguish them, they gave one an eyepatch. Orrimaarko was also referred to as "Prune Face," a rather racist moniker if you ask me...but nobody ever accused Star Wars of being politically correct. One wonders what insensitive nickname they came up with for Panno...maybe "Popeye."
There was some speculation by fans with eyes sharp enough to notice the two aliens in the briefing room that they were Bothans. My personal theory at the time was that "Bothan" referred to Humans from planet Both or Botha, much like Corellians are Humans from Corellia. The sad look in Mon Mothma's eye when she reported the death of "many Bothans" in the retrieval of the Second Death Star plans led me to believe that maybe she had suffered a personal loss in that mission, such as a son who perished. In fact, I could swear I'd read that in the novelization, but subsequent searches for that passage have turned up fruitless. I must have imagined it. In any event, it turned out that neither Mon Mothma nor the prune-faced aliens were Bothans. Rather, the former was Chandrilan, and the latter were Dressellians.
Orrimaarko was a Scout and a Commando from the low-tech world of Dressel, the inhabitants of which rose up in insurrection and made the Empire's occupation of their homeworld very costly from their constant guerilla tactics. Orrimaarko had hoped to lead the assault on the Endor shield generator, but the job went to Han Solo, much to Orrimaarko's chagrin. The Dressellian thought himself the better leader for that mission. For purposes of his build, I assumed that there was at least some arguable merit to that belief.
I encountered one difficulty with the build: Orrimaarko's eyepatch. In Saga, there is currently no way to represent a character having lost an eye under the RAW. (Similarly, one of my players, who plays a Bothan Jedi who lost an eye and an arm when his clone troopers turned on him upon the execution of Order 66, suffered penalties for losing his primary hand under the RCR...but now that we've converted to Saga, he no longer does...he can use his off-hand just as well due to the elimination of off-hand penalties. The only downside is that he can't use two-handed weapons or wield two weapons simultaneously.) Rather than impose a house rule, I just built him without any training in Perception or any Perception-enhancing Talents.
Dressellians were statted in the Ultimate Alien Anthology for the RCR. WizO_Tao's Saga stats don't make sense, because they say "No change from the Ultimate Alien Anthology" once too often -- in one particular instance, the RCR rule referred to no longer is valid under the Saga system. So I used Isirga Eth's species template for the Dressellian, which is very streamlined:
Dressellian
+2 CON, -2 CHA
+2 to Will Defense
(N.B.: Isirga Eth also warns that this species is restricted "before the New Jedi Order era," but I'm not sure why -- possibly because they were low-tech and, consequently, isolationist until their contact with the Empire and the Bothans...but that happened long before the New Jedi Order era. Perhaps if Isirga Eth is reading this, he could enlighten us on that point.)
I should point out that Dressellian names are great for playing the old college drinking game youth group campfire game Green Glass Doors (http://www.ultimatecampresource.com/site/camp-activity/green-glass-doors.html). (Cookies for anyone who can figure out what can go through the green glass doors. Hint: The solution is in the title of the game...and in the names of all things Dressellian.)
Until then, I give you the crack rebel commando Orrimaarko:
Orrimaarko (Codename: "Prune Face")
http://images.wikia.com/starwars/images/1/19/Dressellian.jpg
Male Dressellian Scout 4 / Soldier 3 / Officer 2 / Elite Trooper 1
Force 11, Dark Side Points 0
Init +12; Senses Perception +7
Languages Basic, Dressellian
Defenses Ref 24 (flat-footed 22), Fort 27, Will 26
hp 100; Threshold 27
Speed 6 squares
Melee unarmed +9 (1d6+5)
Ranged Slugthrower Rifle +13 (2d8+5)
Base Atk +9; Grp +11
Atk Options Point Blank Shot, Far Shot, Careful Shot, Martial Arts I, Demolitionist, Battle Analysis, Assault Tactics
Special Actions Shake It Off, Improved Stealth, Hidden Movement
Abilities Str 10, Dex 14, Con 17, Int 10, Wis 14, Cha 11
Talents Improved Stealth, Hidden Movement, Battle Analysis, Demolitionist, Assault Tactics, Greater Weapon Focus (Rifles)
Feats Point Blank Shot, Shake It Off, Weapon Proficiencies (Pistols, Simple, Rifles), Armor Proficiencies (light & medium), Far Shot, Careful Shot, Martial Arts I, Weapon Focus (Rifles)
Skills Endurance +13, Inititative +12, Knowledge (Tactics) +10, Ride +12, Stealth +12
Possessions Combat Fatigues, Com-link (short range), Electrobinoculars, Glow Rod, All-temperature Cloak, Utility Belt, Slugthrower Rifle with Targeting Scope, 1 Explosive Charge, 2 Blocks of Detonite, 2 Timers
While I'm at it, might as well bust out the pit droid stats I promised.
http://i87.photobucket.com/albums/k130/johnnyputrid/472px-DUM-pitdroid_negtd.jpg
The DUM series of pit droids were built by Serv-O-Droid, constructed in large quantities on the planet Cyrillia and used for repair and light construction duties. Pit droids are remarkably strong for their size, able to lift and carry objects many times their own size or weight. Their great strength also made them potentially dangerous if damaged or in disrepair, as they were capable of inflicting significant damage.
Pit droids were designed to compress themselves into a small package. A simple tap on their "nose" would signal the droid to compress or unfold itself as needed. Pit droids were widely used as pod racer mechanics and junkyard laborers on Tatooine, though with mixed success. Ody Mandrell found this out to his dismay when a member of his pit droid crew was accidently sucked into the engine of his racer during the Boonta Eve Classis in 32 BBY. Though the pod racer's engine was destroyed, the pit droid managed to survive, a testament to it's durability.
SERV-O-DROID DUM-SERIES PIT DROID
CL 0
Small droid (5th-degree) nonheroic 1
Init +1; Senses Perception +5
Languages Basic (cannot speak), Binary
Defenses Reflex 12 (flat-footed 11), Fort 13, Will 10
Hp 4; Threshold 13
Immune droid traits
Speed 4 squares (walking)
Melee unarmed +3 (1d3+3)
Ranged by weapon +1
Fighting Space 1 square; Reach 1 square
Base Atk +0; Grp -2
Abilities Str 16, Dex 12, Con -, Int 6, Wis 10, Cha 7
Feats Skill Focus (Mechanics), Skill Training (Climb, Endurance, Perception)
Skills Climb+8, Endurance+5, Mechanics+8, Perception+5, Stealth+6 (untrained)
Systems walking locomotion, basic processor, 2 claw appendages, diagnostics package
Availability Licensed; Cost 1,000 credits
Carrying Capacity 48 kg
I think I may be in an overwhelming minority of people who find Plo Koon's appearance disturbing. The first time I ever heard anyone comment on the appearance of Kel Dor was my friend and fellow RPGer Michelle, who said she wanted to play a Kel Dor because they were "beautiful." I was stultified...but she's real smart, so I figured I was just missing something.
Then I saw all the love Plo Koon gets on these boards, and started to realize I really was missing something.
Anyway, I guess he's as cool as any Jedi Councilmember...but...man...I just can't look directly at those Kel Dor...I think they're just hideous! (Apologies to all you Kel Dor / Plo Koon fans.)
I didn't create these stats...I just found 'em on the boards somewhere. The identity of their creator has been lost to antiquity. I guess you can call it an "alternate build," since his official stats appear on p. 133 of the Clone Wars Campaign Guide. But the author of these stats specifically indicated that s/he intended them to represent Plo Koon in Episode III.
Plo Koon (Episode III)
http://images3.wikia.nocookie.net/starwars/images/3/34/Kel_Dor_AA.JPG
Medium Kel Dor Jedi 7/Jedi knight 5/Jedi master 3
Force 7
Init +14; Senses Use the Force +20; Low-light vision
Languages Basic, Kel Dor, Shyriwook, Trandoshan
Defenses Ref 30 (flat-footed 28), Fort 28, Will 29; Deflect, Fearless, Redirect, Shien
hp 107; Threshold 28
Speed 6 squares
Melee lightsaber +19 (2d8+13) or
Melee lightsaber +16/+16 (2d8+13) with Double Attack
Ranged by weapon +17
Base Atk +15; Grp +18
Atk Options Mighty Swing, Power Attack, Severing Strike
Special Actions Force Pilot, Telekenetic Savant, Visions
Force Powers Known (Use the Force +20); Farseeing, Force Lightning, Force Thrust, Mind Trick, Move Object x2
Force Techniques Force Power Mastery (Farseeing), Improved Move Light Object
Force Secrets Multitarget Power
Abilities Str 16, Dex 14, Con 10, Int 14, Wis 12, Cha 17
Species Traits Require special equipment
Talents Deflect, Force Pilot, Force Perception, Multiattack Proficiency (lightsaber), Redirect, Severing Strike, Shien, Telekenetic Savant, Visions
Feats Cleave, Double Attack, Force Sensitivity, Force Training x3, Mighty Swing, Power Attack, SKill Focus (Knowledge [physical sciences], Use the Force), Weapon Proficiency (lightsaber, simple)
Skills Initiative +14, Knowledge (galactic lore) +14, Knowledge (physical sciences) +19, Use the Force +20 (may reroll to search feelings or sense force)
Possessions Lightsaber (blue - self-built), Kel Dor goggles & mask, jedi robes
In another thread (http://forums.gleemax.com/showthread.php?t=1186670), forums member Dendrite asked:
I see a lot of character-making going on around here (like in this (http://forums.gleemax.com/showthread.php?t=1184056) thread) and it's something I want to learn to do. I'm pretty confused on how you would start and make all the necessary calculations and decisions. I was wondering if there's a system you use or if anyone has any advice for my first time. I would be most grateful. :tiphat:
...to which I responded:
I basically start by asking myself what talents and feats would best represent what I want this character to do, and then pick the classes that would allow me to take those feats.
I also ask myself how many levels I think this character should be. Ponda Baba (a/k/a "Walrus Man"), for example, I would want to be no more than 8th level...high enough that he could earn his position running spice for Jabba the Hutt and enough to be a threat to a young Luke Skywalker in a bar, but no so high that old Ben Kenobi couldn't chop off his arm with a lightsaber.
It was no coincidence that I used Ponda Baba as an example, because, as it so happened, I was in the middle of statting him when I responded to Dendrite.
This tragic Star Wars character was one of the four vintage Kenner "cantina alien" action figures that were released in the late 70s, and I got him for Christmas in 1978 (my "Greedo" story says 1979, but the more I think about it, I think it was actually '78) along with "Snaggletooth" (Zutton), "Hammerhead" (Momaw Nadon) and Greedo (the Younger). He went by the name of "Walrus Man" until the 1981 Star Wars radio dramatization christened him "Sawkee." Apparently ignoring this name, a 1989 West End Games supplement referred to him as Ponda Baba, and the WEG name stuck, the radio drama name being relegated to an alias.
Aside from his name, there seems to be some more confusion about Ponda Baba. Production stills of him show the extremities of his arms to be shaped like cup-like pseudopods or fins. Although it's difficult to tell, even when he reaches out in the Cantina and turns Luke around by the shoulder, his extremities seem to be these fin/pseudopods.
But, in a very un-Jedi-like fit of inequity, after Ponda Baba's partner-in-crime Dr. Evazan (the "He doesn't like you!" guy) throws Luke into a table, Ben Kenobi ignites his lightsaber and cuts off -- whose arm?...Ponda Baba's, and it clearly can be seen on the floor...not only uncauterized and bleeding, but bearing a whole new extremity: a hairy human-shaped hand with four fingers and an opposable thumb. :doh: (Robot Chicken did a hilarious spoof of this scene (http://niftystacks.blogspot.com/2007/06/robot-chicken-ponda-babas-bad-day.html), although it did not address the extremity discrepancy.)
The extremity discrepancy between the production stills and the severed arm shot probably inspired West End Games developers to create the two subspecies of Aqualish, the finned Aquala of the ruling caste and the fingered Quara of the worker caste (not to be confused with the also-amphibious Quarren species of the planet Dac, also known as the planet Mon Calamari). The four-eyed (and apparently always fingered) sub-species of Aqualish, the Ualaq, who debuted in the prequel trilogy, were subsequently added as a third subspecies. While fingered and not finned, the Ualaq apparently also enjoy the benefits of a ruling caste, since Senator Po Nudo in the prequel trilogy is of the Ualaq subspecies.
The production stills of the finned Walrus Man from the original 1977 film were later determined to be a different guy: Teak Sidbam, an Aquala.
If that wasn't enough confusion ("...and by gosh, doncha think it oughtta be...?"), there also seems to be some discrepancy about Ponda Baba's fate. According to the Expanded Universe novel Tales from the Mos Eisley Cantina, Dr. Evazan and the maimed Ponda Baba flee Tatooine for Ando, where they take up residence in a castle that Evazan uses for his mad-scientific experiments. He has created a machine that he claims can "transfer the consciousness" of one being into the body of another. Here's where the confusion comes along. Those who wish to avoid spoilers of the TftMEC novel, please stop here, and skip right to the stat block.
Wookieepedia (http://starwars.wikia.com/wiki/Ponda_Baba) indicates that Dr. Evazan's machine was able to switch the consciousnesses of Ponda Baba and an Aqualish Senator, such that Ponda's consciousness ended up in the senator's body, and the senator's consciousness ended up in Ponda's maimed body...both beings now existing in each other's body.
Bob Vitas' "Completely Unofficial Star Wars Encyclopedia (http://www.theforce.net/swenc/newdescr.asp?search=19514&tab=d)" (CUSWE), currently hosted by TheForce.net, indicates, however, that Evazan's machine did not switch their consciousnesses, but rather was supposed to have simply moved Ponda Baba's consciousness into the Senator's body, thus leaving Ponda's maimed body a lifeless husk, and extinguishing the senator's consciousness. In fact, CUSWE explains, the experiment was only a partial success in that it worked backwards, leaving the senator's body a lifeless husk, transferring the senator's consciousness into Ponda's maimed body, and extinguishing Ponda's consciousness...thus effectively resulting in Ponda Baba's demise.
Also, the two articles differ as to whether the maimed body of Ponda Baba, now housing the senator's consciousness, managed to survive the big explosion at the end of the story.
I honestly didn't recall off-hand which version was correct, so I went back to the source and reread it. I must admit, it is somewhat ambiguous, although the dialogue and literary devices of the story seem to imply that CUSWE is closer to the mark than Wookieepedia.
In statting Ponda Baba, I actually did first stat him up as an 8th level character: Scoundrel 7 / Noble 1, taking inspiration from the Smuggler template in Threats of the Galaxy, which dipped into a level of Noble to acquire the Connections talent.
But I was dissatisfied with the final build, and ultimately realized that getting rid of the level of Noble, and leaving him as a Scoundrel 7 seemed to cure all the problems I had with the build.
Ponda Baba is supposed to be a mediocre smuggler. Not a bad smuggler...he does, after all, work for Jabba the Hutt as a spice runner. He wouldn't be able to land such a position for such a personality as Jabba if he were incompetent. But I didn't want to make him Connected, and I saw no other benefit to the Noble level. TotG also dipped into Scout to give the Smuggler template the Barter talent, but the Force Unleashed Campaign Guide had not yet been published when TotG came out. Now, we have the Scoundrel Talent "Illicit Barter," which suits the character just fine. So, I stuck with Scoundrel the whole way. In fact, the Smuggler Talent Tree in the FUCG provided quite a few talents for this build.
I built him as a ruffian and a brawler (I did not dip into Soldier for any "Brawler" tree talents, though), and a fairly capable pilot. I figured he wasn't a good enough pilot to have mastered any formal "Starship Maneuvers" from SotG, but figured he probably knew "a few maneuvers" to handle himself in a pinch. The "A Few Maneuvers" feat from SotG, along with Vehicular Combat from the Core Rules, seemed to fit perfectly.
Lastly, I gave Ponda Baba 6 Dark Side points. "Why not 12...?" you ask, "...one for each star system in which he has earned the death penalty?" I think either that's just Evazan talkin' trash, or maybe Evazan meant that between the two of them they have the death penalty in 12 systems. So I'll give Ponda credit for the dirty deeds of 6 of those systems. That's enough DSPs for him, given that I only gave him an 8 Wisdom.
Ponda Baba
http://images2.wikia.nocookie.net/starwars/images/thumb/6/69/Pondababa.jpg/250px-Pondababa.jpg
Medium Aqualish (Quara sub-species) Scoundrel 7
Force 9; Dark Side 6
Init +11; Senses Perception + 3
Languages Basic, Aqualish, Huttese, Bocce
Defenses Ref 22 (flat-footed 20), Fort 20, Will 18
hp 63; Threshold 20
Speed 6 squares
Melee unarmed +7 (1d4+5)
Ranged heavy blaster pistol +7 (3d8+3) or
Ranged heavy blaster pistol +8 (3d8+4) with Point Blank Shot
Base Atk +7; Grp +7
Atk Options Coordinated Attack, Point Blank Shot, Vehicular Combat, Coordinated Barrage, Dodge, A Few Maneuvers, Fatal Hit, Hidden Weapon
Abilities Str 15 (+2), Dex 15 (+2), Con 15 (+2), Int 12 (+1), Wis 8 (-1), Cha 10 (0)
Species Traits Breathe Underwater, Expert Swimmer, Bonus Feat: Toughness
Talents Illicit Dealings (FUCG p. 27), Hyperdriven, Art of Concealment (FUCG p. 27), Hidden Weapon (FUCG p. 27).
Feats Toughness, Coordinated Attack, Point Blank Shot, Weapon Proficiencies (Pistols & Simple), Vehicular Combat, Coordinated Barrage (CWCG p. 30), Dodge, A Few Maneuvers (TotG p. 64), Fatal Hit (LECG p. 36).
Skills Deception +9, Initiative +11, Mechanics +10, Persuasion +9, Pilot +11.
Possessions heavy blaster pistol, hold-out blaster, comlink, credit chip, utility belt, data pad, Ghtroc 720 Freighter (SotG p. 88) The Star Floe.
Po Nudo CL 4
http://images1.wikia.nocookie.net/starwars/images/c/cd/Po_Nudo.jpg
Medium Aqualish noble 4
Init +2; Senses Perception +8
Languages Aqualish, Basic, Geonosian, Gossam, Huttese, Koorivar, Neimoidian
Defenses Ref 14 (flat-footed 14), Fort 19, Will 18
hp 34; Threshold 19
Immune drowning
Speed 6 squares
Melee knife +4 (1d4+3)
Ranged hold-out blaster +3 (3d4+2)
Base Atk +3; Grp +4
Abilities Str 12, Dex 10, Con 16, Int 14, Wis 12, Cha 15
Special Qualities breathe underwater, expert swimmer, Natural Leader (organization scale 4)
Talents Connections, Idealist
Feats Armor Proficiency (light), Linguist, Natural Leader, Toughness, Unwavering Resolve, Weapon Proficiency (pistols, simple)
Skills Deception +9, Gather Information +9, Knowledge (bureaucracy) +9, Knowledge (galactic lore) +9, Knowledge (social sciences) +9, Knowledge (tactics) +9, Perception +8, Persuasion +9, Swim +3 (may reroll but must keep the result of the reroll even if worse; may take 10 even when distracted or threatened)
Possessions code cylinder, comlink, credit chip, datapad, hold-out blaster, knife, Protective Breatsplate (+3 armor, +2 equipment)
Continuing thanks to Zrissa for her thoughtful contributions.
QUEEN APAILANA OF NABOO
(This one is also a belated baby present for RobShanti's darling. I really do think gamers have the loveliest babies.)
Princess of Theed Apailana, age 12, displeased with [Queen] Jamillia's stance on the Separatist issue (Queen Jamillia welcomed refugees from the pre-Clone Wars unrest, which is perhaps why she became sympathetic to the Separatist cause, costing her a second term), successfully ran against Queen Jamillia with the encouragement of Senator Padme' Amidala. Padme' continued to serve as a Senator under the new queen, until her death in 19BBY.
Although Apailana paid lip service to Palpatine's new Empire, she had strong doubts about it. She did not believe the official report identifying the Jedi as Senator Amidala's murderers, but never opened an investigation, which would have violated Naboo customs. Apailana also quietly opposed the New Order's anti-Jedi policy by allowing asylum for those fleeing Order 66. She then aided (former padawan) Ferus Olin and Boss Nass' plot to attack the Naboo Imperial headquarters.
These 2 decisions were literally fatal. The attack and the rumors of her sheltering Jedi attracted Darth Vader's attention, and he sent the 501st Legion to deal with her permanently. Apailana and the fugitives died at the hands of the 501st. (The in-universe Legion! I sure didn't have anything to do with this!) Apailana was succeeded (by election &/or Imperial fiat, sources are not clear on this) by Queen Kylantha who reigned through the Galactic Civil War, and whose position towards the Empire was rather ambiguous.
(I didn't include stats for Kylantha, since she does not appear in the movies--plus it was enough work to make the other 2 Queens different from each other, since there is relatively little information on them. I chose to build Jamillia as straight non-heroic, but gave Apailana a noble level because she gets more action scenes, albeit after RotS is over. I have also chosen to ignore the -1 Young Adult penalties to ability scores since Apailana would have been close to 16 at her death, and Jamillia looks to be about that age--as best I can tell through all that makeup.)
Apailana, Queen of Naboo
http://images2.wikia.nocookie.net/starwars/images/thumb/f/fd/Apailana-large.jpg/250px-Apailana-large.jpg
Medium Non-heroic 3/Noble 1
Force 5; Destiny 1
Init +1; Senses Perception +1
Languages Basic, 1 open
Defenses Ref 12(flat-footed 11), Fort 11, Will 13
hp 18; Threshold 11
Speed 6 squares
Melee Unarmed +1 (1d4)
Ranged Blaster pistol +3 (3d6)
Base Atk +2; Grp +3
Special Actions Inspire confidence
Abilities Str 9, Dex 12, Con 10, Int 14, Wis 11, Cha 14
Talent Inspire confidence
Feats Point Blank Shot, Skill Training (Perception, Persuasion), Weapon Proficiency (Pistols, Simple)
Skills Deception +8, Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Persuasion +8,
Possessions Blaster pistol, comlink, Naboo government identity documents, royal starship, large variety of expensive gowns and jewels
Continuing thanks to Zrissa for her thoughtful contributions.
QUEEN JAMILLIA OF NABOO
(This one is also a belated baby present for RobShanti's darling. I really do think gamers have the loveliest babies.)
After the corrupt 13 year reign of King Veruna (age not given), the Naboo, possibly in reaction, elected a series of very young queens starting with Padme' Naberrie, who reigned as Amidala. When Padme' refused to run for a third term (which would have violated a term-limits law also passed in response to Veruna), Jamillia ran and was elected. At this time, Jamillia was older than Amidala had been when she first took the throne. Although it is not stated in my sources, it's likely that Queen Jamillia previously served as Princess of Theed, which seems to be a "stepping stone" office for Naboo Queens.
Queen Jamillia, in one of her first acts, asked Padme' Amidala to serve as Naboo's Senator and would later appoint C3PO as an ambassador or liaison to the Jedi Order. (She was not, however, responsible for Jar Jar Binks becoming a Representative, which happened shortly after the Battle of Naboo, when Amidala was still Queen.) Queen Jamillia welcomed refugees from the pre-Clone Wars unrest, as did many other planetary rulers. Perhaps this is why she became sympathetic to the Separatist cause, which certainly cost her a second term.
Princess of Theed Apailana, age 12, displeased with Jamillia's stance on the Separatist issue, successfully ran against Queen Jamillia with the encouragement of Senator Padme' Amidala.
(t was [hard] work to make the other 2 Queens different from each other, since there is relatively little information on them. I chose to build Jamillia as straight non-heroic, but gave Apailana a noble level because she gets more action scenes, albeit after RotS is over. I have also chosen to ignore the -1 Young Adult penalties to ability scores since Apailana would have been close to 16 at her death, and Jamillia looks to be about that age--as best I can tell through all that makeup.)
Jamillia, Queen of Naboo
http://images1.wikia.nocookie.net/starwars/images/thumb/0/04/Jamillia-large.jpg/250px-Jamillia-large.jpg
Medium Non-heroic 3
Init +0; Senses Perception +1
Languages Basic, 1 open
Defenses Ref 10(flat-footed 10), Fort 9, Will 12
hp 12; Threshold 9
Speed 6 squares
Melee Unarmed +1 (1d4)
Ranged Holdout blaster pistol +2 (3d4)
Base Atk +2; Grp +2
Abilities Str 8, Dex 11, Con 8, Int 12, Wis 12, Cha 14
Feats Dodge, Skill Training (Perception), Weapon Proficiency (Pistols, Simple)
Skills Knowledge (Bureaucracy) +7, Knowledge (Galactic Lore) +7, Perception +7, Persuasion +8
Possessions Holdout blaster, comlink, Naboo government identity documents, royal starship, large variety of expensive gowns and jewels
http://images2.wikia.nocookie.net/starwars/images/0/03/Que-Mars_Redath-Gom.JPG
Que-Mars Redath-Gom was a male Weequay Jedi Knight during the waning years of the Galactic Republic. He wielded a green lightsaber. When Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala were taken captive by Count Dooku and the other Separatist leaders, Que-Mars accompanied 200 other Jedi to Geonosis to rescue them. He was killed in the following Battle of Geonosis by battle droids in the Petranaki arena.
Que-Mars Redath-Gom CL 14
Medium Weequay Jedi 8/Jedi Knight 6
Init +14; Senses Perception +15
Languages Basic, Sriluurian
Defenses Ref 29 (flat-footed 27), Fort 28, Will 29; Dodge, Lightsaber Defense, Niman
hp 139; Threshold 28
Speed 6 squares
Melee lightsaber +17 (2d8+9) or
Melee lightsaber +17 (2d8+11) with both hands
Ranged by weapon +16
Base Atk +14; Grp +16
Special Actions Cleanse Mind, Lightsaber Defense, Vigilance
Force Powers Known (Use The Force +13)[I] battle strike (2), farseeing (2), Force slam, Force thrust, Force whirlwind, Malacia, mind trick, move object, slow, surge
Force Techniques Improved Force Trance, Improved Move Light Object, Improved Sense Force
Abilities Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 12
Special Qualities build lightsaber, Rapport
Talents At Peace, Cleanse Mind, Consular's Vitality, Improved Consular's Vitality, Lightsaber Defense, Niman, Vigilance
Feats Desperate Gambit, Dodge, Force Sensitive, Force Training (3), Impulsive Flight, Rapport, Unwavering Resolve, Wary Defender, Weapon Proficiency (lightsabers, simple)
Skills Initiative +14, Perception +15, Use the Force +13
Possessions lightsaber (self-built)
LIST CONTINUED IN POST #14, BELOW...
VerdantVader
03-31-08, 09:00 PM
Ahhh Rob....You legend!
I can't add to the list (yet!) but this is an awesome idea! If I still had all my Decipher SWCCG cards I'd go ballistic here. By the way, it seems that the 'infamous' Rycar Ryjerd's image doesn't want to show....might just be on my end though..?
Anyhoo, keep up the awesome work.
Ewok adventures.....*snigger* My players will hate me!! :D ;) Bring it on!
VV
RobShanti
04-01-08, 02:47 AM
LIST CONTINUED FROM POST # 12, ABOVE...
