Star Wars Roleplaying Resources

November 30, 2005

The Tetzenorial Starfighter

Tom Skysprinter was a criminal mastermind during the rebellion. He bought droids, programmed them to steal ships, and then sold the ships. When he was caught he had millions of droids. Before he was caught, he hid all of his trillions of credits. The ISB jailed him for a short period. When Tom came back, he retrieved his money and made a armada.

The Tetzenorial Starfighter is where the power of the Tetzenorial fleet is. Each mothership carries 100 starfighters, each equipped with an assault laser cannon and two proton torpedo launchers

The Tetzenorial Starfighter: Craft: Tetzenorial Class Starfighter; Class: Starfighter; Cost 135,000 credits; Size: Diminutive (9m); Crew: 1 (Skilled +4); Passengers: 0; Hyperdrive: none; Maximum Speed: Ramming; Defense: 24 (+4 size, +10 armor); Shield Points/Hull Points: 60/90; DR: 10. Initiative: +8 (+4size, +4 crew); Maneuver: +10 (+4 size, +4 crew, +2 engine quality).
Weapon: Assault Laser Cannon; Fire Arc: Front; Attack Bonus +10 (+4 size, +4 crew, +2 fire control); Damage: 7d10x2; Range Modifiers PB +0, S +0, M/L n/a.
Weapon: Proton Torpedo Launcher (2, 16 missiles each); Fire Arc: Front; Damage: 10d10x2; Range Modifiers: PB +0, S/M/L N/a. Missile Quality: Marginal (+5)

November 29, 2005

The Tetzenorial Gunship

Tom Skysprinter was a criminal mastermind during the rebellion. He bough droids, programmed them to steal ships and then sold the ships. When he was caught he had millions of droids. Before he was caught he hid all of his trillions of credits. The ISB jailed him for a short period. When Tom came back, he retrieved his money and made a armada.

The Tetzenorial Gunship is designed to keep the mothership alive. The gunship has more missiles than guns, but holds its ground fairly well in battle.

The Tetzenorial Gunship: Craft: Tetzenorial Class Gunship; Class: Space Transport; Cost: 167,000 credits; Size: Medium (100m); Crew: 5 (Normal +2); Passengers 27; Hyperdrive: none; Maximum Speed: Attack; Defense: 20 (+10 armor); Shield Points/Hull Points: 150/360; DR: 30. Initiative: +2 (+2 crew); Maneuver: +2 (+2 crew).
Weapon: Quad Laser Cannon (4): Fire Arc: Full Turret; Attack Bonus +6 (+2 crew, +6 Fire Control); Damage: 6d10x2; Range Modifiers: PB +0, S+0, M/L n/a.
Weapon: Concussion Missile Launcher (10, 16 missiles each): Fire Arc: 4 front, 2 right, 2 left, 2 rear; Damage: 9d10x2; Missile Quality: Marginal (+5).

November 28, 2005

The Tetzenorial Mothership

Tom Skysprinter was a criminal mastermind during the rebellion. He bought droids, programmed them to steal ships, and then sold the ships. When he was caught he had millions of droids. Before he was caught, he hid all of his trillions of credits. The ISB jailed him for a short period. When Tom came back, he retrieved his money and made a armada.

The Tetzenorial Mothership was designed to carry a fleet inside. Each Tetzenorial Mothership, contained 10 Tetzenorial Gunships and 100 Tetzenorial Starfighters. He took over many small planets in the outer rim and unknown sections of the galaxy.

The Tetzenorial Mothership: Craft: Tetzenorial Class Capital Ship; Class: Capital; Cost 87,390,000 credits; Size: Colossal (2000m long); Crew: 1001 (Normal +2); Passengers 1500; Hyperdrive: 2x, Backup Hyperdrive x12; Maximum Speed: Cruising; Defense: 12 (-8 size, +10 armor); Shield Points/Hull Points: 550/600; DR: 60. Initiative: -6 (-8 size, +2 crew); Maneuver: -10 (-8 size, +2 crew, -4 engine quality).
Weapon: Turbolaser (15); Fire Arc: 5 front, 3 right, 3 left, 4 rear; Attack Bonus +0 (-8 size, +2 crew, +6 fire control); Damage: 7d10x5; Range Modifiers PB +0, S +0, M +0, L +0.
Weapon: Tractor Beam Projector; Fire Arc: Front; Attack Bonus +0 (-8 size, +2 crew, +6 Fire Control); Damage: Special; Range Modifiers: PB +0, S+0, M/L N/a.

