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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 9:44 am Post subject: |
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Strangle Vines
Hanging vines that coil around and choke prey.
Trigger: Creature begins turn in vine area.
Attack: 4D+2 vs Dodge or base Difficulty 20
Damage: 2D+1 physical.
Recurrence: Each round in hazard area.
Stamina (25+): Reduce damage to half.
Survival (20): Identify vines; +1 Dodge vs hazard.
Special: Beat target’s Dodge by 5+ → vines choke target directly (GM may apply suffocation rules). _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 9:45 am Post subject: |
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Sucking Mud
A patch of treacherous swamp soil that traps victims.
Trigger: Creature begins turn in mud patch.
Attack: 2D+1 vs Dodge or base Difficulty 15
Damage: None directly; on hit, target is stuck. Requires Strength (15) roll to escape.
Recurrence: Each round in hazard area until freed.
Jump (10): Leap over patch; +2D Dodge vs hazard.
Search (10): Spot patch; +1D Dodge vs hazard.
Survival (15): Know escape technique; +1D to Strength roll to free self. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 9:46 am Post subject: |
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Swamp Gas
A nearly invisible cloud of explosive gas from decomposing matter.
Trigger: Gas contacts flame, blaster fire, or spark; affects 2×2 m area.
Attack: 3D vs Dodge or base Difficulty 20
Damage: 2D+2 fire (half on miss).
Recurrence: On trigger.
Acrobatics (20): Roll clear; +1D Dodge vs hazard.
Search (15): Detect gas presence. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 9:55 am Post subject: |
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Chiss
Near-Human species from Csilla in the Unknown Regions
Planet of Origin: Csilla
Attribute Dice: 12D
DEXTERITY 2D/4D
KNOWLEDGE 2D/4D
MECHANICAL 2D/4D
PERCEPTION 2D/4D
STRENGTH 2D/4D
TECHNICAL 2D/4D
Special Abilities:
Enhanced Senses: Chiss gain +1D to search rolls involving visual spotting and perception in low-light or variable spectrum conditions, and +1D to initiative rolls. Their vision can detect slightly into the infrared range, and their hearing is more acute than most Humans.
Analytical Tacticians: +1D to tactics and command when defending against or responding to a provocation rather than initiating hostilities.
Story Factors:
Isolationist Government: The Chiss Ascendancy rarely deals with outsiders, and its laws prohibit aggressive first strikes without provocation. Player characters acting outside this doctrine may be seen as dishonorable by their own people.
Ascendancy Loyalty: Most Chiss identify strongly with their ruling family (Aristocra) and the Chiss Ascendancy. This loyalty can create diplomatic entanglements.
Unknown Regions Mystique: Many in the greater galaxy see the Chiss as a legend, granting +1D to con or persuasion in situations where their mystique can be leveraged, but –1D to bargain or streetwise when dealing with those who distrust “blueskins.”
Move: 10
Size: 1.6–2.0 meters tall
Notes: The Chiss are an offshoot of ancient human colonists, adapted to Csilla’s frigid environment over millennia. Their civilization is governed by ruling families forming the Chiss Ascendancy, with the Chiss Expansionary Defense Force patrolling and defending its territory. Known for their starfighter skill, meticulous intelligence gathering, and cautious diplomacy, the Chiss often act as a bastion of order in the dangerous Unknown Regions.
Source: Unknown Regons (p.124-126) _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:01 am Post subject: |
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Chiss Expansionary Defense Fleet Starship Captain
Veteran tactician and fleet commander in the Unknown Regions
Type: Chiss Naval Officer
DEXTERITY 3D
Blaster 4D, dodge 4D+1
KNOWLEDGE 4D
Bureaucracy 5D+1, intimidation 4D+1, planetary systems 5D, tactics 5D+1, tactics (space) 6D
MECHANICAL 3D+2
Astrogation 4D+1, communications 4D+2, sensors 5D, space transports 5D, starship gunnery 5D
PERCEPTION 3D
Command 5D+2, investigation 4D+1, search 4D+2
STRENGTH 3D
Brawling 4D
TECHNICAL 2D+2
Computer programming/repair 3D+2, security 4D
Special Abilities (species):[/b] Enhanced Senses, Analytical Tacticians.