SIX forums members, Isirga Eth, johnnyputrid, Morco_Jocra & ShadoWarrior (jointly), Closet_Skeleton and Starspeed (who, apparently, is a developer) gave Qui-Gon a try. Here are their versions, from lowest CL to highest:
I don't have Jedi Academy yet :weep:
Qui-Gon Jinn CL 15
http://www.starwars.com/databank/character/quigonjinn/img/movie_sm.jpg
Medium Human Jedi 7/Jedi Knight 5/Jedi Master 3
Destiny 2; Force 8
Init +15; Senses Perception +15
Languages Basic, 2 unassigned
Defenses Ref 31 (flat-footed 28), Fort 28, Will 31
hp 114; Threshold 28
Immune fear effects
Speed 6 squares
Melee lightsaber +21 (2d8+17) or
Melee lightsaber +19 (3d8+17) with Rapid Strike or
Melee lightsaber +23 (2d8+17) with Acrobatic Strike
Ranged by weapon +18
Base Atk +15; Grp +18
Atk Options Acrobatic Strike, Rapid Strike, Running Attack
Special Actions Acrobatic Recovery, Force Warning, Quick Draw, serenity, Watchman's Advance
Force Powers Known (Use The Force +19) battle strike (2), Force stun, mind trick, move object, rebuke, surge, vital transfer
Force Techniques Force Point Recovery, Improved Sense Force
Force Secrets Devastating Power, Pure Power
Abilities Str 8, Dex 16, Con 11, Int 14, Wis 17, Cha 15
Special Qualities build lightsaber
Talents Acrobatic Recovery, Ataru, Beast Trick, Consular's Vitality, Force Warning, Greater Weapon Focus (lightsabers), Greater Weapon Specialization (lightsabers), Watchman's Advance, Weapon Specialization (lightsabers)
Feats Acrobatic Strike, Force Sensitive, Force Training (2), Quick Draw, Rapid Strike, Running Attack, Skill Focus (Acrobatics, Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +20, Initiative +15, Knowledge (galactic lore) +14, Perception +15, Use the Force +19
Possessions lightsaber (self-built), utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), all-temperature cloak, aquata breather
04-23-08, 07:38 PM
Qui-Gon Jinn
CL 15
Medium Human jedi 7 / jedi knight 5 / jedi master 3
Destiny 3; Force 14 (3d6)
Init +10; Senses Perception +14
Languages Basic, Cerean, Gran, Huttese, Nelvaanian, Shyriiwook
Defenses Ref 31 (flat-footed 28), Fort 29, Will 32
hp 115
Threshold 29
Speed 6 squares
Melee lightsaber +20 (2d8+12) or
Melee lightsaber +20 (2d8+15) with both hands or
Melee lightsaber +15/+15 (2d8+15) with Double Attack
Base Atk +15; Grp +18
Atk Options Acrobatic Strike, Double Attack
Special Actions Acrobatic Recovery, Ataru, Block, Deflect, Fearless, Lightsaber Defense +1, Melee Defense, Quick Draw, Serenity
Force Powers Known (Use The Force +14)
Battle Strike (x2)
Farseeing
Force Slam
Mind Trick (x2)
Move Object
Surge (x2)
Vital Transfer
Force Techniques Known Improved Force Trance, Improved Sense Force
Force Secrets Known Multitarget Power, Quicken Power
Abilities Str 12, Dex 16, Con 12, Int 15, Wis 18, Cha 14
Talents Acrobatic Recovery, Block, Deflect, Lightsaber Defense (x1), Weapon Specialization (lightsabers), Force Perception, Gauge Force Potential, Visions, Ataru
Feats Acrobatic Strike, Double Attack (lightsabers), Force Sensitive, Force Training (x2), Linguist (x1), Melee Defense, Quick Draw, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple), Whirlwind Attack
Skills Acrobatics +15, Jump +13, Knowledge (Technology) +14, Perception +11 (may Use the Force +14 instead), Pilot +15, Use the Force +14
Possessions lightsaber (self-built), aquata breather, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, liquid cable dispenser, long-range comlink)
02-27-08, 05:13 PM
My version of Qui-Gon is a little different ... as I chose to focus on his overall persona of what I consider to be the quintessential Jedi.
QUI-GON JINN
CL 16
Male human Jedi 7/Jedi Knight 5/Jedi Master 4
Destiny 3; Force 10; Dark Side 1
Init +15; Senses Use the Force+21
Languages Basic, Kel Dor, Nelvaanian
Defenses Ref 32 (flat-footed 29), Fort 30, Will 32; Block, Deflect
Hp 140; Threshold 30
Immune fear effects
Speed 6 squares; Running Attack
Melee unarmed +18 (1d6+10) or
Melee unarmed +16 (2d6+10) with Rapid Strike or
Melee lightsaber +21 (2d8+14) or
Melee lightsaber +19 (3d8+14) with Rapid Strike or
Melee lightsaber +18/+18 (2d8+14) with Double Attack or
Melee lightsaber +16/+16 (3d8+14) with Double Attack and Rapid Strike
Ranged by weapon +18
Base Atk +16; Grp +18
Atk Options Double Attack, Rapid Strike, Redirect Shot
Special Actions Adept Negotiator, Quick Draw, Serenity, Skilled Advisor
Force Powers Known (Use the Force+21): battle strike, farseeing, force slam, force stun, force thrust (2), mind trick (2), move object, rebuke, surge (2)
Force Secrets Devastating Power, Multitarget Power, Quicken Power
Force Techniques Force Point Recovery, Improved Sense Force
Abilities Str 14, Dex 14, Con 12, Int 14, Wis 17, Cha 17
Talents Adept Negotiator, Block, Deflect, Force Perception, Greater Weapon Focus (lightsabers), Multiattack Proficiency (lightsabers), Redirect Shot, Skilled Advisor, Weapon Specialization (lightsabers)
Feats Double Attack (lightsabers), Force Sensitivity, Force Training (3), Martial Arts I, Quick Draw, Rapid Strike, Running Attack, Skill Focus (Use the Force), Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics+15, Initiative+15, Jump+15, Knowledge (galactic lore)+15, Use the Force+21
Possessions lightsaber (green; self-built), comlink (encrypted), utility belt, Jedi robes
Qui-Gon Jinn CL 17
Meduim Human Jedi 7/Jedi Knight 5/Jedi Master 5
Destiny 3; Force 9
Init +15; Senses Perception +17
Languages Basic, Cerean, Gran, Shryiiwook
Defenses Ref 32 (flat-footed 30), Fort 30, Will 34; Block, Deflect, Shii-Cho
HP 137; Threshold 30
Immune fear effects
Speed 6 squares
Melee lightsaber +21 (2d8+11) or
Melee lightsaber +19 (3d8+11) w/Rapid Strike or
Melee lightsaber +16 (4d8+11) w/Improved Rapid Strike or
Melee lightsaber +21/+21 (2d8+11) w/Double Attack or
Melee lightsaber +19/+19 (3d8+11) w/Double Attack and Rapid Strike
Melee lightsaber +16/+16 (4d8+11) w/Double Attack and Improved Rapid Strike
Melee lightsaber +17/+17/+17 (2d8+11) w/Triple Attack or
Melee lightsaber +15/+15/+15 (3d8+11) w/Triple Attack and Rapid Strike
Melee lightsaber +12/+12/+12 (4d8+11) w/Triple Attack and Improved Rapid Strike
Ranged by weapon +19
Base Atk +17, Grp +19
Attack Options Double Attack, Improved Rapid Strike, Rapid Strike, Severing Strike, Triple Attack
Special Actions Redirect Shot, serenity
Force Powers Known (Use the Force +21): battle strike (2), farseeing, Force slam (2), mind trick (2), move object (2), negate energy, rebuke (2), surge (2), vital transfer
Force Secrets Extend Power, Multitarget Power, Quicken Power, Shaped Power
Force Techniques Force Point Recovery, Improved Sense Force
Abilities Str 13, Dex 15, Con 12, Int 16, Wis 18, Cha 17
Talents Ataru, Block, Deflect, Disciplined Strike, Multiattack Proficiency (lightsabers) x3, Redirect Shot, Severing Strike, Shii-Cho
Feats Double Attack, Force Sensitivity, Force Training (3), Improved Rapid Strike, Rapid Strike, Skill Focus (Use the Force), Triple Attack, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Initiative +15, Knowledge (galactic lore) +16, Knowledge (tactics) +16, Perception +17, Use the Force +21
Possessions lightsaber (self-built), Jedi robes, utility belt (extra medpac), aquata breather, comlink (encrypted)
It seems our objections as a community to the absence of official Qui-Gon stats is finally getting some notice. Forums member Starspeed -- who, I gather, is a developer? -- posted these stats to a dedicated thread (http://forums.gleemax.com/showthread.php?p=18852750), and they're getting lots of approval from the community:
Qui-Gon Jinn CL 17
Medium Human Jedi 7/Jedi Knight 6/Jedi Master 4
Force 16; Destiny 5
Init +15; Senses Use the Force +20
Languages Basic, Cerean, Nelvaanese, Shyriiwook
Defenses Ref 32 (flat-footed 30), Fort 31, Will 34; Block, Deflect
hp 130; Threshold 31
Immune fear effects
Speed 6 squares
Melee unarmed +19 (1d4+9) or
Melee lightsaber +21 (2d8+12) or
Melee lightsaber +19 (3d8+12) with Rapid Strike or
Melee lightsaber +18/+18 (2d8+12) with Double Attack or
Melee lightsaber +16/+16 (3d8+12) with Double Attack and Rapid Strike
Ranged by weapon +19
Base Atk +17; Grp +19
Atk Options Acrobatic Strike, Double Attack
Special Actions Acrobatic Recovery, Equilibrium, Quick Draw, Redirect Shot, Serenity
Force Powers Known (Use the Force +20): battle strike, Force slam, Force stun, hawk-bat swoop, inspire, mind trick (2), rebuke, saber swarm, surge
Force Secrets Devastating Power, Pure Power, Quicken Power
Force Techniques Force Point Recovery, Force Power Mastery (battle strike), Improved Sense Force
Abilities Str 13, Dex 15, Con 12, Int 16, Wis 19, Cha 15
Talents Acrobatic Recovery, Ataru, Block, Deflect, Equilibrium, Force Perception, Multiattack Proficiency (lightsabers), Redirect Shot, Skilled Advisor
Feats Acrobatic Strike, Double Attack, Force Boon, Force Sensitivity, Force Training (2), Quick Draw, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Acrobatics +15, Initiative +15, Jump +14, Knowledge (galactic lore) +16, Perception +17, Use the Force +20
Possessions lightsaber (self-built with green Mephite crystal), Jedi robes, all-temperature cloak, utility belt with aquata breather
Okay, I'm going to come clean and admit this...
Ever since I saw her in The Phantom Menace, I have always had the total hots for Rabé the Royal Handmaiden of Naboo. You can keep your Keira Knightly as Sabé. I'll take Cristina da Silva!
Now before you go accusing me of being a dirty old man or some predatory perv, I hasten to point out that while the character was supposed to be young enough to impersonate a 14-year-old queen (presumably in the event that Sabé was unavailable or that they needed multiple doubles), the actress was actually in her twenties when TPM was filmed.
So it is without any opprobrium that I can say that many have been the times that I rewound that scene in TPM just to hear her say over and over in that gorgeous Brazilian accent: "AnaKEEN SkyWALKah to see PadMÉ, youh highness..."
Cristina da Silva is soooo toooootally my type: an exotic-looking, olive-skinned, dark-eyed, raven-haired beauty. YyyyyEAH, Baby! (Just don't tell any of this to my fair-skinned, blonde-haired, blue-eyed, Western Pennsylvanian wife...)
According to the Jedi Readers Step 2 young readers publication Queen in Disguise, a children's Star Wars picture book written by Monica Kulling and illustrated by John Alvin, Rabé is supposed to be Queen Amidala's hairdresser.
I think this is important. I mean, look -- you've got a 14-year-old girl in the position of reigning monarch of an entire star system. Her job also may require her to appear before the Galactic Senate. How do you make a 14-year-old girl imposing enough to hold her own in the massiff-eat-massiff, cut-throat world of galactic politics?!?! Well, for starters, you make her look impressive with all the trappings of royalty: regal duds, an armed entourage, and a huge, intricate, awe-inspiring hair-do.
Not only does a gigantic coif rising a foot over your head and adorned with golden trinkets add considerable height to your silhouette, it helps magnify your presence -- something a small, waifish, 14-year-old might need desperately if she is to attempt to garner awe, fear or respect from her constituents, political enemies and peers.
So the job of the queen's royal hairdresser is a critical one.
I once built a Royal Handmaiden PC (http://www.geocities.com/robertpetrone/characters.html#IOME) under the RCR. And perhaps inspired by my infatuation with Rabé, I said she was the queen's hairdresser. The thing is, under the RCR, it was easy to represent that in her stat block -- I gave her the skill "Craft: Hairdressing" (much to my own amusement). Again, like the problem we run into with Ackmena's Saga stat block not reflecting her song-and-dance abilities, the Craft skill has been taken out of Saga, and unless you're prepared to introduce house rules to fill that interstice, we're left with just relegating Rabé's hairstyling abilities to mere fluff.
I suppose that to the extent that there is any representation of that craft in the Saga RAW, again, much like Ackmena's performing abilities, it's to be handled with a Persuasion roll and the Aid Another rules. Consider this...
The petit, waifish, teen queen is about to address the head bananas of the Trade Federation, and give them a stern warning that if they don't disperse their blockade, they're gonna be sorry. She wants to make a "presence attack" on them, to intimidate them with her soliloquy. She can use all the help she can get. So she calls in her chief hairdresser, the lovely Rabé, just out of bed and still wearing her silk teddy...ehem...sorry, there...my mind just wandered for a second. So Rabé does her thing: whips out her hairdresser's accessories and hair extensions, and goes to work on Amidala, sculpting an impeccably tended, mane-like coif that surrounds the queen's head like the blinding corona of a supernova -- enough to cause the greedy Trade Federation officers to skitter for their lives into the shadows like vermin. Rabé essentially rolls her Persuasion skill -- since that's the skill Amidala will ultimately be using in an attempt to intimidate the Trade Federation officials -- at a DC of 10, the DC required for the Aid Another rule. She succeeds...say, with a 15 total -- enough to successfully Aid Amidala's intimidation roll. So, Amidala gets a +2 the first time she makes a Persuasion roll against the Trade Federation officials.
The Naboo open a video communication with the Trade Federation flagship. Nute Gunray and Rune Haako receive the transmission and they and Amidala exchange some stern words. Finally, the queen ends the transmission warning, "Beware, Viceroy....the Federation is going too far this time." She makes a Persuasion roll to intimidate. Because of Rabé's artful efforts at making the queen appear much more fearsome than she would without all the get-up, Amidala enjoys that +2 from Rabé's earlier Aid Another roll, and, thanks to it, manages to exceed Gunray's and Haako's Will defenses, and, when the transmission ends, they turn to each other, wringing their hands and nervously debating their next move.
So, assuming this mechanic is a valid one to represent what was a Craft skill under the RCR, I gave her Persuasion as one of her trained skills to represent her hairdressing ability.
Rabé
http://jarjarbinks.home.insightbb.com/Naboo/rabe.jpg
Human Female Noble 2 / Scoundrel 1 / Soldier 3
Force 8, Dark Side Rating 0
Init +10; Senses Perception +9
Languages Basic, High Galactic
Defenses Ref 20 (flat-footed 18), Fort 18, Will 19
hp 42; Threshold 18
Speed 6 squares
Melee unarmed +3 (1d8+2) or
Ranged S-5 Ascension Gun +6 (3d8+3, or 1d2+3 + paralytic poison)
Base Atk +4; Grp +6
Atk Options Quick Draw, Point Blank Shot, Martial Arts I & II, Melee Defense, Trip, Sneak Attack, Draw Fire, Harm's Way
Abilities Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14
Talents: Educated, Sneak Attack, Draw Fire, Harm's Way
Feats Martial Arts I & II, Linguist, Weapon Proficiencies (Pistols, Rifles & Simple), Melee Defense, Point Blank Shot, Trip, Coordinated Attack, Quick Draw
Skills Acrobatics +10, Climb +7, Deception +10, Initiative +10, Perception +9, Persuasion +10, Stealth +10, Use Computer +9
Possessions: Theed Army S-5 Heavy Blaster Pistol / Ascension Gun, Concealed Holster, Handmaiden Robes, Hairdressing kit
Theed Army S-5 Heavy Blaster Pistol / Ascension Gun
Cost: 1,000 cr (power packs 25 cr)
Dmg: blast charges do 3d8 (crit 20), darts do 1d2 + paralytic poison (crit 20), or stun
Rate of Fire: S
Weight: 1.5 kg
Type: Energy or Piercing
Availability: Military
Ammunition: 20 blast charges, 10 microdarts, 2 20-m liquid cables
Range: As pistols (see SECR p. 129)
Note: Official Saga Ed. RPG stats for the S-5 Ascension Gun appear in the "Knights of the Old Republic Minis Preview #5" (http://www.wizards.com/default.asp?x=starwars/article/KOTORminispreview5):
"Theed Arms S-5 heavy blaster pistol (ascension gun) -- The Theed Arms S-5 combines the firepower of a heavy blaster pistol with the utility of an ascension gun. This allows the wielder to carry a single weapon that provides for defense, quick ascension capability, and the ability to capture an opponent. A successful hit using the liquid cable feature ensnares a target or securely attaches to a targeted surface. It can lift up to 500 kilograms and has a range of 8 squares. It holds two 20-meter liquid cables. The blaster pack holds 20 shots before depletion. The gun also holds 10 microdarts (1d2 points of damage and paralytic poison [see page 255 of the Saga Edition Core Rulebook], max range 6 squares)."
Forums member Zrissa joins in the fun with her submission. She says:
Alright, here are stats for ... Captain Antilles, working off the RCR stats http://www.wizards.com/default.asp?x=starwars/article/sw20050728a. There are 2 versions ... for RotS and early ANH .... Antilles was [difficult to convert from RCR], as Officer cannot be taken as early in SE. Therefore, I decided to give the RotS version a couple more levels to get as close to the RCR feat selection as I could.
Raymus Antilles, Tantive IV Captain (As of RotS)
http://www.wizards.com/starwars/images/ROTS-Antilles_web_sized.jpg
Medium Soldier 3 / Noble 4
Destiny 4; Force 4
Heroic Sacrifice Destiny: sacrificed himself and his crew to allow Leia a chance to get away with the Death Star plans
Init +15; Senses Perception +3
Languages Basic, Mon Cal
Defenses Ref +20 (flat-footed +18), Fort +21, Will +19
hp 66; Threshold 21
Speed 6 squares
Melee Unarmed +6 (1d4+3)
Ranged Blaster pistol +8 (3d4+3 or Stun)
Base Atk +6; Grp +8
Atk Options Point Blank Shot
Special Actions Battle Analysis, Born Leader, Cover Fire, Fearless Leader
Abilities Str 10, Dex 15, Con 14, Int 12, Wis 11, Cha 15
Talents Battle Analysis, Born Leader, Cover Fire, Fearless Leader
Feats Armor Proficiency (Light, medium), Point Blank Shot, Precise Shot, Skill Focus (Initiative, Pilot), Skill Training (Knowledge [tactics], Persuade), Weapon Proficiencies (Advanced melee, heavy, pistols, rifles, simple)
Skills Initiative +15, Knowledge (tactics) +9, Mechanics +9, Persuasion +10, Pilot +15, Use Computer +9
Possessions Blaster pistol, comlink.
Raymus Antilles, Tantive IV Captain (As of ANH)
http://www.starwars.jp/databank/character/image/captain_antilles.jpg
Medium Soldier 3 / Noble 4 / Officer 3
Destiny 4; Force 6
Heroic Sacrifice Destiny: sacrificed himself and his crew to allow Leia a chance to get away with the Death Star plans
Init +10; Senses Perception +3
Languages Basic, Camaasi, Mon Cal, Ryl, Sollustan
Defenses Ref +23 (flat-footed +21), Fort +24, Will +24
hp 90; Threshold 24
Speed 6 squares
Melee Unarmed +9 (1d4+5)
Ranged Blaster pistol +8 (3d4+5 or Stun)
Base Atk +9; Grp +11
Atk Options Point Blank Shot
Special Actions Battle Analysis, Born Leader, Command Cover, Cover Fire, Distant Command, Fearless Leader, Share Talent (Cover Fire), Shift Defense I
Abilities Str 10, Dex 15, Con 14, Int 13, Wis 12, Cha 15
Talents Battle Analysis, Born Leader, Cover Fire, Distant Command, Fearless Leader, Shift Defense I
Feats Armor Proficiency (Light, medium), Deadeye, Linguist, Point Blank Shot, Precise Shot, Skill Focus (Initiative, Pilot), Skill Training (Knowledge [tactics], Persuade), Weapon Proficiencies (Advanced melee, heavy, pistols, rifles, simple)
Skills Initiative +17, Knowledge (tactics) +11, Mechanics +11, Persuasion +12, Pilot +17, Use Computer +11
Possessions Blaster pistol, comlink.
I'm kinda surprised nobody has bothered to stat out this fellow. He isn't so much obscure as he is simply ignored for the most part. His few lines weren't terribly inspired, but I still dig the character nonetheless. I give you...Ric Olie.
RIC OLIE, aka "Captain Obvious"
"There's the blockade!'
http://i87.photobucket.com/albums/k130/johnnyputrid/RicOlie.jpg
Ric Olie was a human male from the planet of Naboo and served as the commander of the Naboo Royal Space Fighter Corps. He was an expert pilot and was handpicked for this position by Captain Panaka, head of the Naboo Royal Security Forces.
Ric's enthusiastic flying earned him the nickname "Reckless Ric" in his youth and he practiced his skills by flying short trips in his Sandtek Skyflipper around the land surrounding his small village. After graduating from public school (and forgoing his reckless ways after a crash into a grassy hill), Ric eventually joined the Naboo Royal Security Forces, where he quickly rose among the ranks. He participated in several operations against Chommel Sector pirate groups and occassionally escorted dignitaries to and from Coruscant. Eventually Ric's abilities led to his appointment as the head of the entire Naboo Star Fighter Corps - which only consisted of three flights, Echo, Bravo and Alpha. Commanding Bravo Flight, Ric took on the callsign of Bravo Leader.
During the Invasion of Naboo, Ric served as Queen Amidala's personal pilot, flying her J-Type 327 Nubian star cruiser through the Trade Federation blockade, to Tatooine and Coruscant, and eventually back to Naboo. Upon their return to Naboo, Ric took command of the star fighter corps in a desperate attempt to destroy the Trade Federation's droid control ship while the Naboo security volunteers and the Gungan Grand Army fought against thousands of battle droids on the planet's surface. Though Ric's pilots were well-trained, they were lacking in experience and suffered heavy losses during the fighting. If it were not for the heroics of a young boy named Anakin Skywalker, Ric Olie and his brave pilots may have been completely wiped out.
Ric Olie was a highly skilled pilot, extremely loyal to his comrades, and very proud of his homeworld and its Queen. He was also very superstitious, believing his astromech droid, R2-A6, to be a good luck charm. Ric was also quite perceptive, though he usually displayed this by pointing out things that were painfully obvious for anyone to see.
RIC OLIE
CL 6
Male human nonheroic 4/scoundrel 3/ace pilot 2
Destiny 1; Force 4; Dark Side 0
Init +12; Senses Perception +10
Languages Basic
Defenses Reflex 22 (flat-footed 19), Fort 18, Will 17; Vehicle Dodge+1, Vehicular Combat
Hp 35; Threshold 18
Speed 6 squares
Melee unarmed +6 (1d4+2)
Ranged blaster pistol +9 (3d6+2)
Base Atk +6; Grp +9
Atk Options Point Blank Shot, Spacehound
Special Actions Improved Attack Run, Knack
Starship Maneuvers Known Afterburn, Snap Roll
Abilities Str 10, Dex 16, Con 12, Int 10, Wis 12, Cha 14
Talents Improved Attack Run, Knack, Spacehound
Feats Point Blank Shot, Skill Focus (Pilot), Skill Training (Mechanics, Perception, Use Computer), Starship Tactics, Vehicular Combat, Weapon Proficiency (pistols, simple weapons)
Skills Initiative+12, Mechanics+9, Perception+10, Pilot+17, Use Computer+9
Possessions Naboo pilot’s outfit, comlink, blaster pistol
This next one is not mine, it was statted by forums member Shredda in an old post (http://forums.gleemax.com/archive/index.php/t-879467.html). Nevertheless, it fits this thread perfectly.
You may remember Marcus Powell doing the Oompa Loompa dance in the original film adaptation of Willy Wonka.
His character "Horseflesh" was a legend by the time of the on-screen events of Time Bandits. Horseflesh was scripted into the film, and apparently even filmed, but by the time the final cut left the editor's table, he was left on the cutting room floor, although he is still referred to repeatedly and with great reverence by the other Time Bandits, as one of their fallen.
In A New Hope, however, Mr. Powell appears briefly in the Cantina scene, and his in-character son appears in Jabba's palace in Return of the Jedi.
Mr. Powell's character has become a major recurring foil for the PCs in one of my own campaigns, ever since I introduced him in the old RCR days in the official Wizards.com adventure Rycar Run (http://www.wizards.com/default.asp?x=starwars/article/sw20011206a) (where Wizards mistakenly said Rycar was a human). Don't let his physical stature fool you...he is a giant among men:
Rycar Ryjerd CL 8
http://images.wikia.com/starwars/images/b/bf/Rycar-ryjerd.jpg
Small Bimm Male Scoundrel 7/ace pilot 1
Force Points 9 Dark Side 1* Destiny 1
Init +2; Senses Perception +10
Languages Basic, Bimm
Defences Ref 25 (flat-footed 23), Fort 21, Will 20, Dodge
hp 48; Threshold 21
Speed 4 squares
Melee unarmed +7 (1d3+4)
Ranged blaster pistol +7 (3d6+4)
Base Atk +5; Grap +5
Atk Options Point Blank Shot
Abilities Str 11, Dex 15, Con 13, Int 14, Wis 12, Cha 13
Talents Fool’s Luck, Fortune’s Favor, Full Throttle, Hyperdriven, Spacehound
Feats Dodge, Mobility, Point Blank Shot, Skill Focus (Pilot), Vehicular Combat, Weapon Finesse, Weapon Proficiency (pistols, heavy weapons, simple weapons)
Skills Deception +10, Knowledge (galactic lore) +11, Mechanics +11, Perception +10, Pilot +16, Stealth +16
Possessions blaster pistol
* Shredda originally statted Rycar with 0 DSPs. The 1 DSP reflected here is my own amendment.
R5-D4 a/k/a "Red" a/k/a "Skippy" has wreaked more havoc with the Star Wars mythos than possibly any other droid -- even moreso than R2-D2 and C-3P0.
First of all, we (well, us oldheads) got our first glimpse of him in the original 1977 Star Wars film (later known as A New Hope), where Luke addresses him aloofly as "Red" and describes him to Uncle owen as an "R2 unit [with] a bad motivator."
The original vintage Kenner toy line released "Red" as an action figure with the name R5-D4, and it was later established that he was, in fact, an R5 unit (sort of a poor man's astromech), not an R2 unit, as is evident by his frustum-shaped (rather than dome-shaped) head. This implied two things: that the frustum corresponded to the R5-series of astromech and that the first two characters in an astromech's alpha-numeric designation indicated what series of astromech it was.
But then The Phantom Menace featured an R5 unit aboard Queen Amidala's starship: G8-R2. :confused:
And then a slew of R4-units with R2-like dome-shaped heads started appearing in the mythos (R4-P17 and R4-H5 in AotC; R4-F5, R4-P44 & R4-G9 in RotS; and R4-M6, R4-P22 and R4-K5 in the EU), debunking the notion that the shape of the head (an elongated frustum for R4-units) was necessarily a good indicator of the series of astromech. :uh-huh:
There are also conflicting stories regarding the source of R5-D4's malfunction. One school of thought is that R2-D2 sabotaged R5 so R2 could stay with C-3P0. Another school of thought from the EU is that the sabotage was self-induced as an act of noble self-sacrifice by R5. Yet another school of thought (and probably an attempt to reconcile conflicting stories) is that the motivator blew as a combination of the two theories, that R5 willfully allowed R2-D2 to sabotage his motivator so that R2-D2 and C-3PO could remain together.
There is also a continuity error in the film when R5-D4's motivator blows. Immediately afterward, C-3PO puts a good word in for R2. The camera flashes back to R2-D2, and R5 is inexplicably standing beside him. The next shot shows the Jawas running over to retrieve the droid from where he was standing next to Luke and C-3P0.
The explanation for this is that the act of sabotage by R2 was edited out of later versions of the film, the "continuity error clip" was shown seconds before the act as R2 looks around to see if anyone is watching him. This scene, apparently, was in versions of the film shown at UK Cannon cinemas (Sheffield) in 1978. Perhaps some of our oldheads from across the pond can confirm this.
Another apparent continuity error in the film was that R5-D4 seemed to miraculously appear in Jek Porkins' X-Wing. The Force works in strange ways indeed if that little droid also found his way to the Rebel encampment as quickly as R2-D2 did. It was later established, however, that Porkins' astromech was a different droid: R5-D8.
The EU establishes that after the Jawas failed to sell R5 to Owen, the Squib trader Macemillian-winduarté stole him from the Jawas, saving the droid from destruction at the hands of stormtroopers. R5-D4 then changed hands once again, being sold to Voren Na'al, Rebel Alliance historian and spy. So, as it happened, R5-D4 did end up working for the Alliance. But not as Porkins' (or any other pilot's) astromech -- as an intelligence gathering source in the government offices of Mos Eisley.
