This Is the Way

By Ebak, in Star Wars: Edge of the Empire RPG

Hey all. I'm back, and this time with two more statted characters.

First of all, I have not made any alterations to Kuiil as did not receive any feedback beyond changing him from a Nemesis to a Rival. While I can see the logic, in the defence of Kuiil's NPC status, both R2-D2 and C3-PO are also Nemesis level characters. If they can be Nemesis level, I feel Kuiil can be as well.

Anyway, onto the new stat blocks!

Carasynthia Dune, Ex-New Republic Shock Trooper - Updated 05/01/2020

NPC Type: Nemesis

Soak: 5
Wound Threshold: 17
Strain Threshold: 14
Ranged Defense: 1
Melee Defense: 1

Characteristics
Brawn: 4 3
Agility: 3
Intellect: 2
Cunning: 2
Willpower: 3
Presence: 2 3

Skills

Athletics: 3 (YYY)
Brawl: 4 (YYYY)
Coercion: 1 (YGG)
Cool: 3 (YYG)
Deception: 1 (YG)
Discipline: 1 (YGG) 2 (YYG)
Gunnery: 1 (YGG)
Ranged (Heavy): 4 (YYYG)
Ranged (Light): 2 (YYG)
Resilience: 2 (YYG)
Stealth: 2 (YYG)
Vigilance: 3 (YYY)
Warfare: 2 (YY)


Talents
Adversary 1

Barrage 2 - Add 1 damage per rank of Barrage to one hit of succesful Ranged (Heavy) or Gunnery attack with non-starship/vehicle weapons at long or extreme range.

Burly 1 - Reduce any wielded weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.

Parry - When hit by a Brawl, Melee, or Lightsaber attack, after damage is calculated (but before soak is applied) the character may take a Parry incidental. They suffer 3 strain and reduce the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon.

Unarmed Parry - May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).


Special Abilities
Revenge - When Cara is being targeted with social check, if the person performing the check implied the Empire would be negatively impacted, they may upgrade the check against Cara twice.

Come to Mama - When performing an attack with a weapon that uses the Ranged (Heavy) or Gunnery skill, against a vehicle of silhouette 4 or smaller, using a non-vehicle weapon, Cara may suffer 5 strain to add Breach 2 to the weapons profile. If the weapon already has Breach 1 or higher, she increases the Breach rating by 1.

Shocktrooper Brawler - After performing a successful Brawl check against a target, may spend a Cara may spend Destiny point to add damage equal to her ranks in Brawl to the attack.

Weapons
Blaster Pistol - Skill: Ranged - Light Range: Medium, Damage: 6, Critical: 3, Qualities: Stun Setting

RT-97 Light Repeating Blaster - Skill: Ranged - Heavy, Range: Long, Damage: 10, Critical: 2, Qualities: Auto Fire, Cumbersome 4, Pierce 1

Armor
Light Combat Armor - Soak +1, Defense: 1

Gear
2 Stimpacks

Edited by Ebak

IG-11, Hunter-Killer Droid.

NPC Type: Nemesis

Soak: 5
Wound Threshold: 15
Strain Threshold: 16
Ranged Defense: 2
Melee Defense: 2

Characteristics
Brawn: 3
Agility: 4
Intellect: 2
Cunning: 1
Willpower: 2
Presence: 1

Skills
Brawl: 3 (YYY)
Cool: 1 (Y)
Education: 2 (YY)
Gunnery: 1 (YGGG)
Medicine: 1 (YGB)
Perception: 3 (YGG)
Piloting (Planetary): 2 (YYGG)
Ranged (Heavy): 4 (YYYY)
Ranged (Light): 2 (YYGG)
Vigilance: 3 (YYG)


Talents
Adversary 2

Quick Draw - Once per round, draw or holster an easily accessible weapon or item as an incidental instead of a maneuver. Reduce the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.

Quick Draw (Improved) - The character may activate the Quick Draw talent twice per round (instead of just once per round).


Special Abilities

Advanced Omnidirectional Sensors - Cancels the effects of darkness, smoke, or other environmental effects that obscure vision.

Droid - Does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.

Hunter-Killer - IG-11 may wield two-handed blasters such as rifles and carbines using only one hand. IG-11 may elect to dual-wield two handed weapons, but must increase the difficulty of all combat checks by two while doing so.

Self Destruct - As a maneuver, may self destruct to inflict one automatic hit dealing 20 damage to everything within short range.

My Duty... - At the start of an encounter, IG-11 may declare one character in the encounter as his 'charge'.