Move: 10
Equipment: Charric sidearm (4D+2 energy damage), Chiss Ascendancy uniform, datapad, encrypted comlink, command codes for assigned ship.
Quote: "Victory is never the goal. Survival, advantage, and inevitability — those are the hallmarks of a Chiss operation." _________________ Don Diestler
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Last edited by shootingwomprats on Fri Aug 08, 2025 10:07 am; edited 2 times in total |
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:03 am Post subject: |
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Chiss Intelligence Operative
Infiltrator, spy, and counter-intelligence agent operating beyond Chiss space
Type: Chiss Field Agent
DEXTERITY 3D+1
Blaster 4D+1, dodge 4D+2, melee combat 4D, melee parry 4D
KNOWLEDGE 3D+1
Alien species 4D, languages 4D+1, streetwise 4D+2, tactics 4D
MECHANICAL 3D
Repulsorlift operation 4D, space transports 4D+1, sensors 4D
PERCEPTION 3D+2
Con 5D, con (disguise) 5D+1, hide 5D+2, investigation 4D+2, persuasion 5D+1, search 5D
STRENGTH 3D
Brawling 4D, climbing/jumping 4D
TECHNICAL 2D+2
Computer programming/repair 4D, demolitions 4D+1, security 5D
Special Abilities (species): Enhanced Senses, Cultural Training.
Move: 10
Equipment: Compact hold-out blaster (3D+1), vibroblade (STR+1D+2), stealth suit (+1D to hide in darkness/low-light), datapad with slicer’s kit, encrypted holo-comm, forged IDs.
Quote: "The Ascendancy’s enemies hide in plain sight — so must I." _________________ Don Diestler
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Last edited by shootingwomprats on Fri Aug 08, 2025 10:07 am; edited 1 time in total |
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:06 am Post subject: |
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Exiled Chiss Aristocra-in-Hiding
Once a member of a ruling family, now surviving on wit, influence, and careful alliances
Type: Chiss Diplomat/Strategist
DEXTERITY 2D+2
Dodge 3D+2
KNOWLEDGE 4D+2
Bureaucracy 6D, cultures 5D+1, languages 6D, planetary systems 5D+2, tactics 5D+1
MECHANICAL 2D+2
Communications 4D, repulsorlift operation 3D+2
PERCEPTION 4D
bargain 6D, command 5D+2, con 5D+1, investigation 5D+2, persuasion 6D, search 5D
STRENGTH 2D+2
Brawling 3D+1
TECHNICAL 2D+1
Computer programming/repair 3D, security 3D+2
Special Abilities (species): Enhanced Senses, Analytical Tacticians.
Move: 10
Equipment: Expensive tailored clothing, datapad with extensive political dossiers, encrypted comlink, discreet hold-out blaster (3D+1), forged travel documents.
Quote: "A wise player knows when to step away from the board — and when to return." _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:09 am Post subject: |
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Ebruchi
A cunning and aggressive near-human species from the Unknown Regions, known for their long history of piracy and raiding. They are tall, with leathery skin, elongated facial features, and sharp, predatory teeth. Ebruchi culture prizes deceit, opportunism, and the acquisition of wealth through force or trickery. Their society is organized around warbands and fleets, and they are notorious for ambushing vulnerable targets along poorly patrolled hyperspace routes. Fierce in close combat and skilled navigators of dangerous space, the Ebruchi have a reputation as relentless marauders who will exploit any weakness they perceive in an opponent.
Ebruchi
Attribute Dice: 12D
DEXTERITY 1D+2/3D+2
KNOWLEDGE 1D+2/3D+2
MECHANICAL 2D/4D+2
PERCEPTION 1D+2/3D
STRENGTH 3D/5D
TECHNICAL 2D/4D+2
Special Abilities:
Close Quarters Predator: In cramped spaces Ebruchi gain +1D to brawling, melee combat, and dodge.
Enhanced Olfactory Sense: Ebruchi's facial feelers sample the air for scents, granting +1D to search or tracking rolls involving scent.
Tough Constitution: Ebruchi gain +1D to Strength rolls to resist physical damage.