An even later (non-Canonical) EU comic perhaps gave some insight into how R5-D4, or "Skippy" as he was referred to in this story, may have been special enough to compete with R2-D2. It seems he was Force sensitive. This little tidbit appears in Skippy the Jedi Droid, an 8-page, non-canonical story featured in Star Wars Tales #1, written by Peter David. However, in the in-universe article "Droids, Technology and the Force: A Clash of Phenomena," the legend of "Skippy the Jedi Droid" is mentioned. This means that while this Tales story is not wholly canon, the legend of Skippy does exist. Skippy also appears as a mascot for teaching Padawans, much like a cartoon character would impart important life lessons, in the also non-canonical story Tag & Bink: Revenge of the Clone Menace.
By the time of the Yuuzhan Vong War, wild rumors about R5-D4 being called "Skippy" and possessing Jedi traits had spread, adding fuel to those willing to question the relationship of droids to the Force, despite the fact that these rumors were unlikely to be true.
The 1977 R5-D4 Kenner action figure was similar in design to that of R2-D2, using the same hollow, white plastic tube-shaped body, topped with a band of silver detail separating the head from the body. A printed body sticker was used with same picture detail as R2-D2's, except the details were printed in an orange/red color, orange/red paint details finished off the two side legs. Talk about repackaging the same old crap -- but as kids we couldn't get enough of it, let me tell you.
A newer version of the figure was released almost 20 years later, in 1996 as part of the Power of the Force toy line. This figure, however, has become reviled as a terrible rendition of the droid, with superfluous leg-mounted blaster cannons, spring-loaded missile launcher (a feature accessed by opening up the two molded halves of the R5-D4 body) and a piece of plastic joining the two side legs at the base of the feet which made the figure's legs unable to move independently of each other. The figure was cumbersome, large, and out of proportion with other R2 droid figures.
However, the missile launcher design spawned a rare variant of this figure. The first release featured a "straight" missile release lever, soon replaced by a lever with a downward 90 degree bend, so nicknamed the "bent" release lever. The earlier "straight" lever has become a sought after item by variant collectors. Go figure. One wonders, who is the more foolish, the 7-year-old kid who gladly forks over his parents' hard-earned money for another R2 figure with a red chest sticker or the collectors who follow?
A 2006 Hasbro Saga Collection figure was based on an R2-D2 mold and considered a far superior version of R5-D4. This figure had a removable dome antenna and a damaged motivator that popped up when the head was moved from left to right or vice versa, but had one mistake: the rear panels were not painted red. :doh: Poor R5-D4. It seems he can get no respect.
Nor does my build rectify that. I stat him as a mere non-heroic 2. Despite all his noble acts of sabotage, his legendary uses of the Force, his cloak-and-dagger exploits as a spy, it just seems no one can get the story straight about this little guy. So, I'm taking all the tales of his exploits with a grain of salt.
Also, the version I present is supposed to represent R5-D4 before all those alleged EU exploits. Furthermore, he's actually an NPC in my tabletop Dark Times game, and many of the choices I made in building him (such as the languages he understands, for instance) are specific choices I made for purposes of my campaign. That said, he should fit into any other campaign just fine with little or no modification.
R5-D4
http://images1.wikia.nocookie.net/starwars/images/2/2c/R5d4.jpg
Small droid (2nd-degree) nonheroic 2
Init +3; Senses darkvision; Perception +3
Languages Basic, Binary, Mando’a, Bocce
Defenses Ref 13 (flat-footed 11), Fort 8, Will 10
hp 7; Threshold 8
Immune droid traits
Speed 6 squares (wheeled), 4 squares (walking), 9 squares (flying)
Melee electroshock probe +0 (1d8 ion)
Base Atk +1; Grp -4
Abilities Str 9, Dex 14, Con –, Int 15, Wis 10, Cha 7
Feats Skill focus (Mechanics, Use Computer), Skill Training (Perception), Toughness, Weapon Proficiency (simple weapons)
Skills Mechanics +13, Perception +3, Pilot +8, Stealth +6, Use Computer +13
Systems wheeled locomotion, walking locomotion, flying locomotion (limited), magnetic feet, heuristic processor, 6 tool appendages, 1 claw appendage, diagnostics package, internal storage (2 kg), spring-loaded mechanism, improved sensor package, darkvision
Possessions astrogation buffer (storage device, 10 memory unites), circular saw, electroshock probe, fire extinguisher, electric arc welder, holorecorder, holoprojector
Here's another one I didn't stat myself, but collected from the forums somewhere. As far as I know, Saesee Tiin is the only Star Wars character -- besides Bib Fortuna -- who was played by a different actor in each movie. (Boba Fett comes close, but Jeremy Bullock played him in both ESB & RotJ...although different actors originally voiced him in each movie.) Usually, when that happens, the physical difference is noticeable enough to warrant a new character altogether, like what they did with Eeth Koth becoming Agen Kolar, and Adi Gallia becoming Stass Allie. But I guess the prosthetics for Saesee Tiin were concealing enough that they didn't have to resort to that.
I just like it that he was tough enough to be a part of what I call the "Brood of Badasses" sent to take down Darth Sidious...not that they succeeded.
While it's not explicitly stated in Canon, yet, it appears that an Iktotchi's horns become rubbery at the moment of death...sort of a reverse rigor mortis (see photo below).
Saesee Tiin
http://images2.wikia.nocookie.net/starwars/images/f/ff/The_Death_of_Saesee_Tiin.jpg#20051130024 535
Jedi Master CL 13
Medium Iktotchi Jedi 7/Jedi Knight 3/Ace Pilot 2/Jedi Master 1
Destiny 0; Force 6, Strong in the Force
Init +12, Foresight; Senses Use the Force +19
Languages Basic, Iktotchese, Durese, Sullustan
Defences Ref 29 (flat-footed 28), Fort 28, Will 27; Deflect
hp 120; Threshold 28
Immune Fear effects
Speed 6 squares
Melee lightsaber +16 (2d8+14)
Ranged redirected shot +17 (damage determined by weapon)
Ranged by weapon +13
Base Atk +12; Grp +15
Atk Options Cleave, Power Attack
Special Actions Serenity, Redirect Shot
Force Powers Known (Use the Force +19): Battle Strike, Farseeing, Force Slam, Force Thrust, Move Object, Surge
Force Techniques Improved Telepathy
Abilities Str 16, Dex 12, Con 15, Int 14, Wis 14, Cha 16
Special Qualities Precognition, Vehicle Dodge +1
Talents Armoured Defence, Deflect, Force Perception, Force Pilot, Foresight, Redirect Shot, Shien, Vehicular Evasion
Feats Armour Proficiency (light), Cleave, Force Sensitivity, Force Training (2), Power Attack, Skill Focus (Use the Force), Strong in the Force, Vehicular Combat, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons)
Skills Initiative +12 (may spend a Force point to re-roll), Knowledge (Galactic Lore) +13, Mechanics +13, Use the Force +19 (may substitute for Pilot checks)
Possessions Lightsaber (constructed own), robes, Eta-2 Actis Starfighter
http://images1.wikia.nocookie.net/starwars/images/d/d8/Sarrissa_jeng.jpg
http://images3.wikia.nocookie.net/starwars/images/d/d5/Sarrissa.jpg
Sarrissa led the six-member Jedi task force involved in the Roshu Sune hostage standoff on Atzerri. The Jedi attempted to negotiate with the Gotal guerillas responsible for the release of the hostages, but when rogue vigilantes opened fire on the guerillas, the guerillas panicked and opened fire on their captives. Two Jedi were killed in the crossfire: Kaloor Cofi and Antyard-Wo Shissan.
The four surviving Jedi, including Kerrshnek and Sarrissa Jeng herself, stormed the commuter hopper in which the guerillas were holding the hostages. A guerilla set off a thermite gel bomb inside the hopper, igniting the vessel. The Jedi rescued those inside, treating their injuries as best they could, and then taking them to medical wards in the cities of Skreeka and Talos.
Though the Jedi were criticized by Gotal Foreign Affairs Commune leader Shagrad Loset for what he saw as meddling in an internal affair, their heroism was commended by Jedi Council member Shaak Ti. Kerrshnek, Sarrissa, and the other surviving Jedi took their fallen comrades's bodies to the nearest Jedi chapter house, on Aleen.
Sarrissa was part of the Jedi strike team that participated in the rescue mission at Geonosis. She died in the battle.
Sarrissa Jeng CL 5
Medium Human Jedi 5
Init +9; Senses Use the Force +7
Languages Basic
Defenses Ref 18 (flat-footed 16), Fort 16, Will 17; Deflect, Dodge
hp 53; Threshold 16
Speed 6 squares
Melee lightsaber +6 (2d8+2)
Ranged by weapon +7
Base Atk +5; Grp +7
Special Actions Adept Negotiator
Force Powers Known (Use The Force +7) battle strike, Force thrust, mind trick, surge
Abilities Str 10, Dex 14, Con 10, Int 10, Wis 13, Cha 11
Talents Adept Negotiator, Deflect, Force Perception
Feats Dodge, Force Sensitive, Force Training (2), Slippery Maneuver, Wary Defender, Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +9, Initiative +9, Perception +3 (may Use the Force +7 instead), Use the Force +7
Possessions lightsaber (self-built)
Some say that the 1978 made-for-tv Star Wars Holiday Special was so bad it was good. (Others may say it was so bad it surpassed good and went back to bad again.) If you're a fan of the old Holiday Special like I am, you may enjoy my stats for the Star Wars universe's original Trader Dan(n) of Kashyyyk, Saun Dann, played by none other than the inimitable Art Carney (who, as it turns out, died only days before the 25th anniversary of the only airing of the Star Wars Holiday Special).
http://www.starwars.jp/databank/holiday/image/saun_dann.jpg
Saun Dann CL 3
Old Human Non-Heroic 3 / Scout 1 / Scoundrel 1
Force 6, Dark Side Rating 0
Init +0; Senses Perception +3
Languages Basic, Bocce, Shyriiwook, Huttese, Binary, Bothese
Defenses Ref 13 (flat-footed 13), Fort 13, Will 15
hp 16; Threshold 13
Speed 6 squares
Melee unarmed +0 (1d4-1)
Ranged blaster pistol +1 (3d6+1)
Base Atk +2; Grp +1
Atk Options Point Blank Shot, Melee Defense
Special Actions Walk the Line
Abilities Str 6, Dex 8, Con 10, Int 15, Wis 14, Cha 16
Talents Barter, Walk the Line
Feats Skill Training (Deception, Gather Information, Survival & Galactic Lore), Point Blank Shot, Weapon Proficiency (pistols), Melee Defense, Linguist
Skills Deception +10, Gather Information +10, Knowledges (Bureaucracy & Galactic Lore) +9, Mechanics +9, Persuations +5, Ride +6
Possessions Spectacles, Various trade goods (e.g., Multi-functional groomer, holographic music box, memory chip)
LIST CONTINUED IN POST #15, BELOW...
RobShanti
04-01-08, 09:11 AM
...LIST CONTINUED FROM POST # 14, ABOVE...
In the years of my life that preceded the release of the Star Wars film that would later be referred to as A New Hope, my first passion lay with Tatsuo Yoshida's anime cartoon Speed Racer (known as Mach GoGoGo in Japan). I used to think I was Speed Racer, and my family will gleefully tell you of how, as a young child, I would run around the house making screeching tire noises as I turned my imaginary steering wheel and would imitate the roar of the crowd much like young Nicholas Elia does in the recent Wachowski brothers film adaptation. My sound effects, however, also included the Mach 5's distinctive "leaping" sound. Let's see Nicholas Elia do that. Many were the hours I spent pushing my Hot Wheels cars around pretending they were the Mach 5 and the Shooting Star.
Anyway, my love for Speed Racer, though it never died, eventually made way for Marvel & DC superheroes like Batman, Spiderman, Superman, Aquaman, Iron Man and so on, and their Mego 8" action figures.
Star Wars, however, stole my heart from all of them.
But what fun for me, you could imagine, in The Phantom Menace, when Star Wars met Speed Racer in the podracing scene, where, instead of Speed Racer facing the villainous Tongue Blaggard, we have Anakin pitting his skills against those of the vile Sebulba the Dug. Sebulba's name refers to the afterlife in the ancient language of the Mayas, probably because his ruthless, Dale Earnhardt-like intimidation tactics will land you there if you're not careful.
At the end of the Tatooine story arc in The Phantom Menace, Qui-Gon sells Anakin's Radon-Ulzer 620C podracer. The EU has established that it was Sebulba to whom he sold it.
In a move reminiscent of Speed Racer's father "Pops" (or Daisuke Mifune if we're talking about Mach GoGoGo), Sebulba allowed his son Hekula to race Anakin's podracer, but, like Speed's older brother Rex, Hekula crashed it and Sebulba refused to let him race again.
If you want to add fast podracing into your Star Wars Saga game, you have a few options.
There are at least two official methods of running a race/chase so far:
Dawn of Defiance's "Traitor's Gambit" .pdf gives us official podracing/chase rules, more or less, on pages 16-18.
Without divulging any spoilers, it looks to go something like this:
Everyone rolls for initiative to determine the order in which the characters begin the race.
A race is divided into a number of "zones."
Each Zone presents a challenge requiring a Ride/Pilot roll.
* Success by less than 5 moves the character on to the next zone without incident.
* Success by 5 or more not only moves the character on to the next zone, but grants the character some predetermined boon applicable in the next zone, such as a +5 circumstance bonus on the Ride/Pilot roll in the next zone, a +2 increase to Initiative, +1 circumstance bonus to any attack roll in the next zone (assuming it will involve combat), or some boon of similar value.
* Failure by less than 5 imposes some slight, predetermined penalty on the character, such as a -2 to the Ride/Pilot roll in the next zone, or not moving on to the next zone, or taking a -2 to Initiative (moving him down the order for the next round), or getting entangled in or attacked by some obstacle, or taking a -1 to all Defense scores in the next zone (assuming it will involve combat or attacks of some sort), or some penalty of similar value. Where the penalty is more than "slight" (i.e., more than just the equivalent of a -2 penalty to something...for example, a -5 to something), the character is permitted a secondary "avoidance" roll of a different skill, such as a DC 10 Perception (to avoid getting lost in smoke or fog, for example), a DC 10 Persuasion (to calm your mount, e.g.), or an opposed grapple (in the case of the entangling obstacle) to avoid this penalty.
* Failure by 5 or more imposes the "harsher" predetermined penalty as outlined above, without the secondary "avoidance" roll.
"A Wretched Hive," the next DoD installment, gives still different rules for racing, using the "racing point" system. Without divulging any spoilers, it seems to go like this:
A race consists of x number of laps around a track. For each lap, each pilot makes an Intelligence check. The highest result earns 4 speed points, the second highest earns 3 speed points, the next highest earns 2 speed points, and the lowest earns a single speed point. Additionally, a roll of a natural 1 on the Intelligence check automatically comes in last place, causing the pilot to lose 1 speed point. At the end of the race (after three Intelligence checks), the pilot with the highest number of speed points wins the race.
Simple, right? Except here are the complications:
Once per lap, any pilot can attack another racer. To do this, the pilot declares the attack and wagers 1 to 4 speed points. The pilot can wager more speed points than he currently owns, but failure has its consequences (described below). The pilot then makes an attack roll (1d20 + the number of speed points wagered) against the Reflex Defense of the target vehicle. Success indicates that the target is damaged by the attack; the attacking pilot gains a number of speed points equal to the number wagered, while the defending pilot loses that same number of speed points. Failure indicates that the attacker loses the number of speed points wagered. Regardless of whether the attack succeeds or fails, the attacking pilot earns 1 less speed point on his next lap.
Any racer with fewer than 0 speed points crashes and the vehicle is destroyed. An attack roll (1d20+5) is made against the pilot’s Fortitude Defense; success moves the pilot –1 persistent step down the condition track. The persistent condition can be removed only after 8 hours of rest.
For home-brewed methods, boards member nedmtrunks suggests this:
Hey all
Ive decided to add a swoop bike racing track to our current SAGA rp game at our hometown, just for kicks. The map size is 48 squares long and 10 wide, the bikes are 2x2 squares ,the bikes are from the mini game. Any questions feel free to ask nedmtrunks@hotmail.com
Enjoy!
Vjar's Swoop Racing Guide
by Eric English 10/24/2007
Vjar's Basic Racing Rules
Step 1:Roll for Movement
Step 2:Move using the Movement Rules
Step 3:Calculate end round Movement Values
Step 4:Repeat steps 1-3 until you finish the race
Step 5:Calculate your end race time and compare to Tier System
Swoop Registration:
Vjar Just doesnt let anyone race on his mercenary track. To get a Lisence [Tier 0], you must pay 400 credits to the swoop bike registration shop in Vjar's Palace. This gets you storage, maintience and use of a free used swoop bike of your choice.
Step 1:
Movement Rules:
At the beginning of the round you must roll for your movement. It it decided in multiple ways. Base movement is (1D8).
Ride skill Movement Bonus Rules:
-At the beginning of Step 1, If you have at least +5 ride skill you get a bonus. First you roll a % dice. Second, depending on your ride skill you compare it with your % roll. The ride skill bonus table is below.
+5 = 50%+
+10 = 40%+
+15 = 30%+
+20 = 20%+
ect...
Now, you compare your skill bonus, with your percent roll, and if you passed you gain a EXTRA (1D4), to your movement value for that round. You will repeat this every time you start a new round. Also if you happen to roll a 100%, this is racing crit! You will gain an EXTRA (1D4) on top of the orgional 1d4, giving you a total of +(2D4) for that round.
Step 2:
Directional Movement Rules:
This is your bread and butter for movement. Their are Three different ways to move your speeder bike along the track. The table below describes all movement types.
Straight Ahead Movement: Auto Success!
Side-to-Side Movement: 5+
Diagonal Movement 10+
When moving you can do one of three things. Go straight ahead one square, move sideways one square, and move diagonally one square. If you choose to move straight ahead, do so. Again straight ahead is no penalty. If you wish to move side to side one square, Roll (1d20), on a result of 5+ you pass and move as you wish. If you wish to move Diagonally one square, Roll (1d20), on a result of 10+ you pass and move as you wish.
Directional Racint Crit!
If you roll a NATURAL 20 to directional movement, you automatically Pass your check and Gain +1 Movement THIS round.
Ride Skill Bonus!
Again your ride skill plays a part in your movement. For EVERY +5 ride skill you gain (1D4) to your Directional Movement Checks.
Directional Movement Failure:
While moving and you fail to achieve your passing roll, a speeder bike failure occours. You handle this acordingly.
Roll a % Dice
1-84% - Your Bike is fine and no negative effects occour.
85-94% - Your Bike is shaken giving you (-1 movement penalty during your NEXT round.)
95-100% - Your Bike is Damaged giving you (-2 movement penalty during your NEXT round.)
Step 3:
Course Obstacles:
Vjar's race track has many obstacles. Below is a table displaying what they do and how they work.
Acceloration = +2 Movement NEXT round
Junk Pile = -2 Movement NEXT round
Just one of your swoops squares has to hit the icon on the track for this effect to take place. This also only works the First time you run over it.
Obstacle Failure:
If you manage to hit Both of the Acceloration & Junk Pile at the same time the following effect takes place, This also means running over both of them at the same time AND having both of them under your swoop bike.
Roll a % Dice
1-33% = -1 Movement NEXT Round
34-66% = -2 Movement NEXT Round
67-99% = -3 Movement NEXT Round
100% = Complete Bike Failure. Your bike explodes and you have to purchace a new one from Vjar's Palace for the sum of 300 Credits.
Step 5:
End of Race Scoring:
When your swoop crosses the finish line you win! Your raceing score will be calculated to 00.00
Step 1: Each full round is equal to 4.00 Seconds. So take your total full rounds by 4.00.
Step 2: If you crossed the finish line in the middle of a round, Devide the movement value you were on by the maxium movement value you had for that round. (for example, Shasi cossed the line on her 5th move of her 7th round, She had 2 more move values left. So she took 5/7 which is .71, and then added 6x4.00, which is 24.00. She then added both of her scores Which was 24.71.)
Step 3: If you cross the line in the middle of a round, and you have modifiers from hitting Accelorations or Junk piles. You +/- them from each other, Each one is worth .1 accel are + and junk are -
Example: (Shasi hit 2 accelorators before she crossed in the middle of her round. So she can take .2 off her final score of 24.71 from earlier. Her final score is 24.51.
Vjar's Tier Syetem &
Membership Upgrades:
After every race your score will be compared to Vjar's Mercenary's scores. Each race you will be in will be a certain Tier Race. You start out at [Tier 0]. When you first buy your membership you will get one free token to race in a Offical [Tier 0] Race. The Current Leaderboard is in the below Table.
Tier 0: 40.12 Seconds
Tier 1: 35.27 Seconds
Tier 2: 30:13 Seconds
Tier 3: 24:47 Seconds
Tier 4: 18.02 Seconds
Each time you reach a new tier Vjar will upgrade your membership one level. Swoop Racing is a good way to get in good rep with the local mercenary's and Vjar. He also will open up many swoop upgrades in his swoop shop for each level of membership earned. Along with a credit bonus.
Tier payouts are a one time only thing.
Tier 1 =250 Credits
Tier 2 = 500 Credits
Tier 3 = 750 Credits
Tier 4 = 1000 Credits
Swoop Shop Upgrades
Tier 1: Directional Movement Booster, +(1D6) to any Directional Movement during a race of your choice, the Booster may be used after the Directional Movement roll has been made.
Price:[150 Credits Each]
Tier 1: Movement Booster, +(1D6) to any Movement value during a race of your choice, the Booster may be used after the Movement value rolls has been made.
Price:[250 Credits Each]
Tier 2: Modified Accelorator, +1 Movement to each additonal round.
Price:[1000 Credits]
Tier 3: Modified Swoop Guidence System, +(1D4) for each Directional Movement Checks.
Price:[2000 Credits]
Tier 4: Swoop Ramp Acceloration, You may treat each Acceloration as a ramp giving you a instant +2 straight ahead movement.
Price:[4000 Credits]
Tier 4: Swoop Weapon System Upgrade, You may fire upon Junk Piles. Roll a % dice, on a 50%+ the junk pile is destroyed. The junk pile must be straight ahead of the swoop and no more than 6 squares ahead. You can only use this effect one time per round to avoid over-heating.
Price:[5000 Credits]
Just for comparison's sake, a few members of the boards here gave some suggestions for running podracing scenes (http://forums.gleemax.com/showthread.php?t=904883) before the official rules came out.
Pay particular attention to Post #8 (http://forums.gleemax.com/showpost.php?p=13396423&postcount=8), in which GWEk offers a very streamlined method that garnered a lot of compliments. (I later attempted to summarize it succinctly (http://forums.gleemax.com/showpost.php?p=13911339&postcount=2) in another thread, apparently successfully.)
If you'd like to add Sebulba into your race, here's what I came up with for his stats, using the Dug species template found on page 11 of the Clone Wars Campaign Guide:
Sebulba
http://www.swg1.net/encyclo/images/sebulba.jpg
CL 3; Small male Dug non-heroic 4/scoundrel 2
Force Points: 6, Dark Side 6, Destiny 1
Init +6, Senses Perception +3
Languages: Basic, Dug, Huttese
Defenses: Ref 18 (flat-footed 14), Fort 11, Will 13
Hp 17, Threshold 11
Speed: 6 squares (walking)
Melee: unarmed +5 (1d3+2)
Ranged: +7 (damage as weapon +1)
Atk Options: Vehicular Combat
Special Actions: Agility (Members of this species may reroll any Climb or Jump check, but they must take the second result even if it’s worse than the original; they may also take 10 on these skills when distracted/threatened).
Abilities: STR 12 (+1), DEX 19 (+4), CON 9 (-1), INT 10 (0), WIS 10 (0), CHA 13 (+1)
Talents: Knack
Feats: Skill focus (pilot), Skill training (pilot), Skill training (deception), Vehicular Combat, Weapon proficiency (pistols), Weapon proficiency (simple weapons)
Skills: Knowledge (tactics) +6, Deception +7, Pilot +15, Mechanics +6
Possessions: Pod-Racer, Toolkit, Racing helmet with goggles, racing gloves
And here's Anakin's (now Sebulba's) Radon-Ulzer 620C Podracer (before Hekula crashed it):
Radon-Ulzer 620C Podracer
http://images4.wikia.nocookie.net/starwars/images/thumb/b/b1/PodracerAnakin.jpg/250px-PodracerAnakin.jpg
Huge ground vehicle (7 m)
Init +18, Perception +12
Defenses: Ref 30 (flat-footed 22), Fort 14, +10 Armor
HP 40, DR 5, Threshold 24
Speed 12 sq. (max. velocity 945 km/hr), Altitude: up to 85 m
Fighting Space: 3x3 sq., Cover +5
Base Atk: +10; Grapple +24
Abilities: STR 18 (+4), DEX 26 (+8), INT 10 (0)
Skills: Init +18, Mechanics +12, Perception +12, Pilot +14
Crew: 1 (Ace), Passengers: None
Cargo / Consumables / Carried Craft: None
Availability: licenced; Cost: 8,000 new (6,000 used)
N.B.: These stats are using the Ace skill modifiers, not those of young Anakin Skywalker or Sebulba. This conversion is based on the Unofficial Conversion Document guidelines and the stats of the Radon-Ulzer 620C podracer appearing on p. 29 of the Secrets of Tatooine.
Also, if you're interested, I created stats for Boles Roor's podracer here (http://forums.gleemax.com/showthread.php?t=869967&page=2).
As venerable forums member, contributor to this thread, and denizen of the great state of Kansas peteyrock aptly put it:
I'm still trying to wrap my head around Shaak Ti going from
http://images1.wikia.nocookie.net/starwars/images/d/d0/Shoshan_edited.jpg
to
http://images4.wikia.nocookie.net/starwars/images/thumb/6/6e/ShaakTi_tfu.jpg/373px-ShaakTi_tfu.jpg / http://kotaku.com/assets/resources/2007/04/conan_5.jpg
For realz. I mean, her apprentice even had under-cleavage. They need to stop doing that.
With all due respect to peteyrock, I beg to differ. More, please!*
Shaak Ti (Episode III)**
http://i7.photobucket.com/albums/y278/JiggityJohn/favorites/star%20wars%20images/428px-Shaak_Ti_Big_Headshot.jpg
Medium Togruta Jedi 7/Jedi knight 5/Jedi master 1
Force 6,. Dark Side Score 0
Init +11; Senses Perception +8, Spatial Awareness
Languages Basic, Togruti
Defenses Ref 32 (flat-footed 26), Fort 26, Will 28; Block, Elusive Target, Fearless
hp 96; Threshold 26
Speed 6 squares
Melee lightsaber +19 (2d8+16) or
Melee lightsaber +17 (3d8+16) with Rapid Strike or
Melee lightsaber +16/+16 (2d8+16) with Double Attack or
Melee lightsaber +14/+14 (3d8+16) with Double Attack and Rapid Strike or
Melee unarmed +18 (1d6)
Ranged by weapon +18
Base Atk +13; Grp +13
Atk Options Melee Defense
Special Actions Force Haze, Lightsaber Defense (+4), Serenity
Force Powers Known (Use the Force +18); Battle Strike, Move Object, Surge
Force Techniques Force Point Recovery, Improved Force Trance
Abilities Str 11, Dex 20, Con 10, Int 13, Wis 14, Cha 15
Talents Ataru, Block, Elusive Target, Force Haze, Lightsaber Defense x2, Makashi, Multiattack Proficiency (lightsaber)
Feats Double Attack, Force Sensitivity, Force Training, Martial Arts I, Melee Defense, Rapid Strike, Skill Focus (Use the Force), Weapon Finesse, Weapon Proficiency (advanced melee weapons, lightsaber, simple)
Skills Acrobatics +16, Jump +11, Stealth +11 (may reroll), Use the Force +18
Possessions Lightsaber (blue - self-built), jedi robes
*But less of Grace Jones, s'il vous plaît!
** Not my stats.
Much to my great pleasure (both for the honor of her repeated participation in this thread, and for the choice of the instant contribution itself), Zrissa chimes in again with...
...the latest in my series of Notable but Obscure Aldaraanians, Bail Organa's aide, Sheltay Retrac, seen on the Tantive IV in RotS.
