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Voc Robots, Haemovores, Sutekh, Ice Warriors

Voc Robots

Voc Robots are simple automatons that can carry out varied tasks dependant upon their model.  There are three models of Voc Robot, Vocs, Dumbs and Super-Voc's.  Dumbs, usually black in colour, cannot speak and give acknowledgement to orders with a simple nod of the head.  Dumbs are programmed to recognise voice commands and are used for menial labour duties such as heavy lifting.  Vocs, usually green in colour, are the more common model and are capable of basic speech are can carry out more complicated tasks including the operation of vehicles and mining machinery.  The Super-Voc is a lesser known model, only available to governments and large corporations.  The Super Voc has a much more complex brain and is capable of unsupervised operation, self deduction.  The Super-Voc can easily take on the espionage roles usually posing as a Dumb.

Voc Robot designation is usually by the letter V, for Voc, or D, for Dumb, followed by a number.

Voc Robot programming is hardwired into their core build.  Re-programming a Voc is notoriously difficult.  However, the Voc Robots operating on the Mining Rig operating out of Kaldor City were reprogrammed by Taran Capel, a mad scientist who had grown up with and lived with robots all his life.  The murderous Robots killed most of the crew of the mining rig before Taran Capels plan was thwarted by the Doctor and Leela with the aid of the Super-Voc D84.

TV appearance: Robots of Death

Novels: Corpse Marker

Audio: Kaldor City

 

Voc Robot Traits D20

Voc Robot

Str 18, Dex 11, Con 16, Int 11, Wis 9, Cha 9

WP: 16, Defense 12 (+0 Dex, +2 Armour), Init +0, Fort +3, Ref +0, Will -1

Attack Melee +4, Ranged +0

Skills: Computer Use +10, Disable Device +5, Lifting +10, Knowledge (mining) +6, Repair +10, Pilot +7

Dumb Voc Robot

Str 18, Dex 11, Con 16, Int 6, Wis 4, Cha 4

WP: 16, Defense 12 (+0 Dex, +2 Armour), Init +0, Fort +3, Ref +0, Will -3

Attack Melee +4, Ranged +0

Skills: Lifting +10, Repair +5

Super-Voc Robot

Str 18, Dex 11, Con 16, Int 14, Wis 12, Cha 12

WP: 16, Defense 12 (+0 Dex, +2 Armour), Init +0, Fort +3, Ref +0, Will +1

Attack Melee +4, Ranged +0

Skills: Bluff +7, Computer Use +10, Disable Device +5, Hide +7, Lifting +10, Listen +7, Knowledge (mining) +6, Move silently +7, Repair +10, Pilot +7, Spot +5

 

Voc Robot Traits D6

Voc Robot

Dexterity 2D+2 Knowledge 2D Mechanical 2D
Perception 1D Strength 4D Technical 2D

Skills: Knowledge (mining) 6D, Piloting 3D, Miner Operation 4D, Lifting 8D, Computers 6D, Miner Repair 6D, Droid Repair 5D.

 

Dumb Voc Robot

Dexterity 2D+2 Knowledge 1D Mechanical 1D
Perception 1D Strength 4D Technical 1D

Skills: Lifting 8D, Computers 3D, Miner Repair 3D.

 

Super-Voc Robot

Dexterity 2D+2 Knowledge 3D Mechanical 2D
Perception 3D Strength 4D Technical 2D

Skills: Knowledge (mining) 6D, Piloting 3D, Miner Operation 4D, Hide/Sneak 5D, Search 5D, Lifting 8D, Computers 6D, Miner Repair 6D, Droid Repair 5D.

 

 

Haemovores

Haemovores are possibly the final evolutionary form of humans.  Haemovores come from millions of years in the future and are what is left of humanity after centuries of war an chemical fallout.  The most powerful of all Haemovoes is the Ancient One, the first of their kind.  When first transformed Haemovires keep some of their human qualities, but as the years pass they slowly deform, skin turning a pale blue and barnacle-like growths forming on their skin.  The Ancient One controls his kindred via telepathy and can choose to control them or destroy them at his will.  The Haemoves live in small communities at the bottom of oceans and have vampire-like powers, this includes a craving for other creature blood. 

TV appearance: The Curse of Fenric

Personality:  Haemovores have little self control, they obey the will of the Ancient One.  When the blood craving takes them they are roused into fierce combat.

