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D6 Conversion Galaxy of Intrigue Ultimate Addendum
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shootingwomprats
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PostPosted: Thu Jul 31, 2025 10:37 pm    Post subject: Reply with quote

Tehlan Aleece
Type: Rebel Pilot/Spymaster
Age: 28 Height: 1.72 m Weight: 59 kg
Appearance: A poised, sharp-featured woman with regal bearing, shoulder-length chestnut hair, and striking gray eyes. Always impeccably dressed, even when in disguise.

DEXTERITY 3D
Blaster 5D+1, dodge 5D, melee parry 4D+1
KNOWLEDGE 3D
Bureaucracy 6D, cultures 5D, languages 5D+1, planetary systems 5D, streetwise 6D, survival 4D+1, value 4D+2
MECHANICAL 3D+1
Astrogation 5D+1, communications 5D+1, sensors 5D, space transports 6D, starship gunnery 5D+2, starship shields 5D+1
PERCEPTION 4D
Bargain 5D+2, con 6D+1, disguise 6D, forgery 5D, investigation 6D, persuasion 6D+2, search 5D, sneak 5D+1
STRENGTH 2D
Climbing/jumping 2D+2, stamina 3D
TECHNICAL 2D+2
Computer programming/repair 4D+1, first aid 4D, security 5D

Story Factors:
Niece of Moff Venram Krax (Corellia): Constantly balancing her noble ties and double life.
On the run: Fled Corellia after suspecting her cover was compromised.
Loyal to General Airen Cracken: Works within a specialized Rebel intelligence cell.

Move: 10
Force Points: 1
Character Points: 8

Equipment: Blaster pistol (4D), noble's clothing (concealed comlink and lockpick tools), 2,200 credits, modified Lambda-class shuttle (increased speed, maneuverability, and shield technology)

Background: Tehlan Aleece was born into privilege, raised among the stately mansions of Corellia as the favored niece of Moff Venram Krax. Groomed for diplomacy and public affairs, she quickly learned how to play the part of a loyal Imperial noblewoman. But from an early age, she was deeply disturbed by the cruelty she witnessed under her uncle’s rule.

Secretly recruited by an Alliance operative while still a teenager, Tehlan quickly rose through the ranks of Rebel Intelligence. Her unique access to upper-level Imperial functions made her a priceless asset. She passed information to General Airen Cracken and helped foil multiple Imperial crackdowns on Rebel cells.

When she intercepted signs that her identity had been compromised, she vanished from Corellia, taking a modified shuttle and vanishing into the Outer Rim. Now, she works in deep cover, coordinating spy cells and conducting high-risk missions while evading ISB pursuit.

Personality: Calm, calculating, and sharp-witted. She rarely shows her emotions but is fiercely loyal to the cause and compassionate toward the oppressed.

Objectives: To dismantle the Empire from within, destroy her uncle’s legacy, and rebuild Corellia as a free world.

A Quote: "Let them call me a traitor. History will call me free."
Source: Galaxy of Intrigue (p.186-187)
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PostPosted: Thu Jul 31, 2025 10:37 pm    Post subject: Reply with quote

Tevlun
Type: Nervous Bonded Navigator
Species: Snivvian
Age: 36 Height: 1.4 m Weight: 65 kg
Appearance: Slight, broad-faced Snivvian male in a crisp navigator’s uniform. Twitchy, with nervous eyes and drumming fingers.

DEXTERITY 2D+1
Blaster 4D+1, dodge 3D+2
KNOWLEDGE 3D
Bureaucracy 4D, planetary systems 4D+1, streetwise 3D+1
MECHANICAL 3D+1
Astrogation 6D+1, repulsorlift operation 4D+1, space transports 3D+2
PERCEPTION 3D
Bargain 4D, con 3D+1, persuasion 4D, willpower 4D
STRENGTH 3D
Brawling parry 3D+2, stamina 4D, swimming 3D+2
TECHNICAL 3D+1
Computer programming/repair 4D+1, first aid 4D, security 4D+1

Special Abilities:
Adaptive Skin: Snivvian can survive in temperature extremes of minus 30 degrees standard, to temperatures up to 45 degrees standard without harm or protective gear. They do wear clothing for cultural reasons. The Snivvian’s tough skin give them +1D armor bonus to resist physical damage.