She was married to an artist from Aldaraan's Castle Lands area. Her husband is never explicitly identified, but he may have been Ob Khaddor (aka Ob Khaddar). In 19 BBY, some time before the Battle of Coruscant, she had a baby girl, Winter.**
Off-screen, Sheltay assisted Senator Organa in rescuing Shaak Ti from Wat Tambor and Senator Amidala in finding evidence of Bezz Drexx's involvement with the CIS. She was also on the Tantive when Senator Organa set about rescuing Order 66 survivors.
Like so many SW figures, Sheltay did not have a long life. She and her husband died not long after the Empire's founding, although after Darth Vader's visit to Aldaraan.
Her daughter, Winter, grew up in Aldera Palace, and became a not-so-obscure EU heroine. Winter, a close friend of Princess Leia's since their girlhood, worked for the Rebellion under the codename Targeter, and would later be the guardian and guard of Leia's twins when they were hidden away. She eventually married fellow Aldaraanian Rebel Tycho Celchu.
**You will note in the stats that Sheltay has 2 heroic levels, but only 1 Destiny Point. After studying the picture in Dorling-Kindersley's RotS Visual Dictionary, I decided that she had spent a DP to get her figure back extra-fast. My fellow gamer-gals will understand that this is a correct interpretation of the Destiny mechanic's description. And all you gamer-guys with Wisdom stats of at least 1 should understand that you very strongly agree. :D
Credits: Dorling-Kindersley's RotS Visual Dictionary, Wookieepedia, Clone Wars Adventures Volume 5, X-wing comics & novels (for Winter), Timoth Zahn's Thrawn Trilogy (for Winter)
Sheltay Retrac, Senatorial Aide (RotS)
http://images.wikia.com/starwars/images/f/f5/Retrac.JPG
Medium Human Nonheroic 3/Noble 2
Creation Destiny*: Mother of Winter "Targeter" Celchu Destiny 1*; Force 5
Init +7; Perception +1
Languages Basic, 2 open
Defenses Ref 15(flat-footed 14), Fort 13, Will 15
hp 21; Threshold 13
Speed 6 squares
Melee unarmed +2 (1d4+1) or
Ranged Blaster pistol +4 (3d6+1)
Base Atk +3; Grp +4
Atk Options Point Blank Shot
Special Actions Inspire Haste
Abilities* Str 9, Dex 12, Con 10, Int 14, Wis 10, Cha 12
Talents Inspire Haste
Feats Improved Defenses, Skill Focus (Knowledge ), Skill Training (Initiative, Pilot), Point Blank Shot, Weapon Proficiency (pistols, simple weapons)
Skills Gather Information +7, Initiative +7, Knowledge (bureaucracy) +13, Knowledge (galactic lore) +8, Pilot +7
Possessions Aldaraanian retainer's sidearm (treat as standard Blaster Pistol), headset comlink (Aldaraanian style), formal clothing, bodysuit, various personal items
*Creation destiny fulfilled: +1 to each of 2 ability scores included in stats. Cannot spend remaining DP until she takes a new destiny.
Many thanks to PeteyRock for another great submission...
I've decided to (finally) contribute again. One of my favorite characters:
http://images3.wikia.nocookie.net/starwars/images/thumb/e/eb/Sio_Bibble.jpg/250px-Sio_Bibble.jpg
[B]Sio Bibble CL 1
medium Human nonheroic 3
Destiny 1; Force 0; Dark Side 0
Init +1; Senses Perception +9
Languages Basic, Cerean, Gunganese, High Galactic, Ithorese, Neimoidian
Defenses Ref 11 (flat-footed 11), Fort 11, Will 14
hp 12; Threshold 16
Speed 6 squares
Base Atk +2; Grp +2
Special Actions Coordinated Attack
Abilities Str 10, Dex 11, Con 11, Int 14, Wis 16, Cha 16
Feats Coordinated Attack, Improved Damage Threshold, Improved Defenses, Linguist, Skill Focus (Bureaucracy, Persuasion)
Skills Gather Information +9, Knowledge (Bureaucracy) +13, Perception +9, Persuasion +14
Possessions expensive robes, comlink, credit chip
I think he looked the best in Episode III (http://images2.wikia.nocookie.net/starwars/images/thumb/7/74/Bibblemourning.JPG/800px-Bibblemourning.JPG), though....
[A]t first I tried making him straight Noble 4 or so. But, I realized that made him capable of all sorts of stuff that he just doesn't do. He's a pacifist, for example, which makes most feats utterly useless to him. A couple of Talents would be good, but he never really has rallied the troops.
I realized that he's just a super-cool guy and wise to the ways of the galaxy. "Communications disruption can mean only one thing: invasion." I really like it when he later spoke with Qui-Gon as well. When he was told that the negotiations never took place, Sio had this sort of "damn, I knew it!" look on his face. No combat, observant, smart, and a diplomat who's is truly only concerned for his people. Sounds like a nonheroic to me (that's not to say I don't give the guy mad props).
I have this inexplicable fascination with the Lutrillian character Solomahal, from the Cantina scene in A New Hope. I'm not sure when this fascination started, but it was definitely fueled greatly after Wizards of the Coast made Solomahal a main character in their Hoth and the Greater Javin Gazetteer (http://wizards.com/default.asp?x=starwars/article/sw20040325web) .pdf for the RCR.
To the extent my fascination is at all explicable, I suppose it stems from my childhood fascination with the Clone Wars. Those of us who grew up with the Original Trilogy didn't have clue one about what in blazes the Clone Wars were. Personally, my theory back then was that they were meant to be a cautionary tale about fooling around with eugenics, since Star Wars seemed to repeatedly riff on the theme of "technology = evil, natural state of things = good." Even given Star Wars' recurrent theme, though, a eugenics war just didn't seem like it "fit" with the rest of Star Wars (possibly because it was more a science fiction trope than a space fantasy trope, and my young mind, even then, was able to discern the difference even if I couldn't put it into words). So I was left to wonder for a generation of my life exactly what the Clone Wars were.
So you can imagine my delight when I finally learned what the heck they were all about. I was not disappointed (and perhaps I was one of the few). I thought the idea of cloning an instant army was a great plot hook, and the storytelling possibilities that stem from it are still being told, and far from exhausted.
So what's this got to do with my fascination with Solomahal? Even in the Original Trilogy era, it was established that Solomahal had fought in the Clone Wars. I often looked at his enigmatic picture back in those days and wondered to myself, "What did you see? What do you know about the Clone Wars? What I wouldn't give to sit down to a Novanian Grog with you and ask you to tell me all your war stories." His production moniker was "The Colonel," presumably because his look was reminiscent of the sterotypical aging Colonel of colonial Britain, with his rotund build, wrinkled and jowly countenance, and stiff upper lip. Apparently, his original proper name was going to be "Ownellco" (sort of a phonetic, pig-Latin-esque corruption of "Colonel"), but the Decipher Trading Card game finally made his official name Solomahal. His most recent EU appearances have established him, however, as actually having risen to the rank of General in the Clone Wars.
Lutrillians have no official Saga stats (yet), nor were they ever statted for the RCR, either in the Ultimate Alien Anthology or for the Hoth and the Greater Javin Gazetteer (even though Solomahal appeared as a character in the latter).
In the Saga Alien Anthology in my sig, you'll find these home-brewed stats for the Lutrillian by forums member Isirga Eth:
Lutrillian
Ability Score Modifiers: None
Survivalist: Lutrillians may reroll any Survival check, but they must take the second check result. When in an arid climate or desert environment, a Lutrillian may take 10 in any Survival check, even when rushed or threatened.
Low-light vision: As per the SECR.
Size: Medium.
Speed: 6 squares. Languages: Lutrillian & Basic
Using that template, I had some fun with this build. First, I built him twice, once at age 40, on the upper end of the Adult age group for Lutrillians (using the Human age ranges) for those who want to use him in their Clone Wars / Dark Times era campaigns, and again at age 60, the beginning of the "Old" age category, for those who want to use him in their Rebellion era games.
Second, while I made him an Officer 3 to represent him as a Clone War General, I padded him out with as many non-heroic levels as I could to comply with the prestige class prerequisites -- six, to be exact. I only needed one level of Noble for a Leadership Tree talent. But his build didn't end with Officer. Apparently after the Clone Wars, he became a Scout, selling his services and flying around the Galaxy. So I multi-classed him from Officer into Scoundrel and Scout, an unusual build to be sure. This left me with the question of whether, having a total of six heroic levels in his build, he should have 9 Force Points (Officers get 6 + 1/2 their heroic levels) or only 8 Force Points (per the non-PrC classes, since his last levels are Scout and Scoundrel). Maybe someone here can shed some light on that question.
Anyway, have a seat, have a Novanian grog on me, and check out Solomahal...
...first in the Clone Wars / Dark Times era:
Solomahal
http://images.wikia.com/starwars/images/b/bf/Solomahal.jpg
Medium Adult Male Lutrillian Non-Heroic 6 / Noble 1 / Officer 3 / Scoundrel 1 / Scout 1
Force Points 9 (8?)
Init +7; Perception +8
Languages Basic, Lutrillian, High Galactic, Bocce
Defenses Ref 19 (flat-footed 18), Fort 21, Will 20
hp 52; Threshold 21
Speed 6 squares
Melee unarmed/knife +7 (1d4+6)
Ranged Heavy Blaster pistol +8 (3d8+6)
Base Atk +7; Grp +8
Atk Options Point Blank Shot, Born Leader, Assault Tactics, Deployment Tactics, Hyperdriven
Special Actions Fringe Savant
Abilities Str 10, Dex 12, Con 12, Int 15, Wis 14, Cha 14
Talents Born Leader, Assault Dactics, Deployment Tactics, Hyperdriven, Fringe Savant
Feats Armor Proficiency (Light), Weapon Proficiencies (Pistols, Heavy, Simple, Rifles), Point Blank Shot
Skills Knowledge (Tactics) +13, Pilot +13, Use Computer +13
Possessions The YV-88 Freighter QuadStar, Heavy Blaster, Knife, Electrobinoculars, Fusion Lantern, All-Temperature Cloak, Took Kit
...then in his later years, during the Galactic Civil War (note the reduction in physical Ability Scores, physical Defenses, Atk & Grapple scores, and Skill rolls based on physical Ability Scores, but the increase in non-physical Ability Scores and the addition of a new language and a new skill):
Solomahal
Medium Old Male Lutrillian Non-Heroic 6 / Noble 1 / Officer 3 / Scoundrel 1 / Scout 1
Force Points 9 (8?)
Init +6; Perception +8
Languages Basic, Lutrillian, High Galactic, Bocce, Brizzit
Defenses Ref 18 (flat-footed 18), Fort 20, Will 21
hp 40; Threshold 20
Speed 6 squares
Melee unarmed/knife +6 (1d4+5)
Ranged Heavy Blaster pistol +7 (3d8+6)
Base Atk +7; Grp +7
Atk Options Point Blank Shot, Born Leader, Assault Tactics, Deployment Tactics, Hyperdriven
Special Actions Fringe Savant
Abilities Str 8, Dex 10, Con 10, Int 16, Wis 15, Cha 15
Talents Born Leader, Assault Dactics, Deployment Tactics, Hyperdriven, Fringe Savant
Feats Armor Proficiency (Light), Weapon Proficiencies (Pistols, Heavy, Simple, Rifles), Point Blank Shot
Skills Knowledge (Tactics) +14, Pilot +12, Survival +13, Use Computer +14
Possessions The YV-88 Freighter QuadStar, Heavy Blaster, Knife, Electrobinoculars, Fusion Lantern, All-Temperature Cloak, Took Kit
And just for fun, here's the QuadStar. While the ship is actually, technically, a YV-888 Freighter, these fan-made stats were originally for a YZ-775. But I figured they were close enough:
QuadStar YV-888 Freighter
CL 11
Colossal Space Transport (52 Meters)
Init -3 Senses Perception +5
Defenses Ref 14 Fort 32 Armor+12
HP 210 DR 15 Threshold 82
Speed: Fly 12 Squares, Fly 2 Squares (Starship Scale)
Ranged TurboLaser-3 (Vs Smaller then Colossal) or
TurboLaser+17 (Vs Colossal)
Ranged Twin Laser Cannon +2 (Single Fire) or
Twin Laser Cannon +0 (Rapid Fire)
Twin Laser Cannon -3 (Auto Fire) Character Scale
Ranged Proton Torpedo +2 (Single launch)
Proton Torpedo +7 (Double launch)
Fighting Space 12x24 or 1 space (Starship Scale)
Base +0
Abilities Str 54 Dex 14 Int 16
Skills Initiative -3 Mechanics+7
Perception+5 Pilot -3 Use Computers+7
Crew 8 Passengers 14
Cargo 400 Consumables 6 months
Payload 12
Hyperdrive x1(x12) Nav Computer
Availability Licensed Cost 500,000 (350,000 used)
Turbolaser*-20 vs smaller then colossal
Partial Turret TOP Front, Right, Left
Attack +17 Damage 5d10x5
2 Twin Laser Cannons (2)*- 2 Rapid fire (-5 Auto Fire)
Full Turret SIDES
Attack +2 Damage 4d10x2 (5d10x2 Rapid fire)
Proton Torpedoes (2)*+5 Targeting Computer (uses 2 Torpedoes)
FRONT
Attack +2 Damage 9d10x2
The QuadStar’s Proton Torpedoes are equipped with a Targeting Computer that allows both torpedo tubes to launch simultaneously at the expense of 2 torpedoes.
Stass Allie was supposed to be Adi Gallia, but the actress had been recast, and she looked different enough that they just made her another character in AotC. Ironically, a new actress again was recast for RotS, but still remained the same character...and, to top it off, the AotC actress also appears in RotS in archival footage used for the Council scene.
It's all very confusing, but Diogo Salazar keeps it simple. I'm not sure what the story behind her languages are, below. Personally, I would give her "High Galactic" as her second language...I don't know of any source that establishes that Stass Allie speaks Nautila. Must be the head-tail thing...which, by the way, is only a headdress for the human Stass Allie, not part of her physiology.
Stass Allie CL 13
http://images2.wikia.nocookie.net/starwars/images/thumb/5/54/Stass_Allie_Headshot.jpg/250px-Stass_Allie_Headshot.jpg
http://images2.wikia.nocookie.net/starwars/images/f/f0/NinaFallon.PNG
Medium Human Jedi 7/ Force Adept 3/ Jedi Knight 2/ Jedi Master 1
Destiny 2; Force 7; Dark Side -
Init: +14; Senses: Perception +7
Languages: Basic, Nautila
Ref 26 (flat-footed 24) Fort 24 Will 28
HP 112; Threshold 24
Speed 6 squares
Melee Lightsaber +16 (2d8+6) or
Base Atk +12; Grp +12
Atk Options
Special: Fearless, Serenity
Force Powers Known: 12 - Vital Transfer among them
Force Techniques: Force Point Recovery, Force Power Mastery
(Vital Transfer), Improved Force Trance
Str 10 Dex 15 Con 10 Int 15 Wis 17 Cha 15
Talents: Deflect, Equilibrium, Force Focus, Force Recovery,
Force Treatment, Fortified Body, Severing Strike
Feats: Extra Second Wind, Force Sensitivity, Improved Defense,
Force Training (3), Skill Focus (Use the Force), Toughness,
Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency
(lightsaber, simple weapons)
Skills: Initiative +14, Perception +7 (may reroll to sense
deception and influence), Swim +8 (may take 10 and reroll),
Use the Force +19
http://images2.wikia.nocookie.net/starwars/images/4/4d/AgenTan-CHRON.jpg
Tan Yuster was the Human Padawan of Jedi Master Agen Kolar. He was one of the 212 Jedi to venture to Geonosis to rescue Obi-Wan Kenobi, Anakin Skywalker, and Senator Padmé Amidala from the Separatist leaders. While fighting close to his Jedi Master, the two were separated. Shortly after, Tan Yuster was shot in the stomach and died. He wielded a green lightsaber.
Tan Yuster CL 4
Medium Human Jedi 4
Init +3; Senses Perception +3
Languages Basic
Defenses Ref 16 (flat-footed 15), Fort 16, Will 16; Lightsaber Defense (2)
hp 54; Threshold 16
Speed 6 squares
Melee lightsaber +6 (2d8+2)
Ranged by weapon +5
Base Atk +4; Grp +5
Atk Options Running Attack
Special Actions Lightsaber Defense
Force Powers Known (Use The Force +8) mind trick, move object, repulse, surge
Abilities Str 10, Dex 13, Con 12, Int 10, Wis 12, Cha 12
Talents Lightsaber Defense (2)
Feats Cornered, Force Sensitive, Force Training (2), Running Attack, Weapon Finesse, Weapon Proficiency (lightsabers, simple)
Skills Mechanics +7, Pilot +8, Use the Force +8
Possessions lightsaber (self-built)
http://images2.wikia.nocookie.net/starwars/images/0/0b/Taradosgon.jpg
Gon was a Jedi Knight that was taken to the Jedi Temple at a young age. Gon was one of the 200 Jedi in the task force assembled by Mace Windu to rescue Obi-Wan Kenobi, Anakin Skywalker, and Padmé Amidala from Separatist forces on Geonosis. He managed to survive the battle in the Petranaki arena, but died alongside Eeth Koth when his rescue gunship was shot down by Separatist fire. Sora Bulq was on the same craft, but he survived. Tarados Gon used a blue lightsaber.
Tarados Gon CL 14
Medium Klatooinian Jedi 10/Jedi Knight 4
Init +9; Senses Perception +8
Languages sic, Huttese
Defenses Ref 28 (flat-footed 26, with Flurry 23), Fort 29, Will 29; Deflect, Elusive Target
hp 148; Threshold 29
Speed 6 squares
Melee lightsaber +20 (2d8+12) or
Melee lightsaber +20 (2d8+15) with both hands or
Melee lightsaber +18 (3d8+15) with Rapid Strike or
Melee lightsaber +15 (4d8+15) with Improved Rapid Strike or
Melee lightsaber +22 (2d8+15) with Flurry or
Melee lightsaber +20 (3d8+15) with Flurry and Rapid Strike
Ranged by weapon +16
Base Atk +14; Grp +17
Atk Options Flurry, Improved Rapid Strike, Rapid Strike, Withdrawal Strike (simple)
Special Actions Conditioning, Redirect Shot
Force Powers Known (Use The Force +14) battle strike (2), Force slam, Force thrust, move object, surge
Force Techniques Improved Force Slam, Improved Force Thrust
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 14
Special Qualities build lightsaber
Talents Deflect, Elusive Target, Greater Weapon Focus (lightsabers), Guardian Strike, Improved Redirect, Redirect Shot, Weapon Specialization (lightsabers)
Feats Conditioning, Flurry, Force Sensitive, Force Training (3), Improved Rapid Strike, Rapid Strike, Wary Defender, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple), Withdrawal Strike (simple)
Skills Climb +10 (may reroll but must keep the result of the reroll even if worse), Endurance +15 (may reroll but must keep the result of the reroll even if worse), Jump +10 (may reroll but must keep the result of the reroll even if worse), Swim +10 (may reroll but must keep the result of the reroll even if worse), Use the Force +14
Possessions lightsaber (self-built)
Official stats for Tarfful now appear in the Clone Wars Campaign Guide. My homebrewed stats came first though. I leave them here as an alternate build.
Standing at a whopping 6'9", Austrialian basketball player Michael Kingma played Tarfful the Wookiee in Revenge of the Sith. His fellow players Axel Dench and David Stiff also played Wookiees in the film.
Wookiees (Chewbacca included) are definitely much cooler in the prequel trilogy than Chewie was in the classic trilogy. For starters, Chewie was skinny and gawky in the original trilogy. In the prequels, he and all the Wookiees are buff and fearsome! Plus, most of them (Tarfful included) are "Rastafied" by about 10 percent or so with those cool Wookiee fur dreads.
Tarfful's a great character for a plot device for your games, or just a fun NPC to include because he survived the Battle of Kashyyyk and was eventually captured by the Empire and forced to work on building the Death Star. For my money, I think that makes him a very gameable NPC with lots of options for including him as a potential plot hook or NPC helper in your game.
Also, prior to the events of Revenge of the Sith (and perhaps even to the entire prequel trilogy itself, given the long lifespans of Wookiees and the so-called "unidentified tridactyl species"), Tarfful and Yoda were friends -- or at least worked together on capers of one sort or another. I'm surprised there haven't been "Yoda & Tarfful" comics yet, taking place 100 years BBY. I've always wanted to run a game that was, like, 60 years BBY, so I could bring in as NPCs a young Qui-Gon, a middle-aged Dooku, a less ancient Yoda, a younger Tarfful, and, as a GMPC member of the party proper, a pre-reassembled C3P0.
Anyway, I built Tarfful with levels of Officer since he was so helpful in planning out the placement of troops for the Republic Army. But for purposes of fulfilling the PrC prerequisite of being a member of "an organization with a military or paramilitary division," I figure he's a relatively big kahuna in whatever the Wookiee militia was called that helped the clonetroopers fight off the Separatist invasion.
When Tarfful's name was originally released to the public prior to the debut of Revenge of the Sith, he was widely called "General Tarfful." For some reason, this title was later revoked, and now Wookieepedia makes it a point to twice note that Tarfful was not a General.
As noted in Attichitcuk's entry, Tarfful's baleful wail at Yoda's departure was Itchy's voice from the old Star Wars Holiday Special.
Anyway, don't call him General:
Tarfful
http://images.wikia.com/starwars/images/1/1e/Tarfful.jpg
Adult Male Wookiee Soldier 5 / Noble 5 / Officer 1
Force 11, Dark Side Points 0
Init +11; Senses Perception +9
Languages Basic, Shyriiwook, Xaczik, Bocce, Dosh
Defenses Ref 24 (flat-footed 23), Fort 27, Will 22
hp 96; Threshold 27
Speed 6 squares
Melee unarmed +13 (1d4+9) or
Melee Ryyk Blade +13 (1d6+9)
Ranged Bowcaster +10 (3d10+5)
Base Atk +9; Grp +13
Atk Options Point Blank Shot, Dreadful Rage, Bantha Rush, Mighty Swing, Mele Defense, Battle Analysis, Melee Smash, Stunning Strike, Bolster Ally, Coordinate, Deployment Tactics
Special Abilities Extraordinary Recuperation, Rage, Weapon Familiarity (bowcasters), Natural Climber, Intimidating
Abilities Str 19, Dex 12, Con 14, Int 13, Wis 9, Cha 10
Talents Battle Analysis, Melee Smash, Stunning Strike, Presence, Bolster Ally, Coordinate, Deployment Tactics
Feats Skill Focus (Perception), Armor Proficiency (Light & Medium), Weapon Proficiency (Pistols, Simple, Rifles), Point Blank Shot, Dreadful Rage, Bantha Rush, Might Swing, Linguist, Melee Defense, Weapon Proficiency (Exotic): Ryyk Blade
Skills Climb +14, Initiative +11, Knowledge (Tactics) +11, Perception +9
Possessions Double Bandolier/Utility Belt, Epaulettes, Bowcaster, Ryyk Blade
Me next!
Thanks to venerable forums member PeteyRock for this one...
http://images4.wikia.nocookie.net/starwars/images/thumb/5/57/The_Teek.jpg/250px-The_Teek.jpg
Teek (as seen in Ewoks: The Battle for Endor)
small Scout 3/Scoundrel 1
Destiny 1; Force 5
Init +12; Senses Perception +8
Languages Teek, Basic (understand only)
Defenses Ref 22 (flat-footed 17), Fort 16, Will 16; Evasion, Dodge, Mobility
hp 43; Threshold 16
Speed 10 squares
Ranged sling +7 (1d4+2)
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Running Attack
Special Actions Fool's Luck
Abilities Str 8, Dex 21, Con 12, Int 10, Wis 13, Cha 12
Special Qualities Teek Speed, Primitive
Talents Fool's Luck, Long Stride, Evasion
Feats Dodge, Mobility, Point Blank Shot, Running Attack, Weapon Proficiency (simple)
Skills Endurance +8, Initiative +12, Perception +8, Stealth +17, Survival +8
Possessions sling, flute, 3-day food supply, rope (hempen, 30 ft.)
Teek Speed Though Teeks are small, they have a base speed of 8 squares and can sprint at five times their base speed instead of four.
If Nien Nunb was named after the "Number Nine," then it doesn't take Rain Man to see that "Ten Numb" (no relation...take a closer look at that surname) was named after the "Number Ten." Thanks to Dendrite for this stat block:
Ten Numb CL 6
http://images1.wikia.nocookie.net/starwars/images/0/03/Sullustan_Pilot.jpg
Medium Sullustan scoundrel 1/scout 2/soldier 3
Init +11; Senses darkvision, heightened awareness; Perception +9
Languages Basic, Binary, Huttese, Sullustese
Defenses Ref 21 (flat-footed 18), Fort 19, Will 18; Dodge, Vehicular Combat
hp 47; Threshold 19
Speed 6 squares
Melee by weapon +4
Ranged heavy blaster pistol +5 (3d8+2)
Base Atk +4; Grp +7
Atk Options Dirty Fighting, Ruthless
Abilities Str 11, Dex 16, Con 10, Int 14, Wis 13, Cha 12
Special Qualities expert climber
Talents Dirty Fighting, Ruthless, Spacehound, Traceless Tampering
Feats A Few Maneuvers, Armor Proficiency (light, medium), Dodge, Gunnery Specialist, Starship Tactics, Vehicular Combat, Weapon Proficiency (pistols, rifles, simple)
Skills Climb +3 (may take 10 even when distracted or threatened), Endurance +8, Initiative +11, Mechanics +10, Perception +9 (may reroll but must keep the result of the reroll even if worse), Pilot +11, Stealth +11, Survival +9
Possessions anti-security blade, binder cuffs, code cylinder, datapad, flight suit (+ armor, +1 equipment) with Vacuum Seals, heavy blaster pistol, utility belt (3 day food supply, medpac, tool kit, power pack, energy cell, glow rod, comlink, liquid cable dispenser), vacuum mask
LIST CONTINUED IN POST #17, BELOW...
johnnyputrid
04-01-08, 09:31 AM
LIST CONTINUED IN POST #17, BELOW
RobShanti
04-01-08, 09:36 AM
LIST CONTINUED FROM POST # 15, ABOVE...
If there's a circle of Dante's Hell reserved for accountants -- and that's not even mentioning the ones reserved for betrayers and corrupt politicians -- Tessek managed to avoid them all...although his fate may hardly be considered any better.
Jabba's former bean counter, though he survived the debacle at the Pit of Carkoon, was promptly captured, upon his return to the palace, by the B'omarr monks, who forcibly removed his brain and stored it in a jar of preservatives attached to a BT-16 perimeter droid.
Shredda, I believe, statted Tessek. Someone else statted the B'omarr monk talent tree. I statted the BT-16 perimeter droid (I think...it was a long time ago...this may be someone else's version of the BT-16...)
Tessek CL 5
http://images4.wikia.nocookie.net/starwars/images/thumb/6/6b/Tessek_bg.jpg/250px-Tessek_bg.jpg
Medium Male Quarren Scoundrel 4/Noble 1
Force Points 8 Dark Side 0 Destiny 1
Init +1; Senses Low-light vision, Perception +7
Languages Basic, Gamorrean (understand only), Huttese, Quarrenese, Ryl
Defenses Ref 15 (flat-footed 14), Fort 14, Will 14, Dodge
hp 42; Threshold 14
Speed 6 squares
Melee unarmed +4 (1d3+3)
Ranged hold-out blaster +4 (3d4+2)
Base Atk +3; Grap +4
Atk Options Point Blank Shot
Special Actions breathe underwater, expert swimmer
Abilities Str 12, Dex 13, Con 14, Int 12, Wis 10, Cha 12
Talents Fool’s luck, Inspire Confidence, Knack
Feats Dodge, Linguist, Mobility, Point Blank Shot, Skill Focus (deception), Skill Focus (gather information), Skill Focus (persuasion), Weapon Proficiency (pistols, simple weapons)
Skills Deception +13, Gather Information +13, Knowledge (streetwise) +8, Perception +7, Persuasion +13
Possessions hold-out blaster
B’omarr Monk Talent Tree
B'omarr brain jars may be carried by a droid receptacle (typically a modified Arakyd BT-16 Security Droid, stats given below). The minimum droid size is Small, but aside from that limitation, Shed Saints may individualize their droid receptacles. While the character's brain jar is carried, he is treated as piloting the droid receptacle as a vehicle with total cover (Pilot skill and related feats like Vehicular Combat apply). You may perform any Vehicle Combat maneuvers. Force Pilot is a common Sense Talent among Shed Saints.