November 26, 2005

Planetary Postcard:Besouine

Visit far away planets in the Star Wars Roleplaying Resources exclusive feature, Planetary Postcard! As you explore the galaxy in this feature, remember, wish you were here!

Stats: Besouine
Planet Type: Terrestrial
Climate: Temperate
Terrain: Canyons, Cityscape
Atmosphere: Breathable
Gravity: Standard
Diameter: 12000 km
Length of Day: 28 standard hours
Length of Year: 321 local days
Sentient Species: Human
Languages: Basic
Population: 3,460,000,000
Species Mix: Human 63%, Others 37%
Government: Imperial Rule
Major Exports: None
Major Imports: Consumer Products
Star Name: Besou

Planets Type Moons
Besou-1 Terrestrial 0
Besou-2 Terrestrial 1
Besou-3 Terrestrial 4
Besouine Terrestrial 0
Besou-5 Gas Giant 13

Besouine is a small mid-rim world. From space, some of the largest canyons are visible. These canyons are where the Empire houses their secret testing facility. The developed portions of the planet are large and dispersed everywhere.

In the days of the Old Republic, Besouine became a popular trade world. Cities sprung up all over the planet. The once peaceful world became run over by traders, smugglers, and the like. After the Empire took control, the planet slowed down. The Imperials installed a test facility on the planet. All future Imperial equipment is tested in this facility in canyons, from speeder and vehicles to weapons.

November 24, 2005

Happy Thanksgiving!

The Turkey

This creature is a delicious meal on many worlds. No one can remember the world of origin for this bird. Some libraries believe it came from a unique holiday on a primitive planet, but it is an unconfirmed report.

Species Traits
Low-Light Vision-The Turkey can see twice as far as normal in poor lighting situations. The creature can still distinguish colors, even in dim light.

Turkey: Avian Herd Animal 3: Init +5 (+3 Dex, +2 Species); Defense 17 (+3 Dex, +3 natural, +1 size); Spd Walk 6m, Fly 10m; VP/WP 8/12; Atk +0 melee (1d4-1, gore) or +0 melee (1d3-1, bite) or +4 ranged; SQ Low-Light Vision; SV Fort +4, Ref +4, Will +2; SZ S; Str 8, Dex 16, Con 12, Int 2, Wis 11, Cha 3.
Skills: Hide +4, Listen +3, Spot +6, Survival +4.
Feats: Fly-by Attack.

November 23, 2005

Cybot Galactia Med2 Medical Droid

Sariah Tancredé brought the Lanza Medical Speeder to a stop. They had finally arrived at the fringe of the battle. One of the red dots was in this general area. As she began to look around, one of the medical droids in the back had already found the injured soldier. Sariah ran out to help the droid lift the patient on to the stretcher. The Med2 series droid was stronger than she was, yet she felt obligated to go out to get the injured soldier. Sariah and the two droids lifted the soldier into the back of the speeder. The two droids attended to the soldier as Sariah headed towards the next target.

“He was shot in the leg,” one droid said.
“He was shot in the arm as well,” said the other.
“I recommend that we give him seven milliliters of Oxyprofene.”
“That won’t take care of the infection; we should give 15 milliliters of Gorohyden.”
“Doctor Tancredé, what do you recommend?”
Sariah was amused how the droids always asked her to settle their disputes. “Slap a medpac on the wound, and give him 10 milliliters of Hydraline.”

Sariah loaded another soldier into the Lanza and drove back to her tent to attend to the soldiers. When she was done with them, she got back into the Lanza only to repeat it again.

Previous sections of this story
Sariah Tancredé: Rebellion Field Medic
The Lanza Medical Speeder

Cybot Galactia Med2 Series: Walking Medical Droid, Expert 3; Init +0; Def 11 (+1 class); Spd 10m; VP/WP 0/8; Atk +3 melee or +2 ranged; SV Fort -1, Ref +0, Will +5; FP 0; DSP 0; Rep +0; Str 12, Dex 10, Con 8, Int 14, Wis 14, Cha 10.
Equipment: Vocabulator, Heuristic Processor, Medical Kit, Surgery Kit, Medical Diagnostic Computer (+2 to Treat Injury Checks).
Skills: Computer Use 6 ranks (+8), Diplomacy 6 ranks (+6), Knowledge (Alien Species) 6 ranks (+8), Knowledge (Biology) 6 ranks (+11), Knowledge (Medicine) 6 ranks (+11), Profession (Doctor) 6 ranks (+8), Repair 6 ranks (+8), Speak Basic, Speak Binary, Treat Injury 6 ranks (+13).
Unspent Skill Points: 12
Feats: Skill Emphasis (Knowledge [Biology]), Skill Emphasis (Knowledge [Medicine]), Skill Emphasis (Treat Injury), Surgery.
Cost: 6,300 credits.

