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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:31 pm Post subject: |
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Chlovi Cat
Are not feline at all, reside at the top of Nyriaan's food chain. They have been responsible for hundreds of deaths in mining towns across the planet. Settlers on Nyriaan shoot chlovi cats on sight rather than risking the danger that they represent. Unfortunately for Nyriaan's colonists, chlovi cats have learned to predict the movements of their prey and attack from ambush rather than attempting direct assaults.
Named after a species of fungus that grows across Nyriaan's surface, chlovi cats are small amphibians with long, sinewy bodies and glistening skin that changes color from black to steely gray. Like other species on Nyriaan, they create bioluminescence, which they use for mating displays and rudimentary communication while hunting. A chlovi cat's primary weapons are its wide maw filled with needlelike teeth and four sets of wickedly curved claws.
Despite their small size, a pack of chlovi cats can bring down a full-grown Lluma bull. They prefer to eat young Iluma and pherins, although chlovi cats that have tasted Human flesh prefer it to their natural staples.
This amphibian is the size of a large dog and has a long, sinewy body. Its skin glistens with aslimycaating and changes calor as the chlovi cat creeps through the fungal underbrush.
Chlovi Cat
Type: Stealth Ambush Predator
DEXTERITY 4D
Dodge 5D
PERCEPTION 4D
search (tracking) 5D, stealth 6D+2
STRENGTH 4D
Brawling 5D, climbing/jumping 5D
Special Abilities:
Claws: STR+2D damage.
Bite: STR+1D+2 damage.
Darkvision: Can see in total darkness up to 30 meters without penalty.
Coordinated Pack Tactics: Gains +1D to attack and damage rolls when attacking a target simultaneously with three or more Chlovi Cats.
Bioluminescent Signaling: Uses colored pulses on its skin to silently coordinate pack tactics.
Move: 12
Size: 1.5–2 meters long
Tactics:
Chlovi cats use pack tactics, communicating with their pack mates through a combination of bioluminescent displays and croaking calls. They swarm over targets in groups of three or more, biting and clawing in an attempt to disable their prey. Once the prey is disabled, the rest of the pack converges on the victim.
Editor's Note: Though the original stats appear in D6 Conversion Galaxy of Intrigue there are a number of significant changes.
Source: Galaxy of Intrigue (p.141-142) _________________ Don Diestler
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:31 pm Post subject: |
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Nyriaanan
Homeworld: Nyriaan
Attribute Dice: 12D
DEXTERITY: 2D/4D
KNOWLEDGE: 2D/4D
MECHANICAL: 2D/4D
PERCEPTION: 2D/4D+2
STRENGTH: 2D/4D+1
TECHNICAL: 2D/4D
Special Abilities:
Low-Light Vision: Nyriaanans evolved to see in Nyriaan’s dim surface light. They receive a +1D bonus to all visually-based Perception skills (such as search, sneak, investigation) in low-light or dark conditions. However, they suffer a −1D penalty to Perception-based sight tasks in bright lighting unless wearing proper filtering goggles.
Environmental Adaptation (Toxic Resistance): Nyriaanans have minor resistance to pollution and airborne contaminants due to centuries of exposure to mining fallout. They receive +1D to Stamina rolls made to resist toxins or harsh environmental conditions.
Stubborn Will: Due to long histories of colonization and resistance, Nyriaanans are psychologically resilient. They gain a +1D bonus to willpower and +2 to resist intimidation or coercion attempts.
Story Factors:
Clannish Society: Nyriaanans identify primarily with their clan or tribe. Loyalty to one's clan supersedes loyalty to any planetary or galactic entity. Rival clans may hold grudges that stretch back generations.
Distrust of Outsiders: The Nyriaanans are wary of off-worlders, especially corporations and governments. Nyriaanans may start with a −1D penalty to social rolls involving outsiders unless trust is earned.
Sacred Technology: Nyriaanans see ancient tech—especially anything recovered from the crashed Starveil—as sacred. Disrespecting or damaging such relics can provoke anger or conflict.
Nomadic and Hidden Settlements: Many clans are semi-nomadic, and settlements are typically built around meadlin trees or ancient wreckage. Natives know the terrain intimately and often use guerrilla tactics to defend their homes.
Move: 10
Size: 1.5 to 2.0 meters tall
Source: Galaxy of Intrigue (p.144) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:32 pm Post subject: |
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Ghia Preyssola
One of the Republic's staunchest agents on Nyriaan is Ghia Preyssola. Ghia, a Twi'lek, has been a willing tool of the Republic for most of her life. She is responsible for forming and coordinating Republic intelligence cells in and around the Luire system, and she does so with a significant amount of aplomb. When the hammer falls and the Confederacy invades, Ghia seeks refuge with independent miners and prospectors in the village of Silence. She reemerges when the Republic returns, and continues to perform her job for the Rebellion after the establishment of Emperor Palpatine's New Order.