Membership: Any character with the Force Sensitivity feat can become a member of a B'omarr Order of Shed Saints by being accepted by a Force adept or Force disciple who is a member of a B'omarr Order of Shed Saints. However, they must undergo 'shedding' surgery, leaving behind their physical body. The character becomes a disembodied brain kept in a nutrient jar (effectively having no Strength or Dexterity scores). He keeps his Constitution score (mind-over-body, as it were). The brain jar is considered to have life support, protecting the brain from hard vacuum, atmospheric and inhaled poisons.
The B'omarr monks have achieved enlightenment, giving them unique access to the Force. Only Force-users that are part of the B'omarr Order who have undergone the 'shedding' surgery may select talents from this tree.
Cyborg Martyr: While your brain jar is being carried by a droid receptacle, when you take damage, as a reaction you may transfer any amount of damage done to the droid receptacle to your hit points instead. You can also transfer any number of levels on the Condition Track to yourself as part of the reaction. You may use this ability to lower the amount of damage below the droid's Damage Threshold, for example. However, if the damage you absorb is above your own Damage Threshold, you move -1 on the Condition Track as usual.
Cyborg Avatar: When Catching a Second Wind, you may add your hit points to the droid's when calculating the amount healed (one-quarter of the total). Likewise, when you are healed by Vital Transfer, Bolster Ally or similar abilities, you may add the droid's character levels to your own to determine the amount healed.
Prerequisite: Cyborg Martyr
Serene Courage: You are immune to fear effects.
Enlightened Meditation: You may enter a brief meditative state as a full-round action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. However, your droid loses its Dexterity to its Reflex Defense during your meditation. Upon emerging from the trance (a swift action), you may roll your first skill check or attack roll made in the following round twice, keeping the better result.
Prerequisite: Serene Courage
Arakyd BT-16 Security Droid (B'omarr Brain Jar variant)
http://www.starwars.jp/databank/organization/image/bomarr_monk.jpg
CL 3; Large droid (4th-degree) nonheroic 4/scout 2
Init +14; Senses low-light vision, darkvision; Perception +14
Languages Basic, Binary, 1 unassigned
---
Defenses Ref 15 (flat-footed 13), Fort 13, Will 14
hp 54; Threshold 28
Immune droid traits
---
Speed 8 squares (walking)
Melee claw +8 (1d6+4)
Base Atk +5; Grp +13
Fighting Space 2x2; Reach 1 square
---
Abilities Str 16, Dex 14, Con –, Int 12, Wis 15, Cha 10
Talents Sure-Footed
Feats Skill Focus (Perception), Skill Focus (Jump), Skill Training (Survival), Weapon Proficiency (simple weapons, heavy weapons), 1 unassigned
Skills Jump +13, Perception +14, Survival +7
---
Systems walking locomotion, 4 extra legs, claw appendage, basic processor, vocabulator, hardened systems x3, locked access, secondary battery, improved sensor package, darkvision
Possessions brain jar (life support: immunity to atmospheric and inhaled poison hazards)
Availability Restricted Cost 6,210 credits
Australian actor Bruce Spence has had a long and prolific acting career, but I remember him fondly as the maniacal autogyro pilot in Road Warrior (alternately entitled Mad Max 2 outside of the U.S.). He also played the Mouth of Sauron in the extra footage of the extended version of Return of the King.
Much like Christopher Lee playing parts in both the Lord of the Rings and Star Wars, Bruce Spence also played a character in Revenge of the Sith: Port Administrator Tion Medon of Utapau.
For this build, I used the official Wizards of the Coast stats for the Utapau'an, found in the Wizards Web Enhancement for Pau'ans (http://www.wizards.com/starwars/downloads/Saga_Ed_Web_Enhancement_Pauans.pdf):
Pau'an
Ability Modifiers: +2 Wisdom, +2 Charisma, –2 Strength. Pau’ans leave most of the manual labor to their Utai neighbors, but they are capable leaders.
Medium Size: As Medium creatures, Pau’ans have no special bonuses or penalties due to their size.
Speed: Pau’an base speed is 6 squares.
Authority: As a species accustomed to being in authority, Pau’ans add +1 to any insight or morale bonuses they grant to themselves or other characters.
Low-Light Vision: Pau’ans ignore concealment (but not total concealment) from darkness.
Conditional Bonus Feat: A Pau’an with Persuasion as a trained skill gains Skill Focus (Persuasion) as a bonus feat.
Automatic Languages: Basic and Utapese.
Tion Medon
http://images.wikia.com/starwars/images/1/1f/Tion.jpg
Pau'an Non-Heroic 6 / Noble 2
Force 6, Dark Side Rating 0
Init +4; Senses Perception +12
Languages Basic, Utapau'an, High Galactic, Bocce, Binary, Huttese, Durese, Rodese, Ryl
Defenses Ref 13 (flat-footed 13), Fort 11, Will 17
hp 16; Threshold 11
Speed 6 squares
Melee unarmed +6 (1d4+2)
Ranged as weapon +2 (damage as weapon +1)
Base Atk +5; Grp +6
Atk Options: None
Special Actions: Connections
Species Abilities: Diplomatic (may reroll Persuasion but must keep 2nd roll), Darkvision (ignore all concealment from darkness), Cultured (if trained in Knowledge: Galactic Lore, get Skill Focus in that skill)
Abilities Str 12, Dex 10, Con 9, Int 16, Wis 16, Cha 12
Talents: Connections
Feats: Skill Training (Use Computers, Perception, Gather Information), Skill Foci (Persuasion, Ride, Use Computer, Knowledge: Bureaucracy), Linguist
Skills: Gather Information +10, Knowledges (Bureaucracy & Galactic Lore) +17, Perception +12, Persuasion +15, Ride +14, Use Computer +17
Possessions: Red Robes, Staff of Office
If you're wondering why in blazes I statted Bea Arthur's character Ackmena with the feat "Coordinated Attack," it's not a typo. Ackmena's not the type to get physical with a rowdy patron (unless it's to soothe his savage breast with a song and dance), which is why she keeps her trusty bodyguard Tork close at hand at all times.
Tork's species is apparently unknown -- that he's huge and silvery-skinned is all that's known about him (the perfect counterpoint to the small and green Yoda, whose species remains equally mysterious). Rather than create a species template out of whole cloth without any information, I simply statted him as human and identified him as "Humanoid." I built him as a soldier using the Brawler tree, and gave him all unarmed combat feats where I could, to simulate a bouncer / bodyguard. The idea behind Ackmena's Coordinated Attack is -- if things get really rough, she whacks the troublemaker over the noggin' with a bottle while Tork is grappling him for ejection from the cantina.
Tork
http://images.wikia.com/starwars/images/f/f6/Tork.jpg
Humanoid Male Scout 1 / Soldier 5
Force 8, Dark Side Rating 0
Init +10; Senses Perception +9
Languages Basic, Native Tongue
---------
Defenses Ref 22 (flat-footed 20), Fort 21, Will 17
hp 62; Threshold 21
---------
Speed 6 squares
Melee unarmed +8 (1d6+6) or
Ranged Blaster Pistol +7 (3d6+3)
Base Atk +5; Grp +8
Atk Options Bantha Rush, Pin, Crush, Martial Arts I, Expert Grappler, Unbalance Opponent
Special Actions Shake It Off, Extreme Effort
--------
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Talents: Extreme Effort, Expert Grappler, Armored Defense, Unbalance Opponent
Feats Bantha Rush, Shake It Off, Weapon Proficiencies (Pistols, Simple, Rifles), Armor Proficiency (light), Pin, Crush, Martial Arts I
Skills Endurance +10, Initiative +10, Jump +11, Perception +9, Ride +10, Treat Injury +9
Possessions: Light Armor*
* In my Wicket Stats (http://forums.gleemax.com/showthread.php?t=1005958), I decided Wicket's coif was made of Yayax hide, and granted him a +2 Armor Bonus, +1 Equipment Bonus, and allowed for a Max Dex bonus of +5.
Looking at the picture of Tork, and given that I chose "Armor Proficiency: Light" for lack of a better Soldier starting feat, I figured I may as well do the same for the heavy cloth hauberk, padded shirt and leather sleeves Tork seems to be wearing. That's gotta afford some light armor protection. So let's call that ensemble a +2 Armor Bonus to Reflex, +1 Equipment Bonus to Fort, and allow it a Max Dex bonus of, like +3. I've gone ahead and included those Armor bonuses in his stats.
Let me preface this anecdote by vehemently proclaiming that I do not believe in psychic powers -- unless you're liberally defining "psychic" in a non-supernatural sense to simply describe flashes of intuition based upon your subconscious mind perceiving and internalizing something that your conscious mind has not noticed.
That said, I swear I'm psychic.
I've had lots of completely unexplained -- and as far as I can tell, inexplicable -- premonitions. Maybe they're coincidence, maybe they're my subconscious picking up on something my conscious hasn't, maybe they're something else entirely. But whatever the case, they've been enough over the years that it's kind of scary.
And I distinctly remember the very first "psychic" premonition I had. I was a child at the time, and it came (as not all of them do) in a dream.
The year (both in my dream and in real life) was 1980. The Empire Strikes Back was out and a whole new slew of Kenner 3 1/4" action figures were hitting the stores from the new film. The Yoda figure was especially popular, but like my taste in stats, I liked the more obscure characters. One night, probably induced by incessantly thinking about all the Star Wars characters that had yet to be rendered in 3 1/4" of plastic, I had a dream that I walked into the local Kiddie City; made a beeline, as I always did, for the aisle with the Star Wars figures; and, as I approached the hooks from which all the figures hung in their packages, I could see a new one waiting there...the blue medical droid that had operated on Luke's prosthetic hand! I didn't know the name of the droid at the time. In fact, as far as I knew, it hadn't even been given a name yet...maybe in the novelization, but I hadn't read it yet.
In my dream, I moved closer to the wall of figures, and when I got close enough, I could see, written in the white strip above the clear plastic housing that contained the figure, the name: "Toby."
When I awoke, I was sorely disappointed that I had only been dreaming...but I was equally amused by the name my imagination had given the medical droid. Toby! I dismissed it, and thought, "I wonder if the medical droid will get its own action figure!"
Some time not long after that dream, I walked into the local Kiddie City in real life. I made a beeline, as I always did, for the aisle with the Star Wars figures. As I approached the hooks from which all the figures hung in their packages, I could see a new one waiting there... THE BLUE MEDICAL DROID THAT OPERATED ON LUKE'S HAND! My dream had come true! I rushed to the package, took it in my hand, and read the name printed in the white space above the clear plastic housing that contained the figure. I honestly didn't expect it to say anything more than "medical droid"...but imagine my complete and utter shock when I read the name: "Two-Onebee"!
To this day, I still find the recollection of that moment chilling.
If you look at 2-1B's pictures, he is variably shown with pincers, needles and three-fingered claws for extremities. His Wookieepedia entry explains that these are modular attachments, so I represented all of them as "instruments," even the claw attachments. It seemed silly to stat the claws as "claw appendages," since a robot with claw appendages must succeed at a DC 15 DEX check to perform any task that normally requires hands or else it drops the object it's trying to manipulate. I figured that'd result in a lot of lost surgical tools sewn up inside patients. So everything is an "instrument appendage," the only disadvantage to which is that the carrying capacity is calculated as if the droid's STR were 1/4 it's actual value (in 2-1B's case, as if his STR were a 3).
Also, I started him off as a non-heroic, but ended with two levels of Noble because, apparently, he was chief of surgery at Hoth. I would have given him only one level of Noble, but I thought both Cybernetic Surgery and Surgical Expertise were appropriate, so I had to take another level of Noble. I gave him NO combat feats. It wasn't hard. I piled him up with Skill Foci in relevant sciences and Treat Injury, and gave him Linguist from the Noble starting feats. He speaks a good deal of languages, including those of all the aliens we see in the films as Rebels (Sullustan, Shyriiwook, Dressellian, Mon Calamari), given that he may have to treat any of them, and would likely need to communicate with them to do that. (How do you say "Bend over and cough" in Shyriiwook?...or more precisely, would you?) I also gave him Ryl, since the Rebel Alliance's Minister of Supply is a Twi'lek. Who else but the chief of surgery is going to have to argue with him over more bacta tanks? I gave him Binary so he can get medical information quickly from other droids and High Galactic for when he has to give that gynocological exam to Princess Leia. But most importantly, I think, I gave him Columi, presumably the language of the Columi species, since they designed the 2-1B model's chief competitor, the GH-7 medical analysis droid that we see giving the good and bad news about Padmé's childbirth to Obi-Wan, Yoda and Bail. I figured, in order to keep up with the GH-7 model, it should speak any languages that model speaks so there can be no medical "trade secrets."
Two-Onebee (2-1B)
http://images1.wikia.nocookie.net/starwars/images/thumb/0/03/21b.jpg/250px-21b.jpg
Medium 1st Degree Medical Droid, Non-heroic 3 / Noble 2
Force 6, Dark Side Points 0
Init +4; Senses Perception +12, Improved Sensor Package*
Languages Basic, Binary, High Galactic, Mon Calamari, Shyriiwook, Bocce, Columi, Dressellian, Bothan, Sullustan, Ryl
Defenses Ref 15 (flat-footed 13), Fort 12, Will 17
hp 15; Threshold 12
Speed 6 squares
Melee unarmed +4 (1d4+1)
Base Atk +3; Grp +4
Atk Options None
Special Actions Surgical Expertise, Cybernetic Surgery, Memory Reprogramming, Nonliving immunities, Shut down, Lowlight vision
Droid Systems Heuristic Processor, Droid Traits, Locomotion (Walking), Appendages (array of modular surgical instrument appendages), Behavioral inhibitors, Vocabulator, Integrated Short-range Com-link, 5 kg Internal Storage, Locked Access, Secondary battery, Improved Sensor Package*
Abilities Str 12, Dex 14, Con N/A, Int 18, Wis 16, Cha 10
Talents Educated
Feats Skill Foci (Treat Injury, Knowledge: Life Sciences, Knowledge: Physical Sciences, Use Computers); Linguist; Surgical Expertise, Cybernetic Surgery
Skills Knowledges (Life & Physical Sciences) +16, (All other Knowledges at +11 due to the Educated Talent), Perception +12, Treat Injury +15, Use Computer +16
Possessions Medical Supplies
* Grants +2 to Perception (already factored into stats) and Low-light vision.
"Snail Head," as he was called on the set in 1977 (although his head looks more fly-like to me, but I'm no entymologist) was supposed to be given the proper name of "Ilna," (almost an anagram of "snail") but was largely edited out of the Cantina scene of what later came to be known as A New Hope -- appearing only "fleetingly" in the film, as Wookieepedia puts it -- and, I suppose, naming the character thus became a moot point.
The character's near-absence from the film resulted in him being long forgotten, even by Kenner...there was no "Snail Head" action figure. No kids playing "Star Wars" in the back yard ever said, "I'll be Snail Head!"
The keen-eyed artists at Marvel Comics put a Snail-Head-like character in Star Wars 2: Six Against the Galaxy. He was an unnamed background character, though, serving as mostly set dressing for the panel. It is unclear whether this was intended to be the same "Snail Head."
Like most obscure characters from the films, it was Decipher, Inc., the license-holders and publishers of the Star Wars Customizable Card Game between 1995 and 2001, who resurrected the character for a playing card, ignoring the name Ilna and identifying the character as "Tzizvvt," demonstrating that the folks at Decipher, too, thought he looked more like a fly than a snail. (Where the name of the species came from I have no idea, but judging by the phonetics, it was probably also a creation of Decipher.)
Also, like many obscure film characters, it was the Star Wars Hyperspace's "What's The Story" feature, which allowed subscribing fans to submit backstories for featured characters, from which came Tzizvvt's history. Fan and Hyperspace subscriber Tim Veekhoven, drawing inspiration from the Indiana Jones films, established Tzizvvt as a xenoarchaeologist and treasure hunter who enlists the aid of the Lutrillian spacer Solomahol to ferry him to the haunted world of Jandoon -- which he claimed was his homeworld (canon seems to either conflict or be inconclusive regarding the veracity of this claim) -- to find "The Eye of the Beyonder," a fabled artifact from the ancient and long-dead civilization of Jandoon. His quest for this antiquity earned him a reputation as a "crazy old" rambler. Solomahol, however, decided to indulge Tzizvvt, and their partnership was formed.
The Star Wars databank goes on to say that Tzizvvt is also a fugitive from Imperial justice for having stolen valuable relics from Biitu and Roon, and resurrected the name "Ilna" as his alias.
There are not, as yet (and probably will never be) any species stats for a Brizzit, so I've used the ones that forums member LordLightVader and I collaborated on:
BRIZZIT
The Brizzit are an insectoid species, characterized by fang-like protrusions from their proboscis and large, multi-colored, multi-faceted eyes. Despite their distinctive appearance, an individual Brizzit is difficult to identify among others of its kind.
Brizzit
Ability Modifiers: +2 Con, -2 Cha
Multi-faceted eyes: May reroll Perception checks, but must keep the second result.
Darkvision (compound eyes)
Cartilaginous body: a Brizzit’s light-weight, cartilaginous body grants the ability to reroll Endurance checks, but the second roll must be kept even if it is worse.
Size: Medium
Speed: 6 squares
Languages: Basic, Brizzit
Using those stats, here is my build for Tzizvvt a/k/a Ilna the Brizzit treasure hunter. Some of the choices I've made for the build represent Brizzit's role in my game, in which he is featured as an NPC, such as his choice of languages. More on that to come as events unfold...
Tzizvvt a/k/a Ilna
http://i306.photobucket.com/albums/nn265/RobShanti/tzizvvt.gif
Medium Adult Brizzit non-heroic 6 / Scoundrel 3 / Scout 3
Init +12; Senses Perception +18 (may reroll, but keep 2nd roll), Darkvision,
Languages Basic, Brizzit, Mando'a, High Galactic, Sith, Bocce, Huttese, Rakata, Ancient Jandoonian
Defenses Ref 16 (flat-footed 15), Fort 17, Will 16
hp 75; Threshold 17
Speed 6 squares
Melee Knife +8 (1d4+3)
Ranged blaster pistol +9 (3d6+3)
Base Atk +8; Grp +9
Atk Options Desperate Gambit (S&V 21), Impetuous Move (S&V 22), Bad Feeling (FUCG 32), Shake It Off
Species Abilities Multifaceted Eyes, Darkvision, Cartilaginous Body
Abilities Str 10 (0), Dex 12 (+1), Con 16 (+3), Int 16 (+3), Wis 14 (+2), Cha 10 (0)
Talents Art of Concealment (FUCG 27), Illicit Dealings (FUCG 27), Extreme Effort, Surefooted
Feats Recall (FUCG 32), Skill Training: Perception, Weapon Proficiencies: Simple & Pistols, Skill Focus: Perception, Stay Up (S&V 22), Desperate Gambit (S&V 21), Bad Feeling (FUCG 32), Informer (FUCG 32), Shake It Off, Linguist, Impetuous Move (FUCG 32)
Skills Endurance +14 (may reroll, but keep 2nd result), Initiative +12, Knowledge: Galactic Lore +14 (may reroll all Knowledges, keeping the better result), Perception +18 (may reroll, but keep 2nd result; may substitute for Gather Information), Survival +13
Possessions blaster pistol, knife, copper-colored flight suit, utility belt, comlink, datapad, field kit, macrobinoculars, credit chip.
I tested the bounds of "Obsure" with Greedo. I tested the bounds of "Live Action" with Captain Tarpals, Dexter Jettster and Chroon-Tan B-Machine. Now I'm about to test the bounds of "Film Character" with Utris M'Toc, the Imzig Bespin Guard (not to be confused with Utris the Sith Warrior who was healed by Lord Rin Shuuir when he was incapacitated in battle, as mentioned in the West End Games Tales of the Jedi Companion sourcebook).
Apparently, the alien later come to be known as Utris M'Toc was a makeup experiment. The actor was made up, complete with upper-face and forehead prosthetics a la Star Trek, and dressed in costume as a Bespin Guard...and even photographed. But whether or not he was ever filmed is uncertain, and if he was, the footage never made it into The Empire Strikes Back. But the photos were enough to create a Decipher trading card for the character, who was dubbed Utris M'Toc by the Decipher staff, and given a modicum of background. Apparently, he's a no-nonsense member of the Bespin Guard who is so loyal to the uniform, he can't be bribed. He also shares a mutual dislike for his ill-tempered and condescending Sergeant.
I was eager to stat Utris M'Toc because he was an alien...and one that West End Games, Wizards of the Coast, those of us who worked on the fan-made Saga Alien Anthology (in my sig), or anyone, as far as I can tell, has never tried to stat. But the reason for that is probably, at least in part, because there's no information on the species whatsoever.
Now I could have used the time-tested West End Games method, which I once saw characterized on Star Wars author Dan Wallace's Starwars.com blog (http://blogs.starwars.com/danwallace/41/comments) as: "if a movie character's only line was, 'I like pie,' then that character's EU backstory would be that he came from the leading pie-producing planet in the galaxy, and that his parents were famous interstellar pie sellers, and that it was the Empire's taxation of pie exports that led to the character joining the Rebel Alliance." But I didn't even have that.
So, like my stats for Tork (http://forums.gleemax.com/showpost.php?p=15628296&postcount=45), rather than make up stuff from whole cloth based on nothing but a photo, I opted to just characterize the Imzig parenthetically as "Humanoid" and stat him as a human. I did use his Human and 1st Character Level feats, though, to craft a character that fit the stern, stoic photographic depiction of the only Imzig in Star Wars canon; I gave him Improved Defenses and Toughness to represent him as lean-but-tough and unshakeable. (He kind of reminds me of Odo from Star Trek...that kind of no-nonsense, straight-as-an-arrow lawman...must be the makeup.) Also, statting him as Human has the added benefit of allowing his stats to be used for any semi-heroic Bespin Guard. I say semi-heroic because I started him out with some Non-heroic levels, like the official Wizards RCR stats for a Bespin Guard (http://www.wizards.com/default.asp?x=starwars/article/sw20050106a) (which statted them out as level 2 Thugs), but because he was a "named character," I felt he should have a level of Scout and Soldier in case he ever makes a cameo in anyone's game.
Also, I tried to stay true to the official Wizards RCR build in the skills and feats that I selected (except that I replaced "Treat Injury" with "Knowledge: Bureaucracy"...only because it seemed to fit better for a Bespin Guard). So, without further ado, I give you:
Utris M'Toc
http://www.starwars.jp/databank/character/image/utris_mtoc.jpg
Male Imzig (Humanoid) Non-Heroic 3 / Scout 1 / Soldier 1
Force 6, Dark Side Points 0
Init +4; Senses Perception +5, Acute Senses
Languages Basic, Imzig, Ugnaught, Bocce
Defenses Ref 16 (flat-footed 14), Fort 12, Will 16
hp 13; Threshold 17
Speed 6 squares
Melee unarmed +3 (1d6+2)
Ranged Blaster Pistol +5 (3d8+2)
Base Atk +3; Grp +5
Atk Options Martial Arts I, Expert Grappler
Special Actions Acute Senses
Abilities Str 10, Dex 14, Con 8, Int 14, Wis 16, Cha 12
Talents Acute Senses, Expert Grappler
Feats Improved Defenses, Toughness, Weapon Proficiencies (Pistols, Advanced Melee, Heavy, Simple, Rifles)
Skills Knowledge (Bureaucracy) + 9, Persuasion +8, Pilot +9, Use Computer +9
Possessions Bespin Guard Uniform, Blaster Pistol, Comlink, Datapad
With the release of the new Clone Wars animated film in August, I would imagine there will be a resurgence of GMs running their Star Wars RPGs during the Clone War era. Given that, we'll need some mastermind villains. Nute Gunray gets more than his fair share in the live action films, so I thought I'd stat out one of my favorite members of the CIS roundtable, Wat Tambor.
I liked Wat Tambor from the moment I saw him in Attack of the Clones, in that art deco electronic drum of a life-support suit. Given his appearance, his name is unsurprising: "Wat," as in "watt," as in "electronic"; and "Tambor," as in the Spanish word for "drum." Watt gets some cool EU face time in the Visionaries comic book story "Watt Tambor and the Quest for the Sacred Eye of the Albino Cyclops," in which he undergoes a transcendental journey not unlike Anakin's Nelvanian vision in season 2 of the Clone Wars cartoon.
I also always liked the Techno Union itself, with its cool pulpy giant robots and stuff.
With the Force Unleashed sourcebook coming out, I figured I'd better build Wat to be pretty fearsome, since PCs will undoubtedly be buffed by whatever over-the-top stuff will be featured in that book. So, I build him as a Noble 6, Soldier 1, Crime Lord 5, Officer 3. The Noble beginnings reflect his privileged upbringing but focuses on the Tech Expert talent tree from Starships of the Galaxy, the dip into Soldier was necessary for his life support / armor suit, the levels in Crime Lord are meant to represent his rise to Techno Union Foreman, and his levels in Officer represent his active role in the Separatist military.
WotC's official Skakoan Species Template appeared in a Web Enhancement, and looks like this:
Skakoan Species Traits
Ability Modifiers: –2 Dex, +2 Int
Size: Medium
Speed: 6 squares
Bonus Feat: Armor Proficiency (light).
Conditional Bonus Feat: Skakoans are often techno-savants. A Skakoan with Mechanics as a trained skill gains Skill Focus (Mechanics) as a bonus feat.
Mechanical Savant: Once per encounter, a Skakoan can make a standard action Mechanics or Use Computer check as a swift action.
Special Equipment: Skakoans suffer limitations outside their native atmosphere. Without a pressure suit, a Skakoan takes 1d6 points of damage each round and begins to suffocate. Skakoan characters begin play with a light pressure suit at no cost.
Languages: Basic, Skakoform (written)/Skakoverbal (spoken).
Pressure Suit, Light
This coverall is designed to keep Skakoans from asphyxiating or from explosively decompressing when off world. It contains vocalizers and a sealed life support system that provides everything a Skakoan needs to survive indefinitely in an atmosphere. It also allows a Skakoan to survive for 10 hours in the vacuum of space. If purchased anywhere besides Skako, double the listed price.
Light Armor (-2 check penalty)
Light Pressure Suit
4,000
+5 Armor bonus to Ref
+2 Equipment bonus to Fort
+3 Max Dex bonus
4 sq. speed (for a character with a 6 sq. speed unarmored)
10 kg Weight
Availability: Licensed, rare
Behold: Techno Union Foreman Wat Tambor!
Wat Tambor
http://www.swg1.net/encyclo/images/wat_tambor.jpg
Medium Middle-Aged Skakoan Noble 6 / Soldier 1 / Crime Lord 5 / Officer 3
Force 13; Dark Side 3
Init +7; Senses Perception +10
Languages Basic, Skakoform (written)/Skakoverbal (spoken), Bocce, High Galactic, Binary, Tech, Pak Pak
Defenses Ref +30 (flat-footed +30), Fort +28, Will +32
hp 62; Threshold 26
Speed 6 squares
Melee Unarmed +11 (1d4+7)
Ranged Blaster Pistol +11 (3d8+7)
Base Atk +11; Grp +11
Special Actions Cybernetic Surgery, Tech Specialist, Starship Designer, Educated, Engineer, Born Leader, Notorious, Attract Minion, Shared Notoriety, Impel Ally I & II, Deployment Tactics, Field Tactics, Command Cover, Share Talent (Deployment Tactics)
Special Qualities Mechanical Savant (Once per encounter, a Skakoan can make a standard action Mechanics or Use Computer check as a swift action), Share Talent (Deployment Tactics), Command Cover (for both Crime Lord and Officer)*
Abilities Str 10, Dex 10, Con 8, Int 15, Wis 16, Cha 15
Talents Educated, Engineer, Born Leader, Armored Defense, Notorious, Attract Minion, Shared Notoriety, Impel Ally I & II, Deployment Tactics, Field Tactics
Feats Armor Proficiency (Light), Skill Foci (Mechanics, Use Computer, Knowledge[Technology] & Knowledge ), Skill Training (Use Computer & Gather Information), Linguist, Weapon Proficiencies (Simple, Pistols, Rifles), Cybernetic Surgery, Tech Specialist, Starship Designer
Skills Deception +14, Gather Information +14, Knowledges (Bureaucracy & Technology) +19, Knowledge (Tactics) +14, Mechanics +19, Persuasion +14, Treat Injury +15, Use Computer +19
Possessions Skakoan Pressure Suit (Armor Bonus to Ref +5, Equipment Bonus to Fort +2, Max Dex Bonus +3, Armor Check Penalty -2, Cost 4000 cr), Foreman's Robes
* From the FAQ:
Q: Both the Officer and the Crime Lord gain access to the Command Cover ability, which has a maximum bonus based on your class level. How does this work for a multiclassed X / Officer / Crime Lord? Do the two abilities effectively stack (add your levels in Officer and Crime Lord together to determine the Command Cover maximum)? Or are they separate (take the better of the two)?
