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Fan-made Kalee Species Stats (General Grevious' Species) [UPDATED 7-19] |
[ post #1 ] |
Allright, I'm not entirely finished with the information that normally accompanies species stats such as their description, personality, etc. but the most important part is the stats anyway so I thought I'd share them. The stats were derived from the observations I made of the painting below of a Kaleesh that appeared on the Star Wars Official Site , and in the Star Wars: Visionaries book. Whenever I have the time I'll come up with the text that accompanies the stats. I also feel it's necessary to mention that for General Grevious himself, since he became a cybornetic hybrid he ceased to possess the actual stats listed below. The only stat he would have retained would be the survival bonus since that is a learned trait, not a physical one. So let me know what you think, enjoy!
[EDIT - 7-19-05] Added the lore text for the Kalee species, reworded the text accompanying the ability modifiers, and dropped the Run bonus feat replacing it with an open choice bonus feat as per community member recommendations.
Kalee
The Kalee are inhabitants of the hostile world of the same name, located near the Muunilist and Dantooine in the Outer Rim Territories. These reptilian humanoids are known for their obsession with conquest and expansionism. They treasure conflict and the sense of power that only victory can bestow upon them. Having long since explored and conquered their own arid world, the Kalee have turned to neighboring star systems to further expand - such as their prior conflict with the Huk. Kalee have evolved into a semi-feudal society where various warlords rule over the land, expanding their territories across the stars by inciting wars where ever their conscripts and soldiers are able. The Kalee harbor a deep-seeded hatred for the Old Republic - specifically the Jedi for interfering in their right of conquest.
Personality: Kalee most commonly exhibit a domineering nature, and a pushy (often quite literally) impatience when their demands aren’t met with expedience. They are also extraordinarily arrogant and selfish.
Physical Description: Kalee are tall and slender, often standing between 1.8 and 2.2 meters tall. They are covered with reddish-orange scales that accent their cold yellow eyes. The Kalee typically wrap their skin in cloth to protect them from the blistering suns on Kalee, leaving only their long four-fingered hands exposed as to manipulate their weaponry without impedance. Most Kalee wear masks carved from some of the most ferocious creatures of their world such as the karabbac or muumuu.
Kaleesh Homeworld: The arid, harsh world of Kalee.
Language: Kalee speak Kaleesh and Basic.
Example Names: Askele Amjad, Faisal Duqaq, Grevious Shakar (General Grevious), Jawhar Mashal.
Adventurers: Kalee adventurers are quick to anger and ready to fight. More often than not they will instigate the conflict to begin with. They see nothing wrong with simply taking the things they want and fighting to the death if anyone has anything to say about it otherwise. Kalee are forceful and merciless, and often intolerant, sometimes abusive when their demands are questioned or if not carried out to their satisfaction within a span of time that they feel is ample. Despite all of these qualities, a Kalee is not so foolish as to press on when it becomes apparent that they can no longer control the situation or win the fight. Most Kalee take the role of a fringer, scout, or soldier.
Kalee Species Traits
- +2 Dexterity, -2 Charisma: Kalee are very agile and flexible but due to their appearance and demeanor tend to be somewhat cold-hearted and overbearing to others.
- Medium-Size: As Medium-sized creatures, Kalee have no special bonuses or penalties due to their size.
- Kalee base speed is 10 meters
- Survivalists: +2 species bonus on Survival checks: Kalee have evolved on an arid world and have become quite accustomed to surviving in harsh environments.
- Resist Heat: +2 species bonus on Fortitude saves vs. heat: Kalee are able to sustain themselves in much higher temperatures than most other species.
- Vulnerable to Cold: -2 species penalty on Fortitude saves vs. cold: Kalee are a reptilian species and as thus do not fare well in cold weather conditions.
- 1 extra feat at 1st level: Kalee are quite adaptable as they are able to learn specific tasks with ease.
- Automatic Languages: Speak and Read/Write Kaleesh and Basic.
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Last edited by Anstrona on 5 August 2005 at 10:54 PM
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19 July 2005 02:13 AM |
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[ post #2 ] |
Cool. 
