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The EU and Episode III: Revenge of the Sith- Spoilers Allowed

Discussion in 'Literature' started by Gandalf the Grey, Mar 21, 2003.

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  1. Rogue_Follower

    Rogue_Follower Manager Emeritus star 6 VIP - Former Mod/RSA

    Registered:
    Nov 12, 2003
    WotC has an article on the [link=http://www.wizards.com/default.asp?x=starwars/article/sw20050714a]Villians of RotS[/link], including Palpy, Ani/Vader, the MagnaDroids, and Teh General. Not much in new biographical info, but some new technical stuff , equipment, and, of course, the RPG stats.
     
  2. Leto II

    Leto II Jedi Padawan star 6

    Registered:
    Jan 23, 2000
    Although the Grievous entry is off slightly ("He was first encountered by the Jedi in the disastrous battle on Hypori, shortly after the start of the Clone Wars") -- he fought against Jedi at Geonosis, per Labyrinth.

    Make that, the first encounter where Jedi lived to report his presence afterward.

    That BlastTech DT-57 "heavy pistol" (or so it says) does more damage per round than their own StarSlasher carbine and their "Thunderer" (6D+2). Although the "Thunderer" still outclasses it for pure range, I think.
     
  3. Card_Dreamer

    Card_Dreamer Jedi Youngling star 3

    Registered:
    Aug 5, 2003
    Nice! Thanks for the heads up, R_F!
     
  4. Charlemagne19

    Charlemagne19 Chosen One star 8

    Registered:
    Jul 30, 2000
    I still hate Palpatine's noble levels.

    He should be ALLLLL force using
     
  5. Rogue_Follower

    Rogue_Follower Manager Emeritus star 6 VIP - Former Mod/RSA

    Registered:
    Nov 12, 2003
    WotC has some extra info. In their [link=http://www.wizards.com/default.asp?x=swminis/article/jedicounseling71]Jedi Counseling[/link] feature, they describe some stuff in Episode III in RPG terms and add a Force power that describes Palpy's two-face.
    [blockquote]Mask
    Just as Sith alchemical techniques can be used to make a subject appear more horrific, they can be used to conceal its true appearance. This requires an Alchemy check (DC 20), and your skill check is modified by all the same modifiers that would apply to a Disguise check. On a success, your Alchemy check is treated as a Disguise check for the purpose of concealing your true appearance (or adopting someone else's), opposed by an observer's Spot check as normal. Each check requires 1 minute, costs the user 5 vitality points, and gives the user 1 Dark Side Point.

    Unlike a mundane disguise (which is temporary) or cosmetic surgery (which requires considerably more time to use), an Alchemy mask alters the subject on the molecular level. The subject's true appearance is not apparent on sensors or even during a medical examination. Even if an observer's Spot check beats the Alchemy check result, the observer is only aware that something is wrong -- unnatural, perhaps -- about the subject. (In the case of impersonating a particular individual, of course, the observer would be aware that the subject was an imposter.) However, the mask can be dispelled by dark side energy: If the subject takes damage from a dark side Force skill, the subject must make a Fortitude save (DC 5 + damage dealt) or the mask is removed and the subjectÃ?¢ââ??‰â??¢s true face reappears. Furthermore, the sudden transformation physically distorts the subject with dark energy, imposing a permanent -2 penalty to all Disguise checks and an additional -1 penalty for every Dark Side Point the subject had gained in the past 10 rounds prior to losing the mask. These penalties make future attempts to create a mask or mundane disguise much less likely to be successful.

    Like all other Alchemy checks, the cost of using this skill on a particular subject is 10,000 credits. Furthermore, the subject takes 3d6 points of damage and must make a Fortitude save (DC 20). If the save fails, the damage is applied against the subject's wounds (as with a critical hit).
    [/blockquote]

    Plus, there is a feature on the [link=http://www.wizards.com/default.asp?x=starwars/article/sw20050728a]Heroes of Episode III[/link].

    :)
     
  6. Anguirus

    Anguirus Jedi Youngling star 2

    Registered:
    May 27, 2005
    The pic for Tarfful is wrong. But those stats will still be useful.
     
  7. ithorian-guy

    ithorian-guy Jedi Youngling star 1

    Registered:
    Jan 25, 2005
    Captain Antilles' first name was Raymus? I always thought his first name was Colton based on the information from the original Star Wars novelization.
     