A: You can stack levels in these two prestige classes, but you are still limited to a +5 maximum bonus. Therefore, a 4th-level crime lord/6th-level officer would get a +5 cover bonus.
WATTO!
I swore that when I heard the little bugger talk the first time I saw The Phantom Menace, that it sounded to me like he was voiced by the now deceased actor Oliver Reed, whom many of you may know as Proximo the slave trader / gladiator trainer from the Russell Crowe film Gladiator. But he's not!
He's voiced by actor/author Andy Secombe, although the effect was probably intentionally the same, an old and gruff slavemaster with an inkling of kindness in his heart, who, for a time, lords supreme power over the hero-in-making at his lowliest. I'm sure, also, the vaguely Semitic/Arabian sounding accent in both characters was intentional.
I've said it before, the Prequel Trilogy draws a lot of flak for being politically incorrect, but the Original Trilogy was just as guilty. All the gangsters, criminals and hit men had Italian names: Fortuna, Jabba, Solo, Greedo, Boba. All the Imperialists had English accents. All the jungle-dwelling species were primitive, "noble savages." The only black faces you saw were in the "urban" environment of Cloud City. Lando acted and dressed like a pimp. No female (save Mon Mothma, thankfully) managed to avoid being scantily clad at some point. And the fat guy was named "Porkins" (he fared no better in Raiders of the Lost Ark, where he was named "Major Eaton"...as in "doin' some major eatin'...").
I'm by no means an apologist for such things, but such is the convention of pulp (although admittedly, perhaps one that should have been left with the passing of the 30's, 40's & 50's). In any event, my fondness for Watto is undiminished. In fact, he's even a foil in one of my Saga campaigns...at some point between TPM and AotC, the PCs borrowed money off of him to bet on the pod races, and lost. They skipped out on Watto, and owe him money. You may know them as the "dead beats" to whom he refers in his conversation with Anakin in AotC. :)
Here is my rendition of Watto, made possible by the official Toydarian species template on page 11 of Scum and Villainy:
[B]Watto
http://www.wizards.com/starwars/images/starwars/watto_1.jpg
CL 3; Small, male, Toydarian non-heroic 4/scoundrel 2
Destiny 1, Force 0, Dark Side 1
Init +4, Perception +8
Languages: Toydarian, Huttese, Bocce, Basic, Jawa Trade Language
Defenses: Ref 16 (ff 15), Fort 12, Will 13 (18 vs. mind-affecting UtF checks)
Hp 22, Damage Threshold 13
Speed: 4 sq. walking, 6 sq. flying (max. altitude = 2 sq.), may hover in place
Melee: unarmed +3 (1d2)
Ranged: +5 (damage, as weapon +1)
Base Atk +4
Atk Options: None
Special Actions: None
Abilities: Str 9 (-1), Dex 12 (+1), Con 10 (+0), Int 16 (+3), Wis 10 (0), Cha 14 (+2)
Special Qualities: Resistant brain (Members of this species gain a +2 bonus to their Will defense, which increases to +5 against Force powers).
Talents: Quick Fix (from the Tech Specialist Web Enhancement / Starships of the Galaxy sourcebook)
Feats: Skill focus (Mechanics, Deception), Skill focus (knowledge: technology), Skill training (assigned below), Skill training (assigned below), Tech Specialist, Weapon proficiency (pistols), Weapon proficiency (rifles)
Skills: Deception +13, Mechanics +14, Knowledge (galactic lore) +9, Knowledge (technology) +14, Persuasion +8
Possessions: Toolkit, Data Pad, Junk Dealership
LIST CONTINUED IN POST # 19, BELOW...
peteyrock
04-01-08, 10:24 AM
Me next!
http://images4.wikia.nocookie.net/starwars/images/thumb/5/57/The_Teek.jpg/250px-The_Teek.jpg
Teek (as seen in Ewoks: The Battle for Endor)
small Scout 3/Scoundrel 1
Destiny 1; Force 5
Init +12; Senses Perception +8
Languages Teek, Basic (understand only)
--------------------------------
Defenses Ref 22 (flat-footed 17), Fort 16, Will 16; Evasion, Dodge, Mobility
hp 43; Threshold 16
--------------------------------
Speed 10 squares
Ranged sling +7 (1d4+2)
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Running Attack
Special Actions Fool's Luck
--------------------------------
Abilities Str 8, Dex 21, Con 12, Int 10, Wis 13, Cha 12
Special Qualities Teek Speed, Primitive
Talents Fool's Luck, Long Stride, Evasion
Feats Dodge, Mobility, Point Blank Shot, Running Attack, Weapon Proficiency (simple)
Skills Endurance +8, Initiative +12, Perception +8, Stealth +17, Survival +8
Possessions sling, flute, 3-day food supply, rope (hempen, 30 ft.)
Teek Speed Though Teeks are small, they have a base speed of 8 squares and can sprint at five times their base speed instead of four.
RobShanti
04-01-08, 11:15 AM
LIST CONTINUED FROM POST # 17, ABOVE
A holistic version of Wicket, which takes into consideration his history of heroics in the EU, might be what some folks are looking for. Rather than discount the comics and cartoons because of the R2D2/C3P0 problem (that is, Wicket's meeting them shortly after the Battle of Yavin, thinking them demons, and then meeting them AGAIN, later, in RotJ, and thinking C3P0 a god), I just discounted that one episode of the cartoon that featured the droids, since it contradicted higher canon, and kept the rest.
In the rest, Wicket places great value on "becoming a warrior." While there's nothing in Saga stopping us from using pure Scout classes to represent a warrior, I figured I'd dip into soldier for Devastating Attack (gotta explain beating the stormtroopers in the Battle of Endor somehow). The downside is that I was required to select a starting feat from soldier, and none of them fit...but, I was able to get away with selecting Light Armor proficiency. We can say that Wicket's coif is made of Yayax hide, and is light armor. We can give it +2 Armor Bonus, +1 Equipment Bonus, Max Dex +5.
Plus, there is some support for the notion that Wicket has a Light Armor proficiency in that, in his youth, he acquired a "Do-it-Yourself Warrior's Kit" when he wished upon Kneesaa's wish plant. The kit apparently came with armor of sorts (a helm, a buckler or small shield, and perhaps a heavier coif), so it's not outrageous.
Also, in the Marvel comic adaptation of RotJ, it is Wicket, not Paploo, who steals the Imperial speeder bike. That, and the fact that Wicket appears, in the film, to use the Disruptive talent by whacking the scout trooper's leg with his stick to distract him so Leia can escape is some evidence that he has a bit of scoundrel in his build.
And lastly, while I didn't go as far as to make him Force Sensitive, I did give him Strong in the Force as a feat (which, remarkably, does not have Force Sensitive as a prerequisite). In the cartoon, Wicket wields Logray's magical staff, calls upon the magic of fire crystals and even cast some minor cantrips of his own that he learned from his brief apprenticeship under Logray the medicine man (which he later quit to pursue the path of the warrior-scout). Also, he can see and communicate with the ghost or Force Spirit of his late great-grandfather Erpham.
So, all in all, I think the build is generous, but not unrealistic, given what the mythos has established about him.
Wicket Wystri Warrick CL 6
http://images4.wikia.nocookie.net/starwars/images/thumb/3/38/Wicket_headshot.jpg/250px-Wicket_headshot.jpg
Small Ewok Scout 4 / Scoundrel 1 / Soldier 1
Destiny 6 (Discovery); Force Points 8
Initiative +6; Senses Perception +10, Acute Senses
Languages Ewokese (and bits of whatever language the Towanis Spoke...probably Bocce)
________________________________________
Defenses Ref 22 (flat-footed 19), Fort 17, Will 19; Dodge
hp 41; Threshold 16
________________________________________
Speed 4 squares
Melee Spear +4 (1d8+3)
Ranged Spear +7 (1d8+3)
Ranged Sling +7 (1d4+3)
Base Atk +4; Grp +2
Atk Options Improved Charge, Far Shot, Mobility, Point Blank Shot, Disruptive
________________________________________
Abilities Str 10, Dex 16, Con 9, Int 11, Wis 15, Cha 13
Talents Acute Senses, Surefooted, Disruptive, Armored Defense
Feats Strong in the Force, Improved Charge, Far Shot, Shake It Off, Weapon Proficiency (Simple), Dodge, Mobility, Point Blank Shot, Armor Proficiency (Light)
Skills Endurance +7, Knowledge (Tactics) +8, Perception +10, Stealth +11, Survival +10
Possessions Sling, Spear, Yayax hide coif (+2 Armor Bonus, +1 Equipment Bonus, Max Dex +5).
Willrow Hood has gained a bit of a cult following among custom figure collectors as the Bespin "ice cream guy" because of the apparatus he is seen carrying while fleeing Bespin after the Imperial take-over...it's apparently an ice cream mixer. Starwars.com's "What's His Story?" feature, however, allowed fans to add to canon by creating an official backstory for obscure film characters like Willrow. The result: Willrow Hood is a miner on Bespin secretly providing Tibanna gas to the Rebellion for a discount. When the Imps took over, he removed the computer core containing all evidence of dealings with the Rebellion to remove incriminating evidence. Run, Willrow, run!
http://red6.home.insightbb.com/Aliens/Cloud/hood.jpg
Willrow Hood CL 2
Male Human Non-Heroic 3 / Scoundrel 1
Force 5, Dark Side Rating 0
Init +3; Senses Perception +3
Languages Basic
---------
Defenses Ref 14 (flat-footed 13), Fort 13, Will 13, Dodge, Mobility
hp 19; Threshold 13, Extra Second Wind
---------
Speed 6 squares
Melee unarmed +4 (1d4)
Melee simple weapons +4 (damage as weapon)
Ranged +3 (damage as weapon)
Base Atk +2; Grp +4
Atk Options Mobility
Special Actions Trace, Extra Second Wind
--------
Abilities Str 14, Dex 13, Con 15, Int 10, Wis 13, Cha 8
Talents Trace
Feats Dodge, Extra Second Wind, Mobility, Skill Training (Deception, Use Computer and Knowledge: Technology), Weapon Proficiency (simple)
Skills Deception +6, Endurance +9 (H), Knowledges (Technology) +7, Mechanics +7, Use Computers +7
Possessions Computer Core
Closet_Skeleton is at it again in another thread (http://forums.gleemax.com/showthread.php?p=16945708) with Councilmember Yaddle (rendered as "tiny" in his version, rather than "small" as Yoda is in the official stats)!
Yaddle CL 18
http://img.photobucket.com/albums/v623/peanut105/yaddle.jpg
Tiny Muppet Jedi 7/Force adept 5/Force disciple 4/Jedi Master 2
Force 12
Init +8; Senses Use the Force +24
Languages , Basic, 2 unassigned
Defenses Ref 33 (flat-footed 32), Fort 29, Will 39
hp 109; Threshold 29
Immune disease, poison and radiation, fear effects, mind-affecting effects
Speed 6 squares
Melee short lightsaber +15 (2d6+7) or
Melee short lightsaber +10/+10 (2d6+7) with Double Attack
Ranged by weapon +14
Base Atk +15; Grp +14
Atk Options Acrobatic Strike, Double Attack (lightsabers)
Special Actions Battle Meditation, Equilibrium, Force Fortification, Gauge Force Potential, serenity
Force Powers Known (Use The Force +24) energy resistance, farseeing, Force disarm, Force slam, Force stun (may spend a Force point to reroll and keep better result) (3), Force thrust, Force whirlwind, ionize, mind trick, move object, negate energy, rebuke, sever Force, valor, vital transfer (2)
Force Techniques Improved Force Stun, Improved Force Trance
Force Secrets Debilitating Power, Distant Power, Multitarget Power, Pure Power
Abilities Str 7, Dex 8, Con 7, Int 14, Wis 20, Cha 20
Special Qualities build lightsaber, prophet
Talents Battle Meditation, Equilibrium, Force Fortification, Force Perception, Force Power Adept (Force stun), Force Treatment, Fortified Body, Gauge Force Potential, Telepathic Influence, Telepathic Link
Feats Acrobatic Strike, Double Attack (lightsabers), Force Boon, Force Readiness, Force Sensitive, Force Training (3), Martial Arts I, Skill Focus (Use the Force), Toughness, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +13, Endurance +12, Knowledge (galactic lore) +16, Knowledge (social sciences) +16, Perception +14 (may Use the Force +24 instead), Treat Injury +14 (may Use the Force +24 instead), Use the Force +24
Possessions short lightsaber (self-built), Jedi Robes
Closet_Skeleton is at it again in another thread (http://forums.gleemax.com/showthread.php?p=16945708) with Councilmember Yarael Poof!
Yarael Poof CL 15
http://www.jedipedia.de/wiki/images/Yarael_poof.jpg
Medium Quermian Jedi 7/Jedi Knight 6/Jedi Master 2
Force 8
Init +15; Senses Perception +15
Languages , Basic, 3 unassigned
Defenses Ref 32 (flat-footed 29), Fort 28, Will 32; Deflect
hp 76; Threshold 28
Immune fear effects
Speed 6 squares
Melee lightsaber +20 (2d8+10) or
Melee lightsaber +20 (2d8+13) with both hands
Ranged by weapon +18
Base Atk +15; Grp +18
Atk Options Improved Disarm, Melee Defense
Special Actions Battle Meditation, Force Haze, Illusion, serenity, short-range telepathy
Force Powers Known (Use The Force +20) farseeing, Force disarm, mind trick (3), move object, negate energy (2), rebuke (2), vital transfer (2)
Force Techniques Dominate Mind, Improved Mind Trick, Improved Telepathy
Force Secrets Multitarget Power
Abilities Str 8, Dex 16, Con 8, Int 16, Wis 17, Cha 16
Special Qualities build lightsaber
Talents Ataru, Battle Meditation, Clear Mind, Deflect, Force Haze, Illusion, Telepathic Influence, Telepathic Link
Feats Force Sensitive, Force Training (3), Improved Defenses, Improved Disarm, Melee Defense, Skill Focus (Use the Force), Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple)
Skills Acrobatics +15, Endurance +11, Initiative +15, Perception +15, Use the Force +20 (may reroll to avoid detection by other Force users but must keep the result of the reroll even if worse; may reroll to use telepathy and keep the better result)
Possessions lightsaber (self-built)
Yoda can hardly be considered an "obscure" character, since he's appeared prominently in every Star Wars film except the original. But that hasn't stopped me before.
I didn't create these stats. I'm not sure who did, but I suspect it may have been Closet_Skeleton given that the creator statted Yoda as "Tiny" instead of small, which is what Closet_Skeleton did with Yaddle, who also appears in this thread and in the master list at the beginning of it.
Here's Yoda:
Yoda
http://img.slate.com/media/1/123125/2067927/2114141/2129224/051101_dvd_Yoda_Ex.jpg
Grand Master of the Jedi Order CL 20
Venerable Tiny Jedi 10/Jedi Knight 5/Jedi Master 5
Destiny 4; Force 13, Strong in the Force
Init +17; Senses Use the Force +24
Languages Basic, Shriiwook, High Galactic, Cerean
________________________________________
Defences Ref 37 (flat-footed 35), Fort 34, Will 38; Block, Deflect
hp 154; Threshold 34
Immune Fear effects
________________________________________
Speed 4 squares
Melee short lightsaber +24 (2d6+16) or
Melee short lightsaber +22 (3d6+16) with Rapid Strike
Ranged by weapon 22
Base Atk +20; Grp +12
Atk Options Acrobatic Strike, Ataru, Rapid Strike
Special Actions Battle Meditation, Redirect Shot, Serenity, Severing Strike, Skilled Advisor, Whirlwind Attack
Force Powers Known (Use the Force +24): Battle Strike (2), Farseeing, Force Slam (2), Force Thrust, Mind Trick (2), Move Object (3), Negate Energy, Rebuke (3), Surge (3)
Force Techniques Force Point Recovery, Improved Sense Force
Force Secrets Devastating Power, Distant Power, Multitarget Power, Quicken Power
________________________________________
Abilities Str 6, Dex 14, Con 12, Int 17, Wis 20, Cha 18
Talents Ataru, Battle Meditation, Block, Deflect, Force Perception, Foresight, Redirect Shot, Severing Strike, Skilled Advisor, Visions, Weapon Specialisation (lightsabers)
Feats Acrobatic Strike, Force Boon, Force Sensitivity, Force Training (3), Melee Defence, Rapid Strike, Running Attack, Skill Focus (Use the Force), Strong in the Force, Weapon Finesse, Weapon Focus (lightsabers), Weapon Proficiency (lightsabers, simple weapons), Whirlwind Attack
Skills Acrobatics +17, Initiative +17 (may spend a Force point to roll twice and pick the highest), Jump +13, Knowledge (Galactic Lore) +18, Knowledge (Tactics) +18, Use the Force +24 (may substitute for Perception checks)
Possessions Short Lightsaber (constructed own), gimer stick, robes
Zam Wesell holds the dubious distinction of being the only "acting" female villain in any live action Star Wars film (not including the Ewok films)...the term "acting" being defined very specifically to mean visibly doing villainous stuff, so as to exclude Aurra Sing, Shu Mai and other Separatist top (chiquita) bananas.
In the pre-AotC EU, she is established as sort of a potential love interest for Jango...sort of a "David & Maddie" from Moonlighting kind of relationship.
I gave her Huttese as her bonus language rather than Zolander because I can find no real evidence that the language Zolander ever existed...or, to the extent it did, the Clawdite's victory over them in their civil war apparently established the Clawdite language as the language of both the Clawdites and the Zolanders. In any event, Zam's last words to Obi-Wan & Anakin were Huttese: "Murishani, sleemo," which means "Bounty hunter, slimeball"...or, perhaps ""Murishani sleemo," without the comma, which would direct the insult at Jango, rather than the Jedi.
Using the official Clawdite species template appearing on page 7 of Scum and Villainy, my Zam Wesell stat block looks like this:
Zam Wesell
http://moviesmedia.ign.com/starwars/image/article/610/610816/babes_leeannawalsman_1115406541.jpg
Clawdite Female Scoundrel 1 / Scout 3 / Soldier 3 / Bounty Hunter 1
Force 10, Dark Side Rating 3
Init +11; Senses Perception +9
Languages Basic, Clawdite, Huttese
Defenses Ref 25 (flat-footed 23), Fort 21, Will 19
hp 38; Threshold 21
Speed 6 squares
Melee unarmed +6 (1d6+4)
Ranged KYD-21 Blaster Pistol +8 (3d6+4) or
Ranged KiSteer 1284 Projectile Rifle (slugthrower 2d8)
Base Atk +6; Grp +8
Atk Options Precise Shot, Point Blank Shot, Careful Shot, Deadeye, Far Shot, Martial Arts, Sneak Attack, Hunter's Mark
Special Actions: Shapeshift (Clawdite species trait), Improved Stealth, Hidden Movement, Startle (Clawdite species trait)
Abilities Str 10, Dex 14, Con 12, Int 13, Wis 10, Cha 17
Talents: Sneak Attack, Improved Stealth, Hidden Movement, Armor Defense, Improved Armor Defense, Hunter's Mark
Feats: Precise Shot, Point Blank Shot, Weapon Proficiencies (Pistols, Simple, Rifles), Careful Shot, Deadeye, Armor Proficiency (light), Far Shot, Martial Arts I
Skills: Deception +12, Endurance +10, Initiative +11, Perception +9, Stealth +11
Possessions: Mabari Armor Weave (light armor: +5 Armor Bonus to Reflex, +2 Equipment Bonus to Fortitude, Max. Dexterity +3) and helmet with enhanced lowlight targeting scope; KYD-21 Blaster Pistol, KiSteer 1284 projectile rifle with enhanced lowlight targeting scope
Not only the maker, but each of his three children have played various roles in each film of the prequel trilogy. To wit (this one is not mine...I forget who on the forums statted him...if you made him, come and claim him!):
Zett Jukassa (born Warpoc Skamini)
http://images.wikia.com/starwars/images/d/d3/ZettJukassa-SS.jpg
http://images.wikia.com/starwars/images/6/6b/Rots_1433_edited.jpg
Medium Human Jedi 2
Force 3
Init +8; Senses Perception +2
Languages Basic
------------------
Defenses Ref 15 (flat-footed 13), Fort 14, Will 14; Deflect
hp 38; Threshold 14
------------------
Speed 6 squares
Melee lightsaber +2 (2d8+1)
Ranged by weapon +4
Base Atk +2; Grp +2
Special Actions Extra Second Wind
Force Powers Known (Use the Force +7); Farseeing, Surge
------------------
Abilities Str 10, Dex 14, Con 13, Int 10, Wis 12, Cha 13
Talents Deflect
Feats Acrobatic Strike, Force Sensitivity, Force Training, Extra Second Wind, Weapon Proficiency (lightsaber, simple)
Skills Acrobatics +8, Initiative +8, Use the Force +7
Possessions Lightsaber (blue), jedi robes
Notes: I* figured him near the end of his training, so a Jedi 2. I also gave him the elite array, modified for being a young adult.
I was tempted to give him the visions talent, but I just couldn't see him surviving against the 501st without deflect... I also gave him extra second wind to help with that.
*All first-person pronouns in the "Notes:" section of the stats refer to the original statter, obviously, not me. :) -Rob
EDIT: While my stats for Zuckuss came first, the ones in the Scum and Villany sourcebook are now the official ones. I keep these here, however, as an alternate build. At any rate, Scum and Villany didn't include stats for his ship or signature weapon, so there!
Okay, this one took me a while, mainly because not only did I stat him three times before I came up with the build I was satisfied with, I also statted his ship. This build also comes with stats for the character's unique weapon, which I found on WizO_Tao's site. I got the sense there was some demand for this character, yet no one had given him a try, so here is Zuckuss.
It has yet to be made an in-story part of the mythos, but Zuckuss' identity has fooled many. Kenner originally mislabeled Zuckuss' 3 1/4" action figure as "4-LOM," and mislabelled 4-LOM's action figure as "Zuckuss."
Marvel Comics (Issue 50) embarrassingly misnamed Dengar "Zuckass."
(I say "in-story part of the mythos" because Derek "Hobbie" Klivian's surname was misspelled as "Klivan" in the X-Wing: Wraith Squadron novel, and in the last book of the series, Hobbie makes light of the fact, in-character, that "[l]ots of people misspell" his surname.)
But make no mistake about it: Zuckuss is a Gand bounty hunter, a Findsman, to be precise. While forums member Valheru came up with an interesting talent tree for the Findsman (http://forums.gleemax.com/showthread.php?t=873616), I opted not to use the fan-made talent tree since I was already using WizO_Tao's Gand Stats (with apologies to Isirga Eth):
Gand
+2 WIS, -2 CHA
Natural Armor (+2 to Reflex)
Dark Vision (with color)
Size: Medium
Speed: 6 Squares
Language: Gand
Here is Zuckuss, his signature Merr-Son Munitions GRS-1 Snare Rifle and his Byblos Drive Yards Modified G-1A Transport Mist Hunter:
Zuckuss
http://images.wikia.com/starwars/images/9/9b/Insect_Guy.jpg
Medium Gand Scout 3, Soldier 5, Bounty Hunter 1, Force Adept 1
Force 11; Dark Side 2
Init +12; Senses Perception +12
Languages Basic, Gand, Huttese, Bocce
Defenses Ref +28 (flat-footed +26), Fort +23, Will +26
hp 71; Threshold 22
Speed 6 squares
Melee Unarmed +14 (1d4+5)
Ranged Snare Rifle +15 (3d8+5, Stun only)
Base Atk +13; Grp +15
Atk Options Point Blank Shot, Pin, Far Shot, Hunter's Mark
Special Actions Force Sensitive, Shake It Off, Force Perception, Acute Senses, Visions, Foresight
Abilities Str 11, Dex 14, Con 10, Int 14, Wis 14, Cha 13
Talents Force Perception, Acute Senses, Visions, Foresight, Hunter's Mark, Force Power Adept (Farseeing), Armor Defense
Feats Force Sensitive, Shake It Off, Weapon Proficiencies (Pistols, Rifles, Simple, Advanced Melee), Point Blank Shot, Pin, Armor Proficiency (light), Far Shot, Force Training
Force Powers Farseeing (x2), Battle Strike
Skills Endurance +10, Initiative +11, Knowledge (Tactics) +12, Perception +12, Pilot +12, Stealth +12, Use the Force +11
Possessions Merr-Sonn Munitions GRS-1 Snare Rifle with Folding Stock and Standard Targeting Scope, 3 Stun Grenades, Vibroblade, Ammonia Respirator, Bandolier, Short-Range Com-link, Sensor Pack, Binder Cuffs, Utility Belt, Padded Flight Suit, Modified Byblos Drive Yards G-1A Transport Mist Hunter
Merr-Son Munitions GRS-1 Snare Rifle
Cost 2,600
Damage 3d8
Stun Only
Rate of Fire S
Weight 5.0 kg
Type Energy
Availability Restricted
Notes: Large, Inaccurate, Blaster Carbine
The GRS-1 was a snare rifle used by, among others, the Gand bounty hunter Zuckuss. It caused no damage on impact but instead fired a shock/stun spray. The GRS-1 was manufactured primarily by Merr-Sonn Munitions, Inc.
Shockstun mist was a chemical used by bounty hunters to help immobilize targets that needed to be taken alive. When the mist came in contact with an individual, it left them temporarily paralyzed. The technology was best known for being introduced in the GRS-1 snare rifle which had the ability to fire shockstun mist to a distance of about 120 meters. Immediately following the mist was a liquid spraynet which hardened after exposure to the air and helped restrict all movement of the paralyzed target.
This weapon may be used to stun a target within its maximum range. A successful attack with this weapon initiates a grab (see SECR page 152) or a grapple (see SECR page 153) against a character at range. A character that is grabbed or grappled can attempt to escape or break free of the effects (requiring a DC 15 Acrobatics or Strength check). You can use the Pin and Trip feats with a Snare Rifle, but you cannot use the Crush or Throw feats.
This weapon may be used with a stock, but often is not. The cost of adding a folding stock is not included in the price above.
And here's Zuckuss' ship, as of the events of The Empire Strikes Back:
Modified Byblos Drive Yards G-1A Transport Mist Hunter
http://images.wikia.com/starwars/images/c/cc/CCG_Mist_Hunter.jpg
Colossal Space Transport*
Init -5; Senses Perception +5
-------------
Defense Ref 12 (flat-footed 12 ), Fort +26; Armor +12
HP 90; DR 10 ; SR 25; Threshold 76
-------------
Speed fly 14 sq. (max. velocity 1,000 km/h), fly 3 sq. (starship scale)
Ranged Assault Laser Cannons +11** ([5d10+5]x2)
Ranged Tractor Beam +11
Fighting Space 12x12 or 1 square (starship scale); Cover total
Base Atk +15**; Grp +57
Abilities Str 42, Dex 10 , Con --, Int 14
Skills Initiative +7, Mechanics +7, Perception +12, Pilot +7, Use Computer +7
-------------
Crew 1 (normal); Passengers 8 (in concealed compartment)
Cargo 1 ton; Consumables 1 month; Carried Craft none
Hyperdrive x1 (backup x10), nav computer
Availability Licensed; Cost 80,000 (20,000 used)
* Treated as a Gargantuan Starfighter for purposes of being targeted by Capital Ships, dogfighting and Starfighter Maneuvers
** When Zuckuss is firing.
Powercat comes through with 4-LOM!
Just a little anecdote about 4-LOM (since many have told me that the anecdotes are actually the part about this thread they like the most), it turns out that Kenner packaged the Zuckuss and 4-LOM 3 1/4" action figures with their names reversed. Subsequently, Lucasfilm (presumably) decided that Zuckuss should be the organic alien, and 4-LOM should be a moniker for the droid, so the error was corrected in the West End Games gaming supplement "Galaxy Guide 3: The Empire Strikes Back" in 1989.