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A Bible qute: Ezra (Ezr 8:8 parallel /RAPC 1Es 8:34
Yoda," Never paid attion to ware he was hmm..what he was doing!"
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19 July 2005 02:51 PM |
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[ post #3 ] |
Thank you, I appreciate the feedback.
[EDIT - 7-19-05] Stats edited. Added the lore text for the Kalee species, reworded the text accompanying the ability modifiers, and dropped the Run bonus feat replacing it with an open choice bonus feat as per community member recommendations.
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19 July 2005 11:33 PM |
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[ post #4 ] |
Your welcome.
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I am dislexic this is as good as the spelling gets.
A Bible qute: Ezra (Ezr 8:8 parallel /RAPC 1Es 8:34
Yoda," Never paid attion to ware he was hmm..what he was doing!"
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20 July 2005 03:42 AM |
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[ post #5 ] |
These stats rock! I'm definitly including these guys in my campaign.
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21 July 2005 10:34 AM |
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[ post #6 ] |
Nice stats im using them in my campaign
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He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you. -Friedrich Nietzsche
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21 July 2005 06:46 PM |
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[ post #7 ] |
Thank you all for the kind responses! I was thinking about maybe doing a write-up on the planet Kalee itself because I've got a pretty specific idea of what I want the world to be like. I just need to find the time to do it. If more information on the karabbac or muumuu species existed I'd try to do write-ups on them as well. But really all I have to go on is the type of world I suspect Kalee to be, and the skull worn by the Kalee in that picture, and by General Grevious. Whether it's a karabbac or muumuu though is a mystery. So...in light of all that, if I do any write-ups for them, it'll be 100% original.
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21 July 2005 11:24 PM |
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[ post #8 ] |
Any new updates on the planetary info of Kalee?
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Co-author of the Rise of the Empire Infinities Sourcebook: http://submissions.swrpgnetwork.com/entry.php?id=1865
Co-Author of Rebellion Era Infinities Sourcebook ( REISB ) http://www.swrpgnetwork.com/entry.php?id=1867
Currently working on as Co-Author: The Legacy of the Force Sourcebook
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2 August 2005 01:41 PM |
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[ post #9 ] |
I'm still in the process of writing it. I've written stats for a Kalee commoner, and the stats for the planet but I'm still writing the description, history, etc. I'm hoping to have it finished within a week but we'll see. I just need some time to sit down and write it.
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2 August 2005 07:43 PM |
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Anstrona, I justed wanted to thank you for doing the Kaleesh stats. I was planning on making a Kaleesh faction in my upcoming campaign. I was going to make everything up from scratch, but since you dug up that nice pic of a Kaleesh and fleshed out a respectable species right-up, that's going to make my job considerably quicker and easier. I'm looking forward to finding out how you invision the world of Kalee.
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3 August 2005 11:09 AM |
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Allright, first I need to mention I did some minor updates to the first post with the Kalee species. With that I present to you the Kalee homeworld write-up. I came up with a few of really neat ideas and I bounced them off of my friend and co-runner of Fandom Comics: Keith Kappel (NarCranor) and as usual together we came up with a lot more ideas that were way cooler than what I had originally planned. So here ya go, I hope you like it!

