Saturday, September 30, 2017

Welmo, Rogue Ithorian Geoformer

Welmo, Ithorian Geoformer 
(or, "Who needs a Death Star when you have Tractor Beams?") 

Welmo is a rogue Ithorian, banished from his herd ship... indeed, all herd ships... for his nigh-heretical views, and willingness to put them into action. Welmo doesn't simply believe in the Mother Jungle of Ithor, no... he believes that the Mother Jungle is, or should be, universal, and so seeks to geoform non-jungled terrestrial worlds into an approximation of the Mother Jungle. 

Like most truly dangerous creatures, he has a plan, and just enough knowledge and technology to try to carry it out. To Welmo, one of the big obstacles to the ubiquity of the Mother Jungle is that some worlds don't have a rich hydrosphere... worlds like Tattooine and Jakku have temperatures that could support the Mother Jungle, but don't have enough water to let them grow. What has a lot of water, not otherwise supporting jungles? Comets. So, to create the Mother Jungle of a desert world, one needs to hydrate it... and the simplest method of hydrating a world is to fling comets at it. 

Having an Ithorian's typical technical aptitude, Welmo has also hired several rogues to help him run his ship. 

Welmo, Ithorian Geoformer 

DEX 3D 
Blaster 4D 
Dodge 4D 
KNO 5D 
Ecology 7D 
Planetary Systems 7D 
Scholar 7D 
MECH 2D 
Astrogation 3D 
Communications 4D 
Sensors 4D 
Starship Gunnery 3D 
Starship Gunnery: Tractor Beams 5D 
PER 4D 
Command 6D 
STR 3D 
TECH 1D 
First Aid 2D 
Starship Weapon Repair: Tractor Beams 3D 

Equipment: 
Blaster Pistol (4D), various scientific instruments, portable computer, commlink, "The Embracing Ocean" (modified Gallofree Medium Transport) 

"The Embracing Ocean" 
The Embracing Ocean is Welmo's ship, a modified Gallofree Medium Transport, specifically designed for his "great work", with suggestions from Gordwa, his Dug lieutenant. 
Most of the Embracing Ocean's interior storage is empty and typically kept unpressurized. Before an "operation", the Embracing Ocean will use its tractor beams to capture asteroids, providing it with greater mass with which to affect its targeted comet. After an operation, or when an operation needs to be aborted, it will vent the asteroids, providing temporary cover for the Ocean's escape. 
The Embracing Oceans statistics are the same as other Gallofree Medium Transports (REUP, p. 445), but with the following exceptions: 
*Typical crew skill: Astrogation 5D, space transports 6D, starship gunnery 
4D+2, starship shields 4D 
*Crew: 6, plus 3 gunners. Skeleton 3/+10 
*When empty, its space speed increases to 4 (it is 2 when full of asteroids or other mass; venting the asteroids requires opening the cargo bay and moving away at 2 for one move before acceleration to 4) 
*Shields have been increased to 3D (Gordwa sold this to Welmo as being necessary if they're going to be capturing asteroids) 
*The ship now boasts three tractor beams; two on the rear arc, and a third on the "bottom" arc. The third is only usable when the cargo bay is empty. These tractor beams have 3D damage and 1D fire control; optimized for strength over accuracy. The two rear tractor beams may be fire-linked; the ventral tractor beam cannot. Typical skill with the tractor beams is 5D 
*One of the Twin Laser Cannons has been replaced with a Heavy Ion Cannon (4D damage, 4D Fire control), while another has been replaced with a Concussion Missile Launcher (8D damage, 1D Fire control). This leaves 2 twin laser cannons. Each of these different systems requires a separate gunner. 


Gordwa, Dug Thug 
Welmo is a "True Believer". He KNOWS he is right, and that the best way to achieve his goals is to throw comets at inhabit(ed/able) planets until they have a "healthy" hydrosphere. Gordwa... Gordwa sees himself as more of a "big picture" kind of Dug. Sure, you can extort money from planets by threatening them with cometary bombardment, and maybe even make some money as a cometary-bombarder-for-hire, but piracy? Piracy is how you make some quick cash. When Welmo brought Gordwa on as a hand, he quickly realized he could manipulate the idealistic Ithorian, and push him in the ways Gordwa wanted to go. Does the Ocean need some repairs? Why not find a ship and take the parts that the Ocean needs? Why shoot all those asteroids out of the hold right away? Might some of them contain valuable minerals? And, hey, if we're going to another world ANYWAY, why don't we pick up some cargo from my friend and deliver it to this world on the way? 
Gordwa is not technically in charge, but he's screened the crew; aside from Welmo, all of the crew likes Gordwa's style, and is happy to engage in a bit of profitmaking under the guide of Welmo's "Holy Mission". Gordwa hopes to keep Welmo dancing on his string for a while, making money and directing him to lucrative targets. 