November 22, 2005

The Lanza Medical Speeder

Sariah Tancredé gunned the speeder, forcing it to go as fast as it could go. The speeder began to rattle at the high speed. She decelerated slightly at the medical droids request. Sariah knew the Lanza could handle the speed, but the crosswinds threatened to disrupt the repulsorlifts if the speeder went to fast.

Another red dot appeared on the screen, very close to Sariah's location. She turned the speeder slightly and headed toward the new location. This feature of the Lanza was what made it the best medical speeder for warfare. A small droid inside the Lanza scans all comlink transmissions for requests for medical assistance. The transmissions determined as requests appear as dots on the screen, allowing the driver to know where all the injured are at once. The speeder is heavily shielded as well, to stand up against most personal weapons.

This story doesn't end here. Come back tomorrow for a continuation.

Previous sections of this story
Sariah Tancredé: Rebellion Field Medic

Lanza Medical Speeder

Class: Speeder [Ground] Vehicle
Crew: 1 or 2 (Normal +2)
Passengers: 4
Size: Large (4.5m long, 3m tall)
Initiative: +1 (-1 size, +2 crew)
Maneuver: +1 (-1 size, +2 crew)
Defense*: 13 (-1 size, +4 armor)
Cargo Capacity: 150kg
Cost: 300,000 new, 150,000 used
Shield Points: 30 (DR 10)
Hull Points: 20 (DR 5)
Speed: 150m
Availability: Common
Era: All

*The Lanza Medical Speeder provides full-cover for its crew and passengers.

November 21, 2005

Sariah Tandcredé: Rebellion Field Medic

Sariah Tancredé watched as the engineers set her tent up. She knew that within minutes she would soon be collecting the injured to help. She grabbed a comlink and stepped into the Lanza Medical Speeder. A glance at the chronometer told her one more minute. She began to count down, when she hit zero, transmissions started coming through.

As the transmissions came through, red dots appeared on the view screen of the speeder. Sariah picked a dot and sped towards it. An approximated time of arrival appeared on the screen, 3 minutes. As the speeder sped across the terrain, Sariah thought back to her life before the rebellion.

Sariah graduated Medical School at a young age and immediately found a job at a medical center. After a few years of working as a doctor, Alderaan was destroyed. She contacted someone she knew had ties with the rebellion. She went through a few weeks of field training and they picked up a blaster rifle and fought on the ground. She became a brave soldier, but her bravery couldn’t save an injured comrade. After seeing her fellow soldier die, she traded the rifle for her familiar medical kit and became a medic.

This story doesn’t end here. Come back tomorrow for a continuation.

Sariah Tancredé: Female Human Tech Specialist* 6/Soldier 2; Init +1; Def 16 (+5 class, +1 Dex); Spd 10m; VP/WP 36/10; Atk +6/+1 melee or +7/+2 ranged (3d6 Blaster Pistol). SQ Research, Instant Mastery (Craft [Medpac]), Tech Specialty (Surgical Specialist +1), Expert (Profession [Doctor]); DR 2 (Blast Vest and Helmet), SV Fort +5, Ref +3, Will +4; FP 3; DSP 0; Rep +2; Str 10, Dex 13, Con 10, Int 16, Wis 14, Cha 13.
Equipment: Blast Vest and Helmet, Blaster Pistol, Medical Kit, 5 Medpacs, Surgery Kit.
Skills: Astrogate +8, Computer Use +14, Craft (Medpac) +14, Demolition +6, Disable Device +12, Knowledge (Biology) +14, Knowledge (Medicine) +17, Pilot +11, Profession (Doctor) +18, Repair +4, Search +12, Treat Injury +16.
Feats: Ambidexterity, Armor Proficiency (Light), Cautious, Dodge, Skill Emphasis (Knowledge [Medicine]), Skill Emphasis (Profession [Doctor]), Skill Emphasis (Treat Injury), Surgery, Weapon Group Proficiencies (Blaster Pistols, Blaster Rifles, Heavy Weapons, Simple Weapons, Vibro Weapons).