Kalee
Planet Type: Terrestrial
Climate: Arid to tropical
Terrain: Deserts, plateaus, jungles
Atmosphere: Breathable
Gravity: Standard
Diameter: 14,350 km
Length of Day: 21.2 standard hours
Length of Year: 321 standard days
Sentient Species: Kalee
Languages: Kaleesh
Population: 1.2 billion
Species Mix: 99% Kalee, 1% other
Government: Semi-feudal
Major Exports: Conscripts, raw materials, refined materials, slaves
Major Imports: Medical supplies, processed foods, raw materials, starships, vehicles, water, weapons
System/Star: Kal System (and Gurm)
| Planets | Type | Moons |
|---|
| Mumarek (Kal I) | Searing rock | 0 | | Kalee (Kal II) | Terrestrial | 1 | | Kabelren (Kal III) | Barren rock | 3 | | Gurmal (Kal IV) | Gas giant | 11 | | Askele (Kal V) | Frozen rock | 0 |
Description: Kalee is a planet in the Kal system that lies between Muunilist and Dantooine along the outer rim. The planet itself has a set of very irregular properties. Most of the planet is barren; consisting of rocky plateaus and desert plains, but the southern pole of the planet is lush with thick vegetation creating a dense jungle terrain that covers a few thousand square kilometers of the pole. This territory was ferociously sought after by many of the warring factions on the planet for thousands of years. The northern hemisphere of the planet however is not only an arid desert, but because of the position of the nearby Huk star system being in such close proximity to the Kal system it has no day/night cycle. It is always daylight on the northern hemisphere, only a rising and setting of the Kal star which creates a mild day cycle and a more unforgiving one when both suns are up.
Image modified from the galaxy map provided by The Nav Computer
Much of the planet’s rockier areas have been settled by the Kalee because of the rich deposits of metals that can be mined there. Kalee is one of the few places in the galaxy where the metal phrikite can be found, along with an assortment of other metals both common and rare in variety such as tydirium and the metals used in making duranium. The Kalee are extremely accomplished craftsmen and thus the planet is dotted with many mines, refineries and a handful of spaceports where corporations who hold contracts with the various Kalee warlords bring metals from all over the galaxy to be refined and combined into alloys using their secret techniques.
History: Kalee was once a world filled with hundreds of groups of nomad tribal hunters. The name Kalee was derived from the creator and hunter God who created the Kalee race in their image. Much of the Kalee race lived in the flourishing jungle lands that reside on the planet’s southern pole, venturing out into the desert plains known as the dead lands as tests of strength and for hunting. Tension mounted as more and more tribes tried to stake claim in the jungle land and wars were waged – the victors claiming the territory of the defeated and casting them out into the dead lands. Over the millennia the weaker tribes ventured further out in search of new places to settle.
Approximately 4000 years before the battle at Yavin, a Warlord by the name of Askele Amjad who was an accomplished craftsman and metallurgist came to power. Amjad created a process to combine the rare phrikite metal with tydirium metal to create the sought after phrik alloy which was used to make a strong, yet light-weight metal. He used his knowledge to create weapons the likes of which the Kalee of old had never seen. He waged war against the other warlords using his strategic expertise and superior weaponry and over decades of bloody conflict he managed to take control of the entire planet: unifying the Kalee under one banner for the first time in their history which planted the seed for the modern semi-feudal culture of the Kalee. Amjad is the only Kalee in existence to have achieved the status of a god in their culture for his ability to create “magical” weapons and for conquering the entire planet. Since this time the Kalee have abandoned their beliefs in their gods and focus on conquest and craftsmanship, only the war masks carved from the skulls of the most deadly creatures of their world echo to their tribal roots.
Since their introduction to the galaxy at large, the Kalee have turned to other planets and star systems to expand and conquer. They have settled several moons orbiting the planets of Kabelren (named after their ancient god of the Karabbac) and Gurmal (taken from the name Gurm: their god of war), the Kalee have looked to the neighboring Huk system to further expand – claiming the system orbiting the star they call Gurm to be theirs. Every 20 years the Huk planets being situated 40 degrees off the Kalee elliptical plane, passes through the Kalee system, and every few hundred years the Huk homeworld comes within very close proximity to Kalee. The Kalee quickly learned that the Huk planet was also rich with vast amounts of resources – moreso than their own world. The Kalee used the unusual planetary orbit to their advantage to attempt an invasion on Huk. In order to fund their war machine the Kalee accept contracts from various galactic corporations selling phrikite and creating their special alloys using their metallurgical techniques, which they ferociously guard as a national secret.