...To Nurse - When performing a non-combat skill check to look after his 'charge', be it medically or simple care (such as cooking), IG-11 may suffer 2 strain to upgrade his check once.

...To Protect - When IG-11's 'charge' is declared as the target of an attack. IG-11 may suffer 2 strain to immediately perform a combat check against the attacker, if able. If the target is killed, they do not make a combat check.

Damaged Central Processing Unit - When performing a check in a skill that IG-11 does not have ranks in, he must add 2 setback dice to the dice pool. At the GM's discretion, assistance or repeated skill use can reduce or remove the setback.

Armor
Combat Chassis - Soak: 2, Defense:2

Weapons
E-11 Blaster Rifle - Skill: Ranged - Heavy, Range: Long, Damage: 9, Critical: 3, Qualities: Stun Setting

DLT-20A Heavy Blaster Rifl e - Skill: Ranged - Heavy, Range: Long, Damage: 10, Critical: 3, Qualities: Auto Fire, Cumbersome 3

IG-11's Fusion Welder - Skill: Melee, Range: Engaged, Damage: 5, Critical: 4, Qualities: Burn 2, Stun Setting

Gear

Bacta Spray - Grants a boost to all Medicine skill checks while using the Bacta Spray., Decrease the difficulty of Medicine checks to heal Critical Injuries by 1 to a minimum of Easy.

Ammo Bandolier

Slight edit done to Kuiil on the wording of his "Patience, Repetition, Affirmation" talent so that it works to negate the effects of IG-11's "Damaged Central Processing Unit" ability.

8 minutes ago, Ebak said:

Characteristics
Brawn: 4
Agility: 3
Intellect: 2
Cunning: 2
Willpower: 3
Presence: 2

She and Mando seemed pretty evenly matched strength wise. I would suggest dropping her Brawn 1 point and instead giving her +1 Presence or Cunning. Probably Presence. She seems much more charismatic than Mando (though, admittedly, that isn't saying much), and seems decent (i.e. natural ability, not so much trained ability) at social skills like Leadership.

12 minutes ago, Ebak said:

Skills

Athletics: 3 (YYYG)
Brawl: 4 (YYYY)
Coercion: 1 (YGG)
Cool: 3 (YYG)
Deception: 1 (YG)
Discipline: 1 (YGG)
Gunnery: 1 (YGG)
Ranged (Heavy): 4 (YYYG)
Ranged (Light): 2 (YYG)
Resilience: 2 (YYGG)
Stealth: 2 (YYG)
Vigilance: 3 (YYY)
Warfare: 2 (YY)

These look pretty good, but maybe boost her Discipline a point? Maybe add a rank in the Confidence talent?

13 minutes ago, Ebak said:

RT-97 Light Repeating Blaster - Skill: Ranged - Heavy, Range: Long, Damage: 10, Critical: 2, Qualities: Auto Fire, Cumbersome 4, Pierce 1

Is this something that currently exists? Because the base LRB is Cumbersome 3, and it is very rare to have a Cumbersome rating higher than that. I'd've probably given it Cumbersome 3. That said, if you were to drop her Brawn a point, her rank in Burly would make up the difference for the Cumbersome rating.

Other than that, looks great!

(Working on a critique of IG-11 now :) )

She and Mando did fight each other to a stalemate, my intention was to have Mando be the agility focused character while she was Brawn focused. However, you are right, she is more social than he. So I've dropped her Brawn down to 3 and increased her presence to 3 and given her Discipline 2.

As for the repeating blaster. I used the Imperial Repeating Blaster as a base which does have a cumbersome of 4. The rifle itself is made by me to do less damage but crit only on 2. Keeping it as cumbersome 4 also makes her Burly with it, although the intention originally is that she can much easily handle a large gunnery weapon by herself which Cara does give off that feel that she is much stronger than Mando.

1 minute ago, Ebak said:

although the intention originally is that she can much easily handle a large gunnery weapon by herself which Cara does give off that feel that she is much stronger than Mando.

Well... he did lug around an HRB... :D

That is true. However, it can be argued he still upgraded due to cumbersome being over what he has in brawn and unfortunately rolled a despair giving the Moff a chance to shoot the power pack.

Edited by Ebak
7 minutes ago, Ebak said:

IG-11, Hunter-Killer Droid.