  8. Rouge77

    Rouge77 Jedi Knight star 5

    Registered:
    May 11, 2005
    His last name was Colton in the novel version of ANH in 1976. It was changed for the movie.
     
  9. The2ndQuest

    The2ndQuest Tri-Mod With a Mouth star 10 Staff Member Manager

    Registered:
    Jan 27, 2000
    I think Raymus is suppsoed to the ANH Antilles's father.
     
  10. President_Sharky

    President_Sharky Jedi Padawan star 4

    Registered:
    Jan 18, 2004
    Captain Colton is the guy who pilots the Tantive IV in ROTS, he's played by Jeremy Bulloch (old Boba Fett).

    I'm pretty sure that Raymus Antilles is the same Captain Antilles that Darth Vader throttles at the beginning of ANH.
     
  11. Tam_Elgrin

    Tam_Elgrin Jedi Master star 4

    Registered:
    May 1, 2004
    Here's something of interest:

    [blockquote]Q: In his fight with Mace Windu, what exactly happens to Palpatine's face? Some say he was scarred by the Force lightning, but others say he was dropping some sort of illusion and revealing his true face. Which is it?

    A: Ah, the mysteries of the Force. There are problems with both of these ideas: The idea that he was being physically damaged by the Force lightning doesn't match Return of the Jedi. Luke was being hit by Force lightning for quite some time, and he wasn't scarred like that. On the other hand, if Palpatine was using an Illusion-assisted Disguise check (see Jedi Counseling 19), he couldn't possibly keep it up continually. Moreover, Illusion is a mind-influencing Force power. It doesn't work on droids or recordings (in other words, someone might notice that he doesn't look the same in recorded speeches), nor would it work when projecting a holographic image halfway across the galaxy. Finally, one would have wonder why he maintained the illusion in his earlier holographic appearances as Darth Sidious. It would seem more prudent to "turn it off" to preserve the Palpatine identity. You are quite justified in being puzzled by this turn of events!

    Fortunately, the truth is revealed in Star Wars Insider:

    [The] real Palpatine is the one who bursts forth at a calculated moment . . . That is when the true person comes out, letting the evil fully manifest itself. The Emperor . . . looks like he does because he's very old and very evil -- it is what he always looked like. [Star Wars Insider 82 (page 58)]

    [It?s] the intensity of reflected lightning and the channeling of such raw dark side power that are the catalysts for Palpatine?s transformation. Perhaps the face that boils up to the surface is shaped by his dark side corruption, but the lightning is definitely the cause. [Star Wars Insider 83 (page 32)]

    Palpatine, who has delved extensively into Sith lore, was using an almost-forgotten technique to hide his true self. In game terms, this is an application of the Alchemy skill from the Dark Side Sourcebook (page 13):

    Mask

    Just as Sith alchemical techniques can be used to make a subject appear more horrific, they can be used to conceal its true appearance. This requires an Alchemy check (DC 20), and your skill check is modified by all the same modifiers that would apply to a Disguise check. On a success, your Alchemy check is treated as a Disguise check for the purpose of concealing your true appearance (or adopting someone else's), opposed by an observer's Spot check as normal. Each check requires 1 minute, costs the user 5 vitality points, and gives the user 1 Dark Side Point.

    Unlike a mundane disguise (which is temporary) or cosmetic surgery (which requires considerably more time to use), an Alchemy mask alters the subject on the molecular level. The subject's true appearance is not apparent on sensors or even during a medical examination. Even if an observer's Spot check beats the Alchemy check result, the observer is only aware that something is wrong -- unnatural, perhaps -- about the subject. (In the case of impersonating a particular individual, of course, the observer would be aware that the subject was an imposter.) However, the mask can be dispelled by dark side energy: If the subject takes damage from a dark side Force skill, the subject must make a Fortitude save (DC 5 + damage dealt) or the mask is removed and the subject?s true face reappears. Furthermore, the sudden transformation physically distorts the subject with dark energy, imposing a permanent -2 penalty to all Disguise checks and an additional -1 penalty for every Dark Side Point the subject had gained in the past 10 rounds prior to losing the mask. These penalties make future attempts to create a mask or mundane disguise much less likely to be successful.

    Like all other Alchemy checks, the cost of using this skill on a particular subject is 10,000 credits. Furthermore, the subject takes 3d6 points of damage and must make a Fortitude save (DC 20
     
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