These circumstances caught the attention of the Intergalactic Banking Clan on the nearby planet of Muunilist. The IBC agreed to assist in funding their conquest in exchange for their alloys. In the years preceding the Clone Wars when the Kalee’s war with the Huk turned in favor of their enemy, the Galactic Republic hearing about the conflict between the two races intervened, dispatching several Jedi Knights who promptly sided with the Huk. A particularly strong warlord by the name of Grevious Shakar pledged his permanent service to the IBC in exchange for additional funding and support. This however did little to help turn the tide of battle as the Huk with the assistance of the Jedi Order beat back the Kalee, driving them back to their homeworld where the Huk left the planet in ruin.
After an unfortunate shuttle crash, Grevious – who had been working as a debt collector for the IBC was forced to take a cyborg body created by the Techno Union. After accepting the cybernetic shell and when the Clone Wars ignited, he agreed to become general to the droid armies of the Confederacy of Independent Systems. When this transpired, Grevious did the unthinkable and divulged the metallurgical secrets of the Kalee to the CIS, who used the knowledge to create weapons to battle the Jedi under Grevious’ instruction. Among the results were the noteworthy phrik alloy-made electro-staves used by Grevious’ personal bodyguard droids that when energized with a low electrical charge, have the unique ability of withstanding direct lightsaber strikes. Because of Grevious’ treachery, the Kalee have lost much of their corporate contracts and have become a starving nation – a mere shadow of what it once was. Years later, General Rom Moc of the Galactic Empire would use this metallurgical technique on Gromas 16, a planet abundant in phrikite to create phrik alloy which was used in his Dark Trooper project.
People: The Kalee are dedicated to waging war and using their crafting gifts to create metals and weaponry to wage those wars. Most Kalee belong to a faction or tribe under the leadership of a warlord and can be conscripted into battle when needed. Those who are particularly troublesome or refuse to serve their lord are either killed or sold into slavery to the various corporations to which the warlord holds agreements or contracts with. These individuals are forced to work in the mines and refineries of the Kalee under the strict supervision of those loyal to their lord.
Kalee soldiers are also contracted out to corporations and planetary governments to act in a security or police capacity. On occasion Kalee are also hired as bounty hunters by various crime lords throughout the galaxy. It is rumored that the Black Sun holds a standing contract with a Kalee death squad for assassination and bounty fulfillment.
Kalee Commoner (craftsman): Init +1 (Dex); Defense 11 (+1 Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3, unarmed), +1 ranged; SQ Species Traits; SV Fort +0, Ref +1, Will +0; SZ M; FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Cobbled war mask, desert cloak, personal weapon (melee or ranged), survival pack, variety of personal belongings.
Skills: Craft (weapons*) +1, Knowledge (metallurgy) +2, Profession (craftsman**) +1, Read/Write Basic, Read/Write Kalee, Speak Basic, Speak Kalee, Survival +2.
Feats: None.
Species Traits: +2 Dex, -2 Cha, +2 species bonus on survival checks, +2 species bonus to fortitude saves versus heat, -2 species bonus to fortitude saves versus cold.
Automatic Languages: Kalee and Basic.
*Kalee craftsman all specialize in a certain type of armor or weapon, be it armor, blaster pistols & rifles, exotic weapons (pick one), heavy weapons, simple & primitive weapons or vibro weapons.
**Kalee craftsman specialize in either armor or weaponry. Professions can either be armorsmith or weaponsmith.
Kalee Commoner (hunter): Init +1 (Dex); Defense 11 (+1 Dex); Spd 10m; VP/WP 0/10; Atk +0 melee (1d3, unarmed), +1 ranged; SQ Species Traits; SV Fort +0, Ref +1, Will +0; SZ M; FP 0; Rep +0; Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 8.
Equipment: Cobbled war mask, desert cloak, personal weapon (melee or ranged), survival pack, variety of personal belongings.
Skills: Profession (hunter) +2, Read/Write Basic, Read/Write Kalee, Speak Basic, Speak Kalee, Survival +3.
Feats: None.
Species Traits: +2 Dex, -2 Cha, +2 species bonus on survival checks, +2 species bonus to fortitude saves versus heat, -2 species bonus to fortitude saves versus cold.
Automatic Languages: Kalee and Basic.
Locations:
Description of several key locations follow.