Story Factors:
Strife-Torn History: The Snivvians never seem to get a break. From the genetic problems with the Blood Code, to the period of slavery by the Thalassians, the Snivvians have undergone hardship after hardship. Now that the Blood Code may have returned, the Snivvians are bracing themselves for more troubles. Despite such adversity (or perhaps because of it), the Snivvians are respected artists and writers.
Blood Code: The genetic flaw that has led to much violence in Snivvian history has also caused the Snivvians to be very distrustful of twins of any species. As families, Snivvian brothers tend to be very distant.

Move: 10
Character Points: 7

Equipment: Navigator’s uniform, bonded navigator’s credentials, laser transport array console, blaster pistol (4D stun or kill setting)

Background: Tevlun is a newly accepted bonded navigator in the Hyperspace Navigator’s Guild, hailing from Cadomai Prime. While proud of his Guild certification, he’s still acclimating to the challenges of guiding ships to the storm-choked surface of Nyriaan using laser transport arrays. He supports a large family back home and is quietly terrified of making a mistake that could jeopardize his position—or a pilot’s life.

Personality: Tense, fidgety, and eager to please. Tevlun lacks battlefield nerves but is technically competent and earnest. Under stress, he becomes even more talkative and twitchy.

Objectives:
Retain his bonded navigator license
Survive the Nyriaan assignment
Send enough credits home to cover his family’s expenses
Avoid conflict at all costs

A Quote: “Okay… okay, calibrating array vectors—no, no wait! That’s the precipitation buffer—wait, I’ve got it! I’ve got it!”
Source: Galaxy of Intrigue (p.193)
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PostPosted: Thu Jul 31, 2025 10:38 pm    Post subject: Reply with quote

Finvarra
Type: Native Guide
Species: Nyriaan Native
Age: 16 Height: 1.52 m Weight: 45 kg
Appearance: Boyish frame, scarred face, dark hair tied back with red wire, suspicious green eyes

DEXTERITY 3D
Blaster 4D+1, dodge 5D, melee combat 4D, running 4D
KNOWLEDGE 2D+2
Alien species 3D+2, streetwise 3D+1, survival 5D+1, tactics 3D
MECHANICAL 2D+2
Beast riding 3D
PERCEPTION 3D+1
Bargain 4D, hide 4D+1, search (tracking) 4D+1, sneak 5D
STRENGTH 3D+1
Brawling 4D, climbing/jumping 4D+1, stamina 4D
TECHNICAL 3D
Equipment repair 4D+1, first aid 4D

Special Abilities:
Low-Light Vision: +1D to Perception checks in dim or dark conditions.
Clannish Loyalty: +1D to persuasion, bargain, or command checks when interacting with fellow Nyriaanans.
Environmental Adaptation: +1D to Survival or Climbing/Jumping in the terrain of Nyriaan.

Story Factors:
Distrustful of Offworlders: She is skeptical of outsiders and charges them double if danger arises.
Sacred Duty: Believes protecting native lands is tied to her ancestors' will.

Move: 10
Character Points: 9

Equipment: Blaster pistol, Survival knife, Native garb, All-temperature cloak, Field kit

Background: Finvarra is a teenage native of Nyriaan, born and raised in the wilderness around the capital of Locus. She is part of the scattered Nyriaanan clans that live off the land and remembers the stories of her ancestors and the dangers of offworld exploitation. Raised by a hunter mother and an herbalist father, she learned survival skills from a young age. When her father died during a Mining Guild raid, Finvarra began charging outsiders to guide them through the wilds—partially out of necessity, partially to control her fate in a world she sees crumbling.

Personality: Rough and direct, Finvarra masks her youth with hard-earned experience and sarcasm. She mistrusts easily, but once loyalty is earned, she rarely abandons a comrade. She does not hesitate to flee a fight if survival demands it.

Objectives: Protect her homeland from corporate exploitation, earn enough credits to support her clan, and one day restore the honor of her ancestors.

