Site Stats:

9852 Stats in 31 Categories


Search Stats:


Latest Youtube Video:

Social Media:

@RPGGamer.org

@_RPGGamer


RPGGamer.org Main Menu
Home
        Editorials
        Old Updates
RPG Tools
        Random Dice Roller
        Star Wars Name Generator
        CEC YT-Ship Designer
        NEW YT-Ship Designer
        Ugly Starfighter Workshop
Youtube
Mailing List
Patreon
Mailing List
Reviews
RPG Hints
        Adventures
        House Rules
        Game Ideas
Dungeons & Dragons
The D6 Rules
        Quick Guide to D6
        Expanded D6 Rules
Star Wars D/6
        Campaign
        Starships
        Vehicles
        Equipment
        Weapons
        Droids
        Planets
        Characters
        Creatures
        Races
        The Force
        Supplements
        Online Journal
        Adventurers Journal
        GM Screen
        Hardware
        NPC Generator
Star Wars Canon
        Rise of the Empire
        Imperial Era
        Post Empire Era
Star Wars D/20
        Starships
        Vehicles
        Equipment
        Planets
        Characters
        The Force
        Supplements
        Online Journal
Warhammer
StarGate SG1
Buffy RPG
Babylon 5
Farscape
Slaine
Star Trek
Lone Wolf RPG
Exalted
Earthdawn


Other Pages within RPGGamer.org:
R2-L3 (Astromech Droid)

R2-L3 (Astromech Droid)
Aster Forian (Human Jedi Padawan)

Aster Forian (Human Jedi Padawan)
Varykino workshop Gondola Speeder

Varykino workshop Gondola Speeder
Toong

Toong

Section of Site: Characters D6Belongs to Faction: Subtype: Non-Player CharacterEra: New RepublicCanon: No




Charlotte de Gurre

Charlotte is a fairly well known sword fighter in the galaxy. She's primarily a fencer, where there is little danger of
any serious injuy, but events like the Napanese Shogun Budokai are not unknown to her. She will be competing in it for the
first time and is slightly intimidated by the high class opposition she will face. She is well known for being stylish
wearing clothes resembling old noble dress and an armour mantle with servomotors to facilitiate movememnt to protect her
from injury. Many of the other Budokai contenders hold her in contempt.

Character Name: Charlotte de Gurre
Type: Sword Fighter
Species: Human
Gender: Female
Age: 26

As of Shadows of the empire:

Physical Description: Charlotte is a human female of slightly above average stature. She has chin length blonde hair and
blue eyes. She wears royal blue tunic, trousers, and slippers. Across her shoulders is an armour mantle with arm greaves
and gauntlets to protect her during duels.

DEXTERITY: 4D
        Dodge 7D+1
        Melee Combat 8D+1
KNOWLEDGE: 3D
MECHANICAL: 2D
PERCEPTION: 3D+1
STRENGTH: 4D
        Stamina 6D+1
TECHNICAL: 2D

        


Move: 10
Force Sensitive: No
Force Points: 2
Dark Side Points: 0
Character Points: 27
Wounded Status:

Equipment:
Vibro-Rapier (STR+3D)
Armour Mantle (+1D physical,+2 energy; shoulders and arms)

Sword Moves:


Name: Un-Even Fighting

Description: One opponent moves to a higher ground, and defends from it, while another remains lower (i.e. dueling on stairs.)
Difficulty: A Moderate check of Dexterity is made. Failing it, you fall to the ground, after losing balance (for two rounds, all skills are -2 and no bonus awarded for those two rounds.) Must be made by both combatants.
Effect: Whichever combatant is on the higher ground receives a +1D to strike rolls and the lower combatant will receive a +1D to parry.

Name: Feint/Attack

Description: One opponent "fakes" an attack to throw off the other's balance. He returns his saber to "home" position.
Difficulty: A Moderate Melee Combat roll is needed. Modified by opponent's Perception/Sense roll.
Effect: This maneuver is considered a multiple action, because the attacker will make two strikes: The fake one, and the real one. If the attempt was succsseful (The melee roll was higher then the opponent's roll), the attacker gets to add that difference to his strike, because the defender was knocked off balance, and unable to properly defend himself (-2D: 1D is because of multiple actions: Defending Twice). However, if it is the reverse (the defender's roll was higher) the defender saw the feint, knew not to defend it, and will be able to see the real strike, and defend it with no modifiers.

Name: Feint/Dodge

Description: One opponent "fakes" an attack in the direction he wishes the defender to go and then moves around him. Excellent for removing oneself from combat.
Difficulty: A Moderate Dodge roll is needed. Modified by opponent's Perception/Sense roll.
Effect: If successful, opponent moves around defender, while defender steps into direction attacker wanted. The attacker can flip, slide or move however it is necessary to end up behind defender.
Learning Time: 12 days for basic teaching; 30 days to be taught effectively (is taught side by side to Feint/Attack)


Name: Flip/Kick

Description: An unarmed defender grabs the attacker, falls to the ground, flipping himself backward, while kicking the attacker behind him.
Difficulty: The defender's brawling parry roll verses the attacker's weapon skill. If successful, the defender must make a Moderate Dexterity check to make sure he does not come in contact with the saber (no penalty - Reflex action).
Effect: If this maneuver is successful, it is considered a multiple action, so -1D. If it is successful, the defender rolls a brawling with an Easy difficulty for being point-blank. The attacker must now roll Strength vs. the defender's Strength for damage. The attacker must also roll a Moderate stamina check to make sure he's not disarmed.

Name: Double Slash

Description: A double slash starting at the upper right or left of the torso, and striking diagnally downward, then turning back towards the side, and again, cutting downward diagnally. There is no action penalty for this attack.
Difficulty: The difficulty is Very Difficult. Should the total be missed by more then 5, the attack missed completely, and the attacker is off balance for 1D rounds. If the total is missed by 10 or more, then the attacker inflicts damage upon himself.
Effect: Should the attack be successful, two damage rolls are made instead of one.

Name: Disarm


Description: This is to force the opponant to release his/her melee weapon.
Difficulty: This is a Very Difficult manuver to execute, because there is a +5 bonus to the defender.
Effect: The opponent's weapon is knocked from their grip. It will take an action to retrieve it.


Design Notes: Based loosely off the charachter from 'Samurai Showdown'


Comments made about this Article!



There are currently no comments for this article, be the first to post in the form below



Add your comment here!

Your Name/Handle:

        Add your comment in the box below.



Thanks for your comment, all comments are moderated, and those which are considered rude, insulting, or otherwise undesirable will be deleted.

As a simple test to avoid scripted additions to comments, please select the numbers listed above each box.
5
3
6
4
8



Page designed in Notepad, Logo`s done in Personal Paint on the Commodore Amiga
All text and stats by Dave Maloney, HTML and logos done by FreddyB
Images stolen from an unknown website at some remote time in the past.
Any complaints, writs for copyright abuse, etc should be addressed to the Webmaster FreddyB.