Corporate Refineries
Corporate refineries dot the surface of Kalee, constantly appearing and disappearing as new corporate contracts are created and expire. During the Old Republic era from 4000 years before the Battle of Yavin to the beginning of the Rise of the Empire era there are often thousands of these refineries present on the planet. During the Rise of the Empire and later eras however the amount of refineries is substantially lower, usually barely reaching one-hundred. These facilities are manned by thousands of Kalee either willingly or unwillingly processing metals using special techniques to create pure metals or alloys while Kalee warriors supervise to prevent theft or sabotage. These refineries are very expensive to maintain, needing constant refitting and retooling because of the constant working and the harsh conditions of the planet, while still being extremely profitable. Most of the top Imperial-allied corporations continually hold contracts on Kalee, such as Czerka Coporation and Kuat Drive Yards – the bulk of which lies in duranium and phrik alloy manufacturing.
New Material: Phrik Alloy
Phrik alloy is created by the Kalee combining phrikite and tydirium metals in a special process known by few throughout the galaxy. Phrik alloy is incredibly strong while being extremely light-weight. Phrikite which is the primarily ingredient in phrik alloy is extremely rare, found almost exclusively on Gormas 16 and in much smaller quantities on Kalee. Because of this, phrik alloy is extraordinarily expensive and rare throughout the galaxy.
Availability: Rare, restricted.
Weight: -15% from object’s weight.
Price: +80% to object’s price.
Damage Reduction: 15
Wound Points: 15 per cm of thickness
Hardness: 5
Special Properties: When charged with a minor electro-magnetic current, the material is capable of withstanding damage from a lightsaber and lower forms of particle or ray shielding. Lightsabers do not ignore damage reduction when hitting electrically charged phrik alloy. Objects made primarily from phrik alloy also ignore personal and vehicle scale shields.
Jungle Region
The jungle region is located on the southern pole of Kalee and encompasses an area of approximately 2100 square kilometers. This region is constantly changing hands as warlords fight for control. During the Old Republic era from 4000 years before the Battle of Yavin forward, and the Rise of the Empire era this territory is held by the current planetary warlord. Prior to and after this period however it is in a state of perpetual flux as one warlord steals it from another. The entire area is very rich with life and vegetation. It is one of the only locations on the planet to have a plentiful supply of water and natural food sources. Many warlords erect palaces inside this region which they use to entertain corporate sponsors and other high profile off-world visitors.
Slave Mines
Slave mines are manned and functioning round the clock primarily by slaves and females and are patrolled by Kalee warriors loyal to the warlord who controls the territory in which the mines lie. Conditions inside the mines are deadly as the Kalee do very little to maintain a safe environment for their workers as slaves and females are considered expendable (since Kalee take on multiple wives to spare, most commonly wives taken from those they defeat in battle).
Adventures:
The adventures described in this section are meant for GMs only. If you're a player, stop reading now!
Caught in the Middle
The heroes arrive on the Kalee planet in need of repairs to their ship and find themselves in the middle of a military coup staged by a rival warlord. The characters are cut off from their ship when it is impounded by the invading military force and are mistaken as allies to the once leader of the territory being invaded. The heroes must evade capture or worse at the hands of the blood-thirsty warlord and his loyal servants and figure out a way to get back to their ship so that they can escape the planet with all of their limbs still intact.
Delivery Run-around
The group of characters can be paid to either deliver a shipment of raw materials to, or retrieve a shipment of processed metals from a corporate refinery on Kalee. Kalee do not take kindly to being double-crossed and a situation arises where the exchange goes sour. The Kalee imprison the heroes and force them to work in the mines and they must figure out a way to escape the clutches of their captors.
The Things Some People Do For a Discount
The party comes to Kalee in hopes of purchasing a shipment of phrik alloy for personal use or resale. The price is much more than the characters expected and cannot afford it, but the warlord offers them a deal: help him overthrow the neighboring territory and he’ll give you the material for a much lower price. What will the group do? Do they agree and incite a land war by assassinating the rival warlord, or do they approach the opposing lord and alert him of his aggressor’s intentions in hopes of bartering a better deal?