This striking Twi'lek female-her green eyes an arresting contrast to her flawless blue skin-does not fit the description ofa typical colonial miner. She looks as though she was once lithe, but hergrace has given way to rapy muscles that are on obvious product of hard physical labor.
Ghia Preyssola (as of 19 BBY – Clone Wars, Luire System Invasion)
Type: Twi'lek Veteran Intelligence Coordinator
Age: 30s Height: 1.75 m Weight: 70 kg
Appearance: Broad-shouldered and hardened by labor, Ghia’s once-lithe Twi’lek form is now muscular and worn. Her brilliant blue skin and piercing green eyes contrast with the miner’s garb she wears to avoid notice.
DEXTERITY 3D+1
Blaster 5D+1, brawling parry 4D+2, dodge 5D, melee combat 4D+2, sleight of hand 4D+1
KNOWLEDGE 3D
Bureaucracy 5D, cultures 4D+2, intimidation 4D+2, languages 4D+2, planetary systems 4D+1, survival 5D, tactics (urban) 5D, willpower 5D
MECHANICAL 2D+2
Communications 4D, repulsorlift operation 4D, sensors 3D+2, space transports 3D+1
PERCEPTION 3D+2
Bargain 5D, command 5D+2, con 5D+1, disguise 5D, investigation 5D+2, persuasion 5D+1, search 5D+2, streetwise 6D, tracking 5D
STRENGTH 3D+1
Brawling 4D+2, climbing/jumping 4D, stamina 5D
TECHNICAL 3D
Computer programming/repair 4D, droid programming 3D+2, first aid 4D+1, security 5D+1
Special Abilities:
Twi'lek Head-Tails (Lekku): +1D to languages involving gestural communication.
Story Factors:
Embedded Agent: Maintains multiple false identities across Nyriaan.
Anti-Confederate: Lost a number of operatives during the Separatist invasion of Luire; harbors deep resentment.
Loyal to the Republic Ideal: Believes in institutional reform through resistance, not destruction.
Move: 10
Force Points: 2
Character Points: 10
Equipment: Concealed blaster pistol (4D), miner’s coveralls, encrypted comlink, breath mask, field kit, syntherope, hollowed comm-datacard with safehouse keys
Tactics: Having lived for years in the tough mining town of Silence, Ghia Preyssola is renowned for her skill at hand-to-hand combat. Few knowingly enter into a boxing match with her, and those who do usually end up unconscious or dead. Lacking an opportunity for confrontation of a more personal nature, she is never shy about pulling her trusty blaster pistol.
Background: Ghia Preyssola has served the Republic Intelligence Bureau since her late teens, rising from field operative to regional coordinator. Stationed in the volatile Luire System, she has built a network of informants, sympathizers, and embedded agents across Nyriaan and its neighboring systems. When the Confederacy of Independent Systems invades the region, Ghia is forced to burn half her contacts and retreat into the wilds, seeking refuge among native prospectors and independent miners in the village of Silence. While the Republic falters, she maintains covert resistance, building fallback intelligence cells and feeding real-time data to loyal Republic commanders.
Personality: Ghia exhibits the hardened pragmatism of a seasoned field agent. She makes difficult decisions quickly and without hesitation—loyalty and survival are her top metrics. Years of double-crosses and disinformation have left her deeply cautious. She rarely trusts those who haven’t proven themselves under fire. Despite her edge, she fosters loyalty and independence among junior agents. She believes in building strong cells that can function without her.Beneath her hard exterior is someone who deeply values the Republic's ideals—she just no longer expects the galaxy to live up to them.
Goals:
Preserve Republic Intelligence Assets in the Luire System
She leverages the native Nyriaanan resentment of the CIS presence to form decentralized resistance cells capable of sabotage, smuggling, and data exfiltration.
With Republic forces stretched thin, Ghia’s overarching goal is endurance: survive, preserve intelligence networks, and lay groundwork for eventual liberation.
A Quote: "The Republic left us behind, but I’m still here. That means something. And I intend to make it mean more before this war is over."