Tellingly, the name 4-LOM was supposedly an acronym for "for love of money."
4-LOM appeared in many sources (mostly comics) often with a personality that seemed to differ from earlier appearances in other sources. An article in Star Wars Gamer 6 entitled "How the Other Half Hunts" explained that his differing personality was because of his memory wipe after the events in Shadows of the Empire.
4-LOM has hardly any screen time in the movies, but (like all the bounty hunters on Executor) he has lots of background in the expanded universe.
4-LOM started as a protocol droid on the Kuari Princess. After mutual reprogramming with the ship's computer, 4-LOM went its own way. After a while committing meticulously calculated thefts, 4-LOM was further reprogrammed in the service of Jabba the Hutt. This reprogramming removed the usual restrictions against harming organics. 4-LOM was partnered with the Gand bounty hunter, Zuckuss. For a while the partners even served as agents for the Alliance to Restore the Republic. A memory wipe, necessitated by severe damage, so thoroughly changed 4-LOM's personality that it and Zuckuss parted ways.
4-LOM (CL 11)
http://images3.wikia.nocookie.net/starwars/images/2/25/4-LOM.jpg
Medium droid (3rd-degree) noble 2/scout 4/independent droid1 2/bounty hunter 3
Force 5; Dark Side 6
Init +13; Senses low-light vision; Perception +13
Languages Basic, Binary, Dosh, Gand, Huttese, Shyriiwook
Defenses Ref 28 (flat-footed 25), Fort 24, Will 26; independent spirit2 +1
hp 69; Threshold 24
Immune droid traits
Speed 6 squares
Melee unarmed +9 (1d3+6)
Ranged sniper blaster rifle3 +12 (3d10+5) or
Ranged sniper blaster rifle +13 (4d10+5) with Careful Shot and Deadeye
Base Atk +8; Grp +11
Atk Options Careful Shot, Deadeye, Hunter's Mark, Point Blank Shot, Precise Shot
Special Actions Hotwired Processor
Abilities Str 12, Dex 16, Con --, Int 14, Wis 12, Cha 12
Special Qualities familiar foe +1, independent spirit +1
Talents Acute Senses, Hotwired Processor4, Hunter's Mark, Improved Initiative, Know Your Enemy5, Nowhere to Hide
Feats Careful Shot, Deadeye, Linguist, Point Blank Shot, Precise Shot, Rapport6, Skill Focus (Knowledge [galactic lore]), Weapon Focus (rifles), Weapon Proficiency (pistols, rifles, simple Weapons)
Skills Deception +11, Gather Information +11, Initiative +13 (may reroll, must take second result), Knowledge (galactic lore) +17, Perception +13 (may reroll, must take second result), Persuasion +11, Survival +11, Use Computer +12
Systems 2 hand appendages, heuristic processor, improved sensor package, locked access, translator unit (DC 5), vocabulator, walking locomotion
Possessions sniper blaster rifle with extra power source7
1The Force Unleashed Campaign Guide, pages 46-48
2The Force Unleashed Campaign Guide, page 48
3Scum and Villainy, pages 50-51
4The Force Unleashed Campaign Guide, page 47
5The Force Unleashed Campaign Guide, page 25
6The Force Unleashed Campaign Guide, pages 32, 34
7Scum and Villainy, pages 40-41
***END OF LIST***
Batshido
04-01-08, 11:32 AM
resident creative genius Batshido
Heh. Creative genius, huh? I've been called a lot of things over the years (some of them even complementary, believe it or not) but this is the first time I've had "genius" attributed to me and not had it be sarcasm.
It's not sarcasm, is it? ;)
Never having seen the Ewok movies (and thankful, as I'd probably have to bleach my brain afterwards) that seems really, really fast. With both of those talents, these guys would be covering (ok, carry the one...) 240 squares a round at a full run. That translates into (240 x 1.5) 360 meters every 6 seconds, or 60 meters a second or roughly 4 KM a minute. That's utterly ludicrous.
Again, I haven't seen the movies, so this might be appropriate. It's just really fast.
peteyrock
04-01-08, 11:32 AM
Awesome, Petey! You beat me to the punch.
I was going to debut Teek with a couple of twists:
In the Saga Alien Anthology, Isirga Eth statted the Teek species like this:
Teek Species Traits:
Ability Modifers: Dex +2, Wis –2
Bonus Feat: A teek gains Run as a bonus feat.
Primitive: As per the ewok trait in the SECR.
Speed: 12 squares.
Size: Small (+1 to Reflex defense, +5 on Stealth checks, –5 on grapple checks, reduced damage and weight allowance).
Language: Speak Teek (no written form of the language exists)
That's relatively balanced, but I suppose it doesn't capture the extreme speed that the Teek is seen reaching in the Ewok movie.
So, borrowing a trick from resident creative genius Batshido, I was going to add a "Species Talent Tree" that allowed heroic characters of the Teek species to choose a talent from the Teek Species Talent Tree anytime their class level boosts permitted them to take a Talent.
I was going to have the talents be something like "Increased Natural Speed I" and "Increased Natural Speed II," the former doubling the species' 12-square speed, and the latter requiring the former as a prerequisite and quadrupling the 12-square speed score. Then I was going to come up with some third talent for the tree, which I hadn't figured out yet.
But I suppose yours works too. Thanks for contributing!
What did your Teek species template look like? Did you have Ability Score modifiers or anything other than the sprinting ability?
Jeez, a Talent Tree and everything? My bad, I definitely should have left this to you.
I made it up on the fly as I went, not really aware that Teek was in the Alien Anthology. I gave him the following:
Dex +2, Int -2 (reason being that Teek is actually very perceptive and caring, but doesn't seem to simply "get" certain situations)
Teek Speed
Primitive
And, I left it at that simply because the speed could possibley be as out of balance as the Ithorian bellow. It may not really be as we see it on the screen, but his generally fast movements could just be described that way by the GM (sort of like how hit points work). 40 to 50 squares sprinting is more than fast enough in my book.
RobShanti
04-01-08, 11:43 AM
It's not sarcasm, is it? ;)
Nope. Not sarcasm at all.
I was impressed by the original "Batshido's Big Book of Character Options" (which included species talent trees for the Core Rules species plus a few others, like Togrutan, Miraluka, Whiphid, etc.) the moment I saw it shortly after Saga had come out. I never in a million years would have thought of a "species talent tree," and thought that was just brilliant.
I was planning on borrowing that idea to build on Isirga's Teek, but you & Petey are right...it probably would have been way too overpowered.
I suppose Petey's "5x sprint" is better, so...I guess it's a good thing Petey beat me to the punch.
Elvenshae
04-01-08, 01:04 PM
Nope. Not sarcasm at all.
... he said, sarcastically. :D
Jedi_Yogi
04-01-08, 01:13 PM
Doing the Wicket stats (http://forums.gleemax.com/showthread.php?t=1005958) was fun, so I thought I'd try my hand at one of my favorite obscure film characters -- who, I hasten to point out, beat Han Solo's Kessel Run record in the EU -- BoShek, the original "Rockabilly Spaceman":
http://images.wikia.com/starwars/images/7/73/BoShekGlances-ANHHD.jpg
BoShek CL 8
Medium Human Scoundrel 6 / Scout 1 / Ace Pilot 1
Ace pilot need a BAB of 7 right? Scoundrel 6/ Scout 1 gives a BAB of 4.
Batshido
04-01-08, 01:17 PM
Nope. Not sarcasm at all.
Ok, just checking. ;)
I was impressed by the original "Batshido's Big Book of Character Options" (which included species talent trees for the Core Rules species plus a few others, like Togrutan, Miraluka, Whiphid, etc.) the moment I saw it shortly after Saga had come out. I never in a million years would have thought of a "species talent tree," and thought that was just brilliant.[/QUOTE]
Well, I can't really claim to have produced those out of whole cloth I'm afraid. They were heavily inspired by D&D's Racial Substitution Levels, which let you customize a class with a little bit of racial flavor at specific points. I had originally considered doing that for Saga (Wookiee Scout levels with High BAB and improved Bowcaster use, or Twilek Scoundrel levels with bonuses for Deception, for example) but it made a lot more sense as talents when I actually got down to writing them out.
... he said, sarcastically. :D
I thought it looked a bit "3PO" when I read it the first time. Protocol droids have a hard time conveying sarcasm, that's probably why there are so few of them in the business of standup comedy. ;)
Batshido
04-01-08, 01:19 PM
Ace pilot need a BAB of 7 right? Scoundrel 6/ Scout 1 gives a BAB of 4.
Nope, just level 7.
Rob, as a side note;
As more of us riff-raff drop in and spread out your posts, it might be worth linking to each individual character in the first post for ease of navigation.
johnnyputrid
04-01-08, 01:23 PM
Ace pilot need a BAB of 7 right? Scoundrel 6/ Scout 1 gives a BAB of 4.
Ace Pilot has no BAB requirement, only a minimum of 7 levels, Trained in Pilot and Vehicular Combat. Even a nonheric 7 would be fine.
EDIT: Beat to the punch.
Enjoying the stats, keep 'em coming!
RobShanti
04-01-08, 02:07 PM
Rob, as a side note;
As more of us riff-raff drop in and spread out your posts, it might be worth linking to each individual character in the first post for ease of navigation.
Yeah...I was actually planning on sblocking all the characters in a master list in the first post, like I did for my Prestige Class Repository (http://forums.gleemax.com/showthread.php?t=900014).
Well, no sense in putting it off any longer.
peteyrock
04-01-08, 03:26 PM
Thanks to venerable forums member PeteyRock for this one...
:bravo:
RobShanti
04-02-08, 10:17 AM
If there's a circle of Dante's Hell reserved for accountants -- and that's not even mentioning the ones reserved for betrayers and corrupt politicians -- Tessek managed to avoid them all...although his fate may hardly be considered any better.
Jabba's former accountant, though he survived the debacle at the Pit of Carkoon, was promptly captured, upon his return to the palace, by the B'omarr monks, who forcibly removed his brain and stored it in a jar of preservatives attached to a BT-16 perimeter droid.
Shredda, I believe, statted Tessek. Someone else statted the B'omarr monk talent tree. I statted the BT-16 perimeter droid (I think...it was a long time ago...this may be someone else's version of the BT-16...)
Tessek CL 5
http://images4.wikia.nocookie.net/starwars/images/thumb/6/6b/Tessek_bg.jpg/250px-Tessek_bg.jpg
Medium Male Quarren Scoundrel 4/Noble 1
Force Points 8 Dark Side 0 Destiny 1
Init +1; Senses Low-light vision, Perception +7
Languages Basic, Gamorrean (understand only), Huttese, Quarrenese, Ryl
Defenses Ref 15 (flat-footed 14), Fort 14, Will 14, Dodge
hp 42; Threshold 14
Speed 6 squares
Melee unarmed +4 (1d3+3)
Ranged hold-out blaster +4 (3d4+2)
Base Atk +3; Grap +4
Atk Options Point Blank Shot
Special Actions breathe underwater, expert swimmer
Abilities Str 12, Dex 13, Con 14, Int 12, Wis 10, Cha 12
Talents Fool’s luck, Inspire Confidence, Knack
Feats Dodge, Linguist, Mobility, Point Blank Shot, Skill Focus (deception), Skill Focus (gather information), Skill Focus (persuasion), Weapon Proficiency (pistols, simple weapons)
Skills Deception +13, Gather Information +13, Knowledge (streetwise) +8, Perception +7, Persuasion +13
Possessions hold-out blaster
B’omarr Monk Talent Tree
B'omarr brain jars may be carried by a droid receptacle (typically a modified Arakyd BT-16 Security Droid, stats given below). The minimum droid size is Small, but aside from that limitation, Shed Saints may individualize their droid receptacles. While the character's brain jar is carried, he is treated as piloting the droid receptacle as a vehicle with total cover (Pilot skill and related feats like Vehicular Combat apply). You may perform any Vehicle Combat maneuvers. Force Pilot is a common Sense Talent among Shed Saints.
Membership: Any character with the Force Sensitivity feat can become a member of a B'omarr Order of Shed Saints by being accepted by a Force adept or Force disciple who is a member of a B'omarr Order of Shed Saints. However, they must undergo 'shedding' surgery, leaving behind their physical body. The character becomes a disembodied brain kept in a nutrient jar (effectively having no Strength or Dexterity scores). He keeps his Constitution score (mind-over-body, as it were). The brain jar is considered to have life support, protecting the brain from hard vacuum, atmospheric and inhaled poisons.
The B'omarr monks have achieved enlightenment, giving them unique access to the Force. Only Force-users that are part of the B'omarr Order who have undergone the 'shedding' surgery may select talents from this tree.
Cyborg Martyr: While your brain jar is being carried by a droid receptacle, when you take damage, as a reaction you may transfer any amount of damage done to the droid receptacle to your hit points instead. You can also transfer any number of levels on the Condition Track to yourself as part of the reaction. You may use this ability to lower the amount of damage below the droid's Damage Threshold, for example. However, if the damage you absorb is above your own Damage Threshold, you move -1 on the Condition Track as usual.
Cyborg Avatar: When Catching a Second Wind, you may add your hit points to the droid's when calculating the amount healed (one-quarter of the total). Likewise, when you are healed by Vital Transfer, Bolster Ally or similar abilities, you may add the droid's character levels to your own to determine the amount healed.
Prerequisite: Cyborg Martyr
Serene Courage: You are immune to fear effects.
Enlightened Meditation: You may enter a brief meditative state as a full-round action. You may remain in this trance as long as you wish, and you are still aware of your surroundings. However, your droid loses its Dexterity to its Reflex Defense during your meditation. Upon emerging from the trance (a swift action), you may roll your first skill check or attack roll made in the following round twice, keeping the better result.
Prerequisite: Serene Courage
Arakyd BT-16 Security Droid (B'omarr Brain Jar variant)
http://www.starwars.jp/databank/organization/image/bomarr_monk.jpg
CL 3; Large droid (4th-degree) nonheroic 4/scout 2
Init +14; Senses low-light vision, darkvision; Perception +14
Languages Basic, Binary, 1 unassigned
---
Defenses Ref 15 (flat-footed 13), Fort 13, Will 14
hp 54; Threshold 28
Immune droid traits
---
Speed 8 squares (walking)
Melee claw +8 (1d6+4)
Base Atk +5; Grp +13
Fighting Space 2x2; Reach 1 square
---
Abilities Str 16, Dex 14, Con –, Int 12, Wis 15, Cha 10
Talents Sure-Footed
Feats Skill Focus (Perception), Skill Focus (Jump), Skill Training (Survival), Weapon Proficiency (simple weapons, heavy weapons), 1 unassigned
Skills Jump +13, Perception +14, Survival +7
---
Systems walking locomotion, 4 extra legs, claw appendage, basic processor, vocabulator, hardened systems x3, locked access, secondary battery, improved sensor package, darkvision
Possessions brain jar (life support: immunity to atmospheric and inhaled poison hazards)
Availability Restricted Cost 6,210 credits
ErikModi
04-02-08, 12:31 PM
I thought that's what happened to Bib Fortuna?
RobShanti
04-02-08, 12:50 PM
I thought that's what happened to Bib Fortuna?
Yes. And Bubo (http://starwars.wikia.com/wiki/Buboicullaar) the frog-dog (http://starwars.wikia.com/wiki/Frog-Dog) too (who wants to try their hand at statting Bubo? We don't even have a species template for a frog-dog in the Saga Ed. Alien Anthology (http://d20seproject.vanguardcomplex.net/files/aliens/AASE.pdf), so you'd have carte blanche). In fact, the three of them formed quite a little cabal.
But Bib was more resourceful. He managed to swipe the fallen body of an injured twi'lek crime lord named Firith Olan and convince the B'omarr Monks to re-transplant his brain into Olan's body. They did so, and Bib, in his new flesh-duds, took up running Jabba's palace where the late Bloated One left off.
RobShanti
04-02-08, 10:53 PM
Italian Spaghetti Western hero Django (after whom Jango Fett was named, incidentally) was a gun runner / bounty hunter who dragged a coffin around (a quirk parodied in an episode of Cowboy Bebop). The Amanin bounty hunter known only as "Amanaman" drags a corpse around in a suspiciously reminiscient move. He also dangles the dried heads of three victims from his staff, which is rendered more as a double-pointed spear and favored weapon of the Amanin in some illustrations. I liked that unique weapon, and developed it for Amanaman:
Amanin Double-Ended Spear
Damage: 1d8/1d8 [piercing]
Type: Exotic Melee or Thrown weapon (Simple for Amanin)
Weight: 2 kg
Size: Large
Availability: Rare
Cost: n/a
Amanaman himself was created using the official Wizards stats for the Amanin:
Ability Modifiers: +2 Str, –2 Int, –2 Cha
Size: Medium
Speed: 6 squares
Expert Climber: Due to their arboreal background, Amanin may choose to take 10 on Climb checks even when distracted or threatened. Primitive: Amanin do not gain Weapon Proficiency (pistols, rifles, or heavy weapons) as starting feats at 1st level, even if their class normally grants those feats.
Reach: Unlike most Medium-sized species, Amanin have a natural reach of 2 squares.
Resilient: Amanin gain a +1 species bonus to their Fortitude Defense due to their natural resilience.
Roll: When using the run action, Amanin may roll into a ball to move at greater speed. When rolling, Amanin take a –5 penalty on Perception checks, but their speed is doubled.
Languages: Amanese.
Without further ado...
"Amanaman"
http://images.wikia.com/starwars/images/e/eb/Amanaman.jpg
Amanin Scout 3 / Scoundrel 1 / Soldier 3 / Bounty Hunter 1
Force 10, Dark Side Rating 4
Init +10; Senses Perception +9
Languages Basic, Amanese, Huttese
---------
Defenses Ref 23 (flat-footed 22), Fort 21, Will 19
hp 59; Threshold 21
---------
Speed 6 squares
Melee unarmed +9 (1d4+7)
Melee Amanin Double-Ended Spear +10 (1d8+10)
Ranged blaster pistol +7 (3d6+4)
Base Atk +6; Grp +9
Atk Options Dual Weapon Mastery I, Powerful Charge, Running Attack, Weapon Focus (simple), Familiar Foe, Dastardly Strike, Devastating Attack (simple), Weapon Specialization (Simple), 2-square Reach
Special Actions Improved Stealth, Hidden Movement, Nowhere to Hide, Roll, Expert Climber
--------
Abilities Str 17, Dex 13, Con 10, Int 12, Wis 10, Cha 12
Talents Improved Stealth, Hidden Movement, Dastardly Strike, Devastating Attack (simple), Weapon Specialization (Simple), Nowhere to Hide
Feats Skill Training (Climb), Dual Weapon Mastery I, Powerful Charge, Weapon Proficiency (simple, pistols & rifles), Running Attack, Weapon Focus (simple)
Skills Climb +12, Gather Info +10, Initiative +10, Knowledges (Life Sciences & Galactic Lore) +10, Perception +9, Stealth +10
Possessions Amanin Double-Ended Spear, 3 desiccated heads, 1 corpse
RobShanti
04-06-08, 08:51 PM
When Ben Kenobi told Luke Skywalker that the blast points at the Jawa encampment were "too accurate for Sand People" and that "only Imperial Stormtroopers are so precise," he obviously was not talking about Orr Agg R'orr, the crack Tusken Raider sniper who fired upon and hit Teemto Pagalies' speeding podracer from a clifftop with a slug thrower. (Nor, apparently, was he talking about any of the Imperial Stormtroopers we see in any of the films, who can't seem to hit the broadside of the Death Star...although one friend of mine aptly pointed out that the Stormtroopers in the films are all seen shooting from the hip -- apparently a very difficult way to fire a gun -- and hit no less than the average real-world soldier who shoots from the hip...which begs the question why the Emperor's elite troopers are shooting from the hip in the first place if it's so hard to do.)
Although, in the EU, Orr Agg R'orr meets his end at the hands of Jango Fett himself, employed by the Pagalies family, his prowess with the slugthrower would have made Lee Harvey Oswald proud.
Using the official Wizard of the Coast Tusken Raider stats...
Tusken Raider Species Traits
Ability Modifiers: +2 Con, -2 Int, -2 Wis
Size: Medium
Speed: 6 squares
Sneaky: Tusken Raiders are accustomed to laying ambushes and may
choose to reroll any Stealth check, but the
result of the reroll must be accepted even if it is worse.
Survival Instinct: Tusken Raiders are hardy survivalists and may
choose to reroll any Survival check, but the result
of the reroll must be accepted even if it is worse.
Languages: Tusken.
...I give you:
Orr Agg R'orr
http://images.wikia.com/starwars/images/e/ef/OrrAggR%27orr.JPG
Tusken Raider Scout 1 / Soldier 5
Force 5, Dark Side Rating 5
Init +6; Senses Perception +4
Languages Tusken
---------
Defenses Ref 21 (flat-footed 18), Fort 19, Will 16
hp 58; Threshold 19
---------
Speed 6 squares
Melee unarmed +7 (1d4+5)
Melee Gaderiffi +7 (1d8+7)
Ranged Slugthrower rifle +8 (2d8+3)
Base Atk +5; Grp +8
Atk Options Point Blank Shot, Precise Shot, Careful Shot, Deadeye, Keen Shot, Devastating Attack (Rifles), Penetrating Attack (Rifles)
Special Actions Sneaky, Survival Instinct
--------
Abilities Str 15, Dex 16, Con 12, Int 6, Wis 11, Cha 12
Talents Keen Shot, Devastating Attack (Rifles), Penetrating Attack (Rifles), Weapon Specialization (Rifles)
Feats Weapon Proficiencies (Simple, Pistols, Rifles), Shake It Off, Weapon Focus (Rifles) Point Blank Shot, Precise Shot, Careful Shot, Deadeye
Skills Climb +10, Endurance +9, Survival +8
Possessions Gaderiffi, Bantha, Slugthrower
Korto_Katarn
04-06-08, 09:22 PM
Stormtroopers in the films are all seen shooting from the hip -- apparently a very difficult way to fire a gun -- and hit no less than the average real-world soldier who shoots from the hip...which begs the question why the Emperor's elite troopers are shooting from the hip in the first place if it's so hard to do.)
"Hey guys, just for the hell of it why don't we just fire from the hip today? I mean what are the chances that we will be dealing with PC's today, when all we had to do yesterday was kill some Jawas and settle a domestic dispute at them crazy, old Lars' place?!"
Calarion
04-07-08, 12:35 AM
"They let us go. It's the only explanation for the ease of our escape."
I think that's the official explanation for A New Hope. In ESB, the Stormies do wipe out all resistance they encounter on Hoth (off-screen). Their failure on Cloud City is due to the fact that by this time the heroes are just better than they are. On Endor, apparently the Stormies massacred Ewoks off-screen and the battle was only won by Chewie swiping that AT-ST. The Stormtroopers who shoot at Leia and R2-D2 certainly seem a bit more accurate than usual.
Of course, I have no idea where I got this from, so take it with a grain of salt.
RobShanti
04-07-08, 03:13 PM
Whoops...double post...sorry...
RobShanti
04-07-08, 03:15 PM
If you cross over into obscure ship stats I vote for the Dusty Duck! (I think that's its name, also a fan cannon creation, Thanks GL!)
I wasn't planning on it, but you might enjoy the short story in Issue 1 of Star Wars Outsider (http://www.starwarsoutsider.com/Outsider01.pdf) by Dusty Duck creator Greg Mitchell.
RobShanti
04-09-08, 08:14 PM
Men of many faces, both in real life and in character, Anthony Daniels and Ahmed Best, most famous (and/or infamous) for their portrayals of C3P0 and Jar Jar Binks, also played the parts of con men Dannl Faytonni and Achk Med-Beq in Attack of the Clones.
In a nut shell, Faytonni & Med-Beq escaped the penitentiary, won Republic uniforms in a sabaac game, and went around swindling people out of their money.
In statting them, I based them on Michael Caine's & Steve Martin's characters in Dirty Rotten Scoundrels, with the added twist that I conceived of Ackh Med-Beq as having started his illicit career as a second-story man, before falling in with Faytonni and apprenticing himself in the ways of con artistry.
Dannl Faytonni
http://images.wikia.com/starwars/images/b/b6/Dannlfaytonni.jpg
Human Scoundrel 4
Force 7, Dark Side Rating 3
Init +3; Senses Perception +6
Languages Basic, High Galactic, Bocce, Huttese, Binary, Shyriiwook, Ryl, Rodese
---------
Defenses Ref 17 (flat-footed 16), Fort 14, Will 16
hp 25; Threshold 16
---------
Speed 6 squares
Melee unarmed +3 (1d4+2)
Ranged Blaster Pistol +4 (3d6+2)
Base Atk +3; Grp +4
Atk Options Point Blank Shot, Vehicular Combat
Special Actions Gamble, Fool's Luck
--------
Abilities Str 10, Dex 12, Con 8, Int 16, Wis 13, Cha 15
Talents: Fool's Luck, Gamble
Feats Skill Focus: Deception, Improved Defenses, Point Blank Shot, Weapon Proficiencies (Pistols, Simiple), Linguist, Vehicular Combat
Skills Deception +14, Gather Information +9, Knowledge: Bureaucracy +10, Knowledge: Galactic Lore +10, Perception +8, Persuasion +9, Pilot +8, Use Computer +10
Possessions Republic Uniform, Blaster Pistol
Achk Med-Beq
http://images.wikia.com/starwars/images/d/d1/Achkmedbeq.jpg
Human Scout 1 / Scoundrel 2
Force 6, Dark Side Rating 2
Init +8; Senses Perception +5
Languages Basic
---------
Defenses Ref 17 (flat-footed 15), Fort 15, Will 13
hp 28; Threshold 15
---------
Speed 6 squares
Melee unarmed +2 (1d4+1)
Ranged Blaster Pistol +3 (3d6+1)
Base Atk +1; Grp +3
Atk Options Point Blank Shot, Disruptive
Special Actions Shake It Off, Extra Second Wind, Improved Stealth
--------
Abilities Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 14
Talents: Improved Stealth, Disruptive
Feats Skill Training (Stealth & Perception), Shake It Off, Weapon Proficiencies (Pistols, Rifles, Simple), Extra Second Wind, Point Blank Shot, Weapon Proficiencies (Advanced Melee Weapons)
Skills Acrobatics +8, Climb +7, Deception +8, Endurance +7, Initiative +8, Jump +7, Perception +5, Stealth +8
Possessions Republic Uniform, Blaster Pistol
RobShanti
04-11-08, 02:16 PM
Okay, they're not exactly live action characters...or from any of the films...but they're still obscure, and characters that I've always secretly loved...
At the request of forums member Ianten_Silverblade, forums member mouthymerc gives us the characters from the old Marvel Comics (http://forums.gleemax.com/showthread.php?t=1014273) issues, including Amaiza Foxtrain, Jaxxon, the Starkiller Kid, Jedi Master Don-Wan Kihotay, etc.
RobShanti
04-13-08, 10:16 PM
The creator made his first and only cameo in Revenge of the Sith, at the insistance of his children, which may explain the character's name.
Baron N. Papanoida was a playwright on Wroon who became an influencial trade guild baron, and later used his influence to create an information/spy network that rivaled that of the Bothans. He was an outspoken critic of Palpatine, and used his information network to funnel aid to the Emperor's enemies.
The baron's stats were created using the following fan made species stats for Wroonians, which can be found in the Saga Alien Anthology in my sig:
Wroonian Species Traits:
Ability Modifiers: None
Amicable: Wroonians may reroll Persuasion checks to improve another sentient's attitude, but must keep the reroll, even if it is worse.
Wealthy: Members of this species triple their starting credits.
Conditional bonus feats: Skill Focus (Pilot) if trained in Pilot.
Bon Vivant: A Wroonian must make a DC 10 Wisdom check to resist temptations, challenges, luxuries, and the like, even where such indulgences may have detrimental or dire consequences.
Speed: 6 squares.