NPC Type: Nemesis

Soak: 5
Wound Threshold: 15
Strain Threshold: 16
Ranged Defense: 2
Melee Defense: 2

As an IG unit, he'd probably be represented by the Assassin Droid statblock in the CRBs. Because of that, most of my suggestions will probably be about getting him up (or in some cases down) to that bar, though I don't think it should be a direct copy.

For these stats, then, I'd suggest Soak 7, a WT of 19, and Defense of 1/1 (for some reason the CRB lists it as 1 Ranged, 0 Defense). The ST is more malleable, so I'm not going to suggest anything here, but RAW it is 10.

11 minutes ago, Ebak said:

Characteristics
Brawn: 3
Agility: 4
Intellect: 2
Cunning: 1
Willpower: 2
Presence: 1

RAW stats put it at 433311. I'd suggest keeping the first 2 (though possibly boosting Agility to 4, like you did) and adjusting the last 4 "mental" characteristics as you see fit.

12 minutes ago, Ebak said:

Skills
Brawl: 3 (YYY)
Cool: 1 (Y)
Education: 2 (YY)
Gunnery: 1 (YGGG)
Medicine: 1 (YGB)
Perception: 3 (YGG)
Piloting (Planetary): 2 (YYGG)
Ranged (Heavy): 4 (YYYY)
Ranged (Light): 2 (YYGG)
Vigilance: 3 (YYG)

These look pretty good, but maybe another rank in Medicine?
Since these are post rebuild, I'm more-or-less disregarding the RAW stats for this (though FYI, ranged combat skills were 5).

17 minutes ago, Ebak said:

Talents
Adversary 2

Quick Draw - Once per round, draw or holster an easily accessible weapon or item as an incidental instead of a maneuver. Reduce the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver.

Quick Draw (Improved) - The character may activate the Quick Draw talent twice per round (instead of just once per round).


Special Abilities

Advanced Omnidirectional Sensors - Cancels the effects of darkness, smoke, or other environmental effects that obscure vision.

Droid - Does not need to breathe, eat, or drink and can survive in vacuum or underwater. Immune to poisons or toxins.

Hunter-Killer - IG-11 may wield two-handed blasters such as rifles and carbines using only one hand. IG-11 may elect to dual-wield two handed weapons, but must increase the difficulty of all combat checks by two while doing so.

Self Destruct - As a maneuver, may self destruct to inflict one automatic hit dealing 20 damage to everything within short range.

My Duty... - At the start of an encounter, IG-11 may declare one character in the encounter as his 'charge'.

...To Nurse - When performing a non-combat skill check to look after his 'charge', be it medically or simple care (such as cooking), IG-11 may suffer 2 strain to upgrade his check once.

...To Protect - When IG-11's 'charge' is declared as the target of an attack. IG-11 may suffer 2 strain to immediately perform a combat check against the attacker, if able. If the target is killed, they do not make a combat check.

Damaged Central Processing Unit - When performing a check in a skill that IG-11 does not have ranks in, he must add 2 setback dice to the dice pool. At the GM's discretion, assistance or repeated skill use can reduce or remove the setback.

Makes sense to drop the combat-related talents here, so no complaints there.

Everything here looks good!

19 minutes ago, Ebak said:

Gear

Bacta Spray - Grants a boost to all Medicine skill checks while using the Bacta Spray., Decrease the difficulty of Medicine checks to heal Critical Injuries by 1 to a minimum of Easy.

Ammo Bandolier

For the Bacta Spray, I'd treat it like a Medpac. That would also mean that it gains a single use per scene as a Stimpack, which does kinda make sense. As for the latter half, it could stay or leave regardless of what changes you may-or-may-not make.

Instead of "Ammo Bandoleer" how about "Extra Reloads"?

Altered the stats as appropriate. I actually used IG-88 as a base and pulled IG-11 down, but completely forgot that Assassin droids had a stat block!

In the end I upped his Brawn to 4 and Intellect to 3 as he does display tactical and clear logical thinking plus it would help his medicine skill, which based on your recommendation has been increased to 2.

Ammo Bandoleer works as Extra Reloads, and the reason I chose to base it on the ECM medical backpack rather than a medpac as, although the latter would grant him the free use of a stim, which I concede makes sense, I also fee that what he was doing was healing a critical injury, not necessarily wounds.

The lowered soak and wounds is to represent that he is already effectively damaged but the extra defense because of his upgraded systems and sturdy chassis which clearly takes one **** of a beating but keeps on ticking.

Edited by Ebak

Regarding Tracking Fobs...

The Holonet Homing Beacon on page 137 of Gadgets & Gear appears to be an approximate equivalent.