Story Factors:
Agoraphobia: Ebruchi dislike wide-open spaces; GMs may apply –1D to all actions in such environments until they acclimate.
Greed and Fear: Ebruchi act in pure self-interest, rarely risking themselves unless certain of victory.
Unsettling Feeding Method: The Ebruchi’s revolting eating habits can unnerve most species.
Move: 9/11
Size: 1.4–1.6 meters tall _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:12 am Post subject: |
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Ebruchi Clan Captain
DEXTERITY 3D
Blaster 5D, dodge 4D+2, grenade 4D, melee combat 5D, melee parry 4D+2
KNOWLEDGE 2D+1
Intimidation 5D, languages 3D, streetwise 4D, survival 4D+1
MECHANICAL 2D+2
Astrogation 4D+1, repulsorlift operation 3D+2, space transports 4D+1, starship gunnery 5D
PERCEPTION 3D
Bargain 4D+2, command 5D, con 4D+1, search 4D+2
STRENGTH 4D
Brawling 5D+2, climbing/jumping 4D+1
TECHNICAL 2D
Security 4D, space transport repair 3D+2
Special Abilities: Enhanced Olfactory Sense, Close Quarters Predator, Tough Constitution, Unsettling Feeding Method.
Move: 10
Equipment: Shrapnel pistol (5D damage in 3m radius; ammo scarce), curved boarding dagger (STR+1D damage), layered animal-skin coat (conceals weapons, no armor bonus), medallions, patches, and trophies indicating rank, comlink with encrypted pirate channels, portable breather/filter.
Quote: "We can do this the easy way, and you lose your cargo. Or the fun way, and you lose your cargo… and your crew." _________________ Don Diestler
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shootingwomprats Vice Admiral


Joined: 11 Sep 2013 Posts: 3254 Location: Online
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Posted: Fri Aug 08, 2025 10:17 am Post subject: |
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Ebruchi Clan Captain
DEXTERITY 3D
Blaster 5D, dodge 4D+2, grenade 4D, melee combat 5D, melee parry 4D+2
KNOWLEDGE 2D+1
Intimidation 5D, languages 3D, streetwise 4D, survival 4D+1
MECHANICAL 2D+2
Astrogation 4D+1, repulsorlift operation 3D+2, space transports 4D+1, starship gunnery 5D
PERCEPTION 3D
Bargain 4D+2, command 5D, con 4D+1, search 4D+2
STRENGTH 4D
Brawling 5D+2, climbing/jumping 4D+1
TECHNICAL 2D
Security 4D, space transport repair 3D+2
Special Abilities: Enhanced Olfactory Sense, Close Quarters Predator, Tough Constitution, Unsettling Feeding Method.
Move: 10
Equipment: Shrapnel pistol (5D damage in 3m radius; ammo scarce), curved boarding dagger (STR+1D damage), layered animal-skin coat (conceals weapons, no armor bonus), medallions, patches, and trophies indicating rank, comlink with encrypted pirate channels, portable breather/filter.
Quote: "We can do this the easy way, and you lose your cargo. Or the fun way, and you lose your cargo… and your crew." _________________ Don Diestler
Host, Shooting Womp Rats
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:18 am Post subject: |
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Ebruchi Boarding Specialist
Muscle of the pirate crew, excels at grappling, intimidation, and ship-to-ship boarding.
DEXTERITY 3D+1
Blaster 4D+2, dodge 4D+1, melee combat 5D+1
KNOWLEDGE 2D
Intimidation 5D+1, streetwise 3D+2
MECHANICAL 2D+1
Repulsorlift operation 3D, space transports 3D+2
PERCEPTION 2D+2
Search 3D+2
STRENGTH 4D+1
Brawling 6D, climbing/jumping 5D
TECHNICAL 1D+2
Security 3D
Move: 10
Equipment: Boarding axe (STR+2D), blast vest (+1D physical, +1 energy), magnetic grapples, welding torch. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:18 am Post subject: |
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Ebruchi Raider Pilot
Fast, aggressive attack craft pilot with a taste for risky maneuvers.