(as of 2 BBY – Early Rebellion Activities on Nyriaan)
Type: Rebel Intelligence Handler
Blaster 5D+2, dodge 5D
Bureaucracy 5D+1, tactics (urban) 5D+1, willpower 5D+1
Command 6D, con 5D+2, disguise 5D+2, investigation 6D, streetwise 6D+2
First aid 4D+2, security 5D+2
Force Points: 2
Character Points: 11
Equipment: Concealed blaster pistol, local ID, coded rebellion badge, encrypted communicator
(as of 4 ABY – Post Endor)
Type: Rebellion Network Coordinator
Blaster 6D, dodge 5D+1
Bureaucracy 6D, intimidation 5D, tactics (urban) 6D, willpower 5D+2
Command 6D+1, con 6D, disguise 6D, investigation 6D+2, streetwise 7D
First aid 5D, security 6D
Force Points: 3
Character Points: 13
Equipment: Heavy holdout blaster, encrypted datapad, New Republic sigil undercloak, contact list crystal
Source: Galaxy of Intrigue (p.148) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:32 pm Post subject: |
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Amar Cros
Given up his Jedi robes in exchange for the clothes of a native Nyriaanan. Although he still clings to some of his Jedi philosophy, he sees the current struggle between the natives and the offworlders as a different type of war with a different kind of morality. In his fight against Nyriaan's oppressors, Amar Cros does anything to win. He is willing to call upon the dark side of the Force if it means serving the greater good. That he has not fallen to the dark side is a wonder to most Jedi, but Amar is never too proud to seek solace in mediation and atonement when the opportunity presents itself.
With his graying, braided hair and the lightsaber dangling from his belt, this older Nyriaonon looks out ofplace among his native companions. He eyes you with a mixture ofsuspicion and contempt, as if he is deciding what to do with you.
Amar Cros (as of 30 BBY – Rebellion Leader, Declared Rogue by Jedi Council)
Type: Rogue Jedi and Native Militant
Age: 60s Height: 1.84 m Weight: 84 kg
Appearance: Graying, deeply weathered, with fierce intensity. Wears native war-leader garb and carries a visibly worn lightsaber.
DEXTERITY 3D
Dodge 5D, lightsaber 6D+1, melee parry 4D+2
KNOWLEDGE 4D
Bureaucracy 5D+1, culture (Nyriaan) 5D+2, planetary systems 4D+2, scholar (Jedi lore) 5D+2, survival 6D, tactics 5D
MECHANICAL 2D+2
Beast riding 3D+2, repulsorlift operation 3D
PERCEPTION 3D+2
Command 6D, intimidation 5D+2, persuasion 5D+2, search 4D+2, sneak 4D+2, tactics 5D
STRENGTH 3D+1
Brawling 4D+2, climbing/jumping 4D+2, stamina 5D+1
TECHNICAL 2D+1
First aid 4D, lightsaber repair 4D
Special Abilities:
Force Skills: Control 6D+1, Sense 6D+2, Alter 6D
Control: Control pain, remain conscious, resist stun
Sense: Life detection, life sense, receptive telepathy, sense Force
Alter: Telekinesis
Control & Sense: Lightsaber combat
Control, Sense & Alter: Affect mind, projective telepathy
Story Factors:
Declared rogue by the Jedi Council for aiding the rebellion
Revered as a spiritual war-leader by Nyriaan natives
Uses the Force pragmatically—even skirting the dark side
Move: 10
Force Sensitive? Yes
Force Points: 4
Character Points: 15
Equipment: Lightsaber, native garments, wilderness gear, Nyriaan rebel credentials
Tactics
Amar Cros uses the Force as his primary weapon, using his lightsaber when necessary to lay his enemies low. He rarely fights alone, preferring to keep a small cadre of Force-sensitive natives with him. Although not trained as Jedi, his apprentices are nonetheless formidable.
Background: After serving over a decade as Jedi Watchman of Nyriaan, Amar Cros has crossed the threshold from neutral arbiter to revolutionary leader. When the native Nyriaanans rose up again in 37 BBY—driven by broken promises and colonial exploitation—Cros abandoned his official mandate and openly took their side. The Jedi Council, already uneasy with his long absence and increasing political involvement, declared him rogue. Cros refused recall orders and cut off contact with Coruscant.
Now at the forefront of the rebellion, Amar leads with wisdom, charisma, and unshakable determination. Though once a pacifist consular, he has adapted to guerrilla warfare, training native warriors and organizing strikes against colonial outposts and offworlder authorities. His lightsaber, once a symbol of peace, now ignites in the defense of the oppressed.
Personality: Amar is serious, contemplative, and often remote. He carries the burden of difficult decisions, tempered by a belief that justice outweighs loyalty to a failing Republic. He is no longer bound by orthodoxy—his moral compass is now guided by his adopted people and his lived experience. Amar still meditates regularly and avoids cruelty, but he no longer recoils from necessary violence. He believes the Jedi Code is a living doctrine—one that must evolve in the face of systemic injustice.
Despite being branded a traitor, Amar remains respected by many Jedi who served with him in the past. Among the Nyriaan natives, he is revered not only as a warrior but as a prophet—someone who listens to their stories and fights with their fury.
Goals:
Defend the native peoples of Nyriaan from exploitation and erasure.