*Tech Specialist Class Variant from Jedi Counseling 77

GM Notes
It doesn’t take a genius to figure out how to put Sariah into your campaign. Either as a medic if your campaign is set during a time of war, or if there is less war, she could be a war veteran, back at a normal hospital.

November 19, 2005

Laughing with Goreon Huylil

Goreon Huylil is a human born on Nabrilag, in the Outer Rim. He is a top notch comedian, and travels the galaxy giving performances. He specializes in comedy, but often includes impersonations.

Goreon may attempt a diplomacy check at the level of the entertain check. If the diplomacy check succeeds, Goreon lands a “gig” at an establishment. The credit multiplier is doubled and Goreon gets 5 times the entertainment check DC in ticket sales. Reputation bonuses apply.

Before a comedy performance, Goreon may attempt a Knowledge (Current Events) check. The DC for the check is equal to the DC of the entertain check he is about to attempt. If successful, Goreon gets a +2 bonus on the upcoming Entertain Check.

Before an Impersonation performance, Goreon may attempt a Disguise Check. If he successfully completes the Disguise Check he gets a +2 bonus to the upcoming Entertain Check.

The Entertain Check
The DC of the Entertain Check is on page 86 of the Revised Core Rulebook. Goreon may attempt to include both Comedy and Impersonation in his performance. If he does, he attempts two entertain checks. One entertain check is his primary performance; the second is his secondary performance. The DC of the secondary performance is lowered by 10. In addition Goreon earns half of what he earned for his primary performance, (If he failed his primary performance than he earns half of what he would have earned).

Goreon Huylil: Male Human Fringer 8; Init +0, Defense 16 (+6 class); Spd 10m; VP/WP 60/10; Atk +6/+1 melee or +6/+1 ranged; SQ Barter, Jury Rig +4, Survival +2; SV Fort +6, Ref +4, Will +3; FP 1; DSP 0; Rep +1; Str 10, Dex 10, Con 10, Int 12, Cha 20.
Equipment: Performance Suit, Variety of Costumes, Datacard of Practiced Jokes and Routines, Small Space Transport, Bantha in a Cage.
Skills: Computer Use +12, Diplomacy +9, Disguise +18, Entertain (Comedy) +17, Entertain (Impersonation) +11, Handle Animal +16, Knowledge (Current Events) +8, Ride +11, Tumble +13.
Feats: Acrobatic, Mimic, Skill Emphasis (Entertain [Comedy]), Weapon Group Proficiencies (Blaster Pistols, Blaster Rifles, Primitive Weapons, Simple Weapons).

GM Notes
  • Goreon can be a simple "filler" in your campaign. Replace the Bith Band in the cantina with Goreon Huylil for a change.
  • Perhaps Goreon said a joke that a local crime lord took as an insult. Now Goreon needs help so he can get off the planet, and live to get the last laugh!

November 18, 2005

Wandering the Galaxy

The “Wanderer” transport was originally designed for Gotthelm, a Mon Calamari smuggler. Gotthelm was law on credits and needed a ship to travel the galaxy in. He named his Wanderer the Rusty Corona, and continued to use it even after he had established a better fleet. Due to the shady side of the design, the ship was put on a low scale production line, however; within a year the ship was one of the best sellers. Many families, who wanted to own their own ship, but couldn’t before afford it, could. The Wanderer provided some defense and was big enough for a family to travel together. The Mon Calamari Shipyard continued this particular Wanderer design for three years before designing a better version, the Wanderer 550.

Mon Calamari Wanderer Transport

Craft: Mon Calamari Wanderer Transport; Class: Space Transport; Cost 125000 credits; Size: Small 50m long; Crew: 1-2 (Normal +2); Passengers 6; Cargo Capacity: 100 metric tons; Consumables: 1 month; Hyperdrive: x1.5 (backup x12) Maximum Speed Cruising; Defense: 21 (+1 size, +10 armor); Shield Points/Hull Points: 120/150; DR: 10. Initiative 3 (+1 size, +2 crew); Maneuver 3 (1 size, 2 crew)
Weapons: Light Blaster Cannon (2); Fire Arc: Turret; Attack Bonus +7 (+1 size, +2 crew, +4 fire control); Damage 1d20x2; Range Modifiers PB +0, S +0, M -1, L n/a
Weapons: Ion Cannon; Fire Arc: Turret; Attack Bonus +7 (+1 size, +2 crew, +4 fire control); Damage Ionization; Range Modifiers PB +0, S +0, M/L n/a.