Languagetelepathic

Agen/a

 

Haemovores in the Star Wars Universe

Haoemovores could have evolved in the oceans of any high pollution planet, including Coruscant.

 

Haemovores Species Traits D20

Either use standard Dungeons & Dragons Vampire rules, or use the Vangaard template from The Lords of the Night: Vampires by Bottled Imp Games.

Rule changes

Haemovoes are not harmed by Sunlight

Faith.  Haemovores can be held back by sheer faith, be the faith in religion, your country, team etc.  The faith must be absolute.  Roll Willpower DC 15 + level of highest Haemovore.  If you choose to attack the Haemovores at this time the faith is broken and they can retaliate.

Haemovores Species Traits D6

See Ugavine's Vampire Rules.

Rule Change

Haemovoes are not harmed by Sunlight

Faith.  Haemovores can be held back by sheer faith, be the faith in religion, your country, team etc.  The faith must be absolute.  Roll Willpower / Control DC 20.  If you choose to attack the Haemovores at this time the faith is broken and they can retaliate.

 

 

Sutekh

Sutekh, also known in Egyptian mythology at Set, was god of winds and storms who became an evil spirit who brought destruction and disorder.  As his cults rose his supporters fought with those of Horus in a civil war.  Sutekh gained the title God of War.  He murdered his brother Osiris and was condemned to pull the sun disc Re's Solar across the sky every day until the end of time.  Sutekh is often seen with a dogs face and pointing tail.

The Osirans are, or were, power god-like being with tremendous power that humans could not possible comprehend.  Of the Osirans Sutekh was pure evil.  He destroyed worlds, and galaxies before the other Osirans led by Horus finally defeated him leaving him entombed on the planet that would become known as Earth.  In the Earth year 1920 Sutekh nearly managed to free himself from his eternal tomb only to be thwarted by the Time Lord known as The Doctor.  Sutekh was trapped in a time corridor where he finally died.

TV appearance: The Pyramids of Mars

 

Personality:  Sutekh is a megalomaniac.  His voice is smooth and calm, but his words are of hate and destruction.

Languageany

Agen/a Sutekh lived for 7000 years in the time corridor but must have already been over 4000 years old by the time he battled The Doctor. 

Sutekh & Osirans in the Star Wars Universe

Sutekh could certainly have been in existence A long time ago in a galaxy far, far away.  Physical combat with Sutekh would be impossible so any contest would be one of brains rather than brawn.

Sutekh skills

Sutekh is a god. 

See the Pharaonic Pantheon in the Dungeons & Dragons Deities and Demigods Sourcebook. The only adjustments needed would be to add technology based skills.  For D6, pretty much assume his Attributes are 20D and his skills a lot higher!

 

 

Ice Warriors

Ice Warriors hail from the planet Mars in the system of Sol.  The name Ice Warriors is not strictly correct but is a name that has stuck with them after their first meeting with humans.  Ice Warriors wear a turtle-like armour shell with an energy weapon attached to their forearm.  They are a warlike ace led by their Ice Lords.  Despite their aggressive nature Ice Warriors are not beyond political negotiation.

Ice Warriors speak in a rasping voice and have two large pincers for hands.  Their technology is highly advanced with scientists held in high esteem in their society.

TV appearance: The Ice Warriors, The Seeds of Death, Curse of Peladon, Monster of Peladon

Big Finish Audio: Red Dawn

Personality:  Ice Warriors are slow and merticulous with their actions.  They have a tactical and cunning mind.  Ice Warriors can be arrogant and over-bearing, not to mention easily angered.

Languagebasic

AgeChild 1-5; young adult 6-11; adult 11-36; middle age 37-56; old 56-70; venerable 70+ 

 

Ice Warriors the Star Wars Universe

Ice Warriors are bent on domination, though they probably lack the force for a galactic conquest.  Ice Warriors are more likely to try and invade singular planets not allied with the Republic or Empire.

 

Ice Warrior Species Traits D20

Ability Modifiers: +2 Strength, -2 Dexterity, +1 Intelligence, -2 Charisma

Medium Sized: No modifier

SpeedBase Speed 10

Special:  Ice Warriors will always be found in their protective armour (Defense +4, DR: 4)

 

Ice Warrior Species Traits D6

  min max
Dexterity 1D 3D
Knowledge 2D 4D+1
Mechanical 2D 4D
Perception 1D 3D
Strength 3D 5D
Technical 2D 4D

Bonus Skills:

Ice Warrior Armour (+2D)