Build a lasting native-led government not beholden to Republic or corporate interests.
Resist corruption, even if it means walking near the edge of the dark side.
Prove to himself that rebellion can be honorable—and that one can still be Jedi without serving the Council.
Quote: "The Council asks for balance, but they do not live where the scales are broken. Here, I serve justice—not a hollow code."
(as of 19 BBY – Clone Wars/Rise of the Empire)
Type: Exiled Jedi Warlord
Lightsaber 7D
Bureaucracy 6D, scholar (Jedi lore) 6D, survival 7D, tactics 6D
Command 7D+1, intimidation 6D, persuasion 6D+2, sneak 5D+1
First aid 5D
Force Skills: Control 7D+1, Sense 7D+2, Alter 6D+2
Control: Absorb/dissipate energy, control pain, remain conscious
Sense: Combat sense, danger sense, life detection, sense Force
Alter: Force push, telekinesis
Control & Sense: Lightsaber combat
Control, Sense & Alter: Affect mind, projective telepathy, telekinetic kill
Force Points: 5
Character Points: 18
Equipment: Lightsaber, hardened wilderness gear, encrypted datapad, meditation focus crystal
Source: Galaxy of Intrigue (p.149) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:33 pm Post subject: |
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Zerik (as of 0 BBY)
Type: Bothan Rebel Infiltrator
Age: 27 Height: 1.6 m Weight: 64 kg
Appearance: Wiry and wiry-eyed, dressed in greasy miner’s overalls and field gear. Pale fur slightly darkened with dust. Always alert.
Dexterity 3D+1
Blaster 5D+1, dodge 5D+2, melee combat 4D+1, melee parry 4D, stealth 6D
Knowledge 2D+1
Bureaucracy 3D+2, planetary systems 3D, streetwise 4D, survival 3D, value 3D+1
Mechanical 2D+1
Communications 3D, repulsorlift operation 3D+1, sensors 2D+2
Perception 4D
Con 5D+2, forgery 4D+2, gather information 6D, investigation 4D+1, persuasion 4D+1, search 4D+1, sneak 6D+1
Strength 2D+2
Brawling 4D, climbing/jumping 3D+2, stamina 3D+1
Technical 3D
Computer programming/repair 4D, demolition 4D, security 5D
Special Abilities:
Bothan Senses: +1D to search when scent or hearing applies.
Subtlety: Gains +1D to sneak and con rolls when disguised or under cover.
Move: 10
Force Points: 1
Character Points: 7
Equipment: Blaster pistol (4D), vibroknife (STR+1D), forged ID chip, encrypted datapad, comlink, field kit, miner’s coveralls, infrared goggles
Tactics
Zerik prefers to remain hidden until he feels that the time is right to strike his enemies. He feigns a harmless demeanor, hoping to lull his targets into a sense of false confidence before unleashing his formidable combat skills against them. In the event that he is unable to rely on surprise, Zerik fights like a cornered animal. He has no honor, especially when dealing with Imperial agents, and does anything to win. Short of victory, he accepts only death. To Zerik, surrender is never an option.
(as of 2 ABY – Veteran Saboteur)
Type: Saboteur and Assassin (Bothan)
Blaster 6D, dodge 6D, melee combat 4D+2, stealth 7D, con 6D, sneak 7D+1, gather information 6D+1, demolition 5D, security 5D
Force Points: 2
Dark Side Points: 2
Character Points: 8
Equipment: Blaster pistol, blaster rifle, vibroknife, 2 thermal detonators, encrypted comlink, miner’s coveralls
(as of 3.5 ABY – Final Mission, Shortly Before Death)
Type: Vengeful Infiltrator (Bothan)
Blaster 6D+1, dodge 6D, melee combat 5D, stealth 7D, con 6D, sneak 7D+1, gather information 6D+2, demolition 5D+2, security 5D, persuasion 5D+1
Force Points: 2
Dark Side Points: 3
Character Points: 9
Equipment: Blaster rifle, blaster pistol, vibroknife, 2 thermal detonators, encrypted datapad, stolen Imperial datapack
Source: Galaxy of Intrigue (p.151) _________________ Don Diestler
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Posted: Thu Jul 31, 2025 10:33 pm Post subject: |
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Joruba Consortium Troubleshooter Team
A specialized rapid-response unit employed by the Joruba Consortium, a powerful corporate entity known for operating advanced research stations, deep-space mining rigs, and frontier installations in volatile or high-value sectors.
Troubleshooter Teams are deployed when systems fail, security is compromised, or sabotage is suspected. They are highly trained to address technical malfunctions, suppress hostile threats, and cover up incidents that might expose proprietary technology or operational weaknesses. They operate under minimal oversight and have the authority to override standard chain-of-command protocols during emergencies.