A Quote: “Stupid offworlders. You can't buy your way out of a nexu's den with credits.”
Source: Galaxy of Intrigue (p.199)
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PostPosted: Thu Jul 31, 2025 10:38 pm    Post subject: Reply with quote

Corporate Sector Assassin: all attributes 2D except Dexterity 3D, blaster 5D, dodge 4D+2, melee combat 4D, intimidation 3D+1, streetwise 3D+2, repulsorlift operation 4D, investigation 3D+2, search 4D+1, sneak 4D, Strength 3D. Move: 10. Character Points: 5. Blaster pistol (4D), hold-out blaster (3D+2), vibrodagger (STR+1D+1), comlink
Source: Galaxy of Intrigue (p.208,209)
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PostPosted: Thu Jul 31, 2025 10:38 pm    Post subject: Reply with quote

Malvina Clan Scout: all stats 2D except for: Dexterity 3D, blaster 4D+2, dodge 4D+1, melee combat 5D, intimidation 3D, languages 3D, survival 4D, Beast riding 3D, sensors 2D+1, Perception 3D+1, hide 4D, search (tracking) 5D+1, sneak 5D, Strength 3D, brawling 4D, climbing/jumping 4D+1, stamina 4D, first aid 3D, equipment repair 2D+2. SA: Low-light vision, Natural Camouflage, Clan Loyalty. Move: 10. Native garb, machete, sporting blaster or blaster carbine, rations
Source: Galaxy of Intrigue (p.212)
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PostPosted: Thu Jul 31, 2025 10:39 pm    Post subject: Reply with quote

Yrssk
Type: Trandoshan Mercenary and Intelligence Asset
Age: 39 Height: 2.01 m Weight: 145 kg
Appearance: A hulking, scarred reptilian biped with red eyes and native clothing. Carries himself with coiled tension and veiled contempt.

DEXTERITY 4D
Blaster 6D, dodge 5D+2, grenade 5D+1, melee combat 6D+1, melee parry 5D+2
KNOWLEDGE 3D+1
Bureaucracy 4D+1, intimidation 5D+1, law enforcement 4D, streetwise 5D+1, survival 5D+1, willpower 5D
MECHANICAL 2D+1
Repulsorlift operation 4D+1, space transports 4D, starship gunnery 4D+1
PERCEPTION 3D+1
Bargain 4D, con 4D+2, hide 5D+1, persuasion 5D, search 5D+1, sneak 5D+1
STRENGTH 4D+2
Brawling 6D, climbing/jumping 5D+2, stamina 5D+1
TECHNICAL 1D+2
Demolitions 3D, equipment repair 3D+1, security 3D+2

Special Abilities:
Vision (Infrared): Can see in darkness without penalty if heat sources exist.
Clumsy: ‑2D to fine manipulation tasks (e.g., security, surgery, lockpicking). Difficulty using standard-sized weapons unless modified.
Regeneration: Once per day, Moderate Strength/stamina check. Success restores 10% of lost limb. Fails with age.

Story Factors:
Wookiee Hate: Moderate willpower check to avoid attacking Wookiees or their allies.
Hostility: Gains +1D to intimidation rolls against non-Trandoshans.

Move: 10
Force Points: 1
Dark Side Points: 2
Character Points: 10

Equipment: Native clothing, knife, blaster carbine (5D), 2× fragmentary grenades (5D/4D/3D), hidden datacard

Background: Yrssk once served as a Republic intelligence asset, using his knowledge of the Outer Rim to feed data from the shadows. In truth, he joined to escape debts and enemies in Hutt Space. Years of hiding among the Nyriaanans have eroded his loyalty to anyone but himself. His only desire now is to profit from what he knows, escape this backwater world, and buy freedom from everyone he’s betrayed.

Personality: Suspicious, greedy, easily irritated, and aggressive when cornered. Yrssk knows he’s burned bridges and intends to survive by making himself too useful to kill.

Objectives: Get off Nyriaan. Sell intelligence to the highest bidder. Avoid capture. Never face a Wookiee again.