November 17, 2005

The BBI Droid

José Skysprinter needed a versatile droid. One that could go anywhere, take control of any computer station. His first attempt at the BBI droid was inside of his flagship at the time, the JSS Liberator, and then in his future flagship, the JSS Conqueror. Later on, he used the BBI droids to pilot starfighters with modified computer interfaces.
The BBI droid uses its computer interface to connect with any computer system. It may then take control of the system, or use the system as normal.

JSS Droid Brain Binary Interface: JSS Series Brain-Binary Interface (BBI) Hovering CPU droid, Expert 1; Init +0; Def 12 (+2 size); Spd (Hover) 10m; VP/WP -/6 SV Fort -2, Ref +0, Will +2, SZ T; Rep 0; Str 4, Dex 10, Con 6, Int 16, Wis 10, Cha 6.
Equipment: Computer Interface, Comlink, Vocabulator, Repulsorlift Unit
Skills: Astrogate 4 ranks (+7), Computer Use 4 ranks (+7), Disable Device 4 ranks (+7), Knowledge (Technology) 4 ranks (+7), Move Silently 4 ranks (+4), Pilot 4 ranks (+4), Speak Basic, Speak Binary.
Unspent Skill Points: 16 (1 unused language)
Feats: Ambidexterity
Cost: 3,000 credits

Submission Saturday

This site has high expectations to meet. If you have Star Wars Material that you would like to submit, there is a solution, Submittion Saturday! I will post submitted material on Saturday, so submit your material now. If you want to see a post on Saturday, then contribute, and submit.

-Jose Skysprinter

November 16, 2005

Ryan Johnsith: Tempted by the Dark Side

Ryan Johnsith was an orphaned child from a forgotten outer rim world. He knew there were many Jedi in his family and secretly searched for a master. While in a spaceport, he felt a strong attraction through the force to a Twi’lek. Her name was Aanul Tonteeto. Aanul took Ryan into her life and trained him. Ryan was a successful padawan, always slightly tempted by the dark side, but he never crossed the line. He went in search of crystals for his lightsaber. While stumbling along in a cave he came across a holocron. He returned to his ship with the holocron and his crystal. The holocron contained the teachings of Kraga Lulk, a sith from the glory days of the sith empire. Ryan learned much from the holocron. He began to test the dark side more often. Aanul continued to train Ryan, not knowing of his second mentor. When she finally presented Ryan with the title of Jedi Knight, he lashed out and killed his master. Ryan fully embrace the Sith teachings after killing Aanul, and refers to Kraga as his new master.

Ryan Johnsith: Male Human Jedi Guardian 7/Sith Warrior 2: Init +5 (+1 Dex, +4 Improved Initiative); Defense 19 (+1 Dex, +8 Class); Spd 10m; VP/WP 59/10; Atk +14/+9/+4 melee* (3d8+3, Lightsaber) or +12/+7/+2 melee or +10/+5 ranged; SQ Deflect (Defense +1), Deflect (Attack -4), Deflect (Extend Defense and Attack); SV Fort +8, Ref +8, Will +8; FP 3; DSP 7; Rep +3, Str 16, Dex 12, Con 10, Int 13, Wis 14, Cha 12.
Equipment: Lightsaber*, Dark Robes, Sith Holocron of Kraga Lulk,
* Ryan Johnsith has constructed his own lightsaber.
Skills: Climb +3, Computer Use +3, Craft (Lightsaber) +5, Hide +3, Intimidate +7, Jump +6, Knowledge (Sith Lore) +8, Pilot +4, Swim +4.
Force Skills: Affect Mind +3, Battlemind +4, Drain Energy +2, Force Grip +3, Force Lightning +13, Force Stealth +4, Force Strike +4, Heal Another +4, Heal Self +3, Illusion +4, Move Object +6, Telepathy +4.
Feats: Combat Expertise, Exotic Weapon Proficiency (Lightsaber) Heroic Surge, Improved Initiative, Power Attack, Weapon Focus (Lightsaber), Weapon Group Proficiencies (Blaster Pistols, Simple, Vibro Weapons)
Force Feats: Alter, Control, Force Sensitive, Force Whirlwind, Lightsaber Defense, Sense.