Among independent miners and frontier workers, "Troubleshooter Teams" are feared and resented. They're whispered about like corporate ghost stories—efficient, faceless teams who "clean up messes" and vanish without a trace. They’re the canaries and the enforcers—the last face you see if your problem threatens the bottom line
Joruba Consortium Technicians: all stats 2D except for: Dexterity 3D, blaster 4D, brawling dodge 4D, bureaucracy 4D+1, investigation 4D, persuasion 3D+1, search 4D, Strength 2D+1, brawling 3D, computer programming/repair 5D, equipment repair 4D, security 4D. Move: 10. Joruba Consortium uniform, blaster pistol (4D), Joruba Consortium code cylinder
Source: Galaxy of Intrigue (p.158-159)
Joruba Consortium Technician: all stats 2D except for: Technical 3D, computer programming/repair 5D+2, droid repair 5D, security 5D. Move: 10. Joruba Consortium uniform, tool kit, diagnostic scanner, datapad, comlink, Joruba Consortium code cylinder
Source: Galaxy of Intrigue (p.159) _________________ Don Diestler
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shootingwomprats Rear Admiral


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Posted: Thu Jul 31, 2025 10:34 pm Post subject: |
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Kal Jorek
Type: Weapons Smuggler
Age: 42 Height: 1.78 m Weight: 75 kg
DEXTERITY 4D+1
Blaster 5D+1, dodge 5D+2, brawling parry 4D+1
KNOWLEDGE 3D
Bargain 3D+1, con 3D+2, intimidation 4D+2, streetwise 4D, tactics 3D+2
MECHANICAL 4D
Astrogation 4D+1, space transports 4D+2
PERCEPTION 4D
Investigation 4D, search 3D+2, stealth 3D+2, survival 2D+2
STRENGTH 2D+1
Brawling 3D
TECHNICAL 3D
Computer programming/repair 3D+2, demolitions 3D+2, security 3D+2
Move: 10
Force Points: 1
Character Points: 12
Equipment: Light combat vest (+1D physical, +1D energy, –1D to Dexterity‑based skills); blaster pistol (5D+1; damage 4D); comlink; code cylinder; encrypted datapad; demolitions kit
Background: Once a low‑grade weapons broker for the Hutt cartel on Nar Shaddaa, Jorek mastered sowing fear to drive arms sales, leveraging cartel ties to build a lucrative—and ruthless—smuggling network.
Personality: Cunning and opportunistic; he tempers charm with ruthless pragmatism and trusts no one.
Objectives: Expand his smuggling routes into new star systems, secure higher‑tier cartel contracts, and eliminate any rivals who threaten his interests.
A Quote: “When fear is the currency, I’m the richest man in the sector.”
Source: Galaxy of Intrigue (p.162) _________________ Don Diestler
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Posted: Thu Jul 31, 2025 10:34 pm Post subject: |
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Frizz
Type: Defel Enforcer
Age: 32 Height: 1.5 m Weight: 75 kg
Appearance: Appearance: A lithe Defel with rich brown fur and two glowing red eyes. His face is framed by elongated, pointed ears that stand upright. Sharp, predatory teeth gleam when he snarls. He wears a dark stealth suit over light combat vest and an ultraviolet visor.
DEXTERITY 3D+1
Blasters 5D+1, blind fighting 4D+2, brawling parry 4D+2, dodge 5D, running 4D
KNOWLEDGE 2D+2
Intimidation 5D, streetwise 4D+2, survival 4D+1, tactics 4D+1
MECHANICAL 2D
Astrogation 4D, repulsorlift operation 4D, space transports 4D+1
PERCEPTION 4D+1
Bargain 5D, investigation 5D, search 5D+1, sneak 6D
STRENGTH 2D+2
Brawling 5D, melee combat 5D
TECHNICAL 2D
Computer programming/repair 4D+1, demolitions 5D, security 4D+1
Special Abilities:
Ultraviolet Vision: Without his visor, Frizz is blind; with it, he gains normal vision and +2D to all Perception/search checks.
Move: 10
Character Points: 12
Equipment: light combat vest (+1D physical, +1D energy, –1D Dexterity‑based checks), ultraviolet visor, two hold‑out blasters (6D; damage 3D), demolition charges (3D), vibroknife (STR+1D), comlink
Background: Raised in Afel's perpetual twilight, Frizz learned to fight by sound. Recruited by smuggler Kal Jorek, he became the unseen blade in Jorek’s service.
Personality: Stoic and methodical; trusts instinct over sight; speaks little—lets actions do the talking.
Objectives: Protect Jorek’s operations, perfect his blind‑fighting art, and one day return to Af'el's dusk unmasked.
A Quote: “Light betrays me—darkness is my ally.”