Allies and Antagonists:
Askele Amjad
Amjad is the only Kalee to achieve the status of a god within the Kalee culture. During the Old Republic era at around 4000 years before the battle at Yavin he came to power in one of the most hostile areas of Kalee near the northern pole region – an area that is constantly bathed in the blistering sun of the nearby Huk star as well as the Kal star during the day cycle. He was an innovative craftsman being the creator of many new metals and alloys native to the Kalee homeworld. Within 30 years he had conquered the entire planet and looked to the stars to further expand his reign of power. The farthest planet in the Kal system: Askele was later named after him; often referred to as Amjad’s Heart because it was an ice planet, reflecting Askele’s cruel, icey heart. Amjad was ruthless in his pursuit to conquer all those who stand before him, merciless in his quest to possess all he encountered. These stats reflect Askele at the height of his reign approximately 4032 years before the Battle of Yavin.
Askele Amjad: Male Kaleesh soldier 8 / tech specialist 5 / officer 5; Init +8 (+4 Dex, +4 Improved Initiative); Defense 25 (+11 class, +4 Dex); DR 2; Spd 10m; VP/WP 152/15; Atk +17/+12/+7 (1d3+3, unarmed) or Atk +17/+12/+7 melee (2d10+3/19-20, war sword) or +18/+13/+8 ranged (3d8/20, heavy blaster pistol) or +18/13/8 ranged (3d8/19-20, blaster rifle); SQ Expert (craft [alloys]), Instant Mastery (profession [Kalee warlord]), Leadership, Requisition Supplies, Research, Resist Heat, Survivalist, Tactics, Tech Specialty (mastercrafter: craft [alloys]), Vulnerable to Cold; SV Fort +12, Ref +10, Will +8; SZ M; FP 3; DSP 15; Rep +8; Str 16, Dex 18, Con 15, Int 16, Wis 12, Cha 16. Challenge Code G.
Equipment: Blaster rifle (3d8), heavy blaster pistol (3d8), light battle armor (DR 2), war sword (2d10, customized threat range 19-20).
Skills: Craft (alloys) +21, Craft (armor) +11, Craft (blaster pistols and rifles) +9, Craft (simple and primitive weapons) +14, Diplomacy +10, Intimidate +13, Knowledge (metallurgy) +21, Knowledge (tactics) +22, Profession (Kalee warlord) +15, Read/Write Basic, Read/Write Kaleesh, Repair +10, Sense Motive +12, Speak Basic, Speak Kaleesh, Survival +8.
Feats: Armor Proficiency (light), Cleave, Combat Expertise, Combat Reflexes, Dodge, Frightful Presence, Improved Initiative, Infamy, Point Blank Shot, Power Attack, Precise Shot, Mobility, Skill Emphasis (Craft [alloys]), Spring Attack, Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, primitive weapons, simple weapons, vibro weapons), Whirlwind Attack.
Faisil Duqaq
Duqaq is the planetary warlord during the rebellion era. He assumed the position by murdering his father, the previous supreme warlord Nawfal Duqaq in his sleep. Faisil is an accomplished hunter and capable leader so has taken quite easily to filling his new role. His only flaw is that he grows more and more paranoid that some one will come to challenge his authority. He draws many more soldiers around him to prevent any would-be attackers from entering his palace and throttling him in his sleep in the way he did to his father. This may prove to be a fatal mistake as not all of his loyal subjects might be so loyal after all.
Faisil Duqaq: Male Kaleesh scout 6 / soldier 3 / officer 2; Init +3 (Dex); Defense 21 (+8 class, +3 Dex); Spd 10m; VP/WP 98/16; Atk +9/+4 melee (1d3+1, unarmed) or +11/+6 ranged (3d8/20, blaster rifle); SQ Evasion, Extreme Effort (1/day), Heart +1, Leadership, Resist Heat, Skill Mastery (move silently), Survivalists, Trailblazing, Uncanny Dodge (Dex bonus to Defense), Vulnerable to Cold; SV Fort +12, Ref +9, Will +6; SZ M; FP 2; DSP 4; Rep +3; Str 13, Dex 16, Con 16, Int 15, Wis 12, Cha 14. Challenge Code E.