GM Notes
Ryan Johnsith does break the "rule of two" by following sith tradition, however; it is likely that others may have followed the same path. If you do use Ryan Johnsith in your campaign, do not make him so well known throughout the galaxy because then the rule would be broken. If Ryan does become a prominent sith, then just have Vader come by and the resulting battle wouldn't last long; Vader wins, and continuity is back on track.

Relevant Wookiepedia Articles
Sith Holocron

November 15, 2005

The Miolula: A Pet Fit for a Squid, or Mon Calamari

The miolula is a tiny amphibian that hails from Mon Calamari. The entire population has been domesticated and often seen off planet with most Mon Calamarians that life off world. It has been said that Wedge Antilles bought Admiral Ackbar two Miolula's when the Head One was being repaired and Ackbar was taking a leave to oversee repairs. The creature is capable of creating illusions with the force to fend of predators. After the first few years of domestication the predators went extinct and now there are very few records of what these predators looked like.

The miolula grows very attached to its master and many illusions happen to save their master's life just in time. This has become the subject of many holoseries such as "Dassie," in which a miolula named Dassie has many adventures with her master's child named Dimmy. Many children and women find these little force sensitives cute as seen in the holovid, My Miolula. In My Miolula a Mon Calamarian named Calbar uses his miolula to attract the female Mon Calamari. One of the females is so attracted to the miolula she marries Calbar just to be with the miolula every day.

Species Traits

Breathe Underwater: The creature underwater normally and cannot drown in water.
Camouflage: The creature blends in with its surroundings, granting a +2 bonus to hide checks when the Miolula is in water.

Miolula: Amphibious Herd Animal 3; Init +4 (Dex); Defense 16 (+4 Dex, +2 Size); Spd Walk 8m, Swim 16m; VP/WP 8/5; Atk -2 melee (1d3 gore) or +5 ranged; SQ Breathe Underwater, Camouflage; SV Fort +1, Ref +5, Will +1; SZ Tiny; Str 4, Dex 19, Con 5, Int 2, Wis 11, Cha 6.
Skills: Hide +4 (+6 in water), Illusion +5, Survival +1, Swim +12.
Feats: Alter, Force Sensitive.

Relevant Wookiepedia Articles
Mon Calamari (Planet)

November 14, 2005

Living by the Welilissit

Dnalkowe is an outer rim planet caught in 300 years of tribal war. The four tribes, Kschikan, Gokhos, Leke, and Eluwak, have been fighting since they knew of each other’s existence. Shortly before the Battle of Yavin, the Tribe Chiefs formed the Allogoan Council, with the goal to end the war. Instead of fighting a large scale, devastating war, the four tribes built a grand arena. Inside the arena are daily gladiator style matches. Each tribe is still seeking glory against each other. The war has not officially ended, and the tribes believe there is someway to win the war in the arena. Although the planet is much more peaceful, covert operations still exist, now focusing on a tribe’s warriors, instead of the chief.

GM Notes: The Dnalkowe

The Dnalkowe are humans, but are slightly different then their high-tech brothers. The Dnalkowe have one automatic language, Kschikan, Gokhos, Leke, or Eluwak, depending on what tribe he or she belongs to. The Dnalkowe also receive Primitive as a species trait.

NOTE: The Dnalkowe Warrior Stats have been changed on a different post to reflect them wearing armor. That post can be found here.

Dnalkowe Warrior: Male Human (Dnalkowe) Soldier 4: Init +4 (Improved Initiative); Defense 14 (+4 class); Spd 10m; VP/WP 30/17; Atk +8 melee (1d6+7 Welilissit Blade) or +4 ranged; SQ Primitive; SV Fort +6, Ref +1, Will +1; FP 0; DSP 0; Rep +1, Str 16, Dex 11, Con 14, Int 10, Wis 10, Cha 11.
Equipment: Paint and Tattoos corresponding to the Warrior’s tribe, Welilissit Blade
Skills: Craft (Welilissit Blade) +7, Intimidate +7, Knowledge (Dnalkowe Tribes) +7, Knowledge (Welilissit Blades) +7, Speak Tribal Language*, Treat Injury +7.
Feats: Armor Proficiency (Light), Improved Initiative, Power Attack, Quickness, Sunder, Toughness, Weapon Focus (Welilissit Blade), Weapon Group Proficiencies (Primitive, Simple).
*See above

Welilissit Blade
Weapon type: Melee weapon
Proficiency Group: Simple Weapons
Damage: 1d6+4
Weight: 4 kg
Hardness: 10
WP: 10
Cost: Not for sale
Critical: 18-20
Type: Slashing
Size: Large

November 12, 2005

The Kyoh Starfighter

Jose Skysprinter decided to try his hand at making a few of his own starfighters to supplement his pirate/smuggler base on Kyoh. He wanted starfighters that weren’t completely piloted by droids like the current Green Squadron. He started out with the long range fighter style then switched to the short range to save credits. The Kyoh starfighter can take a beating and deal out a lot of damage. He didn’t put in a torpedo launcher because the starfighter isn’t designed to take on massive targets. The Kyoh Starfighter serves its purpose, as most of its targets are Uglies, of some sort.