Source: Galaxy of Intrigue (p.162-163) _________________ Don Diestler
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Posted: Thu Jul 31, 2025 10:34 pm Post subject: |
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Koon Odan
Type: Zabrak Diplomatic Envoy
Age: 32 Height: 1.73 m Weight: 62 kg
Appearance: A dignified Zabrak woman with an angular face and intricate facial tattoos denoting her clan lineage. She wears formal robes of Iridonian design, blending ceremonial tradition with practicality. Her demeanor is composed but alert.
DEXTERITY 3D+1
Blaster 4D, dodge 4D+1, melee parry 4D, running 3D+2
KNOWLEDGE 4D
Alien species 5D, bureaucracy 6D, cultures 5D+2, languages 5D, law enforcement 4D+2, planetary systems 5D+1, survival 4D+2, willpower 6D+1*
MECHANICAL 2D+1
Communications 3D+1, repulsorlift operation 3D+1
PERCEPTION 4D
Bargain 5D+2, command 5D, con 4D+1, investigation 5D, persuasion 5D+2, search 4D+1
STRENGTH 2D+1
Brawling 3D+1, climbing/jumping 3D, stamina 4D+1*
TECHNICAL 2D
Computer programming/repair 2D+2, security 3D
*Includes +1D bonus to willpower and stamina from Zabrak species traits.
Special Abilities:
Hardiness: Zabrak characters gain a +1D bonus to willpower and stamina skill checks.
Story Factors:
Zabrak Pride: Koon carries the pride and resilience of her Iridonian heritage, pushing herself to succeed in the face of danger.
Political Target: Unknown to her, her own government has betrayed her. This makes her a target not just for political enemies, but her own allies.
Diplomatic Resolve: She believes peace is possible—even when others want war—and uses negotiation to avoid violence whenever possible.
Move: 10
Character Points: 9
Equipment: Diplomatic robes, encrypted comlink, datapad with treaty documents, Iridonian diplomatic ID, translation earpiece, stylus and datapad case, compact breath mask.
Background: Koon Odan serves as an appointed envoy for the Iridonian Ministry of Galactic Affairs. Raised on Iridonia among the academies of diplomacy and political maneuvering, she has built a reputation for mediating difficult negotiations across the Mid and Outer Rim. When a sudden trade dispute flared between Iridonia and Duro, Koon was dispatched to Cloud City to resolve the conflict and protect the fragile alliance. Unbeknownst to her, elements within her own government seek to sabotage the peace process—and eliminate her to cover their tracks.
Personality: Koon is calm, perceptive, and razor-sharp in speech. She favors quiet observation before striking with words honed by training and experience. Though composed, she is not naïve—years of political treachery have left her wary and deliberate.
Objectives:
Prevent open conflict between Iridonia and Duro.
Uphold the honor and autonomy of Iridonia.
Discover the truth behind the assassination attempt.
Survive long enough to complete the mission—and return home.
A Quote: "Peace must be forged by those willing to walk unarmed through a battlefield of words."
Source: Galaxy of Intrigue (p.166) _________________ Don Diestler
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Posted: Thu Jul 31, 2025 10:35 pm Post subject: |
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Zabrak Assassin
Age: Unknown Height: 1.8 m Weight: 81 kg
Appearance: A lean, angular Zabrak cloaked in dark travel gear. His pale ivory skin contrasts against a ring of short cranial horns, and his ochre eyes rarely blink. He bears no identifying insignia, and his blaster pistol is modified for precision fire.
DEXTERITY 4D
Blaster 7D+1, brawling parry 5D, dodge 6D+2, melee combat 5D
KNOWLEDGE 2D+1
Intimidation 4D+2, planetary systems 3D, survival 4D
MECHANICAL 3D
Repulsorlift operation 4D+2
PERCEPTION 3D+1
Command 4D, hide 5D, search 5D, sneak 6D+2
STRENGTH 2D+1
Brawling 4D, climbing/jumping 3D+2, stamina 4D+1
TECHNICAL 2D
Blaster repair 3D
Special Abilities:
Hardiness: Zabrak characters gain a +1D bonus to willpower and stamina skill checks.
Story Factors:
Focused: This assassin never loses sight of his target. He is mission-oriented to a fault and has few personal interests beyond fulfilling contracts.
Elusive Identity: The assassin is trained to erase his presence from security networks and resist interrogation.
Move: 10
Dark Side Points: 3
Character Points: 8
Equipment: Modified blaster pistol (+1D to aimed attacks), stealth body wrap (+1D to sneak in shadows), comlink, encrypted datapad with target dossier, repulsorlift bike
Background: Trained on a remote Iridonian outpost and molded into a precision killer, this unnamed Zabrak assassin is employed through shadow channels by radical elements within the Iridonian government. His current mission: prevent the treaty between Iridonia and Duro from being signed, by eliminating Duros official Belai Kaleeg. After the first attempt fails, the contract is quietly amended—Koon Odan must die instead. He works alone, rarely speaks, and leaves behind no trace of his clients.