A Quote: "Just because I’m helping you doesn’t mean I like you. Or won’t shoot you later."
Source: Galaxy of Intrigue (p.214)
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PostPosted: Thu Jul 31, 2025 10:39 pm    Post subject: Reply with quote

Sith Descendant: all stats 2D except for: brawling parry 4D+1, melee combat 5D, melee parry 4D+1
Knowledge 1D, intimidation 4D, survival 3D+2, willpower 4D, Perception 3D, search 4D+1, sneak 4D
Strength 3D, brawling 5D+1, climbing/jumping 4D+2, stamina 4D. SA: Low-Light Vision: Can see clearly in dim light and moonlight without penalty, Ferocity: When reduced to half health or lower, gain +1D to all attacks, Resist Pain: resist stun and wound effects, Primal Force Affinity: Can instinctively sense nearby Force-sensitives. FS: Control 4D+1, Alter 5D+1, C: Dark rage, surge, A: Force thrust. Move: 10. Character Points: 6. Dirty robes, fetid beads and bones, spear (STR+1D) or pulse wave pistol (4D damage, 3-8/20, unreliable).

Dark Rage (Dark Side)
Control Difficulty: Moderate
This power may be kept up.
Effect: Enhances Strength-based melee attacks with rage-driven aggression. The user gains +2D to Strength-based attacks (brawling, melee combat) and damage. The user cannot perform any action except attacking or charging while using this power.

Force Thrust
Alter Difficulty: Moderate
Effect: Uses the Force to knock an enemy back violently. The target is violently pushed back up to 10 meters. Treat as 4D impact damage vs. the target’s Strength for knockdown only (not wound damage unless they hit a hazard).

0–4: knocked prone
5–9: thrown 2–3 meters
10+: thrown long distance or into danger
+5 difficulty for each additional target beyond the first.

Surge
Control Difficulty: Easy
Effect: Grants a burst of speed or heightened reflexes. Increases the user’s Move by +5 and adds +1D to initiative rolls. This is a utility power for closing distance or escaping quickly.
Source: Galaxy of Intrigue (p.214-215)
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PostPosted: Thu Jul 31, 2025 10:40 pm    Post subject: Reply with quote

Corporate Sector Miner: All stats are 2D except: Strength 3D, stamina 4D, equipment operation 3D, survival (mining) 3D. Move: 10. Mining equipment, tools, satchel for ore samples, datapad, glowrod.
Source: Galaxy of Intrigue (p.216-217)
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PostPosted: Thu Jul 31, 2025 10:40 pm    Post subject: Reply with quote

Corporate Sector Mine Guard: All stats are 2D except: Dexterity 3D, blaster 4D, dodge 3D+1, Perception 2D+1, intimidation 3D, search 3D, Strength 2D+1, brawling 3D. Move: 10. Combat jumpsuit (+1D physical, +1 pip energy), stun baton (STR+1D stun), blaster pistol (4D), blaster carbine (5D), comlink.
Source: Galaxy of Intrigue (p.216)
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PostPosted: Thu Jul 31, 2025 10:40 pm    Post subject: Reply with quote

Deluge Facility Guard: All stats are 2D except: Dexterity 3D+1, blaster 4D, melee combat (stun baton) 4D, intimidation 3D+1, sensors 3D+1, Strength 3D+1, brawling 4D, computer programming/repair 3D+1. Move: 10. Character Points: 0–3. Battle armor with helmet package (+1D+2 physical, +1D energy, helmet systems: flash visor, comlink, breath filter), stun baton (STR+1D stun), blaster rifle (5D), blaster pistol (4D).
Source: Galaxy of Intrigue (p.218)
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PostPosted: Thu Jul 31, 2025 10:41 pm    Post subject: Reply with quote

Deluge Facility Technician: All stats are 2D except: Knowledge 3D, bureaucracy 4D, scholar (vaporator tech) 4D, Mechanical 3D, equipment operation (Deluge Device) 4D, Technical 3D, computer programming/repair 4D, equipment repair (Deluge Device) 4D. Move: 10. Coveralls, tools.
Source: Galaxy of Intrigue (p.218-219)
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PostPosted: Thu Jul 31, 2025 10:41 pm    Post subject: Reply with quote