DEXTERITY 3D
Blaster 4D+1, dodge 4D+2
KNOWLEDGE 2D+1
Intimidation 4D, streetwise 3D+1
MECHANICAL 3D+1
Astrogation 4D+2, repulsorlift operation 4D, space transports 5D+1, starship gunnery 4D+2
PERCEPTION 2D+2
Search 4D
STRENGTH 3D+2
Brawling 4D+1
TECHNICAL 2D
Starship repair 3D+1
Move: 10
Equipment: Blaster pistol (4D), flight helmet with HUD, patched vacuum suit, lucky medallion. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:42 am Post subject: |
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Shrapnel Pistol
A short-range, wide-spread sidearm that fires a compact explosive or compressed metal slug which bursts into multiple high-velocity fragments upon leaving the barrel. Designed for maximum lethality in close quarters, the shrapnel pistol trades range and accuracy for a devastating cone of damage, making it especially dangerous in tight corridors or shipboard boarding actions. Its scatter effect can hit multiple targets in a small arc but loses effectiveness rapidly beyond a few meters.
Often used by pirates, bounty hunters, and shock troops, the weapon is notorious for inflicting grievous wounds, making it as much a psychological weapon as a physical one. Many models feature variable load types—metal flechettes, glass shards, or even stun pellets for non-lethal suppression.
Shrapnel Pistol
Model: Ebruchi Shrapnel Pistol
Type: Close-quarters fragmentation sidearm
Scale: Character
Skill: Blaster: shrapnel pistol
Ammo: 5
Cost: Illegal (black market only) — 750 credits, 20 credits per reload
Availability: 4, X
Range: 1-3/6/10
Damage: 5D (cone spread — targets within 1 meter of primary target take 3D)
Game Notes: At ranges beyond 6 meters, the weapon suffers –1D to hit for each additional meter. In enclosed areas, ricochets may hit unintended targets (GM’s discretion). On a mishap (wild die 1), the pistol may jam or rupture, dealing 2D damage to the wielder. _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:47 am Post subject: |
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Killiks
A sentient, insectoid species originating from Alderaan but now found primarily in the Unknown Regions. They are social to the extreme, existing only as part of a collective consciousness known as the Joiner mind. Physically, Killiks have chitinous exoskeletons, compound eyes, and multiple limbs, with variations in size, color, and form depending on caste and hive function.
Killik Castes. Killik society is divided into functional castes, each with specialized physiology and behavior:
Builders. Mid-sized workers responsible for constructing hives, tunnels, and structures. They have strong mandibles and excellent coordination for carrying and assembling materials.
Tenders. Caretakers of eggs, larvae, and food stores. Smaller and gentler than other castes, with fine manipulator limbs.
Warriors. Larger, heavily armored, and more aggressive. Serve as defenders and attackers for the hive. Stronger mandibles, reinforced limbs, and thicker carapaces.
Drones. General-purpose workers who can take on multiple roles depending on need; sometimes serve as scouts.
Queens. Immobile or slow-moving reproductive leaders of a hive, attended by guards and attendants.
Differences Between Hives. Within the greater Killik Colony, each hive functions as a distinct sub-group with its own traits and tendencies.
Unique "voice". Every hive possesses a distinct presence within the shared consciousness, shaping its collective personality, goals, and decision-making style.
Specialized Roles. Some hives focus on technical skills like starship repair, while others prioritize military expansion, exploration, or resource gathering.
Physical Variation. Coloration, size, limb structure, and carapace features can differ from hive to hive, often reflecting their role or environment.
Territorial Domains. Each hive controls a defined physical territory or habitat, though all remain linked and coordinated by the overall Colony mind.
Despite their unity, hives can experience competition or subtle rivalries, especially if the collective will weakens or resources become scarce.
Joiners. Non-Killik beings (often humanoid) who have mentally merged into the hive mind, gaining partial Killik instincts and perspectives.
Joining. The process by which a non-Killik being becomes mentally integrated into the Colony’s shared mind. This can occur: Voluntarily, through prolonged interaction and psychic openness. Involuntarily, via prolonged proximity, telepathic contact, or even pheromone exposure. The Joiner retains individuality but adopts the hive’s goals, emotions, and perceptions. They gain enhanced coordination with other Killiks but may lose some personal autonomy. Strong-willed Joiners can influence their hive; weak-willed Joiners are almost entirely subsumed into the collective. Memories and skills may be shared between Joiners and Killiks.