Kyoh/LR Starfighter: Craft: JDF Kyoh-Class Long Range Starfighter; Cost: 104,000; Size: Tiny (15 m); Initiative: +4 (+2 size, +2 crew); Maneuver: +4 (+2 size, +2 crew); Crew: 1 (Normal +2); Passengers: 0; Cargo Capactiy: 65 kg; Consumables: 1 week; Hyperdrive: x2; Maximum Speed: Ramming; Defense: 22 (+2 size, +10 armor); Shield Points: 90; Hull Points: 120; DR: 10.Heavy Laser Cannons (2, fire-linked); Fire Arc: Front; Attack Bonus +8 (+2 size, +2 crew, +4 fire control); Damage: 5d10x2; Range Modifiers: PB +0, S+0, M/L n/a.

Kyoh/SR Starfighter: Craft: JDF Kyoh-Class Short Range Starfighter; Cost: 84,000; Size: Tiny (15 m); Initiative: +4 (+2 size, +2 crew); Maneuver: +4 (+2 size, +2 crew); Crew: 1 (Normal +2); Passengers: 0; Cargo Capactiy: 65 kg; Consumables: 3 days; Hyperdrive: none; Maximum Speed: Ramming; Defense: 22 (+2 size, +10 armor); Shield Points: 90; Hull Points: 120; DR: 10.
Heavy Laser Cannons (2, fire-linked); Fire Arc: Front; Attack Bonus +8 (+2 size, +2 crew, +4 fire control); Damage: 5d10x2; Range Modifiers: PB +0, S+0, M/L n/a.

Stats edited on March 11, 2006

November 11, 2005

The Kyohinial: Predator of the Sky

The kyohinial is a vicious avian predator that dominates the skies in the mountainous region of Kyoh. The kyohinial is becoming a sought after pet through the rest of the galaxy, because of its colorful feathers and attractive appearance. Although it may seem harmless in a pet shop, it may have killed a few who tried to capture it. The kyohinial always attacks in groups of at least three. It is a vicious predator, but doesn’t often test itself by attacking large groups of its prey. It usually attacks only if it has singled out its prey, or if something is threatening the hatchlings.

Species Traits
Terrifying Presence-When the kyohinial first attacks, it may make an Intimidate check at DC (15 + opponents level). If the check is passed, the opponent must make a Will Save (DC 15). If the opponent fails, it can make either only a move or attack action next round. If the opponent fails by 10 or more, he is cowering, and remains cowering until he passes a Will Save (DC 10).

Kyohinial Hatchling: Predator 1: Init +4 (+4 Dex); Defense 19 (+4 Dex, +4 natural, +1 size); Spd Walk 4m, Fly 12m; VP/WP 8/12; Atk +1 melee (1d2, slam) or +1 melee (1d6, bite) or +1 melee (1d4, claw) or +1 melee (1d4, gore) +4 ranged (double attack, dive); SQ Terrifying Presence; SV Fort +2, Ref +2, Will +0; SZ S; Str 10, Dex 17, Con 12, Int 3, Wis 13, Cha 9.
Skills: Hide +2, Intimidate +2, Listen +3, Spot +6
Feats: Fly-by Attack

Kyohinial Adult: Predator 5: Init +3 (+3 Dex); Defense 17 (+3 Dex, +4 natural); Spd Walk 6m, Fly 14m; VP/WP 32/17; Atk +8 melee (1d3+2, slam) or +8 melee (1d8+2, bite) or +8 melee (1d6+2, claw) or +8 melee (1d6+2, gore) +8 ranged (double attack, dive); SQ Terrifying Presence; SV Fort +4, Ref +4, Will +1; SZ M; Str 15, Dex 15, Con 17, Int 3, Wis 13, Cha 9.
Skills: Hide +4, Intimidate +8, Listen +5, Spot +8
Feats: Fly-by Attack

Campaign Possibilities
  • A rich noble or senator may want a kyohinial and the heroes are sent to get it.
  • The heroes are out having fun climbing a mountain when suddenly a few kyohinials start attacking them. They have to defend themselves while maintaining a climb check.
  • Someone important was climbing a mountain and is now cornered inside a cave by the kyohinials, and the heroes have to rescue him/her.