Corporate Sector Authority Commando: All stats are 2D except: Dexterity 3D, blaster 5D, dodge 4D, grenade 4D, melee combat 3D+2, tactics 4D, sensors 3D+1, Perception 3D, search 4D, Strength 3D, brawling 4D, stamina 4D+1, first aid 4D. Move: 10. Character Points: 3-5. Blaster rifle (5D), blaster pistol (4D), battle armor with helmet package (+2D physical, +1D energy, −1D to Dexterity and related skills; includes infrared visor and commlink), 2x frag grenades (5D/4D/3D), medkit, datapad.
Source: Galaxy of Intrigue (p.220)
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PostPosted: Thu Jul 31, 2025 10:46 pm    Post subject: Reply with quote

MINI-ADVENTURE #1: SHOOTING TROUBLE
BY HOOK OR CROOK
Opposed bargain, persuasuin, con or intimidation check vs Malbo (15). If check +4 he offers 17,500 credits, if 5+ he offers 20,000 credits.
Galaxy of Intrigue (p.156, column 1, paragraph 4)


JUST THE HELP
Heroes are given one day to wrap up loose ends
The next day, they meet Malbo and Tyri at the local starport

Cover Story: Pose as Joruba Consortium corporate troubleshooters
Objective: Surprise inspection of the Nyriaan facility’s security and computer network

Provided Gear: Business attire or Consortium uniforms (tailored to the character)
Code Cylinder: Stores forged identity credentials, grants access only to the Windswept. Not valid for the actual infiltration—requires an upgrade via slicing (see below)

Weapons Restriction:
Oversized weapons (rifles, heavy weapons) are not permitted in luggage. Players may attempt to smuggle such gear past the rangers:

Con or Hide opposed by Malbo/Tyri's Search 5D.

Failure: Weapon is confiscated but returned after the mission


ENCOUNTER: WINDSWEPT INFILTRATION
Setting: Aboard the Windswept, a worn Corellian corvette en route to Nyriaan.
Objective: Obtain the real code cylinders from the actual Joruba Consortium troubleshooters.

Mission Context
Heroes have false ID cylinders that allow them to board Windswept and acccess their lodgings.

There are three different groups aboard Windswept.
Group A: The real Joruba troubleshooters (equal in number to the heroes)
Groups B & C: Other Consortium passengers (GM-defined)

Heroes have 1 full day of transit time to acquire the real cylinders discreetly.

Once aboard the Windswept, the heroes must:

Locate the real troubleshooting team (also on board)
Obtain their code cylinders
Connect both cylinders to slice the encryption
Update their credentials to pass as legit inspectors

Approach Options
Infiltrating Cabins
Bypass Cabin Lock | Security or Computer Programming/Repair (20)

Social Deception | Locked Out Ruse: Con or Persuasion (15), success convinces a crew member to unlock the door.

Sleeping Opponent:
50% chance the target is asleep
Sleeping targets suffer −3D to Perception checks

Pickpocketing Code Cylinders
Pickpocket specialization of Con or Sleight of Hand (15), +1D to 2D difficulty due to presence of another troubleshooter. Troubleshooters' Perception 3D+2. If they spot the attempt, confrontation or alarm likely follows

Ship Map Layout (Narrative)
Passenger Quarters: 2×3 squares; two bunks, table, terminal
Common Area: 5×5 squares; couches, tables, social space

Noise Response:
Common Area: Crew investigates in 1D6 rounds

Cabin Noise: Roll 1D+5 vs. Crew Perception: 2D

Real Troubleshooters: Dexterity 3D+1, blaster 4D, Knowledge 3D, bureaucracy 4D+1, Mechanical 2D+2, Perception 3D+2, search 4D, Strength 2D+2, Technical 3D+1, computer programming 4D+2, security 4D

Encounter: The Troubleshooting
Location: Joruba Consortium facility, main computer room on Nyriaan
Setup: The heroes have replaced the real troubleshooters and gained access to the facility. They must now locate incriminating data while maintaining their cover in the presence of two technicians and avoiding alerting four nearby guards.

Room Layout: Three computer terminals (not networked), a security station outside with four guards (use Rebel Trooper stats), two technicians in the room.

Objective: Identify which terminal holds the data and extract it without raising suspicion.