Killik
Homeworld: Oroboro (ancient Alderaan) – now scattered across the Unknown Regions
Attribute Dice: 12D (typical worker caste) to 15D (specialist caste); see Special Abilities for hive-type variations
DEXTERITY 2D+1/4D+1
KNOWLEDGE 1D+2/3D+2
MECHANICAL 1D/3D+1
PERCEPTION 2D/4D+2
STRENGTH 2D/4D+1
TECHNICAL 1D/3D+1
Special Abilities:
Hive Mind (Pheromonal/Aura Telepathy): Killiks communicate through a blend of pheromones, electromagnetic pulses, micro-auras, and limited telepathy. All Killiks within 20 meters of another hive member may share thoughts and sensory impressions instantly without speech. Communication can chain across unlimited distances as long as there is an unbroken line of hive members. +2D to teamwork or coordination rolls when working with others from the same hive. Can “broadcast” simple emotional states or warnings to Joiners within range. Vulnerable to hive manipulation — outside influences (e.g., strong-willed Force-sensitives) can attempt to sway an entire chain by beating the hive Willpower roll.
Joiner Assimilation: Extended exposure (hours to days) to Killik pheromones can subtly alter a non-Killik’s brain chemistry, turning them into a Joiner — a hive-linked individual who loses much of their independent will. Joiners gain the benefits of the Hive Mind ability. Joiners suffer –1D to all Willpower rolls to resist hive commands or maintain personal autonomy. Joiner status is permanent without advanced medical or Force intervention (30+).
Chitinous Exoskeleton: Thick, glossy green exoskeleton provides natural armor. +1D to Strength rolls vs. physical damage. +2D to Strength rolls vs. environmental damage from wind, dust, and abrasion.
Leaping Ability: Powerful legs allow Killiks to leap great distances. May jump up to 4 meters vertically or 8 meters horizontally without a running start. +1D to climbing/jumping rolls.
Caste Specialization (Optional for PCs/NPCs):
Depending on hive type, the GM may shift attribute ranges within species minimum/maximums:
Warrior caste: +1D Strength (max 5D+2), +1 pip Dexterity; –1D Knowledge.
Artisan caste: +1D Technical (max 4D), –1D Strength.
Scout caste: +1D Perception, +1 pip Dexterity; –1D Mechanical.
Assassin caste: +1D Dexterity (max 4D+1), +1 pip Perception; –1D Technical.
Story Factors
Hive Loyalty: Killiks place the hive’s survival above all else. Individual self-preservation is irrelevant if the hive’s goals are served.
Expansion Drive: Killiks instinctively seek to expand hive territory and increase numbers. This can lead to resource depletion and conflicts with neighbors.
Alien Thought Processes: Their communal memory blends fact, fiction, and myth, making Killik historical accounts unreliable. Communication with outsiders can be difficult without a translator familiar with their customs.
Reproductive Rate: Breeding females lay up to 1,000 eggs a month; nymphs are combat-capable within a year. This allows rapid population growth if resources are sufficient.
Droid Aversion: Killiks dislike and distrust droids, seeing them as lifeless and alien to the hive bond. They will rarely cooperate with or maintain droids.
Move: 10/12
Size: Typically 1.8–2.2 meters tall (workers); specialist hives may produce much larger or smaller variants
Source: Unknown Regions (p.130-133) _________________ Don Diestler
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shootingwomprats Vice Admiral


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Posted: Fri Aug 08, 2025 10:54 am Post subject: |
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Sorcerers of Rhand
Homeworld: Rhand, deep within the Perann Nebula (Unknown Regions)
Type: Multi-species entropic Force tradition and dark order
Force Sensitive: Yes (order members almost always Force-sensitive)
The Dark (Entropy Mastery). The Sorcerers of Rhand draw power from what they call "the Dark" — not the dark side of the Force, but the ultimate inevitability of entropy and destruction.
Why They’re Different from Jedi/Sith Powers
Where Jedi and Sith powers tend to manipulate the Force as a life-connected energy field, the Sorcerers’ abilities:
Cannot create or heal — they can only destroy, corrupt, erode, or end.