Personality: Cold, patient, and efficient. The assassin shows no passion for violence—only a grim adherence to mission parameters. He will not engage in unnecessary conflict and avoids unnecessary kills.
Objectives:
Eliminate Koon Odan to prevent the treaty.
Escape alive without compromising future employment.
Avoid conflict with non-targets unless directly endangered.
A Quote: "Orders changed. The envoy dies tonight."
Source: Galaxy of Intrigue (p.166-167) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:35 pm Post subject: |
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Karvas Toll
Type: Imperial Spy and Enforcer
Age: 32 Height: 1.83 m Weight: 83 kg
Appearance: A lean, brooding human with pale skin, cropped dark hair, and gray eyes. He wears street clothing typical of Taris’s underworld, but his cold demeanor and quiet gait radiate menace.
DEXTERITY 4D
Blaster 6D, brawling parry 5D+2, dodge 5D+1, melee combat 5D+2, melee parry 5D, running 4D+2
KNOWLEDGE 3D+1
Intimidation 5D, languages 3D+2, law enforcement 4D+2, streetwise 5D+1, survival 4D+2, tactics 4D+1
MECHANICAL 2D+2
Repulsorlift operation 4D+1
PERCEPTION 3D
Bargain 4D, con 5D+1, hide 5D, persuasion 4D+1, search 4D+2, sneak 6D
STRENGTH 3D
Brawling 5D, climbing/jumping 4D+2, stamina 4D
TECHNICAL 2D
Demolitions 3D+2, security 5D
Move: 10
Character Points: 15
Equipment: Heavy blaster pistol (5D), snare pistol (entangles or stuns, 4D), vibroblade (STR+2D), encrypted comlink, Aratech 74-Z speeder bike, local street clothes, sensor scrambler, security spike
Background: Karvas Toll clawed his way up from the streets of Taris, determined to escape the cycle of poverty and gang violence. He found his path in Imperial propaganda and joined up—only to be recruited by Imperial Intelligence. Trained offworld and returned to his home city, Toll is now one of the Empire’s most effective surveillance and infiltration agents.
Personality: Cold, focused, and calculating. Toll rarely speaks, observing everything and everyone around him with a predator’s patience. He places loyalty to the Empire above all else.
Objectives: Eliminate rebel elements, preserve Imperial secrecy, and fulfill his assignments with ruthless efficiency. He prefers to leave no witnesses.
A Quote: "Some people escape their past. I just turned mine into a weapon."
Source: Galaxy of Intrigue (p.170) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:35 pm Post subject: |
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Mon Calamari Radicals: all stats 2D except for: Dexterity 2D+2, blaster 3D+2, dodge 3D+1, Strength 2D+2, brawling 3D+2. SA: Amphibious. Move: 10/8 swimming. Blaster pistol (1 shot), faulty thermal detonator, commlink
Source: Galaxy of Intrigue (p.173) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:36 pm Post subject: |
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Loodux
Type: Rodian Assassin-for-Hire
Age: 32 Height: 1.75 m Weight: 73 kg
Appearance: A bland-featured Rodian with muted gray-green skin and black eyes, wearing crowd-blending urban attire in dull shades. His lack of distinguishing features helps him disappear in plain sight.
DEXTERITY 4D
Blaster (pistol) 8D, brawling parry 6D, dodge 7D+1, melee combat 5D+1, melee parry 5D
KNOWLEDGE 2D
Intimidation 4D, streetwise 5D+2, survival 4D+1, tactics 4D
MECHANICAL 2D
Repulsorlift operation 5D
PERCEPTION 3D+2
Bargain 4D+1, con 6D, disguise 5D+2, hide 6D+1, investigation 5D, search 5D+2, sneak 7D+1
STRENGTH 3D+1
Brawling 5D+2, climbing/jumping 4D+1, stamina 4D+1
TECHNICAL 3D
Demolitions 5D, first aid 4D, forgery 5D+1, security 6D
Story Factors:
Reputation: Known in underground circles for showy executions
Instability: Prone to impulsive violence and unpredictability
Belief in the Cause: Though primarily motivated by pay, Loodux sympathizes with Mon Calamari radicals
Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 8
Equipment: Heavy blaster pistol (5D), vibroblade (STR+2D), smoke grenade, encrypted comlink, repulsorlift getaway speeder, street civilian clothing, signal flasher beacon
Background: Loodux was born in the Outer Rim world of Equatoris, where bounty hunting was a way of life and blaster marks on the walls were more common than public murals. Raised by a family of debt collectors working for minor Hutt lords, Loodux quickly became desensitized to violence and learned the value of a clean shot and a quick escape. As he matured, he discovered a flair for dramatic assassinations and a natural talent for misdirection. He eventually went freelance, offering his services to dissidents, criminal syndicates, and corrupt officials looking for surgical chaos. Though often hired for the kill, he’s remembered for the performance.