Size: Medium
Language: Wroonian and Basic
Baron N. Papanoida
http://www.swg1.net/encyclo/images/papanoida.jpg
Wroonian Noble 8 / Scoundrel 2
Force 10 (use d8s), Dark Side Rating 0
Init +4; Senses Perception +18
Languages Wroonian, Basic, High Galactic, Ryl, Bothese, Durese, Huttese, Mon Calamari, Sullustese, Bocce, Binary, Shyriiwook, Ithorese
---------
Defenses Ref 21 (flat-footed 21), Fort 21, Will 25
hp 66; Threshold 21
---------
Speed 6 squares
Melee unarmed +7 (1d4+5) or
Melee Walking Stick Sword (1d8+5)
Ranged Blaster Pistol +6 (3d6+5)
Base Atk +7; Grp +7
Atk Options Point Blank Shot
Special Actions Coordinate
Species Traits: Amicable, Wealth, Conditional Bonus Feat (Skill Focus: Pilot if trained in Pilot), Bon Vivant
--------
Abilities Str 10, Dex 8, Con 12, Int 16, Wis 16, Cha 14
Talents: Connections, Educated, Wealth, Coordinate, Trace
Feats Strong in the Force, Linguist (x2), Weapon Proficiencies (Simple, Pistol), Skill Foci (Deception, Gather Information, Knowledge: Galactic Lore, Knowledge: Bureaucracy, Knowledge: Social Sciences, Persuasion, Perception), Point Blank Shot
Skills Deception +17, Gather Information +17, Knowledge: Bureaucracy +18, Knowledge: Galactic Lore +18, Knowledge: Social Sciences +18, Perception +18, Persuasion +17, Stealth +9, Use Computer +13
Possessions Baronic robes, mitre, walking stick (with concealed sword)
RobShanti
04-13-08, 10:22 PM
Given that Dannl Faytonni won his and his partner's Republic uniforms in a sabaac game, I decided to replace Knack with Gamble, and switched his Wis and Con scores. This caused some change in his hps and some of his Defense & Skill scores.
I also fixed a typo under both Dannyl and Achk Med-Beq's stat blocks, which had "Blaster Pistol" as a melee attack, rather than a ranged attack.
They are now fixed.
RobShanti
04-14-08, 10:53 PM
He was a Kubaz of many names, and his names had many meanings...
On the streets they called him "Long-Snoot," but his proper name, so far as anyone could tell, was Garindan, which meant either "blessed one," "burnt wood," "dust from a windstorm," "toast" or "ugly," depending upon which language you spoke.
And under all that costuming, if you can believe it, he was played by a chick.
With all due respect to WizO_Tao, and his great Saga Conversions site, I used Isirga Eth's template for the Kubaz species because, well, it's simply far superior to the one WizO_Tao has on his site. Not only is it better balanced, it's more in keeping with the conventions of Saga edition and simply resulted in a better build for Garindan.
Isirga Eth's Kubaz template is as follows:
-2 STR, +2 DEX, +2 INT
Information Network: Kubaz can reroll Gather Information checks, but must keep the second result, even if it is worse.
Conditional Bonus Feat: Kubaz gain Skill Focus (Gather Information) if trained in it.
Light Sensitive: Kubaz are blind in bright light without protective goggles.
With that template, Garindan looks like this:
Garindan, a/k/a "Long-Snoot"
http://images.wikia.com/starwars/images/c/c3/Garindan.jpg
Kubaz Noble 1 / Scout 3 / Scoundrel 2
Force 8, Dark Side Rating 2
Init +3; Senses Perception +9
Languages Kubazi, Basic, High Galactic, Bocce, Huttese, Ryl, Twi'lek Lekku-language, Bothese, Binary
---------
Defenses Ref 15 (flat-footed 15), Fort 14, Will 16
hp 38; Threshold 14
---------
Speed 6 squares
Melee unarmed +3 (1d4+3) or
Ranged Blaster Pistol +3 (3d6+3)
Base Atk +3; Grp +3
Atk Options Melee Defense, Dodge, Quick Shot, Point Blank Shot, Careful Shot, Precise Shot
Special Actions Sneak Attack
Species Traits: Information Network, Conditional Bonus Feat (Skill Focus: Gather Information, if trained in it), Light Sensitive
--------
Abilities Str 11, Dex 10, Con 10, Int 17, Wis 12, Cha 16
Talents: Wealth, Improved Stealth, Hidden Movement, Sneak Attack
Feats Melee Defense, Weapon Proficiencies (Pistols, Simple, Rifles), Linguist, Quick Draw, Dodge, Point Blank Shot, Careful Shot, Precise Shot
Skills Deception +11, Gather Information +16, Knowledge: Bureaucracy +11, Knowledge: Galactic Lore +11, Perception +9, Persuasion +11, Stealth +8, Use Computer +11
Possessions Dark Cloak, Protective goggles, blaster pistol, data pad (encrypted)
RobShanti
04-16-08, 09:40 AM
Ask any one of my players from any one of my Star Wars campaigns who was tending bar when they entered Chalmun's Cantina on Tatooine, and not a one will say Wuher. No matter what the day, no matter what the shift, if you go to Chalmun's in one of my games, you will invariably find the bar tended by Ackmena, Bea Arthur's character from the 1978 Star Wars Holiday Special.
Few realize that after several variety show appearances in the 50s and 60s, Bea Arthur actually gained fame as her iconic, overbearing character "Maude" in the first season of All in the Family; Maude was Edith's cousin. The character was so popular so fast, that the following year, she had her own eponymous spinoff! (The first of five spinoffs of All in the Family -- cookies to anyone who can name the other four off the top of their head...and extra cookies to anyone who can name the Maude spinoff off the top of their head!). Maude ran from 1972 to 1978, whereupon it immediately "jumped the shark" after Norman Lear moved the characters to Washington, D.C. so Maude could be a congresswoman. The show was cancelled two episodes later when Arthur left the show. Seven months later, and apparently desperately worried where her next meal was coming from, Arthur agreed to appear in the 1978 Star Wars Holiday Special as Ackmena, the tough barmaid.
(Whether that hurt her or helped her in the long run is difficult to discern; it was nearly seven years before she landed her next steady role, appealing to a whole new generation. Usually, when referring to "a whole new generation," one means the next generation. In Arthur's case, she'd become the darling of the previous generation, the septugenarians and octogenarians who, twelve years earlier, never found anything offensive about anything that came out of Archie Bunker's mouth. Thus began her new iconic role as the overbearing Dorothy in Golden Girls.)
In the Star Wars EU (I mean...aside from the Star Wars Holiday Special, which I consider G-Canon, a small point on which I and Lucasfilm continuity official Leland Chee vehemently differ), it is said that after the events of Return of the Jedi, Ackmena teamed up with one of the other Cantina occupants from the Holiday Special, Cebann Veekan -- who appeared therein as a cross between a baboon (hence his early production moniker "Baboon Man") and character actor Kevin Bacon (a resemblance that obviously inspired the character's name and profession in the Starwars.com "What's His Story?" feature in which he was later fully and officially established as an out-of-work holo-performer) -- and went around the galaxy performing reenactments of the exploits of Luke Skywalker. The "What's His Story?" piece obviously references Ackmena's performing abilities as seen in the Holiday Special when she does a song and dance to quell the ire of the cantina patrons after an official Imperial communique orders them all back to their homes pursuant to a newly imposed curfew.
Unless you're prepared to use the home-brew entertaining rules found at WizO_Tao's Saga conversion website (http://saga-edition.com/?p=216), there's no satisfactory mechanic to represent Ackmena's song and dance capabilities in Saga, one of the few but long-standing criticisms of the system. It's all just summarily handled with a Persuasion roll. To that end, I statted Ackmena with both Skill Training and Skill Focus in Persuasion, to represent her many talents.
It is also established in the EU that during the events of A New Hope, when Luke and Ben entered the Cantina and Wuher was tending bar, Ackmena was actually in the back room with Chalmun trying to negotiate better hours. For all her bonuses in Persuasion, she was apparently unsuccessful given that she ended up subsequently working the night shift in the Holiday Special, and every single shift featured in my games.
And then there's...
Ackmena
http://images.wikia.com/starwars/images/b/ba/Ackmena1.jpg
Human Middle-Aged Female Non-Heroic 3/ Scout 1 / Scoundrel 1 / Noble 1
Force 6, Dark Side Rating 0
Init +3; Senses Perception +16
Languages Basic, Huttese, Bocce, Rodese, Ryl, Jawa Trade Language
---------
Defenses Ref 15 (flat-footed 15), Fort 13, Will 18
hp 21; Threshold 13
---------
Speed 6 squares
Melee unarmed +0 (1d4-1) or
Ranged Blaster Pistol +2 (3d6+1)
Base Atk +2; Grp +2
Atk Options Point Blank Shot, Careful Shot, Coordinated Attack
Special Actions Fringe Savant, Presence, Knack
--------
Abilities Str 7, Dex 11, Con 9, Int 14, Wis 16, Cha 16
Talents: Fringe Savant, Knack, Presence
Feats Linguist, Weapon Proficiencies (Pistols, Simple), Toughness, Point Blank Shot, Careful Shot, Coordinated Attack, Skill Foci (Persuasion, Knowledge: Bureaucracy, Perception)
Skills Gather Information +11, Knowledge: Bureaucracy +15, Perception +16, Persuasion +16
RobShanti
04-16-08, 09:57 AM
If you're wondering why in blazes I statted Bea Arthur's character Ackmena with the feat "Coordinated Attack," it's not a typo. Ackmena's not the type to get physical with a rowdy patron (unless it's to soothe his savage breast with a song and dance), which is why she keeps her trusty bodyguard Tork close at hand at all times.
Tork's species is apparently unknown -- that he's huge and blue is all that's known about him (the perfect counterpoint to the small and green Yoda, whose species remains equally mysterious). Rather than create a species template out of whole cloth without any information, I simply statted him as human and identified him as "Humanoid." I built him as a soldier using the Brawler tree, and gave him all unarmed combat feats where I could, to simulate a bouncer / bodyguard. The idea behind Ackmena's Coordinated Attack is -- if things get really rough, she whacks the troublemaker over the noggin' with a bottle while Tork is grappling him for ejection from the cantina.
Tork
http://images.wikia.com/starwars/images/f/f6/Tork.jpg
Humanoid Male Scout 1 / Soldier 5
Force 8, Dark Side Rating 0
Init +10; Senses Perception +9
Languages Basic, Native Tongue
---------
Defenses Ref 22 (flat-footed 20), Fort 21, Will 17
hp 62; Threshold 21
---------
Speed 6 squares
Melee unarmed +8 (1d6+6) or
Ranged Blaster Pistol +7 (3d6+3)
Base Atk +5; Grp +8
Atk Options Bantha Rush, Pin, Crush, Martial Arts I, Expert Grappler, Unbalance Opponent
Special Actions Shake It Off, Extreme Effort
--------
Abilities Str 16, Dex 14, Con 14, Int 10, Wis 12, Cha 8
Talents: Extreme Effort, Expert Grappler, Armored Defense, Unbalance Opponent
Feats Bantha Rush, Shake It Off, Weapon Proficiencies (Pistols, Simple, Rifles), Armor Proficiency (light), Pin, Crush, Martial Arts I
Skills Endurance +10, Initiative +10, Jump +11, Perception +9, Ride +10, Treat Injury +9
Possessions: Light Armor*
* In my Wicket Stats (http://forums.gleemax.com/showthread.php?t=1005958), I decided Wicket's coif was made of Yayax hide, and granted him a +2 Armor Bonus, +1 Equipment Bonus, and allowed for a Max Dex bonus of +5.
Looking at the picture of Tork, and given that I chose "Armor Proficiency: Light" for lack of a better Soldier starting feat, I figured I may as well do the same for the heavy cloth hauberk, padded shirt and leather sleeves Tork seems to be wearing. That's gotta afford some light armor protection. So let's call that ensemble a +2 Armor Bonus to Reflex, +1 Equipment Bonus to Fort, and allow it a Max Dex bonus of, like +3. I've gone ahead and included those Armor bonuses in his stats.
RobShanti
04-16-08, 08:51 PM
If your eye is sharp enough, you may have seen John Hollis portraying the unnamed villain assumed to be Ernst Stavro Blofeld in the pre-title sequence of the James Bond film For Your Eyes Only. If you didn't recognize him without his Biotech Borg Construct Aj^6, however, you can hardly be blamed, for that, crowning his shining pate, is what gives the loyal Lobot his distinctive look.
If you want to hear Lobot's voice, you'll have to pick up a copy of the Playstation/Dreamcast game Star Wars: Demolition, where he really shows his rarely seen aggressive side.
May the late Mr. Hollis (d. October 18, 2005) rest in peace; may Lobot live forever.
Lobot
http://images.wikia.com/starwars/images/b/b9/Lobot_btm.jpg
Middle-Aged Human/Cyborg Male Scoundrel 5 / Noble 1
Force 8, Dark Side Rating 0
Init +9; Senses Perception +11
Languages Basic, Binary, Bab-Neo, Tech
---------
Defenses Ref 18 (flat-footed 17), Fort 16, Will 18
hp 30; Threshold 16
---------
Speed 6 squares
Melee unarmed +4 (1d4+3) or
Ranged Blaster Pistol +5 (3d6+3)
Base Atk +4; Grp +5
Atk Options Point Blank Shot
Special Actions Cybernetic Surgery, Gimmick, Trace, Master Slicer
--------
Abilities Str 11, Dex 12, Con 9, Int 17, Wis 16, Cha 5*
Talents: Gimmic, Trace, Master Slicer, Educated
Feats Skill Training: Knowledge (Bureaucracy), Knowledge (Technology); Skill Foci: Mechanics, Knowledge (Bureaucracy), Knowledge (Technology); Point Blank Shot; Weapon Proficiencies (Pistols, Simple), Cybernetic Surgery
Skills Deception +4, Initiative +9, Knowledge (Bureacracy & Technology) +16, Mechanics +16, Perception +11, Pilot +9, Stealth +9, Treat Injury +11, Use Computer +16/+21*
Possessions: Biotech Borg Construct Aj^6*
*Biotech Borg Construct Aj^6
The Biotech Borg Construct cybernetic augmentation allows a cyborg to access helpful computer systems remotely in a hands-free mode while simultaneously doing other things. It contains a short-range data comlink that allows the cyborg to access helpful computers connected to comlinks 10 m away. The Aj^6 can also have extra datacard ports on the back. The standard model contains one port, but potential cyborgs can purchase models that contain up to four ports. Additional ports cost 500 cr each. The base cost of the Aj^6 is 80,000, plus a 70.000-cr surgical fee.
A cyborg augmented with the Aj^6 gains the following benefits:
Remote Use: They cyborg may make Use Computer checks remotely within his domain (see below). The system must have an attitude of helpful for the cyborg to work remotely, and the cyborg must be within 10m of a wireless access point. They cyborg may remotely: Conduct Complex Search, Alter Programs, Break Security, Operate Remote, abd Operate Ship System. Note that the domain must have a HoloNet connection to conduct Complex searches and break security on remote systems.
Data Processing: The Aj^6 provides a +5 equipment bonus to conducting complex searches. Also, the Borg Construct reduces complex searches by one time catagory, e.g., a computer search that takes 1 day (8 hrs) takes 1 hour, any computer search that takes 1 minute takes a Full-Round action, etc.
Domain: The cyborg's domain is limited to one computer system, such as a building-wide network, a floating city, a single starship, etc. The cyborg may attune to other systems, but doing so costs an additional 40,000 credits, and each new "attunement" takes up one of additional data port slots.
Data Storage: The cyborg may use Data Cartridges to supplement personal knowledge on a subject. These cartridges fit into the data ports on the Aj^6. Adding or removing a cartridge takes a full round action.
Knowledge Cartridges:
A cyborg may purchase Knowledge Cartridges to supplement personal knowledge of a particular subject. A cyborg may only use a number of cartridges up to the number of available data ports. Cartridges come in two types:
Standard data cartridge (500 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +2 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +2 bonus on Knowledge (Galactic Lore) checks.
Advanced Data Cartridge (5,000 cr): When installed in an Aj^6 Borg Construct, this cartridge provides +5 equipment bonus to Knowledge checks related to the cartridges subject. For example, a Galactic Lore cartridge provides a +5 bonus on Knowledge (Galactic Lore) checks.
Personality Effects: The cyborg suffers a -4 to CHA as long as the Borg Construct is installed. Generally, this manifests as withdrawal and lack of concern for the welfare of other sentients, but may also manifest in some similar sociopathy that involves the loss of empathy with organic beings. Once the Construct is successfully removed, CHA returns gradually at 2 points per character level up to the original score at the time the Construct was installed. If the Borg Construct Aj^6 is suddenly forcibly removed or damaged, the character moves -2 persistent steps on the condition track until a cybenetic surgeon can repair the damage or until mechanic can fix the device. Jury rigging the device leaves the character catatonic at the end of the encounter.
RobShanti
04-17-08, 09:36 PM
Check this out...
Did you know that the Nien Numb character in Return of the Jedi, co-piloting the Millennium Falcon at the Battle of Endor, was not an actor in a costume?
He was a puppet!
How about that?
Another cool factoid: his Sullustese dialogue was voiced by a Kenyan student in the real life Niger-Congo language "Haya." I'm sure at the showing at the Nairobi IMAX, everybody in the audience looked at each other in surprise when he spoke. He probably said something completely random, like, "Help, there's a hog in my kitchen."
I checked out the official RCR stats for Nien Nunb (http://wizards.com/default.asp?x=starwars/article/sw20040422eu), and Wizards writer/editor/game-designer Cory Herndon statted him out as a Scout / Space Transport Ace... (Plus, he gave him completely off-the-wall feats, like "Quick Draw" and such...Nien Nunb? With Quick Draw?!?!)
Under Saga Edition, I couldn't find any reason whatsoever to give him any Scout levels (or Quick Draw, for that matter!). All Scoundrel worked just fine. It made for a boring build, but, I think, the right one. I also didn't give him any Ace Pilot levels. Here's the thing...you want Nien Nunb to be good enough that he's the guy the Rebellion sends in as the co-pilot of one of the main assault vessels in the Death Star attack in the Battle of Endor...but you don't want him so good that he overshadows the guy who's the pilot of that vessel...in this case, Lando.
So I went with a Scoundrel 7 build, just one level lower than the official SECR build of Lando (although, personally, I think Lando deserves at least a level or two of Noble...and I'd even give him Ace Pilot...I mean...Luke, who blew up the first Death Star, gets a level in Ace Pilot...Lando blows up the second and doesn't?! I smell the foul stench of inequity. But I'll let it go...only because the EU establishes Lando as having no piloting skills as of the Han Solo & Lando Calrissian Trilogies -- he did have Vuffi Raa piloting the Falcon during his adventures in the Centrality, after all...but I digress...). The sidekick, after all, can't be a higher level than the guy he's 'kicking for!
So...I asked myself, while building him...if he's not an Ace Pilot, what makes Lando decide to recommend him for the position of the Falcon's co-pilot? I figured: Nunb's a kick-butt astrogator and tactician, that's why. So, I built him with all the Talents in the Spacer Talent Tree, gave him Skill Foci in Use Computer and Pilot, and training in Knowledges: Technology & Tactics. I also gave him training in Knowledge: Bureaucracy, given that he used to be a corporate employee with SoroSuub and, 10 years after the Battle of Endor, ends up being Lando's Chief Administrator of Kessel (which Lando buys).
The irony is, after I finished statting him out, I looked him over and thought, "drats....he's still a better pilot than Lando," and found myself facing the very problem I tried to avoid: Why isn't Nien Nunb piloting the Falcon at the Battle of Endor, and Lando acting as his co-pilot? And then it hit me: Han would never let some stranger pilot his beloved ship.
And there was my answer.
Nien Nunb
http://images2.wikia.nocookie.net/starwars/images/thumb/f/f7/Nien_Nunb.jpg/250px-Nien_Nunb.jpg
Sullustan Male Scoundrel 7
Force 8, Dark Side Rating 0
Init +12; Senses Perception +9
Languages Sullustese, Basic, Bocce, Huttese
---------
Defenses Ref 23 (flat-footed 20), Fort 17, Will 19
hp 39; Threshold 17
---------
Speed 6 squares
Melee unarmed +4 (1d4+2) or
Ranged Blaster Pistol +9 (3d6+3)
Base Atk +5; Grp +9
Atk Options Point Blank Shot, Hyperdriven, Starship Raider, Stellar Warrior
Species Abilities: Darkvision, Expert Climber, Heightened Awareness
--------
Abilities Str 8, Dex 18, Con 11, Int 15, Wis 12, Cha 10
Talents: Hyperdriven, Starship Raider, Stellar Warrior
Feats Skill Training: Knowledge (Bureaucracy), Skill Training: Knowledge (Tactics), Skill Focus: Use Computer, Skill Focus: Pilot, Point Blank Shot, Vehicular Combat, Weapon Proficiency: Heavy Weapons
Skills Initiative +11, Knowledges (Technology, Bureaucracy & Tactics) +10, Mechanics +10, Perception +9, Pilot +16, Use Computer +15
Possessions: Flight Suit
ewokontoast
04-17-08, 09:59 PM
Very good reasoning! One of my favorite obscure characters!!!
RobShanti
04-17-08, 11:02 PM
Thanks, EoT!
Oh...and I realized that I forgot his 4th level Ability Score bumps. I upped his Dex to 18 and his Int to 15, which affected all his Dex-based scores.
The stat block is now corrected in the above post and in the master list at the top of this thread.
RobShanti
04-18-08, 01:14 PM
Okay, I'm going to come clean and admit this...
Ever since I saw her in The Phantom Menace, I have always had the total hots for Rabé the Royal Handmaiden of Naboo. You can keep your Keira Knightly as Sabé. I'll take Cristina da Silva!
Now before you go accusing me of being a dirty old man or some predatory perv, I hasten to point out that while the character was supposed to be young enough to impersonate a 14-year-old queen (presumably in the event that Sabé was unavailable or that they needed multiple doubles), the actress was actually in her twenties when TPM was filmed.
So it is without any opprobrium that I can say that many have been the times that I rewound that scene in TPM just to hear her say over and over in that gorgeous Brazilian accent: "AnaKEEN SkyWALKah to see PadMÉ, youh highness..."
Cristina da Silva is soooo toooootally my type: an exotic-looking, olive-skinned, dark-eyed, raven-haired beauty. YyyyyEAH, Baby! (Just don't tell any of this to my fair-skinned, blonde-haired, blue-eyed, Western Pennsylvanian wife...)
Rabé
http://jarjarbinks.home.insightbb.com/Naboo/rabe.jpg
Human Female Noble 2 / Scoundrel 1 / Soldier 3
Force 8, Dark Side Rating 0
Init +10; Senses Perception +9
Languages Basic, High Galactic
---------
Defenses Ref 20 (flat-footed 18), Fort 18, Will 19
hp 42; Threshold 18
---------
Speed 6 squares
Melee unarmed +3 (1d8+2) or
Ranged S-5 Ascension Gun +6 (3d8+3, or 1d2+3 + paralytic poison)
Base Atk +4; Grp +6
Atk Options Quick Draw, Point Blank Shot, Martial Arts I & II, Melee Defense, Trip, Sneak Attack, Draw Fire, Harm's Way
--------
Abilities Str 8, Dex 15, Con 10, Int 13, Wis 12, Cha 14
Talents: Educated, Sneak Attack, Draw Fire, Harm's Way
Feats Martial Arts I & II, Linguist, Weapon Proficiencies (Pistols, Rifles & Simple), Melee Defense, Point Blank Shot, Trip, Coordinated Attack, Quick Draw
Skills Acrobatics +10, Climb +7, Deception +10, Initiative +10, Perception +9, Persuasion +10, Stealth +10, Use Computer +9
Possessions: Theed Army S-5 Heavy Blaster Pistol / Ascension Gun, Concealed Holster, Handmaiden Robes, Hairdressing kit
Theed Army S-5 Heavy Blaster Pistol / Ascension Gun
Cost: 1,000 cr (power packs 25 cr)
Dmg: blast charges do 3d8 (crit 20), darts do 1d2 + paralytic poison (crit 20), or stun
Rate of Fire: S
Weight: 1.5 kg
Type: Energy or Piercing
Availability: Military
Ammunition: 20 blast charges, 10 microdarts, 2 20-m liquid cables
Range: As pistols (see SECR p. 129)
RobShanti
04-18-08, 02:11 PM
Rabé
* * * *
Skills Acrobatics +10, Climb +7, Deception +10, Initiative +10, Perception +9, Stealth +10, Treat Injury +9, Use Computer +9
Okay, I have another confession to make about Rabé: something bothers me about the build.
According to the Jedi Readers Step 2 young readers publication Queen in Disguise, a children's Star Wars picture book written by Monica Kulling and illustrated by John Alvin, Rabé is supposed to be Queen Amidala's hairdresser.
I think this is important. I mean, look -- you've got a 14-year-old girl in the position of reigning monarch of an entire star system. Her job also may require her to appear before the Galactic Senate. How do you make a 14-year-old girl imposing enough to hold her own in the massiff-eat-massiff, cut-throat world of galactic politics?!?! Well, for starters, you make her look impressive with all the trappings of royalty: regal duds, an armed entourage, and a huge, intricate, awe-inspiring hair-do.
Not only does a gigantic coif rising a foot over your head and adorned with golden trinkets add considerable height to your silhouette, it helps magnify your presence -- something a small, waifish, 14-year-old might need desperately if she is to attempt to garner awe, fear or respect from her constituents, political enemies and peers.
So the job of the queen's royal hairdresser is a critical one.
I once built a Royal Handmaiden PC (http://www.geocities.com/robertpetrone/characters.html#IOME) under the RCR. And perhaps inspired by my infatuation with Rabé, I said she was the queen's hairdresser. The thing is, under the RCR, it was easy to represent that in her stat block -- I gave her the skill "Craft: Hairdressing" (much to my own amusement). Again, like the problem we run into with Ackmena's Saga stat block not reflecting her song-and-dance abilities, the Craft skill has been taken out of Saga, and unless you're prepared to introduce house rules to fill that interstice, we're left with just relegating Rabé's hairstyling abilities to mere fluff.
I suppose that to the extent that there is any representation of that craft in the Saga RAW, again, much like Ackmena's performing abilities, it's to be handled with a Persuasion roll and the Aid Another rules. Consider this...
The petit, waifish, teen queen is about to address the head bananas of the Trade Federation, and give them a stern warning that if they don't disperse their blockade, they're gonna be sorry. She wants to make a "presence attack" on them, to intimidate them with her soliloquy. She can use all the help she can get. So she calls in her chief hairdresser, the lovely Rabé, just out of bed and still wearing her silk teddy...ehem...sorry, there...my mind just wandered for a second. So Rabé does her thing: whips out her hairdresser's accessories and hair extensions, and goes to work on Amidala, sculpting an impeccably tended, mane-like coif that surrounds the queen's head like the blinding coronoa of a supernova -- enough to cause the greedy Trade Federation officers to skitter for their lives into the shadows like vermin. Rabé essentially rolls her Persuasion skill -- since that's the skill Amidala will ultimately be using in an attempt to intimidate the Trade Federation officials -- at a DC of 10, the DC required for the Aid Another rule. She succeeds...say, with a 15 total -- enough to successfully Aid Amidala's intimidation roll. So, Amidala gets a +2 the first time she makes a Persuasion roll against the Trade Federation officials.
The Naboo open a video communication with the Trade Federation flagship. Nute Gunray and Rune Haako receive the transmission and they and Amidala exchange some stern words. Finally, the queen ends the transmission warning, "Beware, Viceroy....the Federation is going too far this time." She makes a Persuasion roll to intimidate. Because of Rabé's artful efforts at making the queen appear much more fearsome than she would without all the get-up, Amidala enjoys that +2 from Rabé's earlier Aid Another roll, and, thanks to it, manages to exceed Gunray's and Haako's Will defenses, and, when the transmission ends, they turn to each other, wringing their hands and nervously debating their next move.
So, assuming this mechanic is a valid one to represent what was a Craft skill under the RCR, I modified Rabé's skills. I eliminated her Skill Training in Treat Injury, and replaced it with a Skill Training in Persuasion. I've modified the skill block in the post above, and in the master list on the first page, to reflect this change.
ewokontoast
04-19-08, 10:14 AM
At least you didn't confess your obsession for Teek...
SAT
RobShanti
04-20-08, 07:32 PM
At least you didn't confess your obsession for Teek...
SHHH! You were supposed to keep that on the down-low.
I realized only recently that I made a mistake in my builds for Wicket (http://forums.gleemax.com/showthread.php?p=15666008) and Tork (above). In order for Wicket and Tork to enjoy the armor bonuses to reflex of their respective armored ensembles, they need the Soldier Talent "Armored Defense," otherwise the Equipment Bonus to their Fortitude isn't worth the loss of their heroic levels to Reflex.
To that end, I had to replace Wicket's Soldier Talent "Devastating Attack" with "Armored Defense