Are often slower but irreversible, reflecting entropy’s inevitability.
Work exceptionally well on inanimate matter and large-scale systems (which most Force powers don’t target directly).
Blend psychic manipulation with physical decay effects, making them both mental and material threats.
Sorcerer's of Rhand
The Sorcerers of Rhand have no uniform appearance and are not believed to share a common species. Their forms vary wildly — some walk on two legs, others hover half a meter above the ground with the hems of their black robes trailing in the cold air, while a few scuttle on four or more limbs beneath heavy draped coverings. Rare members bear wings and circle their gatherings from above, never touching the floor.
Regardless of form, all share a disturbing quality: they are united not by bloodline but by a condition that warps them far beyond the natural limits of their original species. Their bodies are twisted, degraded, or altered in unnatural ways, retaining only fragments of their former selves and exuding an unsettling aura that hints at their communion with the Dark.
Rhandite
Home Planet: Nihil Retreat
Attribute Dice: 12D
DEXTERITY 1D/3D
KNOWLEDGE 3D/5D
MECHANICAL 2D+1/4D
PERCEPTION 2D+2/4D+2
STRENGTH 1D/3D
TECHNICAL 2D/4D
Special Abilities:
Force Sensitive: All cerers of Rhand are Force-sensitive.
Twisted: Each Sorcerer gains from one to three special abilities unique his or her relationship with the Dark. Create these abilities, or select one or more existing creatures (see below).
Story Factors:
Repulsive Appearance: The Rhandites' repulsive physical appearances allow them to reroll intimidation checks and take the better result.
Servants of the Dark: Believe all creation inevitably collapses and seek to act as agents of that destruction.
Anti-Jedi/Sith Philosophy: View the light side/dark side dichotomy as naïve; they see the Dark as the only true constant.
Relic Keepers: Possess ancient Rakatan, Taurannix, and other artifacts imbued with dangerous powers.
Move: 10/12
Size: 1.8 meters tall
Twisted Qualities. Each Sorcerer possesses 1–3 of the following traits, either selected or generated at random. These abilities are in addition to Force powers, and often reflect a physical or metaphysical twist caused by prolonged communion with the Dark.
Entropic Aura. All non-living matter within 1 meter per 2D of Perception subtly corrodes, rusts, or wears down. Weapons and equipment in close contact must make a Moderate Repair roll every hour of exposure or lose 1 pip from effectiveness until repaired.
Withering Touch. Physical contact delivers a mild version of Darkshear Strike (3D–5D damage to inanimate objects or 1D–2D damage to living beings), bypassing normal armor unless energy-shielded.
Hovering Form. The Sorcerer can float up to 1 meter above the ground, moving silently and ignoring most terrain penalties. Move is unaffected, but severe wind or null-gravity may require Dexterity checks to maintain control.
Multi-Limbed Scuttle. The Sorcerer moves using four or more limbs, gaining +1D to climbing rolls and the ability to carry or manipulate an additional object without penalty.
Winged Ascent. The Sorcerer can fly or glide short distances (Move 12, 20–30 meters altitude), but wings are often ragged and noisy, imposing –1D to Sneak unless concealed.
Entropic Resilience. The Sorcerer’s body is unnaturally resistant to damage; gains +1D to Strength rolls vs. aging effects, disease, poison, and corrosive environmental hazards.
Dark-Sight Vision. Eyes (or other sensory organs) can see in complete darkness, even through some physical obstructions; treat as Night Vision Goggles (+2D Search in darkness, ignore up to –2D penalties from visual concealment).
Psychic Dread. Presence induces unease; all beings within 5 meters must make a Moderate Willpower roll or suffer –1D to all skill checks for 1D minutes.
Eidetic Decay Sense. The Sorcerer can instinctively sense weaknesses in structures and systems, granting +2D to relevant Repair or Demolitions rolls when causing destruction.
Voice of the Dark. Speech carries a resonant, compelling tone. Adds +1D to Persuasion, Intimidation, or Command checks when inciting destructive action or convincing someone to abandon hope.
Source: Unknown Regions (p.143-145) _________________ Don Diestler
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