Recently, Loodux was hired by Mon Calamari radicals to assassinate Ambassador Tsillog during a peace rally. The client wanted spectacle and symbolism; Loodux promised fireworks and death.
Personality: Loodux is theatrical, unpredictable, and darkly charismatic. He enjoys psychological manipulation and is known for smug banter during a kill. His madness is calculated rather than erratic—he weaponizes unpredictability to disarm and terrify his targets. Despite his theatrics, he is ruthlessly efficient. He is also a loner by preference, trusting no one except the driver of his escape speeder.
Objectives:
Assassinate Ambassador Tsillog in a high-profile public strike.
Deliver a dramatic, unignorable message for his clients.
Escape unharmed and collect full payment.
Increase his underground infamy and demand as a specialist in high-theater kills.
A Quote: "Every crowd needs a moment they'll never forget. I’m just here to give them a reason to scream."
Source: Galaxy of Intrigue (p.174-175) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:36 pm Post subject: |
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Duros Officials (Corporate Security Agents): all stats 2D except for: Dexterity 3D, blaster 5D+1, dodge 4D+2, melee parry 4D, Knowledge 2D+1, tactics 3D+1, willpower 3D+1, repulsorlift operation 3D, Perception 3D, command 4D, investigation 4D+1, search 4D+1, Strength 3D, brawling 4D, stamina 4D+1, Technical 2D+2, computer programming/repair 3D+1, security 5D. Move: 10. Character Points: 3. Stun baton (STR+2D stun), blaster pistol (4D), noble’s clothing, 1,300 credits
Source: Galaxy of Intrigue (p.178-179) _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2920 Location: Online
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Posted: Thu Jul 31, 2025 10:37 pm Post subject: |
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Ananah Kragana
Type: Bith Separatist Spy
Age: 46 Height: 1.65 m Weight: 49 kg
Appearance: Slender and small-framed, with elongated cranium, soft grey-pink skin, and massive black eyes. Always dressed in clean Republic diplomatic garb with concealed armor plating.
DEXTERITY 2D
Blaster 4D, brawling parry 3D+2, dodge 4D
KNOWLEDGE 4D+2
Alien species 5D+1, bureaucracy 6D, intimidation 5D+2, languages 6D+1, law enforcement 5D, streetwise 5D, survival 5D+1, willpower 6D+2
MECHANICAL 2D+2
Astrogation 4D, communications 3D+1, sensors 3D, space transports 4D+1, starfighter piloting 3D
PERCEPTION 3D+2
Bargain 5D, command 5D+2, con 5D+1, forgery 4D+2, hide 4D+1, investigation 5D, persuasion 5D+2, search 5D+1
STRENGTH 2D+2
Brawling 3D+2, climbing/jumping 3D+1, stamina 4D
TECHNICAL 3D+1
Computer programming/repair 4D+1, first aid 4D, security 4D+2
Special Abilities:
Vision: +1D to Perception skills for tasks involving objects less than 30 cm away. Suffer -1D to visual-based actions beyond 20 meters; cannot see beyond 40 meters.
Scent: +1D to Perception skills involving people/actions within 3 meters.
Manual Dexterity: +1D to fine motor tasks (e.g., surgery, fine tools, forgery); no bonus for gross motor actions like blaster or dodge.
Move: 5
Character Points: 9
Equipment: Blaster carbine (5D), vibrodagger (STR+2D), encrypted comlink, datapad with forged credentials, concealed light armor vest (+1D physical/+1 energy)
Background: Ananah Kragana once served with distinction as a spy for the Republic, fluent in multiple languages and skilled in infiltration. Years of covert operations and exposure to the disillusionment of war wore her down. She was eventually turned by Special Agent Gundross to the Separatist cause. Posing as a loyal Republic operative, she now betrays agents and missions from within, handing over Republic assets to the Confederacy under a facade of loyalty.
Personality: Calm, composed, and coldly calculating. Ananah never raises her voice or loses her cool, even under fire. She justifies her betrayal through pragmatism and believes the Republic’s hypocrisy is what pushed her over the edge.
Objectives: Capture or eliminate Republic operatives while maintaining her deep cover. Deliver as many Republic secrets as possible to the Separatists. Protect Gundross.
A Quote: "Loyalty is just a word—until someone pays enough to break it."
Source: Galaxy of Intrigue (p.182-183) _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
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