Index of Articles

I have added links to the side bar. The first link on the sidebar is to my webpage, which is being used as an index for this. Just click on the link, and you will be there faster than the Millenium Falcon could travel from Tatooine to Alderaan.

May the Force be With You

-Jose Skysprinter

November 10, 2005

The Huiijyi: The Red-Skinned Race of Kyoh

The Huiijyi are the native species that call Kyoh their home. The Huiijyi have lived on planet for at least 3000 years. It is believed that the Huiijyi originated in the mountain region of the planet. They adapted a reddish skin to help hide in the mountains, a useful way to stop the attacks of the avian predator, the Kyohinial. It seems due to fear of the Kyohinials and some overpopulation in the mountains that the Huiijyi also live in the forest regions.

Personality: The Huiijyi are a mostly non-adventurous race. They dislike change in general and would like to stay close to home. Some have given up this fear and left for one of the pirate gangs to see the galaxy.
Physical Description: The Huiijyi are a humanoid species. They have 4 fingers on each hand, have a reddish hue to their skin, and stand about 1.6 meters tall
Homeworld: Kyoh
Language: Basic
Age in Years: Child 1-11; young adult 12-14; adult 15-34; middle age 35-49; old 50-59; venerable 60+
Example Names: Hutig, Kureg, Wuceg, Vukeg, Buneg
Adventurers: The Huiijyi that do leave home for adventure would seek a fast tempo, high risk class. They often begin as Fringers, and then become Scoundrels or Scouts.
Huiijyi Species Traits
+2 Strength, +2 Constitution, -2 Wisdom: Huiijyi are physically strong and built that way, but not very wise.
· Medium-Size: As medium size creatures Huiijyi have no special bonuses or penalties
· Huiijyi base speed is 10m.
· +2 Climb: Huiijyi grow up and have adapted to climbing either the mountains or the trees.
· +2 Hide checks when in mountain environments: The Huiijyi have reddish skin, allowing them to hide in the mountains easier.
· Automatic Languages: Speak and Read/Write Basic.

November 09, 2005

Planetary Postcard: Kyoh

Visit far away planets in the Star Wars Roleplaying Resources exclusive feature, Planetary Postcard! As you explore the galaxy in this feature, remember, wish you were here!

Stats: Kyoh
Planet Type: Terrestrial
Climate: Temperate to Tropical
Terrain: Jungle, Rainforest, Mountains, Desert
Atmosphere: Breathable
Gravity: 1.05 (Standard)
Diameter: 6000 km
Length of Day: 26 standard hours
Length of Year: 278 local days
Sentient Species: Human, Huiijyi
Languages: Basic
Population: 56000
Species Mix: Huiijyi 70%, Human 20%, others 10%
Government: Planetary Protectors
Major Exports: Droids
Major Imports: Foodstuffs
Star Name: Ky

Kyoh................Terrestrial..... 2
Kyow...............Frozen Rock....0
Kyin.................Gas Giant.......10
Kyuji................Gas Giant........ 8
Kyen................Gas Giant.......35

Kyoh is one of the smaller planets in the Ky system. From space, it appears to be green and lush, but down on the ground it is a pirate base and attracts an unwanted crowd. The forest region covers most of the planet. The rainforest region stretches at the equator with the desert in the lower northern hemisphere. The mountain region takes up a good majority of the southeastern portion of the planet.

Kyoh was just a simple hyperspace stop over for decades and decades until a pirate turned smuggler turned crime lord, Jose Skysprinter decided to set up a base there. Suddenly, when the fort went up many of the less respected started to turn up on the planet. The local government, called the Planetary Protector, or PP for short, doesn’t interfere with anything, but keeping the planet safe from attack. The PP originally wanted to get Skysprinter’s base off the planet until he brought in two squadrons of planetary fighters. These fighters, even though under the crime lord’s control, bought him acceptance from the PP and locals.

The Beginning...

I got really tired of the formatting problems that geocities gave me. So I turned to Blogger and created this blog. Anyway, I will post stats and the like, similar to how Wizards of the Coast does now.

May the Force be with you!

-Jose Skysprinter