Gordwa, Dug Thug 
DEX 3D+1 
Dodge 4D+1 
Brawling Parry 4D+1 
KNO 2D 
Intimidation 4D 
Streetwise 4D 
MECH 3D+2 
Space Transports 4D+2 
Starship Gunnery 4D+2 
Starship Shields 4D 
PER 2D+1 
Command 4D 
Con 4D 
STR 3D+2 
Brawling 5D 
TECH 3D+1 
Space Transports Repair 4D 
Starship Weapons Repair 4D 
Blaster Repair 3D+2 

Equipment: 
Heavy Blaster Pistol (5D), cybernetic claws on toes and fingers (+1D to Climbing skill, +2 to Brawling Damage), Blast Vest (+1D physical, +1 Energy) 

The rest of the crew (the Pirate Template is appropriate for all of them): 
Nodon, Cathar Mechanic 
Noodlo, Duros Pilot 
"Yo, Wee!", plural "The Weequay", three Weequay gunners, none of whom has an individual nickname 
Karsk, Bothan Communications Expert/Supplier 
3-5 others, usually human, zabrak, twi'lek, or other common species

New Republic Ewoks


Thirty years after the Battle of Endor brought their species to the attention of the broader galaxy, the Ewoks both on and off of Endor are a changed species. This is not to say that there aren't traditionalist Ewoks still living on the moon... indeed, they are the majority of the total population... but of the Ewoks active in the galaxy, most are more cosmopolitan... second generation natives of the Galactic Republic. Some traveled off-planet with the Republic; others remained in contact with the galaxy via the New Republic presence on their moon, taking part in Republic education and acting as native guides in efforts to recover parts of the the destroyed Death Star II.
Physically, New Republic Ewoks are unchanged from their more primitive kin. However, they're far better educated, and familiar with galactic technology Those currently coming of age, the grandcubs of the heroes of the Battle of Endor, are active both on their own moon and throughout the galaxy.

New Republic Ewoks
Attribute Dice: 12D
Dexterity 1D+2/4D+2
Knowledge: 1D/3D+2
Mechanical: 1D+2/4D
Perception: 2D/4D+2
Strength: 1D/3D
Technical: 1D/3D+1

Special Skills:
New Republic Ewoks may still improve the traditional Ewok skills of Thrown Weapons, Glider, and Primitive Construction, though they are less likely to do so.

Special Abilities:
Small: Ewoks are smaller than many other species in the galaxy. While this doesn't matter for a lot of things, in some cases, it can be a big problem. Vacuum Suits, space suits, and armor are frequently poorly fitted to Ewok physiques. Many standard starships aren't well suited to Ewok physiology, meaning an Ewok may receive a -1D penalty to vehicle operation, shield, and vehicle weapon skills if the vehicle isn't designed to adjust to their size. Ewoks like Sullustan craft due to this, as they are frequently able to adjust to the smaller size. This is, to an extent, a matter of GM fiat, but Imperial craft are noted for the relatively narrow range of sizes they will accommodate. Refitting a craft to accomodate Ewok crew members is usually an Easy to Moderate task requiring an hour's worth of work for each station to be converted.
Likewise, Ewoks find many standard-built weapons to be awkward; Heavy Blasters, Blaster Carbines, Blaster Rifles, and larger weapons require similar modifications to be used without penalty; blaster pistols, sporting blasters, and hold-out blasters can usually be used without modification. Melee weapons not adjusted for ewoks have their maximum damage reduced by 1D.

Smell: Ewoks have a highly developed sense of smell, getting a +1D to their search skill when tracking by scent; this ability cannot be improved.

Story Factors:
Protectiveness: Most human adults will feel unusually protective of Ewoks. Because of this, humans can also be very condescending towards Ewoks. Some Ewoks are tolerant of this human foible, but many New Republic Ewoks find it grating.

Wednesday, September 13, 2017

Gnome Tongue (Proficiency)

Gnome Tongue (5BP)
While most of the Gnome Titans... those gnomes native to the cantons of the Vrykarr Mountains... have lost the trick of speaking with animals, some few have learned it from their elders. With the Gnome Tongue proficiency may communicate with burrowing mammals as other gnomes do.

Prerequisites: Gnome Titan and Gnomish as a native language