Skill Challenge: “The Slice”
Success Condition: 11 successful rolls before 3 failures
Failure Condition: 3 failed rolls triggers a security alert—technicians call guards who arrive in 1 round

Con vs. Technician Perception (4D)
Persuasion vs. Technician Willpower (3D+2)
Computer Programming/Repair (25)

Technician: all stats 2D except for: willpower 3D+2, Perception 4D, Technical 4D.

Each failure adds suspicion; techs may begin whispering, backing away, or quietly signaling for help.

If the guards are called, they arrive in 1 round. Prepare for combat or hasty retreat.

Success (11 successes before 3 fails):
Data is downloaded without triggering suspicion or alarms
Technicians remain unaware or convinced of your cover
Mission proceeds smoothly to extraction via Last Call

Failure (3 failed attempts first):
Technicians call guards
Guards arrive in 1 round
Combat likely ensues unless party immediately surrenders or flees

FEATURES OF THE AREA
Illumination: All areas occupied by characters are well lit.

Blast Door: STR 6D, security or computer programming/repair (25)
Failure may trigger alert depending on circumstance (GM discretion)

Security Cameras (x2)
Body Strength: 2D
Field of View: Fixed-angle coverage of room’s terminals and entrance
Effect: Triggers guard attention in 1D4 rounds

Block Cameras:
Sneak or Hide (cover field of view): Difficult (20)
Effect: Triggers guard investigation in 1D4 rounds

Disable Cameras via Terminal:
Security or Computer Programming/Repair (20)
Effect: May reduce alert delay to 2D4 rounds instead of 1D4. Guards at the security station will notice if cameras go offline or show disruption.

Computer Terminals
3 Total, each operating on independent, unlinked systems
Only one contains the data the heroes are seeking
Accessing the correct one is part of the Skill Challenge: “The Slice”
Cannot access other terminals remotely
Each requires separate Computer Programming/Repair rolls to slice

GM Advice
Use a timer or ticking clock to add tension once a camera is tampered with.
If guards are alerted, delay their arrival by 1D4 rounds unless the PCs do something blatantly suspicious.
Allow creative solutions: holographic projection to spoof presence, droid decoys, Force tricks to blind cameras.

CONCLUSION: AFTER THE DOWNLOAD
Boarding the Last Call
After escaping with the incriminating data, the heroes rendezvous with the Last Call.

Malbo and Tyri are secretly aboard.
Once the vessel is in hyperspace, they reveal themselves and request the data.

Branch 1: Heroes Hand Over the Data Immediately
Malbo and Tyri: Pay the heroes the agreed-upon amount (15,000–20,000 credits, depending on earlier negotiations), depart or disappear, mission concluded. No further consequences unless the party investigates further later

Branch 2: Heroes Examine the Data First
If the heroes spend 10 minutes (one scene) reviewing the files using computer programming/repair ... they uncover evidence implicating Malbo and Tyri in corporate corruption, fraud, and sabotage within the Joruba Consortium.

If Confronted: Malbo and Tyri attempt to arrest or neutralize the heroes
If the heroes resist combat ensues

Malbo & Tyri
Type: Corrupt Sector Rangers/Bounty Hunters
DEXTERITY 3D+2
Blaster 5D, dodge 4D+2
KNOWLEDGE 3D
Law Enforcement 4D, intimidation 4D+1
MECHANICAL 2D+2
Repulsorlift operation 4D
PERCEPTION 3D+1
Bargain 4D, search 4D
STRENGTH 3D
Brawling 4D+1, stamina 4D
TECHNICAL 2D+2
Security 3D+2
Move: 10
Force Points: 1
Character Points: 5
Equipment: Blaster pistols, bindercuffs, encrypted datapads, stun grenades
Tactics: Attempt stun first; will escalate to lethal if the heroes resist

Outcomes
Heroes Surrender: Data likely confiscated or destroyed; payment void or partial.
Heroes Win: May still deliver data to Ranger HQ. Data delivered to Sector Ranger HQ, receive 10,000 credits and possible future missions to expose Joruba’s corruption.
Source: Galaxy of Intrigue (p.156-159)
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Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter


Last edited by shootingwomprats on Thu Jul 31, 2025 11:00 pm; edited 1 time in total
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shootingwomprats
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PostPosted: Thu Jul 31, 2025 10:50 pm    Post subject: Reply with quote

THE PERFECT STORM
PART 1: BEFORE THE STORM
PLANETFALL
Tevlun is anxious but competent, a Snivvian LTA (Laser Telemetry Approach) operator with only three successful landings logged on Nyriaan. He is eager to prove himself and avoids conflict. He brushes off questions about his nerves but may show signs of inexperience under pressure.