Equipment: Blaster rifle (customized, range increment 12m).
Skills: Climb +10, Craft (blaster pistols and rifles) +8, Diplomacy +9, Gather Information +8, Hide +10, Intimidate +9, Jump +10, Knowledge (metallurgy) +7, Listen +7, Move Silently +11, Ride +8, Search +5, Sense Motive +6, Spot +9, Survival +12, Treat Injury +4.
Feats: Armor Proficiency (light), Combat Expertise, Dodge, Far Shot, Mobility, Point Blank Shot, Precise Shot, Rugged, Track, Weapon Group Proficiencies (blaster pistols, blaster rifles, heavy weapons, simple weapons, vibro weapons).
Jawhar Mashal
Jawhar Mashal is a very shrewd business-type. He is a warlord who rules over one of the most profitable territories on all of Kalee during the Rebel era. He alone holds contracts with almost a dozen different galactic corporations at any one time and profits greatly from them. Despite his business-like mind, he is a cunning warrior and rules over his domain with an iron fist. Mashal has become notorious on Kalee and is one of the greatest threats to the current supreme warlord: Faisil Duqaq.
Jawhar Mashal: Male Kaleesh scoundrel 4 / noble 5; Init +2 (Dex); Defense 17 (+5 class, +2 Dex); Spd 10m; VP/WP 54/14; Atk +6/+1 (1d3, unarmed) or +8/+3 range (by weapon); SQ Bonus class skill (intimidate), Coordinate +1, Favor +4, Illicit Barter, Inspire Confidence, Lucky (1/day), Precise Attack +1, Resist Heat, Resource Access, Survivalists, Vulnerable to Cold; SV Fort +4, Ref +9, Will +8; SZ M; FP 4; DSP 5; Rep +8; Str 11, Dex 14, Con 14, Int 16, Wis 16, Cha 15. Challenge Code D.
Equipment: Comlink, datapad.
Skills: Appraise +18, Bluff +14, Computer Use +8, Craft (armor) +8, Diplomacy +13, Forgery +10, Gather Information +11, Hide +7, Intimidate +8, Knowledge (bureaucracy) +15, Knowledge (business) +15, Knowledge (metallurgy) +12, Profession (kale warlord) +10, Sense Motive +11, Spot +5, Survival +4.
Feats: Fame, Headstrong, Influence, Persuasive, Skill Emphasis (Appraise), Trustworthy, Weapon Group Proficiencies (blaster pistols, simple weapons).
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Last edited by Anstrona on 6 August 2005 at 02:38 PM
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5 August 2005 11:49 PM |
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impeccable. one of the best homebrew semi-canon writeups ive seen. my only question is where did you get this information? the only source ive seen for info on grievous' homeworlf is the visionaries graphic novel, so im curious as to where you found so much.
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5 August 2005 11:55 PM |
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Well, for the most part I made it up with some help from Nar. The only information that existed before I wrote this was that: the electrostaves were made from phrik alloy and that it can deflect lightsaber strikes (I added the part about it needing to be electromagnetically charged because it makes much more sense); that the Kalee were at war with the Huk and the IBC sided with the Kalee and the Republic stepped in and sided with the Huk; and that the Huk sent the Kalee homeworld into ruin. That's about all I can can think of off of the top of my head without going through and rereading what I wrote to see all of what was around beforehand but I'm pretty sure that's it. Everything else is straight from our brains and written by yours truly.
[EDIT]Oh and Rom Moc using the phrik alloy in the Dark Trooper project on Gromas 16 was something I didn't make up either. That's official lore.
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Last edited by Anstrona on 6 August 2005 at 12:58 AM
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6 August 2005 12:30 AM |
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Damn you don't mess around, Anstrona. Very nice work here. Someone get this man a job writing sourcebooks.
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6 August 2005 01:41 AM |
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