Insight Check (Search or Con opposed by his Con 3D+1):

Success may reveal that Tevlun is hiding something—not malice, just a lack of experience.

Behavior: Cooperative, twitchy, and eager to defer to others. If accused of wrongdoing, he panics but confesses the truth quickly.
Galaxy of Intrigue (p.193, column 1, paragraph 4)
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shootingwomprats
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PostPosted: Thu Jul 31, 2025 10:51 pm    Post subject: Reply with quote

PART 2: DOWN IN IT
LOOKS LIKE STORMY WEATHER
Navigational Crisis: Decision at Platform Trill 92
As the heroes approach Nyriaan, the ground-based laser telemetry array malfunctions, leaving only the orbital array operational. This presents a significant hazard for landing.

Option 1: Return to Platform Trill 92
Narrative Summary: The safest course of action is to abort the landing and return to the orbital platform. Tevlun, the LTA operator, is too nervous to make this decision—but it’s what he would recommend if he weren't on the verge of hyperventilating.

Required Action:
One hero must take control of the navigation console (substituting for the LTA system) and make a
Difficult (20) Space Transports or Starship Piloting check.

Success: The ship returns safely to Platform Trill 92.

Failure: The heroes drift off course, increasing the time needed to reattempt the landing and potentially drawing attention from CSA patrols. Add 1D to the difficulty of any future stealth or bureaucracy checks for re-entry.

Option 2: Attempt a Risky Manual Landing
If the heroes choose to proceed with the landing using only orbital laser telemetry, they must complete the previously converted D6 skill challenge:

Difficulty: Moderate to Very Difficult
Challenge Complexity: Simple (5 successful checks before 3 failures)

Recommended for: Small group of PCs in a freighter or light transport attempting a manual descent in difficult conditions.

Narrative Framing
The ship must be manually guided through Nyriaan’s dense atmosphere with only partial laser telemetry and limited visual reference. Every failure risks disorientation, physical damage, and a crash landing.

Suggested Skills & Difficulty
Astrogation (25): Estimate the ship’s altitude, descent arc, and planetary geometry from memory.
Sensors (20): Calibrate sensors manually to cut through the magnetic interference. (May be attempted only once.)
Starship Piloting (20): Maintain control of descent, correct for drift, steer through cloud cover.
Starship Shields (20): Adjust shields for atmospheric pressure and turbulence dampening. (Optional bonus roll)
Perception (15): Recognize terrain breaks, cloud patterns, or glimpses of the surface to gauge approach vector.
Starship Repair (25): Redirect or boost thrust/power via jury-rigged systems. (May be attempted only once.)

Each PC may attempt one skill roll per round.
No skill may be used by the same character twice unless otherwise noted.

Optional Actions
Second Effort (At a Cost): A failed roll may be counted as a success by voluntarily dropping the ship's Hull Condition by one level (e.g., from Lightly Damaged to Heavily Damaged), representing damage taken during a desperate maneuver.

Cooperation Bonus: Multiple characters using Perception or Starship Piloting may combine efforts for a +1D bonus (standard combined action rules apply).

Success (5 Successes): The ship lands mostly intact—perhaps off-course, but safe. Minor system stress may trigger maintenance needs (GM discretion).

Failure (3 Failures): The ship crashes. All aboard must make Strength or stamina checks (20) to avoid injury. Ship takes Hull damage and may be inoperable without repairs.

Crash Damage:
Apply 5D+ damage to the ship.
Apply 3D damage to all passengers (adjust if crash is partially mitigated).

Optional Modifier:
If heroes attempt an emergency maneuver at the last second (Heroic piloting check), reduce ship damage by 1D and passenger damage by 2D.
Galaxy of Intrigue (p.194, column 2, paragraph 5-6)
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Don Diestler
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The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
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